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Re: [Tool] FTL Ship Editor: Superluminal - version 13-08-20
Posted: Sat Aug 24, 2013 4:20 am
by Tassyr
I got around using them. Last question- what should go in the 'layout' and 'image' tabs in ship info? I've no idea what to put there...
Re: [Tool] FTL Ship Editor: Superluminal - version 13-08-20
Posted: Sat Aug 24, 2013 10:41 am
by kartoFlane
"Layout" is the name of the shipname.txt and shipname.xml files that your ship is going to use. "Image" is exactly the same, but for images.
Just put a simplified name of your ship there -- the Kestrel, for example, has "kestral" in both fields, the Torus has "circle_cruiser", etc...
The preferable naming convention here is to use simple lowercase characters, digits, and replacing spaces with underscores _ .
Re: [Tool] FTL Ship Editor: Superluminal - version 13-08-20
Posted: Sun Aug 25, 2013 1:35 am
by UltraMantis
Give it a unique name that is unlikely to be used by someone else. That also helps avoid conflicting names when trying to use multiple mods.
Re: [Tool] FTL Ship Editor: Superluminal - version 13-08-20
Posted: Sun Aug 25, 2013 2:22 am
by Tassyr
Erm, help- something broke. What'd I do wrong?
https://www.dropbox.com/s/gd696pux07as310/WTF.png
And hitting "Z" Crashes it...
[edit; yes I know it's OP for starting, that was just to test what works. I was going to pare down the weapons after.]
Re: [Tool] FTL Ship Editor: Superluminal - version 13-08-20
Posted: Sun Aug 25, 2013 5:55 am
by 5thHorseman
Tassyr wrote:Erm, help- something broke. What'd I do wrong?
Does it look OK in SuperLuminal? I had the same problem with an edited version of my Asteroid mod and I never figured out what was causing it. It was weird, everything looked fine so long as I didn't delete or create any rooms. I could move rooms around and resize them all I wanted and it worked fine, but if I deleted a room or created one, this would happen.
I ended up working my design around the challenge, and my new Asteroid 2 ship has one more room than my original plan had for it, and the same number of rooms as the original Asteroid.
Re: [Tool] FTL Ship Editor: Superluminal - version 13-08-20
Posted: Sun Aug 25, 2013 8:48 am
by Tassyr
Yeah it loads PERFECTLY FINE. I have no idea what's going on here

I managed to save and export a second copy, but it's forced down and right so far now that you can't really see it

Re: [Tool] FTL Ship Editor: Superluminal - version 13-08-20
Posted: Sun Aug 25, 2013 9:18 am
by Xorte-Renshe
Okie dokie, so I've finally made my mod (and the txt/xml files are perfect)! It worked perfectly in game (well, apart from the weapons still being visible. I tried to hide them under the ship, but meh, it still looks fine.)
Cool.
Re: [Tool] FTL Ship Editor: Superluminal - version 13-08-20
Posted: Sun Aug 25, 2013 1:21 pm
by 5thHorseman
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:
- 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.
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.
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:
- 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
I'll happily upload all 3 of those your download if you need me to.
Re: [Tool] FTL Ship Editor: Superluminal - version 13-08-20
Posted: Sun Aug 25, 2013 7:59 pm
by kartoFlane
Thanks for the reports -- I've encountered the issue several days ago, too.
5thHorseman wrote: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.
AFAIR, FTL doesn't mind if the room 9 is missing... I don't think the game creates a room to fit, either, though it
is possible.
More likely, it's the undo/redo functionality interfering with other parts of the editor in an unexpected way, causing the hull image's offset to be computed wrong.
5thHorseman wrote:kartoFlane, let me know if you need more info. I also have 3 FTL files in various states
That'd be great - I have yet to determine the cause of the bug, those files would be very useful.
@Tassyr
Apart from what Horseman said, try reloading the hull image in the editor and exporting the ship again -- just click on the Hull button and select the image, adjust its position as necessary.
I'm not exactly sure if it'll help in this case, but it did fix a similar problem some time ago.
What do you mean by "hitting 'Z' crashes it", though? Editor or game?
Re: [Tool] FTL Ship Editor: Superluminal - version 13-08-20
Posted: Sun Aug 25, 2013 10:44 pm
by 5thHorseman
http://pulpaudio.com/ftl/room9.zip
Note that "Asteroid_3" shows up in the game as "asteroid_2" because I didn't bother changing the name and layout. Also all 3 replace the Kestrel so you have to load them individually to see them in the game.
kartoFlane wrote:AFAIR, FTL doesn't mind if the room 9 is missing... I don't think the game creates a room to fit, either, though it is possible.
More likely, it's the undo/redo functionality interfering with other parts of the editor in an unexpected way, causing the hull image's offset to be computed wrong.
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.