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Starsector 0.95.1a is out! (12/10/21); Blog post: Hostile Activity (09/01/22)

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Author Topic: [0.95.1a] Ship Catalogue/Variant Editor (SCVE) v1.7.0  (Read 41072 times)

RustyCabbage

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[0.95.1a] Ship Catalogue/Variant Editor (SCVE) v1.7.0
« on: May 10, 2021, 01:04:48 PM »


Main Features
Provides four out of campaign missions (accessible in the title screen):
  • one that contains a sorted list of all the ships in vanilla
  • one that contains a sorted list of all the ships added by mods filtered on a per-mod basis
  • one that allows custom searches through editing a CSV file
  • one that provides a list of variants with common issues
No more relying on modders creating a showcase mission for you!

Other Features:
  • Ship filters to avoid spoilers
  • Weapon/wing filters so you can also look at only the relevant mod gear (or mod gear + vanilla (or [REDACTED]^2 weapons))
  • Perma-modding s-mods in case you want to try out some builds without loading the campaign and doing a bunch of console commands

This mod is safe to add and remove from your saves.

For modders wanting to interact with the spoiler filter: simply add either a "HIDE_IN_CODEX" hint or a "restricted" tag to the relevant ship in data/hulls/ship_data.csv.

Changelog
v1.7.0
-added ability to add officers for sim testing
-ship names now use the hull id (someone will find that useful maybe)
-sweep sweep

v1.6.1
- added a settings.json file to allow the user to set their own default filter settings
- entering the variant validator mission will now limit the weapon/wing filter to either DEFAULT or NONE
- fixed possible crash if no variants fail validation in variant validator mission
- fixed the weapon filter being totally broken

v1.6.0
-Added variant validator mission
-weapons and wings are now filtered nicely
-Added error message when every ship in a mod is hidden by the ship filter
-Removed loa_arscapitol since it breaks the simulator (and it's basically a station so idc about ignoring it)
-Fixed incompatibility with Gacha S-Mods

v1.5.0
-custom mission: added filter options based on weapon slots
-added custom weapon and wing filters, same general format as the custom mission

v1.4.2
-Fixed issue where entries in weapon_data.csv without a corresponding weapon spec would break the weapon filter (thanks, Zym)
-Fixed some Diable Avionics modules showing up in mission
-improved naming for extra hullmods
-fixed the current mod highlighter not updated on first click
-removed excessive log statements

v1.4.1
-Fixed the ship filter not working for the mod mission (thanks, Tilt)

v1.4.0
-Fixed issue where some mod-added skins of vanilla ships wouldn't show up
-Fixed issue where mods that add nothing but skins of vanilla ships wouldn't show up
-Rewrote everything from the ground up so things are faster and cleaner
-Externalized all the strings and cleaned up a lot of the text
-Removed a bunch of features I don't feel like maintaining anymore:
---adding +10 caps/vents over the limit
---adding custom officers
---adding officers to simulator ships
---the few weapon search options in the custom mission (I'll probably figure this out eventually)
---missions that probably no one but yubby noticed

v1.3.2
-Many improvements and fixes
(really I've been tinkering with a bunch of different things and forgot exactly what I did. sorry.)

v1.3.1
-Added another file to allow player-side officers in SCVE missions
-Turned simulator officers off by default (oops!)
-Improved sorting, fixed star fortress drones showing up
-Fixed overriding AI cores not working
-AI Core officer skills are now always elite as omega intended
-Misc code fixes somewhere, probably

v1.3.0
-Added settings to allow enemy officers in simulator.
   -(still thinking about how I would implement allied officers)

v1.2.0
-Fixed vanilla skins not showing if modified by another mod.
-Added a search function!

(Thanks Meso for letting me use some Tiandong code!)

v1.1.1
-Spoiler filter set to ALL by default instead of MAJOR
-More robust checking for modules
-Fixed mission descriptions and added a blurb for where to find your .variant files

v1.1.0
-Some code cleanup, added prefixes to .java files
-Now shows Mod ID instead of names if you have over 15 ship-adding mods enabled
-Added a "~" prefix to d-mods so they are always at the bottom. This should disappear upon hiding them/campaign start.
-Added hullmods to mimic the increased capacitor/vent limit from Special Modifications. It's pretty jank pls no boolly.
-Added data/hulls/SCVE/manual_spoilers.csv so I don't have to recompile if I need to hide something as a major spoiler for some reason

-Fixed Secrets of the Frontier showing up in the list despite it not adding any viable ships.
-Fixed Tahlan Silberblut Regalia Kfg.D showing up in the wrong order.
-Workaround for ARS Capitol showing up in simulator (hidden unless you have Spoilers Filtered: NONE)
-(Fun fact: the Bento (LP) from Tahlan is tagged as a Low Tech ship)

(Thanks Yubby for bug catching!)

v1.0.0
-Initial release
[close]

Thank you to Dark.Revenant and MesoTroniK from whom I adapted some code.
Thanks Dragn, who helped me figure out how to fix a major issue with skins!
thanks techpriest for [REDACTED]

Poke me if you have a feature request or you notice things missing/broken. You can also find me on the Unofficial Starsector Discord @rubi#0864.

Source: https://github.com/RustyCabbage/ShipCatalogueVariantEditor

RustyCabbage

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Re: [0.95a] Ship Catalogue/Variant Editor v1.4.0
« Reply #1 on: October 11, 2021, 05:14:13 PM »

SCVE v1.4.0

v1.4.0
-Fixed issue where some mod-added skins of vanilla ships wouldn't show up
-Fixed issue where mods that add nothing but skins of vanilla ships wouldn't show up
-Adjusted ship ordering so that ships that can be hidden by the filter are always at the bottom (thus the edited versions that appear in the saves folder are maintained)
-Rewrote everything from the ground up so things are faster and cleaner
-Removed a bunch of features I don't feel like maintaining anymore:
---adding +10 caps/vents over the limit
---adding custom officers
---adding officers to simulator ships
---the few weapon search options in the custom mission (I'll probably figure this out eventually)
---missions that probably no one but yubby noticed

Kadatherion

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Re: [0.95a] Ship Catalogue/Variant Editor v1.4.0
« Reply #2 on: October 11, 2021, 06:24:20 PM »

Hey, thanks for the update, and I'm gonna take the chance to state how incredibly useful your mod is, despite the lack of comments here.

For players like me, who try A LOT of ship/faction mods and have the habit of looking for the more unique (likely hidden) vessels - often to then further edit them a bit before starting a campaign - this is a godsend that saves A LOT of time otherwise wasted starting dummy campaigns and looking for things in the console. Seriously, thank you  ;)
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RustyCabbage

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Re: [0.95a] Ship Catalogue/Variant Editor v1.4.0
« Reply #3 on: October 11, 2021, 07:59:00 PM »

Glad you find the mod helpful; thanks for the kind words :D

Honestly I was extremely surprised to see the 2.4k total downloads when I finally got around to checking - pleasant surprise seeing how much it's being used.

witchking321

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Re: [0.95a] Ship Catalogue/Variant Editor v1.4.0
« Reply #4 on: October 12, 2021, 06:46:28 AM »

As someone who spends a lot of time planning/researching his ship builds in missions so i can later make a "shopping list" in the campaign, your mod is a massive time saver.

Thank you very much!
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default

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Re: [0.95a] Ship Catalogue/Variant Editor v1.4.0
« Reply #5 on: October 12, 2021, 05:43:09 PM »

This mod is very nice. I always like finding hidden variants(or hidden ships entirely) or just knowing how many variants there are in each mod. Also being able to test anything with whatever loadout you want.

+1 to my must-have mod list.
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"There's nothing like a trail of blood to find your way back home."

RustyCabbage

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Re: [0.95a] Ship Catalogue/Variant Editor v1.4.0
« Reply #6 on: October 14, 2021, 10:03:09 AM »

Thank you both, glad you're enjoying the mod. (Also sorry for the issues that I just had to fix :skull:)



SCVE v1.4.1 SCVE v1.4.2

v1.4.1
-Fixed the ship filter not working for the mod mission (thanks, Tilt)

v1.4.2
-Fixed issue where entries in weapon_data.csv without a corresponding weapon spec would break the weapon filter (thanks, Zym)
-Fixed some Diable Avionics modules showing up in mission
-improved naming for extra hullmods
-fixed the current mod highlighter not updated on first click
-removed excessive log statements

I tested it this time I swear

Call me Dave

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Re: [0.95a] Ship Catalogue/Variant Editor v1.4.2
« Reply #7 on: October 14, 2021, 05:44:56 PM »

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RustyCabbage

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Re: [0.95a] Ship Catalogue/Variant Editor v1.5.0
« Reply #9 on: October 20, 2021, 08:52:02 PM »

SCVE v1.5.0

v1.5.0
-custom mission: added filter options based on weapon slots
-added custom weapon and wing filters, same general format as the custom mission

(there's a new tournament thing happening in the Discord and god do I hate scrolling through multiple factions worth of weapons and wings)
((if anyone has recommendations on how to make it less unwieldy, i'm all ears))

RustyCabbage

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Re: [0.95a] Ship Catalogue/Variant Editor (SCVE) v1.6.0
« Reply #10 on: December 10, 2021, 12:52:51 PM »

SCVE v1.6.1

v1.6.1
- added a settings.json file to allow the user to set their own default filter settings
- entering the variant validator mission will now limit the weapon/wing filter to either DEFAULT or NONE
- fixed possible crash if no variants fail validation in variant validator mission
- fixed the weapon filter being totally broken

v1.6.0
-Added variant validator mission
-weapons and wings are now filtered nicely
-Added error message when every ship in a mod is hidden by the ship filter
-Removed loa_arscapitol since it breaks the simulator (and it's basically a station so idc about ignoring it)
-Fixed incompatibility with Gacha S-Mods

Da5id

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Re: [0.95a] Ship Catalogue/Variant Editor (SCVE) v1.6.1
« Reply #11 on: January 19, 2022, 10:51:52 PM »

The main download link still goes to 1.6.0!
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writeru

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Re: [0.95a] Ship Catalogue/Variant Editor (SCVE) v1.6.1
« Reply #13 on: February 27, 2022, 09:15:51 AM »

Is this mod not updated to RC6?  The launcher won't let me enable it saying it's for RC5.

Is there any chance for a update or alternative? Someone recommended me this mod because I was asking for something that does what fleet tester does (also not updated  :'(  )

I really just want to test fleets, is there any way?
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RustyCabbage

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Re: [0.95a] Ship Catalogue/Variant Editor (SCVE) v1.6.1
« Reply #14 on: March 01, 2022, 06:57:23 PM »

Is this mod not updated to RC6?  The launcher won't let me enable it saying it's for RC5.

Is there any chance for a update or alternative? Someone recommended me this mod because I was asking for something that does what fleet tester does (also not updated  :'(  )

I really just want to test fleets, is there any way?
Hi, it still works on RC6. You just have to check the box.

But it's not that great for fleet-wide testing.

If you want an updated Fleet Tester, you're going to AI Battles, which is available on the Starsector Unofficial Discord (albeit a bit finicky to use)
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