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

Posted: Sun Nov 08, 2020 1:48 am
by LadyDeath1138
Never mind. I finally got it to run as admin.

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

Posted: Tue Dec 15, 2020 2:35 pm
by Sephaan
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

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

Posted: Tue Dec 15, 2020 9:19 pm
by Jumbocarrot0
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.

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

Posted: Wed Dec 16, 2020 5:35 am
by Sephaan
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!

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

Posted: Fri Jan 08, 2021 1:22 am
by cursedking36
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?

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

Posted: Tue Jan 12, 2021 2:39 pm
by porcu93
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.

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

Posted: Mon Apr 26, 2021 5:08 pm
by ConPlays
I cannot seem to run the "modman.command" file on Linux (Crostini)... Can anyone help with this?
Thanks in advance...

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

Posted: Wed Jun 16, 2021 12:25 pm
by pewp3w
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.

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

Posted: Sat Aug 14, 2021 3:51 pm
by DRKblade1983
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

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

Posted: Wed Jan 26, 2022 5:27 pm
by GemStorm
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.