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Starsector => Mods => Topic started by: Jaghaimo on December 31, 2021, 02:05:49 PM

Title: [0.95.1a] Transponder Off 1.2.2 - QoL for campaign layer
Post by: Jaghaimo on December 31, 2021, 02:05:49 PM
This mod has been merged with QoL Pack - please use it instead:
https://fractalsoftworks.com/forum/index.php?topic=23652


Spoiler
Transponder Off
A collection of QoL improvements to campaign layer.

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

A collection of QoL improvements to campaign layer of Starsector. Also comes in a variant that changes some vanilla settings.

Named after first QoL addition - Transponder Off, or just "transpoffder".

Safe to install and uninstall mid-game.

Every change is editable - edit "transpoffder.json" and change "true" to "false".

Transponder Off in Hyperspace

Automatically turn off fleet transponder whenever transitioning to Hyperspace.

Better Active Sensor Burst

Do not disable Sustained Burn when using Active Sensor Burst. Fleet will move slowly for the cool-down duration (instead of doing full stop).

Scavenge as You Fly

Use Scavenge ability as soon as it is usable. There is a new ability (with blue scavenge icon) that is used to turn this functionality on.

Partial Survey as You Fly

No need to "touch" the planet any more. Automatically provide partial survey for planets within your sensor range.

Vanilla Settings Changed (optional)

  • altMouseMoveToMassTransfer (true instead of false),
  • campaignSpeedupMult (3 instead of 2),
  • enableShipExplosionWhiteout (false instead of true),
  • enableUIStaticNoise (false instead of true), and
  • uiFadeSpeedMult (10000 instead of 1, disable UI fade animation).

You can either edit those, or download a version without those settings.
[close]
Title: Re: [0.95.1a] Transpoffder 1.0.2 - turn transponder off
Post by: IonDragonX on December 31, 2021, 08:42:24 PM
Thank You!  I'm going to go ahead an say this will be needed on the big Mod List.
Title: Re: [0.95.1a] Transpoffder 1.0.2 - turn transponder off
Post by: SCC on January 01, 2022, 03:09:08 AM
Seamless. It could be a part of the game, as far as I am concerned. And it probably should, to save the 1 key a couple of presses every time you go to hyperspace.

@Thaago
I'm going to go ahead an say this will be needed on the big Mod List, please.
You can't ping people like that on the forum, it does nothing. You have to send people personal messages. And besides, it's up to Jaghaimo to request his mod to be moved to the mods subforum.
Title: Re: [0.95.1a] Transpoffder 1.0.2 - turn transponder off
Post by: Thaago on January 02, 2022, 03:42:52 PM
Looks useful! Great idea.
Title: Re: [0.95.1a] Transpoffder 1.0.2 - turn transponder off
Post by: Plasmatic on January 03, 2022, 09:11:56 AM
Will the mod also turn the transponder back on when you exit hyperspace?
Title: Re: [0.95.1a] Transpoffder 1.0.2 - turn transponder off
Post by: IonDragonX on January 03, 2022, 09:20:16 AM
Will the mod also turn the transponder back on when you exit hyperspace?
No. The regular game does that already.
Title: Re: [0.95.1a] Transpoffder 1.0.2 - turn transponder off
Post by: Jaghaimo on January 03, 2022, 09:28:18 AM
I actually might do the one-click jump with transponder auto-on IF you are friendly with the claiming faction (otherwise keep off). Not promising anything, though.
Title: Re: [0.95.1a] Transpoffder 1.0.2 - turn transponder off
Post by: Nick XR on January 03, 2022, 09:58:28 AM
If we're asking Santa for gifts, how about resuming burn drive after a sensor burst if burn drive was on?
Title: Re: [0.95.1a] Transpoffder 1.0.2 - turn transponder off
Post by: LinWasTaken on January 03, 2022, 10:46:02 AM
If we're asking Santa for gifts, how about resuming burn drive after a sensor burst if burn drive was on?
PREACH BROTHER!
Title: Re: [0.95.1a] Transpoffder 1.0.2 - turn transponder off
Post by: Jaghaimo on January 06, 2022, 04:09:29 AM
If we're asking Santa for gifts, how about resuming burn drive after a sensor burst if burn drive was on?

It is done. Slight change in behaviour, as active sensor burst no longer stops your fleet - just slows down (and sustained burn is kept active, even though you are moving half of normal speed).

And as such, TranspOFFder has officially transitioned into a campaign layer QoL mod. Enjoy version 1.1.0, erm.. 1.1.1.
Title: Re: [0.95.1a] Transpoffder 1.0.2 - turn transponder off
Post by: IonDragonX on January 06, 2022, 04:55:20 AM
And as such, TranspOFFder has officially transitioned into a campaign layer QoL mod. Enjoy version 1.1.0.
I'm grateful for the added function, but I really got attached to the name TranspOFFder...
Title: Re: [0.95.1a] Transponder Off 1.1.1 - QoL for campaign layer
Post by: Jaghaimo on January 06, 2022, 04:59:46 AM
The name still lives internally, as project name and package name (e.g. jar file, folders, etc).
Title: Re: [0.95.1a] Transpoffder 1.0.2 - turn transponder off
Post by: Nick XR on January 06, 2022, 07:56:34 AM
If we're asking Santa for gifts, how about resuming burn drive after a sensor burst if burn drive was on?

It is done. Slight change in behaviour, as active sensor burst no longer stops your fleet - just slows down (and sustained burn is kept active, even though you are moving half of normal speed).

Thank you so much!
Title: Re: [0.95.1a] Transponder Off 1.1.1 - QoL for campaign layer
Post by: Soñjer on January 07, 2022, 10:35:11 AM
Fantastic work on the QoL, will save me many unnecessary typing.

That said, the vanilla settings changes feel a bit out of place. Even if it fall with the spirit of the mod (faster repetitive action), it's still mostly preference; so changing it by default is not the best I think.

Would you also please consider contacting a moderator to add it the Index ? I found only because I like to lurk around, but most only look at the index, and I'm sure this mod will be much appreciated by the broader community. I'm blind, nevermind (or just updated).

Once again, great stuff, thanks!
Title: Re: [0.95.1a] Transponder Off 1.1.1 - QoL for campaign layer
Post by: IonDragonX on January 07, 2022, 11:03:59 AM
The name still lives internally, as project name and package name (e.g. jar file, folders, etc).
Awesome. You are a giant among modders, sir. I love the Auto-Scavenge, makes corona-diving less of a pain. The Alt+Mouse drag and Flashbang Off is enough for this mod to rank high on top downloads.
Title: Re: [0.95.1a] Transponder Off 1.1.1 - QoL for campaign layer
Post by: Jaghaimo on January 07, 2022, 12:40:04 PM
That said, the vanilla settings changes feel a bit out of place. Even if it fall with the spirit of the mod (faster repetitive action), it's still mostly preference; so changing it by default is not the best I think.

Next version I'll rework the release process and provide two zips - with and without vanilla settings so people can choose.
Title: Re: [0.95.1a] Transponder Off 1.1.1 - QoL for campaign layer
Post by: Soñjer on January 07, 2022, 02:14:08 PM
That said, the vanilla settings changes feel a bit out of place. Even if it fall with the spirit of the mod (faster repetitive action), it's still mostly preference; so changing it by default is not the best I think.

Next version I'll rework the release process and provide two zips - with and without vanilla settings so people can choose.

Great, thanks!
Title: Re: [0.95.1a] Transponder Off 1.1.1 - QoL for campaign layer
Post by: Jaghaimo on January 08, 2022, 04:31:48 AM
Great, thanks!

1.1.2 bugfix is out - fixes a rare crash in auto-salvage when you load a save sitting on top of a salvageable debris field. Now comes in two flavours:

Vanilla settings edited: https://github.com/jaghaimo/transpoffder/releases/download/1.1.2/transpoffder-1.1.2-default.zip
No vanilla settings edits: https://github.com/jaghaimo/transpoffder/releases/download/1.1.2/transpoffder-1.1.2-no-extra-settings.zip
Title: Re: [0.95.1a] Transponder Off 1.1.1 - QoL for campaign layer
Post by: –Phase– on January 08, 2022, 05:00:32 AM
Great, thanks!

1.1.2 bugfix is out - fixes a rare crash in auto-salvage when you load a save sitting on top of a salvageable debris field. Now comes in two flavours:

Vanilla settings edited: https://github.com/jaghaimo/transpoffder/releases/download/1.1.2/transpoffder-1.1.2-default.zip
No vanilla settings edits: https://github.com/jaghaimo/transpoffder/releases/download/1.1.2/transpoffder-1.1.2-no-extra-settings.zip

I'm still getting this crash when starting a new game, since the tutorial starts the player off close to a debris field. I've disabled every other mod I have installed except for this one but it still happens. I'm not sure if the crash is only happening because of the way the player fleet spawns in the tutorial or if this crash hasn't actually been fixed. I'm thinking the former is more likely. Also, if it means anything, turning off the actual "ScavengeAsYouFly" setting seems to fix it, but I guess you already knew that.
Title: Re: [0.95.1a] Transponder Off 1.1.1 - QoL for campaign layer
Post by: IonDragonX on January 08, 2022, 07:27:13 AM
I'm still getting this crash when starting a new game, since the tutorial starts the player off close to a debris field. I've disabled every other mod I have installed except for this one but it still happens. I'm not sure if the crash is only happening because of the way the player fleet spawns in the tutorial or if this crash hasn't actually been fixed. I'm thinking the former is more likely. Also, if it means anything, turning off the actual "ScavengeAsYouFly" setting seems to fix it, but I guess you already knew that.
I'll stick my neck out and guess that the tutorial literally disables the entire toolbar at start. When this mod tries to automatically tries to use an ability that doesn't exist, it fails to handle the null return.
Title: Re: [0.95.1a] Transponder Off 1.1.2 - QoL for campaign layer
Post by: Jaghaimo on January 09, 2022, 03:51:12 AM
I very much suspect that to be the case as well. Added info about tutorial incompatibility in the OP. The usefulness of extra check against tutorial / ability presence does not benefit the mod - just enable it after you have gained the ability (or after you have finished the tutorial).
Title: Re: [0.95.1a] Transponder Off 1.1.2 - QoL for campaign layer
Post by: papasan on January 09, 2022, 06:28:53 AM
came here to report the crash on new game also, log reads like it's trying to push a button that doesn't exist...

36371 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at transpoffder.ScavengeScript.advance(ScavengeScript.java:28)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.95.1a] Transponder Off 1.1.2 - QoL for campaign layer
Post by: IonDragonX on January 09, 2022, 08:04:04 AM
came here to report the crash on new game also, log reads like it's trying to push a button that doesn't exist...
Don't start the tutorial with the auto-salvage on. That's exactly what the author was saying in the previous post:
I very much suspect that to be the case as well. Added info about tutorial incompatibility in the OP. The usefulness of extra check against tutorial / ability presence does not benefit the mod - just enable it after you have gained the ability (or after you have finished the tutorial).
Title: Re: [0.95.1a] Transponder Off 1.1.2 - QoL for campaign layer
Post by: Jaghaimo on January 09, 2022, 09:27:38 AM
I may as well disable the whole mod automatically while in the tutorial...
Title: Re: [0.95.1a] Transponder Off 1.1.2 - QoL for campaign layer
Post by: papasan on January 09, 2022, 01:11:21 PM
came here to report the crash on new game also, log reads like it's trying to push a button that doesn't exist...
Don't start the tutorial with the auto-salvage on. That's exactly what the author was saying in the previous post:

understood and I obviously figured it out but it may not be obvious to everyone...  better to fix the issue so I said something.
Title: Re: [0.95.1a] Transponder Off 1.1.2 - QoL for campaign layer
Post by: Jaghaimo on January 09, 2022, 01:44:07 PM
I have patched the issue in 1.1.3. You are right about fixing the issue, so thank you for bringing this up.

The mod will initialize only once you have completed the tutorial now (once load your save after reaching "deliver report to Jangala" stage).

Edit: I have released 1.1.4 with an editable cooldown to auto-scavenge feature.
Title: Re: [0.95.1a] Transponder Off 1.1.4 - QoL for campaign layer
Post by: Minitialize on January 11, 2022, 10:28:07 PM
your mod is a godsend. Definitely one of those that I feel would be nice if implemented in vanilla.
Title: Re: [0.95.1a] Transponder Off 1.2.0 - QoL for campaign layer
Post by: Marodeur on January 12, 2022, 09:43:46 AM
Hi. I forgot many times to activate the transponder before i use a gate to a core system. Is it possible to get for gate jumps the question the game asks before i exit hyperspace?
Title: Re: [0.95.1a] Transponder Off 1.2.0 - QoL for campaign layer
Post by: Jaghaimo on January 13, 2022, 04:58:19 AM
Hi. I forgot many times to activate the transponder before i use a gate to a core system. Is it possible to get for gate jumps the question the game asks before i exit hyperspace?

I'll have a look at that. Personally, I haven't noticed since I never got to the stage where I activate the gates :D



In the meantime - trivia:

When default release had vanilla settings changed, 1/4 of people opted for optional download.

When default release does NOT have vanilla settings changed, 1/2 of people opted for optional download.

Question to the 1/4 that changed their preference - were you not bothered with vanilla settings, did you not notice them, or do you not care and just click default download?
Title: Re: [0.95.1a] Transponder Off 1.2.0 - QoL for campaign layer
Post by: lyravega on January 13, 2022, 08:03:55 AM
Quote
Faster Speed Up Multiplier : My patience thanks you
No Explosion Whiteout : My eyes thank you
Scavenge as You Fly : My cargo holds thank you
Mass Transfer : My fingers thank you
Better Active Sensor Burst : My sanity thanks you
Transponder Off in Hyperspace : My fat ships thank you

Hello Jaghaimo! I necro'd my very old account just to say thank you. Absolutely fantastic QoL stuff, the last update you added even more stuff, which is great.

Wish surveying & scavenging was a bit more straightforward. Getting salvage screen 2, sometimes even 3 or 4 times after something gets tiresome... your mod helps a lot, at least I don't have to manually press things, or rather, press less things. I'd like to suggest a few things, if possible:
-You might want to mention that auto-scavenge is a new ability that you need to toggle. After updating the mod, at first I didn't realize it, and thought it got broken; just a heads up.
-Is it possible that the Sensor Burst also not affecting Neutrino Detector as well?
-Is it possible to show the "turn transponder on" dialogue when using Transverse Jump or Gate travel to a Core World system?

Anyway, thanks again.
Title: Re: [0.95.1a] Transponder Off 1.2.0 - QoL for campaign layer
Post by: Jaghaimo on January 13, 2022, 08:47:43 AM
Thank you for the kind words.

Wish surveying & scavenging was a bit more straightforward. Getting salvage screen 2, sometimes even 3 or 4 times after something gets tiresome...
Multiple debris fields need to be salvaged separately. We could ask Alex for combining every new debris field with the existing one (add cargo, increase size), but... Actually, I'll see if I can do it myself :D

-You might want to mention that auto-scavenge is a new ability that you need to toggle. After updating the mod, at first I didn't realize it, and thought it got broken; just a heads up.
Good call, I'll display the relevant message on game load.

-Is it possible that the Sensor Burst also not affecting Neutrino Detector as well?
Don't understand the question here, could you rephrase? Is something wrong with Neutrino Detector that needs to be fixing?

-Is it possible to show the "turn transponder on" dialogue when using Transverse Jump or Gate travel to a Core World system?
As said above, I'll see what can be done regarding that. Last time I checked, it was a PITA due to all being hardcoded in a JumpSomething class, but maybe something with a GateTransitionListener is doable. Ideal, Alex ask.
Title: Re: [0.95.1a] Transponder Off 1.2.0 - QoL for campaign layer
Post by: lyravega on January 13, 2022, 09:56:10 AM
-Is it possible that the Sensor Burst also not affecting Neutrino Detector as well?
Don't understand the question here, could you rephrase? Is something wrong with Neutrino Detector that needs to be fixing?
Neutrino Detector gets deactivated when Sensor Burst is used. I was wondering if it could get the same treatment as Sustained Burn; not having to reactivate Neutrino Detector after every pulse =) Sorry, was sleepy when I wrote that.

Wish surveying & scavenging was a bit more straightforward. Getting salvage screen 2, sometimes even 3 or 4 times after something gets tiresome...
Multiple debris fields need to be salvaged separately. We could ask Alex for combining every new debris field with the existing one (add cargo, increase size), but... Actually, I'll see if I can do it myself :D
This would be great. What's next, surveying stuff with 1 button? :D To be honest, I'm using AHK macros to reduce the repetitive button mashing. In time I'm sure Alex will clear things up, but in time...
Title: Re: [0.95.1a] Transponder Off 1.2.0 - QoL for campaign layer
Post by: Nick XR on January 13, 2022, 10:47:27 AM
Wish surveying & scavenging was a bit more straightforward. Getting salvage screen 2, sometimes even 3 or 4 times after something gets tiresome...
Multiple debris fields need to be salvaged separately. We could ask Alex for combining every new debris field with the existing one (add cargo, increase size), but... Actually, I'll see if I can do it myself :D
This would be great. What's next, surveying stuff with 1 button? :D To be honest, I'm using AHK macros to reduce the repetitive button mashing. In time I'm sure Alex will clear things up, but in time...

OMG, it is so horrible and repetitive.  I was playing in front of a friend and they saw me blaze through the explore and leave menu so fantastic fast they asked "what keys did you press" and I replied honestly "I don't know, I've done it so many times"
Title: Re: [0.95.1a] Transponder Off 1.2.0 - QoL for campaign layer
Post by: Jaghaimo on January 14, 2022, 03:35:44 AM
Added those two requests to the bugfix release. Displaying the state of the auto-scavenge is unreliable - will not work when you load the game from main menu (game limitation).

Quote
1.2.1:
- Fix crash in tutorial by making the mod tutorial-safe.
- Tweak Active Sensor Burst to not disable Neutrino Detector.
- Display the state of auto-scavenge on new game / game load.
Title: Re: [0.95.1a] Transponder Off 1.2.1 - QoL for campaign layer
Post by: ceemeeoh on January 14, 2022, 03:18:59 PM
Excellent mod, and thanks for the update. 

I wonder if it's possible to map a separate button to the x3 speed, so that you have both options of x2 and x3 - there's occasions where I would need the slower speed when I'm in a slightly dangerous area but still would like to "get on with it" (aka tread somewhat carefully) whereas on the sector map I'm full blazing. 
Title: Re: [0.95.1a] Transponder Off 1.2.1 - QoL for campaign layer
Post by: lyravega on January 14, 2022, 09:13:18 PM
Hey, thanks for the update! Now I can blaze around with my neutrino scanner on, wasting volatiles for the loot that does not exist! :D

I have another suggestion: Transponder is a primed skill. Transverse Jump and Emergency Burn could use the same treatment. Latter isn't a big issue, and priming it might not be necessary / needed, but the Transverse Jump, if you hit it by mistake (while exploring for example), you cannot abort it :D

I wonder if it's possible to map a separate button to the x3 speed, so that you have both options of x2 and x3 - there's occasions where I would need the slower speed when I'm in a slightly dangerous area but still would like to "get on with it" (aka tread somewhat carefully) whereas on the sector map I'm full blazing.
Is it me, or was this a feature back in the day?
Title: Re: [0.95.1a] Transponder Off 1.2.1 - QoL for campaign layer
Post by: Anexgohan on January 14, 2022, 10:17:24 PM
Hey,
I made some icons for your mod, use them if you like,
also 1 request I have if possible can you make it so that Auto Scavenge is by default on after a reload or restart of the game.
thanks for this wonderful mod.

[attachment deleted by admin]
Title: Re: [0.95.1a] Transponder Off 1.2.1 - QoL for campaign layer
Post by: Jaghaimo on January 18, 2022, 04:43:42 AM
New version is up.

Default build: https://github.com/jaghaimo/transpoffder/releases/download/1.2.2/transpoffder-1.2.2.zip
Additional setting edits: https://github.com/jaghaimo/transpoffder/releases/download/1.2.2/transpoffder-1.2.2-with-settings.zip

Quote
1.2.2:
- Fix wonky Auto-Scavenge persistence logic.
- Do not disable Neutrino Detector ability when activating sensor burst.
Title: Re: [0.95.1a] Transponder Off 1.2.2 - QoL for campaign layer
Post by: 00lewnor on March 05, 2022, 02:44:06 AM
One very small suggestion; could you mention in the first post and in the “auto scavenge is turned on/off” message that auto-scavenge is an ability you need to add to your hotbar and toggle. It only took me two minutes to tab back to this thread and work that out myself, but it may be some useful idiot proofing.
Title: Re: [0.95.1a] Transponder Off 1.2.2 - QoL for campaign layer
Post by: Jaghaimo on March 05, 2022, 05:44:11 AM
My bad, main post wasn't updated since I've added this toggle skill. Updated.
Title: Re: [0.95.1a] Transponder Off 1.2.2 - QoL for campaign layer
Post by: Vundaex on March 13, 2022, 02:14:34 PM
Thank you so much for making this mod.
Can I request some QoL regarding Gates (is it from a mod? I'm not sure).
The automatic activation of the transponder upon entering a colonized system, especially a player colony, would be fantastic.
Many times, I have forgotten to activate the transponder while using a gate and gotten into trouble with nearby factions.
Title: Re: [0.95.1a] Transponder Off 1.2.2 - QoL for campaign layer
Post by: Surgeol on March 22, 2022, 04:29:11 AM
Hello there, can I get the permission to post your mod to Starsector Chinese Forum (http://www.fossic.org)? It's for the convenience of Chinese people to download the mod.
Also I'll keep all the author information :)
Title: Re: [0.95.1a] Transponder Off 1.2.2 - QoL for campaign layer
Post by: tedesco on March 22, 2022, 04:48:07 AM
Thank you for the excellent mod!

The automatic activation of the transponder upon entering a colonized system, especially a player colony, would be fantastic.
This really should be in the base game IMO. Would be awesome to have in the mod tho
Title: Re: [0.95.1a] Transponder Off 1.2.2 - QoL for campaign layer
Post by: Jaghaimo on September 06, 2022, 01:45:58 AM
Transponder Off is being merged with QoL Pack (in QoL Pack version 1.1). There are two main reasons for this:



I have archived the repository, but the code is still publicly available, and you can still download releases.

If you are using QoL Pack (which you should), remove Transponder Off and use QoL Pack 1.1+: https://fractalsoftworks.com/forum/index.php?topic=23652

If you are not using QoL Pack, start using it. Or keep using latest version of Transponder Off.