Tentacular wrote:Question, could anyone tell me what I'm doing wrong? I think I've followed the instructions to the letter. I get this patched up without problem, but it takes no effect in game. All I'm doing is just adding one weapon ("SHOTGUN") for testing:
this looks good? file extensions are visible so no problems there
this looks good too? slipstream is making no complaints about innerPath which means the file structure is good, so no problems here either?
then there's the code, which looks good too? there's a problem with the id attributes, but that has no effect on the mod working. to be honest, I don't know why the mod isn't working, looks good on my end the way you've described -- the mod adds the Flak I to the Rock A. just to reiterate the structure of the mod as I understand it:
made text file, renamed to blueprints.xml.append. in the file put the code you've put here (is basically the Rock A shipBlueprint, added SHOTGUN to weaponList, correctly adjusted count). put this file blueprints.xml.append into a folder called data. put this folder into a .zip (send to compressed zipped folder or added to .zip archive or etc.) and renamed the subsequent file to .ftl, placed in mods folder, then patched.
well I did exactly that and the Rock A has another weapon, the Flak I, as intended.
the problem with the id attributes (again, has no impact on intended effect of mod) is not that you shouldn't include them, but rather two-fold:
1. text_PLAYER_SHIP_ROCK_title is not defined in vanilla text_blueprints.xml, should be ship_PLAYER_SHIP_ROCK_title, same for other ones
2. you've specified both id attribute and value, which is redundant because the text referenced by the id attribute overwrites the value. should only specify one or the other, if you don't plan on changing it then should stick with the id form because it has localization stuff done for ya. but I'll cut you some slack here because I remember superluminal does something like this in the latest version for the sake of backwards compatibility.
um, so in case none of this has made any difference, you can download a version of your mod that I made here: https://www.dropbox.com/s/zczhgi8echnht ... g.ftl?dl=0
(you don't need a dropbox account). see if that works, compare with your own, etc.
so hopefully by this point, the problem is solved. this next bit isn't required, but I think it can make things easier (and open more possibilities) going forward.
in this mod, you copied the Rock A shipBlueprint from vanilla and made edits, and that's your mod. but this mod overwrote the ship occupying the Rock A slot to the vanilla Rock A (with an extra Flak 1). what if instead I wanted to add an extra Flak 1 to any custom ship occupying the Rock A slot? I wouldn't want to replace the custom ship with the vanilla Rock A, but I also want this mod to work with any custom ship. how to do it?
here's where these helpful things called slipstream tags come in (you can read more about these in readme_modders.txt under Advanced XML
, and see some
examples here: viewtopic.php?t=26426
). slipstream tags let us make only the changes we want to make. we want to just add the Flak 1 to the ship in the Rock A slot, not add the Rock A ship then add the Flak 1 to it, see the difference?
here's the link for this mod (code below): https://www.dropbox.com/s/0or8ez4xbhxcl ... s.ftl?dl=0
On vanilla, it has exactly the same behavior as the mod above, but this mod will work for any custom ship on Rock A slot.
Code: Select all
<mod:findName type="shipBlueprint" name="PLAYER_SHIP_ROCK">
<mod:setAttributes count="4" />
<mod-append:weapon name="SHOTGUN" />
translated to plain English: find the shipBlueprint named PLAYER_SHIP_ROCK -> find the weaponList inside -> set count to 4 and add weapon SHOTGUN to the weaponList.
hopefully I solved your problem? any questions, feel free to ask away