Search found 7 matches

by Daichi
Fri Sep 21, 2012 11:11 pm
Forum: Mod Development
Topic: Grognak's Mod Manager v1.7 (Updated March 6, 2013!)
Replies: 1169
Views: 988305

Re: Grognak's Mod Manager

No needless zip files just to make edits. Well, for minor tweaks I simply use fldat itself :3 Bat-file FTW. > unpack data.dat, open Notepad++ (which already has tabs on all necessary files), alter entries, repack data.dat, start game. I only use ModManager if I wrote a lot of new stuff and are too ...
by Daichi
Fri Sep 21, 2012 10:39 pm
Forum: Mod Development
Topic: Grognak's Mod Manager v1.7 (Updated March 6, 2013!)
Replies: 1169
Views: 988305

Re: Grognak's Mod Manager

This would be a great feature as well. May I also suggest a XML file mod format. Because honestly, as above, dealing with zip files at all is quite a pain when you don't need to even touch the resources. Would not work well if you wanted to replace graphical resources, and I don't really want to su...
by Daichi
Fri Sep 21, 2012 9:43 pm
Forum: Mod Development
Topic: [Modding Help] Starting Game Event
Replies: 4
Views: 4614

Re: [Modding Help] Starting Game Event

Saw these two posts in the "[Modding] R&D and current findings" post. http://www.ftlgame.com/forum/viewtopic.php?f=4&t=2190&start=10#p8542 http://www.ftlgame.com/forum/viewtopic.php?f=4&t=2190&start=10#p8573 Looks like the START_GAME event is partially inherited by STAR...
by Daichi
Fri Sep 21, 2012 9:18 pm
Forum: Mod Development
Topic: Grognak's Mod Manager v1.7 (Updated March 6, 2013!)
Replies: 1169
Views: 988305

Re: Grognak's Mod Manager

2. Please as well load zip's from the mods folder. The enforced convention to name them ftl files has a reason somewhere, but it makes 'compiling' mods more tedious, as, f.e. WinZip refuses to open anything but zip files. Even if it actually IS a (renamed) zip. Which means I need to completely repa...
by Daichi
Fri Sep 21, 2012 10:25 am
Forum: Mod Development
Topic: [MOD]Hard/Extreme difficulty
Replies: 8
Views: 18971

Re: [MOD]Hard/Extreme difficulty

138 MBs? Do you really need the resource.dat?
by Daichi
Fri Sep 21, 2012 9:44 am
Forum: Mod Development
Topic: [Modding Help] Starting Game Event
Replies: 4
Views: 4614

Re: [Modding Help] Starting Game Event

Hmm, I'm not having any luck. Maybe I'm not completely understanding your advice completely. I don't suppose you could provide a working example?
by Daichi
Fri Sep 21, 2012 2:50 am
Forum: Mod Development
Topic: [Modding Help] Starting Game Event
Replies: 4
Views: 4614

[Modding Help] Starting Game Event

Has anyone had any luck with a special event at the start of the game? I know there are mods that change the fleet delay, but I want to do other things, like a choice box, adding/removing items, maybe having a store. It seems like anything I add to the "START_GAME" event doesn't really do ...