[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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Vhati
Posts: 792
Joined: Thu Oct 25, 2012 12:01 pm

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

Post by Vhati »

No worries, I started on the saving today anyhow.

It's much quicker to code loops to write lists of N numbers than it is to carefully collect and organize them in the first place.


Edit: Saving's done. Now to re-enable some of the editing tabs and add new fields...
TheHoodedTeddy13
Posts: 18
Joined: Sat Apr 19, 2014 1:36 am

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

Post by TheHoodedTeddy13 »

The anticipation is killing me. That really shows how good your program is. I can see it now: 2 chain vulcans and 3 autoreloader
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 can see it now: 2 chain vulcans and 3 autoreloader
In v22, ship editing may not be possible, which includes weapons, augments, and scrap/fuel/missiles/etc.
HOWEVER....

Cargo is stored separately from the player ship, so with v22 you WILL be able to add Chain Vulcans there, then install them in-game.
Ginrikuzuma
Posts: 8
Joined: Sun Apr 13, 2014 9:29 pm

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

Post by Ginrikuzuma »

Vhati wrote:
TheHoodedTeddy13 wrote:I can see it now: 2 chain vulcans and 3 autoreloader
In v22, ship editing may not be possible, which includes weapons, augments, and scrap/fuel/missiles/etc.
HOWEVER....

Cargo is stored separately from the player ship, so with v22 you WILL be able to add Chain Vulcans there, then install them in-game.
I understand the weapons and augments but why not scrap/fuel/missiles? I mean I don't know how you would be able to change them from the editor but I know they are quite easy to manipulate. Using a program called Poke I can find those values with 2-4 scans. If I used something more advanced like the Cheat Engine I imagine I should be able to find the line(s) of code.
Vhati
Posts: 792
Joined: Thu Oct 25, 2012 12:01 pm

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

Post by Vhati »

Ginrikuzuma wrote:I understand the weapons and augments but why not scrap/fuel/missiles? I mean I don't know how you would be able to change them from the editor but I know they are quite easy to manipulate.
Yes, the values themselves ARE trivially simple. It's just that they're part of a ship, and the ship editing tab edits LOTS of things at once. Here's a screenshot of where those are located.

Augments are trivial too, actually. Just a string picked from a list.


These hold-ups come to mind...
  • Weapons and drones have tons of extra info now (can't add/replace a weapon if I don't know default values that go with it).
    I can specifically disable editing those.
  • Crew can exist without bodies while they're mostly dead.
    Shouldn't be too hard to add a place for them.
  • Several mutually exclusive systems may be possible per room (clonebay/medbay).
    The always-visible floor icons will need reworking (they represent the potential systems for a room and their status).
  • Systems can have battery power.
    I can disable the system editing button to avoid power sliders.
  • Systems have extra info for their special features: shields, clonebay, mind, hacking, cloak, artillery, etc.
    That never existed before, but I think I know defaults to use for those when the editor installs a system (by raising its power capacity above 0).
TheHoodedTeddy13
Posts: 18
Joined: Sat Apr 19, 2014 1:36 am

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

Post by TheHoodedTeddy13 »

How long do you think it would take to get full ship editing functionality?
chrono the griffon
Posts: 1
Joined: Thu May 01, 2014 2:26 pm

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

Post by chrono the griffon »

I'd like to thank you for working on this project, it really helped me out with the ships i wasnt able to get, keep up with the good work.
Last edited by chrono the griffon on Fri May 02, 2014 4:54 am, edited 1 time in total.
Panlew
Posts: 12
Joined: Sun Apr 27, 2014 2:44 pm

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

Post by Panlew »

[quote="chrono the griffon"]I'd like to thank you for working on this project, it really helped me out with the ships i wasnt able to get, keep up with the good work.

-Chrono[/quote]


You're not writing an E-mail, everyone can see your nickname next to your post.
Vhati
Posts: 792
Joined: Thu Oct 25, 2012 12:01 pm

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

Post by Vhati »

@Panlew:
You're contributing nothing to this thread.

Please refrain from spamming negative comments.

Thread: Forum Rules
.
Panlew
Posts: 12
Joined: Sun Apr 27, 2014 2:44 pm

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

Post by Panlew »

Vhati wrote:@Panlew:
You're contributing nothing to this thread.

Please refrain from spamming negative comments.

Thread: Forum Rules
.
1.Well, sorry, but you're not contributing anything either right now. :lol:
2.How was my post negative :?:
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