[MOD][WIP] FTL Infinite Space

Discuss and distribute tools and methods for modding. Moderator - Grognak
Whoopty
Posts: 26
Joined: Tue Jan 15, 2013 12:00 pm

Re: [MOD][WIP] FTL Infinite Space

Postby Whoopty » Tue Mar 19, 2013 3:05 pm

Gibsonite, I don't want to give any future plans away. All I can suggest is that if you don't want to try and find it again later, hang on to it for now and in future releases its uses will become more apparent.
Nile_LTR
Posts: 2
Joined: Tue Mar 19, 2013 2:56 pm

Re: [MOD][WIP] FTL Infinite Space

Postby Nile_LTR » Tue Mar 19, 2013 3:30 pm

I love this mod so far, removing the objective of defeating the rebels was great, and infinitive game-play is great.
But there is one thing that I think would bring this mod to perfection;

In the vanilla game when jumping between sectors, or as I like to refer to them as Solar Systems, a map comes up giving you the ability to choose, albeit to some extent were you want to go. If you could add a map like this into the Mod, allowing you to navigate around a universe instead of jumping to a random location I think would extend the feeling of adventure and exploration greatly. There are also many other things you could add into it such-as quest trans-versing multiple sectors.

It would be nice if the map was Web like, and you could go back to previous Sectors, (Maybe with Slightly altered events?) I also think the map could be interchangeable, or randomly generated, and people could make maps, and add them to there game. Maybe a center node at the very center that allows you to jump to another universe/map placed in a certain game folder.

I understand that currently the game is limited by way of modding, due to its structure but maybe once the rewrite project is finished, this could be possible, or even better. (Multiplayer?)

Anyway that's my two cents, if you have any ideas to the subject I'd like to hear them. I'm also thinking about creating a 3D lookalike FTL game in CE3 SDK.
Zumbo Prime
Posts: 13
Joined: Wed Jan 02, 2013 4:46 am

Re: [MOD][WIP] FTL Infinite Space

Postby Zumbo Prime » Tue Mar 26, 2013 1:46 am

Jesus, I got absolutely wiped by the missile drone on the Zoltan cruiser. 35% evasion and 1 missile out of about 40 missed. I never had a chance.
kuknabug
Posts: 5
Joined: Wed Feb 13, 2013 5:35 pm

Re: [MOD][WIP] FTL Infinite Space

Postby kuknabug » Wed Mar 27, 2013 5:25 pm

Any news? New update? Anything? :)
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5thHorseman
Posts: 1668
Joined: Sat Mar 02, 2013 2:29 am

Re: [MOD][WIP] FTL Infinite Space

Postby 5thHorseman » Wed Mar 27, 2013 11:38 pm

I've been really enjoying this mod. I used the Mantis B ship, got myself an extra Mantis to start, and then went to a shop 1 jump from the start and purchased a 4th mantis and an Engi with my 150 scrap. Holy cow 4 mantises from the get-go is awesome.

I've got weapons and drones now, and so far nobody's been able to touch me. I'm saving up scrap now to upgrade my shields and engines. I'm wondering if, when I get to that point, if anything can stop me.

Though if past playthroughs are any indication, there's always something that can stop me :)
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Whoopty
Posts: 26
Joined: Tue Jan 15, 2013 12:00 pm

Re: [MOD][WIP] FTL Infinite Space

Postby Whoopty » Fri Mar 29, 2013 5:25 pm

Sorry for the lack of new events guys. I've been a bit sick recently and working on my book release. I've been tapping away in the background and have one new big event that's nearly done. Just need to figure out the last elements.

Should be ready next week.
jampott
Posts: 1
Joined: Thu Feb 28, 2013 7:29 pm

Re: [MOD][WIP] FTL Infinite Space

Postby jampott » Sat Mar 30, 2013 12:04 pm

I can only download it as a .zip file, and I have file extensions on
boa13
Posts: 829
Joined: Mon Sep 17, 2012 11:42 pm

Re: [MOD][WIP] FTL Infinite Space

Postby boa13 » Sat Mar 30, 2013 12:08 pm

You can simply rename the file : change the file extension from .zip to .ftl.

.ftl file are simply .zip files with a different file extension, so that the Mod Manager recognizes them.
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Aldo
Posts: 1
Joined: Sun Mar 31, 2013 3:47 am

Re: [MOD][WIP] FTL Infinite Space

Postby Aldo » Sun Mar 31, 2013 3:52 am

INFO: Patching succeeded.
ERROR: Unexpected exception in LogicThread.
Traceback (most recent call last):
File "main.py", line 1130, in run
self._process_event_queue(0.5) # Includes some blocking.
File "main.py", line 1159, in _process_event_queue
self._process_event(action_name, arg_dict)
File "main.py", line 1173, in _process_event
self._patching_finished(arg_dict)
File "main.py", line 1336, in _patching_finished
ftl_exe_path = find_ftl_exe()
File "main.py", line 894, in find_ftl_exe
if (os.path.isfile(os.join(app_path, "Contents", "Info.plist"))):
AttributeError: 'module' object has no attribute 'join'

I tried installing Infinite Space on my Mac (Mac I know, aaaaaagh) and I'm not sure what this means, but when I try and patch nothing happens when I play FTL. If anyone has a solution, I would highly appreciate it :D
Whoopty
Posts: 26
Joined: Tue Jan 15, 2013 12:00 pm

Re: [MOD][WIP] FTL Infinite Space

Postby Whoopty » Mon Apr 01, 2013 4:21 pm

Can't help with the tech support guys sorry. I'll try and give Drk a nudge though.

Just finished up the next big event. Should be a good one. Hopefully it'll be in the next release.