[MOD][WIP] FTL Infinite Space

Discuss and distribute tools and methods for modding. Moderator - Grognak
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UltraMantis
Posts: 2141
Joined: Thu Sep 20, 2012 3:17 pm

Re: [MOD][WIP] FTL Infinite Space

Post by UltraMantis »

The download link along with a full description of the MOD is in the 1st post of this topic.
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StormySunrise
Posts: 8
Joined: Mon Nov 26, 2012 1:30 am

Re: [MOD][WIP] FTL Infinite Space

Post by StormySunrise »

UltraMantis wrote:The download link along with a full description of the MOD is in the 1st post of this topic.
Yes i have done that but how do i enable it? it doesnt pop up on grognaks MMC and its a folder which has XML and txt files
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Kieve
Posts: 952
Joined: Tue Sep 18, 2012 2:21 pm

Re: [MOD][WIP] FTL Infinite Space

Post by Kieve »

StormySunrise wrote:
UltraMantis wrote:The download link along with a full description of the MOD is in the 1st post of this topic.
Yes i have done that but how do i enable it? it doesnt pop up on grognaks MMC and its a folder which has XML and txt files
Right-click, save-as. That "folder" is the .FTL mod file, which is just a renamed .ZIP - your computer is just reading it as a .ZIP and auto-opening it when what you WANT to do is save that whole file to your ftl/mods folder.
UltraMantis
Posts: 2141
Joined: Thu Sep 20, 2012 3:17 pm

Re: [MOD][WIP] FTL Infinite Space

Post by UltraMantis »

StormySunrise wrote:Yes i have done that but how do i enable it? it doesnt pop up on grognaks MMC and its a folder which has XML and txt files
Hmm, i downloaded a single file: Infinite Space_0.3.1.ftl You should put it in the /mods folder. I don't know what could be wrong.

Edit - Kieve explains it. :)
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StormySunrise
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Joined: Mon Nov 26, 2012 1:30 am

Re: [MOD][WIP] FTL Infinite Space

Post by StormySunrise »

My Thanks :)
3clipse
Posts: 13
Joined: Mon Nov 26, 2012 8:55 pm

Re: [MOD][WIP] FTL Infinite Space

Post by 3clipse »

New here. Made an account just to say, thank you for this. Literally my only disappointment with FTL was that it didn't have an endless type mode. It seems like you're really listening to feedback and putting a turn of work into this - thank you.
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BrenTenkage
Posts: 1157
Joined: Tue Nov 06, 2012 4:48 pm

Re: [MOD][WIP] FTL Infinite Space

Post by BrenTenkage »

Just got done playing, dude Genius, you need to contact the creators, get their help to turn this into a full blown expansion pack, I mean you seriously turned this into a whole new and awesome addition to the game.
I make a lot of lets plays of FTL, I also use mods I find on this site http://www.youtube.com/playlist?list=PL ... 06hca_PXuX
I am also a modder as well, here is my mod hub http://subsetgames.com/forum/viewtopic.php?f=11&t=32269
StormySunrise
Posts: 8
Joined: Mon Nov 26, 2012 1:30 am

Re: [MOD][WIP] FTL Infinite Space

Post by StormySunrise »

I was just wondering if you could make a list of all the new tech and weapons because i did all the quests and killed the cloak ship ( use artillery beam Max with glaive beam and aim for their cloakign iwtyh sensors and use mark 2 against their pilot deck)
it just says i got adv tech and all i find is resources on the planet and the occasional monster killing crew...
DrkTemplar
Posts: 245
Joined: Mon Oct 08, 2012 4:24 pm

Re: [MOD][WIP] FTL Infinite Space

Post by DrkTemplar »

Thank you all for your support. I just wanted to say that I took a few days off due to being Sick. I will be working on this more, and will hopefully have a new version out by end of the week.

I plan to...

1. Weaken the Stealth ship encounter
2. Weaken the Assimilator encounter
3. Split the Colonizable planet event into two, one to search planet surface (mini-boss quest event), and another to scan planet to determine if a colony can be setup. The Scan event will go back to being 1 per Deep Space encounter, and will add the ability to transmit the data to any of the races, not just Federation.
4. Add new No Fuel Event
5. Add new mini boss quest event.
6. Examine the Zoltan Cruiser encounter for potential nerfs.
7. *Find a way to bring the Civilian Space Station back to new Sector start (if possible).

*I don't want to have an event that simply gives free items, and encourages players to go straight to the End Beacon, but also like the idea of this event at the start of a new beacon. Maybe only if you can defeat the Cruiser, or possibly adding a chance for a negative result. Still thinking on this one...
3clipse
Posts: 13
Joined: Mon Nov 26, 2012 8:55 pm

Re: [MOD][WIP] FTL Infinite Space

Post by 3clipse »

Potential bug I've found that's happened twice now: I'll move into a nebula and get a popup that says "the ion storm here threatens blah blah blah, made all the worse by the largely unaffected slug blah blah blah." But, I only get the Nebula warning triangle, not the Ion Storm one, and my power generation isn't affected at all.

Basically I'm getting Ion Storm warnings without there being an ion storm. I don't have long range scanners so I'm not sure if this is an improper popup (i.e. there is no actual ion storm, the warning message is random and wrong) or if there should be an ion storm but it isn't acting correctly.

edit: To be fair, this could be an FTL bug, not an Infinite Space bug. Just thought I'd mention it since I don't recall that ever happening to me in the base game.

edit2: Hmm, just jumped into one called a plasma storm that was behaving normally. Weird!

edit3: The cruiser (Rock cruiser for me right now) that gives you a danger warning says "Were tracking a [etc]," instead of "We're".

edit4: I agree that the Civilian Station needs to be less frequent, or toned down. Just by having a Zotan crewmember I've gotten I think about 24 fuel from those.

edit5: Ah, random crash that deletes my save file T_T good bye Glaive Beam Kestrel. I'll remember you fondly. The only noteworthy thing is that ~15-20 minutes prior, the screen got weird like it was having trouble deleting each frame from the cache (like, it was displaying every frame rendered ever, so the screen was a blurry mess). Jumping to a new sector fixed it.
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