Pip's Vanilla Ship Customizer

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CapnPipsqueak
Posts: 3
Joined: Sun Dec 27, 2015 11:41 pm

Pip's Vanilla Ship Customizer

Post by CapnPipsqueak »

What is this thing?

This mod strips down all the vanilla ships to just one crewmember, then gives you a budget and allows you to purchase individual ship components and crew to your liking.

Why is this a thing?

I was inspired by the Descent into Darkness mod by DryEagle and Sleeper Service.
If you've ever thought "That's cool, but I want three drones..." well, now you can have three drones.

What does it conflict with?

Anything that changes the events 'START_GAME' and 'START_BEACON', and vanilla ship blueprints.
Custom ship mods and total conversions will likely be incompatible. Any ship gear mods that add new content will likely work.

Why is it broken? It has to be broken or something, it's in Development...

Yeah, it's broken. I don't know why.
I know it's to do with the events.xml, but I don't know where. Before anyone asks, I've already used kartoFlane's checker to fix everything it can find. The problem is something it can't find, which is much more difficult to fix.
The other problem is that FTL is crashing without a log, which makes it even harder to debug.

So what can I help you with?
  1. Is there a way to detect how many empty weapon, drone or augment slots the current ship has?
  2. Does having too many choices in a single event cause shenanigans?
  3. Is there anything else in events.xml that could be screwing me over?
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RAD-82
Posts: 795
Joined: Sat Nov 09, 2013 12:16 am

Re: Pip's Vanilla Ship Customizer

Post by RAD-82 »

CapnPipsqueak wrote:Custom ship mods and total conversions will likely be incompatible.
Most custom ship mods can be compatible. Check out my Hull Swap mod to try and learn how. I'd rather not try to explain it and hope the example is enough to teach you.

I don't think you can count empty slots.
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Junkyard has FTL mods, mostly ships and a few other things.
meklozz
Posts: 350
Joined: Wed Sep 23, 2015 9:11 am

Re: Pip's Vanilla Ship Customizer

Post by meklozz »

That looks nice, are you just going to give scrap and let people choose whatever? That could get over powered.

Anyway, I don't think you can check for slots, but you could always ask a player, and the worst case scenario is that stuff goes to cargo anyway, right? Or try and make ships otherwise unique is such a way that you can detect it. Augments are usually made for this, it's not very neat as you can't take them away by events, so all it leaves you with is giving it a price of 0 and having people sell it. Other stuff could be 2 starting reactor power for those ships instead of one, or not starting with piloting or something (you'd add it later, just to serve as a 'signal').

For the second, I don't think so.

For the third, events. Events, events, events. I don't know what the checker checks for, but they really need to be good, or the game will hate you. Make sure to always alternate events with choices (with exception of eventlists), end on an event, never have loops. Bunch of other stuff I'm probably forgetting. @edit Like setting unique to true or false wherever you need, don't remember the specifics.. I think that it needs to not be true if it is loaded by another event or something?

Finally, you can just divide the file and load in smaller chunks to see what trips you up. It doesn't need to be functional, it just needs to run.

BTW, that's a cool mod RAD-82, never saw this before
CapnPipsqueak
Posts: 3
Joined: Sun Dec 27, 2015 11:41 pm

Re: Pip's Vanilla Ship Customizer

Post by CapnPipsqueak »

RAD-82
The events assume you have an empty ship with only one crewmember, so while hull mods aren't explicitly incompatible, they're going to cause issues anyway.

Meklozz
The player doesn't have a choice of everything, and has a limited budget to work with. I'm trying to balance everything so that they player ends up with a ship that's roughly as powerful as vanilla.

I may end up giving the player missile/drone parts according to the weapon/drone slots and then subtracting one whenever something is purchased.

I think the main problem is events. I have a lot of them, currently working on ways to cut it down. I have a feeling the main issue is the option to return to the previous event. What do I need to do in order to make something like that work?
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RAD-82
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Joined: Sat Nov 09, 2013 12:16 am

Re: Pip's Vanilla Ship Customizer

Post by RAD-82 »

The events assume you have an empty ship with only one crewmember, so while hull mods aren't explicitly incompatible, they're going to cause issues anyway.
That isn't an issue, which means you didn't look or didn't understand. This doesn't really matter, since it isn't what you even asked to get help for.
I have a feeling the main issue is the option to return to the previous event. What do I need to do in order to make something like that work?
You can't return to a previous event. When you arrive at a beacon, the game loads all possible outcomes before the event starts in the game. If you could go back to a previous event, then you would have an infinite loop, which I assume would flood the computer memory and crash/freeze the game. You have to make duplicates with different event names.
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Junkyard has FTL mods, mostly ships and a few other things.
CapnPipsqueak
Posts: 3
Joined: Sun Dec 27, 2015 11:41 pm

Re: Pip's Vanilla Ship Customizer

Post by CapnPipsqueak »

RAD-82 wrote: You can't return to a previous event. When you arrive at a beacon, the game loads all possible outcomes before the event starts in the game. If you could go back to a previous event, then you would have an infinite loop, which I assume would flood the computer memory and crash/freeze the game. You have to make duplicates with different event names.
Well, that would be the problem then.
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