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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

Author Topic: [0.9.1a] SSMS QoL Inventory Management  (Read 2002 times)

Razuhl

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[0.9.1a] SSMS QoL Inventory Management
« on: April 23, 2020, 08:39:14 PM »

SSMS QoL Inventory Management
GitHub - Releases

Dependencies

Features
  • Weapons can be stored in player or abandoned colonies simply by docking. By setting a threshold excess weapons won't be stored so they can be sold knowing there are enough in reserve. The threshold can be deactivated for weapons for which the blueprint is not known.
  • Items that need to be kept from pirates and raiders can be stored as well. For example all recipes so pirates cannot learn them.
  • By defining a demand/limit for an item and setting lowest sell and highest buy price the fleet will load and offload items on the open market, military market or, if the transponder is off, on the blackmarket. Simply set a demand for desired weapons to scan the markets you visit, restock supplies, fuel and personel or offload looted metals.

The mod uses the game menu(F10 by default) from SSMS QoL to allow configuring the features while in game. The settings are stored per savegame.

FAQ

Can this be added to and removed from an ongoing save? It can be added but must be uninstalled from a save via an option in the game menu.
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tedesco

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Re: [0.9.1a] SSMS QoL Inventory Management
« Reply #1 on: May 03, 2020, 03:04:23 AM »

  • Weapons can be stored in player or abandoned colonies simply by docking. By setting a threshold excess weapons won't be stored so they can be sold knowing there are enough in reserve. The threshold can be deactivated for weapons for which the blueprint is not known.

I've been meaning for a while to write a mod that does this. Thank you very much for the mod!
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Avanitia

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Re: [0.9.1a] SSMS QoL Inventory Management
« Reply #2 on: May 13, 2020, 06:49:36 PM »

Hey, your mod crashes with Tiandong Heavy Industries enabled, seems to be related to custom Retrofit Templates that it uses instead of normal blueprint system.

Code
141274 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at ssms.qolinventorymanagement.SSMSQoLInventoryManagementModPlugin.onGameLoad(SSMSQoLInventoryManagementModPlugin.java:71)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.?00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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You haven't played Starsector unless your storage has one thousand Vulcans in it.

Nick XR

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Re: [0.9.1a] SSMS QoL Inventory Management
« Reply #3 on: May 14, 2020, 12:26:36 AM »

Great idea!

FWIW, what I learned the hard way in my first mod is you have to check for null on everything, if it can possibly be set to null, eventually some mod will figure out a way to do it. 

Razuhl

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Re: [0.9.1a] SSMS QoL Inventory Management
« Reply #4 on: May 14, 2020, 06:08:22 AM »

Thanks for reporting Avanitia, a new release is available that fixes the error. It was just an issue with identifying the campaign plugin from Tiandong since it has no id set.
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