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Give the hangar increased moddability.
Posted: Fri Dec 21, 2012 2:32 am
by ExtraCheesyPie
Instead of having ships replace current ships, have a little drop-down window in the ship "List" where you can select what Mod-added ship you want.
I want to get mods but I don't want to lose my ships D:
Re: Give the hangar increased moddability.
Posted: Fri Dec 21, 2012 5:14 am
by UltraMantis
I don't think this is possible. The game was not made to handle any extra ships, that is why modded ships replace existing ones (so the game thinks it's using normal ships). Each of the 9 boxes would have to be able to load more than one ship + it's types A&B, and without causing conflicts or messing up unlocks/achievements. Highscore tables would also need expansion, and somehow any additional or unique abilities/weapons/augs would need to be added and sorted. It would require a lot of extra work.
When each MOD replaces game content, it still functions as a complete game. Try to put two mods together and a lot of issues will pop up. Some can work alongside each other and some cannot, and not all mods are at the same stage of development.
It would be a very elegant feature, but it's not likely i'm affraid. A man can dream though.

Re: Give the hangar increased moddability.
Posted: Fri Dec 21, 2012 5:23 am
by Kieve
Several modders, including myself, have asked Justin & Matt for increased flexibility in the game - a shift from various hardcoded limitations placed on ships and how they're added, the inability to make custom races with bonuses, custom augments, and so forth. The base answer is, it's just not a priority right now. They're more focused on patching bugs, gameplay improvements, and expanding FTL to other platforms (mobile & tablets) so that more people can use their game. This is also the reason why they gave the FTL:Overdive project a green light.
Might we see such back-end flexibility down the road? It's possible. Right now however, our devs have other priorities.