Endless Sky

Endless Sky

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Ship Modding 101(The basics only)
由 Drakkon 制作
A basic guide to modding in a basic ship.
   
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What you will need.

There are not many things you need for modding in a ship.

First, a picture. The picture MUST be in .png format with a transparent background.

Second, word/word pad/Notepad++ You can use notepad, but it is hard to get the spacings right.

Third, Backups... Yes back up all the files you will be using to make the mod.

Fourth, a bit of paitence. Some things can be a bit tricky. Some ways have a way around those tricky situations. Still a level head does help.

Finally, a minor understanding of python scripts. (not really, but it does help)
Where to start? Well, right here!
Okay, ladies and gents. The hardest part of all things is starting. Is it not? First lets get an idea of things.

What you will need to do is first locate a couple folders. For those who have yet to actually explore, there are spoilers ahead. Even for those hwom have explored, there are spoilers in what is possible to come to Endless Sky due to the content of these folders. I only know how to get to these folders via Windows, provided others are willing to contribute how to get ot the folders in other OS's I will add them. Now lets get started.

The first folder you need to find.(Provided you are using custom images) Is the Ship folder.
C:\Program Files (x86)\Steam\steamapps\common\Endless Sky\images\ship
This is where you will put that fancy looking ship you either ripped off the net or hand made. Now, as per all of this info. As well as some serious trial and error. (Mainly getting gun ports right... but that will come later...) It comes from this games github wiki[http//C]. It explains why certian things have to be done as such. Anyways MOVING ON!

THe second folder you will need to find is this one... that beautiful folder full of text. Data!
C:\Program Files (x86)\Steam\steamapps\common\Endless Sky\data

This is where you are going to make a nice standalone text document. Name it as you wish... The ship I used was Named Omega, so the txt file was named Omega. Now, stay in this folder. You are going to need it from here on out.

For mac users:
By the way you can get to the files on Mac, and as far as I know on any computer that has steam, you just open steam and go to your library, then from there right click on the game you want to get into, then click Properties, then from the window that opens click the tab 'local files' and from there click 'Browse local files'
Other than than on Mac (os x mavericks) But on most other versions too, you go(Manually) to Any Folder or HD>Username>Library>Application Support>Steam>SteamApps>common>Game you want.
However, Mac can be rather stupid sometimes, and on mine they HID the library file, so this is how to get that to show up if it isn't showing, also there is a friggen false library file in the Mac HD that does not show many of the things that are actually in it, it's stupid but it is what it is.
https://helpx.adobe.com/x-productkb/global/access-hidden-user-library-files.html <---get Hidden Library file on Mac to show up
~Twinkie
Before the nitty gritty!
Now, before we start. Some definitions. I am going to rip them right off the github and explain them a bit more than it does if needed. Still we are going to use an existing ship text for the first try. It's always nice to know definitions.

Each ship attributes is defined as a key name (such as "sprite") followed by (usually) one value. If a key or value has spaces in it, you must enclose it in quotation marks or it will be interpreted as two separate keys.

Okay, simple. Values holding spaces should be in quotations.

The data files use indentation, like in the Python language, to define sub-entries within an entry. For example, each ship is defined by a line reading ship "Ship Name" with no indentation, followed by several keys indented once:

I won't lie, I messed up quite a bit at first for using notepad at first. Leaving me scratching my head, hence why I strongly urge against it. Indentions (Proper tabbing and spacing) is vital in python. Also it helps clean things up to read better.

"sprite": specifies which sprite the ship uses, relative to the "images/" folder, minus the frame number and any extension (e.g. "ship/newship" refers to "images/ship/newship-#.png").

simple... it's rather self explanatory actually.

"attributes": a list of characteristics of the ship, defined as key-value pairs.

Attrabutes is a header script. Basicly it says what is in this specific area. Not just to you, but to the game.

"outfits": a list of names of outfits that are installed in this ship by default. To add multiple copies of one outfit, add a number after the name: "Energy Blaster" 2

Yes, you even get to customize the loadout. Quite nice actually. It does get a bit tricky so we will touch bases on this in the next area. When we get our hands dirty.

"engine": the (x, y) coordinates, relative to the center of the sprite, where engine flares should appear. Positive y is up; negative y is down (e.g. engine -12 -105). There should be a separate "engine" line for each engine (usually two).

Ah engines, and x y values. Now positioning is key. SO much so that it can make or break your ship. Literally. 0, 0 is dead center. -xx is down, positive numbers are up. Simple geomotry.(Oh noes math! Not really...) You can be lazy and stack everything on 0, 0 but it's going to look nicer if you actualy move it around to corispond to that nice ship.(Which may take a little trial and error to adjust just perfect.)

"gun": the (x, y) coordinates of any gun ports. The number of gun outfits cannot exceed the number of gun port locations listed here.

Okay now this is where placement gets to be a total rage. Guns, unless on 0, 0 from what I have been told. Frankly, I believe after the trouble I had with gun port issues. Can not stack. so that X Y axis system needs to be diffrent than that gun you just copy and pasted just below it. REMEMBER THAT! IT SAVES YOU A LOT OF HEADACHES AND TIME WASTED!

"turret": the (x, y) coordinates of any turrets. The number of turret outfits cannot exceed the number of turret locations listed here.

Like gun, turret locations can be a slight bit finicky, thankfully theya re a bit more(not by much) flexible. WHat I will add, that I did forget in guns due to the rant. THe amount of how many ports you have, is how many tags for gun and turret you have listed. Say you want one gun, put gun x y. Want fifteen? Put fifteen of them. Just remember that rule that unless on 0, 0 they do NOT stack. Besides that is a lot of outfit space, and can be a bit off ballance and leaves the game in need of a few things from there to give you the light challenge.

"explode": an effect to create when the ship is dying, and the number of them to create. These effects are created randomly at an increasing rate until the ship finally explodes in one big explosion (e.g. explode "small explosion" 10).

This tells the game how big of an explosion your ship makes when it goes BOOM!

The "attributes" key should be followed by a list of ship attributes, ideally listed in the following order:

Another header script.

"category": the type of ship: "Transport", "Light Freighter", "Heavy Freighter", "Interceptor", "Light Warship", "Heavy Warship", "Fighter", or "Drone".

Tells the game what type of ship it is. A must due to we need to put this ship in a shipyard for purchase.(As far as I know.)

"cost": the cost of the ship, in credits.

THe price, if you are going to make a OP ship, please, for the sake of enjoyment. Make it have an outragous price. Like 11.355B. Just kidding, make it what you want.

"shields": maximum shield capacity. When a ship is hit, if it has any shields left they absorb the damage; otherwise the hull is damaged. Shields can recharge, whereas hulls generally can only be repaired when landing on a planet.

The max shield cap. Self-explanatory.

"hull": maximum hull strength. A ship is disabled when either it is reduced to 10% hull, or to the minimum of 25% hull or 100. (That is, small ships are disabled at 25%, and large ones at 10%.)

Most of this is self explanatory. The effect of being disabled.(we all been there once. Admit it.) That is in a diffrent game mechanic, so we can leave that alone.

"required crew": the number of crew members needed to operate the ship without anything failing.

How many crew members it takes to propperly pilot your ship. THis excludes turrets and other weapons that require crew members to use.

"bunks": the maximum number of people on the ship, including crew and passengers.

This is the max number of people you can have on your ship.

"mass": the mass of the ship's chassis, without any outfits or cargo. The higher the mass, the more thrust is needed in order to turn or accelerate at a certain rate.

Mass, ahh yes, mass is how big your ship is. How heavy it is, and how much of a pain in the rear end it is to get it to do what YOU WANT IT TOO! TURN YOU STUPID BRICK!... wait this only is part of that equasion.

"drag": the maximum speed of the ship will be equal to "thrust" / "drag".

The second part out of the three part saga of... "Do I want it to drift, or float around like a fine crafted brick." This is basicly the equivelence to friction and grip. The more friction and grip, the slower and less maneuverable you are. The less you have, the more you will drift about... till eventualy you go to turn and you just slide straight.(Tested, not fun. However, quite funny.)

"heat dissipation": how well this ship gets rid of excess heat. This should vary from .9 for tiny ships to .5 or less for large ships. For ships of a given size, it should be higher for ships with more exposed hull area or that might be expected to have higher quality construction, and lower for ships that ought to be plagued by overheating issues.

This game dynamic is how hot your ship gets. (That red bar on the right)

Outfits work by adding or subtracting to these same attributes. The outfits list can be in any order, but for the sake of consistency its preferred order is roughly from "front to back" of the ship:
guns
turrets
generators
batteries
shields
cooling
other systems
thruster
steering
hyperdrive
The order everything goes blah blah...
YAY! The coding begins!
Well you think you are ready to dive in? Well lets put a nice little test subject up here. Open ship.txt and lets find this little bugger.(Right up top cause I am lazy) Or, we can take a look at a Ship builder tool that was made.

ship "Aerie"
sprite "ship/aerie"
attributes
category "Light Warship"
"cost" 3500000
"shields" 5700
"hull" 1900
"required crew" 10
"bunks" 28
"mass" 130
"drag" 4.1
"heat dissipation" .7
"fuel capacity" 500
"cargo space" 50
"outfit space" 390
"weapon capacity" 150
"engine capacity" 95
weapon
"blast radius" 80
"shield damage" 800
"hull damage" 400
"hit force" 1200
outfits
"Heavy Laser" 2
"Heavy Laser Turret" 2
"Heavy Anti-Missile Turret"

"NT-200 Nucleovoltaic"
"LP072a Battery Pack"
"D41-HY Shield Generator"

"X3700 Ion Thruster"
"X3200 Ion Steering"
"Hyperdrive"

engine -10 91
engine 10 91
gun -13 -79 "Heavy Laser"
gun 13 -79 "Heavy Laser"
turret -17 14 "Heavy Laser Turret"
turret 17 14 "Heavy Laser Turret"
turret 0 0 "Heavy Anti-Missile Turret"
fighter -42 -2
fighter 42 2
explode "tiny explosion" 10
explode "small explosion" 25
explode "medium explosion" 25
explode "big explosion" 10
description "The Lionheart Aerie is a light carrier, designed to be just big enough for two fighter bays plus a decent armament of its own. Variations on this same ship design have been in use in the Deep for almost half a millennium, but this model comes with the very latest in generator and weapon technology."

Now notice, everything is psaced up and in a specific order. Remember that info from last time? Oh yes, that stuff will now come to use. With everything defined, let me show you a little trick. See those guns? Remember how I said they can be a hassle? Well, there are more than one way to skin a cat. Still, its a bit sloppy. SO only use it if for some reason your friend who you give this uber modded ship to test has it work, and you come up with some strange issue of -2/2 gun ports and -1/5 turrets. (-cough- was that me?)

This snippet is from my little testing ship. After looking at it and scratching my head. I found a way around the issue... in which me and some guy nice enough to help me out were scratching our heads.
outfits
"Plasma Cannon" 4
"Hai Tracker Pod" 2
"Quad Blaster Turret" 4
"Heavy Anti-Missile Turret" 2
"Hai Tracker" 112
"Breeder Reactor" 1
"LP144a Battery Pack"
"Nanotech Battery"
"Quantum Shield Generator"
"S-970 Regenerator"
"Liquid Nitrogen Cooler"
"Intrusion Countermeasures" 120
"Medium Graviton Thruster"
"Medium Graviton Steering"
"Jump Drive"

engine -17 143
engine 17 143
gun 17 -87 "Plasma Cannon"
gun 16 -86 "Plasma Cannon"
gun 14 -87 "Plasma Cannon"
gun 13 -87 "Plasma Cannon"
gun 15 -85 "Hai Tracker Pod"
gun 19 -84 "Hai Tracker Pod"
gun 20 -80 " "
gun 21 -80 " "
turret -57 40 "Quad Blaster Turret"
turret -57 40 "Quad Blaster Turret"
turret -17 -24 "Quad Blaster Turret"
turret -16 -24 "Quad Blaster Turret"
turret -15 -24 "Heavy Anti-Missile Turret"
turret -14 -24 "Heavy Anti-Missile Turret"
turret -13 -24 " "

As you see, I have the exact amount of guns and turrets. However when loading the ship up I had issues with how many ports I had. I had everything correct, diffrent coords for the ports, yada yada. Still for me it wouldn't work right, for him it counted the correct 0/6 for both. For me, as stated above. -2/4 gun ports and -1/5 turret ports. So to eleviate the issue I put two 'blank' ports for guns and one 'blank' port for turrets. Do not do this unless you have issues. Anyways back to the top.

Now, at the top we have a basic run of the mill ship. Below, we have a modified loadout. I won't go into the 'values' such as hull, shield and so on. WHat I will go into is this. WHen editing your ship. Make it in a stand-alone text. As you see, the most annoying part is the loadout. The loadout for that ship I modified is far from perfect. It holds heavy heating issues, and low power issues. Why? Cause. WIth 12 weapons, I thought you know... lets make people buy a few outfits to retrofit the thing with. One last thing before we move on. Make sure to have enough outfit space for those items you slap on. What makes this ship I made a bit too OP was not the 12 weapons. Rather, it had over 11k outfit space and to test it. It had close to 200k shields and hull. (Which for balance issues, I lowered to 35k and 31k. More powerful than most but not indestructable.)

But how do I get my ship?
Ah, now here is where that txt file becomes a stand-alone file. Once you get a ship molded out. Like so.

(I advise you not copy this, it's a bit sloppy still. It's just up for an example.)
ship "Omega"
sprite "ship/OmegaFlagship"
attributes
category "Heavy Warship"
"cost" 10900000
"shields" 32800
"hull" 31700
"required crew" 252
"bunks" 475
"mass" 2510
"drag" 10.1
"heat dissipation" 1.7
"fuel capacity" 1000
"cargo space" 1190
"outfit space" 11540
"weapon capacity" 1240
"engine capacity" 1140
weapon
"blast radius" 160
"shield damage" 1600
"hull damage" 800
"hit force" 2400
outfits
"Plasma Cannon" 4
"Hai Tracker Pod" 2
"Quad Blaster Turret" 4
"Heavy Anti-Missile Turret" 2
"Hai Tracker" 112
"Breeder Reactor" 1
"LP144a Battery Pack"
"Nanotech Battery"
"Quantum Shield Generator"
"S-970 Regenerator"
"Liquid Nitrogen Cooler"
"Intrusion Countermeasures" 120
"Medium Graviton Thruster"
"Medium Graviton Steering"
"Jump Drive"

engine -17 143
engine 17 143
gun 17 -87 "Plasma Cannon"
gun 16 -86 "Plasma Cannon"
gun 14 -87 "Plasma Cannon"
gun 13 -87 "Plasma Cannon"
gun 15 -85 "Hai Tracker Pod"
gun 19 -84 "Hai Tracker Pod"
gun 20 -80 " "
gun 21 -80 " "
turret -57 40 "Quad Blaster Turret"
turret -57 40 "Quad Blaster Turret"
turret -17 -24 "Quad Blaster Turret"
turret -16 -24 "Quad Blaster Turret"
turret -15 -24 "Heavy Anti-Missile Turret"
turret -14 -24 "Heavy Anti-Missile Turret"
turret -13 -24 " "
explode "tiny explosion" 40
explode "small explosion" 55
explode "medium explosion" 60
explode "big explosion" 40
description "The Omega was a ship that was made with war in mind. A weapon in itself, the Omega holds no bars."

Then it is time to put it up for sale. How you may ask? Well be paitent youg grasshopper. I am about to tell you, first you add a couple enter marks under all that gobbly ♥♥♥♥ and you go to sales.txt and look for this.

shipyard "Basic Ships"
"Shuttle"
"Sparrow"
"Star Barge"

shipyard "Tarazed Basics"
"Sparrow"
"Hawk"
"Blackbird"

shipyard "Tarazed Advanced"
"Osprey"
"Falcon"

shipyard "Southbound Basics"
"Clipper"
"Fury"
"Argosy"
"Hauler"

shipyard "Southbound Advanced"
"Hauler II"
"Hauler III"
"Bastion"

shipyard "Lionheart Basics"
"Scout"
"Dagger"
"Flivver"
"Raven"
"Mule"

shipyard "Lionheart Advanced"
"Aerie"
"Corvette"
"Bactrian"

shipyard "Betelgeuse Basics"
"Shuttle"
"Heavy Shuttle"
"Berserker"
"Firebird"

shipyard "Betelgeuse Advanced"
"Leviathan"
"Behemoth"
"Star Queen"
"Hauler"

shipyard "Navy Basics"
"Rainmaker"
"Gunboat"
"Lance"
"Combat Drone"
"Surveillance Drone"

shipyard "Navy Advanced"
"Frigate"
"Cruiser"
"Carrier"

shipyard "Megaparsec Basics"
"Quicksilver"
"Bounder"
"Hauler"

shipyard "Megaparsec Advanced"
"Splinter"
"Manta"
"Hauler II"

shipyard "Syndicate Basics"
"Star Barge"
"Wasp"
"Freighter"

shipyard "Syndicate Advanced"
"Bulk Freighter"
"Protector"
"Arrow"

shipyard "Southern Pirates"
"Hawk"
"Fury"
"Argosy"

shipyard "Northern Pirates"
"Firebird"
"Leviathan"
"Berserker"

shipyard "Luxury Ships"
"Shuttle"
"Blackbird"
"Falcon"
"Arrow"
"Star Queen"
"Flivver"

Or, go my route and go to Hai.txt or Alien Ships.txt and grab this.

shipyard "Hai Basics"
"Aphid"
"Lightning Bug"


shipyard "Hai Intermediate"
"Aphid"
"Lightning Bug"
"Water Bug"


shipyard "Hai Advanced"
"Aphid"
"Lightning Bug"
"Water Bug"
"Shield Beetle"

And to add your ship in the regestry. You put
shipyard "Hai Basics"
"Aphid"
"Lightning Bug"
"Omega"

shipyard "Hai Intermediate"
"Aphid"
"Lightning Bug"
"Water Bug"
"Omega"

shipyard "Hai Advanced"
"Aphid"
"Lightning Bug"
"Water Bug"
"Shield Beetle"
"Omega"

The text file should look similar, not exactly mind you if you did it right... like so. Making your ship, and where it is sold... a standalone mod. This does not include varients, due to this is as far as I have gotten to modding ships so far.


ship "Omega"
sprite "ship/OmegaFlagship"
attributes
category "Heavy Warship"
"cost" 10900000
"shields" 32800
"hull" 31700
"required crew" 252
"bunks" 475
"mass" 2510
"drag" 10.1
"heat dissipation" 1.7
"fuel capacity" 1000
"cargo space" 1190
"outfit space" 11540
"weapon capacity" 1240
"engine capacity" 1140
weapon
"blast radius" 160
"shield damage" 1600
"hull damage" 800
"hit force" 2400
outfits
"Plasma Cannon" 4
"Hai Tracker Pod" 2
"Quad Blaster Turret" 4
"Heavy Anti-Missile Turret" 2
"Hai Tracker" 112
"Breeder Reactor" 1
"LP144a Battery Pack"
"Nanotech Battery"
"Quantum Shield Generator"
"S-970 Regenerator"
"Liquid Nitrogen Cooler"
"Intrusion Countermeasures" 120
"Medium Graviton Thruster"
"Medium Graviton Steering"
"Jump Drive"

engine -17 143
engine 17 143
gun 17 -87 "Plasma Cannon"
gun 16 -86 "Plasma Cannon"
gun 14 -87 "Plasma Cannon"
gun 13 -87 "Plasma Cannon"
gun 15 -85 "Hai Tracker Pod"
gun 19 -84 "Hai Tracker Pod"
gun 20 -80 " "
gun 21 -80 " "
turret -57 40 "Quad Blaster Turret"
turret -57 40 "Quad Blaster Turret"
turret -17 -24 "Quad Blaster Turret"
turret -16 -24 "Quad Blaster Turret"
turret -15 -24 "Heavy Anti-Missile Turret"
turret -14 -24 "Heavy Anti-Missile Turret"
turret -13 -24 " "
explode "tiny explosion" 40
explode "small explosion" 55
explode "medium explosion" 60
explode "big explosion" 40
description "The Omega was a ship that was made with war in mind. A weapon in itself, the Omega holds no bars."


shipyard "Hai Basics"
"Aphid"
"Lightning Bug"
"Omega"

shipyard "Hai Intermediate"
"Aphid"
"Lightning Bug"
"Water Bug"
"Omega"

shipyard "Hai Advanced"
"Aphid"
"Lightning Bug"
"Water Bug"
"Shield Beetle"
"Omega"

Now, you can specify what shipyard you want by putting them in one of the specific sets. However, since I was testing with this ship. I wanted access from every Hai shipyard. WHen you load up the game. It should look like this in the shipyard you chose to add it in.
Author's Rambling.

Now, I know this is not a step by step guide. It is more to clear things up so you can try it out yourself. I always recomend you save backups when you attempt to mod anything. It helps prevent the need to reinstall, but don't stop the need all together. In making this ship, even with backup files. I had to reinstall once due to an error I had in my modding of accedently saving a file and not realizing I deleted a parse of coding. I will not lie, I am as new as most of you reading this. THose whom have gotten things down pat and can make ships like it's another walk through the park. I would love hearing from you to get a few tips and hints on how it can be done better if at all diffrent. THose people will be given a spotlight in the guide in the perspective areas.

WIth that, I encurage people to help another out, and help me out in furthering the modding of this game. I enjoy the game very much, and wiht this game being open source it allows us as players to help mold the game to what we wish within some reason. The creator of this game, created a beautiful open source that we ca do so with. I am a firm believer in balance, even if that ship I shown did not show such. It was mainly done to see what all could be done in terms of throwing something together. THere will be no way I will actualy be playing with it the way it is. Still you can do what you will and I would honestly love to see your creations.

The picture used for this ship was pulled off of the net. Just a random ship that I hope to eventualy find a better picture to replace it with.(it kind of stands out... a lot.) I do wish to thank Lumi for helping me with the issue I had with the gun ports and explaining them a bit further to me of how they worked.

Happy modding, and I hope this helps kickstart some interesting ideas for this games modding side while the game comes to be made whole by it's hard working creator(s).

UPDATE-8/23/16: Added a ship builder tool link that was made by Legolas. He seems very adament on making it work for future days.

UPDATE-1/17/16: I want to thank Twinkie for giving me information on MAC user folders needed for modding. Now all we need is Linux info and we will be set.
45 条留言
Molt (She/Her) 2022 年 7 月 22 日 下午 5:08 
Something I came across when getting ships from the web.

Scaling Sprites: Ship sprites can be scaled by adding a "scale" X where X represents the multiplier. Thus 1 gives a sprite that is normal size, 0.5 would give a sprite that is 50% of its normal, and 2.5 would give a sprite that is 250% of its normal size. Note that a scale attribute is not required, and if it is not specified/present the game will default to a value of 1.

For example, in your ships attributes, the line is added as such:

Ship "Star Barge"
sprite "ship/star barge"
"scale" 0.5
...
SamBloggins 2020 年 9 月 11 日 下午 4:09 
I modified the Albatross to have 9 guns , 7 turrets and 6 fighters. This was done by coping the fighter locations from the Bactrian, and adding turret mounts to the side lobes of the Albatross. Just play with the coordinates system. It does take a bit, but it is fun. Shields and power were also up graded as was fuel, now at 2 400, or 12 Jumps. The guns were also added this way. It helped to make a simple sketch of the ship on paper, and then see where the gun is. Then move it around a little at a time. I just varied one of the two either x or y to see what happens.
1010todd 2017 年 6 月 28 日 上午 6:13 
@bubbacatletti Make sure the name of the ship's sprite and the name you put in the code are the same and try to avoid using capital letters.
Also next time you have problem try posting it in the general discussion because you can get you answer quicker and most experienced modders are there to help.
bubbacatletti 2017 年 6 月 27 日 下午 8:08 
i can not get the ship to show
Drakkon  [作者] 2016 年 12 月 9 日 下午 4:35 
@AceoftheDragons, poponklangpet is right. Endlyess Sky as customisable it is. Can be strict in certian variables. The names of the files, pictures, and so on are just that.

sprite "ship/OmegaFlagship"

To explain this:
sprite=the image
"ship/OmegaFlagship" = the folder and ship's visual sprite file.
1010todd 2016 年 11 月 4 日 上午 1:50 
@AceoftheDragoons Make sure your ship's image name and the name in the code are the same also try avoid using the capital letter
AceoftheDragoons 2016 年 11 月 2 日 下午 2:07 
I need help, I made a ship and made it so I could buy it ingame. however the ship is completely invisible and i don't know how to make it show up
Drakkon  [作者] 2016 年 3 月 5 日 上午 9:03 
You're welcome. I hope it helped. Also I didn't get time to tinker with the editor but I will in the near future.
Drakkon  [作者] 2016 年 3 月 4 日 下午 2:30 
To touletthinges, THe basic text is python, the EXE, DLL, and other CORE parts of the game are C++. The CORE is written in C++ for the fery reason that C++ is the most versitile to use when writing CORE compnents, leaving a great deal of head room to add in new content, where pyuthon is a bit more of a simpler coding essential and becomes great for addons and plugins after the fact. In turn, it allows development to further, without having a nasty ammount of text files for single portions of the addins.
Drakkon  [作者] 2016 年 3 月 4 日 下午 2:30 
As for the problem you are having XGN/UCFSC Sir Chair, the thing that sticks out is this.

shipyard "Tarazed Basics"
"Sparrow"
"UNSC Frigate" "Hawk"
"Blackbird"

I see lines like this in your code that are much like this. It's a simple error and actualy overlooked when I skimmed it the first time. So this is what it should look like.

shipyard "Tarazed Basics"
"Sparrow"
"UNSC Frigate"
"Hawk"
"Blackbird"

I used spaces to set up a tab look however due to steam wanting to tab down instead of insert the tab in it's place. I do hope this helps. Also thank you for the sprite editor I will be sure to test it out an dit's limits later tonight and write on how to use it and add it into this guide.