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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 108850 times)

Da5id

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Re: [0.95a] WhichMod 1.2.0
« Reply #15 on: December 12, 2021, 02:31:24 AM »

Bug(?): The Version Checker option to open the page of this mod sends me to High Tech Expansion instead!
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Da5id

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Re: [0.95a] WhichMod 1.2.0
« Reply #16 on: December 12, 2021, 02:31:53 AM »

Also, this mod is wonderful. Thank you.
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Zalpha

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Re: [0.95.1a] WhichMod 1.2.1
« Reply #17 on: December 22, 2021, 11:16:07 AM »

Love this mod, thanks for making and sharing it with us.
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JustThatGoo

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Re: [0.95.1a] WhichMod 1.2.1
« Reply #18 on: January 29, 2022, 12:09:33 AM »

This mod is a must have on large modlists! Or any size if you're forgetful or haven't played in a while. Would it be possible to extend towards planet buildings/industries added by mods? Maybe even to mod added questlines/bar events at the start of the event?
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theDragn

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Re: [0.95.1a] WhichMod 1.2.1
« Reply #19 on: January 30, 2022, 03:49:09 AM »

This mod is a must have on large modlists! Or any size if you're forgetful or haven't played in a while. Would it be possible to extend towards planet buildings/industries added by mods? Maybe even to mod added questlines/bar events at the start of the event?
No.

(kind of a terse reply I guess but it's literally not possible without some extremely fancy programming tricks like reflection, and even then I don't know if it's possible- and it would be a huge time investment for me to figure it out)
« Last Edit: January 31, 2022, 07:36:11 PM by theDragn »
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vaarelsauce

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Re: [0.95.1a] WhichMod 1.2.1
« Reply #20 on: February 05, 2022, 04:19:56 PM »

Goated mod, thank you so much! This reminds me a lot of my old 100+ modded gameplay on RimWorld, where I had the exact same situation where in the middle of a gameplay, sometimes the thought would cross, "Huh, where and when the hell did I installed this
  • object to the game?"
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Sythion

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Re: [0.95.1a] WhichMod 1.2.1
« Reply #21 on: March 27, 2022, 10:02:38 AM »

Just wanted to say awesome mod! Thanks for making this. Will say I noticed things lacking description don't work with it but presumably that's not something fixable.
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theDragn

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Re: [0.95.1a] WhichMod 1.2.1
« Reply #22 on: April 13, 2022, 02:56:11 AM »

Just wanted to say awesome mod! Thanks for making this. Will say I noticed things lacking description don't work with it but presumably that's not something fixable.

Yeah, unfortunately not. If it doesn't have a description, I can't look to see which mod's descriptions file has the description.

Gabloc

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Re: [0.95.1a] WhichMod 1.2.1
« Reply #23 on: May 12, 2022, 02:27:22 AM »

A very useful mod indeed. I wonder whether it is possible to show which mod brought a certain market/planet into the game?

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TheTangy

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Re: [0.95.1a] WhichMod 1.2.1
« Reply #24 on: May 12, 2022, 09:38:30 AM »

Great work here.
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theDragn

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Re: [0.95.1a] WhichMod 1.2.1
« Reply #25 on: May 12, 2022, 11:05:28 AM »

A very useful mod indeed. I wonder whether it is possible to show which mod brought a certain market/planet into the game?
Yes, set the "shipsAndWeaponsOnly" option in WHICHMOD_SETTINGS.json to false. As the settings file indicates though, this may have unexpected results - it'll label everything in descriptions.csv, which might include some unexpected text strings.

Gabloc

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Re: [0.95.1a] WhichMod 1.2.1
« Reply #26 on: May 12, 2022, 03:49:29 PM »

A very useful mod indeed. I wonder whether it is possible to show which mod brought a certain market/planet into the game?
Yes, set the "shipsAndWeaponsOnly" option in WHICHMOD_SETTINGS.json to false. As the settings file indicates though, this may have unexpected results - it'll label everything in descriptions.csv, which might include some unexpected text strings.

OK, thank you.
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Dwarden

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Re: [0.95.1a] WhichMod 1.2.1
« Reply #27 on: June 17, 2022, 05:17:44 AM »

first, thanks for great and useful mod
now some q,

does Whichmod support .skin with defined "description" ?
( based on documentation in https://starsector.fandom.com/wiki/.skin_File_Overview )

i noticed (while adding some \hulls\ .skin file) that descriptions from skins are missing whichmod [source] prefix
(even tried make sure the tech / manufacturer is defined extra in the .skin file)

"shipsAndWeaponsOnly":false, # doesn't help either

if both original .ship and new .skin description are shown together, then it shows only at the .hull one from description.csv

any tips or solution how-to support .skin description with whichmod prefix ?
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theDragn

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Re: [0.95.1a] WhichMod 1.2.1
« Reply #28 on: June 17, 2022, 03:56:52 PM »

any tips or solution how-to support .skin description with whichmod prefix ?

It doesn't support skins. Typically this isn't a huge problem, since a skin is usually from the same mod that adds the base hull. There isn't anything I can do about the times where this isn't true (like a mod adding a skin of a vanilla ship, or a mod adding a skin of another mod's ship) because the skin description isn't accessible through code. (It uses the description in the .skin file along with the base hull's descriptions.csv entry.)

Troika

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Re: [0.95.1a] WhichMod 1.2.1
« Reply #29 on: July 27, 2022, 09:37:17 AM »

The most based mod for people like me who have way too many vanilla-themed ships flying around.
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