Reyalan wrote:Is it capable of editing weapons and drones for advanced edition saves yet?
I was working on exactly that when FTL 1.6.1 showed up.
I just got the mod manager working again this week.
Now I'm back to the editor...
- Currently polishing up the code for a solid bug fix release, handling FTL 1.01-1.5.13 only.
- Then I'll add support for FTL 1.6.2's resources. FTL 1.6.2 profiles are the same file format as before, so they'll be editable the moment resources can be parsed. I can use the mod manager's code to read inside "ftl.dat", but the editor needs additional work because it parses meaning from the XML resources.
- Then I'll investigate the FTL 1.6.2 saved game file format. Usual (de)greeking process. I've no idea how much/little has changed.
Current v25 can stash desired weapons/drones in cargo (General tab), to equip in-game.
Upcoming v26 will fix bugged Store editing, to buy anything in-game.
If what I see in the new saved game format isn't problematic, I may add in-editor drone/weapon stuff.
Matthew hinted at providing further assistance, but he's busy right now with the FTL beta.
I've nearly figured out the sector map beacon-scattering algorithm. Which circuitously gets me closer to predicting future beacon events. And thence, random environmental effects on power capacity. Matthew said it's the same RNG for all of it, so I have to account for every roll of the dice along the way.