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Re: [Tool] Superluminal 2.0.6b beta
Posted: Sun Sep 07, 2014 2:20 pm
by Abs
wolfboyft wrote:@kartoFlane
This is in regards to the big fat problem.
Okay, here's my stupidly OP power-cruiser (test)
https://www.dropbox.com/s/xagsz8r22t2ua ... w.ftl?dl=0
It has no floor. And no longer any artillery.
You just might need captains edition to make it work, but that's unlikely.

I took a look at it and couldn't get it working.
- I added a blank floor.
- Your system starting power is greater than the power available in your reactor. Fixed that by lowering all system levels to 1.
- Thought maybe the larger rooms were the issue, so replaced the 3x2 rooms with 2x2.
- Removed all weapons, augments, drones.
None of the above got it to work. Unfortunately, that's when I ran out of time (since my modding time per week is rather limited). Sorry I couldn't find the answer for you. My only recommendation is to star again from scratch and add one system at a time until you break it.
Abs
Re: [Tool] Superluminal 2.0.6b beta
Posted: Sun Sep 07, 2014 2:23 pm
by wolfboyft
Abs wrote:wolfboyft wrote:@kartoFlane
This is in regards to the big fat problem.
Okay, here's my stupidly OP power-cruiser (test)
https://www.dropbox.com/s/xagsz8r22t2ua ... w.ftl?dl=0
It has no floor. And no longer any artillery.
You just might need captains edition to make it work, but that's unlikely.

I took a look at it and couldn't get it working.
- I added a blank floor.
- Your system starting power is greater than the power available in your reactor. Fixed that by lowering all system levels to 1.
- Thought maybe the larger rooms were the issue, so replaced the 3x2 rooms with 2x2.
- Removed all weapons, augments, drones.
None of the above got it to work. Unfortunately, that's when I ran out of time (since my modding time per week is rather limited). Sorry I couldn't find the answer for you. My only recommendation is to star again from scratch and add one system at a time until you break it.
Abs
Okay

Re: [Tool] Superluminal 2.0.6b beta
Posted: Sun Sep 07, 2014 4:37 pm
by kartoFlane
Couldn't figure it out either; if anyone has any idea as to why this is happening, I'd like to know so that I can fix this in the editor.
Re: [Tool] Superluminal 2.0.6b beta
Posted: Sun Sep 07, 2014 6:12 pm
by RAD-82
Gib with a negative position. I don't know if that matters, although if it did, I would think it would wait for the ship to be destroyed to crash the game.
Ship is starting with 10 weapon power. I know it can't have 10 power without an edited weapon system, but I doubt that is causing crashes, since I would expect it to default to the system max.
Starting weapons and drones (count=) is set to 4, but it only comes with 3 weapons and 3 drones. I don't know if that missing 4th item causes a problem.
Re: [Tool] Superluminal 2.0.6b beta
Posted: Sat Sep 13, 2014 3:31 am
by dogglez7777
Hi! I'm trying to use this editor and the FAQ so far hasn't answered my question. First of all, can I save my ship as a .shp? If not, is this planned in the next update? A quick reply would be nice. But take your time.

Re: [Tool] Superluminal 2.0.6b beta
Posted: Sat Sep 13, 2014 4:03 am
by NarnKar
The .shp format was discontinued. It used to be available in earlier versions, but got too difficult to code for; the option to "open .shp" is only there so Superluminal 2.06 has backwards compatibility with earlier versions.
Instead, what you can do is save a half-finished ship mod as a .ftl file. Then, when you're ready to resume your work, go to the mod management tab and load your half-finished ship.
Re: [Tool] Superluminal 2.0.6b beta
Posted: Sat Sep 13, 2014 4:11 am
by dogglez7777
NarnKar wrote:The .shp format was discontinued. It used to be available in earlier versions, but got too difficult to code for; the option to "open .shp" is only there so Superluminal 2.06 has backwards compatibility with earlier versions.
Instead, what you can do is save a half-finished ship mod as a .ftl file. Then, when you're ready to resume your work, go to the mod management tab and load your half-finished ship.
Ahhhh! Thanks, now I understand. I saw the FAQ mention that but I didn't fully understand it at the time. I was under the impression I could only save finished ships as FTL files.
Re: [Tool] Superluminal 2.0.6b beta
Posted: Sat Sep 13, 2014 6:23 am
by Metzelmax
I'm trying to make the room glow images work, but it doesnt show up, no matter if I use custom ones or the standard ones. When ever I use a custom interior it doesnt glow for some reason.
Code: Select all
<roomLayout name="ant_weapons1">
<computerGlow x="19" y="8" dir="RIGHT" />
</roomLayout>
<roomLayout name="ant_shield1">
<computerGlow x="6" y="1" dir="UP" />
</roomLayout>
<roomLayout name="ant_pilot2">
<computerGlow x="19" y="8" dir="RIGHT" />
</roomLayout>
<roomLayout name="ant_engine2">
<computerGlow x="6" y="54" dir="DOWN" />
</roomLayout>
Code: Select all
<roomLayout name="ant_weapons1">
<computerGlow x="0" y="0" name="ant_weapons1_glow" dir="UP" />
</roomLayout>
<roomLayout name="ant_pilot1">
<computerGlow x="0" y="0" name="ant_pilot1_glow" dir="UP" />
</roomLayout>
<roomLayout name="ant_pilot2">
<computerGlow x="0" y="0" name="ant_pilot2_glow" dir="UP" />
Tried both manually with no success.
Re: [Tool] Superluminal 2.0.6b beta
Posted: Sat Sep 13, 2014 12:24 pm
by kartoFlane
@Metzel
Do your custom interior images have a 'room_' prefix? For example, <roomLayout name="ant_weapons1"> refers to an interior image named room_ant_weapons1.png
Re: [Tool] Superluminal 2.0.6b beta
Posted: Sat Sep 13, 2014 1:43 pm
by Metzelmax
ah.... fuck. Ok, that was a wasted week.