I'm sorry if this came across as rude. But ultimately I'm not involved in the creation of your content, I just commented on your enquiries regarding the topic of this thread. The way I see it you are making a separate mod. If you publish it here then people will discuss it here, which hasn't really much to do with the mod that the thread is about. Then again I somewhat misread your post as being an actual mod launch, instead of the enquiry that it was. Sorry, my bad.
But overall you might still get more feedback from other if you post your files in the mod development section. If you still want my feedback, here you go:
Gidoza wrote:(Would something like forgetting to include a console in a room cause the game to crash...?)
That particular scenario should be fine. If loading a thing causes crashes than that might be connected to the game not being able to find ids referenced in the asset. Like if the boss calls a weapon ID that doesn't exist. Maybe double check if all ids are spelled right. The crash behaviour extends to child objects, so if a weapon the boss uses references a wrong animation or projectile id that might also cause crashes.
If you can't locate the problem you could also try rebuilding the mod piece by piece, adding elements one at a time to see whether they function. Maybe start by just changing the boss weapons to verify that those work, then add in the room layout. Also remember that you can edit ship blueprints outside of superluminal, that's often fast to correct small stuff or make minor changes. If you absolutely want to make sure the mod works you could start by making minor changes to the vanilla boss blueprints, without using superluminal.
Gidoza wrote:However, different problem - I have my list of weapons from Flagship Generator, and I've loaded it with Mod Management in Superluminal. However, after I've done that, I cannot find the weapons anywhere in the weapons list when trying to pick them for the Flagship. What am I doing wrong? (kind of hard to test if things work if I can't even get to stage 1)
EDIT: Actually here is the link and EMBED of the .ftl file I'm trying to use that contains all the weapons (and graphics and such) so you can see if I did something wrong.
I think you already fixed this, but in general the mod files have to mirror FTLs actual file structure. The mod you posted did not work because the game folders where inside another "data" folder. "Data", "Img" and so on should be the top most folders you zip to create mod files.
Gidoza wrote:EDIT 2: Last question - the Flagship C has a weird offset in it's outer skeleton graphic. How do I know if the rooms are placed properly and why is it like this, anyways?
I'm not sure about that either and I'm not even sure the skeletal layout works correctly ingame. If I remember correctly boss gets offset wrong if you'd where to change the overall x size of the boss. If you wanna be save you'd be better of not messing with that in your layouts, meaning don't make the boss less wide than it originally was.