Page 3 of 14

Re: [Modding] R&D and current findings

Posted: Mon Sep 17, 2012 7:52 am
by OrangeBottle
Psst. I'm trying to mod in a custom ship. I haven't got the layout figured out, but during a trial of creating a new ship, this happened:
Image

Any tips on how to fix it?

Re: [Modding] R&D and current findings

Posted: Mon Sep 17, 2012 8:18 am
by DisposableNinja
Have you tried replacing fed_cruiser_2.txt and fed_cruiser_2.xml files with originals?

Re: [Modding] R&D and current findings

Posted: Mon Sep 17, 2012 8:39 am
by OrangeBottle
Actually, the problem is that the location of the ship's sprite is based on how wide it is in rooms. Widening the ship by a lot centered the sprite for me.

Image

Pic, in case I was hard to understand.

Re: [Modding] R&D and current findings

Posted: Mon Sep 17, 2012 2:13 pm
by CaptainShooby
Magitek wrote:The first sector is not hard-coded, it loads the default sector "STANDARD_SPACE" initially.
Are you sure about this?

That's what I thought first as well, but I started doubting it later. The description/name in "STANDARD_SPACE" is "Federation Space", which is never shown in the game. In my own custom sector, the description/name element defines the name shown on the map when jumping. Sector 1 simply has "Civilian Sector".

Re: [Modding] R&D and current findings

Posted: Tue Sep 18, 2012 10:02 am
by CaptainShooby
CaptainShooby wrote:
Magitek wrote:The first sector is not hard-coded, it loads the default sector "STANDARD_SPACE" initially.
Are you sure about this?

That's what I thought first as well, but I started doubting it later. The description/name in "STANDARD_SPACE" is "Federation Space", which is never shown in the game. In my own custom sector, the description/name element defines the name shown on the map when jumping. Sector 1 simply has "Civilian Sector".
Magitek, you were right.

The STANDARD_SPACE sector is the one loaded initially as sector 0.

I'm still trying to find out if it's possible to set a completely custom sector as the starting one. I could of course modify STANDARD_SPACE, but the game doesn't seem to load the nameList or startEvent -elements there. Anyone got any ideas?

Re: [Modding] R&D and current findings

Posted: Tue Sep 18, 2012 5:29 pm
by Shadowclaimer
Is it possible to have redundant rooms and do they still function?

IE: Two Oxygen generators, would they run off the same power generation and if one is damaged does the other still function?

Re: [Modding] R&D and current findings

Posted: Tue Sep 18, 2012 5:35 pm
by AtillaBosma
Is it possible that my topic could be added to the main post?
It shows you how to create custom weapons.

http://www.ftlgame.com/forum/viewtopic.php?f=4&t=2441

Re: [Modding] R&D and current findings

Posted: Tue Sep 18, 2012 8:49 pm
by WarStalkeR
We need to stick such important topic on top. It took time for me to find it already -_-

Re: [Modding] R&D and current findings

Posted: Tue Sep 18, 2012 9:40 pm
by CaptainShooby
AtillaBosma wrote:Is it possible that my topic could be added to the main post?
It shows you how to create custom weapons.

http://www.ftlgame.com/forum/viewtopic.php?f=4&t=2441
Nice! Thanks for the great work. I'll add it to the first post now.

I've almost completed my first tutorial which shows how to create custom sectors and events.
I'm just wondering what the preferred tutorial/guide format is for you guys?
Do you like reading pdfs or do you prefer something like a wiki page?

Re: [Modding] R&D and current findings

Posted: Tue Sep 18, 2012 10:11 pm
by BlackAlpha
@First post

Why release mods on a Wiki? That makes no sense. Storing files on Wikis always makes them cluttered. It's not a good way to organize mods. It would be much better to create a modding section on this forum.

Did anyone contact the admins of this forum to ask them for a modding section? I've just PMed them, but I'm wondering if anybody already got an answer on this issue.