- 1) Repeatable events: What I mean by this is when you go to a "Star" and leave it if you come back the event is done. If there was the option to make an Event repeatable meaning if you leave the "Star" and come back the same event would happen again. This would allow for alot more freedom in making certain things for example we could make things like kinda like Stores or Space Inn's.
2) New Markers for the "Star's": Stores have the "Store" Marker, being able to add custom Markers so we can do special Event related Markers it would be very nice. This would also mean we could do some custom hazard like things.
3) Visual Edits: When you see a nebula on the map even if its not a nebula (FTL: Captain Edition) it will look like a Nebula, maybe the ability to change it would be nice.
4) Custom Ship Bay: In the Menu for picking your ship there would be a button called Custom which would open a menu just like the normal Ship List but its Scrollable, has infinite slots but will only make a slot for a new custom ship. To make a custom ship all you had to do was give it a name that is not used and then mark it as custom. Marking it as custom could be done many ways that's all up to the FTL team but my 2 Idea's were either:
1. The name of the ship ending with _Custom.
2. A new Command we just add into it which would be more preferable.
5) Open Source for Modding: If you guys released the Source code ONLY for the use of making custom content and would not beable to be used for anything but it would be very good for the community. This could lead to API addons, a Mod Loader or even Full on Total Conversions that have unlimited potential. This would stimulate the modding community immensely.
Added Support for the Modding Community.
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Added Support for the Modding Community.
I've been thinking about how to improve the modding community and all of it comes down to either decompiling the source code so I can make some XML Script Extenders (Some Extra DLL's that backdoor into the game to add new XML commands). But I'd rather not do that for multiple reasons, so I am asking the FTL Team could you please add this in an update in the near future:
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Re: Added Support for the Modding Community.
They will not support mods. 

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- Joined: Sun Sep 22, 2013 10:19 am
Re: Added Support for the Modding Community.
Don't be so pessimistic, the game is an indie game most indie game dev's enjoy the publicity that modding gives it as well as the community being creative in/with their game. Hopefully subset shares this point of view however.agigabyte wrote:They will not support mods.
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Re: Added Support for the Modding Community.
There is only one person doing the programming on FTL. The devs have done some small things to support modders before, such as enabling beam weapons to cause hull breaches, but any big addition to help modders is another boatload of time and effort to implement and bugtest that's not time being spent on AE edition. Events especially are probably deeply embedded in FTL's code. I don't know too much about open source, but I wouldn't be surprised if there are numerous reasons the devs wouldn't want to do that either.
First ever AE-exclusive ship mod: The Extra Features!
Ye Olde and Outdated Pre-AE Ship Mod Recommendation List!
Ye Olde and Outdated Pre-AE Ship Mod Recommendation List!
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- Joined: Fri May 31, 2013 1:59 am
Re: Added Support for the Modding Community.
*Realistic. They have said they will not support mods.Zandorum wrote:Don't be so pessimistic, the game is an indie game most indie game dev's enjoy the publicity that modding gives it as well as the community being creative in/with their game. Hopefully subset shares this point of view however.agigabyte wrote:They will not support mods.
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- Joined: Sun Sep 22, 2013 10:19 am
Re: Added Support for the Modding Community.
Disappointing, I guess I will start looking into making a Script Extender.