Search found 92 matches
- Fri Jan 11, 2013 1:23 am
- Forum: Mod Development
- Topic: [TOOL]FTLEdit: FTL Ship editor [v0.95 11th Jan] Open source!
- Replies: 459
- Views: 398386
FTLEdit: FTL Ship editor NEW: [v0.95 11th Jan]
New version! - Added a 'Save Paths' button in the options - If you were pasting the path into the textbox instead of using the browse button, they weren't saving! - Added an 'export all' button - Will now load in the Gibs / Weapon mounts from the xml file and save them back out after. There's no way...
- Sun Jan 06, 2013 2:39 pm
- Forum: Mod Development
- Topic: [TOOL]FTLEdit: FTL Ship editor [v0.95 11th Jan] Open source!
- Replies: 459
- Views: 398386
Re: [TOOL]FTLEdit: FTL Ship editor [v0.91 18th Dec] Open sou
@Weltall Zero Thanks, that's exactly the kind of feedback I want, this helps me out loads :) 1) Inability to recognize folders for the game's resources other than in the default routes expected by the editor; changing these routes does nothing. Forces to copy the extracted resource dirs where the ed...
- Fri Jan 04, 2013 9:55 pm
- Forum: Mod Development
- Topic: [TOOL]FTLEdit: FTL Ship editor [v0.95 11th Jan] Open source!
- Replies: 459
- Views: 398386
Re: [TOOL]FTLEdit: FTL Ship editor [v0.91 18th Dec] Open sou
When the editor outputs your ship's blueprint, it does something a little naughty you need to fix. <health amount="0"/> That's the default hull strength - in other words, you're starting in a ship that's already dead. Set it to 30 (which is the correct hull for player ships). ..Ah crap, I...
- Fri Jan 04, 2013 9:52 pm
- Forum: Mod Development
- Topic: [TOOL]FTLEdit: FTL Ship editor [v0.95 11th Jan] Open source!
- Replies: 459
- Views: 398386
Re: [TOOL]FTLEdit: FTL Ship editor [v0.91 18th Dec] Open sou
Unpacked means they're already extracted. So don't click extract, just close the options window, I should probably have made that more obvious
- Tue Jan 01, 2013 5:15 pm
- Forum: Mod Development
- Topic: [TUTORIAL] Creating Player Ships with FTLEdit
- Replies: 37
- Views: 42804
Re: [TUTORIAL] Creating Player Ships with FTLEdit
Looks awesome, good job
I'll add a link to this in the post about FTLEdit
Thanks for this, hopefully this will clear up a lot of the issues people are having!

Thanks for this, hopefully this will clear up a lot of the issues people are having!
- Wed Dec 26, 2012 9:07 pm
- Forum: Mod Development
- Topic: [TOOL]FTLEdit: FTL Ship editor [v0.95 11th Jan] Open source!
- Replies: 459
- Views: 398386
Re: [TOOL]FTLEdit: FTL Ship editor [v0.91 18th Dec] Open sou
Darkfrost wrote:Also, can you expand that details window and paste in the full contents of it? I need that to see where the error actually is
- Wed Dec 26, 2012 3:51 pm
- Forum: Mod Development
- Topic: [TOOL]FTLEdit: FTL Ship editor [v0.95 11th Jan] Open source!
- Replies: 459
- Views: 398386
Re: [TOOL]FTLEdit: FTL Ship editor [v0.91 18th Dec] Open sou
When you change which option? To what value?
Also, can you expand that details window and paste in the full contents of it? I need that to see where the error actually is
Also, can you expand that details window and paste in the full contents of it? I need that to see where the error actually is
- Tue Dec 25, 2012 11:42 pm
- Forum: Mod Development
- Topic: [TOOL]FTLEdit: FTL Ship editor [v0.95 11th Jan] Open source!
- Replies: 459
- Views: 398386
Re: [TOOL]FTLEdit: FTL Ship editor [v0.91 18th Dec] Open sou
HeavyGuyFP: Make sure you're using the latest version, pretty sure I fixed that in the last one, if you had downloaded it more than a couple weeks ago
Dugatee: Sorry! :p That's what I get for replying manually instead of using the quote button I guess!
Dugatee: Sorry! :p That's what I get for replying manually instead of using the quote button I guess!
- Sun Dec 23, 2012 2:09 pm
- Forum: Mod Development
- Topic: [TOOL]FTLEdit: FTL Ship editor [v0.95 11th Jan] Open source!
- Replies: 459
- Views: 398386
Re: [TOOL]FTLEdit: FTL Ship editor [v0.91] (Updated 18th Dec
Jyggalag: If you've already got it unpacked, just set up the folder paths, the extract button is just for doing that automatically via ftlDat Dugatree: Not really, you'll need to extract it as it relies on some of the data (e.g. the blueprints xml file) to know what weapons etc there are to choose f...
- Sun Dec 23, 2012 2:03 pm
- Forum: Mod Development
- Topic: [Tool] ftldat r7
- Replies: 259
- Views: 252717
Re: [Tool] ftldat r7
Use 'cd' to change directory, and if you're using a folder with spaces in, make sure to put the whole path in quotes.
E.g.
cd "C:\Program Files (x86)\Blah\"
E.g.
cd "C:\Program Files (x86)\Blah\"