HELP: Event problems, Custom Weapons and mod sugg

Discuss and distribute tools and methods for modding. Moderator - Grognak
Fatch
Posts: 2
Joined: Mon Jan 25, 2021 2:02 pm

HELP: Event problems, Custom Weapons and mod sugg

Postby Fatch » Mon Jan 25, 2021 2:08 pm

Hey guys!

I'm learning to code using FTL so be gentle, pretty much my start_beacons all say (cannot find) or smth like that at the start.

Also is there a way to make certain guns only show up in certain sectors.

I'm throwing together a bunch of mods to get a more infinite game with more events and everything.
If you have any mod suggestions let me know :)
Zoura3025
Posts: 12
Joined: Sat Dec 07, 2019 5:48 am

Re: HELP: Event problems, Custom Weapons and mod sugg

Postby Zoura3025 » Wed Jan 27, 2021 6:59 am

Hiya Fatch! Welcome to the modding community! I'm not sure why your start beacons aren't working, but I do know how to change a weapon's rarity by sector!

First thing you'll need is a file called "sector_data.xml" (with the appropriate .append extension in your mod). Open that up, and you'll see all those nice sector blueprints, highlighting all the event spawns and whatnot.

So, below I've got a modified pirate sector code from my own weapon pack.

Code: Select all

<sectorDescription name="PIRATE_SECTOR" minSector="0" unique="false">
   <nameList>
      <name id="sectorname_PIRATE_SECTOR" short="sectorname_short_PIRATE_SECTOR"/>
   </nameList>
   <trackList>
      <track>colonial</track>
      <track>void</track>
      <track>lostship</track>
      <track>hacking</track>
   </trackList>
   <startEvent>START_BEACON_PIRATE</startEvent>
   <event name="STORE_PIRATE" min="1" max="2"/>
   <event name="ITEMS" min="1" max="2"/>
   <event name="HOSTILE_PIRATE" min="6" max="8"/>
   <event name="BOARDERS_PIRATE" min="1" max="1"/>
   <event name="DISTRESS_BEACON_PIRATE" min="1" max="2"/>
   <event name="NEBULA_PIRATE" min="0" max="5"/>
   <event name="NOTHING_PIRATE" min="1" max="2"/> <!-- need more -->
   <event name="QUESTS_PIRATE" min="0" max="1"/> <!-- need more -->
   <event name="NEUTRAL_PIRATE" min="5" max="6"/>
   <blueprint name="BATTERY_LAUNCHER_1" rarity="1"/> <!-- THIS tag is the one you want! -->
</sectorDescription>


If you don't want your weapon spawning anywhere else, set its normal rarity (the rarirty in the weapon's blueprint, not the sector's) to 0, which will prevent it from spawning without a change in the sector file. This is how the crystal weapons make themselves exclusive to the crystal sector.

And, I guess if you're looking for weapon packs to spice up the shops in your run, I may as well plug my very own ion weapon pack.
Fatch
Posts: 2
Joined: Mon Jan 25, 2021 2:02 pm

Re: HELP: Event problems, Custom Weapons and mod sugg

Postby Fatch » Wed Jan 27, 2021 1:59 pm

my man just what I was looking for

Did you also happen to know how hyperspace does custom crews?
TeamEXAngus
Posts: 48
Joined: Thu May 17, 2018 5:38 am

Re: HELP: Event problems, Custom Weapons and mod sugg

Postby TeamEXAngus » Wed Feb 17, 2021 10:08 am

Fatch wrote:my man just what I was looking for

Did you also happen to know how hyperspace does custom crews?


Hyperspace is a hard-coded mod. That is, it it introduces its own code to the game rather than just providing XML data to the existing code of the game. If you’re interested in learning to mod with Hyperspave, I’m sure that there are many people here that would happily help.