scumthespire's People
scumthespire's Issues
Make Encoders
All the states need encoders, lets add them
.
socket.connect error
Attempting to connect
java.net.ConnectException: Connection refused: connect
at java.net.DualStackPlainSocketImpl.connect0(Native Method)
at java.net.DualStackPlainSocketImpl.socketConnect(Unknown Source)
at java.net.AbstractPlainSocketImpl.doConnect(Unknown Source)
at java.net.AbstractPlainSocketImpl.connectToAddress(Unknown Source)
at java.net.AbstractPlainSocketImpl.connect(Unknown Source)
at java.net.PlainSocketImpl.connect(Unknown Source)
at java.net.SocksSocketImpl.connect(Unknown Source)
at java.net.Socket.connect(Unknown Source)
at java.net.Socket.connect(Unknown Source)
at ludicrousspeed.simulator.patches.ServerStartupPatches.lambda$sendSuccessToController$0(ServerStartupPatches.java:82)
at java.lang.Thread.run(Unknown Source)
18:35:36.130 INFO core.CardCrawlGame> PAUSE()
Patch out BaseMod Logging
Base mod is very loud and i/o is expensive. currently I run on a silent version but that doesn't scale well for multiple devs
help please, thanks!
I'm running an error at step 3, please help, thanks! The details are as follows:
https://docs.google.com/document/d/1xWKGujAtYu80o2UJdF7sIMjRUx2dWiK9BQJw_-hIi3c/edit?usp=sharing
Add some kind of fallback when calculation crashes.
One quick hack could be to check if the number is put out repeatedly.
I suggest a turn where the bot goes "rouge" (with an appropriate message): have a simple "play random cards" implementation that takes over.
After that turn try to calculate again.
If it fails again, repeat.
Custom UI component for Progress
Add SuperFastMode as an MTS dependency
The game builds and runs and then crashes if SuperFastMode isn't enabled
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