FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308

Distribute and discuss mods that are functional. Moderator - Grognak
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Stormbringer
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Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Postby Stormbringer » Wed May 17, 2017 3:21 pm

WAAAHOOOOOOOOOOOOOOOOOOOOOOOO!!!!!!!!!!!!!!!!!!!!
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killin' slugs and beating Rebels since 2014, modding the game since 2016
TheDarkTruth
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Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Postby TheDarkTruth » Wed May 17, 2017 5:59 pm

I have been searching for a way to test through the different events in the mod.
Unfortunately i was not able to get it to work.

If you have a way to do so I would be willing to help with searching through the events this week (after work of course).
MinHui128
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Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Postby MinHui128 » Mon May 22, 2017 8:02 am

Maybe should trade goods take up cargo slots instead? It will make trading a lot more viable as trade goods would not take up precious augment slots. If you cannot make cargo items not go into weapon or drone slots, they can be useless defense drones.

Edit: Sorry, I forgot that cargo will not create blue options. Maybe they can be sold right from the sell slot without the first step although it will remove the supply and demand mechanic.
Gidoza
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Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Postby Gidoza » Sun May 28, 2017 1:18 pm

Question - When saying "Deal!" to the Pirate mission about going and killing an enemy leader - when killing that enemy leader, the reward event never triggers - I only ever get a really wimpy reward that makes the whole thing not worth the while. Is there something missing in the quest data?
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Sleeper Service
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Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Postby Sleeper Service » Mon May 29, 2017 7:04 pm

Gidoza wrote:Question - When saying "Deal!" to the Pirate mission about going and killing an enemy leader - when killing that enemy leader, the reward event never triggers - I only ever get a really wimpy reward that makes the whole thing not worth the while. Is there something missing in the quest data?
I'll look into that.

TheDarkTruth wrote:I have been searching for a way to test through the different events in the mod.
Unfortunately i was not able to get it to work.

If you have a way to do so I would be willing to help with searching through the events this week (after work of course).
There is a test event set up somewhere in event.xml.append that is configure to execute events on launch. But...
TheDarkTruth wrote:I think you are not going to like this.
Indeed! :D Since that means the problem could basically be in any event and maybe it could even be specific to CE Infinite. Most likely its an event in the Infinite list that doesn't actually exist, but I went through that several times in the past without finding any issues.

There are some events that keep producing issues, but only in ways I can't reproduce. The zero-graf factory event in Auto-Sectors for example, that seem to create crashes on some runs for a few people, but testing it shows nothing out of the ordinary.
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slowriderxcorps
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Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Postby slowriderxcorps » Tue May 30, 2017 12:18 pm

This could possibly be an issue with events that carry the unique="true" tag, I remember wrestling with that issue multiple times in the past. If an event with that tag is present in multiple Event Lists, then if the game tries to generate that event to appear multiple times in the same sector, the game will blow up.
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Sleeper Service
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Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Postby Sleeper Service » Tue May 30, 2017 1:28 pm

Ah ok, sounds like a lead. I look into that. Does this cause problems when the sector is generated (aka when jumping to a new sector) or on beacon loadling (aka when jumping to that beacon)?
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slowriderxcorps
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Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Postby slowriderxcorps » Tue May 30, 2017 2:56 pm

I've gone through the entries in the Deep Space lists and marked down everything noteworthy, mostly all the Unique events, but also some anomalies that I deeply suspect are causing crashes. From my memories with this problem, the game was crashing whenever I tried to jump to a beacon that had an event that I had already been to, I believe. However it was also causing some other extremely bizarre glitches on occasion, generally resulting in the beacon being completely blank, or not loading a background.
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mr_easy_money
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Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Postby mr_easy_money » Thu Jun 01, 2017 8:02 pm

looking through the files, I noticed that "BA_MINES_TECH_ENEMY" has a rarity of 5. shouldn't this be 0 since it's an enemy weapon?
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blancfaye7
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Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Postby blancfaye7 » Fri Jun 02, 2017 3:28 pm

I have been silent. I must admit, I have been doing runs without noticing errors anymore since I usually ALT TAB from work then to the game when I upload some things or restart server in work, etc...

I will try to be more focused next time.

Nice progress and fixes. This mod will soon be perfected (disregarding all unfixable issues due to engine limitations)
Current Written Work: Planet Gradius
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