Search found 80 matches

by fdagpigj
Sun Apr 28, 2019 3:25 pm
Forum: Mod Development
Topic: Talking about Mods and Modders
Replies: 6
Views: 2935

Re: Talking about Mods and Modders

Shoowolf wrote:If you don't mind I'll ping you via PM for some follow up questions that might be less universal (Plus I don't want to spam).

Sure, you can PM me. Although I doubt people will really mind if you keep it to this thread either, since this is currently pretty much at the top anyway.
by fdagpigj
Sat Apr 27, 2019 12:58 pm
Forum: Mod Development
Topic: Talking about Mods and Modders
Replies: 6
Views: 2935

Re: Talking about Mods and Modders

Hey everyone! Shay here, a long time FTL enthusiast and recently interested in the modding scene specifically. I am an indie developer working on my own indie game (Fort Triumph) and my dayjob is in Overwolf which is a platform for PC game overlays and apps. I realized I know very little about modd...
by fdagpigj
Sat Dec 29, 2018 10:10 am
Forum: Working Mods
Topic: [Ship][AE][CE ready] The Anomaly (AI-cruiser) V4
Replies: 32
Views: 40440

Re: [Ship][AE][CE ready] The Anomaly (AI-cruiser) V4

Alpinoats wrote:How the hell does this thing even work? Why doesn't it give the game over screen the second the game starts?!

When a ship is set to start with no crew, the game treats it as an AI ship and allows it to live without crew, just like the automated rebel scout enemies in vanilla.
by fdagpigj
Tue Nov 13, 2018 1:03 pm
Forum: Mod Development
Topic: The modding resource
Replies: 1
Views: 2296

Re: The modding resource

Insult to injury was when some bunny fellow by the username of "fdagpigj" decided to attack me over the failure I had no control over. I'd rather not be reminded of that whole ordeal. Thanks for digging that up and apparently trying to mock me in public for something that I hardly did in ...
by fdagpigj
Tue Jun 05, 2018 2:28 pm
Forum: Working Mods
Topic: [MOD] FTL: Project Coalition (Rebooting. Stand by.)
Replies: 46
Views: 36994

Re: [MOD] [WIP] FTL: Project Coalition v0.4h

KingdomKrafters wrote:Hey Storm btw maybe if you made the into text normal sized it would fit inside North America. Just sayin'.

the same could be said of you guys' signatures
by fdagpigj
Sat May 19, 2018 6:39 pm
Forum: Working Mods
Topic: [WIP][MOD] FoF(Formation of the Federation)
Replies: 6
Views: 5341

Re: (WIP)(MOD) FoF(Formation of Federation)

You know there's a separate subforum for Mod Development, right? Also, as of FTL 1.6.x you should no longer have separate data.dat and resource.dat files and instead only one ftl.dat file, so it might easily be (I didn't actually download your mod though so I'm not sure) that currently you're effect...
by fdagpigj
Thu Feb 08, 2018 11:05 pm
Forum: Mod Development
Topic: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Replies: 1267
Views: 375576

Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Hi, I'm new to this and have just been messing around with Superluminal to customize my own ships so I apologize if this is a dumb question. I was wondering is there a way to make weapons permanently fixed to your ship, so that you can't sell it or replace it with another weapon? Thanks You can mak...
by fdagpigj
Thu Feb 08, 2018 10:53 pm
Forum: Mod Development
Topic: Operation: Clonebay
Replies: 52
Views: 30171

Re: Operation: Clonebay

Small correction, there are 9 races. Human, slug, engi, zoltan, rock, mantis, lanius, crystal, ghost. The last one isn't used in vanilla data but the game accepts it. But the thing to note about FTL modding is that what everyone on this forum is doing is not modding in the traditional sense since we...
by fdagpigj
Tue Jan 02, 2018 12:50 pm
Forum: Working Mods
Topic: [SHIPS] Shard Hunters
Replies: 4
Views: 6445

Re: [SHIPS] Shard Hunters

It seems there is no download link to the 6th ship. Also, it'd be more convenient for end users if you would combine the 6 mods into a single mod and replace other ships than just the vanilla crystal ships, but if that's too much to ask then even just providing a single zip file with all the 6 mods ...
by fdagpigj
Sun Dec 03, 2017 12:23 am
Forum: Mod Development
Topic: Big Changes in FTL 1.6.1+
Replies: 21
Views: 11996

Re: Big FTL changes are coming!

Hello again, I ported the extract-pkg and build-pkg SIL tools to Python (3.5+). They're extremely megacrummy (everything's hardcoded and such, lacks comments) for the time being but they seem to do the job just fine. I probably spent at least 6 hours wondering why FTL wasn't accepting the repacked f...