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Author Topic: [0.95a] WhichMod 0.6  (Read 12530 times)

theDragn

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[0.95a] WhichMod 0.6
« on: February 18, 2021, 10:53:59 AM »

This is now defunct; see the new WhichMod 1.0 thread here.
« Last Edit: October 18, 2022, 01:29:06 AM by theDragn »
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Chairman Suryasari

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Re: [0.9.1a] WhichMod 0.2
« Reply #1 on: February 18, 2021, 03:21:39 PM »

It remind me of similar mod for Rimworld, nice.
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theDragn

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Re: [0.9.1a] WhichMod 0.3
« Reply #2 on: February 18, 2021, 04:03:59 PM »

Quick bugfix:
- No longer summons the unicode demon if it encounters a non-ASCII character
- Banishing the unicode demon required a sacrifice: all non-ASCII characters are converted to their closest ASCII equivalent. This is not reversible.

Golde

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Re: [0.9.1a] WhichMod 0.3
« Reply #3 on: February 22, 2021, 05:11:54 PM »

underappreciated and uncircumcised
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Alex

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Re: [0.9.1a] WhichMod 0.3
« Reply #4 on: February 23, 2021, 10:31:24 AM »

underappreciated and uncircumcised

That's inappropriate for this forum, please try to exercise better judgment in the future.
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Cyan Leader

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Re: [0.9.1a] WhichMod 0.3
« Reply #5 on: February 25, 2021, 03:40:05 AM »

Thank you a lot for this, it's something I've been wanting for ages and I think should be part of vanilla in some basic way.
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theDragn

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Re: [0.9.1a] WhichMod 0.4: Now with antivirus evasion!
« Reply #6 on: February 25, 2021, 08:51:18 PM »

0.4 update. No major changes, but now has an unpackaged version that shouldn't set off antivirus software.

theDragn

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Re: [0.9.1a] WhichMod 0.4a
« Reply #7 on: March 01, 2021, 04:11:54 PM »

Patched to 0.4a. Now more reliably detects mangled .csv data, which should fix a crash with Neutrino.

theDragn

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Re: [0.95a] WhichMod 0.4a
« Reply #8 on: March 27, 2021, 01:04:39 PM »

I've verified that this works with 0.95a. No changes are necessary for the moment.

theDragn

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Re: [0.95a] WhichMod 0.5
« Reply #9 on: May 07, 2021, 11:01:53 AM »

Updated to 0.5, adding support for ARSWP and EXPSP. No other changes.

Omnicast

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Re: [0.95a] WhichMod 0.5
« Reply #10 on: May 07, 2021, 11:52:13 AM »

I like this idea, but I was hoping for something more visual. I think Alex could add something like Borderland's gun manufacturer. We get an icon that denotes the weapon/fighter/ship company logo. Below that we get a "Manufacturer: Diable Avionics" or "Manufacturer: Shadowyards Reconstruction Authority". Kinda like a brand and it's logo. The top right of the tooltip box seems empty.  ;)

Maybe just use the flags that many of the mods use on their mod page.

I feel like just AE or DA or whatever doesn't tell me enough. I don't remember all the mods I install. I mean I could go check, but I feel that using the full name would make the mod better.
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Arcagnello

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Re: [0.95a] WhichMod 0.5
« Reply #11 on: May 07, 2021, 03:25:26 PM »

Where has this mod idea been all this time? I'm going crazy trying to find the mod the Medium Combat laser belongs to  :'(

Looking forward to it being officially released!

Post Scriptum: I love your High Tech Expansion od by the way theDragn! I've only extensively played with the Aggressor so far but I'll definetly still have it installed when I get around to play another High tech roleplay campaign!
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theDragn

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Re: [0.95a] WhichMod 0.5
« Reply #12 on: May 07, 2021, 08:17:31 PM »

I like this idea, but I was hoping for something more visual.
Unfortunately, folder path for things isn't exposed in the API. Basically, every mod's folder gets combined together, so if something is in ModName/data/weapons/gun.wpn, the game only sees /data/weapons/gun.wpn when it looks at it. As far as I can tell, it's not possible to tell what mod something comes from within the game.
I feel like just AE or DA or whatever doesn't tell me enough. I don't remember all the mods I install. I mean I could go check, but I feel that using the full name would make the mod better.
You can change this, just not with the executables; you'd have to use the regular Python version. I picked the abbreviations for brevity and what people already called them, but you can definitely edit it if you want more information.

Looking forward to it being officially released!
I'm a little hesitant to put it on the mod index since it's not really a mod in itself.

Arcagnello

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Re: [0.95a] WhichMod 0.5
« Reply #13 on: May 15, 2021, 02:48:43 AM »

I've installed it and I can finally see what mods stuff comes from. I thank you!

The only nitpick I have (but I don't think it would be worth the amount of work) would be to have the full name of mods written instead of Achronyms and abbreviations.

Quote
I'm a little hesitant to put it on the mod index since it's not really a mod in itself.

Madness! Moloch is putting his hands in front of your eyes, blocking your Path!
Do you know how many times I myself and many other people on the forum were asked the origin of some weapons or ships but could not aswer because they had too many mods instaleld and got confused?
I reckon most people would install this mod if they knew about it, it's quite the Quality Of Life improvement if you want to accurately know where the new content comes from!
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Arranging holidays in an embrace with the Starsector is priceless.
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lgustavomp

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Re: [0.95a] WhichMod 0.5
« Reply #14 on: May 15, 2021, 03:18:21 PM »

Thank you for this mod. It's amazing.
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