Catch-all thread for all my dumb questions

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speedoflight
Posts: 660
Joined: Mon Feb 18, 2013 11:08 am

Re: Okay, how would I do this?

Post by speedoflight »

UltraMantis wrote:He means to comment out parts you do not wish the game to use. Like this:

Code: Select all

	<droneList count="0" drones="0">
		<!-- <drone name="DEFENSE_1"/> -->
	</droneList>
The defense drone is between <!-- --> tags so the game ignores it. These tags can be used to ignore many things not just drones.
Yeah, thats the reason i always recommend a programming editor, like notepad++ or something similar. Since u can "format" the document and it will be easy to see those comments and other parts of the file. If u edit it with just notepad, for example, sometimes, specially in large files u will not be able to locate some mistakes or it will be really hard sometimes.
My currently mods / wips ->
ImageImage
UltraMantis
Posts: 2125
Joined: Thu Sep 20, 2012 3:17 pm

Re: Catch-all thread for all my dumb questions

Post by UltraMantis »

LordAshram wrote:Okay, another question!

I currently have two mods installed.

Lets say that I only want the game to randomly generate and use ships from the SECOND mod, but none from the vanilla game or the first mod.

Is this doable? Will it cause huge problems if the ships are called for in events (if there are events that call for ships) or will the game simply replace the ships in the events with the ships that have taken their place?

Any advice/help very welcome... I am still very new at this:D

Thanks!
The order you select mods when you patch them in is important here. If two mods attempt to alter the same thing, the mod selected last will override the previous mod. For example if both mods alter the Kestrel, only the last one will work, but some parts of previous mods may still affect the game.

It's allways wise to run single mods, unless one alters visuals for example and the other is a ship mod. Then you can mix them but mods easily break compatibility with one another. For example one ship mod may remove the shield system from appearing in stores, and it will affect all ships regardles of how many you patched in.

If you make broad changes to the game it's better to run the mod alone, but if you must combine them remember that later mods override data changed by the previous mods.

It can all go to hell very easily. :roll:
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dalolorn
Posts: 532
Joined: Sun Sep 23, 2012 8:06 am

Re: Okay, how would I do this?

Post by dalolorn »

speedoflight wrote:
UltraMantis wrote:He means to comment out parts you do not wish the game to use. Like this:

Code: Select all

	<droneList count="0" drones="0">
		<!-- <drone name="DEFENSE_1"/> -->
	</droneList>
The defense drone is between <!-- --> tags so the game ignores it. These tags can be used to ignore many things not just drones.
Yeah, thats the reason i always recommend a programming editor, like notepad++ or something similar. Since u can "format" the document and it will be easy to see those comments and other parts of the file. If u edit it with just notepad, for example, sometimes, specially in large files u will not be able to locate some mistakes or it will be really hard sometimes.
Fun fact: Internet Explorer will do just fine. Said so in another thread, surprised UltraMantis here. :P

Edit: I see you already found that thread. Anyway... apparently my comments regarding its "tendency to take ages to load" were due to an inability to read FTL's XML files. Never mind.
Last edited by dalolorn on Wed Aug 07, 2013 6:32 pm, edited 1 time in total.
dalolorn
Posts: 532
Joined: Sun Sep 23, 2012 8:06 am

Re: Catch-all thread for all my dumb questions

Post by dalolorn »

UltraMantis wrote:
LordAshram wrote:Okay, another question!

I currently have two mods installed.

Lets say that I only want the game to randomly generate and use ships from the SECOND mod, but none from the vanilla game or the first mod.

Is this doable? Will it cause huge problems if the ships are called for in events (if there are events that call for ships) or will the game simply replace the ships in the events with the ships that have taken their place?

Any advice/help very welcome... I am still very new at this:D

Thanks!
The order you select mods when you patch them in is important here. If two mods attempt to alter the same thing, the mod selected last will override the previous mod. For example if both mods alter the Kestrel, only the last one will work, but some parts of previous mods may still affect the game.

It's allways wise to run single mods, unless one alters visuals for example and the other is a ship mod. Then you can mix them but mods easily break compatibility with one another. For example one ship mod may remove the shield system from appearing in stores, and it will affect all ships regardles of how many you patched in.

If you make broad changes to the game it's better to run the mod alone, but if you must combine them remember that later mods override data changed by the previous mods.

It can all go to hell very easily. :roll:
If you really feel like it, you could combine the mods the hard way. Use assets (and code, if possible) from them all to produce the desired results. That conversion I'm 'allegedly' working on does just that - using the game assets and modifying it with my limited tool set to produce nice results. :)
UltraMantis
Posts: 2125
Joined: Thu Sep 20, 2012 3:17 pm

Re: Catch-all thread for all my dumb questions

Post by UltraMantis »

You could not combine mutually exclusive alterations. If you create two ships and want to remove say, the shield system from stores to disable one ship from having shields, then no matter what ship you play the shield will not be available in stores. So the other ship you make *must* start with shields if it is to have them at all. In such a case it would be better to create two single ship mods then combine them.

But yeah, nitpicks aside merging stuff is usually prefered.
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LordAshram
Posts: 71
Joined: Thu Jul 18, 2013 11:45 pm

Re: Catch-all thread for all my dumb questions

Post by LordAshram »

Hm, okay, thanks guys. I am trying to combine Infinite Space with the drones/spaceships/weapons from the Star Wars mod (just for my own fun) but want to get rid of everything that isn't Star Wars. Seems a tough job maybe, given how unfamiliar I am with the FTL stuff still.
dalolorn
Posts: 532
Joined: Sun Sep 23, 2012 8:06 am

Re: Catch-all thread for all my dumb questions

Post by dalolorn »

LordAshram wrote:Hm, okay, thanks guys. I am trying to combine Infinite Space with the drones/spaceships/weapons from the Star Wars mod (just for my own fun) but want to get rid of everything that isn't Star Wars. Seems a tough job maybe, given how unfamiliar I am with the FTL stuff still.
Well, seeing as I spend most of my time that isn't spent playing Galactic Civilizations 2 at this point...

I could help you out if you have any major issues. :P
LordAshram
Posts: 71
Joined: Thu Jul 18, 2013 11:45 pm

Re: Catch-all thread for all my dumb questions

Post by LordAshram »

That would be great!

Let me finish my end of the work on the Star Wars stuff I am doing for Swarmlords mod, and then I'll shoot you a message... I can't help but think there is a great open space Star Wars game lurking in this code somewhere:)
dalolorn
Posts: 532
Joined: Sun Sep 23, 2012 8:06 am

Re: Catch-all thread for all my dumb questions

Post by dalolorn »

Well... as long as there's only 18 playable ships, sure there is. 8-)
UltraMantis
Posts: 2125
Joined: Thu Sep 20, 2012 3:17 pm

Re: Catch-all thread for all my dumb questions

Post by UltraMantis »

Ahh but there's plenty of enemy ships to make and they're just as important.
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