Fractal Softworks Forum

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

Title: [0.95a] Stellar Networks 1.2.1 - collection of intel boards
Post by: Jaghaimo on April 10, 2021, 01:44:21 PM
Stellar Networks
Collection of useful intel boards.

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

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 pure-information oriented Starsector mod. It adds three new intel tabs: Commodity, Market, and Storage. Each tab comes with its own interactive board that can be used to manage presented intel.

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/market.png)

Market Viewer board lets you select a market and preview content of all its 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
Reserved for cross-mod integration instructions.
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 market after a month has ended 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 (http://"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: 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: 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: 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: 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: 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. Here's the revised plan:
Title: Re: [0.95a] Stellar Networks 1.2.0 - collection of intel boards
Post by: 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 :)