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Re: [Spoiler] FTL Editor v21 - Unlock ships, Edit SavedGames
Posted: Fri Apr 18, 2014 8:46 pm
by The Iron Rose
survive7713 wrote:The Iron Rose wrote:survive7713 wrote:Just got the editor (v21) and I am unable to edit continue games. advice?
My advice would be for you to read the OP?
And that is where?
Big red text, first post in the topic.
Re: [Spoiler] FTL Editor v21 - Unlock ships, Edit SavedGames
Posted: Fri Apr 18, 2014 11:58 pm
by survive7713
So in regards to AE content does that mean even with advance content "disabled" in game that I can't edit save game data? Also the FTL version is 1.5.4. If the above is the case then that would explain a lot.
Re: [Spoiler] FTL Editor v21 - Unlock ships, Edit SavedGames
Posted: Sat Apr 19, 2014 12:22 am
by Vhati
survive7713 wrote:So in regards to AE content does that mean even with advance content "disabled" in game that I can't edit save game data?
Correct. Disabling AE Content only restricts what things show up in-game.
It doesn't change the way saved games are formatted.
FTL 1.5.4+ saves differently than 1.03.3 and earlier. I'm still studying all the new stuff it adds.
Primarily, the difference is because you can save during combat now, so there are projectiles and such.
Re: [Spoiler] FTL Editor v21 - Unlock ships, Edit SavedGames
Posted: Sat Apr 19, 2014 12:42 am
by survive7713
Vhati wrote:survive7713 wrote:So in regards to AE content does that mean even with advance content "disabled" in game that I can't edit save game data?
Correct. Disabling AE Content only restricts what things show up in-game.
It doesn't change the way saved games are formatted.
FTL 1.5.4+ saves differently than 1.03.3 and earlier. I'm still studying all the new stuff it adds.
Primarily, the difference is because you can save during combat now, so there are projectiles and such.
Understandable. What can I do to help? I am somewhat new at this.
Re: [Spoiler] FTL Editor v21 - Unlock ships, Edit SavedGames
Posted: Sat Apr 19, 2014 12:56 am
by ApocalypticRainbow
Vhati wrote:No coding required. Mainly patience, observation, and luck.
For instance...
In the dump under "Current Encounter", there's "Kappa?..." which is a list of numbers, usually a lone zero.
I've got a hunch that's remembering choices made so far, when you save mid event. A list containing: choice #0 for the first prompt, choice #3 for the second, etc., and lastly, #0 for the final "continue" (the only available choice for that prompt).
Then I'd play until I ran into an especially prompty event and confirm my suspicion that Kappa would be long and match the choices I'd made. (I haven't checked this yet.)
I'd guess those "(Crystal only)" crew values probably include something about lockdown. (I haven't checked this yet.)
One time a guy got mind controlled, so I compared him to my other crew - and himself in a previous dump - and saw "Delta?" went from 0 to 1. Might be "mind controlled=true". (That one I did confirm). Etc. This is where that app I mentioned, WinMerge, comes in handy. You give it two dumps, and it highlights whatever changed.
@survive7713 This is what Vhati sent to me when I asked about Helping out (I can't quote him because Im terrible at Forums

) If you want to try it out for yourself!
EDIT: Nevermind, figured out how.
Re: [Spoiler] FTL Editor v21 - Unlock ships, Edit SavedGames
Posted: Sat Apr 19, 2014 1:41 am
by TheHoodedTeddy13
How much longer do you think it will take before we can edit AE saves?
Re: [Spoiler] FTL Editor v21 - Unlock ships, Edit SavedGames
Posted: Sat Apr 19, 2014 6:26 am
by Vhati
TheHoodedTeddy13 wrote:How much longer do you think it will take before we can edit AE saves?
Probably not this week.
When I work out the pattern to the mystery bytes, I can enable editing a little at a time for things that are understood, scrap for example, and blindly resave greek stuff with whatever values were loaded.
And there's gonna be a ton of new greek coming.
Re: [Spoiler] FTL Editor v21 - Unlock ships, Edit SavedGames
Posted: Sat Apr 19, 2014 6:31 am
by Vhati
Crew
Eta is "Stun Ticks", which makes crew unresponsive as it decrements to zero. Presumably stun effects from weapon hits are cumulative; each adds X * 1000 ticks, where X is the value of the WeaponBlueprint's 'stun' tag.
Mastery intervals changed from 1.03.3. They're hardcoded in-game, which means they have to be hardcoded in the editor, too. I guess I'll check that it's an AE save as a cue to use the new intervals - and hope they don't change again.
Code: Select all
Pilot 15 to 13
Engine 15 to 13
Shield 55 to 50
Weapon 65 to 58
Repair 18 to 16
Combat 8 to 7
Sector Data
Zeta is "Sector Hazards Map", which turns to 1 (true) when you get a map of the sector.
Eta is "Rebel Flagship On".
Theta is "Flagship Nth Hop".
Iota is "Flagship Moving".
Lambda is "Flagship Base Turns", the number of turns the flagship has started at the federation base.
Hidden Sector was set after all.
Beacon
Beta is a constant to seed the random generation of an enemy ship, or 0 when there's no enemy ship waiting there.
Encounter
Alpha is a seed for an enemy ship, copied from the current beacon's enemy ship seed on arrival.
Other Top-Level
Mu was being misreported.
Re: [Spoiler] FTL Editor v21 - Unlock ships, Edit SavedGames
Posted: Sat Apr 19, 2014 7:21 am
by johnkzin
Actually, a version of the editor that lets you just edit the things that ARE well known, like how much scrap you have, would be quite welcome.
Also... in the game's main data file, the wiki says there's a variable you can change (with a hex editor) to make it so that the rebel fleet doesn't follow you. That makes it more of an exploration sandbox type game, IMO. And if you could (eventually) add a feature for making that change (turning it on/off), I would greatly appreciate that feature

Re: [Spoiler] FTL Editor v21 - Unlock ships, Edit SavedGames
Posted: Sat Apr 19, 2014 7:53 am
by Vhati
johnkzin wrote:the wiki says there's a variable you can change (with a hex editor) to make it so that the rebel fleet doesn't follow you.
The editor calls it "Rebel Pursuit Mod[ifier]".
It can still be changed in older saves, and it'll be among the first things to be reinstated.
But you can already use
Slipstream Mod Manager to patch FTL itself with
Disable Fleet, without any hex editing or waiting for an update from me.
