[MOD] Ship Randomizer
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- Posts: 12
- Joined: Wed Jan 16, 2013 2:46 pm
[MOD] Ship Randomizer
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.
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.
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- Posts: 816
- Joined: Fri Jan 10, 2014 11:43 pm
Re: [MOD] Ship Randomizer
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.
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- Posts: 402
- Joined: Tue Dec 03, 2013 9:12 pm
Re: [MOD] Ship Randomizer
That's odd.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.
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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- Posts: 12
- Joined: Wed Jan 16, 2013 2:46 pm
Re: [MOD] Ship Randomizer
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.English Narwhal wrote:That's odd.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.
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.
- 5thHorseman
- Posts: 1665
- Joined: Sat Mar 02, 2013 2:29 am
Re: [MOD] Ship Randomizer
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?
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

And speaking of missiles/bombs, do you give 15 of them per missile weapon?
My Videos - MY MOD HUB
Simo-V - The Potential - Automated Scout - "Low O2" Icons
The Black Opal - The Asteroid - The Enforcer - The Pyro
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Simo-V - The Potential - Automated Scout - "Low O2" Icons
The Black Opal - The Asteroid - The Enforcer - The Pyro
"Every silver lining has a cloud..."
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- Posts: 402
- Joined: Tue Dec 03, 2013 9:12 pm
Re: [MOD] Ship Randomizer
Or you could make duplicates and separate lists of these normally rarity 0 items that only is called in this event.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.

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- Posts: 12
- Joined: Wed Jan 16, 2013 2:46 pm
Re: [MOD] Ship Randomizer
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.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 LaserNo 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?
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 wrote:Or you could make duplicates and separate lists of these normally rarity 0 items that only is called in this event.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.
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- Posts: 402
- Joined: Tue Dec 03, 2013 9:12 pm
Re: [MOD] Ship Randomizer
Morat48 wrote: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.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 LaserNo 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?
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 wrote:Or you could make duplicates and separate lists of these normally rarity 0 items that only is called in this event.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.
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>
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>

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- Posts: 12
- Joined: Wed Jan 16, 2013 2:46 pm
Re: [MOD] Ship Randomizer
Thanks, that will be very useful. I'll try to get an update out fairly soon once it's been implemented and tested.
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- Posts: 1
- Joined: Fri May 09, 2014 12:40 pm
Re: [MOD] Ship Randomizer
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