
Setting an arbitrary ship isn't possible yet. But I thought modders would be interested in the fact that any ship, friend or foe, can potentially be flown by using a custom continue.sav file (bypassing the hardcoded selection of nine ships).
Vhati wrote:In writing new features for the upcoming v12 edition of the ComaToes Profile/SavedGame Editor, I included the ability to steal a nearby ship, replacing your current one.![]()
Setting an arbitrary ship isn't possible yet. But I thought modders would be interested in the fact that any ship, friend or foe, can potentially be flown by using a custom continue.sav file (bypassing the hardcoded selection of nine ships).
Nope. I cruised around in a Rebel Rigger for a few beacons without modding at all.Whale Cancer wrote:But you would need new sprites and .xml/.txt files, right?
Vhati wrote:Nope. I cruised around in a Rebel Rigger for a few beacons without modding at all.Whale Cancer wrote:But you would need new sprites and .xml/.txt files, right?
I only changed the continue.sav to say that was my ship instead.
Once I add a GUI dialog to arbitrarily set the player's ship, this'll mean modders can create lots of new ships and intend for them to be player controlled, by distributing custom saved games at sector 1.
* Technically, modding to add "img/ship/X_floor.png" and "img/ship/X_shields1.png" for each would be desirable to avoid giant yellow triangle stand-in images that appear in their absence. But ignoring that cosmetic issue, the enemy ships are playable without editing the game's resources.
v12 of the tool will edit the state of the ship and crew as well.Kieve wrote:Questions arise regarding the naming of ship and crew, but aside from that I am in love with this idea.
Read the thread title.shark wrote:Which further serve no real purpose as there is no point in driving one of the AI ships?
The stock ships that the original FTL devs intended to spawn have a vertical layout. I'm not aware of any technical reason modders can't create horizontally oriented non-hangar ships that do not spawn, specifically to be used in custom saved games when hangar space is exhausted.shark wrote:They're sideways for starters.
Managers exist to distribute whatever resources mods tend to require. If saved games are useful to modders, a manager can be extended to cover them.shark wrote:Grognak made this modmanager for easier distribution and you guys want to make a step back and start distributing hacked savegames?!?
Doing so uses up limited hangar space. See the title.shark wrote:We could've trivially converted any of these ships to playable earlier
The FTL engine can give the player control of ANY ship in the game. The 9-ship hangar menu is just an in-game GUI to set one from a short list when a new game is created, but there's no technical restriction that makes those 9 special. A saved game can be modified afterward to override that to become anything in blueprints.xml or autoBlueprints.xml, a significantly longer list of options.shark wrote:how does hacking a savegame [...] extend your initial selection of 9/18 ships?
This rant is not relevant. I never claimed editing continue.sav is itself a mod. I said modding possibilities can be extended by doing so.shark wrote:The only way a hacked savegame becomes a mod...
Hack a savegame? I've already written the editor that can manipulate every aspect of a ship in any given save game in minutes.shark wrote:It takes about the same time to write a mod as it does to hack a savegame.
A traditional mod covers resources, defaults, and scripted events. A saved game controls the runtime state of the game. Each can do things the other can't.shark wrote:Hacked savegames have always been a poorman's mod.
Yes. And any mod/manager that incorporated custom saved games would include the means to copy a new one the mod provides as a starting point (there may be several to choose from).shark wrote:continue.sav gets deleted after you're 'done with it'
A mod that appends a new non-hangar ship and includes a saved game that flies that ship, will avoid colliding with other mods that do the same, or mods that fight for hangar assets.shark wrote:trying to run a savegame that runs mod combination XYZ on a game that has mod combination XYA will crash the game because of missing/colliding assets.
Vhati wrote:Hack a savegame? I've already written the editor that can manipulate every aspect of a ship in any given save game in minutes.shark wrote:It takes about the same time to write a mod as it does to hack a savegame.
Vhati wrote:A traditional mod covers resources, defaults, and scripted events. A saved game controls the runtime state of the game. Each can do things the other can't.shark wrote:Hacked savegames have always been a poorman's mod.
Vhati wrote:Yes. And any mod/manager that incorporated custom saved games would include the means to copy a new one the mod provides as a starting point (there may be several to choose from).shark wrote:continue.sav gets deleted after you're 'done with it'
Vhati wrote:A mod that appends a new non-hangar ship and includes a saved game that flies that ship, will avoid colliding with other mods that do the same, or mods that fight for hangar assets.shark wrote:trying to run a savegame that runs mod combination XYZ on a game that has mod combination XYA will crash the game because of missing/colliding assets.
shark wrote:Vhati wrote:A traditional mod covers resources, defaults, and scripted events. A saved game controls the runtime state of the game. Each can do things the other can't.shark wrote:Hacked savegames have always been a poorman's mod.
True. There is beauty in cracking the file format of a savegame. But my point still stands
[...]
And why not pursue a way to increase hangar size?