[MOD][WIP] FTL Infinite Space

Discuss and distribute tools and methods for modding. Moderator - Grognak
MErck57
Posts: 1
Joined: Wed Jan 01, 2014 9:01 pm

Re: [MOD][WIP] FTL Infinite Space

Postby MErck57 » Wed Jan 01, 2014 9:05 pm

aveond wrote:
Loki421 wrote:I created an account just to ask how do I install this mod? It's not an .ftl. I thought I could just place it in the resources folder and replace the old data.dat but that doesn't seem to work. Do I need a special version of the game or something?

nope, just replace the data.dat, it'll take a while to load on the first try, so give it 1-2 mins :)

Can you explain to me this process? I'm having to same problems as him.
mcjowen
Posts: 2
Joined: Fri Jan 03, 2014 4:01 am

Re: [MOD][WIP] FTL Infinite Space

Postby mcjowen » Fri Jan 03, 2014 4:03 am

I get this when I try and patch "Patching failed: java.io.EOFException"
Geoff_Vader
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Joined: Fri Jan 03, 2014 10:16 pm

Re: [MOD][WIP] FTL Infinite Space

Postby Geoff_Vader » Fri Jan 03, 2014 10:21 pm

I'm encountering an error with a random event that I do not recognize. Something to do with a line of other ships waiting for "inspection" and my two options are to power up and leave, or to wait in line like everyone else. Regardless of which option I pick, my game immediately crashes and I'm ejected back to my desktop. Is this an error other people are having, and if so, is there someone working to solve it?
juicmain
Posts: 2
Joined: Sat Jan 04, 2014 11:09 pm

CRASH PROBLEMS

Postby juicmain » Sat Jan 04, 2014 11:20 pm

bro i love this mod and ive been playing it alot but, sometimes when i get to a certain event the mod stops and i lose my epic battle ship with a thousand scraps and all that good stuff.
it just happenend again and this time i know 1 event that makes it crash. and its the boss event where you find out about a pirate ship being built somewhere and you have to stop it but only if you get the ADV BOARDING DRONE i know this because i have defeated him many tiesbefore but when he dropped the adv boarding drone it crashed. maybe its because i was using a ship mod that lacks drone control but i dont know.
i hope you're working on fixing this crash thing cus i need this mod
juicmain
Posts: 2
Joined: Sat Jan 04, 2014 11:09 pm

CRASH PROBLEMS

Postby juicmain » Sun Jan 05, 2014 6:35 am

my ftl just crashed again, and again it happened right after i looted a boarding drone.
is this only happening to me or can you fix this? cant you delete the boarding drone from the game entirely?
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RAD-82
Posts: 796
Joined: Sat Nov 09, 2013 12:16 am

Re: [MOD][WIP] FTL Infinite Space

Postby RAD-82 » Mon Jan 06, 2014 5:23 am

Geoff_Vader wrote:I'm encountering an error with a random event that I do not recognize. Something to do with a line of other ships waiting for "inspection" and my two options are to power up and leave, or to wait in line like everyone else. Regardless of which option I pick, my game immediately crashes and I'm ejected back to my desktop. Is this an error other people are having, and if so, is there someone working to solve it?
Buddyhawks wrote:Hello, I've played many hours of IS. It is the best mod. However, the mod has crashed on me multiple times. I can confirm that the game crashes when you choose to wait in line with the ships.
I will continue playing and report other crashes.
alzzzzzzzz wrote:Bug - I cannot remember the entire scenario, although you are to wait for inspection. If you choose to wait in line the game crashes. If you choose to leave, no problems.

After watching VoV's videos, I went back a few pages and found these similar complaints. I decided to look at the event to see if I could figure out the problem. I couldn't find anything concrete, so my guess is the game crashes because the text string is too long?

DiRzee wrote:I think you forgot to add a few ships (FITCH_HYDRO_SHIP, FITCH_HYDRO_KIDNAPPER, etc.), which is why the game crashes.

Those ships exist, so that's not the cause.
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Junkyard has FTL mods, mostly ships and a few other things.
Soldier teh Wizard
Posts: 1
Joined: Mon Jan 06, 2014 7:40 am

Re: [MOD][WIP] FTL Infinite Space

Postby Soldier teh Wizard » Mon Jan 06, 2014 7:42 am

Can I still unlock ships?
UltraMantis
Posts: 2141
Joined: Thu Sep 20, 2012 3:17 pm

Re: [MOD][WIP] FTL Infinite Space

Postby UltraMantis » Mon Jan 06, 2014 10:55 am

Unlocking ships requires having cremembers of a certain race and traveling to Alien Homeworlds. Often it also requires travel to a further sector before receiving the reward. Infinite Space loops the player through one sector so ship unlock quests would be impossible.
Report spam using the handy Report Button Mod.
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RAD-82
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Re: [MOD][WIP] FTL Infinite Space

Postby RAD-82 » Tue Jan 07, 2014 5:54 am

When you reach a new sector, you may fight a mini-boss. Winning the battle provides you with a quest. One of these quests says, "You find data indicating a planet in this sector was once occupied by an ancient civilization, and may contain artifacts, but may be guarded by a hostile ship." When you arrive at that beacon, the event loads a random (8 possibilities) elite cruiser (INF_SHIP_ELITE_{type}) that isn't hostile. According to the files, any action that results in a battle with this cruiser tells the game to load an elite Engi cruiser.

:?: How does the game handle this apparent coding mistake?
Does the game crash?
Does it replace the first cruiser with an Engi cruiser?
If it doesn't replace the first ship, does it turn hostile or does it stay neutral?

I'm pretty sure all of these possible events should say <ship hostile="true"/> instead of <ship load="INF_SHIP_ELITE_ENGI" hostile="true"/> since a ship is already loaded.

edit: I've finally tested this event, and it appears to work as intended. It ignores the second ship load, while turning the first ship hostile. No sudden ship morphing here. :lol:
Last edited by RAD-82 on Wed Jan 08, 2014 6:02 pm, edited 1 time in total.
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Junkyard has FTL mods, mostly ships and a few other things.
English Narwhal
Posts: 402
Joined: Tue Dec 03, 2013 9:12 pm

Re: [MOD][WIP] FTL Infinite Space

Postby English Narwhal » Tue Jan 07, 2014 2:34 pm

RAD-82 wrote:When you reach a new sector, you may fight a mini-boss. Winning the battle provides you with a quest. One of these quests says, "You find data indicating a planet in this sector was once occupied by an ancient civilization, and may contain artifacts, but may be guarded by a hostile ship." When you arrive at that beacon, the event loads a random (8 possibilities) elite cruiser (INF_SHIP_ELITE_{type}) that isn't hostile. According to the files, any action that results in a battle with this cruiser tells the game to load an elite Engi cruiser.

:?: How does the game handle this apparent coding mistake?
Does the game crash?
Does it replace the first cruiser with an Engi cruiser?
If it doesn't replace the first ship, does it turn hostile or does it stay neutral?

I'm pretty sure all of these possible events should say <ship hostile="true"/> instead of <ship load="INF_SHIP_ELITE_ENGI" hostile="true"/> since a ship is already loaded.


I'd say voodoo magic, but I don't think that is it. All in all, there are a lot of good coders in this community.
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