Questions here: an inquiry thread! [Updated Sep 15th, 2014]
- NarnKar
- Posts: 778
- Joined: Thu Jun 19, 2014 4:24 pm
Re: Questions here: an inquiry thread! [Updated Sep 15th, 20
Nah. Just feed the images into the blueprint code, and it should process automatically.
-
- Posts: 248
- Joined: Sun Apr 13, 2014 4:36 am
Re: Questions here: an inquiry thread! [Updated Sep 15th, 20
What blueprint code would that be?NarnKar wrote:Nah. Just feed the images into the blueprint code, and it should process automatically.

- NarnKar
- Posts: 778
- Joined: Thu Jun 19, 2014 4:24 pm
Re: Questions here: an inquiry thread! [Updated Sep 15th, 20
Since you're referring to base/on/charged, I assume you made an attack drone. Defense drones have an alternate category of names, using a separate gun sprite as well.
Unfortunately, you caught me as I was away from my workstation again...
Just look through blueprints.xml and find an Anti-Ship Combat Drone. There should be a line that says <images>combat.png</images> or something similar. Again, I'm away from my workstation, so I'm not sure if that's the exact name, but it's fairly similar.
For your custom combat drone, you should change <images> to say <images>your_name_here</images>. Then, in your resource folder, you should go img>ship>drones, and paste your drone images there. You'll want to name them like this:
your_name_here_base.png
your_name_here_on.png
your_name_here_charged.png
And the <images> tag in the drone blueprint will process it automatically. No animations code or anything.
Unfortunately, you caught me as I was away from my workstation again...
Just look through blueprints.xml and find an Anti-Ship Combat Drone. There should be a line that says <images>combat.png</images> or something similar. Again, I'm away from my workstation, so I'm not sure if that's the exact name, but it's fairly similar.
For your custom combat drone, you should change <images> to say <images>your_name_here</images>. Then, in your resource folder, you should go img>ship>drones, and paste your drone images there. You'll want to name them like this:
your_name_here_base.png
your_name_here_on.png
your_name_here_charged.png
And the <images> tag in the drone blueprint will process it automatically. No animations code or anything.
-
- Posts: 4
- Joined: Mon Mar 23, 2015 10:28 pm
Re: Teleportation on Low Health
Hey peoples, I was wondering if it would be possible to create a type of wimpy crew mod, one where if my crew is on low health they will automatically be transported to the medbay.
I don't necessarily want it for myself, I just sort of want to know if it's possible. I've never tried modding before but I'm thinking about starting and quite simply have no idea where to look for something like this. Any specific help on this would be grand-diddly-dandy
I've got a few other mod ideas floating around but I have no idea how to implement them, or if they're even possible
I don't necessarily want it for myself, I just sort of want to know if it's possible. I've never tried modding before but I'm thinking about starting and quite simply have no idea where to look for something like this. Any specific help on this would be grand-diddly-dandy

I've got a few other mod ideas floating around but I have no idea how to implement them, or if they're even possible

- NarnKar
- Posts: 778
- Joined: Thu Jun 19, 2014 4:24 pm
Re: Questions here: an inquiry thread! [Updated Sep 15th, 20
Nope, can't be done.
In general, if you're trying to add completely new content that would require new code, it probably can't be done, whereas if you're trying to add new uses of existing code, it will probably go through.
In general, if you're trying to add completely new content that would require new code, it probably can't be done, whereas if you're trying to add new uses of existing code, it will probably go through.
-
- Posts: 4
- Joined: Mon Mar 23, 2015 10:28 pm
Re: Questions here: an inquiry thread! [Updated Sep 15th, 20
Bummer. Kind of thought it would be impossible. Thanks, anyways. 

-
- Posts: 8
- Joined: Wed Apr 01, 2015 1:20 pm
Re: Questions here: an inquiry thread! [Updated Sep 15th, 20
Ship help needed!
Ok, so now i've learned more about ship modding, i'm trying to make a basestar from bsg with raiders and centurions and a custom nuke weapon that takes 5 missiles per use, i've coded all this in and sprited etc. but it refuses to work for me, I am literally stumped, I looked at mods like drones plus for implimentation (and looked at the amber shard by dry eagle to see how he does it) but it still won't work, so if anyone is willing to have a look at it, i'd be very grateful as I have no clue what's going wrong with it.
File is here:
https://drive.google.com/open?id=0B9VUb ... authuser=0
Ok, so now i've learned more about ship modding, i'm trying to make a basestar from bsg with raiders and centurions and a custom nuke weapon that takes 5 missiles per use, i've coded all this in and sprited etc. but it refuses to work for me, I am literally stumped, I looked at mods like drones plus for implimentation (and looked at the amber shard by dry eagle to see how he does it) but it still won't work, so if anyone is willing to have a look at it, i'd be very grateful as I have no clue what's going wrong with it.
File is here:
https://drive.google.com/open?id=0B9VUb ... authuser=0
- NarnKar
- Posts: 778
- Joined: Thu Jun 19, 2014 4:24 pm
Re: Questions here: an inquiry thread! [Updated Sep 15th, 20
From the subreddit:
"Spent a few hours figuring out how FTL is packaged and run, and I want to add an extra drone slot to my favorite ship: The Basilisk. Except editing the ship with SuperLuminal2 causes all kinds of problems, and editing a single .xml file and repackaging it using Slipstream seems needlessly complex.
What am I doing wrong?
Basically, I just want to repackage the blueprints.xml file with an updated value for a single entry. I can't figure out how to do this, and any information I can find is wrong or outdated.
Thanks!"
The easiest way to do this would be with some of SMM's advanced modding tags, but I'm unfamiliar with those. RAD-82, your thoughts?
"Spent a few hours figuring out how FTL is packaged and run, and I want to add an extra drone slot to my favorite ship: The Basilisk. Except editing the ship with SuperLuminal2 causes all kinds of problems, and editing a single .xml file and repackaging it using Slipstream seems needlessly complex.
What am I doing wrong?
Basically, I just want to repackage the blueprints.xml file with an updated value for a single entry. I can't figure out how to do this, and any information I can find is wrong or outdated.
Thanks!"
The easiest way to do this would be with some of SMM's advanced modding tags, but I'm unfamiliar with those. RAD-82, your thoughts?
- RAD-82
- Posts: 795
- Joined: Sat Nov 09, 2013 12:16 am
Re: Questions here: an inquiry thread! [Updated Sep 15th, 20
I want to add an extra drone slot to my favorite ship: The Basilisk.
data/blueprints.xml.appendNarnKar wrote:The easiest way to do this would be with some of SMM's advanced modding tags, but I'm unfamiliar with those.
Code: Select all
<mod:findName type="shipBlueprint" name="PLAYER_SHIP_MANTIS_2">
<mod-overwrite:droneSlots>3</mod-overwrite:droneSlots>
</mod:findName>
-
- Posts: 19
- Joined: Thu Apr 02, 2015 1:37 pm
Re: Questions here: an inquiry thread! [Updated Sep 15th, 20
What are the image files I need (other than the weapon sheet itself) if I wanted to make, say, a chain weapon like the Chain Ion? I kind of want to make a laser weapon that acts like CE's adaptive beams, but I don't have CE so I can't examine the code.
Also, would it be possible to create a Flak-like drone?
Also, would it be possible to create a Flak-like drone?