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geostar1024

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  1. That is strange; if you uninstall and reinstall the module, and then jump to each trading post again, does the route come back? Sorry you didn't get my edit in time. As soon as I sell the gold I can see the trading route again. Oh, very interesting. Well, if you add cargo space, does the route display again? I'll have to look at the logic there again, as routes shouldn't hide themselves if you have insufficient cargo unless you set a filter for that. I just tried selling half my cargo, to see if that made any difference, it didn't. Only when I sell everything the trading route appears again. I can record a video of the problem, if you'd like? And I assume that if you buy just one unit of a good, the trading route disappears? I don't think I need a video; the bug you're reporting seems clear enough. I'll check through the code and see what I can find.
  2. That is strange; if you uninstall and reinstall the module, and then jump to each trading post again, does the route come back? Sorry you didn't get my edit in time. As soon as I sell the gold I can see the trading route again. Oh, very interesting. Well, if you add cargo space, does the route display again? I'll have to look at the logic there again, as routes shouldn't hide themselves if you have insufficient cargo unless you set a filter for that.
  3. That is strange; if you uninstall and reinstall the module, and then jump to each trading post again, does the route come back?
  4. Ah, thanks, I'll update those tonight, then. Only the Legendary-quality module shows profit; if you have a legendary module installed and it's not showing profit, then that's a bug that I'll have to look into. Or wait, did you mean that none of the table entries on the Routes tab are filled in properly (if so, a more troubling bug)? If possible, could you send/post a screenshot of your ship's module setup and what you see when the Routes tab is selected? Haha, I just realized, was about to edit my post. I don't have a legendary which explains it. The only problem is the icons. I've fixed it for you though, so you just have to update the attachment: https://pastebin.com/uqT7pLSq Here's a link to the differences between the original and what I've changed, just so you can see I didn't fuck anything up, only changed the filenames: https://diff-online.com/view/5cb782f658939c4e2fef83e2 Much appreciated; I've updated the attachment to v0.31 incorporating your fixes. Thanks!
  5. Ah, thanks, I'll update those tonight, then. Only the Legendary-quality module shows profit; if you have a legendary module installed and it's not showing profit, then that's a bug that I'll have to look into. Or wait, did you mean that none of the table entries on the Routes tab are filled in properly (if so, a more troubling bug)? If possible, could you send/post a screenshot of your ship's module setup and what you see when the Routes tab is selected?
  6. I haven't tested it yet with the latest version, but unless something has radically changed, it should be. The new installation method was designed to make the mod more robust to changes in the base game (by including just a hook to the new code rather than completely replacing the base game's file). I'll test it tonight and update accordingly.
  7. Greetings everyone! I've finally gotten around to doing a bit of updating on this mod (as I just got back into playing Avorion quite recently). The main new things are benefits for permanent installation (that's the way you get access to filters now), and power consumption based on the rarity and sector history (you do currently get a discount on power consumption when the module is permanently installed). Under the hood, the window construction function has been unified between the route, buy, and sell tabs, so that should take care of inconsistencies like the missing "you have" field. I also moved all of the code out of the original file, except for the bare minimum that's needed to call the new file; the installation instructions have been updated accordingly. The new procedure is probably different than how most other mods get installed, but it should make the mod less likely to break when game files are updated (of course you'll need to reinstall the mod if the tradingoverview.lua file gets rewritten). One more thing: the module is currently marked as unique to prevent multiple copies of the interface from being generated. I've spent a considerable amount of time trying to reliably detect when multiple copies of the module were installed but have not had any success so far. If anyone knows how to do this properly, please let me know and I'll incorporate it into a future version. There are a couple of minor UI issues related to filtering that I have not figured out a good way to fix yet, but they're entirely cosmetic and shouldn't affect the core functionality of the mod. As always, let me know what issues/bugs you run into. I've left the download v0.22 up for the moment since some players seem to still be successfully using it; once it's confirmed that v0.3x is working, I'll take v0.22 down. Happy trading!
  8. Yeah, my apologies, but I've not had a chance to update this for the latest patch due to being unexpectedly busy IRL. Hopefully I'll be able to take a look this week and get out a new version soon. I'm really sorry to leave everyone hanging!
  9. Version 0.22 is up, with the main new feature being filters (found at the top of the Routes page) that allow selective hiding of routes based on various criteria. Note that the filters are checkboxes, and need to be clicked so that the checkbox is filled in for the filter to work. Also, for the Max Jumps, Max Cargo, and Max Credits filters (which allow a value to be entered), the associated checkbox must be toggled off and on for the filter to update. One major known issue right now is that the filter state (including the values) reset after every jump; I know this makes the filter feature substantially less convenient than it otherwise would be, but know that I'm working on it.
  10. Heh, I've never been on MP, so I'd have been very surprised if you'd been able to track me down. I wasn't gone, per se, just not paying attention because I had expected to be subscribed to this thread automatically . . . clearly that's not the way this particular forum is set up; otherwise, I would have seen your response much sooner. Sounds good.
  11. I myself don't generate any of the route data, so that's currently up to the route data generation code. Offhand, I'm not sure how exactly it's done, but I agree that it would be nice for the data to be updated after trading has occurred. I feel like it's possible that may happen if the module is removed and replaced, but have not tested it. So, in other words, to do an additional sorting of trade routes based on currently available cargo and/or display the percentage of installed cargo required to fully exploit a traderoute? Mmm, yes, it would be nice to have a similar kind of highlighting as you get in the cargo interface. And I suppose a show/hide checkbox for routes with dangerous cargo would be nice to go along with that. Well, technically that information is already displayed (in that the name of the source and destination structures are displayed). And I believe that in-sector trade routes are shown as well. Interesting quality-of-life idea; not sure how to do that right at present (maybe it's just as simple as calling the jump prep function with the coordinates). So perhaps add an extra layer of sorting to trade routes, so that routes involving cargo you have on your ship would rise to the top regardless of all other factors? Seems pretty doable. Interesting suggestion for the functionality of multiple legendaries. I'm not sure exactly how I'd go about implementing this right at present, but I do like these ideas. Personally, I've not played around with fleets in-game at all, so I'm not really familiar with how to use them effectively. Arguably this is the whole point of the module, to automatically put together trade routes based on the data it has. I understand your reasoning behind the jackpot idea, but without a place to sell the goods, I'm not sure that tagging sectors with that data makes much sense. As an example, I ran across a facility selling 100+ Mining Robots at 50% of their spot price, so I of course bought a bunch. And then spent the next few hours wandering from system to system futilely looking for a place to offload them (finally, I managed to sell off enough to cover about half the initial purchase, and just dumped the rest). My point is that while such occurrences can be interesting to make note of, I'm not sure they're actually useful from a trading perspective. Plus, if you ever find a sink for that trade good, the trading interface will create the trade route for it, so you don't have to worry about it yourself. Now this would be a very interesting feature (something I've thought about myself), but quite a job to work out the logic for, I think. Certainly it's on my own wishlist :-). This sounds like it could be its own tab, a kind of shopping list as you say, that would, over time, compile the locations and prices for the various components on the list. This functionality could probably have levels tied to the module rarity as well. I've certainly used the sector notes function to hold small bits of trading information. A proper notes/journal feature would be great, but I feel like it's outside the scope of this mod. Certainly I'd want to let this mod export relevant data to such a notes feature, of course. Now that you mention it, I'm not sure either. If they aren't included, including them would require figuring out and modifying the route data itself. I greatly appreciate all of your feedback! And I'm glad that others are finding my changes as useful and fun as I do.
  12. Sorry for not responding sooner! I'm still seeing the profit column in my test games and, with the legendary module, the profits show and are properly sorted; would you mind posting a screenshot to show what's not right? One minor thing wrong is that icon tooltip that should show the volume required and the jump distance doesn't seem to be working anymore; I'll see if I can sort it out. EDIT: for some reason the tooltip stuff didn't make it into the file that I uploaded before, so that explains some things; v0.21 is up now.
  13. Well, to partially answer my own question, it seems that installing a system module re-runs the script associated with the module, so that functions as a reload method if your mod concerns system modules.
  14. I was most of the way through making this mod before I realized one already existed (https://www.avorion.net/forum/index.php/topic,2252.0.html) . . . Anyway, the purpose of Improved Trading Overview is to make the Trading Overview a bit more useful and provide reasons to upgrade (and permanently install!) the trading system module beyond expanding the number of sectors kept in the trade route history. As of v0.30, most of the UI functions have been entirely rewritten, and the bulk of the code has been moved to a new file ("improvedtradingoverview.lua"), with just a small bit of code needed in the base file to call the new one. This should make the mod much less sensitive to changes in the base file. This is a client-side mod. Features list: Station stock added to trade routes at module rarity Exotic and higher Profit per trade route added to trade routes at module rarity Legendary and higher Trade routes sorted by profit at module rarity Legendary and higher Fixed operation of Common and Uncommon modules (now the descriptions are accurate) Tooltip on good icon displays jump distance, as well as required volume at module rarity Exotic and higher Filter system for zeroing in on just the desired trade routes (v0.22), requires permanent installation (v0.30) Power consumption according to rarity, sector history size, and whether permanently installed (v0.30) With this mod installed, the following list describes how the Trading Overview modules work now: Trading Overview operations added by module rarity: Mod in action: Installation: The installation process has changed with the 0.3x branch. [*]Place the file "improvedtradingoverview.lua" in "/data/scripts/lib" [*]Paste the following code at the bottom of the script "/data/scripts/systems/tradingoverview.lua" Known issues: Version history: Comments, questions, and suggestions are welcome! improvedtradingoverview-v0.31.zip
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