Search found 408 matches

by Jumbocarrot0
Fri Sep 18, 2020 8:52 am
Forum: Mod Development
Topic: mod in development
Replies: 3
Views: 47

Re: mod in development

Test your mod or upload it?
To test your mod, go to the file tab and save it, then drop it into slipstream like any other mod.
To make a post about your mod, its nothing more than just posting a download link and describing it. A picture would also be nice.
by Jumbocarrot0
Thu Sep 17, 2020 8:22 am
Forum: Mod Development
Topic: mod in development
Replies: 3
Views: 47

Re: mod in development

Yeah, you have greatly misunderstood FTL modding. There is not proper programming in FTL modding, it simply involves editing the data stored externally, mostly XML data. So really, we can just expand or change that data, we can't change how the game works (unless you're the guys at Hyperspace, in wh...
by Jumbocarrot0
Tue Sep 08, 2020 9:58 am
Forum: Working Mods
Topic: [GFX] Tweevle's Restored Crew Portraits (Compatability update)
Replies: 16
Views: 12166

Re: [GFX] Tweevle's Restored Crew Portraits (Compatability update)

Official_KP wrote:Are there any plans on Multiverse portraits?


I'm actually working on that right now. The only thing left to implement are the spider portraits. Although don't expect that to be done too soon.
by Jumbocarrot0
Sun Aug 23, 2020 4:04 am
Forum: Working Mods
Topic: FTL:Crazy - A Randomiser for FTL:Faster Than Light
Replies: 6
Views: 2211

Re: FTL:Crazy - A Randomiser for FTL:Faster Than Light

New Update! The update is mostly back-end improvements, mostly a significant overhaul of how data is stored for randomization (for custom ships, the final boss, bascially anything in the source folder.) This was done to make customization more intuitive, using XML data rather than cryptic data stor...
by Jumbocarrot0
Mon Aug 17, 2020 9:07 am
Forum: Mod Development
Topic: Previews from the impatient
Replies: 607
Views: 269570

Re: Previews from the impatient

hi. Question, are any of the ships hear free to use (as in updating for use in the new hyperspace mod). cus some of theses ships look to have never got released. If you want to use a certain ship here you should try contacting the original creator and asking permission. Alternatively, this thread w...
by Jumbocarrot0
Mon Aug 10, 2020 8:52 am
Forum: Working Mods
Topic: [Ship] New Year's Tug
Replies: 11
Views: 12356

Re: [Ship] New Year's Tug

apposl wrote:Any possibility of a re-upload? Original download link doesn't seem to be working any longer.


Here's a re-uploaded version
by Jumbocarrot0
Sat Aug 01, 2020 6:27 am
Forum: Working Mods
Topic: [OVERHAUL - USES HYPERSPACE] FTL: MULTIVERSE Version 3.9.2 [The (Hopefully) Balanced Update Part 2]
Replies: 141
Views: 50999

Re: [OVERHAUL - USES HYPERSPACE] FTL: MULTIVERSE Version 3.2 [The Multiverse Update]

Ok i was to afraid to try it because i was in the 7th sector with a very good setup...but was does the red button augment which you can push before a fight do!? :D It'd go about as well as you'd think pushing a button installed by shifty slugs would go. It also gives a clear indication about what w...
by Jumbocarrot0
Tue Jul 28, 2020 9:36 am
Forum: Working Mods
Topic: [OVERHAUL - USES HYPERSPACE] FTL: MULTIVERSE Version 3.9.2 [The (Hopefully) Balanced Update Part 2]
Replies: 141
Views: 50999

Re: [OVERHAUL - USES HYPERSPACE] FTL: MULTIVERSE Version 3.2 [The Multiverse Update]

Is there a problem with the monk oasis sectors!? Game crashes me to desktop on two different runs when i try to go to them...fortunately there were different sectors to chose so i can continue the runs. Seed number for the second one is 1750245456. Third sector in the middle is the monk oasis which...
by Jumbocarrot0
Sun Jul 05, 2020 7:26 am
Forum: Working Mods
Topic: Mod question
Replies: 2
Views: 871

Re: Mod question

Removing the cap on system upgrades is very possible. If I recall correctly you’ll need to change a number in a ‘maxpower’ tag or something like that, and add the cost of the extra upgrade levels. Custom ships can start with more than the maximum number of systems, but you can’t change the limit to ...
by Jumbocarrot0
Sun Jun 21, 2020 3:37 am
Forum: Mod Development
Topic: Weapon Mod Not Working
Replies: 2
Views: 1131

Re: Weapon Mod Not Working

Common mistake, you put the dlcBlueprints.xml.append file straight into a .ftl file. You need to place that file (any any other .xml.append file) into a 'data' folder, and place that folder into a .ftl file, similar to how its formatted in ftl.dat.