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Oxygen system
Posted: Sun Mar 29, 2015 7:11 am
by Biohazard063
Alright, so my latest creation (the Raptor) has sprouted some food for thought.
Here the relevant bit:
Doesn't come with O2, but has a room assigned to it.
Now here's the thing. People have stated that O2 is never offered in stores and therefor pointless to assign a room to it.
On the other hand:

Now this was a run with one of my other ships that start of without O2 but I was also running CE with it.
Anyway, it's obvious that not being able to buy O2 on AE would be a problem as well as it being not ideal that it was offered for free.
I'm hereby looking for help on two things :
1. Is O2 available for purchase on vanilla AE ?
2. How do I make it so it isn't free but say like 30 scrap ?
If anyone is able to do it for me, that would be an even greater thing offcourse.
Here's the link to download the current version of the raptor.
http://www.ftlgame.com/forum/viewtopic.php?f=11&t=27085
Thanks for any help.
Grtz,
Biohazard063
Re: Oxygen system
Posted: Sun Mar 29, 2015 8:10 am
by stylesrj
Here the relevant bit:
Doesn't come with O2, but has a room assigned to it.
Now here's the thing. People have stated that O2 is never offered in stores and therefor pointless to assign a room to it.
On the other hand:
Who told you that? Because every time I've played an oxygen-free ship, it always turns up in stores. I think if you set it to Rarity 0 though, it'll not turn up. The same can't be said for Shields which always turns up no matter the rarity value.
I'm hereby looking for help on two things :
1. Is O2 available for purchase on vanilla AE ?
2. How do I make it so it isn't free but say like 30 scrap ?
1. Been there since pre-AE. I once downloaded a ship called the Nexus which had Ghosts and no O2 system. Would turn up in stores and I think it was set to 50 Scrap or something.
2. Grab the Oxygen blueprint from blueprints.xml. Should be able to set the price there.
Re: Oxygen system
Posted: Sun Mar 29, 2015 8:51 am
by Biohazard063
stylesrj wrote:
1. Been there since pre-AE. I once downloaded a ship called the Nexus which had Ghosts and no O2 system. Would turn up in stores and I think it was set to 50 Scrap or something.
2. Grab the Oxygen blueprint from blueprints.xml. Should be able to set the price there.
I thought it was default 50... I guess the screenshot you saw messed me up then.
I'll do a few more runs to see if it show up for me.
I suppose it could've just indeed be a string of bad draws that it never showed up for him.
Here's the post :
http://www.reddit.com/r/ftlgame/comment ... go/cpu7gw6
Well, big relief then.
Thanks stylesrj !
EDIT : Alright, so O2 does show up, but not for 50 but indeed for 0.
Will have a look at the blueprint to up the price.
Re: Oxygen system
Posted: Sun Mar 29, 2015 8:57 am
by stylesrj
I thought it was default 50... I guess the screenshot you saw messed me up then.
I'll do a few more runs to see if it show up for me.
Actually the default price is 0. The mod I got had it set to 50.
I think I then once made a custom ship with ghost crew and no O2 system without using The Nexus.
Re: Oxygen system
Posted: Sun Mar 29, 2015 9:03 am
by Biohazard063
Yeah... 0.
Will look into it, no idea on how to do it, ran into the same problem whilst trying to nerf slug gel for CE on the Anomaly. Will probably be easier to do then change a, F ton of events.
Re: Oxygen system
Posted: Sun Mar 29, 2015 9:15 am
by Biohazard063
Found this in the blueprint :
Code: Select all
<systemBlueprint name="oxygen">
<type>oxygen</type>
<title>Oxygen</title>
<desc>Refills the oxygen in the ship. Upgrading increases the rate of refill.</desc>
<startPower>1</startPower>
<maxPower>3</maxPower>
<rarity>1</rarity>
<upgradeCost>
<level>25</level>
<!-- level 2 -->
<level>50</level>
<!-- level 3 -->
<level>75</level>
<!-- imaginary level 4 -->
</upgradeCost>
<cost>0</cost>
I suppose changing <cost>0</cost> to <cost>30</cost> will set it to be purchasable for 30 scrap.
So I'll have to make an xml.append file for that and add it to the mod.
Probably also add in the same thing for those with CE as it changes the name from oxygen to life support.
But again, not a clue on how to actually make that work.
The one for the slug gel needed multiple append files of this kind :
Code: Select all
<mod:findLike type="eventList">
<mod:findLike type="event">
<mod:findLike type="choice">
<mod:selector req="SLUG_GEL" />
<mod:removeTag />
</mod:findLike>
</mod:findLike>
</mod:findLike>
<mod:findLike type="event">
<mod:findLike type="choice">
<mod:findLike type="event">
<mod:findLike type="choice">
<mod:selector req="SLUG_GEL" />
<mod:removeTag />
</mod:findLike>
</mod:findLike>
</mod:findLike>
</mod:findLike>
<mod:findLike type="event">
<mod:findLike type="choice">
<mod:findLike type="event">
<mod:findLike type="choice">
<mod:findLike type="event">
<mod:findLike type="choice">
<mod:selector req="SLUG_GEL" />
<mod:removeTag />
</mod:findLike>
</mod:findLike>
</mod:findLike>
</mod:findLike>
</mod:findLike>
</mod:findLike>
<mod:findLike type="eventList">
<mod:findLike type="event">
<mod:findLike type="choice">
<mod:findLike type="event">
<mod:findLike type="choice">
<mod:selector req="SLUG_GEL" />
<mod:removeTag />
</mod:findLike>
</mod:findLike>
</mod:findLike>
</mod:findLike>
</mod:findLike>
We're not talking about events here though...
I'll have a look at what code I can use for that.
You don't happen to have that append file laying around somewhere do you ?

Re: Oxygen system
Posted: Sun Mar 29, 2015 9:23 am
by stylesrj
You can always create a .append file. Just grab wordpad, type the blueprint/event you want and save it as <nameoffileyouwanttomod>.ftl.append
Re: Oxygen system
Posted: Sun Mar 29, 2015 11:34 am
by Biohazard063
Would be more to see what has to be in the append file...
Like I said, I only have experience with Superluminal, so creating the appends is way out of my league for now to the point where I can probably edit existing append files to my needs.
Having seen what I needed to change the slug gel helped me quite a bit in that front.
But changing a system seems to be an entire different thing then changing events...
Re: Oxygen system
Posted: Sun Mar 29, 2015 11:35 am
by stylesrj
An append file doesn't need everything from blueprints.xml
You can just throw in the blueprint you want all by itself and call it blueprints.ftl.append
The mod manager will know what to do afterwards

Re: Oxygen system
Posted: Sun Mar 29, 2015 12:10 pm
by Biohazard063
So in theory :
Code: Select all
<systemBlueprint name="oxygen">
<type>oxygen</type>
<title>Oxygen</title>
<desc>Refills the oxygen in the ship. Upgrading increases the rate of refill.</desc>
<startPower>1</startPower>
<maxPower>3</maxPower>
<rarity>1</rarity>
<upgradeCost>
<level>25</level>
<!-- level 2 -->
<level>50</level>
<!-- level 3 -->
<level>75</level>
<!-- imaginary level 4 -->
</upgradeCost>
<cost>30</cost>
Putting that in a file called blueprints.xml.append and adding it to the ship mod is all I need to do?
No need for fancy <mod:findLike type="eventList"> stuff? Huh... odd. Convenient, but odd.
I'll give it a shot.
EDIT : Holy crud... That's indeed all it took ! Thanks a bunch !