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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: [0.97a] Building Menu Overhaul 1.1.3  (Read 13469 times)

Kaysaar

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[0.97a] Building Menu Overhaul 1.1.3
« on: January 04, 2025, 12:30:06 AM »

Building Menu Overhaul


NOTE ! Requieres Ashlib ver 1.1.1 or higher
This mod features overhaul to building menu introducing few useful things
Searchbar
Spoiler
Dynamically searches through list of industries that meet tag criteria

Showcase
Spoiler
[close]
[close]
Tag filters
Spoiler
You can filter industries using various tags, including mod tags!

Showcase
Spoiler
[close]
[close]
Dropdown buttons for variable industries
Spoiler
Now instead of going to different section with only certain industries present (Example Stations) all is now located in Dropdown menu

Showcase
Spoiler
[close]
[close]
Upgrade path showcase
Spoiler
Shows upgrade path for each industry

Showcase
Spoiler
[close]
[close]
Items usage
Spoiler
Shows which items can be used on this industry, or its upgrades, and if it can be installed on this market!

Showcase
Spoiler
[close]
[close]
Upgrade Queue
Spoiler
Allows for queue not only industries, but their upgrades!

Showcase
Spoiler
[close]
[close]
Current plans
- Add upgrade path showcase to each industry (DONE!)
 - Add sort of income estimator/ production estimator for various sizes of colony (Wip, will be done later)
 - Add ability to instatly build upgrade of industry, instead of building industry a then upgrading to b then to c etc etc.(DONE!)
 - Add info about what items can be installed and if you have them (DONE!)

Changelog
Spoiler
1.1.3
 -Fixed issues with Arthur mod

1.1.2
 -Fixed random crash with currentOne beign null

1.1.1
 -Fixed random crash

1.1.0
 -Added queue for upgrades
 -Fixed crash with getIndustryTree method
 -Fixed issue where stations still were capable of being built when in queue

1.0.4
 -Adjusted title of industry showcase to be centered
 -Added dynamic color change based on where menu have been opened (faction market)
 -Adjusted tooltip methods for future AoTD - Vok versions

1.0.3
 -Increased performance even more

1.0.2
 -Fixed bug with industries appearing in menu that are already in construction queue
 -Fixed issue with not having any support for vanilla extended tooltips ( now it is possible press f1 will extend tooltips)
 -Slightly improved performance of UI generation

1.0.1
 -Integrated which industry into mod

1.0.0
 -Add item showcase ability together if it can be used on specific market

0.2.0
 -Fix that some tags are not read ( cause they are changed when sector is being loaded )
 -Added upgrade path showcase
 -Added new tag - Has upgrade
 -Fixed issue of industries displaying sometimes wrong image

0.1.1
 -fix small memory leak issue
 -added arrow to dropdown menu
 -fixed issues with tag buttons
[close]

Current ver : 1.1.3( Safe to add mid save)

Support

In case you are interested in supporting me financially you can do it via Patreon !
Any donations allow me to commision more and more people, so i can increase quality of my own mods !

« Last Edit: January 24, 2025, 02:35:30 AM by Kaysaar »
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Shoey

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Re: [0.97a] Building Menu Overhaul 0.1.0
« Reply #1 on: January 04, 2025, 12:39:52 AM »

Ayy, dope job Kay. 
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dinnerchief

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Re: [0.97a] Building Menu Overhaul 0.1.0
« Reply #2 on: January 04, 2025, 07:16:07 AM »

The must-have mod of all time
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The_Shredded_One

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Re: [0.97a] Building Menu Overhaul 0.1.0
« Reply #3 on: January 04, 2025, 01:14:15 PM »

Is there going to be a scrolling feature to overcome the 12 building limit, or is there another way to overcome that?
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IroncladLion

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Re: [0.97a] Building Menu Overhaul 0.1.1
« Reply #4 on: January 04, 2025, 05:21:41 PM »

Something tells me this is going to be an essential mod in the future, if not incorporated into vanilla. Really great stuff with this!

ZetA

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Re: [0.97a] Building Menu Overhaul 0.1.1
« Reply #5 on: January 06, 2025, 12:56:51 AM »

Something tells me this is going to be an essential mod in the future, if not incorporated into vanilla. Really great stuff with this!
I absolutely agree. Even disregarding functionality with other mods, this is much more informative than the vanilla building menu! Showing colony items for one, that could be especially useful for a new player who didn't check the industries an item is usable on, or forgot.
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TheoGrant

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Re: [0.97a] Building Menu Overhaul 0.1.1
« Reply #6 on: January 07, 2025, 01:50:10 AM »

Building Menu Overhaul


NOTE ! Requieres Ashlib ver 1.1.1 or higher
This mod features overhaul to building menu introducing few useful things
Searchbar
Spoiler
Dynamically searches through list of industries that meet tag criteria

Showcase
Spoiler
[close]
[close]
Tag filters
Spoiler
You can filter industries using various tags, including mod tags!

Showcase
Spoiler
[close]
[close]
Dropdown buttons for variable industries
Spoiler
Now instead of going to different section with only certain industries present (Example Stations) all is now located in Dropdown menu

Showcase
Spoiler
[close]
[close]
Upgrade path showcase
Spoiler
Shows upgrade path for each industry

Showcase
Spoiler
[close]
[close]
Items usage
Spoiler
Shows which items can be used on this industry, or its upgrades, and if it can be installed on this market!

Showcase
Spoiler
[close]
[close]
Upgrade Queue
Spoiler
Allows for queue not only industries, but their upgrades!

Showcase
Spoiler
[close]
[close]
Current plans
- Add upgrade path showcase to each industry (DONE!)
 - Add sort of income estimator/ production estimator for various sizes of colony (Wip, will be done later)
 - Add ability to instatly build upgrade of industry, instead of building industry a then upgrading to b then to c etc etc.(DONE!)
 - Add info about what items can be installed and if you have them (DONE!)

Changelog
Spoiler
1.1.1
 -Fixed random crash

1.1.0
 -Added queue for upgrades
 -Fixed crash with getIndustryTree method
 -Fixed issue where stations still were capable of being built when in queue

1.0.4
 -Adjusted title of industry showcase to be centered
 -Added dynamic color change based on where menu have been opened (faction market)
 -Adjusted tooltip methods for future AoTD - Vok versions

1.0.3
 -Increased performance even more

1.0.2
 -Fixed bug with industries appearing in menu that are already in construction queue
 -Fixed issue with not having any support for vanilla extended tooltips ( now it is possible press f1 will extend tooltips)
 -Slightly improved performance of UI generation

1.0.1
 -Integrated which industry into mod

1.0.0
 -Add item showcase ability together if it can be used on specific market

0.2.0
 -Fix that some tags are not read ( cause they are changed when sector is being loaded )
 -Added upgrade path showcase
 -Added new tag - Has upgrade
 -Fixed issue of industries displaying sometimes wrong image

0.1.1
 -fix small memory leak issue
 -added arrow to dropdown menu
 -fixed issues with tag buttons
Great work on the mod! I love the improvements, especially the instant upgrade feature—it’ll save a lot of time. I’m looking forward to the income estimator and the ability to quickly see which items can be installed. Keep up the great work, and I’ll definitely support you on Patreon! Looking forward to the next updates My brother was juggling a full-time job while trying to complete his master’s thesis. The stress became overwhelming, so I recommended this https://academized.com/pay-for-thesis service where you can pay for a professionally written thesis. He was assigned a writer who was highly knowledgeable in his field. The thesis was meticulously researched and well-structured, earning him excellent feedback from his advisor. This service allowed him to manage his workload without compromising on quality, and it was worth every penny.
[close]

Current ver : 1.1.1( Safe to add mid save)

Support

In case you are interested in supporting me financially you can do it via Patreon !
Any donations allow me to commision more and more people, so i can increase quality of my own mods !


Thank you so much for sharing it.
« Last Edit: January 18, 2025, 06:01:30 AM by TheoGrant »
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mllhild

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Re: [0.97a] Building Menu Overhaul 1.0.0
« Reply #7 on: January 07, 2025, 06:26:34 AM »

You are going to make Alex feel bad about how small his UI overhaul patch is compared to what you put out.

Will we be able to install items and AI cores in queued up building as well, or do we still have to wait until they started building?
« Last Edit: January 07, 2025, 06:30:12 AM by mllhild »
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bob2040

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Re: [0.97a] Building Menu Overhaul 1.0.1
« Reply #8 on: January 08, 2025, 02:15:50 AM »

game crashes when i click to build industrial. I am not sure what cost it, old mod? bootleg mods?

[Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.loading.IndustrySpecAPI.getDowngrade()" because "currentOne" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.loading.IndustrySpecAPI.getDowngrade()" because "currentOne" is null
   at kaysaar.bmo.buildingmenu.BuildingMenuMisc.getIndustryTree(BuildingMenuMisc.java:332) ~[?:?]
   at kaysaar.bmo.buildingmenu.BuildingMenuMisc.isIndustryFromTreePresent(BuildingMenuMisc.java:700) ~[?:?]
   at kaysaar.bmo.buildingmenu.IndustryTable.showIndustry(IndustryTable.java:211) ~[?:?]
   at kaysaar.bmo.buildingmenu.IndustryTable.cantPlace(IndustryTable.java:205) ~[?:?]
   at kaysaar.bmo.buildingmenu.IndustryTable.createTable(IndustryTable.java:164) ~[?:?]
   at kaysaar.bmo.buildingmenu.MarketDialog.createContentForDialog(MarketDialog.java:229) ~[?:?]
   at kaysaar.bmo.buildingmenu.MarketDialog.createUI(MarketDialog.java:216) ~[?:?]
   at ashlib.data.plugins.ui.models.PopUpUI.init(PopUpUI.java:231) ~[?:?]
   at kaysaar.bmo.buildingmenu.BuildingUITracker.advance(BuildingUITracker.java:223) ~[?:?]
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) [port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) [port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) [port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1447) [?:?]
here the list for enabled Mods
Spoiler
{"enabledMods": [
  "demonx3_ExtraWeebAI",
  "PAGSM",
  "yunruweebshitcombopack",
  "Aic",
  "pantera_ANewLevel120R",
  "AI-Retrofits",
  "console_additions",
  "adjustableautomatedships",
  "advanced_gunnery_control_dbeaa06e",
  "alkemia-armoury",
  "A_S-F",
  "anexweapons",
  "anotherportraitpack",
  "Cryo_but_better",
  "aotd_qol",
  "aod_vos",
  "aotd_vok",
  "apex_design",
  "ApproLight",
  "ApproLightPlus",
  "ash",
  "aria_compt",
  "armaa",
  "zzarmaa_anime",
  "raccoonarms",
  "arthrships",
  "ashlib",
  "Planetace_AstralAscension",
  "balansskills",
  "battle_music",
  "battlefleets",
  "timid_admins",
  "BVH",
  "better_variants",
  "pigeonpun_bionicalteration",
  "Ocap_Bluemoons",
  "HMI_brighton",
  "bmo",
  "CFT",
  "CJHM",
  "Csp",
  "CSP",
  "chatterexp",
  "chickentechshop",
  "clearCommands",
  "combatactivators",
  "chatter",
  "lw_radar",
  "lw_console",
  "timid_cum",
  "aaacrew_replacer",
  "ymfah_customlpcs",
  "customizablestarsystems",
  "diyplanets",
  "darkorbit",
  "istl_dassaultmikoyan",
  "wyv_decolib",
  "DemtoShippack",
  "df",
  "Diktat Enhancement",
  "dex",
  "dpl_phase_lab",
  "domainReformed",
  "edshipyard",
  "ElvenSector",
  "EmergentThreats_Vice",
  "EmergentThreats_IX_Revival",
  "Everybody loves KoC",
  "exoticatechnologies",
  "lyr_ehm",
  "Extra_Submarkets",
  "ftaps",
  "a111164_ExtendPack",
  "fast_engine_rendering",
  "fleet_journal",
  "fob",
  "fp",
  "GalacticConstellate",
  "FantasyM",
  "GrandColonies",
  "GMDA",
  "ExtremisKO.Halo_HomeSystems",
  "HMI",
  "himaport",
  "hcok",
  "sun_hyperdrive",
  "illustrated_entities",
  "aerialcombatsuit",
  "IndEvo",
  "Imperium",
  "timid_xiv",
  "JYD",
  "HTI",
  "kadur_remnant",
  "keruvim_shipyards",
  "knights_of_ludd",
  "KS",
  "lost_sector",
  "LTA",
  "lakhesismonarchy",
  "largerZoomOut",
  "lw_lazylib",
  "leadingPip",
  "neo_acs_13th_portraitpack",
  "neo_acs_indies_portraitpack",
  "neo_acs_pirates_portraitpack",
  "neo_acs_rc_portraitpack",
  "neo_acs_wc_portraitpack",
  "neo_acs_temp_portraitpack",
  "ldsc",
  "lunalib",
  "MODCalveraSystem",
  "exshippack",
  "athena_dreadnought",
  "athena_dreadnaughty_mk2",
  "athena_dreadnaughty",
  "superweapons",
  "MagicLib",
  "Mayasuran Navy",
  "MilOdyssey",
  "MilOdyssey+",
  "Mimikko",
  "wyv_mirror",
  "MissileShipOverhaul",
  "dk_mis_096",
  "missinghegemonyauxiliaryships",
  "missingshipscivilian",
  "missingsuperships",
  "missingmidlineships",
  "Missing Names Mod",
  "missingpatherships",
  "missingshipspirate",
  "MoXIV",
  "MoreBarMissions",
  "more_hullmods",
  "MoreMilitaryMissions",
  "More_Officer_Skills",
  "niko_morePlanetaryConditions",
  "Musashimanufactor",
  "advent_seven",
  "ness_saw",
  "sun_new_beginnings",
  "stalag_fiction",
  "nexerelin",
  "sun_nomadic_survival",
  "omegaslaught",
  "officerExtension",
  "omgbp_omegablueprints",
  "JYDR",
  "particleengine",
  "planet_search",
  "wyv_planetaryShieldAccessControl",
  "Polaris_Prime",
  "pigeonpun_projectsolace",
  "pt_qolpack",
  "QualityCaptains",
  "yunru_pilot_radiant",
  "assortment_of_things",
  "randomweapons",
  "rebelrats",
  "RetroLib",
  "RetrofittedBridge",
  "RigSec",
  "ryaz",
  "sv",
  "sotf_sparkle",
  "sanguinary_autonomist_defectors",
  "scan_those_gates",
  "Scrapyard",
  "SCY",
  "secretsofthefrontier",
  "sierracovenant",
  "SEEKER",
  "bb_plus",
  "shadow_ships",
  "swp",
  "mayu_specialupgrades",
  "speedUp",
  "starlords",
  "sw",
  "swf",
  "stardustventures",
  "sun_starship_legends",
  "Starsin",
  "StationShips",
  "hakkari2",
  "suitablestarsystems",
  "Sunrider",
  "supportships",
  "System_Marker",
  "tahlan",
  "presmattdamon_takenoprisoners",
  "Terraforming & Station Construction",
  "terraformingmadeeasy",
  "exalted",
  "mayorate",
  "metelson_release",
  "TBJ",
  "thong",
  "thongredacto",
  "TraverserDesignBureau",
  "TTSC",
  "uaf_skills",
  "uaf",
  "US",
  "unthemedweapons",
  "vic",
  "variants_lib",
  "vayramerged",
  "vbc",
  "TouchOfVanilla_vri",
  "vulpoids",
  "which_industry",
  "whichmod",
  "whichtmi",
  "XhanEmpire",
  "YNA",
  "yrxp",
  "audio_plus",
  "aaamarketRetrofits",
  "prvagni",
  "prvextra",
  "prvlib",
  "prvrb",
  "prv",
  "shaderLib",
  "Rouge_Redstar",
  "KFM3",
  "KGT1",
  "KGT2"
[close]

try to Attach log but its too big and the forum freezes and get page error XD
« Last Edit: January 08, 2025, 02:19:38 AM by bob2040 »
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n3xuiz

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Re: [0.97a] Building Menu Overhaul 0.1.0
« Reply #9 on: January 08, 2025, 03:03:10 AM »

Is there going to be a scrolling feature to overcome the 12 building limit, or is there another way to overcome that?
use Grand Colonies for that:
https://fractalsoftworks.com/forum/index.php?topic=20986.0
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Kaysaar

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Re: [0.97a] Building Menu Overhaul 1.0.1
« Reply #10 on: January 08, 2025, 05:27:04 AM »

game crashes when i click to build industrial. I am not sure what cost it, old mod? bootleg mods?

[Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.loading.IndustrySpecAPI.getDowngrade()" because "currentOne" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.loading.IndustrySpecAPI.getDowngrade()" because "currentOne" is null
   at kaysaar.bmo.buildingmenu.BuildingMenuMisc.getIndustryTree(BuildingMenuMisc.java:332) ~[?:?]
   at kaysaar.bmo.buildingmenu.BuildingMenuMisc.isIndustryFromTreePresent(BuildingMenuMisc.java:700) ~[?:?]
   at kaysaar.bmo.buildingmenu.IndustryTable.showIndustry(IndustryTable.java:211) ~[?:?]
   at kaysaar.bmo.buildingmenu.IndustryTable.cantPlace(IndustryTable.java:205) ~[?:?]
   at kaysaar.bmo.buildingmenu.IndustryTable.createTable(IndustryTable.java:164) ~[?:?]
   at kaysaar.bmo.buildingmenu.MarketDialog.createContentForDialog(MarketDialog.java:229) ~[?:?]
   at kaysaar.bmo.buildingmenu.MarketDialog.createUI(MarketDialog.java:216) ~[?:?]
   at ashlib.data.plugins.ui.models.PopUpUI.init(PopUpUI.java:231) ~[?:?]
   at kaysaar.bmo.buildingmenu.BuildingUITracker.advance(BuildingUITracker.java:223) ~[?:?]
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) [port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) [port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) [port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1447) [?:?]
here the list for enabled Mods
Spoiler
{"enabledMods": [
  "demonx3_ExtraWeebAI",
  "PAGSM",
  "yunruweebshitcombopack",
  "Aic",
  "pantera_ANewLevel120R",
  "AI-Retrofits",
  "console_additions",
  "adjustableautomatedships",
  "advanced_gunnery_control_dbeaa06e",
  "alkemia-armoury",
  "A_S-F",
  "anexweapons",
  "anotherportraitpack",
  "Cryo_but_better",
  "aotd_qol",
  "aod_vos",
  "aotd_vok",
  "apex_design",
  "ApproLight",
  "ApproLightPlus",
  "ash",
  "aria_compt",
  "armaa",
  "zzarmaa_anime",
  "raccoonarms",
  "arthrships",
  "ashlib",
  "Planetace_AstralAscension",
  "balansskills",
  "battle_music",
  "battlefleets",
  "timid_admins",
  "BVH",
  "better_variants",
  "pigeonpun_bionicalteration",
  "Ocap_Bluemoons",
  "HMI_brighton",
  "bmo",
  "CFT",
  "CJHM",
  "Csp",
  "CSP",
  "chatterexp",
  "chickentechshop",
  "clearCommands",
  "combatactivators",
  "chatter",
  "lw_radar",
  "lw_console",
  "timid_cum",
  "aaacrew_replacer",
  "ymfah_customlpcs",
  "customizablestarsystems",
  "diyplanets",
  "darkorbit",
  "istl_dassaultmikoyan",
  "wyv_decolib",
  "DemtoShippack",
  "df",
  "Diktat Enhancement",
  "dex",
  "dpl_phase_lab",
  "domainReformed",
  "edshipyard",
  "ElvenSector",
  "EmergentThreats_Vice",
  "EmergentThreats_IX_Revival",
  "Everybody loves KoC",
  "exoticatechnologies",
  "lyr_ehm",
  "Extra_Submarkets",
  "ftaps",
  "a111164_ExtendPack",
  "fast_engine_rendering",
  "fleet_journal",
  "fob",
  "fp",
  "GalacticConstellate",
  "FantasyM",
  "GrandColonies",
  "GMDA",
  "ExtremisKO.Halo_HomeSystems",
  "HMI",
  "himaport",
  "hcok",
  "sun_hyperdrive",
  "illustrated_entities",
  "aerialcombatsuit",
  "IndEvo",
  "Imperium",
  "timid_xiv",
  "JYD",
  "HTI",
  "kadur_remnant",
  "keruvim_shipyards",
  "knights_of_ludd",
  "KS",
  "lost_sector",
  "LTA",
  "lakhesismonarchy",
  "largerZoomOut",
  "lw_lazylib",
  "leadingPip",
  "neo_acs_13th_portraitpack",
  "neo_acs_indies_portraitpack",
  "neo_acs_pirates_portraitpack",
  "neo_acs_rc_portraitpack",
  "neo_acs_wc_portraitpack",
  "neo_acs_temp_portraitpack",
  "ldsc",
  "lunalib",
  "MODCalveraSystem",
  "exshippack",
  "athena_dreadnought",
  "athena_dreadnaughty_mk2",
  "athena_dreadnaughty",
  "superweapons",
  "MagicLib",
  "Mayasuran Navy",
  "MilOdyssey",
  "MilOdyssey+",
  "Mimikko",
  "wyv_mirror",
  "MissileShipOverhaul",
  "dk_mis_096",
  "missinghegemonyauxiliaryships",
  "missingshipscivilian",
  "missingsuperships",
  "missingmidlineships",
  "Missing Names Mod",
  "missingpatherships",
  "missingshipspirate",
  "MoXIV",
  "MoreBarMissions",
  "more_hullmods",
  "MoreMilitaryMissions",
  "More_Officer_Skills",
  "niko_morePlanetaryConditions",
  "Musashimanufactor",
  "advent_seven",
  "ness_saw",
  "sun_new_beginnings",
  "stalag_fiction",
  "nexerelin",
  "sun_nomadic_survival",
  "omegaslaught",
  "officerExtension",
  "omgbp_omegablueprints",
  "JYDR",
  "particleengine",
  "planet_search",
  "wyv_planetaryShieldAccessControl",
  "Polaris_Prime",
  "pigeonpun_projectsolace",
  "pt_qolpack",
  "QualityCaptains",
  "yunru_pilot_radiant",
  "assortment_of_things",
  "randomweapons",
  "rebelrats",
  "RetroLib",
  "RetrofittedBridge",
  "RigSec",
  "ryaz",
  "sv",
  "sotf_sparkle",
  "sanguinary_autonomist_defectors",
  "scan_those_gates",
  "Scrapyard",
  "SCY",
  "secretsofthefrontier",
  "sierracovenant",
  "SEEKER",
  "bb_plus",
  "shadow_ships",
  "swp",
  "mayu_specialupgrades",
  "speedUp",
  "starlords",
  "sw",
  "swf",
  "stardustventures",
  "sun_starship_legends",
  "Starsin",
  "StationShips",
  "hakkari2",
  "suitablestarsystems",
  "Sunrider",
  "supportships",
  "System_Marker",
  "tahlan",
  "presmattdamon_takenoprisoners",
  "Terraforming & Station Construction",
  "terraformingmadeeasy",
  "exalted",
  "mayorate",
  "metelson_release",
  "TBJ",
  "thong",
  "thongredacto",
  "TraverserDesignBureau",
  "TTSC",
  "uaf_skills",
  "uaf",
  "US",
  "unthemedweapons",
  "vic",
  "variants_lib",
  "vayramerged",
  "vbc",
  "TouchOfVanilla_vri",
  "vulpoids",
  "which_industry",
  "whichmod",
  "whichtmi",
  "XhanEmpire",
  "YNA",
  "yrxp",
  "audio_plus",
  "aaamarketRetrofits",
  "prvagni",
  "prvextra",
  "prvlib",
  "prvrb",
  "prv",
  "shaderLib",
  "Rouge_Redstar",
  "KFM3",
  "KGT1",
  "KGT2"
[close]

try to Attach log but its too big and the forum freezes and get page error XD
What ver you have?
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float

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Re: [0.97a] Building Menu Overhaul 1.0.1
« Reply #11 on: January 08, 2025, 12:34:01 PM »

Love the idea of being able to see at a glance which colony items go into which industries and what upgrade paths certain structures have. Though right now, there are a couple of issues that make this overhaul a bit annoying to use:

- Buildings that are queued do not get removed from the selection list, so you can end up wasting a bunch of credits trying to build the same thing if you're not careful.
- Cancelling a queued structure cancels the first queued structure in the buildings list instead of the one that you actually clicked on. (Nevermind, I think that's possibly a Grand Colonies issue)
- Doesn't support vanilla expandable tooltip behavior of pressing F1 to show more info, which some mods utilize. For example, Terraforming Made Easy requires expanding the tooltip to show what conditions each structure can alter.
- There is noticeable lag when clicking the "change filter" button, which is surprising as there are only a couple dozen industries in total, so not sure what's going on there.
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Kaysaar

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Re: [0.97a] Building Menu Overhaul 1.0.1
« Reply #12 on: January 08, 2025, 12:51:24 PM »

Love the idea of being able to see at a glance which colony items go into which industries and what upgrade paths certain structures have. Though right now, there are a couple of issues that make this overhaul a bit annoying to use:

- Buildings that are queued do not get removed from the selection list, so you can end up wasting a bunch of credits trying to build the same thing if you're not careful.
- Cancelling a queued structure cancels the first queued structure in the buildings list instead of the one that you actually clicked on. (Nevermind, I think that's possibly a Grand Colonies issue)
- Doesn't support vanilla expandable tooltip behavior of pressing F1 to show more info, which some mods utilize. For example, Terraforming Made Easy requires expanding the tooltip to show what conditions each structure can alter.
- There is noticeable lag when clicking the "change filter" button, which is surprising as there are only a couple dozen industries in total, so not sure what's going on there.
Noted, will see the issues fixed soon
Btw i have now also noticed lag , and tbh I did not had it before installing Terraforming Made Easy
Edit 2 did testing dissabled indevo , tasc and aotd -> lag was still there
Enabled indevo, tasc ,aotd and in ints place dissabled tme -> lag was not there
« Last Edit: January 08, 2025, 03:00:29 PM by Kaysaar »
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Kaysaar

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Re: [0.97a] Building Menu Overhaul 1.0.1
« Reply #13 on: January 08, 2025, 03:07:38 PM »

Love the idea of being able to see at a glance which colony items go into which industries and what upgrade paths certain structures have. Though right now, there are a couple of issues that make this overhaul a bit annoying to use:

- Buildings that are queued do not get removed from the selection list, so you can end up wasting a bunch of credits trying to build the same thing if you're not careful.
- Cancelling a queued structure cancels the first queued structure in the buildings list instead of the one that you actually clicked on. (Nevermind, I think that's possibly a Grand Colonies issue)
- Doesn't support vanilla expandable tooltip behavior of pressing F1 to show more info, which some mods utilize. For example, Terraforming Made Easy requires expanding the tooltip to show what conditions each structure can alter.
- There is noticeable lag when clicking the "change filter" button, which is surprising as there are only a couple dozen industries in total, so not sure what's going on there.
Also update on rest of things
- Buildings that are queued do not get removed from the selection list, so you can end up wasting a bunch of credits trying to build the same thing if you're not careful. (Fixed)
- Doesn't support vanilla expandable tooltip behavior of pressing F1 to show more info, which some mods utilize. For example, Terraforming Made Easy requires expanding the tooltip to show what conditions each structure can alter.(Fixed)
- There is noticeable lag when clicking the "change filter" button, which is surprising as there are only a couple dozen industries in total, so not sure what's going on there.(That might be TME issue currently not solved)
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float

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Re: [0.97a] Building Menu Overhaul 1.0.2
« Reply #14 on: January 08, 2025, 04:14:39 PM »

Thanks for the quick fixes!
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