Custom Starting Ship Configuration

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greetingsfromoslo
Posts: 77
Joined: Sat Feb 02, 2013 11:47 am

Custom Starting Ship Configuration

Post by greetingsfromoslo »

I looked through the mod list, but I didn't find a mod that makes it possible to customize your own ship from the start. By customization I mean to install your very own systems, upgrades, weapons, drones and augmentations. You receive an amount of scrap that's equal to the average value of the installed equipment on all of the type A ships. You could choose to customize any ship that you have unlocked in case you prefer a different ship design apart from the Kestrel.

Does any modders have input on whether it would be possible to put together such a mod or not?
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kartoFlane
Posts: 1488
Joined: Mon Jan 14, 2013 10:20 pm

Re: Custom Starting Ship Configuration

Post by kartoFlane »

DryEagle is currently working on something of the like, however, as far as I remember the conversation, it's not possible to add augmentations and systems to ships through events (he wanted to do it that way, since shops are random)

Generally it seems feasible, but would require some clever workarounds (if using shops, which seems to be the only option left)
Superluminal2 - a ship editor for FTL
Vhati
Posts: 792
Joined: Thu Oct 25, 2012 12:01 pm

Re: Custom Starting Ship Configuration

Post by Vhati »

Article: FTLWiki - Events File Structure
augment [name]
Gives player an augmentation, `name` is an augmentation id or "RANDOM"

weapon [name]
Gives the player a weapon, `name` is weapon an id or "RANDOM"

drone [name]
Gives the player a drone schematic

crewMember
[TEXT, amount, class]
If amount > 0: gives you amount crewmembers of race class.
If amount = 1: you can specify TEXT to name the new crewmember
If amount < 0: kills -amount of your crewmembers.

item_modify [steal]
adds or removes items – this is displayed next to the choice text, unless `steal="true"`
item [max, min, type]
adds/removes `min`-`max` items, type is one of: scrap, fuel, drones, missiles

autoReward [TEXT, level]
Gives you a random revard
level is one off: LOW, MED, HIGH, RANDOM;
TEXT is one of: standard (scrap + 2 resources), stuff (less scrap, mostly resources (intended for surrenders)), scrap_only, fuel, missiles, droneparts, fuel_only. missiles_only, droneparts_only (`fuel`, `missiles` and `droneparts` include some scrap), weapon, augment, drone

choice [hidden, lvl, req]
Defines a choice. Use req + level to generate blue choices: req can be the name of any race, weapon, drone, augmentation or system/subsystem. Add level to require a minimum level of system/subsystem.
The hidden="true" attribute determines whether rewards (fuel, drone parts, scrap, etc) appear in the text for that choice. Omitting the hidden tag will cause any <item_modify> or <autoReward> materials to show after the text of the choice. It also causes unavailable options (blue options determined by req) to be hidden, rather than grayed out.
What you can't do is remove things with events (other than crew, scrap, fuel, drones, missiles).
You can't add systems/subsystems, but you can repeatedly tease players with non-hidden blue choices that require upgraded levels to click.

If you use an edited savegame for particular ships, you can fill sector 1 with shops carrying any specific inventories you wish, and hand-pick events for each beacon.
DryEagle
Posts: 363
Joined: Thu Oct 04, 2012 11:17 am

Re: Custom Starting Ship Configuration

Post by DryEagle »

Click the 'descent into darkness' mod link in my sig, and enjoy ;)
All ships I have created include custom weapons, graphics etc:
Image
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