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[BLUEPRINTS HELP] FTL Weapon Blueprints.

Posted: Mon Jan 21, 2013 2:27 am
by nataryeahbuddy
I've made a few new weapon blueprints, to make it work in FTL do I need to input in all the other blueprint stuff like crew, augments, etc., or can I just pack the weapons blueprints into a .ftl file and I'll be fine?

Re: [BLUEPRINTS HELP] FTL Weapon Blueprints.

Posted: Mon Jan 21, 2013 3:04 am
by DryEagle
To make a weapon work, you need to include a blueprints.xml.append file which contains details of that weapon, i.e. the complete <weaponBlueprint> entry, and if you're using custom graphics, you also need an animations.xml.append with <animSheet> and <weaponAnim> and <anim> entries as appropriate.

If you want a ship to start with a certain weapon, you will need to include that ship's <shipBlueprint> entry in the blueprint.xml.append as well, with your weapon as one of the entries under <weaponList>

Also if using custom graphics you need to include the actual graphics files, which go under img/weapons folder, in the .ftl along with the 2 append files above in the /data folder

Re: [BLUEPRINTS HELP] FTL Weapon Blueprints.

Posted: Mon Jan 21, 2013 3:12 am
by nataryeahbuddy
All I have is a blueprints.xml file. I don't have any custom images or graphics. Is a blueprints.xml.append file required?

Re: [BLUEPRINTS HELP] FTL Weapon Blueprints.

Posted: Mon Jan 21, 2013 3:24 am
by DryEagle
blueprints.xml is the game file which contains -all- ships/weapons/drones etc.
If your file is called blueprints.xml it will replace this, meaning your game won't have any ships etc, so it will crash or something. On the other hand, an .append will only add to it, or replace parts with the same name.
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
3. copy the whole of the entry from <weaponBlueprint name=" ..... to </weaponBlueprint>
4. paste this into your .append file
5. edit the values as you like
6. create a zip file and put your .append into the zip file; inside the zip it must be in a folder called: data
7. rename the zipfile to something.ftl (something can be whatever you want)
8. place this .ftl file into your FTL game folder in a \mods subfolder. e.g. D:\FTL\mods or wherever you have it installed
9. load up GMM, it will have your mod in the list. hit patch, and then play FTL

Re: [BLUEPRINTS HELP] FTL Weapon Blueprints.

Posted: Wed Jan 23, 2013 12:53 pm
by alextfish
DryEagle wrote: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 .append into it
Note that the new text file that you call blueprints.xml.append needs to be in a directory called "data", and the zip file needs to have that data/ directory put into it, not just the blueprints.xml.append file itself.

Re: [BLUEPRINTS HELP] FTL Weapon Blueprints.

Posted: Wed Jan 23, 2013 1:06 pm
by DryEagle
ah whoops, yea missed that bit, will edit the instructions above for others who read it, thanks