[Spoiler] FTL Profile/SavedGame Editor v27 (2018-01-12)

All your guides, strategy discussions, request for help on how to play go here. Please use [SPOILER] if relevant.
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Joined: Thu Oct 25, 2012 12:01 pm

Re: [Spoiler] FTL Profile/SavedGame Editor v26 (2018-01-07)

Postby Vhati » Sun Jan 07, 2018 6:23 pm

v26 has been released:
  • Fixed a crash when editing shops.
  • Fixed a crash when saving a saved game with missiles/asteroids/explosions.
  • Fixed "Ship" tab doors not repainting after open/closed changes are applied.
  • Fixed "Ship" tab selector overlay not filling visible area to catch mouse events.
  • Fixed "Ship" tab crew mid-walk being placed at their destination.
  • Fixed "Ship" tab battle/repair drone bodies losing their move goals upon saving.
  • Moved "General" tab's Sector and Boss panels into the "Sector Map" tab.
  • Fixed "General" tab's Encounter panel not disabling for old saved game formats.
  • Fixed Crew Records not listing all AE races when editing ("General Stats" tab).
  • Fixed Achievements' dump text repeating 'With Type-B' value for Type-C.
  • Fixed launcher scripts/executable for Java 9 (NoClassDefFoundError: javax/xml/bind).
  • Fixed hidden files not shown when locating FTL resources.
  • Fixed unresolved symlinks when locating FTL resources.
  • Changed the config file's keys from camelCase to underscores.
  • Added RNG-informed previews for sector map layouts.
  • Added a warning when attempting to dump the blank default profile.
  • Added alternate locations to locate FTL resources on Linux.
  • Added 'FTLProfileEditor_debug.bat' for troubleshooting on Windows.
  • Changed logging framework to SLF4J/Logback.
  • Migrated to the Apache HttpComponents library.
  • Made launcher script on OSX find java the recommended way.
  • Made update checking optional and less frequent.

It should be safe to edit during combat again!
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Joined: Thu Oct 25, 2012 12:01 pm

Re: [Spoiler] FTL Profile/SavedGame Editor v26 (2018-01-07)

Postby Vhati » Wed Jan 10, 2018 4:02 am

Gah! There's a bug in the "Sector Tree" tab.

If you Generate an expanded preview, it will place you one sector farther along than you were.
Linear preview's okay.

So yeah, avoid the sector tree's expanded preview for now. Or if you must peek, don't save.

In other news, 1.6.1+ support is going well. I can already parse the resources and even use them to open 1.5.4-1.5.13 saved games. I can open 1.6.2 saved games without, um fatal, errors, at least while sitting at the first beacon.
Posts: 776
Joined: Thu Oct 25, 2012 12:01 pm

Re: [Spoiler] FTL Profile/SavedGame Editor v27 (2018-01-12)

Postby Vhati » Fri Jan 12, 2018 10:11 pm

v27 has been released:
  • Added support for FTL 1.6.1+ resources.
  • Added partial editing for FTL 1.6.1+ saved games / full editing of profiles.
  • Fixed "Sector Tree" tab's expanded preview advancing on its own.
  • Fixed "Sector Map" preview's excessive re-rolls (isolation threshold raised).
  • Moved "Unlock All" buttons out of the toolbar, into the "Ship Unlocks" tab.
  • Removed the "Extract Dats" button.
  • Backups are restored automatically when saving fails.
  • Added bug report dialogs when saving fails.

FTL 1.6.1+ is now supported.
The sector tree should be safe.
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Joined: Sat Apr 25, 2015 8:21 pm

Re: [Spoiler] FTL Profile/SavedGame Editor v27 (2018-01-12)

Postby saqib126 » Sun Jan 21, 2018 11:11 pm

I downloaded v27, put it on my desktop ran the .exe and selected ftl.dat in the ftl folder as instruted. I got a error parsing resources. Any way to fix this? I`m trying to modify a run in progress(bug in another mod caused me to lose scrap and a pike beam) Prob worth noting that I am running CE.

EDIT: Looking at the log I do have a NullPointerException: null tried using default ui, but didnt help. Here is original log: https://pastebin.com/NPKe12pf
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Joined: Thu Oct 25, 2012 12:01 pm

Re: [Spoiler] FTL Profile/SavedGame Editor v27 (2018-01-12)

Postby Vhati » Mon Jan 22, 2018 7:20 am

saqib126 wrote:I got an error parsing resources. [...] I am running CE.
I was able to edit after applying the "CE Resource Pack" and "Captain's Edition" mods to FTL 1.6.3.

I can think of two ways that might happen to you.
  • If Slipstream didn't complete the patching process (repacking, which prunes unused entries within "ftl.dat").
    Unlikely. You should always see "ModPatchThread - Repacked 'ftl.dat'" at the end of SMM's log.
  • Or you have another mod that happens to include an empty file among its contents - a circumstance I hadn't accounted for. Or rather, I had a typo that made 0 filesize as a surrogate for unused. If you're eager for a workaround - and if that *was* the problem - you can look inside your mods with 7-Zip (or similar archive tool) and remove the offending 0-byte file, wherever it is.

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