Fractal Softworks Forum

Starsector => Mods => Topic started by: PureTilt on January 07, 2022, 03:40:19 AM

Title: [0.96] QoL Pack 1.2.0
Post by: PureTilt on January 07, 2022, 03:40:19 AM
(https://i.imgur.com/akGWePc.png)


(https://img.shields.io/github/downloads/PureTilt/QoLPack/total?style=for-the-badge) (https://github.com/PureTilt/QoLPack/releases/latest/download/QoLPack.zip)
Requires LazyLib (https://fractalsoftworks.com/forum/index.php?topic=5444.0)
Can be added and removed mid run.

Quality of Life Pack adds stuff which should make your time in starsector more pleasant such as:
Changelog
1.2.0
Fixes:
- Auto shield after system deploying shield after any system ands even if shield was not deployed before
- Fixed some TransponderOff crashes

New:
- Add LunaLib support
- - Settings can be changed in game
- - TransponderOff settings still only apply on game start
[close]
1.1.0
Fixes:
- Auto shield after system deploying shield even if player disabled shield them self while using any system
- Typo in OffTextColor

Changes:
- added 12 hours AM/PM clock style can be toggled in ini file

New:
- Megged with Transponder Off
- - Includes all function of Transponder Off
- - Every function can be disabled in ini file
[close]
1.0.1
- Fixed "Attempt to access data of a consumed InputEvent" crash
- Added option to disable system notify
- Add option to enable system notify on player ship
- System notify disable on fighters
[close]
[close]

If you like what I am doing and what to support me.
(https://mikulski.rocks/wp-content/uploads/2022/04/Color.png) (https://boosty.to/puretilt)
Title: Re: [0.95.1a] QoL Pack 1.0
Post by: SpaceDrake on January 07, 2022, 03:55:14 AM
PureTilt out here once again adding the stuff that should be base. Thank you so much.
Title: Re: [0.95.1a] QoL Pack 1.0
Post by: Cyan Leader on January 07, 2022, 04:01:19 AM
Excellent stuff, some of these should be in the base game IMO, especially the shield auto deploy.
Title: Re: [0.95.1a] QoL Pack 1.0
Post by: SCC on January 07, 2022, 04:33:24 AM
I have asked Alex a couple of times to implement some "press this button to deploy shield ASAP and make it stay up" feature...
Title: Re: [0.95.1a] QoL Pack 1.0
Post by: DistressBeacon on January 07, 2022, 05:51:42 AM
The ability to lock the omni-shield makes it leagues more usable.
Title: Re: [0.95.1a] QoL Pack 1.0
Post by: Cathair on January 07, 2022, 10:40:18 AM
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?
Title: Re: [0.95.1a] QoL Pack 1.0
Post by: PureTilt on January 07, 2022, 11:20:27 PM
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
Title: Re: [0.95.1a] QoL Pack 1.0
Post by: Cathair on January 08, 2022, 03:58:42 PM
Already works with phase need to add it to post

Eeeexcellent, thanks!
Title: Re: [0.95.1a] QoL Pack 1.0.1
Post by: lyravega on January 16, 2022, 08:17:37 AM
Very useful mod, thank you!

I have a suggestion, if possible. The 'Shield & Phase Auto Deploy' feature, is it possible to add support for phase coil cooldown?
Title: Re: [0.95.1a] QoL Pack 1.0.1
Post by: Mikomikomiko on January 18, 2022, 08:25:54 PM
Wow. These seem like they would fit in nicely with the base game

Thank you for the release
Title: Re: [0.95.1a] QoL Pack 1.0.1
Post by: Cruis.In on January 19, 2022, 10:45:39 PM
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
Title: Re: [0.95.1a] QoL Pack 1.0.1
Post by: PureTilt on January 20, 2022, 10:59:03 AM
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

If system turns shield off, deploy it after system ends if it was deployed while you activated the system

You have system like phase skimmer/burn drive which turns shield off so you need to deploy it back after using system, if you had your shield on when system was activated its going to deploy it back automatically, saves you RMB click after teleporting
Title: Re: [0.95.1a] QoL Pack 1.0.1
Post by: Sharp on January 20, 2022, 12:15:30 PM
Oh you beautiful person!

I think I put some unloved suggestion of having AI control shields to let player focus on guns. I know this isn't exactly that but it's better than vanilla.
Title: Re: [0.95.1a] QoL Pack 1.0.1
Post by: painapplez on January 29, 2022, 01:50:40 PM
Shield control blew my mind, well done.

Is it possible for you to enable queing up other commands, specifically fire weapons and system to be activated while paused?
Title: Re: [0.95.1a] QoL Pack 1.0.1
Post by: ceemeeoh on January 29, 2022, 02:56:00 PM
Quality of life mods coming in hot left and right, I love it.  Thanks for this one.
Title: Re: [0.95.1a] QoL Pack 1.0.1
Post by: Mr_8000 on February 08, 2022, 08:09:27 AM
Lots of great functions here, definitely improved my QoL. But I've got a couple suggestions regarding way shield/phase deployment interacts with the ship system.

First off, I'd suggest a functionality similar to how overloading handles it, meaning if I input right click while my system is active, only then would the shield reactivate after the system expires (otherwise remaining off). A lot of the time I'd prefer my defenses stay down after the system expires.

Secondly, and this feels like a bug, if your shields are active when activating a ship system with a duration (that does not disable shields), manually disabling them while the system is active still causes them to come back up after the system expires. Often this leaves you with the feeling that you're fighting against the controls.

Edit: unrelated, but "OffTextColor" is misspelled in the ini file and qolp_systemNotify.init() is causing a non-fatal exception
Title: Re: [0.95.1a] QoL Pack 1.0.1
Post by: Sanguine Chalice on March 26, 2022, 04:08:47 PM
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.
Title: Re: [0.95.1a] QoL Pack 1.0.1
Post by: Dwarden on June 07, 2022, 09:56:05 AM
i was wondering why i get "OffTextColor" error in console

and then i noticed `QolPack.ini` in the archive download has
Code
"OffeTextColor":[255,0,0,0],

just typo to fix :)
Title: Re: [0.95.1a] QoL Pack 1.0.1
Post by: Darloth on June 08, 2022, 06:29:35 AM
These are amazing.  Thankyou so much.
Title: Re: [0.95.1a] QoL Pack 1.0.1
Post by: travhill20 on June 08, 2022, 07:04:40 PM
I love this mod. Some truly essential additions to relieve some headaches and add a bit more to battle tactics.
Title: Re: [0.95.1a] QoL Pack 1.0.1
Post by: Egren on June 10, 2022, 10:32:45 AM
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.
Title: Re: [0.95.1a] QoL Pack 1.0.1
Post by: PureTilt on June 13, 2022, 03:30:41 AM
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.

Russian PayPal accounts are frozen right now, cant do anything about it but wait for situation to resolve.
Title: Re: [0.95.1a] QoL Pack 1.0.1
Post by: Alexey Skywalker on July 20, 2022, 01:28:13 PM
Would it be possible to hide the clock when pressing F11 like the rest of the UI?
Title: Re: [0.95.1a] QoL Pack 1.0.1
Post by: WiC2021 on July 31, 2022, 09:48:01 AM
Sorry if this is a dumb question, but how do i turn off and on these features?

Like i see story point and non story point salvageable ships on one page, but dont see a clock.
Title: Re: [0.95.1a] QoL Pack 1.0.1
Post by: DesperatePeter on August 22, 2022, 08:33:01 AM
Awesome mod, lot's of great QoL additions. Finally, I don't feel obligated to put "Shield Conversion front" on every ship with omni shields I want to pilot myself =)

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'm having the same issue here. I've overloaded on several occasions because my shields randomly turned on automatically when I turned them off before.

Edit: I tried setting EnableAutoShieldOnAfterOverload to false in the settings, but it doesn't seem to solve the issue.
Title: Re: [0.95.1a] QoL Pack 1.0.1
Post by: Alices on August 26, 2022, 04:27:10 PM
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?
Title: Re: [0.95.1a] QoL Pack 1.1.0
Post by: BreenBB on September 07, 2022, 02:10:15 AM
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.
Title: Re: [0.95.1a] QoL Pack 1.0.1
Post by: Dadada on September 07, 2022, 02:23:46 AM
Thanks for the great mod, QoL is da best.

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
Title: Re: [0.95.1a] QoL Pack 1.1.0
Post by: PureTilt on September 07, 2022, 11:47:57 AM
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.

you can enabled vanilla behavior by just setting snap mod to none (press button of current mode) for AI shield i need to write AI for it cant use vanilla AI for it, will make snap lose target if it dies in next update
Title: Re: [0.95.1a] QoL Pack 1.1.0
Post by: XpanD on September 10, 2022, 03:50:49 PM
Just had some weird behavior while trying to save after just refitting my entire fleet. Manual save attempt gave me a null error, and trying it again killed the game. First error in the logs was pretty vague, but the second one seemed to point to this mod?

First error: (bottom block kept repeating)
https://gist.github.com/xPXpanD/182f71316bd7d9da47a5b02c941744aa

Second error: (the one that refers to this pack, and the one that actually seems to have caused the second try crash)
https://gist.github.com/xPXpanD/0ccb1e08e293d75b2e630b12dc783008

I have a feeling something else broke and took this mod with it, but figured this may be worth reporting anyways. Version 1.1, fresh install (no old files), added to a running campaign with no issues until now. Auto-scavenge was turned on, and I just came out of my Console Commands storage world UI.

(had to upload the logs elsewhere as it wouldn't let me post otherwise)
Title: Re: [0.95.1a] QoL Pack 1.1.0
Post by: Catscrath on October 05, 2022, 04:29:56 AM
How do I get to the config files? The one in the mod only gives me this.


[attachment deleted by admin]
Title: Re: [0.95.1a] QoL Pack 1.1.0
Post by: Catscrath on October 05, 2022, 04:35:14 AM
So for everyone who is looking for the config file, I just found it. It's QoLpack.ini. Open it with notepad++
Title: Re: [0.95.1a] QoL Pack 1.1.0
Post by: cytokine on October 05, 2022, 06:30:39 AM
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.
Title: Re: [0.95.1a] QoL Pack 1.1.0
Post by: Catscrath on October 05, 2022, 08:35:59 AM
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.
Title: Re: [0.95.1a] QoL Pack 1.1.0
Post by: Hoarax on November 05, 2022, 02:26:11 PM
This....should've been in the damn game ! Now I can drive my conquest and see any madafaka try to flank me perish !
Great mod mate,  ;D
Title: Re: [0.95.1a] QoL Pack 1.1.0
Post by: unslaught on November 29, 2022, 03:24:17 AM
How do I disable the UIStaticNoise? Did I miss some option or need to find other mods to do it?
Title: Re: [0.95.1a] QoL Pack 1.1.0
Post by: Crusader2113 on January 12, 2023, 05:18:53 PM
Question: is it possible to turn off automatic transponder disengagement?
Title: Re: [0.95.1a] QoL Pack 1.1.0
Post by: Heniker on January 20, 2023, 10:50:46 PM
Those are some great improvements to the base game.

Would it be possible to add Nexerelin auto mine planets? Kind of similar to "Partial Survey as You Fly". Clicking mine on planets gets tiresome quick for me.
Title: Re: [0.95.1a] QoL Pack 1.1.0
Post by: Darkwhip on January 27, 2023, 10:35:57 AM
Any chance you could add an offloader key? that is a button you press once you are on the storage screen of your own colony after exploring that moves everything into storage, but takes/leaves enough supplies, crew, heavy machinery and fuel up to a configurable amount, maybe use lunalib to get a UI to configure this ingame for confort?

I find myself a bit annoyed and wanting to continue exploring immediately but having to alt+mouseover then press sort and continue until i unload all weapons and goodies then offload just enough supplies, fuel, crew and machinery to be at my normal amount to only then return exploring. I'd like a script that does the unloading and can leave relative amount of the mentioned goods in cargo, personally i always like to carry 110% crew required just in case i lose some, but i would also like to be able to more easily have 100 days worth of supplies and 40% fuel or enough fuel for 30LY with 200 machinery.

Additionaly setting to keep certain items in inventory like the sierra core or exotica crate for convinience
Title: Re: [0.95.1a] QoL Pack 1.1.0
Post by: lobosan on May 08, 2023, 09:46:59 PM
love this mod - now checking if it still works  ;D
Title: Re: [0.95.1a] QoL Pack 1.1.0
Post by: SpaceDrake on May 08, 2023, 09:48:06 PM
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
Title: Re: [0.95.1a] QoL Pack 1.1.0
Post by: Solidus667 on May 11, 2023, 11:14:30 AM
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
How do i adjust it so i can play it? And do you know if and when the next update will come?
Title: Re: [0.95.1a] QoL Pack 1.1.0
Post by: SpaceBlender on May 12, 2023, 03:32:28 PM
To attempt to use a mod for an outdated version of the game simply edit the game version value to the current version in the mod_info.json file in the mod folder.
Title: Re: [0.95.1a] QoL Pack 1.1.0
Post by: goldmaster on May 14, 2023, 11:26:53 AM
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:
Quote
"plugins":{
      #"qolp_RMCAfterOverload":"data.plugins.qolp_RMCAfterOverload",
      "qolp_AutoShieldAfterSystem":"data.plugins.qolp_AutoShieldAfterSystem",
      #"qolp_shieldSnapping":"data.plugins.qolp_shieldSnapping",
      "qolp_systemNotify":"data.plugins.qolp_systemNotify",
   },
It will disable shield features, but will allow to load the game.
Title: Re: [0.95.1a] QoL Pack 1.1.0
Post by: lobosan on May 14, 2023, 02:08:50 PM
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:
Quote
"plugins":{
      #"qolp_RMCAfterOverload":"data.plugins.qolp_RMCAfterOverload",
      "qolp_AutoShieldAfterSystem":"data.plugins.qolp_AutoShieldAfterSystem",
      #"qolp_shieldSnapping":"data.plugins.qolp_shieldSnapping",
      "qolp_systemNotify":"data.plugins.qolp_systemNotify",
   },
It will disable shield features, but will allow to load the game.
Thank you!
Title: Re: [0.95.1a] QoL Pack 1.1.0
Post by: aerosolninja on May 16, 2023, 12:20:26 AM
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:
Quote
"plugins":{
      #"qolp_RMCAfterOverload":"data.plugins.qolp_RMCAfterOverload",
      "qolp_AutoShieldAfterSystem":"data.plugins.qolp_AutoShieldAfterSystem",
      #"qolp_shieldSnapping":"data.plugins.qolp_shieldSnapping",
      "qolp_systemNotify":"data.plugins.qolp_systemNotify",
   },
It will disable shield features, but will allow to load the game.
Thank you!
Likewise, thank you!  This is a great mod.
Title: Re: [0.95.1a] QoL Pack 1.1.0
Post by: Famelhaut on May 18, 2023, 08:01:30 PM
Hi! Do you plan on updating this mod?
Title: Re: [0.95.1a] QoL Pack 1.1.0
Post by: Elkar on May 24, 2023, 12:33:57 AM
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 Details
If PureTilt returns: The fix is very simple, the function 'processInputPreCoreControls' in classes 'qolp_RMCAfterOverload' and 'qolp_shieldSnapping' has a nulllcheck that reads:
Code
if (engine.getPlayerShip() == null) return;
change to:
Code
if (engine == null || engine.getPlayerShip() == null) return;
[close]
Title: Re: [0.95.1a] QoL Pack 1.1.0
Post by: Zr0Potential on May 24, 2023, 03:54:14 AM
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 Details
If PureTilt returns: The fix is very simple, the function 'processInputPreCoreControls' in classes 'qolp_RMCAfterOverload' and 'qolp_shieldSnapping' has a nulllcheck that reads:
Code
if (engine.getPlayerShip() == null) return;
change to:
Code
if (engine == null || engine.getPlayerShip() == null) return;
[close]

Much appreciated
Title: Re: [0.95.1a] QoL Pack 1.1.0
Post by: Soviet Tom Bombadil on May 24, 2023, 09:21:17 AM
based bootleg patcher


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 Details
If PureTilt returns: The fix is very simple, the function 'processInputPreCoreControls' in classes 'qolp_RMCAfterOverload' and 'qolp_shieldSnapping' has a nulllcheck that reads:
Code
if (engine.getPlayerShip() == null) return;
change to:
Code
if (engine == null || engine.getPlayerShip() == null) return;
[close]
Title: Re: [0.95.1a] QoL Pack 1.1.0
Post by: 123nick on May 28, 2023, 12:47:14 AM
Have you considered adding a feature that holds the ship, instead of facing directly where the cursor is at, it can face offset to the cursor, like 90 degrees to the left or right of the bearing of the cursor to the ship? This would help a lot when piloting broadsiders, you keep the mouse at the enemy and ur ship faces left of the enemy so all guns can point at the enemy.
Title: Re: [0.95.1a] QoL Pack 1.1.0
Post by: Kothyxaan on May 31, 2023, 03:50:14 AM
Not sure if this is still getting updated,  but I have one request. Would be possible if the autosalvage ability did not function if there was an enemy fleet close by, as in I would temporarily turn off until the enemy fleet was out of range then go back on?
Basically what happens when the autosalavage is on and an enemy fleet is  close, it will go to the salvage screen, but it won't let you salvage due to the enemy. You leave the screen and the autosalavage takes you right back into the screen, and it will keep doing this until the enemy is far enough away which could take a long time.
Title: Re: [0.95.1a] QoL Pack 1.1.0
Post by: Bastion.Systems on May 31, 2023, 04:28:28 AM
The auto shield function is a must have for any ship with a phase skimmer. Hope this gets updated!
Title: Re: [0.95.1a] QoL Pack 1.1.0
Post by: Tale on June 02, 2023, 11:35:14 AM
Hello, your mod is in need, need to update pls
Title: Re: [0.95.1a] QoL Pack 1.1.0
Post by: Vundaex on June 05, 2023, 08:46:48 PM
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 Details
If PureTilt returns: The fix is very simple, the function 'processInputPreCoreControls' in classes 'qolp_RMCAfterOverload' and 'qolp_shieldSnapping' has a nulllcheck that reads:
Code
if (engine.getPlayerShip() == null) return;
change to:
Code
if (engine == null || engine.getPlayerShip() == null) return;
[close]

How does it work? I replaced the jar file with yours and it still doesn't work. :/
Title: Re: [0.95.1a] QoL Pack 1.1.0
Post by: Jang on June 08, 2023, 01:01:18 PM
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 Details
If PureTilt returns: The fix is very simple, the function 'processInputPreCoreControls' in classes 'qolp_RMCAfterOverload' and 'qolp_shieldSnapping' has a nulllcheck that reads:
Code
if (engine.getPlayerShip() == null) return;
change to:
Code
if (engine == null || engine.getPlayerShip() == null) return;
[close]
Virus alert, could be a false positive:

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
Title: Re: [0.95.1a] QoL Pack 1.1.0
Post by: Malorn on June 10, 2023, 11:14:36 PM
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 Details
If PureTilt returns: The fix is very simple, the function 'processInputPreCoreControls' in classes 'qolp_RMCAfterOverload' and 'qolp_shieldSnapping' has a nulllcheck that reads:
Code
if (engine.getPlayerShip() == null) return;
change to:
Code
if (engine == null || engine.getPlayerShip() == null) return;
[close]
Virus alert, could be a false positive:

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

There's something a little odd about the patched file. It's 3kb larger, and a comparison of the unfolded file shows a META-INF folder and a COM folder in the patched version that doesn't exist in the normal version. Perhaps an artifact of whatever was used to edit the file...or something else. I'm not an expert and have no idea what this implies, it may just be a relic of whatever program was used to edit the jar file.

To be fair, I'm not seeing any anti-virus response at all, despite scanning it with four different programs. So...probably fine, I dunno. I'm going to try copying over the data section manually, removing the COM and META-INF folders just to be safe.
Title: Re: [0.96] QoL Pack 1.2.0
Post by: Meeps on June 16, 2023, 12:40:52 PM
Glad to see this mod getting a 0.96a update! Thanks for keeping this up and going ^w^
Title: Re: [0.96] QoL Pack 1.2.0
Post by: nathanebht on July 04, 2023, 07:33:01 AM
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.

Title: Re: [0.96] QoL Pack 1.2.0
Post by: justnewaccount3131 on July 04, 2023, 07:48:24 AM
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.

start starsector. -> upper left corner before loading a save "mod settings" -> go to QoL and set this to false
Title: Re: [0.96] QoL Pack 1.2.0
Post by: CountV on July 07, 2023, 04:55:12 AM
Hi, I think I might have noticed a bug with the automatic turn shields on after using shipsystem functionality in 1.2.0.

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?
Title: Re: [0.96] QoL Pack 1.2.0
Post by: Nighteyes on July 14, 2023, 05:12:06 AM
Sorry if I missed this question but, I use a 200% scaled UI and the clock doesn't scale with it. Is there a way to adjust it's position and font size?
Title: Re: [0.96] QoL Pack 1.2.0
Post by: TheSAguy on September 18, 2023, 02:02:50 PM
Another must have mod!
Please consider making this mod compatible with the Version checker that built into Nexerelin.
Title: Re: [0.96] QoL Pack 1.2.0
Post by: AnFany on September 26, 2023, 03:27:13 AM
Excuse me,could you allow me to translate this mod into Chinese and upload it to the Chinese Starsector Forum(https://fossic.org)?
Thank you very much. ;)
Title: Re: [0.96] QoL Pack 1.2.0
Post by: Axelord on September 30, 2023, 10:23:52 PM
Hi, I think I might have noticed a bug with the automatic turn shields on after using shipsystem functionality in 1.2.0.

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?
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.
Title: Re: [0.96] QoL Pack 1.2.0
Post by: BloodW0lf on November 06, 2023, 05:03:39 PM
is there a 0.95.1 version I can download somewhere?
Title: Re: [0.96] QoL Pack 1.2.0
Post by: TimeDiver on November 06, 2023, 06:45:12 PM
is there a 0.95.1 version I can download somewhere?
https://github.com/PureTilt/QoLPack/releases/download/1.1.0/QoLPack.zip

This one might be for v0.95.1a, since it was released back on September 6, 2022 (v0.96 of Starsector didn't release until May of this year).
Title: Re: [0.96] QoL Pack 1.2.0
Post by: BloodW0lf on November 09, 2023, 06:07:01 PM
Thank you it works :)!
Title: Re: [0.96] QoL Pack 1.2.0
Post by: DuoTian on November 13, 2023, 05:22:50 AM
A little text mistake (in settings with LunaLib)
Title: Re: [0.96] QoL Pack 1.2.0
Post by: Lone_Ape on November 20, 2023, 08:09:08 AM
Is there a way to disable auto shield ON after using ability for certain ships?

I would like to keep this on hyperions, but disable for ships that have systems that i like to use without shields to finish enemies off while overfluxed but the system keeps triggering the shield and i overload at the worst times
Title: Re: [0.96] QoL Pack 1.2.0
Post by: Famelhaut on February 10, 2024, 03:57:05 PM
Hi! Do you plan on updating this mod for 0.97?
Title: Re: [0.96] QoL Pack 1.2.0
Post by: MattyK on February 24, 2024, 06:50:34 AM
Maaan, I didn't know how much I needed this mod again until I tried a playthrough without it.

Anyone tried simply updating the checksum to 0.97a yet?
Title: Re: [0.96] QoL Pack 1.2.0
Post by: TimeDiver on February 24, 2024, 10:17:34 AM
Maaan, I didn't know how much I needed this mod again until I tried a playthrough without it.

Anyone tried simply updating the checksum to 0.97a yet?
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.
Title: Re: [0.96] QoL Pack 1.2.0
Post by: Axisoflint on March 17, 2024, 10:03:13 AM
Hi, not sure if you're updating for 0.97, but minor typo in Lunalib settings - The third and fourth option in TransponderOff are both listed as "Scavenge as you fly". I believe the fourth option should be called something like "Transponder off in Hyperspace".
Title: Re: [0.96] QoL Pack 1.2.0
Post by: Anexgohan on March 29, 2024, 10:54:38 AM
Caution:
If you use java 23 https://fractalsoftworks.com/forum/index.php?topic=29320.0
This will lock you pc, only solution will be to manually reboot it.
tried multiple times with 0.97a.RC11

hoping for a fix.
Title: Re: [0.96] QoL Pack 1.2.0
Post by: Brainwright on March 29, 2024, 11:19:33 AM
Ah, that explains it!
Title: Re: [0.96] QoL Pack 1.2.0
Post by: Wolvaras on March 30, 2024, 01:25:31 AM
Odd. I run this with Java 23 and have no such issues.
Title: Re: [0.96] QoL Pack 1.2.0
Post by: SpaceDrake on March 30, 2024, 01:35:50 AM
Yep, absolutely no problems on my end. Are you certain you installed the Java 23 mod correctly?
Title: Re: [0.96] QoL Pack 1.2.0
Post by: Anexgohan on April 08, 2024, 12:06:37 AM
running a game right now with java 23 version, 30+ mods no issues, as soon as i add this and launch it, boom, pc freeze without recovery, have to restart pc always.
Title: Re: [0.96] QoL Pack 1.2.0
Post by: Anexgohan on April 15, 2024, 12:10:02 AM
if anyone knows a fix for this that works for java 23 please let us know.
thanks