[Modding] R&D and current findings

Discuss and distribute tools and methods for modding. Moderator - Grognak
OrangeBottle
Posts: 67
Joined: Sat Apr 21, 2012 5:55 am

Re: [Modding] R&D and current findings

Postby OrangeBottle » Mon Sep 17, 2012 7:52 am

Psst. I'm trying to mod in a custom ship. I haven't got the layout figured out, but during a trial of creating a new ship, this happened:
Image

Any tips on how to fix it?
DisposableNinja
Posts: 3
Joined: Sun Sep 16, 2012 11:30 am

Re: [Modding] R&D and current findings

Postby DisposableNinja » Mon Sep 17, 2012 8:18 am

Have you tried replacing fed_cruiser_2.txt and fed_cruiser_2.xml files with originals?
OrangeBottle
Posts: 67
Joined: Sat Apr 21, 2012 5:55 am

Re: [Modding] R&D and current findings

Postby OrangeBottle » Mon Sep 17, 2012 8:39 am

Actually, the problem is that the location of the ship's sprite is based on how wide it is in rooms. Widening the ship by a lot centered the sprite for me.

Image

Pic, in case I was hard to understand.
CaptainShooby
Posts: 20
Joined: Sun Sep 16, 2012 4:54 pm

Re: [Modding] R&D and current findings

Postby CaptainShooby » Mon Sep 17, 2012 2:13 pm

Magitek wrote:The first sector is not hard-coded, it loads the default sector "STANDARD_SPACE" initially.


Are you sure about this?

That's what I thought first as well, but I started doubting it later. The description/name in "STANDARD_SPACE" is "Federation Space", which is never shown in the game. In my own custom sector, the description/name element defines the name shown on the map when jumping. Sector 1 simply has "Civilian Sector".
CaptainShooby
Posts: 20
Joined: Sun Sep 16, 2012 4:54 pm

Re: [Modding] R&D and current findings

Postby CaptainShooby » Tue Sep 18, 2012 10:02 am

CaptainShooby wrote:
Magitek wrote:The first sector is not hard-coded, it loads the default sector "STANDARD_SPACE" initially.


Are you sure about this?

That's what I thought first as well, but I started doubting it later. The description/name in "STANDARD_SPACE" is "Federation Space", which is never shown in the game. In my own custom sector, the description/name element defines the name shown on the map when jumping. Sector 1 simply has "Civilian Sector".


Magitek, you were right.

The STANDARD_SPACE sector is the one loaded initially as sector 0.

I'm still trying to find out if it's possible to set a completely custom sector as the starting one. I could of course modify STANDARD_SPACE, but the game doesn't seem to load the nameList or startEvent -elements there. Anyone got any ideas?
Shadowclaimer
Posts: 8
Joined: Mon Sep 17, 2012 10:49 am

Re: [Modding] R&D and current findings

Postby Shadowclaimer » Tue Sep 18, 2012 5:29 pm

Is it possible to have redundant rooms and do they still function?

IE: Two Oxygen generators, would they run off the same power generation and if one is damaged does the other still function?
AtillaBosma
Posts: 56
Joined: Tue Sep 18, 2012 3:51 pm

Re: [Modding] R&D and current findings

Postby AtillaBosma » Tue Sep 18, 2012 5:35 pm

Is it possible that my topic could be added to the main post?
It shows you how to create custom weapons.

http://www.ftlgame.com/forum/viewtopic.php?f=4&t=2441
WarStalkeR
Posts: 3
Joined: Sun Sep 16, 2012 8:51 am

Re: [Modding] R&D and current findings

Postby WarStalkeR » Tue Sep 18, 2012 8:49 pm

We need to stick such important topic on top. It took time for me to find it already -_-
Image
CaptainShooby
Posts: 20
Joined: Sun Sep 16, 2012 4:54 pm

Re: [Modding] R&D and current findings

Postby CaptainShooby » Tue Sep 18, 2012 9:40 pm

AtillaBosma wrote:Is it possible that my topic could be added to the main post?
It shows you how to create custom weapons.

http://www.ftlgame.com/forum/viewtopic.php?f=4&t=2441


Nice! Thanks for the great work. I'll add it to the first post now.

I've almost completed my first tutorial which shows how to create custom sectors and events.
I'm just wondering what the preferred tutorial/guide format is for you guys?
Do you like reading pdfs or do you prefer something like a wiki page?
BlackAlpha
Posts: 33
Joined: Mon Sep 17, 2012 6:39 pm

Re: [Modding] R&D and current findings

Postby BlackAlpha » Tue Sep 18, 2012 10:11 pm

@First post

Why release mods on a Wiki? That makes no sense. Storing files on Wikis always makes them cluttered. It's not a good way to organize mods. It would be much better to create a modding section on this forum.

Did anyone contact the admins of this forum to ask them for a modding section? I've just PMed them, but I'm wondering if anybody already got an answer on this issue.