Seeing as you linked to my post, not only has it since been determined that null rooms (a name i use for 0x0 rooms) are safe, but I should also add that upon further investigation, I found that the number of rooms matched the number of visible rooms perfectly. In other words, there was nothing wrong with that.5thHorseman wrote:Based on the discussions elsewhere about null rooms on ships causing problems I looked at my old files with new eyes, and found the problem. It seems to be a bug in SuperLuminal. I don't know all of the occasions where this will happen so here's what happened to me:Tassyr wrote:Erm, help- something broke. What'd I do wrong?
https://www.dropbox.com/s/gd696pux07as310/WTF.png
To actually fix the problem, I investigated the two FTL files and found that the room I had deleted was room 9. The old FTL file has this room. The new one jumps from room 8 to room 10.
- Have a mod that works fine. For me it was Asteroid.ftl from this very site
- Import the FTL file into SuperLuminal
- Delete a room. It cannot be the last room you added. For me it was room 9 out of 18 rooms.
- Export that file as an FTL file
- Use Modman.exe to load that FTL file, see that the hull image is skewed like yours is.
- Load back into SuperLuminal, see that the hull looks okay.
I edited the ship's TXT file (where it lists rooms and doors) to change the room number of room 18 to room 9. I then changed all references to room 18 in the doors to 9. I then moved the data for room 9 from the end of the rooms list to between rooms 8 and 10. Finally, I went into the blueprints.xml and made sure there were no references to room 18 there. It was just a hallway so there were not.
I manually zipped up this FTL file again and loaded it, and bammo, everything's fine.
From what I can tell, because room 9 is not referenced in the FTL file the game creates its own room 9 in the upper lefthand corner, and then the rest of the ship (hull, floor, shields, etc) is skewed to this new center.
kartoFlane, let me know if you need more info. I also have 3 FTL files in various states:I'll happily upload all 3 of those your download if you need me to.
- Working FTL with extra room I want to delete set to "artillery" so I can find the room number.
- With that room deleted and the problem occurring
- With the problem fixed manually
[Tool] FTL Ship Editor: Superluminal [NOT UPDATED TO AE]
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Re: [Tool] FTL Ship Editor: Superluminal - version 13-08-20
- kartoFlane
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Re: [Tool] FTL Ship Editor: Superluminal - version 13-08-20
Well, it turns out we're both right5thHorseman wrote:I can't see how it could be any other way. The ONLY difference between Asteroid_2 and Asteroid_3 is the asteroid_2.txt file and the only difference between those files is that room 18 is changed to room 9, and 3 doors that said they connected to room 18 now say they connect to room 9. 18 isn't referenced in the xml files because it's a hallway.
I did not load asteroid_3.ftl into SuperLuminal before loading it into FTL to see that it was fine. That text file edit was all that was needed.

The undo/redo was messing with superluminal's internal room numbering. Since the room numbers were not ever updated, they were exported as-is to the .txt file.
So if you've deleted a room that wasn't the last room, and then didn't add a new room in its place, this would cause the .txt file to be left with a "hole" in its room indexing, which is the exact thing that causes the bug.
Well, it looks like knowledge does not propagate at...dalolorn wrote:Seeing as you linked to my post, not only has it since been determined that null rooms (a name i use for 0x0 rooms) are safe, but I should also add that upon further investigation, I found that the number of rooms matched the number of visible rooms perfectly. In other words, there was nothing wrong with that.
(•_•)
( •_•)>⌐■-■
(⌐■_■)
...superluminal speeds.
YEEEEAAAAAAAAHH
Superluminal2 - a ship editor for FTL
- 5thHorseman
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Re: [Tool] FTL Ship Editor: Superluminal - version 13-08-20
Ha! I misspoke. I didn't mean that null rooms were inherently buggy, I meant that they may be related to this bug. Now that I know it's possible to have a room that's not a room, I figured maybe it was possible that the not-room room was at 0,0 shifting the ship's center point.dalolorn wrote:Seeing as you linked to my post, not only has it since been determined that null rooms (a name i use for 0x0 rooms) are safe, but I should also add that upon further investigation, I found that the number of rooms matched the number of visible rooms perfectly. In other words, there was nothing wrong with that.
"When is a room not a room?"
"When it's a jar? No wait, that doesn't work."
My Videos - MY MOD HUB
Simo-V - The Potential - Automated Scout - "Low O2" Icons
The Black Opal - The Asteroid - The Enforcer - The Pyro
"Every silver lining has a cloud..."
Simo-V - The Potential - Automated Scout - "Low O2" Icons
The Black Opal - The Asteroid - The Enforcer - The Pyro
"Every silver lining has a cloud..."
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Re: [Tool] FTL Ship Editor: Superluminal - version 13-08-20
So, er. I'm confused. How do I fix this problem...?
- 5thHorseman
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Re: [Tool] FTL Ship Editor: Superluminal - version 13-08-20
You have two options, wait for a new version of SuperLuminal or do what I said I did in the post after yours:Tassyr wrote:So, er. I'm confused. How do I fix this problem...?
Obviously your room numbers will be different, but you should have a gap somewhere.5thHorseman wrote:I edited the ship's TXT file (where it lists rooms and doors) to change the room number of room 18 to room 9. I then changed all references to room 18 in the doors to 9. I then moved the data for room 9 from the end of the rooms list to between rooms 8 and 10. Finally, I went into the blueprints.xml and made sure there were no references to room 18 there. It was just a hallway so there were not.
I manually zipped up this FTL file again and loaded it, and bammo, everything's fine.
My Videos - MY MOD HUB
Simo-V - The Potential - Automated Scout - "Low O2" Icons
The Black Opal - The Asteroid - The Enforcer - The Pyro
"Every silver lining has a cloud..."
Simo-V - The Potential - Automated Scout - "Low O2" Icons
The Black Opal - The Asteroid - The Enforcer - The Pyro
"Every silver lining has a cloud..."
- kartoFlane
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Re: [Tool] FTL Ship Editor: Superluminal - version 13-08-20
Alright, updated the 13-08-20 release with fix for the room indexing bug.
Also made the editor capable of viewing ships with 0x0 rooms -- ie. the editor doesn't crash when you attempt to open such a ship. I have yet to implement a way to select/modify/create 0x0 rooms.
Also made the editor capable of viewing ships with 0x0 rooms -- ie. the editor doesn't crash when you attempt to open such a ship. I have yet to implement a way to select/modify/create 0x0 rooms.
Superluminal2 - a ship editor for FTL
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Re: [Tool] FTL Ship Editor: Superluminal - version 13-08-20
Well, selecting would be easy. Make the editor display it as a mini-room.kartoFlane wrote:Alright, updated the 13-08-20 release with fix for the room indexing bug.
Also made the editor capable of viewing ships with 0x0 rooms -- ie. the editor doesn't crash when you attempt to open such a ship. I have yet to implement a way to select/modify/create 0x0 rooms.

Once that's done, modifying/creating them is a piece of cake.
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Re: [Tool] FTL Ship Editor: Superluminal - version 13-08-20
Or just a room with 1x1 size but with the edges in red or something like that (which indicates the size is actually 0x0)
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Re: [Tool] FTL Ship Editor: Superluminal - version 13-08-20
That would likely be incompatible with Superluminal's current room size editing system.speedoflight wrote:Or just a room with 1x1 size but with the edges in red or something like that (which indicates the size is actually 0x0)
- Metzelmax
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Re: [Tool] FTL Ship Editor: Superluminal - version 13-08-20
On a side note: you should add
to enemy ships when it exports, since it doesnt do it at the moment. Is just a little bit annoying to add it manually afterward.
Code: Select all
<weaponSlots>4</weaponSlots>
<droneSlots>3</droneSlots>