[Spoiler] FTL Profile/SavedGame Editor v27 (2018-01-12)

All your guides, strategy discussions, request for help on how to play go here. Please use [SPOILER] if relevant.
Ginrikuzuma
Posts: 8
Joined: Sun Apr 13, 2014 9:29 pm

Re: [Spoiler] FTL Editor v24 - Unlock ships, Edit SavedGames

Postby Ginrikuzuma » Sat Mar 21, 2015 11:47 pm

Hate to ask but is the project dead?
Vhati
Posts: 792
Joined: Thu Oct 25, 2012 12:01 pm

Re: [Spoiler] FTL Editor v24 - Unlock ships, Edit SavedGames

Postby Vhati » Sun Mar 22, 2015 5:43 am

tbold03 wrote:Is this project dead or will there be updates still?

Ginrikuzuma wrote:Hate to ask but is the project dead?

Not dead. Just sleeping. Okaay it's been in a coma. ;)

Life issues derailed me. *sigh*
I'm starting to get back in the headspace to write code again.



alset85 wrote:I check this thread about once a month and I wanted to thank Vhati for continuing work on this program. The one thing I'm interested in is removing installed systems for AE.

Thanks! :mrgreen:
Noted.


Antediluvian wrote:Any chance of being able to remove specific scores/playthroughs from stats at some point?

Noted.


tbold03 wrote:I really would like to change weapons

It's definitely on my todo list. :lol:


TheLOLZCRAFTER wrote:Hai! Um... I want to change my ship to the Rebel Flagship but when I go on, the 'Change Ship' tab is grayed out... Any help pls?

The "Change Ship" tab is only functional for saved games prior to AE (FTL 1.03.3 and earlier).

That file format fundamentally changed in AE and broke a lot of the editor's functionality.
Fiddling with the options won't change it back. :roll:

On the other hand, a lot of info was added for NEW features... as I decipher the meaning... and update the editor.


jeffg10 wrote:i have been waiting for the ability to swap ships with an enemy's ship so i can do ingame ship-stealing runs or the ability to swap out enemy weapons so i can beef them up

I haven't revisited commandeering in a while.
Re-enabling that feature using current knowledge doesn't sound infeasible. I'll look into it.


tbold03 wrote:is there a way to downgrade the game to the non AE version somehow? (I am using the steam version of FTL)

I'm not aware of one. :|


DannyMadd wrote:Where do I find the .sav file?

The editor ought to have found the right spot on its own. What OS do you have?

These are the normal locations.
Windows XP: My Documents/My Games/FasterThanLight/
Windows Vista/7/(8?): Documents/My Games/FasterThanLight/
OSX: /Library/Application Support/FasterThanLight/
Linux: ~/.local/share/ or ${XDG_DATA_HOME}.local/share/
Vhati
Posts: 792
Joined: Thu Oct 25, 2012 12:01 pm

Re: [Spoiler] FTL Editor v24 - Unlock ships, Edit SavedGames

Postby Vhati » Sun Mar 22, 2015 6:22 am

MrSmite wrote:I have worked out which bytes represent crew portraits.

Your dilligence is most impressive!


MrSmite wrote:The values appear to be an index into the sprite list

Correct. :)

The code on GitHub details what I've worked out since the last release.


SavedGameParser.java, circa 2014-10-02

Source: Line 3602, CrewState.setSpriteTintIndeces()
Source: Line 872, Reading tint bytes

Your effort wasn't redundant.
That was a thorough independent confirmation of something I hadn't vetted much.
It's good to see someone who knows their way around a hex editor!
Please continue. :D
User avatar
5thHorseman
Posts: 1668
Joined: Sat Mar 02, 2013 2:29 am

Re: [Spoiler] FTL Editor v24 - Unlock ships, Edit SavedGames

Postby 5thHorseman » Sun Mar 22, 2015 9:49 pm

Vhati wrote:Life issues derailed me. *sigh*
I'm starting to get back in the headspace to write code again.


Totally understandable. I hope everything is as okay as it can be, and here's to having you back!
My Videos - MY MOD HUB
Simo-V - The Potential - Automated Scout - "Low O2" Icons
The Black Opal - The Asteroid - The Enforcer - The Pyro

"Every silver lining has a cloud..."
Zoran_jr
Posts: 1
Joined: Sun Mar 29, 2015 3:28 pm

Re: [Spoiler] FTL Editor v24 - Unlock ships, Edit SavedGames

Postby Zoran_jr » Sun Mar 29, 2015 3:33 pm

Awesome mod. I used it to edit some cheaty CE Infinite runs that were screwing with my vanilla FTL high scores. I put them as a score of 0 on sector 0 and they just show up as blank boxes. It would be awesome if you implemented a way to completely delete high scores though. Anyways, still a great mod.
Vhati
Posts: 792
Joined: Thu Oct 25, 2012 12:01 pm

Re: [Spoiler] FTL Editor v24 - Unlock ships, Edit SavedGames

Postby Vhati » Wed Apr 01, 2015 10:19 am

MrSmite wrote:Manually set the following fields for your new crew members (all crew have these flags when created normally by the game. The tool doesn't appear to know what they are):

  • Beta?: -1
  • Clonebay Priority: -1
  • Damage Boost?: 1000

These were also useful observations!

beta was identified as deathOrder, a redundant copy of clonebayPriority. In future versions, that variable will be hidden from the UI and it'll be assigned the same value when saving.

clonebayPriority will be given the proper default in future versions.
Same with damageBoost; I overlooked that one. ;)
OC2142
Posts: 35
Joined: Fri Jul 11, 2014 8:55 pm

Re: [Spoiler] FTL Editor v24 - Unlock ships, Edit SavedGames

Postby OC2142 » Fri Apr 03, 2015 3:12 pm

Under Environment, it seems that Red Giant/Pulsat/PDS Level refer to what environmental hazard is present if set to '1'.
Vhati
Posts: 792
Joined: Thu Oct 25, 2012 12:01 pm

Re: [Spoiler] FTL Editor v24 - Unlock ships, Edit SavedGames

Postby Vhati » Sat Apr 04, 2015 7:54 am

OC2142 wrote:Under Environment, it seems that Red Giant/Pulsat/PDS Level refer to what environmental hazard is present if set to '1'.

Looking back, all my dumps have 0 or 1.
Do values higher than 1 do anything, like a damage/frequency increase?

Can more than one be active simultaneously?
OC2142
Posts: 35
Joined: Fri Jul 11, 2014 8:55 pm

Re: [Spoiler] FTL Editor v24 - Unlock ships, Edit SavedGames

Postby OC2142 » Sun Apr 05, 2015 5:02 pm

Vhati wrote:
OC2142 wrote:Under Environment, it seems that Red Giant/Pulsat/PDS Level refer to what environmental hazard is present if set to '1'.

Looking back, all my dumps have 0 or 1.
Do values higher than 1 do anything, like a damage/frequency increase?

Can more than one be active simultaneously?


I would love to test this, but I get the feeling that the game would crash. It's likely to be binary-0 means 'Off' while 1 means 'On'. Having more than 1 active would either crash the game or create other issues such as overlap.
FamousDeadGuy
Posts: 1
Joined: Mon Apr 06, 2015 3:11 am

Re: [Spoiler] FTL Editor v24 - Unlock ships, Edit SavedGames

Postby FamousDeadGuy » Mon Apr 06, 2015 3:13 am

I created an account just to maybe get some help with this tool. I verified my java install, but the .exe just opens, loads a few .xmls and then closes. It also is not dumping to the editor log... any ideas?