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Starsector console commands not working
Starsector console commands not working






starsector console commands not working starsector console commands not working
  1. #Starsector console commands not working mod
  2. #Starsector console commands not working Patch
  3. #Starsector console commands not working code
  4. #Starsector console commands not working zip

If you wish to contribute to LazyLib, the public project repository can be found here.

#Starsector console commands not working code

Modders have my permission to borrow any code they want from LazyLib. The source is included in the jar if you wish to see how things were done.

#Starsector console commands not working mod

Documentation can be found in javadoc.zip in the main mod folder (open index.html). If I absolutely need to remove something, it will remain under the tag until the next major Starsector release comes out (as you would be rewriting portions of your code at that point anyway).Įvery method and class in this mod is fully documented (~2,000 lines of documentation as of December 2013). If your mod used the old, bundled version of this library, you should remove LazyLib.jar from your mod folder and mod_info.json, as well as delete data/scripts/plugins/LazyLibPlugin.java if you have it.įeatures should remain stable now that this library has reached version 1.0. Starsector will do the rest.įor modders who use an IDE, you will want to add mods/LazyLib/jars/LazyLib.jar as a library in your project (the same as you did for ). Since this is a utility mod, all you need to do is let your users know they need this mod downloaded and tagged in the launcher.

#Starsector console commands not working Patch

So if mod A requires a collision detection algorithm that was added in a recent release, it would have a compile error if mod B (containing an old version of this library) was loaded first.Īs a utility mod there is only one copy of the jar shared between all mods, and it is up to the player to keep it up-to-date (meaning other mods won't need to release a patch every time there is a new LazyLib version). Starsector will use the first version of the jar it finds, even if there is a newer version used by another mod. However, once there were multiple versions of LazyLib floating around compatibility issues started to arise. In the past this mod was a simple jar bundled with other mods. This is just one of dozens of methods contained in this library, all designed to make complicated modding tasks as painless as possible. With LazyLib, the above can be done in one line ( AIUtils.getNearbyEnemies(ship, 5000f)). All of this would create massive clutter in your code and make your mod very difficult to maintain. Without LazyLib you would need to write code that iterates over all ships on the battle map, check their distance from your ship, ensure they aren't covered by the fog of war, filter out allies and hulks, etc. Say you're writing custom shipsystem AI and need to get all visible enemies within 5000 su of your ship. As this mod does nothing until its classes are called, there is no harm in leaving it tagged in the launcher at all times even if your currently active mods don't require it.

#Starsector console commands not working zip

Simply extract the zip into your mods folder and tag it in the launcher. This is installed the same way as a normal mod. Just make sure you have the latest version installed and that it is tagged in the launcher and everything should work. If you are ever running a mod and get an error along the lines of 'Imported class "." could not be loaded', then this mod is required. It contains methods to deal with otherwise complicated tasks like collision detection and formatted sector messages, among many other things. In fact, it doesn't change anything at all in your game! All it does is make writing code for mods easier. It doesn't add any ships, weapons or factions. Please double check the Version History.Download version 2.8 ( mirror) ( mirror 2) It is likely still broadly correct but not verified for the most up to date data yet. Once these are defeated, the Hypershunt can be repaired for a huge investment (20,000 metals and 5,000 transplutonics), and used to power a Hypershunt Tap, which can be installed in a colony and allows the addition of one extra industry. Each is guarded by two very powerful ships. Similar to Domain-era Cryosleepers, only two can be found per sector. This megastructure is possibly (in future updates beyond 0.95) going to be the subject of the next mission after as one of the last things the says to the Player before telling them to "Get out" is using a Coronal Hypershunt(s?) to power the. They can be found either in the corona of blue giants/supergiants or floating between stars in a trinary system with at least two different-colored stars (so one could be found in a system with two red dwarves and one blue giant, or one with a white dwarf, a red dwarf, and a brown dwarf, but not one with three white dwarves, for example). Losing control of an active coronal hypershunt without following proper shut-down procedures can prove disastrous. It is capable of extracting energy on an astronomical scale directly from the linked star. This class of megastructure once powered the unfathomable industrial might of the Domain, putting the human civilisation well toward Kardashev type II status.








Starsector console commands not working