Starbound

Starbound

Quest Manager Optimizer
Počet komentářů: 26
Potniy™ 18. srp. v 22.47 
Does oSB fix it by default or this mod is still essential?
Solzucht 5. kvě. v 7.59 
maybe ur able to patch quests in general with openSB?
Anomalous Beanbag 28. říj. 2024 v 10.31 
@Klown Killer Well..... I mean...... It was programmed by exploited teenagers. Not sure what you expected.
Black★CoCHA  [autor] 28. říj. 2024 v 6.16 
@Biaka, sounds like you are right. In vanilla SB "main.lua" isn't so useful, as it seems relates only 28 quests in total. Speaking of procedurally-generated random quests, hm. I never personally accumulated them too much, so they basically weren't my issue. I will think about what can we do to optimize them as well.
Klown Killer 27. říj. 2024 v 4.57 
You mean the developers coded quest resolution by checking conditions in a tick event??
They have absolutely no idea what they're doing, it's pathetic...
Blue Bird 1. pro. 2023 v 22.40 
Is there an offline download for this please?
Biaka 22. říj. 2023 v 7.11 
Wait (sorry for a double comment), which quests does the mod even affect? I'm testing right now, and it appears that vanilla procedurally-generated random quests (you know, the ones people might actually end up having a lot of) do not seem to be affected. Apparently, they simply do not use main.lua that you modified. Only 28 specific non-random quests (that's not even all of the vanilla ones) do. Am I wrong?
Biaka 22. říj. 2023 v 5.53 
An untested (as of yet) suggestion regarding some quests behaving worse with this mod: have you considered simply increasing the updateDelta in questtemplate files instead of adding a timer for "real" updates into main.lua? Or does this not work as well for some arcane hardcoded reason? If you do this, you can slow different types of quests by different amounts instead of all by the same amount.
Another, probably better, solution might be to use the global timer like you do (because this way it will automatically apply to all modded quests too I presume), and then use a boolean to mark quests "exempt" from this? Insert a boolean into the scriptConfig field in a given quest template, get it in main.lua (like in init) with config.getParameter() while considering it as "non-exempt" by default, and make it so your timer is only used if the quest is "non-exempt". So instead of a global On/Off you have an optional Off switch for individual quest templates. Would this work?
Ranun 9. bře. 2023 v 4.07 
Are you serious ...
what were the makers of this game thinking ?!
Azure 5. bře. 2023 v 7.21 
it's a heroic mod
Kombosabo 3. bře. 2023 v 6.35 
Thank you so much for making this. I added it to my Modpack 🐱
Black★CoCHA  [autor] 18. úno. 2023 v 7.41 
orangeAlligator, yeah. Thank you for the debugging. I will think how to fix this issue, but sounds complex enough, sadly. Maybe will add a button to switch between On and Off optimizing..
orangeAlligator 16. úno. 2023 v 18.48 
One notice to others! I believe that due to this mod, quests that require you to defeat a certain number of monsters (relevant in modded quests, I'm not sure about vanilla) along the lines of "defeat 12 Gleaps," behave strangely.
The way I think it works is that since the game isn't checking the conditions as often, it has difficulty counting monsters defeated, so they might not register every time. Not game-breaking or anything, just be careful ^^
Black★CoCHA  [autor] 4. úno. 2023 v 23.30 
ZerKoma, technically, yes.
ZerKoma 4. úno. 2023 v 7.37 
Is this client side by chance?
Klown Killer 31. led. 2023 v 11.30 
"It's a simple mod, which optimizes the frequency of how often the manager checks if the conditions for completing your current quests have been fulfilled."
The game actually do that??
Why people who has no clue to coding makes games?
Anomalous Beanbag 16. led. 2023 v 4.53 
Yes, this is true. The more quests you have the more the quest log is repeatedly checking for quest updates and once you have 25/30+ quests you will start to see lag, especially in the cursor movement. Clearing some quests to below 20 fixed this issue but do we really want to abandon our quests for performance?.

Nice to see someone picked up on this issue and released a fix for it. Good job.
Meail 16. led. 2023 v 4.22 
So you're telling me a large portion of suffering comes from a simple lack in proper quest tracking....
Darkeninj 12. led. 2023 v 14.41 
MAJOR IMPROVEMENT wtf is this doing? Made some parts of my game to go from power point presentation to actually playable.
Sarcose 8. led. 2023 v 21.37 
There are so many ways the quest system *should* be optimized already. Quests that take place entirely on one planet shouldn't even bother checking their conditions if you're off-planet, for instance. This is a lifesaver.
SUPERCRAZYHOTTIEGIRL!! 8. led. 2023 v 20.54 
goes hard
•Demy• 8. led. 2023 v 18.25 
What dark magic is thisss, its pretty notorious change to me waa :luv:
Arcadye1002 8. led. 2023 v 18.20 
This sounds amazing!! So by "conflict" do u mean that this mod simply won't affect quests added by mods, or will mod-added quests along with this mod cause issues like Idk crashing or something? Ik that the RPG Growth mod adds some quests to the game
Black★CoCHA  [autor] 8. led. 2023 v 3.24 
kenanthebarbarian, exactly. Most of mods likely will not conflict with this patch.
Wednesmove Nyan-Nyan 8. led. 2023 v 0.38 
Savior of starbound
kenanthebarbarian 7. led. 2023 v 20.12 
Excellent idea! When you say this may conflict with mods that add their own questing system, I assume the emphasis is on "system" (like FU) and not just additional quests, yeah?