[Spoiler] FTL Profile/SavedGame Editor v27 (2018-01-12)

All your guides, strategy discussions, request for help on how to play go here. Please use [SPOILER] if relevant.
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Jammarson02
Posts: 13
Joined: Thu Apr 10, 2014 1:58 am

Re: [Spoiler] FTL Editor v21 - Unlock ships, Edit SavedGames

Post by Jammarson02 »

Vhati wrote:
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. ;)

I'd think it would be great if you could get a release out that lets us at least mod the scrap and the rebel pursuit.
I'd rather only stick to your work, It works best ! :D
Vhati
Posts: 792
Joined: Thu Oct 25, 2012 12:01 pm

Re: [Spoiler] FTL Editor v21 - Unlock ships, Edit SavedGames

Post by Vhati »

I've teased out the basic structure of, say 85%, the mystery bytes now.

The bulk of them describe...
  • Projectiles (explosion animSheet, sounds for shieldHit/hullHit/miss)
  • Drones
  • Weapons (cooldown, reticle placement)
  • At the end there's autofire
    and the flagship's crew occupancy
    (Next stage, spawn X crew in room 0, Y crew in room 1, etc... as was used in 1.03.3).
Some chunks disappear when not relevant, like a weapon for artillery, or projectiles/drones/weapons of a nearby ship. I sill have to figure out those circumstances. Some stray tick ints probably belong to installed systems, for instance.
TheHoodedTeddy13
Posts: 18
Joined: Sat Apr 19, 2014 1:36 am

Re: [Spoiler] FTL Editor v21 - Unlock ships, Edit SavedGames

Post by TheHoodedTeddy13 »

Keep up the good work!
Jammarson02
Posts: 13
Joined: Thu Apr 10, 2014 1:58 am

Re: [Spoiler] FTL Editor v21 - Unlock ships, Edit SavedGames

Post by Jammarson02 »

Your doing good work Vhati ! :D
Adaon
Posts: 1
Joined: Tue Jan 21, 2014 7:00 pm

Re: [Spoiler] FTL Editor v21 - Unlock ships, Edit SavedGames

Post by Adaon »

I just fought a rebel Auto-Hacker which hacked my engine room, and even after I defeated it and all my doors were back to normal there was a difference in Alpha several doors; shouldn't it have gone back down to its baseline value once effects like hacking and lockdown wore off if it were buffed HP?
Vhati
Posts: 792
Joined: Thu Oct 25, 2012 12:01 pm

Re: [Spoiler] FTL Editor v21 - Unlock ships, Edit SavedGames

Post by Vhati »

Adaon wrote:I just fought a rebel Auto-Hacker which hacked my engine room, and even after I defeated it and all my doors were back to normal there was a difference in [beta of] several doors; shouldn't it have gone back down to its baseline value once effects like hacking and lockdown wore off if it were buffed HP?
From the attached dumps:

Code: Select all

Alpha?:   4, Beta?:   4, Gamma?:   4, Epsilon?:   0
Alpha?:   4, Beta?:  12, Gamma?:   4, Epsilon?:   0
Hmm, I'll make another note.

After combat, the high beta lingered, which is remaining hp.
Maybe that only gets synched with full-health (either buffed or nominal) at specific times?

Granted, I would expect that to happen when the full health changes, surely when leaving the current beacon...
Last edited by Vhati on Mon Apr 21, 2014 1:45 am, edited 1 time in total.
jamberine
Posts: 2
Joined: Fri Apr 11, 2014 11:32 pm

Re: [Spoiler] FTL Editor v21 - Unlock ships, Edit SavedGames

Post by jamberine »

Will there be a way to edit quest completions and victories? I lost all my data and restored it with this editor, but that Q missing from the crystal ship is bugging me.
Vhati
Posts: 792
Joined: Thu Oct 25, 2012 12:01 pm

Re: [Spoiler] FTL Editor v21 - Unlock ships, Edit SavedGames

Post by Vhati »

jamberine wrote:Will there be a way to edit quest completions and victories? I lost all my data and restored it with this editor, but that Q missing from the crystal ship is bugging me.
I'll add that to my todo list.
TheHoodedTeddy13
Posts: 18
Joined: Sat Apr 19, 2014 1:36 am

Re: [Spoiler] FTL Editor v21 - Unlock ships, Edit SavedGames

Post by TheHoodedTeddy13 »

I haven't actually been able to use the save file editing feature, as I found this when AE came out. I would like to know a bit about its expected capabilities.
Here is what I am expecting:
Ability to edit what systems you have, and what levels they're at.
Control over the crew's skill, race, and health
The power to give my ship whatever weapons I want
Ditto for drones
Also curious about if the UI for the crew editing and ship firepower adjusting is as good as for the profile editor.
Vhati
Posts: 792
Joined: Thu Oct 25, 2012 12:01 pm

Re: [Spoiler] FTL Editor v21 - Unlock ships, Edit SavedGames

Post by Vhati »

TheHoodedTeddy13 wrote:I haven't actually been able to use the save file editing feature, as I found this when AE came out. I would like to know a bit about its expected capabilities.

Also curious about if the UI for the crew editing and ship firepower adjusting is as good as for the profile editor.
Better.
There's a very pretty screenshot on the first post in this thread.
It's from v12. Since then I had added a "sector map" tab, where stores, quests, and beacons could be edited (though editing beacon placement on the map was impossible).


Video: Arumba - How to Cheat (A let's play-er demo of the tool)*

* He mixes up profile/savedgame terms. Ignore that.


Comments: In a reddit subthread discussing a tricky scenario, someone used the editor to recreate the situation and test a strategy.
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