FTLDAT is Fully Virused:P
[HELP]How Can i Make Costum Weapon without FTLdat
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MantisGeneral7
- Posts: 48
- Joined: Fri Aug 09, 2013 1:20 pm
[HELP]How Can i Make Costum Weapon without FTLdat
HELP ME! I don't Know how to make custom Weapons A Moderator Someone Knows?
FTLDAT is Fully Virused:P
FTLDAT is Fully Virused:P
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- Metzelmax
- Posts: 364
- Joined: Wed Sep 26, 2012 7:59 am
Re: [HELP]How Can i Make Costum Weapon without FTLdat
http://www.ftlgame.com/forum/viewtopic.php?f=4&t=2441
instead of unpacking the dat thing, just create bluprints.xml.append in a data/ directory, make the weapon, zip it, rename it to .ftl and install it afterward with GMM
instead of unpacking the dat thing, just create bluprints.xml.append in a data/ directory, make the weapon, zip it, rename it to .ftl and install it afterward with GMM
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MantisGeneral7
- Posts: 48
- Joined: Fri Aug 09, 2013 1:20 pm
Re: [HELP]How Can i Make Costum Weapon without FTLdat
Hey I want to Modify A Existing Weapon name and damage/FireChanceMetzelmax wrote:http://www.ftlgame.com/forum/viewtopic.php?f=4&t= 2441
instead of unpacking the dat thing, just create bluprints.xml.append in a data/ directory, make the weapon, zip it, rename it to .ftl and install it afterward with GMM
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MantisGeneral7
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Re: [HELP]How Can i Make Costum Weapon without FTLdat
im not on xp So Dosen't Work!!!!!!!!!!!!!!!!!!!!!!! 
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- Ora_unit_SR388
- Posts: 190
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Re: [HELP]How Can i Make Costum Weapon without FTLdat
Aaaahhh, I see the problem. Do you have python installed on your computer?MantisGeneral7 wrote:im not on xp So Dosen't Work!!!!!!!!!!!!!!!!!!!!!!!
If GMM is not an option, you could try Java based slipstream. Works a bit better on older computers.
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speedoflight
- Posts: 660
- Joined: Mon Feb 18, 2013 11:08 am
Re: [HELP]How Can i Make Costum Weapon without FTLdat
Weapons NEED to be done manually u cant make any weapon with any editor, its just impossible. Any modder here modded their own weapons manually, you just need to study the files needed to make a custom weapon, pick one vanilla original weapon and make a functional copy (of course change name and that stuff) and once you know it works, make your own weapon. Basically you need the blueprint declaration on the blueprints.xml file, the animations declarations on the animations.xml file, the sounds declaration (if used) in the sounds.xml file, and the graphics, located in the img/weapons and img/effects folders. The graphics located on the img/weapons are the graphics of the weapon itself, the _strip and the _glow, and the graphic located in the effects folder is the graphic of the projectile and the explosion (if you use one).
But this is too long to explain, as i said, you should study a regular weapon and make tests.. thats the only way.
To modify the fire chance of any weapon, you need to go to the blueprint of that weapon, located in the blueprints.xml file.. and locate the line where the fire chance is written.
But this is too long to explain, as i said, you should study a regular weapon and make tests.. thats the only way.
To modify the fire chance of any weapon, you need to go to the blueprint of that weapon, located in the blueprints.xml file.. and locate the line where the fire chance is written.
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MantisGeneral7
- Posts: 48
- Joined: Fri Aug 09, 2013 1:20 pm
Re: [HELP]How Can i Make Costum Weapon without FTLdat
[quote="speedoflight"]Weapons NEED to be done manually u cant make any weapon with any editor, its just impossible. Any modder here modded their own weapons manually, you just need to study the files needed to make a custom weapon, pick one vanilla original weapon and make a functional copy (of course change name and that stuff) and once you know it works, make your own weapon. Basically you need the blueprint declaration on the blueprints.xml file, the animations declarations on the animations.xml file, the sounds declaration (if used) in the sounds.xml file, and the graphics, located in the img/weapons and img/effects folders. The graphics located on the img/weapons are the graphics of the weapon itself, the _strip and the _glow, and the graphic located in the effects folder is the graphic of the projectile and the explosion (if you use one).
But this is too long to explain, as i said, you should study a regular weapon and make tests.. thats the only way.
To modify the fire chance of any weapon, you need to go to the blueprint of that weapon, located in the blueprints.xml HEY MAN I NEED TO KNOW HOW TO PUT A BLUEPRINT IN DATA.dat FTL FORUM!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
But this is too long to explain, as i said, you should study a regular weapon and make tests.. thats the only way.
To modify the fire chance of any weapon, you need to go to the blueprint of that weapon, located in the blueprints.xml HEY MAN I NEED TO KNOW HOW TO PUT A BLUEPRINT IN DATA.dat FTL FORUM!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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- kartoFlane
- Posts: 1488
- Joined: Mon Jan 14, 2013 10:20 pm
Re: [HELP]How Can i Make Costum Weapon without FTLdat
@MantisGeneral7
If you could be so kind as to use less exclamation marks and capslock, and perhaps communicate your intent in a clearer way, perhaps people would have an easier time understanding you and helping you out.
2. Then create a folder named data and put that file in it.
3. Then zip that folder.
4. Rename the resulting zip to your_mod_name.ftl.
5. Fire up GMM or SMM, load the mod using the manager. Now your blueprint is in the data.dat.
If for some weird reason you cannot use either manager, then you have to use either KuroSaru's DatManager, or ftldat (and no, it's not a virus).
If you cannot/are unwilling to use any of those tools, then sadly you're SOL.
If you could be so kind as to use less exclamation marks and capslock, and perhaps communicate your intent in a clearer way, perhaps people would have an easier time understanding you and helping you out.
1. Create a new file named blueprints.xml.append and put your blueprint in it.MantisGeneral7 wrote:I need to know how to put a blueprint in data.dat
2. Then create a folder named data and put that file in it.
3. Then zip that folder.
4. Rename the resulting zip to your_mod_name.ftl.
5. Fire up GMM or SMM, load the mod using the manager. Now your blueprint is in the data.dat.
If for some weird reason you cannot use either manager, then you have to use either KuroSaru's DatManager, or ftldat (and no, it's not a virus).
If you cannot/are unwilling to use any of those tools, then sadly you're SOL.
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MantisGeneral7
- Posts: 48
- Joined: Fri Aug 09, 2013 1:20 pm
Re: [HELP]How Can i Make Costum Weapon without FTLdat
thanks guys
sorry for the angry part

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UltraMantis
- Posts: 2125
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Re: [HELP]How Can i Make Costum Weapon without FTLdat
Btw, FTLDAT is NOT a virus. The warning is a false-positive. That means AV untilities don't know FTLdat and aren't sure about it. But there's no virus. You could use DatManager, it's written in Java and does not trigger AV warnings.
But like others explained, weapons must be made manually. Examine the weapons made for other mods, you can learn how others did it. Rename modname.ftl to modname.zip and unzip the file. Then you can open the files inside and take a look.
But like others explained, weapons must be made manually. Examine the weapons made for other mods, you can learn how others did it. Rename modname.ftl to modname.zip and unzip the file. Then you can open the files inside and take a look.
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