[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.
DeathWolf
Posts: 1
Joined: Sat Oct 28, 2017 11:41 pm

Re: [Spoiler] FTL Editor v25 - Unlock ships, Edit SavedGames

Postby DeathWolf » Sun Oct 29, 2017 12:36 am

Please help, I am on a Mac Sierra v10.12.5, and whenever I open FTLProfileEditor.command, it gives me:

Code: Select all

Last login: Sun Oct 29 11:11:41 on ttys000
Sagas-MacBook-Pro:~ sagachandra$ /Users/sagachandra/Downloads/FTL\ Profile\ Editor\ v25-Unix/FTLProfileEditor.command ; exit;
INFO  FTLProfileEditor - Using FTL dats path from config: /Applications/Games/FTL.app/Contents/Resources
Exception in thread "AWT-EventQueue-0" java.lang.NoClassDefFoundError: javax/xml/bind/JAXBException
   at net.blerf.ftl.FTLProfileEditor.guiInit(FTLProfileEditor.java:190)
   at net.blerf.ftl.FTLProfileEditor.access$000(FTLProfileEditor.java:30)
   at net.blerf.ftl.FTLProfileEditor$1.run(FTLProfileEditor.java:47)
   at java.desktop/java.awt.event.InvocationEvent.dispatch(InvocationEvent.java:313)
   at java.desktop/java.awt.EventQueue.dispatchEventImpl(EventQueue.java:764)
   at java.desktop/java.awt.EventQueue.access$500(EventQueue.java:97)
   at java.desktop/java.awt.EventQueue$3.run(EventQueue.java:717)
   at java.desktop/java.awt.EventQueue$3.run(EventQueue.java:711)
   at java.base/java.security.AccessController.doPrivileged(Native Method)
   at java.base/java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(ProtectionDomain.java:89)
   at java.desktop/java.awt.EventQueue.dispatchEvent(EventQueue.java:734)
   at java.desktop/java.awt.EventDispatchThread.pumpOneEventForFilters(EventDispatchThread.java:199)
   at java.desktop/java.awt.EventDispatchThread.pumpEventsForFilter(EventDispatchThread.java:124)
   at java.desktop/java.awt.EventDispatchThread.pumpEventsForHierarchy(EventDispatchThread.java:113)
   at java.desktop/java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:109)
   at java.desktop/java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:101)
   at java.desktop/java.awt.EventDispatchThread.run(EventDispatchThread.java:90)
Caused by: java.lang.ClassNotFoundException: javax.xml.bind.JAXBException
   at java.base/jdk.internal.loader.BuiltinClassLoader.loadClass(BuiltinClassLoader.java:582)
   at java.base/jdk.internal.loader.ClassLoaders$AppClassLoader.loadClass(ClassLoaders.java:185)
   at java.base/java.lang.ClassLoader.loadClass(ClassLoader.java:496)
   ... 17 more
logout
Saving session...
...copying shared history...
...saving history...truncating history files...
...completed.

[Process completed]



After that, Java opens, and after a few seconds, closes.

However, the profile-editor-log.txt seems fine.

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11:23:10.111 [AWT-EventQueue-0] DEBUG net.blerf.ftl.FTLProfileEditor - FTL Profile Editor v25
11:23:10.113 [AWT-EventQueue-0] DEBUG net.blerf.ftl.FTLProfileEditor - Mac OS X 10.12.5
11:23:10.113 [AWT-EventQueue-0] DEBUG net.blerf.ftl.FTLProfileEditor - Java HotSpot(TM) 64-Bit Server VM, 9.0.1, x86_64
11:23:10.194 [AWT-EventQueue-0] INFO  net.blerf.ftl.FTLProfileEditor - Using FTL dats path from config: /Applications/Games/FTL.app/Contents/Resources


Thank you for your time and I hope you can fix this problem.
Louana04
Posts: 1
Joined: Sat Nov 04, 2017 12:29 am

Re: [Spoiler] FTL Editor v25 - Unlock ships, Edit SavedGames

Postby Louana04 » Sat Nov 04, 2017 12:30 am

Vhati wrote:Also known as the "ComaToes Profile/SavedGame Editor", this is a 3rd-party tool to edit user files. It depends on resources from the game directory, but the game itself will not be modified.

With this, you can unlock any or all ships and achievements in your user profile, or tweak most aspects of saved games: crew, systems, weapons, fires, breaches, etc.


Status
FTL 1.01-1.03.3: "prof.sav" and "continue.sav", are fully editable.
FTL 1.5.4-1.5.13: "ae_prof.sav" is fully editable.
FTL 1.5.4-1.5.13: "continue.sav" is only partially editable. Ships CAN be edited (excluding systems/weapons/drones).

Many values in Advanced Edition have not been deciphered (they're labeled with greek letters and question marks). If you see one and recognize its meaning, post here with your suggestion! Diehard researchers may even compare dumps of backups over time with WinMerge to highlight changes that coincide with events in-game.



AE PROFILES ARE FULLY EDITABLE
AE SAVED GAMES ARE PARTIALLY EDITABLE


Download

Version 25 - [Windows] - [Mac/Linux]
Version 24 - [Windows] - [Mac/Linux]
Version 23 - [Windows] - [Mac/Linux]
Version 22 - [Windows] - [Mac/Linux]
Version 21 - [Windows] - [Mac/Linux]
Version 20 - [Windows] - [Mac/Linux]
...
Version 18 - [Windows] - [Mac/Linux] (Very stable, from before AE-related bugs: for FTL 1.03.3 and earlier)


The code is on GitHub so you can review it (or contribute :) ) here.


Donations

I can accept PayPal donations here, or arrange something via PM, if you feel inclined.
That would be fantastic.


Usage
  • Exit FTL. The game must NOT be running. (It can be at the Main Menu if you're careful.)
    .
  • Double-click FTLProfileEditor.exe (Windows).
    Or FTLProfileEditor.command (Mac/Linux).
    .
  • On the first run, you may be prompted to locate your FTL data file. This is called "data.dat" in the "resources" directory under your FTL install. In most cases, this should be located automatically.
    .
  • Switch to the appropriate tab: "Profile" or "Saved Game".
  • Open a profile (ae_prof.sav / prof.sav) or saved game (continue.sav).
  • Make any desired changes.
  • Save, and close the editor.
  • Fire up FTL and try out your new ship.
prêt
Requirements
  • Link: Java (1.6 or higher).
  • Link: FTL (1.01-1.03.1 or 1.5.4-1.5.13, Windows/OSX/Linux, Steam/GOG/Standalone).
    .
  • WinXP SP1 can't run Java 1.7.
    (1.7 was built with VisualStudio 2010, causing a DecodePointer error.)
    To get 1.6, you may have to google "jdk-6u45-windows-i586.exe".

Troubleshooting
  • Paste the contents of "profile-editor-log.txt" between [ code ] tags in a reply on this thread.

screenshot05.png

screenshot02.png

screenshot04.png

- - -

After 3 months of inactivity on github stalled the release of v12, I started this new thread to continue managing the project. Here's a link to the previous thread.
.

Thank you for all these informations :)
Vhati
Posts: 792
Joined: Thu Oct 25, 2012 12:01 pm

Re: [Spoiler] FTL Editor v25 - Unlock ships, Edit SavedGames

Postby Vhati » Sat Nov 25, 2017 7:25 am

DeathWolf wrote:Please help, I am on a Mac Sierra v10.12.5, and whenever I open FTLProfileEditor.command, it gives me:

Code: Select all

Exception in thread "AWT-EventQueue-0" java.lang.NoClassDefFoundError: javax/xml/bind/JAXBException

I'm guessing you're running the new Java 9. Basically the editor depends on a part of Java that will become opt-in as of Java 9 - thus the editor crashes looking for it. I've got a fix in place for my next release (which I've returned this month to work on again). :)

For now, you can fix the launcher script yourself.

You'll need to open "FTLProfileEditor.command" with a no-frills text editor and scroll to the end. Change this line

Code: Select all

java -jar FTLProfileEditor.jar;

to this

Code: Select all

java -XX:+IgnoreUnrecognizedVMOptions --add-modules=java.xml.bind -jar FTLProfileEditor.jar;

Alternatively, you could switch to Java 1.8.
Vhati
Posts: 792
Joined: Thu Oct 25, 2012 12:01 pm

Re: [Spoiler] FTL Editor v25 - Unlock ships, Edit SavedGames

Postby Vhati » Sat Nov 25, 2017 7:41 am

U GOT OWNED wrote:when you select a room on the my ship section of the editor. what does the station tick box do ?
I haven't tinkered to know what, if anything, happens when you mess with that. My notes only say that it is ticked when a system is installed. Or what happens if zero or multiple squares are ticked.
Vhati
Posts: 792
Joined: Thu Oct 25, 2012 12:01 pm

Re: [Spoiler] FTL Editor v25 - Unlock ships, Edit SavedGames

Postby Vhati » Sat Nov 25, 2017 7:49 am

r543 wrote:Sorry to ask, but is this still being worked on?
It is now. ;)

r543 wrote:missing feature, on the General Stats [...] Lanius isn't a option.
Ha! Thanks, I'll fix that.

r543 wrote:While checking the dump I also noticed that the Lanius/Crystal C(ships which don't exist) default to easy instead of N/A.
Edit: I'm not sure what this means. Can you elaborate?
Edit: I think I see. Creating a PLAYER_SHIP_ANAEROBIC_VICTORY achievement by going to the Ship Stats tab and setting Lanius-B's "V" button to normal... will create the achievement for BOTH B and C.
Edit: Found it! A silly typo in the code that prints an achievement's values for the dump. It was printing B's value a second time instead of C's real value.

r543 wrote:Also what's Newbie Tip Level?
There are tutorial messages that only appear the first time you do something: the first time unlocking a ship (the ship list button will be highlighted), then after clicking the ship list. That flag is how FTL remembers not to show you the messages again.



Level == SHIPS_UNLOCKED (misc.xml:tutorial_list_open):
You've unlocked a new ship!

Click on the LIST button to see your current ships and find out how to unlock more.
Level == SHIP_LIST_INTRO (misc.xml:list_tutorial & list_tutorial_2):
This is the ship list. Here you can get a summary of all of your achievements and see your progress in unlocking all of the playable ships.

For veteran players of FTL, you'll see there are some changes from the original style.
- - -
To unlock a new ship, you have two options:

Find and complete a unique quest within the game world. These will often start in the 'homeworld' sectors.

Alternatively, beat the game with the previous ship in the list to unlock the next.

Hover over any ship to get more details!
When FTL loads an original "prof.sav", it migrates to an "ae_prof.sav" and sets the newbie level to SHIP_LIST_INTRO, skipping the first message.
Vhati
Posts: 792
Joined: Thu Oct 25, 2012 12:01 pm

Re: [Spoiler] FTL Editor v25 - Unlock ships, Edit SavedGames

Postby Vhati » Sat Nov 25, 2017 12:14 pm

@Gencool:
Gencool wrote:So, this is from a mod i'm working on;
Running a custom ship

The editor needs to see the same mods installed that were present when FTL created the SavedGame.


@DragonMarine:
How did you do that (having locked ships AND having their ship achievements) in the firat place?

All your ships are locked, so seeing that, the editor would omit ship achievements when it saves. The 'error' was about potential loss of that info as you opened the profile.

My puzzlement: If you had locked them with the editor, the achievements shouldn't have been there to see when you open the second time.


@XeroZeal:
You ran the editor, clicked "Dump", switched the file list from (*.txt) to (all files), and overwrote your profile "ae_prof.sav" with plain text describing the editor's empty profile. I guess I should add a warning not to do that.

You'll need to delete "ae_prof.sav" and start a new game.
Vhati
Posts: 792
Joined: Thu Oct 25, 2012 12:01 pm

Re: [Spoiler] FTL Editor v25 - Unlock ships, Edit SavedGames

Postby Vhati » Tue Dec 05, 2017 1:06 am

.
The editor does not currently support FTL 1.6.1. I'm working on it.

Thread: Mod Dev Forum - Big FTL changes are coming!
Reyalan
Posts: 2
Joined: Fri Dec 15, 2017 6:16 am

Re: [Spoiler] FTL Editor v25 - Unlock ships, Edit SavedGames

Postby Reyalan » Fri Dec 15, 2017 6:18 am

Is it capable of editing weapons and drones for advanced edition saves yet?
Vhati
Posts: 792
Joined: Thu Oct 25, 2012 12:01 pm

Re: [Spoiler] FTL Editor v25 - Unlock ships, Edit SavedGames

Postby Vhati » Fri Dec 15, 2017 8:45 pm

Reyalan wrote:Is it capable of editing weapons and drones for advanced edition saves yet?
I was working on exactly that when FTL 1.6.1 showed up. :lol:
I just got the mod manager working again this week.

Now I'm back to the editor...
  • Currently polishing up the code for a solid bug fix release, handling FTL 1.01-1.5.13 only.
  • Then I'll add support for FTL 1.6.2's resources. FTL 1.6.2 profiles are the same file format as before, so they'll be editable the moment resources can be parsed. I can use the mod manager's code to read inside "ftl.dat", but the editor needs additional work because it parses meaning from the XML resources.
  • Then I'll investigate the FTL 1.6.2 saved game file format. Usual (de)greeking process. I've no idea how much/little has changed.

Current v25 can stash desired weapons/drones in cargo (General tab), to equip in-game.
Upcoming v26 will fix bugged Store editing, to buy anything in-game.
If what I see in the new saved game format isn't problematic, I may add in-editor drone/weapon stuff.

Matthew hinted at providing further assistance, but he's busy right now with the FTL beta.

I've nearly figured out the sector map beacon-scattering algorithm. Which circuitously gets me closer to predicting future beacon events. And thence, random environmental effects on power capacity. Matthew said it's the same RNG for all of it, so I have to account for every roll of the dice along the way.
Reyalan
Posts: 2
Joined: Fri Dec 15, 2017 6:16 am

Re: [Spoiler] FTL Editor v25 - Unlock ships, Edit SavedGames

Postby Reyalan » Tue Dec 19, 2017 12:02 am

Vhati wrote:I was working on exactly that when FTL 1.6.1 showed up. :lol:
I just got the mod manager working again this week.

Now I'm back to the editor...
  • Currently polishing up the code for a solid bug fix release, handling FTL 1.01-1.5.13 only.
  • Then I'll add support for FTL 1.6.2's resources. FTL 1.6.2 profiles are the same file format as before, so they'll be editable the moment resources can be parsed. I can use the mod manager's code to read inside "ftl.dat", but the editor needs additional work because it parses meaning from the XML resources.
  • Then I'll investigate the FTL 1.6.2 saved game file format. Usual (de)greeking process. I've no idea how much/little has changed.

Current v25 can stash desired weapons/drones in cargo (General tab), to equip in-game.
Upcoming v26 will fix bugged Store editing, to buy anything in-game.
If what I see in the new saved game format isn't problematic, I may add in-editor drone/weapon stuff.

Matthew hinted at providing further assistance, but he's busy right now with the FTL beta.

I've nearly figured out the sector map beacon-scattering algorithm. Which circuitously gets me closer to predicting future beacon events. And thence, random environmental effects on power capacity. Matthew said it's the same RNG for all of it, so I have to account for every roll of the dice along the way.


Awesome! Can't wait for the next update.

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