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Classfile /home/geolykt/.local/share/Steam/steamapps/common/Galimulator_copy/classes/org/stianloader/micromixin/test/j8/targets/ConstructorMergingTest.class | |
Last modified Sep 15, 2024; size 2919 bytes | |
MD5 checksum bd0737909513baccd8a1e41eca37f54b | |
Compiled from "ConstructorMergingTest.java" | |
public class org.stianloader.micromixin.test.j8.targets.ConstructorMergingTest extends org.stianloader.micromixin.test.j8.MutableInt | |
minor version: 0 | |
major version: 52 | |
flags: ACC_PUBLIC, ACC_SUPER | |
Constant pool: | |
#1 = Utf8 org/stianloader/micromixin/test/j8/targets/ConstructorMergingTest |
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# Differential of the galimulator-desktop.jar file of the chinese translation of galimulator | |
# compared to the original galimulator jar. | |
# Command used: java -jar java-bytecode-differential-1.0.0.jar generate galimulator-desktop.jar galimulator-desktop-cn.jar 0 | |
# Galimulator version: 5.0.2 (latest version as of 2024-08-08) | |
# This translation is not authored by me, but rather by nanami on steam. | |
# See: https://steamcommunity.com/workshop/filedetails/?id=3305178305 | |
--- snoddasmannen/galimulator/actors/DropShip.class | |
+++ snoddasmannen/galimulator/actors/DropShip.class | |
@@ -28,1 +28,1 @@ |
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"main" #1 prio=5 os_prio=0 cpu=1491007.44ms elapsed=3070.41s tid=0x00007f5c6c0267c0 nid=0x3c041 waiting on condition [0x00007f5c7251b000] | |
java.lang.Thread.State: WAITING (parking) | |
at jdk.internal.misc.Unsafe.park([email protected]/Native Method) | |
- parking to wait for <0x0000000400d276f0> (a java.util.concurrent.Semaphore$NonfairSync) | |
at java.util.concurrent.locks.LockSupport.park([email protected]/LockSupport.java:211) | |
at java.util.concurrent.locks.AbstractQueuedSynchronizer.acquire([email protected]/AbstractQueuedSynchronizer.java:715) | |
at java.util.concurrent.locks.AbstractQueuedSynchronizer.acquireSharedInterruptibly([email protected]/AbstractQueuedSynchronizer.java:1047) | |
at java.util.concurrent.Semaphore.acquire([email protected]/Semaphore.java:475) | |
at de.geolykt.starloader.impl.util.SemaphoreLoopLock.acquire(SemaphoreLoopLock.java:101) |
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public class Beitrag { | |
private DateTime gepostet; | |
private String titel; | |
private int anzahlLikes; | |
private String text; | |
private ArrayList<Bild> bilder; | |
private Nutzer autor; | |
public Beitrag(Nutzer autor, String titel, Bild bild) { | |
this.gepostet = new DateTime(); |
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public class Geraet { | |
private int geraeteNr; | |
private boolean einsatzBereit; | |
private Geraetetyp geraetetyp; | |
private ArrayList<Reservierung> reservierungen; | |
public Geraet(Geraetetyp typ) { | |
this.geraetetyp = typ; | |
this.gerateNr = typ.getGeraetetypNr() * 100 + typ.getGeraete().size(); | |
this.einsatzBereit = true; |
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In a world where there isn't just one but multiple currencies, one has an acute problem of knowing what economy to use at all times. You can't just transfer 500 from A to B. You need to order the economy implementation to transfer 500 of currency C from A to B. | |
At first glance this may sound like not of an issue, until you realize that most inputs will be done in purely scalar values. The user will enter `/give minecraftplayer2 500`, not `/give minecraftplayer2 500 virtualGoldNugget`. Similarly all configuration files will probably only have a scalar value, but not a currency value. | |
The solution: Continue using scalars everywhere, where as the scalars values are implicitly assigned to a fallback currency. However, given that a not so small amount of API consumers will continue to only use that scalar system (after all, this is the system we all grew up with thanks to vault), one can say that this fallback currency is in fact a primary currency. | |
However the problem you seem to be oblivious to, is that in do |
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# This configuration file is written in HOCON - HOCON syntax applies. | |
[ | |
{ | |
"name" : "Generic Currency", | |
"id": "eca:generic", | |
"uuid": "00000000-086a-b989-0000-000000526bc6", # This specific UUID marks your primary currency. This UUID must be considered constant. | |
# The supply attribute describes the format that should be used when formatting a currency | |
"supply": [ | |
{ | |
"priority": 1, # Higher priority means applied later. In this case the format with the lowest applicable priority scalar value is choosen. |
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plugins { | |
id 'java' | |
id 'java-library' | |
id 'gcmc-starplane' version '0.1.0' | |
} | |
group 'de.geolykt' | |
def archivesBaseName = 'gcmc-test' | |
version '1.0.0-SNAPSHOT' |
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v1 official named | |
CLASS org/bukkit/craftbukkit/libs/com/google/common/annotations/Beta com/google/common/annotations/Beta | |
CLASS org/bukkit/craftbukkit/libs/com/google/common/annotations/GwtCompatible com/google/common/annotations/GwtCompatible | |
CLASS org/bukkit/craftbukkit/libs/com/google/common/annotations/GwtIncompatible com/google/common/annotations/GwtIncompatible | |
CLASS org/bukkit/craftbukkit/libs/com/google/common/annotations/VisibleForTesting com/google/common/annotations/VisibleForTesting | |
CLASS org/bukkit/craftbukkit/libs/com/google/common/base/Absent com/google/common/base/Absent | |
CLASS org/bukkit/craftbukkit/libs/com/google/common/base/AbstractIterator$1 com/google/common/base/AbstractIterator$1 | |
CLASS org/bukkit/craftbukkit/libs/com/google/common/base/AbstractIterator$State com/google/common/base/AbstractIterator$State | |
CLASS org/bukkit/craftbukkit/libs/com/google/common/base/AbstractIterator com/google/common/base/AbstractIterator | |
CLASS org/bukkit/craftbukkit/libs/com/google/common/base/Ascii |
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My suggestions to making emperor mode more fun (or rather said turning it into a more traditional 4X game): | |
The current way of playing emperor mode has the issue that the player is instantly confronted with the full set of features galimulator has to offer: Wars, Diplomacy, fancy Graphs, Lineages, Ships, Wealth, Science and a lot more. Without a tutorial it is simply impossible for a player to figure everything out without getting frustrated. However, the idea is not to have a text-based tutorial but rather exposing the player to the individual gameplay elements one by one (and hiding them from the menus until they get relevant). For this the core gameplay loop needs to get altered to make the first few minutes more friendly: | |
**Fog of war**: | |
At the start, players don't see much more than a handful of stars. As they expand they see more. Furthermore, as interactions with other empires don't exist until they are discovered, the relevant UI elements can be hidden from the menu until they are relevant. | |
**"Co |
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