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Re: [MOD][WIP] FTL Infinite Space

Posted: Tue Dec 04, 2012 2:23 am
by BrenTenkage
A bribe option would be a good idea I would say, like in my latest letsp lay, would have traded all my scrap to run

Re: [MOD][WIP] FTL Infinite Space

Posted: Tue Dec 04, 2012 6:17 am
by 3clipse
Just jumped near a sun and got the message "ROCK_BOARDERS_SUN" those words in some order, and then 3 Rocks boarded my ship.

I think that text is not what it's supposed to be xD

Re: [MOD][WIP] FTL Infinite Space

Posted: Tue Dec 04, 2012 6:21 am
by thashepherd
3clipse wrote:Just jumped near a sun and got the message "ROCK_BOARDERS_SUN" those words in some order, and then 3 Rocks boarded my ship.

I think that text is not what it's supposed to be xD
DrkTemplar, I've seen intermittent problems like that in Sonata as well ("NOTHING", "NOTHING_PIRATES"). No idea what causes it. It doesn't always seem to be tied to any particular edits I've made, and switching between ANSI/UTF-8 doesn't have any effect either. Please, let me know if you can figure this one out!

Re: [MOD][WIP] FTL Infinite Space

Posted: Tue Dec 04, 2012 6:39 am
by Kieve
thashepherd wrote:
3clipse wrote:Just jumped near a sun and got the message "ROCK_BOARDERS_SUN" those words in some order, and then 3 Rocks boarded my ship.

I think that text is not what it's supposed to be xD
DrkTemplar, I've seen intermittent problems like that in Sonata as well ("NOTHING", "NOTHING_PIRATES"). No idea what causes it. It doesn't always seem to be tied to any particular edits I've made, and switching between ANSI/UTF-8 doesn't have any effect either. Please, let me know if you can figure this one out!
I actually figured this one out from my Turning The Tide work. Basically, it happens when a call to an event or text-list runs out of options.
Every time you pass a call to an event/text-list (per sector), it "eliminates" that item from your list of choices, presumably to avoid it repeating itself. But if you're constantly making calls to the same lists, within the same sector, you'll eventually run out of options and it'll just fill in with the name of the list it's calling.
Solution: need moar stuff.
You can copy events if you don't mind some repeating, but to avoid the error entirely you need enough options per list to ensure that no single list can exhaust itself. And you'll note I say 'per sector' - every time you change sectors, either through the Secret Sector call or just standard jump, the whole thing reloads and you start fresh.

Re: [MOD][WIP] FTL Infinite Space

Posted: Tue Dec 04, 2012 6:47 am
by thashepherd
Kieve wrote:
thashepherd wrote:
3clipse wrote:Just jumped near a sun and got the message "ROCK_BOARDERS_SUN" those words in some order, and then 3 Rocks boarded my ship.

I think that text is not what it's supposed to be xD
DrkTemplar, I've seen intermittent problems like that in Sonata as well ("NOTHING", "NOTHING_PIRATES"). No idea what causes it. It doesn't always seem to be tied to any particular edits I've made, and switching between ANSI/UTF-8 doesn't have any effect either. Please, let me know if you can figure this one out!
I actually figured this one out from my Turning The Tide work. Basically, it happens when a call to an event or text-list runs out of options.
Every time you pass a call to an event/text-list (per sector), it "eliminates" that item from your list of choices, presumably to avoid it repeating itself. But if you're constantly making calls to the same lists, within the same sector, you'll eventually run out of options and it'll just fill in with the name of the list it's calling.
Solution: need moar stuff.
You can copy events if you don't mind some repeating, but to avoid the error entirely you need enough options per list to ensure that no single list can exhaust itself. And you'll note I say 'per sector' - every time you change sectors, either through the Secret Sector call or just standard jump, the whole thing reloads and you start fresh.
Perfect. You have a knack for saving my ass, don't you?

Re: [MOD][WIP] FTL Infinite Space

Posted: Tue Dec 04, 2012 10:01 am
by Donorak
I does not work with the obsidian cruiser for some reason and i would love to have that fixed. if not possible then it is fine but i am just pointing out the problems with compatiblity

Re: [MOD][WIP] FTL Infinite Space

Posted: Tue Dec 04, 2012 2:39 pm
by Kieve
Donorak wrote:I does not work with the obsidian cruiser for some reason and i would love to have that fixed. if not possible then it is fine but i am just pointing out the problems with compatiblity
It works just fine with the Obsidian, most of my test plays have been with that ship. The trick is in the order the mods patch the files - it's critical that Infinite Space patch first, since some of the files are a straight-up overwrite of existing data.
-In your FTL\mods folder, you should find a 'modorder.txt' or similar. It's just a list of the mods you have in your folder, and the order in which they should patch. Copy/paste the entry for Infinite Space to the top of that list, and make sure the Obsidian Cruiser is loading after it. Then patch your files, and everything should work as intended.

Re: [MOD][WIP] FTL Infinite Space

Posted: Tue Dec 04, 2012 6:11 pm
by BrenTenkage
Kieve wrote:
Donorak wrote:I does not work with the obsidian cruiser for some reason and i would love to have that fixed. if not possible then it is fine but i am just pointing out the problems with compatiblity
It works just fine with the Obsidian, most of my test plays have been with that ship. The trick is in the order the mods patch the files - it's critical that Infinite Space patch first, since some of the files are a straight-up overwrite of existing data.
-In your FTL\mods folder, you should find a 'modorder.txt' or similar. It's just a list of the mods you have in your folder, and the order in which they should patch. Copy/paste the entry for Infinite Space to the top of that list, and make sure the Obsidian Cruiser is loading after it. Then patch your files, and everything should work as intended.
No wonder my other mods didn't work, Thanks for clearing that up

Re: [MOD][WIP] FTL Infinite Space

Posted: Tue Dec 04, 2012 7:44 pm
by DrkTemplar
@Kieve
I thought that unique="false" would prevent, no? If not what exactly does the unique attribute do for events?

@BrenTenkage
Depending on what is changed or added it might still not work with Infinite Space. For instance, the mod that adds more events. The events are likely to never show in Infinite Space because they may be added to lists that aren't being used in my mod. While other mods that add to blueprints (new weapons) for instance, should work. If you want me to look into a particular mod for compatibility, let me know.

*EDIT: Actually looks like that event was set to unique="true". That sounds like a bug in the base game to me. Loading a unique event more than once.

Re: [MOD][WIP] FTL Infinite Space

Posted: Tue Dec 04, 2012 8:35 pm
by BrenTenkage
DrkTemplar wrote:@Kieve
I thought that unique="false" would prevent, no? If not what exactly does the unique attribute do for events?

@BrenTenkage
Depending on what is changed or added it might still not work with Infinite Space. For instance, the mod that adds more events. The events are likely to never show in Infinite Space because they may be added to lists that aren't being used in my mod. While other mods that add to blueprints (new weapons) for instance, should work. If you want me to look into a particular mod for compatibility, let me know.
No need, I got Weaponanza, Shark's Mods, and many of the ships to work.