Also, automated ships have all systems appearing to be manned by non-experienced crew. The editor has to be restarted for the changes to take effect.Īutomated ships are ships that start without any crew initially. ftl package is preferred, though.ĭisclaimer: keep in mind that if your ship uses modded content, you will also have to install the mod that contains the content whenever you want to play the ship. To do this, go to File > Include Mod, and select the file you wish to add - it can be either an entire. Since version 13-4-23, Superluminal can automatically install mods in its archives. You should use it every time you wish to change anything in the orignal data files. This allows not only for smaller mod sizes, but also helps to avoid major mod conflicts. Including this after (or before) the main extension (.xml in this case) instructs GMM to merge the two files, by appending the contents of the mod's file at the end of the original file. In order to deal with this, we have to use the. This is because GMM would take your modded file and replace the original with it. Same thing goes for files - however, if your mod were to include a blank file named blueprints.xml you'd break the game. dat archives - that's why the directories have to have specific names, that way GMM knows where to put their contents. ftl files simply mirror the structure of the. Now look at the diagram again - see that it also has two folders named data and img? That's because. The img directory contains every graphic used in the game. The fonts directory contains fonts used by the game. The audio directory contains all of the sounds used in the game. The data directory contains all of the text files, which describe every element of the game and its statistics. dat archives that come with FTL - you'll need them anyway if you want to mod anything. In order to understand which files belong where, it might be a good idea to unpack the. zip file - contains two directories: data and img. The diagram below shows the structure of a simple ship mod. Other than that, the only thing that differs between ordinary zip and ftl is the directory structure - fancy name, but it only means that the archive has to have several appropriately named directories, so that GMM knows where to put stuff. (you can also change it from ".ftl" to ".zip" and unpack the archives to get to the mod's contents) Then, you simply change the ".zip" to ".ftl", and you're done - any warnings about the file becoming unusable can be safely ignored. You can change extensions exactly the same way you rename files - however, in order to do this, you need to have extensions shown - here's how. THIS THREAD PERTAINS TO PRE-AE VERSION OF SUPERLUMINAL AND IS NOT BEING MAINTAINED.įirst of all, read the "For Developers" description in GMM's thread. Should there be an issue that requires explanation, I'll update the topic with a new post. So, included herein will be several guides regarding topics that are not covered by the documentation. Figured that I'd finally get around to compiling some sort of guide, as to not spam the development topic with questions and replies.
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