Questions here: an inquiry thread! [Updated Sep 15th, 2014]

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kartoFlane
Posts: 1488
Joined: Mon Jan 14, 2013 10:20 pm

Re: Questions here: an inquiry thread!

Post by kartoFlane »

<tip> refers to a text tag in misc.xml
<flavorType> is just a displayed type of the weapon
No idea about <boost>, guess you can test this yourself *shrug*
Superluminal2 - a ship editor for FTL
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R4V3-0N
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Joined: Sun Oct 06, 2013 11:44 am

Re: Questions here: an inquiry thread!

Post by R4V3-0N »

After trying to patch in the latest Captains Edition I keep running into issues.

"Microsoft Visual C++ runtime library error", is there a way to restore the game back to normal? I tried patching with nothing selected but that didn't work. The game typically loads and after loading it crashes. I tried to steam verrify files stuff but it showed up as everything was alright.

edit: I just re installed ftl after restarting my PC. anything I have to do to do a clean sweep of slipstream and stuff.

I should have patched everything with no mods selected to restore back to vanilla. is that it?

Edit 2: okay, I will just not use Captains Edition as it seems the root of the problem (CE being so big that my download speed is to slow and packet lost corrupts it?)

Anyway, anyone know a quick way of adding a room image without the use of superluminal? i just made a ship manually and the floor image is the same as the ship I replaced.
R4V3-0N, a dreamer.
tazardar
Posts: 45
Joined: Wed Sep 19, 2012 9:05 pm

Re: Questions here: an inquiry thread!

Post by tazardar »

I'm trying to create a bigger dialogue, but the game keeps crashing. FTL seems to load all events in a chain in all possible paths, so i guess it runs out of memory. So my question is: can i prevent FTL from loading the whole chain?

E.g.
i want to create a dialoge like this:

1.text
1.1 option 1 ->go to 2.
1.2 option 2 ->go to 2.
2.text
2.1 option 1 ->go to 3.
2.2 option 2 ->go to 3.
3.text
3.1 option 1 ->end event.
3.2 option 2 ->end event.

FTL now loads all 8 paths instead of just the 3 events. Thats not a problem here, but with 3 choices on 6 pages (=729 paths) it already is.
Is there a way to stop that? Maybe force a jump to a new Beacon?

Edit: Seems like I found a way to make infinite loops work, by using <secretSector/> to Jump to the Crytsal Homeworld and editing its start_beacon event. I'm going to look into it a bit further. If anyone has a different idea or if i'm missing something obvious, please tell me.
tazardar
Posts: 45
Joined: Wed Sep 19, 2012 9:05 pm

Re: Questions here: an inquiry thread!

Post by tazardar »

Does anyone know where the blueprints for the C-type player ships are?
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kartoFlane
Posts: 1488
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Re: Questions here: an inquiry thread!

Post by kartoFlane »

tazardar wrote:Does anyone know where the blueprints for the C-type player ships are?
They're located in dlcBlueprintsOverwrite.xml
R4V3-0N wrote:Anyway, anyone know a quick way of adding a room image without the use of superluminal? i just made a ship manually and the floor image is the same as the ship I replaced.
Not sure what you mean by that... To add a room image manually, you have to place your image in img/ship/interior. Then add 'img' attribute to the system you wish to add the interior image to, with the value of the attribute being the name of the image sans extension. And that's about it.
Superluminal2 - a ship editor for FTL
LeonXross
Posts: 3
Joined: Wed Apr 23, 2014 4:14 pm

Re: Questions here: an inquiry thread!

Post by LeonXross »

Hey guys I need help with something:

I'm playing with the Tengu ships and in the download thread it says that I can change which vanilla ship it replaces by going into blueprints.

I've been looking through everything and I have no idea where this blueprint is. Can anyone tell me where it is located in addition to changing which vanilla ship it replaces?
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kartoFlane
Posts: 1488
Joined: Mon Jan 14, 2013 10:20 pm

Re: Questions here: an inquiry thread!

Post by kartoFlane »

You have to unpack the mod's .ftl file, and then in /data folder there's a file named blueprints.xml.append. It contains the blueprints the mod replaces.
Then you just find the <shipBlueprint> for the ship. You'll notice that it has three attributes: 'name', 'layout' and 'img' -- you have to change the 'name' attribute, so that it points to another ship.

So for example if you wanted the ship to replace the Kestrel instead, you'd have to change that attribute to look like this:

Code: Select all

name="PLAYER_SHIP_HARD"
Superluminal2 - a ship editor for FTL
themaelstorm
Posts: 2
Joined: Sat Apr 26, 2014 2:25 pm

Re: Questions here: an inquiry thread!

Post by themaelstorm »

Dear friends,
First of all, hi! First post!111oneone and stuff

So I just registered here and peeked around, downloaded slipsomething mod tool (thanks devguy!) and editor... which turned out to be savegame editor:(

I wish to localize the game. That is, to translate game text into another language.
How would I do that?

People talk about xml files but all I've seen is two .dat files. I opened one in notepad++ and they do look like xml files in the inside.

So translating all "desc" tags means translating whole game or not so easy?
Better yet, is there a tool to make my job easier?

Thanks in advance,
stargateprovider
Posts: 229
Joined: Thu Oct 03, 2013 1:21 pm

Re: Questions here: an inquiry thread!

Post by stargateprovider »

All of the games images, sounds, .txt and .xml files are located in data.dat and resource.dat.
You have to unpack them using FTLdat: http://www.ftlgame.com/forum/viewtopic.php?f=12&t=10688
First, remove all mods you have installed using Slipstream.
Run FTLdat, Open Data.dat and export it to a new folder.
If you want to change weapon descriptions you'll have to open blueprints.xml, make the changes and save the file with .append in the end to a data folder that you need to have in your mods folder. Like this: blueprints.xml.append.
All the Advanced Edition stuff is located in files that have dlc in front of their names.
And you probably want to change all events as well. Those are located in: events.xml, events_mantis.xml, events_ships.xml...
And all .append files that You make, You have to put in a data folder (which needs to be in your mods folder). when everything's ready compress the data folder to a .zip folder and rename it to .ftl.
That's it. You can test it using Slipstream.

I hope that was understandable :)
Some of my FTL mods you may like, or hate, or... yeah:
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themaelstorm
Posts: 2
Joined: Sat Apr 26, 2014 2:25 pm

Re: Questions here: an inquiry thread!

Post by themaelstorm »

Hey, thanks alot for your answer. So what I do is:
1. Extract files
2. Go through xmls and for each xml with related data:
>make changes
>save file as ".append" file
3. Take all appends and put them into a folder named data
4. Compress
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