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
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.
So wait is this a working mod or
been using this for few days now, seem to work great, no issues found yet.
So wait is this a working mod orIt 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).
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.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 like your work, it adds nice options for those who dont want to focus on fighting.
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.
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.
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.
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.
Is one of your releases safe to remove from an ongoing safe and provides ship, equipment, administrator and officer search functionality?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.
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.
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.
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.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).
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)).
<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>
<stelnet.commodity.IntelTracker>
<default>
<priceFactory z="122373"></priceFactory>
</default>
</stelnet.commodity.IntelTracker>
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.
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.
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:CodeYou remove:<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>Code<stelnet.commodity.IntelTracker>
<default>
<priceFactory z="122373"></priceFactory>
</default>
</stelnet.commodity.IntelTracker>
It helps a *lot* to use xmllint or whatever your favorite tool is to pretty-print the XML.
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).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?
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.
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-pre3Making 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 vimType "/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 doneType ":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.
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.
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
"masterVersionFile":"https://github.com/jaghaimo/stelnet/blob/master/assets/stelnet.version"
"masterVersionFile":"https://github.com/jaghaimo/stelnet/blob/master/assets/stelnet.version",
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.
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.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 like your work, it adds nice options for those who dont want to focus on fighting.
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 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).
As now I that is the main thing I have to go looking at every planet when I want to find them now.
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 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).
As now I that is the main thing I have to go looking at every planet when I want to find them now.
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.
(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.
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
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.
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):
Right. You can't find them for sale because no faction sells them. That's normal.
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.
Rough roadmap: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. :)
- 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
multi-fleet functionality (split your fleet into two or more fleets
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...
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/46I'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.
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.
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).
Does Stellar Networks still have the feature to transfer cargo between storages? I cannot find it anywhere.
This is from the old post.
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)
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)
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).
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?
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.
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.
- 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.
- 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.
- 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).
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)
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.
from the OP
- Market Viewer board lets you select a market and preview content of all its legal submarkets.
Bug Report: Calling some contacts crashes the game. But when it does works, wow. Thanks for the update!Quote106021 [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)
- 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.
- 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.
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?
....
- Add info about cargo and ships acquired from remote contact call.
- Fix integration with Starpocalypse 2.0.0.
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.
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...
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...
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.Wait, so I gotta buy the storage on the corresponding planet else I won't have access to a ship worth 65k credits?
Eother way, it is in the storage on the market that the contact resides on.
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.
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.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.
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.
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
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?
Removed "Profit" tab from "Commodity Market" board. Will return with the next version.Did it return in 2.3.1?
Hey, lotsa love to your mod.QuoteRemoved "Profit" tab from "Commodity Market" board. Will return with the next version.Did it return in 2.3.1?
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).
---- 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
- 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.
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.
- 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).
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 errorI installed 2.3.2 yesterday, played with it for couple hours.
...
Just wanted to check if anyone has something similar or if its just me
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 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
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?
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.
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...
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?
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
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.Worked just like you said. Thanks for the quick support!
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.
Just wanted to chime in again and say how much I love this mod. Absolutely a must have for me. :)
- 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.
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.
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
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
@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.
- 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).
@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.
- Rework Commodity intel look and feel.
- Readd cleaner implementation of Profit tab (again, thanks to @SomeCodeGuy#0158).
- Show message dialog when uninstalling the mod.
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.
Maybe I uninstalled it wrong?
- Fix crash on tutorial-enabled new game.
- Fix crash when mod cannot write to `stelnet.log`.
@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