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Re: FTL Captain's Edition 1.248/Inf 1.247/EL 1.247
Posted: Wed Sep 17, 2014 6:49 pm
by el Rago
hi, more misplaced text (i think)
encountered a pirate lord, but all the text where from a cruiser battle.
Re: FTL Captain's Edition 1.248/Inf 1.247/EL 1.247
Posted: Wed Sep 17, 2014 9:14 pm
by Russian Rockman
Shrooblord wrote:EDIT:
Regarding the nebula patch from BPaB: where in the mod load order should I put it? After the general compatibility patch for BPaB?
That sounds right, I hope you can get that to work for you!
Avout the text thing, that is mostly a problem with Endless Loot because of its prefixes. CE already uses a smaller font than vanilla. Any smaller and most people would struggle reading anything.
Before AE this mod was pretty clean of bugs, but after AE some stuff was added that unintentionally turned out broken. Please understand that there is no modding support for FTL by the devs. So there is only so much that can be fixed.
slowriderxcorps wrote:Interesting graphical thing there for the first point.. can you confirm your mod order, just to make sure it isn't that? Point two is entirely Slipstream Mod Managers fault, however, as it cannot edit a certain file within the game without editing out a ton of spaces, which is what's causing these text messups. Unfortunately, it doesn't appear like the drive to fix that is appearing anytime soon..
About the missing spaces thing, I've been attempting to come up with a fix for that since it doesn't look like Slipstream's getting updated any time soon. Could anyone with knowledge or xml suggest a solution? I've tried inserting spaces by using and but one is a non-break and the other one is still treated as whitespace.

Re: FTL Captain's Edition 1.248/Inf 1.247/EL 1.247
Posted: Wed Sep 17, 2014 9:30 pm
by slowriderxcorps
I remember trying a bunch of things like that in an attempt to find a solution. I don't remember which ones I used, but all cases either failed to do anything at all, or made square symbols appear instead of spaces.
Re: FTL Captain's Edition 1.248/Inf 1.247/EL 1.247
Posted: Wed Sep 17, 2014 9:34 pm
by Russian Rockman
slowriderxcorps wrote:I remember trying a bunch of things like that in an attempt to find a solution. I don't remember which ones I used, but all cases either failed to do anything at all, or made square symbols appear instead of spaces.
Maybe Vhati did add a solution? Haven't tried this yet, but Vhati wrote on GitHub...
https://github.com/Vhati/Slipstream-Mod ... 8f6cc89bd7
+Raw Appending
+
+ FTL is quirky. Occasionally you may need to include non-standard XML in a
+ mod without elaborate parsing. For instance, "misc.xml" defines phrases
+ for localization, which may begin/end with a space. Normally, this
+ whitespace would be trimmed away, leading to ugly results in-game.
+
+ If your mod has a file named "misc.xml.rawappend", the content of that
+ file will be tacked onto the end of "misc.xml". Line-endings and encoding
+ will be standardized, but Slipstream will make no attempt to
+ (mis)understand the tags of either file.
+
+ You can still override existing tags by adding your own with the same
+ name attribute.
Or maybe he hasn't uploaded v1.5 yet??? I don't know...
Re: FTL Captain's Edition 1.248/Inf 1.247/EL 1.247
Posted: Wed Sep 17, 2014 9:39 pm
by slowriderxcorps
Huh.. I should try that again. I thought I'd tried that before in the past, and the result was that the rawappend file was completely ignored by Slipstream.
Re: FTL Captain's Edition 1.248/Inf 1.247/EL 1.247
Posted: Thu Sep 18, 2014 12:27 am
by Russian Rockman
slowriderxcorps wrote:Huh.. I should try that again. I thought I'd tried that before in the past, and the result was that the rawappend file was completely ignored by Slipstream.
It looks like the code for 1.5 is there on GitHub, but Vhati has not released 1.5 yet. He must be slowly finishing up a few things. No idea when it will actually be compiled and released.
Re: FTL Captain's Edition 1.248/Inf 1.247/EL 1.247
Posted: Thu Sep 18, 2014 11:37 am
by kartoFlane
1.5 could be released now, but there's still one incomplete feature (grouping of mods in the form of a tree instead of a table).
Perhaps I'll try finish to it up if Vhati doesn't do this, though frankly I never fully understood what he wanted to do with it, when I discussed this feature with him way back...
Re: FTL Captain's Edition 1.25/Inf 1.25/EL 1.25
Posted: Thu Sep 18, 2014 5:17 pm
by Sleeper Service
A small update mostly for implementing various small fixes. The Rebels ship low tier ship rooster also saw the addition of some new ship classes that use the new Rebel Assault hull. That will bring the Rebels on par with most other hostile factions that all feature three different hulls for their global ship lists.
CE Resource Pack 1.25
- Some tiny adjustments
- Rebel Assault ship graphic added
- Target Practice ship graphic by TaxyService integrated
CE Update 1.25
- Battery caps in storms removed again
- SUN_INTENSE event is unique now, as it should have been
- Slug unlock quest no gives regular augs instead of Slug Gel now
- Rebel Drone-Carrier reworked
- Two new Rebel ship classes added
- Pirate Cruiser destroyed event fixed
- Some more blue options added
- Many small fixes
CE Infinite 1.25
- Changes of CE 1.25 imported
- Medbay caps out at lvl 3 again (due to possibility of aquiring glitched lvl 4 clonebay this way)
- Shields cap out at lvl 8 again (due to visual glitches)
- Cleared some problems with pirate list containing non-pirate ships
- Many bad ship IDs on the CIVILIAN list fixed
CE Endless Loot 1.25 for CE and CE Endless Loot 1.248 for CE Infinite
- Changes of CE 1.25 imported
Rebel Assault (final version)
Re: FTL Captain's Edition 1.25/Inf 1.25/EL 1.25
Posted: Thu Sep 18, 2014 5:47 pm
by NewAgeOfPower
What's the issue with a level 4 clonebay?
Re: FTL Captain's Edition 1.25/Inf 1.25/EL 1.25
Posted: Thu Sep 18, 2014 5:53 pm
by dalolorn
NewAgeOfPower wrote:What's the issue with a level 4 clonebay?
Instant recloning, and jumping around will immediately heal the crew to full.