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Messages - Jaghaimo

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31
Modding / Re: Can someone make a mod to remove arms dealers
« on: May 15, 2023, 02:27:09 AM »
1. The way I'd do it is via `BaseCampaignEventListener::reportPlayerEngagement()` to adjust rep post combat, and various `ColonyPlayerHostileActListener`to adjust rep post various raids. You can steal code from Starpocalypse.

This code adjust rep by small amount based on how much each other hate or like (e.g. you beat Pirates, and Hegemony hates Pirates thus Hegemony now likes you slightly more): https://github.com/jaghaimo/starpocalypse/blob/master/src/starpocalypse/reputation/EngagementListener.java

This code makes you at war with a faction if you raid for defined special items from their market (doesn't matter if you take it): https://github.com/jaghaimo/starpocalypse/blob/master/src/starpocalypse/reputation/RaidListener.java

Your mod would thus combine the two approaches, and, for any action against Indies, for any faction that likes Indies, lower that faction's reputation with you.

A much better option would be to go through `rules.csv` (more work/advanced) as that would let you show the consequences of your actions inside interaction dialogues which are part of the action itself (combat / raid) with nice flavour text, e.g. ("Your recent hostile action against Independents has angered Hegemony, Sindrian Dictat, and The Tri-Tachyon (reputation lowered by 5)".

Either way it's a fairly simple mod, pop on the Discord and people will surely help you.

2. These are all used in code, fetched by group and id. Their mapping (group, id to file) is done in `data/config/settings.json` - look for `graphics` section, you want `characters` and `intel` (historian et al.).

32
@Question2
1. Contact list will be adjusted. I will either show developed only (3.0.1), or add tabs: developed, suspended, available (3.1.0).
2. UI widget reset is intentional for now - happens everywhere right now, as I don't have a mechanism to save internal state of every button / toggle I create (game remembers it during gameplay, but after load it resets to defaults). I will look into improving user experience though...
3. Contacts from the list should generate all quests, not only vanilla ones. Code-wise, there's no difference from calling a contact "remotely" or via vanilla functionality. I'll check with Histidine though...
4. Elite skills in queries are coming.
5. There's no demand (doesn't mean you can't sell it for profit). Rework of that is on my list, though.

Speaking of which, 3.0.0 is out - only compatibility with 0.96a changes (feature wise it's the same build as 2.6.2).

Download from: https://github.com/jaghaimo/stelnet/releases/download/3.0.0/stelnet-3.0.0.zip

33
Hello Starpocalypse users. I bring sad news to you today - I am not planning to continue Starpocalypse support into 0.96a in the foreseeable future. As such, I will be locking this thread, and archiving the repository. Anyone is welcome to fork the code and do whatever they want with it. I might come back to this project at one point, but for now my full focus is on Stellar Networks.

Have fun with the new update :)

34
@Euripides
The crash happens in vanilla code. It fails on AlcoholItemPlugin cleanup which indicates a problem with abusive substance mod. I could see it happen if you updated it (or, god forbid, removed) midway of your save. Or if there was a problem with the mod in the first place.


35
> Excellent thank you, I'll pass it along.

FYI the new version will happen shortly after 0.96a release, e.g this change will be part of compatibility update for new Starsector version (a.k.a Stelnet 3.0)

> Im confused, so is explore the galaxy supposed to be integrated with this mod?

It was supposed to, but the author of that mod gave up. I am busy with work lately, so this large feature is right now not planned for any foreseeable future.

> Could you add in additional filtering options for the market searches? Shield type for ship searches, and sort by skill for staff? Or more specifically, a option to filter out skilled/unskilled admins?

I'll make a note and add shield types when I find some time. As far as I remember, admins got their skills removed / streamlined, so it's just a matter of admin level now?

36
I will add filtering to Commodity board as well. There was no filtering added, since the board was supposed to be comprehensive - if the faction is contributing to the global economy, it was to be included there.

The thinking process was: even if the faction is hostile, you could always try to gain rep with it, or dock with transponder off and do your trade that way (could be limited to Black Market only though if faction minds transponder).

37
@Dazs

Both 1st and 3rd option should work. Just make sure you are using the newest `market_by_faction.csv` file. It should start with the `id`, e.g. correct file is:
Code
id
hegemony

Now Hegemony systems will be ignored. I forgot about filtering in the Commodity board, so the Hegemony markets will still show up there (provided they are a part of global economy).

If the Hiver systems are still showing up in Market queries, it means you are putting the wrong value in the file. It should be the id you can find in `data/world/factions/*.faction` files in the Hiver mod.


38
A long overdue bugfix release. Just in time for that one more play-through before Alex gives us an update (no, I don't know anything really).

Grab it while it's hot. Should be save-compatible: https://github.com/jaghaimo/stelnet/releases/download/2.6.2/stelnet-2.6.2.zip

Code
- Fix self nuking by making another call while within a call.
- Fix visual bug by showing a contact while within a call.
- Fix neutral faction crest using flag instead (upstream bug).
- Fix excluder filtering (incorrect id in csv file).
- Reduce minimum quantity for profit calculation.
- Treat contact calls while docked at contact's location as vanilla calls.
- Reset cache on game load and dev reload (avoids memory leak with Nexerelin enabled).

39
> But I think the comm relay check still needs to be implemented for realism. And it should be quite simple really:

Sadly, that work has not happened. It's on a backburner for now. Maybe with the new Starsector version...

> But I think the comm relay check still needs to be implemented for realism. And it should be quite simple really:

On my to-do list. The simple on-off will be easy to implement. More advanced, e.g read only + show last results (don't update till within comms range) would be ideal...

> Bug with remote calling a contact that results in the intel screen overlaid with the dialogue selection.

Hopefully that's fixed now.

40
Quote
I'm trying to search for the Overcharger added in by The Star Federation, but because Fuzzy Pack adds in their own weapon with the same name running a search for the SF Overcharger always ends up pulling results for FP's Overcharger.

Sorry, the implementation is really naive %u2013 it just compares the name. Your best bet would be to edit one mod: change weapons.csv name and add something so the names are no longer equal.

Quote
I saw a few pages back that you plan to work on the Commodities part more next-- I also really would like to be able to sort the commodities list by the various headers by clicking on them.  Sorting by distance would be of particular use (and if you could include the direction arrow, like the vanilla list of 5 locations does, that would be a nice bonus), but also sorting by name, and everything else...

That's "rich table content" on my to-do list. This is not exposed by the game API though so I will need a lot of legwork to make it happen. Comments and tracking on: https://github.com/jaghaimo/stelnet/issues/55

Quote
Hello, how does the Profit page work? It always says no rows present...

Edit: Hm, seems only certain commodities shows up.  I know Lobsters are always very profitable yet it's not computed?

The profit tab is limited by 1000 items (now dropped to 100) and 10k profit. Any connections with less than that are removed, thus often showing no rows on low volume-decent profit routes (like drugs or organs whose demand/availability is <1000 but profit could reach even 100k). I have fixed this in the upcoming 2.6.2 - the minimal volume will be 100.

Quote
I get this CTD when clicking on the Command tab. I see stelnet's folder referenced, is this some sort of conflict or something?

Hard to say - it's most likely not Stelnet related. The line you see is simply the game reading Stelnet's CSV file before proceeding to something else. For example, the Planet Search mod fires afterwards, but even that does not indicate it's at fault. The stack trace is pure vanilla, but most likely some mod was the culprit for vanilla code to fail.

Quote
this mod causes weird slow downs that I feel in combat with some 140 mods.  it also seems to cause  the GC limit to be reached far easier where the game will fatal error trying to save if one fails.

Correct. In vanilla, the market is only seeded when you dock at it. If you haven't, or if you don't visit it market for 30 days, it will despawn it's contents freeing the memory. So even with 144 mods, the markets will not use much memory. But for market search to work, we obviously need all markets to have their content. Thus, what this mod does (query tab, under the hood) is it keeps all markets "refreshed" (fake docking trigger while you're paused). This causes memory size to grow, so with heavy mods you need a lot of extra vmem and some GC tweaking.

Quote
Is there way to transfer items with this mod? I remember it was possible in Stellar Logistics but I can't find the option to do so in this mod.

There was a built-in console command in the old logistics, which had a "shared" storage. I've added reimplementing this on my to-do list but it's a rather low priority right now. See: https://github.com/jaghaimo/stelnet/issues/98

Quote
have a question regarding mod integration. I am currently trying to have my mod Hiver Swarm excluded from showing in the tab and I would like some direction on your instructions for "Currently, the only way to affect Stelnet behaviour is via merging CSV files that are used to define market exclusion lists."

I think you are the first one trying to do that. Investigating that - I'll fix it for 2.6.2 if it's a bug, see: https://github.com/jaghaimo/stelnet/issues/100. Ok, found the problem - the header (first row) in the csv file (all of them really) should be "id", instead of "faction id".

Quote
If allowing to see such content could be implemented somehow, it would be neat :)

Added to to-do list. The content that's displayed is fetched from what known factions (those that show up on map by default, remnants are not a known faction) know. See: https://github.com/jaghaimo/stelnet/issues/99

41
Sorry it took so long (had a busy half year at work) but this has now been fixed, along with a few other improvements. Expect a release next week.

https://github.com/jaghaimo/stelnet/pull/97

42
Bug Reports & Support / Neutral faction is missing crest
« on: February 26, 2023, 01:21:47 AM »
There is an asset for neutral faction crest, but it is not being used. Neutral faction file is missing a crest line.

This is a vanilla "bug", but the only way (that I know of) to encounter it is by using a mod that wants to display the crest of a neutral faction (which otherwise doesn't pop up on UI).

Fixed by adding in "data/world/factions/neutral.faction":

Code
"crest": "graphics/factions/crest_neutral.png"

43
Modding Resources / Re: [0.95.1a] LunaLib 1.0.1
« on: November 23, 2022, 03:28:39 AM »
Great work!  I'll start on getting this integrated with DCR.

Seconded. Time to ditch those settings files and update Stelnet and Starpocalypse to use in-game configuration... probably in Jan when I have time :D

44
Mods / Re: [0.95.1a] Stellar Networks 2.6.1 - information at your fingertips
« on: September 17, 2022, 07:08:29 AM »
@11bullets - Stelnet only comes configured for vanilla abandoned stations. You need to add the right id to "data/stelnet/include/abandoned_stations.csv". To check the id, load the game in dev mode and dump memory while interacting with that station, or use Console Commands. Edit: Checked the code - if it is "Abandoned Belt Station" then you need to add "nikolaev_abandoned_station" without quotation.

@FreeBubbles - So there's Planet Search I linked, where andylizi said he will not be adding any planet filters to it (https://fractalsoftworks.com/forum/index.php?topic=23229.msg368763#msg368763). Then there is Explore the Galaxy mod (https://fractalsoftworks.com/forum/index.php?topic=21800.0) for which there was a plan to merge it into Stelnet. As hypocrisy-aeron is busy and won't be doing the work himself, that is put on a backburner for now.

45
Mods / Re: [0.95.1a] Starpocalypse 2.3.2 - more apocalyptic settings
« on: September 09, 2022, 02:21:59 AM »
Long overdue bugfix update: https://github.com/jaghaimo/starpocalypse/releases/download/2.3.2/starpocalypse-2.3.2.zip

Quote
- Fix Nexerelin exploit with governed markets.
- Fix derelict pruning script not being transient.
- Update stingyRecoveries description to include cryopod officers and others.

This is most likely the last release - I am fully focusing on Stelnet and future (Public Companies) mods.

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