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Author Topic: [0.9.1a] Stellar Logistics 1.3.1 - courier services  (Read 16248 times)

Jaghaimo

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[0.9.1a] Stellar Logistics 1.3.1 - courier services
« on: August 05, 2020, 12:46:44 AM »

Stellar Logistics
Courier services for Starsector



Stellar Logistics allows for a convenient browsing of the player's storage content, and lets the player to quickly locate cargo and ships.



Additionally, the player can define a master storage, where, at regular intervals, all cargo and ships from other storages will be transferred to. Or can just request courier services while travelling (disabled by default, see settings.json).

Spoiler

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Any transfer of cargo or ships will incur a fee (depends on the distance between the player fleet and selected storage) that will be collected at the end of the month.

Spoiler

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Known bugs
Spoiler
Hitting ESC when selecting ships to transfer will not close underlying interaction dialog. Fixed in Starsector 0.95+.
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« Last Edit: January 05, 2021, 08:33:53 AM by Jaghaimo »
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Galactic Markets - economy services

Nick XR

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Re: [0.9.1a] Stellar Logistics - courier and warehousing services
« Reply #1 on: August 05, 2020, 09:18:28 AM »

Very cool!  You should add some screenshots that show it in action.

Jaghaimo

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Re: [0.9.1a] Stellar Logistics - courier and warehousing services
« Reply #2 on: August 05, 2020, 12:57:09 PM »

I'd love to but how do you showcase such thing? What type of "script" would be best played to present mod's functionality? Something I had bouncing in my head was:
  • Player owns two colonies, scene starts with Stellar Logistics Warehouse storage where drops some cargo off
  • Player moves to other colony where there is no Stellar Logistics Branch yet, shows it will be built in a day
  • Branch is build, Intel pops up, Player now has access to his cargo that he dropped while on the other planet
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Nick XR

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Re: [0.9.1a] Stellar Logistics - courier and warehousing services
« Reply #3 on: August 05, 2020, 01:02:18 PM »

Yeah, screen cap that in a low quality gif or something.  In game just have two colonies, one at a planet one at it's moon and just record and convert to a gif of the basic workflow. 

Does the monthly expense show up in the expense summary?

Jaghaimo

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Re: [0.9.1a] Stellar Logistics - courier and warehousing services
« Reply #4 on: August 05, 2020, 02:10:23 PM »

Quote
Does the monthly expense show up in the expense summary?
Yes, it does.  Next version will also hint on storage description how much you will pay for full month.

Added a short screencast... GIF so 20mb :D
« Last Edit: August 05, 2020, 02:30:41 PM by Jaghaimo »
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Nick XR

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Re: [0.9.1a] Stellar Logistics - courier and warehousing services
« Reply #5 on: August 05, 2020, 03:47:52 PM »

Quote
Does the monthly expense show up in the expense summary?
Yes, it does.  Next version will also hint on storage description how much you will pay for full month.

Added a short screencast... GIF so 20mb :D

Looks great!

If we had more than 12 structure spots on a planet I'd say this should have a structure prerequisite too.  But given the constraints current implementation is great. 

How does the cost compare to standard storage?

MesoTroniK

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Re: [0.9.1a] Stellar Logistics - courier and warehousing services
« Reply #6 on: August 05, 2020, 07:55:32 PM »

Evening Jaghaimo, this is an interesting mod you have here and I got some feedback for you.

- Subjectively? I think it is odd they go in *every* non Pirate market, by default.

More objectively?
- Any market that has a military and a custom sub-market already added? Will "overflow" the UI and it looks quite bad.
   - I would recommend checking for sub-market count before adding your thing.
Spoiler
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- I like that by default you are not adding them to Pirate markets, this is good! But what is not good? Is that you do not allow blocking it for mod Pirates or other factions that might not want them added for lore or mechanic reasons.
   - I would recommend adding a merging .csv or json file that allows a modder to make their faction opt-out of your thing being added.

- These being added to some markets, can be an issue for edge case stuff in some mods. Think hidden places, quest stuff etc etc.
   - I would recommend adding a merging .csv or json file that allows a modder to make X market of theirs opt-out of your thing being added.

- These being added to some star systems, both hand made and procgen can be an issue for edge case stuff in some mods. Think hidden places, quest stuff etc etc.
   - I would recommend adding a .csv or json file that looks at both star system ID (for hand made), and star system tags (for procgen) that allows a modder to opt-out of your thing being added.

Also these lists if done? Should ideally ignore your settings file. Because the cases where a modder would opt-out will always be for very good reasons where it could soft and/or hard break their stuff. Anyways if you could please do all that it would be deeply appreciated by the Modiverse overall :)

Jaghaimo

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Re: [0.9.1a] Stellar Logistics - courier and warehousing services
« Reply #7 on: August 06, 2020, 12:26:45 AM »

Thanks MesoTronik, here's my structured response:
Quote
I think it is odd they go in *every* non Pirate market, by default.
I've had this in mind. The settings file allows to set a probability of a branch being built (thus market spawned). As this is my first mod, and my Starsector experience is rather short (2 months) I've left defaults from my closed beta to make generation deterministic (Oh, you guys are size 6 non-pirate? Perfect, I'll drop my stuff there). For future versions I do plan some way of checking where Branches are so player can make an informed decision where to go to drop their stuff.
Having said that, with the current limitations (no way to check what's on planet) and setting options (minimal size to consider, probability it will end up on said market, no pirates (on already)) what would the good defaults be? Leave 6 and say 0.7 (70% of markets 6 and above)? Or, more realistically, go with a progressive probability - 0.5 for markets of size 5, 0.6 for size 6 and so on (guaranteed on 10, not sure any planet spawns as 10)? Obviously the bigger market means higher demand for those services.

Quote
I would recommend checking for sub-market count before adding your thing.
I'll make it an integer, as smaller screen sizes will overflow sooner 4 (4 will be default at least).

Quote
Configurability via merging csv/json
I'll have this done by 1.0.0. In the meantime, I'll change default to be Indies only which will solve both the issue of other custom markets and blacklisting.
This is now done as of 0.9.0 (basic faction whitelist and blacklist, still pondering per marketId / starSystem exclusions).
« Last Edit: August 19, 2020, 08:22:25 AM by Jaghaimo »
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Jaghaimo

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Re: [0.9.1a] Stellar Logistics - courier and warehousing services
« Reply #8 on: August 06, 2020, 02:39:28 PM »

Legacy Version of Stellar Logistics


Fri Aug 07 2020 - 0.6.0
  • Feature: Add new ability to find the nearest Stellar Logistics Branch
  • Improvement: Change default seeds to Indies (avoids affecting custom factions)
  • Improvement: Add upper limit for submarkets (avoids market oversaturation)

« Last Edit: October 20, 2020, 02:55:00 AM by Jaghaimo »
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cjuicy

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Re: [0.9.1a] Stellar Logistics - courier and warehousing services
« Reply #9 on: August 07, 2020, 12:23:45 AM »

This... is absolutely stellar! I've wanted a unified storage option for my most-used weapons/fighters for a long while, and this is exactly what I'm into. I'll give it a whirl next time I've got a moment to run Starsector.
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Zoro89

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Re: [0.9.1a] Stellar Logistics - courier and warehousing services
« Reply #10 on: August 08, 2020, 09:23:10 AM »

Sounds like a very cool mod!

It is possible to store the items in a file to "transfer" it to a new game. Something like a new game plus / shared warehouse.
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Jaghaimo

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Re: [0.9.1a] Stellar Logistics - courier and warehousing services
« Reply #11 on: August 08, 2020, 03:04:41 PM »

Legacy Version of Stellar Logistics


Sat Aug 08 2020 - 0.7.0
  • Feature: Add officer search to StellNET
  • Improvement: Rework nearest branch ability into StellNET
It is possible to store the items in a file to "transfer" it to a new game. Something like a new game plus / shared warehouse.
Pretty sure it's doable, let me tinker a bit with CargoAPI and see what I can do.
The idea I have right now is:
  • Console Commands only (as this is pretty technical ask that does not fit main gameplay loop)
  • StellicsExport -> drops content of your Stellar Logistics Warehouse to a flat file (most likely <type>,<itemId>,<quantity> CSV)
  • StellicsImport -> reads that file and puts items in the Warehouse; will ignore any unrecognized items (due to mod changes / removal of mods)
Edit: Implemented, check 0.7.1.
« Last Edit: October 20, 2020, 02:54:20 AM by Jaghaimo »
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Jaghaimo

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Re: [0.9.1a] Stellar Logistics - courier and warehousing services
« Reply #12 on: August 10, 2020, 04:41:31 AM »

Legacy Version of Stellar Logistics


Tue Sep 01 2020 - 0.10.0
  • Feature: Advanced search filters for query markets and ship finder
  • Improvement: Use different intel icons depending on intel type
  • Improvement: Code clean-up (breaks save compatibility with pre-0.8.0)
  • Improvement: Block StellNET access while using some abilities
Spoiler
Requesting various intel:


Viewing provided intel:


See Imgur album for more examples: https://imgur.com/a/Eu5YgHp
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Thu Aug 20 2020 - 0.9.1
  • Feature: Add ship (frigate, destroyer, cruiser, capital) search to StellNET
  • Feature: Add command to find and fix orphaned storage submarkets
  • Improvement: Limit intel to open and black markets only (ignore military and custom)
  • Bugfix: Harden code for adding storage submarkets
  • Bugfix: Fix another crash with hyperspace market intel
  • Bugfix: Fix blueprint market query
Mon Aug 17 2020 - 0.9.0
  • Feature: Add merging CSV support for faction whitelist and blacklist
  • Feature: Enable fleet storage (fee based on ship's ordnance points)
  • Improvement: Show monthly cost of cargo and ship storage on tab hover
  • Improvement: Move hardcoded fee addends to settings.json
  • Improvement: Refactor StellNET queries, limit results to non-hostiles
  • Bugfix: Make storage work with addIndustry console command
  • Bugfix: Fix officer intel changing after hiring one
  • Bugfix: Do not crash when the nearest market is in hyperspace
Thu Aug 13 2020 - 0.8.0
  • Feature: Add cargo (weapons, fighters, modspecs, blueprints) search to StellNET
  • Improvement: New intel implementation that disappears after 14 days
  • Bugfix: Remove old "unkillable" intels on game load
Mon Aug 10 2020 - 0.7.2
  • Bugfix: Fix same-system search for the nearest market
Sun Aug 09 2020 - 0.7.1
  • Feature: Add stellicsExport and stellicsImport commands
  • Bugfix: Fix broken save-game compatibility due to ability changes
« Last Edit: October 20, 2020, 02:54:30 AM by Jaghaimo »
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Worachot

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Re: [0.9.1a] Stellar Logistics - courier, warehousing, and information services
« Reply #13 on: September 09, 2020, 04:04:39 AM »

if added to a save then the StellNET skill does not showup

save game: https://gfycat.com/WellmadeWebbedArmedcrab

new game: https://gfycat.com/GranularVainIrishterrier

Changed the load priority to 1 to make sure the problem was not that there was no space left in the ability menu.

^_^
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SukmaZaki

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Re: [0.9.1a] Stellar Logistics - courier, warehousing, and information services
« Reply #14 on: September 09, 2020, 11:31:42 AM »

This and More Officer Skill really make the game more enjoyable.

Thanks for the mod, 10/10 fully recommended.
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