Questions here: an inquiry thread! [Updated Sep 15th, 2014]
- Crazybat
- Posts: 49
- Joined: Sat Jun 20, 2015 6:08 pm
Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
It's when I'm first compiling the assets. I was attempting to create a weapon, had all my folders and files ready, zipped them together and then renamed .zip to .ftl. Nothing happened whenever I patched it in - the same thing happened when I tried to compile a ship this way.
- kartoFlane
- Posts: 1488
- Joined: Mon Jan 14, 2013 10:20 pm
Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
When you open the .ftl/zip archive, the 'data', 'img' and other folders should be at the top of the archive. If they're not, then SMM won't patch it in correctly (it should output something along the lines of "unknown top-level directory" to the console).
If you're using WinZip/WinRar via context menu, you need to select the data/img/etc folders, and then click on "add to zip archive". If you just right-click on empty space in the directory, then you'll zip the folder in which they are contained, which will result in the wrong structure.
If you're using WinZip/WinRar via context menu, you need to select the data/img/etc folders, and then click on "add to zip archive". If you just right-click on empty space in the directory, then you'll zip the folder in which they are contained, which will result in the wrong structure.
Superluminal2 - a ship editor for FTL
- Chrono Vortex
- Posts: 275
- Joined: Thu Jun 25, 2015 8:51 pm
Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
I'm having a problem with an animation. Whenever I try to fire the weapon, it just flashes continually between the 293rd and 294th frames. Here's the text:
<animSheet name="obelisk" w="7425" h="64" fw="25" fh="64">weapons/obelisk_strip297.png</animSheet>
<weaponAnim name="obelisk">
<sheet>obelisk</sheet>
<desc length="297" x="0" y="0"/>
<chargedFrame>292</chargedFrame>
<fireFrame>293</fireFrame>
<firePoint x="14" y="10" />
<mountPoint x="6" y="45" />
<chargeImage>weapons/obelisk_glow.png</chargeImage>
</weaponAnim>
Everything else is working fine. Is it because the animation has so many frames? If so, is there any way to fix this without removing any frames?
<animSheet name="obelisk" w="7425" h="64" fw="25" fh="64">weapons/obelisk_strip297.png</animSheet>
<weaponAnim name="obelisk">
<sheet>obelisk</sheet>
<desc length="297" x="0" y="0"/>
<chargedFrame>292</chargedFrame>
<fireFrame>293</fireFrame>
<firePoint x="14" y="10" />
<mountPoint x="6" y="45" />
<chargeImage>weapons/obelisk_glow.png</chargeImage>
</weaponAnim>
Everything else is working fine. Is it because the animation has so many frames? If so, is there any way to fix this without removing any frames?
- 95% Chance
- Posts: 21
- Joined: Thu Jul 02, 2015 10:12 am
Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Okay so I've been having a problem with Superluminal not saving correctly or something.
My ship has a weapon mount or two that's placed a bit strange as well as an accidental door placement (dunno how it happened), so I go in and fix it, save it. And when I open it back up in SL2, it doesn't have my changes saved at all.
What do I do?
Edit: So apparently it'll save correctly, but I have to load in the mod from the .ftl file itself, then open it in Superluminal, and then I'll get the edited ship, but I can't open up the ship itself just from the editor. What's with that?
My ship has a weapon mount or two that's placed a bit strange as well as an accidental door placement (dunno how it happened), so I go in and fix it, save it. And when I open it back up in SL2, it doesn't have my changes saved at all.
What do I do?
Edit: So apparently it'll save correctly, but I have to load in the mod from the .ftl file itself, then open it in Superluminal, and then I'll get the edited ship, but I can't open up the ship itself just from the editor. What's with that?
-
- Posts: 6
- Joined: Wed Jul 15, 2015 6:08 am
Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
UPDATE: Self-resolved:
My issue was with a missing <choice> start tag... and possibly misplaced <text> element.
Corrected code follows:
==============================================
============RESOLVED=========================
==============================================
Question:
Can I?, and if so, how do I?... write .xml.append files such that they will use events from a different file?
For example: Make a call to use an event MY_EVENT found within the file MY_MOD_FILE.xml when re-writting the code for the event START_BEACON_ENGI in a file called events_engi.xml.append.
Context:
I'm writting a mod to delay the rebel fleet at the start of each sector (I know there's already a disable rebel fleet mod but when I tried it it seemed to only work in civilian sectors). I ended up having to make changes to all the START_BEACON events (START_BEACON, START_BEACON_ENGI, START_BEACON_MANTIS, ect. within each of the corresponding event.xml, events_engi.xml, ect.). Anyway, after editing those 9 or so files I managed to get the rebel fleet to be delayed by 5 turns at the start of each sector.
Then I decided, well, I guess it would be nicer if I could chose the delay amount, so I went ahead and used events with choices and made a menu to chose the delay. It works for civilian sectors. Now, I could probably just copy-paste that code into all the files (and I think at one point I tried that but something went wrong)... but that is definitely not ideal as it would be a pain to maintain.
attached files for reference:
v1.0.2 uses a hard-coded 5 turn per sector. Works, but I want to upgrade feature. (provided for reference only)
v1.2.3doc1 is the one I'm having trouble with. (provided to see if there's a way to make the START_BEACON_ENGI event call upon the CHOOSE_REBEL_DELAY event from event.xml.append (though preferably, I'd put all events except the START_BEACON event from the event.xml.append file into my own CUSTOM_FLEET_DELAY_MOD_events.xml file, and just call upon that file's events.)
Contents of event_engi.xml.append file:
Events that are in events.xml.append (which I would probably move to a file called CUSTOM_FLEET_DELAY_MOD_events.xml) and want to access these when writting .xml.append files that over-write the START_BEACON (or START_BEACON_ENGI, START_BEACON_MANTIS, etc) event for each sector (ex. events_engi.xml.append, events_mantis.xml.append, etc.))
EDIT: forum doesn't like my uploading... so here's a link for files
https://www.mediafire.com/folder/a5ds8w ... o7k/shared
direct links:
http://download625.mediafire.com/c7kscb ... 1.5.13.ftl
http://download682.mediafire.com/94mfnh ... 1.5.13.ftl
EDIT2: Some notes for those that don't know:
1. .ftl is the extension used by slipstream mod manager, (you can just rename to .zip and extract to see what's in them)
2. .xml.append is also just a fancy-renamed .xml file (done so so that slipstream mod manager knows to append the contents rather than over-write... allowing for more mod compatibility with other mods)
Thanks in advance to anyone who can help me out with this.
My issue was with a missing <choice> start tag... and possibly misplaced <text> element.
Corrected code follows:
Code: Select all
<event name="START_BEACON_ENGI">
<text load="START_BEACON_ENGI"/>
<choice hidden="true">
<text>Select this to NOT use Custom Repeated Fleet Delay mod... Continue...</text>
<event />
</choice>
<choice req="engines" lvl="1" hidden="true">
<text>Load CHOOSE_REBEL_DELAY event... Continue...</text>
<event load="CHOOSE_REBEL_DELAY" />
</choice>
</event>
<textList name="START_BEACON_ENGI">
<text>The rebel fleet pursuit is delayed by your jump to a new sector. You have arrived in Engi space. The Mantis have been threatening the Engi core worlds, but you should be able to stock up for your journey.</text>
<text>The rebel fleet pursuit is delayed by your jump to a new sector. You have arrived in Engi space. The fall of the Federation has brought tough times for these robotic lifeforms, but they're usually willing to help.</text>
</textList>
============RESOLVED=========================
==============================================
Question:
Can I?, and if so, how do I?... write .xml.append files such that they will use events from a different file?
For example: Make a call to use an event MY_EVENT found within the file MY_MOD_FILE.xml when re-writting the code for the event START_BEACON_ENGI in a file called events_engi.xml.append.
Context:
I'm writting a mod to delay the rebel fleet at the start of each sector (I know there's already a disable rebel fleet mod but when I tried it it seemed to only work in civilian sectors). I ended up having to make changes to all the START_BEACON events (START_BEACON, START_BEACON_ENGI, START_BEACON_MANTIS, ect. within each of the corresponding event.xml, events_engi.xml, ect.). Anyway, after editing those 9 or so files I managed to get the rebel fleet to be delayed by 5 turns at the start of each sector.
Then I decided, well, I guess it would be nicer if I could chose the delay amount, so I went ahead and used events with choices and made a menu to chose the delay. It works for civilian sectors. Now, I could probably just copy-paste that code into all the files (and I think at one point I tried that but something went wrong)... but that is definitely not ideal as it would be a pain to maintain.
attached files for reference:
v1.0.2 uses a hard-coded 5 turn per sector. Works, but I want to upgrade feature. (provided for reference only)
v1.2.3doc1 is the one I'm having trouble with. (provided to see if there's a way to make the START_BEACON_ENGI event call upon the CHOOSE_REBEL_DELAY event from event.xml.append (though preferably, I'd put all events except the START_BEACON event from the event.xml.append file into my own CUSTOM_FLEET_DELAY_MOD_events.xml file, and just call upon that file's events.)
Contents of event_engi.xml.append file:
Code: Select all
<event name="START_BEACON_ENGI">
<text load="START_BEACON_ENGI"/>
<text>Select this to NOT use Custom Repeated Fleet Delay mod... Continue...</text>
<event />
</choice>
<choice req="engines" lvl="1" hidden="true">
<text>Load CHOOSE_REBEL_DELAY event... Continue...</text>
<event load="CHOOSE_REBEL_DELAY" />
<event />
</choice>
</event>
<textList name="START_BEACON_ENGI">
<text>The rebel fleet pursuit is delayed by your jump to a new system. You have arrived in Engi space. The Mantis have been threatening the Engi core worlds, but you should be able to stock up for your journey.</text>
<text>The rebel fleet pursuit is delayed by your jump to a new system. You have arrived in Engi space. The fall of the Federation has brought tough times for these robotic lifeforms, but they're usually willing to help.</text>
</textList>
Code: Select all
<event name="CHOOSE_WEALTH">
<text>You cheat your way into getting rich. Choose your bonus.</text>
<choice req="engines" lvl="1" hidden="true">
<text>Small Wealth Boost...(2-3 of each supply + 10 scrap)</text>
<event>
<text>Adding supplies...</text>
<item_modify>
<item type="fuel" min="3" max="3" />
<item type="missiles" min="2" max="2" />
<item type="drones" min="2" max="2" />
<item type="scrap" min="10" max="10" />
</item_modify>
</event>
</choice>
<choice req="engines" lvl="1" hidden="true">
<text>Medium Wealth Boost...(6-10 of each supply + 40 scrap)</text>
<event>
<text>Adding supplies...</text>
<item_modify>
<item type="fuel" min="10" max="10" />
<item type="missiles" min="6" max="6" />
<item type="drones" min="6" max="6" />
<item type="scrap" min="40" max="40" />
</item_modify>
</event>
</choice>
<choice req="engines" lvl="1" hidden="true">
<text>Large Wealth Boost...(30 of each supply + 200 scrap)</text>
<event>
<text>Adding supplies...</text>
<item_modify>
<item type="fuel" min="30" max="30" />
<item type="missiles" min="30" max="30" />
<item type="drones" min="30" max="30" />
<item type="scrap" min="200" max="200" />
</item_modify>
</event>
</choice>
<choice req="engines" lvl="1" hidden="true">
<text>Get a Random Augment...</text>
<event>
<text>Adding supplies...</text>
<augment name="RANDOM" />
</event>
</choice>
<choice req="engines" lvl="1" hidden="true">
<text>(Super Rich Mode) OVER 9000...massive supplies and a free augment.</text>
<event>
<text>Adding supplies...</text>
<item_modify>
<item type="fuel" min="9001" max="9001" />
<item type="missiles" min="9001" max="9001" />
<item type="drones" min="9001" max="9001" />
<item type="scrap" min="9001" max="9001" />
</item_modify>
<augment name="NANO_MEDBAY" />
</event>
</choice>
<choice>
<text>I'm no cheater... I don't want free wealth... Continue...</text>
<event/>
</choice>
<choice>
<text>I'm no cheater... I don't want free wealth... Continue...</text>
<event/>
</choice>
<choice>
<text>I'm no cheater... I don't want free wealth... Continue...</text>
<event/>
</choice>
</event>
<event name="CHOOSE_REBEL_DELAY_HARDER">
<text>Choose a rebel fleet delay option:</text>
<choice>
<text>Fleet +1: (HARDER) Speed up the fleet 1 turn...</text>
<event>
<text>Fleet change</text>
<modifyPursuit amount="1" />
<choice>
<text>Continue...</text>
<event />
</choice>
</event>
<event />
</choice>
<choice>
<text>Fleet +2: (HARDER) Speed up the fleet 2 turns...</text>
<event>
<text>Fleet change</text>
<modifyPursuit amount="2" />
<choice>
<text>Continue...</text>
<event />
</choice>
</event>
<event />
</choice>
<choice>
<text>Fleet +3: (HARDER) Speed up the fleet 3 turns...</text>
<event>
<text>Fleet change</text>
<modifyPursuit amount="3" />
<choice>
<text>Continue...</text>
<event />
</choice>
</event>
<event />
</choice>
<choice>
<text>Fleet +4: (HARDER) Speed up the fleet 4 turns...</text>
<event>
<text>Fleet change</text>
<modifyPursuit amount="4" />
<choice>
<text>Continue...</text>
<event />
</choice>
</event>
<event />
</choice>
<choice>
<text>Fleet +0: (NORMAL) No change to fleet pursuit...</text>
<event />
</choice>
</event>
<event name="CHOOSE_REBEL_DELAY_1-14">
<text>Choose a rebel fleet delay option:</text>
<choice req="engines" lvl="1" hidden="true">
<text>Fleet -1: (EASIER) Delay fleet 1 turn...</text>
<event>
<text>Fleet change</text>
<modifyPursuit amount="-1" />
<choice>
<text>Continue...</text>
<event />
</choice>
</event>
<event />
</choice>
<choice req="engines" lvl="1" hidden="true">
<text>Fleet -2: (EASIER) Delay fleet 2 turns...</text>
<event>
<text>Fleet change</text>
<modifyPursuit amount="-2" />
<choice>
<text>Continue...</text>
<event />
</choice>
</event>
<event />
</choice>
<choice req="engines" lvl="1" hidden="true">
<text>Fleet -3: (EASIER) Delay fleet 3 turns...</text>
<event>
<text>Fleet change</text>
<modifyPursuit amount="-3" />
<choice>
<text>Continue...</text>
<event />
</choice>
</event>
<event />
</choice>
<choice req="engines" lvl="1" hidden="true">
<text>Fleet -4: (EASIER) Delay fleet 4 turns...</text>
<event>
<text>Fleet change</text>
<modifyPursuit amount="-4" />
<choice>
<text>Continue...</text>
<event />
</choice>
</event>
<event />
</choice>
<choice req="engines" lvl="1" hidden="true">
<text>Fleet -5: (EASIER) Delay fleet 5 turns...</text>
<event>
<text>Fleet change</text>
<modifyPursuit amount="-5" />
<choice>
<text>Continue...</text>
<event />
</choice>
</event>
<event />
</choice>
<choice req="engines" lvl="1" hidden="true">
<text>Fleet -6: (EASIER) Delay fleet 6 turns...</text>
<event>
<text>Fleet change</text>
<modifyPursuit amount="-6" />
<choice>
<text>Continue...</text>
<event />
</choice>
</event>
<event />
</choice>
<choice req="engines" lvl="1" hidden="true">
<text>Fleet -7: (EASIER) Delay fleet 7 turns...</text>
<event>
<text>Fleet change</text>
<modifyPursuit amount="-7" />
<choice>
<text>Continue...</text>
<event />
</choice>
</event>
<event />
</choice>
<choice req="engines" lvl="1" hidden="true">
<text>Fleet -8: (EASIER) Delay fleet 8 turns...</text>
<event>
<text>Fleet change</text>
<modifyPursuit amount="-8" />
<choice>
<text>Continue...</text>
<event />
</choice>
</event>
<event />
</choice>
<choice req="engines" lvl="1" hidden="true">
<text>Fleet -9: (EASIER) Delay fleet 9 turns...</text>
<event>
<text>Fleet change</text>
<modifyPursuit amount="-9" />
<choice>
<text>Continue...</text>
<event />
</choice>
</event>
<event />
</choice>
<choice req="engines" lvl="1" hidden="true">
<text>Fleet -10: (EASIER) Delay fleet 10 turns...</text>
<event>
<text>Fleet change</text>
<modifyPursuit amount="-10" />
<choice>
<text>Continue...</text>
<event />
</choice>
</event>
<event />
</choice>
<choice req="engines" lvl="1" hidden="true">
<text>Fleet -11: (EASIER) Delay fleet 11 turns...</text>
<event>
<text>Fleet change</text>
<modifyPursuit amount="-11" />
<choice>
<text>Continue...</text>
<event />
</choice>
</event>
<event />
</choice>
<choice req="engines" lvl="1" hidden="true">
<text>Fleet -12: (EASIER) Delay fleet 12 turns...</text>
<event>
<text>Fleet change</text>
<modifyPursuit amount="-12" />
<choice>
<text>Continue...</text>
<event />
</choice>
</event>
<event />
</choice>
<choice req="engines" lvl="1" hidden="true">
<text>Fleet -13: (EASIER) Delay fleet 13 turns...</text>
<event>
<text>Fleet change</text>
<modifyPursuit amount="-13" />
<choice>
<text>Continue...</text>
<event />
</choice>
</event>
<event />
</choice>
<choice req="engines" lvl="1" hidden="true">
<text>Fleet -14: (EASIER) Delay fleet 14 turns...</text>
<event>
<text>Fleet change</text>
<modifyPursuit amount="-14" />
<choice>
<text>Continue...</text>
<event />
</choice>
</event>
<event />
</choice>
<choice>
<text>Fleet +0: (NORMAL) No change to fleet pursuit...</text>
<event />
</choice>
</event>
<event name="CHOOSE_REBEL_DELAY_ADDITIONAL_CHOICES">
<text>Choose a rebel fleet delay option:</text>
<choice req="engines" lvl="1" hidden="true">
<text>More options: Load CHOOSE_REBEL_DELAY_HARDER event...</text>
<event load="CHOOSE_REBEL_DELAY_HARDER" />
<event />
</choice>
<choice req="engines" lvl="1" hidden="true">
<text>More options: Load CHOOSE_REBEL_DELAY_1-14 event...</text>
<event load="CHOOSE_REBEL_DELAY_1-14" />
<event />
</choice>
<choice>
<text>Fleet +0: (NORMAL) No change to fleet pursuit...</text>
<event />
</choice>
<choice>
<text>Fleet +0: Choose Wealth...</text>
<event load="CHOOSE_WEALTH" />
<event />
</choice>
<choice>
<text>Fleet -20: (EASIER) Delay fleet 20 turns...</text>
<event>
<text>Fleet change</text>
<modifyPursuit amount="-20" />
<choice>
<text>Continue...</text>
<event />
</choice>
</event>
<event />
</choice>
<choice>
<text>Fleet -50: (EASIER) Delay fleet 50 turns...</text>
<event>
<text>Fleet change</text>
<modifyPursuit amount="-50" />
<choice>
<text>Continue...</text>
<event />
</choice>
</event>
<event />
</choice>
<choice>
<text>Fleet -10000: (EASIER) Delay fleet 10000 turns...</text>
<event>
<text>Fleet change</text>
<modifyPursuit amount="-10000" />
<choice>
<text>Continue...</text>
<event />
</choice>
</event>
<event />
</choice>
<!-- ***************************************
<choice req="engines" lvl="1" hidden="true">
<text>Go back: Load CHOOSE_REBEL_DELAY event...</text>
<event load="CHOOSE_REBEL_DELAY"/>
<event/>
</choice>
-->
</event>
<event name="CHOOSE_REBEL_DELAY">
<text>Choose a rebel fleet delay option:</text>
<choice>
<text>Fleet -3: (EASIER) Delay fleet 3 turns...</text>
<event>
<text>Fleet change</text>
<modifyPursuit amount="-3" />
<choice>
<text>Continue...</text>
<event />
</choice>
</event>
<event />
</choice>
<choice>
<text>Fleet -4: (EASIER) Delay fleet 4 turns...</text>
<event>
<text>Fleet change</text>
<modifyPursuit amount="-4" />
<choice>
<text>Continue...</text>
<event />
</choice>
</event>
<event />
</choice>
<choice>
<text>Fleet -5: (EASIER) Delay fleet 5 turns...</text>
<event>
<text>Fleet change</text>
<modifyPursuit amount="-5" />
<choice>
<text>Continue...</text>
<event />
</choice>
</event>
<event />
</choice>
<choice>
<text>Fleet -10: (EASIER) Delay fleet 10 turns...</text>
<event>
<text>Fleet change</text>
<modifyPursuit amount="-10" />
<choice>
<text>Continue...</text>
<event />
</choice>
</event>
<event />
</choice>
<choice>
<text>Fleet -1000: (EASIER) Delay fleet 1000 turns...</text>
<event>
<text>Fleet change</text>
<modifyPursuit amount="-1000" />
<choice>
<text>Continue...</text>
<event />
</choice>
</event>
<event />
</choice>
<choice>
<text>I changed my mind... I don't want any change to rebel fleet pursuit.</text>
<event />
</choice>
<choice req="engines" lvl="1" hidden="true">
<text>More options: Load CHOOSE_REBEL_DELAY_ADDITIONAL_CHOICES event...</text>
<event load="CHOOSE_REBEL_DELAY_ADDITIONAL_CHOICES" />
<event />
</choice>
</event>
https://www.mediafire.com/folder/a5ds8w ... o7k/shared
direct links:
http://download625.mediafire.com/c7kscb ... 1.5.13.ftl
http://download682.mediafire.com/94mfnh ... 1.5.13.ftl
EDIT2: Some notes for those that don't know:
1. .ftl is the extension used by slipstream mod manager, (you can just rename to .zip and extract to see what's in them)
2. .xml.append is also just a fancy-renamed .xml file (done so so that slipstream mod manager knows to append the contents rather than over-write... allowing for more mod compatibility with other mods)
Thanks in advance to anyone who can help me out with this.
Last edited by earlyraven on Wed Jul 15, 2015 2:17 pm, edited 1 time in total.
- TaxiService
- Posts: 204
- Joined: Mon Dec 23, 2013 6:04 pm
Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Wait, why? I think you could just put all the custom events in the "main" events.xml.append file. I'm saying this because I've never heard of custom-named files being able to be appended.earlyraven wrote:though preferably, I'd put all events except the START_BEACON event from the event.xml.append file into my own CUSTOM_FLEET_DELAY_MOD_events.xml file, and just call upon that file's events.

There should be no problem if you just put all your events in one file that already exists. You'd still have to make an .append file for each race's events to add the call for your own events, but i'm pretty sure you can put them in any other file.
events.xml.append is possibly the best one!
In case you don't know, I made a "mod" that helps people test things like these. You can get to its thread by clicking on the fed bomber in my signature. Feel free to "steal" some code and adapt it for your purposes if you think it can help you!
I mean, i'm pretty sure you'll find something useful in it! I suggest you to get the v2 beta version (the one with the blue-ish links), for its code is the most optimised. >_>
PS: welcome to the forum lol
-
- Posts: 6
- Joined: Wed Jul 15, 2015 6:08 am
Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Thank for the prompt reply.
RESOLVED... the culprit was a missing <choice> start tag.
PS. I tried your MTE 1.2 CCP.zip but other than giving me free upgrades and crew I'm not sure how it helps. I guess I just don't know how to use it.
What would really help my testing is a quick way to open the sector choice window to jump to a new sector (tried calling EXIT_LIST but that didn't help... just gave an event that can happen at exit).
Thanks for the welcome
RESOLVED... the culprit was a missing <choice> start tag.
PS. I tried your MTE 1.2 CCP.zip but other than giving me free upgrades and crew I'm not sure how it helps. I guess I just don't know how to use it.
What would really help my testing is a quick way to open the sector choice window to jump to a new sector (tried calling EXIT_LIST but that didn't help... just gave an event that can happen at exit).
Thanks for the welcome

- TaxiService
- Posts: 204
- Joined: Mon Dec 23, 2013 6:04 pm
Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Good thinking! But... hmmmm. I am not so sure if that can even be done! 0_0 I mean... as far as i know, the [jumping-to-a-new-sector] is a hardcoded thing that can only happen at the exit beacon, the one that is chosen by the game.What would really help my testing is a quick way to open the sector choice window to jump to a new sector (tried calling EXIT_LIST but that didn't help... just gave an event that can happen at exit)
There is a way to make you go to the crystal sector from anywhere, just by appending a <secretSector/> tag to an event like you would with a <store/>, but i don't think the sector actually advances from, say, 1 to 2 or 5 to 6. Check the code of mods like infinite space or captain edition infinite. They use shenanigans to make it look like you're progressing with sectors, but you're actually repeating the same sector over and over again. (at least, that's what infinite space did when i last checked; and i suppose CE:I does the same XD)
Somebody like Sleeper Service certainly knows more about this than me. :V I'm sure he'll respond if there's anything else to add!
That MTE thing is basically a sector where people can test their own stuff. It's mostly meant for shipmakers, for it allows you to spawn enemy ships, boarders or hazards. It also lets you do more stuff like quickly blowing your ship up (to test how gibs look) and even load your own custom events! I'm continuously working in the shadows to add more useful stuff to it, hoping to release an optimised version someday.I'm not sure how it helps. I guess I just don't know how to use it.
I want to add another cool functionality as well. Maybe as a patch to add to the main dot ftl file.
I thought: "what if somebody wants to test how a sector's events spawn? Is there a way to make normal events appear alongside the testing event that I made?"
and then "what if the starting event made the player choose how many testing-events to spawn in the sector by using quests?"
...so yeah im Soon™ gonna add this thing too (if it's actually possible). >_>
But yeah, the thing is meant to help people test their stuff. :V I should probably make a video tutorial on how to use it..? And also update that shitty thread. >_<
-
- Posts: 6
- Joined: Wed Jul 15, 2015 6:08 am
Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Hm... well it's not exactly what I wanted, but while working on my Super Store mod (a mod that lets you buy any weapon, augment, crew, etc), I came across drone weapons (particularly drone missles)... they have 0 power req. and no cooldown and don't use missles... so I can give myself one and just mow down the enemies till I get to the sector exit. Though by the time I had discovered this I had already confirmed my mod worked in all sectors.TaxiService wrote:Good thinking! But... hmmmm. I am not so sure if that can even be done! 0_0 I mean... as far as i know, the [jumping-to-a-new-sector] is a hardcoded thing that can only happen at the exit beacon, the one that is chosen by the game.What would really help my testing is a quick way to open the sector choice window to jump to a new sector (tried calling EXIT_LIST but that didn't help... just gave an event that can happen at exit)
There is a way to make you go to the crystal sector from anywhere, just by appending a <secretSector/> tag to an event like you would with a <store/>, but i don't think the sector actually advances from, say, 1 to 2 or 5 to 6. Check the code of mods like infinite space or captain edition infinite. They use shenanigans to make it look like you're progressing with sectors, but you're actually repeating the same sector over and over again. (at least, that's what infinite space did when i last checked; and i suppose CE:I does the same XD)
BTW, I finished and published my first FTL mod: Custom Repeated Fleet Delay... it's at http://www.ftlgame.com/forum/viewtopic.php?f=11&t=27618 (so, Sleeper Service if you would add it to your mod-list I'd appreciate it.)
- 95% Chance
- Posts: 21
- Joined: Thu Jul 02, 2015 10:12 am
Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
So, question from a novice modder here:
How exactly do I take a change/addition that I've made and make it into a mod without having to re-release the entire data/resource.dats that I've made changes to?
Apologies if it could be worded better, but I'm an idiot, you see.
How exactly do I take a change/addition that I've made and make it into a mod without having to re-release the entire data/resource.dats that I've made changes to?
Apologies if it could be worded better, but I'm an idiot, you see.