Search found 84 matches
- Mon Nov 15, 2021 10:36 am
- Forum: Mod Development
- Topic: [Tool] Superluminal 2.2.1 - FTL Ship Editor
- Replies: 674
- Views: 1100756
Re: [Tool] Superluminal 2.2.1 - FTL Ship Editor
However, I'd have a question regarding a certain feature: In the vanilla game, ships like the Mantis A can have "weak" systems, aka systems which cost extra scrap on their initial upgrade. I searched through the vanilla xml files, but couldn't find a mention of that feature anywhere. Is i...
- Sun Jan 26, 2020 10:44 am
- Forum: Working Mods
- Topic: Master Mod List - Advanced Edition
- Replies: 222
- Views: 1351199
Re: Master Mod List - Advanced Edition
I noticed that the boss Rebel has it weapons in four separate rooms, but they apparently do not count as separate systems. Is it possible to mod a ship with four rooms for weapons where crew can enter or leave that counts as one system? What would artillery do? The boss has 4 artillery systems and ...
- Fri Jan 24, 2020 9:58 am
- Forum: Mod Development
- Topic: [QUESTION] Less than 14, and not exactly 10?
- Replies: 6
- Views: 11261
Re: [QUESTION] Less than 14, and not exactly 10?
You can put more than one system in one room. I don't remember the exact consequences of doing this, I think one is that it makes it so only one of those systems can be manned and repaired by crew so you'd need other means of system repair (eg. repair drones, AI ship autorepair, repair bomb), and an...
- Fri Jan 24, 2020 9:44 am
- Forum: Mod Development
- Topic: Modded System Limits
- Replies: 1
- Views: 6363
Re: Modded System Limits
At least in theory people who have been around in the modding community longer should know these, though many probably have forgotten some uninteresting specifics (because they're rarely used due to being either useless or overpowered and/or GUI-breaking), and I guess it may have changed considering...
- Sun Apr 28, 2019 3:25 pm
- Forum: Mod Development
- Topic: Talking about Mods and Modders
- Replies: 6
- Views: 13529
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.
- Sat Apr 27, 2019 12:58 pm
- Forum: Mod Development
- Topic: Talking about Mods and Modders
- Replies: 6
- Views: 13529
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...
- Sat Dec 29, 2018 10:10 am
- Forum: Working Mods
- Topic: [Ship][AE][CE ready] The Anomaly (AI-cruiser) V4
- Replies: 32
- Views: 83100
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.
- Tue Nov 13, 2018 1:03 pm
- Forum: Mod Development
- Topic: The modding resource
- Replies: 1
- Views: 7812
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 ...
- Tue Jun 05, 2018 2:28 pm
- Forum: Working Mods
- Topic: [MOD] FTL: Project Coalition (Rebooting. Stand by.)
- Replies: 48
- Views: 127017
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
- Sat May 19, 2018 6:39 pm
- Forum: Working Mods
- Topic: [WIP][MOD] FoF(Formation of the Federation)
- Replies: 6
- Views: 16807
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...