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.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.
[Tool] Superluminal 2.2.1 - FTL Ship Editor
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- Posts: 151
- Joined: Thu Jan 23, 2014 1:34 am
Re: [Tool] Superluminal 2.0.6b beta
art and coding tutorials wanted, pm if you have some good ones please!

- NewAgeOfPower
- Posts: 289
- Joined: Wed Jan 02, 2013 1:52 am
Re: [Tool] Superluminal 2.0.6b beta
@Karto
I figured out my problem. I have to list all the sound animations in a certain order ;_;
Thanks for the help, anyways.
I figured out my problem. I have to list all the sound animations in a certain order ;_;
Thanks for the help, anyways.
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- Posts: 60
- Joined: Sat Nov 16, 2013 12:13 pm
Re: HELP! HELP! HELP!
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...
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...
- kartoFlane
- Posts: 1488
- Joined: Mon Jan 14, 2013 10:20 pm
Re: [Tool] Superluminal 2.0.6b beta
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...
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
- NewAgeOfPower
- Posts: 289
- Joined: Wed Jan 02, 2013 1:52 am
Re: [Tool] Superluminal 2.0.6b beta
@karto
New problem. One of my weapons gets 'stuck', i.e. it won't retract when I power it down...
New problem. One of my weapons gets 'stuck', i.e. it won't retract when I power it down...
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- Posts: 82
- Joined: Tue Aug 05, 2014 10:01 am
Re: [Tool] Superluminal 2.0.6b beta
I've replaced the Kestrel without a problem. I'd be curious to see if it's a room layout issue.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...
Abs
- kartoFlane
- Posts: 1488
- Joined: Mon Jan 14, 2013 10:20 pm
Re: [Tool] Superluminal 2.0.6b beta
@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*
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
- NewAgeOfPower
- Posts: 289
- Joined: Wed Jan 02, 2013 1:52 am
Re: [Tool] Superluminal 2.0.6b beta
Neither is the case.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.
Let me send you a screenshot.
EDIT: Sent. Check your pm inbox.
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- Posts: 82
- Joined: Tue Aug 05, 2014 10:01 am
Re: [Tool] Superluminal 2.0.6b beta
Ah, yes...that makes perfect sense. I misunderstood - sorry.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*
Abs
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- Posts: 60
- Joined: Sat Nov 16, 2013 12:13 pm
Re: [Tool] Superluminal 2.0.6b beta
@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.
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.
