[Tool] FTL Ship Editor: Superluminal [NOT UPDATED TO AE]

Discuss and distribute tools and methods for modding. Moderator - Grognak
Sparky98798
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Joined: Sun Apr 20, 2014 1:10 am

Re: [Tool] FTL Ship Editor: Superluminal [NOT UPDATED TO AE]

Postby Sparky98798 » Mon Apr 21, 2014 8:35 pm

Ah, thanks for the quick reply! I'm really excited for the new ship editor, and I'm really glad that we can have all the ship systems, too.

Thanks for the work you put into this project, its really enjoyable for my cousin who loves FTL. He's 7, and loves to mess around with different types of ships and play as them.
meman30
Posts: 1
Joined: Thu Apr 24, 2014 12:40 am

Re: [Tool] FTL Ship Editor: Superluminal [NOT UPDATED TO AE]

Postby meman30 » Thu Apr 24, 2014 12:46 am

Can anyone give me a hand?

crash.log:
java.lang.UnsatisfiedLinkError: Cannot load 32-bit SWT libraries on 64-bit JVM
at org.eclipse.swt.internal.Library.loadLibrary(Unknown Source)
at org.eclipse.swt.internal.Library.loadLibrary(Unknown Source)
at org.eclipse.swt.internal.C.<clinit>(Unknown Source)
at org.eclipse.swt.widgets.Display.<clinit>(Unknown Source)
at com.kartoflane.superluminal.core.Main.open(Main.java:463)
at com.kartoflane.superluminal.core.Main.main(Main.java:427)

debug.log:
Exception in thread "Thread-1" java.lang.UnsupportedClassVersionError: com/kartoflane/superluminal/core/Main : Unsupported major.minor version 51.0
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClassCond(ClassLoader.java:637)
at java.lang.ClassLoader.defineClass(ClassLoader.java:621)
at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:141)
at java.net.URLClassLoader.defineClass(URLClassLoader.java:283)
at java.net.URLClassLoader.access$000(URLClassLoader.java:58)
at java.net.URLClassLoader$1.run(URLClassLoader.java:197)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(URLClassLoader.java:190)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:301)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)

Greatly appreciated
-Meman30
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kartoFlane
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Joined: Mon Jan 14, 2013 10:20 pm

Re: [Tool] FTL Ship Editor: Superluminal [NOT UPDATED TO AE]

Postby kartoFlane » Thu Apr 24, 2014 11:59 am

@meman
Both of these are covered in the FAQ at the end of the first post. The content of crash.log is pretty self-explanatory -- you have to download 64-bit version of the editor for your system.
Superluminal2 - a ship editor for FTL
foveros
Posts: 15
Joined: Thu Apr 24, 2014 5:48 pm

Re: [Tool] FTL Ship Editor: Superluminal [NOT UPDATED TO AE]

Postby foveros » Thu Apr 24, 2014 7:19 pm

Hello there!
I'm a new member and working on my first mod. I intend it to be a ship manned by ghost, so I've selected ghost crew members on properties. However, when I try the ship my crew members are human. Can someone help me?
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kartoFlane
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Re: [Tool] FTL Ship Editor: Superluminal [NOT UPDATED TO AE]

Postby kartoFlane » Thu Apr 24, 2014 7:30 pm

Huh. Perhaps you could try adding a crewBlueprint for the ghost race. I don't know if that's enough to fix it, though.
Superluminal2 - a ship editor for FTL
foveros
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Re: [Tool] FTL Ship Editor: Superluminal [NOT UPDATED TO AE]

Postby foveros » Fri Apr 25, 2014 7:52 am

Are you talking about the blueprints.xml.append?
It says <crewCount amount="5" class="ghost"/> however when I start the game they're still human.
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kartoFlane
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Re: [Tool] FTL Ship Editor: Superluminal [NOT UPDATED TO AE]

Postby kartoFlane » Fri Apr 25, 2014 12:17 pm

Yes, but when you open the game's files, blueprints.xml contains, among other stuff, crewBlueprints for humans, engis, rocks, etc. You may have to add a similar crewBlueprint tag in your mod's blueprints.xml.append file, but for ghosts.
If you're looking for examples, there are many mods that have this, most prominently CE -- you may copy the tag from that mod and appropriate it for your own use by changing the ghost race's name and description.
Superluminal2 - a ship editor for FTL
foveros
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Joined: Thu Apr 24, 2014 5:48 pm

Re: [Tool] FTL Ship Editor: Superluminal [NOT UPDATED TO AE]

Postby foveros » Fri Apr 25, 2014 1:11 pm

Thanks, I'll try that and see if it works.

Edit: It worked! Thanks a lot for the help :D
OfficialRedG
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Joined: Mon Apr 28, 2014 4:30 pm

Re: [Tool] FTL Ship Editor: Superluminal [NOT UPDATED TO AE]

Postby OfficialRedG » Mon Apr 28, 2014 4:33 pm

Hi. I love your ship editor, and can't wait for the new version. But can I ask, are you able to give a rough estimate of when you can deliver the update? If you can't, I can understand, it's just I want to get to making my ships again!
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kartoFlane
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Re: [Tool] FTL Ship Editor: Superluminal [NOT UPDATED TO AE]

Postby kartoFlane » Mon Apr 28, 2014 6:34 pm

As I said earlier, sometime in May. If all goes well and I manage to figure all the stuff out quickly, the new version should be available by around 10th of May -- but to reiterate, that's the optimistic estimate.
Superluminal2 - a ship editor for FTL