[MOD] Ship Randomizer

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Morat48
Posts: 12
Joined: Wed Jan 16, 2013 2:46 pm

[MOD] Ship Randomizer

Post by Morat48 »

This mod grants player ships a random set of weapons, drones, augments, and crew members to start each playthrough. With this mod, you can experience a different starting play style each time.

Ships begin with no equipment to begin, and only one crew member (with a few exceptions for variety). At the starting node, you'll receive 3 or 4 random items and crew, which could be anything in the game. Ships are differentiated by their starting systems, layouts, and initial crew member.

Note that due to coding requirements, the randomization factor that allows the starting node to grant any possible items also applies to other events and shops in the first sector, so you may occasionally encounter items you wouldn't normally expect to find in sector 1.

Download Here:
Ship Randomizer Mod

Ships will vary in difficulty based on their starting systems. Unsure of where to begin? The Kestral variants in this mod are designed to be good, flexible ships for randomization, and so make good starter ships to try.
Russian Rockman
Posts: 816
Joined: Fri Jan 10, 2014 11:43 pm

Re: [MOD] Ship Randomizer

Post by Russian Rockman »

Cool idea, I'm interested in trying this out. People have made mods allowing you to "customize" your ship before, but never one that "randomizes" your ship.
English Narwhal
Posts: 402
Joined: Tue Dec 03, 2013 9:12 pm

Re: [MOD] Ship Randomizer

Post by English Narwhal »

Morat48 wrote: Note that due to coding requirements, the randomization factor that allows the starting node to grant any possible items also applies to other events and shops in the first sector, so you may occasionally encounter items you wouldn't normally expect to find in sector 1.
That's odd.
I've never run into this before, and I can tell you for a fact that all weapons (except those of rarity 0) and augments can show up everywhere.
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Morat48
Posts: 12
Joined: Wed Jan 16, 2013 2:46 pm

Re: [MOD] Ship Randomizer

Post by Morat48 »

English Narwhal wrote:
Morat48 wrote: Note that due to coding requirements, the randomization factor that allows the starting node to grant any possible items also applies to other events and shops in the first sector, so you may occasionally encounter items you wouldn't normally expect to find in sector 1.
That's odd.
I've never run into this before, and I can tell you for a fact that all weapons (except those of rarity 0) and augments can show up everywhere.
Yes, I was referring to items that normally have rarity 0. I had to use a rarity list to make them available as starting items, which means they can also show up throughout sector 1.
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5thHorseman
Posts: 1665
Joined: Sat Mar 02, 2013 2:29 am

Re: [MOD] Ship Randomizer

Post by 5thHorseman »

Sweet sounding mod there. I don't have time to play it, probably until tomorrow night at the earliest, but it sounds like a great way to give extra life to this game that has already kept me engrosses for over a year.

Does it only randomize weapons? You suggested that systems were not randomized. It may be nice to remove a non-flavor system from each ship and then give you one random system as well.

Does it do any checking to make sure the weapons don't totally suck together? Like, for example, making sure you don't get stuck with a Heavy Ion and Heavy Laser ;) No seriously like make sure you don't get an ion and a missile, for examaple, or two ion bombs and nothing else?

And speaking of missiles/bombs, do you give 15 of them per missile weapon?
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English Narwhal
Posts: 402
Joined: Tue Dec 03, 2013 9:12 pm

Re: [MOD] Ship Randomizer

Post by English Narwhal »

Morat48 wrote: Yes, I was referring to items that normally have rarity 0. I had to use a rarity list to make them available as starting items, which means they can also show up throughout sector 1.
Or you could make duplicates and separate lists of these normally rarity 0 items that only is called in this event.
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Morat48
Posts: 12
Joined: Wed Jan 16, 2013 2:46 pm

Re: [MOD] Ship Randomizer

Post by Morat48 »

5thHorseman wrote:Does it only randomize weapons? You suggested that systems were not randomized. It may be nice to remove a non-flavor system from each ship and then give you one random system as well.

Does it do any checking to make sure the weapons don't totally suck together? Like, for example, making sure you don't get stuck with a Heavy Ion and Heavy Laser ;) No seriously like make sure you don't get an ion and a missile, for examaple, or two ion bombs and nothing else?

And speaking of missiles/bombs, do you give 15 of them per missile weapon?
It randomizes weapons, drones, and augments. Unfortunately systems can't be randomized. There's no checking to make sure every start is viable, but in my experience getting 3-4 random items you will almost always be good enough for the start. Choosing a ship with a drone control and/or teleporter also helps with that. If your starting set is truly unusable, you can always restart and get a different set.
English Narwhal wrote:
Morat48 wrote: Yes, I was referring to items that normally have rarity 0. I had to use a rarity list to make them available as starting items, which means they can also show up throughout sector 1.
Or you could make duplicates and separate lists of these normally rarity 0 items that only is called in this event.
That's very interesting. I didn't realize you could make an item appear as a random drop for only one event and not appear elsewhere. Can you show me how that's done, or point me to an example? I'd appreciate it.
English Narwhal
Posts: 402
Joined: Tue Dec 03, 2013 9:12 pm

Re: [MOD] Ship Randomizer

Post by English Narwhal »

Morat48 wrote:
5thHorseman wrote:Does it only randomize weapons? You suggested that systems were not randomized. It may be nice to remove a non-flavor system from each ship and then give you one random system as well.

Does it do any checking to make sure the weapons don't totally suck together? Like, for example, making sure you don't get stuck with a Heavy Ion and Heavy Laser ;) No seriously like make sure you don't get an ion and a missile, for examaple, or two ion bombs and nothing else?

And speaking of missiles/bombs, do you give 15 of them per missile weapon?
It randomizes weapons, drones, and augments. Unfortunately systems can't be randomized. There's no checking to make sure every start is viable, but in my experience getting 3-4 random items you will almost always be good enough for the start. Choosing a ship with a drone control and/or teleporter also helps with that. If your starting set is truly unusable, you can always restart and get a different set.
English Narwhal wrote:
Morat48 wrote: Yes, I was referring to items that normally have rarity 0. I had to use a rarity list to make them available as starting items, which means they can also show up throughout sector 1.
Or you could make duplicates and separate lists of these normally rarity 0 items that only is called in this event.
That's very interesting. I didn't realize you could make an item appear as a random drop for only one event and not appear elsewhere. Can you show me how that's done, or point me to an example? I'd appreciate it.

Code: Select all

<blueprintList name="DLC_WEAPONS">
	<name>LASER_BURST_1</name>
	<name>LASER_BURST_2</name>
	<name>MISSILES_2_PLAYER</name>
	<name>BEAM_LONG</name>
	<name>ION_1</name>
	<name>ION_2</name>
	<name>ION_4</name>
	<name>BOMB_1</name>
	<name>LASER_BURST_3</name>
	<name>LASER_HEAVY_1</name>
	<name>MISSILES_3</name>
	<name>BEAM_1</name>
	<name>BEAM_FIRE</name>
	<name>LASER_HULL_2</name>
	<name>BOMB_FIRE</name>
	<name>BOMB_ION</name>
	<name>BOMB_HEAL</name>
</blueprintList>
So you have a list of items...

Code: Select all

<choice hidden="true">
				<text>Give 50 scrap to craft a weapon.</text>
				<event>
					<text>You transfer over the scrap and watch the master craftsmen work. They easily reshape the metal into pieces they can use and then add various additional materials on their ship to construct the weapon. You thank them and load it onto your ship.</text>
					<item_modify>
						<item type="scrap" min="-50" max="-50"/>
					</item_modify>
					<weapon name="DLC_WEAPONS"/> 
				</event>
			</choice>				
Image
Morat48
Posts: 12
Joined: Wed Jan 16, 2013 2:46 pm

Re: [MOD] Ship Randomizer

Post by Morat48 »

Thanks, that will be very useful. I'll try to get an update out fairly soon once it's been implemented and tested.
neoman4426
Posts: 1
Joined: Fri May 09, 2014 12:40 pm

Re: [MOD] Ship Randomizer

Post by neoman4426 »

Pretty cool so far. One question, is it intended that Ghost crew are in the pool of potential members? This is the only mod I have active and I got one, since they're normally inaccessible didn't know if that was a bug or not
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