@ThaagoYou 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.
I'm going to go ahead an say this will be needed on the big Mod List, please.
Will the mod also turn the transponder back on when you exit hyperspace?No. The regular game does that already.
If we're asking Santa for gifts, how about resuming burn drive after a sensor burst if burn drive was on?PREACH BROTHER!
If we're asking Santa for gifts, how about resuming burn drive after a sensor burst if burn drive was on?
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...
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).
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.
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.
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!
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.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.
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).
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:
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?
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
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.
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.-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?
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...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...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
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.
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?
1.2.2:
- Fix wonky Auto-Scavenge persistence logic.
- Do not disable Neutrino Detector ability when activating sensor burst.
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