Search found 183 matches

by alextfish
Thu Jan 24, 2013 2:31 pm
Forum: Discussion
Topic: Suggestion: Cute, Cuddly and Craving Cake
Replies: 3
Views: 1916

Re: Suggestion: Cute, Cuddly and Craving Cake

The only way to do this with the mod tools we currently have available would be to create one or more dummy augments with names like "Ship's Cat". You could modify events so that a reasonable number of them will have some option that having the ship's cat enables for you, and create a coup...
by alextfish
Thu Jan 24, 2013 2:26 pm
Forum: Mod Development
Topic: [TUTORIAL] Creating Player Ships with FTLEdit
Replies: 37
Views: 32650

Re: [TUTORIAL] Creating Player Ships with FTLEdit

Your tutorial has been amazing, except that there are a couple places where I think I am doing the right thing, but am not quite sure, is there any chance of a video tutorial for the members of slow-class like me? Glad to hear it's useful. I'm afraid I don't really do video at all, and I've never o...
by alextfish
Thu Jan 24, 2013 2:25 pm
Forum: Mod Development
Topic: [TOOL]FTLEdit: FTL Ship editor [v0.95 11th Jan] Open source!
Replies: 460
Views: 283361

Re: [TOOL]FTLEdit: FTL Ship editor [v0.95 11th Jan] Open sou

So the problem I've run into is that when I try to compile it with GMM, the text the rolls past in the console (very very fast) says something to the effect of "badfile is not zipfile". Now that sounds like something I've done wrong outside of the gamefiles. I'm using 7zip as recommended,...
by alextfish
Wed Jan 23, 2013 1:06 pm
Forum: Mod Development
Topic: Modding possibilities in FTL
Replies: 8
Views: 2943

Re: Modding possibilities in FTL

You can tweak the UI so that drone slots beyond 3 look okay. (That's what my Starcraft mod does so that the Raven and Carrier don't look awful.) I imagine you can do the same with weapon slots beyond 4.
by alextfish
Wed Jan 23, 2013 12:53 pm
Forum: Mod Development
Topic: [BLUEPRINTS HELP] FTL Weapon Blueprints.
Replies: 5
Views: 3543

Re: [BLUEPRINTS HELP] FTL Weapon Blueprints.

So, from scratch what you want to do is, step by step: 1. create a new text file. rename this file to blueprints.xml.append 2. open the game's blueprints.xml file and find the <weaponBlueprint> entry for the weapon you want to mod 5. edit the values as you like 6. create a zip file and put your .ap...
by alextfish
Tue Jan 22, 2013 8:41 pm
Forum: Working Mods
Topic: [Mod][Wip] Robotic Cruiser v0.4
Replies: 31
Views: 35838

Re: [Mod][Wip] Robotic Cruiser v0.2

In an ideal world I'd have simply made the Holographic Generator act as a repair arm but because the name of an Augment determines how it works it was impossible to roll the two into one (I'd kill for a Type element in augments so you could create custom augments more easily). That's not quite true...
by alextfish
Sun Jan 20, 2013 3:23 pm
Forum: Working Mods
Topic: [Mod][Wip] Robotic Cruiser v0.4
Replies: 31
Views: 35838

Re: [Mod][Wip] Robotic Cruiser v0.2

In an ideal world I'd have simply made the Holographic Generator act as a repair arm but because the name of an Augment determines how it works it was impossible to roll the two into one (I'd kill for a Type element in augments so you could create custom augments more easily). That's not quite true...
by alextfish
Sat Jan 19, 2013 11:06 am
Forum: Mod Development
Topic: MOD REQUEST: boarding ship
Replies: 22
Views: 9088

Re: MOD REQUEST: boarding ship

There are a few mods like this. I know that three of the 18 ships in my Starcraft mod are boarding-focused, with 4- or 6-space teleporters and minimal or no weaponry. I'm sure I've seen some others, but I don't know their details as well as I know my mod. The three boarding ships in my mod are based...
by alextfish
Sat Jan 19, 2013 10:49 am
Forum: Mod Development
Topic: [Modding]Creating your own weapons
Replies: 108
Views: 74098

Re: [Modding]Creating your own weapons

I don't know what <locked> means, but it's not how to stop things turning up in stores. That's the <rarity>. A rarity of 1 makes something common, 3 or 4 is rare; rarity of 0 means it won't be seen in stores (or in random event rewards) at all. This is how the game stops crystal weapons appearing in...
by alextfish
Fri Jan 18, 2013 4:45 pm
Forum: Mod Development
Topic: [MOD][WIP] FTL: Overdrive
Replies: 421
Views: 209057

Re: [MOD][WIP] FTL: Overdrive

Thomasfn wanted this mod geared towards open mod-ability. I would like to deconstruct the game down to its very variables to the point where modders who know enough code can customize almost anything, down to the races and the ship's systems. Once I have everything settled in my daily life, I'll be...