mod idea- perma autofire...

Discuss and distribute tools and methods for modding. Moderator - Grognak
jeme223
Posts: 30
Joined: Tue Sep 18, 2012 12:31 am

mod idea- perma autofire...

Postby jeme223 » Sat Oct 27, 2012 11:01 pm

i use auto fire A LOT in this game and its annoying trying to remembeer to return it on everytime i reload my game, so could somebody make a mod (gmm compatible) that makes it to autofire is on by default?

also, what is the mod that makes it so missiles dont go through shields? i saw it on here but cant find it now... and does anybody have plans on making the rebel flagship playable? i know facepunch did but apparently his no longer works, sooo.....
redsquirrel
Posts: 7
Joined: Thu Oct 25, 2012 8:21 am

Re: mod idea- perma autofire...

Postby redsquirrel » Sun Oct 28, 2012 11:47 am

Stuff like the autofire is hardcoded, and we don't have access to it. Basically we have access to a lot of the variables and audio-visual resources, but we can't actually change anything mechanically about the game.

The federation flagship should easy, I can do that in a couple hours. If someone hasn't already done it by tonight, I'll do it. In fact, why don't you look into it. There's nothing too complicated about modding ftl.
jeme223
Posts: 30
Joined: Tue Sep 18, 2012 12:31 am

Re: mod idea- perma autofire...

Postby jeme223 » Sun Oct 28, 2012 3:32 pm

redsquirrel wrote:Stuff like the autofire is hardcoded, and we don't have access to it. Basically we have access to a lot of the variables and audio-visual resources, but we can't actually change anything mechanically about the game.

The federation flagship should easy, I can do that in a couple hours. If someone hasn't already done it by tonight, I'll do it. In fact, why don't you look into it. There's nothing too complicated about modding ftl.

you know what, i will look into modding... lol thanks, any guides or help threads you recommends to get me started?
redsquirrel
Posts: 7
Joined: Thu Oct 25, 2012 8:21 am

Re: mod idea- perma autofire...

Postby redsquirrel » Mon Oct 29, 2012 3:34 am

I saw this one recommended in an earlier thread: http://xenolith.ws/post/38/so-you-want-to-mod-ftl-eh

It'll be necessary to understand how Grognak's Mod Manager Works, since it's the standard for sharing mods. It's stickied at the top of this forum.

I'd also take a look at the utilities and guides section of this thread: viewtopic.php?f=11&t=2645

Personally I'd recommend FTL unpacker tool if your uncomfortable with the command line. I'm meaning to actually download the command line one since it's actually faster for testing mods.

Finally, before you do anything, make sure to go to wherever you have ftl and find the resources folder and back up both data.dat and resources.dat. And a word of warning, you might also want to back up the prof.sav which is in Documents/My Games/Faster Than Light if you want to keep your stats clean.