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- Ftl More Scrap Mod American Truck Simulator
- Ftl More Scrap Mod 1.8.9
- Ftl Infinite Scrap
- Ftl More Scrap Mod
- Ftl More Scrap Mod Minecraft 1.14.4
FTL: Faster Than Light Post by koragg33 » Wed Aug 08, 2018 12:16 pm can we plase get a copy of the 1.64 table for 1.6.7 steam i know its a bigg ask but i dont feel the trainer dos the jobb as good as that table. Scrap is designed as mod to be used by modpack makers to add items that generate items using Minecraft's LootTable system. Scrap can be configured to use any existing LootTable be it chest loot, mob drops, or even fishing attempts. You can also supply your own LootTable using Scrap itself. Incredibly,the weight on the safety rope did more harm than good because it only speeded up the destruction. So the weight needs to be a good 4 times more. So now I an thinking in terms of just adding the weights before the lowering process begins. One other thing that beat me was the fact that the turbine was braking as it was being lowered. Re: FTL: Faster Than Light STEAM 1.6.14 Post by gir489 » Fri Mar 20, 2020 10:14 am Updated for 1.6.14, comparing to 1.6.9 (giggidy) all the debug symbols have been stripped and a lot of instructions have been replaced with more efficient instructions. Need to report the video? Axyl gives you the rundown on FTL's fantastic mod, Infinite Space, in FTL: Infinite Space, Shut Up & Take My Money! FTL Faster Than Light Advanced.
(Redirected from Modding Ships)
Modding guide |
Events file structure |
Ships |
Continue.sav |
Mod manager |
Mods |
Ship data is divided between several files. For example, the Kestrel has a kestral.txt (sic) that details the room/door layout, a kestral.xml file for explosion data and position of weapon slots, and an entry in blueprints.xml defining the game data of the ship.
A ship editor GUI is in development.
Another editor has already been released, but it lacks many key features, such as loading the XML file.
Yet another ship editor - Superluminal - is available and constantly updated. Allows the user to modify pretty much every property of a ship.
Graphics[edit]
Filename | Description |
---|---|
(ship) | Indicates the ship's name. Example, Zoltan A is 'energy_cruiser' Thus 'energy_cruiser_base.png', etc. |
(ship)_base.png | The base image file of the ship, seen when no rooms are displayed. |
(ship)_floor.png | The gray background image behind rooms. Used only on player ships. |
(ship)_gib#.png | The pieces that are displayed when a ship breaks apart. '#' is 1-6 for player ships, 1-4 for enemy ships. |
(ship)_cloak.png | The pale outline when a ship engages its cloaking device. A <cloakImage>(another_ship)</cloakImage> can be included in the ship's blueprint file, to make it use another ship's cloak graphic. Cloak images are 10 pixels bigger in every direction than base images. For example, a 200x200 ship graphic should have a 220x220 cloak image. Otherwise, the cloak image is stretched in-game to match these dimensions. |
(ship)_shields1.png | The shields displayed for a particular ship. A <shieldImage>(another_ship)</shieldImage> can be included in the ship's blueprint file, to make it use another ship's shield graphic. |
TXT File[edit]
Code | Description |
---|---|
X_OFFSET | |
<number> | [<number>*35 offsets the entire ship in the X axis] |
Y_OFFSET | |
<number> | [<number>*35 offsets the entire ship in the Y axis] |
HORIZONTAL | |
<number> | [<number> offsets the entire ship in the X axis by this many pixels. Has no apparent effect on enemy ships] |
VERTICAL | |
<number> | [<number> offsets the entire ship in the Y axis by this many pixels] |
ELLIPSE | [The shield graphic uses these parameters. Also determines the collision perimeter and orbit on which defense drones move.] |
<width> | [Actually half of the ellipse's final width.] Does not affect the width of player ships' shield graphic. |
<height> | [Actually half of the ellipse's final height.] Does not affect the height of player ships' shield graphic. |
<x-offset> | [Offsets the shield graphic by <x-offset> pixels.] |
<y-offset> | [Offsets the shield graphic by <y-offset> pixels.] |
ROOM | |
<id> | [Unique ID] |
<x> | [How many tiles from 0 the room is on the X-axis] |
<y> | [How many tiles from 0 the room is on the Y-axis] |
<w> | [How wide is the room, in tiles] |
<h> | [How tall is the room, in tiles] |
DOOR | |
<x> | [How many tiles from 0 the door is on the X-axis] |
<y> | [How many tiles from 0 the door is on the Y-axis] |
<Left/Top room ID> | [ID of the room to the left, or top, of this door.] Value of -1 means the door functions as an airlock, and will drain oxygen from the other room when opened. |
<Right/Bottom room ID> | [ID of the room to the right, or bottom, of this door.] Value of -1 means the door functions as an airlock, and will drain oxygen from the other room when opened. |
<vertical/horizontal> | [Determines whether the door is vertical or horizontal.] 0 = door is horizontal, 1 = door is vertical. Door always snaps to the left or top wall of the tile at which it is located. |
Note
It's possible to move between two rooms as long as there is a door that links them, no matter which ID is used.
However, airlocks will not work that way.
For this reason, it is better to link rooms using the following logic -- it guarantees that both rooms and airlocks will work correctly:
It's possible to move between two rooms as long as there is a door that links them, no matter which ID is used.
However, airlocks will not work that way.
For this reason, it is better to link rooms using the following logic -- it guarantees that both rooms and airlocks will work correctly:
XML File[edit]
Code | Description |
---|---|
<img x='#' y='#' w='#' h='#'/> | Determines the size and X/Y offeset of (ship)_base.png |
X= | Slides the base image left (negative value) or right (positive value) |
Y= | Slides the base image up (negative value) or down (positive value) |
W= | The width of the (ship)_base.png Can cause stretching if set higher or lower than actual (ship)_base dimensions |
H= | The height of the (ship)_base.png Can cause stretching if set higher or lower than actual (ship)_base dimensions |
<weaponMounts> | |
<mount x='#' y='#' rotate='true' mirror='false' gib='#' slide='down'/> | Determines the placement and movement of ship-mounted weaponry. |
X= / Y= | X,Y Coordinates determine where the weapon appears on the ship. Origin (0,0) is determined by the top-left corner of (ship)_base.png and is not affected by <img> offset values |
Note: | All default weapon sprites face upwards with mounting points to the left. |
rotate= | True - Turns the weapon sprite 90 degrees clockwise. Used on player ships to make weapons face right. False - Weapon remains vertically aligned. Used on enemy ships to keep weapons facing up. |
mirror= | True - Flips the weapon horizontally. Used for player weapons on the top of ships / Enemy weapons on left side. Independent of rotate= tagFalse - Weapon sprite maintains original orientation. |
gib= | The chunk of ship the weapon remains attached to when destroyed. Allows weapon to 'drift' with destroyed wreckage. |
slide= | Determines which way the weapon moves when powered up. Accepted values are Up , Down , Left , Right , No |
</weaponMounts> | |
<explosion> | |
<gib#> | Determines alignment of (ship)_gib#.png, and movement during ship destruction |
<velocity min='0.6' max='1'/> | Determines speed of gib movement. Game randomly selects a value between minimum / maximum values. |
<direction min='60' max='120'/> | Direction of gib movement. Values between 0-360, rotational. Negative values allowed. Value of 0 is equivalent to facing north. Helps create image of ship blowing apart, rather than collapsing in on itself. Direction of gibs should face outwards from center. |
<angular min='-0.4' max='-0.1'/> | Creates 'spin' on gib chunks, causing rotation as pieces move away. Value of 10 is equivalent to a full revolution. |
<x>0</x> | Horizontal offset, determined from origin of (ship)_base |
<y>0</y> | Vertical offset, determined from origin of (ship)_base |
</gib#> | |
</explosion> |
Blueprint XML File[edit]
Code | Description |
---|---|
<shipBlueprint name='PLAYER_SHIP_HARD' layout='kestral' img='kestral'> | layout determines the name of the .txt and .xml files associated with the ship img determines the base name of image files associated with the ship |
<class>Kestrel Cruiser</class> | Name of spaceship in selection screen. |
<name>The Kestrel</name> | Default name for spaceship. |
<desc>This class of ship was decommissioned ./desc> | Description of ship in selection screen. |
<systemList> | List of systems that are installed or could be installed in the ship. |
<pilot power='1' room='0' start='true' img='room_pilot'> | room: Room ID as described in TXT file. power: Initial level of associated system. start: Ship starts with this system installed. img: Image for room. |
<slot> <direction>right</direction> <number>0</number> </slot> | Slot for the position of the system operator. 0 - upper left, 1 - upper right, 2 - lower left, 3 - lower right. |
</pilot> | |
<doors power='1' room='2' start='true' img='room_doors'/> | |
<sensors power='1' room='3' start='true' img='room_sensors'/> | |
<medbay power='1' room='4' start='true' img='room_medbay'> | |
<slot> <number>1</number> </slot> | slot for medbay defines which slot is blocked - '-2' means no blocked slot. |
</medbay> | |
<oxygen power='1' room='13' start='true' img='room_oxygen'/> | |
<shields power='2' room='5' start='true' img='room_shields'/> | |
<engines power='2' room='14' start='true' img='room_engines'/> | |
<weapons power='3' room='10' start='true' img='room_weapons'/> | |
<drones power='2' room='1' start='false'/> | |
<teleporter power='1' room='15' start='false'/> | |
<cloaking power='1' room='8' start='false'/> | |
</systemList> | |
<weaponSlots>4</weaponSlots> | Max weapon slots for ship. Requires weapon system to be installed. |
<droneSlots>2</droneSlots> | Max drone slots for ship. Requires drones system to be installed. |
<weaponList count='2' missiles='8'> | Weapons this ship starts with. missiles: Number of initial missiles. |
<weapon name='MISSILES_2_PLAYER'/> | |
<weapon name='LASER_BURST_3'/> | |
</weaponList> | |
<droneList count='3' drones='6'> | Drones this ship starts with. drones: Number of initial drone parts. |
<drone name='BATTLE'/> | |
<drone name='REPAIR'/> | |
<drone name='REPAIR'/> | |
</droneList> | |
<health amount='30'/> | Initial ship health. |
<maxPower amount ='8'/> | Initial max power. |
<crewCount amount = '3'/> | Start with <amount> number of <class>. This may be listed more than once for mixed-race ships. |
</shipBlueprint> |
Notes[edit]
- Slots are numbered progressively in rows, beggining at the top left corner, and ending at bottom right corner. For example, in a 2x2 room, slots in top row would be numbered 0 and 1, while in a 3x2 room 0, 1 and 2, with bottom row having numbers 3, 4 and 5.
- Man-able systems and medbay have default slots, for when they're not explicitly defined in the blueprints file.
System | Default slot and direction |
---|---|
Pilot | 0, right |
Weapons | 1, up |
Shields | 0, left |
Engines | 2, down |
Medbay | 1, N/A |
- Because of this, systems that are assigned to small enough rooms without an explicitly defined slot will bug, making the station inaccessible.
- If a ship has artillery system, but doesn't have a weapon mount assigned to it, the artillery weapon will shoot from beyond the screen, left-hand side. For the graphic to show up properly, the ship's xml file has to have five weapon mounts declared, the fifth mount being the artillery weapon.
- If a ship has no crew declared in blueprint file, it is considered an automated ship, with all systems appearing manned by non-experienced crew.
- For player ships, all systems except artillery have to be declared. If a system declaration is not present, it will bug - it won't be available at the start, but it will be purchaseable, and once the player buys the system at a store, it won't show up on the ship, systems interface nor in the upgrade tab.
- Shield graphic uses the ellipse properties in ship's .txt file; offset applies for both player and enemy ships, but the graphic's dimensions only affect enemy ships' shields.
- Shield mechanic is collision based; the ellipse property in .txt file is used to determine the collision perimeter. If a ship's room is not inside this ellipse, it will be possible to hit it even if the shields are raised (as long as the missile comes at such an angle that it won't collide with ellipse prior to reaching its target).
Retrieved from 'https://www.ftlwiki.com/w/index.php?title=Modding_ships&oldid=4165'
What are mods?A 'mod' (short for 'modification') is a fan-made alteration to a game which allows it to look and act different than the original. In the case of FTL, the community has created a number of mods, ranging from redesigns of the game's art all the way to mods which create brand new campaigns and gameplay modes.
Ftl More Scrap Mod American Truck Simulator
Are mods safe?Mods are not official patches. They are not developed, published, or maintained by any members of the development team, and as such, we cannot guarantee their stability nor are we responsible for any content we did not create ourselves.
Installing and Using Mods
Slipstream is a fan-made mod manager for FTL which makes it easy to install multiple mods and control which ones you use, when you want to use them. It is the go-to method of using mods with FTL.
Slipstream installation instructions:
1. Download Slipstream Mod Manager zip file from the official thread in our forums.
Demon's crystals game. 2. Extract the Slipstream folder from the zip file.
Demon's crystals game. 2. Extract the Slipstream folder from the zip file.
Click to embiggen.
3. Open the Slipstream file folder, you should see a single folder with the same title as the parent folder (e.g. Slipstream Mod Manager v1.6-Win).
4. Move the Slipstream file folder to your FTL folder. For Steam users, it will be located in Program Files/Steam/steamapps/common/FTL Faster Than Light (See screenshot.)
4. Move the Slipstream file folder to your FTL folder. For Steam users, it will be located in Program Files/Steam/steamapps/common/FTL Faster Than Light (See screenshot.)
Click to embiggen.
OPTIONAL: Rename the Slipstream folder to simply 'Slipstream'.
Open the Slipstream folder and find the 'modman' application.
Open the Slipstream folder and find the 'modman' application.
Click to embiggen.
Double click on 'modman' to start Slipstream. You will see a black window while the program searches for your copy of FTL. You will see a confirmation popup (see screenshot) once FTL has been located. Click 'yes' to confirm and launch Slipstream. Final fantasy viii android.
Click to embiggen.
Important notes:
You must return your copy of FTL to its default, unmodded state before installing Slipstream. Additional details available in this post.
While it is possible to use two mods at once, mods get installed in the order in which they are listed in Slipstream. Therefore, if two mods write over the same files, they will never be able to work together successfully.
To add mods to slipstream, navigate to the steamapps/common/FTL Faster Than Light folder (where the game is located). Once there, move your downloaded mod into the 'mods' folder.
To activate a mod, run Slipstream, select the mod(s) you want to use, then click 'patch'. Once the program is done, you should be able to run the game as you would normally, but with new access to the mods.
You can use Slipstream to both install and manage your mods. To add a new mod, please follow the instructions below.
1. Choose the mod you would like to install. For this tutorial, we will be using the Shiny! UI Overhaul and Graphics Mod to change the look of the game. For reference, this is screenshot of the default hangar screen:
Click to embiggen.
2. Download the mod to your computer. You should see a file similar to the one pictured, ending with '.ftl' or '.zip'. Slipstream can be set to recognize zip files by launching it, going to the file tab at the top left, clicking preferences, then checking the 'allow_zip' option. (Note: Some operating systems may remove the '.ftl' ending. If this happens, you can simply add it back yourself.)
Click to embiggen.
3. Open your Slipstream folder in a second window and move the new mod into the 'mods' subfolder.
Click to embiggen.
4. Once you have moved the new mod, open Slipstream. The newly-added mod should appear in the list of available mods. Check the tickbox next to the new mod, then click 'Patch'.
Click to embiggen.
5. When Slipstream has finished patching the game, you will see a popup asking if you would like to start FTL. Click 'yes' to launch the game and see the results of your newly-added mod.
Click to embiggen.
Note: You do NOT need to run Slipstream every time you play; only when you need to change which mods you are using.
Featured Mods
FTL: Hyperspace
Hyperspace is an FTL hard coded modding API. It's installed separately, and provides many new features for mod makers to utilize that are not possible in conventional modding. Hyperspace only works on FTL 1.6.9 currently, but includes a .bat file to automatically downgrade your game and install the hyperspace files.
Arsenal+ (English Translation)
Arsenal+ is a complete overhaul mod, adding new equipment, sectors, factions, ships, and more. Originally Russian-only, translation work was completed by Mr_Easy_Money, and the original version can be found on vk.com.
FTL: Multiverse
Multiverse was originally intended to be a small weapon/drone and ship pack, but a need for lore to connect the new factions and a growing dev team lead to larger ambitions, and eventually Multiverse bloomed into a full overhaul project. A large portion of assets from PC are recycled, many with improvements, but code wise the mod has been made completely from scratch.
Vicious Vessels
Vicious Vessels is a modification which adds new enemy ships. Complete with new hull images, gib animations, custom ship classes based on new hull designs and new ship lists used in some events. Also includes various balance changes to vanilla ships.
FTL Captain's Edition
Arriving at the beacon, you discover a whole new, extended, balanced and lore-friendly FTL experience. Fight space stations of the different factions. Use dozen of new weapons and see various new enemy classes using them against you. Make decisions in new events and follow immerisve new quest-lines. Escape the Rebel fleet in a harsher, but richer galaxy.
Extended Pursuit Indicator
This collection of mods enables users to add between 2 and 24 more levels to the Rebel pursuit indicator on the sector map screen, allowing you to gauge easier how far the fleet will advance after a certain amount of jumps and if it will overtake a certain beacon.
Descent into Darkness
Ftl More Scrap Mod 1.8.9
Descent into Darkness is a complete overhaul modification for FTL. You do not start with a single ship loadout and play the game regularly. Instead, you are given a barebones ship hull and pick your starting gear, crew, augments, everything.
Better Planet and Backgrounds
This mod replaces all of the existing planets and backgrounds and adds a lot more. Tutuapp mac download.
Language Mods
Ftl Infinite Scrap
The following are fan made mods which change the language of the text presented in FTL. They can be installed like any other mod using the steps described above. We cannot guarantee their accuracy or content. If you encounter any questionable content or know of any additional mods we should add to this list, please let us know.
Ftl More Scrap Mod
French: 'Faster Than Light STFR'- Angarmax, Bill_Dupond, BriseRotule, omeno, Anthony Carretier, & TOuistiti59
Traduction de l'edition basique ainsi que de l'advanced edition! Interface graphique + textes des événements.
Traduction de l'edition basique ainsi que de l'advanced edition! Interface graphique + textes des événements.
Japanese: 'Localizing into Japanese'- via https://seesaawiki.jp
ENGLISH: Translating completed. With the update to AdvancedEdition (1.5.4), additional significant text changes have been made.
ENGLISH: Translating completed. With the update to AdvancedEdition (1.5.4), additional significant text changes have been made.
Spanish: 'Faster Than Light (Ed. Avanzada) Mod en español'- Tonxabar & Maverik
La traducción completa al español de FTL Edicion Avanzada (Version 1.05.13).
La traducción completa al español de FTL Edicion Avanzada (Version 1.05.13).
Russian for the Advanced Edition- Owner: sokolov.mstislav
Alternative translation from Russian FTL community
Alternative translation from Russian FTL community
Ukrainian for FTLfrom SBT Localization
Переклад від спілки 'Шлякбитраф'. Перекладена основна і розширена версії (v1.5.10) включно з графічними об’єктами.
Переклад від спілки 'Шлякбитраф'. Перекладена основна і розширена версії (v1.5.10) включно з графічними об’єктами.
Czechby Daniel Zima (HUDSON)
Czech localization FTL v.1.6.8.
Czech localization FTL v.1.6.8.
Ftl More Scrap Mod Minecraft 1.14.4
Random Mods
Please reload the page for five new random mods. See also: The Master Mod List