Adding new sectors

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Vhati
Posts: 792
Joined: Thu Oct 25, 2012 12:01 pm

Re: Adding new sectors

Post by Vhati »

Try kartoFlane's Error Checker again.
That extra closing tag may have caused it to miss things before.
XiaoXiaoMan
Posts: 14
Joined: Mon Sep 02, 2013 12:42 am

Re: Adding new sectors

Post by XiaoXiaoMan »

Vhati wrote:Try kartoFlane's Error Checker again.
That extra closing tag may have caused it to miss things before.
The error checker found nothing of interest.
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Metzelmax
Posts: 364
Joined: Wed Sep 26, 2012 7:59 am

Re: Adding new sectors

Post by Metzelmax »

Well, just got a crash for the first time myself. It was the anterian sector again, even though I have replaced all sectors with new ones (the new sectors are just copy tasted old ones, but with different names i.e. NEW_CIVILIAN etc).

Which made me think: Maybe sectors need some events to function. Like Quests do replace Nothing events and such, so maybe it requires certain events in certain circumstances to function. But it probably isnt the Nothing event itself since I have the standard Nebula_empty in it. But maybe something else.

Any ideas?
Here is the Stuff I made:
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kartoFlane
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Re: Adding new sectors

Post by kartoFlane »

As Sleeper said earlier in this thread, random crashes usually occur if one of the events contains an error.

It could also be that your sector ran out of events to assign to beacons... Though that's a pure guess, because I have no idea how FTL works internally in this regard. Maybe increasing the min or max for each event will help?
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speedoflight
Posts: 660
Joined: Mon Feb 18, 2013 11:08 am

Re: Adding new sectors

Post by speedoflight »

kartoFlane wrote:As Sleeper said earlier in this thread, random crashes usually occur if one of the events contains an error.

It could also be that your sector ran out of events to assign to beacons... Though that's a pure guess, because I have no idea how FTL works internally in this regard. Maybe increasing the min or max for each event will help?
I dont think the crashes are due to errors in events, since it is just a copy /paste in some cases, when i tested it i just did a copy/paste of the same events i was using in the vanilla sectors, and my custom sector, even if it was using the exact same events, was crashing everytime i go to the map beacon. The only difference was i erased some vanilla events from appearing in my custom sector, and i reduced the min values to 0 in some others and lowered the max number as well.

Now, the second guess i agree, i didnt have any crash since then, and i dunno wat i did to fix it, but its probably that i raised the number of events in the custom sectors, or i just replace some of them. I dunno if this is the key, and i dunno if Meztelmax is right and we need always 1 event at least of some kind... who knows.
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Metzelmax
Posts: 364
Joined: Wed Sep 26, 2012 7:59 am

Re: Adding new sectors

Post by Metzelmax »

I found the (or at least one) reason why the sectors crash!

-> If your sector only contains nebula events it crashes. (I tested it with standard FTL Nebula events too, so its not just my Nebulas that crash them.

So I guess a nebula sector still needs 1-2 none Nebulas in order to function. (have to figure out how many still).
Here is the Stuff I made:
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And stuff is always better than no stuff, right?
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Metzelmax
Posts: 364
Joined: Wed Sep 26, 2012 7:59 am

Re: Adding new sectors

Post by Metzelmax »

And to make matters worse: FTL plants Nebula events always first... no matter where they stand within the sctr_data. That would explain why i am getting full nebula sectors even though my first event always is a NOTHING.

Well I got some events to dump now.
Here is the Stuff I made:
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And stuff is always better than no stuff, right?
UltraMantis
Posts: 2125
Joined: Thu Sep 20, 2012 3:17 pm

Re: Adding new sectors

Post by UltraMantis »

Good find... i wonder how much hair you pulled before finding that. Kudos for the find!
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