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

Discuss and distribute tools and methods for modding. Moderator - Grognak
Post Reply
meklozz
Posts: 350
Joined: Wed Sep 23, 2015 9:11 am

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

Post by meklozz »

mr_easy_money wrote:
Gidoza wrote:Hi, guys,

So previously I had wanted to edit CE just to make a few balance changes and such to weapons (too strong or too weak types), but didn't have the right text editor. Now I do - but I've looked through the various files (including "Blueprints") and cannot seem to find the right file to actually edit things like this, or the price of upgrades, and such. Or maybe I have found the right thing, but I just can't recognize it when I'm looking at it, because it's just numbers on a page for me. Is there some simpler way of going about this?
so the editor I use is notepad++. I think the problem you may be having is that it doesn't recognize the tags in the file, so non-coloration makes things hard to find. if you change the 'blueprints.xml.append' file extension to just 'blueprints.xml', then you'll be able to see the tags. just be sure to change it back to '.xml.append' when you zip it back up into .ftl format

if the problem is that you cannot find the right file then I'm not sure what you mean: if you open up blueprints.xml.append, the costs for the different levels of upgrades is under each system blueprint which are all at the top of the page...
You could just add the extension to be recognized as xml.
http://superuser.com/a/40878

I think the problem here might just be unfamiliarity with xml, digging in and trying stuff helps. Or you can google how to do something specific, then figure out why it works. If you can't, you can always ask around here. But it's not like anyone is likely to write a tutorial for everything, because, no, there isn't any way that's significantly simpler.
User avatar
mr_easy_money
Posts: 625
Joined: Fri May 29, 2015 9:05 pm

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

Post by mr_easy_money »

meklozz wrote:You could just add the extension to be recognized as xml.
http://superuser.com/a/40878
good point. I'd also like to add that for some reason when I change it back to .xml.append, then re-open the file later, it shows it as if it were a .xml file. (which it is pretty much). obv. adding the extension to be recognized is a better idea, but I just wanted to add that anomaly (if it even is an anomaly)
meklozz
Posts: 350
Joined: Wed Sep 23, 2015 9:11 am

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

Post by meklozz »

Gidoza wrote: Allright, and this file has every single weapon from Vanilla and CE in it as well?

But for stronger clarification - can I change the xml.append file to .xml just by deleting the ".append" part of it, or is there some special way of doing it? (as you can see, I'm not skilled in this kind of thing...I just get how to do math and make decent changes, but the rest is beyond me) --- Did everyone actually make these mods by just inundating a text file with numbers and letters? I have no concept of how to conceive the end results of any of this...
If by this file you mean blueprints.xml, no, it probably doesn't have everything. A good way to look for these things would be to check if your editor can search multiple files, point it to the CE folder and search for whatever you need, by name or ID if you know it. As a general guideline, if a file has blueprint in it, it contains ships, systems, weapons, drones etc. If it has events - events. They're mostly pretty descriptive.

You just change it in the name, provided it shows up - I think windows default is still to hide extensions.

And yes, obviously the mods were created by editing the files. I don't really know how to interpret the way you refer to this, because how else would you make any changes (aside from an editor of some sort like Superluminal for ships, but you can only do what the program lets you do that way). There are also image and music files, of course, but the xmls FTL modding is mostly about aren't much more than editing the game's data - any functions are safely locked away in the exe. So if you want to change the price of the glaive beam, you just go through the files, use ctrl+f to look for 'glaive beam', search for a tag (<> thing) named price or cost, and edit the number in the same line to whatever you want. You can see other qualities the glaive beam has, and each of them means something. For example, the fact that it is a BEAM type of weapon defines the way it gets through shields, the way it is targeted, the way it deals damage.

No one here just immediately knew what everything meant, so it's ok to search the forums and ask if you need to know something specific. But to start you just open up the file, look at the tags, change something, load it up, see what changes. Most of the time it should be pretty predictable - stats of the weapons will change immediately, and if you have an idea of what a weapon does, you should be able to understand what a given number does. If you compare 'length' of the pike beam and the mini beam, it becomes pretty obvious.
User avatar
mr_easy_money
Posts: 625
Joined: Fri May 29, 2015 9:05 pm

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

Post by mr_easy_money »

Gidoza wrote:Allright, and this file has every single weapon from Vanilla and CE in it as well?

...

Did everyone actually make these mods by just inundating a text file with numbers and letters? I have no concept of how to conceive the end results of any of this...
you might be missing what the .append extension is for. when you patch in blueprints.xml.append, you are appending it (adding it) to the rest of the things in the original vanilla blueprints.xml file. this file is found in data.dat.

as a matter of fact, data.dat has almost all of things modders are able to change, e.g. names of sectors and how many hostile sectors there are (found in sector_data.xml); possible names for crew members (found in names.xml); possible events you can encounter (events.xml, as well as events_fuel.xml, events_nebula.xml, etc.); weapon type descriptions and end credits (misc.xml); cost of weapons, systems and system upgrades, description and properties of weapons and drones, descriptions of augments, color of the different races and the cost to hire them, and so on...

so back to CE. the file is blueprints.xml.append, which means it adds to the vanilla blueprints. however, in the process of writing this, I've realized you can overwrite the properties and descriptions of weapons, overwrite system upgrade costs, etc. so I'm actually unsure on your first question.
but here is something that is true. if your mod has blueprints.xml in it instead of blueprints.xml.append, it will replace the vanilla file. so this is probably why it is a blueprints.xml.append file: because you can overwrite stuff, and if you miss anything from vanilla, at least you didn't get rid of it. names.xml.append is probably a good example of using the ".append" suffix: if it was simply names.xml in your mod, then it'd replace the list of names in vanilla.

a better example actually, is when you create a ship mod in superluminal. notice that if you open the .ftl file, or the resource folder, that the mod's name is "blueprints.xml.append". otherwise, without ".append", it would replace the vanilla blueprints.xml, leaving out all the weapons blueprints, system blueprints, race blueprints, etc. hence why it has the ".append" suffix
Gidoza wrote:But for stronger clarification - can I change the xml.append file to .xml just by deleting the ".append" part of it, or is there some special way of doing it?
yes you can, but you don't need to unless you intend to replace the vanilla file. what @meklozz suggested is to make the editor recognize the suffix, so it will read it as if it were xml.

Lastly, what is the end result? you can change all the things I discussed in the sentence beginning with "as a matter of fact..." and more. you can't however, define new races and other hardcoded stuff (note that there is an exception as someone has found a way to edit hidden value's in the game's executable, but only for mac does it work atm).
the one thing in vanilla there isn't is combat augments, augments you have in your inventory that work at the beginning of fights to hinder an enemy, help yourself, or counteract an attack of the same sort by the enemy (disabling oxygen). I think also that there are augments you can use for other purposes than their main thing in the form of event things. for example, using explosive replicator to create missiles or to use adv ftl navigation to scout the sector.

so that is modding in a nutshell. you can also change various images, sounds, and fonts but that happens in the img, audio, and fonts folders respectively. I hope you are able to kinda see it. what will help is if you use an editor that allows you to actually see the tags, text, and comments in different colors, but yeah, the basis of all these mods does come from numbers and letters. not inundating. you can't go all willy nilly and expect the mod to patch...
meklozz
Posts: 350
Joined: Wed Sep 23, 2015 9:11 am

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

Post by meklozz »

For 1., they're there, just make sure you search thoroughly. As for only finding names, you may only have found a list of weapons - they exist for many reasons, including enemy weaponry, weaponry that will work for quests (like beam weapons in general to cut out the pirate ship). Again, just keep looking, click find next until you hit the end of the file, search other files.

2. Do you mean that you want to see all the changes CE makes at once with vanilla stuff? Because to do that, you should patch the game with CE and then use the unpack files option in slipstream to get it all out to a folder.

You should seriously just play around with adding a weapon or two as a simple mod so you get a grasp of how this works, open up small ship mods, stuff like this.

It really shouldn't be that confusing, but you're doing everything at once. To properly modify things you need some sort of an idea of what is in the files, or you will miss things, and end up with a lot of bugs. So just.. read through them vanilla files to start, figure out what is where at least. Original data.dat is small enough you can just use 'open with..' as a text file, so you can easily search the whole thing (it just gives you all the xml files in order) - you search for a weapon, you find a weapon list, you search for the name of that weapon list, you find out where it is used and why.

I'm sorry if this isn't giving you specific answers you want, but you need to find your way around the files and how slipstream works if you want to make something that will be compatible and work right.
User avatar
Lamia
Posts: 3
Joined: Mon Sep 26, 2016 6:02 pm

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

Post by Lamia »

I'm a new modder looking to make a slight rebalance mod, and add a few new weapons. However I'm baffled by how the blueprints.xml seems to work, and why there are crashes sometimes and sometimes not.

1. Is there a list of tags I can't add to certain weapon types causing crashes?

2. Should weapon blueprints be placed in a specific order? I don't intend to use .xml.append since I am rebalancing existing weapons and other equipment.
Additionally, for some reason the data for items just doesn't show up even though I can get it in a ship list, but I've ensured that the data is entered in properly.

3. What exactly, if anything, do I need to do outside adding weapons to blueprints.xml? Is there another xml I need to modify to ensure they work properly?
meklozz
Posts: 350
Joined: Wed Sep 23, 2015 9:11 am

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

Post by meklozz »

Lamia wrote: 1. Is there a list of tags I can't add to certain weapon types causing crashes?

2. Should weapon blueprints be placed in a specific order? I don't intend to use .xml.append since I am rebalancing existing weapons and other equipment.
Additionally, for some reason the data for items just doesn't show up even though I can get it in a ship list, but I've ensured that the data is entered in properly.

3. What exactly, if anything, do I need to do outside adding weapons to blueprints.xml? Is there another xml I need to modify to ensure they work properly?
1. Mostly just have to search the forums and try things, preferably one by one so you can tell what broke things. If there is anything like a list, you can probably find it in one of the threads here:
http://www.ftlgame.com/forum/viewtopic.php?f=12&t=17135
Especially the ones on weapons.

2. No specific order is necessary, but you should definitely use xml.append! Since it adds the blueprints at the end, they will take priority anyway, and the compatibility is much better. What data do you mean? Try altering small things at first, and use the append format. And make sure you mind which file you add things to, blueprints, dlcblueprints etc., each file will be loaded later and may take pririty the same way a blueprint at the end of a file does.

3. That depends on what you're changing. There are weapon guides in the link above for specifics, but if you only change stats you don't need to change anything else. If you change weapon names, you may want to find lists that include them for spawining on enemy ships, triggering blue events, maybe something else I'm forgetting. If you want to change the graphics, you need to add the files, maybe change animations, you should consult one of those guides for that.
User avatar
Lamia
Posts: 3
Joined: Mon Sep 26, 2016 6:02 pm

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

Post by Lamia »

I hadn't realized that later/appended entries take priority; I'll give my mod a rework that way and see if it goes better, thanks for that and the other stuff.
User avatar
Auron1
Posts: 224
Joined: Thu Sep 01, 2016 7:34 pm

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

Post by Auron1 »

Is there a size (in pixel) limit for the weapons? Also, I was wondering how weapons interact each-other: specifically, if I put two weapons too close, which one will appear below and which one above the other? :?:
Thanks
Has anyone ever considered a Warhammer 40,000 Mod for this game? It would be awesome!
User avatar
mr_easy_money
Posts: 625
Joined: Fri May 29, 2015 9:05 pm

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

Post by mr_easy_money »

This idea came to me while modding a ship with a tag for a weapon I didn't load in.

is it possible to use advanced tags in a separate mod to go through a list of certain weapons (already existing) and then from there find all weapons with 2 power variants and randomly select one of them. or maybe put it in the same file as the ship I'm modding and it links to a list of weapons so that it changes every time you switch to the ship in the hangar (sMPK mod roulette type thing)? I don't know how advanced tags actually work so I haven't actually looked into this..
Post Reply