I'm new to posting with community so I apologize in advance if I'm posting in the wrong forum.
Hello! This is the modding questions thread so you're in the right place.
CarreraCT wrote:Once I finish creating a player ship, I send it to Slipstream, install and test it out. However, all ships, including the defaults when my mod is installed, get various amounts of yellow and black checkered patterns over it.
1. How do you fix the yellow and black checked pattern?
There is an answer to this on the Superluminal FAQ
Q: When I try to play my ship in-game, it has black-yellow checkered images on it!
This happens when you've installed mods with SMM while the editor was running, and then saved the ship. The solution is to either not do that, or use File > Reload Database as soon as you return to the editor.
Update: Since beta10, the editor will reload the database automatically when it detects that you've modified the game's archives.
CarreraCT wrote:Next, I've tried adding enemy ships but they do not show up. After a few minutes I realized they needed an event in which to show up in. So I searched on here for a bit and found CaptianShooby's FTL Modding Tutorial. This also wasn't helping as the very first download (FTLdat) I cant even get the computer to run since it is files. (I don't know how to run files honestly). I also cant find anyway to make events and after briefly reviewing CaptianShooby's tutorial again I only came out confused.
Therein lies the problem. CaptainShooby's tutorial, while maybe good as a guideline for tracing how sector_data.xml works with the events files, is outdated. Nobody uses ftldat anymore because Slipstream Mod Manager is better in every way.
CarreraCT wrote:3. Is there anything easier to understand on how to add events to sectors?
first and foremost, open readme_modders.txt in the folder you run Slipstream from. The first two sections, "Creating an .ftl File" and "The Append Extension" will get you up to speed on some modding basics.
Unfortunately, most of the modding guides having to do with event structure are outdated. Finding the vanilla files and just looking at those to trace how sector_data.xml works with events.xml and so on can be more helpful than deciphering them, though I will say that some of the older guides can give you pointers on how to read the xml stuff, for example this, https://ftlwiki.com/wiki/Events_file_structure
using a text editor like notepad++ or vim can help to give colors and folding on xml files rather than using the default notepad which imo is just impossible to look at.(for getting the vanilla files, useful for seeing how sector_data file, events files, and autoBlueprints files are interconnected)
go to slipstream and click patch once it opens to restore it to vanilla, then go to File -> Extract Dats...
This'll extract the dat files into a collection of files, xml (and txt) data files for data.dat
, and various resource files for resource.dat
Try looking through CaptainShooby's tutorial again, only paying attention to steps 2) and 3).(for just adding an event with a ship to the start beacon for testing purposes)
pop this in events.xml.append
Code: Select all
<text>Welcome to a new sector! Get to the exit beacon and jump to the next sector before the pursuing Rebels catch you!</text>
<text>Testing an event...</text>
<event load="MY_CUSTOM_SHIP_EVENT" />
<text>Uh oh, an enemy ship! Battle Stations!</text>
<ship load="HELLO_SHIP" hostile="true">
<ship name="HELLO_SHIP" auto_blueprint="NAME_OF_SHIP_IN_AUTO_BLUEPRINTS">
think that should work...
sorry, I got distracted, uh, I hope that helps, and if there is still confusion I'll answer your questions with a fresh look later...