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Messages - Jaghaimo

Pages: [1] 2 3 ... 45
1
Mods / End of Support
« on: February 04, 2024, 08:31:51 AM »
Hello all,

Stellar Networks will not be updated to 0.97a. It has been a long while since I was active around here. Usual stuff pertaining to life is to blame: young children, work, and off-screen hobbies. Preposterous. Whenever I had some spare time, I'd use it on my mods and as a result, I haven't even played 0.95a or 0.96a! So I'm going to stop, and play this game for a change.

Like with all my mods, Stellar Networks is open source. The repository is archived, but anyone is welcome to fork it and publish their copy - just distinguish it somehow. A good example is Starpocalypse being adopted, and the new versions distributed under the name of Starpocalypse Revengeance.

All the best,
Jaghaimo

2
Louisa Ferre from Tahlan Shipworks' Legio/Blackwatch faction is now a possible contact, but doesn't show up in the Contacts list to call. Could be because she doesn't actually appear to have a mission "type" assigned to her as other contacts do?

Acknowledged as a bug. Custom contacts right now needs custom code - I need to rework that part to make it more "generic".

3
Suggestions / Re: Stacked salvage interaction
« on: June 29, 2023, 04:45:38 AM »
I wouldn't worry about merging those debrie field, what I'd want is for the skill to let me salvage them all within one interaction dialog that is shown. So instead of picking (the top) field and showing interaction dialog to salvage it, to have a selection step first where I can pick which field to salvage:

Quote
You approach multiple salvage fields. Which field should your team focus on?

1. Large post combat field (1 day old) - temporary, combat related
2. Small debrie field - no age or source, permanent from world generation
3. Abort salvaging operation

After salvaging say 1, you return to this dialog. Option 1 is now disabled (grayed out), and you can still do 2nd field or abort. A nice touch would be replacing "abort" with "finish" if you had salvaged at least 1 field.

4
It's a bug, it should have worked the way you described. Fixed in 3.1.2:

Quote
- Add back Special Contact from Nexerelin to Contacts Board (accidentally removed in 3.1.0).
- Fix crash on Exploration intel filtering (NPE if any intel returned `null` tags).
- Fix D-Mod count filtering in Market query maker.

5
Stelnet minor (middle digit) updates are generally not-save compatible. You need to uninstall Stelnet from the save (downgrade to 3.0.0, change value in stelnet.json to true, load the game, save the game - it will show a message it's gone) before you can upgrade to next version.

Known bugs (working on 3.1.2):
Quote
- Fix unknown crash on Exploration intel filtering (most likely some modded intel).
- Add back Special Contact from Nexerelin to Contacts Board.

6
Hotfix 3.1.1 released.

3.1.0: Stelnet does not initialize correctly when starting a new game or loading from main menu. Just load it up again once you're in the game.
3.1.1: Fixed the above.

7
Stellar Networks 3.1.0 is out. Download from: https://github.com/jaghaimo/stelnet/releases/download/3.1.0/stelnet-3.1.0.zip

Quote
New features:
- Move setting handling from `stelnet.json` file to LunaLib. Requires LunaLib.
- Add Exploration tab mini-board that allows intel filtering. Works on intel added by CaptainsLog (will show additional filters).
- Add option to use Codex entry lists in query builder (default is to use known lists from visible factions).
- Add option for Commodities, Contacts, and Market modules to only work when within Comms range.
- Disallow remote calling contacts which have missions in progress. Can be disabled, allowing to call anyone anytime.

Improvements:
- Show admin skills in a tooltip (Query and Results).
- Remove suspended, developing, and lost contacts from Contacts board.
- Disable Black Market from Market Queries and Viewer by default (configurable via LunaSettings).

Bugfixes:
- Fix Sebestyen not showing up in contacts.
- Add missing Lion Guard ships (reskins) in query builder.
- Rework commodity intel persistence, fixes NPE crash on Starsector updates.
- Reset commodity selection in case currently selected commodity no longer exists.

8
There's not a single day that this gets posted here.

Anyway, have a look at
Code
 at data.scripts.plugins.SotfBattleCreationPluginImpl.getObjectivePicker(SotfBattleCreationPluginImpl.java:800)

You even managed to shortlist potential candidates:
Quote
|Subtsance Abuse||Diktat Enhancement||Interstellar Imperium||Secrets of the Frontier||Quality Captains|

Now, which of these can be abbreviated as `Sotf`? You need to update that one (and/or read the comments on its thread). Rumour has it:
Quote
Go to the mod settings and set tactical expansion to false. This will fix the issue.

9
Suggestions / Re: Easier Clean Disengage
« on: June 01, 2023, 09:53:38 AM »
A clean disengage (100% on the progress) for me would be: I order full retreat, and the same is forced on the AI. A cease-fire. All weapons off, all ships fly towards their respective retreat zone.

Or, instead of "Quit campaign" which gets replaced with "Claim Victory", show "Retreat now" when the clean disengage criteria are met.

10
1. Modded game
2. Secrets of the Frontier bug - update.

11
Suggestions / Re: Checkbox shorcut key is not shown
« on: June 01, 2023, 09:32:59 AM »
Fair enough. If it's a pain then I'll use regular button instead - just need https://fractalsoftworks.com/forum/index.php?topic=4900.msg400851#msg400851 first.

12
Suggestions / Re: API request thread (please read OP before posting!)
« on: June 01, 2023, 09:32:34 AM »
A simple request - CutStyle.NONE - renders regular button with no cut corners.

13
Suggestions / Re: Checkbox shorcut key is not shown
« on: June 01, 2023, 07:28:27 AM »
Just realized the same happens with AreaCheckBoxes - could they also show the shortcut key?

14
How can I tell if there are any accepted missions from a given Contact (identified as either ContactIntel or PersonAPI)?

What I have (which works, but I am not too happy with) is:
Code
    public static boolean hasActiveMission(PersonAPI person) {
        List<IntelInfoPlugin> missions = Global.getSector().getIntelManager().getIntel(BaseHubMission.class);
        for (IntelInfoPlugin mission : missions) {
            if (mission.isEnded()) {
                continue;
            }
            PersonAPI missionPerson = ((BaseHubMission) mission).getPerson();
            if (missionPerson == person) {
                return true;
            }
        }
        return false;
    }

15
Modding / Re: Question about modifying player skills
« on: May 26, 2023, 01:36:44 AM »
To add on to that, you will also need `mod_info.json` and point entry point at that file starman13 posted. Could probably work without compilation (letting Janino do the work).

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