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Re: [TOOL]FTLEdit: FTL Ship editor [v0.88] (Please test!)

Posted: Tue Nov 06, 2012 6:00 pm
by Absu
I haven't followed your posts but the things that got the game to crash for me was when the room-IDs in the blueprints.xml-file and ship TXT-file didn't match. I also think the ship-editor just adds 1 to the ID of every room you place so if you add and remove those will keep climbing higher.

Re: [TOOL]FTLEdit: FTL Ship editor [v0.88] (Please test!)

Posted: Thu Nov 08, 2012 4:00 am
by dante2ndadvent
Decided to make myself a kill-everything-in-the-galaxy-without-trying dreadnought for the hell of it, go hunt some rebel scum. Pimped out all my (sub)systems, cranked their power up to 11, then saw there was no way to increase your starting reactor level in the options.

Was this a deliberate omission or is that kind of thing hard-coded?

Also, is it possible to load other mod created ships, such as the Obsidian Cruiser, into the editor and play around with those?

Re: [TOOL]FTLEdit: FTL Ship editor [v0.88] (Please test!)

Posted: Thu Nov 08, 2012 10:32 am
by alextfish
I don't think it's a deliberate omission, but it's not hard-coded.

I think at the moment, FTLEdit is very useful for setting up the room and door layouts, but anything else is best updated by hand.

So to adjust the starting reactor level by hand:

* Rename the .ftl file to .zip
* Extract it somewhere (let's say mods/myship)
* Open mods/myship/data/blueprints.xml.append
* Find the line <maxPower amount="9" /> and change the number to whatever you want
* Go to the mods/myship directory and zip up both the data and img directories into a new zip file
* Rename this new zip back to .ftl and put it in the mods directory
* Run GMM and try out your tweaked ship

(Although if you've got a gigantopimped ship with nothing to spend cash on except reactor, it shouldn't be that hard to just max out the reactor as you go along... :) )

Re: [TOOL]FTLEdit: FTL Ship editor [v0.88] (Please test!)

Posted: Sat Nov 10, 2012 4:52 am
by dante2ndadvent
alextfish wrote: (Although if you've got a gigantopimped ship with nothing to spend cash on except reactor, it shouldn't be that hard to just max out the reactor as you go along... :) )
It's not that, I just found it odd the option wasn't there.

And now my horribly OP ship ( which I've dubbed "The Ex-Girlfriend") slaughters rebels by the hundreds, purely because it can...

Re: [TOOL]FTLEdit: FTL Ship editor [v0.88] (Please test!)

Posted: Mon Nov 12, 2012 4:18 pm
by mondomau
Thought it wasn't working as I was getting unhandled exceptions but I restarted the exe and it works now :-/ Keep up the good work!

EDIT: Actually, I have got the editor working, but now I'm running into another odd problem, same as someone else a few pages back - I can load the editor, load an existing ship and change some of the weapons (Not changing the id or anything), then export to ftl and patch with the mod manager.
Problem is, it doesn't seem to work if I change more than one or two things - I can swap the weapons round on the Artemis or Torus, for example, but anything else (extra drones, tinkering with energy levels or missile qty) causes the ship to revert to default on load-up. The Torus (Engi) one also often removes one of the default crew as well.

Any ideas?

EDIT2/UPDATE: Seems to be mostly linked to adding things the ship doesn't already have, like drones or subsystems, or entering large values for energy / missiles / drone parts. The osprey will also lose it's artillery beam if you add anything at all to weapons / augments / drones.

Re: [TOOL]FTLEdit: FTL Ship editor [v0.88] (Please test!)

Posted: Tue Nov 13, 2012 10:10 am
by viperwasp
Can anyone please help me? I have windows 7, and I own FTL on Steam. I cannot get this editor to work at all!

I don't understand the instructions... on how to install it. I downloaded the early test version. I clicked options and I downloaded the flt.dat. However from this point on I cannot figure out anything. I tried so many things. When I click extract it brings up a window looking for the correct file to extract. However even if I navigate to the flt.dat file it does not appear as a correct file type to extract. On top of that if I click and extract flt.dat manually it creates a folder in C program files etc. However if I navigate to that folder via the editor it does nothing as well.

Am I missing something? Can anyone please tell me step by step what I am exposed to do? Do I need to browse to were the game is installed in my stream folder. Because I just tried that as well. Nothing works in the least.

Re: [TOOL]FTLEdit: FTL Ship editor [v0.88] (Please test!)

Posted: Wed Nov 14, 2012 12:08 pm
by MrHPlus
viperwasp wrote:Can anyone please help me? I have windows 7, and I own FTL on Steam. I cannot get this editor to work at all!

I don't understand the instructions... on how to install it. I downloaded the early test version. I clicked options and I downloaded the flt.dat. However from this point on I cannot figure out anything. I tried so many things. When I click extract it brings up a window looking for the correct file to extract. However even if I navigate to the flt.dat file it does not appear as a correct file type to extract. On top of that if I click and extract flt.dat manually it creates a folder in C program files etc. However if I navigate to that folder via the editor it does nothing as well.

Am I missing something? Can anyone please tell me step by step what I am exposed to do? Do I need to browse to were the game is installed in my stream folder. Because I just tried that as well. Nothing works in the least.
I'm having this exact same problem. On top of that, I actually can't close FTLedit. It just keeps popping back up. Am I missing something that ftl.dat was supposed to do?

Re: [TOOL]FTLEdit: FTL Ship editor [v0.88] (Please test!)

Posted: Wed Nov 14, 2012 9:14 pm
by Alsojames
Looks pretty cool (just downloaded it) but IT KEEPS REOPENING ITSELF WHEN I CLOSE IT. How do I fix this?

Re: [TOOL]FTLEdit: FTL Ship editor [v0.88] (Please test!)

Posted: Wed Nov 14, 2012 9:58 pm
by Alsojames
I don't have ftl.dat and my anti-virus program won't let me download it.

Can you give me a step-by-step explanation of how to extract the files?

Re: [TOOL]FTLEdit: FTL Ship editor [v0.88] (Please test!)

Posted: Thu Nov 15, 2012 5:33 am
by Reiker
You may want much better instructions for using this, because at the moment I feel it's pretty impossible to get it working.

All the instructions you provide are to click Options, click Download ftldat and then click Extract files. I guess that's magically supposed to do everything to get this working. It doesn't.

I installed ftldat (what is this?) but when I click Extract files a browse dialog box pops up looking for data.dat and resource.dat. This is the same thing it did before I downloaded ftldat. I tried running ftldat but that didn't seem to do anything. There's no data.dat or resource.dat in the ftldat folder. Wtf am I supposed to be doing here? I'm not a mind reader, dude. Where are these files? What is ftldat and what do I need it for? Please don't half-ass the instructions.

Error when I click the create a ship button:

Unhandled exception has occurred in a component of your application. If you click Continue, the application will ignore this error and attempt to continue.

Could not find a part of the path 'x\Desktop\FTL Ship Edit\data\data\blueprints.xml'.

Edit: And you can't even close the program without using task manager to end the process. Great software, dood.