[Tool] Superluminal 2.2.1 - FTL Ship Editor

Discuss and distribute tools and methods for modding. Moderator - Grognak
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stylesrj
Posts: 3644
Joined: Tue Jul 08, 2014 7:54 am

Re: [Tool] Superluminal 2.1.1

Postby stylesrj » Mon Dec 29, 2014 2:57 am

Abs wrote:Hey kartoFlane,

Not sure if anyone's reported this, but when I create new ships, the weapons room uses the room_shields name.

Abs


I've seen it happen too with Cloaking. Uses the glows from another room entirely and not the cloaking device.
Sales_Kital
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Joined: Fri Dec 26, 2014 1:52 am

Re: [Tool] Superluminal 2.1.1

Postby Sales_Kital » Mon Dec 29, 2014 1:58 pm

any luck with my ship? I'm just asking since I can't send pm's yet.
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kartoFlane
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Re: [Tool] Superluminal 2.1.1

Postby kartoFlane » Mon Dec 29, 2014 2:06 pm

@Kital
Yes and no... I took a look at it, changed the layout a bit so that it doesn't crash (resized all rooms to be 2x2 max, made the ship smaller), but then couldn't reproduce the crashing :/ That problem is definitely related to room/door layout though, since it also stopped crashing when I just told it to use the default Kestrel layout.
So I guess TL;DR -- don't make gargantuan-sized rooms/ships

@Abs & stylesrj
Weird. I'll take a look at it, but I've no idea why this would ever be happening...
Superluminal2 - a ship editor for FTL
Sales_Kital
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Joined: Fri Dec 26, 2014 1:52 am

Re: [Tool] Superluminal 2.1.1

Postby Sales_Kital » Mon Dec 29, 2014 2:27 pm

kartoFlane wrote:@Kital
Yes and no... I took a look at it, changed the layout a bit so that it doesn't crash (resized all rooms to be 2x2 max, made the ship smaller), but then couldn't reproduce the crashing :/ That problem is definitely related to room/door layout though, since it also stopped crashing when I just told it to use the default Kestrel layout.
So I guess TL;DR -- don't make gargantuan-sized rooms/ships

@Abs & stylesrj
Weird. I'll take a look at it, but I've no idea why this would ever be happening...


Guess I'm going to wind up having a lot of rooms or something, I made it about as small as I could while being able to place the cockpit properly in the graphic.

Thanks for the help
BluePhoenixV
Posts: 4
Joined: Wed Dec 31, 2014 12:48 am

Re: [Tool] Superluminal 2.1.1

Postby BluePhoenixV » Wed Dec 31, 2014 10:11 pm

Hi. i have been trying to save my ship for 2 1/2 hours now following all the instruction in the FAQ and i still can't get it into game, i choose the resource folder for FTL through steam and when i try to save nothing happens.
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kartoFlane
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Re: [Tool] Superluminal 2.1.1

Postby kartoFlane » Wed Dec 31, 2014 10:31 pm

In order to get your ship into the game, you need to install it with SMM.

Save your ship as .ftl, place the file in SMM's 'mods' directory, launch SMM, tick the checkbox next to your ship, and hit the "Patch" button.
Superluminal2 - a ship editor for FTL
BluePhoenixV
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Joined: Wed Dec 31, 2014 12:48 am

Re: [Tool] Superluminal 2.1.1

Postby BluePhoenixV » Wed Dec 31, 2014 10:35 pm

yeah, i JUST found that out, i can't believe i didnt think of that before! :lol:
Dman1791
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Joined: Wed Jan 14, 2015 8:09 pm

Re: [Tool] Superluminal 2.1.1

Postby Dman1791 » Wed Jan 14, 2015 8:22 pm

I'm having a bit of trouble...
I made a super-powerful ship to mess around in CE by editing the Kestrel's loadout. I only changed the systems and levels of them, the weapons, as well as adding Kestrel artillery. I then proceed to crash every so often when I jump. I have a crashlog, but it's really short. I have no coding experience whatsoever, so I'm at a loss. My only guesses are problems with using CE and EL, more systems than normally allowed, or the fact that it has 60 power bars.

Code: Select all

Stack Trace:

1 - 0x00630ab8
2 - 0x00631031
3 - 0x0060ddd8
4 - 0x03b0c99a DrvPresentBuffers
5 - 0x03b6bea4 DrvPresentBuffers
6 - 0x0060e351
7 - 0x0060e40a
8 - 0x0065da28
9 - 0x00751b5b
10 - 0x004010fd
11 - 0x77e99f72 RtlInitializeExceptionChain
12 - 0x77e99f45 RtlInitializeExceptionChain
Gen. Idiot
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Joined: Fri Jan 16, 2015 3:39 am

Re: [Tool] Superluminal 2.1.1

Postby Gen. Idiot » Fri Jan 16, 2015 3:53 am

i load my ship and everything says its ok i save it in an .ftl file i put it in smm's mod folder i run smm and click patch and it says everything is ok but my ship wont show up i try patching it again with smm and get this error

21:34:06.958 [Thread-9] ERROR net.vhati.modmanager.core.ModPatchThread - Patching failed. java.io.IOException: InnerPath occurs more than once:
at net.vhati.ftldat.FTLDat$FTLPack.readIndex(FTLDat.java:615)
at net.vhati.ftldat.FTLDat$FTLPack.<init>(FTLDat.java:490)
at net.vhati.ftldat.FTLDat$FTLPack.<init>(FTLDat.java:460)
at net.vhati.modmanager.core.ModPatchThread.patch(ModPatchThread.java:160)

anyone know why it is doing this?
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kartoFlane
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Re: [Tool] Superluminal 2.1.1

Postby kartoFlane » Fri Jan 16, 2015 1:25 pm

Something went wrong while saving the archives. Normally when SMM has two files with the same name and location, it replaces one with the other, but in this case, the manager somehow saved both of them, and now doesn't know which to use...
I have no idea how that could happen, though. I'd suggest redownloading the archives and clearing SMM's cache.
Superluminal2 - a ship editor for FTL