[MOD] Ship Customizer

Distribute and discuss mods that are functional. Moderator - Grognak
sul
Posts: 121
Joined: Sat Jan 30, 2016 4:22 pm

[MOD] Ship Customizer

Postby sul » Mon May 09, 2016 6:38 pm

The Ship Customizer Menu (version Jan 2019):
Image

////////////////////////// Ship Customizer Mod //////////////////////////

This is a mod that allows to customize and test your ship at first beacon, with access to all systems, crew, weapons, augments, drones, etc. Like BioHazard nicely said: "I can see this helping a lot of people who want to build a ship of their own but not having a clue on how to." This mod is compatible with FTL Advanced Edition and with (almost) all other FTL mods, it will only modify the first beacon.

Features:
- Start with a barebone ship, some scrap and customize it entirely.
- Choose from any weapons, drones, augments or crewmembers (including ghost) from the game.
- Install any system, even beyond maximum number of systems.
- Customize starting resources: fuel, scrap, missiles, droneparts and hull damage.
- Go for either a balanced ship (around 800-1200 scrap), an overpowered ship or very weak ship.
- Test your ship in controlled fights before game start.
- When finished, start regular game.


DOWNLOAD LINK (updated 08/03/2023): https://drive.google.com/file/d/1AhmyN9 ... sp=sharing

////////////////////////// Instructions //////////////////////////

1.) Install with Slipstream Mod Manager: http://www.ftlgame.com/forum/viewtopic.php?t=17102
Patch the Ship Customizer Mod LAST, AFTER any other mod (this is very important for the mod to work properly).

2.) Start the game and select the Ship Customizer Option. You receive the "Ship Customizer Beacon" augment, choose a starting scrap and loose all fuel.

3.) Keep waiting on the star map to improve and test your ship.

4.) To begin regular gameplay, select "Start Game" then confirm. You will loose the SCB augment and can no longer access the Ship Customizer.

5.) The Ship Customizer is compatible with some major FTL mods (see list below). If one or several of those mods are installed, their items (weapons, drones, augments) are available (if not their menu pages are left blank). These mods are not modified in any way after first beacon.
Arsenal +: viewtopic.php?t=29891
Captain Editions: http://www.ftlgame.com/forum/viewtopic.php?t=15663
FTL Insurrection: http://www.ftlgame.com/forum/viewtopic. ... &start=360

Anomaly Weapons Pack: viewtopic.php?f=11&t=30318
Arfy's Experimental Armaments: https://www.subsetgames.com/forum/viewt ... 11&t=32214
C&C Weapons Pack: http://www.ftlgame.com/forum/viewtopic.php?f=11&t=27573
Crystal Cataclysm: http://www.ftlgame.com/forum/viewtopic.php?t=24317
GianTell's Armament: http://www.ftlgame.com/forum/viewtopic.php?f=11&t=29873
Go Ballistic !: http://www.ftlgame.com/forum/viewtopic. ... +ballistic
Impulse Weapons Co: http://www.ftlgame.com/forum/viewtopic.php?f=11&t=29471
KingdomKrafter's Weapon Expansion Pack: viewtopic.php?f=11&t=32500
Nono's Weapon pack: http://www.ftlgame.com/forum/viewtopic.php?f=11&t=28901
RAD-82's Weapon pacK: http://www.ftlgame.com/forum/viewtopic.php?f=11&t=25968
Railguns, Photocasters, & More!: viewtopic.php?f=11&t=30294
Sleepz's Weapon pack: http://www.ftlgame.com/forum/viewtopic.php?f=12&t=29048
Steamtex Weapons Pack: viewtopic.php?f=11&t=30332

All mods are in the Master-Mod List: http://www.ftlgame.com/forum/viewtopic.php?f=11&t=26619

6.) You can install the Ship Customizer Mod along with Addons for a different gameplay, to be patched after the Ship Customizer Mod:

- Unmanned Ship. Start with no crew. Systems will repair automatically but it is advised to equip the "Slug Gel" augment for breaches. You can still get crew but wont loose the game if they die. Always ensure you have either no crew or more than one crew (because loosing the last remaining crew on an unmanned ship can crash the game).
DOWNLOAD LINK: https://www.dropbox.com/s/x2njbzelftc4m ... p.ftl?dl=0


7.) Notes
- Some systems (for example artillery) are only available on ships that support them initially. Artillery installation is glitchy and may prevent game from saving properly.
- For technical reasons the "Emergency Respirators" augment is removed with this mod.
- Biohazard made a nice couple of runs using the ship customizer (version around 05/23/2016). This is with an older version of the menu with different entries but you can get the idea. Plus nice run Bio !:
https://www.youtube.com/watch?v=mf3J0awQnPM
https://www.youtube.com/watch?v=lTBHJDQKXgI
https://www.youtube.com/watch?v=NWXrfPhsGT8
https://www.youtube.com/watch?v=SBcX7B3VVGs
https://www.youtube.com/watch?v=4w5CsugDNsI
https://www.youtube.com/watch?v=hGWEIdhfa4w

8.) I made a small utility to backup/restore current progress. It is handy for quickly saving a ship made a start beacon. It only works for linux (bash) at the moment:
UTILITY DOWNLOAD LINK (03/15/2022): https://drive.google.com/file/d/1kL-zpB ... sp=sharing

////////////////////////// Update History //////////////////////////

Code: Select all

03/06/2022: minor menu changes
17/12/2019: added support for other mods
12/10/2019: menu is more dense, other mods are separate
29/11/2019: slightly faster browsing
28/11/2019: more tooltips
17/04/2019: nicer menu
17/01/2019: start with a barebone ship by default and pay for items.
09/29/2018:added separate start game option to finish customization and get fuel.
09/28/2018:added Balancer and modified the Addons for compatibility.
09/23/2018:added Ship Tester, improved hull for Ship Customizer. Added support for Arsenal+.
10/06/2017: removed ion storms (replaced by nebulas) when using the CrazyShip Addon to avoid crashes. Mind control and Hacking upgraded to max level 5.
12/02/2016: added content from other mods, merged several add-ons.
11/23/2016: added Main view, increased browsing speed, and made every item free. Made everything free for captain edition and FTL Insurrection, increased browsing speed. Next update should be in a while.
05/23/2016: added prices for captain edition add-on and fixed compatibility with add-on.
05/22/2016: changed starting scrap range from 500 to 1500 scrap. 1500 is enough for beginners, and winning the 500 scrap challenge (I did) gives you bragging rights. Changed some text.
05/20/2016: fixed shields price to 125. Fixed drone control price in stores. Added Captain Edition content Add-on and unmanned ships add-on. Changed some text. Separated starting beacon from civilian sectors beacon. Added 9999 scrap option.
0/09/2016: removed oxygen in initial ships, modified shields price in stores.
05/09/2016: Initial submission.


Previous versions:
17/12/2019: https://www.dropbox.com/s/jacd2cqyujxij ... d.ftl?dl=0
10/29/2018: https://www.dropbox.com/s/ok7kqyi6tf2mh ... r.ftl?dl=0 (previous More Reactor Addon)
10/29/2018: https://www.dropbox.com/s/ivgxqvrplfnzy ... s.ftl?dl=0 (previous Crazy Systems Addon)
(09/29/2018): https://www.dropbox.com/s/bpj9srqtu8e2e ... r.zip?dl=0
(12/04/2016): https://www.dropbox.com/s/bpj9srqtu8e2e ... r.zip?dl=0
(12/02/2016): https://www.dropbox.com/s/p91m4ms6v735i ... r.zip?dl=0
(11/23/2016): https://www.dropbox.com/s/yf5mzjalyowhx ... R.ftl?dl=0
(05/23/2016): https://www.dropbox.com/s/ad4hlx5ejffwy ... R.ftl?dl=0
(05/23/2016 add-on): https://www.dropbox.com/s/1urrmdsmgnfky ... E.ftl?dl=0
(05/27/2016 add-on): https://www.dropbox.com/s/bm30vdcjaulqx ... K.ftl?dl=0
Last edited by sul on Thu Aug 03, 2023 3:42 pm, edited 112 times in total.
Zakhep
Posts: 11
Joined: Thu Apr 10, 2014 1:37 am

Re: [MOD] Ship Customizer

Postby Zakhep » Wed May 11, 2016 4:39 am

This mod is great and all but there's just one problem.
http://i.imgur.com/p0Wo2tm.jpg
Also if you buy shields from the regular store it starts at level 1, meaning you need 225 scrap for shields. I would suggest doing something about this.
User avatar
stylesrj
Posts: 3644
Joined: Tue Jul 08, 2014 7:54 am
Location: The Shrike
Contact:

Re: [MOD] Ship Customizer

Postby stylesrj » Wed May 11, 2016 4:42 am

Zakhep wrote:This mod is great and all but there's just one problem.
http://i.imgur.com/p0Wo2tm.jpg
Also if you buy shields from the regular store it starts at level 1, meaning you need 225 scrap for shields. I would suggest doing something about this.


I'm guessing every ship starts with oxygen because every ship starts with oxygen.
Everything else is optional.

That or it's to prevent bugs where you have a non-Lanius crew sitting on an airless ship in the hangar and they slowly kill themselves to death.
sul
Posts: 121
Joined: Sat Jan 30, 2016 4:22 pm

Re: [MOD] Ship Customizer

Postby sul » Wed May 11, 2016 12:52 pm

Zakhep wrote:This mod is great and all but there's just one problem.
http://i.imgur.com/p0Wo2tm.jpg
Also if you buy shields from the regular store it starts at level 1, meaning you need 225 scrap for shields. I would suggest doing something about this.


Thanks for the comment, ships now start without oxygen and the shields price have been corrected.

I didnt want to remove oxygen so you wouldnt harm your crew initially (say on a run with no medbay/clonebay), but apparently that doesnt happen (the starting ghost crew doesnt care). Just be sure to install the system before buying other crew. The oxygen level 1 can be installed (for free) with other usual systems from the "Quick Installation" option, or manually.

Shields was a little sloppy in the original game. Stealth B would install it directly to level 2 from stores for 125 scrap, while zoltan B would start at level 1 and upgrade to level 2 for 100 scrap. You can now install the shields from stores at level 1 for 50 scrap (it still looks like it will install to level 2 from the interface, thats a glitch), and then upgrade to level 2 for 100 scrap.
User avatar
Biohazard063
Posts: 412
Joined: Fri Feb 14, 2014 4:38 pm
Location: Out of bounds
Contact:

Re: [MOD] Ship Customizer

Postby Biohazard063 » Wed May 18, 2016 9:20 am

Hey there,

Wanted to let you know you got a great little thing going here. I can see this helping a lot of people who want to build a ship of their own but not having a clue on how to.
Got a short showcase video of it up on my channel to hopefully help spread the word.

A small issue though, you noted and fixed the issue with shields, but the same thing pretty much happens with drone control.
When bought in stores drone control starts on level 2 as well, with this mod installed, it doesn't, and you pay an extra 50 scrap for the second level.

Also, and this is more of a personal request : Think you can remove the ghost from one of the ships? I've got a soft spot for AI ships (created a few myself), would like to be able to have the ability to create them with this mod as well. :P

In any case, great mod !
Amateur modder and Let's player (with a substantial FTL and ItB LP featuring countless mods).
Channel link
A list of all my mods can be found here.
ManDude
Posts: 7
Joined: Tue Mar 19, 2013 12:25 am

Re: [MOD] Ship Customizer

Postby ManDude » Thu May 19, 2016 4:54 am

Thanks sul!

I've been a Rantrel junkie for about a year now and I still love that mod, but I've enjoyed dabbling around with Ship Customizer thus far. It's incredible how high of a score you can obtain with the option to select LR-Scanners and a teleporter(or bio-beam) from the very start of the game. I've done a couple runs and everything works great. Cheers!
sul
Posts: 121
Joined: Sat Jan 30, 2016 4:22 pm

Re: [MOD] Ship Customizer

Postby sul » Fri May 20, 2016 11:09 pm

Biohazard063 wrote:Hey there,

Wanted to let you know you got a great little thing going here. I can see this helping a lot of people who want to build a ship of their own but not having a clue on how to.
Got a short showcase video of it up on my channel to hopefully help spread the word.

A small issue though, you noted and fixed the issue with shields, but the same thing pretty much happens with drone control.
When bought in stores drone control starts on level 2 as well, with this mod installed, it doesn't, and you pay an extra 50 scrap for the second level.

Also, and this is more of a personal request : Think you can remove the ghost from one of the ships? I've got a soft spot for AI ships (created a few myself), would like to be able to have the ability to create them with this mod as well. :P

In any case, great mod !


Hey thanks so much for making that video ! I linked it in the page of course. And I made some changes based on it and your recommendations, fixed the drone control price, starting event, and made an add-on for unmanned AI ships. You are right AI ships are awesome I loved your Anomaly ship mod.
Edit: wow, you made two other videos cool watching right now.
Last edited by sul on Fri May 20, 2016 11:24 pm, edited 1 time in total.
sul
Posts: 121
Joined: Sat Jan 30, 2016 4:22 pm

Re: [MOD] Ship Customizer

Postby sul » Fri May 20, 2016 11:14 pm

ManDude wrote:Thanks sul!

I've been a Rantrel junkie for about a year now and I still love that mod, but I've enjoyed dabbling around with Ship Customizer thus far. It's incredible how high of a score you can obtain with the option to select LR-Scanners and a teleporter(or bio-beam) from the very start of the game. I've done a couple runs and everything works great. Cheers!

Thanks ! Ah the bio-beam, the Slug A (with mind control) was always my favorite ship I enjoy the vicious killing too much.
User avatar
Biohazard063
Posts: 412
Joined: Fri Feb 14, 2014 4:38 pm
Location: Out of bounds
Contact:

Re: [MOD] Ship Customizer

Postby Biohazard063 » Sat May 21, 2016 7:07 am

sul wrote:Hey thanks so much for making that video ! I linked it in the page of course. And I made some changes based on it and your recommendations, fixed the drone control price, starting event, and made an add-on for unmanned AI ships. You are right AI ships are awesome I loved your Anomaly ship mod.
Edit: wow, you made two other videos cool watching right now.


Well, it's a great mod.
And there are 2 more vids coming. Now that there's an AI-ship available, maybe even 2 more.
I do like myself an AI-ship. :lol:
Amateur modder and Let's player (with a substantial FTL and ItB LP featuring countless mods).
Channel link
A list of all my mods can be found here.
User avatar
slowriderxcorps
Posts: 467
Joined: Thu Apr 25, 2013 8:42 am

Re: [MOD] Ship Customizer

Postby slowriderxcorps » Tue May 31, 2016 1:45 pm

Wow, I am beyond impressed with how you managed to pull this off. My prior attempts at making a system that looped back endlessly for testing things made the game crash, as it simply was not designed to do so. I have, however, done a pass-through of the Insurrection addon, as the author of the mod, in order to throw some diagnostics your way. Here we go.

Code: Select all

* For some reason, the Cloaking image for the Ship Customiser craft was not loading.
* Every weapon before the Blazing Anti-Personnel Laser in Tier 1 Lasers is missing.
* Every weapon before the Blazing Ion Blast Mark I in Ions is missing.
* Every weapon before the Mini Beam in Beams is missing
* Every weapon before the Breaching Flak Cannon II in Flaks is missing, and the weapons in general are in the wrong order.
* The Shotgun Laser in Flaks is a canned weapon that does not appear in conventional play.
* Every weapon before the Breaching Crystal Burst Mark I in Crystals is missing.
* The Crystal Shard in Crystals is a blueprint called by the Crystal Vengeance augment and should not be used.
* Every weapon before the Blazing Small Bomb in Bombs is missing.
* There are duplicate weapons appearing in Tier 1 and 2 Missiles, these are most likely calling variants used by enemy ships and should not be used.
* Every weapon before the Blazing Swarm Missiles in Tier 1 Missiles is missing.
* Every weapon before the Blazing Flare Cannon in Others is missing.
* The Flak Charge Cannon in Others is a weapon that was canned when it was discovered BURST-class weapons which fire more than once exhibit glitchy behaviour when each shot fires multiple projectiles.
* The Narrow-Band Scanner in Others is a weapon that was eventually pulled for being too situational to allow into the loot pool. It may be left in at your discretion.
* The PDS SHOT in Others is a blueprint called by ASB hazards and should not be used.
* There are two copies of the Named Piranha Torpedo Launcher in Others.
* The Super Shield Overcharger in Defensive Drones is an item that was canned when it was discovered the handling properties of Overcharger drones cannot be changed.
* I did not notice any alterations in the Augmentations menu to add Insurrection-added augments. The Combat Assist System augments, Empty Beacon augments and Federation Database should be added, the rest are all likely trade items.
Last edited by slowriderxcorps on Tue May 31, 2016 2:34 pm, edited 1 time in total.
Image

Who is online

Users browsing this forum: No registered users and 44 guests