Modding ITB: R&D And Current Findings
Posted: Tue Feb 27, 2018 12:14 pm
This is a place to post any new findings you deem notworthy regarding modding ITB, so that other modders and the community as a whole can make use of them. Happy hunting!
Hi all, just starting the usual modding R&D thread, basically works the same as the one we had going for FTL in the early days. Good times. I'll start:
Hi all, just starting the usual modding R&D thread, basically works the same as the one we had going for FTL in the early days. Good times. I'll start:
ITB uses the same .dat format as FTL (at least up to now during the beta, I doubt that'll change on launch). This means you can use tools like the good old FTL unpacker to unpack ITBs data and assets. Just tell it where ITBs .dat file is (look for it in ITBs steam folder) and it'll unpack it for you, no questions asked. So technically you should be able to unpack change and repack the .dat from day one. Almost like day one mod support! Handling multiple mods simultaneously will probably require a dedicated ITB mod manager though.
ITB doesn't use .xmls to handle gear and units, rather it uses lua (?) scripts, actual accessible game code you can modify and potentially extend. The scripts can be found in the steam folder even without extracting the dats I think? (Sorry, been a while since I looked at this, needs confirmation)