Fractal Softworks Forum

Starsector => Mods => Topic started by: Jaghaimo on April 10, 2021, 01:44:21 PM

Title: [0.95.1a] Stellar Networks 2.6.1 - information at your fingertips
Post by: Jaghaimo on April 10, 2021, 01:44:21 PM
Stellar Networks
Information at your fingertips.

(https://img.shields.io/github/v/release/jaghaimo/stelnet?label=download%20latest&style=for-the-badge) (https://github.com/jaghaimo/stelnet/releases/latest) (https://img.shields.io/github/license/jaghaimo/stelnet?label=browse%20source&style=for-the-badge) (https://github.com/jaghaimo/stelnet) (https://img.shields.io/github/issues/jaghaimo/stelnet?label=view%20ideas&color=green&style=for-the-badge) (https://github.com/jaghaimo/stelnet/issues)

This mod is a continuation of my three 0.9.1a mods - Stellar Logistics (https://fractalsoftworks.com/forum/index.php?topic=18948), Hyperspace Network (https://fractalsoftworks.com/forum/index.php?topic=19252), and Galactic Markets (https://fractalsoftworks.com/forum/index.php?topic=19383).

Stellar Networks is a quality-of-life oriented mod. It adds four new interactive intel boards: Contacts, Commodity, Market Queries (space Google) and Viewer, and Storage.

Contacts
Contacts board presents a filterable (by priority, by type) list of all your active contacts. Using the board you can quickly navigate to see each contact's intel details, or directly call the person. All items and ships acquired during the call will be deposited to the Storage of the respective market.

(https://raw.githubusercontent.com/jaghaimo/stelnet/master/images/contacts.png)
[close]

Commodity
Commodity board (formerly Galactic Markets (https://fractalsoftworks.com/forum/index.php?topic=19383)) is used to display buying and selling prices among all known markets.

(https://github.com/jaghaimo/stelnet/raw/master/images/commodity.png)
[close]

Market
Market board (formerly Hyperspace Network (https://fractalsoftworks.com/forum/index.php?topic=19252)) manages market searches. These can be either staff search (e.g. freelance administrator, steady officer, aggressive mercenary), item search (e.g. specific mod-spec or weapon), or ship search (e.g. pristine frigate, d-modded carrier).

(https://github.com/jaghaimo/stelnet/raw/master/images/market1.png)
(https://github.com/jaghaimo/stelnet/raw/master/images/market2.png)

Market Viewer board lets you select a market and preview content of all its legal submarkets.

(https://github.com/jaghaimo/stelnet/raw/master/images/viewer.png)
[close]

Storage
Storage board (formerly Stellar Logistics (https://fractalsoftworks.com/forum/index.php?topic=18948)) displays all cargo and ships stored among all Storages. It allows to display a unified view to quickly verify what is available, and per-location view to find out where.

(https://github.com/jaghaimo/stelnet/raw/master/images/storage.png)
[close]
Title: Re: [0.95a] Stellar Networks - handy intel boards
Post by: Jaghaimo on April 10, 2021, 02:01:30 PM
Uninstalling the mod

Follow instructions in `stelnet.json`, namely:

Until version 2.6.0 you NEED to open intel UI and deselect Stelnet intel if it is currently selected PRIOR TO SAVING.

Translating the mod

The best way to translate this mod is to create a new mod that loads after Stelnet (say, with id "stelnet-translation") with the following structure:

Code
data/config/tag_data.json  # tag names in Intel UI
data/l10n/                 # strings used in the mod
mod_info.json              # the usual content, no need for mod plugin

Where the relevant JSON files are copied from the Stelnet mod.

Mod integration

Currently, the only way to affect Stelnet behaviour is via merging CSV files that are used to define market exclusion lists. See exclude/market_*.csv files.
Title: Re: [0.95a] Stellar Networks - handy intel boards
Post by: ShpunkY on April 10, 2021, 08:45:59 PM
niiice
now this is the stuff
Title: Re: [0.95a] Stellar Networks - handy intel boards
Post by: theloathable on April 11, 2021, 06:29:22 AM
Oh my, thanks!  8)
Title: Re: [0.95a] Stellar Networks - handy intel boards
Post by: erikem on April 11, 2021, 11:49:57 AM
Sounds exciting but is there any info regarding what does it expect to do?
Title: Re: [0.95a] Stellar Networks - handy intel boards
Post by: Jaghaimo on April 11, 2021, 12:00:38 PM
Sounds exciting but is there any info regarding what does it expect to do?
Need to update documentation (including this thread), but in the meantime have a look at the three 0.9.1a mods I listed in the OP - this mod is a continuation (and combination) of them.
Title: Re: [0.95a] Stellar Networks - handy intel boards
Post by: braven25 on April 13, 2021, 12:20:50 PM
been using this for few days now, seem to work great, no issues found yet.
Title: Re: [0.95a] Stellar Networks - handy intel boards
Post by: Starslinger909 on April 13, 2021, 12:25:39 PM
So wait is this a working mod or
Title: Re: [0.95a] Stellar Networks - handy intel boards
Post by: connortron7 on April 13, 2021, 01:05:05 PM
So wait is this a working mod or
been using this for few days now, seem to work great, no issues found yet.

Hmmmmmmmmm
Title: Re: [0.95a] Stellar Networks - handy intel boards
Post by: Tartiflette on April 13, 2021, 02:11:42 PM
I love the mod so far, but I wish there would be an option to turn of the monthly warnings for the market stores. I got it the first time...
Title: Re: [0.95a] Stellar Networks - handy intel boards
Post by: Jaghaimo on April 14, 2021, 01:21:02 AM
So wait is this a working mod or
It is a working mod, slowly being rebuilt to make space for new additions and features. There is a pre-release1 out right now, next pre-releases to follow (as I refactor code). Once refactoring is done I will focus on improvements and new features. It is stable (at least pre1) and the reason it's not official release is that I will be breaking compatibility between pre-releases. Only after stable release is out I will be maintaining save-compatibility.

I love the mod so far, but I wish there would be an option to turn of the monthly warnings for the market stores. I got it the first time...
Added as an issue, will be done next (I am still refactoring Storage board).
Title: Re: [0.95a] Stellar Networks - handy intel boards
Post by: arknok on April 14, 2021, 01:08:05 PM
was the banking agent yours or someone else's? It was really handy to have a place to separate out capital so you wouldn't accidently spend it.

i like your work, it adds nice options for those who dont want to focus on fighting.
Title: Re: [0.95a] Stellar Networks - handy intel boards
Post by: ShpunkY on April 14, 2021, 06:14:22 PM
i think it was a shadowy broker
Title: Re: [0.95a] Stellar Networks - handy intel boards
Post by: dk1332 on April 14, 2021, 08:29:42 PM
I know this is a bit late but if one replaces the old versions (the 3 separate mods) with this mod, the save is no longer usable.
Title: Re: [0.95a] Stellar Networks - handy intel boards
Post by: erikem on April 15, 2021, 12:13:56 PM
Can we please get keyboard shortcut for deleting entry in Commodities section? Also would be nice to have "Delete all" button.
Title: Re: [0.95a] Stellar Networks - handy intel boards
Post by: Jaghaimo on April 16, 2021, 05:51:27 AM
was the banking agent yours or someone else's? It was really handy to have a place to separate out capital so you wouldn't accidently spend it.

i like your work, it adds nice options for those who dont want to focus on fighting.
Not mine. I did have an idea of banking tab, where you can invest money for months / cycles. Simple deposits / loans and maybe stock exchange functionality (short and long positions on commodity). Not now though, perhaps in the future.

I know this is a bit late but if one replaces the old versions (the 3 separate mods) with this mod, the save is no longer usable.
New mod = new package, so all old classes are poof.  Also, there was never a 0.95a version for the old mods (other than ad-hoc patched HyperNET 1.7.0-pre). If you ran 0.95a with old 3 mods - continue doing so (and use HyperNET pre-release). If not, run this pre-release.
Do keep in mind that in 1-2 months time when I hopefully finish all planned changes and improvehttps://fractalsoftworks.com/forum/Themes/backnblack_204/images/icons/modify_inline.gifments and release a stable StellNET, the saves WILL break. I will be releasing pre-releases (alphas or betas, however you want to call them) now and then, but each one will be save-incompatible as well (unless it's pre-release that fixes bugs / crashes from the previous one).
Can we please get keyboard shortcut for deleting entry in Commodities section? Also would be nice to have "Delete all" button.
Yes. Added buttons to Issue list, will be in for stable release. To clarify, there will be two buttons - one to remove all intel for currently selected commodity, and one to just remove ALL all. Both will have a shortcut associated with them. Also the Delete button in the intel will get a shortcut.

No ETAs other than a vague 1-2 months ahead. Will be in from some pre-release, still focusing on code refactor after merge.
Title: Re: [0.95a] Stellar Networks - handy intel boards
Post by: koko on April 16, 2021, 10:01:16 PM
I don't think the search for staff works, at least as intended. I'm guessing when you find an officer or administrator they stay at the colony you found them at for a couple days before disappearing. So when you search the entire sector for them they all spawn in and if you can't make it to one of the markets within a couple days they all despawn. At least that's what I think. I keep seeing 14 administrators show up in a search and a few days later there's zero. Other than that everything works, great mod.
Title: Re: [0.95a] Stellar Networks - handy intel boards
Post by: Jaghaimo on April 17, 2021, 02:04:42 PM
I don't think the search for staff works, at least as intended. I'm guessing when you find an officer or administrator they stay at the colony you found them at for a couple days before disappearing. So when you search the entire sector for them they all spawn in and if you can't make it to one of the markets within a couple days they all despawn. At least that's what I think. I keep seeing 14 administrators show up in a search and a few days later there's zero. Other than that everything works, great mod.
There is a bug (see here (https://fractalsoftworks.com/forum/index.php?topic=21072)) in the admin addition code - their remaining time (on market) is 0 so they despawn the very next day.

Officers seem fine. They stay for at least 60 days (up to 120). Also, there seems to be a blackout period of 30 days / month after initial search, e.g. you dock at the market / issue market search, and no new personnel will show up at affected markets during this blackout period. This is different from cargo / ship search where update happens after a new month (also on dock / market search).
I'll keep on observing this for now though, if you end up with reproducible steps please let me know.
Title: Re: [0.95a] Stellar Networks - handy intel boards
Post by: Szasz on April 18, 2021, 03:49:08 PM
Is one of your releases safe to remove from an ongoing safe and provides ship, equipment, administrator and officer search functionality?
That feature is so great that I cannot live without it in 0.95 and I assume Stellar Network updates won't be backwards compatible.
Title: Re: [0.95a] Stellar Networks - handy intel boards
Post by: Jaghaimo on April 19, 2021, 04:27:29 AM
Can we please get keyboard shortcut for deleting entry in Commodities section? Also would be nice to have "Delete all" button.
Added in the newest pre-release 2 - see OP for link.
Not save-compatible. Might be save-compatible with dev mode turned on.

Is one of your releases safe to remove from an ongoing safe and provides ship, equipment, administrator and officer search functionality?
That feature is so great that I cannot live without it in 0.95 and I assume Stellar Network updates won't be backwards compatible.
There is no functionality to remove old Stellics / HyperNET / Galmart mods from save. If you are running them in 0.95a then keep using them until you are done with it.

I will add an option to remove the mod from a save in the next pre-release. This way you can load a save, remove mod (on old version), update the mod, and continue the save with new version (caveat being you lose your Market searches, and Commodity intel you were observing).
Title: Re: [0.95a] Stellar Networks - handy intel boards
Post by: JDCollie on April 20, 2021, 10:51:44 PM
This should be vanilla functionality. Stellar Networks is up there with Leading Pip and Lightshow in the "mods I automatically add to any playthrough".
Phenomenal mod.
Title: Re: [0.95a] Stellar Networks - handy intel boards
Post by: dostillevi on April 20, 2021, 11:17:02 PM
Super excited for this. I was just lamenting how difficult it was to properly search markets.
Title: Re: [0.95a] Stellar Networks - handy intel boards
Post by: Jaghaimo on April 21, 2021, 01:11:53 AM
Super excited for this. I was just lamenting how difficult it was to properly search markets.
Properly is a big word. The game rolls the dice when you dock at the market (populates officers, cargo, ships).  If you visit the same market after a month you will get a new stock of cargo and ships, but not necessarily officers (which got slightly changed this patch). Proper? Well, on each search I do force market update, so pretending a player docked at the market... Wouldn't call it proper, more like a hack.


I have fleshed out the milestones towards a "stable" release - these are visible here (https://github.com/jaghaimo/stelnet/milestones). Having said that, those pre-releases are stable from gameplay point of view (no crashes), just might not be "save-compatible" between each other (thus pre-release).
Title: Re: [0.95a] Stellar Networks - handy intel boards
Post by: Helldiver on April 22, 2021, 01:22:53 AM
Having said that, those pre-releases are stable from gameplay point of view (no crashes)

True, this mod doesn't deserve to be tucked in the "Modding" sub-section with how polished and essential it already is. I hope new players aren't missing this gem because they're not looking in this corner.
Title: Re: [0.95a] Stellar Networks - handy intel boards
Post by: Jaghaimo on April 22, 2021, 07:27:04 AM
True, this mod doesn't deserve to be tucked in the "Modding" sub-section with how polished and essential it already is. I hope new players aren't missing this gem because they're not looking in this corner.
This is because it is a rewrite of already established mods in 0.9.1a (see main post). I am taking the opportunity presented by the new Starsector version to refactor the code (so it is easier for me to add all the new cool stuff). After I have finished the process I will release 1.0 and move this to main forum section. Until now, it is work-in-progress (and pre-releases).
Title: Re: [0.95a] Stellar Networks - handy intel boards
Post by: erikem on April 28, 2021, 11:51:13 PM
Can you please add an option to exclude "storage" when searching markets for items? Coz right now my own storages create too much "spam" in the list.
Title: Re: [0.95a] Stellar Networks - handy intel boards
Post by: Jaghaimo on April 30, 2021, 12:52:38 AM
Can you please add an option to exclude "storage" when searching markets for items? Coz right now my own storages create too much "spam" in the list.
Readded this as default behaviour and put back the setting to change it (stelnetIgnoreStorageInQueries: boolean (default: true)).

Another pre-release coming today pending final testing. This pre-release represents big, albeit boring and internal shuffle of code. Also welcome first contributor to the mod - RealBear.

Edit: Download pre-release 3 here. NOT SAVE COMPATIBLE. You have been warned. (https://github.com/jaghaimo/stelnet/releases/download/1.0.0-pre3/stelnet-1.0.0-pre3.zip)

Edit 2: I have added two uninstallers - one for pre1 and one for pre2, so you can continue with your saves.

Changelog:

Added a bunch of settings, all are in "data/config/settings.json":Enhancements:Tech Work:
Title: Re: [0.95a] Stellar Networks - handy intel boards
Post by: erikem on April 30, 2021, 11:08:40 AM
So will there be any way to upgrade 1.0.0-pre1 to latest version in existing save?
Title: Re: [0.95a] Stellar Networks - handy intel boards
Post by: Offensive_Name on April 30, 2021, 12:00:47 PM
So I have hyperspace networks installed on my save. Is it possible to remove that and replace it with this without causing issues?
Title: Re: [0.95a] Stellar Networks - handy intel boards
Post by: Jaghaimo on April 30, 2021, 02:08:55 PM
To answer both of you, yes it is possible. It requires you to first make a copy of your save, and then edit the copy to remove all XML nodes that have `stelnet` (for new mod) or `hypernet` (for old mod).

Example:
Code
<tracker z="122372" serialization="custom">
<unserializable-parents></unserializable-parents>
<map>
<default>
<loadFactor>0.75</loadFactor>
<threshold>0</threshold>
</default>
<ip>1</ip>
<ip>0</ip>
</map>
<stelnet.commodity.IntelTracker>
<default>
<priceFactory z="122373"></priceFactory>
</default>
</stelnet.commodity.IntelTracker>
</tracker>
You remove:
Code
<stelnet.commodity.IntelTracker>
<default>
<priceFactory z="122373"></priceFactory>
</default>
</stelnet.commodity.IntelTracker>
Title: Re: [0.95a] Stellar Networks - handy intel boards
Post by: erikem on May 01, 2021, 07:26:49 AM
It works! Yay! Thx!
Title: Re: [0.95a] Stellar Networks - handy intel boards
Post by: theloathable on May 01, 2021, 02:31:04 PM
I love this collection, and it works wonderfully, but golly-goodness I would love a way to disable that intel popup every month telling me to refresh my board. I tried to fiddle with it and just ended up breaking my save. My apologies if I'm just missing something.
Title: Re: [0.95a] Stellar Networks - handy intel boards
Post by: IonDragonX on May 01, 2021, 03:10:38 PM
I love this collection, and it works wonderfully, but golly-goodness I would love a way to disable that intel popup every month telling me to refresh my board. I tried to fiddle with it and just ended up breaking my save. My apologies if I'm just missing something.
Title: Re: [0.95a] Stellar Networks - handy intel boards
Post by: Starslinger909 on May 03, 2021, 04:50:12 PM
I know this is a bit late but if one replaces the old versions (the 3 separate mods) with this mod, the save is no longer usable.

Welp I guess Im stuck not able to search for new ship classes I have pre1 and even removing it causes issues
Title: Re: [0.95a] Stellar Networks - handy intel boards
Post by: Starslinger909 on May 03, 2021, 06:32:18 PM
To answer both of you, yes it is possible. It requires you to first make a copy of your save, and then edit the copy to remove all XML nodes that have `stelnet` (for new mod) or `hypernet` (for old mod).

Example:
Code
<tracker z="122372" serialization="custom">
<unserializable-parents></unserializable-parents>
<map>
<default>
<loadFactor>0.75</loadFactor>
<threshold>0</threshold>
</default>
<ip>1</ip>
<ip>0</ip>
</map>
<stelnet.commodity.IntelTracker>
<default>
<priceFactory z="122373"></priceFactory>
</default>
</stelnet.commodity.IntelTracker>
</tracker>
You remove:
Code
<stelnet.commodity.IntelTracker>
<default>
<priceFactory z="122373"></priceFactory>
</default>
</stelnet.commodity.IntelTracker>

Goodness this is a lot of work I would have to go through hundreds of lines of code and a lot of these .stelnet things idk if I should be removing them bc some of them are paths and idk its just hard I wish there was an easier way...
Title: Re: [0.95a] Stellar Networks - handy intel boards
Post by: Jaghaimo on May 04, 2021, 12:20:59 AM
I'm sorry it's so complicated. Once you are on pre3 it will be easy via builtin uninstaller.

There is a way to make it easier though, load your save, delete all Market intel queries, disable all commodity trackers and save. Then you will have 2 entries for Listeners, 3 entries for boards, and X entries for storages to deal with.
Title: Re: [0.95a] Stellar Networks - handy intel boards
Post by: skairunner on May 04, 2021, 05:37:27 AM
It helps a *lot* to use xmllint or whatever your favorite tool is to pretty-print the XML.
Title: Re: [0.95a] Stellar Networks - handy intel boards
Post by: Starslinger909 on May 04, 2021, 12:46:03 PM
It helps a *lot* to use xmllint or whatever your favorite tool is to pretty-print the XML.

That tool doesn't seem to work with browser search for finding stelnet. stuff so idk. Maybe I could send one of you guys the save file for help me fix?
Title: Re: [0.95a] Stellar Networks - handy intel boards
Post by: Exempt on May 04, 2021, 07:14:47 PM
Please keep making this.
Title: Re: [0.95a] Stellar Networks - handy intel boards
Post by: Jaghaimo on May 07, 2021, 12:50:31 AM
It helps a *lot* to use xmllint or whatever your favorite tool is to pretty-print the XML.

That tool doesn't seem to work with browser search for finding stelnet. stuff so idk. Maybe I could send one of you guys the save file for help me fix?
I'll make a small tool to remove almost any mod from a save (in a safeish way, might leave some harmless leftovers like empty systems or unpopulated planets or memory map entries).

Please keep making this.
I am, I'm truly am. This week I'm on holiday with no PC so no code written. Normally, this mod is evolving every day and you can check github commits (and branches) and issues there to see what's planned and needed before 1.0 release. I aim to get a new prerelease every 7-14 days.
Title: Re: [0.95a] Stellar Networks - handy intel boards
Post by: Starslinger909 on May 08, 2021, 10:28:24 AM
Would love a program like that that sounds pretty amazing. In the meantime Im willing to send the two XML files over via DM to anyone willing to help me do em bc Im still not finding anything with online XML programs bc goddamnit how hard it it to allow for browser search functions.

Edit: I am currently waiting on playing starsector until I can get some help on this
Title: Re: [0.95a] Stellar Networks - handy intel boards
Post by: Jaghaimo on May 10, 2021, 05:31:41 AM
Forget all this nonsense. I have released pre1 and pre2 uninstallers today. Before you start - backup your save, just in case.

Depending on which version you had used, download either pre1-uninstaller or pre2-uninstaller, replace "stelnet" folder, load the game and when you save the game the mod shall be removed. Then just install pre3 and load your save. If it does not work, PM me up on Discord (you need to join Unofficial Starsector Discord).

Link: https://github.com/jaghaimo/stelnet/releases/tag/1.0.0-pre3

Making a program like that is put on hold as you can just use vim editor and quickly scrape stuff from it (probably could come up with a sed command to do that as well):Since vim is like magic for most people, just send me the save. Or better - tell me which version you are using, and I'll make a patched release with uninstall option.
Title: Re: [0.95a] Stellar Networks - handy intel boards
Post by: Starslinger909 on May 10, 2021, 09:37:52 AM
Forget all this nonsense. I have released pre1 and pre2 uninstallers today. Before you start - backup your save, just in case.

Depending on which version you had used, download either pre1-uninstaller or pre2-uninstaller, replace "stelnet" folder, load the game and when you save the game the mod shall be removed. Then just install pre3 and load your save. If it does not work, PM me up on Discord (you need to join Unofficial Starsector Discord).

Link: https://github.com/jaghaimo/stelnet/releases/tag/1.0.0-pre3

Making a program like that is put on hold as you can just use vim editor and quickly scrape stuff from it (probably could come up with a sed command to do that as well):
  • Open save in vim
  • Type "/stelnet" and press enter (will find first occurance)
  • Type "dat" in normal mode (deletes everything inside the tag and the tag itself)
  • Press "n" (find next occurance)
  • Press "." (run previous command - "dat" in our case)
  • Repeat with "n" and "." until done
  • Type ":g/^$/d" to remove empty lines you've just created (not sure if needed)
  • Save the file and exit ("wq")
Since vim is like magic for most people, just send me the save. Or better - tell me which version you are using, and I'll make a patched release with uninstall option.

THANK YOU THANK YOU THANK YOU!!! This is amazing It works beautifully!
Title: Re: [0.95a] Stellar Networks 1.0.0 - collection of intel boards
Post by: Jaghaimo on May 12, 2021, 02:29:50 PM
Right boys and girls, 1.0.0 is out. Link in the first post. Not compatible with pre1, pre2, pre3 - use uninstallers for pre1 or pre2, or uninstall using pre3 settings before upgrading: https://github.com/jaghaimo/stelnet/releases/tag/1.0.0-pre3 (https://github.com/jaghaimo/stelnet/releases/tag/1.0.0-pre3)

What's new:
Limitations of Profit tab:
Big shoutout to RealBear#0158 who came up with the idea and contributed initial implementation.
Title: Re: [0.95a] Stellar Networks 1.0.0 - collection of intel boards
Post by: Rohzdear on May 12, 2021, 03:35:35 PM
I keep getting this error message whenever I try launching the game with the mod.
(https://i.ibb.co/3RJY2f5/err.png)

I am running the version of the game the mod asks for, 0.95a-RC15.
After some basic troubleshooting, it seems that Stellar Networks 1.0.0 is incompatible with Nexelerin 0.10.1, which is made for the same versionof Starsector. At least whenever both mods are enabled at the same time the game crashes with that error message.

Thank you for your time and work. This mod is pretty useful so being able to work alongside Nex would be great.
Title: Re: [0.95a] Stellar Networks 1.0.0 - collection of intel boards
Post by: SoulMan on May 12, 2021, 05:07:05 PM
I keep getting this error message whenever I try launching the game with the mod.
(https://i.ibb.co/3RJY2f5/err.png)

I am running the version of the game the mod asks for, 0.95a-RC15.
After some basic troubleshooting, it seems that Stellar Networks 1.0.0 is incompatible with Nexelerin 0.10.1, which is made for the same versionof Starsector. At least whenever both mods are enabled at the same time the game crashes with that error message.

Thank you for your time and work. This mod is pretty useful so being able to work alongside Nex would be great.

I don't have Nexelerin running and still get that error.  Looking at the starsector.log, it looks like that error is coming from Version Checker (which is included in Nex).

Specifically it seems to not like the .version file for the new version of stelnet.

Excerpt from starsector.log for the crash:
Code
52193 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [stelnet.version]
52303 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Failed to parse version file "stelnet.version"
java.lang.RuntimeException: Failed to parse version file "stelnet.version"
at org.lazywizard.versionchecker.VCModPlugin.onApplicationLoad(VCModPlugin.java:90)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: org.json.JSONException: stelnet.version
Expected a ',' or '}' at 104 [character 5 line 3]
at com.fs.starfarer.loading.LoadingUtils.Õ00000(Unknown Source)
at com.fs.starfarer.loading.LoadingUtils.void(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.loadJSON(Unknown Source)
at org.lazywizard.versionchecker.VCModPlugin.onApplicationLoad(VCModPlugin.java:86)
... 6 more

I turned off Version Checker and everything works just fine.  Doesn't really fix the issue with Nex since version checker is integrated there.

Bug report aside, many thanks for the mod, it is super useful for keeping track of market info and I really like the new profit window.

Cheers!

Edit: Found the issue, the first line of the stelnet.version file is missing a comma at the end.

Original Version:
Code
"masterVersionFile":"https://github.com/jaghaimo/stelnet/blob/master/assets/stelnet.version"

Corrected Version:
Code
"masterVersionFile":"https://github.com/jaghaimo/stelnet/blob/master/assets/stelnet.version",

I assume fixing that file would make it run correctly with Nex as well.
Title: Re: [0.95a] Stellar Networks 1.0.0 - collection of intel boards
Post by: Madskills on May 12, 2021, 08:07:29 PM
In Endless Sky, there's a very useful trading functionality that starsector lacks: if you select a target station, it shows you difference in prices of commodities compared to the station you're currently closest to. So if you know you're currently staying and Nachiketa and you have a mission to go to Umbra, you might as well check which commodity at Nachiketa has the largest profit margin to sell it at Umbra so that you grab it along with you and sell there.
Title: Re: [0.95a] Stellar Networks 1.0.0 - collection of intel boards
Post by: iconoclasticflow on May 12, 2021, 09:39:48 PM
Quote
Edit: Found the issue, the first line of the stelnet.version file is missing a comma at the end.

Original Version:
Code
"masterVersionFile":"https://github.com/jaghaimo/stelnet/blob/master/assets/stelnet.version"

Corrected Version:
Code
"masterVersionFile":"https://github.com/jaghaimo/stelnet/blob/master/assets/stelnet.version",

I assume fixing that file would make it run correctly with Nex as well.

Can confirm, this worked like a charm. Thanks for the find!
Title: Re: [0.95a] Stellar Networks - handy intel boards
Post by: JUDGE! slowpersun on May 12, 2021, 10:57:53 PM
was the banking agent yours or someone else's? It was really handy to have a place to separate out capital so you wouldn't accidently spend it.

i like your work, it adds nice options for those who dont want to focus on fighting.
Not mine. I did have an idea of banking tab, where you can invest money for months / cycles. Simple deposits / loans and maybe stock exchange functionality (short and long positions on commodity). Not now though, perhaps in the future.

That would be dope, would make cornering the market an entirely different ballgame.  If implemented, would also be nice to have black market/rep loss events linked to the more unethical possible outcomes... like buying a bunch of shorts for fuel then raiding Nachiketa's fuel production to drive up prices (since underlying economic model should account for such behavior), or just the more direct route of buying shorts then raiding anonymously to steal the commodity you shorted... but adding hedging possibilities would be ideal, although dunno if UI can handle it.

Might want to add certain events in general that relate to this, like how the terraforming mod has a lobster caper to possibly add volturnian lobster to ocean planets (maybe some planets get temporary locusts that temporarily limits food production or a warehouse fire that creates some loss and thereby excess demand for some commodity).  Also thus begs insurance fraud, since now insurance prolly should also be included.

I guess the only remaining question is whether only the player is allowed to using hedging, or whether ai "opponents" might also exist in market (besides some sort of space SEC sending fleets after you).
Title: Re: [0.95a] Stellar Networks 1.0.0 - collection of intel boards
Post by: gedsaro on May 12, 2021, 11:02:22 PM
First have to say this mod is great, going shopping now reminds me of Space Rangers 2!  ;D

Would it be possible to add a Query for Agents to the Staff search? (Agents from mods, I assume its part of Nex and/or others)
As now I that is the main thing I have to go looking at every planet when I want to find them now.

Title: Re: [0.95a] Stellar Networks 1.0.0 - collection of intel boards
Post by: Jaghaimo on May 13, 2021, 12:33:56 AM
First, let me apologize for the missing comma. I am currently working on an old (10-year-old) laptop, and keep my mod list short (no Nexerelin, no Version Checker, just utility mods) and thus haven't caught the bug. Bug has been put (in) a comma now.
In Endless Sky, there's a very useful trading functionality that starsector lacks: if you select a target station, it shows you difference in prices of commodities compared to the station you're currently closest to. So if you know you're currently staying and Nachiketa and you have a mission to go to Umbra, you might as well check which commodity at Nachiketa has the largest profit margin to sell it at Umbra so that you grab it along with you and sell there.
Lots of work, I would need to learn opengl in order to draw on screen (possible, see the mod that adds your storage ships hovering over planets). What I can do, and will, is to add some tabs to future Trade board. It will have:
Would it be possible to add a Query for Agents to the Staff search? (Agents from mods, I assume its part of Nex and/or others)
As now I that is the main thing I have to go looking at every planet when I want to find them now.
As far as I remember Nex agents are in a bar, and personnel searches through Comm Directory. I'll see what I can do, but honestly I was planning on just removing person searches (since you can now mentor officers and make them your desired personality).
Title: Re: [0.95a] Stellar Networks 1.0.0 - collection of intel boards
Post by: JUDGE! slowpersun on May 13, 2021, 09:20:41 AM
Would it be possible to add a Query for Agents to the Staff search? (Agents from mods, I assume its part of Nex and/or others)
As now I that is the main thing I have to go looking at every planet when I want to find them now.
As far as I remember Nex agents are in a bar, and personnel searches through Comm Directory. I'll see what I can do, but honestly I was planning on just removing person searches (since you can now mentor officers and make them your desired personality).

Please don't drop person search if possible, still need it to find good administrators if not wanting ai admin route.  Assuming code is still compatible, that is.
Title: Re: [0.95a] Stellar Networks 1.0.1 - collection of intel boards
Post by: JUDGE! slowpersun on May 13, 2021, 12:08:33 PM
Also, unrelated to my last post, but the distances that your mod is showing in the intel screens are wildly off of the distances reported by the F1 tooltip.  Does your mod measure "distance" in the game differently now?  Like total trip length as opposed to just the absolute distance between star systems?  Like it is telling me that certain planets within the same system are as far away as other actual star systems... I am also running multiple other mods, so entirely possible it is due to some incompatible mod overlap.
Title: Re: [0.95a] Stellar Networks 1.0.0 - collection of intel boards
Post by: Jaghaimo on May 13, 2021, 02:10:22 PM
Please don't drop person search if possible, still need it to find good administrators if not wanting ai admin route.  Assuming code is still compatible, that is.
Ok, I'll come up with some acceptable solution. The bone I have with personnel searches is how different to the other two searches it is. Items and Ships search through submarkets (and have lots of options I can add), while personnel searches just check comms directory (and bar for Nex agents if I end up adding that).
Also, unrelated to my last post, but the distances that your mod is showing in the intel screens are wildly off of the distances reported by the F1 tooltip.  Does your mod measure "distance" in the game differently now?  Like total trip length as opposed to just the absolute distance between star systems?  Like it is telling me that certain planets within the same system are as far away as other actual star systems... I am also running multiple other mods, so entirely possible it is due to some incompatible mod overlap.
Yes, there are two distances my mod (and game) uses. The generic distance to player (from say a planet) which is simply a light-year distance in hyperspace (game shows that in most places), and the actual distance you need to travel when you set course to that planet - this will include you going in normal space (if in sector) to the nearest jump point, travelling in hyperspace to the nearest jump point, jumping back into new system, and travelling in normal space to the place you laid your course. This is shown in the right bottom side of your campaign UI and is larger than the first number.

I thought I was using the larger distance always, but now looking at the code I do sometimes use (for example, in Profit tab) the shorter distance. Will be fixed.
Title: Re: [0.95a] Stellar Networks 1.0.0 - collection of intel boards
Post by: Helldiver on May 16, 2021, 08:29:32 AM
(and bar for Nex agents if I end up adding that)

I think it's okay for Nex agents/operatives not to be searchable, since they're supposed to be kinda secretive and all that. Makes you have to look for them in bars which feels natural.
Title: Re: [0.95a] Stellar Networks 1.0.0 - collection of intel boards
Post by: JUDGE! slowpersun on May 16, 2021, 10:07:30 AM
Also, unrelated to my last post, but the distances that your mod is showing in the intel screens are wildly off of the distances reported by the F1 tooltip.  Does your mod measure "distance" in the game differently now?  Like total trip length as opposed to just the absolute distance between star systems?  Like it is telling me that certain planets within the same system are as far away as other actual star systems... I am also running multiple other mods, so entirely possible it is due to some incompatible mod overlap.
Yes, there are two distances my mod (and game) uses. The generic distance to player (from say a planet) which is simply a light-year distance in hyperspace (game shows that in most places), and the actual distance you need to travel when you set course to that planet - this will include you going in normal space (if in sector) to the nearest jump point, travelling in hyperspace to the nearest jump point, jumping back into new system, and travelling in normal space to the place you laid your course. This is shown in the right bottom side of your campaign UI and is larger than the first number.

I thought I was using the larger distance always, but now looking at the code I do sometimes use (for example, in Profit tab) the shorter distance. Will be fixed.

Maybe add a toggle to be able to switch back and forth?  Total trip distance from cheap to profitable is best calculated absolutely from cheapest point, but would also be nice to see distance to cheapest market included and total length of trip including both flight to cheapest and flight to profit.  Not exactly the traveling salesman, but getting closer...
Title: Re: [0.95a] Stellar Networks 1.0.1 - collection of intel boards
Post by: Island on May 22, 2021, 10:41:44 AM
Maybe I missed it, but does Market tab works everywhere, or only from within Comm Relays range, like F1?
Title: Re: [0.95a] Stellar Networks 1.0.1 - collection of intel boards
Post by: Jaghaimo on May 22, 2021, 02:06:46 PM
Currently, everything in this mod works everywhere. At one point it will require being in Comms Relay range but once it does there will be an option to disable it this requirement as well.
Title: Re: [0.95a] Stellar Networks 1.1.0 - collection of intel boards
Post by: Jaghaimo on June 01, 2021, 01:44:07 AM
New version is out - 1.1.0:
Code
    Refresh storage board using tabbed view
    Make mod translatable and provide example translation (polish)
    Make config file optional, and provide dist file with defaults (avoids having your config replaced each update)
    Fix a bug where changing config settings would not be seen on an existing save
Save incompatible BUT safe to update IFF you uninstall the mod using currently used version (see `uninstallMod` flag in `data/config/settings.json` or `stellnet.hjson`) before upgrading.
Title: Re: [0.95a] Stellar Networks 1.1.0 - collection of intel boards
Post by: Kaokasalis on June 02, 2021, 06:17:36 AM
Thank you for your mod. It is such a huge QoL change, especially when looking for administrators.
Title: Re: [0.95a] Stellar Networks 1.1.0 - collection of intel boards
Post by: Nextia on June 02, 2021, 04:09:11 PM
So I've been trying to look for a certain two ships in paticular for a little bit but they just don't show up in the market search, the ships being the Revenant and the Phantom.

Do ships just not show up on the search screen if they're not currently in a market to buy or something like that?
Title: Re: [0.95a] Stellar Networks 1.1.0 - collection of intel boards
Post by: IonDragonX on June 02, 2021, 04:37:08 PM
So I've been trying to look for a certain two ships in paticular for a little bit but they just don't show up in the market search, the ships being the Revenant and the Phantom. Do ships just not show up on the search screen if they're not currently in a market to buy or something like that?
Right. You can't find them for sale because no faction sells them. That's normal.
Title: Re: [0.95a] Stellar Networks 1.1.0 - collection of intel boards
Post by: Jaghaimo on June 03, 2021, 12:13:07 AM
Thank you for your mod. It is such a huge QoL change, especially when looking for administrators.
Glad you like it!
Do ships just not show up on the search screen if they're not currently in a market to buy or something like that?
Correct, this current limitations will go away next version. I am revamping how Market searches look like and work (it is the biggest board, and also the last one that uses legacy code). This is coming next release (circa in a month time):
Title: Re: [0.95a] Stellar Networks 1.1.0 - collection of intel boards
Post by: Nextia on June 03, 2021, 06:33:48 AM
Right. You can't find them for sale because no faction sells them. That's normal.

Huh, had no idea.

Correct, this current limitations will go away next version. I am revamping how Market searches look like and work (it is the biggest board, and also the last one that uses legacy code). This is coming next release (circa in a month time):
  • Replacing dialog-based query building with New Query tab (results will be in Queries tab).
  • Codex (non-hidden) based weapon and ship search (currently it lists all weapons and ships available in all markets before building selection list)
  • Mercenary officers in staff search.

Good to know at least, thanks  :)
Title: Re: [0.95a] Stellar Networks 1.1.0 - collection of intel boards
Post by: ian747474 on June 05, 2021, 04:50:06 PM
Firstly I would like to say this mod is awesome, keep up the awesome work!

I have two questions for you.

1. In the commodity market there are sometimes yellow lines. What is the meaning behind that? An example of what I'm talking about is number 6 in the picture you posted for the commodity section of this mod.

2. Why are numbers duplicated? In the same picture I was talking about number 3 has the same port of origin but a different sell location.

Thanks
Title: Re: [0.95a] Stellar Networks 1.1.0 - collection of intel boards
Post by: Jaghaimo on June 06, 2021, 12:25:29 AM
Hi Ian,
Both your questions are regarding Profit tab which is the newest tab added, and still a proof of concept.
Yellow lines means both Buy and Sell location are within the same system. Good for quick profit. This will be explained better once Trade board materializes.

 As this feature is piggy-backing on Commodity board it had to adhere to the coding and design of that part. As such, numbers on that board are for Buy markets only - thus duplicated and not ordered numbers showing. Again, this will be improved once profit is moved to its own tab. I will work on it in July, probably.


Rough roadmap:
Title: Re: [0.95a] Stellar Networks 1.1.0 - collection of intel boards
Post by: Kayse on June 08, 2021, 10:22:05 AM
Rough roadmap:
  • August - fleet management and multi-fleet functionality (split your fleet into two or more fleets, change which one you control and issue orders to other, might swap with July). This will get proof of concept first to see if it is viable. Placeholder issue: https://github.com/jaghaimo/stelnet/issues/46
Whoa, that's exciting and major. The would drastically open up the strategy available to players; IE having a supply train 'fleet' that resupplies your main fleet, or splitting your "base cracking" siege fleet from your "fast frigate" fleet. I'm looking forward to see how it works out. :)
Title: Re: [0.95a] Stellar Networks 1.1.0 - collection of intel boards
Post by: Helldiver on June 08, 2021, 08:26:40 PM
multi-fleet functionality (split your fleet into two or more fleets

If this is possible at all it would be groundbreaking. Fingers crossed.
Title: Re: [0.95a] Stellar Networks 1.1.0 - collection of intel boards
Post by: Lucky33 on June 08, 2021, 09:57:15 PM
This is serious. I hope you succeed.
Title: Re: [0.95a] Stellar Networks 1.1.0 - collection of intel boards
Post by: JUDGE! slowpersun on June 13, 2021, 02:01:37 PM

Rough roadmap:
  • June - Market board rework, both UI and behavioural. Work can be tracked here: https://github.com/jaghaimo/stelnet/pull/54
  • July - new Trade board (Profit rework and more tabs in Trade board). Issue with more details: https://github.com/jaghaimo/stelnet/issues/47
  • August - fleet management and multi-fleet functionality (split your fleet into two or more fleets, change which one you control and issue orders to other, might swap with July). This will get proof of concept first to see if it is viable. Placeholder issue: https://github.com/jaghaimo/stelnet/issues/46

Everything added to the stellar networks boards is cool (although still would be nice to eventually link it to comm relay availability, as intended).  But multi-fleet functionality?  Uber-dope (assuming viability), but it could definitely lead to certain issues where like half a player's fleet gets wiped since they weren't there to direct the battle if the battle was even winnable.  So I guess measuring viability would also require having some minimum level of behavior for the non-player fleet (ie, just hide and evade vs go eliminate pip-squeak patrols vs try to hoover up available nearby salvage economically).  Plus, you would also have to split up cargo/inventory in a controlled manner; hence, all the expensive stuff can get snuck past customs, but you still have to leave enough supplies for your second fleet IN the second fleet (or else have some sort of automatic resupply behavior, as well as automated salvaging behavior).  Food for thought, though perhaps better to just wait and see if Alex ever bothers to just implement it anyway...
Title: Re: [0.95a] Stellar Networks 1.1.0 - collection of intel boards
Post by: Helldiver on June 13, 2021, 03:23:23 PM
Everything added to the stellar networks boards is cool (although still would be nice to eventually link it to comm relay availability, as intended).  But multi-fleet functionality?  Uber-dope (assuming viability), but it could definitely lead to certain issues where like half a player's fleet gets wiped since they weren't there to direct the battle if the battle was even winnable.  So I guess measuring viability would also require having some minimum level of behavior for the non-player fleet (ie, just hide and evade vs go eliminate pip-squeak patrols vs try to hoover up available nearby salvage economically).  Plus, you would also have to split up cargo/inventory in a controlled manner; hence, all the expensive stuff can get snuck past customs, but you still have to leave enough supplies for your second fleet IN the second fleet (or else have some sort of automatic resupply behavior, as well as automated salvaging behavior).  Food for thought, though perhaps better to just wait and see if Alex ever bothers to just implement it anyway...

The day where we can manually control the cargo of each ship will be a glorious one.
Title: Re: [0.95a] Stellar Networks 1.1.0 - collection of intel boards
Post by: IonDragonX on June 13, 2021, 06:05:00 PM
August - fleet management and multi-fleet functionality (split your fleet into two or more fleets, change which one you control and issue orders to other, might swap with July). This will get proof of concept first to see if it is viable. Placeholder issue: https://github.com/jaghaimo/stelnet/issues/46
I'd love to see an extra fleet that you could assemble yourself and then leave in orbit around your own colony. Make a nice, huge, welcoming committee for any pirate punks that want to raid.
Title: Re: [0.95a] Stellar Networks 1.1.4 - collection of intel boards
Post by: peco5bi11 on June 18, 2021, 10:17:40 PM
Coming back to the game after a bit and I'm really liking the idea behind this mod. I just had one question: Are there versions of this that work on 0.9.1a? I looked around a bit and couldn't seem to find any version suggestions on the older releases of this mod. A lot of my favorite mods are still on that version and I'd like to keep on it a little longer. Thanks in advance and best of luck of your future updates.
Title: Re: [0.95a] Stellar Networks 1.1.4 - collection of intel boards
Post by: Jaghaimo on June 19, 2021, 03:07:59 AM
Coming back to the game after a bit and I'm really liking the idea behind this mod. I just had one question: Are there versions of this that work on 0.9.1a? I looked around a bit and couldn't seem to find any version suggestions on the older releases of this mod. A lot of my favorite mods are still on that version and I'd like to keep on it a little longer. Thanks in advance and best of luck of your future updates.

Not this mod specifically (which combines 3 separate mods for 0.9.1a into one). To get the older versions, click mod names in the first post - these are all links to forum threads:
Quote
This mod is a continuation of my three 0.9.1a mods - Stellar Logistics (https://fractalsoftworks.com/forum/index.php?topic=18948), Hyperspace Network (https://fractalsoftworks.com/forum/index.php?topic=19252), and Galactic Markets (https://fractalsoftworks.com/forum/index.php?topic=19383).
Title: Re: [0.95a] Stellar Networks 1.1.4 - collection of intel boards
Post by: Klokinator on June 27, 2021, 07:59:47 PM
Does Stellar Networks still have the feature to transfer cargo between storages? I cannot find it anywhere.

(https://i.imgur.com/K7G30ph.gif)

This is from the old post.
Title: Re: [0.95a] Stellar Networks 1.1.0 - collection of intel boards
Post by: Jaghaimo on July 10, 2021, 08:11:17 AM
Does Stellar Networks still have the feature to transfer cargo between storages? I cannot find it anywhere.
This is from the old post.

This feature was removed when I ported the mod to 0.95a. Its return in an expanded scope is planned, see https://github.com/jaghaimo/stelnet/issues/17, https://github.com/jaghaimo/stelnet/issues/18, and https://github.com/jaghaimo/stelnet/issues/42.

Rough roadmap:
  • June - Market board rework, both UI and behavioural. Work can be tracked here: https://github.com/jaghaimo/stelnet/pull/54 (https://github.com/jaghaimo/stelnet/pull/54)
  • July - new Trade board (Profit rework and more tabs in Trade board). Issue with more details: https://github.com/jaghaimo/stelnet/issues/47 (https://github.com/jaghaimo/stelnet/issues/47)
  • August - fleet management and multi-fleet functionality (split your fleet into two or more fleets, change which one you control and issue orders to other, might swap with July). This will get proof of concept first to see if it is viable. Placeholder issue: https://github.com/jaghaimo/stelnet/issues/46 (https://github.com/jaghaimo/stelnet/issues/46)

Need to replan the roadmap as life (work) became much more demanding, taking over almost all of my modding time. I had planned one release per month, but with the sizes (at least code-wise) of those it is taking longer.
Right now, the only planned release is market board rework, both UI and behavioural. Work can be tracked here: https://github.com/jaghaimo/stelnet/pull/54 (https://github.com/jaghaimo/stelnet/pull/54).

Other work to be planned and scheduled:
Title: Re: [0.95a] Stellar Networks 1.2.0 - collection of intel boards
Post by: JUDGE! slowpersun on July 15, 2021, 10:56:56 PM
KEEP IT UP, GOOD STUFF!!!  Although with pending update, less of a need to find skilled admins now... unless Alex keeps skilled admins.
Title: Re: [0.95a] Stellar Networks 1.2.0 - collection of intel boards
Post by: Pope Glitterhoof on July 23, 2021, 02:49:57 AM
Looks amazing but the installation guide in the read me may be out of date.
I tried unpacking the git repo and int the mods folder did not even show up in the mod manager.
Probably because the mod_info.json is not in the main folder but in the assets folder.
Title: Re: [0.95a] Stellar Networks 1.2.0 - collection of intel boards
Post by: Jaghaimo on July 23, 2021, 02:57:16 AM
You downloaded the whole repository (Source Code) and not the actual mod release. From https://github.com/jaghaimo/stelnet/releases/tag/1.2.0 download "stelnet-1.2.0.zip".
Title: Re: [0.95a] Stellar Networks 1.2.0 - collection of intel boards
Post by: Pope Glitterhoof on July 23, 2021, 03:14:41 AM
Me'se stupid. Thank you.
And wow that was fast.
Title: Re: [0.95a] Stellar Networks 1.2.0 - collection of intel boards
Post by: ayylmao4lulz on August 07, 2021, 01:22:54 PM
Just encountered an index-out-of-bounds when trying to select a market in the market viewer:

Code
ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ArrayIndexOutOfBoundsException: -1
java.lang.ArrayIndexOutOfBoundsException: -1
at java.util.ArrayList.elementData(Unknown Source)
at java.util.ArrayList.remove(Unknown Source)
at stelnet.storage.view.StorageTabViewFactory.addStorageData(StorageTabViewFactory.java:101)
at stelnet.storage.view.StorageTabViewFactory.getTabPane(StorageTabViewFactory.java:73)
at stelnet.storage.view.StorageTabViewFactory.createContainer(StorageTabViewFactory.java:45)
at stelnet.market.MarketViewBoard.getRenderables(MarketViewBoard.java:64)
at stelnet.ui.RenderableIntel.createLargeDescription(RenderableIntel.java:51)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.Ò00000(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
at com.fs.starfarer.ui.oooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.newnew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.Oo0o$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.oO00.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.oO00.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Oo0o.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.oO00.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.oO00.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.oO00.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.oO00.processInputImpl(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.oO00.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.oO00.processInputImpl(Unknown Source)
at com.fs.starfarer.campaign.comms.OOoO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.oO00.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.oO00.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.class.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.oO00.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.oO00.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Oo0O.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.o0oO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.oO00.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.oO00.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Oo0O.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.Stringsuper.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.oO00.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.oO00.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Title: Re: [0.95a] Stellar Networks 1.2.0 - collection of intel boards
Post by: Jaghaimo on August 09, 2021, 02:43:34 AM
Thanks for the report and fix suggestion. I will be releasing a fix shortly, but would love to hear how you can trigger it. Do you remember which market you have picked prior to crash?
Title: Re: [0.95a] Stellar Networks 1.2.1 - collection of intel boards
Post by: JesusTheAstronaut on September 05, 2021, 08:50:36 AM
Hi sorry I am new so I don't know if this gets asked a lot or if it's possible, but is there a way to implement this mod into an existing save game? I'm pretty far into my game and don't want to start over but I didnt look at mods before starting. I added 1 other mod "movement indication arrow" which worked fine in my existing save, but when I added Stellar Networks I don't see any changes to the intel or market screen. Thank you
Title: Re: [0.95a] Stellar Networks 1.2.1 - collection of intel boards
Post by: Jaghaimo on September 06, 2021, 05:02:15 AM
You can install the mod mid-save without any issues. Just be sure you download a release zip file, and not the whole codebase. Also remember to enable the mod in the mod list. Once you do, you will see 3 new tags in the Intel screen: Commodities, Markets, and Storage. Good luck :)
Title: Re: [0.95a] Stellar Networks 1.2.1 - collection of intel boards
Post by: Jaghaimo on October 01, 2021, 05:49:44 AM
Update for the last month - I am one step closer to releasing a new market search UI (and other cool feature later on). Here is a finished dynamic display functionality for a list of elements (in this case, a random number of random length buttons):
(https://i.imgur.com/CBnejWH.png)
Why is it needed? It is necessary for displaying an arbitrary long list of options to choose from, like for example manufacturers in modded games. Instead of going through the dialogue based selections like now, you will be able to just click whichever apply to your filter, say "Diable Avionics" "Roider Union" + "High Tier" for manufacturers, "Frigates" + "Destroyers" for size, "Large Ballistics" + "Large Energy" and the result will contain matching ships.

Speaking of results, they will now be combined into one result per market by default (toggleable). You will also be able to sort those based on distance, number of items in a market, or value of found items.
Finally, a new UI component - rich table - is still needed. It will have clickable headers (sorting) and allow for variable cell content like button, image, or text. Yes, we have it in Starsector, but it is not exposed via API so need to build it myself (Alex plz).
Title: Re: [0.95a] Stellar Networks 1.2.1 - collection of intel boards
Post by: IonDragonX on October 01, 2021, 07:15:02 AM
[snip of large post about expanding the UI]

Thou art the Chad amoung Modders, sir! Huzzah!
Title: Re: [0.95a] Stellar Networks 1.2.1 - collection of intel boards
Post by: JUDGE! slowpersun on October 02, 2021, 11:15:33 PM
It is necessary for displaying an arbitrary long list of options to choose from, like for example manufacturers in modded games. Instead of going through the dialogue based selections like now, you will be able to just click whichever apply to your filter, say "Diable Avionics" "Roider Union" + "High Tier" for manufacturers, "Frigates" + "Destroyers" for size, "Large Ballistics" + "Large Energy" and the result will contain matching ships.

Speaking of results, they will now be combined into one result per market by default (toggleable). You will also be able to sort those based on distance, number of items in a market, or value of found items.
Finally, a new UI component - rich table - is still needed. It will have clickable headers (sorting) and allow for variable cell content like button, image, or text. Yes, we have it in Starsector, but it is not exposed via API so need to build it myself (Alex plz).

Alex added an API for the shader GPU mod, maybe you get lucky too... but does this mod require a comm relay yet?
Title: Re: [0.95a] Stellar Networks 1.2.1 - collection of intel boards
Post by: Jaghaimo on October 03, 2021, 02:53:20 AM
It does not require (to be within) comms relay yet. Mainly, because I don't have answers to how it should work when outside the comms relay range. It is on my list, but to have it properly implemented I will need few internals changed first.
Title: Re: [0.95a] Stellar Networks 1.2.1 - collection of intel boards
Post by: Borki on November 04, 2021, 12:16:07 PM
Absolutely love this mod so far. But why i never can find Aurora cruiser in search menu?
Title: Re: [0.95a] Stellar Networks 1.2.1 - collection of intel boards
Post by: Jaghaimo on November 08, 2021, 02:57:50 AM
@Borki: It is not currently sold anywhere. The limitation of current Stelnet is that it will only show you a list of items or ships to pick from a list of currently offered in at least one market.

Slowly getting closer to releasing 1.3.0 with reworked query builder. Please help me with deciding "filters" that should be included by participating in this survey: https://forms.gle/MXG6nV5RtSfvWGbXA

Current implementation (Personnel query building)
(https://cdn.discordapp.com/attachments/768224057002819584/907901962715013140/full.gif)
[close]
Title: Re: [0.95a] Stellar Networks 1.2.1 - collection of intel boards
Post by: Xzaven on November 09, 2021, 02:45:15 PM
Hey, first of all thanks for adding all the options to search for stuff being sold everywhere.

When using the market viewer to look at ships being sold, the sort options don't seem to work correctly though. There are ships that don't seem to be sorted into a category of warship/carrier/civilian, so searching for any of these types is hard when it is cluttered with the non sorted ones.

I do have other mods running, so I hope it's not a conflict causing this. There are mainly vanilla ships causing the issue though.
Title: Re: [0.95a] Stellar Networks 1.2.1 - collection of intel boards
Post by: Jaghaimo on November 16, 2021, 02:28:21 PM
The warship filter is not in the best state. I actually noticed the same (on vanilla only) and had to remove it from 1.3.0. Basically, what's left if you disable "Carriers" and "Civilians" is a "Warship". So keep it on. I will reimplement it as a negation of sum of those two filters in 1.3.1.

Having said that, the release candidates for Stelnet 2.0.0 are being posted on Discord. Here's how new Market Query will end up looking like:

(https://raw.githubusercontent.com/jaghaimo/stelnet/market-refac/images/market1.png)
(https://raw.githubusercontent.com/jaghaimo/stelnet/market-refac/images/market2.png)
Title: Re: [0.95a] Stellar Networks 1.2.1 - collection of intel boards
Post by: Operative85 on November 17, 2021, 11:23:19 PM
Made an account just to say thank you for making this mod. The update has been fantastic. Browsing the markets has never been so easy. IDK if this was in the old version, but the convenience that the "Viewer" and "Map" buttons gave me after making a Market Query compelled me to make this small thank you post. Thanks again, and have a great rest of the year!
Title: Re: [0.95a] Stellar Networks 2.0.0 - collection of intel boards
Post by: Jaghaimo on November 23, 2021, 02:18:47 PM
PSA: Stelnet 2.0.0 is currently IN CONFLICT with Arma Armatura and Starpocalypse mods. Please do not use it together with any of those.

Stellar Networks 2.0.0 is out. Initially planned as 1.3.0, this release took me 5 months to finish and essentially became a full-mod rewrite. 442 files modified and almost 17,000 lines of code changed speaks for itself. Enjoy.

Not save compatible. Safe to update *IFF* you uninstall the mod first (see stelnet.json.dist).

Download: https://github.com/jaghaimo/stelnet/releases/download/2.0.0/stelnet-2.0.0.zip

Features:

Technical changes:

Limitations:
Title: Re: [0.95a] Stellar Networks 2.0.0 - collection of intel boards
Post by: Helldiver on November 23, 2021, 05:03:37 PM
Tried 2.0.0 out on a new game to test out the new features and I get major lag whenever on the regular campaign screen (not a menu). Tested back and forth between 1.2.1 and 2.0.0 with new saves each time and it goes from constant 60fps on the former to around 30-40 on the latter. MagicLib, LazyLib and GraphicsLib are all up to date.
Title: Re: [0.95a] Stellar Networks 2.0.0 - collection of intel boards
Post by: Jaghaimo on November 23, 2021, 11:30:03 PM
Thanks for the report. Are you using JRE 8 by any chance? And are you using tweaked vmparams from Discord (if yes, which flavour)?

I will be issuing a fix today that disables auto market refresh.
Title: Re: [0.95a] Stellar Networks 2.0.0 - collection of intel boards
Post by: Helldiver on November 24, 2021, 01:28:36 AM
vmparams haven't been touched, as for JRE is there a way to check? I haven't changed the one that came with SS.
Title: Re: [0.95a] Stellar Networks 2.0.0 - collection of intel boards
Post by: Jaghaimo on November 24, 2021, 02:00:41 AM
Are you on Discord by any chance? If so, do send me a PM. If not, send me one via forums and we'll get that fixed. Oh, and were you using Starpocalypse as well?

Edit: The root cause has been found - Stelnet's market updater was triggering Starpocalypse's submarket changer (moving items and ships around, damaging ships), which was adding more operations than I initially wanted to do in one frame. Releasing version 2.0.1.
Title: Re: [0.95a] Stellar Networks 2.0.0 - collection of intel boards
Post by: GreeM on November 24, 2021, 07:56:52 AM
Just a little thought i had. Say i want 2 different weapons so i add both to a search, then ill go for the first set of weapons when that done i would love to be able to edit the weapon search so i can edit them out so the 2nd set of weapons is the only ones on the search. Would this be possible to implement?
Title: Re: [0.95a] Stellar Networks 2.0.0 - collection of intel boards
Post by: Jaghaimo on November 24, 2021, 08:47:10 AM
Just a little thought i had. Say i want 2 different weapons so i add both to a search, then ill go for the first set of weapons when that done i would love to be able to edit the weapon search so i can edit them out so the 2nd set of weapons is the only ones on the search. Would this be possible to implement?

Yes, possible and on the roadmap for next versions (edit button takes you to pre-filled add a new query tab, you have "save query" and "select & save" buttons instead).

PSA: Stelnet 2.0.0 is currently IN CONFLICT with Arma Armatura and Starpocalypse mods. Please do not use it together with any of those.
Title: Re: [0.95a] Stellar Networks 2.0.0 - collection of intel boards
Post by: GreeM on November 24, 2021, 09:48:07 AM
Just a little thought i had. Say i want 2 different weapons so i add both to a search, then ill go for the first set of weapons when that done i would love to be able to edit the weapon search so i can edit them out so the 2nd set of weapons is the only ones on the search. Would this be possible to implement?

Yes, possible and on the roadmap for next versions (edit button takes you to pre-filled add a new query tab, you have "save query" and "select & save" buttons instead).

PSA: Stelnet 2.0.0 is currently IN CONFLICT with Arma Armatura and Starpocalypse mods. Please do not use it together with any of those.

Oof, im running arma armatura and the latest discord RC build of this mod. Whats the problem there? havent noticed anything myself, been playing nonstop since yesterday kinda.
Title: Re: [0.95a] Stellar Networks 2.0.0 - collection of intel boards
Post by: Jaghaimo on November 24, 2021, 09:49:29 AM
Do not use ArmaA specific hullmods for built-in filters (depending on your RC you may not even have it). They will make your save unloadable.
Title: Re: [0.95a] Stellar Networks 2.0.0 - collection of intel boards
Post by: GreeM on November 24, 2021, 09:52:43 AM
Do not use ArmaA specific hullmods for built-in filters (depending on your RC you may not even have it). They will make your save unloadable.


Okey then, not that bad of a bug i can play around it :D

Thanks for the heads up dude.
Title: Re: [0.95a] Stellar Networks 2.1.0 - collection of intel boards
Post by: Jaghaimo on November 24, 2021, 02:04:26 PM
Not save compatible. Safe to update *IFF* you uninstall the mod first (see stelnet.json.dist).

New version - 2.1.1 is out. Fixes CME in storage intel removal.

New version - 2.1.0 is out. Various fixes reported in day one.

Quote from: Changelog
- Fix stutters by disabling market updater while unpaused, and making it work only in paused state.
- Allow to fully disable market updater (see `stelnet.json`).
- Fix query and viewer market settings not being read correctly.
- Improve Stelnet-Starpocalypse interaction by avoiding updates to the currently opened market.
- Fix Salvage Gantry (and other hulls with hidden-only mounts) not showing up in preview or results.
- Fix Arma Armatura mod incompatibility (avoid storing hullmods inside a query filter).
- Rename default config file `stelnet.json.dist` to simply `stelnet.json`.
- Create stelnet.log file (located next to starsector.log) with information that might be needed in future debugging.
Title: Re: [0.95a] Stellar Networks 2.1.1 - collection of intel boards
Post by: Jaghaimo on December 04, 2021, 05:56:45 AM
Contacts update is out!

(https://github.com/jaghaimo/stelnet/blob/master/images/contacts.png?raw=true)

Changelog:
Quote
- New Contacts board - a filterable address book with an ability to directly call the contact. Disables cargo and ships during contact interaction. Newly acquired items and ships are moved to the storage located on the same planet as the Contact. Cannot call the contact that is located on a planet with no storage (very unlikely, could only affect modded markets).
- Simplify query descriptions created with "Select & Search" (do not show redundant filters that were used to filter original selection).
- Vastly simplify open-ended query descriptions by allowing, and staring with, empty filters (can cause initial UI lag on heavily modded game).
- Remove officer level filter and add level to on-hover tooltip instead. Also show officer skills in said tooltip.
- Force storage intel update on game load.
Title: Re: [0.95a] Stellar Networks 2.1.1 - collection of intel boards
Post by: JUDGE! slowpersun on December 04, 2021, 08:30:56 AM
- New Contacts board - a filterable address book with an ability to directly call the contact. Disables cargo and ships during contact interaction. Newly acquired items and ships are moved to the storage located on the same planet as the Contact. Cannot call the contact that is located on a planet with no storage (very unlikely, could only affect modded markets).

Yay, lack of telephones in the future kinda ridiculous.  The only contacts I have that I visit with regularity are on Eochu Bres or Prism Freeport, since both have large supply of cheap drugs...  Is this mod ArmaA happy now?  I see you mentioned something in last update (2.1) fixed this, but easier to double check since I decided to wait for more stable-ish update.
Title: Re: [0.95a] Stellar Networks 2.2.0 - collection of intel boards
Post by: Operative85 on December 04, 2021, 09:54:46 AM
Bug Report: Calling some contacts crashes the game. But when it does works, wow. Thanks for the update!

Quote
106021 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at stelnet.board.contact.ContactDialog.<init>(ContactDialog.java:20)
   at stelnet.board.contact.CallContact$1.onConfirm(CallContact.java:23)
   at uilib.Button.onConfirm(Button.java:66)
   at uilib.RenderableIntel.buttonPressConfirmed(RenderableIntel.java:29)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.Stringsuper.super(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Title: Re: [0.95a] Stellar Networks 2.2.0 - collection of intel boards
Post by: Nesano on December 04, 2021, 11:59:27 AM
Does it consider black markets when you're searching for things on the Markets tab? I just found a weapon I was looking for on the black market that wasn't showing up in my query, despite it being set to All instead of Purchasable.
Title: Re: [0.95a] Stellar Networks 2.2.0 - collection of intel boards
Post by: IonDragonX on December 04, 2021, 12:01:32 PM
Does it consider black markets when you're searching for things on the Markets tab? I just found a weapon I was looking for on the black market that wasn't showing up in my query, despite it being set to All instead of Purchasable.
  • Market Viewer board lets you select a market and preview content of all its legal submarkets.
from the OP
Title: Re: [0.95a] Stellar Networks 2.2.0 - collection of intel boards
Post by: Jaghaimo on December 04, 2021, 12:34:45 PM
Bugfix version 2.2.1 is out.

Bug Report: Calling some contacts crashes the game. But when it does works, wow. Thanks for the update!

Quote
106021 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at stelnet.board.contact.ContactDialog.<init>(ContactDialog.java:20)
   at stelnet.board.contact.CallContact$1.onConfirm(CallContact.java:23)
   at uilib.Button.onConfirm(Button.java:66)
   at uilib.RenderableIntel.buttonPressConfirmed(RenderableIntel.java:29)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.Stringsuper.super(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Can you see anything in common? Like maybe same mod, or faction? The (contact) person has no market attached to itself, so the modder must have forgotten to set it. We can pick the market from the contact intel anyway, so all is good. I have fixed it but would like to find where the problem happened (e.g. which mod).
Title: Re: [0.95a] Stellar Networks 2.2.1 - collection of intel boards
Post by: Operative85 on December 04, 2021, 08:13:23 PM
Thanks for the reply and update! As for your question, I am NOT running any mod that adds custom markets or factions. What I did notice is that only my Independent contact was affected by the crash. All other contacts with other factions function perfectly.

In any case, your update fixed the issue! Thanks again for the update, and keep safe!
Title: Re: [0.95a] Stellar Networks 2.2.2 - collection of intel boards
Post by: Jaghaimo on December 10, 2021, 07:40:12 AM
Bugfix version 2.2.2 is out.

Quote
- Fix d-mod filtering to work again for "Select & Search".
- Add "Go" button to result intel (and rename "Map" and "Viewer" to "Show" and "Peek").
- Do not initialize Stelnet if the game starts in tutorial, as it causes NPE after the tutorial has finished. Initialize Stelnet on the first game load after the tutorial has been completed instead.

@Operative85 - interesting, this means vanilla code does not consistently set market for it's contact persons. I'll see if I can track this further, but the change I made already fixes the NPE we had so slim chances.
Title: Re: [0.95a] Stellar Networks 2.2.2 - collection of intel boards
Post by: starman13 on December 13, 2021, 09:39:32 PM
Apogee is missing from the search in the latest update. Maybe it has something to do with the Apogee being removed from the high tech blueprint package?


Title: Re: [0.95a] Stellar Networks 2.2.2 - collection of intel boards
Post by: Jaghaimo on December 14, 2021, 02:28:02 AM
Thanks for the report. I have posted a bug report (https://fractalsoftworks.com/forum/index.php?topic=23198.new#new) for Alex to see, as I believe the Apogee is currently not purchasable in new games (continuing old save is fine). Once this is resolved (one way or another) I will be releasing 2.3.0: https://github.com/jaghaimo/stelnet/pull/77

Edit: Confirmed the Apogee is a vanilla oversight, will be coming back next hotfix (https://twitter.com/amosolov/status/1470859852234870789).
Title: Re: [0.95a] Stellar Networks 2.2.2 - collection of intel boards
Post by: Jaghaimo on December 14, 2021, 01:25:34 PM
New release is up! Not save compatible (probably). Safe to update *IFF* you uninstall the mod first (see `stelnet.json`).

Quote
- Updated mod to 0.95.1a-RC5.
- Re-enabled Pirate submarkets in Query and Viewer by default.
- Removed "Profit" tab from "Commodity Market" board. Will return with the next version.
- Changed "Commodity Market" distance to match vanilla (hyperspace distance instead of plotted route length).
- Changed "Commodity Market" available quantity to match purchasable stocks (rounded to be visually pleasing).
- Removed commodity intel tracker from save game (regenerated on load). Should fix load corruption when Starsector updates.
- Fixed "Contacts" board overflow UI (spill over onto intel tags).
- Fixed "Contacts" call killing the player in certain situations (when the call is terminated by the contact and not by the player).
- Fixed "Contacts" call allowing the player to steal ships with "remote" marines.
Title: Re: [0.95a] Stellar Networks 2.2.2 - collection of intel boards
Post by: Oni on December 14, 2021, 03:11:03 PM
New release is up! Not save compatible (probably). Safe to update *IFF* you uninstall the mod first (see `stelnet.json`).
....
Excellent... any word on Starpocalypse?

I'm trying to hold off on starting my next game so...  :-\
Title: Re: [0.95a] Stellar Networks 2.3.0 - collection of intel boards
Post by: ZhAlias on December 15, 2021, 07:55:31 AM
Unfortunately does not work with 0.95a-RC15 :(

189830 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.api.SettingsAPI.computeStringWidth(Ljava/lang/String;Ljava/lang/String;)F
java.lang.NoSuchMethodError: com.fs.starfarer.api.SettingsAPI.computeStringWidth(Ljava/lang/String;Ljava/lang/String;)F
Title: Re: [0.95a] Stellar Networks 2.3.0 - collection of intel boards
Post by: Jaghaimo on December 15, 2021, 09:14:07 AM
Last version for 0.95a is 2.2.2 - still available at https://github.com/jaghaimo/stelnet/releases/download/2.2.2/stelnet-2.2.2.zip

Due to a bug in Contacts board (fixed in 2.3.0 which you can't use), I'd suggest disabling (or at least saving prior to use) Contacts board.
Title: Re: [0.95a] Stellar Networks 2.3.0 - collection of intel boards
Post by: FreonRu on December 15, 2021, 09:24:12 AM
This mod is awesome.
I will definitely put it on every time.
Thanks for this masterpiece.
Title: Re: [0.95.1a] Stellar Networks 2.3.1 - collection of intel boards
Post by: Jaghaimo on December 17, 2021, 09:48:34 AM
Bugfix update that brings newest Starpocalypse compatibility, as well as small improvement in Contacts board. Save to update from 2.3.0, otherwise do the mod uninstall dance.
 
Quote from: Changelog
- Add info about cargo and ships acquired from remote contact call.
- Fix integration with Starpocalypse 2.0.0.
Title: Re: [0.95.1a] Stellar Networks 2.3.1 - collection of intel boards
Post by: Junius Lux on December 20, 2021, 09:33:29 AM
Greetings. Can anyone suggest why the "profit" tab could no longer be displayed in the new version? Or is it conceived?
Title: Re: [0.95.1a] Stellar Networks 2.3.1 - collection of intel boards
Post by: JUDGE! slowpersun on December 20, 2021, 10:04:15 AM
Greetings. Can anyone suggest why the "profit" tab could no longer be displayed in the new version? Or is it conceived?

- Removed "Profit" tab from "Commodity Market" board. Will return with the next version.

Honestly, I know the search function sucks on this forum, but this post was like only 7 posts ago...
Title: Re: [0.95.1a] Stellar Networks 2.3.1 - collection of intel boards
Post by: Jaghaimo on December 20, 2021, 10:38:42 AM
In my haste to fix a bug and also release 0.95.1a version, I have used the cleaned up code (removal of Profit tab). It was just something I was currently working on (step one of Trade board feature / profit tab replacement) and I hope to get the new board released late Dec / early Jan.
Title: Re: [0.95.1a] Stellar Networks 2.3.1 - collection of intel boards
Post by: Jackundor on December 20, 2021, 11:25:26 AM
can this be removed form a save once added?
Title: Re: [0.95.1a] Stellar Networks 2.3.1 - collection of intel boards
Post by: Jaghaimo on December 20, 2021, 11:28:45 AM
Yes, there is an uninstall option (see stelnet.json).
Title: Re: [0.95.1a] Stellar Networks 2.3.1 - collection of intel boards
Post by: Jackundor on December 20, 2021, 11:34:39 AM
Yes, there is an uninstall option (see stelnet.json).
thanks, but the mod (or at least version 2.2.2 bc i'm still on 0.95) didn't help mw with my problem... you can't put in a query for colony items and i hoped i could find to where i had sold that catalyctic core...
Title: Re: [0.95.1a] Stellar Networks 2.3.1 - collection of intel boards
Post by: JUDGE! slowpersun on December 21, 2021, 12:12:55 AM
thanks, but the mod (or at least version 2.2.2 bc i'm still on 0.95) didn't help mw with my problem... you can't put in a query for colony items and i hoped i could find to where i had sold that catalyctic core...

You are aware that if you sell a colony item on the open market, whichever faction you sell it to will at least attempt to use it (seriously, sell the pirates a corrupted nano forge, makes game much more interesting... just too bad so much harder to find corrupted nanoforges now).  So mod maybe literally doesn't search for it, since needs to scan raid page, not markets!
Title: Re: [0.95.1a] Stellar Networks 2.3.1 - collection of intel boards
Post by: Jaghaimo on December 21, 2021, 12:53:42 AM
Industry search was already mentioned before. I'll see if I can fit in industry / special items in industry search as well.

As for special items that weren't picked up by the market owners it should be trivial. Just need vanilla saves to test it, can post here or Discord.
Title: Re: [0.95.1a] Stellar Networks 2.3.1 - collection of intel boards
Post by: Szasz on December 21, 2021, 07:49:49 AM
Er, where did my destroyer go that I purchased remotely via a contact call? It sure as hell not in my fleet and doesn't show up in any storage.
Title: Re: [0.95.1a] Stellar Networks 2.3.1 - collection of intel boards
Post by: Jaghaimo on December 21, 2021, 08:56:13 AM
It's in your storage which you don't have access to, so not in Storage tab. Check the top of the Contacts board if you're on 2.3.1.

Eother way, it is in the storage on the market that the contact resides on.
Title: Re: [0.95.1a] Stellar Networks 2.3.1 - collection of intel boards
Post by: Szasz on December 21, 2021, 09:05:24 AM
It's in your storage which you don't have access to, so not in Storage tab. Check the top of the Contacts board if you're on 2.3.1.

Eother way, it is in the storage on the market that the contact resides on.
Wait, so I gotta buy the storage on the corresponding planet else I won't have access to a ship worth 65k credits?
Title: Re: [0.95.1a] Stellar Networks 2.3.1 - collection of intel boards
Post by: Jaghaimo on December 21, 2021, 09:38:06 AM
Yes, I could gate the contact call behind having access to storage, but that felt a bit odd of a requirement. It is one-time 5k cost though, so no real harm.

Alternatively, I could add an option to pick it up at dock time regardless of storage access. Let me mull on this...
Title: Re: [0.95.1a] Stellar Networks 2.3.1 - collection of intel boards
Post by: Szasz on December 21, 2021, 09:42:06 AM
Alternatively, I could add an option to pick it up at dock time regardless of storage access. Let me mull on this...
That would be nice.
I get why you did it like this, it's just not trivial and I wouldn't figure out that I have ships waiting and how to collect them if you didn't tell me to.
On the other hand finding a Buffalo on the intel screen made me wonder if that 6k cost freighter is worth the 5k storage cost.

edit: I just remembered why I expected free storage out of ship purchases via contact calls: this is how leasing production slots work right now. If not bought previously that provides access to storage after 60 days along with the custom produced goods.
Title: Re: [0.95.1a] Stellar Networks 2.3.1 - collection of intel boards
Post by: Jaghaimo on December 22, 2021, 12:35:12 AM
Ah, that is a very good solution. I'll see if I can reproduce vanilla behaviour and offer a one time access to pick storage items without paying.
Title: Re: [0.95.1a] Stellar Networks 2.3.1 - collection of intel boards
Post by: Szasz on December 22, 2021, 12:58:08 AM
Ah, that is a very good solution. I'll see if I can reproduce vanilla behaviour and offer a one time access to pick storage items without paying.
While that would be perhaps more immersive, it doesn't have to be one time access.
Simply giving the storage for free like vanilla does should be easier to implement, right? I consider it the benefit of knowing somebody = contact arranges free storage as a favour.
Title: Re: [0.95.1a] Stellar Networks 2.3.1 - collection of intel boards
Post by: borgrel on December 22, 2021, 02:11:03 PM
Could you add colour coding to the searches?

U have yellow icons which show up on intel for positive results.
It would be nice if a player could click on a button for each query and cycle between green blue yellow orange and red.
And that query result would be indicated by an icon (identical image) matching that colour

so that they can seperate the quesries however they like.
Title: Re: [0.95.1a] Stellar Networks 2.3.1 - collection of intel boards
Post by: IonDragonX on December 22, 2021, 04:19:39 PM
Simply giving the storage for free like vanilla does should be easier to implement, right? I consider it the benefit of knowing somebody = contact arranges free storage as a favour.
I don't think vanilla gameplay has ever given a Storage for free. Not counting the tutorial because they give a lot of free junk that isn't in the regular campaign.
Title: Re: [0.95.1a] Stellar Networks 2.3.1 - collection of intel boards
Post by: Szasz on December 22, 2021, 04:24:12 PM
I don't think vanilla gameplay has ever given a Storage for free. Not counting the tutorial because they give a lot of free junk that isn't in the regular campaign.
You don't need to think, just try it out. Any custom production order gives access to the respective market's storage at no cost. Even if only a single Light Mortar was manufactured.
Title: Re: [0.95.1a] Stellar Networks 2.3.1 - collection of intel boards
Post by: Szasz on December 24, 2021, 11:40:18 PM
I'd like to see a new filter for managed contacts board: "Developed"
or at least the ability to put them on top of the list.
Currently hiding by 'importance' or 'type' is not efficient enough for me.

edit: can work via who is tagged with exclamation mark by the player or hell, that could be another filter option
Title: Re: [0.95.1a] Stellar Networks 2.3.1 - collection of intel boards
Post by: Szasz on December 25, 2021, 12:20:50 AM
There is also a minor bug, did you know that contact visit timer is not updated when you call a contact until you either reopen the intel screen or call the a contact again?
Title: Re: [0.95.1a] Stellar Networks 2.3.1 - collection of intel boards
Post by: Jaghaimo on December 25, 2021, 02:53:48 AM
Are you on 2.3.1? It was a problem on 2.3.0. Can't remember if I fixed it, or left some instance of it - will check and fix after Xmas season (busy holidaying and childminding).
Title: Re: [0.95.1a] Stellar Networks 2.3.1 - collection of intel boards
Post by: Szasz on December 25, 2021, 04:08:43 AM
Are you on 2.3.1? It was a problem on 2.3.0. Can't remember if I fixed it, or left some instance of it - will check and fix after Xmas season (busy holidaying and childminding).
2.3.1, just checked
In that case, Merry Christmas!
Title: Re: [0.95.1a] Stellar Networks 2.3.1 - collection of intel boards
Post by: Nalesh on January 02, 2022, 06:54:35 PM
Would it be possible to "track" certain goods(like fuel or supplies for example) where it shows a message if you enter a system that has surplus/need of said item?
Title: Re: [0.95.1a] Stellar Networks 2.3.1 - collection of intel boards
Post by: Jaghaimo on January 03, 2022, 01:15:36 AM
Would it be possible to "track" certain goods(like fuel or supplies for example) where it shows a message if you enter a system that has surplus/need of said item?

Great idea. 2.4.0 is already past that point now (performance, and query improvements), but will include in 2.5.0 (new profit / trade boards).
Title: Re: [0.95.1a] Stellar Networks 2.3.1 - collection of intel boards
Post by: Jaghaimo on January 10, 2022, 02:51:29 AM
Newest Starpocalypse version (2.1.0) is semi-incompatible with latest Stelnet. Stelnet can show unpurchaseable or non-dmodded ships, which will be fixed in Stelnet 2.4.0 release.

Still some bits and bobs needed before I can release: https://github.com/jaghaimo/stelnet/pull/79
Title: Re: [0.95.1a] Stellar Networks 2.3.1 - collection of intel boards
Post by: MeinGott on January 12, 2022, 03:39:09 AM
Hey, lotsa love to your mod.

Quote
Removed "Profit" tab from "Commodity Market" board. Will return with the next version.
Did it return in 2.3.1?
Title: Re: [0.95.1a] Stellar Networks 2.3.1 - collection of intel boards
Post by: Jaghaimo on January 13, 2022, 05:10:36 AM
Hey, lotsa love to your mod.

Quote
Removed "Profit" tab from "Commodity Market" board. Will return with the next version.
Did it return in 2.3.1?

Thanks. No, that was a bugfix only. I have planned it for 2.4.0 which sadly got re-oriented, see this:

Would it be possible to "track" certain goods(like fuel or supplies for example) where it shows a message if you enter a system that has surplus/need of said item?

Great idea. 2.4.0 is already past that point now (performance, and query improvements), but will include in 2.5.0 (new profit / trade boards).

Expect it back in 2.5.0!

Also, Starpocalypse 2.1.1 is once again working correctly with Stelnet.
Title: Re: [0.95.1a] Stellar Networks 2.3.1 - collection of intel boards
Post by: The stars probe on January 14, 2022, 08:40:13 PM
Just one suggestion: could you add a function of "filter the number of D plugins" to the page of "filter hull"? It's like filtering the number of decks "none, 1,2,3,4,5,6". (In order to play the D mod Fleet Group) 8) 8) 8)
Title: Re: [0.95.1a] Stellar Networks 2.3.1 - collection of intel boards
Post by: Jaghaimo on January 15, 2022, 09:10:09 AM
Thanks for inspiration. I took if even further and did this:

(https://i.imgur.com/L9J55Rd.png)

You will be able to specify how many d-mods are allowed (say 4,5) and which d-mods are allowed (those not selected will rejected said ships).

Example: Select "None, 1" in the first row, and all except "Degraded engine" in the second row = all pristine ships or with one d-mod that is NOT a "Degraded engine".

UI already implemented for 2.4.0, left with some trivial logic.
Title: Re: [0.95.1a] Stellar Networks 2.3.1 - collection of intel boards
Post by: Light of Other Days on January 17, 2022, 08:14:20 PM
Ran into a save-break after updating from RC5 to RC6, which the debug logs suggested was stelnet-related. After reverting to RC5 and uninstalling stelnet from that save, then patching to RC6, the save loaded just fine. Additionally, after patching to RC6, it was possible to re-enable Stellar Networks and continue on with the save as normal, so this is probably a low-priority thing to patch.

This save has a bunch of other mods running, so I couldn't possibly say whether it's a conflict with some other mod and RC6, or just stelnet + RC6. Here's the debugging information from trying to open the save with stelnet enabled and patched to RC6:

Quote
---- Debugging information ----
cause-exception     : com.thoughtworks.xstream.mapper.CannotResolveClassException
cause-message       : com.fs.starfarer.loading.specs.privatesuper
class               : stelnet.filter.ShipHullIsHull
required-type       : stelnet.filter.ShipHullIsHull
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number         : 805471
class[1]            : java.util.LinkedHashSet
converter-type[1]   : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[2]            : stelnet.filter.LogicalOr
class[3]            : stelnet.board.query.Query
class[4]            : stelnet.board.query.QueryManager
class[5]            : stelnet.board.query.QueryState
class[6]            : stelnet.board.query.QueryBoard
class[7]            : java.util.ArrayList
class[8]            : com.fs.util.container.repo.ObjectRepository
class[9]            : com.fs.starfarer.campaign.comms.v2.IntelManager
class[10]           : com.fs.starfarer.campaign.CampaignEngine
converter-type[2]   : com.fs.starfarer.campaign.save.oooO
version             : not available
-------------------------------
com.thoughtworks.xstream.converters.ConversionException:
---- Debugging information ----
cause-exception     : com.thoughtworks.xstream.mapper.CannotResolveClassException
cause-message       : com.fs.starfarer.loading.specs.privatesuper
class               : stelnet.filter.ShipHullIsHull
required-type       : stelnet.filter.ShipHullIsHull
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number         : 805471
class[1]            : java.util.LinkedHashSet
converter-type[1]   : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[2]            : stelnet.filter.LogicalOr
class[3]            : stelnet.board.query.Query
class[4]            : stelnet.board.query.QueryManager
class[5]            : stelnet.board.query.QueryState
class[6]            : stelnet.board.query.QueryBoard
class[7]            : java.util.ArrayList
class[8]            : com.fs.util.container.repo.ObjectRepository
class[9]            : com.fs.starfarer.campaign.comms.v2.IntelManager
class[10]           : com.fs.starfarer.campaign.CampaignEngine
converter-type[2]   : com.fs.starfarer.campaign.save.oooO
version             : not available

Hopefully it helps! And thank you for the work you do on Stellar Networks, it's an enormously useful set of features :)
Title: Re: [0.95.1a] Stellar Networks 2.3.1 - collection of intel boards
Post by: Jaghaimo on January 18, 2022, 01:59:00 AM
Thanks for the report, the update incompatibility has already been has been fixed in 2.4.0. I am still working on it, so bear with it.

In the meantime, uninstall Stelnet on RC5, upgrade, and re-enable Stelnet on RC6. Sorry for the hassle.

Edit: Released a quick compatibility patch for upcoming Starpocalypse 2.2.0 release:

Quote
- Update mod for 0.95.1a-RC6.
- Fix compatibility with Starpocalypse 2.2.0 (to be released).
- Fix last contact date not updating after remotely calling a contact.
Title: Re: [0.95.1a] Stellar Networks 2.3.2 - collection of intel boards
Post by: Paul_Kauphart on January 20, 2022, 04:24:32 AM
Hello,

I'm looking at the options, and I wonder, what happens if you set "autoRefreshMarkets": false ?

Or rather, which setting relies on the com network to keep you updated with market dart ?

thanks
Title: Re: [0.95.1a] Stellar Networks 2.3.2 - collection of intel boards
Post by: Jaghaimo on January 20, 2022, 04:42:34 AM
There is no such option (or functionality) yet, it is a bit of a cheat mod at the moment.

Auto refresh markets control a small script that runs in the background while the game is paused (so no performance hit), that refreshes markets (in vanilla markets are empty unless you dock at them, and despawn cargo and ships after 30 days).
Title: Re: [0.95.1a] Stellar Networks 2.3.2 - collection of intel boards
Post by: luke on January 20, 2022, 11:28:20 PM
Why are some ships missing from the search function? XIV Legion, phantom, revenant.

EDIT its because nowhere sells them lol
Title: Re: [0.95.1a] Stellar Networks 2.3.2 - collection of intel boards
Post by: Jaghaimo on January 21, 2022, 12:53:48 AM
Correct. More precisely - nobody knows how to produce them, thus no market sells them.

Gift a blueprint to pirates (any Black Market) and they will start showing up on Black Markets, and in Stelnet search.
Title: Re: [0.95.1a] Stellar Networks 2.3.2 - collection of intel boards
Post by: lyravega on January 23, 2022, 06:09:47 AM
Hey Jaghaimo! I'm using Stelnet alongside Starpocalypse. As the latter uses custom markets for the big factions, by default Stelnet cannot query those. I was going to write a bug report, but then I noticed a setting for the Stelnet regarding custom markets. When I set those to true, I was able to check the commodities and search for stuff again properly. You might want to mention it in your OP so that people like me can avoid confusion =) Thank you for your mods, by the way.
Title: Re: [0.95.1a] Stellar Networks 2.3.2 - collection of intel boards
Post by: Jaghaimo on January 23, 2022, 06:16:52 AM
I totally forgot about that part. The newest Starpocalypse 2.2.1 will fix it, expect release on Monday.
Title: Re: [0.95.1a] Stellar Networks 2.3.2 - collection of intel boards
Post by: LinWasTaken on January 26, 2022, 03:42:05 AM
i just might be stupid but i cant seem to find any way of accessing this mods content. even tho i installed the mod and turned it on like all the others.
Title: Re: [0.95.1a] Stellar Networks 2.3.2 - collection of intel boards
Post by: Jaghaimo on January 26, 2022, 05:21:25 AM
i just might be stupid but i cant seem to find any way of accessing this mods content. even tho i installed the mod and turned it on like all the others.

Press E (intel screen) - click "Market" tab. That's the main part of this mod (searching for items or ships). There's also "Commodity" and "Storage" tabs.
Title: Re: [0.95.1a] Stellar Networks 2.3.2 - collection of intel boards
Post by: Kris_xK on February 02, 2022, 03:18:30 PM
This is really any outlier/me problem but the commodity list can get caught under the "Delete This" and "Delete All" buttons when you have too many commodities installed. The scroll bar does show up, but the Commodity list box seems to go too far down.
Title: Re: [0.95.1a] Stellar Networks 2.3.2 - collection of intel boards
Post by: Jaghaimo on February 03, 2022, 02:36:44 AM
Thanks for the report. Fixed for 2.4.0. I have actually mode those buttons slightly bigger, and forgot to adjust the math to accommodate for it.

(https://i.imgur.com/zwep4a1.png)

Edit: 2.4.0 planned for release next week if all goes well (jinxed): https://github.com/jaghaimo/stelnet/pull/79

Edit 2: Release candidate was posted in Discord, for brave souls that want to test it before actual release.
Title: Re: [0.95.1a] Stellar Networks 2.4.0 - information at your fingertips
Post by: Jaghaimo on February 07, 2022, 02:57:57 AM
2.4.0 released with few additions, bugfixes and improvements.

As usual with major version - save incompatible. Safe to update IFF you uninstall the mod first (see stelnet.json).

Quote
- Add vanilla derelict stations to Storage tab.
- Add submarket info to results when grouped by market.
- Add a new "Manage Results" tab consisting of:
  - Reworked grouping mechanism. This feature has been moved from List Queries.
  - Reworked "Only purchasable locations". This feature has been moved from per-Query to global behaviour.
  - Improved d-mod selection (specify number of desired d-mods, and disallow unselected d-mods). This feature has been removed from Ship query.
  - New submarket filtering.
  - New "Only friendly markets" filter.
- Fix incorrect query result count reports (was showing number of matching submarkets instead of number of results).
- Fix incorrect count on matching ships in result intel (was always showing `1` despite actual number of same hulls).
- Fix UI overflow on Commodity tab (thanks Kris_xK for reporting this one).
- Remove preview from results tab and add it as a tooltip of "?" button.
- Reduce the amount of data being stored in the save. Improve intel query duplication prevention.
- Increase result intel icon granularity (reuse market size icons instead of beacons).
Title: Re: [0.95.1a] Stellar Networks 2.4.0 - information at your fingertips
Post by: Noobishnoob on February 07, 2022, 08:24:57 AM
I tried uninstalling via json for stelnet 2.3.2, saved , loaded with it gone from my list, saved, loaded 2.4.0 and im getting an error

111122 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at stelnet.util.StorageUtils.addDerelictStations(StorageUtils.java:94)
   at stelnet.util.StorageUtils.getAllWithAccess(StorageUtils.java:66)
   at stelnet.board.storage.StorageListener.updateNeeded(StorageListener.java:70)
   at stelnet.board.storage.StorageListener.register(StorageListener.java:33)
   at stelnet.util.ConfigUtils.initStorage(ConfigUtils.java:84)
   at stelnet.util.ConfigUtils.activate(ConfigUtils.java:26)
   at stelnet.StelnetMod.onGameLoad(StelnetMod.java:30)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.menuItemSelected(Unknown Source)
   at com.fs.starfarer.title.ooOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)

Just wanted to check if anyone has something similar or if its just me

2.3.2 still works so i can always just go back for this current save.

PS. I did the uninstall thing with the assumption that it was a workaround for the save incompatibility but do correct me if I'm wrong

Title: Re: [0.95.1a] Stellar Networks 2.4.0 - information at your fingertips
Post by: sinti on February 07, 2022, 08:53:04 AM
I tried uninstalling via json for stelnet 2.3.2, saved , loaded with it gone from my list, saved, loaded 2.4.0 and im getting an error
...
Just wanted to check if anyone has something similar or if its just me
I installed 2.3.2 yesterday, played with it for couple hours.

Today i changed uninstallMod": false to uninstallMod": true in stelnet.json, saved the file.
Loaded the game, saved a new copy of a save, closed the game.
Disabled the mod in mod menu.
Deleted the mod in the mod folder.
Loaded last save to see if the mod was gone = it was.
Installed version 2.4.0.
Loaded last save, everything is working.
Title: Re: [0.95.1a] Stellar Networks 2.4.0 - information at your fingertips
Post by: Jaghaimo on February 07, 2022, 09:02:42 AM
I tried uninstalling via json for stelnet 2.3.2, saved , loaded with it gone from my list, saved, loaded 2.4.0 and im getting an error

111122 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at stelnet.util.StorageUtils.addDerelictStations(StorageUtils.java:94)
   at stelnet.util.StorageUtils.getAllWithAccess(StorageUtils.java:66)
   at stelnet.board.storage.StorageListener.updateNeeded(StorageListener.java:70)
   at stelnet.board.storage.StorageListener.register(StorageListener.java:33)
   at stelnet.util.ConfigUtils.initStorage(ConfigUtils.java:84)
   at stelnet.util.ConfigUtils.activate(ConfigUtils.java:26)
   at stelnet.StelnetMod.onGameLoad(StelnetMod.java:30)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.menuItemSelected(Unknown Source)
   at com.fs.starfarer.title.ooOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)

Just wanted to check if anyone has something similar or if its just me

2.3.2 still works so i can always just go back for this current save.

PS. I did the uninstall thing with the assumption that it was a workaround for the save incompatibility but do correct me if I'm wrong

Good news - you did all correct. Bad news - one of vanilla derelict stations is missing from your game. Mind uploading the save somewhere, and I'll have a look? Probably one of your other mods took it. There should be an abandoned station in Corvus, Yma, and Mairaath. Also, please post `stelnet.log`.

So this one is on me, not checking if the vanilla stations are present (I assumed they are immutable, but seems they aren't).
Title: Re: [0.95.1a] Stellar Networks 2.4.0 - information at your fingertips
Post by: Noobishnoob on February 07, 2022, 09:52:19 AM
Umm yea this is the Stelnet.log

SYSTEM PROPERTIES
Java version: 1.8.0_271
Java vendor: Oracle Corporation

ENABLED MODS
$$$_lightshow-1.41: $$$ Lightshow
pantera_ANewLevel40R-40 2.0 Fast: A New Level of Confidence
apex_design-1.0.4: Apex Design Collective
lw_autosave-1.1c: Autosave
timid_admins-1.63: Better Colonies
better_deserving_smods-1.33: Better Deserving Smods!
beyondthesector-1.0.1: Beyond the Sector
BSC-0.1.7a: BigBeans Ship Compilation
BSC_Submod-0.1b: BigBeans Ship Compilation - IP ship Submod
capturecrew-1.0.4: Capture Officers and Crew
clearCommands-1.0.d: ClearCommands
CAS-1.4: Combat Alarm Sounds
chatter-1.11.4: Combat Chatter
timid_commissioned_hull_mods-1.999999ggg: Commissioned Crews
su_Concord-1.1.1a: Concord
lw_console-2021.12.25: Console Commands
istl_dassaultmikoyan-1.54a: Dassault-Mikoyan Engineering
hm_flagpack-1.01a: Deluxe Player Flags
DetailedCombatResults-5.2.1: Detailed Combat Results
diableavionics_navy-1.0: Diable Addon - NAVY
diableavionics-2.64: Diable Avionics
dynamictariffs-1.3.1: Dynamic Tariffs
SkillEdit_JustExtra-1.2: Extra Skills
fast_engine_rendering-1.1.2: Fast Engine Rendering
HHE-1.1.1: Fighter Expansion Rebalanced
fleetsizebydp-1.0.0: Fleet Size By DP
sun_fuel_siphoning-1.2.0: Fuel Siphoning
HMI-0.3.4k: Hazard Mining Incorporated
hte-1.4.8a: High Tech Expansion
hostileIntercept-1.3.2: Hostile Intercept (and Autopause!)
IndEvo-2.2.h: Industrial.Evolution
Imperium-2.5.2: Interstellar Imperium
timid_xiv-1.11: Iron Shell
kadur_remnant-3.2.3: Kadur Remnant
kyeltziv-1.1: Kyeltziv Technocracy
LTA-0.6.5b: LTA
lw_lazylib-2.7b: LazyLib
leadingPip-1.9.1: Leading Pip
ArkLeg_BIGIRON-1.0: Legacy of Ark. Addon - Big Iron
ArkLeg-v1.9.11: Legacy of Arkgneisis
logisticsNotifications-1.3.3: Logistics Notifications
low_maintenance-v1.1: Low Maintenance
mag_protect-1.25a: Magellan Protectorate
MagicLib-0.42: MagicLib
su_CarrierHullmod-1.8.3c: Modern Carriers
su_CarrierHullmod_Rebalance-1.2.0b: Modern Carriers S Addition
sun_new_beginnings-1.2.0: New Beginnings
nexerelin-0.10.4b: Nexerelin
ORA_irradiated-1.0: ORA Addon - IRRADIATED
ORA-0.93rc3: Outer Rim Alliance
wyv_planetaryShieldAccessControl-1.4: Planetary Shield: Access Control
rebalanced_doom-v1.0: Rebalanced Doom
scy_bluesky-1.0: Scy Addon - BLUESKY
SCY-1.65: Scy Nation
RC_Second_Wave_Options-0.6.5: Second Wave Options
sun_starship_legends-1.5.6: Starship Legends
stelnet-2.3.2: Stellar Networks
tahlan-0.7.6: Tahlan Shipworks
Terraforming & Station Construction-8.0.2: Terraforming & Station Construction
star_federation-0.97.1: The Star Federation
TORCHSHIPS-0.16rc2: Torchships And Deadly Armaments
transfer_all_items-1.2: Transfer All Items
ungp-1.3.0: Unofficial New Game Plus
vic-1.4.3: VIC
vayrashippack-1.2.3: Vayra's Ship Pack
lw_version_checker-2.0b: Version Checker
whichmod-1.2.0: WhichMod
XhanEmpire-2.3.1 Stirring: Xhan Empire
astroidships-1.3d: asteroid ship pack
prv-v22: prv Starworks
shaderLib-1.6.1: zz GraphicsLib

Ive got a crap ton of mods on my save perhaps ill DM you a Gdrive link with my mod file and save so that itll make things easier

Also the derelict station is missing because I'm running a randomized sector with nexrrelin

Im also running Java 8 so ill include that in the Gdrive folder with both JRE 7 and 8 so that you can also revert back
Title: Re: [0.95.1a] Stellar Networks 2.4.0 - information at your fingertips
Post by: S1ARA117 on February 07, 2022, 09:57:59 AM
I tried uninstalling via json for stelnet 2.3.2, saved , loaded with it gone from my list, saved, loaded 2.4.0 and im getting an error

111122 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at stelnet.util.StorageUtils.addDerelictStations(StorageUtils.java:94)
   at stelnet.util.StorageUtils.getAllWithAccess(StorageUtils.java:66)
   at stelnet.board.storage.StorageListener.updateNeeded(StorageListener.java:70)
   at stelnet.board.storage.StorageListener.register(StorageListener.java:33)
   at stelnet.util.ConfigUtils.initStorage(ConfigUtils.java:84)
   at stelnet.util.ConfigUtils.activate(ConfigUtils.java:26)
   at stelnet.StelnetMod.onGameLoad(StelnetMod.java:30)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.menuItemSelected(Unknown Source)
   at com.fs.starfarer.title.ooOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)

Just wanted to check if anyone has something similar or if its just me

2.3.2 still works so i can always just go back for this current save.

PS. I did the uninstall thing with the assumption that it was a workaround for the save incompatibility but do correct me if I'm wrong

I just wanted to say I'm getting the exact same error when attempting to start a NEW game, so it's definitely not just you
Title: Re: [0.95.1a] Stellar Networks 2.4.0 - information at your fingertips
Post by: Jaghaimo on February 07, 2022, 11:25:02 AM
It's fine, I know what breaks, I just wanted to learn which mod modifies vanilla stations. I'll make a bugfix in two-three hours, or tomorrow morning.

Is any of you available at Discord for some debugging and testing the fix?
Title: Re: [0.95.1a] Stellar Networks 2.4.0 - information at your fingertips
Post by: GabesDark on February 07, 2022, 07:52:48 PM
It's fine, I know what breaks, I just wanted to learn which mod modifies vanilla stations. I'll make a bugfix in two-three hours, or tomorrow morning.

Is any of you available at Discord for some debugging and testing the fix?

Just happened to have this issue as well, i enabled random core worlds on nexerelin then that error happens, just for letting you know.

Edit #1: Just figured out that you added the storage(i mean the vanilla abandoned stations) query also, probably when the world doesn't have any of them this ends leading to this error. after i disabled stellar, the random worlds options on nex and the game works fine without any issues.
Title: Re: [0.95.1a] Stellar Networks 2.4.0 - information at your fingertips
Post by: S1ARA117 on February 07, 2022, 08:19:03 PM
It's fine, I know what breaks, I just wanted to learn which mod modifies vanilla stations. I'll make a bugfix in two-three hours, or tomorrow morning.

Is any of you available at Discord for some debugging and testing the fix?

Just happened to have this issue as well, i enabled random core worlds on nexerelin then that error happens, just for letting you know.

Edit #1: Just figured out that you added the storage(i mean the vanilla abandoned stations) query also, probably when the world doesn't have any of them this ends leading to this error. after i disabled stellar, the random worlds options on nex and the game works fine without any issues.

So it only happens with random worlds enabled? Interesting...
Title: Re: [0.95.1a] Stellar Networks 2.4.0 - information at your fingertips
Post by: GabesDark on February 07, 2022, 08:34:27 PM
It's fine, I know what breaks, I just wanted to learn which mod modifies vanilla stations. I'll make a bugfix in two-three hours, or tomorrow morning.

Is any of you available at Discord for some debugging and testing the fix?

Just happened to have this issue as well, i enabled random core worlds on nexerelin then that error happens, just for letting you know.

Edit #1: Just figured out that you added the storage(i mean the vanilla abandoned stations) query also, probably when the world doesn't have any of them this ends leading to this error. after i disabled stellar, the random worlds options on nex and the game works fine without any issues.

So it only happens with random worlds enabled? Interesting...

Not only with random worlds, but also everything that remove these abandoned stations.
Title: Re: [0.95.1a] Stellar Networks 2.4.0 - information at your fingertips
Post by: Noobishnoob on February 07, 2022, 09:39:34 PM
It's fine, I know what breaks, I just wanted to learn which mod modifies vanilla stations. I'll make a bugfix in two-three hours, or tomorrow morning.

Is any of you available at Discord for some debugging and testing the fix?

Am afraid thats not gonna happen till the weekends and that too with timezone diffs it thats okay lemme kno
Title: Re: [0.95.1a] Stellar Networks 2.4.0 - information at your fingertips
Post by: Jaghaimo on February 08, 2022, 12:13:48 AM
I have the fix ready but nobody to test it. Since it occurs on Nex random worlds, I'll test it there and release fix in few hours.

Edit: Bugfix 2.4.1 released. No other changes.
Title: Re: [0.95.1a] Stellar Networks 2.4.1 - information at your fingertips
Post by: Noobishnoob on February 08, 2022, 07:29:56 AM
I can confirm that it works and that there are no hiccups
Title: Re: [0.95.1a] Stellar Networks 2.4.1 - information at your fingertips
Post by: Malotroth on February 08, 2022, 12:57:07 PM
2.4.0 and 2.4.1 cause an error on load, i suppose i'll have to finish my save on 2.3.2
Title: Re: [0.95.1a] Stellar Networks 2.4.1 - information at your fingertips
Post by: Jaghaimo on February 08, 2022, 01:02:54 PM
2.4.0 and 2.4.1 cause an error on load, i suppose i'll have to finish my save on 2.3.2

Load your save on 2.3.2. Uninstall Stelnet (stelnet.json). Then you can upgrade.
Title: Query logic
Post by: Aerolfos on February 09, 2022, 06:02:20 AM
So, how does the query logic actually work? It does not seem to work as expected - in the image, the obvious intention is to get destroyers with a large missile slot (empty list if none are available is fine).
Spoiler
(https://i.imgur.com/325kMWV.png)
[close]

But, instead there's a massive list of ships, including ones with no large or missile slots whatsoever. I guess it might have to do with hangar bays and built-in mods, but it is undesirable to filter out all mods since that would cover built-in missile mods. And enabling missile mods (at risk of missing some) still yields ships that don't have the desired slots, just the built-in mod. Doesn't seem to be a way to really tweak the logic to fix it?

And for that matter filtering out everything still seems to give ships with large slots (of any type) OR missile slots (of any type), which isn't wanted either.

Basically, it doesn't make sense to me that when you filter for something, there are slots you can't specify "any is fine, as long as the other condition block is covered".
Title: Re: [0.95.1a] Stellar Networks 2.4.1 - information at your fingertips
Post by: Jaghaimo on February 09, 2022, 10:38:38 AM
This is odd. Looks like something went wrong with ship filtering. It works with weapons as I just tested that. I'll debug and fix it in 2.4.2, thanks for reporting.

Ah, now I remember. Basically these are disjoint, a ship with missile slot (any size), and a ship with large (any type).

I'll have to rework those two rows into 3 (size & type combination).
Title: Re: [0.95.1a] Stellar Networks 2.4.1 - information at your fingertips
Post by: Cuddly Khan on February 11, 2022, 01:45:26 AM
So I'm trying to sort commodities by distance, but pressing on the top of the row for anything isn't changing the order. Functionally I just assumed this would be possible, but is this function even in the mod? Is it possible to change the sorting from Price to any of the other ones? Even being able to sort by name would be amazingly useful, making it easier to see what the best place to buy something in the current system is.
Title: Re: [0.95.1a] Stellar Networks 2.4.1 - information at your fingertips
Post by: Jaghaimo on February 11, 2022, 01:52:47 AM
Sorry, the Commodity part is still lacking in this mod. The main focus of this mod was (so far) Market Queries.

I will be reworking Commodities similarly to how Queries got reworked in 2.0.0 - it will gain much needed love in the form of proper trade routes finder, system overview, and various improvement to the current commodity view.
Title: Re: [0.95.1a] Stellar Networks 2.4.1 - information at your fingertips
Post by: Cuddly Khan on February 11, 2022, 02:01:29 AM
I like to play as a trader a lot of the time and this mod is already helping me so much with that! I can't wait for you to expand on the Commodities screen some more with improved list sorting and plenty of other juicy features! Huge thanks for everything you've done so far. Really appreciate it. You're amazing! <3
Title: Re: [0.95.1a] Stellar Networks 2.4.1 - information at your fingertips
Post by: MacJagger on February 11, 2022, 06:50:59 AM
Love the mod and am impressed how it continues to develop! Unfortunately my game crashes when trying to Search by query --> Select & Search specifically for the standard Prometheus Tanker and the standard Colossus.

The starsector.log:

226991 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Texture [low] from category [stelnet] not found
java.lang.RuntimeException: Texture [low] from category [stelnet] not found
   at com.fs.starfarer.settings.StarfarerSettings.Ò00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.getSpriteName(Unknown Source)
   at stelnet.util.SettingsUtils.getSpriteName(SettingsUtils.java:93)
   at stelnet.board.query.ResultIntel.getIcon(ResultIntel.java:49)
   at com.fs.starfarer.campaign.comms.v2.A.recreate(Unknown Source)
   at com.fs.starfarer.campaign.comms.v2.A.<init>(Unknown Source)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.õ00000(Unknown Source)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.recreateIntelUI(Unknown Source)
   at stelnet.board.query.view.dialog.PickerDialog.dismiss(PickerDialog.java:53)
   at stelnet.board.query.view.dialog.QueryPickerListener.addQuery(QueryPickerListener.java:95)
   at stelnet.board.query.view.dialog.QueryPickerListener.addShipQuery(QueryPickerListener.java:84)
   at stelnet.board.query.view.dialog.QueryPickerListener.pickedFleetMembers(QueryPickerListener.java:51)
   at com.fs.starfarer.ui.newui.T.advance(Unknown Source)
   at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.N.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0Oo.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.advance(Unknown Source)
   at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.N.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.OO0O.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.advance(Unknown Source)
   at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


Title: Re: [0.95.1a] Stellar Networks 2.4.1 - information at your fingertips
Post by: Jaghaimo on February 11, 2022, 07:24:01 AM
This looks like a partially replaced Stelnet folder / failed update. Do uninstall the existing Stelnet by editing stelnet.json, and delete the folder. Save should still load. Then install newest version.

To elaborate, low / medium / high sprite groups were used in 2.3. From 2.4 it should require sprites defined as say results_01. It looks like your data folder is either missing or is coming from different Stelnet version.
Title: Re: [0.95.1a] Stellar Networks 2.4.1 - information at your fingertips
Post by: JDCollie on February 11, 2022, 10:34:11 AM
Just wanted to chime in again and say how much I love this mod. Absolutely a must have for me. :)
Title: Re: [0.95.1a] Stellar Networks 2.4.1 - information at your fingertips
Post by: MacJagger on February 11, 2022, 11:30:31 AM
This looks like a partially replaced Stelnet folder / failed update. Do uninstall the existing Stelnet by editing stelnet.json, and delete the folder. Save should still load. Then install newest version.

To elaborate, low / medium / high sprite groups were used in 2.3. From 2.4 it should require sprites defined as say results_01. It looks like your data folder is either missing or is coming from different Stelnet version.
Worked just like you said. Thanks for the quick support!
Title: Re: [0.95.1a] Stellar Networks 2.4.2 - information at your fingertips
Post by: Jaghaimo on February 12, 2022, 01:40:25 AM
Just wanted to chime in again and say how much I love this mod. Absolutely a must have for me. :)

 :-* Thanks. I have learned to play Starsector from your videos (2019). Really hope you will record another playthrough.



A new bugfix version - 2.4.2 - is out. Safe to update over 2.4 line, otherwise do the uninstallation dance.

Quote
- Improve ship filtering based on weapon slots (sizes and types) - show only all matching, and allow specifying both size and type at the same time (e.g. Large Missile, Medium Ballistic).
- Improve Commodity and Storage intel to use new header style (with buttons, e.g. Go).
- Fix missing "Show only friendly markets" (was showing "Show only purchasable" twice).
- Fix grouping buttons not unselecting each other (could have both selected, which made no sense).
- Fix ship query preview sometimes ending up outside the intel panel.
- Fix missing scroller on main column of query builder (noticeable on ship queries).
- Fix overflowing query list tooltip on the lowest supported resolution.



I have started working on new Trade boards (old profit tab expanded), expect new goodies in 2.5.0.
Title: Re: [0.95.1a] Stellar Networks 2.4.2 - information at your fingertips
Post by: dgchessman2 on February 12, 2022, 08:55:44 PM
Sorry, I'm gonna have to ask for instructions:
Had a working copy of 2.3.2 installed a week or so ago, but when updates started at 2.4.0, it wasn't working with ... Nexerlin, I assume.
Nor 2.4.1, nor 2.4.2.
If there's a detailed process to get this fixed, I'm not seeing it.
Are my choices between 2.3.2 and starting a new game? o_O
Title: Re: [0.95.1a] Stellar Networks 2.4.2 - information at your fingertips
Post by: Jaghaimo on February 12, 2022, 11:54:30 PM
What is the error? There was a problem with Nex random worlds and some mods. 2.4.2 shoukd be working provided you correctly uninstalled it.

Tldr: if it works with a new game, you are not correctly uninstalling it.
Title: Re: [0.95.1a] Stellar Networks 2.4.2 - information at your fingertips
Post by: dgchessman2 on February 13, 2022, 01:45:10 AM
What is the error? There was a problem with Nex random worlds and some mods. 2.4.2 shoukd be working provided you correctly uninstalled it.

Tldr: if it works with a new game, you are not correctly uninstalling it.

You're right, I wasn't uninstalling it right.  I see that now on Github.  Browsing around I couldn't find specific uninstall instructions, and when I saw you mention above 'edit stelnet.json' I incorrectly assumed you had... I dunno... mistyped?  **laughs**  Silly, I know.  It's just an unusual way to uninstall, and I didn't see it in the initial post.

Maybe an Installation and Changelog on this forum post?  Totally not required!  Just threw me for a loop.

Gonna go (re)try thing properly now.
Title: Re: [0.95.1a] Stellar Networks 2.4.2 - information at your fingertips
Post by: Jaghaimo on February 13, 2022, 11:38:11 AM
In anticipation of Commodity rewrite (and re-addition of Profit board in some form) I ask my users to contribute to this survey: https://forms.gle/jX4pMAGt5xMmFhhE9

Thanks for feedback!
Title: Re: [0.95.1a] Stellar Networks 2.4.2 - information at your fingertips
Post by: CreamPanzer on February 13, 2022, 09:24:10 PM
Where can I find the 2.3.2 version? I didn't follow the instruction and deleted everything from the old version (I always press Shift when deleting something XD) and copy-pasted the new version. Now My save can't be loaded.

Sorry
Title: Re: [0.95.1a] Stellar Networks 2.4.2 - information at your fingertips
Post by: Jaghaimo on February 14, 2022, 12:18:12 AM
All releases are found on Github: https://github.com/jaghaimo/stelnet/releases/

Specifically, 2.3.2: https://github.com/jaghaimo/stelnet/releases/download/2.3.2/stelnet-2.3.2.zip
Title: Re: [0.95.1a] Stellar Networks 2.4.2 - information at your fingertips
Post by: CreamPanzer on February 14, 2022, 04:20:51 AM
All releases are found on Github: https://github.com/jaghaimo/stelnet/releases/

Specifically, 2.3.2: https://github.com/jaghaimo/stelnet/releases/download/2.3.2/stelnet-2.3.2.zip

Thanks!
Title: Re: [0.95.1a] Stellar Networks 2.4.2 - information at your fingertips
Post by: pocolloCM on February 17, 2022, 12:12:25 AM
All releases are found on Github: https://github.com/jaghaimo/stelnet/releases/

Specifically, 2.3.2: https://github.com/jaghaimo/stelnet/releases/download/2.3.2/stelnet-2.3.2.zip

"Query" intel screen:

. Versions before 2.4.1: highlighted filter buttons when search for ships.

. 2.4.1 later: no highlighted buttons. And the filters are NOT RESET when I create a new query.
Almostly can't use the query to find ship anymore, it's mess. @[email protected]

---

One more little thing: I created a colony, and transfered it to another faction. Looks like the "Storage" and "Income" screen show old data, consider that colony is mine. ^.^
Title: Re: [0.95.1a] Stellar Networks 2.4.2 - information at your fingertips
Post by: Jaghaimo on February 17, 2022, 03:09:29 AM
@pocolloCM

I can verify that when using some UI mods (like Cari's Purple variant) it is next to impossible to distinguish toggled button from default. Fix incoming.

As for Storage and Income: income is pure vanilla, storage is me, but both look-up at the market ownership in the same way. Income will probably fix next month, but not Storage. Will have to investigate further.
Title: Re: [0.95.1a] Stellar Networks 2.4.2 - information at your fingertips
Post by: pocolloCM on February 17, 2022, 09:45:03 AM
@pocolloCM

I can verify that when using some UI mods (like Cari's Purple variant) it is next to impossible to distinguish toggled button from default. Fix incoming.

Yes, exactly that I've used Cari Purple style! I have tried change some "button color" of Cari mod, but it didn't work. ^.^
However, your work is great, my friend! Love you! <3
Title: Re: [0.95.1a] Stellar Networks 2.4.3 - information at your fingertips
Post by: Jaghaimo on February 18, 2022, 04:34:06 AM
Bugfix version 2.4.3 is out:

Quote
- Add missing d-mods to "manage results" query tab.
- Fix wonky d-mod logic ("All" and "None" buttons were causing issues).
- Fix color selection to be more robust when using various UI mods (e.g. Cari's Purple variant).
Title: Re: [0.95.1a] Stellar Networks 2.4.3 - information at your fingertips
Post by: hqz on February 23, 2022, 03:24:59 AM
Thanks for developing this mod. It is really convenient.

I might be using it wrong but sometimes it seems "stuck". For example right now it says that there's an Enforcer XIV available at a given planet, but when I use the "peek" feature, it's not listed anywhere (standard, military and black market tabs). And this planet has been flagged as having this ship for several months now (probably 20+ months at this stage).

Obviously because of the time it has been in this state, I've been everywhere in the sector, including visiting this very planet. So it cannot be that I've been away from a comm relay or something like that (not sure if this is taken into account by the mod though).

Something I haven't tried yet: deleting/recreating the query. But overall I'm wondering if I'm just missing some feature of the mod.

Note: I'm not using the very latest release (I think I installed it in early February but if the exact version number is important I can look it up).
Title: Re: [0.95.1a] Stellar Networks 2.4.3 - information at your fingertips
Post by: Jaghaimo on February 23, 2022, 07:38:44 AM
@hqz automatic result refresh does not happen yet - use Refresh button to get a fresh set of results. No need to delete and recreate queries.
Title: Re: [0.95.1a] Stellar Networks 2.4.3 - information at your fingertips
Post by: hqz on February 24, 2022, 01:18:54 AM
@hqz automatic result refresh does not happen yet - use Refresh button to get a fresh set of results. No need to delete and recreate queries.

Thanks. I can't believe I've missed this button the whole time  :o
Title: Re: [0.95.1a] Stellar Networks 2.4.3 - information at your fingertips
Post by: Hague on March 14, 2022, 03:45:11 PM
I've located a bugged interaction with the Nexerelin Remnant special contact.  Using the Contacts tab to call this special contact and taking offered selections of special weapons from this contact ('blessings of omega') will remove all the experience from marines in your inventory. If you store the marines or contact the special contact directly from its residence at Prism Free Port your marines will keep their experience. I've already reported this in Nex's thread.
Title: Re: [0.95.1a] Stellar Networks 2.4.3 - information at your fingertips
Post by: Jaghaimo on March 15, 2022, 02:34:40 AM
That's really odd, because when you talk to the contact via "Call", your inventory and fleet are emptied. When you terminate the call, everything you gained during the call is put into storage on contact's market, and your inventory and fleet is restored. I'll check with Histidine what can be wrong.
Title: Re: [0.95.1a] Stellar Networks 2.5.0 - information at your fingertips
Post by: Jaghaimo on March 19, 2022, 06:56:57 AM
2.5.0 has just been released: https://github.com/jaghaimo/stelnet/releases/download/2.5.0/stelnet-2.5.0.zip

This is an intermediary release before adding a Trading board (Profit tab but vastly improved).

Quote
- Rework Commodity intel look and feel.
- Readd cleaner implementation of Profit tab (again, thanks to @SomeCodeGuy#0158).
- Show message dialog when uninstalling the mod.
Title: Re: [0.95.1a] Stellar Networks 2.4.3 - information at your fingertips
Post by: Hague on March 19, 2022, 12:42:52 PM
That's really odd, because when you talk to the contact via "Call", your inventory and fleet are emptied. When you terminate the call, everything you gained during the call is put into storage on contact's market, and your inventory and fleet is restored. I'll check with Histidine what can be wrong.

I can't say for sure. It could be that marine experience values aren't being saved properly when they are stored temporarily. It doesn't happen when you do it with other interactions with contacts, like ship theft opportunities, only when it brings up the special trade window similar to the AI core swaps from Core Starsector.
Title: Re: [0.95.1a] Stellar Networks 2.5.0 - information at your fingertips
Post by: FreeBubbles on March 24, 2022, 07:33:15 PM
Add a filter for "market conditions" in the planets list please.
Title: Re: [0.95.1a] Stellar Networks 2.5.0 - information at your fingertips
Post by: Jaghaimo on April 20, 2022, 02:18:44 AM
@Hague I have talked to Histidine regarding this, and we have a working fix - will release 2.5.1 with a fix to that.

@FreeBubbles You need to ask Planet Search mod author for that - should be fairly doable for him: https://fractalsoftworks.com/forum/index.php?topic=23229

Progress update: After my monthly hiatus, I will be returning to Stelnet development. Next on to-do list, a proper Trade board (Profit++ functionality).
Title: Re: [0.95.1a] Stellar Networks 2.5.1 - information at your fingertips
Post by: Jaghaimo on April 28, 2022, 05:31:50 AM
Issued a small bugfix version - 2.5.1 - turned out commodity intel was always using excess data when displaying deficit (and ignoring actual deficit).
Title: Re: [0.95.1a] Stellar Networks 2.5.1 - information at your fingertips
Post by: Ranakastrasz on May 08, 2022, 10:36:25 AM
I tried to uninstall the 1.1.4 version after a direct update to 2.5.1 failed to work, and still got this error, like when I tried a direct update.
Not sure what to do, but the old version at least seems to still work.

https://pastebin.com/Zc0SiHHJ
Title: Re: [0.95.1a] Stellar Networks 2.5.1 - information at your fingertips
Post by: exelsiar on May 30, 2022, 01:03:59 PM
Hello, I'm loving this mod, super useful for just about everything :D

I especially love the contacts page.
Would it be possible to get Alviss Sebestyen, from the academy quest line added to the system?

Thanks
Title: Re: [0.95.1a] Stellar Networks 2.5.1 - information at your fingertips
Post by: Jaghaimo on June 02, 2022, 03:52:04 AM
@Ranakastrasz: Sorry, but that's way outdated version. It honestly should work (update) if you manage to scrub off the old version. Try uninstalling Stelnet, save, then just disable it in mods. You will know it's properly uninstalled, once the game loads. One thing I noticed today is that the uninstall "fails" if you have one of Stelnet's intels selected in Intel UI. Make sure there's nothing select, or vanilla intel (say bounty) is selected.

@exelsiar: Excellent idea. I have this already implemented, need a bit of testing before I release it.

(https://cdn.discordapp.com/attachments/310517733458706442/981912063498661919/unknown.png)
Title: Re: [0.95.1a] Stellar Networks 2.6.0 - information at your fingertips
Post by: Jaghaimo on June 06, 2022, 04:16:46 AM
A new version (2.6.0) has been released. Added the elusive Sebestyen and fixed a problem with uninstallation mechanism.

NOT SAVE COMPATIBLE - uninstall first!

When uninstalling, make sure no Stelnet intel is currently selected in the intel UI!

This step is now automated in version 2.6.0 so won't be needed any more.

@Ranakastrasz and others that had problems uninstalling, you all were probably affected by the above problem.

The Trade board (Profit tab extension) is slowly (very slowly) coming along, blame Tartiflette for showing me Nebulous Fleet Command :P
Title: Re: [0.95.1a] Stellar Networks 2.6.0 - information at your fingertips
Post by: BronzeLizardx on June 06, 2022, 07:25:12 AM
Crash on latest update.
Title: Re: [0.95.1a] Stellar Networks 2.6.0 - information at your fingertips
Post by: exelsiar on June 06, 2022, 07:45:15 AM
@Jaghaimo

Buddy I love you! Not actually tested it yet, but will soon, hopefully BronzeLizardx's issue isn't a major one.
Title: Re: [0.95.1a] Stellar Networks 2.6.0 - information at your fingertips
Post by: A_Random_Dude on June 06, 2022, 11:04:10 AM
Can't know if it's a major issue if the guy doesn't post his log.
Title: Re: [0.95.1a] Stellar Networks 2.6.0 - information at your fingertips
Post by: exelsiar on June 06, 2022, 11:39:12 AM
An update to my previous message:

I finally managed to test it, and it works just fine on existing saves. As long as you remember to uninstall the old version properly, which I naturally forgot about at first :p

I suspect this is the issue BronzeLizardx is having.

Much love for this update my dude ^_^
Title: Re: [0.95.1a] Stellar Networks 2.6.0 - information at your fingertips
Post by: BronzeLizardx on June 07, 2022, 07:51:09 AM
Maybe I uninstalled it wrong?
Title: Re: [0.95.1a] Stellar Networks 2.6.0 - information at your fingertips
Post by: nekoworkshop on June 07, 2022, 08:25:07 AM
Maybe I uninstalled it wrong?

Were you following these steps? https://fractalsoftworks.com/forum/index.php?topic=20836.msg316464#msg316464
Title: Re: [0.95.1a] Stellar Networks 2.6.0 - information at your fingertips
Post by: Tierone on June 11, 2022, 06:48:49 AM
new game crashes when i choose an explorer and easy start with tutorial

(https://i.imgur.com/DlH6oOi.png)
---------------------------
Starsector 0.95.1a-RC6
---------------------------
Fatal: null
Check starsector.log for more info.
---------------------------
OK   
---------------------------

log
Spoiler
75088 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.CampaignState.showCoreUITab(Unknown Source)
   at stelnet.util.Configurator.resetIntelUi(Configurator.java:107)
   at stelnet.util.Configurator.deactivate(Configurator.java:38)
   at stelnet.StelnetMod.onGameLoad(StelnetMod.java:38)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.newui.do.dismiss(Unknown Source)
   at com.fs.starfarer.ui.newui.o0Oo.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.advance(Unknown Source)
   at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.advance(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.95.1a] Stellar Networks 2.6.0 - information at your fingertips
Post by: Jaghaimo on June 11, 2022, 11:49:04 AM
@Tierone The bug is already fixed in the upcoming 2.6.1. Will be released on Monday.
Title: Re: [0.95.1a] Stellar Networks 2.6.1 - information at your fingertips
Post by: Jaghaimo on June 13, 2022, 01:58:07 AM
Bugfix version 2.6.1 released:

Quote from: Changelog
- Fix crash on tutorial-enabled new game.
- Fix crash when mod cannot write to `stelnet.log`.
Title: Re: [0.95.1a] Stellar Networks 2.6.1 - information at your fingertips
Post by: exelsiar on June 20, 2022, 09:39:46 AM
Hi not a major issue, but I just noticed that on random worlds from nexerelin, the basic abandoned stations that allow for free storage don't show up on the storage tab when discovered. No error messages or anything, just doesn't exist. All other storage works fine, so yeah not a major issue.
Title: Re: [0.95.1a] Stellar Networks 2.6.1 - information at your fingertips
Post by: Dwarden on June 20, 2022, 11:40:20 AM
q, is there way to switch off the debug output from stelnet (starsector.log) ?
Title: Re: [0.95.1a] Stellar Networks 2.6.1 - information at your fingertips
Post by: Jaghaimo on June 21, 2022, 02:01:35 AM
@Exelsiar Working on that, thanks for reporting

@Dwarden Normally, DEBUG messages are not logged (shown or written to a file). Are you playing with dev mode on? Or are you asking for less logging with INFO level? If you want less logging in general I recommend my mod "Shush, Be Quiet" - it changes minimal global log level to WARNING so all you get in your logs are problems and errors. Just change root level to WARN as well.



Shush, Be Quiet

This mod changes the way Starsector logger works. Once the game starts, only warnings, errors, critical messages, and crashes from vanilla game will be logged. Mods will still log information and above.

Both are configurable via data/config/settings.json. Enjoy quiet days.

Download: https://github.com/jaghaimo/shush/releases/download/1.0.0/shush-1.0.0.zip
Code: https://github.com/jaghaimo/shush/blob/master/src/shush/ShushMod.java
Title: Re: [0.95.1a] Stellar Networks 2.6.1 - information at your fingertips
Post by: Dwarden on June 21, 2022, 04:31:43 AM
@Exelsiar Working on that, thanks for reporting

@Dwarden Normally, DEBUG messages are not logged (shown or written to a file). Are you playing with dev mode on? Or are you asking for less logging with INFO level? If you want less logging in general I recommend my mod "Shush, Be Quiet" - it changes minimal global log level to WARNING so all you get in your logs are problems and errors. Just change root level to WARN as well.



Shush, Be Quiet

This mod changes the way Starsector logger works. Once the game starts, only warnings, errors, critical messages, and crashes from vanilla game will be logged. Mods will still log information and above.

Both are configurable via data/config/settings.json. Enjoy quiet days.

Download: https://github.com/jaghaimo/shush/releases/download/1.0.0/shush-1.0.0.zip
Code: https://github.com/jaghaimo/shush/blob/master/src/shush/ShushMod.java

ok just wanted to be sure , i can ofc switch log levels for whole log file

and thanks for that nice utility minimod
Title: Re: [0.95.1a] Stellar Networks 2.6.1 - information at your fingertips
Post by: timegrinder on June 30, 2022, 01:48:50 AM
Heya,

Love the mod and all the work you've put into it.

I was wondering how the exclusion lists work, I've just started my first modded playthrough and loaded in a few additional factions, unfortunately one of them is 'Hiver Swarm' and is meant to be an infestation swarm, but due to some of their mechanics they have working commodity markets etc.

I was wondering if your exclusion lists (I was assuming the market_by_faction.csv) would work to block entries showing up in StelNet but adding the faction ID hasn't done anything.

Is that the kind of thing the exclusion list should do or have I misunderstood? I can understand other complications for why it might not work, just as long as I had the logic right.

Thanks again!