Quick question, do Sub-systems run off the main powergrid, or separate?
In example, if I wanted to give one level of power to Pilot, Engines, Oxygen, and Shields, would I need to specify 4 or 5 units of power?
Little Help?
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Little Help?
The Rebel Flagship: The only ship to make the DemonStar look like a pansy.
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- Kieve
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Re: Little Help?
Subsystems are self-powered. Adding extra levels to them won't take away from the ship's "MaxPower" at all, and additional reactor space is not needed for them to run properly.
'Course I don't know what happens to overcharged subsystems, but I suppose you'll find out for us?
'Course I don't know what happens to overcharged subsystems, but I suppose you'll find out for us?
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Re: Little Help?
Kieve wrote:Subsystems are self-powered. Adding extra levels to them won't take away from the ship's "MaxPower" at all, and additional reactor space is not needed for them to run properly.
'Course I don't know what happens to overcharged subsystems, but I suppose you'll find out for us?
Depends on how much you'll pay. Seriously though, thanks for the pointers!
The Rebel Flagship: The only ship to make the DemonStar look like a pansy.
Be ye wary of the ship with the demon airlock...
Be ye wary of the ship with the demon airlock...
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Re: Little Help?
What step did i miss if im getting this error?
C:\Program Files\Steam\SteamApps\common\FTL Faster Than Light>modman.exe
C:\Program Files\Steam\SteamApps\common\FTL Faster Than Light
Unpacking data.dat...
Unpacking resource.dat...
Traceback (most recent call last):
File "<string>", line 527, in <module>
File "<string>", line 396, in unpackdat
File "D:\My Documents\projects\ftl mod man\build\pyi.win32\main\out00-PYZ.pyz\
ftldat", line 81, in __init__
File "D:\My Documents\projects\ftl mod man\build\pyi.win32\main\out00-PYZ.pyz\
ftldat", line 92, in _read_index
struct.error: unpack requires a string argument of length 8
C:\Program Files\Steam\SteamApps\common\FTL Faster Than Light>modman.exe
C:\Program Files\Steam\SteamApps\common\FTL Faster Than Light
Unpacking data.dat...
Unpacking resource.dat...
Traceback (most recent call last):
File "<string>", line 527, in <module>
File "<string>", line 396, in unpackdat
File "D:\My Documents\projects\ftl mod man\build\pyi.win32\main\out00-PYZ.pyz\
ftldat", line 81, in __init__
File "D:\My Documents\projects\ftl mod man\build\pyi.win32\main\out00-PYZ.pyz\
ftldat", line 92, in _read_index
struct.error: unpack requires a string argument of length 8
The Rebel Flagship: The only ship to make the DemonStar look like a pansy.
Be ye wary of the ship with the demon airlock...
Be ye wary of the ship with the demon airlock...
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Re: Little Help?
When unpack fails. it means there is a issue with your .dat files. GMM makes a backup under data.dat.bak and resource.data.bak, delete all other files expect these two then remove the .bak from the filenames.
If you then reload GMM and apply your mod it should work again.
If you then reload GMM and apply your mod it should work again.
[Tool] FTL-Dat ~ Win/OSX/Nix Supported.
Current WIP: FTL Engine - JAVA Implementation | FTL-Dat
Current WIP: FTL Engine - JAVA Implementation | FTL-Dat
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Re: Little Help?
Alright, thanks for the help!
The Rebel Flagship: The only ship to make the DemonStar look like a pansy.
Be ye wary of the ship with the demon airlock...
Be ye wary of the ship with the demon airlock...
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Re: Little Help?
Ok, so ive gotten everything to work pretty well, got the image files set up and working, then boot up my game to see this:
What should I do to fix this? I tried editing the room and door positions manually, but the game would crash upon loading the ship. I also tried adjusting the off-set in the XML file but that didnt work either. Should I take it back to FTLEdit, and readjust it in there, or try the .txt file again?
What should I do to fix this? I tried editing the room and door positions manually, but the game would crash upon loading the ship. I also tried adjusting the off-set in the XML file but that didnt work either. Should I take it back to FTLEdit, and readjust it in there, or try the .txt file again?
The Rebel Flagship: The only ship to make the DemonStar look like a pansy.
Be ye wary of the ship with the demon airlock...
Be ye wary of the ship with the demon airlock...
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Re: Little Help?
EchoesofOld wrote:Ok, so ive gotten everything to work pretty well, got the image files set up and working, then boot up my game to see this:
What should I do to fix this? I tried editing the room and door positions manually, but the game would crash upon loading the ship. I also tried adjusting the off-set in the XML file but that didnt work either. Should I take it back to FTLEdit, and readjust it in there, or try the .txt file again?
Room positions can't be below 0. I remember there being 3 offsets - layout from base, rooms from layout, and image from layout - but don't recall which is where. You should be OK, just takes trial and error.
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"Wow, that Kieve guy is one angsty nerd eh."
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"Wow, that Kieve guy is one angsty nerd eh."
Sonata - "Best use of Common Lisp in an indie space roguelike!"
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Re: Little Help?
thashepherd wrote:EchoesofOld wrote:Ok, so ive gotten everything to work pretty well, got the image files set up and working, then boot up my game to see this:
What should I do to fix this? I tried editing the room and door positions manually, but the game would crash upon loading the ship. I also tried adjusting the off-set in the XML file but that didnt work either. Should I take it back to FTLEdit, and readjust it in there, or try the .txt file again?
Room positions can't be below 0. I remember there being 3 offsets - layout from base, rooms from layout, and image from layout - but don't recall which is where. You should be OK, just takes trial and error.
Ok, thanks for that! I already knew trial and error was in my future, I just didnt know that particular error.
The Rebel Flagship: The only ship to make the DemonStar look like a pansy.
Be ye wary of the ship with the demon airlock...
Be ye wary of the ship with the demon airlock...
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Re: Little Help?
This should help: http://ftlwiki.com/wiki/Modding_Ships
Seems all you need to do is move the rooms (and the entire ship), then offset the ship_base image. x-70 y-35 should do. Since the ship is neatly offset by 35 pixel blocks
Seems all you need to do is move the rooms (and the entire ship), then offset the ship_base image. x-70 y-35 should do. Since the ship is neatly offset by 35 pixel blocks
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