?FasterThanKestrel wrote:Yeah, macOS users don't exactly inspire confidence in those who Know What They're Doing.
macOS is the best OS. Only ArchLinux matches it, and archlinux takes a while to set up.
?FasterThanKestrel wrote:Yeah, macOS users don't exactly inspire confidence in those who Know What They're Doing.
Well, if you look on this forum, you can see how people distribute their mods. As for making, I think Superluminal would be best for this, and it would make creating this mod very easy.Mackchee wrote:Hi, I want to make a mod with enemy ships that the player can use it will be all main enemy ships. Anyway what would be a good and safe way of making and distributing this mod?
Thanks!
first of all, .xml and .xml.append are text type files. you can open them in notepad, but then you don't get any different colors for the various tags. you can use something like notepad++ or gedit (both of which are free software) to see the tags in different colors. here is a side-by-side comparison of notepad and notepad++: http://www.ftlgame.com/forum/viewtopic. ... 485#p92485 .Zenith wrote:So I turned the .ftl files into .zips and they contain a data folder and a mod-appendix folder.
The mod-appendix folder seems to contain a metadata.xml file that opens text in internet explorer (or microsoft edge or whatever they want to call it now).
The data folder has two .xml.append folders
What do I use to open what?
don't worry dude. you're new to all this as we all once were (well maybe not all of us, especially the devs, and probably the people that have braced the frontier to make modding easier). questions, questions, ask away.Zenith wrote:(Sorry for all of the incredibly "noob" [haha2012termyay] questions, this is my first time trying anything like this.)
when you unpacked the data.dat file, you got a folder containing a bunch of .xml files. the blueprints.xml file and the dlcBlueprints.xml file should have what you're looking for, just gotta look through them (they're not at the beginning).Zenith wrote:Would anyone happen to know if there's a list of ids for weapons and augments?
a .ftl file is just a renamed compressed zip folder. simply change the file extension from ".zip" to ".ftl". there's also some option in Slipstream to identify .zip files as .ftl files, but not everyone will check that option. also, I'm not sure if Superluminal can see .zip filesZenith wrote: Also, how do I make a folder into a .ftl file?
Code: Select all
<!-- Weapon Advantage mod -->
<event name="START_GAME">
<text>The data you carry is vital to the remaining Federation fleet. You'll need supplies for the journey, so make sure to explore each sector before moving on to the next. But get to the exit before the pursuing Rebel fleet can catch up!</text>
</event>
<event name="START_BEACON">
<text>Welcome to a new sector! Get to the exit beacon and jump to the next sector before the pursuing Rebels catch you!</text>
<choice hidden="true">
<text>Continue...</text>
<event/>
</choice>
<choice req="engines" lvl="1" hidden="true">
<text>(Mod) Investigate a nearby asteroid.</text>
<event>
<text>You take a shuttle and find a weapon on it!</text>
<autoReward level="HIGH">weapon</autoReward>
</event>
</choice>
</event>
Would it be too much to ask for an explicit download link? I'd like to see how it's being packaged.Zenith wrote:Alright, I *think* I know what I'm doing, but the mod won't work, and I'm not sure if it's because I'm coding it wrong, or if I'm making the .ftl wrong.
The code is a modified version of the Scrap Advantage Mode that comes by default with Slipstream.Code: Select all
<!-- Weapon Advantage mod --> <event name="START_GAME"> <text>The data you carry is vital to the remaining Federation fleet. You'll need supplies for the journey, so make sure to explore each sector before moving on to the next. But get to the exit before the pursuing Rebel fleet can catch up!</text> </event> <event name="START_BEACON"> <text>Welcome to a new sector! Get to the exit beacon and jump to the next sector before the pursuing Rebels catch you!</text> <choice hidden="true"> <text>Continue...</text> <event/> </choice> <choice req="engines" lvl="1" hidden="true"> <text>(Mod) Investigate a nearby asteroid.</text> <event> <text>You take a shuttle and find a weapon on it!</text> <autoReward level="HIGH">weapon</autoReward> </event> </choice> </event>
The way I made my .ftl file was that I have a folder called "Weapon Advantage" that contains two folders: data (which contains events.xml.append) and mod appendix (which contains metadata.xml). I convert the Weapon Advantage mod to a .zip, then rename it to a .ftl, stick it in mods, enable it (with nothing else enabled), the launch the game via Slipstream (like how you would launch a mod).
Either way, the mod isn't doing anything.
(This is, of course, just a mod to see if I can see how things work, not one that's super useful.)
I assume I have it wrong, I'll try out the Slipstream Validate.Would it be too much to ask for an explicit download link? I'd like to see how it's being packaged.
A common newbie mistake is compressing a folder CONTAINING the folders inside it, rather than compressing the folders raw. Try selecting your mod in Slipstream and clicking "Validate".