[Starsector Mods][0.95a] Hostile Intercept (and Autopause!) 1.3.2

  • Post category:Mods
  • Post comments:0 Comments


Hostile Intercept
and Autopause!
Download v1.3.2

This utility mod adds radiating rings around hostile and intercepting fleets so you can easily spot them. It also adds autopause!

Features:
– Hostile fleets/stations radiate red rings
– Fleets chasing you or looking for you radiate grey rings
– Autopause!
– Jump point autopause

Autopause only works while a course is set, and vice versa for jump point autopause. You can enable/disable them in settings.json, or modify them temporarily mid-game using

Spoiler: click to expand
Two fleets chasing the player and one chasing the pirate fleet
"Two fleets chasing the player and one chasing the pirate fleet"

Spoiler: click to expand
Changelog:
Version 1.3.2
– Updated to 0.95a

Version 1.3.1
– Added option to make autopause only activate when a fleet is targeting yours
– Migrated Version Checker file to github.com

Version 1.3.0
– Added console commands to enable/disable certain features:
  – HI_Autopause
  – HI_JumpPause
  – HI_InterceptAlarm
– Settings.json changes only take affect on restart
– Settings.json overrides console commands on restart

Version 1.2.0
– Added alarm when an intercept is detected
– Added alarm when autopause activates (or would have)
– Added snooze timer after an autopause happens
– Added pause after jumping when a course is NOT set
  – Unless you set a course to that jump point
  – Can be limited to when a threat is detected
– Fixed some loopholes in autopause logic
Can now activate and deactivate autopause, etc. at any point by editing the mod’s data/config/settings.json
– Autopause actually does work for courses set to arbitrary points

Version 1.1.0
– Added autopause feature when a course is laid in and being followed
  – Does not work for courses set to an arbitrary point in space, for now Was wrong
– Fixed missing marker on fleets that have been individually turned hostile

Version 1.0
– Initial release


Oh, thats neat! Thanks :)

this is VITAL! could you add a feature that has it autopause when a fleet that is chasing you is detected? that would also be nice.

this is VITAL! could you add a feature that has it autopause when a fleet that is chasing you is detected? that would also be nice.

That would be hell a lot of pauses!


Looks like someone is way smarter than the rest of us. Nice work.

Looks like someone is way smarter than the rest of us. Nice work.

You flatterer, you

this is VITAL! could you add a feature that has it autopause when a fleet that is chasing you is detected? that would also be nice.

That would be hell a lot of pauses!

A good idea, and a good point. I will think about it later.


Looks like someone is way smarter than the rest of us. Nice work.

You flatterer, you

this is VITAL! could you add a feature that has it autopause when a fleet that is chasing you is detected? that would also be nice.

That would be hell a lot of pauses!

A good idea, and a good point. I will think about it later.

Maybe to cut back on the pauses, the game only pauses when you go from no fleets detecting you to 1?


Good idea!

Updated to v1.1.0! Download in the OP.

Added autopause! Only works while you have a course laid in and are following it.

Changes:
– Added autopause feature when a course is laid in and being followed
  – Does not work for courses set to an arbitrary point in space, for now
– Fixed missing marker on fleets that have been individually turned hostile


Can we have a sound alarm if autopause is off?

Can we have a sound alarm if autopause is off?

Sure can!

Updated to 1.2.0! Download in the OP

Improved autopause and added sound alarms. Added a separate pause mechanic for after you go through a jump point.

Also, you can now toggle all the autopause features from the mod’s data/config/settings.json, even mid-game!

Version 1.2.0
– Added alarm when an intercept is detected
– Added alarm when autopause activates (or would have)
– Added snooze timer after an autopause happens
– Added pause after jumping when a course is NOT set
  – Unless you set a course to that jump point
  – Can be limited to when a threat is detected
– Fixed some loopholes in autopause logic
– Can now activate and deactivate autopause, etc. at any point by editing the mod’s data/config/settings.json
– Autopause actually does work for courses set to arbitrary points


this is VITAL! could you add a feature that has it autopause when a fleet that is chasing you is detected? that would also be nice.

That would be hell a lot of pauses!

 ;D;D;D;D;D;D;D;D;D;D


Updated to 1.3.0! Download in the OP.

Added console commands support!

Changes:
– Added console commands to enable/disable certain features:
  – HI_Autopause
  – HI_JumpPause
  – HI_InterceptAlarm
– Settings.json changes only take affect on restart
– Settings.json overrides console commands on restart


Download v1.3.1 in the OP

BitBucket broke Version Checker, so I have moved my files to github. Added a requested feature while I was at it.

Version 1.3.1
– Added option to make autopause only activate when a fleet is targeting yours
– Migrated Version Checker file to github.com


Typo in mod_info.json.

Code
    "version": "1.3.1",
"utility": true;    <--- should be a comma
    "description": "Highlights hostile fleets and fleets trying to intercept you. Also adds autopause when jumping or while a course is laid!",

Leave a Reply