(https://i.imgur.com/IVoEG0q.png) | (https://i.imgur.com/68pDEYa.png) (https://fractalsoftworks.com/forum/index.php?topic=22346.0) | (https://i.imgur.com/G8BsPsk.png) (https://github.com/CremeDeFramboise/SigmaTechPad/releases) |
(https://i.imgur.com/mQFHuKP.png) Snaps to ship's target follow mouse if no target, default key F1. (https://i.imgur.com/A9mWCkl.gif) | (https://i.imgur.com/Trp9omF.png) Snaps to current target and stay snap to it even if target changes, default key F2. (https://i.imgur.com/exgWNvY.gif) |
(https://i.imgur.com/CEcaLIq.png) Snaps to current position relative to the ship, default key F3. (https://i.imgur.com/qZpu4au.gif) | (https://i.imgur.com/2PBjJUN.png) Snaps to current position relative to the world, default key F4. (https://i.imgur.com/ndlUQEp.gif) |
(https://mikulski.rocks/wp-content/uploads/2022/04/Color.png) (https://boosty.to/puretilt) |
I didn't understand what "Shield Auto Deploy" was going to be until reading the description- holy guacamole, input queuing in Starsector? I've wanted this for so long! That half-second after a vent or something where it looks like you can deploy, but instead your input is ignored and you eat a Harpoon while trying to figure out if your shield is deploying or not, is still the bane of my existence.
Could you (eventually) make this apply to phase as well, please? Or does it already?
Already works with phase need to add it to post
i am coming back to starsector... could you help me understand the auto deploy shield thing? when you right click shields go up already. help thanks. looks good QOL stuff
"OffeTextColor":[255,0,0,0],
Some good stuff in here. As a chronic shift-key user I especially like the shield orientation options.
BTW I'm having issues with your ko-fi dono link. Tried sending a few bucks through PayPal but I'm getting "The merchant isn't able to accept PayPal payments at this time.". I have never interacted with ko-fi before, so I have no idea if the issue is on my end or not, but I sent money through PayPal just earlier today without issue. I don't regularly check replies on this forum; better odds to message me on discord (my forum name + #7651) if you have a solution.
I like most of the mod, but I can't find the configuration to turn off the setting making it so when you have high flux I turn off my shields. Then without me pressing anything they raise shields again causing me to overload when there is no good reason to have shields up.
I like the mod, but the clock on the top left is pretty useless since I'm from a country that uses a twelve hour system. Is there a way to change the clock to that?Are you for real? Just subtract 12... o.O
I'd like to suggest some ideas for Omni Shield Assist, first one is two models, vanilla behavior, and AI behavior, one is just stick shield to crosshair, and second make shield work independently like it does on AI vessels.
And second one is improvement idea of snap if target mode, remove snap when target is destroyed, since this target posses no danger there is no need to lead it, and occasionally it causes some missiles hit the ship because shield was snapped to destroyed target and it flew somewhere further away of other enemies and thus rotating shield away.
Made a fresh install of version 1.1, and the feature of shield activation after system use is unfortunately still acting weirdly. So if I use Accelerated Ammo Feeder with the shield on, and turn off the shield manually, the shield will activate when AAF runs out. Which tends to result in unintended overloads, solving one problem while introducing another. So I'll just have that disabled in the ini file for now, I suppose.Open the Qolpack.ini in notepad++ and disable it for systems, it should work.
love this mod - now checking if it still works ;D
How do i adjust it so i can play it? And do you know if and when the next update will come?love this mod - now checking if it still works ;D
Aside from crashing on new game start after the initial save, it mostly seems fine. :V
"plugins":{It will disable shield features, but will allow to load the game.
#"qolp_RMCAfterOverload":"data.plugins.qolp_RMCAfterOverload",
"qolp_AutoShieldAfterSystem":"data.plugins.qolp_AutoShieldAfterSystem",
#"qolp_shieldSnapping":"data.plugins.qolp_shieldSnapping",
"qolp_systemNotify":"data.plugins.qolp_systemNotify",
},
If you want to use this and avoid crashing the game, go into data>config>settings.json and add # before RMCAfterOverload and qolp_shieldSnapping. It should look like this:Thank you!Quote"plugins":{It will disable shield features, but will allow to load the game.
#"qolp_RMCAfterOverload":"data.plugins.qolp_RMCAfterOverload",
"qolp_AutoShieldAfterSystem":"data.plugins.qolp_AutoShieldAfterSystem",
#"qolp_shieldSnapping":"data.plugins.qolp_shieldSnapping",
"qolp_systemNotify":"data.plugins.qolp_systemNotify",
},
Likewise, thank you! This is a great mod.If you want to use this and avoid crashing the game, go into data>config>settings.json and add # before RMCAfterOverload and qolp_shieldSnapping. It should look like this:Thank you!Quote"plugins":{It will disable shield features, but will allow to load the game.
#"qolp_RMCAfterOverload":"data.plugins.qolp_RMCAfterOverload",
"qolp_AutoShieldAfterSystem":"data.plugins.qolp_AutoShieldAfterSystem",
#"qolp_shieldSnapping":"data.plugins.qolp_shieldSnapping",
"qolp_systemNotify":"data.plugins.qolp_systemNotify",
},
if (engine.getPlayerShip() == null) return;
if (engine == null || engine.getPlayerShip() == null) return;
I couldn't live without this mod so i patched the Jar file: here (https://drive.google.com/file/d/1BwJN56AjNUiMbiAih4IIw4KFhFIgPVLc/view?usp=drive_link)Technical DetailsIf PureTilt returns: The fix is very simple, the function 'processInputPreCoreControls' in classes 'qolp_RMCAfterOverload' and 'qolp_shieldSnapping' has a nulllcheck that reads:Codechange to:if (engine.getPlayerShip() == null) return;
Codeif (engine == null || engine.getPlayerShip() == null) return;
[close]
I couldn't live without this mod so i patched the Jar file: here (https://drive.google.com/file/d/1BwJN56AjNUiMbiAih4IIw4KFhFIgPVLc/view?usp=drive_link)Technical DetailsIf PureTilt returns: The fix is very simple, the function 'processInputPreCoreControls' in classes 'qolp_RMCAfterOverload' and 'qolp_shieldSnapping' has a nulllcheck that reads:Codechange to:if (engine.getPlayerShip() == null) return;
Codeif (engine == null || engine.getPlayerShip() == null) return;
[close]
I couldn't live without this mod so i patched the Jar file: here (https://drive.google.com/file/d/1BwJN56AjNUiMbiAih4IIw4KFhFIgPVLc/view?usp=drive_link)Technical DetailsIf PureTilt returns: The fix is very simple, the function 'processInputPreCoreControls' in classes 'qolp_RMCAfterOverload' and 'qolp_shieldSnapping' has a nulllcheck that reads:Codechange to:if (engine.getPlayerShip() == null) return;
Codeif (engine == null || engine.getPlayerShip() == null) return;
[close]
I couldn't live without this mod so i patched the Jar file: here (https://drive.google.com/file/d/1BwJN56AjNUiMbiAih4IIw4KFhFIgPVLc/view?usp=drive_link)Virus alert, could be a false positive:Technical DetailsIf PureTilt returns: The fix is very simple, the function 'processInputPreCoreControls' in classes 'qolp_RMCAfterOverload' and 'qolp_shieldSnapping' has a nulllcheck that reads:Codechange to:if (engine.getPlayerShip() == null) return;
Codeif (engine == null || engine.getPlayerShip() == null) return;
[close]
I couldn't live without this mod so i patched the Jar file: here (https://drive.google.com/file/d/1BwJN56AjNUiMbiAih4IIw4KFhFIgPVLc/view?usp=drive_link)Virus alert, could be a false positive:Technical DetailsIf PureTilt returns: The fix is very simple, the function 'processInputPreCoreControls' in classes 'qolp_RMCAfterOverload' and 'qolp_shieldSnapping' has a nulllcheck that reads:Codechange to:if (engine.getPlayerShip() == null) return;
Codeif (engine == null || engine.getPlayerShip() == null) return;
[close]
The patched .jar was working well for me until Windows Defender marked it as Trojan:Win32/Spursint.F!cl and deleted it from my system. Trying to redownload the patched .jar in Chrome results in the download failing due to a virus alert. I can scan the unpatched QoLPack.jar file with Windows Defender and nothing happens
Edit: VirusTotal doesn't show anything wrong with the patched .jar for what it's worth
How do I disable having "Transponder Off in Hyperspace"? Looked at the .ini files, it didn't look simple.
Having the transponder automatically turn off is sometimes getting me in trouble with faction patrols. Transverse jumps, the transponder doesn't automatically turn back on. And I'll forget to manually turn it back on.
Also it seems like a patrol will see me in hyperspace with the transponder off and follow me down into normal space to get me.
Normally, I only go transponder off if I'm out exploring.
Hi, I think I might have noticed a bug with the automatic turn shields on after using shipsystem functionality in 1.2.0.Also having inconsistent returns on autoshield after a ship system folded it. And, yeah, as far as I remember, the function in .95 worked for all the ships, regardless of origin. Slowly learning to live without it again.
I first noticed it not triggering with SoTF Sierra's special phase ship system(changed to disable shields in the csv file). I doublechecked both the lunalib and .ini file settings and both those places had the setting enabled. This was something that had worked with the previous version in 0.95.1 as well as in 0.96 with the bootleg update.
However, I then tested it with only this mod enabled (and the requisite lazylib), where I noticed that the vanilla shipsystems, Phase Skimmer/Teleporter both would not re-activate the shield on shipsystem use, however Burn Drive did reactivate the shields after it ended, be it via timing out or manually toggled.
I also re-tested it with all my mods enabled, and observed similar behavior with phase skimmer/teleporter not re-enabling the shields after use while burn drive did.
It seems like it's something certain shipsystems do that prevent the shield from re-activating?
is there a 0.95.1 version I can download somewhere?https://github.com/PureTilt/QoLPack/releases/download/1.1.0/QoLPack.zip
Maaan, I didn't know how much I needed this mod again until I tried a playthrough without it.Did so on my Win10 PC; thus far, everything seems to be working correctly, but I'll need to test some of the less noticeable QoL features.
Anyone tried simply updating the checksum to 0.97a yet?