Ftl More Scrap Mod

  1. FTL: Faster Than Light Post by koragg33 » Wed Aug 08, 2018 12:16 pm can we plase get a copy of the 1.64 table for 1.6.7 steam i know its a bigg ask but i dont feel the trainer dos the jobb as good as that table.
  2. Download Mods for Scrap Mechanic! New Parts, Survival Mods, Parts Mods, Character Mods, and more! Join the community of mod makers! Learn how to make mods, browse the complete inventory of public resources, and make Scrap Mechanic your own!
(Redirected from Modding Ships)

Today we are talking to two authors from the Witcher 3 community: wiggolp and Damastor - both of whom have managed to create new quest mods for the game, adding new areas, dialogue, and more! BigBizkit: To start this off, let me ask you, wiggolp, about your mod adding a completely new quest to the game - Ciri’s Sole Memento.

Modding
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Ships
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Ship data is divided between several files. For example, the Kestrel has a kestral.txt (sic) that details the room/door layout, a kestral.xml file for explosion data and position of weapon slots, and an entry in blueprints.xml defining the game data of the ship.

A ship editor GUI is in development.

Another editor has already been released, but it lacks many key features, such as loading the XML file.

Yet another ship editor - Superluminal - is available and constantly updated. Allows the user to modify pretty much every property of a ship.

Graphics[edit]

FilenameDescription
(ship)Indicates the ship's name.

Example, Zoltan A is 'energy_cruiser' Thus 'energy_cruiser_base.png', etc.

(ship)_base.pngThe base image file of the ship, seen when no rooms are displayed.
(ship)_floor.pngThe gray background image behind rooms. Used only on player ships.
(ship)_gib#.pngThe pieces that are displayed when a ship breaks apart. '#' is 1-6 for player ships, 1-4 for enemy ships.
(ship)_cloak.pngThe pale outline when a ship engages its cloaking device.

A <cloakImage>(another_ship)</cloakImage> can be included in the ship's blueprint file, to make it use another ship's cloak graphic.
Cloak images are 10 pixels bigger in every direction than base images. For example, a 200x200 ship graphic should have a 220x220 cloak image. Otherwise, the cloak image is stretched in-game to match these dimensions.

(ship)_shields1.pngThe shields displayed for a particular ship.

A <shieldImage>(another_ship)</shieldImage> can be included in the ship's blueprint file, to make it use another ship's shield graphic.


TXT File[edit]

CodeDescription
X_OFFSET
<number>[<number>*35 offsets the entire ship in the X axis]
Y_OFFSET
<number>[<number>*35 offsets the entire ship in the Y axis]
HORIZONTAL
<number>[<number> offsets the entire ship in the X axis by this many pixels. Has no apparent effect on enemy ships]
VERTICAL
<number>[<number> offsets the entire ship in the Y axis by this many pixels]
ELLIPSE[The shield graphic uses these parameters. Also determines the collision perimeter and orbit on which defense drones move.]
<width>[Actually half of the ellipse's final width.]
Does not affect the width of player ships' shield graphic.
<height>[Actually half of the ellipse's final height.]
Does not affect the height of player ships' shield graphic.
<x-offset>[Offsets the shield graphic by <x-offset> pixels.]
<y-offset>[Offsets the shield graphic by <y-offset> pixels.]
ROOM
<id>[Unique ID]
<x>[How many tiles from 0 the room is on the X-axis]
<y>[How many tiles from 0 the room is on the Y-axis]
<w>[How wide is the room, in tiles]
<h>[How tall is the room, in tiles]
DOOR
<x>[How many tiles from 0 the door is on the X-axis]
<y>[How many tiles from 0 the door is on the Y-axis]
<Left/Top room ID>[ID of the room to the left, or top, of this door.]
Value of -1 means the door functions as an airlock, and will drain oxygen from the other room when opened.
<Right/Bottom room ID>[ID of the room to the right, or bottom, of this door.]
Value of -1 means the door functions as an airlock, and will drain oxygen from the other room when opened.
<vertical/horizontal>[Determines whether the door is vertical or horizontal.]
0 = door is horizontal, 1 = door is vertical. Door always snaps to the left or top wall of the tile at which it is located.

Note
It's possible to move between two rooms as long as there is a door that links them, no matter which ID is used.
However, airlocks will not work that way.
For this reason, it is better to link rooms using the following logic -- it guarantees that both rooms and airlocks will work correctly:

XML File[edit]

CodeDescription
<img x='#' y='#' w='#' h='#'/>Determines the size and X/Y offeset of (ship)_base.png
X=Slides the base image left (negative value) or right (positive value)
Y=Slides the base image up (negative value) or down (positive value)
W=The width of the (ship)_base.png

Can cause stretching if set higher or lower than actual (ship)_base dimensions

H=The height of the (ship)_base.png

Can cause stretching if set higher or lower than actual (ship)_base dimensions

<weaponMounts>
<mount x='#' y='#' rotate='true' mirror='false' gib='#' slide='down'/>Determines the placement and movement of ship-mounted weaponry.
X= / Y=X,Y Coordinates determine where the weapon appears on the ship.

Origin (0,0) is determined by the top-left corner of (ship)_base.png and is not affected by <img> offset values

Note:All default weapon sprites face upwards with mounting points to the left.
rotate=True - Turns the weapon sprite 90 degrees clockwise. Used on player ships to make weapons face right.

False - Weapon remains vertically aligned. Used on enemy ships to keep weapons facing up.

mirror=True - Flips the weapon horizontally. Used for player weapons on the top of ships / Enemy weapons on left side.

Independent of rotate= tagFalse - Weapon sprite maintains original orientation.

gib=The chunk of ship the weapon remains attached to when destroyed.

Allows weapon to 'drift' with destroyed wreckage.

slide=Determines which way the weapon moves when powered up.

Accepted values are Up , Down , Left , Right , No

</weaponMounts>
<explosion>
<gib#>Determines alignment of (ship)_gib#.png, and movement during ship destruction
<velocity min='0.6' max='1'/>Determines speed of gib movement. Game randomly selects a value between minimum / maximum values.
<direction min='60' max='120'/>Direction of gib movement. Values between 0-360, rotational. Negative values allowed. Value of 0 is equivalent to facing north.

Helps create image of ship blowing apart, rather than collapsing in on itself. Direction of gibs should face outwards from center.

<angular min='-0.4' max='-0.1'/>Creates 'spin' on gib chunks, causing rotation as pieces move away. Value of 10 is equivalent to a full revolution.
<x>0</x>Horizontal offset, determined from origin of (ship)_base
<y>0</y>Vertical offset, determined from origin of (ship)_base
</gib#>
</explosion>

Blueprint XML File[edit]

CodeDescription
<shipBlueprint name='PLAYER_SHIP_HARD' layout='kestral' img='kestral'>layout determines the name of the .txt and .xml files associated with the ship
img determines the base name of image files associated with the ship
<class>Kestrel Cruiser</class>Name of spaceship in selection screen.
<name>The Kestrel</name>Default name for spaceship.
<desc>This class of ship was decommissioned .../desc>Description of ship in selection screen.
<systemList>List of systems that are installed or could be installed in the ship.
<pilot power='1' room='0' start='true' img='room_pilot'>room: Room ID as described in TXT file.
power: Initial level of associated system.
start: Ship starts with this system installed.
img: Image for room.
<slot>

<direction>right</direction>
<number>0</number>
</slot>

Slot for the position of the system operator. 0 - upper left, 1 - upper right, 2 - lower left, 3 - lower right.
</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>

slot for medbay defines which slot is blocked - '-2' means no blocked 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>Max weapon slots for ship. Requires weapon system to be installed.
<droneSlots>2</droneSlots>Max drone slots for ship. Requires drones system to be installed.
<weaponList count='2' missiles='8'>Weapons this ship starts with.
missiles: Number of initial missiles.
<weapon name='MISSILES_2_PLAYER'/>
<weapon name='LASER_BURST_3'/>
</weaponList>
<droneList count='3' drones='6'>Drones this ship starts with.
drones: Number of initial drone parts.
<drone name='BATTLE'/>
<drone name='REPAIR'/>
<drone name='REPAIR'/>
</droneList>
<health amount='30'/>Initial ship health.
<maxPower amount ='8'/>Initial max power.
<crewCount amount = '3'/>Start with <amount> number of <class>. This may be listed more than once for mixed-race ships.
</shipBlueprint>


Notes[edit]

  • Slots are numbered progressively in rows, beggining at the top left corner, and ending at bottom right corner. For example, in a 2x2 room, slots in top row would be numbered 0 and 1, while in a 3x2 room 0, 1 and 2, with bottom row having numbers 3, 4 and 5.
  • Man-able systems and medbay have default slots, for when they're not explicitly defined in the blueprints file.
SystemDefault slot and direction
Pilot0, right
Weapons1, up
Shields0, left
Engines2, down
Medbay1, N/A
Because of this, systems that are assigned to small enough rooms without an explicitly defined slot will bug, making the station inaccessible.
  • If a ship has artillery system, but doesn't have a weapon mount assigned to it, the artillery weapon will shoot from beyond the screen, left-hand side. For the graphic to show up properly, the ship's xml file has to have five weapon mounts declared, the fifth mount being the artillery weapon.
  • If a ship has no crew declared in blueprint file, it is considered an automated ship, with all systems appearing manned by non-experienced crew.
  • For player ships, all systems except artillery have to be declared. If a system declaration is not present, it will bug - it won't be available at the start, but it will be purchaseable, and once the player buys the system at a store, it won't show up on the ship, systems interface nor in the upgrade tab.
  • Shield graphic uses the ellipse properties in ship's .txt file; offset applies for both player and enemy ships, but the graphic's dimensions only affect enemy ships' shields.
  • Shield mechanic is collision based; the ellipse property in .txt file is used to determine the collision perimeter. If a ship's room is not inside this ellipse, it will be possible to hit it even if the shields are raised (as long as the missile comes at such an angle that it won't collide with ellipse prior to reaching its target).
Retrieved from 'https://www.ftlwiki.com/w/index.php?title=Modding_ships&oldid=4165'
Jan 13, 2020

A guide on how to get the most out of sectors in terms of navigation between beacons.

Guide to Sector Navigation


Purpose


Sector navigation is difficult to optimize and even at the highest levels of play it's unlikely to be performed perfectly throughout all eight sectors. As a result it's likely that a potentially game changing store might be missed or reached too late/soon, or that a critical amount of scrap for an important weapon or upgrade might not be met. And below the highest levels of play the situation only becomes more substantial.
The purpose of this guide is mostly to emphasize the importance of navigation and thinking hard and long before making a jump. There's no magical method to perfect navigating so pondering about each jump deeply is the best. What I will provide in this guide is general information to know and some things that you might want to include in your deep thought.
I am not a strong player. I am an intermediate hard mode player who is trying to enjoy the game and get better. I also studied math so I often try to look at things from a mathematical perspective. Sector navigating in a practical manner is hard to mathematically analyze, so I instead tried to understand the general themes and methods by simply thinking hard about it and watching good players playing the game.

Information

Ftl More Scrap Mod
  • On normal beacons the fleet advances 1 space unit.
  • On nebula beacons in non-nebula sectors the fleet advances 0.5 space units.
  • On nebula beacons in nebula sectors the fleet advances 0.797 space units. That's basically 0.8 space units.
  • A sector map is ~11.63 space units wide.
  • The rebel fleet begins 1.4 space units offscreen.

Tools


Sector navigation is best done with some kind of aid so that you can know how many jumps you can make before the rebel fleet overtakes a beacon. There is a mod called Extended Pursuit Indicator that shows exactly where the fleet will be in every number of turns. If you don't want to use a mod like this then the next best option is to create a ruler. I recommend visiting the link above for explicit instructions on how to create this. The last option, for those who can't be bothered, is to use your thumb or a finger as a measure of width. I've been doing this a lot as I haven't made a measuring stick yet and it's surprisingly effective. Everyone's hands and screens are different but I can predict within a small margin of error where the rebel fleet will be in 6 or 8 turns for both regular sectors and nebula sectors. I put my thumb on the screen and carefully jump it across while counting. Any object approximately the width of a rebel fleet jump would also work. Still, the measuring stick is better. It's nearly equivalent to the mod if made well. The mod gives away information about where the rebel fleet is the most advanced even before the pursuit indicator shows up on the map, so in in very rare cases that could make a difference.

Concepts


Evens and Odds
In a regular sector a nebula beacon gives you '0.5 more jumps,' but more specifically it either gives you 1 more jump or no more jumps. The situation where it gives you 1 more jump is called the odds case, and the situation where it gives you 0 more jumps is called the evens case. It will be one or the other, and each beacon is either an 'odd beacon' or an 'even beacon.' This is especially valuable to know for the exit beacon. As an example, if you visit 5 nebula beacons then in the odds case you get 3 more jumps but in the evens case you get 2 more jumps. Since nebula beacons are generally less valuable than regular beacons, this can allow you to avoid a nebula beacon that won't save you a jump.
In nebula sectors there's a similar concept in play where visiting 4 regular beacons costs you 1 jump. This time, though, there's the mod 0 case, mod 1 case, mod 2 case, and mod 3 case for every beacon. If a beacon is a mod 1 beacon then that means you lose 1 jump after visiting 1 regular beacon. If a beacon is a mod 3 beacon then that means you lose 1 jump after visiting 3 regular beacons. In the mod 0 case it takes all 4 jumps to regular beacons to lose a jump.Ftl
Contingencies

Ftl Infinite Mod

Sometimes we know ahead of time exactly which beacons we are going to jump to in a row, but at some point we're not sure because we don't know what might happen. There might be a store that takes us off our intended path. When a beacon we jump to has 2 or more beacons next to it, and it's possible that we might want to visit 2 or more of those beacons depending on what they are, then we must consider contingencies.
One core concept is that seeing a lot of beacons in and of itself is not valuable. It's only valuable if we might visit those beacons. This is obvious when we see a beacon that goes to a dead end, but it also can arise in normal complicated navigating where one beacon, because of how the beacons are connected, is unappealing to visit. However, if we aren't conscious of this fact, then we might be drawn towards a beacon just because it 'sees 3 unseen beacons' when in reality maybe it only sees 1 unseen beacon that might be worth visiting.
Clusters of beacons tend to lead to more flexible choices, but sections of beacons that aren't clustered together can still be worth visiting.
Reverse Pathing
Planning your first jumps also means planning your last jumps. Sometimes the last jumps might be less flexible so by knowing roughly or exactly what you want your last jumps to look like you can then work backwards to find out exactly what you want to do in your first series of jumps that will connect to your plan for the last jumps.
Visit Count
Typically visiting more beacons per sector is better, with the total number visited being the visit count. Maximizing one's visit count is often a good idea.
Diving
Proper diving involves visiting the exit beacon before you leave a sector so that you can visit other beacons and then jump back to the exit beacon once it has been overtaken by the rebel fleet. If diving increases your visit count by 1 or more, and your ship is properly prepared, then it's often worth diving. Diving is appealing on maps that have nodes far behind the exit beacon (and factoring in the curved boundary of the rebel fleet). It helps to have engines at level 4 to 5 at least, a crew member leveled some in engines, and anything that can stop the rebel ship from damaging your ship. If your weapon setup is strong enough then you might be able to damage their weapons significantly to prevent damage. If you have cloaking then this can simply buy you time and you can use it right away or during their volley. Hacking can either be used to help break through their defenses in order to destroy their weapons, or to simply hack their weapons. If you hack their weapons then you can start the hack halfway through their volley sometimes so that a dangerous volley becomes two harmless volleys. Diving in sector 1 or 2 is usually not a good idea. Also you might get hit by ABS, so be prepared to quickly repair your piloting just in case that's what gets hit.
Store Planning
Often the sight of a store can significantly change how you plan your jumps. A common strategy is to jump around to as many nodes as possible before visiting a store, almost as if the store is the exit beacon. This way you gather as much scrap and stuff to sell as possible before visiting the store. Whenever you visit a store the first thing you should do is go back to the sector map and see what's around you. If there's another store next to you, then you'll be glad you checked before buying a mediocre weapon only to realize that there was a Burst Laser II next door.
Long Ranged Scanners

If you have this augment (and you almost always should if you find it) then you'll usually want to engage in as many ship battles as possible. For this purpose seeing more visitable beacons and early on is extra important, so go towards clusters as long as it doesn't set you up to be funneled prematurely to the exit beacon. You'll typically jump around between fights a lot.

Goals


  • See as many visitable beacons as you can.
  • Visit as many beacons as you can.
  • Dive if it increases the number of beacons you can visit, and your ship is prepared.
  • Uncover as many stores as possible if you're looking to make purchases.

Methods


  • Utilizing a mod, measuring stick, or fingers / thumb / object to be aware of how long it will take the rebel fleet to reach the exit beacon and any important beacons as you go.
  • Plan your entire sector path before making the first jump. In a regular sector you usually have around 11~13 jumps before the rebel fleet reaches the exit beacon. With experience you can judge what the jump count more likely is going to be based on how far the exit beacon is to the right, but a rough estimate like 12 jumps is often good enough. Use this number to plan an 'ideal path' to the exit beacon. The path gets bonus points for seeing as many visitable beacons as possible, and for visiting as many nodes as possible. Usually an ideal path doesn't race towards the exit beacon, but rather meanders while moving rightwards.
  • Take some time to carefully consider your jumps, and think hard. The very first jump is often the jump that requires the most thought because there are more possibilities.
  • Eventually reaching a cluster of beacons near the exit tends to lead to more flexibility than reaching a sparser area of beacons near the exit. For example, if there's a cluster of beacons above the horizontal line going through the exit beacon, but a sparser area of beacons below that line near the exit, then it's usually better to make one's way (gradually) to the upper area.

Brief Examples


Ftl More Scrap Mod American Truck Simulator

Here is an example of why simply knowing how much time you have to reach a beacon can be so valuable. The red scribbling is where I started, and there was a store right above me. Instead of going straight to the store, with little scrap, or ignoring the store altogether, I decided to make some jumps around to visit the store from the other side. Before doing that I had to know if I had enough time.
The fleet would advance 3.5 space units by the time I made it to the store, so I had to jump there while they were less than 2.5 space units advanced. They start 1.4 space units off-screen, so that means that if the store is anymore than 1.1 space units away from the edge then it's a safe trip. I was able to measure that it was. I was able to make it to the store safely.
This is a complex example because it concerns the first jump on a brand new sector. I included the extended pursuit indicator mod to help with the visualization.
It's possible to dive on this sector. You can only dive into the regular beacon by the exit. There's also only one way to do this efficiently. You have to jump to the exit beacon from the beacon (let's call it the star beacon) in the 10~11 range (the one connected to 6 other beacons). So if you want to have a whole extra beacon for this sector then that's going to restrict your options: you need to reach the star beacon on your 9th jump. This is an example of reverse pathing.

Ftl Extra Scrap Mod

Your next goal will be to have as many opportunities for distress beacons and store beacons as possible (if you're looking for stores), or ship battles if you have long ranged scanners. Being ahead of the rebel fleet can sometimes make it easier to visit quest beacons too, in case it's somewhere out of the way that will cost you extra jumps to reach. Also the nebula beacon here looks unappealing to visit all things considered. It doesn't lead to an extra beacon being visited and it's in an unhelpful location for good pathing.

Conclusion


One of the foremost goals it to know exactly how many jumps you have left to reach each important beacon in a sector (such as the exit beacon). You also want to utilize diving if at all possible to visit more beacons. A flexible path that reveals many potentially visitable beacons is ideal for discovering and visiting stores. To achieve this it's good to go through areas of beacons that are clustered together, although areas where beacons aren't clustered might still be worth visiting somewhat.

Ftl Ship Mods

Sector navigating is a fun part of the game because it is so hard to perfect, and yet the better it is done the more scrap is gained on average and the higher the probability of a good store visit is.
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