5thHorseman wrote:Tassyr wrote:Erm, help- something broke. What'd I do wrong?
https://www.dropbox.com/s/gd696pux07as310/WTF.png
Based on the discussions elsewhere about null rooms on ships causing problems I looked at my old files with new eyes, and found the problem. It seems to be a bug in SuperLuminal. I don't know all of the occasions where this will happen so here's what happened to me:
- Have a mod that works fine. For me it was Asteroid.ftl from this very site
- Import the FTL file into SuperLuminal
- Delete a room. It cannot be the last room you added. For me it was room 9 out of 18 rooms.
- Export that file as an FTL file
- Use Modman.exe to load that FTL file, see that the hull image is skewed like yours is.
- Load back into SuperLuminal, see that the hull looks okay.
To actually fix the problem, I investigated the two FTL files and found that the room I had deleted was room 9. The old FTL file has this room. The new one jumps from room 8 to room 10.
I edited the ship's TXT file (where it lists rooms and doors) to change the room number of room 18 to room 9. I then changed all references to room 18 in the doors to 9. I then moved the data for room 9 from the end of the rooms list to between rooms 8 and 10. Finally, I went into the blueprints.xml and made sure there were no references to room 18 there. It was just a hallway so there were not.
I manually zipped up this FTL file again and loaded it, and bammo, everything's fine.
From what I can tell, because room 9 is not referenced in the FTL file the game creates its own room 9 in the upper lefthand corner, and then the rest of the ship (hull, floor, shields, etc) is skewed to this new center.
kartoFlane, let me know if you need more info. I also have 3 FTL files in various states:
- Working FTL with extra room I want to delete set to "artillery" so I can find the room number.
- With that room deleted and the problem occurring
- With the problem fixed manually
I'll happily upload all 3 of those your download if you need me to.
Seeing as you linked to my post, not only has it since been determined that null rooms (a name i use for 0x0 rooms) are safe, but I should also add that upon further investigation, I found that the number of rooms matched the number of visible rooms perfectly. In other words, there was nothing wrong with that.