Glad you find this mod useful.I assume you are talking about your experience with 1.2.0 (1.3.0 was out today), thus will address your feedback based on 1.2.0 behaviour.Please correct me if I am wrong.
- One can refresh a query and head for a hit that shows no data on the availability. Stock might be refreshed upon the player reaches the providing market rendering the journey futile.
Unfortunately that's how the submarkets work, they update (recreate) their stocks at the beginning of the month (marked as out of date, nothing is yet replaced).
If the submarket is out of date, it will only update on player interaction (prior to you opening the market), thus what seemed to be "present", suddenly becomes "out of stock".
New version 1.3.0 will instantly show you the item is no longer available (intel becomes greyed out, you get text on the right saying it is no longer there).
Whenever you open HyperNET Board, all intel presented will be rechecked for availability.
As a rule of thumb, I reopen HyperNET (in 1.3.0) at the beginning of the month to see what's the current situation, and click "Refresh all".
- While every listing is accurate it usually is under a stupid submarket. Not sure about the reliability of commission or standing locked purchases but I do remember something I ended up not being able to buy and 100% sure about Cabal hiccups (this submarket is locked behind a fee for every visit).
There was a bug few versions ago which caused inclusion of submarkets to which the player had no access.
That was fixed a version later but I introduced another bug, which removed a lot of valid submarkets as a result.
This is now fixed in the new version (1.3.0) where ALL submarkets are shows, but there is a check whether item/ship can be purchased.
If not, appropriate text will be shown - if you find this to be inaccurate, please report (screenshot of intel + submarket in question).
- Freezes the game. Like a lot. Performance impact is noticable with about 3-4 queries and don't you dare set 18+. I have no idea why selecting the query menu causes a lag, because it's dead certain the queries are not updated on the display because every time I need to do that manually with the button and most hits disappear.
I will have to investigate this - what are your specs? What causes freezes (opening intel, during campaign/when travelling, clicking "New Query" or some other button)?How many faction mods do you use?
What is your heap size (I assume you did follow the guide to increase heap size since you play modded)?
I could see this causing stutters / freezes if your heap size is too small.
Edit:I did find out a refresh (of all queries) whenever the board was displayed (effectively making Refresh All / Refresh button redundant).
I have removed that call, so performance out of the box will be better in 1.3.1 which is now released.
I intentionally made this mod script-free (it does not `addScript`, so it is not evaluated every frame), but there is some magic happening when opening the board.
I will look into reducing the load and optimising performance if possible.
- Cannot query for any ship in the game. I know it's there, I used it before. I still want to make a query for it and keep an eye on that ship. Some special variants from mods are searchable though, even with no result popping up (probably no chance either to find one but still searchable).
That's intentional to avoid spoilers. The way cargo and ship picker works, it looks at all submarkets and builds a list of available hulls.
So until item X (or ship X) is present in at least one submarket it will not be included.
I will look into changing this, perhaps show everything that is not hidden in Codex?
Edit 2: Released 1.3.1 with small optimisation improvement.