<mod:findName type="event" name="START_BEACON">
<mod-append:choice>
<text>Get Super Slug</text>
<event load="GET_SLUGG"/>
</mod-append:choice>
</mod:findName>
<event name="GET_SSLUG">
<text>To your surprise you get a super slug!</text>
<crewMember amount="1" class="slug" all_skills="2">blah</crewMember>
</event>
It should show a slug with the name of blah next to the choice when you start the game.
Junkyard has FTL mods, mostly ships and a few other things.
So I have been wanting to improve the Crystal mod, but slipstream keeps calling me out on "unexpected characters".
I've had to restart multiple times, having done tons of events, and and trying to load it at each stage.
This is the earliest point at which Slipstream fails to load it:
<event name="START_GAME_EVENT">
<text>Start beacon wormhole variation mod.</text>
<choice>
<text>A rare wormhole seems to have formed. It may be an opportunity, or it may silence your ship, and its information, forever.</text>
<event load="START_WORMHOLE"/>
</choice>
</event>
<event name="START_WORMHOLE">
<text>The wormhole is a little ways off from the jump beacon. It would be a simple matter to go explore it, but it may put your mission in jeoparty.
<choice>
<text>This seems fun. Exploring time!</text>
<event>
<secretSector/>
</event>
</choice>
<choice>
<text>You decide that there are enough dangers in the galaxy without unknown wormholes adding to them.</text>
</choice>
</event>
Anyone want to point out what I'm doing wrong? Thanks!
<mod:findName type="event" name="START_BEACON">
<mod-append:choice>
<text>Get Super Slug</text>
<event load="GET_SLUGG"/>
</mod-append:choice>
</mod:findName>
<event name="GET_SSLUG">
<text>To your surprise you get a super slug!</text>
<crewMember amount="1" class="slug" all_skills="2">blah</crewMember>
</event>
It should show a slug with the name of blah next to the choice when you start the game.
Cool, It works. I think I'll make thread dedicated about my event modding, because I have a lot to learn.
Chrono Vortex wrote:For the event code <surrender chance=X"> what X value will give the ship a 100% chance of surrendering?
Removing the chance and only leaving <surrender > is another way to do it.
Captain Markus wrote:Guys, help please. How to overwrite vanilla game object ?
trying edit combat_1 drone and ion_4 blast
change energy and cooldown, still no affect in game.
trying as .append, as .rawclobber no one works
Remove the .rawclobber file from your mod and it should work. blueprints.rawclobber deletes the game's blueprints and leaves only your blueprints, which in this case crashes the game.
Some of my FTL mods you may like, or hate, or... yeah:
One more question; even though the events labeled BOSS_TEXT_1-3 don't technically load the flagship, can effects still be applied to the flagship through those events?
EDIT: Never mind, I got that one figured out, but what would I do if I wanted to add a value to a ship?