some queries on events and sectors

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Stormbringer
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some queries on events and sectors

Postby Stormbringer » Fri Apr 06, 2018 5:15 am

Hello there fellow modders!

I'd just like to ask about infinite sectors and events:

Is it possible to make FTL infinite, but each sector is a different sector? so different events, and stuff like that. for example one day, you jump adn you could end up in a zoltie sector or a mantis sector as well.

and as for events, can I make an event only happen once?
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Jumbocarrot0
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Re: some queries on events and sectors

Postby Jumbocarrot0 » Fri Apr 06, 2018 5:36 am

Stormbringer wrote:and as for events, can I make an event only happen once?

You can add unique=“true” to an event to make it appear either once per sector or once per game. Which one is which I forget however if its the first one (once per sector) you can make it appear one per game by putting a unique event inside a unique sector, like everyone ship unlock event.

Stormbringer wrote:Is it possible to make FTL infinite, but each sector is a different sector? so different events, and stuff like that. for example one day, you jump in you could end up in a zoltan sector or a mantis sector as well.

Rundown on how infinite games work in convention.
At the end of every sector you get a choice to either go to a sector of same difficulty (warp to secrect sector) or go to the next sector of higher difficulty. Going to a harder sector can give a choice of different sectors, but warping to a sector of same difficulty will not as there is only one secret sector blueprint.
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Re: some queries on events and sectors

Postby Stormbringer » Fri Apr 06, 2018 6:59 am

Jumbocarrot0 wrote:
Stormbringer wrote:and as for events, can I make an event only happen once?

You can add unique=“true” to an event to make it appear either once per sector or once per game. Which one is which I forget however if its the first one (once per sector) you can make it appear one per game by putting a unique event inside a unique sector, like everyone ship unlock event.

Stormbringer wrote:Is it possible to make FTL infinite, but each sector is a different sector? so different events, and stuff like that. for example one day, you jump in you could end up in a zoltan sector or a mantis sector as well.

Rundown on how infinite games work in convention.
At the end of every sector you get a choice to either go to a sector of same difficulty (warp to secrect sector) or go to the next sector of higher difficulty. Going to a harder sector can give a choice of different sectors, but warping to a sector of same difficulty will not as there is only one secret sector blueprint.


do you have the code examples? I just skimmed through the infinite's code.
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Re: some queries on events and sectors

Postby Jumbocarrot0 » Fri Apr 06, 2018 8:46 am

Code: Select all

<event name="FINISH_BEACON">
   <text load="FINISH_BEACON_TEXT"/>
   <item_modify>
      <item type="fuel" min="1" max="1"/>
   </item_modify>
   <choice hidden="true">
      <text>Continue to travel the depth of space.</text>
      <event>
         <text>You prepare to jump on to a nearby sector.</text>
         <secretSector/>
      </event>
   </choice>
   <choice>
      <text>Use the jump relay to catapult you closer to the Federation base.</text>
      <event>
         <text>You feed the fuel into the reactor and make the necessary preparations. When the FTL Drive is charged you can jump closer to the Federation base. The region ahead of you will undoubtedly be more dangerous then the sectors you traveled so far.</text>
         <item_modify>
            <item type="fuel" min="-10" max="-10"/>
         </item_modify>
      </event>
   </choice>
</event>


The <secrectSector/> tag teleport the ship to the secrect sector, which is any sector blueprint titled 'CRYSTAL_HOME' which in infinite is:

Code: Select all

<sectorDescription name="CRYSTAL_HOME" minSector="0" unique="false">   
   <nameList>
      <name>Contested Deep Space</name>
      <name>New Colonies of Qarth</name>
      <name>New Colonies of Silth</name>
      <name>Colonies of Marlith</name>
      <name>The Remskar Colonies</name>
      <name>The Palk Colonies</name>
      <name>The Merco-Call Colonies</name>
      <name>The Ball Settlements</name>
      <name>The Hidden Settlements</name>
      <name>The Box Settlements</name>
      <name>Varlian DMZ</name>
      <name>Meskart DMZ</name>
      <name>The Far DMZ</name>
      <name>The Third DMZ</name>
      <name>The United Talrasi Planets</name>
      <name>Planets of Lodor</name>
      <name>Tasador 8</name>
      <name>Lis-Hauf 2</name>
      <name>Qafis 3</name>
      <name>Omicron 9</name>
      <name>Zeta 5</name>
      <name>Tau 3</name>
      <name>Omicron Beta</name>
      <name>Eta Sigma</name>
      <name>Kappa Nu</name>
      <name>Agriculture Sector 09-32</name>
      <name>Agriculture Sector 30-45</name>
      <name>Agriculture Sector 23-34</name>
      <name>Colony Sector 287</name>
      <name>Colony Sector 462</name>
      <name>Colony Sector 802</name>
      <name>Local Trade Sector 51-A2</name>
      <name>Local Trade Sector 21-F3</name>
      <name>Local Trade Sector 125-S1</name>
      <name>Local Trade Sector 42-MX</name>
      <name>Tradelanes 172-183</name>
      <name>Tradelanes 342-362</name>
      <name>The Omicron Trade Route</name>
      <name>The Phi Trade Route</name>
      <name>Peripheral Trade Route 4</name>
      <name>Peripheral Trade Route 9</name>
      <name>New Hope 2</name>
      <name>New Hope 28</name>
      <name>The Kappa Rimworlds</name>
      <name>The Ludeon Rimworlds</name>
      <name>The Sylvester Rimworlds</name>
      <name>The Cassandra Rimworlds</name>
      <name>The Phoebe Rimworlds</name>

      <name>Biter 2</name>
      <name>Biter 5</name>
      <name>The Venkman Colony</name>
      <name>Kepler Periphery</name>
      <name>Betelguese Rimworlds</name>
      <name>Rigel 4</name>
      <name>New Rigel Colonies</name>
      <name>Tau Ceti</name>
      <name>Alpha Centauri</name>
      <name>Castor 9</name>
      <name>The Castor Trade Route</name>
      <name>Junction 32</name>
      <name>Junction 126</name>
      <name>Junction Omicron</name>
      <name>Junction Tau Beta</name>
      <name>Junction Theta 9</name>
      <name>Spica 5</name>
      <name>Spica Omicron</name>
      <name>Dlinx 2</name>
      <name>Krankor 1</name>
      <name>Midway Alpha</name>
      <name>Midway Beta</name>
      <name>New Hoshuro</name>
      <name>New Nagishai</name>
      <name>The Hoshga Systems</name>
      <name>The Ishi Systems</name>
      <name>The Nashai Systems</name>
      <name>The Sullen Gulf</name>
      <name>The Mediren Gulf</name>
      <name>Gulf of Kaz'lik</name>
      <name>Gulf of Meston</name>
      <name>The Glitter Cliff</name>
      <name>The Kargogious Sea</name>
      <name>The Bullin Travers</name>
      <name>The Mikton Frame</name>
      <name>The Alis Expanse</name>
      <name>The Jackson Expanse</name>
      <name>The Endless Frontier</name>
      <name>The Laean Rift</name>

      <name>New Kantesi</name>
      <name>Tarkev Alpha</name>
      <name>Isaac's Hope</name>
      <name>New Hope</name>
      <name>Colony Sector 972</name>
   </nameList>
   <trackList>
      <track>debris</track>
      <track>wasteland</track>
      <track>deepspace</track>
      <track>hacking</track>
      <track>civilian</track>
      <track>cosmos</track>
      <track>milkyway</track>
      <track>lostship</track>
      <track>colonial</track>
      <track>void</track>
   </trackList>
   <rarityList>
      <blueprint name="ghost" rarity="5"/>
      <blueprint name="anaerobic" rarity="5"/>
      <blueprint name="slug" rarity="5"/>
   </rarityList>
   <startEvent>START_BEACON_DEEP_SPACE</startEvent>
   <event name="STORE_DEEP_SPACE" min="1" max="1"/>
   <event name="ITEMS_DEEP_SPACE" min="1" max="2"/>
   <event name="HOSTILE_DEEP_SPACE" min="6" max="9"/>
   <event name="BOARDERS_DEEP_SPACE" min="1" max="2"/>
   <event name="DISTRESS_BEACON_DEEP_SPACE" min="1" max="2"/>
   <event name="NEBULA_DEEP_SPACE" min="0" max="5"/>
   <event name="NOTHING_DEEP_SPACE" min="1" max="3"/>
   <event name="QUESTS_DEEP_SPACE" min="1" max="2"/>
   <event name="NEUTRAL_DEEP_SPACE" min="6" max="7"/>
</sectorDescription>


And if you take the other option you loose 10 fuel and can proceed to choose a sector to go to as per vanilla gameplay.
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Re: some queries on events and sectors

Postby Stormbringer » Fri Apr 06, 2018 3:27 pm

Jumbocarrot0 wrote:

Code: Select all

<event name="FINISH_BEACON">
   <text load="FINISH_BEACON_TEXT"/>
   <item_modify>
      <item type="fuel" min="1" max="1"/>
   </item_modify>
   <choice hidden="true">
      <text>Continue to travel the depth of space.</text>
      <event>
         <text>You prepare to jump on to a nearby sector.</text>
         <secretSector/>
      </event>
   </choice>
   <choice>
      <text>Use the jump relay to catapult you closer to the Federation base.</text>
      <event>
         <text>You feed the fuel into the reactor and make the necessary preparations. When the FTL Drive is charged you can jump closer to the Federation base. The region ahead of you will undoubtedly be more dangerous then the sectors you traveled so far.</text>
         <item_modify>
            <item type="fuel" min="-10" max="-10"/>
         </item_modify>
      </event>
   </choice>
</event>


The <secrectSector/> tag teleport the ship to the secrect sector, which is any sector blueprint titled 'CRYSTAL_HOME' which in infinite is:

Code: Select all

<sectorDescription name="CRYSTAL_HOME" minSector="0" unique="false">   
   <nameList>
      <name>Contested Deep Space</name>
      <name>New Colonies of Qarth</name>
      <name>New Colonies of Silth</name>
      <name>Colonies of Marlith</name>
      <name>The Remskar Colonies</name>
      <name>The Palk Colonies</name>
      <name>The Merco-Call Colonies</name>
      <name>The Ball Settlements</name>
      <name>The Hidden Settlements</name>
      <name>The Box Settlements</name>
      <name>Varlian DMZ</name>
      <name>Meskart DMZ</name>
      <name>The Far DMZ</name>
      <name>The Third DMZ</name>
      <name>The United Talrasi Planets</name>
      <name>Planets of Lodor</name>
      <name>Tasador 8</name>
      <name>Lis-Hauf 2</name>
      <name>Qafis 3</name>
      <name>Omicron 9</name>
      <name>Zeta 5</name>
      <name>Tau 3</name>
      <name>Omicron Beta</name>
      <name>Eta Sigma</name>
      <name>Kappa Nu</name>
      <name>Agriculture Sector 09-32</name>
      <name>Agriculture Sector 30-45</name>
      <name>Agriculture Sector 23-34</name>
      <name>Colony Sector 287</name>
      <name>Colony Sector 462</name>
      <name>Colony Sector 802</name>
      <name>Local Trade Sector 51-A2</name>
      <name>Local Trade Sector 21-F3</name>
      <name>Local Trade Sector 125-S1</name>
      <name>Local Trade Sector 42-MX</name>
      <name>Tradelanes 172-183</name>
      <name>Tradelanes 342-362</name>
      <name>The Omicron Trade Route</name>
      <name>The Phi Trade Route</name>
      <name>Peripheral Trade Route 4</name>
      <name>Peripheral Trade Route 9</name>
      <name>New Hope 2</name>
      <name>New Hope 28</name>
      <name>The Kappa Rimworlds</name>
      <name>The Ludeon Rimworlds</name>
      <name>The Sylvester Rimworlds</name>
      <name>The Cassandra Rimworlds</name>
      <name>The Phoebe Rimworlds</name>

      <name>Biter 2</name>
      <name>Biter 5</name>
      <name>The Venkman Colony</name>
      <name>Kepler Periphery</name>
      <name>Betelguese Rimworlds</name>
      <name>Rigel 4</name>
      <name>New Rigel Colonies</name>
      <name>Tau Ceti</name>
      <name>Alpha Centauri</name>
      <name>Castor 9</name>
      <name>The Castor Trade Route</name>
      <name>Junction 32</name>
      <name>Junction 126</name>
      <name>Junction Omicron</name>
      <name>Junction Tau Beta</name>
      <name>Junction Theta 9</name>
      <name>Spica 5</name>
      <name>Spica Omicron</name>
      <name>Dlinx 2</name>
      <name>Krankor 1</name>
      <name>Midway Alpha</name>
      <name>Midway Beta</name>
      <name>New Hoshuro</name>
      <name>New Nagishai</name>
      <name>The Hoshga Systems</name>
      <name>The Ishi Systems</name>
      <name>The Nashai Systems</name>
      <name>The Sullen Gulf</name>
      <name>The Mediren Gulf</name>
      <name>Gulf of Kaz'lik</name>
      <name>Gulf of Meston</name>
      <name>The Glitter Cliff</name>
      <name>The Kargogious Sea</name>
      <name>The Bullin Travers</name>
      <name>The Mikton Frame</name>
      <name>The Alis Expanse</name>
      <name>The Jackson Expanse</name>
      <name>The Endless Frontier</name>
      <name>The Laean Rift</name>

      <name>New Kantesi</name>
      <name>Tarkev Alpha</name>
      <name>Isaac's Hope</name>
      <name>New Hope</name>
      <name>Colony Sector 972</name>
   </nameList>
   <trackList>
      <track>debris</track>
      <track>wasteland</track>
      <track>deepspace</track>
      <track>hacking</track>
      <track>civilian</track>
      <track>cosmos</track>
      <track>milkyway</track>
      <track>lostship</track>
      <track>colonial</track>
      <track>void</track>
   </trackList>
   <rarityList>
      <blueprint name="ghost" rarity="5"/>
      <blueprint name="anaerobic" rarity="5"/>
      <blueprint name="slug" rarity="5"/>
   </rarityList>
   <startEvent>START_BEACON_DEEP_SPACE</startEvent>
   <event name="STORE_DEEP_SPACE" min="1" max="1"/>
   <event name="ITEMS_DEEP_SPACE" min="1" max="2"/>
   <event name="HOSTILE_DEEP_SPACE" min="6" max="9"/>
   <event name="BOARDERS_DEEP_SPACE" min="1" max="2"/>
   <event name="DISTRESS_BEACON_DEEP_SPACE" min="1" max="2"/>
   <event name="NEBULA_DEEP_SPACE" min="0" max="5"/>
   <event name="NOTHING_DEEP_SPACE" min="1" max="3"/>
   <event name="QUESTS_DEEP_SPACE" min="1" max="2"/>
   <event name="NEUTRAL_DEEP_SPACE" min="6" max="7"/>
</sectorDescription>


And if you take the other option you loose 10 fuel and can proceed to choose a sector to go to as per vanilla gameplay.


so you're telling me, I can make infinitely different types of 'crystal_home' sectors and use those?

can I make two or three different ones and make them have different quests?
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Re: some queries on events and sectors

Postby Jumbocarrot0 » Fri Apr 06, 2018 7:32 pm

If you add multiple CRYSTAL_HOME sectors then the game will only use the bottom most one in the xml file, so you can’t make multiple CRYSTAL_HOME sectors.

Each time, in CE infinite, that the code used the <secrectSector/> tag, it warps the ship to the screct sector, or the sector with the CRYSTAL_HOME tag. That secrect sector will be the same sector everytime.
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