Would it be possible to make a filter that restricts search to open and black markets?(no restricted markets)It is possible, and it was the default behaviour in older versions (prior to split from Stellar Logistics). This new version includes restricted markets, but checks if the player can actually purchase the item before including results from that restricted market (like military).
It is possible, and it was the default behaviour in older versions (prior to split from Stellar Logistics). This new version includes restricted markets, but checks if the player can actually purchase the item before including results from that restricted market (like military).Ah so there is a check so the player can actually buy it then, didn't know that sorry. I asked this because there was no info on which submarket the item/ship is in. It would be a shame if you went to a planet, only to discover the item is in a submarket you cannot access.
What is the reason you are asking for that?
Ah so there is a check so the player can actually buy it then, didn't know that sorry. I asked this because there was no info on which submarket the item/ship is in. It would be a shame if you went to a planet, only to discover the item is in a submarket you cannot access.This is indeed planned for the next releases, which will come after new Stellar Logistics release (going to be big). The empty pane on the right will have the following:
Also if its possible, can you make the right side panel show additional info like how many items are available, etc?
- One can refresh a query and head for a hit that shows no data on the availability. Stock might be refreshed upon the player reaches the providing market rendering the journey futile.Unfortunately that's how the submarkets work, they update (recreate) their stocks at the beginning of the month (marked as out of date, nothing is yet replaced).
- While every listing is accurate it usually is under a stupid submarket. Not sure about the reliability of commission or standing locked purchases but I do remember something I ended up not being able to buy and 100% sure about Cabal hiccups (this submarket is locked behind a fee for every visit).There was a bug few versions ago which caused inclusion of submarkets to which the player had no access.
- Freezes the game. Like a lot. Performance impact is noticable with about 3-4 queries and don't you dare set 18+. I have no idea why selecting the query menu causes a lag, because it's dead certain the queries are not updated on the display because every time I need to do that manually with the button and most hits disappear.I will have to investigate this - what are your specs? What causes freezes (opening intel, during campaign/when travelling, clicking "New Query" or some other button)?How many faction mods do you use?
- Cannot query for any ship in the game. I know it's there, I used it before. I still want to make a query for it and keep an eye on that ship. Some special variants from mods are searchable though, even with no result popping up (probably no chance either to find one but still searchable).That's intentional to avoid spoilers. The way cargo and ship picker works, it looks at all submarkets and builds a list of available hulls.
How about a reminder field that says "Days until the market resets = X" in a conspicuous place next to the search field?- Stock might be refreshed upon the player reaches the providing market rendering the journey futile.Unfortunately that's how the submarkets work, they update (recreate) their stocks at the beginning of the month (marked as out of date, nothing is yet replaced).
I think its logical to show only results that match the Codex, yes.- Cannot query for any ship in the game. I know it's there, I used it before. I still want to make a query for it and keep an eye on that ship.I will look into changing this, perhaps show everything that is not hidden in Codex?
@Alex - thank you, I was going to ask for that and totally forgot. Could you also add Stellar Logistics to the list please?
Glad you find this mod useful.I assume you are talking about your experience with 1.2.0 (1.3.0 was out today), thus will address your feedback based on 1.2.0 behaviour.Please correct me if I am wrong.Thanks for the fast and accurate response.
I had no idea that market stock refreshment is tied to the beginning of every month and it is good to know.- One can refresh a query and head for a hit that shows no data on the availability. Stock might be refreshed upon the player reaches the providing market rendering the journey futile.Unfortunately that's how the submarkets work, they update (recreate) their stocks at the beginning of the month (marked as out of date, nothing is yet replaced).
If the submarket is out of date, it will only update on player interaction (prior to you opening the market), thus what seemed to be "present", suddenly becomes "out of stock".
New version 1.3.0 will instantly show you the item is no longer available (intel becomes greyed out, you get text on the right saying it is no longer there).
Whenever you open HyperNET Board, all intel presented will be rechecked for availability.
As a rule of thumb, I reopen HyperNET (in 1.3.0) at the beginning of the month to see what's the current situation, and click "Refresh all".
Will do. Might be fine, since I've already seen some generic text about me not being able to buy said stuff, nothing specific though.- While every listing is accurate it usually is under a stupid submarket. Not sure about the reliability of commission or standing locked purchases but I do remember something I ended up not being able to buy and 100% sure about Cabal hiccups (this submarket is locked behind a fee for every visit).There was a bug few versions ago which caused inclusion of submarkets to which the player had no access.
That was fixed a version later but I introduced another bug, which removed a lot of valid submarkets as a result.
This is now fixed in the new version (1.3.0) where ALL submarkets are shows, but there is a check whether item/ship can be purchased.
If not, appropriate text will be shown - if you find this to be inaccurate, please report (screenshot of intel + submarket in question).
At that moment I think I had Blackrock Drive Yards, Interstellar Imperium, Mayasuran Navy, Pearson Exotronics, Roider Union and Tiandong Industries. With Nexerelin they increased complexity by an awful lot so I dropped that and swapped out a few factions and the only noticable performance impact right now is game startup time.- Freezes the game. Like a lot. Performance impact is noticable with about 3-4 queries and don't you dare set 18+. I have no idea why selecting the query menu causes a lag, because it's dead certain the queries are not updated on the display because every time I need to do that manually with the button and most hits disappear.I will have to investigate this - what are your specs? What causes freezes (opening intel, during campaign/when travelling, clicking "New Query" or some other button)?How many faction mods do you use?
What is your heap size (I assume you did follow the guide to increase heap size since you play modded)?
I could see this causing stutters / freezes if your heap size is too small.
Edit:I did find out a refresh (of all queries) whenever the board was displayed (effectively making Refresh All / Refresh button redundant).Very nice! Appealing policies not respected by most modders (and even programmers).
I have removed that call, so performance out of the box will be better in 1.3.1 which is now released.
I intentionally made this mod script-free (it does not `addScript`, so it is not evaluated every frame), but there is some magic happening when opening the board.
I will look into reducing the load and optimising performance if possible.
Amazing! I love how everything you make in this mod fits right in the game as it was a core function.- Cannot query for any ship in the game. I know it's there, I used it before. I still want to make a query for it and keep an eye on that ship. Some special variants from mods are searchable though, even with no result popping up (probably no chance either to find one but still searchable).That's intentional to avoid spoilers. The way cargo and ship picker works, it looks at all submarkets and builds a list of available hulls.
So until item X (or ship X) is present in at least one submarket it will not be included.
I will look into changing this, perhaps show everything that is not hidden in Codex?
Knew it! I had a hunch about this as the roster of searchable ships is ever changing. Codex based availability indeed makes sense and it's a clever idea.
Edit 2: Released 1.3.1 with small optimisation improvement.
I had no idea that market stock refreshment is tied to the beginning of every month and it is good to know.
Does it not get greyed out if the same stock is being seeded again into current month's submarket roster? Based on your explanation (getting tagged and only refreshed when the player visits the market) I guess that it gets grayed out anyway.
Will do. Might be fine, since I've already seen some generic text about me not being able to buy said stuff, nothing specific though.
Detailed info on it would be appreciated. Do I need more standing? Credits? Leprechaun luck? Something else?
At that moment I think I had Blackrock Drive Yards, Interstellar Imperium, Mayasuran Navy, Pearson Exotronics, Roider Union and Tiandong Industries. With Nexerelin they increased complexity by an awful lot so I dropped that and swapped out a few factions and the only noticable performance impact right now is game startup time.
Specs are Ryzen 5 2600, Geforce GTX 1660 Ti, 32GB dual channel RAM, 1TB SSD on SATA connector, auto-updating Windows 10 that annoys me to no end
Heap size IIRC is set to 2GB min and 6 GB max. Maybe 8, who knows. Funny story: made a few modded runs previously with no performance impact at all before I found out that it should be increased and not handled automatically. Also wasn't easy to bump into that old post that contained this info.
If I'm not mistaken opening the intel screen in general was in tandem with the game being unresponsive for a few seconds. Not sure about the inventory or using jump points, vanilla game tends to mess with that on its own after a few hours of playing anyway. Can't resist to bash on java, because it's a mess.
Knew it! I had a hunch about this as the roster of searchable ships is ever changing. Codex based availability indeed makes sense and it's a clever idea.
Amazing! I love how everything you make in this mod fits right in the game as it was a core function.
The in-game notification about new month is brilliant.
Just to avoid confusions, 2 definitions:
QUERY is the heart of this mod, it is what you are building (via dialog interation), holds state (enabled, stale, etc) and SUBJECT being looked up,
BOARD is the main HyperNET board that controls QUERIES,
INTEL is the result of a QUERY search, and
SUBJECT is what the query is searching for (Light Mortar, Wolf-class frigate, or steady officer)I had no idea that market stock refreshment is tied to the beginning of every month and it is good to know.
Does it not get greyed out if the same stock is being seeded again into current month's submarket roster? Based on your explanation (getting tagged and only refreshed when the player visits the market) I guess that it gets grayed out anyway.Will do. Might be fine, since I've already seen some generic text about me not being able to buy said stuff, nothing specific though.
Detailed info on it would be appreciated. Do I need more standing? Credits? Leprechaun luck? Something else?
Yes, in 1.3+ the INTEL greys out if you either can't acquire it, or the SUBJECT is no longer present.
In 1.4.0 the QUERY will grey out as well (if it's either disabled or results are stale).
It is impossible to tell what you are missing, the access to the submarket is gated behind a logic in a method.
For Military Submarkets you need commission and reputation, for custom markets it all depends on that method (e.g. Tiandong you need a one off fee but for Exalted you need to pay a fee each time).
In 1.5.0 I will improve INTEL description, so you will know more about the SUBJECT (how many, in which submarkets) which should ease the problem a little.At that moment I think I had Blackrock Drive Yards, Interstellar Imperium, Mayasuran Navy, Pearson Exotronics, Roider Union and Tiandong Industries. With Nexerelin they increased complexity by an awful lot so I dropped that and swapped out a few factions and the only noticable performance impact right now is game startup time.
Specs are Ryzen 5 2600, Geforce GTX 1660 Ti, 32GB dual channel RAM, 1TB SSD on SATA connector, auto-updating Windows 10 that annoys me to no end
Heap size IIRC is set to 2GB min and 6 GB max. Maybe 8, who knows. Funny story: made a few modded runs previously with no performance impact at all before I found out that it should be increased and not handled automatically. Also wasn't easy to bump into that old post that contained this info.
If I'm not mistaken opening the intel screen in general was in tandem with the game being unresponsive for a few seconds. Not sure about the inventory or using jump points, vanilla game tends to mess with that on its own after a few hours of playing anyway. Can't resist to bash on java, because it's a mess.
If so, then this is now solved (as of 1.3.1) - this mod does nothing unless you press a button.
Actually it does display two intels before and on months end, but the performance hit due to that is neglible.Knew it! I had a hunch about this as the roster of searchable ships is ever changing. Codex based availability indeed makes sense and it's a clever idea.
Amazing! I love how everything you make in this mod fits right in the game as it was a core function.
The in-game notification about new month is brilliant.
Glad you like it. Codex based availability will come next version.
Have a look at freshly released 1.4.0 - I revisited the BOARD and simplified it considerably.
Also added better stalenes indication (as well as grayed out disabled to reduce cognition noise).
Edit: I have thought more about this, and it will be a new mini-mod (like this or Stellar Logistics) - "Commodity Exchange - economy services for Starsector". Here are some ambitious ideas for the new mod:Yes! ;D Sooo excited!! The names should probably sound more cohesive, tho. HyperNet Search / HyperNet Logistics / HyperNet ComEx
Basic: Mod will let you view surplus / shortage of commodities.This is it exactly! Don't forget to filter out markets that the player has no access to through the Comm Relays.
Basic: Mod will let you check low/high for given commodities
Optional (certain): Mod will let you purchase and sell commodities remotely (e.g. buys to storage and sells from storage).I trust that there would be a strict requirement? Perhaps a high rep with the Quartermaster? It seems almost OP if its too easy. Would you be able to purchase the storage remotely as well?
Optional (unlikely): Allow short positions - sell commodities you don't have (so you are at -X), having to repurchase them back at a given time (to be at 0 again).To me, that kind of power to the player is too much. I'm glad those are optional. I'd rather see the merchants declare short selling as illegal.
@Szasz: Good to hear, how does the 1.4.0 (new UI specifically) feel?
was thinking about your other mod that got its request cargo button changed smaller and more out of reach
When you search for frigates and destroyers the sprites displayed are really F**KING TINY! At a glance, I can barely tell one sprite from the other. Is it possible to make the sprites larger?I can't speak for the author of this mod but I doubt any display changes are going to happen until after the 0.95 update. Alex has reconstructed the UI so the game can scale better for the user display.
Another suggestion. Add a button to turn off all queries. This doesn't delete them it just turns them off.Now that one is already there. The button that says Enable toggles to Disable.
Do you think it's possible to make "Hey independent trader, buy that stuff for me" mod? It's kinda annoying that we don't have middle man to buy stuff from hostile faction or when we still exploring the cosmos :DSounds like something Stellar Logistics + HyperNet combined would do.
- Add "Toggle All" button
- Remove player storage from results (configurable)
Would it be possible to add searchability by hullmod?(if not all, some of the relevant ones such as salvage, nav, survey, etc.) Faction would also be nice.I'm not the author but it should be technically possible. However, the performance loss is probably an effective barrier. (ie It'd be so slow its not worth)
Would it be possible to add searchability by hullmod?(if not all, some of the relevant ones such as salvage, nav, survey, etc.) Faction would also be nice.I assume you mean search ships by built-in hullmods. Yes it is possible although current selection method (cycling) is inadequate for that. I would need paged dialog - one with Next / Prev - instead. Or better - a hullmod selection via cargo picker. It is doable, but I have planned on taking a break from any major improvements until 0.95. Same with "by faction" - doable but on hold.
Once again I experience performance issues if there are many subjects in the query. When I select the HyperNET tab on the intel screen it hangs for 1-2 seconds, not experienced with any other tab. If only the search results were updated but they aren't. Now I sculpted faction mods down to a bare minimum so that can't be the problem.At that moment I think I had Blackrock Drive Yards, Interstellar Imperium, Mayasuran Navy, Pearson Exotronics, Roider Union and Tiandong Industries. With Nexerelin they increased complexity by an awful lot so I dropped that and swapped out a few factions and the only noticable performance impact right now is game startup time.
Specs are Ryzen 5 2600, Geforce GTX 1660 Ti, 32GB dual channel RAM, 1TB SSD on SATA connector, auto-updating Windows 10 that annoys me to no end
Heap size IIRC is set to 2GB min and 6 GB max. Maybe 8, who knows. Funny story: made a few modded runs previously with no performance impact at all before I found out that it should be increased and not handled automatically. Also wasn't easy to bump into that old post that contained this info.
If I'm not mistaken opening the intel screen in general was in tandem with the game being unresponsive for a few seconds. Not sure about the inventory or using jump points, vanilla game tends to mess with that on its own after a few hours of playing anyway. Can't resist to bash on java, because it's a mess.
If so, then this is now solved (as of 1.3.1) - this mod does nothing unless you press a button.
Actually it does display two intels before and on months end, but the performance hit due to that is neglible.Just as you said I've seen no performance impact in 1.3.1, the board indeed just opens and does not refresh queries.
Going to look at the new version soon.
Once again I experience performance issues if there are many subjects in the query. When I select the HyperNET tab on the intel screen it hangs for 1-2 seconds, not experienced with any other tab. If only the search results were updated but they aren't. Now I sculpted faction mods down to a bare minimum so that can't be the problem.I am very sorry, I accidentally used a wrong function to get submarkets (one that can refresh submarkets) when checking if cargo / ship is available on the market. Issuing bugfix version later on that will fix it.
Once again I experience performance issues if there are many subjects in the query. When I select the HyperNET tab on the intel screen it hangs for 1-2 seconds, not experienced with any other tab. If only the search results were updated but they aren't. Now I sculpted faction mods down to a bare minimum so that can't be the problem.I am very sorry, I accidentally used a wrong function to get submarkets (one that can refresh submarkets) when checking if cargo / ship is available on the market. Issuing bugfix version later on that will fix it.
Edit: Released - hope it fixes your issue (should, unless there is yet another problem I haven't found)
Would it be possible to add searchability by hullmod?(if not all, some of the relevant ones such as salvage, nav, survey, etc.) Faction would also be nice.I assume you mean search ships by built-in hullmods. Yes it is possible although current selection method (cycling) is inadequate for that. I would need paged dialog - one with Next / Prev - instead. Or better - a hullmod selection via cargo picker. It is doable, but I have planned on taking a break from any major improvements until 0.95. Same with "by faction" - doable but on hold.
And no, there is no performance hit to any of these - the most costly operation in intel selection is building the initial ship list to display when picking (which then gets reduced by filters). Showing results is pretty costless, unless new month has happened - at which point first display is going to cause all markets refresh.
One last thing: I went looking for a Charybdis-class Battlecarrier (from Shadowyards) by searching for Cruiser hulls and checking the "carrier: only" tag, and it didn't show up. It showed up when I excluded carriers. For determining ship type, does the mod not look for ships which have fighter bays?I'll go ahead and bet that the Shadowyards mod doesn't tag that hull as a "Carrier" at all. The Hypernet mod only parses the loaded ship list.
Quick question: The search results only show ships which are currently available in stores, correct? Because I think it would be useful if the mod could keep an eye out for certain rare ships that are currently out of stock everywhere, but will show up when one becomes available. Otherwise there's a lot of manual checking every so often.Sadly yes. Next major version (when 0.9.5 is out) will change it.
One last thing: I went looking for a Charybdis-class Battlecarrier (from Shadowyards) by searching for Cruiser hulls and checking the "carrier: only" tag, and it didn't show up. It showed up when I excluded carriers. For determining ship type, does the mod not look for ships which have fighter bays?Correct - bays do not indicate a ship is a carrier, it is a separate flag (same with civilians). Might consider option to search for ships with bays only though.
umm forgive my ignorance, but how do i activate this mod? i downloaded the zip file and placed it into the mods folder but it does not show upa) make sure you actually unzipped the mod
umm forgive my ignorance, but how do i activate this mod? i downloaded the zip file and placed it into the mods folder but it does not show upAlso make sure you download the release zip (will be named "hypernet-x.y.z.zip") and not the Github repository (that is named "Source code.".
Thanks for doing the testing! It's nice to have internet access back.So true. This mod was released after I've stopped playing previous version and it' such a delight to have it now. I daresay this is must have QoL feature mod.
Is there any way to filter out markets I don't have access to? Or even better - filter out items I cannot buy i.e. I may have an access to military market but not all items are allowed for me.Submarkets to which you have no access are already filtered. As for specific items (hidden behind rep-requirement), I will look at it in the successor mod - Stellar Networks (https://fractalsoftworks.com/forum/index.php?topic=20836).