Re: [Modding] R&D and current findings
Posted: Sat Sep 22, 2012 9:45 am
It's not possible to automatically have events react to your equipment/crew. It's only possible via Blue Choices.
Official Forum for FTL: Faster Than Light and Into the Breach
https://www.subsetgames.com/forum/
Thanks for reminding me of this event, I thought there would be something that removed things somewhere!Alblaka wrote:It's definitely possible to remove augments, and given the way the game is coded, I wouldn't be surprised if you can remove weapons as well.
Take the sectorEnergy.xml and search for the Crystal-Alien-Revive event, it removes the Damaged Statis Pod augment.
Shop appears to be hardcoded (like the randomReward engine, too), couldn't find anything yet and in-code it's merely called <store/> without any reference.
Well... that's... *checks file*.buzzyrecky wrote:I found the event, and there is literally nothing mentioned the removal of the damaged pod. Dang... oh well.
Unless you're talking about something other than the zoltan study
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<rarityList>
<blueprint name="engi" rarity="0"/>
<blueprint name="mantis" rarity="0"/>
<blueprint name="energy" rarity="0"/>
<blueprint name="slug" rarity="0"/>
<blueprint name="rock" rarity="0"/>
<blueprint name="human" rarity="0"/>
<blueprint name="crystal" rarity="1"/>
<blueprint name="LASER_BURST_1" rarity="0"/>
<blueprint name="LASER_BURST_2" rarity="0"/>
...
<blueprint name="CRYSTAL_HEAVY_2" rarity="5"/>
</rarityList>
That was the conclusion I come to at first as well, and in general works quite well... but notice that, in the fed cruiser txt file, for the airlock doors on the far left, they have "0" (room ID) in the first slot, and -1 (space) in the second slot, same as the airlock doors on the right ("17", then "-1"), even though according to that logic it should be reversed. When you do flip them, opening that door no longer causes venting. I may be counting something wrong... I would check myself before posting this, but I'm in the middle of an engi run and don't want to mess around with the saves too much. It's certainly possible that this is a special case in the code, but I suspect either I'm wrong or there's a subtlety about the config file that we're missing.Zuriki wrote:The room layout (shipname.txt) file is like this
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X_OFFSET <number> [<number>*35 offsets the entire ship in the X axis] Y_OFFSET <number> [<number>*35 offsets the entire ship in the Y axis] VERTICLE <number> [<number> offsets the entire ship in the Y axis by this many pixels] ELLIPSES [The shield graphic uses these parameters] <width> <height> <x-offset> <y-offset> ROOM <id> [Unique ID] <x> [How many tiles from 0 the room is on the X-axis] <y> [How many tiles from 0 the room is on the Y-axis] <w> [How wide is the room] <h> [How tall is the room] DOOR <x> [How many tiles from 0 the door is on the X-axis] <y> [How many tiles from 0 the door is on the Y-axis] <room (left/up)> [The room ID to the left (verticle) or above (horizontal) this door] <room (right/down)> [The room ID to the right (verticle) or below (horizontal) this door] <verticle/horizontal> [0 = verticle, 1 = horizontal : Door snaps to the left or top wall of that tile always]
I'm actually dreaming of a ship builder tool. There are more than enough design tools out there for both serious (eg. AutoCAD) and gaming purposes (eg. The Sims house building tools being an advanced example). Adapting that paradigm for a really simple room/door maker app that translates into FTL-readable ship config files wouldn't be a gargantuan task, and would make ship design nearly trivial (except for supplying your own graphic for custom ships of course).Vaughner wrote:I am working on this right now. Might be a week or so as I am on a ship in the South Pacific at the time and have a lot of my own work to do. So far, I have created a fresh shipname.txt file. Edited the blueprints.xml file to change the placement of the system. Decoded what half of the interior images are for, IE: 1x2 room, 2x1 room, or 2x2 room and which wall/corner the system is on. Working on the graphics and .gibs right now. Need to create the overview image, the floor plan image, and the .gibs so the ship will blow up properly. The coding for this is in the shipname.xml file.Cmdr.Redshirt wrote:I was wondering if someone could write up a rough guide on how to make custom ships. It doesn't have to be perfect - just a basic overview would be nice. I'm particularly lost as to how the room layout file works.
And thanks in advance from all us n00b shipwrights who are dreaming of the stars.
So I have made a lot of progress but still a lot to go. Unfortunately, I only have Gimp to work with the graphics on and am not a big fan of it. I will be checking the forum daily so if there are any questions, just ask. I might start creating the tutorial and explanation page for you tonight though.
Haha, im totally going to use this as a design element for a new race's ships, which merely consist of a few 1x2 rooms without visible connection :3 with enemies walking constantly across space.substandardgaussian wrote:Interestingly enough, making two non-local rooms linked by a door causes a crewmember to walk right through the ship to get over there, so the graphical implementation of walking to a room differs from the logical implementation (i figured they should just appear in the other room). I'm not sure where exactly the crewmember is, logically, when they're walking from the far left of the ship to the far right directly through deep space (ie., where are they vulnerable to damage/suffocation/attack, etc: ). Clearly the idea of linking non-local rooms with doors wasn't built into the core of the game.