[Tool] ftldat r7

Discuss and distribute tools and methods for modding. Moderator - Grognak
bas
Posts: 36
Joined: Fri Sep 14, 2012 3:36 pm

Re: [Modding] Packing and unpacking data.dat and resource.da

Postby bas » Fri Sep 14, 2012 8:57 pm

Yes, that should explain it. Thanks!

This is how I fixed it in r3:

https://github.com/bwesterb/ftldat/comm ... 8ff81efd9e
marinepower
Posts: 10
Joined: Fri Sep 14, 2012 6:40 pm

Re: [Modding] Packing and unpacking data.dat and resource.da

Postby marinepower » Fri Sep 14, 2012 9:03 pm

First thing I ended up making:
Image

Die, rebel scum!
yvesdelunet
Posts: 3
Joined: Sat Sep 15, 2012 12:06 am

Re: [Modding] Packing and unpacking data.dat and resource.da

Postby yvesdelunet » Sat Sep 15, 2012 3:47 am

Hey all, I've downloaded Python for my Mac and then the ftldat folder but I'm pretty confused as how to do things from there. I'm thinking the procedure may be a bit different for mac. Any ideas?

thanks
bas
Posts: 36
Joined: Fri Sep 14, 2012 3:36 pm

Re: [Modding] Packing and unpacking data.dat and resource.da

Postby bas » Sat Sep 15, 2012 8:15 am

yvesdelunet wrote:Hey all, I've downloaded Python for my Mac and then the ftldat folder but I'm pretty confused as how to do things from there. I'm thinking the procedure may be a bit different for mac. Any ideas?

thanks


On Mac it is a bit easier, because Python is already installed.

Open Terminal and go to the/path/to/ftldat/src. Then run, for instance:

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python main.py info /Applications/FTL.app/Contents/Resources/data.dat
KnMn
Posts: 7
Joined: Fri Sep 14, 2012 8:52 am

Re: [Modding] Packing and unpacking data.dat and resource.da

Postby KnMn » Sat Sep 15, 2012 8:55 am

Wow, that was fast! I'm not sure if the devs are going to approve of this tool but it's out there now. Let the hacking begin...

Some intersting comments in events.xml

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<!--   
      New Ideas:
      
You're asked to scare someone off but not kill them
A treasure that if you choose to open it the jump track advances      
- add a quest that is just a warning "don't go over here, there are pirates ambushing people"
engi - asks for a weapon to use - can give you an upgrade?
   
-->

and

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<!--      ****************************
         NEEDS EDITING - New Events
        ********************************
       
        maybe something about a mysterious unexplained ship
you can try to communicate or beam aboard
maybe your people disappear, maybe they're given a gift
maybe the ship just disappears
maybe something really rare and unusual
maybe with scanner tech or other stuff you can wait out a turn and see if you can make contact
or maybe it just steals one of your people
or maybe nothing happens and its just a weird thing that leaves people like... well what was that about?
maybe somebody beams aboard that just bothers you, like Q from next generation
       
       
        maybe something that requires approaching a star to retrieve something or someone
        malfunction in sensors...sensor trick showing multiple enemy ships when only one weak one...
they demand whatever and disappear or you fire at them or call their bluff in some way
civilian ship held hostage, requiring you to take on a mission...
rebel wanting to defect
colonists needing supplies
two ships docked together mysteriously, no life signs
a crash landing on a large asteroid
undetectable presence on the ship, helps or hurts or nothing if you probe it or try to communicate
i mean not undetectable but unidentifiable
star going supernova
gravitational phenomena, dark matter
 debris detected on a small moon
colonists needing rescue
save someone who turns out to be a spy
       
-->


<!-- QUESTS

if you have improved doors you can deliver  a prisoner somewhere.  If you dont.... (??)


<!-- Neutral

Someone asks you to help them on a land-based combat mission, borrow the crew member? - potentially killing them0 (?) - can give mantis or rock for increased success


Great work, bas. I'll be playing with this all night.
Image
Natalie
Posts: 15
Joined: Sat Sep 15, 2012 8:46 am

Re: [Modding] Packing and unpacking data.dat and resource.da

Postby Natalie » Sat Sep 15, 2012 9:33 am

I hope there will be lots of modding available for the game, I'd love to use it for making new ships and maybe an alternate type of campaign would be nice, one without running away and more of an exploration thing XD
Jessen
Posts: 14
Joined: Sat Sep 15, 2012 2:30 am

Re: [Modding] Packing and unpacking data.dat and resource.da

Postby Jessen » Sat Sep 15, 2012 9:52 am

i'd like to get into this, but i have no idea whats going on and i'm mearly a simple windows user, cna i get some actual details on how to unpack, and then repack successfully and have it work?
bas
Posts: 36
Joined: Fri Sep 14, 2012 3:36 pm

Re: [Modding] Packing and unpacking data.dat and resource.da

Postby bas » Sat Sep 15, 2012 9:59 am

In a previous post I explained how it could be run on Windows.

http://www.ftlgame.com/forum/viewtopic.php?f=4&t=1920#p6718

Maybe marinepower, who succesfully repacked on Windows, could add some screenshots or a screencast. I am not a windows user.
Jessen
Posts: 14
Joined: Sat Sep 15, 2012 2:30 am

Re: [Modding] Packing and unpacking data.dat and resource.da

Postby Jessen » Sat Sep 15, 2012 10:13 am

he added

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def add(self, filename, f, size):
        filename = filename.replace('\\','/')
to line 46, but i dont know what that means or how to do it. maybe someone can enlighten me.
cookie42
Posts: 11
Joined: Tue Jul 31, 2012 1:15 am

Re: [Modding] Packing and unpacking data.dat and resource.da

Postby cookie42 » Sat Sep 15, 2012 10:22 am

KnMn wrote:Wow, that was fast! I'm not sure if the devs are going to approve of this tool but it's out there now. Let the hacking begin...

Some intersting comments in events.xml

I don't think they'll have much of a problem with modders, but sharing the ideas they left in their code doesn't seem very nice. Especially if they have to take out those notes because people share them and spoil it for others. :cry: