Faster Than Light
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Malacos - AirRevenant - KnightShadePrime

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Malacos

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47 comments

  1. Skippy545
    Skippy545
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    Does anyone know how to get this mod to work with something like custom ship builder as it seems you cant activate both at the same time despite mod order
    1. TheErlking
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      Same issue here. I'm thinking that if this mod simply didn't include the opening text which tells you they are disabled it would work but I don't have the technical mastery to try and edit it myself.
    2. KnightShadePrime
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      You probably have to make a new compatibility patch for custom ship builder including the changes necessary to delay the fleet.
      And, unfortunately, the modding for FTL is a bit of a hack. Modding isn't built into the game.
      You can edit lines in one or more of the game's files in different mods, but the last version of the file loaded in to the game's dat file by SMM "wins" conflicts because only one version of the file can be "active".
      Slipstream Mod Manager has tools to let you extract files and then you can compare and alter them using Notepad++ (or a similar quality text editor; don't use Windows Notepad) and make a new mod file. So if two mods change the same file, you have to manually "merge" the changes from both into a into a new combined file, then make a mod file out of that that you would list last in the load order.
    3. PlayzrUK
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      I managed to do this, it wasn't difficult to figure out. So we're going to merge both mods and use the build a ship mod only (modified). To do this we're going to take the line from the disable pursuit mod and paste it into the build a ship mod then use only that.


      • Rename both the disable pursuit and build a ship mods changing the .ftl to .zip

      • Extract both mods to a folder.
      • Look inside the disable pursuit mod for the events.xml.append. Open it (notepad was fine here).
      • You can see the first node for START_BEACON and within that is this line: <modifyPursuit amount="-100000"/> This is the part that disables the pursuit. Copy this modifyPursuit line only.
      • Look inside the build a ship folder for the same events.xml.append file and edit this file.
      • Scroll down to the START_BEACON line.
      • Paste in the modifyPursuit line at the end before the </event> line (keeping the tree structure of the XML).
      • Zip the contents of the folder, not the folder. Within the zip you should see the 3 folders. So it should end up the same as the original.
      • Rename the build a ship zip file to .ftl
      • Delete the extracted folders and duplicates you don't need.
      • Start Slipstream mod manager and pick only build a ship (not disable pursuit). When you start the game you'll notice the green text saying rebel pursuit delayed by -100000. If you've done everything correctly everything should work perfectly.
      I've only tested this in the first stage so I can't be certain if it works on the next stages, but it should be fine and I'll post here if I run into that potential issue.
  2. Brandon007
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    I have found that the captains edition of this mod doesnt seem to work anymore. I just have the CE Resource Pack 1.308, the Disable Rebel Pursuit mode (CE 1.308 edition), and the Captains Edition mod installed, on FTL Steam 1.6.14 and the Rebel fleet still shows up.

    Edit: Never mind. Found out Load order is a thing.
    1. SunbroSolaire3500
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      what order do you stick them in?
    2. KnightShadePrime
      KnightShadePrime
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      what order do you stick them in?
      If I remember correctly and last loaded "wins" conflicts, then:
      First is base Captain's Edition, then CE Resource Pack, then Pursuit mod for Captain's Edition should be last.
  3. artemgur
    artemgur
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    Is it compatible with CE Infinite Addon (submod of Captain's Edition)?
  4. MisterFixed
    MisterFixed
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    Does anyone know how to get this working?
    I've installed via SMM and it was working for a while and now every time I patch it with different mods it doesn't seem to work.
    The only mods enabled are the ones that SMM come with (scrap boosters) and Event Assistant.

    EDIT: Also tried it completely on it's own with no luck. Using Linux if that affects anything
  5. deroo
    deroo
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    I know it's been a few months, but any news on the compatibility patch for Multiverse?
    1. wixalero72
      wixalero72
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      i thinks it would be too hard for this part to add a patch
      it might be a better choice to ask the community of multiverse to add this option in the mod itself
  6. NewToComputer
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    Do these work on mobile, my pc is under maintenance and I want to try installing them on my tablet (IPad)
  7. Cinnamonisbest
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    Is there any way to make this compatible with Build your own ship?
    Both use a starting event and seem to override eachother
  8. crash7ds
    crash7ds
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    I know this doesn't really have to do with this mod, but I can't seem to get Slipstream to run at all and need some help getting it working. I've checked to make sure it's AV exempt, updated Java, ran both EXE's as admin, moved the manager's folder everywhere I could think of even on a different hard drive, and still I get nothing but a brief dos box for a split second. Is there anyway to run this mod without some external program or am I SOL?
    1. KnightShadePrime
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      As in the other comment, it is possible for a very advanced user to do it manually. But it's very difficult and I'm not going to try to teach people how.

      In your specific case, if you could get someone else to run the mod through the mod manager and just send you the altered ftl.dat file, that WOULD work fine without the mod manager.

      But the modded file is 355MB. Maybe do it on a friend's computer and throw it on a flash drive to copy it to your system?
      (I hope I don't need to tell you to back up the unaltered original...)
  9. OfficerHotPants
    OfficerHotPants
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    Is it possible to use this without the mod manager?  Because I really don't want Java on my system.  It's okay if it's not; I'm just wondering.
    1. KnightShadePrime
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      1) The mod manager requires an install of Java? Didn't know that. I thought it was a complete software package itself.

      2) To answer your question: yes, but you would have to manually unpack the dat file into the sub files, edit or replace the changed control file, then re-pack the dat.
      Of course, the functions we use to do that to make the mod(s) are also now part of the same mod manager, so...

      There may be older independent versions of the packer/unpacker, but they may also use Java. I don't know.

      Alternatively, you could hex edit it like we used to, but it's extremely difficult and the sizes of the packed files can't change by a single byte or the game won't start or will throw a critical error while playing. I know how to do this, but it's not worth it for me to try to document and explain the process so others can do it without messing it up. That's why the mod manager was made...
  10. Ben3Death
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    Will there be any sort of patch to get this to fully work with the Multiverse mod?
    1. KnightShadePrime
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      I'm not familiar with that mod, but I would hazard a guess that it should be possible.
      Unless some significant changes were made to the fleet system in that mod.

      I'll have a look in the next few days and if it looks doable, I'll let Malacos know and another compatibility mod can be added.