Thank you, Sleeper Service. And, yeah: that Validate button is dangerously addicting.Sleeper Service wrote:Thanks for the great feedback! A new version is up and it validates correctly with Grognack's now. That validate button sure is a great feature, might use that excessively in the future.(Still get one error message for dashes in bluprints.xml that shouldn’t touch, but cant manage to find where that happens).

https://github.com/Saturate/FTL-AET/blo ... xml.append
For a non-native speaker, you did a fine job! If I find the time, I'll take another look and see if I can spot any other lurking mistakes.I also did recheck the spelling (not my mother-tongue, sorry).
[/quote]The events have now unique names. Still one question: Eventlists in appends do overwrite the originals, right? I thought I saw that in other mods. Cause for the events its somehow important that the original event don’t occur any more. Would it work like this?
Code: Select all
<eventList name="NEUTRAL2"> <event load="PIRATE_CIVILIAN"/> ... <event load="BA_ASTEROID_EXPLORE"/> </eventList>
That should work. I think. Maybe. The data/newEvents.xml.append file bundled with the AET mod appears to do something similar:
Code: Select all
<eventList name="NEUTRAL2">
<event load="PIRATE_CIVILIAN"/>
<event load="PIRATE_STATION_CROPS"/>
<event load="REBEL_TRANSPORT"/>
<event load="ASTEROID_EXPLORE"/>
<event load="MERCENARY"/>
<event load="DISTRESS_BEACON"/>
<event load="FRIENDLY_SLAVER"/>
<event load="PIRATE_BRIBER"/>
<event load="AUTO_DEFENSE_MAP"/>
<event load="AUTO_DEFENSE_ITEM"/>
<!-- <event load="TAVERN_HIRE"/> -->
<!-- CUSTOM AET EVENTS -->
<event load="AET_GIFTS"/>
<event load="AET_PREFTL_PLANET"/>
</eventList>
Code: Select all
<sectorDescription name="NEBULA_SECTOR" minSector="0" unique="false">
<nameList>
<name>Uncharted Nebula</name>
</nameList>
<trackList>
<track>deepspace</track>
<track>void</track>
</trackList>
<rarityList>
<blueprint name="engi" rarity="4"/>
<blueprint name="mantis" rarity="4"/>
<blueprint name="energy" rarity="4"/>
<blueprint name="slug" rarity="3"/>
<blueprint name="rock" rarity="4"/>
<blueprint name="human" rarity="1"/>
</rarityList>
<startEvent>START_BEACON_NEBULA</startEvent>
<event name="STORE" min="0" max="1"/>
<event name="ITEMS" min="1" max="3"/>
<event name="NEBULA_STORE" min="1" max="1"/>
<event name="NEBULA_EMPTY" min="4" max="4"/>
<event name="NEBULA_HOSTILE" min="5" max="6"/>
<event name="NEBULA_NEUTRAL" min="7" max="8"/>
<event name="DISTRESS_BEACON" min="1" max="3"/>
<event name="YOUR_EVENT" min="1" max="1"/>
</sectorDescription>
For the moment, I'd honestly encourage you to consider dropping the events. By adding events, you are guaranteeing conflicts with other mods. Players will have to choose between your mod and other, probably more elaborate, event mods. Is that really worth it?
tl;dr
Until Grognak improves GMM, weapons mods really need to just be weapons mods: no events, only weapons.