Page 12 of 14
Re: [Modding] R&D and current findings
Posted: Tue May 07, 2013 5:00 pm
by AlexiLux
Hello Im new to the forums and i read CaptainShoobys Guide on how to create custom events and such. I think i followed the instructions but when i tries to unpack the data.dat file this text appears: Cant find the file ..\ftldat.
Excuse me if im missing something but i dont understand what i did wrong. Happy for help.
Re: [Modding] R&D and current findings
Posted: Wed May 08, 2013 9:57 am
by kartoFlane
You've probably downloaded ftldat from github -- that's a "dev" version, so to say. Download from
here instead (
link to ftldat thread)
Depending on the kind and quality of antivirus you have installed, it might think that the installer is a virus, even though it's not.
Ignore this warning.
Re: [Modding] R&D and current findings
Posted: Fri May 31, 2013 4:02 pm
by kartoFlane
It is possible to mod the viewport in which the enemy ships appear, so that it shows more of the ship:
Modded viewport (
Unmodded viewport for comparison)
It appears that the position of the viewport and its contents is fixed, so it's not possible to move it to the left or upwards. However, there is some unused, transparent space in the default viewport texture, so it is possible to gain exactly 30 pixels by utilizing that space, at the expense of the frame's external glow effect (which isn't really noticeable, anyway)
I would assume it is possible to "move" the health and shield bars by modifying their textures to have different dimensions, mostly transparent, with the actual texture at the bottom right corner.
System icons are probably out of the question, as I assume the texture is shared between enemy and player ships.
I'd guess that the same goes for Zoltan energy shield bar.
Frame texture and actual viewport are separate, ie. the texture is defined by
img/combatUI/box_hostiles2.png, while viewport by
img/combatUI/box_hostiles_mask.png. The texture can be anything you wish - it's just a png file, a texture - but the viewport has to be pitch black, since it is used as a mask. Black space is where the enemy ship will be displayed. It'd be interesting to see whether mask system used by FTL allows for partially transparent viewport (black-to-transparent gradient) - I haven't tested that.
The usefulness of that finding may be limited due to the fact that the vertical axis, along which enemy ships are displayed, has fixed position, and that the HORIZONTAL property in shipname.txt layout files apparently doesn't affect enemy ships, so it's not possible to make minute adjustments to the position of rooms.
However, it does allow for enemy ship's hull graphic and shield ellipse to be bigger.
The viewport mod in .ftl form
Re: [Modding] R&D and current findings
Posted: Sun Aug 04, 2013 9:52 am
by AssKickerson
Does anyone know how to increase/decrease maximum reactor energy from 25? Thought it would be fun to see what you could do if you had limitless energy to power all your systems and I'm wondering if its possible.
Re: [Modding] R&D and current findings
Posted: Sun Aug 04, 2013 10:22 am
by 5thHorseman
AssKickerson wrote:Does anyone know how to increase/decrease maximum reactor energy from 25? Thought it would be fun to see what you could do if you had limitless energy to power all your systems and I'm wondering if its possible.
You can set the starting power to any amount you want, including over the 25 you normally max out at. I did so in
The Potential.
However, if you set the starting power to any amount under 25, the max is 25. If you set it any amount over 25, the max is the amount you start with.
Re: [Modding] R&D and current findings
Posted: Sun Aug 04, 2013 5:24 pm
by AssKickerson
Alright thanks.
I didn't realize you had to edit it in each individual ship, thought it would be a system.
Now does anyone know where I can find the variables to edit augmentation slots and crew member stats?
Re: [Modding] R&D and current findings
Posted: Sun Aug 04, 2013 7:10 pm
by speedoflight
AssKickerson wrote:
Now does anyone know where I can find the variables to edit augmentation slots and crew member stats?
Those 2 points are not possible..
Re: [Modding] R&D and current findings
Posted: Mon Aug 05, 2013 12:18 am
by UltraMantis
AssKickerson wrote:Now does anyone know where I can find the variables to edit augmentation slots and crew member stats?
You can rename augs and rewrite the description, but their effects are hardcoded. You can find it in blueprints.xml.
Racial traits are hardcoded.
Re: [Modding] R&D and current findings
Posted: Tue Aug 06, 2013 5:47 pm
by AssKickerson
Is it possible to have decimals in missile and drone usage? Like 1.5 missiles or 0.5?
Re: [Modding] R&D and current findings
Posted: Tue Aug 06, 2013 7:19 pm
by UltraMantis
I think the engine will round it, so no.