[Tool] Superluminal 2.2.1 - FTL Ship Editor

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xlandar
Posts: 151
Joined: Thu Jan 23, 2014 1:34 am

Re: [Tool] Superluminal 2.0.6b beta

Post by xlandar »

agigabyte wrote:Yeah I'm using png.

EDIT: I did some random clicking and the image appeared, outside of the red and green lines, I moved it though.
if it appeared after some random clicking, i'm gonna guess that the .png contained WAY to much empty space, thus the actual ship graphic was off the screen.
art and coding tutorials wanted, pm if you have some good ones please!Image
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NewAgeOfPower
Posts: 289
Joined: Wed Jan 02, 2013 1:52 am

Re: [Tool] Superluminal 2.0.6b beta

Post by NewAgeOfPower »

@Karto

I figured out my problem. I have to list all the sound animations in a certain order ;_;

Thanks for the help, anyways.
wolfboyft
Posts: 60
Joined: Sat Nov 16, 2013 12:13 pm

Re: HELP! HELP! HELP!

Post by wolfboyft »

My game crashes on New Game with my ship!

I have been making a stupidly OP-ship as a test. It has no floor image, and it has no longer got 1 artillery (I removed it because I read somewhere that that might be the cause. Nope.) The fifth mount made for the hull smasher laser mark II artillery - I deleted that too. I thought I may have had some CE drones and weapons - removed 'em.

Nope.

Not even having four crew instead of eight!

"Nah" said the game. Crash.

My old mantis ship with even bigger rooms (corridors) worked. It didn't even have HULL on my first test!

It did have hacking at the start, but that's not the problem, I'm sure.

What is the problem? I've definetely been using Superliminal 2...
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kartoFlane
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Re: [Tool] Superluminal 2.0.6b beta

Post by kartoFlane »

I presume your ship replaces the Kestrel, that's why the game crashes as soon as you enter the hangar... If you want to be able to access the hangar, then have your ship replace another ship.

Anyway, it may be something related to the room layout -- generally AE became a little more strict in this regard, and doesn't like rooms that are disconnected by more than ~2 tiles from the rest of the layout.
That said, it's rather hard to figure out the problem without having access to the ship in question...
Superluminal2 - a ship editor for FTL
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NewAgeOfPower
Posts: 289
Joined: Wed Jan 02, 2013 1:52 am

Re: [Tool] Superluminal 2.0.6b beta

Post by NewAgeOfPower »

@karto

New problem. One of my weapons gets 'stuck', i.e. it won't retract when I power it down...
Abs
Posts: 82
Joined: Tue Aug 05, 2014 10:01 am

Re: [Tool] Superluminal 2.0.6b beta

Post by Abs »

kartoFlane wrote:I presume your ship replaces the Kestrel, that's why the game crashes as soon as you enter the hangar... If you want to be able to access the hangar, then have your ship replace another ship.

Anyway, it may be something related to the room layout -- generally AE became a little more strict in this regard, and doesn't like rooms that are disconnected by more than ~2 tiles from the rest of the layout.
That said, it's rather hard to figure out the problem without having access to the ship in question...
I've replaced the Kestrel without a problem. I'd be curious to see if it's a room layout issue.

Abs
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kartoFlane
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Re: [Tool] Superluminal 2.0.6b beta

Post by kartoFlane »

@NAOP
Uh, either it's a 0 power weapon, or you had enough Zoltans in the room to power the weapon. I think I recall one other instance where the weapon would be impossible to depower, but I don't remember it ATM. I'm not exactly an expert on weapons.

@Abs
It's not that the Kestrel specifically is the cause, it's just that the game crashes when you select the problematic ship -- so if it replaces the Kestrel, then you can't open the hangar. Allows you to have slightly more control over the error *shrug*
Superluminal2 - a ship editor for FTL
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NewAgeOfPower
Posts: 289
Joined: Wed Jan 02, 2013 1:52 am

Re: [Tool] Superluminal 2.0.6b beta

Post by NewAgeOfPower »

kartoFlane wrote:@NAOP
Uh, either it's a 0 power weapon, or you had enough Zoltans in the room to power the weapon. I think I recall one other instance where the weapon would be impossible to depower, but I don't remember it ATM. I'm not exactly an expert on weapons.
Neither is the case.

Let me send you a screenshot.

EDIT: Sent. Check your pm inbox.
Abs
Posts: 82
Joined: Tue Aug 05, 2014 10:01 am

Re: [Tool] Superluminal 2.0.6b beta

Post by Abs »

kartoFlane wrote:@Abs
It's not that the Kestrel specifically is the cause, it's just that the game crashes when you select the problematic ship -- so if it replaces the Kestrel, then you can't open the hangar. Allows you to have slightly more control over the error *shrug*
Ah, yes...that makes perfect sense. I misunderstood - sorry.

Abs
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wolfboyft
Posts: 60
Joined: Sat Nov 16, 2013 12:13 pm

Re: [Tool] Superluminal 2.0.6b beta

Post by wolfboyft »

@kartoFlane

This is in regards to the big fat problem.

Okay, here's my stupidly OP power-cruiser (test)

https://www.dropbox.com/s/xagsz8r22t2ua ... w.ftl?dl=0


It has no floor. And no longer any artillery.

You just might need captains edition to make it work, but that's unlikely. :(
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