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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Author Topic: TriOS: Starsector Launcher/Mod Manager/Toolkit  (Read 30485 times)

Wispborne

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Re: TriOS: Starsector Launcher + Toolkit (Win/Mac) (under development)
« Reply #30 on: April 23, 2024, 08:59:42 PM »

v41
- added a bit of defense against not having permission to modify files and fixed log viewer width.

v42
- Multiple-mod-per-archive installation!
- If a zip/rar/7z contains more than one mod_info.json file, you'll have the option to choose which ones to install.
- If a mod is already installed, you'll get this screen as well, asking whether you want to replace the existing one or not.
- Note: you can't drag'n'drop multiple files to install them all, yet. (actually you can with v44)
- Added 5min "cooldown" for version checking so it doesn't run every time you install a mod.
- If you force-updated a mod using TriOS to play it in <currentGameVersion>, that'll be shown now in a mod's tooltip.
- Self-update notification shows download size.

v43
- Themes! Imported right from SMOL. Some look horrible!
  - Currently no fancy way to make/edit your own theme; you can edit data\flutter_assets\assets\SMOL_Themes.json but make sure you back it up before updating each time.

v44
- Finally hopefully fixed JRE 23 installer sometimes not installing all files.
- You may now drag'n'drop multiple archives (zip/7z/rar) at once and it'll install them all (it'll just try installing each one in sequence).

Screenshots
Spoiler


Theme: Iron Shell


Theme: Comes


Theme: One Dark


Theme: AlexAtheos, Creator of Starsector
(this is an inside joke. AlexAtheos is a USC Discord moderator who is commonly mistaken for the Alex)
(back when I was working on SMOL, maybe 4 years ago, I asked other mods to come up with color schemes. This is what AlexAtheos came up with. Blame him for your optometry bill)
Spoiler
[close]
[close]
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Hexallium

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Re: TriOS: Starsector Launcher + Toolkit (Win/Mac) (under development)
« Reply #31 on: April 23, 2024, 10:51:31 PM »

Is there a function to visit the mod forum webpage?
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Wispborne

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Re: TriOS: Starsector Launcher + Toolkit (Win/Mac) (under development)
« Reply #32 on: April 24, 2024, 07:51:17 AM »

Is there a function to visit the mod forum webpage?

There is now :) That was an easy one to add.
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Hexallium

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Re: TriOS: Starsector Launcher + Toolkit (Win/Mac) (under development)
« Reply #33 on: April 24, 2024, 11:36:04 AM »

Is there a function to visit the mod forum webpage?

There is now :) That was an easy one to add.

Cool! Thank you!
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Toad

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Re: TriOS: Starsector Launcher + Toolkit (Win/Mac) (under development)
« Reply #34 on: May 26, 2024, 01:51:45 PM »

Tried running as admin for windows version and it still says I cant modify jre or ram usage.

Also giving me this error, this is a brand new download of the game after uninstall and clean up with no mods only vanilla.

Line: Error message
1648: 4748 [Thread-3] INFO  com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Applying data from ship_data.csv to [remnant_hangar1]
1649: 4748 [Thread-3] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull spec [flare] not found in ship_data.csv
1650: 4748 [Thread-3] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull spec [module_hightech_decor] not found in ship_data.csv

not sure if it has anything to do with running thru your launcher, but the game loads fine otherwise.
« Last Edit: May 26, 2024, 02:30:22 PM by Toad »
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GaryVary

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Re: TriOS: Starsector Launcher + Toolkit (Win/Mac) (under development)
« Reply #35 on: June 01, 2024, 05:29:31 AM »

Same for me, I'm running TriOS as a administrator, but it's not allowing me to change JRE version and it's options.
Game is not modded and starts fine from TriOS launcher.
Should I post some kind of logs or information about system?
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Wispborne

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Re: TriOS: Starsector Launcher + Toolkit (Win/Mac) (under development)
« Reply #36 on: June 01, 2024, 02:47:04 PM »

Someone mentioned misbehavior if enabled_mods.json doesn't exist in the /mods folder. Maybe try creating that file, just to see?

There are logs in the TriOS folder, in the "logs" folder. Maybe something there will have more info.


I've been on vacation for the last week (and for the next half week), and had been in the middle of getting the full-size mod manager to a stable state. The mini-mod manager on the Dashboard tab is getting updated to use the same underlying code, so basically all of that needs to be stable and working and tested before the next update. Proper mod dependency checking, too.

Oh, and MacOS support.
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Wispborne

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Re: TriOS: Starsector Launcher + Toolkit (Windows) (under development)
« Reply #37 on: June 10, 2024, 05:28:47 PM »

# 0.0.51
If you downloaded v50 and can't update, just go into Settings, click Debugging, and click Force Update.

- Added
  - Hide mod updates button.
  - Changelog viewer.
- Fixed
  - Enabling not-latest dependencies or ones for incompatible game versions.
  - Mod update count was wrong.
  - Version Checker was based on which version of a mod was enabled instead of the highest version you have.
- Changed
  - Show Mod Info menu item now shows all versions and is prettier.
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Jang

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Re: TriOS: Starsector Launcher + Toolkit (Win/Mac) (under development)
« Reply #38 on: June 11, 2024, 02:24:30 PM »

Someone mentioned misbehavior if enabled_mods.json doesn't exist in the /mods folder. Maybe try creating that file, just to see?
I pointed TriOS to a fresh Starsector install and got the "can't modify JRE" message until I created the enabled_mods.json file, just wanted to confirm that fixed it for me.

Edit: Manually creating the json file led to TriOS being unable to enable/disable mods. I then deleted the empty json file I created and let the game create the file, and after that TriOS was able to toggle mods on and off.
« Last Edit: June 11, 2024, 02:37:18 PM by Jang »
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Wispborne

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Re: TriOS: Starsector Launcher + Toolkit (Windows) (under development)
« Reply #39 on: June 11, 2024, 06:12:01 PM »

0.0.52

- Added
  - Mods tab: side panel to display mod info.
- Fixed
  - JRE manager failing if JRE 23 isn't present.
- Changed
  - Limit changelog to not show unreleased versions (except when viewed from self-update notification).

Someone mentioned misbehavior if enabled_mods.json doesn't exist in the /mods folder. Maybe try creating that file, just to see?
I pointed TriOS to a fresh Starsector install and got the "can't modify JRE" message until I created the enabled_mods.json file, just wanted to confirm that fixed it for me.

Edit: Manually creating the json file led to TriOS being unable to enable/disable mods. I then deleted the empty json file I created and let the game create the file, and after that TriOS was able to toggle mods on and off.

This update should fix that problem.
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NaokiP

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Re: TriOS: Starsector Launcher + Toolkit (Windows) (under development)
« Reply #40 on: June 25, 2024, 10:32:35 AM »

Should TriOS be able to detect all previously manually installed mods by itself or do I need to feed it all the archives for it to create its own list? It's not detecting any if it should, running as administrator makes no difference. I have the TriOS folder nested in my current Starsector installation folder.

It might also be nice to have an option to launch the silent version of miko's jre23 to skip over the shell window
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Wispborne

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Re: TriOS: Starsector Launcher + Toolkit (Windows) (under development)
« Reply #41 on: June 25, 2024, 11:32:40 AM »

Should TriOS be able to detect all previously manually installed mods by itself or do I need to feed it all the archives for it to create its own list? It's not detecting any if it should, running as administrator makes no difference. I have the TriOS folder nested in my current Starsector installation folder.

Can you make sure in the Settings tab that it's using the right game path? It should be picking the mods up automatically.

It might also be nice to have an option to launch the silent version of miko's jre23 to skip over the shell window

Oh right, the silent .bat exists...that should be easy enough to implement. I'll add it to the list :D
https://github.com/wispborne/TriOS/issues?q=sort%3Aupdated-desc+is%3Aissue+is%3Aopen
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Wispborne

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Re: TriOS: Starsector Launcher + Toolkit (Windows) (under development)
« Reply #42 on: June 25, 2024, 11:34:55 AM »

0.0.54
  • Fixed
     
    • Mod grid showing wrong mod info for many columns.
0.0.53
  • Added
     
    • On first run, uses your most recent Starsector install instead of the default install location.
    • Mod grid now shows more info at once and has more column features (move columns, filter, hide, etc).
      • The grid column controls are still a little janky and don't yet persist between restarts.
           
  • Fixed
     
    • Tooltips going off-screen.
    • Letters in mod versions are no longer ignored by Version Checker.
    • Dashboard: First mod in "Updates" wasn't shown.
    • Changing game path via filepicker changes text field.
    • Unable to install (certain?) mods due to "Invalid value: Not in inclusive range" error.
    • Unable to update mods on Bitbucket due to it 403ing when asked if a file exists to download.
    • Update All Mods confirmation prompt always said you have 0 mods.
  • Changed
     
    • Can select text in the mod details panel.
    • Clearer errors when Version Checker fails.
    • Always show the Version Checker remote (online) url in tooltips.
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NaokiP

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Re: TriOS: Starsector Launcher + Toolkit (Windows) (under development)
« Reply #43 on: June 25, 2024, 11:50:57 AM »


Can you make sure in the Settings tab that it's using the right game path? It should be picking the mods up automatically.


Oh, yup. I'm not sure what was wrong with it because it looked correct at a glance, but manually setting the folder did it. Should have thought to try that myself. Cheers.
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Wispborne

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Re: TriOS: Starsector Launcher + Toolkit (Windows) (under development)
« Reply #44 on: June 25, 2024, 12:01:06 PM »


Can you make sure in the Settings tab that it's using the right game path? It should be picking the mods up automatically.


Oh, yup. I'm not sure what was wrong with it because it looked correct at a glance, but manually setting the folder did it. Should have thought to try that myself. Cheers.

You aren't the first person to say this, so I'll check that it isn't using the wrong path internally if none is set, all while displaying the right path to you.
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