Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Discuss and distribute tools and methods for modding. Moderator - Grognak
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Zenith
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby Zenith » Mon Feb 13, 2017 6:50 pm

Would anyone happen to know if there's a list of ids for weapons and augments?
Also, how do I make a folder into a .ftl file?
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mr_easy_money
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby mr_easy_money » Mon Feb 13, 2017 11:31 pm

Zenith wrote:Would anyone happen to know if there's a list of ids for weapons and augments?

when you unpacked the data.dat file, you got a folder containing a bunch of .xml files. the blueprints.xml file and the dlcBlueprints.xml file should have what you're looking for, just gotta look through them (they're not at the beginning).

actually wait that's where you'd find them. if you want to see all the ids really quickly, if you go into superluminal and try to like add a weapon, it'll give you a list sorted with all categories, referred to by id, lists its description and stats.
It's true for vanilla at least, but if you go into Superluminal with a modded game (superluminal looks directly into the data.dat and resource.dat I think) I don't see why it wouldn't list all the mod's weapons (or if multiple of them add weapons, then all the weapons combined)
Zenith wrote:Also, how do I make a folder into a .ftl file?

a .ftl file is just a renamed compressed zip folder. simply change the file extension from ".zip" to ".ftl". there's also some option in Slipstream to identify .zip files as .ftl files, but not everyone will check that option. also, I'm not sure if Superluminal can see .zip files :?:

also be sure that you don't have extra folders in your folder hierarchy. if you send stuff to a compressed zipped folder, make sure it goes <name of folder> directly to <data> and not have some in-between folder
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Zenith
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby Zenith » Tue Feb 14, 2017 3:26 am

Alright, I *think* I know what I'm doing, but the mod won't work, and I'm not sure if it's because I'm coding it wrong, or if I'm making the .ftl wrong.

Code: Select all

<!-- Weapon Advantage mod -->

<event name="START_GAME">
   <text>The data you carry is vital to the remaining Federation fleet. You'll need supplies for the journey, so make sure to explore each sector before moving on to the next. But get to the exit before the pursuing Rebel fleet can catch up!</text>
</event>

<event name="START_BEACON">
   <text>Welcome to a new sector! Get to the exit beacon and jump to the next sector before the pursuing Rebels catch you!</text>
   <choice hidden="true">
      <text>Continue...</text>
      <event/>
   </choice>
   <choice req="engines" lvl="1" hidden="true">
      <text>(Mod) Investigate a nearby asteroid.</text>
      <event>
         <text>You take a shuttle and find a weapon on it!</text>
         <autoReward level="HIGH">weapon</autoReward>
      </event>
   </choice>
</event>


The code is a modified version of the Scrap Advantage Mode that comes by default with Slipstream.

The way I made my .ftl file was that I have a folder called "Weapon Advantage" that contains two folders: data (which contains events.xml.append) and mod appendix (which contains metadata.xml). I convert the Weapon Advantage mod to a .zip, then rename it to a .ftl, stick it in mods, enable it (with nothing else enabled), the launch the game via Slipstream (like how you would launch a mod).

Either way, the mod isn't doing anything.

(This is, of course, just a mod to see if I can see how things work, not one that's super useful.)
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TheVastComplex
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby TheVastComplex » Tue Feb 14, 2017 3:28 am

Zenith wrote:Alright, I *think* I know what I'm doing, but the mod won't work, and I'm not sure if it's because I'm coding it wrong, or if I'm making the .ftl wrong.

Code: Select all

<!-- Weapon Advantage mod -->

<event name="START_GAME">
   <text>The data you carry is vital to the remaining Federation fleet. You'll need supplies for the journey, so make sure to explore each sector before moving on to the next. But get to the exit before the pursuing Rebel fleet can catch up!</text>
</event>

<event name="START_BEACON">
   <text>Welcome to a new sector! Get to the exit beacon and jump to the next sector before the pursuing Rebels catch you!</text>
   <choice hidden="true">
      <text>Continue...</text>
      <event/>
   </choice>
   <choice req="engines" lvl="1" hidden="true">
      <text>(Mod) Investigate a nearby asteroid.</text>
      <event>
         <text>You take a shuttle and find a weapon on it!</text>
         <autoReward level="HIGH">weapon</autoReward>
      </event>
   </choice>
</event>


The code is a modified version of the Scrap Advantage Mode that comes by default with Slipstream.

The way I made my .ftl file was that I have a folder called "Weapon Advantage" that contains two folders: data (which contains events.xml.append) and mod appendix (which contains metadata.xml). I convert the Weapon Advantage mod to a .zip, then rename it to a .ftl, stick it in mods, enable it (with nothing else enabled), the launch the game via Slipstream (like how you would launch a mod).

Either way, the mod isn't doing anything.

(This is, of course, just a mod to see if I can see how things work, not one that's super useful.)

Would it be too much to ask for an explicit download link? I'd like to see how it's being packaged.
A common newbie mistake is compressing a folder CONTAINING the folders inside it, rather than compressing the folders raw. Try selecting your mod in Slipstream and clicking "Validate".
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Zenith
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby Zenith » Tue Feb 14, 2017 3:59 am

Would it be too much to ask for an explicit download link? I'd like to see how it's being packaged.
A common newbie mistake is compressing a folder CONTAINING the folders inside it, rather than compressing the folders raw. Try selecting your mod in Slipstream and clicking "Validate".


I assume I have it wrong, I'll try out the Slipstream Validate.

This is how I had it: http://www.mediafire.com/file/ul9pe5d25 ... antage.zip
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Zenith
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby Zenith » Tue Feb 14, 2017 6:29 am

Zenith wrote:
Would it be too much to ask for an explicit download link? I'd like to see how it's being packaged.
A common newbie mistake is compressing a folder CONTAINING the folders inside it, rather than compressing the folders raw. Try selecting your mod in Slipstream and clicking "Validate".


I assume I have it wrong, I'll try out the Slipstream Validate.

This is how I had it: http://www.mediafire.com/file/ul9pe5d25 ... antage.zip


Slipstream says I'm doing it wrong, but I'm not sure what I'm doing that it doesn't like.
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mr_easy_money
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby mr_easy_money » Tue Feb 14, 2017 6:50 am

Zenith wrote:Slipstream says I'm doing it wrong, but I'm not sure what I'm doing that it doesn't like.

TheVastComplex wrote:A common newbie mistake is compressing a folder CONTAINING the folders inside it, rather than compressing the folders raw.


TheVastComplex nailed it right here. it appears you have an extra folder between your zipped folder and the data and mod-appendix folders (weapon advantage.zip --> weapon advantage --> data, mod-appendix)

when selecting what to "Send to a Compressed zipped folder...", make sure that you select the data and mod-appendix folder and then send to a compressed zipped folder, instead of sending the folder "weapon advantage" to a compressed zipped folder.

I fixed that and looks like your mod works fine:

Image
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(that "Screenshot Saved" thing in the corner is just something of my own: the built-in windows 10 xbox screenshot thing)
WhiteWeasel
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby WhiteWeasel » Thu Feb 16, 2017 2:37 am

I have a question. I'm making a custom ship and giving it 10 Engine power, but power bars 9 and 10 make evade drop to base again, how do I fix this?
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stylesrj
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby stylesrj » Thu Feb 16, 2017 2:40 am

Actually Power Bars 9 and 10 put your engine power to 0. What you're getting is the manning bonus.
There is no fix to this, you just don't put that much power into Engines. Just like Level 4 Mind Control is useless. Level 4 Hacking is too but Level 5 is 2 minutes of Hacking power.
WhiteWeasel
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby WhiteWeasel » Thu Feb 16, 2017 3:13 am

stylesrj wrote:Actually Power Bars 9 and 10 put your engine power to 0. What you're getting is the manning bonus.
There is no fix to this, you just don't put that much power into Engines. Just like Level 4 Mind Control is useless. Level 4 Hacking is too but Level 5 is 2 minutes of Hacking power.

So no super engines huh? Oh well.
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