[MOD] Civilian Start Beacon
Posted: Tue Jun 12, 2018 6:35 pm
Civilian Start Beacon is an alternative to "Universal Starting Beacon" for those who only use one mod that uses a custom START_BEACON event at a time.
Download it here.
For a long time, there has been no easy, clean way of changing what happens at the very first beacon of the game. Either a mod changed what happened at the start of the game but also at the start of every Civilian Sector (like the "Beginning Scrap Advantage" demo mod), or overly-complicated workarounds (like "Universal Starting Beacon" aka mod framework) had to be used, requiring chain-loading of events and making mod creation more difficult than it needs to be. But no more!
The way the vanilla game works, the START_BEACON event is the default on which the first beacon of any sector will fall back on if there is no other specified event for that beacon. As it turns out, every other sector has it's own type of START_BEACON event EXCEPT for Civilian Sectors, causing every Civilian Sector to use the default START_BEACON event. Reading through the XML makes it look very much as if this is an oversight, something that just got forgotten to be finished. So I finished it.
Civilian Start Beacon does not modify START_BEACON or START_GAME! It in no way affects the beginning of a new game by itself, but it does make it possible for other mods to do so without resulting to workarounds or other fancy trickery, while ensuring that any changes to the START_BEACON event happen only at the start of a new game and do not repeat themselves at every Civilian Sector. I have added back in the commented-out START_BEACON_CIVILIAN event and finished the rest of the stuff required to make it work that marked as "Justin to do." The result is that the start beacon of Civilian Sectors no longer fall back on the default START_BEACON event, and thus do not reactivate any custom events that other mods place there. Additionally, there is now less generic text shown at the start of Civilian Sectors.
Note that, while this is, in my opinion, cleaner than the "Universal Starting Beacon" mod, it will only allow one mod to make changes to the START_BEACON event at a time. If you use multiple mods that alter the start of the game, this mod is not the solution for you. However, there is nothing that makes this mod incompatible with "Universal Starting Beacon," so both can be used.
Download it here.
For a long time, there has been no easy, clean way of changing what happens at the very first beacon of the game. Either a mod changed what happened at the start of the game but also at the start of every Civilian Sector (like the "Beginning Scrap Advantage" demo mod), or overly-complicated workarounds (like "Universal Starting Beacon" aka mod framework) had to be used, requiring chain-loading of events and making mod creation more difficult than it needs to be. But no more!
The way the vanilla game works, the START_BEACON event is the default on which the first beacon of any sector will fall back on if there is no other specified event for that beacon. As it turns out, every other sector has it's own type of START_BEACON event EXCEPT for Civilian Sectors, causing every Civilian Sector to use the default START_BEACON event. Reading through the XML makes it look very much as if this is an oversight, something that just got forgotten to be finished. So I finished it.
Civilian Start Beacon does not modify START_BEACON or START_GAME! It in no way affects the beginning of a new game by itself, but it does make it possible for other mods to do so without resulting to workarounds or other fancy trickery, while ensuring that any changes to the START_BEACON event happen only at the start of a new game and do not repeat themselves at every Civilian Sector. I have added back in the commented-out START_BEACON_CIVILIAN event and finished the rest of the stuff required to make it work that marked as "Justin to do." The result is that the start beacon of Civilian Sectors no longer fall back on the default START_BEACON event, and thus do not reactivate any custom events that other mods place there. Additionally, there is now less generic text shown at the start of Civilian Sectors.
Note that, while this is, in my opinion, cleaner than the "Universal Starting Beacon" mod, it will only allow one mod to make changes to the START_BEACON event at a time. If you use multiple mods that alter the start of the game, this mod is not the solution for you. However, there is nothing that makes this mod incompatible with "Universal Starting Beacon," so both can be used.