Slipstream Mod Manager v1.9.1 (2018-01-07)

Discuss and distribute tools and methods for modding. Moderator - Grognak
LadyDeath1138
Posts: 2
Joined: Sun Nov 08, 2020 1:33 am

Re: Slipstream Mod Manager v1.9.1 (2018-01-07)

Postby LadyDeath1138 » Sun Nov 08, 2020 1:48 am

Never mind. I finally got it to run as admin.
Sephaan
Posts: 2
Joined: Tue Dec 15, 2020 1:27 pm

Re: Slipstream Mod Manager v1.9.1 (2018-01-07)

Postby Sephaan » Tue Dec 15, 2020 2:35 pm

Hello there!

I am attempting to add in a new alien race mod inside ftl however, when I add it to slipstream to test the mod, slipstream states that the mod is
> Beetle_race/audio/
! Unsupported top-level folder: Beetle_race/

~ This mod doesn't append. It clobbers.


FTL itself can tolerate lots of XML typos and still run. But malformed XML may break tools that do proper parsing, and it hinders the development of new tools.

Slipstream will try to parse XML while patching: first strictly, then failing over to a sloppy parser. The sloppy parser will tolerate similar errors, at the risk of unforseen behavior, so satisfying the strict parser is advised.

I have checked the forums for a solution and changing it into a zip file normally without 7zip then changing it to .ftl didn't change anything and the same issue popped up. I'm currently stuck on what I can do and would appreciate any help or ideas!

If you want to look directly into the mod files, here is the download https://drive.google.com/drive/folders/ ... sp=sharing
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Jumbocarrot0
Posts: 422
Joined: Sat Oct 21, 2017 1:18 am

Re: Slipstream Mod Manager v1.9.1 (2018-01-07)

Postby Jumbocarrot0 » Tue Dec 15, 2020 9:19 pm

Sephaan wrote:I am attempting to add in a new alien race mod inside ftl however, when I add it to slipstream to test the mod, slipstream states that the mod is
> Beetle_race/audio/


Quite a common mistake. You want to put only the audio, data, img and mod-appendix (and fonts if you are using it) into the .zip file. You seem to be putting the whole Beetle_race folder into a .zip file.
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Sephaan
Posts: 2
Joined: Tue Dec 15, 2020 1:27 pm

Re: Slipstream Mod Manager v1.9.1 (2018-01-07)

Postby Sephaan » Wed Dec 16, 2020 5:35 am

Thank you very much I don't understand why it being in a folder would affect anything but I zipped everything together and now it works properly I appreciate the help!
cursedking36
Posts: 3
Joined: Mon Jan 04, 2021 8:51 pm

Re: Slipstream Mod Manager v1.9.1 (2018-01-07)

Postby cursedking36 » Fri Jan 08, 2021 1:22 am

this was last updated 2018-01-07 so dose it still work in 2021 or dose it not work with the current 1.6.14?
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porcu93
Posts: 103
Joined: Sun Sep 13, 2020 5:32 pm

Re: Slipstream Mod Manager v1.9.1 (2018-01-07)

Postby porcu93 » Tue Jan 12, 2021 2:39 pm

cursedking36 wrote:this was last updated 2018-01-07 so dose it still work in 2021 or dose it not work with the current 1.6.14?

It does work with v 1.6.14 of FTL, yes.
ConPlays
Posts: 2
Joined: Mon Apr 26, 2021 5:06 pm

Re: Slipstream Mod Manager v1.9.1 (2018-01-07)

Postby ConPlays » Mon Apr 26, 2021 5:08 pm

I cannot seem to run the "modman.command" file on Linux (Crostini)... Can anyone help with this?
Thanks in advance...
pewp3w
Posts: 2
Joined: Wed Jun 16, 2021 12:22 pm

Re: Slipstream Mod Manager v1.9.1 (2018-01-07)

Postby pewp3w » Wed Jun 16, 2021 12:25 pm

Hello, I tried to install this on linux ubuntu, but I get stuck when I start the modman exe, I just get a text file and nothing else. I should have done it right, since I did the same on my windows pc and there it works just fine.

Any help would be appreciated.
DRKblade1983
Posts: 1
Joined: Sat Aug 14, 2021 3:43 pm

Re: Slipstream Mod Manager v1.9.1 (2018-01-07)

Postby DRKblade1983 » Sat Aug 14, 2021 3:51 pm

I have installed the Slipstream MOD Manager into the FTL Directory , I can run modman without any issue up to the point of needing to manually locate the Data.Dat file, which i am unable to find
GemStorm
Posts: 3
Joined: Tue Jan 25, 2022 12:14 am

Re: Slipstream Mod Manager v1.9.1 (2018-01-07)

Postby GemStorm » Wed Jan 26, 2022 5:27 pm

Please someone help me. (RESOLVED, READ EDIT#3)

I am a very new modder, in fact the first time i tried making a mod was yesterday, i took the data folder and mod-appendix folder into a .zip file, then renamed it to .ftl. Then i put it into the mods folder in slipstream, but when i select the mod and hit patch, it says: "WARN ModPatchThread - Unexpected innerPath:" a bunch of times, does anyone know whats wrong? how do i fix this?


EDIT:

when i click "validate" it says: "! Unsupported top-level folder: __MACOSX/"


EDIT2:

i've done some more investigation, all of the type C ships now have no weapons, drones, and only have one crew, but my weapon changes DID WORK, which makes me think it may be a problem with dlcblueprints or dlcblueprintoverwrite, im editing this many times to add as much info as possible, because i really have fun making mods but they just dont work.


EDIT3:

i can delete this post now, i figured out, basically the only problem was that the DLCBlueprintsOverWrite file was adding some weird alternate type Cs that i deleted from the file, im not going to delete this though, because if someone else has this problem the ywill see that someone else has had it as well.