[MOD] Stations Job 1.21

Distribute and discuss mods that are functional. Moderator - Grognak
stargateprovider
Posts: 229
Joined: Thu Oct 03, 2013 1:21 pm

Re: [MOD] Stations Job 1.0

Postby stargateprovider » Tue Mar 07, 2017 6:16 pm

After 3 years, the mod is finally at version 1.0!

Many new features suggested during the last 6 months have been added. So I think this mod is pretty much complete (A way of saying I'm a little tired), but I will try to keep the mod updated if needed (maybe less actively, we'll see...) and of course I'm still accepting suggestions, because there's probably still many things that could be added or improved.

Some new things:
Three new type C stations have been added, designed by Anduqwer,
You can now focus more heavily on trading or piracy (choose focus on empty beacon), but not both at once,
Added a mining drone, meaning you won't have to use augments to mine,
I did over 30 test runs and slightly balanced the stations, rewards, etc.,
Some small UI improvements and more...


Thank you all for your help and feedback so far! I hope you have been satisfied with all the changes.
Some of my FTL mods you may like, or hate, or... yeah:
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Tycho X
Posts: 26
Joined: Tue Jul 28, 2015 9:08 pm

Re: [MOD] Stations Job 1.0

Postby Tycho X » Wed Mar 22, 2017 6:56 pm

How does the mod react when using the FTL:INF procedurally generated content mod?
I just really enjoy using semi-random weapons :roll:
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stargateprovider
Posts: 229
Joined: Thu Oct 03, 2013 1:21 pm

Re: [MOD] Stations Job 1.0

Postby stargateprovider » Fri Mar 24, 2017 4:58 pm

Tycho X wrote:How does the mod react when using the FTL:INF procedurally generated content mod?
I just really enjoy using semi-random weapons :roll:

All the weapons, drones and other equipment will work and appear in the game. CE enemy ships with various names and skins will probably stop appearing later in the game though.

The system upgrading prices will vary too: Some will be really high, some will be normal. To avoid that I actually recommend that you use the "CE Endless Loot Addon for standard CE" instead.

And remember to position Stations Job as the last mod when installing.
Some of my FTL mods you may like, or hate, or... yeah:
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Tycho X
Posts: 26
Joined: Tue Jul 28, 2015 9:08 pm

Re: [MOD] Stations Job 1.0

Postby Tycho X » Sun Mar 26, 2017 3:10 pm

It's really nice. Just what I was looking for!

I've noticed some of the events seem to be incomplete or bugged? :?: I have no concrete examples though I remember certain choices not triggering the next 'page' of the event. Like selecting "2. Board Enemy Ship" and having nothing happen (event end).

Good stuff. Keep it up :D
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stargateprovider
Posts: 229
Joined: Thu Oct 03, 2013 1:21 pm

Re: [MOD] Stations Job 1.0

Postby stargateprovider » Mon Mar 27, 2017 6:52 pm

Tycho X wrote:It's really nice. Just what I was looking for!

I've noticed some of the events seem to be incomplete or bugged? :?: I have no concrete examples though I remember certain choices not triggering the next 'page' of the event. Like selecting "2. Board Enemy Ship" and having nothing happen (event end).

Good stuff. Keep it up :D

Strange. Can't recall anything like that ever happening to me. Searching through the 15000 lines of events_fuel.xml manually probably won't help either...
If anyone encounters this again, you can describe the event to me. :)
Some of my FTL mods you may like, or hate, or... yeah:
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ThePersonFromSteam
Posts: 85
Joined: Sat Nov 19, 2016 12:34 am

Re: [MOD] Stations Job 1.0

Postby ThePersonFromSteam » Thu Jun 29, 2017 12:32 am

You have took to long for a Slug Type C
so i made a Mod to replace it
Your welcome Fans

viewtopic.php?f=11&t=30755

Code: Select all

Okayish Modder, and a terrible splicer; but i did throw my share in Project Coal, and helped in Multiverse.
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BrenTenkage
Posts: 1156
Joined: Tue Nov 06, 2012 4:48 pm

Re: [MOD] Stations Job 1.0

Postby BrenTenkage » Sat Aug 05, 2017 10:46 pm

https://www.youtube.com/watch?v=XoQqC-H ... e=youtu.be
Well that was fun, I'm gonna do more later, this was really fun ^_^
I make a lot of lets plays of FTL, I also use mods I find on this site http://www.youtube.com/playlist?list=PL ... 06hca_PXuX
I am also a modder as well, here is my mod hub viewtopic.php?f=11&t=32269
stargateprovider
Posts: 229
Joined: Thu Oct 03, 2013 1:21 pm

Re: [MOD] Stations Job 1.0

Postby stargateprovider » Sun Aug 06, 2017 3:47 pm

I'm glad you liked it! I've added the video to the front page along with some older gameplay videos.
Some of my FTL mods you may like, or hate, or... yeah:
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Alias Unknown
Posts: 1
Joined: Tue Aug 22, 2017 10:53 pm

Re: [MOD] Stations Job 1.0

Postby Alias Unknown » Tue Aug 22, 2017 10:58 pm

When validating with Slipstream I got this
Strict XML Parser Issues:
! <!-- No other dashes should touch. -->
! Fix this and try again:
org.jdom2.input.JDOMParseException: Error on line 1032: The element type "shipBlueprint" must be terminated by the matching end-tag "</shipBlueprint>".
~ ~ ~ ~ ~
</ship>
stargateprovider
Posts: 229
Joined: Thu Oct 03, 2013 1:21 pm

Re: [MOD] Stations Job 1.0

Postby stargateprovider » Wed Aug 23, 2017 6:11 am

You don't need to worry about it. Actually that issue is even present in vanilla FTL and it doesn't affect the game.
Some of my FTL mods you may like, or hate, or... yeah:
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