Questions here: an inquiry thread! [Updated Sep 15th, 2014]

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mr_easy_money
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Post by mr_easy_money »

nevermind, I got it to work by putting it in blueprints.xml.append
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Shrooblord
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Post by Shrooblord »

I'm having trouble using and installing some mods.

It seems like my .append files aren't being properly appended. Changes that should show up in-game don't. I have, for example, downloaded Taxi Service's Mod Testing Environment 1.2 and added some content to the custom content patch for that mod. However, in-game, the mod doesn't recognise that the custom content .ftl file is even installed and greys out the option to select custom events as if the file weren't there to begin with.

I've looked into how the patch updates the original mod which is by replacing the event MTE_EVENT_LOADER, as it gets loaded afterwards through the custom content's events.xml.append. But again, there's no change in-game. I've ensured the correct mod load order was used (the load order goes from top to bottom in Slipstream, right?).

It's almost like the .append files won't overwrite previously set values.

I'm also getting this in my Slipstream Mod Manager (1.6):

Code: Select all

(...)
INFO  ModPatchThread - 
INFO  ModPatchThread - Installing mod: mtewip_ccp0.ftl
WARN  ModPatchThread - Unexpected innerPath: mtewip_ccp0/.DS_Store
WARN  ModPatchThread - Unexpected innerPath: __MACOSX/mtewip_ccp0/._.DS_Store
WARN  ModPatchThread - Unexpected innerPath: mtewip_ccp0/data/events.xml.append
WARN  ModPatchThread - Unexpected innerPath: __MACOSX/mtewip_ccp0/data/._events.xml.append
WARN  ModPatchThread - Unexpected innerPath: mtewip_ccp0/mod-appendix/metadata.xml
WARN  ModPatchThread - Unexpected innerPath: __MACOSX/mtewip_ccp0/mod-appendix/._metadata.xml
INFO  ModPatchThread - Repacked "data.dat" (1583628 bytes affected)
INFO  ModPatchThread - Repacked "resource.dat" (298283482 bytes affected)
Seems sorta relevant I guess. Not sure what those 'unexpected innerPath's are, but all files in all mods seem affected by it.

I'm on a Mac OSX 10.9.5 if that's important.

Could you help me sort this out?
Last edited by Shrooblord on Fri Aug 28, 2015 3:13 pm, edited 1 time in total.
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kartoFlane
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Post by kartoFlane »

Shrooblord wrote:I(the load order goes from top to bottom in Slipstream, right?).
Correct
Shrooblord wrote:I'm also getting this in my Slipstream Mod Manager (1.6):
*snip*
Seems sorta relavant I guess. Not sure what those 'unexpected innerPath's are, but all files in all mods seem affected by it.
Those are files that somehow made it inside the .ftl file, that SMM doesn't recognize.
Anyway, it could be that you've made some simple mistake, like misnamed a file or something. Could you post the .ftl file you're patching in?
Superluminal2 - a ship editor for FTL
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Shrooblord
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Post by Shrooblord »

Sure. Here's a zip with the mod files I was trying at that time:
https://www.mediafire.com/?pd7d4ztsthlmmt2


You can see it's an edited version of Captain's Edition by going into CE's main .ftl's blueprints.xml.append file and looking for the Mantis crew description. I renamed the Mantis in-game to Mantiz for testing and also capitalised DAMAGE in their power description. (Obviously these are just tests. Though it would be sorta funny to run into Matizzes instead of Mantis... but that wasn't really the point.)

There's also the custom mod named Shroobs which I was creating. Currently only has one event that *should* be choosable through the custom content MTE .ftl I also supplied, but isn't. Don't know if the event itself is properly scripted yet though, but that shouldn't matter for the MTE, from what I could gather on how the xml files should work there.

Mod order:

Code: Select all

CE Resource
CE
MTE
MTE Custom Content
Shroobs
Note I had these problems also with only CE Resource and CE itself as the full list of installed mods. It's probably not got much to do with MTE or my Shroobs mod.
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Sleeper Service
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Post by Sleeper Service »

The file structure of your mod files is all messed up. Mods have to mimic FTL file structure to take effect, so the directory you zip into an .ftl file should be data. Also your mod contains everything from CE, even though you only try to modify a single blueprint. Your mod files should only contain that single blueprints and the file it is contained in, else you undermine the entire append system, because your mod overwrites every single other asset in CE anyway. The idea of append files it to enable modders to change specific asset while leaving everything else untouched and modifiable by other mods.
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Working on a sci-fi deckbuilder nowadays.
Other games I made.
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ev1l0rd
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Post by ev1l0rd »

Is it possible to let an event install systems? (Akin to buying a system from a shop?) I know you can upgrade systems through events but can you also install systems through an event?
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stylesrj
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Post by stylesrj »

ev1l0rd wrote:Is it possible to let an event install systems? (Akin to buying a system from a shop?) I know you can upgrade systems through events but can you also install systems through an event?
Yup. Check out Stations Job. There's some events there that add systems.
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RAD-82
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Post by RAD-82 »

I have a mod that adds systems through events: http://www.ftlgame.com/forum/viewtopic.php?t=27212

It should be much smaller than the Stations Job mod, so it might be easier to find what you are looking for. It seems I used the newEvents.xml file.

You place a <system> tag inside an event.

<system name="teleporter"/>
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Junkyard has FTL mods, mostly ships and a few other things.
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Shrooblord
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Post by Shrooblord »

Sleeper Service wrote:The file structure of your mod files is all messed up. Mods have to mimic FTL file structure to take effect, so the directory you zip into an .ftl file should be data.
Weird. I see this:
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Isn't that correct? All my files inside a 'data' folder, inside a zipped up folder whose extension has been made '.ftl'?

I'll try removing all .xml files not pertaining to my own mod. That was a mistake on my part, yes. :P
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TaxiService
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Post by TaxiService »

Shrooblord: you know those errors SMM gives you pertaining extraneous files? (namely the .DS_Store crap the finder creates) There's an app that removes these files upon compression. It's called Keka. I've made a tutorial on how to use it, it can be seen here.
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