Removing Features

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al244098
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Joined: Wed Jan 16, 2013 7:21 am

Removing Features

Post by al244098 »

I see that most mods only either replace or add new features to the game.

Is there anyway to remove things from the game? I plan to remove all events in-game for a mod I'm developing.
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5thHorseman
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Re: Removing Features

Post by 5thHorseman »

Depends on what you mean by "event." I'm pretty sure every beacon has an event, just some of them are "nothing happens" things.

But sure, you could replace all events with a "nothing happens" event.
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UltraMantis
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Re: Removing Features

Post by UltraMantis »

Almost as much as can be modded in, can be modded out. Ship systems can be removed completely from both player and enemy ships, so you could remove shields and rebalance weapons and health for an entirely different game.

Some event's must stay because they define how the player travels but as for beacon "opportunity" events, those can be thrown out the window.

Removing various features is a simple task of commenting them out in blueprints. Maybe you have some specific removal questions?
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speedoflight
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Re: Removing Features

Post by speedoflight »

al244098 wrote:I see that most mods only either replace or add new features to the game.

Is there anyway to remove things from the game? I plan to remove all events in-game for a mod I'm developing.
Good luck there, events are the hardest and more problematic part of modding for FTL, making a mod that replaces ALL the events in game will be a pain in the ass, unless they are simple events of course.

But since everything is achievable through patience, keep it going, totally new replaced events is something im sure a lot of people will like.
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kartoFlane
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Re: Removing Features

Post by kartoFlane »

@speedoflight
It's quite easy, actually. Just prune all entries regarding events from sector data, and events are gone
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speedoflight
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Re: Removing Features

Post by speedoflight »

kartoFlane wrote:@speedoflight
It's quite easy, actually. Just prune all entries regarding events from sector data, and events are gone
I know that ;) i was talking about making all the events, 6 or 7 normal-big events are a pain in the ass sometimes, imagine the quantity of events he will need to make to replace all vanilla ones...
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al244098
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Re: Removing Features

Post by al244098 »

speedoflight wrote:
kartoFlane wrote:@speedoflight
It's quite easy, actually. Just prune all entries regarding events from sector data, and events are gone
I know that ;) i was talking about making all the events, 6 or 7 normal-big events are a pain in the ass sometimes, imagine the quantity of events he will need to make to replace all vanilla ones...
Thanks for the tip, I've been too busy screwing around with event data that I never bothered to check sector data.

I plan on only making 1 giant event happen, nothing more.
It will be an event which triggers when you have no fuel, the point is to have you go through a straight boss rush, having each battle end with giving you an augment to allow you to fight the next boss.
I heard there are problems when you make events loop though.

Another thing I had on my mind is whether store beacons can be replaced with other stores via event or not.
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kartoFlane
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Re: Removing Features

Post by kartoFlane »

Event loop is when event A calls event B, which calls event A, starting it all over again, all in a single beacon.
Having the same event happen several times at different beacons is not an event loop.
Another thing I had on my mind is whether store beacons can be replaced with other stores via event or not.
If you mean change a store the player has already visited to have new stuff, etc, then nope, not possible.
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al244098
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Re: Removing Features

Post by al244098 »

kartoFlane wrote:Event loop is when event A calls event B, which calls event A, starting it all over again, all in a single beacon.
Having the same event happen several times at different beacons is not an event loop.
Another thing I had on my mind is whether store beacons can be replaced with other stores via event or not.
If you mean change a store the player has already visited to have new stuff, etc, then nope, not possible.
The whole mod is going to take place on a single beacon, but every round will leave you stranded, making you wait and reset the event once more. But I don't think that'll be an issue.

Thats a shame really, I guess I'll have to code an event for a whole wide array of weapons after every battle. Or I'll go through the trouble of balancing player ships and the boss ships.
Are you sure this includes events which spawns stores?

I wonder why nobody has ever made a mod which features looping no fuel events.
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kartoFlane
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Re: Removing Features

Post by kartoFlane »

Hm. Thing is, when you call <store/> (or any other event-terminating tag: <event load=/>, <quest name=/>, etc...), it quits the event, so you can't have followup choices.
Not to mention, I'm not sure if it's at all possible to reset a store beacon back to normal beacon (so it can be reassigned as store later)
You'd need to test this.
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