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

Discuss and distribute tools and methods for modding. Moderator - Grognak
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5thHorseman
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Re: [Tool] FTL Ship Editor: Superluminal - version 13-08-29

Post by 5thHorseman »

FTLChangeMahLife wrote:Sorry for asking, but how do you rotate manned areas for systems? I've tried right clicking, double clicking, clicking and dragging, right clicking with default mouse, and several other things, any idea how to do it? I'm almost done with my first ship mod, I just need this tidbit of info to finish up.
I think it's shift-click, or ctrl-click. Something like that. Try various keys like that and one will work :)
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kartoFlane
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Re: [Tool] FTL Ship Editor: Superluminal - version 13-08-29

Post by kartoFlane »

Shift-left click -- you can hover your pointer over a tool icon to display a hint
Superluminal2 - a ship editor for FTL
Terminus
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Re: [Tool] FTL Ship Editor: Superluminal - version 13-08-29

Post by Terminus »

Tried running it on my Mac at work and it just opened for a second and closed itself.

The debug.log gave:

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:631)
at java.lang.ClassLoader.defineClass(ClassLoader.java:615)
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)
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kartoFlane
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Re: [Tool] FTL Ship Editor: Superluminal - version 13-08-29

Post by kartoFlane »

The editor requires at least Java 1.7 -- this error means that you have an older version installed on your Mac.

For solution, look here
Superluminal2 - a ship editor for FTL
MrSensei48
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Joined: Sun Sep 15, 2013 9:45 am

Re: [Tool] FTL Ship Editor: Superluminal - version 13-08-29

Post by MrSensei48 »

When i try to launch the editor (i'm on windows) i get the message "windows cannot find 'javaw.exe'. make sure you typed the name correctly, then try again. Help!!! Also, i try just launchiing tha application, but nothing happens.. :cry:
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kartoFlane
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Re: [Tool] FTL Ship Editor: Superluminal - version 13-08-29

Post by kartoFlane »

You need to install Java first, otherwise the editor won't work.

There are some cases where Windows will be unable to detect javaw.exe for whatever reason, even if Java is correctly installed, but that's pretty trivial to fix and you can easily google up the solution yourself.

...huh, looking back now, I have no idea why I don't have the Java download links already in place. Updated the OP *shrugs*
Superluminal2 - a ship editor for FTL
ApexMods
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Re: [Tool] FTL Ship Editor: Superluminal - version 13-08-29

Post by ApexMods »

Noticed something else. When I change the order of ships in autoBlueprints.xml, the editor somehow does not recognize many of them as being enemy ships and puts them in the 'Other' category. No biggy, but still a bit strange.

I'll try to find the time to do some more testing with the latest version this weekend, to pin down those weird random room/door enumeration issues mentioned earlier (have so far resorted to using the previous version as a workaround).
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kartoFlane
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Re: [Tool] FTL Ship Editor: Superluminal - version 13-08-29

Post by kartoFlane »

Ahh, yeah, that's because the editor assumes the CRYSTAL_BOMBER to be the last vanilla enemy ship (which happens to be true 99% of the time), and marks any ships that it finds after that as "Other" :P

And thank you for your help, those bugs are really weird, I can't seem to be able to reproduce them -- guess I'm doing something wrong.

Also, speaking of bugs, I just found the elusive weapon/drone count bug that people have been complaining about for some time... Guess I'll go all the way and automate the weapon count, it's long overdue anyway.
Superluminal2 - a ship editor for FTL
Internal Auditor
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Re: [Tool] FTL Ship Editor: Superluminal - version 13-08-29

Post by Internal Auditor »

'Lo all!

I downloaded the editor fine, but when I tried to use the "room tool", or whatever the tool you use to set what system a room is, the editor crashed and now whenever I attempt to re-run the .exe, I get an error from the Java Virtual Machine Launcher saying that a Java Exception has Occurred.

Any advice?

EDIT: Ah, sorry. I understand what I did. Ignore me. :D
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NewAgeOfPower
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Re: [Tool] FTL Ship Editor: Superluminal - version 13-08-29

Post by NewAgeOfPower »

kartoFlane wrote:Ahh, yeah, that's because the editor assumes the CRYSTAL_BOMBER to be the last vanilla enemy ship (which happens to be true 99% of the time), and marks any ships that it finds after that as "Other" :P

And thank you for your help, those bugs are really weird, I can't seem to be able to reproduce them -- guess I'm doing something wrong.

Also, speaking of bugs, I just found the elusive weapon/drone count bug that people have been complaining about for some time... Guess I'll go all the way and automate the weapon count, it's long overdue anyway.

What was the drone/weapon count bug?
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