[MOD] System Changes

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KingdomKrafters
Posts: 122
Joined: Sat Oct 28, 2017 8:09 pm
Location: Somewhere in Murica

[MOD] System Changes

Postby KingdomKrafters » Sat Dec 16, 2017 7:46 pm

This is an extremely simple mod that I have made. It focuses on better pricing for systems and their upgrades. It also adjusts how many upgrades you can buy. I've split up some of the files so you can choose what you want. Im working on the files for AE systems at the moment, they'll be added soon

File 1: Pricing changes easy (makes game easier)
Weak system upgrades no longer cost extra scrap
Every 2nd shield upgrade is free! (you still have to purchase it, but it doesn't take any scrap.)
up3 for piloting reduced
up2 and up3 for artillery reduced
all engine upgrades reduced
all weapon upgrades reduced
all drone upgrades reduced

File 2: Pricing changes hard (makes game harder)
Weak system upgrades increased
starting power reduced for most systems
purchasing cost for systems increased
general upgrade pricing for all systems increased

File 3: Impossible Prices! (makes game nearly impossible)
all upgrades take 100 more scrap
subsystem purchase cost trippled
doors up3 increased by 50
start power for all systems is reduced to 1

File 4: EVERYTHING IS FREE (makes all system prices free!)
all upgrades are now free! (meant for mod testing or for easy play runs where you just want to win)

File 4: Power change (adjusts the upgrade limit for systems and various pricing)
drone power limit changed to 10
weapons power limit changed to 10
shields power limit changed to 10
important systems like oxygen and teleporter power limit increased to allow protection (more points till destroyed... does not effect the abilities of the system)
doors and sensors can be upgraded again to get special ability (still works if you man it, but will gain no extra power)

Download links (all of them require slipstream to work)

Easy prices: https://www.dropbox.com/s/crz6oqn6wzrzk ... s.ftl?dl=0

Hard prices: https://www.dropbox.com/s/o8k7m45qzdliu ... s.ftl?dl=0

Impossible prices: https://www.dropbox.com/s/7q8hz9afh5vhe ... g.ftl?dl=0

Everything is free: https://www.dropbox.com/s/3oogavlz2xjsq ... g.ftl?dl=0

Power changes: https://www.dropbox.com/s/ldcgr7383r9wq ... s.ftl?dl=0
-Signing off, the KK, also known as the mantis killer
My Discord:https://discord.gg/vRcr796
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Cocofang
Posts: 3
Joined: Wed Aug 01, 2018 2:17 am

Re: [MOD] System Changes

Postby Cocofang » Wed Aug 01, 2018 2:21 am

How can I make this work with CE Infinite?

I tried putting it in front of or after the CE mods and it still shows the inflated CE Infinite prices.
DaRealJagur
Posts: 1
Joined: Wed Dec 12, 2018 10:42 pm

Re: [MOD] System Changes

Postby DaRealJagur » Thu Dec 13, 2018 9:44 am

This mod is not working for me. appears to be a problem with the inner path? Here is the slipstream readout of the attempts to patch. this is the same for all mods listed here not just easy prices.

Code: Select all

INFO  FTLModManager - Using FTL dats path from config: D:\Program Files (x86)\Steam\steamapps\common\FTL Faster Than Light
INFO  ModsScanThread - Background hashing finished.
INFO  ModsScanThread - Background metadata caching finished.
INFO  ManagerFrame -
INFO  ManagerFrame - Patching...
INFO  ManagerFrame -
INFO  ModPatchThread - Restoring vanilla "ftl.dat"...
INFO  ModPatchThread -
INFO  ModPatchThread - Installing mod: easy prices.ftl
WARN  ModPatchThread - Non-existent innerPath wasn't appended: nullblueprints.xml
INFO  ModPatchThread - Repacked "ftl.dat" (217304400 bytes affected)


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