Crew mods
- CrashSanders
- Posts: 149
- Joined: Mon Nov 12, 2012 4:19 pm
- Ora_unit_SR388
- Posts: 190
- Joined: Fri Apr 12, 2013 2:41 pm
Re: Crew mods
Yep they are hard coded.
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- Posts: 2125
- Joined: Thu Sep 20, 2012 3:17 pm
Re: Crew mods
Appearance can be modded. It requires repainting a LOT of frames, but it can be done.
However, though the races will look different, they will still have the same abilities.
Use an unpacking/repacking tool to unpack resource.dat (specifically img/people), that's where the animation spritesheets are located.
You can find the tools in the Master Mod List, listed under Modding Tools. I recommend DatManager but any will do.
There are certain hardcode limitations regarding some specific sheets. Repair and Anti-Personell drones for example. But most of the races can be modded.
However, though the races will look different, they will still have the same abilities.
Use an unpacking/repacking tool to unpack resource.dat (specifically img/people), that's where the animation spritesheets are located.
You can find the tools in the Master Mod List, listed under Modding Tools. I recommend DatManager but any will do.
There are certain hardcode limitations regarding some specific sheets. Repair and Anti-Personell drones for example. But most of the races can be modded.
Report spam using the handy Report Button Mod.
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- Posts: 532
- Joined: Sun Sep 23, 2012 8:06 am
Re: Crew mods
I'm no expert, but I think you can even add custom races without overwriting existing ones - it's just that their stats are identical to humans.UltraMantis wrote:Appearance can be modded. It requires repainting a LOT of frames, but it can be done.
However, though the races will look different, they will still have the same abilities.
Use an unpacking/repacking tool to unpack resource.dat (specifically img/people), that's where the animation spritesheets are located.
You can find the tools in the Master Mod List, listed under Modding Tools. I recommend DatManager but any will do.
There are certain hardcode limitations regarding some specific sheets. Repair and Anti-Personell drones for example. But most of the races can be modded.
So, if I were so masochistically inclined, I could try creating a ton of races for, say, a Star Trek or Star Wars total conversion, which - while having stats identical to those of the regular human race, would look different.
- Sleeper Service
- Posts: 2275
- Joined: Sun Mar 24, 2013 8:49 pm
Re: Crew mods
I played around with that a little once. Simple recolouring doesn't take to long, but I wasn't satisfied with the results...
- Kieve
- Posts: 944
- Joined: Tue Sep 18, 2012 2:21 pm
Re: Crew mods
I attempted to verify this once, a while ago, by turning a mantis red and declaring it as custom (red_bug, I think). The test event still gave me a human. Similarly, it didn't work as starting crew on a new ship or an enemy ship.dalolorn wrote:I'm no expert, but I think you can even add custom races without overwriting existing ones - it's just that their stats are identical to humans.
So, if I were so masochistically inclined, I could try creating a ton of races for, say, a Star Trek or Star Wars total conversion, which - while having stats identical to those of the regular human race, would look different.
I won't completely rule out the possibility, but no methods I know of for adding crew will successfully implement a customized race, even human-stat clones with a paint job.
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- Posts: 532
- Joined: Sun Sep 23, 2012 8:06 am
Re: Crew mods
Interesting. I'm not going to pursue the matter further at this moment, but...Kieve wrote:I attempted to verify this once, a while ago, by turning a mantis red and declaring it as custom (red_bug, I think). The test event still gave me a human. Similarly, it didn't work as starting crew on a new ship or an enemy ship.dalolorn wrote:I'm no expert, but I think you can even add custom races without overwriting existing ones - it's just that their stats are identical to humans.
So, if I were so masochistically inclined, I could try creating a ton of races for, say, a Star Trek or Star Wars total conversion, which - while having stats identical to those of the regular human race, would look different.
I won't completely rule out the possibility, but no methods I know of for adding crew will successfully implement a customized race, even human-stat clones with a paint job.
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- Posts: 660
- Joined: Mon Feb 18, 2013 11:08 am
Re: Crew mods
..but nothing... right now, its just impossible to create new races..
, i experimented ages ago as well, and the way FTL works, its just impossible.

- ThePersonFromSteam
- Posts: 84
- Joined: Sat Nov 19, 2016 12:34 am
Re: Crew mods
wasnt there a mod that makes crew have uniforms
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Okayish Modder, and a terrible splicer; but i did throw my share in Project Coal, and helped in Multiverse.