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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: Save/Load UI, Autosave, Intel Map Markers, and More  (Read 10610 times)

Goumindong

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Re: Save/Load UI, Autosave, Intel Map Markers, and More
« Reply #45 on: April 12, 2024, 11:57:18 AM »

Oh my word this is great. So freaking hype
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FooF

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Re: Save/Load UI, Autosave, Intel Map Markers, and More
« Reply #46 on: April 12, 2024, 03:11:29 PM »

(One thing I'm noticing which is kind of subtle is with starscape turned off, you can actually tell which part of the Sector you're looking at even when zoomed in, due to the roughly spiral nature of the hyperspace cloud gaps... so you get some "free" info about where you're looking at, exactly, without zooming out. That's pretty neat!)

I've never fully articulated it that way but, yes, you can tell what general section of the sector you're looking at by the swirl pattern of the storms. It's something the Starscape lacked and why I basically never use it. I admit the Starscape is "prettier" but it's much less functional.

Thanks for implementing that!
« Last Edit: April 12, 2024, 03:16:28 PM by FooF »
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Kragh

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Re: Save/Load UI, Autosave, Intel Map Markers, and More
« Reply #47 on: April 12, 2024, 03:41:40 PM »

I don't think I ever used Starscape. I can't imagine not being able to see the storms on the map.
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Alex

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Re: Save/Load UI, Autosave, Intel Map Markers, and More
« Reply #48 on: April 12, 2024, 04:30:08 PM »

Thanks for implementing that!

Thank you for suggesting it, I'm really glad you did!


(Yeah, Starscape pretty much exists just because it's prettier and I think it helps to make the Sector feel a little more like a real place - a cluster of stars - in a way that the hyperspace map doesn't quite do, imo.)
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SpaceDrake

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Re: Save/Load UI, Autosave, Intel Map Markers, and More
« Reply #49 on: April 12, 2024, 06:55:28 PM »

Aaaah... I'm two landmark versions behind and was going to catch up... but seeing these QOL features make me want to wait again...

This update is probably a while out, still, so I'd just jump in and look forward to what's coming.
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Cryovolcanic

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Re: Save/Load UI, Autosave, Intel Map Markers, and More
« Reply #50 on: April 12, 2024, 07:23:10 PM »

Alex will you add clues to the location of rescuable officers (especially the heroic level 7 officers), Remnant systems, and gates, in the same way we can find clues to the location of good planets, blueprints and colony items?

The level 7 officers in particular are as good or better than blueprints and colony items.

edit - I also posted some UI suggestions a while back. Thank you for including something similar to #5 that I asked for.

Still the question of some UI element that allows viewing of ship/weapon stats in a table format, as well as inventory sorting:

https://fractalsoftworks.com/forum/index.php?topic=28098.0

edit 2 - Mortrag helpfully compiled many UI / QoL requests into one thread. Reposting for Alex in case he did not see it:

https://fractalsoftworks.com/forum/index.php?topic=28699.msg422018#msg422018
« Last Edit: April 12, 2024, 07:39:58 PM by Cryovolcanic »
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Neo15555

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Re: Save/Load UI, Autosave, Intel Map Markers, and More
« Reply #51 on: April 12, 2024, 11:17:58 PM »

I've been using a mod, Fleet Journal v1.1.3]
[0.97a] Fleet Journal v1.1.3
that does something similar as to the Intel Map Marker, and one its feature is a time thing, indicating how long in-game day ago since it was placed.

Will the upcoming feature have something similar? asking because I've been mostly using it to keep track of how long a settlement stay out of commission after it was last raidedby me.

Also, speaking of, is there some way of knowing how long will a settlement persona non-grata immediately without leaving and entering the settlement menu again?
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Dadada

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Re: Save/Load UI, Autosave, Intel Map Markers, and More
« Reply #52 on: April 13, 2024, 03:14:48 AM »

Pog :D

We currently have the yellow star/ yellow exclamation mark in a circle to mark important stuff in the intel tab, maybe left of that one could be a map icon as an option to also force it showing up on the map?

The multi salvage stuff is intended, right? ???
I find it somewhat mildly annoying, wish it could be all combined into one action, also QoL or some other mod offers auto salvage as in: It's, I mean the salvage prompt is triggered automatically if you are in a debris field.

Since we got the pog simulator rework, so maybe it can even be combined with the sim rework: I wish I (or we :D) could save more ship builds and access them in different runs across the game, no more making dozens of builds for dozens of ships again and again. :D
Maybe player faction ships could finally use my own/preferred builds? :D

What about a higher speed up multi?
Man, I am looking forward to all the excellent additions and changes, excellent stuff.  :o

E: Thank you Alex! :D
E2: I also wish we could call our contacts (in vanilla)...
« Last Edit: April 13, 2024, 05:11:38 AM by Dadada »
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Alex

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Re: Save/Load UI, Autosave, Intel Map Markers, and More
« Reply #53 on: April 13, 2024, 07:36:29 AM »

I appreciate the enthusiasm, and I've read all your posts, but please, let's not turn this into a thread for unrelated (or very vaguely related) suggestions :)

I've been using a mod, Fleet Journal v1.1.3]
[0.97a] Fleet Journal v1.1.3
that does something similar as to the Intel Map Marker, and one its feature is a time thing, indicating how long in-game day ago since it was placed.

Will the upcoming feature have something similar? asking because I've been mostly using it to keep track of how long a settlement stay out of commission after it was last raidedby me.

Yep, it shows the time since the marker was placed.

Also, speaking of, is there some way of knowing how long will a settlement persona non-grata immediately without leaving and entering the settlement menu again?

I don't think so.

We currently have the yellow star/ yellow exclamation mark in a circle to mark important stuff in the intel tab, maybe left of that one could be a map icon as an option to also force it showing up on the map?

Ah, hmm. Interesting idea! I'll keep it in mind.

The multi salvage stuff is intended, right? ???

Yes.

Alex will you add clues to the location of rescuable officers (especially the heroic level 7 officers), Remnant systems, and gates, in the same way we can find clues to the location of good planets, blueprints and colony items?

Remnant systems and gates, definitely not, the former are already indicated by warning beacons, and the latter aren't important enough to be an exciting find in the general case. Level 7 officers ... maybe? Nothing I'd call plans or even intent, but I could see doing that at some point. Maybe :) They're certainly impactful enough!

Since we got the pog simulator rework, so maybe it can even be combined with the sim rework: I wish I (or we :D) could save more ship builds and access them in different runs across the game, no more making dozens of builds for dozens of ships again and again. :D

I've got a TODO to look at this, but it's fairly unlikely; it's a bit of a pain. Consider what happens when a saved vanilla ship variant is fitted out with modded weapons and hullmods, and the mod is then disabled - this isn't unsolvable, it just gets more complicated than perhaps it might initially seem.

Maybe player faction ships could finally use my own/preferred builds? :D

(They do sometimes!)
« Last Edit: April 13, 2024, 07:39:02 AM by Alex »
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SCC

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Re: Save/Load UI, Autosave, Intel Map Markers, and More
« Reply #54 on: April 13, 2024, 08:31:45 AM »

Major Events (2) [4]
[`]?
Quote from: Alex
(One problem with this was that it highlighted a minor longstanding issue – the screen rapidly switching between the previous two frames while the save is in progress. Not a huge deal if you’re expecting it and just looking at the save bar in any case (which isn’t affected by this), but much more of a problem if all of a sudden the main view you’re looking at starts to vibrate. So, I fixed that up.)
I am the lone fan of this little bug. it's hard to say why and I think the closest would be that it looked like the game was having a little fun when saving. You filled my bowl with sadness.

Quote from: Alex
The tally intel goes away when you exit the star system,
Unless you mark it as important, right?

My saves currently look like this so descriptions are most welcome...

And no more writing down where everything is in a text file!

MY BROTHER!
Are you guys even trying?

Alex

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Re: Save/Load UI, Autosave, Intel Map Markers, and More
« Reply #55 on: April 13, 2024, 09:00:06 AM »

I am the lone fan of this little bug. it's hard to say why and I think the closest would be that it looked like the game was having a little fun when saving. You filled my bowl with sadness.

Awww!

Unless you mark it as important, right?

No, it goes away regardless of that. I'm not sure what the possible use case would be for keeping it around when it shows you nothing, though, so if you had something specific in mind?
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Wyvern

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Re: Save/Load UI, Autosave, Intel Map Markers, and More
« Reply #56 on: April 13, 2024, 10:29:49 AM »

Unless you mark it as important, right?

No, it goes away regardless of that. I'm not sure what the possible use case would be for keeping it around when it shows you nothing, though, so if you had something specific in mind?
Quote from: Alex
The tally intel goes away when you exit the star system, if there are no salvageable entities (that you know of) left.
Looks like the second half of that sentence got missed? So tally intel items that actually have entries will stick around.
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Wyvern is 100% correct about the math.

Alex

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Re: Save/Load UI, Autosave, Intel Map Markers, and More
« Reply #57 on: April 13, 2024, 10:50:16 AM »

Aaah, that makes sense!
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SonnaBanana

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Re: Save/Load UI, Autosave, Intel Map Markers, and More
« Reply #58 on: April 13, 2024, 05:21:04 PM »

Great news! Markers and better logs!
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I'm not going to check but you should feel bad :( - Alex

Liral

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Re: Save/Load UI, Autosave, Intel Map Markers, and More
« Reply #59 on: April 15, 2024, 09:51:31 PM »

All the UI stuff I never knew I needed!  Thanks, Alex.
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