[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 v22 - Unlock ships, Edit SavedGames

Post by Vhati »

Zen wrote:how could I unlock the 'Quest' and 'Victory', per ship?
Victory/Quest achievements are not yet editable.

I need to come up with a non-clunky way to present them for all 10 ships: Quest (T/F, or absent) and Victory (one or more of E/N/H).


For now, maybe you could edit the map in a saved game to add a [Quest] to a beacon, which triggers each ship's special event?

For victory, you'll still have to play through to sector 8, but you can edit cargo, stores*, and fleet pursuit along the way to make things easier. You could even mark beacons as visited to clear an uneventful path to the exit, once you've collected enough supplies. Maybe plant manageable ships at beacons... ;)

* Bug in v22: If you create a store in the editor from scratch, select it and add a shelf or FTL will crash.
Zen
Posts: 10
Joined: Tue Oct 23, 2012 9:47 pm

Re: [Spoiler] FTL Editor v22 - Unlock ships, Edit SavedGames

Post by Zen »

Alright, in the meatime, I'll do those.
Still, good luck on it. :)
Vhati
Posts: 792
Joined: Thu Oct 25, 2012 12:01 pm

Re: [Spoiler] FTL Editor v22 - Unlock ships, Edit SavedGames

Post by Vhati »

Matthew's swamped handling bug reports with the game itself, but he emailed me hints about some of the greek stuff. :D
He sent a list of the variable types/names he used from the beginning of Zeus, through the projectile list.

I guess I WILL get some things done on this borrowed laptop: translating those hints into parser code!
When my dev box is running again, I'll paste it in.

That's not to say there'll be no further need for investigation.
I DO still need to compare the hints with what's really in the files. He's got a high-level design perspective, where the details are often abstracted away. I'm working from the bottom up. Sometimes the hints are incomplete, in a slightly different order, or the fields have ambiguous names. But they make investigation MUCH easier!
HenryEx
Posts: 6
Joined: Tue May 06, 2014 3:51 pm

Re: [Spoiler] FTL Editor v22 - Unlock ships, Edit SavedGames

Post by HenryEx »

Man, i'm glad i stumbled upon this. I like to make my own structure templates for use with a hex editor for save games and the like, but finding this program (and the source code) made this a lot easier.
Also a lot more frustrating, when i saw you use the game's files itself to access ship layout data and that it's neccessary because the save itself doesn't contain room and door structure sizes... argh.

But still! I started on this when the editor didn't allow AE editing yet and even though now it does, at least i finished the Ship structure. By hardcoding all the values into my template. That... took a while.
A template is a lot more restrictive, because it's made for changing stuff in place, not adding/removing things. On the other hand it's easy access to the supplies like scrap, drone parts, whatever cargo you have, crew proficiencies...

(In the unlikely case that anyone else uses 010 Editor, which is really good but pricey, here's the template i made looking at the parser: http://pastebin.com/P9nrPxxQ )


The one thing i didn't quite get (i don't speak Java) is what exactly the parser is doing for multi-room systems. It's adding something to the ship systems, but i don't know how it detects them or which system it adds where. At the relevant file location i'm currently reading out the reserve power capacity, and then adding one system of every type afterwards. Not sure how the data changes in that part with a multi-room system.
TheHoodedTeddy13
Posts: 18
Joined: Sat Apr 19, 2014 1:36 am

Re: [Spoiler] FTL Editor v22 - Unlock ships, Edit SavedGames

Post by TheHoodedTeddy13 »

Probably a stupid question, but who's Matthew?
Vhati
Posts: 792
Joined: Thu Oct 25, 2012 12:01 pm

Re: [Spoiler] FTL Editor v22 - Unlock ships, Edit SavedGames

Post by Vhati »

TheHoodedTeddy13 wrote:Probably a stupid question, but who's Matthew?
Oh, sorry.

Article: Wikipedia - FTL: Faster Than Light
"FTL is the product of the two-man team of Subset Games, Matthew Davis and Justin Ma."
TheHoodedTeddy13
Posts: 18
Joined: Sat Apr 19, 2014 1:36 am

Re: [Spoiler] FTL Editor v22 - Unlock ships, Edit SavedGames

Post by TheHoodedTeddy13 »

Wow, I was under the impression it was a major effort of at least twelve. Its always amazing to see great games that were put together by only a few people's blood, sweat, and tears. And I'm not just talking about those two.
Satire
Posts: 1
Joined: Wed May 07, 2014 8:28 pm

Re: [Spoiler] FTL Editor v22 - Unlock ships, Edit SavedGames

Post by Satire »

How come player ship editer isnt showing up and is blanked out? everything else works
Ruptga
Posts: 8
Joined: Wed Apr 16, 2014 7:09 pm

Re: [Spoiler] FTL Editor v22 - Unlock ships, Edit SavedGames

Post by Ruptga »

Satire wrote:How come player ship editer isnt showing up and is blanked out? everything else works
Go read the first post.
TheHoodedTeddy13
Posts: 18
Joined: Sat Apr 19, 2014 1:36 am

Re: [Spoiler] FTL Editor v22 - Unlock ships, Edit SavedGames

Post by TheHoodedTeddy13 »

Ruptga wrote:
Satire wrote:How come player ship editer isnt showing up and is blanked out? everything else works
Go read the first post.
Unless this is Sattire of a quarter of the replies over the last few weeks. Eh? I should stop? Okay.
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