Fractal Softworks Forum

Starsector => Mods => Topic started by: Jaghaimo on October 16, 2020, 01:07:49 PM

Title: [0.9.1a] Hyperspace Network 1.6.2 - information services
Post by: Jaghaimo on October 16, 2020, 01:07:49 PM
Hyperspace Network
Information services for Starsector

(https://img.shields.io/github/v/release/jaghaimo/hypernet?label=download&style=for-the-badge) (https://github.com/jaghaimo/hypernet/releases/latest) (https://img.shields.io/github/license/jaghaimo/hypernet?label=contribute&style=for-the-badge) (https://github.com/jaghaimo/hypernet) (https://img.shields.io/codeclimate/maintainability-percentage/jaghaimo/hypernet?style=for-the-badge) (https://codeclimate.com/github/jaghaimo/hypernet)

Hyperspace Network, or HyperNET in short, is a sector-wide hyperspace network to query content of known markets.
Using the network one can search for administrators or officers with a given personality, query markets for weapons, fighter wings, modspecs, or blueprints, or locate specific ships for sale.

(https://i.imgur.com/iP8qXrt.png)

Known bugs
Spoiler
Having too many queries leads to rows bleeding into UI.
Unfixable until next Starsector release.
(https://i.imgur.com/BqNZvmp.png)
[close]
Title: Re: [0.9.1a] Hyperspace Network 1.4.0 - information services
Post by: Chairman Suryasari on October 17, 2020, 07:42:36 AM
I love this mod, it's make us the player have more control instead hoping and praying to get the items we want, btw it is compatible with StellarNet? Thank in advance  ;D
Title: Re: [0.9.1a] Hyperspace Network 1.4.0 - information services
Post by: Jaghaimo on October 17, 2020, 08:10:57 AM
It is compatible with both new Stellar Logistics (1.0.0 that provides just courier services) and with legacy Stellar Logistics (0.11.1 that had StellNET, shared warehouse and courier services).
For best experience you'd probably want to upgrade Stellar Logistics as soon as you're done with current play through. Do note that Stellar Logistics upgrade (1.0.0) is not save-game compatible with legacy version (0.11.1).
Title: Re: [0.9.1a] Hyperspace Network 1.4.0 - information services
Post by: mora on October 18, 2020, 02:23:01 PM
Is it possible to make ship skins searchable? (Lasher (LP) etc.)
Title: Re: [0.9.1a] Hyperspace Network 1.4.0 - information services
Post by: Chairman Suryasari on October 19, 2020, 12:12:57 AM
I think it can, because variant ship count as different ship.
Title: Re: [0.9.1a] Hyperspace Network 1.4.0 - information services
Post by: Jaghaimo on October 19, 2020, 01:44:02 AM
It was an oversight on my part - it is actually done as of yesterday. I will make a release in ~10h from this post.
Edit: It is now released:
Title: Re: [0.9.1a] Hyperspace Network 1.4.0 - information services
Post by: Spess Mahren on October 21, 2020, 11:39:53 PM
This is a really nice QOL mod though I have to report a problem. In my current game I kept trying to find a few specific mod specs only to be denied at the last second over and over. So I hit spacebar to pause, refreshed the hypernet, and used console to jump and goto to instantly teleport on top of the markets in question then clicking on the planet got me into the market with bare minimum time passing, the first market I checked had the searched for mod but the rest did not. I then checked planets where I had access to all the sub markets and the hyper net was wrong every time I checked.
Title: Re: [0.9.1a] Hyperspace Network 1.4.0 - information services
Post by: Jaghaimo on October 22, 2020, 12:25:11 AM
I cannot reproduce it. Every item (or ship) goes through submarkets plugin to check if it is legal to buy by player. This removes submarkets that the player has no access to the item (no commission or no rep too low).

Are we talking about vanilla submarkets and/or vanilla modspecs? I COULD see this fail on a submarket which needs a special unlocking mechanism (quest or such). Could you give me some examples of when it failed? Are you spotting any similarities in those failures?


Here's example - there are 7 submarkets that sell ITU:(https://i.imgur.com/ZhCXml8.png)

There are no submarkets I have access to with ITU:(https://i.imgur.com/0tjg10v.png)
Title: Re: [0.9.1a] Hyperspace Network 1.4.0 - information services
Post by: Spess Mahren on October 22, 2020, 01:21:26 AM
I did some more testing, started a new game and everything seemed fine, I loaded up my problem save, cleared the hypernet and searched for what I was looking for again and everything was fine. So I waited 2 months for all the markets to refresh after buying one of the hull mods I was looking for and got the problem again. It seems despite refreshing, the hypernet doesn't remove old mods taken off market or add new ones put on market, it updates the moment you dock to the market however. I also deleted the search for the hull mod I bought and searched for it again and it was nowhere in the sector like it should be.
Title: Re: [0.9.1a] Hyperspace Network 1.4.0 - information services
Post by: Jaghaimo on October 22, 2020, 02:46:11 AM
Thank you - it is indeed as you said: initial update happens when picking item to search for in the picker dialog, but refresh logic (buttons) are missing that update.

Released 1.2.0 that contains two bugfixes and new feature (for modders):
Title: Re: [0.9.1a] Hyperspace Network 1.4.0 - information services
Post by: mora on October 23, 2020, 12:53:17 PM
Would it be possible to make a filter that restricts search to open and black markets?(no restricted markets)
Title: Re: [0.9.1a] Hyperspace Network 1.4.0 - information services
Post by: Jaghaimo on October 23, 2020, 01:27:37 PM
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).

What is the reason you are asking for that?
Title: Re: [0.9.1a] Hyperspace Network 1.4.0 - information services
Post by: mora on October 23, 2020, 03:32:12 PM
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).

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.
Also if its possible, can you make the right side panel show additional info like how many items are available, etc? Kinda like this:
(https://i.imgur.com/WcEfqaY.png)
Title: Re: [0.9.1a] Hyperspace Network 1.4.0 - information services
Post by: Spess Mahren on October 26, 2020, 07:22:47 PM
I'm playing with the latest version and while this is anecdotal I have noticed there seems to be less mod specs in the sector then before, a lot less and I run roughly 60 mods so there should be say 5-6 integrated targeting units in the black markets if nothing else as before but it can't seem to find any despite about a dozen searches for it over 2 in game years.
Title: Re: [0.9.1a] Hyperspace Network 1.4.0 - information services
Post by: Jaghaimo on October 27, 2020, 01:37:41 AM
This does seem a bit anecdotal I'm afraid. ITU definitely spawns, but in most cases it will be in Military Market, which requires commission and high rep. If you do not meet these criteria (to buy it), the intel will not show it. Once I have added submarket info to intel (right side, as per @mora, see below) I will add the option to include un-purchaseable items.
I have fixed one bug that might have caused a lot of results not showing up in markets correctly. See 1.3.0 update.

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.
Also if its possible, can you make the right side panel show additional info like how many items are available, etc?
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:Edit 29 Oct: Stellar Logistics released, back to Hyperspace Network now.
Edit 30 Oct: HyperNET 1.3.0 is out! Shows all results, but if player cannot purchase for some reason (rep, no access to submarket) - intel will be greyed out and moved to the bottom of the list (along with info text).
Title: Re: [0.9.1a] Hyperspace Network 1.4.0 - information services
Post by: Szasz on October 30, 2020, 12:26:16 PM
Has a few flaws but I still like this mod. Wish I had it for my first playthrough (same with courier services).

Some of the biggest annoyances:
 - 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.
 - 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).
 - 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.
 - 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).
Title: Re: [0.9.1a] Hyperspace Network 1.4.0 - information services
Post by: Jaghaimo on October 30, 2020, 01:49:10 PM
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.
- 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".

- 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).

- 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).
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.

- 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?

Edit 2: Released 1.3.1 with small optimisation improvement.
Title: Re: [0.9.1a] Hyperspace Network 1.4.0 - information services
Post by: Alex on November 03, 2020, 01:52:43 PM
(Added this to the mod index! ... please let me know if you didn't want that, for any reason.)
Title: Re: [0.9.1a] Hyperspace Network 1.4.0 - information services
Post by: IonDragonX on November 03, 2020, 08:33:45 PM
- 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).
How about a reminder field that says "Days until the market resets = X" in a conspicuous place next to the search field?

- 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?
I think its logical to show only results that match the Codex, yes.
Title: Re: [0.9.1a] Hyperspace Network 1.4.0 - information services
Post by: Jaghaimo on November 04, 2020, 09:54:47 AM
@Alex - thank you, I was going to ask for that and totally forgot. Could you also add Stellar Logistics to the list please?

@IonDragonX - I have added a pseudo-intel to warn the player about reset (second to last economy tick, so for most players 1/10th of a month, 3-4 days before end of month), and to remind the player that a new month has rolled, and thus the intel may be stale. Finally, HyperNET Board marks intel as stale if the last refresh has happened in the previous months.

New month alerts:
Spoiler
(https://i.imgur.com/vW0Mdzy.png)
(https://i.imgur.com/sP7nrPA.png)
[close]

Stale indicators:
Spoiler
(https://i.imgur.com/lg6BNax.png)
[close]
Title: Re: [0.9.1a] Hyperspace Network 1.4.0 - information services
Post by: Alex on November 04, 2020, 10:59:10 AM
@Alex - thank you, I was going to ask for that and totally forgot. Could you also add Stellar Logistics to the list please?

Done!
Title: Re: [0.9.1a] Hyperspace Network 1.4.0 - information services
Post by: Szasz on November 05, 2020, 06:53:53 PM
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.
Indeed I played with 1.2.0, just checked the changelog for the newest release before posting and tried to filter out already solved issues.

- 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".
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.

- 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).
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?

- 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.
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.

Edit:I did find out a refresh (of all queries) whenever the board was displayed (effectively making Refresh All / Refresh button redundant).
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.
Very nice! Appealing policies not respected by most modders (and even programmers).

- 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.
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.
Title: Re: [0.9.1a] Hyperspace Network 1.4.0 - information services
Post by: Jaghaimo on November 06, 2020, 02:27:19 AM
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).
Title: Re: [0.9.1a] Hyperspace Network 1.4.0 - information services
Post by: Szasz on November 06, 2020, 12:29:20 PM
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).

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.
Title: Re: [0.9.1a] Hyperspace Network 1.4.0 - information services
Post by: IonDragonX on November 09, 2020, 04:10:58 PM
Been having a blast with this mod for weeks! Thank you!

Also, can you add a search for shortages & surpluses of trade goods?
Title: Re: [0.9.1a] Hyperspace Network 1.4.0 - information services
Post by: Jaghaimo on November 10, 2020, 01:04:12 AM
@Szasz: Good to hear, how does the 1.4.0 (new UI specifically) feel?

@IonDragonX: You're welcome! As for shortages & surpluses - yes, that's a great idea. I have run some visualisations already, and most likely will add another intel tab (Economic View) with a new board (left column a list of markets with shortages and surpluses, right column a filter buttons like in Stellar Logistics). Expect this for 1.6.0 (Codex based intel selection will be pushed down, sorry).

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:

Basic: Mod will let you view surplus / shortage of commodities.
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).
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).


In the meantime, here's the sneak-peek of 1.5.0 main feature (new intel descriptions):(https://i.imgur.com/VBP2CYS.png)
Title: Re: [0.9.1a] Hyperspace Network 1.4.0 - information services
Post by: IonDragonX on November 10, 2020, 09:11:54 PM
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

Quote from: Jaghaimo
Basic: Mod will let you view surplus / shortage of commodities.
Basic: Mod will let you check low/high for given commodities
This is it exactly! Don't forget to filter out markets that the player has no access to through the Comm Relays.

Quote from: Jaghaimo
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?

Quote from: Jaghaimo
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.
Title: Re: [0.9.1a] Hyperspace Network 1.4.0 - information services
Post by: Jaghaimo on November 11, 2020, 12:45:41 AM
@IonDragonX: I've created a thread for the new mod: https://fractalsoftworks.com/forum/index.php?topic=19383.0

Edit: Version 1.5.0 is out - new small intel description and tiny board improvement.
Title: Re: [0.9.1a] Hyperspace Network 1.4.0 - information services
Post by: Szasz on November 16, 2020, 10:01:57 AM
@Szasz: Good to hear, how does the 1.4.0 (new UI specifically) feel?

Not sure what changed but at least I can tell that it does not get in the way, because I can't remember being impeded by HyperNET UI.
Performance is also great.

Got very excited on 1.5 preview, those details seem incredibly useful.

edit: was thinking about your other mod that got its request cargo button changed smaller and more out of reach
Title: Re: [0.9.1a] Hyperspace Network 1.5.0 - information services
Post by: Jaghaimo on November 23, 2020, 01:33:27 PM
was thinking about your other mod that got its request cargo button changed smaller and more out of reach

Which one: small intel (pertaining storage / market) or large intel (board)? I don't think any button changed recently - board one is always at the bottom right, small intel always under the list of items/ships.

Also, when you wrote your reply 1.5 was already released - grab it if you missed it :)
Title: Re: [0.9.1a] Hyperspace Network 1.5.0 - information services
Post by: Omnicast on November 23, 2020, 06:32:48 PM
Great mod. I just have a problem with it and a suggestion.

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?

My suggestion is for one of the filters to filter out search results based on ship design/faction. This should make it much easier to find the ships people are looking for without going through that gallery of ships.
Title: Re: [0.9.1a] Hyperspace Network 1.5.0 - information services
Post by: IonDragonX on November 24, 2020, 10:51:03 AM
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.
Title: Re: [0.9.1a] Hyperspace Network 1.5.0 - information services
Post by: Omnicast on November 24, 2020, 12:29:11 PM
Oh okay, nice to know. I don't usually read the changelogs of what's coming I usually only read them after the patch gets released.

Glad that a UI update is coming. I always hated those empty spaces around the UI when I'm in the colony market.

Another suggestion. Add a button to turn off all queries. This doesn't delete them it just turns them off.
Title: Re: [0.9.1a] Hyperspace Network 1.5.0 - information services
Post by: IonDragonX on November 24, 2020, 01:06:49 PM
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.
Title: Re: [0.9.1a] Hyperspace Network 1.5.0 - information services
Post by: Jaghaimo on November 24, 2020, 01:32:46 PM
That button went away during redesign. I will reintroduce "toggle all" soot(tm).

As for icons, those are hardcoded. If you are using 2k or 4k then they will be tiny or super tiny. If you are using 1080p they can become small due to scaling (long thin ships/weapons will look "odd"). There is really nothing to do with that, that (intel) view is meant to consume square, well articulated icons and not weapon/ship sprites (see "starsector-core\graphics\icons\intel").
Title: Re: [0.9.1a] Hyperspace Network 1.5.0 - information services
Post by: UserNameViolation on November 25, 2020, 11:21:22 AM
Just wanted to say thank you for your work on such an awesome mod! It's a must have QOL
Title: Re: [0.9.1a] Hyperspace Network 1.5.0 - information services
Post by: Szasz on December 13, 2020, 02:56:57 AM
Please consider distinguishing queries that point to storage items if it is intended to be shown. It tricked me with a rare ship and got very excited that some submarket sells it just to have it realized, meh it's my own storage.
Obviously the mod still rocks.  :)
Title: Re: [0.9.1a] Hyperspace Network 1.5.0 - information services
Post by: IonDragonX on December 13, 2020, 10:03:50 AM
Hi Jaghaimo, I discovered your settings file & wondered what the seconds boolean does? It says the market must be discovered = false. Does this mean that I have to land at a market first before it is found in hypernet?
Title: Re: [0.9.1a] Hyperspace Network 1.5.0 - information services
Post by: Jaghaimo on December 13, 2020, 11:38:10 AM
Not hidden vs discovered
All markets that are not hidden are visible on the main map, and are automatically discovered. When you start a new game you have all core worlds visible.

Some markets are marked as hidden. These can be custom (from mod) worlds or random pirate / Luddic path bases. These will not show on the main map, even when discovered (found out by the player).

It only makes sense to set true to one option or the other. From gameplay perspective, the not hidden rule makes more sense.

Added to "to be fixed" list
Title: Re: [0.9.1a] Hyperspace Network 1.5.0 - information services
Post by: Chairman Suryasari on December 13, 2020, 08:15:22 PM
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  :D
Title: Re: [0.9.1a] Hyperspace Network 1.5.0 - information services
Post by: IonDragonX on December 13, 2020, 08:54:52 PM
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  :D
Sounds like something Stellar Logistics + HyperNet combined would do.
Title: Re: [0.9.1a] Hyperspace Network 1.6.0 - information services
Post by: Jaghaimo on December 14, 2020, 01:29:29 PM
Released small update that addresses two recent concerns:
Quote
  • Add "Toggle All" button
  • Remove player storage from results (configurable)
Title: Re: [0.9.1a] Hyperspace Network 1.6.0 - information services
Post by: n1Z0 on December 21, 2020, 11:59:46 AM
The features that this Mod adds were near the top of my wishlist, thanks for taking the time to make this !
Title: Re: [0.9.1a] Hyperspace Network 1.6.0 - information services
Post by: Nalesh on January 04, 2021, 09:13:42 PM
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.
Title: Re: [0.9.1a] Hyperspace Network 1.6.0 - information services
Post by: IonDragonX on January 05, 2021, 07:44:56 AM
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)
Title: Re: [0.9.1a] Hyperspace Network 1.6.0 - information services
Post by: Jaghaimo on January 05, 2021, 08:29:13 AM
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.
Title: Re: [0.9.1a] Hyperspace Network 1.4.0 - information services
Post by: Szasz on January 06, 2021, 09:34:59 AM
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.
Title: Re: [0.9.1a] Hyperspace Network 1.4.0 - information services
Post by: Jaghaimo on January 08, 2021, 07:29:39 AM
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)
Title: Re: [0.9.1a] Hyperspace Network 1.4.0 - information services
Post by: Szasz on January 08, 2021, 02:34:45 PM
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)

Thanks! :)
Title: Re: [0.9.1a] Hyperspace Network 1.6.0 - information services
Post by: Nalesh on January 19, 2021, 08:07:41 AM
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.

Meant more like "Show everything from the diable faction" as an example
Title: Re: [0.9.1a] Hyperspace Network 1.6.2 - information services
Post by: Cane on March 02, 2021, 11:47:43 AM
This mod is a quality-of-life godsend, thank you! It's really well done, too. Usually, mods which rely on text options feel really clunky, but once you submit a query the ship information is presented super well. It's good stuff.

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.

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?

Anyway, it's a fantastic mod, thanks for making it.
Title: Re: [0.9.1a] Hyperspace Network 1.6.2 - information services
Post by: IonDragonX on March 02, 2021, 04:23:07 PM
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.
Title: Re: [0.9.1a] Hyperspace Network 1.6.2 - information services
Post by: Jaghaimo on March 05, 2021, 02:33:20 PM
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.
Title: Re: [0.9.1a] Hyperspace Network 1.6.2 - information services
Post by: shilum on March 21, 2021, 03:19:43 PM
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 up
Title: Re: [0.9.1a] Hyperspace Network 1.6.2 - information services
Post by: IonDragonX on March 21, 2021, 04:30:40 PM
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 up
a) make sure you actually unzipped the mod
b) make sure that your path doesn't have an extra folder in it. I.E.: *\Starsector\mods\hypernet\mod_info.json
Title: Re: [0.9.1a] Hyperspace Network 1.6.2 - information services
Post by: Jaghaimo on March 26, 2021, 12:10:11 PM
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 up
Also 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.".
Title: Re: [0.9.1a] Hyperspace Network 1.6.2 - information services
Post by: Gabs88 on April 03, 2021, 04:22:15 AM
1.6.2 does not work with 1.9.5a plans on updating? Did I miss it by any chance?
Title: Re: [0.9.1a] Hyperspace Network 1.6.2 - information services
Post by: erikem on April 04, 2021, 03:05:30 AM
Works like charm in 0.95a-RC12. Just make sure to change "gameVersion" to "0.95a-RC12" in mod_info.json

I've tested on modspecs so far
Title: Re: [0.9.1a] Hyperspace Network 1.6.2 - information services
Post by: It_that_watches on April 04, 2021, 12:13:35 PM
Thanks for doing the testing! It's nice to have internet access back.
Title: Re: [0.9.1a] Hyperspace Network 1.6.2 - information services
Post by: erikem on April 04, 2021, 01:49:48 PM
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.
Title: Re: [0.9.1a] Hyperspace Network 1.6.2 - information services
Post by: Jaghaimo on April 05, 2021, 10:53:46 AM
Alpha release for 0.95a: https://github.com/jaghaimo/hypernet/releases/tag/1.7.0-a1 (https://github.com/jaghaimo/hypernet/releases/tag/1.7.0-a1)

Do note that admin and officer search is broken.
Title: Re: [0.9.1a] Hyperspace Network 1.6.2 - information services
Post by: erikem on April 09, 2021, 11:07:55 AM
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.
Title: Re: [0.9.1a] Hyperspace Network 1.6.2 - information services
Post by: Jaghaimo on April 10, 2021, 01:48:25 PM
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).

I am locking this thread as no further work on HyperNET is planned. Please direct all feedback in Stellar Networks thread.