shark wrote:Which further serve no real purpose as there is no point in driving one of the AI ships?
Read the thread title.
shark wrote:They're sideways for starters.
The stock ships that the original FTL devs intended to spawn have a vertical layout. I'm not aware of any technical reason modders can't create horizontally oriented non-hangar ships that do not spawn, specifically to be used in custom saved games when hangar space is exhausted.
Besides that, why do you think vertical ships would be a problem in the first place?
shark wrote:Grognak made this modmanager for easier distribution and you guys want to make a step back and start distributing hacked savegames?!?
Managers exist to distribute whatever resources mods tend to require. If saved games are useful to modders, a manager can be extended to cover them.
shark wrote:We could've trivially converted any of these ships to playable earlier
Doing so uses up limited hangar space. See the title.
shark wrote:how does hacking a savegame [...] extend your initial selection of 9/18 ships?
The FTL engine can give the player control of ANY ship in the game. The 9-ship hangar menu is just an in-game GUI to set one from a short list when a new game is created, but there's no technical restriction that makes those 9 special. A saved game can be modified afterward to override that to become anything in blueprints.xml or autoBlueprints.xml, a significantly longer list of options.
shark wrote:The only way a hacked savegame becomes a mod...
This rant is not relevant. I never claimed editing continue.sav is itself a mod. I said modding possibilities can be extended by doing so.
In clarifying how the basic ship stealing trick works out of the box, I mentioned modding isn't necessary to make a non-hangar ship playable. The trick by itself is a proof of concept. Or possibly a challenge for someone wanting to play the game in a restricted vessel.
shark wrote:It takes about the same time to write a mod as it does to hack a savegame.
Hack
a savegame? I've
already written the editor that can manipulate
every aspect of a ship in
any given save game in minutes.
shark wrote:Hacked savegames have always been a poorman's mod.
A traditional mod covers resources, defaults, and scripted events. A saved game controls the runtime state of the game. Each can do things the other can't.
shark wrote:continue.sav gets deleted after you're 'done with it'
Yes. And any mod/manager that incorporated custom saved games would include the means to copy a new one the mod provides as a starting point (there may be several to choose from).
shark wrote:trying to run a savegame that runs mod combination XYZ on a game that has mod combination XYA will crash the game because of missing/colliding assets.
A mod that appends a new non-hangar ship and includes a saved game that flies that ship, will avoid colliding with other mods that do the same, or mods that fight for hangar assets.
There's no reason to use a saved game that depends on custom assets in the absence of said assets.