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Re: [MOD] Stations Job 1.0

Posted: Tue Mar 07, 2017 6:16 pm
by stargateprovider
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.

Re: [MOD] Stations Job 1.0

Posted: Wed Mar 22, 2017 6:56 pm
by Tycho X
How does the mod react when using the FTL:INF procedurally generated content mod?
I just really enjoy using semi-random weapons :roll:

Re: [MOD] Stations Job 1.0

Posted: Fri Mar 24, 2017 4:58 pm
by stargateprovider
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.

Re: [MOD] Stations Job 1.0

Posted: Sun Mar 26, 2017 3:10 pm
by Tycho X
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

Re: [MOD] Stations Job 1.0

Posted: Mon Mar 27, 2017 6:52 pm
by stargateprovider
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. :)

Re: [MOD] Stations Job 1.0

Posted: Thu Jun 29, 2017 12:32 am
by ThePersonFromSteam
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

Re: [MOD] Stations Job 1.0

Posted: Sat Aug 05, 2017 10:46 pm
by BrenTenkage
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 ^_^

Re: [MOD] Stations Job 1.0

Posted: Sun Aug 06, 2017 3:47 pm
by stargateprovider
I'm glad you liked it! I've added the video to the front page along with some older gameplay videos.

Re: [MOD] Stations Job 1.0

Posted: Tue Aug 22, 2017 10:58 pm
by Alias Unknown
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>

Re: [MOD] Stations Job 1.0

Posted: Wed Aug 23, 2017 6:11 am
by stargateprovider
You don't need to worry about it. Actually that issue is even present in vanilla FTL and it doesn't affect the game.