ok thx for the answer. honestly i've been waiting for a mod like this for some time. after having explored everything in those systems sometimes i just want to start with the gates unlocked..Currently, the mod checks the names of the gates to determine what gets scanned. All of the core system gates are named after the system they are in, so they get scanned. The procedurally generated gates are called "Inactive Gate" so they do not get scanned. This makes it so it will also scan gates that are added by mods that create custom systems.
Sir, can you allow me to update this mod to the Chinese Starsector Forum(https://fossic.org)?
Thank you very much.
Sir, I have a problem.
Will this mod work unusually if inactive gate's name is not "Inactive Gate" in other localization?
It would be nice to have an option of scan all the gates instantly during the playthru.A new update is on the way soon that will let users trigger the gate scan whenever they want (as long as scanning gates is allowed, which means either after completing all of the Galatian Academy quests or using a mod that lets you skip the story), along with a few other features. If you meant scanning all gates, including ones in systems with no markets, that's already an option, just check the settings.json file!
Sir, can you allow me to update this mod to the Chinese Starsector Forum(https://fossic.org)?
Thank you very much.
Sure, you have my permission.
Sir, can you allow me to update this mod to the Chinese Starsector Forum(https://fossic.org)?
Thank you very much.
Sure, you have my permission.
Sir, due to the new added text in V1.5.0. Can I translate this mod and update?
Hello i love your mod but can you make the megastructers tab work without the usage of scan every hypershunt abilty so it adds the shunts and cryos whenever i discover one ?I'll look into it, but if you don't have it already, Captain's Log (https://fractalsoftworks.com/forum/index.php?topic=20161) will do that. My mod just has it's own intel tab (that doesn't interfere with the one from Captain's Log) to avoid dependencies.
It would be nice to have an option of scan all the gates instantly during the playthru.A new update is on the way soon that will let users trigger the gate scan whenever they want (as long as scanning gates is allowed, which means either after completing all of the Galatian Academy quests or using a mod that lets you skip the story), along with a few other features. If you meant scanning all gates, including ones in systems with no markets, that's already an option, just check the settings.json file!
It would be nice to have an option of scan all the gates instantly during the playthru.A new update is on the way soon that will let users trigger the gate scan whenever they want (as long as scanning gates is allowed, which means either after completing all of the Galatian Academy quests or using a mod that lets you skip the story), along with a few other features. If you meant scanning all gates, including ones in systems with no markets, that's already an option, just check the settings.json file!
I've just completed the Academy quest arc. and the scan buttons havn't shown up in my bar options yet.
I know for a fact that the mod is working, because if I skip the story on a new game the buttons are present.
Is there any way to trigger the buttons through console? or am I just SOL?
Hey Aero, I love the concept of the mod, I'm having some issues with your code to add the abilities if they done automatically show up, I'm getting an error as follows;Did you copy and paste the command, or type it yourself? The capitalization is important to making it work correctly. Your error message suggests that you typed "getsector", which is not a valid method, but the command uses "getSector", which is valid.
org.codehaus.commons.compiler.compileexception: line 1, column 18: A method names "getsector"is not declared in any enclosing class nor any super type, nor through static import
Any idea what might be going on?
Hello i love your mod but can you make the megastructers tab work without the usage of scan every hypershunt abilty so it adds the shunts and cryos whenever i discover one ?
Hi,
Just a heads up for Linux users...
This error was found in the 0.96a version
13739 [Thread-9] ERROR com.fs.graphics.OO0O - Error loading [graphics/scanthosegates/icons/abilities/stg_gate_scanner.png] resource, not found in
The fix is to open the mod folder in the starsector/mods folder , navigate to the graphics folder and rename the ScanThoseGates folder to scanthosegates.
The game then loaded normally for me. Can't plat test at the moment, gotta work :-(
Thanks for all your hard work, hope this saves you some time.
Hi,
Just a heads up for Linux users...
This error was found in the 0.96a version
13739 [Thread-9] ERROR com.fs.graphics.OO0O - Error loading [graphics/scanthosegates/icons/abilities/stg_gate_scanner.png] resource, not found in
The fix is to open the mod folder in the starsector/mods folder , navigate to the graphics folder and rename the ScanThoseGates folder to scanthosegates.
The game then loaded normally for me. Can't plat test at the moment, gotta work :-(
Thanks for all your hard work, hope this saves you some time.
I've re uploaded the zip with corrected path names. I'd mucked it up and not even realize because of windows being windows, sorry about that. Should be working now.
Does it add shunts built with TASC to the megastructures tab?
Update v1.5.3 released, added LunaSettings integration. Changed gate scan behavior slightly to allow for subsequent scans to only add inactive gates to intel (depending on user configured settings).
Update v1.5.3 released, added LunaSettings integration. Changed gate scan behavior slightly to allow for subsequent scans to only add inactive gates to intel (depending on user configured settings).
Hi,
I can't get the game to launch with only this mod enabled, using the latest version (RC10).
I just confirmed that I can launch it on my end without any other mods enabled. Could you send the error portion of the log?
30136 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: lunalib/lunaSettings/LunaSettingsListener
java.lang.NoClassDefFoundError: lunalib/lunaSettings/LunaSettingsListener
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.fs.starfarer.loading.scripts.ScriptStore.Ó0000(Unknown Source)
at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
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: java.lang.ClassNotFoundException: lunalib.lunaSettings.LunaSettingsListener
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 10 more
Something just occurred to me. I had to email the devs because I was getting an error every time I tried to post here originally, and I had been trying to post the error log. Apparently there is an invalid character in the log the forum doesn't allow. In Notepad++ when I open it, I see the top line, if I copy and paste it out into a new window, I get the bottom line.
I have English and Japanese keyboards/languages installed on this computer. Could that be something to do with it?
(https://i.imgur.com/66wnlqM.jpg)
13019 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: lunalib/lunaSettings/LunaSettingsListener
java.lang.NoClassDefFoundError: lunalib/lunaSettings/LunaSettingsListener
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.fs.starfarer.loading.scripts.ScriptStore.Ó00000(Unknown Source)
at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
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: java.lang.ClassNotFoundException: lunalib.lunaSettings.LunaSettingsListener
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 10 more
With no mods enabled, I get the following error. Running game version 0.96a-RC10
Scan Those Gates seems to require the Lunalib mod. Download from here: https://github.com/Lukas22041/LunaLib/releases/tag/1.7.4
The game loads fine now. Although I haven't tested it thoroughly.With no mods enabled, I get the following error. Running game version 0.96a-RC10
Something just occurred to me. I had to email the devs because I was getting an error every time I tried to post here originally, and I had been trying to post the error log. Apparently there is an invalid character in the log the forum doesn't allow. In Notepad++ when I open it, I see the top line, if I copy and paste it out into a new window, I get the bottom line.
I have English and Japanese keyboards/languages installed on this computer. Could that be something to do with it?
(https://i.imgur.com/66wnlqM.jpg)
Sure, I will send you a DM now.
Sure, I will send you a DM now.
Update v.1.5.4 released, should address the weird crash. Shuffled code around to ensure dependency code for optional integration mod would only be called if optional integration (LunaLib) was present.
Still getting the crash after 1.5.4, game works fine without the mod but crashes once added
Here is part of the log:
31824 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: lunalib.lunaSettings.LunaSettings.hasSettingsListenerOfClass(Ljava/lang/Class;)Z
java.lang.NoSuchMethodError: lunalib.lunaSettings.LunaSettings.hasSettingsListenerOfClass(Ljava/lang/Class;)Z
at scanthosegates.LunaSettingsChangedListener.addToManagerIfNeeded(LunaSettingsChangedListener.java:17)
at scanthosegates.ScannerModPlugin.onApplicationLoad(ScannerModPlugin.java:83)
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)
Weird request but would it be possible to add a config setting to skip needing to complete the story to scan the gate network? (not activate-scan but just the search scan this mod provides)
Recently finished the story and started a new save, and would rather not have to wait out a long quest chain to be able to see gate locations
@Override
public void onApplicationLoad() {
if (lunaLibEnabled){
if (requiredLunaLibVersionPresent()) {
addToManagerIfNeeded();
} else {
throw new RuntimeException("Using LunaLib with this mod requires at least version "
+ LUNA_MAJOR + "." + LUNA_MINOR + "." + LUNA_PATCH + " of LunaLib. Update your LunaLib, or else...");
}
}
}
public static boolean requiredLunaLibVersionPresent() {
String version = Global.getSettings().getModManager().getModSpec(LUNALIB_ID).getVersion();
log.info("LunaLib Version: " + version);
String[] temp = version.split("\\.");
if (Integer.parseInt(temp[0]) < LUNA_MAJOR) return false;
if (Integer.parseInt(temp[1]) < LUNA_MINOR) return false;
if (Integer.parseInt(temp[2]) < LUNA_PATCH) return false;
return true;
}
LunaLib 1.8.0 just got released and hence, running into an error from this mod screaming about needing to update LunaLib to at least 1.7.4.
This might be a dumb question but where are the abilities? I checked my bar and none of them are there.
RunCode Global.getSector().getCharacterData().addAbility("stg_GateScanner"); Global.getSector().getCharacterData().addAbility("stg_HypershuntScanner"); Global.getSector().getCharacterData().addAbility("stg_CryosleeperScanner");
I can't get these settings to work:
# Setting to true will add Inactive Gates to the intel screen when the gate scan occurs, revealing their location
"RevealInactiveGates": true, # Default false
# Setting to true will scan all gates, regardless of whether there is a non-hidden market or not
"ActivateInactiveGates": true, # Default false
I can't get these settings to work:
# Setting to true will add Inactive Gates to the intel screen when the gate scan occurs, revealing their location
"RevealInactiveGates": true, # Default false
# Setting to true will scan all gates, regardless of whether there is a non-hidden market or not
"ActivateInactiveGates": true, # Default false
So, how exactly is the actual scanning ability meant to show up? As in my current game I don't see it among the list of things in the ability bar, am I meant to complete the story before having it enabled? Because I'm not using Skip the Story or Nexerelin for my current game.If you right click your hotbar buttons, it will bring up a list of all abilities you have that can be placed on the hotbar.
I do have the mod active and enabled, but they aren't showing in the list of abilities for the hotbar. Needless to say I might have to rely on console commands or something to ensure it works. Do I need to have Skip Story enabled as well?So, how exactly is the actual scanning ability meant to show up? As in my current game I don't see it among the list of things in the ability bar, am I meant to complete the story before having it enabled? Because I'm not using Skip the Story or Nexerelin for my current game.If you right click your hotbar buttons, it will bring up a list of all abilities you have that can be placed on the hotbar.
(I mean this in a completely serious manner) Have you uninstalled and then done a complete clean reinstall of the mod? I use mine on random sector, with dozens of other mods, and have had 0 issues.I do have the mod active and enabled, but they aren't showing in the list of abilities for the hotbar. Needless to say I might have to rely on console commands or something to ensure it works. Do I need to have Skip Story enabled as well?So, how exactly is the actual scanning ability meant to show up? As in my current game I don't see it among the list of things in the ability bar, am I meant to complete the story before having it enabled? Because I'm not using Skip the Story or Nexerelin for my current game.If you right click your hotbar buttons, it will bring up a list of all abilities you have that can be placed on the hotbar.
When using Nexerelin, the abilities from Scan Those Gates are NOT available if and only if a new game is started with the "Tutorial Start" option. That is, solving a minor crisis in the Galatia system.
The abilities from Scan Those Gates show up as normal when using any other starting option.
I speculate that this is because the tutorial start restricts what skills the player has access to and that the abilities from Scan Those Gates get caught in that sweep.
Is there a way to add the ability to scan those gates with console command?Upon completing the tutorial, after travelling to Corvus and speaking with one of the NPCs, enter the following in Console Commands:
Using Tutorial start and didn't see the ability show up after finishing the quest.
Is there a way to add the ability to scan those gates with console command?Upon completing the tutorial, after travelling to Corvus and speaking with one of the NPCs, enter the following in Console Commands:
Using Tutorial start and didn't see the ability show up after finishing the quest.
RunCode Global.getSector().getCharacterData().addAbility("stg_GateScanner"); Global.getSector().getCharacterData().addAbility("stg_HypershuntScanner"); Global.getSector().getCharacterData().addAbility("stg_CryosleeperScanner");