Hard-coded FTL Modding

Discuss and distribute tools and methods for modding. Moderator - Grognak
Northern_Warrior
Posts: 65
Joined: Sun Feb 26, 2017 2:34 pm

Hard-coded FTL Modding

Postby Northern_Warrior » Fri Mar 10, 2017 2:08 pm

So, I thought I would start with a few questions about hard-coded modding...

1. More or less than 5 Zoltan shields, do you think it's possible?

2. Custom crew related things, such as making one crew member the 'Captain' and giving him special stats. Removing health bars in the UI, changing crew box color etc.?

3. UI toggle in-game, so you can view your ship in all its glory.

Those were just my first ideas. So, how many people want to come here and tell me it's impossible?



























Because, well... I've already done all three. :twisted:

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As you can see, the captain image is different than the other two and there are no health bars.






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Difference between the captain here and a regular crew member below.

150 health compared to...




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... 100








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20 Zoltan shields after each jump. You can see I took a point of damage and the UI still shows 5 shields ( The UI is a bit broken when I give it more than 7 Zoltan shields )






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Toggling the UI off...






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...and mind controlling my own crew just for fun.


I don't really know where I'm going with this, the only thing that is not buggy at the moment are the crew changes ( the 'Captain', no healthbars, UI is still a tiny bit broken ). Zoltan shields are worse for the UI. Toggling off the UI makes it cause bugs elsewhere at the moment... and the mind control is useless. I don't really imagine wanting to mind control your own crew and make them turn against you.

Any ideas, suggestions etc. would be welcome. Just know I don't have all the time in the world, and this stuff does take time, so any updates or changes could be slow.

No links, obviously, this is more of a test right now than a real mod.
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elijahdb
Posts: 303
Joined: Wed Dec 30, 2015 2:31 pm

Re: Hard-coded FTL Modding

Postby elijahdb » Fri Mar 10, 2017 3:56 pm

O_O

No words describe my amazement.. Keep working with this, please! :D
I've created Type C Hulls for the enemy Mantis, Slug, Rock, and Zoltan ships, and anyone can use these for a mod.
Check out the details here.
meklozz
Posts: 350
Joined: Wed Sep 23, 2015 9:11 am

Re: Hard-coded FTL Modding

Postby meklozz » Fri Mar 10, 2017 9:22 pm

Looks interesting, there were attempts before to add more selectable ships in game. It's somewhere around this forum section.

If you want an idea, do to the teleporter what you did to MC - usable on your own ship. That would be cool.
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mr_easy_money
Posts: 625
Joined: Fri May 29, 2015 9:05 pm

Re: Hard-coded FTL Modding

Postby mr_easy_money » Fri Mar 10, 2017 9:46 pm

b-b-but how did you...

meklozz wrote:Looks interesting, there were attempts before to add more selectable ships in game. It's somewhere around this forum section.

are you referring to this? viewtopic.php?t=27852 by BFrizzleFoShizzle

I could never get it to work though... :?
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ArfyIII
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Re: Hard-coded FTL Modding

Postby ArfyIII » Fri Mar 10, 2017 11:38 pm

Hats off to you sir, you've literally done the things that most modders are unable to do, speaking of which; how exactly did you accomplish this?
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Chrono Vortex
Posts: 275
Joined: Thu Jun 25, 2015 8:51 pm

Re: Hard-coded FTL Modding

Postby Chrono Vortex » Sat Mar 11, 2017 2:57 am

Holy crap yes!

mr_easy_money wrote:b-b-but how did you...

ArfyIII wrote:how exactly did you accomplish this?

I must know too.

You should try messing around with the rebel flagship if you can. I bet you could do some pretty crazy stuff with that.
ImageImageImageImageImageImageImageImage
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elijahdb
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Re: Hard-coded FTL Modding

Postby elijahdb » Sat Mar 11, 2017 3:07 am

Here's two ideas for you.

1: A shield drone that takes time to charge up, but then charges more bars. What do I mean by that? The drone starts out by charging the Zoltan Shield 1 bar twice, then it charges up and is able to charge two shields. Maybe even go to three bars of Zoltan Shield?

2: Ability to assign certain augmentations to specific races (I'm assuming this is impossible with the general knowledge of XML in FTL because I've never seen it happen)
I've created Type C Hulls for the enemy Mantis, Slug, Rock, and Zoltan ships, and anyone can use these for a mod.
Check out the details here.
LaytheDragon
Posts: 11
Joined: Sat Feb 18, 2017 5:32 am

Re: Hard-coded FTL Modding

Postby LaytheDragon » Sat Mar 11, 2017 6:04 am

If I had hard-code-editing modding skills, I would look into opening up the Lanius and Crystal Type C slots for use as two mod ship slots, if possible.

I would also see if it is a possibly to add more races, which appears so from the original post's special crewmember, or if more systems can be modded in. Non-game-crashing artillery system clones would be nice examples of new systems, as artillery clones could allow the power distribution to multiple different artillery systems to be managed, in addition to allowing one to end problems with loading games containing artillery on the player ship.

Also, one cannot forget that one could possibly add augment-removing events, thus allowing the universe to stay in balance when trading.

I may be completely overestimating the potential for this, so please tell me here if I am, to allow me to revise my ideas of potential accordingly.
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mr_easy_money
Posts: 625
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Re: Hard-coded FTL Modding

Postby mr_easy_money » Sat Mar 11, 2017 7:09 am

LaytheDragon wrote:Also, one cannot forget that one could possibly add augment-removing events, thus allowing the universe to stay in balance when trading.

when the devs get around to that final bugfix patch, they're planning on implementing this

proof: https://www.reddit.com/r/ftlgame/commen ... n/dd8wt69/

when that will happen, nobody knows... :roll:
Northern_Warrior
Posts: 65
Joined: Sun Feb 26, 2017 2:34 pm

Re: Hard-coded FTL Modding

Postby Northern_Warrior » Sat Mar 11, 2017 11:00 am

I can see I've piqued your interest.

elijahdb wrote:O_O

No words describe my amazement.. Keep working with this, please! :D


I most ( likely ) shall.

meklozz wrote:Looks interesting, there were attempts before to add more selectable ships in game. It's somewhere around this forum section.

If you want an idea, do to the teleporter what you did to MC - usable on your own ship. That would be cool.


I might just do that.

mr_easy_money wrote:b-b-but how did you...

ArfyIII wrote:Hats off to you sir, you've literally done the things that most modders are unable to do, speaking of which; how exactly did you accomplish this?


I ran the game in a debugger, and edited the code in assembly, slowly, by seeing what does what.

Chrono Vortex wrote:Holy crap yes!

You should try messing around with the rebel flagship if you can. I bet you could do some pretty crazy stuff with that.


I probably will.

elijahdb wrote:Here's two ideas for you.

1: A shield drone that takes time to charge up, but then charges more bars. What do I mean by that? The drone starts out by charging the Zoltan Shield 1 bar twice, then it charges up and is able to charge two shields. Maybe even go to three bars of Zoltan Shield?

2: Ability to assign certain augmentations to specific races (I'm assuming this is impossible with the general knowledge of XML in FTL because I've never seen it happen)


2: Nothing is impossible, my friend, absolutely nothing...

1: You mean this? :twisted:

Image


Image

Hey, look, shield drones are actually useful now.


LaytheDragon wrote:If I had hard-code-editing modding skills, I would look into opening up the Lanius and Crystal Type C slots for use as two mod ship slots, if possible.

I would also see if it is a possibly to add more races, which appears so from the original post's special crewmember, or if more systems can be modded in. Non-game-crashing artillery system clones would be nice examples of new systems, as artillery clones could allow the power distribution to multiple different artillery systems to be managed, in addition to allowing one to end problems with loading games containing artillery on the player ship.

Also, one cannot forget that one could possibly add augment-removing events, thus allowing the universe to stay in balance when trading.

I may be completely overestimating the potential for this, so please tell me here if I am, to allow me to revise my ideas of potential accordingly.


Anything is possible, although the more complex it is, the longer ( and more of a pain ) it is to implement.


I've also fixed some of the bugs with UI toggle, you press Page Down to hide the UI and Page Up to show it again.

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