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Author Topic: TriOS: Starsector Launcher/Mod Manager/Toolkit  (Read 31480 times)

Wispborne

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Re: TriOS: Starsector Launcher/Mod Manager/Toolkit
« Reply #90 on: September 13, 2024, 07:01:55 PM »

Hey, I’ve run into some issues regarding mod profiles:

—If I create one mod profile and DO NOT CREATE another one then activate it, I cannot deactivate nor delete that mod profile. Think that’s a bug.

—I am very confused about how I add mods to my mod profile. Could you explain how?

Updated to latest version, BTW.

The Mod Profile page wasn't meant to be enabled yet. I'll release another version shortly to disable it again.

I'd started working on it, not intending to release another version before finishing it, and then forgot to disable it when I did release a version.

0.2.6
- Fixed
  - Mod Profiles tab being accidentally enabled. The feature isn't ready yet.


Here are a couple of non-final screenshots.
There's still quite a bit to do:
- The buttons are still a mess.
- It needs to do some sort of backup to prevent losing part of a mod profile if you swap to one where you don't have all the mods.
- If you have a newer version of a mod than it wants, it should ask if you want to switch to the latest available.
- If you don't have a version of a mod it wants, but have a different one, it should ask if you want to use the one you have.
- It should have a profile selector on the Mods tab for quick switching.
- I might add the "Create from save file" as part of this, as it would feel incomplete to release without it.

Spoiler
[close]

« Last Edit: September 13, 2024, 07:11:51 PM by Wispborne »
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HereticMIND

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Re: TriOS: Starsector Launcher/Mod Manager/Toolkit
« Reply #91 on: September 13, 2024, 07:13:05 PM »

Sorry to cause such a fuss! I legit thought that 0.2.5 was the “Mod Profiles” update and thought I ran into a weird bug.

In any case, the 0.2.6 update doesn’t look like it’s live yet (the auto-update is registering as the current update as 0.2.5), so in any case it’s fine. No need to go trying to squash bugs that might not even be there!
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Wispborne

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Re: TriOS: Starsector Launcher/Mod Manager/Toolkit
« Reply #92 on: September 13, 2024, 07:15:35 PM »

Sorry to cause such a fuss! I legit thought that 0.2.5 was the “Mod Profiles” update and thought I ran into a weird bug.

In any case, the 0.2.6 update doesn’t look like it’s live yet (the auto-update is registering as the current update as 0.2.5), so in any case it’s fine. No need to go trying to squash bugs that might not even be there!

Nah, I realized earlier today that I accidentally enabled it and hadn't gotten around to fixing it. I needed the push/reminder :)
It's still next on the to-do list.


Unfortunately, Satisfactory just released 1.0, sooooooo
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FancyBacon

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Re: TriOS: Starsector Launcher/Mod Manager/Toolkit
« Reply #93 on: September 13, 2024, 08:16:14 PM »

Invalid argument(s): Failed to load dynamic library '/private/var/folders/ts/y72701tx2p5_pt32s2pm5mwr0000gn/T/AppTranslocation/99DC84FC-C6F4-4304-899A-748DC9394077/d/TriOS.app/Contents/Frameworks/App.framework/Resources/flutter_assets/assets/macos/libarchive/lib/libarchive.dylib': dlopen(/private/var/folders/ts/y72701tx2p5_pt32s2pm5mwr0000gn/T/AppTranslocation/99DC84FC-C6F4-4304-899A-748DC9394077/d/TriOS.app/Contents/Frameworks/App.framework/Resources/flutter_assets/assets/macos/libarchive/lib/libarchive.dylib, 0x0001): Library not loaded: /opt/homebrew/opt/xz/lib/liblzma.5.dylib
  Referenced from: <0F8B1657-5E7C-366F-A173-B52CF4AB462C> /private/var/folders/ts/y72701tx2p5_pt32s2pm5mwr0000gn/T/AppTranslocation/99DC84FC-C6F4-4304-899A-748DC9394077/d/TriOS.app/Contents/Frameworks/App.framework/Versions/A/Resources/flutter_assets/assets/macos/libarchive/lib/libarchive.dylib
  Reason: tried: '/opt/homebrew/opt/xz/lib/liblzma.5.dylib' (no such file), '/System/Volumes/Preboot/Cryptexes/OS/opt/homebrew/opt/xz/lib/liblzma.5.dylib' (no such file), '/opt/homebrew/opt/xz/lib/liblzma.5.dylib' (no such file)

Not allowing me to auto download mod updates (macOS version 2.5)
« Last Edit: September 13, 2024, 08:17:53 PM by FancyBacon »
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the_bittersteel

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Re: TriOS: Starsector Launcher/Mod Manager/Toolkit
« Reply #94 on: September 16, 2024, 05:32:58 PM »

Low urgency item - using on MacOS. Must say works great so far, especially when combined with another MacOS Java improvement mod. That said, whenever I exit TriOS - I get an error of "TrIOS Quit Unexpectedly." Doesn't seem to impact functionality, only sharing since you're still developing/making improvements.
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dinnerchief

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Re: TriOS: Starsector Launcher/Mod Manager/Toolkit
« Reply #95 on: September 21, 2024, 10:29:45 PM »

The width of columns in mods section go back to default when something in ui updates. Be it a Notification pop-up about mod updating or enabling/disabling mods. There maybe some other things that trigger it
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JasonH

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Re: TriOS: Starsector Launcher/Mod Manager/Toolkit
« Reply #96 on: September 29, 2024, 11:41:34 AM »

What would the reason be to hitting update all, it shows progress in downloading and prompting to install than doing nothing?  I dont even know the folder it downloaded it..

*Edit* I'm dumb, had to run the Trio as admin
« Last Edit: September 29, 2024, 11:48:51 AM by JasonH »
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Shoey

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Re: TriOS: Starsector Launcher/Mod Manager/Toolkit
« Reply #97 on: October 02, 2024, 08:47:14 PM »

Can we set up custom launch commands to use with TriOS? 

Point it to a certain bat file, custom executable and pass command arguments, that sorta thing. 

Personally I use Steam to set up my controller to be able to play, it'd be great if I wouldn't have to have Steam saying I'm playing while leaving TriOS in the background or if I was able to the console window close itself after an amount of time when using JRE 23.
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Wispborne

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Re: TriOS: Starsector Launcher/Mod Manager/Toolkit
« Reply #98 on: October 06, 2024, 04:52:17 PM »

The width of columns in mods section go back to default when something in ui updates. Be it a Notification pop-up about mod updating or enabling/disabling mods. There maybe some other things that trigger it

Saving the grid UI state is something that still needs to be added. It's a lot less straightforward than it seems like it should be. (third-party grid library makes a lot of extremely restrictive choices for performance sake that I hacked around, so a combination of the library itself and my hacks make detecting UI changes and reapplying them a challenge. There's a non-zero chance I will end up writing my own grid from scratch like I did for SMOL.)

Can we set up custom launch commands to use with TriOS? 

Point it to a certain bat file, custom executable and pass command arguments, that sorta thing. 

Personally I use Steam to set up my controller to be able to play, it'd be great if I wouldn't have to have Steam saying I'm playing while leaving TriOS in the background or if I was able to the console window close itself after an amount of time when using JRE 23.

That's...quite a bit of extra complexity. On the face of it it seems easy, but I'm quickly imagining extra scenarios.
- Different params for JRE23 or the same? What if you set global ones, switch to a different JRE, and it doesn't work?
- Would they be passed when using Skip Launcher, too?

The simplest and most realistic form of this is probably a dialog window opened from Settings with two text boxes that asks for 1) the file to launch (blank is default), and 2) command line args, like Steam has.
And they'll apply whenever _not_ using Skip Launcher.

Doesn't seem too too bad, but it's a fair amount of dev opportunity cost. What about pinning your custom executable to the Windows Taskbar?
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Shoey

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Re: TriOS: Starsector Launcher/Mod Manager/Toolkit
« Reply #99 on: October 06, 2024, 10:26:16 PM »

1) the file to launch (blank is default), and 2) command line args, like Steam has.

That's pretty much exactly what I was thinking of. Just a "hey, launch this instead" with it being on the user to launch the game properly from it. 

Reading my post again I'm actually not quite sure what I was thinking of when I was saying "not have Steam show me as in TriOS" since I could just use the JRE 23 bat in Steam and use TriOS externally... I guess I've just been stuck in Mod Organizer 2's "always need to hook" thing and went that path without thinking about it? My mind is strange some times so I wouldn't be that surprised. I'd say there are merits to letting TriOS tell Steam to launch a game but not enough that I'd ask anyone else to do it, thinking on it now. Shrug. 

Thanks for the consideration either way.
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vicegrip

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Re: TriOS: Starsector Launcher/Mod Manager/Toolkit
« Reply #100 on: October 08, 2024, 04:45:47 PM »

Hey, the latest update of Emergent Threats: IX Revival contains multiple copies of mod_info.json for players to swap in and out, depending on if they want to play the mod with or without Nex, but TriOS is detecting the extra copies of mod_info.json inside subfolders rather than just the main mod folder and showing players confusing results. Would it be possible for TriOS to ignore the extra copies of the file that are not in the main mod directory?

Thanks very much.

Wispborne

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Re: TriOS: Starsector Launcher/Mod Manager/Toolkit
« Reply #101 on: October 09, 2024, 07:25:16 AM »

Hey, the latest update of Emergent Threats: IX Revival contains multiple copies of mod_info.json for players to swap in and out, depending on if they want to play the mod with or without Nex, but TriOS is detecting the extra copies of mod_info.json inside subfolders rather than just the main mod folder and showing players confusing results. Would it be possible for TriOS to ignore the extra copies of the file that are not in the main mod directory?

Thanks very much.

Whoops, alright I've added more info to that screen to hopefully make it easier to figure out that edge case.



That said, this'll still crash if you select one of the second two mod_info.json files, and I don't have a good solution for that. Anything that solves this issue would potentially create an issue for other mods.

- Only detecting the top-level files doesn't work because some mods have nested folders in their zips.
- Digging until we find a mod_info.json file and looking for all at that level doesn't work because someone could add add-on mods in exactly the same way you did, but with full mods in the subfolders instead of only diff patches like you have.

Essentially what you have is an optional custom install process. You could change the mod_info.json filename so TriOS doesn't see it, and instruct users to rename it, but that sucks for them.

The best I've got is to duplicate the whole mod into the nexerelin patch folders.
It's not too crazy: if you stick with .zip, the download increases from 16MB to 38MB, or if you switch to .7z (which I don't typically suggest), it actually drops to 14MB since the duplicated files don't take up extra space in 7z.
« Last Edit: October 09, 2024, 07:32:45 AM by Wispborne »
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Wispborne

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Re: TriOS: Starsector Launcher/Mod Manager/Toolkit
« Reply #102 on: October 09, 2024, 05:48:50 PM »

0.3.0
- Added
  - **Mod Profiles**
  - Tooltip when launching game showing version, Java version, and RAM assigned.
  - "Dependents" in the side panel now shows any specific version wanted.
  - Installing a zip with multiple mods inside now shows the paths of each detected mod to make it easier to figure out which one you want.
- Fixed
  - Timeout when checking for mod updates in some cases (tons of mods, slow PC, spotty internet).
    - TriOS now has a max of 10 API requests active at a time, rather than sending one per mod all at once.
    - Switched to a new HTTP client (wrapper around the native one), so let me know if network calls regress.
    - New setting to control this added to Settings page.
  - "Cannot write to vmparams file Miko_R3.txt" error when not using JRE 23.
  - Mod version dropdowns sometimes breaking.
    - Caused by dirty state and equality comparison comparing the whole object. Now compares just ids.
- Changed
  - Roboto as default text theme again, instead of Ibm Plex Sans.
    - It's clearer at small sizes.

NOTE: Saves can only show the first version of a mod that was ever used with the save; if you updated a mod and re-saved, it won't show the new version.
This is because the game doesn't include updated mod versions in the save file.

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hermes

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Re: TriOS: Starsector Launcher/Mod Manager/Toolkit
« Reply #103 on: October 20, 2024, 06:58:09 PM »

A few pieces of feedback as a completely new user:
  • For some reason the Mikohime Additionals Settings mod is auto-included - is this on purpose?
  • Initially the process of adding a mod is unclear. At first I tried to get it to detect the mods in my /mods folder. Basically it took some fiddling to understand that it was expecting me to add mods in their compressed state.
  • Very first mod added for some reason the window became black (Windows 10 OS). Clicking off the app and clicking back on it again solved this.
  • Generally the mechanism is a joy to use! The visual feedback is clear, it works well ... there are so many details I'm not going to comment on all of them of course. I'll just say that with some homegrown apps like this I kind of dread opening them up and using them, but this one is great. Thanks very much for making it.
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Zalpha

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Re: TriOS: Starsector Launcher/Mod Manager/Toolkit
« Reply #104 on: October 23, 2024, 03:56:00 AM »

An amazing program, thank you for making and sharing this with us.
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