[Spoiler] FTL Profile/SavedGame Editor v27 (2018-01-12)

All your guides, strategy discussions, request for help on how to play go here. Please use [SPOILER] if relevant.
Vhati
Posts: 792
Joined: Thu Oct 25, 2012 12:01 pm

Re: [Spoiler] FTL Editor v22 - Unlock ships, Edit SavedGames

Postby Vhati » Thu May 08, 2014 6:57 pm

.
There's little more time to vote for SourceForge's project of the month.

The competition has been extended until 2014-05-09, 00:00 UTC.

Here are the totals so far...

Code: Select all

     19 apexdc
     14 sleepyhead
     11 ftleditor
      9 jsminnpp
      3 freetype
      2 nas4free
      1 postinstaller
Vhati
Posts: 792
Joined: Thu Oct 25, 2012 12:01 pm

Re: [Spoiler] FTL Editor v22 - Unlock ships, Edit SavedGames

Postby Vhati » Fri May 09, 2014 4:01 pm

Didn't win the competition - thanks to all involved, nearly took second place - but better news...

The "new" heat sink arrived today!
Indeed, exactly like the previous one, plus a gray square of thermal interface material on the bottom. *

* That's a "convenience" from the manufacturer that saves the need to add a blob of thermal grease, but once used, it melts onto the processor, makes a mess, and risks damage when pulling the next time. :|


Rather than preemptively remove the gunk, I cannibalized the new retention clip to hold down the original heat sink. Added grease. Seated easily. First lever flips okay... :?
Second lever resists... but only just enough to make me nervous. :)

Booted to the BIOS to watch the temperature for a while.
Down from a fatal 230 F to 100 F and stable.
Dev box is back up and running. :D
qwertyuiop
Posts: 1
Joined: Fri May 09, 2014 6:30 pm

Re: [Spoiler] FTL Editor v22 - Unlock ships, Edit SavedGames

Postby qwertyuiop » Fri May 09, 2014 6:36 pm

Each time I try to open my continue.sav file to edit it, it give me: error: unexpected first byte.
And I did open it from the saved game tab. Help?
Vhati
Posts: 792
Joined: Thu Oct 25, 2012 12:01 pm

Re: [Spoiler] FTL Editor v22 - Unlock ships, Edit SavedGames

Postby Vhati » Fri May 09, 2014 8:11 pm

qwertyuiop wrote:Each time I try to open my continue.sav file to edit it, it give me: error: unexpected first byte.
And I did open it from the saved game tab.

After the error, it should offer a bug report (with [ code ] tags) to copy.
Paste the text in a reply here.

Guess: If you get the first byte error when clicking open from the "saved game" tab, the file is not really a saved game. If you've edited that file before, you may have accidentally saved over it with a dump of descriptive text? If so, "continue.sav.bak" in that same folder may be a copy of the original saved game.
HenryEx
Posts: 6
Joined: Tue May 06, 2014 3:51 pm

Re: [Spoiler] FTL Editor v22 - Unlock ships, Edit SavedGames

Postby HenryEx » Sat May 10, 2014 4:55 pm

Is there any ship besides the Flagship that has more than one room per system?

Also, i guess it isn't possible to get a ship with more than 8 main systems? The game crashes every time.
Vhati
Posts: 792
Joined: Thu Oct 25, 2012 12:01 pm

Re: [Spoiler] FTL Editor v22 - Unlock ships, Edit SavedGames

Postby Vhati » Sat May 10, 2014 7:21 pm

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.
Last edited by Vhati on Sat May 10, 2014 8:24 pm, edited 2 times in total.
HenryEx
Posts: 6
Joined: Tue May 06, 2014 3:51 pm

Re: [Spoiler] FTL Editor v22 - Unlock ships, Edit SavedGames

Postby HenryEx » Sat May 10, 2014 7:55 pm

Yeah, i think i tried "installing" a 9th system Teleporter by setting the capacity to 1 and copy-pasting the rest of the system's vars from another system. I don't think there should be additional baggage on that system. Though, my template and editing capabilities end at the Nearby Ship in sector data. The Zeus stuff looks like a nightmare to try and parse, and since i don't completely rebuild the save file and just change values in place, i don't really need to do that.

Might be there's something relating to the systems past nearby ships, though, since it still crashes.


I tried to make the game do the work for me by modding one of the player ships to have all systems (except clone/medbay, just one of these) by default from the start. I can visit the pre-game screen and look at the ship, but as soon as i try to start the game, it also crashes.

Maybe it's just not meant to work.
(Of course it's not, but, you know.)
Vhati
Posts: 792
Joined: Thu Oct 25, 2012 12:01 pm

Re: [Spoiler] FTL Editor v22 - Unlock ships, Edit SavedGames

Postby Vhati » Sat May 10, 2014 8:04 pm

HenryEx wrote:Might be there's something relating to the systems past nearby ships, though, since it still crashes.
Extended info for Hacking, Artillery, and Mind Control lie within the Zeus part.

I've not seen anything extra for Teleporter yet.
MrKidd
Posts: 4
Joined: Mon May 12, 2014 3:07 pm

Re: [Spoiler] FTL Editor v22 - Unlock ships, Edit SavedGames

Postby MrKidd » Mon May 12, 2014 4:28 pm

Im running v22 and I can't click on Player Ship. I did step by step clicked Saved Games and opened continue.sav but it still wouldn't let me click on player ship to add augments and what not. Can someone help me out
flamespirit919
Posts: 3
Joined: Mon Apr 14, 2014 11:08 pm

Re: [Spoiler] FTL Editor v22 - Unlock ships, Edit SavedGames

Postby flamespirit919 » Mon May 12, 2014 5:33 pm

MrKidd wrote:Im running v22 and I can't click on Player Ship. I did step by step clicked Saved Games and opened continue.sav but it still wouldn't let me click on player ship to add augments and what not. Can someone help me out


Read the first post please.