ftl infinite space makes no sense
- Metzelmax
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Re: ftl infinite space makes no sense
You make no sense
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Re: ftl infinite space makes no sense
Okay, you think it makes no sense. Other than to complain, what is the point of saying this?

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Re: ftl infinite space makes no sense
Code vs HardCode
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Re: ftl infinite space makes no sense
You can code something's, but not new things, like food.
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Re: ftl infinite space makes no sense
Ah. I failed to notice the context.agigabyte wrote:You can code something's, but not new things, like food.

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Re: ftl infinite space makes no sense
Yes, a food augmentation is possible but wow is it pointless. One, it would take up one of the three augment slots (there cannot be any more augment slots), and two, implementing such a limit would be kind of hard, as the beginning of the sector (there is only one sector in FTL Infinite space, repeated over and over again) would need to have a detection event to check if you had this augment or not.NonPlayableYoshi wrote:why not make it a augmentation for food that gets taken away when you go to the next sectoragigabyte wrote:You can code something's, but not new things, like food.
you can add a shop at the exit with events. or however you want to give it to them.
there are ways. people don't like to find them
Though you have some interesting ideas, please make sure you know what is/what isn't possible or what is simply too complicated to manage before stating that modders aren't interested in finding these solutions.

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Re: ftl infinite space makes no sense
Stuff can be coded, but you can't add things like that.
Augs can't be taken away by events.
Augs can't be taken away by events.
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Re: ftl infinite space makes no sense
NonPlayableYoshi wrote:1. all ready got told thatagigabyte wrote:Stuff can be coded, but you can't add things like that.
Augs can't be taken away by events.
2. thank you for helping
3. what about drones/weapons
4.and now that i think about it...why just make it so you have to buy food at ever new sector or you lose a crew and i think that will work. Universal Starting Beacon 1.15
Maybe, not an expert at mods though.
- kartoFlane
- Posts: 1488
- Joined: Mon Jan 14, 2013 10:20 pm
Re: ftl infinite space makes no sense
The coding part itself isn't hard -- it's all just fiddling with XML, which is a very simple language.
The problem is that most of the stuff you're suggesting is hardcoded, ie. can't be changed without modifying the game's executable -- which can't be done in current state of modding.
I suppose you misunderstood it, and think that there was some "hacking" involved -- nope. In essence, it's just a simple change in Federation Sector's starting event + rules telling other people what to do to keep mods compatible.
Your idea would work if we had any way to remove augments or blueprints... However, you could work around that by portraying, say, missiles as food, and then having an event that would by default kill a crewmember, and a blue option requiring 1 missile that allows the player to save all crew, but lose 1 missile.
Not sure how conditionals involving ammo work, though... I think the vanilla events are hardcoded in that regard.
The problem is that most of the stuff you're suggesting is hardcoded, ie. can't be changed without modifying the game's executable -- which can't be done in current state of modding.
Same thing as with augments -- we have no way to remove blueprints/augments from the player via events. Here's to hoping AE will introduce this...NonPlayableYoshi wrote:3. what about drones/weapons
USB adds a new event at the beggining of the game that gets executed only once, the moment you exit the hangar. It wouldn't work differently in Infinite Space.NonPlayableYoshi wrote:4.and now that i think about it...why just make it so you have to buy food at ever new sector or you lose a crew and i think that will work. Universal Starting Beacon 1.15
I suppose you misunderstood it, and think that there was some "hacking" involved -- nope. In essence, it's just a simple change in Federation Sector's starting event + rules telling other people what to do to keep mods compatible.
Your idea would work if we had any way to remove augments or blueprints... However, you could work around that by portraying, say, missiles as food, and then having an event that would by default kill a crewmember, and a blue option requiring 1 missile that allows the player to save all crew, but lose 1 missile.
Not sure how conditionals involving ammo work, though... I think the vanilla events are hardcoded in that regard.
Superluminal2 - a ship editor for FTL