Search found 32 matches
- Sat Aug 31, 2013 11:31 pm
- Forum: Mod Development
- Topic: [TOOL]FTLEdit: FTL Ship editor [v0.95 11th Jan] Open source!
- Replies: 459
- Views: 398456
Re: [TOOL]FTLEdit: FTL Ship editor [v0.95 11th Jan] Open sou
Been trying endlessly to set this program up. Absolute frustration on trying to get the files to extract! It just blink pops. So I tried some other workaround methods that also do not work. I used Superluminal (which set up like clockwork btw) to extract the dat and resources file. I took all those ...
- Sat Aug 31, 2013 10:04 pm
- Forum: Mod Development
- Topic: [TUTORIAL] Creating Player Ships with FTLEdit
- Replies: 37
- Views: 42804
Re: [TUTORIAL] Creating Player Ships with FTLEdit
Been trying endlessly to set this program up. Absolute frustration on trying to get the files to extract! It just blink pops. So I tried some other workaround methods that also do not work. I used Superluminal (which set up like clockwork btw) to extract the dat and resources file. I took all those ...
- Fri Aug 30, 2013 6:11 am
- Forum: Discussion
- Topic: Mantis Warship?
- Replies: 17
- Views: 12608
Re: Mantis Warship?
The Medbay is where they beamed aboard
- Wed Oct 24, 2012 10:17 pm
- Forum: Mod Development
- Topic: [TOOL]FTLEdit: FTL Ship editor [v0.95 11th Jan] Open source!
- Replies: 459
- Views: 398456
Re: [TOOL]FTLEdit: FTL Ship editor [v0.88] (Please test!)
@OP: If you're not developing this any more do you think you could release the source files? I just really want to be able to update the blueprints-files directly with the new data as well as create and update the ship-XML file (also TXT-file). It's really annoying to have to realign the ship's ima...
- Tue Oct 09, 2012 8:55 pm
- Forum: Mod Development
- Topic: [TOOL]FTLEdit: FTL Ship editor [v0.95 11th Jan] Open source!
- Replies: 459
- Views: 398456
Re: [TOOL]FTLEdit: FTL Ship editor [v0.88] (Please test!)
So far, has anyone got a ship working 100% in the game? IF you did, how did you do it?
I want to know how much is specific to my system...
I want to know how much is specific to my system...
- Tue Oct 09, 2012 10:18 am
- Forum: Discussion
- Topic: Burst Laser Mk3
- Replies: 29
- Views: 32040
Re: Burst Laser Mk3
The Mk3 has got power but it takes a long time to charge and its not as energy efficient. If much rather have two Mk2 and you alsohave the added benefit of targeting two systems at once.
- Mon Oct 08, 2012 1:32 am
- Forum: Mod Development
- Topic: [TOOL]FTLEdit: FTL Ship editor [v0.95 11th Jan] Open source!
- Replies: 459
- Views: 398456
Re: [TOOL]FTLEdit: FTL Ship editor [v0.88] (Please test!)
So a few major bugs occur: one in the designer and two in the game itself. 1. Im not sure what causes this, so far it seems random but occasionally an icon will be stuck to the cursor as if you are placing a special room but it does not go away no matter what you click on whether an empty room or an...
- Mon Oct 08, 2012 12:36 am
- Forum: Mod Development
- Topic: [TOOL]FTLEdit: FTL Ship editor [v0.95 11th Jan] Open source!
- Replies: 459
- Views: 398456
Re: [TOOL]FTLEdit: FTL Ship editor [v0.88] (Please test!)
Ok, I fixed it - I had to copy the contents of the FTLdat folder into the FTLedit folder. Apparently the installer automatically assumes where you installed FTLedit.
- Sun Oct 07, 2012 11:59 pm
- Forum: Mod Development
- Topic: [TOOL]FTLEdit: FTL Ship editor [v0.95 11th Jan] Open source!
- Replies: 459
- Views: 398456
Re: [TOOL]FTLEdit: FTL Ship editor [v0.88] (Please test!)
Cant get it to work. your instructions were kind of vague - I downloaded ftldat, it automatically put itself into its own folder. Than I went to extract files and it wants me to direct it somewhere, i directed it to the 2 .dat files located in the original game. didnt work, i used the default paths ...
- Sun Oct 07, 2012 11:13 pm
- Forum: Working Mods
- Topic: [MOD] Disable Fleet (FTL file)
- Replies: 64
- Views: 270230
Re: [MOD] Disable Fleet (FTL file)
Awesome, now my ship can be destroyed in a freak accident after I put 20 times more effort into it!! 
