Normally hullmod classes that are in the jar ara compiled for a reason (Janino has all sorts of limitations)
Just to expand on that a bit, when stuff is precomplied into a jar, it reduces the load time of the game. If there are *a lot* of loose scripts, that can really increase the load time - the compiling happens on another thread, so a relatively small number of scripts has no impact on load time, but the compiling can fairly easily take longer than all the other loading stuff combined, making it actually increase the loading time a lot. An example that comes to mind is the original Ironclads mod.
I'm a CS student interested in developing a small mod for Starsector to help learn Java and wanted to know if it was at least a feasible idea. I want to be able to use a secondary display to view in-game information. I understand that trying to extend the game's interface across multiple displays would be a big task, so my plan was to SSH into the desktop running the game and use a text-based "GUI" interface in the shell which could display additional information outside of the normal HUD (available missions from the intel tab maybe).
Perhaps this terminal-based application could be expanded with multiple pages and even the ability to accept inputs and manage inventories. Does this sound like something worth investigating?
Hi! Hmm. I think where you might run into trouble would be communicating between the game and this separate process. You'd need a mod to run on the game-side, naturally, but the game's classloader blocks most of the stuff in java.io for some basic safety/security reasons. So you'd probably need to communicate using various methods in SettingsAPI that let you read/write stuff in the saves/common folder (i.e. readTextFileFromCommon, deleteTextFileFromCommon, etc).