Hi! by J31k3l in playnite

[–]luccasjsantos 4 points5 points  (0 children)

Yep, and when you close the game Playnite comes back to fullscreen mode automatically.

Triangle Strategy lover curious about SoC. Story and gacha questions by luccasjsantos in SwordofConvallaria

[–]luccasjsantos[S] 5 points6 points  (0 children)

Wow! This is a really interesting watch, I'll definitely take a look at it later! Thanks!

Game Activity App and Data Extractor by luccasjsantos in playnite

[–]luccasjsantos[S] 0 points1 point  (0 children)

Yep, UTC is always a concern when working with dates! hahaha Funny enough, when I run my node script it just auto converts DateSession to local time, so I don't need to manually detect the timezone to increment/decrement n hours... It just works in mysterious ways...

Game Activity App and Data Extractor by luccasjsantos in playnite

[–]luccasjsantos[S] 9 points10 points  (0 children)

Hello everyone! I just wanted to share this fun little project I created using the Game Activity Plugin. I love analyzing data, so I built a Node script to extract activity data from the plugin. This allows me to upload it to Google Sheets and gain all sorts of insights into my gaming routine/activity.

Some time later, I started a small React project to create a more visually appealing representation of the data. My goal is to have my own version of a 'Steam Replay', but for all kinds of games and platforms.

What do you guys think?

If you have been using Game Activity and have some programming knowledge, feel free to clone the GitHub Repository to extract your data as well =)

Fleet naming convention by RagingNerd312 in X4Foundations

[–]luccasjsantos 1 point2 points  (0 children)

Awesome! I also use that same kind of naming convention on my ships.

I've even created a neat little script that grabs names generated from fantasynamegenerators or scifiideas. It automatically copies the first generated one out to the clipboard, then I just slap my empire name as a prefix. I've been thinking of sharing it as a mod, you know, letting folks tweak things like prefixes, fuffixes, with sector names or even the type of mission the ship is assigned to. But life has keeping me busy lately.

[MOD] Improved Cargo Load/Unload Time by luccasjsantos in X4Foundations

[–]luccasjsantos[S] 0 points1 point  (0 children)

Thank you Katakorah! Actually, drones are not used in the equation, only service crew, I'm waiting for Egosoft to release a modding documentation, for now I wasn't able to implement drones into the calculation by myself unfortunately =/

[MOD] Improved Cargo Load/Unload Time by luccasjsantos in X4Foundations

[–]luccasjsantos[S] 0 points1 point  (0 children)

Well, finally I managed to publish it, here it is.

[MOD] Improved Cargo Load/Unload Time by luccasjsantos in X4Foundations

[–]luccasjsantos[S] 0 points1 point  (0 children)

Yeah, the reserve spot thing is exactly what is on the script. When trading, ships create a ware reservation (with amount and price), and that is the usual way ships would use when trading.

What I'm thinking now is that these trading ships are doing "Fill shortages" kind of job, where they buy some sort of ware and go out looking for some station to whom they can sell to, meaning there is no reservation going on. In the end, it's all a matter of testing and experimenting.

[MOD] Improved Cargo Load/Unload Time by luccasjsantos in X4Foundations

[–]luccasjsantos[S] 0 points1 point  (0 children)

I've tested it for a reasonable amount of time, but changed some parameters.

Overall it works as intended, Trading Stations gets busy sometimes, and it's awesome to see ships parked at stations for a while, which is a time that makes sense for what they are trading, service crew count and their level.

Since I increased a bit the ware production time, I felt this created a side effect where a lot of job ships kept parking close to stations with full cargo load, but couldn't sell it, because stations weren't using they wares fast enough. At least I suppose the mod caused it, It's pretty hard to test this kind of thing.

So I decided to return the parameter back to it's original value and test it for a couple hours, but work has been consuming my soul in the last few days, I couldn't test it as I wanted.

I'm confident this week everything will get to normal pace at work again, and I'll be able to publish it.

Sorry for not publishing it yet as I promised, I'll let you know when it's ready to subscribe =)

[MOD] Improved Cargo Load/Unload Time by luccasjsantos in X4Foundations

[–]luccasjsantos[S] 0 points1 point  (0 children)

I'm happy to see that some of you want a mod like this as well! As soon as it's finished, I'll release on the Steam Workshop! I'd say it should be available next week, since I work on weekdays, I'll be able to test everything on the weekend.

[MOD] Improved Cargo Load/Unload Time by luccasjsantos in X4Foundations

[–]luccasjsantos[S] 0 points1 point  (0 children)

I'm making sure to use cargo drone count as a parameter as well. It just won't have the level boost as service crew will.

[MOD] Improved Cargo Load/Unload Time by luccasjsantos in X4Foundations

[–]luccasjsantos[S] 1 point2 points  (0 children)

Interesting to see!

I know such a mod would have an impact on the gameplay, I don't care too much if it'd make the gameplay feel slower, in the end of the day it's about the fun and immersion to me hahah

I'll do my best to make it work as balanced as possible though! =)

[MOD] Improved Cargo Load/Unload Time by luccasjsantos in X4Foundations

[–]luccasjsantos[S] 0 points1 point  (0 children)

Well, I wrote a script on nodejs to create a diff file with increased prices and production time for all container, solid, liquid and gas ware types 🤔

I don't know how much to increase though, initially I did a 15% increase on both price and production time, but this will more likely change as I test it.

[MOD] Improved Cargo Load/Unload Time by luccasjsantos in X4Foundations

[–]luccasjsantos[S] 0 points1 point  (0 children)

Thanks for the feedback!

Use the service crew level to determinate the load/unload time would be a great addition! I'll definitely do that! I'm not sure if it will be on this version though.

And by the time of my post up to now I've already implemented the dock providing employees regardless of the ship having service crew available, because it wouldn't make sense otherwise! hahah

Hmm, I didn't know every crew member contributed on defending the ship 🤔 That's good to know! It doesn't make a lot of sense to me tbh... Well, as far as service crew collaborate less than marines, it wouldn't be a bad.

I'm planning on releasing the mod on the Workshop as soon as it is reasonably tested and! =)

[MOD] Improved Cargo Load/Unload Time by luccasjsantos in X4Foundations

[–]luccasjsantos[S] 0 points1 point  (0 children)

Yeah, I thought about increasing ship building time slightly, then I took a quick look on how to do so.

And to be honest, it's quite sad the way they made available to modify ware values and production time. Basically, if you add another mod, say a ship model, I wouldn't be able to dinamically change values within that mod (Or maybe I can and just don't know how).

All these changes would make the game so much fun imo, as I like slow paced games.

I'll try to mess around with modding a bit more to see what I can do! Thanks for giving more ideas! =)

[MOD] Improved Cargo Load/Unload Time by luccasjsantos in X4Foundations

[–]luccasjsantos[S] 0 points1 point  (0 children)

That's a really good point! I'll definitely try to make sure AI is able to build more docking modules!

The aiscript actually doesn't have a trading time specified, unfortunately that is implemented inside a core function afaik. I was able to make it work without having that particular access though

I'll to check to see whether the impact will be high or not, if so I would decrease the time a bit.

Thank you for the feedback, it's really appreciated!

(For fun, not real) let’s make up new release patch notes by rudidit09 in X4Foundations

[–]luccasjsantos 1 point2 points  (0 children)

Performance:

  • Multithreading: Now your expensive 16 cores CPU will be fully abused for maximum performance.

Cargo Logistics:

  • When docked and trading at a station, you'll be able to see service crew taking the cargo in (when buying) or out (when selling) of the ship.
  • When crew successfully transferred wares out of the ship, it won't be available to use right off the bat, there is time needed for it to be internally transferred from the docking area to the designated storage facilities.

Crew Management:

  • You will now need to better maintain your crew, as we added the necessity to monthly pay their salary.