![]() ![]() Otherwise, those changes are saved to the original file, which for the aforementioned reasons, you do not want. When you open them to edit or read them, they remain that way, but if you change anything you'll want to save it with the original filename, but. Albeit, you'll need to append the blueprints to be aware of their existence.Īppend append append, what do I mean by that? Well, the basic files of the game in the data folder are all. xml files, as in the creation of a new ship, you may include those in your mod as plain. That being said, if you're not making direct adjustments to the core. Which is itself the other reason you always want to make up your mod mostly out of append files, this keeps the core files intact, and ideally avoids mod conflicts. This way you retain the original, and avoid overwriting and potentially breaking your users' games, in the event you botched something or it conflicts with someone else's mod. The reason you've unpacked them is for an easy look at how they're named and how their contents are written, more than anything else.Īny adjustments you want to make to the specific files may be made in them, but it's much safer to instead append them in a separate, copied file instead or better yet, an entirely new file. Well, the first thing to note is that you don't want to mess with any of this stuff, for the most part. Now that you've got access to many of the core elements of the game, you still probably won't know exactly what to do with them all. Apologies for any confusion that may have arisen as a result.) I haven't messed with modding this game since the Advanced Edition update came along and so hadn't realized this until, well, just this year. Since then, these have been consolidated and moved to the main folder for the game. ( Note: in older versions of the game, there was a resources folder that contained multiple. In which case, you'll probably be more interested in the images folder. dat file, but you'll probably be most interested in the data folder, as that's where the most valuable stuff is to work with, unless your aim is more towards making custom assets. dats, then choosing where to have them extracted. Once that's done, it's as simple as going to File and Extract. More specifically, how to do this with the mod manager is to go where you installed it, click modmanager.exe and configure your file path to the right spot (one of the above, or your custom install location). ~/.local/share/Steam/SteamApps/common/FTL Faster Than Light/data/ Typically this would be, for Windows users either:Ĭ:\Program Files (x86)\Steam\steamapps\common\FTL\ dat in the root folder wherever you've installed FTL. To access FTL's xml files, you'll need to use the aforementioned mod manager to extract them from the. [Once you've your toolbox at hand, you may want to dive right in, but first you need to know how to get at those rich. [In addition, if you want to modify the appearance of weapons or build your own custom ships, you may want image-editing software, for which I also have a recommendation, that being GIMP [All that being said, you only really need the first two tools to do the bulk of any mod creation that doesn't involve custom assets (new drones/weapons/ships/backgrounds/etc.). ![]() ![]() The only other tool you may want is software to unzip files, that way you might examine other users' mods to learn how they did something, and for that, my suggestion would be to use 7zip. With these two tools in hand, you're practically set. You have a computer connected to the internet, you have the game, what more do you need? Well, not much more than the Slipstream Mod Manager as it denotes the lines and makes it easier to navigate to any trouble spots you may have in your code. Most of the tools you need you've already got. ![]()
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