HenryEx wrote:Is there any ship besides the Flagship that has more than one room per system?
I haven't noticed any, but I don't spend much time looking through blueprints.
The Mods Forum may be a better place to ask about that.
It is possible though.
Post: Mods Forum's Inquiry Thread, regarding multi-room systems.
I asked a similar question.
Thread: Systems and Multiple Rooms
HenryEx wrote:Also, i guess it isn't possible to get a ship with more than 8 main systems?
The game crashes every time.
Are you saying that editing an old saved game, installing 9+ systems, and loading it in FTL causes a crash?
I've not tried that, but it would be good to know.
Edit: Oh, I just noticed your earlier post about templating the AE format in a hex editor.
There's a hardcoded list of systems that appear in order, repeating for each additional room that the shipBlueprint allows them to potentially be installed in (probably Artillery only, but I'm gonna try to pretend all systems can be plural under the hood for consistency). In the bytes, a system with capacity=0 is truncated since none of its other attributes are worth saving in that case.
When a system's capacity is greater than zero, there may be other chunks that appear elsewhere in the file, so it would be necesssary to create them. So far as I've determined, this applies to: Clonebay, Cloak, Hacking, Artillery, Mind Control, and Battery.
The shipState.addSystem(systemState) method just stashes them all together for lookup later, by the GUI and the savedGameParser.writeShip() methods.