[MOD][WIP] FTL Infinite Space

Discuss and distribute tools and methods for modding. Moderator - Grognak
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Tassyr
Posts: 20
Joined: Tue Nov 27, 2012 12:53 pm

Re: [MOD][WIP] FTL Infinite Space

Post by Tassyr »

Oh god please make this work; this is EXACTLY what I thought the game was SUPPOSED to be when I got it!
3clipse
Posts: 13
Joined: Mon Nov 26, 2012 8:55 pm

Re: [MOD][WIP] FTL Infinite Space

Post by 3clipse »

It does work! You can play it!
DrkTemplar
Posts: 245
Joined: Mon Oct 08, 2012 4:24 pm

Re: [MOD][WIP] FTL Infinite Space

Post by DrkTemplar »

StormySunrise wrote: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...
If I understand you correctly, you did not receive an item for destroying the Stealth ship? I'll look into this.

The planet event as is, doesn't always provide an augment, just gives a chance to get it.
Last edited by DrkTemplar on Thu Nov 29, 2012 5:27 pm, edited 1 time in total.
DrkTemplar
Posts: 245
Joined: Mon Oct 08, 2012 4:24 pm

Re: [MOD][WIP] FTL Infinite Space

Post by DrkTemplar »

3clipse wrote: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.
This is likely an issue with the mod. I'll try and do a search and see if I can find the event that isn't loading the environment correctly.
3clipse wrote: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.
Random crash is no good, of course. These are the hardest for me to track down. One of the events is causing it, and I've changed a lot of base events. Most of them should have only been text changes to remove references to the Rebel Fleet, but I could have easily broken them. Do you remember if it was at the start of a new Sector, or just when jumping to a random beacon?
thashepherd
Posts: 194
Joined: Fri Nov 16, 2012 11:45 pm

Re: [MOD][WIP] FTL Infinite Space

Post by thashepherd »

DrkTemplar wrote:
3clipse wrote: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.
Random crash is no good, of course. These are the hardest for me to track down. One of the events is causing it, and I've changed a lot of base events. Most of them should have only been text changes to remove references to the Rebel Fleet, but I could have easily broken them. Do you remember if it was at the start of a new Sector, or just when jumping to a random beacon?
Hey, DrkTemplar - let me know if you find a debugging solution for these random event-based crashes; I'm wrestling with a similar problem upon (Rock) sector entry.
You are the weak, and I am the tyranny of evil men - but I'm trying, I'm trying real hard to be the shepherd.

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

Re: [MOD][WIP] FTL Infinite Space

Post by 3clipse »

DrkTemplar wrote: Random crash is no good, of course. These are the hardest for me to track down. One of the events is causing it, and I've changed a lot of base events. Most of them should have only been text changes to remove references to the Rebel Fleet, but I could have easily broken them. Do you remember if it was at the start of a new Sector, or just when jumping to a random beacon?
I wasn't actually jumping when it happened - I had opened the system map *to* jump, but hadn't selected another system yet and the game hardlocked and had to be taken down in task manager.
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BrenTenkage
Posts: 1157
Joined: Tue Nov 06, 2012 4:48 pm

Re: [MOD][WIP] FTL Infinite Space

Post by BrenTenkage »

http://www.youtube.com/watch?v=9_U-MLhlLDU

I made a lets play using the mod along with a the Shark Mods, good combo
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
DrkTemplar
Posts: 245
Joined: Mon Oct 08, 2012 4:24 pm

Re: [MOD][WIP] FTL Infinite Space

Post by DrkTemplar »

thashepherd wrote:Hey, DrkTemplar - let me know if you find a debugging solution for these random event-based crashes; I'm wrestling with a similar problem upon (Rock) sector entry.
Well, the best I've come up with so far is to setup the starting sector to only spawn stores and the one event i want to test. Create game, test it, than go and change the event to the next one. However, in my case that means every event I've touched in the game. I've gone through all the ones I've added, and haven not seen an issue. For the rest, I'm going to use a dif program and just look and see if I made a syntax error in one of them when trying to only change the text.
DrkTemplar
Posts: 245
Joined: Mon Oct 08, 2012 4:24 pm

Re: [MOD][WIP] FTL Infinite Space

Post by DrkTemplar »

BrenTenkage wrote:http://www.youtube.com/watch?v=9_U-MLhlLDU

I made a lets play using the mod along with a the Shark Mods, good combo
Thanks for doing this, it was entertaining to see you blast through with the Death Star! You didn't trigger the Cruiser fights and it was because you never went past 4 in engines. This makes me think maybe the requirement is too high. However you were using a strong enough ship that you didn't need to dodge anything, haha. So I'm not sure if I want to reduce the requirement based on that play through.

Thoughts?
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BrenTenkage
Posts: 1157
Joined: Tue Nov 06, 2012 4:48 pm

Re: [MOD][WIP] FTL Infinite Space

Post by BrenTenkage »

DrkTemplar wrote:
BrenTenkage wrote:http://www.youtube.com/watch?v=9_U-MLhlLDU

I made a lets play using the mod along with a the Shark Mods, good combo
Thanks for doing this, it was entertaining to see you blast through with the Death Star! You didn't trigger the Cruiser fights and it was because you never went past 4 in engines. This makes me think maybe the requirement is too high. However you were using a strong enough ship that you didn't need to dodge anything, haha. So I'm not sure if I want to reduce the requirement based on that play through.

Thoughts?
No, I think thats a good requirement, though perhaps 4 shields could also do that. You also saw that weird graphical and trippy glitch, so whats the deal with that?
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
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