Fractal Softworks Forum

Starsector => Mods => Topic started by: AERO on May 26, 2022, 10:35:46 AM

Title: [0.97a] Scan Those Gates (v1.5.7)
Post by: AERO on May 26, 2022, 10:35:46 AM
(https://github.com/AEROassault/ScanThoseGates/blob/master/ScanThoseGates%20Banner.png?raw=true)

(https://img.shields.io/github/downloads/AEROassault/ScanThoseGates/total?label=Scan%20Those%20Gates&style=for-the-badge) (https://github.com/AEROassault/ScanThoseGates/releases/latest/download/ScanThoseGates.zip) (https://img.shields.io/github/v/release/AEROassault/ScanThoseGates?label=Changelog&style=for-the-badge) (https://github.com/AEROassault/ScanThoseGates/releases)

Scan Those Gates adds three abilities.

Remote Gate Scan: scans all gates in systems with at least one non-hidden (not pirate/pather base) market, and adds the scanned gates to the intel screen. Settings.json options are available to change the ability to also reveal gates in marketless systems or activate them.

Remote Hypershunt Survey: scans all Coronal Hypershunts in the sector, adds their location to the intel screen under the "Megastructures" tab, and adds markers to the intel map.

Remote Cryosleeper Survey: scans all Cryosleepers in the sector, adds their location to the intel screen under the "Megastructures" tab, and adds markers to the intel map.

If the mod is added after a game has been started, the abilities will be automatically added. Scan Those Gates can be safely removed from an active game by running the console command "RemoveScanThoseGates", saving the game, and then removing the mod.

This mod has LunaSettings integration, but it is optional. However, it will not work with a LunaLib version less than v1.7.4. If you want to use this mod with LunaLib, make sure it is up to date.


Credits:
stormbringer951 - Allowing me to use code from Captain's Log (https://fractalsoftworks.com/forum/index.php?topic=20161) to remove the dependency it was going to have.
Wispborne, Timid, SafariJohn and ruddygreat - Answering my questions and helping with bugfixing

(https://img.shields.io/static/v1?label=License&message=CC%20BY-NC-SA%204.0&color=blue&style=for-the-badge) (https://creativecommons.org/licenses/by-nc-sa/4.0/)
Title: Re: [0.95.1a] Scan Those Gates (v1.1)
Post by: AERO on May 27, 2022, 11:49:07 AM
v1.1 released, fixed crashes caused by gates added by mods that do not have expected gateData. Adds error logging
Title: Re: [0.95.1a] Scan Those Gates (v1.1)
Post by: LinWasTaken on May 28, 2022, 02:36:47 AM
thank you kind sir
Title: Re: [0.95.1a] Scan Those Gates (v1.2)
Post by: AERO on May 30, 2022, 03:44:16 PM
v1.2 released, added version checker integration.
Title: Re: [0.95.1a] Scan Those Gates (v1.2)
Post by: n3xuiz on May 30, 2022, 05:39:36 PM
when you say "that don't have inactive in them" does that mean all the gates in the core/modded systems? so only gates in undiscovered systems remain unscanned?
Title: Re: [0.95.1a] Scan Those Gates (v1.3)
Post by: AERO on May 30, 2022, 06:21:16 PM
v1.3: Fixed a crash caused by not having Nexerelin enabled, added support for the Skip Story mod.
Title: Re: [0.95.1a] Scan Those Gates (v1.2)
Post by: AERO on May 30, 2022, 06:22:52 PM
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.
Title: Re: [0.95.1a] Scan Those Gates (v1.3)
Post by: n3xuiz on May 30, 2022, 06:30:46 PM
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..
Title: Re: [0.95.1a] Scan Those Gates (v1.3)
Post by: TheHZDev on May 31, 2022, 09:48:30 PM
Sir, can you allow me to update this mod to the Chinese Starsector Forum(https://fossic.org)?
Thank you very much.
Title: Re: [0.95.1a] Scan Those Gates (v1.3)
Post by: AERO on June 01, 2022, 03:46:31 PM
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.
Title: Re: [0.95.1a] Scan Those Gates (v1.3)
Post by: TheHZDev on June 02, 2022, 09:58:23 PM
Sir, I have a problem.
Will this mod work unusually if inactive gate's name is not "Inactive Gate" in other localization?
Title: Re: [0.95.1a] Scan Those Gates (v1.3)
Post by: AERO on June 03, 2022, 08:07:14 AM
Sir, I have a problem.
Will this mod work unusually if inactive gate's name is not "Inactive Gate" in other localization?

There are a few things that could cause it to not work properly. The mod checks for the presence of either 'nexerelin' or 'skipStory' in the mod manager before doing anything, so if those mods have a different id in your localization, that would cause the mod to do nothing. Another issue is the method used to scan the gates, if it cannot find 'Inactive' in the name of gates, it will scan every gate it finds.

The source code is included with the download in the jars folder as a src.7z file if you would like to compile it yourself. Alternatively, I could help with that if you provide me with the characters used for 'Inactive' in the localization, and the mod ID from translated versions of Nexerelin and Skip Story
Title: Re: [0.95.1a] Scan Those Gates (v1.4)
Post by: AERO on July 18, 2022, 11:07:52 AM
v1.4 update released. Functionality changed to scan all gates (at save start) that are located in systems with at least one non-hidden market at save start when Nexerelin Skip Story or the Skip Story mod is enabled (hidden markets are pirate/pather bases).
Title: Re: [0.95.1a] Scan Those Gates (v1.4)
Post by: aurafort on July 18, 2022, 11:39:04 PM
thank you for the update!
Title: Re: [0.95.1a] Scan Those Gates (v1.4.1)
Post by: AERO on July 23, 2022, 05:03:06 PM
v1.4.1: Now adds scanned gates to the intel screen. Options are available in the settings.json for adding inactive gates to intel or scanning inactive gates during game startup.
Title: Re: [0.95.1a] Scan Those Gates (v1.4.1)
Post by: Proxima-b on July 25, 2022, 02:03:24 AM
It would be nice to have an option of scan all the gates instantly during the playthru.
Title: Re: [0.95.1a] Scan Those Gates (v1.4.1)
Post by: AERO on August 01, 2022, 02:00:43 PM
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!
Title: Re: [0.95.1a] Scan Those Gates (v1.4.1)
Post by: AERO on August 05, 2022, 03:17:38 PM
Update v1.5.0 released. An ability is now used to trigger the gate scan. Two new scanning abilities are available.
Title: Re: [0.95.1a] Scan Those Gates (v1.5.0)
Post by: TheHZDev on August 05, 2022, 10:55:49 PM
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?
Title: Re: [0.95.1a] Scan Those Gates (v1.5.0)
Post by: AERO on August 06, 2022, 04:03:35 AM
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?

Of course, go ahead. If I do end up adding any further updates to this mod, feel free to translate those without needing to ask permission.
Title: Re: [0.95.1a] Scan Those Gates (v1.5.0)
Post by: plebianweeb on August 29, 2022, 10:46:58 AM
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 ?
Title: Re: [0.95.1a] Scan Those Gates (v1.5.0)
Post by: AERO on August 31, 2022, 02:42:55 PM
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.
Title: Re: [0.95.1a] Scan Those Gates (v1.4.1)
Post by: KevNZ on September 11, 2022, 01:24:33 AM
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?
Title: Re: [0.95.1a] Scan Those Gates (v1.4.1)
Post by: AERO on September 11, 2022, 11:20:07 AM
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?

As in, the abilities aren't there in the list of things you can add to the ability hotbar at all? That's definitely not intended, they should appear regardless of how the game is started, since they are checked for and added if not preset every time a game is loaded. I'll look into it. You can use the following runcode through console to add them:

If you start a game, and the abilities are not available to you, use the runcode command in this spoiler to add them (requires the Console Commands mod).
RunCode Global.getSector().getCharacterData().addAbility("stg_GateScanner"); Global.getSector().getCharacterData().addAbility("stg_HypershuntScanner"); Global.getSector().getCharacterData().addAbility("stg_CryosleeperScanner");
[close]

EDIT: I've tested it again with no story skip enabled, the abilities were available on my hotbar from the very start, and the gate scan became available as soon as I finished the Galatia quests. So it's just the usual bug where sometimes abilities don't get added (I have no clue why). Use the runcode I provided to fix the issue. If anyone else has the same question, I also added it to the main post.
Title: Re: [0.95.1a] Scan Those Gates (v1.5.0)
Post by: KevNZ on September 12, 2022, 04:13:35 PM
Thanks Aero. I'll test it out later.

Edit: Worked like a charm!
Title: Re: [0.95.1a] Scan Those Gates (v1.5.0)
Post by: Blululu on March 09, 2023, 06:36:35 PM
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;

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?
Title: Re: [0.95.1a] Scan Those Gates (v1.5.0)
Post by: AERO on March 09, 2023, 06:56:21 PM
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;

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?
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.
Title: Re: [0.95.1a] Scan Those Gates (v1.5.0)
Post by: Blululu on March 09, 2023, 07:21:46 PM
Ach, I must have missed the capital when typing, all working now, thank you!
Title: Re: [0.95.1a] Scan Those Gates (v1.5.0)
Post by: AERO on April 10, 2023, 01:37:30 PM
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 ?

Update v1.5.1 released, Cryosleepers and Hypershunts found while exploring will now be added to the 'Megastructures' Intel tab.
Title: Re: [0.96a] Scan Those Gates (v1.5.2)
Post by: AERO on May 15, 2023, 02:28:17 PM
Update v1.5.2 released, updated for 0.96a and refactored packages
Title: Re: [0.96a] Scan Those Gates (v1.5.2)
Post by: player-one on May 16, 2023, 01:18:50 AM
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.
Title: Re: [0.96a] Scan Those Gates (v1.5.2)
Post by: AERO on May 16, 2023, 03:40:24 AM
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.
Title: Re: [0.96a] Scan Those Gates (v1.5.2)
Post by: player-one on May 16, 2023, 04:54:04 AM
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.

No apologies necessary, I am just grateful for all the hard work you and all the modders do to make this a game for everyone.
Much thanks for the quick fix  :)
Title: Re: [0.96a] Scan Those Gates (v1.5.2)
Post by: YourLocalMairaaboo on May 17, 2023, 11:37:58 PM
Does it add shunts built with TASC to the megastructures tab?
Title: Re: [0.96a] Scan Those Gates (v1.5.2)
Post by: AERO on May 18, 2023, 03:13:14 PM
Does it add shunts built with TASC to the megastructures tab?

Honestly, I haven't tested that, but as long as the shunts are using the vanilla custom entity for the shunt like the gates it lets you build do, then it should.
Title: Re: [0.96a] Scan Those Gates (v1.5.2)
Post by: AERO on May 18, 2023, 07:44:06 PM
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).
Title: Re: [0.96a] Scan Those Gates (v1.5.2)
Post by: Fenric on May 22, 2023, 01:43:55 PM
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).
Title: Re: [0.96a] Scan Those Gates (v1.5.2)
Post by: AERO on May 23, 2023, 04:45:32 AM
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?
Title: Re: [0.96a] Scan Those Gates (v1.5.2)
Post by: Fenric on May 23, 2023, 01:42:02 PM
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?

Huh, I thought if I turned only this mod on it wouldn't be a problem on my end.  Here you go.

Code
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
Title: Re: [0.96a] Scan Those Gates (v1.5.3)
Post by: Fenric on May 23, 2023, 01:54:45 PM
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)
Title: Re: [0.96a] Scan Those Gates (v1.5.3)
Post by: AERO on May 23, 2023, 02:29:14 PM
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)

I can't say I know why that would cause an issue, but I have no idea what else it could be, frankly. If you have discord, could you try sending me the log file (maybe zip it?) so I can try to figure out where it broke? My tag is under my profile picture.
Title: Re: [0.96a] Scan Those Gates (v1.5.3)
Post by: Boop on May 24, 2023, 02:18:13 AM
With no mods enabled, I get the following error. Running game version 0.96a-RC10

Quote
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
Title: Re: [0.96a] Scan Those Gates (v1.5.3)
Post by: Boop on May 24, 2023, 02:39:49 AM
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

Title: Re: [0.96a] Scan Those Gates (v1.5.3)
Post by: AERO on May 24, 2023, 05:26:23 AM
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


The mod has LunaLib settings integration, but it runs just fine without it. I just tested it again, I need to fix the mod not properly reading the settings.json file if LunaLib isn't active, but the mod will run fine without crashing if LunaLib is disabled. Could you upload the log file to pastebin or something similar and link it here so I could take a closer look? And what hardware/OS are you running the game on?
Title: Re: [0.96a] Scan Those Gates (v1.5.3)
Post by: AERO on May 24, 2023, 05:42:14 AM
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)

Could you try uploading the log to something like pastebin and linking it here? You'll likely to set it to UTF-8 if it isn't already. Also, regarding the crash, is your LunaLib updated to the latest version? And what hardware/OS are you running the game on?
Title: Re: [0.96a] Scan Those Gates (v1.5.3)
Post by: Boop on May 24, 2023, 09:44:31 AM
Sure, I will send you a DM now.
Title: Re: [0.96a] Scan Those Gates (v1.5.3)
Post by: AERO on May 24, 2023, 11:50:53 AM
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.
Title: Re: [0.96a] Scan Those Gates (v1.5.3)
Post by: Fenric on May 24, 2023, 02:47:46 PM
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.

It's working for me now, either with only Scan Those Gates enabled, or with all the mods I sent you earlier enabled.
Title: Re: [0.96a] Scan Those Gates (v1.5.3)
Post by: El Jojo on May 24, 2023, 02:56:22 PM
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)
Title: Re: [0.96a] Scan Those Gates (v1.5.3)
Post by: AERO on May 24, 2023, 06:41:43 PM
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)

Are you using an outdated version of LunaLib? This error should not occur unless LunaLib is active, but NoSuchMethodError doesn't make sense unless the method isn't present because you're using an old version.
Title: Re: [0.96a] Scan Those Gates (v1.5.5)
Post by: AERO on May 24, 2023, 07:58:41 PM
Update v1.5.5 released. Added check to ensure that LunaLib is on a sufficiently recent version.
Title: Re: [0.96a] Scan Those Gates (v1.5.5)
Post by: Vaelophisnyx on July 08, 2023, 12:21:50 AM
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
Title: Re: [0.96a] Scan Those Gates (v1.5.5)
Post by: AERO on July 08, 2023, 11:09:48 AM
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

Should be possible, I'll look into it.
Title: Re: [0.96a] Scan Those Gates (v1.5.5)
Post by: CountV on July 24, 2023, 06:17:51 AM
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.

Took a quick look at the source files, seems to be in the ScannerModPlugin file where there's this boolean check that's erroneously forcing an unnecessary crash. It doesn't account for a "version greater than" situation and continues checking the subsequent conditionals, hence it outputting that 1.8.0 < 1.7.4

Code
    @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;
    }
Title: Re: [0.96a] Scan Those Gates (v1.5.5)
Post by: AERO on July 24, 2023, 03:16:11 PM
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.

Yep, known issue, fix will be part of release later today.
Title: Re: [0.96a] Scan Those Gates (v1.5.6)
Post by: AERO on July 24, 2023, 05:24:43 PM
V1.5.6 released, fixes issue with internal check for LunaLib version + some Gate Scan ability logging.
Title: Re: [0.96a] Scan Those Gates (v1.5.6)
Post by: devildrive04 on August 16, 2023, 10:41:00 PM
This might be a dumb question but where are the abilities? I checked my bar and none of them are there.
Title: Re: [0.96a] Scan Those Gates (v1.5.6)
Post by: AERO on August 17, 2023, 07:21:07 AM
This might be a dumb question but where are the abilities? I checked my bar and none of them are there.

Looks like you got the bug where it doesn't add them. If it doesn't add them after you save + reload the game, you can use this runcode in the Console Commands console to add them.
Code
RunCode Global.getSector().getCharacterData().addAbility("stg_GateScanner"); Global.getSector().getCharacterData().addAbility("stg_HypershuntScanner"); Global.getSector().getCharacterData().addAbility("stg_CryosleeperScanner");
Title: Re: [0.96a] Scan Those Gates (v1.5.6)
Post by: devildrive04 on August 17, 2023, 01:59:54 PM
Is there a way to copy that code into console commands or does it have to be typed out?


EDIT: So I found out how to copy and paste the code however even after it still doesnt appear in my action bar. Is something supposed to go in-between the parenthesis?
Title: Re: [0.96a] Scan Those Gates (v1.5.6)
Post by: Boop on October 21, 2023, 07:06:13 AM
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
Title: Re: [0.96a] Scan Those Gates (v1.5.6)
Post by: AERO on October 21, 2023, 07:14:02 AM
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

If you have LunaLib, the options selected in the LunaSettings menu take precedence over the ones in settings.json
Title: Re: [0.96a] Scan Those Gates (v1.5.6)
Post by: Boop on October 21, 2023, 07:26:55 AM
The settings files are not working, but I got LunaLib settings to work

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
Title: Re: [0.96a] Scan Those Gates (v1.5.6)
Post by: Ranger Dimitri on November 19, 2023, 10:45:58 PM
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.
Title: Re: [0.96a] Scan Those Gates (v1.5.6)
Post by: Phenir on November 20, 2023, 07:50:47 AM
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.
Title: Re: [0.96a] Scan Those Gates (v1.5.6)
Post by: Ranger Dimitri on November 22, 2023, 05:17:16 AM
So, is there any way to have it so the mod can tell if you have finished the story the old fashioned way rather than needing to have either Nex or skip Story in the modlist? I mean I could just enable Skip Story after finishing all the work for the story I've already done. But it would be nice if you could make it less of a hassle for those of us who play in that sense. Also the abilities aren't showing in my hotbar either nor in the list to possibly add to them. Guessing I'll need Console commands to enable them?
Title: Re: [0.96a] Scan Those Gates (v1.5.6)
Post by: Ranger Dimitri on November 22, 2023, 05:31:32 AM
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?
Title: Re: [0.96a] Scan Those Gates (v1.5.6)
Post by: OmegaInfinita on November 22, 2023, 11:07:40 PM
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?
(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 know not every situation is exactly the same, but the first, and usually best, way of troubleshooting is completely deleting the mod and reinstalling it.
Title: Re: [0.96a] Scan Those Gates (v1.5.6)
Post by: Ranger Dimitri on November 29, 2023, 04:32:33 AM
Figured out a workaround for it, used the Console commands to add it in, and when I do a Nex start it works fine and shows up as normal. Guessing it's just a bug that occurs for some people every now and then.
Title: Re: [0.96a] Scan Those Gates (v1.5.6)
Post by: Grenouillator on December 10, 2023, 05:16:31 PM
Hi my game is crashing saying it can't find "GateScanUsableCheckInterval" , its a first instal on the download available on the first page did i miss something ?

MAJ : i added lunalib and now it work but i tough this mod was not needed for your mod to work ? (should have added lunalib long ago srly)
Title: Re: [0.96a] Scan Those Gates (v1.5.6)
Post by: Cpt. Not an AI on December 20, 2023, 02:59:08 PM
I recently upgraded to LunaLib 1.8.3 and the mod no longer works. I tried uninstalling an reinstalling both and they would not work together. Thought I would bring this up here because multiple people did on the LunaLib page.
Title: Re: [0.97a] Scan Those Gates (v1.5.7)
Post by: Seamus Donohue on February 22, 2024, 09:10:22 AM
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.
Title: Re: [0.97a] Scan Those Gates (v1.5.7)
Post by: AERO on February 22, 2024, 12:46:30 PM
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.

That is probably the cause. The mod should automatically detect that the abilities are not in your list of available abilities when loading the save and add them if necessary. It's possible that functionality isn't working though, I'll test it when I have access to my desktop again and release a fix if necessary.
Title: Re: [0.97a] Scan Those Gates (v1.5.7)
Post by: Hexallium on March 12, 2024, 09:49:23 AM
Is there a way to add the ability to scan those gates with console command?
Using Tutorial start and didn't see the ability show up after finishing the quest.
Title: Re: [0.97a] Scan Those Gates (v1.5.7)
Post by: TimeDiver on March 12, 2024, 01:15:01 PM
Is there a way to add the ability to scan those gates with console command?
Using Tutorial start and didn't see the ability show up after finishing the quest.
Upon completing the tutorial, after travelling to Corvus and speaking with one of the NPCs, enter the following in Console Commands:

RunCode Global.getSector().getCharacterData().addAbility("stg_GateScanner"); Global.getSector().getCharacterData().addAbility("stg_HypershuntScanner"); Global.getSector().getCharacterData().addAbility("stg_CryosleeperScanner");
Title: Re: [0.97a] Scan Those Gates (v1.5.7)
Post by: Hexallium on March 28, 2024, 01:58:32 AM
Is there a way to add the ability to scan those gates with console command?
Using Tutorial start and didn't see the ability show up after finishing the quest.
Upon completing the tutorial, after travelling to Corvus and speaking with one of the NPCs, enter the following in Console Commands:

RunCode Global.getSector().getCharacterData().addAbility("stg_GateScanner"); Global.getSector().getCharacterData().addAbility("stg_HypershuntScanner"); Global.getSector().getCharacterData().addAbility("stg_CryosleeperScanner");

Thank you! This code fixed for me.