[Tool] Superluminal 2.2.1 - FTL Ship Editor

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crimsonfluf
Posts: 2
Joined: Sun Dec 11, 2016 3:54 am

Re: [Tool] Superluminal 2.1.2b - FTL Ship Editor

Postby crimsonfluf » Sun Dec 18, 2016 8:46 pm

Ah, Yeah I never messed with those.
I'll give it a shot and write an update. Maybe that's common sense, but I had no idea. Makes sense that's the problem since I never touched it.

Thanks! I hope it works, because that would be amazing.


Edit: Excellent! That did the trick! Now I can playtest! Thank you so much.
(That's the problem with dorks like me that don't deal with lines of code and save origins myself haha, can't visualize how everything stacks up haha)
Last edited by crimsonfluf on Sun Dec 18, 2016 9:03 pm, edited 1 time in total.
Fox Holmes
Posts: 5
Joined: Thu Dec 29, 2016 6:02 am

Re: [Tool] Superluminal 2.1.2b - FTL Ship Editor

Postby Fox Holmes » Thu Dec 29, 2016 6:06 am

Hello! Sorry, I know this question has been asked before, but how do you make artillery beams fire from certain locations? The answer that I saw doesn't work, (have a weapon with the power-up direction set to "none") but it was answered a while ago. Has it changed, or is there a bug?
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kartoFlane
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Re: [Tool] Superluminal 2.1.2b - FTL Ship Editor

Postby kartoFlane » Thu Dec 29, 2016 11:21 am

The atillery is hardcoded to use the fifth mount as its origin point (the power-up direction doesn't matter), no matter how many weapon slots your ship has.
For example, if your ship only allows 2 weapon slots, you'll need to place 5 weapon mounts anyway. In this scenario, mounts 3 and 4 will not be used for anything, so you can place them wherever.
Superluminal2 - a ship editor for FTL
Fox Holmes
Posts: 5
Joined: Thu Dec 29, 2016 6:02 am

Re: [Tool] Superluminal 2.1.2b - FTL Ship Editor

Postby Fox Holmes » Fri Dec 30, 2016 2:01 am

Oh, ok. Thank you!
FasterThanKestrel
Posts: 6
Joined: Wed Jan 25, 2017 7:58 am

Re: [Tool] Superluminal 2.1.2b - FTL Ship Editor

Postby FasterThanKestrel » Wed Jan 25, 2017 8:00 am

I am on a mac, and I can't edit the .xml files at all. Is there any way to fix this, or will I have to live with it?

I'd like to design weapons, in case you were wondering.
FasterThanKestrel
Posts: 6
Joined: Wed Jan 25, 2017 7:58 am

Re: [Tool] Superluminal 2.1.2b - FTL Ship Editor

Postby FasterThanKestrel » Thu Jan 26, 2017 5:10 am

I get this error on run of SuperLuminal 2:

Code: Select all

Exception in thread "main" java.lang.OutOfMemoryError: Java heap space
   at net.vhati.ftldat.FTLDat$FTLPack.readLittleUString(FTLDat.java:501)
   at net.vhati.ftldat.FTLDat$FTLPack.readIndex(FTLDat.java:576)
   at net.vhati.ftldat.FTLDat$FTLPack.<init>(FTLDat.java:446)
   at net.vhati.ftldat.FTLDat$FTLPack.<init>(FTLDat.java:421)
   at com.kartoflane.superluminal2.Superluminal.main(Superluminal.java:241)
Statsss101
Posts: 1
Joined: Sun Feb 05, 2017 10:36 pm

Re: [Tool] Superluminal 2.1.2b - FTL Ship Editor

Postby Statsss101 » Sun Feb 05, 2017 10:49 pm

i got this error when i tried to edit the ships loadout and porperties


Code: Select all

17:48:05.577 [main] DEBUG com.kartoflane.superluminal2.Superluminal - Superluminal v2.1.2b
17:48:05.581 [main] DEBUG com.kartoflane.superluminal2.Superluminal - Windows 7 6.1
17:48:05.581 [main] DEBUG com.kartoflane.superluminal2.Superluminal - Java HotSpot(TM) 64-Bit Server VM, 1.8.0_101, amd64
17:48:05.584 [main] DEBUG com.kartoflane.superluminal2.Superluminal - SWT v4528
17:48:05.626 [main] TRACE com.kartoflane.superluminal2.Superluminal - Loading properties from config file...
17:48:05.685 [main] INFO  com.kartoflane.superluminal2.Superluminal - Using FTL dats path from config: C:\Program Files (x86)\Steam\steamapps\common\FTL Faster Than Light\resources
17:48:05.986 [main] TRACE com.kartoflane.superluminal2.Superluminal - Loading dat archives...
17:48:06.083 [main] TRACE com.kartoflane.superluminal2.Superluminal - Loading database...
17:48:06.087 [Thread-3] TRACE com.kartoflane.superluminal2.core.DatabaseEntry - DatabaseCore did not contain file data/animations
17:48:06.088 [Thread-3] TRACE com.kartoflane.superluminal2.core.DatabaseEntry - DatabaseCore did not contain file data/dlcAnimations
17:48:06.097 [Thread-3] TRACE com.kartoflane.superluminal2.core.DatabaseEntry - DatabaseCore did not contain file data/blueprints
17:48:06.098 [Thread-3] TRACE com.kartoflane.superluminal2.core.DatabaseEntry - DatabaseCore did not contain file data/autoBlueprints
17:48:06.098 [Thread-3] TRACE com.kartoflane.superluminal2.core.DatabaseEntry - DatabaseCore did not contain file data/dlcBlueprints
17:48:06.098 [Thread-3] TRACE com.kartoflane.superluminal2.core.DatabaseEntry - DatabaseCore did not contain file data/dlcBlueprintsOverwrite
17:48:06.099 [Thread-3] TRACE com.kartoflane.superluminal2.core.DatabaseEntry - DatabaseCore was loaded successfully.
17:48:06.131 [main] INFO  com.kartoflane.superluminal2.Superluminal - Checking for updates...
17:48:06.850 [main] INFO  com.kartoflane.superluminal2.Superluminal - Program is up to date.
17:48:06.850 [main] INFO  com.kartoflane.superluminal2.Superluminal - Running...
17:48:16.261 [main] TRACE com.kartoflane.superluminal2.ui.EditorWindow - Saving ship as C:\Users\Tyler\Desktop\Games\FTL +Cheats\Superluminal Win-64 v2.1.2b\crash_1486345696261.ftl
17:48:16.306 [main] TRACE com.kartoflane.superluminal2.ui.EditorWindow - Ship saved successfully.
17:48:16.306 [main] ERROR com.kartoflane.superluminal2.Superluminal - An error has occured and the editor was forced to terminate. java.lang.NullPointerException
   at com.kartoflane.superluminal2.ui.sidebar.PropertiesToolComposite.updateData(PropertiesToolComposite.java:891)
   at com.kartoflane.superluminal2.ui.sidebar.PropertiesToolComposite.<init>(PropertiesToolComposite.java:805)
   at com.kartoflane.superluminal2.tools.PropertyTool.createToolComposite(PropertyTool.java:36)
   at com.kartoflane.superluminal2.tools.PropertyTool.createToolComposite(PropertyTool.java:9)
   at com.kartoflane.superluminal2.tools.Tool.getToolComposite(Tool.java:93)
   at com.kartoflane.superluminal2.tools.PropertyTool.getToolComposite(PropertyTool.java:29)
   at com.kartoflane.superluminal2.tools.PropertyTool.select(PropertyTool.java:19)
   at com.kartoflane.superluminal2.core.Manager.selectTool(Manager.java:263)
   at com.kartoflane.superluminal2.ui.EditorWindow$1.widgetSelected(EditorWindow.java:359)
   at org.eclipse.swt.widgets.TypedListener.handleEvent(Unknown Source)
   at org.eclipse.swt.widgets.EventTable.sendEvent(Unknown Source)
   at org.eclipse.swt.widgets.Display.sendEvent(Unknown Source)
   at org.eclipse.swt.widgets.Widget.sendEvent(Unknown Source)
   at org.eclipse.swt.widgets.Display.runDeferredEvents(Unknown Source)
   at org.eclipse.swt.widgets.Display.readAndDispatch(Unknown Source)
   at com.kartoflane.superluminal2.Superluminal.main(Superluminal.java:307)

17:48:18.936 [main] INFO  com.kartoflane.superluminal2.Superluminal - Exiting...
17:48:19.012 [main] INFO  com.kartoflane.superluminal2.Superluminal - Bye
WhiteWeasel
Posts: 248
Joined: Sun Apr 13, 2014 4:36 am

Re: [Tool] Superluminal 2.1.2b - FTL Ship Editor

Postby WhiteWeasel » Mon Feb 20, 2017 2:27 am

How do I find the gib editor for my ship? The ship and rooms are in the way, so I can't really place them right with all the junk on the screen.
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kartoFlane
Posts: 1488
Joined: Mon Jan 14, 2013 10:20 pm

Re: [Tool] Superluminal 2.1.2b - FTL Ship Editor

Postby kartoFlane » Mon Feb 20, 2017 2:35 am

You can 'hide' parts of the ship via the View menu, or by pressing keys 1-9 -- this makes working with gibs much easier (or rather, at all feasible)
Superluminal2 - a ship editor for FTL
WhiteWeasel
Posts: 248
Joined: Sun Apr 13, 2014 4:36 am

Re: [Tool] Superluminal 2.1.2b - FTL Ship Editor

Postby WhiteWeasel » Mon Feb 20, 2017 8:37 am

kartoFlane wrote:You can 'hide' parts of the ship via the View menu, or by pressing keys 1-9 -- this makes working with gibs much easier (or rather, at all feasible)

Awesome, will have to try that out tomorrow. Thanks for the reply.
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