[MOD][WIP] FTL Infinite Space

Discuss and distribute tools and methods for modding. Moderator - Grognak
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BrenTenkage
Posts: 1157
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Re: [MOD][WIP] FTL Infinite Space

Post by BrenTenkage »

A bribe option would be a good idea I would say, like in my latest letsp lay, would have traded all my scrap to run
I make a lot of lets plays of FTL, I also use mods I find on this site http://www.youtube.com/playlist?list=PL ... 06hca_PXuX
I am also a modder as well, here is my mod hub http://subsetgames.com/forum/viewtopic.php?f=11&t=32269
3clipse
Posts: 13
Joined: Mon Nov 26, 2012 8:55 pm

Re: [MOD][WIP] FTL Infinite Space

Post by 3clipse »

Just jumped near a sun and got the message "ROCK_BOARDERS_SUN" those words in some order, and then 3 Rocks boarded my ship.

I think that text is not what it's supposed to be xD
thashepherd
Posts: 194
Joined: Fri Nov 16, 2012 11:45 pm

Re: [MOD][WIP] FTL Infinite Space

Post by thashepherd »

3clipse wrote:Just jumped near a sun and got the message "ROCK_BOARDERS_SUN" those words in some order, and then 3 Rocks boarded my ship.

I think that text is not what it's supposed to be xD
DrkTemplar, I've seen intermittent problems like that in Sonata as well ("NOTHING", "NOTHING_PIRATES"). No idea what causes it. It doesn't always seem to be tied to any particular edits I've made, and switching between ANSI/UTF-8 doesn't have any effect either. Please, let me know if you can figure this one out!
You are the weak, and I am the tyranny of evil men - but I'm trying, I'm trying real hard to be the shepherd.

"Wow, that Kieve guy is one angsty nerd eh."
Sonata - "Best use of Common Lisp in an indie space roguelike!"
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Kieve
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Re: [MOD][WIP] FTL Infinite Space

Post by Kieve »

thashepherd wrote:
3clipse wrote:Just jumped near a sun and got the message "ROCK_BOARDERS_SUN" those words in some order, and then 3 Rocks boarded my ship.

I think that text is not what it's supposed to be xD
DrkTemplar, I've seen intermittent problems like that in Sonata as well ("NOTHING", "NOTHING_PIRATES"). No idea what causes it. It doesn't always seem to be tied to any particular edits I've made, and switching between ANSI/UTF-8 doesn't have any effect either. Please, let me know if you can figure this one out!
I actually figured this one out from my Turning The Tide work. Basically, it happens when a call to an event or text-list runs out of options.
Every time you pass a call to an event/text-list (per sector), it "eliminates" that item from your list of choices, presumably to avoid it repeating itself. But if you're constantly making calls to the same lists, within the same sector, you'll eventually run out of options and it'll just fill in with the name of the list it's calling.
Solution: need moar stuff.
You can copy events if you don't mind some repeating, but to avoid the error entirely you need enough options per list to ensure that no single list can exhaust itself. And you'll note I say 'per sector' - every time you change sectors, either through the Secret Sector call or just standard jump, the whole thing reloads and you start fresh.
thashepherd
Posts: 194
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Re: [MOD][WIP] FTL Infinite Space

Post by thashepherd »

Kieve wrote:
thashepherd wrote:
3clipse wrote:Just jumped near a sun and got the message "ROCK_BOARDERS_SUN" those words in some order, and then 3 Rocks boarded my ship.

I think that text is not what it's supposed to be xD
DrkTemplar, I've seen intermittent problems like that in Sonata as well ("NOTHING", "NOTHING_PIRATES"). No idea what causes it. It doesn't always seem to be tied to any particular edits I've made, and switching between ANSI/UTF-8 doesn't have any effect either. Please, let me know if you can figure this one out!
I actually figured this one out from my Turning The Tide work. Basically, it happens when a call to an event or text-list runs out of options.
Every time you pass a call to an event/text-list (per sector), it "eliminates" that item from your list of choices, presumably to avoid it repeating itself. But if you're constantly making calls to the same lists, within the same sector, you'll eventually run out of options and it'll just fill in with the name of the list it's calling.
Solution: need moar stuff.
You can copy events if you don't mind some repeating, but to avoid the error entirely you need enough options per list to ensure that no single list can exhaust itself. And you'll note I say 'per sector' - every time you change sectors, either through the Secret Sector call or just standard jump, the whole thing reloads and you start fresh.
Perfect. You have a knack for saving my ass, don't you?
You are the weak, and I am the tyranny of evil men - but I'm trying, I'm trying real hard to be the shepherd.

"Wow, that Kieve guy is one angsty nerd eh."
Sonata - "Best use of Common Lisp in an indie space roguelike!"
Donorak
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Re: [MOD][WIP] FTL Infinite Space

Post by Donorak »

I does not work with the obsidian cruiser for some reason and i would love to have that fixed. if not possible then it is fine but i am just pointing out the problems with compatiblity
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Kieve
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Re: [MOD][WIP] FTL Infinite Space

Post by Kieve »

Donorak wrote:I does not work with the obsidian cruiser for some reason and i would love to have that fixed. if not possible then it is fine but i am just pointing out the problems with compatiblity
It works just fine with the Obsidian, most of my test plays have been with that ship. The trick is in the order the mods patch the files - it's critical that Infinite Space patch first, since some of the files are a straight-up overwrite of existing data.
-In your FTL\mods folder, you should find a 'modorder.txt' or similar. It's just a list of the mods you have in your folder, and the order in which they should patch. Copy/paste the entry for Infinite Space to the top of that list, and make sure the Obsidian Cruiser is loading after it. Then patch your files, and everything should work as intended.
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BrenTenkage
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Re: [MOD][WIP] FTL Infinite Space

Post by BrenTenkage »

Kieve wrote:
Donorak wrote:I does not work with the obsidian cruiser for some reason and i would love to have that fixed. if not possible then it is fine but i am just pointing out the problems with compatiblity
It works just fine with the Obsidian, most of my test plays have been with that ship. The trick is in the order the mods patch the files - it's critical that Infinite Space patch first, since some of the files are a straight-up overwrite of existing data.
-In your FTL\mods folder, you should find a 'modorder.txt' or similar. It's just a list of the mods you have in your folder, and the order in which they should patch. Copy/paste the entry for Infinite Space to the top of that list, and make sure the Obsidian Cruiser is loading after it. Then patch your files, and everything should work as intended.
No wonder my other mods didn't work, Thanks for clearing that up
I make a lot of lets plays of FTL, I also use mods I find on this site http://www.youtube.com/playlist?list=PL ... 06hca_PXuX
I am also a modder as well, here is my mod hub http://subsetgames.com/forum/viewtopic.php?f=11&t=32269
DrkTemplar
Posts: 245
Joined: Mon Oct 08, 2012 4:24 pm

Re: [MOD][WIP] FTL Infinite Space

Post by DrkTemplar »

@Kieve
I thought that unique="false" would prevent, no? If not what exactly does the unique attribute do for events?

@BrenTenkage
Depending on what is changed or added it might still not work with Infinite Space. For instance, the mod that adds more events. The events are likely to never show in Infinite Space because they may be added to lists that aren't being used in my mod. While other mods that add to blueprints (new weapons) for instance, should work. If you want me to look into a particular mod for compatibility, let me know.

*EDIT: Actually looks like that event was set to unique="true". That sounds like a bug in the base game to me. Loading a unique event more than once.
Last edited by DrkTemplar on Tue Dec 04, 2012 8:48 pm, edited 2 times in total.
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BrenTenkage
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Re: [MOD][WIP] FTL Infinite Space

Post by BrenTenkage »

DrkTemplar wrote:@Kieve
I thought that unique="false" would prevent, no? If not what exactly does the unique attribute do for events?

@BrenTenkage
Depending on what is changed or added it might still not work with Infinite Space. For instance, the mod that adds more events. The events are likely to never show in Infinite Space because they may be added to lists that aren't being used in my mod. While other mods that add to blueprints (new weapons) for instance, should work. If you want me to look into a particular mod for compatibility, let me know.
No need, I got Weaponanza, Shark's Mods, and many of the ships to work.
I make a lot of lets plays of FTL, I also use mods I find on this site http://www.youtube.com/playlist?list=PL ... 06hca_PXuX
I am also a modder as well, here is my mod hub http://subsetgames.com/forum/viewtopic.php?f=11&t=32269
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