Mod to Explore the Crystal Sector

Distribute and discuss mods that are functional. Moderator - Grognak
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R4V3-0N
Posts: 1287
Joined: Sun Oct 06, 2013 11:44 am

Re: Mod to Explore the Crystal Sector

Post by R4V3-0N »

kartoFlane wrote:
Lightwavers wrote:Been looking at the code for Captain's Edition for help... big mistake lol. The text is all mashed together, so I decided to mercilessly take it to the return key... XD
CE was made on Linux, which uses LF-style line endings, which most Windows-native text editing programs don't recognize. Instead of Notepad/Wordpad, use a good text editor, like Notepad++ or SublimeText
So that's why it's all messy and screwy...It took me like a year to find something that worked with it...
R4V3-0N, a dreamer.
Lightwavers
Posts: 29
Joined: Thu Aug 06, 2015 4:45 am

Re: Mod to Explore the Crystal Sector

Post by Lightwavers »

Ok, I've pretty much given up finding out how to remove the quest event. Anyone like to give me a few pointers where to look?
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RAD-82
Posts: 795
Joined: Sat Nov 09, 2013 12:16 am

Re: Mod to Explore the Crystal Sector

Post by RAD-82 »

Just replace the START_BEACON_CRYSTAL event so it won't spawn the quest unless you have a Crystal crewmember.

Make a file called events_crystal.xml.append and put this code in it.

Code: Select all

<event name="START_BEACON_CRYSTAL">
	<text>You arrive in a sector not listed in any star charts. Strange crystalline ships dot the horizon.</text>
	<choice req="crystal" hidden="true">
		<text>Listen to your Crystal crew</text>
		<event>
			<text>Your companion speaks, "Here we are, my home sector. It has been a long time since others have set foot here, I wonder how you will be received. You have done as you promised and so shall I. The coordinates of my old ship have been forwarded to your navigation system."</text>
			<quest event="CRYSTAL_UNLOCK"/>
		</event>
	</choice>
	<choice hidden="true">
		<text>Continue...</text>
		<event/>
	</choice>
</event>
I suggest just replacing all of the code in events.xml.append with this:

Code: Select all

<event name="START_GAME_EVENT">
	<text>You decide delivering your information to the federation fleet will be easier if you first take a detour to the crystal sector to gather supplies.</text>
	<choice>
		<text>You start up the FTL drive, aiming straight toward a rare wormhole which will bring you to Crystal space.</text>
		<event>
			<secretSector/>
		</event>
	</choice>
</event>
It should get you to the Crystal sector in one click rather than four clicks.
Image
Junkyard has FTL mods, mostly ships and a few other things.
Lightwavers
Posts: 29
Joined: Thu Aug 06, 2015 4:45 am

Re: Mod to Explore the Crystal Sector

Post by Lightwavers »

Wow... Awesome! I had No Idea how to change up vanilla stuff.
Last edited by Lightwavers on Tue Jul 21, 2020 4:16 pm, edited 1 time in total.
Lightwavers
Posts: 29
Joined: Thu Aug 06, 2015 4:45 am

Re: Mod to Explore the Crystal Sector

Post by Lightwavers »

I've put up an advanced version of the mod, with help from RAD-82 in the questions section. :)
This one allows you a chance to get to the crystal sector, but you will not always get there. You can get lucky and get a ton of valuable materials, or your ship can be completely destroyed by the RNG. This version also allows blue options for ships, for example the rock, zoltan, and engi B ships have better chances to make it to the crystal sector unharmed, while the crystal ships have a 100% chance to make it. If you just want to get to the crystal sector though, then stick with the original mod.

Download: http://www.mediafire.com/download/3r3l7 ... _Start.ftl
knoedel
Posts: 13
Joined: Mon May 04, 2015 3:30 pm

Re: Mod to Explore the Crystal Sector

Post by knoedel »

hi, i was looking for this mod a Long time,

but can't you mod it so , that you enter the hidden sector at the end or in the middle of the first sector like in the original way and not at start?
Lightwavers
Posts: 29
Joined: Thu Aug 06, 2015 4:45 am

Re: Mod to Explore the Crystal Sector

Post by Lightwavers »

I guess I could, but I don't know how to do that without making every exit beacon put you in the crystal sector.
knoedel
Posts: 13
Joined: Mon May 04, 2015 3:30 pm

Re: Mod to Explore the Crystal Sector

Post by knoedel »

i understand.
maybe you could do it like this:

The Event at start beacon is, that you get a quest.

When you reach this questpoint at the first sector, you find the wormhole.

And now go on like you allrdy have.
Lightwavers
Posts: 29
Joined: Thu Aug 06, 2015 4:45 am

Re: Mod to Explore the Crystal Sector

Post by Lightwavers »

Good idea! I'll look into it. :)
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