First of all, great work and a smart system of merging mods via merely appending stuff. However, I've a slight issue with using the ModManager.
I'm using the normal fldat to edit and pack data.dat's myself and so far didn't have any trouble. Test-wise, I used a fresh data.dat, and merely added a second entry of the Kestrel shipBlueprint to the end of the file, changing it's name into 'The Testrel'.
Works.
HOWEVER, if I now put the same content into a blueprints.xml.append, zip i according to the ftl-file-structure and have your Mod Manager install it, FTL will not load but crash.
Figuring out something was wrong, I then took the data.dat created by your ModManager and unpacked it again.
This is the code I found at the end of the blueprint.xml file:
Code: Select all
'<shipBlueprint name="PLAYER_SHIP_HARD" layout="kestral" img="kestral">
<class>Kestrel Cruiser</class>
<name>The Testrel</name>
<desc>This class of ship was decommissioned from Federation service years ago. After a number of refits and updating this classic ship is ready for battle.</desc>
<systemList>
<pilot power="1" room="0" start="true" img="room_pilot">
<slot>
<direction>right</direction>
<number>0</number>
</slot>
</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>
</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>
<droneSlots>2</droneSlots>
<weaponList count="2" missiles="8">
<weapon name="MISSILES_2_PLAYER"/>
<weapon name="LASER_BURST_3"/>
</weaponList>
<health amount="30"/>
<maxPower amount ="8"/>
<crewCount amount = "3" class="human"/>
</shipBlueprint>
The issue is, most likely, the ' symbol in front of the <shipBlueprint>. I've got no clue why your Mod Manager adds that character in front of the actual file content, though (it's not present in the .appends file and removing (and ftldat repacking) resolves the crash issue).
I'm currently guessing it's some sort of file corruption or eventually a UTF-8 related issue and trying to figure out a workaround.
edit: I've added a few lines and a <!-- TEST --> in front of the given code and the artifact-character is gone. I assume it's eventually something related to file-start symbols or similar, given quite everyone is using <!-- MOD NAME --> in front of his files either way.