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

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Author Topic: [0.97a] WhichMod 1.2.2a  (Read 108779 times)

theDragn

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[0.97a] WhichMod 1.2.2a
« on: July 25, 2021, 04:10:45 PM »

Have you ever posted "which mod is this ship from?" Well, have I got the mod for you!
WhichMod


This mod adds the mod title to the descriptions of all weapons, ships, fighters, and hullmods added by mods.

Example:


Also has the option to use abbreviations instead of the full mod name, and will let you choose the abbreviations. Look in the settings file for more information.


Spoiler
1.2.2a: version number update for 0.97. No other changes.
1.2.2: version number update for 0.96 compatibility. No other changes.
1.2.1: confirmed it works fine with 0.95.1a and updated compatible version number in mod info
1.2: now works on hullmods too
1.1: fixed an issue where it could add the mod title multiple times if you saved and loaded. No clue what was causing that, since descriptions aren't saved, but it's fixed anyway.
RIP to the old janky python script.
[close]
« Last Edit: March 08, 2024, 03:53:44 PM by theDragn »
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Cyan Leader

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Re: [0.95a] WhichMod 1.0
« Reply #1 on: July 25, 2021, 06:38:21 PM »

Thanks!
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IonDragonX

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Re: [0.95a] WhichMod 1.0
« Reply #2 on: July 25, 2021, 07:26:30 PM »

:o Is this For REAL?! Is it my Birthday?! Is it Christmas??!  ;D
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Tecrys

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Re: [0.95a] WhichMod 1.0
« Reply #3 on: July 25, 2021, 10:34:08 PM »

Congrats to the new WhichMod version! I had a go at it and it works like a charm. The weird external thing it was before always put me off and I never tried it, but this is great!
I see this quickly becoming one of those mods everyone installs without thinking like console commands or commissioned crew.

Thanks for your hard work, you did a great job on this
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Symbiotic Void Creatures 0.5.0-alpha for 0.97a is out
https://fractalsoftworks.com/forum/index.php?topic=28010.0

theDragn

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Re: [0.95a] WhichMod 1.0
« Reply #4 on: July 25, 2021, 11:17:52 PM »

:o Is this For REAL?! Is it my Birthday?! Is it Christmas??!  ;D

Yes, I don't know, and no.

Thanks for your hard work, you did a great job on this

Ironically this was extremely easy to make- once DR told me about the API method I needed it took me about five hours of work to make and test it. Regardless, thanks for the praise!

Klokinator

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Re: [0.95a] WhichMod 1.0
« Reply #5 on: July 25, 2021, 11:48:46 PM »

Possibly one of the most important mods to me, since the number of times someone has asked "wHaT mOD is tHAt fROm??" and I'm like, "Uhhhhhh...."

Now they won't even need to ask most of the time, since the mod name will be right there in my screenshots, and if it isn't, I'll be able to find out easily!
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Jaghaimo

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Re: [0.95a] WhichMod 1.0
« Reply #6 on: July 26, 2021, 01:52:01 AM »

Could you add conversion lists to ship descriptions? Some mods (e.g. Roider Union, THI) allows you to convert one hull into another - keeping track of which is convertible and to what is a pain.

For hullA that can be created from hullB or hullC I would expect:
  • hullA entry to have: Converted from hullB, hullC.
  • hullB, hullC entry to have: Converts to hullA.
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theDragn

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Re: [0.95a] WhichMod 1.0
« Reply #7 on: July 26, 2021, 02:43:18 AM »

Could you add conversion lists to ship descriptions?

There's no internal way for a mod to check which hulls can be converted into other hulls, so I'd need support from other modders to do that (they'd probably have to include a .json file somewhere for whichmod to read). I'll have an example config next patch for other authors to copy, but it might be a week or two.

Nick XR

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Re: [0.95a] WhichMod 1.0
« Reply #8 on: July 26, 2021, 09:40:53 AM »

This is amazing, and so useful!   Nice work getting it functioning inside the normal modding framework.

Looking at the code, do you need to ensure that this mod is loaded after all other mods? 

theDragn

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Re: [0.95a] WhichMod 1.1
« Reply #9 on: July 26, 2021, 10:23:29 AM »

This is amazing, and so useful!   Nice work getting it functioning inside the normal modding framework.

Looking at the code, do you need to ensure that this mod is loaded after all other mods?

Nope. onApplicationLoad() is called after all the data from each mod has been loaded. Unless someone's mod is changing descriptions with hardcoded strings on load, order isn't important.

Also did a quick little patch to 1.1, because apparently loading a game would add on the mod title each time, resulting in multiple mod titles. Looks like onApplicationLoad() gets called when you load a game too.
« Last Edit: July 26, 2021, 10:54:57 AM by theDragn »
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Fhiach

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Re: [0.95a] WhichMod 1.1
« Reply #10 on: August 10, 2021, 10:01:49 AM »

Oh my god yes!

saya39

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Re: [0.95a] WhichMod 1.1
« Reply #11 on: December 06, 2021, 09:28:46 PM »

This is exactly what I want!
May I post it with a light translate on Fossic, which is a Chinese Forum of Starsector? And of course with credit.
Here is the link: https://www.fossic.org/

And btw, could you also the mod title to the descriptions of hullmods?
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theDragn

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Re: [0.95a] WhichMod 1.2.0
« Reply #12 on: December 09, 2021, 05:55:45 PM »

Updated to 1.2, now works on hullmods too. This can be toggled off in the settings file.

May I post it with a light translate on Fossic, which is a Chinese Forum of Starsector? And of course with credit.
Sure.

saya39

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Re: [0.95a] WhichMod 1.2.0
« Reply #13 on: December 09, 2021, 09:42:12 PM »

Updated to 1.2, now works on hullmods too. This can be toggled off in the settings file.

May I post it with a light translate on Fossic, which is a Chinese Forum of Starsector? And of course with credit.
Sure.
Thanks for the permission! And glad for the update!
When I finish I'll put the adress here.

Edit: And here it is https://www.fossic.org/thread-3730-1-1.html
« Last Edit: December 10, 2021, 03:52:55 AM by saya39 »
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Nick XR

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Re: [0.95a] WhichMod 1.2.0
« Reply #14 on: December 10, 2021, 10:04:59 AM »

Thanks again for this mod, it made my latest play through a lot better.
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