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

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mcsniperslayer
Posts: 6
Joined: Sat Nov 09, 2013 10:36 pm

Re: [Tool] FTL Ship Editor: Superluminal - version 13-11-12

Post by mcsniperslayer »

kartoFlame I did what you said and I got this.


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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Joined: Mon Jan 14, 2013 10:20 pm

Re: [Tool] FTL Ship Editor: Superluminal - version 13-11-12

Post by kartoFlane »

It's the same error. Your Mac is still using Java 6.
The foolproof way of fixing this is to uninstall all versions of Java on your Mac, then install the Java 7. That'll force it to use the newer one.
Superluminal2 - a ship editor for FTL
mcsniperslayer
Posts: 6
Joined: Sat Nov 09, 2013 10:36 pm

Re: [Tool] FTL Ship Editor: Superluminal - version 13-11-12

Post by mcsniperslayer »

My computer is using Java 7
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kartoFlane
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Joined: Mon Jan 14, 2013 10:20 pm

Re: [Tool] FTL Ship Editor: Superluminal - version 13-11-12

Post by kartoFlane »

Then by all accounts it should be working. If it still doesn't, then I've no idea how to help you...

Loose ideas: make sure you've downloaded the correct version of the editor (mac, 32/64), restart your computer, run java -version in terminal to confirm the default Java's version is 7.

I'll try to google around tomorrow, if the problem persists.
Superluminal2 - a ship editor for FTL
agigabyte
Posts: 547
Joined: Fri May 31, 2013 1:59 am

Re: [Tool] FTL Ship Editor: Superluminal - version 13-11-12

Post by agigabyte »

How do you pack multiple ships into one mod?
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kartoFlane
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Re: [Tool] FTL Ship Editor: Superluminal - version 13-11-12

Post by kartoFlane »

You have to manually put the ships' blueprints into a single blueprints.xml or autoBlueprints.xml (if enemy) file. Then throw each ship's layout and image files alongside them, just like they are with single ships.
Superluminal2 - a ship editor for FTL
bushmaster7.5
Posts: 4
Joined: Fri Dec 06, 2013 1:10 am

Re: [Tool] FTL Ship Editor: Superluminal - version 13-11-12

Post by bushmaster7.5 »

Where do I put the ship file after it's finished? I just have a folder named PLAYER_SHIP_JELLY_2 on the desktop.. Also, where does the .ftl file go? I have tried putting it in the resources folder.. I've seen a video but he was using mods with the superluminal editor, and proved to be no help whatsoever to me. Please help, I severely want to mod in my own ship.
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kartoFlane
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Re: [Tool] FTL Ship Editor: Superluminal - version 13-11-12

Post by kartoFlane »

The PLAYER_SHIP_JELLY_2 folder is a "source" folder for your mod, so to say. That's what your mod looks like unzipped.
The .ftl file has to be loaded via a mod manager like Slipstream Mod Manager.

Simply download and unzip SMM, put your .ftl file in the mods folder inside SMM's directory, fire up the mod manager, check the selection box by your mod, click the Patch button and wait for it to finish.
Superluminal2 - a ship editor for FTL
bushmaster7.5
Posts: 4
Joined: Fri Dec 06, 2013 1:10 am

Re: [Tool] FTL Ship Editor: Superluminal - version 13-11-12

Post by bushmaster7.5 »

kartoFlane wrote:The PLAYER_SHIP_JELLY_2 folder is a "source" folder for your mod, so to say. That's what your mod looks like unzipped.
The .ftl file has to be loaded via a mod manager like Slipstream Mod Manager.

Simply download and unzip SMM, put your .ftl file in the mods folder inside SMM's directory, fire up the mod manager, check the selection box by your mod, click the Patch button and wait for it to finish.
Ah, thank you! Now, is it possible for me to turn the folder into a .ftl file? I normally like to see ways that I can cheat in a game after completing it, and realized that you can edit the files within the .ftl file in order to cheat. If so, then I'd like to know how. :)
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kartoFlane
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Re: [Tool] FTL Ship Editor: Superluminal - version 13-11-12

Post by kartoFlane »

Well, an .ftl file is just a renamed .zip. You can read about how to create one here
Superluminal2 - a ship editor for FTL
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