Introduce me to modding
- kartoFlane
- Posts: 1488
- Joined: Mon Jan 14, 2013 10:20 pm
Re: Introduce me to modding
Guess I forgot to mention that; .ftl files are just renamed zip archives. So select the data folder in your mod, pack it into a zip, then rename the zip to have .ftl extension.
Superluminal2 - a ship editor for FTL
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- Posts: 248
- Joined: Sun Apr 13, 2014 4:36 am
Re: Introduce me to modding
To be perfectly honest, I have no idea how folder structures work.kartoFlane wrote:Guess I forgot to mention that; .ftl files are just renamed zip archives. So select the data folder in your mod, pack it into a zip, then rename the zip to have .ftl extension.

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- Joined: Thu Apr 17, 2014 5:25 pm
Re: Introduce me to modding
You need to make a .zip folder, put the data inside and rename it to have .ftl at the end. Then pop it into the mods folder of Slipstream and patch it in through Slipstream.WhiteWeasel wrote:To be perfectly honest, I have no idea how folder structures work.kartoFlane wrote:Guess I forgot to mention that; .ftl files are just renamed zip archives. So select the data folder in your mod, pack it into a zip, then rename the zip to have .ftl extension.
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Re: Introduce me to modding
No, you need to take the stuff in the folder out, put them in a .zip, rename to a .ftl and then put it back, you can't have it in a folder.WhiteWeasel wrote:Like this?
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Re: Introduce me to modding
Let's see if it works now! I made it 3 rarity, so let's hope I find it in store!
EDIT: Eh, for sake of testing I'll make it super common.
EDIT: Eh, for sake of testing I'll make it super common.

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- RAD-82
- Posts: 795
- Joined: Sat Nov 09, 2013 12:16 am
Re: Introduce me to modding
I don't know what you would've done to make it say that. A simple blueprints.xml.append wouldn't do that.
I copied your code from before, then added a little more to give the Kestrel two of them, assuming I didn't make a mistake. I can't test it myself right now.
edit: Giving the Kestrel two was purely for testing, because as mentioned in the next post, it is OP to have more than one. I believe CE has a weapon similar to this, but it isn't quite as fast on the recharge.
edit (April 25, 2014): Received message, "Sorry, the board attachment quota has been reached." Removed this file which should no longer be needed to see if it helps any.
I copied your code from before, then added a little more to give the Kestrel two of them, assuming I didn't make a mistake. I can't test it myself right now.
edit: Giving the Kestrel two was purely for testing, because as mentioned in the next post, it is OP to have more than one. I believe CE has a weapon similar to this, but it isn't quite as fast on the recharge.
edit (April 25, 2014): Received message, "Sorry, the board attachment quota has been reached." Removed this file which should no longer be needed to see if it helps any.
Last edited by RAD-82 on Sat Apr 26, 2014 3:30 am, edited 2 times in total.
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- Joined: Sun Apr 13, 2014 4:36 am
Re: Introduce me to modding
Alright guys and gals and hermaphrodites if there happens to be slugs in the audience, lets see the fruits of my labor (with your help of course) in action! It seems pretty OP actually, like a down clocked vulcan. But that's because RAd-82 gave the kestral two. By itself the F.R. Laser can't even deal damage if the opponent has one shield layer. However pair it with another weapon to knock down the shields and this baby will keep them down, freeing up your other weapon to wreak havoc. I might rebalance it a little, Either making it 3 power bars or increasing cooldown by .5 seconds, (any slower and it would become an ion clone). And for a non OP kestrel, i'd give it a Basic laser and one F.R. Laser. While a strong start, once your enemies get 2 shield layers, you're in a lot of trouble if you have not gotten another weapon.
https://www.youtube.com/watch?v=2vZ_ypT ... e=youtu.be
https://www.youtube.com/watch?v=2vZ_ypT ... e=youtu.be

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