[Spoiler] FTL Profile/SavedGame Editor v27 (2018-01-12)

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Vhati
Posts: 792
Joined: Thu Oct 25, 2012 12:01 pm

Re: [Spoiler] FTL Editor v25 - Unlock ships, Edit SavedGames

Postby Vhati » Tue Dec 05, 2017 1:06 am

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The editor does not currently support FTL 1.6.1. I'm working on it.

Thread: Mod Dev Forum - Big FTL changes are coming!
Reyalan
Posts: 2
Joined: Fri Dec 15, 2017 6:16 am

Re: [Spoiler] FTL Editor v25 - Unlock ships, Edit SavedGames

Postby Reyalan » Fri Dec 15, 2017 6:18 am

Is it capable of editing weapons and drones for advanced edition saves yet?
Vhati
Posts: 792
Joined: Thu Oct 25, 2012 12:01 pm

Re: [Spoiler] FTL Editor v25 - Unlock ships, Edit SavedGames

Postby Vhati » Fri Dec 15, 2017 8:45 pm

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. :lol:
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.
Reyalan
Posts: 2
Joined: Fri Dec 15, 2017 6:16 am

Re: [Spoiler] FTL Editor v25 - Unlock ships, Edit SavedGames

Postby Reyalan » Tue Dec 19, 2017 12:02 am

Vhati wrote:I was working on exactly that when FTL 1.6.1 showed up. :lol:
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.


Awesome! Can't wait for the next update.
Vhati
Posts: 792
Joined: Thu Oct 25, 2012 12:01 pm

Re: [Spoiler] FTL Profile/SavedGame Editor v26 (2018-01-07)

Postby Vhati » Sun Jan 07, 2018 6:23 pm

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v26 has been released:
  • Fixed a crash when editing shops.
  • Fixed a crash when saving a saved game with missiles/asteroids/explosions.
  • Fixed "Ship" tab doors not repainting after open/closed changes are applied.
  • Fixed "Ship" tab selector overlay not filling visible area to catch mouse events.
  • Fixed "Ship" tab crew mid-walk being placed at their destination.
  • Fixed "Ship" tab battle/repair drone bodies losing their move goals upon saving.
  • Moved "General" tab's Sector and Boss panels into the "Sector Map" tab.
  • Fixed "General" tab's Encounter panel not disabling for old saved game formats.
  • Fixed Crew Records not listing all AE races when editing ("General Stats" tab).
  • Fixed Achievements' dump text repeating 'With Type-B' value for Type-C.
  • Fixed launcher scripts/executable for Java 9 (NoClassDefFoundError: javax/xml/bind).
  • Fixed hidden files not shown when locating FTL resources.
  • Fixed unresolved symlinks when locating FTL resources.
  • Changed the config file's keys from camelCase to underscores.
  • Added RNG-informed previews for sector map layouts.
  • Added a warning when attempting to dump the blank default profile.
  • Added alternate locations to locate FTL resources on Linux.
  • Added 'FTLProfileEditor_debug.bat' for troubleshooting on Windows.
  • Changed logging framework to SLF4J/Logback.
  • Migrated to the Apache HttpComponents library.
  • Made launcher script on OSX find java the recommended way.
  • Made update checking optional and less frequent.

It should be safe to edit during combat again!
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Vhati
Posts: 792
Joined: Thu Oct 25, 2012 12:01 pm

Re: [Spoiler] FTL Profile/SavedGame Editor v26 (2018-01-07)

Postby Vhati » Wed Jan 10, 2018 4:02 am

Gah! There's a bug in the "Sector Tree" tab.

If you Generate an expanded preview, it will place you one sector farther along than you were.
Linear preview's okay.

So yeah, avoid the sector tree's expanded preview for now. Or if you must peek, don't save.


In other news, 1.6.1+ support is going well. I can already parse the resources and even use them to open 1.5.4-1.5.13 saved games. I can open 1.6.2 saved games without, um fatal, errors, at least while sitting at the first beacon.
Vhati
Posts: 792
Joined: Thu Oct 25, 2012 12:01 pm

Re: [Spoiler] FTL Profile/SavedGame Editor v27 (2018-01-12)

Postby Vhati » Fri Jan 12, 2018 10:11 pm

.
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v27 has been released:
  • Added support for FTL 1.6.1+ resources.
  • Added partial editing for FTL 1.6.1+ saved games / full editing of profiles.
  • Fixed "Sector Tree" tab's expanded preview advancing on its own.
  • Fixed "Sector Map" preview's excessive re-rolls (isolation threshold raised).
  • Moved "Unlock All" buttons out of the toolbar, into the "Ship Unlocks" tab.
  • Removed the "Extract Dats" button.
  • Backups are restored automatically when saving fails.
  • Added bug report dialogs when saving fails.

FTL 1.6.1+ is now supported.
The sector tree should be safe.
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saqib126
Posts: 9
Joined: Sat Apr 25, 2015 8:21 pm

Re: [Spoiler] FTL Profile/SavedGame Editor v27 (2018-01-12)

Postby saqib126 » Sun Jan 21, 2018 11:11 pm

I downloaded v27, put it on my desktop ran the .exe and selected ftl.dat in the ftl folder as instruted. I got a error parsing resources. Any way to fix this? I`m trying to modify a run in progress(bug in another mod caused me to lose scrap and a pike beam) Prob worth noting that I am running CE.

EDIT: Looking at the log I do have a NullPointerException: null tried using default ui, but didnt help. Here is original log: https://pastebin.com/NPKe12pf
Vhati
Posts: 792
Joined: Thu Oct 25, 2012 12:01 pm

Re: [Spoiler] FTL Profile/SavedGame Editor v27 (2018-01-12)

Postby Vhati » Mon Jan 22, 2018 7:20 am

saqib126 wrote:I got an error parsing resources. [...] I am running CE.
I was able to edit after applying the "CE Resource Pack" and "Captain's Edition" mods to FTL 1.6.3.

I can think of two ways that might happen to you.
  • If Slipstream didn't complete the patching process (repacking, which prunes unused entries within "ftl.dat").
    Unlikely. You should always see "ModPatchThread - Repacked 'ftl.dat'" at the end of SMM's log.
  • Or you have another mod that happens to include an empty file among its contents - a circumstance I hadn't accounted for. Or rather, I had a typo that made 0 filesize as a surrogate for unused. If you're eager for a workaround - and if that *was* the problem - you can look inside your mods with 7-Zip (or similar archive tool) and remove the offending 0-byte file, wherever it is.
dvor
Posts: 1
Joined: Tue Feb 27, 2018 6:40 pm

Re: [Spoiler] FTL Profile/SavedGame Editor v27 (2018-01-12)

Postby dvor » Tue Feb 27, 2018 6:47 pm

I have a problem with this editor: It does not run at all. Win10 pro x64

The error message translates to "Main class net.blerf.ftl.FTLProfileEditor could not be found or loaded".

Code: Select all

This script will try to run the Profile/SavedGame Editor.

When it exits, logs will be presented in multiple notepad windows.



Some users reported interface glitches if they had custom Windows themes.
Setting 'use_default_ui=true' in ftl-editor.cfg is a workaround.

Create a new ftl-editor.cfg to do this? (y/N): n


Running the Editor...

Fehler: Hauptklasse net.blerf.ftl.FTLProfileEditor konnte nicht gefunden oder geladen werden
Spawning notepad...

For Java issues, see "launch4j.log"

Missing log: "ftl-editor-log.txt"


Interesting logs can be pasted on the FTL forum between [code] [/code] tags.


This script will now exit.


Code: Select all

Version:   3.10
CmdLine:   C:\Users\XXX\Downloads\ftl-profile-editor-27\skel_win\FTLProfileEditor.exe  --l4j-debug
WOW64:      yes
Working dir:   C:\Users\XXX\Downloads\ftl-profile-editor-27\skel_win\.
Java min ver:   1.6.0
Java max ver:   
64-bit search:   SOFTWARE\JavaSoft\Java Runtime Environment...
Check:      SOFTWARE\JavaSoft\Java Runtime Environment\1.8
Check launcher:   C:\Program Files\Java\jre1.8.0_161\bin\java.exe (OK)
Match:      1.8
Check:      SOFTWARE\JavaSoft\Java Runtime Environment\1.8.0_161
Check launcher:   C:\Program Files\Java\jre1.8.0_161\bin\java.exe (OK)
Match:      1.8.0_161
64-bit search:   SOFTWARE\JavaSoft\Java Development Kit...
Check:      SOFTWARE\JavaSoft\Java Development Kit\1.7
Ignore:      1.7
Check:      SOFTWARE\JavaSoft\Java Development Kit\1.7.0_25
Ignore:      1.7.0_025
Check:      SOFTWARE\JavaSoft\Java Development Kit\1.8
Ignore:      1.8
Check:      SOFTWARE\JavaSoft\Java Development Kit\1.8.0_161
Ignore:      1.8.0_161
64-bit search:   SOFTWARE\JavaSoft\JRE...
64-bit search:   SOFTWARE\JavaSoft\JDK...
Runtime used:   1.8.0_161 (64-bit)
Main class:   net.blerf.ftl.FTLProfileEditor
Add classpath:   FTLProfileEditor.jar
Launcher:   C:\Program Files\Java\jre1.8.0_161\bin\java.exe
Launcher args:   -XX:+IgnoreUnrecognizedVMOptions --add-modules=java.xml.bind -classpath ".\FTLProfileEditor.jar;FTLProfileEditor.jar" net.blerf.ftl.FTLProfileEditor 
Args length:   150/32768 chars
Exit code:   1