NOTICE! There is currently a wierd bug with copying ship data from the PF editor via clipboard. It is easily bypassed by pasting the data into a text editor first and then copying them again. I will hopefully be able to fix this soon, sorry for the inconvinience.
UPDATE to v0.3.4: Integration with CmDisplay: displays custom modules in the ship preview when you mouse over a ship slot, just copy the CmDisplay.prpl script.
UPDATE to v0.3.2: Added a custom modules adder script for NPC ships. Aslo, custom module adder scripts can now be automaticly copy-pasted by setting the map names in the module file.
UPDATE to v0.2.2: Fixed issue with large custom modules.
UPDATE to v0.2.1: Custom modules can now be allowed to collide with other modules (by setting
doesCollide:false), plus mirror rotation bug fix.
UPDATE to v0.2.0:
Ship parts are here! Create and place entire portions of ships! Saveable Ship parts! Yaaay!
Have you ever wondered how a 52x47 ship would look like in the ship editor? Well, wonder no more!

The empty spaces are for custom modules
But wait, isn't the max ship size 35x25? Well, not anymore. I have been working on a custom ship editor that will enable larger ships, different brush sizes for hull editing, custom modules and mirror modes for symetrical ships. This is how it currently looks like:

You can't see the cursor, but I'm placing the top Bertha while the bottom bertha is getting mirrored. That's why it's half-transparent.
Features:
- Build ship with maximal size of 128x128.
- Import/export ships from/to default PF editor back and forth with 3 clicks (and one alt-tab).
- Place custom modules on your ship like any other module. Automaticly generates a moduleAdder.prpl script, similar to planetfall's master script on save.
- Use different brush sizes for hull editing.
- Use mirrors to easily build symetrical ships. Works with both hull and modules.
- Works on Windows, Mac, and Linux (you need mono on Mac and Linux for saving ships to the .dat file).
- Handy shortcuts like shift+mouse wheel to change hull type and selected module, or alt+mouse wheel to change the brush size.
- In-program tutorial controls and on how to import/export ships.
- An option to make your ship build instantly (without PRPL) or to add the CommandHQ module.
Adding the HQ command module to your ship does the following:
- As long as your ship is in game, your energy sourcer will work (as if your actual HQ was in game), even when your actual HQ isn't in game
- You will receveive the alarm sound when your ship is attacked
- The ship will be destroyed if (any of) the HQ command module(s) is destroyed
- Create, save and use entire portions of the ship as ship parts. Works with mirrors.
- You can place the HQ command module over other modules, just like in the vanilla PF ship editor (wait, what?)
Adding HQ command module to your ship will
not make it insta-spawn. For that is there is a separate checkbox, independednt of whether or not you have HQ modules on your ship. Checking the autobuild checkbox will make the ship build instantly with full hull and energy, no need for PRPL. You can even upload such auto-building ship to the
online shipyard.
How it looks in-game:
Finally, large ships take forever to build. You
could use something like
<-shipID CONST_SHIP_CMBUILTAMT <-shipID CONST_SHIP_CMCOST GetShipAttribute 1 sub SetShipAttribute
to insta-build them, however I would discourage that, instead a slight modification could be used to merely speed the cosntruction of the Command module instead of outright instabuilding.
Also I forgot to mention, this project is
open source, feel free to view my terrible programming habbits at your leisure.
Finally, the program runs in Java 8, so I hope you have that installed, other that that... enjoy! Suggestions welcomed.