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Greasemonkey Scripts

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  • Posted By: ToriForte  homeworld | blog | gallery | player profile

    Greasemonkey Scripts
    I just started using firefox for SSW again, and was curious what greasemonkey scripts there were for SSW. I know OneTonTomato had a few, and I think there may be some more, but I think the old thread was archived. Does anyone know where I can find these?
  • Posted By: vidicon  homeworld | blog | gallery | player profile

    oneTon's stuff is here: http://ssw.upup.us/

    P4 posted a patch to the sector selector to pick out luvsats. Change this line:

    var types = ({"rgb(0, 0, 0)":"Planet","rgb(153, 153, 153)":"Asteroid","rgb(255, 0, 0)":"Black Hole","rgb(255, 0, 255)":"NPC Store","rgb(153, 255, 255)":"Jellyfish","rgb(0, 255, 0)":"Trading Port","rgb(255, 255, 0)":"IPT Beacon"});

    to this one:

    var types = ({"rgb(0, 0, 0)":"Planet","rgb(153, 153, 153)":"Asteroid","rgb(255, 0, 0)":"Black Hole","rgb(255, 0, 255)":"NPC Store","rgb(153, 255, 255)":"Jellyfish","rgb(0, 255, 0)":"Trading Port","rgb(255, 255, 0)":"IPT Beacon","rgb(255, 153, 51)":"LuvSat"});
  • Posted By: gulogulo  homeworld | blog | gallery | player profile

    These two were made and are hosted by Nydgill.

    The first is a sector map summary that gives highest buy and sell ports, second highest buy and sell ports, and asteroid locations. The information is displayed at the bottom of your sector map and you can also pop-out the window (bottom option under 'Your Stuff'). Keep in mind it goes off your sector map so if you don't have it mapped, you ain't gonna see it.

      Quote Nydgill:  

    This only affects players who have their sector scanners "upgraded" but REMOVED DUE TO SPYWARE / ADWARE (GreaseMonkey user script) is updated to parse the new sector map.



    The second removes the option to retreat. This used to be an issue when the button for retreat was closer to attack. Not so much an issue now.

      Quote Nydgill:  

    I just made a greasemonkey script that removes the retreat button from combat. I know, a better solution might be to relocate it, but I'm a coder, not a ui designer, and I have never intentionally retreated from combat. And it was getting on my nerves.

    REMOVED DUE TO SPYWARE / ADWARE

  • Posted By: daisygirl  homeworld | blog | gallery | player profile

      Quote "gulogulo":  

    The second removes the option to retreat. This used to be an issue when the button for retreat was closer to attack. Not so much an issue now.



    Oh, yay! I just noticed this. I use the keyboard a lot to navigate, and accidentally hitting tab-tab-enter from the second equipment slot rather than the first is kinda distastrous.
  • Posted By: stoicheroic  homeworld | blog | gallery | player profile

      Quote "daisygirl":  

      Quote "gulogulo":  

    The second removes the option to retreat. This used to be an issue when the button for retreat was closer to attack. Not so much an issue now.



    Oh, yay! I just noticed this. I use the keyboard a lot to navigate, and accidentally hitting tab-tab-enter from the second equipment slot rather than the first is kinda distastrous.



    alt+shift+a is what i use mainly to attack? [s for sexor, c for converse]
  • Posted By: gulogulo  homeworld | blog | gallery | player profile

    Someone pointed out that Nydgill's script links were removed due to spyware/adware. As a user of the script, and seeing that others use it and post to the forums daily, can we get some clarification?

    I'm a total dunce on GM scripts and generally everything but if those of us that do use the scripts should discontinue, it'd be nice to know.


    Thank you,
    -gg
  • Posted By: munk  homeworld | blog | gallery | player profile

    if you've got the older versions you should be fine. Just recently Nydgill's site was taken over by a domain squatter, and they put up spyware crap in place of the scripts. DO NOT go there or attempt to install scripts from that site anymore.
  • Posted By: gulogulo  homeworld | blog | gallery | player profile

    Thanks for the info, munk. I know the old bulletins from Nydgill still contain those links. Not sure if you want to delete those out or not.
  • Posted By: munk  homeworld | blog | gallery | player profile

      Quote "gulogulo":  

    Thanks for the info, munk. I know the old bulletins from Nydgill still contain those links. Not sure if you want to delete those out or not.



    url me and I'll take care of it.
  • Posted By: gulogulo  homeworld | blog | gallery | player profile

    Thanks for noticing this and responding so quickly. :)

    Original sector map posts 01/29/07
    http://www.secretsocietywars.com/index.php?p=homeworlds&a=bulletin&row=20&id=71
    http://www.secretsocietywars.com/index.php?p=homeworlds&a=bulletin&row=20&id=67


    No retreat 03/12/07
    http://www.secretsocietywars.com/index.php?p=homeworlds&a=bulletin&row=10&id=91

    Sector map from 03/05/07
    http://www.secretsocietywars.com/index.php?p=homeworlds&a=bulletin&row=10&id=87
  • Posted By: Xerxes  homeworld | blog | gallery | player profile

    Does anyone know how to add hotkeys to the greasemonkey scripts?

    I've recently become a big fan of the Shift-Alt-A/S for Attack/Sex0r and Shift-Alt-M for spending a new turn in your current area. I would _love_ to add similar hotkeys for the one-click healing and auto-advance scripts.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    The Shift-Alt-letter is done with the Accesskey property on an <input>. To use it with something like the one-click healing I think you would need to create an invisible button.

    <input type="button" style="visibility:hidden" accesskey="h" onclick="healfunction()">

    Then Shift-Alt-H would launch healfunction().

    Update
    Adding this to OneTonTomato's healthifier script will let you use Shift-Alt-H to run it:

    var h_button;

    h_button = document.createElement('input');
    h_button.type = "button";
    h_button.style.visibility = "hidden";
    h_button.setAttribute("accesskey", "h");
    addEventListener(h_button, 'click', checkHealthItem, false);
    document.lastChild.insertBefore(h_button, document.lastChild.lastChild.nextSibling);


    There might be better ways to do it, but this works.
  • Posted By: munk  homeworld | blog | gallery | player profile

      Quote "Xerxes":  

    Does anyone know how to add hotkeys to the greasemonkey scripts?

    I've recently become a big fan of the Shift-Alt-A/S for Attack/Sex0r and Shift-Alt-M for spending a new turn in your current area. I would _love_ to add similar hotkeys for the one-click healing and auto-advance scripts.



    Take a look at the source for the Huggles & Ponies to see how to remap keys in Javascript. In that case I'm intercepting keystrokes for the number pad, arrow keys and the F5 key, and firing commands when they are intercepted.
  • Posted By: Xerxes  homeworld | blog | gallery | player profile

    That looks pretty, and understandable even to my limited coding ability. If I can get this together, I'll post modified scripts somewhere after debugging.
  • Posted By: rowdog  homeworld | blog | gallery | player profile

      Quote "Xerxes":  

    That looks pretty, and understandable even to my limited coding ability. If I can get this together, I'll post modified scripts somewhere after debugging.



    If you can get that working, and post them to boot, I cannot begin to express the number of high-fives you will get from me alone, let alone others. I've tried 9 ways from Sunday to try and rig something up, but my lack of coding ability, has never worked in my favor on it. :O
  • Posted By: nardo  homeworld | blog | gallery | player profile

      Quote "Xerxes":  

    If I can get this together, I'll post modified scripts somewhere after debugging.



    It shouldn't be too difficult to add. You can probably add the code anywhere outside of a function, but I'm using it inside the if(healthImg) block:

    if(healthImg) {
    var openEventListeners = new Array();
    var h_button;

    h_button = document.createElement('input');
    h_button.type = "button";
    h_button.style.visibility = "hidden";
    h_button.setAttribute("accesskey", "h");
    addEventListener(h_button, 'click', checkHealthItem, false);
    document.lastChild.insertBefore(h_button, document.lastChild.lastChild.nextSibling);

    addEventListener(window, 'unload', destroyEventListeners, false);
    healthImg.style.cursor="pointer";
    addEventListener(healthImg,'click',checkHealthItem,false);
    addEventListener(healthImg,'contextmenu',getPrefData,false);
    }

    If I had any webspace I'd post an updated version myself but I don't so I'll let you do it. Anyone else who can't wait can easily edit the script themself. The only annoyance to it is that pressing Shift-Alt-H will move you to the bottom of the page just as if you had pressed the End key on your keyboard since I'm putting the invisible button at the bottom of the page so it doesn't interfere with page layout. This causes the "window" that the healthifier script brings up to appear almost entirely offscreen since it appears relatively close to the top of the page. Changing:

    div.loading {
    position:absolute;

    To:

    div.loading {
    position:fixed;


    fixes the problem.
  • Posted By: Yuji  homeworld | blog | gallery | player profile

    While I am hesitant to turn this into a request thread I am also desperate.

    In short: I would kiss the ground of the person who writes a GM script that relocates your "What now???" window (with the attack/sex0r/etc options) and the "Accost more strangers" buttons to the TOP of the fighting page and right underneath the monster description.

    I can explain or illustrate more but man I am almost dying to get my hands on this UI change! D:
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I've uploaded the modified health script to http://userscripts.org/users/55457/scripts

    I've also added a small script which will let you use the hotkeys without pressing Shift+Alt when fighting monsters.
  • Posted By: BlueFairy  homeworld | blog | gallery | player profile

      Quote "nardo":  

    I've uploaded the modified health script to http://userscripts.org/users/55457/scripts

    I've also added a small script which will let you use the hotkeys without pressing Shift+Alt when fighting monsters.



    Awesome :D
  • Posted By: Xerxes  homeworld | blog | gallery | player profile

    Thanks a million, nardo. You saved me most of the effort, and I love the script for removal of the Shift+Alt.

    For anyone who might want to modify the combat advance script to add a hotkey, the line to add is

    moveSubmit.setAttribute("accesskey", "z");

    Just add it right after the line that says

    moveSubmit.value="advance";

    I used "z" because it is right near the "a" and "s" keys, and therefore convenient to my lefthandedness. Change to whatever you want.
  • Posted By: TheDudeAbides  homeworld | blog | gallery | player profile

    That totally rocks nardo. I thank you and my poor, tired fingers thank you as well. :D

    You too Xerx for the advance hotkey. OMG just think of all the additional turns I can run now. *cough*
  • Posted By: Juggle  homeworld | blog | gallery | player profile

    One small thing I noticed on the script that removes the alt/shift requirement - it doesn't always work on Nortonia because the URL at the university is a little different (I assume it's because that location changes from being a maze to being a normal location so it's called a little different.)

    It's easy to fix, you just go to "manage scripts" and add the URL to the list. Overall VERY nice though!
  • Posted By: nardo  homeworld | blog | gallery | player profile

      Quote "Juggle":  

    it doesn't always work on Nortonia because the URL at the university is a little different (I assume it's because that location changes from being a maze to being a normal location so it's called a little different.)



    Thanks for catching that. It's been fixed at userscripts.org. The problem was that the url is a little different. The script only works on specific pages rather than secretsocietywars.com as a whole since there are occasions where you would not want pressing an 'h' to refill your health. For example, when I just typed the word "when" I did't want the 'h' in it to trigger a health refill (nor would I want it to do so in chat, or if I pressed a key while on my inventory dropdown in the display case or secure storage screens). If anyone finds any other pages that it should work on but doesn't then please let me know.
  • Posted By: TheDudeAbides  homeworld | blog | gallery | player profile

    Since I'm scriptarded but chock full of suggestions (good and otherwise.) But some nice hotkeys to have would be the arrow keys for each of the mazes. :D

    And since I can't say it enough, thanks again!
  • Posted By: nardo  homeworld | blog | gallery | player profile

      Quote "TheDudeAbides":  

    But some nice hotkeys to have would be the arrow keys for each of the mazes.



    I've uploaded another script to http://userscripts.org/users/55457/scripts so that you can use arrow keys or the numpad to navigate the mazes.
  • Posted By: TheDudeAbides  homeworld | blog | gallery | player profile

    Sweet! Thanks a mil. That is one of those areas that makes my clicker go crazy.
  • Posted By: Yuji  homeworld | blog | gallery | player profile

    I got the Health and Advance scripts and they work great in Firefox!

    Has anyone been able to make them work in Safari though? I got Greasekit for Safari and installed it and the scripts but for some reason they don't want to work :/

    Edit: Also, are there any other scripts or is anyone up for writing more scripts?

    Personally I would love to see a script that moves your action window (the one where you select attacks and the like) right UNDER the monster description instead of at the end of the round results.
  • Posted By: Douwe  homeworld | blog | gallery | player profile

    Sorry if I missed this, but is the healthscript only supposed to use first aid kits and not second or third? Colud adjustments be made by me to fix this?

    Apart from this, these things are working like a charm and saving me some hassle, nice...
  • Posted By: glen  homeworld | blog | gallery | player profile

      Quote "Douwe":  

    Sorry if I missed this, but is the healthscript only supposed to use first aid kits and not second or third? Colud adjustments be made by me to fix this?

    Apart from this, these things are working like a charm and saving me some hassle, nice...



    If you right click on your Health-O-Meter, it brings up a menu of items to use.

    [The script adds this functionality]
  • Posted By: Douwe  homeworld | blog | gallery | player profile

      Quote "glen":  

    If you right click on your Health-O-Meter, it brings up a menu of items to use.



    wow, makes you wonder what other gaps there are in my understanding of this game...
    Did the script add this functionality, or was that always there?
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I've added a recipe helper to http://userscripts.org/users/55457/scripts.

    I'll have to be a little vague to avoid giving away any spoilers. Let's say that you want to make some Brown Pills but you only have half the ingredients. Normally you would be told that you're missing these ingredients but with the recipe helper installed it will make these ingredients for you and then make the Brown Pills. It will work automaticaly when you try to make a recipe, you don't need to do anything different.

    The script does not know any recipes. It relies solely on the recipes that you have unlocked. If you want to make something that requires Noodles, but you don't have any Noodles then you will need to have discovered the recipe to make Noodles in order for the script to help you (and, of course, you'll also need the ingredients to make Noodles). I just used the word Noodles four times in one sentence!
  • Posted By: Yuji  homeworld | blog | gallery | player profile

    Nardo: This will be much more time consuming but would it be possible to create a GM script that would tell you what recipes you can make with the items you have and what recipes you can make if you find a few more items (e.g. you are missing an item or two)?

    If this is feasible I would be happy to help with formatting and creating a table of recipes
  • Posted By: nardo  homeworld | blog | gallery | player profile

      Quote "Yuji":  

    Nardo: would it be possible to create a GM script that would tell you what recipes you can make with the items you have and what recipes you can make if you find a few more items (e.g. you are missing an item or two)?

    If this is feasible I would be happy to help with formatting and creating a table of recipes



    I think something like that might be frowned upon. I'm assuming you mean that you want a list of recipes compiled from the wiki so that the script knows about recipes which a player hasn't unlocked yet and I think that integrating that into the game would be considered a little spoilerish.
  • Posted By: munk  homeworld | blog | gallery | player profile

      Quote "nardo":  

      Quote "Yuji":  

    Nardo: would it be possible to create a GM script that would tell you what recipes you can make with the items you have and what recipes you can make if you find a few more items (e.g. you are missing an item or two)?

    If this is feasible I would be happy to help with formatting and creating a table of recipes



    I think something like that might be frowned upon. I'm assuming you mean that you want a list of recipes compiled from the wiki so that the script knows about recipes which a player hasn't unlocked yet and I think that integrating that into the game would be considered a little spoilerish.



    ayup.
  • Posted By: urbanred  homeworld | blog | gallery | player profile

      Quote "nardo":  

    I've added a recipe helper to http://userscripts.org/users/55457/scripts.

    I'll have to be a little vague to avoid giving away any spoilers. Let's say that you want to make some Brown Pills but you only have half the ingredients. Normally you would be told that you're missing these ingredients but with the recipe helper installed it will make these ingredients for you and then make the Brown Pills. It will work automaticaly when you try to make a recipe, you don't need to do anything different.

    The script does not know any recipes. It relies solely on the recipes that you have unlocked. If you want to make something that requires Noodles, but you don't have any Noodles then you will need to have discovered the recipe to make Noodles in order for the script to help you (and, of course, you'll also need the ingredients to make Noodles). I just used the word Noodles four times in one sentence!



    "sniff" that's the most beautiful thing anyone has ever done for a Greasemonkey script.
  • Posted By: Juggle  homeworld | blog | gallery | player profile

    I'll have to try that recipe helper...it sounds like one step further than what I was asking for here:
    my suggestion

    I was just hoping for "Make this" links under the items I didn't have but did have the ingredients and recipes for. This sounds even lazier ;)
  • Posted By: nardo  homeworld | blog | gallery | player profile

      Quote "Yuji":  

    Personally I would love to see a script that moves your action window (the one where you select attacks and the like) right UNDER the monster description instead of at the end of the round results.



    Done. Greasemonkey scripts don't start until the page is completely loaded so the page will load and then the form will show up underneath the monster description. It's a bit annoying since the page renders first and then it just pops underneath the description, but I don't know of any way to prevent that.
  • Posted By: Fubushi  homeworld | blog | gallery | player profile

    Hmm... What about a Warp Probe Shotgun?
    (Start sector, end sector, FIRE!)
  • Posted By: stoicheroic  homeworld | blog | gallery | player profile

    with the hotkeys one, could you make a hotkey to renew the combat?.. instead of a, a ,a get mouse, click for next monster?... im SUPER lazy.. :x
  • Posted By: Douwe  homeworld | blog | gallery | player profile

    you mean "m" right?
  • Posted By: rowdog  homeworld | blog | gallery | player profile

      Quote "stoicheroic":  

    with the hotkeys one, could you make a hotkey to renew the combat?.. instead of a, a ,a get mouse, click for next monster?... im SUPER lazy.. :x



    Alt-Shift-M is what your looking for. :) That's a built in hotkey there. :)
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I've fixed a pair of minor bugs with the recipe helper. It would make the recipes just fine, but under some circumstances it would list a single ingredient twice in the list of used ingredients and it wouldn't always count created ingredients when listing the number of something that you have left.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I am officially the laziest person in the world. I'm done fighting a monster and my hand is on the left side of the keyboard by the 'a' key, and now I have to reach all the way over to the 'm' key. Sure, I can stretch my index finger over there, but it's a little uncomfortable so I usually wind up lifting my hand off the keyboard to press the 'm' key. It's horrible I tell you, horrible.

    So I updated the Shift+Alt script so that keys can now be remapped. After you install the newer version you will need to fight a monster just to initialize a new variable. After you have fought the monster you can type about:config in the address bar. In the filter type the word "nardo" (without the quotes) and you should see a crazy-long variable which ends with the word "keyremap". Double click the variable and you will be able to change it.

    The format for remapping keys is simple: a=b, c=d, e=f
    So if you wanted the 'a' key to advance to the next monster you could set the keyremap variable to: a=m

    I know what you're saying, you're saying: "But the 'a' key is what I use to attack!" First of all, you really shouldn't start your sentences with a preposition. Secondly, don't worry. If there already exists a button which would be pressed by a key then it will not be remapped. So, if the attack button is on the page, then pressing 'a' will hit the attack button, but if the attack button isn't on the page then it would hit the next monster button.

    a=m is the same as m=a, which means that pressing 'm' would attack.
    "a=m, s=m" is not the same as "s=m, a=m" because each key can only have one remapping. In "a=m, s=m" the 'a' key will be remapped to 'm' and the 's' will be remapped to 'm' but pressing 'm' will result in a 's' keypress because that is the last thing that m was remapped to while "s=m, a=m" would result in m being remapped to 'a' for the same reason. Similarly, while math nerds will tell you that "a=b, b=c" implies that "a=c", that just isn't true with this script.
  • Posted By: Lyss  homeworld | blog | gallery | player profile

      Quote "nardo":  

    I know what you're saying, you're saying: "But the 'a' key is what I use to attack!" First of all, you really shouldn't start your sentences with a preposition.



    My inner grammar whore got a good giggle over that.

    So first, I heart you and your scripts.

    Second, I wonder in your playing with the healthifier if a couple things could be added or in some other way be implemented. For one, when you are defeated it would be nice if you could go back to where you were already fighting without the dropdown. Yes, I am lazy but we've established that you are so I thought it might tickle your lazy bones. ;c) I suppose it isn't really something that necessarily goes with the healthifier except that it would be nice if you could, once you get defeated, healthify and then go straight back into fighting. If that makes sense.

    Also, I'd love for there to be an addition for my pet to be healthified as well.

    Just some wishes from your new fangirl. ;c)
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I've updated the Healthifier. I've added a button to fight another monster if you are healing after being defeated and I have made healing faster.

    I've made two changes to make it faster. First, it used to get the item numbers each time that you wanted to heal which meant it would request a page from secretsocietywars.com and then look for the items it wants to use. I've modified it so that it will cache the item numbers so that it will only do this again if you change the items that you use to heal (it will also do it the first time after you install the new script since it hasn't cached anything yet). The second speedup was to use all of the items in one request. Previously, if you were using a Third Aid, Second Aid, and First Aid Kit to heal it would make one request to use the Third Aid, one request to use the Second Aid, and one request to use the First Aid. Now, it will submit all three in one request just as if you had clicked the meds button three times in your consumables page. Previously it would take four requests to secretsocietywars.com to use 3 items but now it only takes one request.

    If the item numbers ever change, and I'm not sure why they would, then the healthifier script will stop working because it is using the older cached values. If this happens you should type about:config in the address bar then type healthifier into the filter. There are two variables that you can change and I'll let you decide which you want to do. There is a variable called healthItemIds which will look something like:
    Third Aid Kit=2258913, Second Aid Kit=2258880, First Aid Kit=2258822
    You can double click this variable and delete its value to force the script to re-check the item numbers the next time it is run. This is probably the fix that you would want to try first since it will allow caching to continue to work but if there's some crazy reason that item numbers are constantly being changed (and, really, I just can't imagine why that would happen) then you can double click on the usecache variable to set it to false in order to disable the caching feature. If disabling the cache does not cause the script to start working again then it is for some other reason, most likely a game update has changed the url that a form should post to or has changed the format that the form uses.

    Adding a button after you have been defeated was a little trickier than I expected it to be because the url that the button posts to is different in different places but whenever you are defeated the url you are at is the same wherever you are. The script checks to see if it thinks you are entering a battle and if you are it will remember that location which it will use later if it needs to display the button to fight another monster (or return to the maze). I have tested this out enough that it seems to work fine, but there may be locations where it doesn't work right. Please let me know if there is a location where this button does not work properly.
  • Posted By: daisygirl  homeworld | blog | gallery | player profile

    Awesome, thank you! I love the Healthifier script, but my only complaint with it was how long it takes to run.

    *does little happy dance*
  • Posted By: munk  homeworld | blog | gallery | player profile

      Quote "nardo":  

    If the item numbers ever change, and I'm not sure why they would...



    heh, they aren't item numbers, they're Inventory numbers. Items are almost never referenced by their actual ID #'s, but rather the place they are occupying in your inventory table, which is then used to pull the actual (double-blinded) ID # to determine what the item actually is.

    It would change from person to person (obviously) and also when you run out of an item then get some more (because the new item would not be adding to current inventory, it'd take up a new inventory ID slot).
  • Posted By: Yuji  homeworld | blog | gallery | player profile

    Nardo you are amazing!

    Now if only I could get these scripts to run in Safari on Greasekit :(
  • Posted By: nardo  homeworld | blog | gallery | player profile

      Quote "munk":  

      Quote "nardo":  

    If the item numbers ever change, and I'm not sure why they would...



    heh, they aren't item numbers, they're Inventory numbers. Items are almost never referenced by their actual ID #'s, but rather the place they are occupying in your inventory table.



    Well, that explains one of the bugs with the original version of the recipe helper . If it ran out of an item and then had to make another one to use, it would list it twice in the items used list because it was finding a different item number. I didn't spend any time trying to figure out why and just started using the graphic name as the unique identifier (item name can't be used because it can be singular or plural).

    I also just discovered this myself after putting my stuff into secure storage and then pulling it out, the healthifier stopped working so I came here to ask people not to download the new version and discovered the explanation of what was wrong. I have updated the Healthifier to disable the caching. It will once again make a request to get the inventory numbers but it will still use all 3 items in one request, so using 3 items will now take two requests instead of four with the original version.
  • Posted By: munk  homeworld | blog | gallery | player profile

    yeah, sorry that it causes headaches for scripters, but it's designed to prevent people from easily figuring out the actual Item ID #'s, and further, if they do figure them out, it'd be pointless because none of the scripts actually use them as input. Sort of a security measure against the sort of AICB and new item discovery crap I used to pull on KOL's scripts. :D
  • Posted By: nardo  homeworld | blog | gallery | player profile

    Alright, I have made another change to the healthifier so that it once again will cache the inventory numbers. Since caching of the inventory numbers is unreliable it introduces two new settings. You probably don't have to change either of these settings, but here is an explanation anyways.

    There are two new variables in the about:config list. One is called recheckHealthThreshold and its default value is 15. If the healthifier script runs and it doesn't use any items and the difference between your health and maximum hp is at least recheckHealthThreshold then the script will recheck the inventory numbers and then try to heal you again with the new numbers. The second variable is recheckTurnsThreshold and it defaults to 25, which means that every 25th time that the script runs it will check for inventory numbers.

    I think that this is a pretty good compromise. Most of the time you will send just one request and the healthifier will run quickly. If it detects that all of your health items might have changed inventory numbers then it will recheck them. It will also periodically check them just to keep the cache fresh.

    There are two instances that I can think of where the script would not work perfectly. First, your inventory numbers could have changed but it doesn't detect it because your health is within recheckHealthThreshold range. The fix to this is to make it a smaller number. I set the default to 15 so that it would work for people who only use third-aid kits but you can make it smaller if you like. The second case of it not working perfectly is if you run out of one or two but not all three of your health items. Let's say you use third, second, and first aid kits. You run out of third and second but not first aid kits. You acquire more third and second aid kits but the healthifier won't use them because the inventory numbers have changed and the recheckHealthThreshold is never even checked since it is using the first aid kits. This is the reason that I added the recheckTurnsThreshold so that periodically it will refresh the cache of items even if it doesn't detect a problem with healing.

    Remember, if you don't like these limitations on the new cache you can always disable it from the about:config screen.
  • Posted By: BlueFairy  homeworld | blog | gallery | player profile

    Nardo, thanks so much for doing all of these, you've made my life easier. :D
  • Posted By: rabbiteyesocket  homeworld | blog | gallery | player profile

    ditto :)

    You deserve an award, all those scripts kick ass.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    For the, what, fiftieth time today I have updated the healthifier to fix a small bug. I had tested the last version but I think that coincidence prevented me from detecting a problem. If the script decides to recheck your inventory numbers due to the recheckHealthThreshold then it will not cache the new inventory numbers causing it to recheck them again the next time and the next time until it runs into the recheckTurnsThreshold and actually caches the new values. I know that I tested to make sure that this worked, but I must have run into the recheckTurnsThreshold my next time around, which does work, and caused me to think the health threshold worked fine.

    So if you've upgraded since my last post then it's time to do so again. I promise that I think that this will probably be the last version you'll need to grab today.
  • Posted By: aces44  homeworld | blog | gallery | player profile

    yeah, so you rock.
  • Posted By: Dokken  homeworld | blog | gallery | player profile

    I must agree, thank you very much. These help mightily.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I've added a Doppelpet healer script which lets you stay on the same page when you click the heal link so that you don't have to click heal, then click the planet map, then click back where you were adventuring. The healer also has an accesskey of 'p' which you can remap using the Shift+Alt script. Clicking the heal link multiple times will queue up multiple heals and it will automatically stop when it reaches full health so feel free to go crazy clicking it if you're not sure how many Doppelpet First Aid Kits it will take.

    There is a tiny race condition in the script which may occasionally result in a multiple click either not being counted or counted twice. It's such a small problem that I didn't bother to do anything about it (AFAIK, javascript doesn't have native support for mutexes). I'd guess odds of it happening are somewhere between one in a thousand and one in a million and are probably closer to the one in a million but if you ever experience any weirdness with it please smail me about it. Also, if you resize your browser window while healing it will cause a visual glitch but won't affect the actual healing.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I've made a minor change to the Doppelpet healer so that it will briefly show you how many kits you have left before it fades out.

    On an unrelated note, I think that the recheckHealthThreshold default value of 15 was too high for players who are starting out or who have dimited since they will have lower HP. I have changed the default value to 5 in the healthifier on userscripts.org but installing that version will not help you if you have already installed it since the default of 15 has already been stored in your settings. You may want to change this value.

    I've received a couple smails from people who didn't understand how to change the about:config variables so here is a longer explanation if you need help with it:

    Near the top of your Firefox window is the address bar. It's the thing that you type URLs into. Type about:config into it and then press enter. You can do it now before you finish reading this message just so you know what the screen looks like and can better understand what the rest of this message is talking about.

    You are going to be confronted with a large list of preferences. Since this list is huge and there is only one that you are interested in you should type the word healthifier into the the filter box to narrow it down. When you have done this there should be several preferences listed. The preference names will be long and will look like this:

    greasenonkey.scriptvals.http://ssw.upup.us/SSW.UpUp.us Healthifier.healthItemIds

    If you can not see the full preference name then you can either resize the column or hover your mouse over a preference for a couple seconds for its full name to show up. The preference you want to change will end in recheckHealthThreshold and will probably have the full name:
    greasenonkey.scriptvals.http://ssw.upup.us/SSW.UpUp.us Healthifier.recheckHealthThreshold
    You should doubleclick on the recheckHealthThreshold preference and a window will pop up which lets you change its value. The default value of 15 should be there and all you need to do is change this to a 5 and then click the OK button.
  • Posted By: Lyss  homeworld | blog | gallery | player profile

    You are awesomeness on a stick! Hopefully, for your sake, a very small, smooth stick.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I've uploaded a Quicklinks script. If you install the Quicklinks you will also need to install the newest version of No Shift+Alt.

    The Quicklinks script will let you place links on the top, side, or bottom of the page. The main use for this would be to put links so that you don't need to select options from the dropdowns on the top of each page. You can also assign a hotkey to each link.

    When you install the Quicklinks script you will have a link at the bottom of your page which says, unsurprisingly, "QUICKLINKS". It will be in the bottom row between the Help and Logout links. Clicking on this link will show the configuration screen. Click the New Link button to add a new link. Each link has four properties: Name, Location, Position, and Hotkey. The name of the link is the text of the link that will appear on your screen. The location is where you want the link to take you. If you would like to enter in a url for the Location you can scroll down and select the bottom option: "Other". The position has four choices: top, bottom, left, and hidden. Links at the top appear underneath the "UNIVERSE SNAPSHOT" line. Links at the left will appear below the "PROFILE, HWRLD, ACCOUNT" line. Links at the bottom will appear below the line that the quicklinks link is in. Hidden links will not be displayed but can still be accessed from the hotkey. The hotkey is the key that can be pressed to activate the link. When you add or modify the quicklinks, you won't see any changes until you load a new page.

    I've expanded the list of pages that the No Shift+Alt script will run on which I don't think will cause any problems, but please let me know if it runs on a page that it shouldn't run on (a page it shouldn't run on is one where you would type something and don't want it treating the text you type as a bunch of hotkey presses).

    When you press a key, the No Shift+Alt script will check buttons first then links. This means that you could make a link to your Consume Stuff page and make the hotkey 'C' and it would not interfere with the Converse button.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I've made a few minor changes to the Healthifier. It will now update the "health/hp" line of text in addition to updating the health-o-meter. Also, if you run into problems with the cache not finding your items you can right click on the health-o-meter to force a recheck next time it runs.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I fixed a trio of bugs in the Recipe Helper. Under certain circumstances it would not display the graphic for the item you were trying to make. Sometimes it would display the wrong number of items made if you didn't have enough ingredients. If you were unable to make an ingredient, it might continue to try to make the other ingredients. It should now always stop when it determines you won't be able to make any more of the final item.
  • Posted By: Tendai  homeworld | blog | gallery | player profile

    Anyone else having problem with One Ton Tomato's maze helper? I keep getting this when I try to backtrack. Starts out normal:

    http://www.secretsocietywars.com/index.php?p=homeworlds&a=photo&id=3408

    Then when it hits the end and it reloads, I get this:

    http://www.secretsocietywars.com/index.php?p=homeworlds&a=photo&id=3409
  • Posted By: daisygirl  homeworld | blog | gallery | player profile

    I recall that the backtracker doesn't work with some mazes--I've seen that error before but can't remember under what circumstances. (I am *so* helpful, I know.)
  • Posted By: nardo  homeworld | blog | gallery | player profile

    It looks like you're on the Nortonia maze which uses a different url than other mazes. I don't have access to the Nortonia maze right now, but if you post the maze url and the url of the directions then I can probably fix the script. In other words, go to the maze, select the url from the address bar and paste it in a message. Then right click on one of the N, S, E, or W links then click on Copy Link Location and paste that into a message.
  • Posted By: Tendai  homeworld | blog | gallery | player profile

      Quote "nardo":  

    It looks like you're on the Nortonia maze which uses a different url than other mazes. I don't have access to the Nortonia maze right now, but if you post the maze url and the url of the directions then I can probably fix the script. In other words, go to the maze, select the url from the address bar and paste it in a message. Then right click on one of the N, S, E, or W links then click on Copy Link Location and paste that into a message.



    Duh, I'm an idiot - I was in Nortonia, I don't know why I didn't post that. I don't have access anymore either - maybe someone else can?
  • Posted By: Aardvark  homeworld | blog | gallery | player profile

    http://www.secretsocietywars.com/index.php?p=quests&a=quest
    http://www.secretsocietywars.com/index.php?p=quests&a=quest&go=e
    http://www.secretsocietywars.com/index.php?p=quests&a=quest&go=s
    http://www.secretsocietywars.com/index.php?p=quests&a=quest&go=w
    http://www.secretsocietywars.com/index.php?p=quests&a=quest&go=n
  • Posted By: nardo  homeworld | blog | gallery | player profile

    Thanks Aardvark. I've uploaded a copy of the Maze Helper which I think fixes the problem, but since I don't have access to the Nortonia maze I'm unable to confirm that it works.
  • Posted By: gulogulo  homeworld | blog | gallery | player profile

      Quote "nardo":  

    Thanks Aardvark. I've uploaded a copy of the Maze Helper which I think fixes the problem, but since I don't have access to the Nortonia maze I'm unable to confirm that it works.



    I will be able to confirm this tomorrow or the next day if I need to backtrack.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I've added a Secure Storage Helper script which works on the display case and secure storage. Normally, the number of items to transfer is set to 1, which means that you usually have to change it. The script blanks out this number so that the number of items to transfer will be the number in inventory/storage. The script also adds a 'Take' link to each item in storage so that you can just click this link rather than choose the item from the dropdown. Clicking the Take link will take all that you have of the item in storage, right clicking it will take just one of it.
  • Posted By: BlueFairy  homeworld | blog | gallery | player profile

    Nardo, you are awesome :D
  • Posted By: aces44  homeworld | blog | gallery | player profile

    ^^ what she said ^^
  • Posted By: AxiSShadowbane  homeworld | blog | gallery | player profile

    holy shit, you rucking fock!!! Thanks nardo
  • Posted By: Ignatious  homeworld | blog | gallery | player profile

    [fanboy] Best thing evar!!!1! [/fanboy]
  • Posted By: nardo  homeworld | blog | gallery | player profile

    Just fixed a minor bug with the Secure Storage Helper. If you clicked the plus sign to add another dropdown before the page had finished loading then the quantity for the new box would remain at 1 and would not be blanked. This has been fixed and the script should be reinstalled.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I've added a quick transfer feature to the Secure Storage Helper. You can now set up a list of items which will be listed in the inventory section so that you can click on the item name to transfer it rather than having to find it in the dropdown. The default value is Bofhozonite Ore since most people probably transfer that to and from their storage frequently, but you can change it to add or remove others by clicking on the Quick Transfer link. Obviously you need to spell the item correctly, but you can just include a partial spelling. If you wanted a link for Omgonite Ore you could just type "omg" and the script would find the omgonite ore. I think this is a useful feature, but it means that if you want to use it to transfer an Apple it will work as long as you have an Apple in your inventory but if you don't then it will transfer the first item it finds that has the word Apple in it: Apple Gat, Apple Megatini, Apple Pastry, Pineapple, etc. If this turns out to be an actual problem for anyone please let me know and I'll work on a solution for it.
  • Posted By: Tendai  homeworld | blog | gallery | player profile

    An idea for a script, if anyone would be interested (I'm not skilled!)

    Something for warp-probe deployment, particularly in areas that are consecutive (example, if you wanted to probe sectors 345-355) to make it so you only had to put in the sectors to probe and it'd happen. As someone trying to probe REALLY large amounts of space right now, it'd be handy.

    Also, the Secure Storage Helper script is made of awesome and win.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I've added a Probe Launcher to help probe multiple sectors. You can use it to scan sectors, sector ranges, or sector blocks.

    To scan a sector, just type the sector in.

    Use a '-' to scan a range: 345-355. This will scan 345, 346, 347, 348, 349, 350, 351, 352, 353, 354, 355.

    To scan a block use the 'x': 40x109. This will scan the sectors that make up the block with one corner at sector 40 and the other corner at sector 109. These sectors are: 40, 41, 42, 43, 73, 74, 75, 76, 106, 107, 108, 109.

    You can type as many sectors, sector ranges, or sector blocks as you like. The script will show you what sectors it is going to scan as you type them in so if you are unsure about the syntax you can double check what will happen before you click the launch button.
  • Posted By: Tendai  homeworld | blog | gallery | player profile

    You are the coolest person ever :D That's awesome
  • Posted By: aces44  homeworld | blog | gallery | player profile

    Ok, so no matter how many sectors I choose to probe, it tells me, "Finished launching warp probes" but it doesn't give me the results of the scan.

    I tried entering the following:
    100
    100-102
    1x271

    Am I missing something, or doing something wrong?
  • Posted By: nardo  homeworld | blog | gallery | player profile

    It currently doesn't display the scan results on the same page. You will need to go to the sector map to see the results by mousing over the sectors. This is something I plan to work on but it will probably be tomorrow or the next day before it's done.
  • Posted By: aces44  homeworld | blog | gallery | player profile

    OH! Thanks.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    It should now display the results of the scans. I haven't tested it out thoroughly but it appears to work fine. Reinstall it and let me know if there are any problems.
  • Posted By: aces44  homeworld | blog | gallery | player profile

    It is BEE-YOUU-TI-FUL how it shows up on the same page now. Thank you for this!
    It does not show the density # or the player if there is one there. I don't know if you were going to be able to include those though.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    It now displays the players in a sector. The problem was that it would only read one cell from a table and players were displayed in a second cell. It now handles the two cells, but if there is any situation that results in three cells being used then it may display its results in a screwy fashion so let me know of any weirdness that you encounter. As always, the script must be reinstalled.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    When sector 1 is scanned, it seems to correctly display the players that are there but I have received a report that it does not display players in other sectors. If you want to use the script to scan for players then it might not work for that yet.
  • Posted By: aces44  homeworld | blog | gallery | player profile

    The script works perfectly fine and I am le moron. (surprise!)
    Thank you, nardo.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I hereby proclaim the probe launcher script to be working. I did make two changes to the most recent version so everyone should install the newest version. Previous scan results will now be cleared if you perform another scan. I also added some code which will spit out a bunch of html and ask you to smail it to me if the script is unable to interpret the results of a scan. This was originally done when there seemed to be a problem with scanning sectors with players in them but since that seems to work fine now I'm not sure anyone will ever run into this, but if you are ever given a huge chunk of html and asked to smail it to me then please do it.
  • Posted By: munk  homeworld | blog | gallery | player profile

    heh, have you tried smailing HTML yet? You might be asking for unintelligible garbage to be sent to you. (:
  • Posted By: nardo  homeworld | blog | gallery | player profile

      Quote "munk":  

    heh, have you tried smailing HTML yet? You might be asking for unintelligible garbage to be sent to you. (:



    I just smailed myself some html and it showed up fine. You're converting all < and > to &lt; and &gt; to prevent it from being interpreted as html, so apart from making my browser window superwide due to some really long lines I don't have any problems.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I've written a script to update the spacenav to show the color of the society that controls each sector. This is only useful to players who are Degree 33.

    The script gets its information whenever you load the sector map. This means that if it has been an hour since you viewed the sector map that all the information will also be 1 hour old and will not reflect any sector changes that have taken place within the last hour.
  • Posted By: captainlongdong  homeworld | blog | gallery | player profile

    Hella nice Nardo, much appreciated as usual.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    The probe launcher now recognizes when enemy drones destroy your probe and it should be reinstalled to prevent the script from asking you to send me some html whenever this happens.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I've made a number of bugfixes to the probe launcher and it should be reinstalled by everyone. I also changed it so that it will no longer pop up an alert box when it has finished scanning the sectors. I thought that this would be a useful notification when scanning a bunch of sectors, but it seems like it is just annoying when only scanning just one sector.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I've modified the spacenav script so that it will display the contents of sectors. The spacenav will now have the little colored boxes just like on the sector map (green for a trading port, yellow for an ipt, blue for a jellyfish, etc.). This means that the script should now be useful for all players, not just the Degree 33ers.

    The script still only gets its information when you view your sector map. After rollover, when everything in space gets relocated, the script will begin to show you bad information since it hasn't loaded the new locations yet. Viewing the sector map will fix this.
  • Posted By: Juggle  homeworld | blog | gallery | player profile

    Nardo you rock. Just a few minutes ago I was talking to Glen about your scripts in smail and mentioned how I was thinking about tweaking your spacenav upgrade to do just that "...but watch, I'll probably go check the forums and find a post from him that he's already done it."
  • Posted By: Xerxes  homeworld | blog | gallery | player profile

    Sweet. This totally rocks!

    FYI, I'm a 32, and I'm getting a few squares tinted grayish - the ones with the gray dot for asteroids, to be precise. It's no problem, but I thought you'd want to know that the color is bleeding or something.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    The grey asteroid sector bug has been fixed. You should reinstall the script and you will need to view your sector map again so that the script grabs the correct information.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I've made a few more changes to the spacenav. If a sector's density is marked with a U that means that the sector is unexplored. For example:

    140
    DENSITY
    15U

    means that sector 140 is unexplored because the density shows as 15U rather than just 15. This should make it a little easier to fill out your sector map as you roam through space.

    Images of planets now show up in their sector and I've made a small cosmetic change by setting the vertical alignment so that the text in sectors now share alignment (the colored boxes were pushing some links down a little bit). You'll need to reinstall the script to take advantage of these changes.
  • Posted By: BlueFairy  homeworld | blog | gallery | player profile

    Nardo, my love for your greasemonkey awesomeness cannot be textually rendered ;)
  • Posted By: munk  homeworld | blog | gallery | player profile

      Quote "BlueFairy":  

    Nardo, my love for your greasemonkey awesomeness cannot be textually rendered ;)



    Show pics or STFU! pixplz! END OF LINE
  • Posted By: Christophine  homeworld | blog | gallery | player profile

    I propose that we petition the Webster's dictionary people to add the following definition to their dictionaries:

    nardo: Scripting awesomeness that shines brighter than a thousand suns
  • Posted By: nardo  homeworld | blog | gallery | player profile

    The spacenav script was not properly recognizing Triad controlled sectors. This has been fixed in the latest version.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I've made a few changes to the spacenav. It will now update information as you move through space. If a sector is marked as belonging to one society, but when you move to it you find that it now belongs to your society (because a fellow society member destroyed the drones and dropped some of their own), then the color will be changed to reflect your society. Similarly, if you move into an unexplored sector it will be updated so that the colored boxes appear in the sector. Previously you would have had to view your sector map to update this information. The script will also display a message underneath the spacenav asking you to update your sector data (and will link to the sector map) if it is after rollover and you are using the previous day's information. As usual, you will need to reinstall the script to get the new features.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I've made a minor change to the spacenav and it should be reinstalled.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    Subject: En1arge Your Sp@cenav!!!!!

    Guys, we all know what women want: they want men with big spacenavs, and now you can give it to them. Are you tired of people laughing at your flaccid spacenav? The new Spacenav 1001 will turn your puny spacenav into a rock hard grid of nearby sectors that you'll be proud to whip out on your next date.

    By default the new spacenav will increase the radius of your spacenav by 1 but if you go to about:config and search for spacenav you can change the radius value to make it even larger (you'll need to view at least 1 sector in outer space after installing it to create the radius variable).

    The new sectors that it adds are not clickable at the moment so its only use right now is to show you what is nearby rather than allowing you to click once to move multiple sectors.
  • Posted By: TheDudeAbides  homeworld | blog | gallery | player profile

    Hell yeah nardo. This is another one of my oldest suggestions in the forums. I'm going to be whipping this out big time!

    Man, once again, thank you!!!
  • Posted By: DivineE  homeworld | blog | gallery | player profile

    Are there any scripts that give the best trade routes?
  • Posted By: Juggle  homeworld | blog | gallery | player profile

      Quote "DivineE":  

    Are there any scripts that give the best trade routes?



    Yes, I've posted it before but not sure where....I didn't write it but since the original authors website disappeared I've been hosting it:

    Ore Deals
  • Posted By: DivineE  homeworld | blog | gallery | player profile

    Thanks. It worked perfectly =)
  • Posted By: BabylonHoruv  homeworld | blog | gallery | player profile

      Quote "nardo":  

    Subject: En1arge Your Sp@cenav!!!!!

    Guys, we all know what women want: they want men with big spacenavs, and now you can give it to them. Are you tired of people laughing at your flaccid spacenav? The new Spacenav 1001 will turn your puny spacenav into a rock hard grid of nearby sectors that you'll be proud to whip out on your next date.

    By default the new spacenav will increase the radius of your spacenav by 1 but if you go to about:config and search for spacenav you can change the radius value to make it even larger (you'll need to view at least 1 sector in outer space after installing it to create the radius variable).

    The new sectors that it adds are not clickable at the moment so its only use right now is to show you what is nearby rather than allowing you to click once to move multiple sectors.




    I think this broke my spacenav. it doesn't show up in pretty colors after i scan sectors.
  • Posted By: nardo  homeworld | blog | gallery | player profile

      Quote "BabylonHoruv":  


    I think this broke my spacenav. it doesn't show up in pretty colors after i scan sectors.



    If you tried to change the radius using about:config then you may have accidentally written to the sectordata preference rather than the radius. Whether or not this is the case, try viewing your sector map again to refresh the data on sectors.
  • Posted By: BabylonHoruv  homeworld | blog | gallery | player profile

    I don't know how to use about:config. If someone could explain though I'd appreciate it because I wanna shrink my nav back down.
  • Posted By: BlueFairy  homeworld | blog | gallery | player profile

      Quote "nardo":  

    If you tried to change the radius using about:config then you may have accidentally written to the sectordata preference rather than the radius. Whether or not this is the case, try viewing your sector map again to refresh the data on sectors.



    It died on me too, after doing the scanning sector thing. SpaceNAV went back to the default non-greasemonkey one, and the scanned sectors were weirdly formatted. Fixed itself when I clicked into the next sector. No config playing here.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    It sounds like some people might be having some problems with the new spacenav. If you're having problems with it you can install one of the previous versions. The Aug 10, 15:45 version doesn't contain the enlargement code and should work for anyone who is having problems with the newest version.

    If the new version doesn't work for you, there are several things you can do to help me figure out what is going on. First, open up your error console by clicking Tools in your menu and then clicking Error Console. Scroll down to the bottom and there should be a message or two which mention ssw_spacenav_1001.user.js. If you right click on the row which contains this message you can copy and paste it to me in a smail. Next, type about:config in your address bar and press enter. There should be a text box labeled Filter. Type spacenav into the filter box and a few preferences should come up. The preference names are pretty long so you can resize the columns if you can't read the full names. The one that I am interested in is the sectordata. Right click the sectordata and click Copy Value and paste that into a smail to me (it can be the same smail you put the message from the Error Console or a different smail, it doesn't matter). Also mention in a smail which sector you were in when you had these problems. Thanks.
  • Posted By: BlueFairy  homeworld | blog | gallery | player profile

    sent off the requested info, nardo. lemme know if I did it wrong or you need anything else.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    Anyone who is able to send me a bug report should also send me the source for the page they are having a problem with, so view the page source (ctrl+u in firefox) and copy and paste the entire thing into a smail to me.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    Thanks to BlueFairy I think I nailed down the problem and have modified the spacenav. There is no need to upgrade unless you were having problems with the previous version.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    Install the latest spacenav to resize it without the need to muck around in about:config. The latest version adds + and - links to the spacenav, or you can just hit the + and - keys on your keyboard.
  • Posted By: glen  homeworld | blog | gallery | player profile



    BUWAAHAHAHAHAHAHA!!!!!!!
  • Posted By: TheDudeAbides  homeworld | blog | gallery | player profile

    glen, see!! if it wasn't for the Triads you'd fall into the ocean of blue and drown! Join us to help prevent global warming!
  • Posted By: Fubushi  homeworld | blog | gallery | player profile

    Oooh. Spacenav is of serious goodness! Must have, no question!
  • Posted By: nardo  homeworld | blog | gallery | player profile

    The earlier version of the spacenav showed you additional sectors but didn't let you click on these sectors. The new version lets you click on any sector to travel there.

    If the script can't find a path to the sector you clicked (because you're degree 33 and enemy sectors block your way) then you'll be told that a path can't be found and you won't travel anywhere.

    If the script finds that you are in an unexpected sector then it will abort and will display a message to that effect in your spacenav. Reasons for being in an unexpected sector include being pvp'd or not being able to move into a sector because enemy drones are there.

    Right now the script will avoid any unexplored sectors if it can do so without taking additional turns. This was made the default simply because for degree 33 players, an unexplored sector, statistically speaking, probably is filled with enemy drones. The good news is that you can change the about:config variable named pathfind_unexplored to true so that the script will prefer to go into unexplored sectors and will try to fit as many as it can into its path (provided that doing so doesn't increase the number of turns that it takes). I know that people don't like the about:config variables so later this week there will be a better interface to control this, but for now you're able to change it if you really want to.

    If you click on a sector which is 3 turns away then you will see all 3 sectors load in your browser, so don't click on anything until it gets to its destination.

    Future improvements to the script will let you choose what to stop for along the way. If you want to abort traveling if there is a player to pvp, or if there is a gnomes powerup, future versions will let you do that.
  • Posted By: AxiSShadowbane  homeworld | blog | gallery | player profile

    Dude, stop being so excellent :D
  • Posted By: Xerxes  homeworld | blog | gallery | player profile

    Nardo, you are truly rockin' the spacenav! All hail!
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I am going to need some help to get the spacenav to recognize powerups. My movement through space is pretty limited right now so it's unlikely I'm going to stumble across any powerups. If you come across a powerup please copy the url that would be used to collect it (if you right click on the link there should be an option to copy the link location) and paste it here along with the exact name of the powerup. I think I will only need this information once for each type of powerup, so if someone has already posted info on Space Monkeys then there is no need for anyone else to post Space Monkey information but I would still need info on the other types.
  • Posted By: Aardvark  homeworld | blog | gallery | player profile

    I'm pretty sure each powerup has its own ID, for example:

    http://www.secretsocietywars.com/index.php?p=space&a=powerup&id=178759 - Nurse Betty
    http://www.secretsocietywars.com/index.php?p=space&a=powerup&id=178725 - Also Nurse Betty
    http://www.secretsocietywars.com/index.php?p=space&a=powerup&id=180073 - Yet another
  • Posted By: munk  homeworld | blog | gallery | player profile

    This is true. The link to actuate a powerup only needs to pass the instance ID of that powerup. For obvious reasons, the "type" of powerup is not something the server will trust the client browser to pass as a variable. (:
  • Posted By: nardo  homeworld | blog | gallery | player profile

    The spacenav now has an interface for choosing whether to route through unexplored sectors and it also lets you choose what to abort your travel for. At the top of the spacenav is a grey box. It's the box that has the words SPACENAV 1001 written on it and it has the plus and minus signs on either side to change the size of the spacenav. Right click anywhere in this box and you will see the preferences.

    I have not been able to test much of this out due to my limited access to space. If there is a sector which it does not stop at that you think it should have stopped at then please go back to that sector, view the source (ctrl+u in firefox) and smail me the html so that I can figure out why it didn't stop.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    Thanks to captainlongdong I was able to fix a minor bug in the previous version. You should install the newest version.
  • Posted By: BlueFairy  homeworld | blog | gallery | player profile

    Would it be easy for you to add sector 502 as one of the things to abort for? I stupidly clicked something that would take me through there, and, well, 111 turns later, got there.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    The script has been modified so it will no longer route through sector 502. Also, the script previously would not be able to find a path to any enemy sectors, but you can now click on an enemy sector and as long as you can get next to it without traveling through enemy sectors then you can go into the sector that you clicked on. I also fixed a small bug I introduced into the previous version where it would display "undefined" as the sector in the message telling you which sector it was traveling to. Reinstall the new version.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I've made another change to the spacenav so that it won't attempt to move into a sector unless there is a link to it. Previously it would construct its own link but that caused BlueFairy to warp out of sector 502 consuming over 100 turns. I've already prevented it from routing through 502, but this will also prevent problems in 501 which only connects to one other sector as well as any other weird sectors that exist now but I'm unaware of or which might be created in the future.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    The spacenav will now only route through 501 if it needs to go to sector 500 next. This should prevent it from going to 501 and then aborting when it can't get to any of the other adjacent sectors.
  • Posted By: Ignatious  homeworld | blog | gallery | player profile

    The mind boggles at teh excellence of this script.

    Bravo, sir, bravo
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I've incorporated Juggle's Patches into the Spacenav. It now keeps track of where your drones are, adds a little white box to any sector you have drones in, and shows the number of drones in the sector. For example:

    143
    DENSITY
    479
    YD: 2

    The "YD: 2" indicates that I have 2 drones in sector 143.

    The script also adds some extra white to the sector map to make it easier to locate sectors with your drones in them.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I made a couple of minor updates to the Spacenav. It now includes Eroticons (I had forgotten to include them) and the new Shield Generator in the list of powerups to abort traveling for. Previous versions apparently didn't recognize Eastern Star droned sectors but I have fixed that too.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    The recent changes to outer space have caused the spacenav script to stop working. It shouldn't be too difficult to fix, but I'm probably going to be a bit busy today and maybe tomorrow so it could be a few days before I update it to work with the new layout.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I've updated the spacenav to work with the new layout. There are a few alignment issues (some sector labels are not aligned with others as well as I would like them to be) but it is functional.
  • Posted By: Crash42  homeworld | blog | gallery | player profile

    man, thats so friggin sweet..i dunno if i missed it already but love the zoom function
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I've fixed the alignment problems with the previous version. The new version of the spacenav script should work perfectly with the new outer space layout. Please let me know if you have any problems with this version.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I tried to make the sectors smaller in the newest version due to the placement of the spacenav in the new layout, but I made them a little too small. When you have drones in a sector, the script will put a line in the sector telling you how many drones you have there but this line was spilling down into the sector below it. The newest version makes sectors 5 pixels taller than the previous version which prevents the problem, at least on my computer. The number of pixels that fonts take up can vary based on your DPI, so if anyone else continues to have this problem please let me know.

    The new spacenav design features a greyish background to each sector which potentially makes Amaranth controlled sectors, also grey, difficult to spot. It's not impossible, they clearly look different, but I just don't like the idea of two shades of grey meaning different things. I'd like some suggestions if anyone can think of a way to better display an Amaranth controlled sector.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    Another minor update to the spacenav. The area outside of space (like the boxes to the left or above of earth) in the new layout spacenav do not contain the same grey background that areas of clickable space do. The spacenav script, when adding sectors to the spacenav, would put the grey background on everything whether it was a part of space or not but the new version does not do this.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    Thanks to Xerxes for the suggestion: the spacenav now marks sectors which have a drone factory or a mine in them. You will need to visit your facilities page after installing the script to initialize it. Drone factories are identified with a D and mines are identified with an M in your spacenav.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I've made a withdraw script which puts a link on your facilities when you're in space which lets you withdraw from the facility without the need to click on the facility itself.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    A small update to the withdraw script puts a link next to the "your facilities" and "create facility" links which will withdraw from all of your facilities in the sector. This is useful if you have bunch of facilities in a sector and don't want to click the withdraw links individually.
  • Posted By: Xerxes  homeworld | blog | gallery | player profile

      Quote "nardo":  

    Thanks to Xerxes for the suggestion....



    And many thanks for implementing it. It is one less thing to take off of my overtaxed brain while I'm flying around.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    Xerxes discovered that the spacenav wasn't aborting travel for Gnomes Of Zurich. You will need to download the latest version to fix this.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I've made a couple minor bugfixes to the spacenav. It will once again remind you if you have not visited the sector map since rollover so that it can grab the newest information (this broke with the layout change but I never noticed until today). If you viewed the sector map from space (as opposed to viewing it while on a planet), then the feature which partially colored a sector white if you had drones in that sector would not work.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    The spacenav was showing the locations of the Drone Factories and Mines from last reset and without access to the Facilities page there was no way to reset this data. The new version won't display factories or mines unless you are degree 33.
  • Posted By: Slippy  homeworld | blog | gallery | player profile

    Thanks to everyone who works on these scripts. Juggle helped me get them rolling, and they are amazing!

    Is there a link to the trade port script that gives the trades of the day, etc?

    Regards, and thanks!
  • Posted By: Juggle  homeworld | blog | gallery | player profile

    I have a copy of the original ore finder hosted here for anyone who wants it.

    I also have some special modified versions but those only get posted in the oddfellows syndicate since the modifications make them kind of useless for people in other societies.
  • Posted By: Slippy  homeworld | blog | gallery | player profile

    As usual, you rock my world. :)
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I've updated the Maze Arrows script so that it works a little better with OneTonTomato's Maze Helper script. Previously the maze arrows script would break the backtrack feature of the maze helper since pressing an arrow would cause you to immediately move which prevented you from queueing up directions. This has been fixed.
  • Posted By: Xerxes  homeworld | blog | gallery | player profile

    I have a question that I think is related the GM scripts, but might be a more basic browser question. It has to do with the pop-up menus in combat.

    I've noticed that sometimes even before I do anything, certain combat action choices are selected for me instead of the (I believe) default "use equipped weapon" -- when this happens, I think they are universally the choices I used in the last combat turn (whether with this mob or the last mob I encountered). Normally, I run with OTT's Combat Advance script with an added accesskey. Based on this post http://www.secretsocietywars.com/index.php?p=forums&a=view_archive&id=7697 I think it is the script doing this.

    That's all generally great, and the script works perfectly for all my melee weapons needs. For ranged weapons, I usually just use the attack button/accesskey, shooting with weapons in both hands. But there is a situation where I adopt a "fall back" strategy of retreating with my first action and firing my gun with my second action (think fighting Yeehawdis while trying to stay out of moonshine range). But I can't seem to figure out how to make OTT's script predictably restore my "move back recklessly" and "use equipped weapon" selections. Perhaps that's not too surprising, since it is called "Combat Advance". But the description implies it should be doing this, and it does sometimes, just not predictably.

    Does anyone else run into this situation? What do you do?
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I can't tell exacly what you're asking for. Under what circumstances do you want the combat advance to set the drop down to move back recklessly and when do you want it to set it to use equipped weapon?
  • Posted By: Xerxes  homeworld | blog | gallery | player profile

    Basically, I read OTT's description to say that the script automatically reads your choices, saves them, and then sets the menus to those choices on the next round. In my experience, it does this, predictably and repeatabily, while fighting the same mob. -- Actually, I just experimented with GM off, and the game itself (or firefox) does this.

    What I'd like to happen is have those choices also restored when I start fighting the next mob. OTT's script does this (the game does not in my quick experiment), but not predictably or reliably. I can't figure out why not.

    In truth, I'm trying to work with what it sounds like OTT had already built into the script. Doing some more research, I pulled up these two threads
    http://www.secretsocietywars.com/index.php?p=forums&a=view_archive&id=9894
    http://www.secretsocietywars.com/index.php?p=forums&a=view_archive&id=14602
    which don't add too much, except that basically, I'm asking for the same thing as Society was asking for.

    If, rather than just tweak OTT's script, you are willing to reinvent the wheel :), what I'd _really_ like is a parallel script to Combat Advance (call it "Combat Fallback") that tries to keep you a set distance away from a monster, while firing off your gun(s) if you are far enough back. The Yeehawdis are my personal nemesis with their drunk damage, but there are all sorts of mobs that do stat damage that people might want to avoid. But I suspect that is a lot more work, and I'm not trying to volunteer you for more script writing.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I've made a modified version of the combat advance script which I think will do what you want. The old version only remembered the settings of the dropdowns if you used the advance button during the previous round. The new version always remembers the settings and does not require use of the advance button.
  • Posted By: Xerxes  homeworld | blog | gallery | player profile

    Thank you, nardo. I just tried it out, and it does the job for me.

    Your awesomeness builds....
  • Posted By: gulogulo  homeworld | blog | gallery | player profile

    Okay, I'm a dunderhead, I know.

    How would I go about making or is there already a hotkey for the combat advance? Or is this possible? I've been having an issue with a pinched nerve and the hotkeys (thank you, Nardo!!!) have totally relieved some of the pinched nerve problem.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    The combat advance script that I modified uses the hotkey 'z'. If you don't want the other feature of the script (explained a couple posts up) then you can follow Xerxes' instructions here to modify the original combat advance script to use a hotkey.
  • Posted By: gulogulo  homeworld | blog | gallery | player profile

    Like all that have said it before, much <3 and *bow down*s for Nardo! :)

    Thank you very much for the addition. :)
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I've created an automine script (link removed, see below) which puts an automine link next to asteroids. Clicking this link will repeatedly mine the asteroid until you tell it to stop. It's similar to using reload-every but I think it has a nicer interface than reloading the page since it summarizes the entire mining run.
  • Posted By: BabylonHoruv  homeworld | blog | gallery | player profile

    I remember Munk saying no automine scripts, so I am delaying installing this one. I really wanna install it though. So I am hoping Munk or DonKey will weigh in on it's allowedness.
  • Posted By: Natsa  homeworld | blog | gallery | player profile

      Quote "The hax0r rules":  

    5. MALICIOUS BOTS
    In general, our bot policy is this: if you create a bot that does general housekeeping or recordkeeping, like one that putters around the galaxy recording what's in every sector so you can compile a nice database of what the universe looks like, that's fine. Also port trading bots that automate port trades for maximum value are fine. Informative chat bots are also ok. However, we would like your bot to be resource-neutral. Any bot that acts like a denial-of-service attacker will earn you a session with the Big Stick. That means they should not generate more than 20 hits per minute, which is what a fairly fast person could do with a browser.
    Things that you should not automate:
    Player/Player interactions of any kind, including warbots and trade snipers. That sort of thing should be handled mano-a-mano. Be a man, not a shit.
    Forum spammers and chat spammers. That's just flat asshattery.
    Any other automation activities that could be considered annoying or generally unfair to other players are also not Kosher.



    Depends on how many hits per minute it generates. Aside from that, I'm pretty sure it's fine. Auto trading is specifically mentioned as 'ok', so I don't see why mining wouldn't.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I've removed the script from userscripts until Munk or DonKey says whether or not it is allowed.
  • Posted By: munk  homeworld | blog | gallery | player profile

    automine is not a problem as long as it follows the rules Natsa posted above. It's specifically PvP/fighting bots that are entirely disallowed. (trade snipers don't really work because of the way the auction house works).

    an autominer would actually make it easier for PvP'ers to come and punch your ticket, because you're not paying attention to what's in the sector around you.
  • Posted By: Natsa  homeworld | blog | gallery | player profile

    We actually had an autominer script dating back to about 3 resets ago. It wasn't anything fancy, and we for the most part scrapped it because of what munk said. I can click faster without the miner script anyways. :D
  • Posted By: Juggle  homeworld | blog | gallery | player profile

    When I click that fast the site stops responding for me. I'm sure it's a FF issue (doesn't seem to happen in chrome or IE) but it doesn't freeze the browser...the browser just keeps reloading the page from cache and never actually submitting for some reason :(

    BTW - what about a script that just kept refreshing the same page - say for when your PvP hunting over a trade port/planet. Would that be the kind of PvP script that's verboten? Even if it doesn't automatically initiate the PvP - just reloads the page so you can see when someone pops up?
  • Posted By: Aardvark  homeworld | blog | gallery | player profile

    Whenever I'm mining I always get way more than 20 hits per minute (Unless I misunderstand that statement). I typically just click mine once, and refresh the page every 1/2 second or so (I don't bother to wait for the page to completely load, just enough to know it went through).

    But autotrading is allowed, thats pretty cool. I remember when I first started, I thought the current bid on an item at yoobey was the max bid, so I was always waiting until rollover and 1-upping it, wondering why I never got anything Doink!
  • Posted By: Natsa  homeworld | blog | gallery | player profile

    Well, it's obviously easy to get that many clicks per minute, but the general rule for botting was set at that. I guess that's the point.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I've been having problems keeping up with syndicate posts lately. The problem is that when there are a lot of posts they can cause threads to be bumped off of the newest posts list, so I wrote a syndicate forum script which will combine all my syndicate forums into one forum so I can easily see which threads have recent comments.

    Installing the script will put a "View combined forum" link on your syndicates page in the table that lists all the syndicates that you belong to. If you wish to omit some syndicates from the combined forum you can click the little red arrow next to the syndicate name which will turn it grey and will exclude it from the list (clicking it again will turn it red and will include it again).

    The combined forum will be sorted with the newest posts at the top. Since the purpose is to see which threads have recent comments, the sticky flag is ignored and sticky posts will be sorted just like all others rather than placed at the top like in the normal forums.

    When you click on a thread you should use your browser's back button to return to the combined forum. If you click the syndicates link you will need to rebuild the forum but if you use your browser's back button the forum will be cached and the cache will be used. Of course, you could open the posts in a new tab and avoid this issue entirely.
  • Posted By: munk  homeworld | blog | gallery | player profile

    That's good thinkin', Lincoln!
  • Posted By: nardo  homeworld | blog | gallery | player profile

    The recent change to the maze arrows script caused it to prevent arrows from working on certain pages (to scroll down the page, for example). Install the latest version to fix this.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I just noticed this. The url for the spacenav script is http://userscripts.org/scripts/show/31338. It is script number 31338 on userscripts. If I had submitted it just a little earlier I bet I could have received the coveted script number 31337!
  • Posted By: BlueFairy  homeworld | blog | gallery | player profile

    I'm sure your script is way more 31337 than the actual script that's numbered 31337 ;)
  • Posted By: DonKey  homeworld | blog | gallery | player profile

    31338! The neighbor of the 1337!
  • Posted By: nardo  homeworld | blog | gallery | player profile

    The newest version of the spacenav marks the locations of societies' facilities on the spacenav. The top right of each sector can now contain little colored circles, similar to the little colored boxes that can appear in the upper left corner to show what is in a sector (green for trading port, yellow for ipt, etc.). The circles indicate which societies have a facility in that sector. This isn't of much use right now, but as the war heats up and sectors are stolen more frequently, it might be useful to know which sectors have enemy facilities in them.

    The script records which facilities are in a sector when you visit that sector, so it won't magically know where the enemy has placed a facility unless you have had access to that information. The script does not record the name of who owns a facility, just their society, so if someone changes societies then the spacenav will be wrong. I might fix it in a future version if it starts to get annoying.
  • Posted By: whydah  homeworld | blog | gallery | player profile

    I used to use the One-click Healthifier by nardo all the time.

    For quite a while now it hasn't worked. If you right-click on the health-bar it says "No restorers available" and does not display any medicines in the dropdown menus.

    Has anyone else had this problem? I would love for this script to work again for me. :[
  • Posted By: nardo  homeworld | blog | gallery | player profile

    The healthifier is not my script. I just made a few changes to it, but the original was written by OneTomTomato. If you install the original version do you still have the same problem?
  • Posted By: TheDudeAbides  homeworld | blog | gallery | player profile

      Quote "whydah":  

    I used to use the One-click Healthifier by nardo all the time.

    For quite a while now it hasn't worked. If you right-click on the health-bar it says "No restorers available" and does not display any medicines in the dropdown menus.

    Has anyone else had this problem? I would love for this script to work again for me. :[



    Did you install the new Firefox? For some reason that really jacked up a lot of the scripts. I had that problem and switched back to ver 2.0.0.16 and all my issues went bye bye.
  • Posted By: Xerxes  homeworld | blog | gallery | player profile

    What Dude said. The Healthifier still works fine for me (as a data point). But I have not installed FF3 yet, since too many of my preferred extensions are marked incompatible or not yet updated, and I couldn't bear to see them go bye-bye.
  • Posted By: tarnished  homeworld | blog | gallery | player profile

    I have the same problem with right-clicking in Firefox 3.0.1. Strangely enough, left-clicking to heal still works fine, though, it just uses the items I set before the problem ocurred.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I'm primarily using FF2 but I have FF3 installed and it works fine for me with the healthifier. If I'm unable to recreate a problem then it is difficult for me to fix it. If the right click displays "No restorers available" then go to your consumables page and view the source. Locate the section that looks like:
    var med_items = {
    3226543 : "Black Pill (8)",
    3226547 : "Blue Pill (3)",
    3088409 : "First Aid Kit (169)",
    3226610 : "Last Call Pill (1)",
    3107510 : "Red Pill (33)",
    3223210 : "Second Aid Kit (65)",
    3090378 : "Spandaid (69)",
    3223121 : "Third Aid Kit (61)"
    };
    and paste it into a smail to me. In the same smail please send me the url that you used to access your consumables page (just copy and paste it from the address bar).
  • Posted By: Juggle  homeworld | blog | gallery | player profile

    Just as a datapoint. I use FF3 on two different computers and both right and left clicking is working fine on the healithifyer.

    Pretty sure it's the version with Nardo's mods...it does give me the button to continue fighting which IIRC was the change Nardo made.
  • Posted By: pandamonieum  homeworld | blog | gallery | player profile

    I'm using the healthifier script with ff 3.0.2 and haven't had any problems. It's definitely the Nardo-modded version, I just downloaded it a few days ago.


    I'm wondering if it might be possible to create a script that would make it easier to send large amounts of one thing. Right now, if I want to send a hundred of one type of ore to someone, I have to break it down into 10 separate groups of 10- and I still keep forgetting and wasting a send sending 10 of a thing I meant to send more of and nothing else. Would it be possible to make something that would let me put the amount I want to send in one box and break it down into the separate units for me?
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I've made a facility sorter script which lets you sort the facilities page by more than just the facility number. Just click column header (sector, doppelpets, or production) to sort by it.

      Quote "pandamonieum":  


    I'm wondering if it might be possible to create a script that would make it easier to send large amounts of one thing.



    I'll probably do that in the next week or so.
  • Posted By: rabbiteyesocket  homeworld | blog | gallery | player profile

      Quote "TheDudeAbides":  

    Did you install the new Firefox? For some reason that really jacked up a lot of the scripts. I had that problem and switched back to ver 2.0.0.16 and all my issues went bye bye.



    Ok, I had the same issue when I installed FF3. Check the version number of FF ( the ? ). If it's not Firefox 3.0.x, then you'll have to uninstall everything, rename/relocate your local folders and reinstall it, then start a new profile and import your bookmarks...Now everything is working good. I had issues with the stealther component ( pure crap ) but it's fixed now, especially on SSW and the wiki.
  • Posted By: tarnished  homeworld | blog | gallery | player profile

      Quote "pandamonieum":  

    I'm using the healthifier script with ff 3.0.2 and haven't had any problems. It's definitely the Nardo-modded version, I just downloaded it a few days ago.


    I don't know exactly what version of the script I was using, but I (re)installed Nardo's version and it's working fine again.
  • Posted By: nardo  homeworld | blog | gallery | player profile

      Quote "pandamonieum":  


    I'm wondering if it might be possible to create a script that would make it easier to send large amounts of one thing.



    The Easysend script will do this. I have only been able to test it with the gold card but I think that it will work with the <3 and platinum cards also (and any future cards) as long as those cards have a similar line to the gold card displayed on the send page:
    You may use this service to send 10 of 10 items to 10 people per day

    If the platinum card doesn't include a line like this then it is easy to fix the script to work with it, so please let me know if it doesn't work with the other cards.
  • Posted By: pandamonieum  homeworld | blog | gallery | player profile

    woot! Thanks Nardo! Looking forward to trying this out. :)

    *edit* Just tried it! So awesome! Simply entered 54 in the box and it broke it down into 5 groups of ten and 1 of four.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    Made a small update to the Easysend. Leaving the quantity blank will now send the maximum of the item which is more consistent with the rest of SSW. You will need to reinstall the script if you have already installed it.

    Note that the maximum will use up all of your sends for the day. For example, if you have a gold card and you have 10 sends remaining then leaving the quantity blank will send 1,000 of an item, not just 100.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I've updated the Withdraw All script. When you deposit ore into a drone factory, you can now enter the amount of ore once rather than having to deposit each ore individually.
  • Posted By: Juggle  homeworld | blog | gallery | player profile

    Easy send doesn't seem to be working right for me. I didn't notice it at first but it's not actually sending things...at least not from my DC.

    I'll do some more investigating later tonight when I have time...but wanted to make a note about it so I wouldn't forget.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    The Easysend has been fixed to work with display case items. It should be reinstalled.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    The Withdraw All script now withdraws ore and drones twice as fast. Previously it would use two requests when withdrawing, but now it only uses one.
  • Posted By: BlueFairy  homeworld | blog | gallery | player profile

    Seriously, nardo, your stuff is so awesome that I'm crippled without it. I tried playing from Opera not that long ago and it was so foreign and weird ;)
  • Posted By: nardo  homeworld | blog | gallery | player profile

      Quote "BlueFairy":  

    I tried playing from Opera not that long ago and it was so foreign and weird ;)



    I had the same experience when I tried Chrome.

    Recently, someone accidentally auctioned off an old IOTM and forgot to select e-peen as the currency. I've created a Reset-Safe Auction Protector which will warn you if you are going to auction off a reset-safe item for starbux rather than e-peen. When you go to put up an auction, there will be a link that you need to click so that the script can download the reset-safe item list. The script will put this link back each month since there will be a new IOTM each month.

    If you create a custom blaster, the script will not know about it until it downloads the reset-safe list. If you have already done so this month, it will not put the link back until next month, so you're on your own when it comes to auctioning off newly acquired custom blasters.

    Let me repeat this just to be clear: you need to click the link to download the reset-safe item list. This script will not work until you have done so. Clicking the link will cause it to change to say "Fetching..." and when the fetching text disappears it means that the script has all the data that it needs.
  • Posted By: pandamonieum  homeworld | blog | gallery | player profile

    I'm having a problem with the Easy Send script. It seems as though one of the other scripts I have installed is interfering with it. I say this because when I uninstalled everything except the Easy Send script, it worked. Then when I reinstalled other scripts, it stopped working again. The only other scripts I have installed currently are also other SSW scripts of Nardo's. They are: Healthifier, Dopplepet Healer, the Maze Arrows one, Warp Probe Launcher, the Storage/DC helper, Recipe Helper, Fight Form Mover, and the smail Reply to all senders one. I guess I'm going to go through them and try and figure out which it is that's causing the problem. It's weird, I think I have all the same scripts installed on another computer I sometimes play on, and on there it was working fine last time I used it.

    *edit* Now more baffled. I uninstalled everything except Easysend and it still isn't working. I guess I should note that before when it stopped working, and than started working I'd uninstalled everything including Easysend(that was an accident, overzealous clicking apparently) and then reinstalled just Easysend and it worked. Then I installed the other scripts and it stopped working again.
    So, now I'm going to uninstall Easysend and reinstall it again and see if that helps. Not sure what that would mean though. I'll be back.


    *edit, again* I uninstalled it and reinstalled it and it's still not working. So I'm just giving up on figuring it out for the moment.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    userscripts.org is undergoing some changes and I know that there was at least one period last week when installing a script would install a blank script. If a recently installed script isn't working, make sure that the script is not blank. After you've confirmed that you have an actual script installed, you can check the Error Console (from the Tools menu) and smail me if the script is generating an error. If a script is not working, please be specific about what isn't working. Is the easysend dropdown box not appearing? Is it appearing but does clicking the button not do anything? Does clicking the button cause the dropdown and button to disappear, but nothing is sent?
  • Posted By: pandamonieum  homeworld | blog | gallery | player profile

    It turned out it was all likely user error. I think I've got the hang of it now. *blushes* Sorry for troubling you. :)
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I've updated the facility withdraw all script so that it will sort all of the facilities in the current sector. Your facilities will be placed at the top (drone factories first, then mines) to make it easier to manage your facilities. This is not to be mistaken with the sort facilities script which sorts facilities on your facilities page, not in space.

    I've also made a small change to the Reset-safe auction protector. The script will warn you if you are auctioning off a reset-safe item for starbux rather than e-peen. An E-Penis is reset-safe, but obviously nobody wants to auction an E-Penis for e-peen, so the script no longer warns about E-Penis for starbux auctions.

    As always, you will need to reinstall the scripts to get the new versions.
  • Posted By: DoctorPhobos  homeworld | blog | gallery | player profile

    I miss the automine script . . .
  • Posted By: nardo  homeworld | blog | gallery | player profile

    The Withdraw All script will now heal your doppelpets and recharge your shields. When you are in a sector with facilities, each facility has its own "WITHDRAW ALL" link, but there is also a "withdraw all" link in the grey bar above all of the facilities. Right clicking the link in the grey bar will cycle between just withdrawing, withdraw + heal, withdraw + recharge, and withdraw + heal + recharge. The script will not heal any doppelpet unless they are missing more than 2 hit points. You can adjust this behavior by changing the 'threshold' about:config variable (you need to run the new script at least once to create this variable) or by modifying the first line in the script:
    var heal_threshold = GM_getValue("threshold", 2);
    If you go the editing route, you will need to edit the script before running the it, otherwise it will use the about:config value.
  • Posted By: glen  homeworld | blog | gallery | player profile

    Nice work Nardo.

    I cry for those who don't run greasemonkey.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I've updated the Sort Facilities script. The new version lets you click on an ore name to bring up a window detailing how much you have, how much you are producing, and how much your drone factories consume.
  • Posted By: devilduhg  homeworld | blog | gallery | player profile

      Quote "glen":  

    Nice work Nardo.

    I cry for those who don't run greasemonkey.



    Cry for me.... I just now installed greasemonkey and nardo's fine scripts. Wonderful stuff. Still trying 'em out.
  • Posted By: divil  homeworld | blog | gallery | player profile

    OMG! I just installed a few of these. Wow. Nardo, you rock! The time it saves me on managing my facilities is INSANE! I can't believe I wasn't using this...
  • Posted By: munk  homeworld | blog | gallery | player profile

    Good enough to get people to reveal important strategic information about their military assets, in fact. :D
  • Posted By: Ignatious  homeworld | blog | gallery | player profile

    <.< Whachoo talkin' bout munk?
  • Posted By: Juggle  homeworld | blog | gallery | player profile

    Divil's quick on that edit key apparently :D
  • Posted By: munk  homeworld | blog | gallery | player profile

      Quote "Juggle":  

    Divil's quick on that edit key apparently :D



    heh, yeah, I was surprised that he revealed exactly how many factories he was running. That seems like.. um.. sensitive military data to me :D
  • Posted By: divil  homeworld | blog | gallery | player profile

    It seemed like a decent idea to correct it once Munk pointed it out. ;-)
  • Posted By: Juggle  homeworld | blog | gallery | player profile

      Quote "munk":  


    heh, yeah, I was surprised that he revealed exactly how many factories he was running. That seems like.. um.. sensitive military data to me :D



    I didn't think much of it...a quick glance at the mostest page gives a pretty good idea after all. Unless he just really like collecting pets :D
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I've fixed a bug with the sort facilities script. If a drone factory had more than 1,000 of any of its ore and that facility was located on any page other than the current page (only 50 facilities show up per page), then using the Load Other Pages button would screw up the table. Those of you with lots of facilities *cough* divil *cough* may have run across this already, but even if you haven't it is probably a good idea to install the latest version anyways.
  • Posted By: pandamonieum  homeworld | blog | gallery | player profile

    I'm wondering if it would be possible, and acceptable, to make a casino combat(with the tie bets thing selected) automator? I wouldn't mind if it had to be slower than I could click on my own, I just like the idea of setting it to play 100 or so hands, hopping in the shower, coming back, and it's done! :D

    Autominer sounds kind of nice too, 'cept I'm sure it'd just mean I'd get hit more by the hardcore pvp peeps.

    Oh yeah, and Nardo- you rock! I was playing on a different computer than usual yesterday and going to the "consume" page to heal just seemed so tedious...
    *edit* I just remembered that one isn't actually your script, but having to go to the dopplepet cage page to heal it, and having to scroll down to hit the combat buttons was tedious as heck too.
  • Posted By: DoctorPhobos  homeworld | blog | gallery | player profile

      Quote "pandamonieum":  

    I'm wondering if it would be possible, and acceptable, to make a casino combat(with the tie bets thing selected) automator? I wouldn't mind if it had to be slower than I could click on my own, I just like the idea of setting it to play 100 or so hands, hopping in the shower, coming back, and it's done! :D

    Autominer sounds kind of nice too, 'cept I'm sure it'd just mean I'd get hit more by the hardcore pvp peeps.

    Oh yeah, and Nardo- you rock! I was playing on a different computer than usual yesterday and going to the "consume" page to heal just seemed so tedious...
    *edit* I just remembered that one isn't actually your script, but having to go to the dopplepet cage page to heal it, and having to scroll down to hit the combat buttons was tedious as heck too.



    The AutoGambler would be kinda nice . ..

    I loved the AutoMiner . . . but it does make you a sitting duck for ButtMonkey PvPers.

    we all love Nardo!!!
  • Posted By: TheDudeAbides  homeworld | blog | gallery | player profile

    Yeah, Auto Combat w/ Ties would be great for the math challenged of us who like to do 150 turns there and stuff.

    And yeah Auto mining would be great too. Make sure it's nice and slow too...ya know, so not to affect the server strain. ;)
  • Posted By: nardo  homeworld | blog | gallery | player profile

    ReloadEvery works for casino combat. Just submit the page once and then you can tell ReloadEvery to reload the page every 10 seconds.

    I've uploaded a modified version of the automine which was previously removed because it caused too many hits per minute. It now limits itself to one request every 3 seconds which is much slower than you can do by hand, so whether it is useful to you depends on the ratio of your laziness to your desire not to get pvp'd. The script will periodically throw an Again link on the screen. Clicking the Again link will cause the script to load the next page instead of waiting for the 3 seconds to expire, but then you might as well not use the script if you're just going to keep clicking the link.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I've updated the easysend script so that it will hide the send button which isn't associated with the script. I think that this will help eliminate the sending of no items.
  • Posted By: Demolition  homeworld | blog | gallery | player profile

      Quote "DoctorPhobos":  

      Quote "pandamonieum":  

    I'm wondering if it would be possible, and acceptable, to make a casino combat(with the tie bets thing selected) automator? I wouldn't mind if it had to be slower than I could click on my own, I just like the idea of setting it to play 100 or so hands, hopping in the shower, coming back, and it's done! :D

    Autominer sounds kind of nice too, 'cept I'm sure it'd just mean I'd get hit more by the hardcore pvp peeps.

    Oh yeah, and Nardo- you rock! I was playing on a different computer than usual yesterday and going to the "consume" page to heal just seemed so tedious...
    *edit* I just remembered that one isn't actually your script, but having to go to the dopplepet cage page to heal it, and having to scroll down to hit the combat buttons was tedious as heck too.



    The AutoGambler would be kinda nice . ..

    I loved the AutoMiner . . . but it does make you a sitting duck for ButtMonkey PvPers.

    we all love Nardo!!!



    Heh, the auto miner is great. So far everyone who has tried to PvP me while I was using it got whupped without me noticing it until I was done mining.
    Thanks Nardo!
  • Posted By: Fubushi  homeworld | blog | gallery | player profile

    Hm... Bug report on SSW Spacenav 1001. :)

    Even after updating every sector with a warp probe, I often get "unable to find a path to there", when the nav windows is blown up to show the full galaxy and I try to move across the galaxy. Even if travelling trhough unexplored sectors is enabled. Example: Travelling from 67 to 99.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    The pathfinding bug in the spacenav has been fixed and it should be reinstalled.

    I've also made a couple of fixes to the sort facilities and the probe launcher scripts. They should also be reinstalled.
  • Posted By: Fubushi  homeworld | blog | gallery | player profile

      Quote "nardo":  

    The pathfinding bug in the spacenav has been fixed and it should be reinstalled.

    I've also made a couple of fixes to the sort facilities and the probe launcher scripts. They should also be reinstalled.



    Be blessed! :)
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I've made an RPS Assistant script which should help with the RPS quest. It will shade a sector red if it is possible that the sector contains a piece of your RPS equipment. It will do this in both the sector map and the spacenav.

    While I have done some minor testing, I have not actually used the script during an actual RPS quest. I can't say absolutely positively 100% that it will work, but from the testing I have done, I'm pretty sure that it will.

    The script needs to be installed prior to receiving the quest.

    One issue with the script is that, right now, expanding the size of the spacenav will not shade any of the newly exposed sectors. This should be a pretty easy modification to the spacenav script and when I have some time I'll fix it.
  • Posted By: aces44  homeworld | blog | gallery | player profile

    Sweet, thank you.
  • Posted By: nione1986  homeworld | blog | gallery | player profile

    Nardo, you rock. You've got some great scripts, and I'm sure this'll end up being one of my faves once I get to use it.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I've made a couple fixes to the RPS Assistant and I have updated the spacenav to work better with the RPS Assistant. Both scripts should be re-installed.
  • Posted By: DoctorPhobos  homeworld | blog | gallery | player profile

    I was able to use the RPS Assistant last night, and a couple items I noted:

    ~ When getting the mission, the popup message said to look in sector 144, which is not a prime number.

    ~ When I found the second component, it told me I found the third one.

    ~ When I found the first component, it said nothing.


    The tracking on the Sector Map and the SpaceNav works very well!

    Thank you, Nardo!!!
  • Posted By: nardo  homeworld | blog | gallery | player profile

      Quote "DoctorPhobos":  


    ~ When getting the mission, the popup message said to look in sector 144, which is not a prime number.



    The popup message said that there were 144 possible sectors, not that you should look in 144. That means that there are 144 prime numbered sectors whose sums add up to whatever your magic number was. I'll rephrase it in future versions so that it is less confusing.

      Quote  


    ~ When I found the second component, it told me I found the third one.



    That's pretty weird. I have no idea why it would do that. Could you please do this for me:
    type about:config into your address bar

    In the about:config screen, type rps into the filter box and find the variable that ends with "SSW RPS Assistant.found" (you will probably need to resize the columns since there will be a long string before it).

    The value of this variable should look something like [281, 173, 1033] but it will contain different numbers (it is the sectors that your rps pieces were found). Please let me know what the value of this variable is.

      Quote  


    ~ When I found the first component, it said nothing.



    That's normal. I added the popup only for the third just so people would know that it was quitting on them which I thought would be useful if there were a bug that caused it to terminate early, and it appears that is the case.
  • Posted By: VuleJr  homeworld | blog | gallery | player profile

    uhm, it popped that message for me too when I found the second one... I expanded the spacenav a lot, and the only orange sector was the one where I had to go to, and the third piece was there...

    So I thought that was the feature, when you find the first two, well, you know where the third one is, you found it, you just have to go and pick it up.
  • Posted By: DoctorPhobos  homeworld | blog | gallery | player profile

    This is what I get, Nardo:

    greasemonkey.scriptvals.http://homeworlds.secretsocietywars.com/nardo/SSW RPS Assistant.active;false
  • Posted By: nardo  homeworld | blog | gallery | player profile

      Quote "DoctorPhobos":  

    This is what I get, Nardo:

    greasemonkey.scriptvals.http://homeworlds.secretsocietywars.com/nardo/SSW RPS Assistant.active;false



    That's the .active variable, not the .found variable. There will be several rps assistant variables. I would like to see the one that ends with .found: greasemonkey.scriptvals.http://homeworlds.secretsocietywars.com/nardo/SSW RPS Assistant.found
  • Posted By: DoctorPhobos  homeworld | blog | gallery | player profile

      Quote "nardo":  

      Quote "DoctorPhobos":  

    This is what I get, Nardo:

    greasemonkey.scriptvals.http://homeworlds.secretsocietywars.com/nardo/SSW RPS Assistant.active;false



    That's the .active variable, not the .found variable. There will be several rps assistant variables. I would like to see the one that ends with .found: greasemonkey.scriptvals.http://homeworlds.secretsocietywars.com/nardo/SSW RPS Assistant.found



    I just remembered, it will be on my home computer, not the one here at work.
  • Posted By: Juggle  homeworld | blog | gallery | player profile

    I just had the same thing happen.

    Here's what .found shows for me:
    [59, 59, 419, 419]

    Found my first piece in 59, then the second in 419 and I got the "Third piece" message.

    No third piece showing on my map :(

    Thankfully the old standby RPS helper still makes it just as easy to find that 3rd piece ;)
  • Posted By: nardo  homeworld | blog | gallery | player profile

    Okay, I think I see what's happened. If you resize the spacenav after finding a piece then the script will re-find that piece and think that it has another part of the rps outfit. I'll fix it later today.
  • Posted By: DoctorPhobos  homeworld | blog | gallery | player profile

    Now that I'm home, here's what I got:

    [181, 181, 167, 167]
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I think that this version of the RPS Assistant will fix the problem.
  • Posted By: DoctorPhobos  homeworld | blog | gallery | player profile

    Script Suggestion/Request

    I've been thinking of a way to do this in Access, but to have a script that would look at your Inventory or Display Case and tell you what recipes you have the ingredients for would be very useful.

    Not necessarily making them, but at least letting you know what items you have for what recipe.
  • Posted By: nardo  homeworld | blog | gallery | player profile

      Quote "DoctorPhobos":  


    I've been thinking of a way to do this in Access, but to have a script that would look at your Inventory or Display Case and tell you what recipes you have the ingredients for would be very useful.



    Something similar was suggested a while ago but I didn't like the idea.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    With the recent blueing of the universe, I wished that I had noted which asteroids were controlled by the Oddfellows. They stuck out when most of the universe was black or grey, but now I'm not sure which ones they're using and which they just happen to control along with the rest of the universe. I've written a script to add notes to the sector map. You can use it to note which sectors are strategic to other societies or for any purpose you can think of.

    To use the script, just mouse over the sector you want to add a note to and then press the N key. The note will be added to the existing mouseover information. Sectors with notes will have a white border so they can be easily located. Press the D key while your mouse is over a sector to delete that sector's note.
  • Posted By: VuleJr  homeworld | blog | gallery | player profile

    damn I love this script!
  • Posted By: nardo  homeworld | blog | gallery | player profile

    The sector map notes script wouldn't always delete notes properly. This has been fixed and it should be reinstalled.
  • Posted By: pandamonieum  homeworld | blog | gallery | player profile

    Hey, as usual, thanks for all the hard work and bad-ass scripts. I'm going to have to try out the sector notes one.

    I've been having trouble with the warp probe script. For some reason it's sending probes to the sectors I type in twice.

    As soon as I enter a number in the box, when it appears below the box it displays twice. For example, I put "25" in the box, the text below says "25 25". And when I send, it sends probes to 25 twice. I checked how many probes I had before and after in case the problem was only with what it's displaying, but I was 2 probes down after sending.

    Thanks :)
  • Posted By: nardo  homeworld | blog | gallery | player profile

      Quote "pandamonieum":  


    I've been having trouble with the warp probe script. For some reason it's sending probes to the sectors I type in twice.

    As soon as I enter a number in the box, when it appears below the box it displays twice. For example, I put "25" in the box, the text below says "25 25".



    The only thing I can think of that would cause that is if you somehow have two copies of the script installed. When you are on the page to launch probes, right click on the Greasemonkey logo in the lower right corner of your Firefox window and it should display the scripts that it is running for the current page. It's possible that I might have given a very early version of the script a different name or that I could have done something which would cause later versions to install in addition to the original rather than replacing it, so check to see if it looks like there are two probe launchers. If you see two of them then you should click Manage User Scripts and uninstall both of them, then install the latest version. Let me know if this fixes it.
  • Posted By: pandamonieum  homeworld | blog | gallery | player profile

    I should have replied again sooner... I think I must have had two installed, though I didn't notice another... because after I posted I uninstalled it, and after uninstalling, it started working fine. Which makes sense if there's a second I hadn't noticed. I suppose now I should try and make sure I'm running the latest version of the script though. :) Thanks for the fast response.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    If you get a Universal Express Delivery that spans more than one smail, then you need to read multiple smails to figure out how many of what items you were sent. I wrote the Universal Delivery Itemizer script to do this for me. If it finds a group of Universal Express Deliveries in your smail, the script will put a colored bar to the right of each group. Clicking this bar will cause the script to read each of the smails and display the results.

    The script will begin by loading the first and last messages and it can sometimes use this information to calculate the total number of items that have been sent. If this happens, it will display the total with the word "(quickcalc)" underneath it. The script will still load the other messages to confirm that no other items were sent.
  • Posted By: glen  homeworld | blog | gallery | player profile

    Nice. Another great help.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I've just uploaded a trio of small scripts.

    First up is the Auction Names script which adds a player's name underneath their avatar on the auction pages. That's all it does, but I like it better with the names than just the avatars.

    Next is the Last Adventure script which will put a link to the last location that you adventured similar to on KOL. The link goes on the left, above your health-o-meter.

    Last is the improperly named Time Suit script. This script is useless unless you have a Timenesium T-Shirt, Timeslip Timepiece, or Market Madness Boots. Then it's only useful if you have one of them and forget to equip it. The script will put a link to the left of the Your Stuff dropdown which you can click to equip your time items. The link is called Time Suit and it will be called that even if you only have Market Madness Boots and don't actually have any time equipment, hence the earlier reference to it being improperly named. At 2 minutes before the hour, the link will turn red as a reminder to equip them. The link will only appear if you are not wearing all of your items, so if you can see the link it means that you are not time suit equipped. Right clicking on the link will change the link's color to green whenever you are on the current page. The "current page" is defined as any url which has the same p= and a= section in it (look at the current url if you're confused). The ability to turn it green is pretty useful to me because when I first wrote the script, I often didn't notice the link when I was done playing and would forget to click on it. I frequently check the forums and syndicates before leaving, so the link turns green for me in the forums and in the syndicates as a bright reminder that I should equip my time suit before leaving. After you install the script, you will need to visit your equipment page so that the script can see which items you have.
  • Posted By: daisygirl  homeworld | blog | gallery | player profile

    Yay! I've always wished there were names to go with avatars in the auction.
  • Posted By: falcotron  homeworld | blog | gallery | player profile

    Auction Names rocks. But it would be even better if it came with a hover tooltip thingy that showed their society and rank. Or, even better, just some way to see all auctions by 33s in my society.

    Time Suit also rocks. But a pull-down of custom costumes up there might be even cooler. Or, maybe simpler, just a way to click back to switch back to whatever was equipped before the "time suit" after the hour (since the main thing I want to do is put my Tittyhats back on without going back to the Equipment page). If it were a full-fledged costume switcher, it would be even better if it could also include a doppelpet (or no pet) along with a costume.

    Last Adventure is perfect as-is.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    It has just been discovered that the Helmet of Poor Anger Management is capitalized differently on the reset-safe items list than it is when it is in your inventory. This leads to the helmet not being protected by the Reset-Safe Auction Protector. The new version now does a case-insensitive comparison which will fix this and any other items that may have capitalization differences.

      Quote "falcotron":  

    Auction Names rocks. But it would be even better if it came with a hover tooltip thingy that showed their society and rank.



    Their names are contained within the html page but their society and rank aren't, which means that the script would need to launch a bunch of requests to get that information and you would have to wait for the script to get all that information. I don't think it would work out well due to the way it would have to be implemented.

      Quote  


    But a pull-down of custom costumes up there might be even cooler. If it were a full-fledged costume switcher, it would be even better if it could also include a doppelpet (or no pet) along with a costume.



    That's a good idea.
  • Posted By: falcotron  homeworld | blog | gallery | player profile

      Quote "nardo":  

      Quote "falcotron":  

    Auction Names rocks. But it would be even better if it came with a hover tooltip thingy that showed their society and rank.

    Their names are contained within the html page but their society and rank aren't, which means that the script would need to launch a bunch of requests to get that information and you would have to wait for the script to get all that information. I don't think it would work out well due to the way it would have to be implemented.

    Makes sense.

    Maybe I'll just hack my local copy using the hardcoded handful of 33 ESs so I don't have to remember who's who....
  • Posted By: munk  homeworld | blog | gallery | player profile

      Quote "nardo":  

    Their names are contained within the html page but their society and rank aren't, which means that the script would need to launch a bunch of requests to get that information and you would have to wait for the script to get all that information. I don't think it would work out well due to the way it would have to be implemented.



    I could prolly add the society to the tooltip in the auction house for the sellers, or do something like make a society-colored border.

    Rank's a bit harder, tho, since it's only stored in the actual daily society ranks record. so yeah, that means if I want to determine what rank someone is, I have to pull the last record from the leaderboard archive, do a pair of nested foreach's (one for each society, and one within each society for each ranked member), look for a member_id match and return the key that's found, then add 1 and pull the rank name from a different array. It's seriously janky and I am loathe to add that bit of code to new pages if I don't have to.. :D
  • Posted By: munk  homeworld | blog | gallery | player profile

      Quote "nardo":  

    It has just been discovered that the Helmet of Poor Anger Management is capitalized differently on the reset-safe items list than it is when it is in your inventory. This leads to the helmet not being protected by the Reset-Safe Auction Protector. The new version now does a case-insensitive comparison which will fix this and any other items that may have capitalization differences.



    You know, I remember thinking that it was a good idea to do a ucwords() on item names in the reset safe list, and it never occurred to me that it would become a resource for scripters who would end up having problems with the capitalization, let alone the grammarnazis who would submit typo reports on the different capitalizations. I think I'll go remove that ucwords crap now :P
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I have updated the Time Suit script so that it will put all of your custom costumes into the Your Stuff dropdown. Once the new version is installed, you will once again have to visit your Equipment page so that the script can see what your custom costumes are.
  • Posted By: captainlongdong  homeworld | blog | gallery | player profile

      Quote "nardo":  

    I have updated the Time Suit script so that it will put all of your custom costumes into the Your Stuff dropdown. Once the new version is installed, you will once again have to visit your Equipment page so that the script can see what your custom costumes are.



    Awesome work Nardo
  • Posted By: BlueFairy  homeworld | blog | gallery | player profile

    Nardo, I'd have to say that your awesomeness with the GM scripts is probably only outshone by the awesomeness of bacon. And coffee. (Not bacon flavoured coffee though, because ew).
  • Posted By: falcotron  homeworld | blog | gallery | player profile

      Quote "munk":  

    I could prolly add the society to the tooltip in the auction house for the sellers, or do something like make a society-colored border.

    Actually, that, plus a way to pop up the player profile (which Nardo's script gives us) would be enough.
  • Posted By: falcotron  homeworld | blog | gallery | player profile

      Quote "nardo":  

    I have updated the Time Suit script so that it will put all of your custom costumes into the Your Stuff dropdown. Once the new version is installed, you will once again have to visit your Equipment page so that the script can see what your custom costumes are.

    Nice!
  • Posted By: falcotron  homeworld | blog | gallery | player profile

    Another suggestion:

    Like the one-click healing script, I'd love one-click eating and drinking. Configure it with your favorite food and drink (maybe up to 3, maybe just 1) and your targeted drunk/full (whether max or close-as-possible), and then just click.

    I suppose a single click to smoke as many cigs as possible, eat and drink to your specified limits, and heal whatever's left over with your kits would be even better, but I don't know if most people would want that.
  • Posted By: crashnburn11  homeworld | blog | gallery | player profile

      Quote "nardo":  

    I have updated the Time Suit script so that it will put all of your custom costumes into the Your Stuff dropdown. Once the new version is installed, you will once again have to visit your Equipment page so that the script can see what your custom costumes are.



    this is my favorite script besides the healing and combat one now! no more tedium!
  • Posted By: nardo  homeworld | blog | gallery | player profile

      Quote "falcotron":  

    it would be even better if it could also include a doppelpet (or no pet) along with a costume.



    I've created a Costume Doppelpets script which lets you assign doppelpets to a costume. After the script is installed, you can visit your Equipment Page and click on the magnifying glass button underneath the costume dropdowns to examine a costume. The popup window will include a doppelpet dropdown at the bottom. You can toss a doppelpet or assign a specific doppelpet to a costume. The bottom three choices are to assign the doppelpet with the most experience, least experience, or pick a random doppelpet, but these three choices only happen if you do not already have a doppelpet equipped.
  • Posted By: falcotron  homeworld | blog | gallery | player profile

    OK, this one is beyond cool. Would it be inappropriate to tell you that I want to have your babies? I mean, your babies and I would have to find a jurisdiction without statutory rape laws first....
  • Posted By: Juggle  homeworld | blog | gallery | player profile

    Just an idea....I'd code it up myself but if someone like Nardo likes the idea as well he'll probably just do it better than I would have and finish it before I've even got my editor open :D

    But I'd love to have a "smail" link next to the PVP and Sexor links in space.

    A 'Smail all in this sector' and 'Smail all society members in this sector' would be killer as well.
  • Posted By: nardo  homeworld | blog | gallery | player profile

      Quote  

    ...finish it before I've even got my editor open



    Have you gotten your editor open yet? I've uploaded a Space Smail script which adds a smail link to players in space. I haven't been able to extensively test it, and some players won't have sex0r or pvp links since you have exhausted all sex0rs or pvps with them, but I'm pretty sure that it should work fine with everyone. Please smail me if there are any problems with it.

    Update: I just noticed that the script will also put a smail link underneath your PROFILE link underneath your avatar on the left of the screen. I'm working on a fix to this. Stupid bug has been fixed.
  • Posted By: Juggle  homeworld | blog | gallery | player profile

    Haven't even had time to think about opening my editor yet :D

    Nice!
  • Posted By: falcotron  homeworld | blog | gallery | player profile

    I've been trying to modify the healing script to also add drinking and eating.

    I've got the prefs panel working, so you can specify up to three foods and drinks and target levels. Right-click on any of the three bars opens the combined panel, and left-click on Drunk and Full calls the new drink/eat function.

    But then I realized that I have no idea how to write this function. How many things can I drink if I'm at 33% and my target is 70%?

    I can read the constitution, but then I have to plug that into a formula that I don't actually know. I considered having it do one at a time, watch how much each one raises the value, cache that result, and recheck the first time I undershoot the expected mark, but that seems way too complicated. Maybe just drink 1 at a time until you go over?

    (Plus, it would have to handle people picking drinks that actually add full instead of drunk because they're stupid. And probably other stuff I haven't thought of.)

    Anyway, any suggestions for how I should proceed?

    Or, if you can just do it faster than you can explain it, that would be fine too. :)
  • Posted By: pyroanarchist  homeworld | blog | gallery | player profile

    I'll smail the explaination of full/drunk levels and how const affects that, it's a pretty easy formula, but might be considered spoilish here.
  • Posted By: falcotron  homeworld | blog | gallery | player profile

      Quote "pyroanarchist":  

    I'll smail the explaination of full/drunk levels and how const affects that, it's a pretty easy formula, but might be considered spoilish here.

    I read somewhere that script shouldn't include spoilerish things (which is why the recipe script can't make recipes you haven't already discovered, etc.). Although if the effect is identical to drinking one by one except with fewer page fetches, and the spoilers aren't visible in any way except by reading the script, maybe that's OK?
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I thought Juggle's recent suggestion for an animated gif of space was pretty interesting so I wrote the Universe Snapshot script. It will take a snapshot of your sector map each time that you load it and will allow you to select any previous snapshot to see what the map looked like at that point.

    It won't have the consistency of the proposed animated gif with a new frame every hour on the hour, but you don't have to wait until the end of the cycle to use it, and you can create snapshots more than once per hour if you are so inclined.

    Snapshots will use approximately 400 bytes each. That's a rough estimation and it depends on a number of factors. Two factors, now that I think about it. The script includes controls so that you can delete all or some or one or none of the snapshots.
  • Posted By: Sallythecat  homeworld | blog | gallery | player profile

    Is there any chance someone could modify the ore trading script so it would only display deals in a single society's space (with neutral sectors too)?
  • Posted By: falcotron  homeworld | blog | gallery | player profile

    Are Nydgill's scripts available anywhere?
  • Posted By: glen  homeworld | blog | gallery | player profile

    (glen's action list upon seeing any of Nardo's posts in this forum)

    Step 1: Install Nardo's script.

    Step 2: Read script description.

    Step 3: Rejoice.
  • Posted By: falcotron  homeworld | blog | gallery | player profile

    OK, I just created a trivial Make Brown Pills script. All it does is set the default recipe to Brown Pills instead of whatever happens to be alphabetically first, if you know that recipe, saving you a couple of clicks on the option menu. This is only useful with nardo's recipe helper script (but then how many people reading this thread haven't installed all of nardo's scripts anyway?).

    Feel free to laugh at my first web code in a long time. It started off as old-skool DOM1 code, then I borrowed some XPath from the recipe helper script, and something else from some sample code somewhere, and finally I duct-taped it all together and whacked it with a mallet until it worked.

    But it does work. I think. And now that I remember how to debug this stuff, hopefully I can do something better. (I'm still working on the eat/drink stuff.)
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I've added a Bounty Sorter script which sorts the list of bounties from the new Imperial Bounty Device so that players who are in space appear at the top of the list.
  • Posted By: crashnburn11  homeworld | blog | gallery | player profile

    a script that parsed everything on the facilities page and tells you your total output/cycle of each ore would be cool, although adding by hand isn't that hard.

    edit: maybe even having it tell you your outgoing ore from drone facilities would be cool too.
  • Posted By: nardo  homeworld | blog | gallery | player profile

      Quote "crashnburn11":  

    a script that parsed everything on the facilities page and tells you your total output/cycle of each ore would be cool, although adding by hand isn't that hard.

    edit: maybe even having it tell you your outgoing ore from drone facilities would be cool too.



    The Sort Facilities script already does this. Click on an ore name from the facilities page and it will tell you how much you are producing and using.
  • Posted By: crashnburn11  homeworld | blog | gallery | player profile

    once again your genius knows no bounds nardo :)
  • Posted By: crashnburn11  homeworld | blog | gallery | player profile

    The withdraw all script healed too before today, but for some reason it stopped healing today and only withdraws now. I think firefox updated itself today, is it due to that?
    edit: NVM, got it, script feature
  • Posted By: nardo  homeworld | blog | gallery | player profile

    The Spacenav script has been sped up significantly in sectors with a lot of facilities. I think that the script was behind the original desire for a supress facilities link (sorry). The new version is much much faster in many-facilitied sectors and should be installed by everyone.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I've updated the Syndicate Forums script to work with the reworked syndicate forums urls.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I've made a few more speed optimizations to the Spacenav. Everyone should reinstall it.
  • Posted By: crashnburn11  homeworld | blog | gallery | player profile

    edit: forget it
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I've uploaded a Food Rememberer script. It remembers which food and drink you consumed last time and puts links to those items on your consume page so that you don't have to pick them from the drop-down boxes each time.
  • Posted By: VuleJr  homeworld | blog | gallery | player profile

    Yay, the awesomeness continues!!!
  • Posted By: nione1986  homeworld | blog | gallery | player profile

    hey, that's pretty cool!
  • Posted By: falcotron  homeworld | blog | gallery | player profile

    Great! My hacky unfinished script that hardcodes my favorites is now in the trash. Thanks, as always!
  • Posted By: aces44  homeworld | blog | gallery | player profile

    GLEE, SRSLY
  • Posted By: pandamonieum  homeworld | blog | gallery | player profile

    Heya, I'm having some problems. I'm sure it's something I did since noone else is having trouble, but I can't figure it out. I already uninstalled and reinstalled all my scripts and it didn't help.

    A bunch of my scripts stopped working yesterday. The healing script claims there's no healing stuff avble but I have tons. The dopplepet healing script won't heal, the recipe helper won't make my recipes, and the script for withdrawing ore/drones and adding the same number of all 3 ores needed for a drone factory at once all do nothing. Well, the withdraw/heal thing does something but says there's nothing to withdraw, heals nothing, and says my shield gens. are all charged- when there is stuff to withdraw and pets need healing.

    Yesterday I deleted cookies and a bunch of temporary internet files, I believe it was also yesterday I finally updated to the newest firefox. Any ideas?

    Thanks, I'm kinda lost without them, facility managing, anyway, is insane having to do everything individually. More testament to the awesomeness of Nardo's work. :)
  • Posted By: nardo  homeworld | blog | gallery | player profile

    A few people have had similar problems in the past. I was able to determine that whenever the greasemonkey script requested a page from the server, for some reason it would not send the session cookie. This prevents the script from working but there's nothing I can do about this. The cookies are supposed to be sent automatically, the script has no control over this. I'm not sure what people did to fix this behaviour or if it fixed itself. Things to try:
    Log out and back in.
    Delete your secretsocietywars.com cookies and see if regenerating them fixes the problem.
    Use the profile manager (launch firefox with the -profilemanager argument) to create a new profile. Install greasemonkey in this new profile and see if the scripts work from it.
    Uninstall and reinstall greasemonkey.
    I don't know if any of these will work but they are probably worth trying.
  • Posted By: pandamonieum  homeworld | blog | gallery | player profile

    Thanks Nardo! I'm headed for bed now, but I'll give those a try tomorrow, hopefully one of those will work. :)
  • Posted By: falcotron  homeworld | blog | gallery | player profile

      Quote "nardo":  

    I've uploaded a Food Rememberer script. It remembers which food and drink you consumed last time and puts links to those items on your consume page so that you don't have to pick them from the drop-down boxes each time.

    These links only show up on the initial consume page. If you consume anything else (pills, cigs, samoflange, whatever), the links disappear.

    All you need to do to fix this is add a third URL (a=use* as well as consume and consumables).
  • Posted By: nardo  homeworld | blog | gallery | player profile

    Thanks. I've updated the Food Rememberer to include falcotron's fix.
  • Posted By: falcotron  homeworld | blog | gallery | player profile

    A couple more suggestions:

    On the auto-mining page, if I could give it a target and tell it to stop when I'd mined that much, it would be very cool.

    And an auto-gamble script that would do the same with the casino would be nice as well. (I tried to write one, but I can't get it to stop parsing the results box after it rewrites it.... Maybe I'll take another shot at it later.)
  • Posted By: nardo  homeworld | blog | gallery | player profile

      Quote "falcotron":  


    And an auto-gamble script that would do the same with the casino would be nice as well.



    You can use ReloadEvery or Tab Mix Plus (which includes auto-reload functionality) to auto gamble so there's not much of a need for a script to do it.
  • Posted By: falcotron  homeworld | blog | gallery | player profile

      Quote "nardo":  

    You can use ReloadEvery or Tab Mix Plus (which includes auto-reload functionality) to auto gamble so there's not much of a need for a script to do it.

    Yeah, I'm already using ReloadEvery, but a "stop at X turns or Y luck" would be nice.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I've updated the Doppelpet Healer so that it will close the connection after it has received all the data it needs. This should noticeably speed up the healing for people with slower connections and a lot of doppelpets.
  • Posted By: crashnburn11  homeworld | blog | gallery | player profile

      Quote "nardo":  

    I've updated the Doppelpet Healer so that it will close the connection after it has received all the data it needs. This should noticeably speed up the healing for people with slower connections and a lot of doppelpets.



    That is blazing Nardo. It is faster than it was when I was at home on my highspeed, so I'm sure it'll be even better there. Thanks!
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I've uploaded a Spader which records item drops from monsters. The script keeps track of your average stats and drop rates for combat drops (does not currently do sex0r drops).

    Sometimes an item will drop multiple times. For example, when fighting the Alien Siamese Twins on Barnimus, there were two drops and both of the drops were 1 Circus Peanut. Other times a monster may have a single drop and that drop is 2 Circus Peanuts. The script treats these events differently. In the first event, the script records that the item is called "Circus Peanut" and that you found 2 of them. In the later, the script records that the item is called "2 Circus Peanuts" and that you found 1 of them.

    For example, I fought the Erotislut Man Candy 19 times and my drops are listed as:
    Poop: 19 (100.00%)
    3 Poop: 17 (89.47%)
    5 Poop: 4 (21.05%)
    This means that 19 times there was a drop which consisted of 1 poop. 17 times there was a drop which was 3 poop. And 4 times there was a drop of 5 poop. This means I got a total of 90 poop (19 + 3*17 + 5*4). Sometimes the drop rate will be over 100%. In the earlier example of the Alien Siamese Twins, I only had 1 combat with them and my drops are:
    Circus Peanut: 2 (200.00%)
    Since a single circus peanut dropped twice from the combat, the drop rate is listed as 200%.

    After you defeat a monster the script will display a small summary of the results every time you have defeated that monster and it includes a link to display the full spading information. When you display the full information, it shows the same information twice. It shows you the information all pretty with fancy graphics and tables and it then shows the information in simple text format which is easy to copy and paste into the spading syndicate if you feel like sharing your bounty of information.
  • Posted By: daisygirl  homeworld | blog | gallery | player profile

    Awesome! Little cartoon hearts are now popping up over my head :)

    (Or maybe they're little cartoon spades. Something like that!)
  • Posted By: nione1986  homeworld | blog | gallery | player profile

    Sweet! This will be super helpful for the wiki too!
  • Posted By: munk  homeworld | blog | gallery | player profile

    I've taken the liberty of linking to Nardo's script site beneath Natsa's SSW Wiki in the SSW Help Center.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    The previous version of the spader would not correctly recognize when you were 100% drunk or full. The new version fixes this.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I've updated the spader to make comparisons in the spading forum a little easier. After you install the new version you will see that monster names are clickable in syndicate threads and will bring up a table with the information that everyone has posted on that page about that monster. Currently the information is a little cramped so I'll probably come up with a better display later.
  • Posted By: aces44  homeworld | blog | gallery | player profile

    For some reason, with the SSW Probe Launcher, it always repeats the sectors probed and probes them again. I tried uninstalling the script and reinstalling but it is still happening. Any ideas on how to fix that?
  • Posted By: P4UL  homeworld | blog | gallery | player profile

    You may have the script installed twice, I'd check that.
  • Posted By: nardo  homeworld | blog | gallery | player profile

      Quote "aces44":  

    For some reason, with the SSW Probe Launcher, it always repeats the sectors probed and probes them again. I tried uninstalling the script and reinstalling but it is still happening. Any ideas on how to fix that?



    I've updated the script to only allow one instance to run at a time. This would prevent something like double clicking the probe button from launching twice, but if it is doing it twice for no apparent reason then the only thing I can think of is that somehow the script is installed twice.

    I see with the probe script that I have the wrong namespace. I usually just copy/paste the header and then modify the name, description, and includes. I copied the probe header from one of OneTonTomato's scripts and wound up using his namespace rather than the one I normally use. This is not a problem at all but it's possible that I "fixed" it with one previous version of the script, but that would have resulted in two copies of the same script being installed for anyone who installed it so p4ul's suggestion to check for two versions of the script is a pretty good one. Uninstall the probe script and then probe a sector to see if you still have another version hanging around.
  • Posted By: aces44  homeworld | blog | gallery | player profile

    Ok, even though I checked and rechecked and didn't see it installed twice, it somehow was. A very nice person informed me of the other script that was doin it wrong! Thanks peeps.

    PS nardo rocks. that is all
  • Posted By: pyroanarchist  homeworld | blog | gallery | player profile

    Mine was double launching for a while, but I think I was putting spaces in it. Like (33 x 55) or (29, 12, 84, 79), then I started to make sure to leave out the spaces and it's worked correctly, no changes on my scripts or uninstall/reinstalling. Never tried again with spaces to make sure that's what was happening because I didn't want to waste the probes.
  • Posted By: daisygirl  homeworld | blog | gallery | player profile

    I was having a problem like Acey's recently but didn't mention it because I thought at the time that I was suffering from a hallucinatory insanity. It went away when I disabled the script--turned out I was running another script that duplicated the same functionality. I think.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I've updated the Sort Facilities script. When you click on an ore from your facilities page it will now take into consideration facilities that have been captured by other societies (thanks to BabylonHoruv for the inspiration to make this update). When you click on an ore it may now say somthing like:
    You have 3000/100 Lolnium in facilities
    You are making 74/4 per cycle
    You are using 14 per cycle in your facilities

    That means that I have a total of 3,000 Lolnium in my mines, but only 100 of it is in mines that I can access, the remaining 2,900 is in captured sectors. Similarly, while I am producing 74 per cycle, only 4 is being produced in a sector that I can access. Since none of my drone factories using Lolnium are captured, the last line is unchanged. If I did have captured facilities that used an ore, they would follow the same total/available format that the other lines use.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    The Spacenav has been updated to prevent it from aborting travel for a powerup if you have already used up all of your powerups for the day.
  • Posted By: falcotron  homeworld | blog | gallery | player profile

    I have an idea for a trade helper script that I got about half-way done with, but won't have time to work on again for probably a week and a half--and I'll bet nardo could put it together in an hour....

    When you highlight Trading Posts on the map, it dumps out a nice report that you can share with other people to save them time, that looks like this:

    Bofhozonite: buy at 411, 645
    Afaikite: buy at 411, 640, 645, 691; sell at 164
    Esabatmite: buy at 645, 691, 878; sell at 438
    Lolnium: buy at 10, 640, 691; sell at 157
    Omgonite: buy at 124, 640, 878; sell at 438, 723

    Currently, there are two big problems, and a number of things I haven't added yet.

    First, it may not work for 33s (I need a 33 to send me the source of the sector map)--and even if it does, it will list sectors you can't trade in. (It would be nice to list them, but flag them in some way, so you can share the info with 32s in your society.)

    Second, it fails badly (as in pops up an error dialog and outputs nothing) if there are no 23/45/105s for any of the ores. Ideally it should fall back to 24/48/102 and so on, something like this:

    Afaikite: buy at 411 (48); sell at 164

    The next step is to add a line listing the trade with the shortest trading distance--ideally counting IPTs, but I haven't figured out the best way to do that yet. It should look something like this:

    Shortest: Omg, buy at 123 (New Ceylon+2SSW, IPT at 124), sell at 438 (Ahlnuldia+1N).

    If the shortest isn't 33-accessible, it could give both.

    And I guess if there are no 45-105 routes for 33s it would fall back to 48-105, 51-105, etc. (not 45-102 unless there are no accessible 105s), but coding that seems like a huge pain.

    And then it might as well also highlight the 23/45 posts in a different color and the 105 posts in another one.

    I don't have the unfinished JS on this computer, but here's the Python script that I wrote to test before trying to port to JS:

    #!/usr/bin/env python<br /> <br /> import re<br /> <br /> def scanore(ore, map):<br /> rb = re.compile(&#039;Trading Port #(\d+).*Buying:.*?%s Ore \(%s.*?Selling&#039;<br /> % (ore, 105))<br /> b = rb.findall(map)<br /> rs = re.compile(&#039;Trading Port #(\d+).*Buying:.*?Selling:.*?%s Ore \(%s.*?Links&#039;<br /> % (ore, 45 if ore !=&#039;Bofhozonite&#039; else 23))<br /> s = rs.findall(map)<br /> return ore, s, b<br /> <br /> def scanmap(map):<br /> return [scanore(ore, map) for ore in<br /> &#039;Bofhozonite&#039;, &#039;Afaikite&#039;, &#039;Esabatmite&#039;, &#039;Lolnium&#039;, &#039;Omgonite&#039;]<br /> <br /> if __name__ == &#039;__main__&#039;:<br /> import sys<br /> if len(sys.argv) &gt; 1:<br /> map = file(sys.argv[1]).read()<br /> for (ore, s, b) in scanmap(map):<br /> print (&#039;%s: buy at %s; sell at %s&#039; %<br /> (ore, &#039;, &#039;.join(s), &#039;, &#039;.join(b)))<br />

    The bbCODE code block seems to be broken, and the pre block doesn't seem to exist. I hope that's not too much of a pain to read.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    The recent suggestion to load the same page after bidding on something at Yoobey reminded me that I had updated the Auction Names script a little while ago but had forgotten to upload it. The new version lets you specify favorite sellers so that you can click their names at the top of the auction page without having to page through trying to find their auctions. You can add a favorite seller either from their profile page or from their auctions page (you can remove a favorite seller in the same places). I've also incorporated aces44's aforementioned suggestion, bidding will take you back to the same page that you were on with the new version installed.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I just made a small update to the Auction Names script. If you installed it in the last 15 minutes you should install it again.
  • Posted By: nardo  homeworld | blog | gallery | player profile

      Quote "falcotron":  

    I have an idea for a trade helper script that I got about half-way done with, but won't have time to work on again for probably a week and a half--and I'll bet nardo could put it together in an hour....



    A similar script was already written by a former player but is no longer available online unless someone smails it to you and even then you'll need to understand how bbcode molested the script and be able to fix it (the script uses the letter 'i' as a subscript). I've modified OneTonTomato's scripts and distribute them, but OneTomTomato's scripts are still available and I don't feel right distributing someone else's work when I don't know if it was meant to be private or not. Before someone smailed me Xenyl's ore deal script, I had written one of my own but it was one of the scripts that I kept private. I may decide to upload it though.

      Quote  


    it fails badly (as in pops up an error dialog and outputs nothing) if there are no 23/45/105s for any of the ores.



    I just made an array of price/locations:
    buyore[orename].push([sector,price])
    then I can sort each buyore and sellore by price.

      Quote  


    The next step is to add a line listing the trade with the shortest trading distance--ideally counting IPTs, but I haven't figured out the best way to do that yet. It should look something like this:


    I never got around to doing that.
  • Posted By: aces44  homeworld | blog | gallery | player profile

    Once again, thanks and you rock.
  • Posted By: falcotron  homeworld | blog | gallery | player profile

      Quote "nardo":  

    A similar script was already written by a former player but is no longer available online unless someone smails it to you and even then you'll need to understand how bbcode molested the script and be able to fix it (the script uses the letter 'i' as a subscript).

    Can someone smail it to me? I can un-bb-ize it, and cannibalize it for ideas for my own script, if you don't upload yours.
      Quote "nardo":  

      Quote  

    it fails badly (as in pops up an error dialog and outputs nothing) if there are no 23/45/105s for any of the ores.

    I just made an array of price/locations:
    buyore[orename].push([sector,price])
    then I can sort each buyore and sellore by price.

    That makes sense. I only made an array of the 23s/45s/105s, and then assume that it's not empty. Your way will definitely help for those days when there are no 45s. But I still have to do the empty handling properly--a 33 may have a day where there's no Esa to buy at any price, right?
      Quote "nardo":  

      Quote  

    The next step is to add a line listing the trade with the shortest trading distance--ideally counting IPTs, but I haven't figured out the best way to do that yet. It should look something like this:

    I never got around to doing that.

    That's the real time-saver in the report. I wrote something in Python that just finds the closest path to each planet and keeps the minimum, but that will be horribly slow, especially if I add IPTs, so I obviously need to rewrite it not so dumb.

    But with the graphical output, highlighting cheap/expensive ores on the map, this probably isn't necessary. Especially if I can find room to put the letters in or something like that.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I've uploaded the Trade Route Finder script described above. It doesn't actually find trade routes because I never got around to doing the distance from planets part, but it will display which sectors have the best buy/sell prices for a particular ore. It also displays the locations of asteroids and includes a list of all unexplored sectors in a format that can be used with the prober script to bring those sectors into your sector map.
  • Posted By: falcotron  homeworld | blog | gallery | player profile

    Nifty!

    Maybe this weekend I can add the distance from planets part. Although the IPT thing, that's going to be complicated--probably too slow to brute-force like the planets.
  • Posted By: Squiffle  homeworld | blog | gallery | player profile

      Quote "falcotron":  

    Nifty!

    Maybe this weekend I can add the distance from planets part. Although the IPT thing, that's going to be complicated--probably too slow to brute-force like the planets.



    It should be easy enough to find the nearest IPT (or planet) that you can get to - just look through them in order of distance until you find a route to one of them - that's may not actually be the shortest route to a planet, but it's probably pretty close. Put an upper limit on the distance to prevent it taking forever to figure out that you really can't get to that IPT that's 17 sectors away. We tend to aim for perfect, when "better than nothing" is, well, better than what we have today :-) If it ends up sending you a couple of sectors further than it needs to sometimes, I doubt that anyone will complain.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I've updated the Withdraw All script. The new version makes it easier to deposit ore. Previously you would have to type in the amount of ore that you wanted to deposit each time you visited a factory. The new version remembers the number you used last time and uses it as the default.

    You can also begin your number with a plus sign and it will top off the factory to that amount. For example, if you have a drone factory factory which contains:
    100 Afaikite, 150 Bofhozonite, and 100 Esabatmite
    and you type +500 for the amount of ore to deposit, it will deposit
    400 Afaikite, 350 Bofhozonite, and 400 Esabatmite
    This results in you having 500 of each ore in your factory storage.
  • Posted By: crashnburn11  homeworld | blog | gallery | player profile

    Now that it remembers the amount you want to fill to, can we get an option on the withdraw all/recharge/heal to be like withdraw/recharge/heal/refill?
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I've uploaded a Smail Search script. The script allows you to search for all smails from a particular user. You can click the icon next to a player's name or you can use the search box (on the right, below the New Folder box).

      Quote  

    Now that it remembers the amount you want to fill to, can we get an option on the withdraw all/recharge/heal to be like withdraw/recharge/heal/refill?


    That's on the back of my mind as something I should do, but I'm not sure when I'll get around to it.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    Should have mentioned this earlier. The Smail Search will only search through smails that it has seen. This means that the first time that you install it, it won't know any smails so if you want it to be able to search through smails that you have already received, you will need to navigate through all of your smail pages. You only need to do this once, then it will see all smails as they come in.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    To further clarify, "smail pages" means a list of your smails. There is no need to click on each smail individually. When you click on the smail link, it displays 25 smails per page and has links at the top that looks something like this:
    PAGES: 1 2 3 4 5 6 7 8 9 » ... Last »
    Those are the pages that you need to click through. Just get all of your smail subjects listed on the page and the script will cache them. Again, you only need to do this the first time. After that there is nothing special that needs to be done.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    The Trade Route Finder now prints the locations of luvsats. If anyone has been modifying the script, the diff is pretty simple.
  • Posted By: crashnburn11  homeworld | blog | gallery | player profile

      Quote "nardo":  

    The Trade Route Finder now prints the locations of luvsats. If anyone has been modifying the script, the diff is pretty simple.



    Minor suggestion, but it would be cool if the list of asteroids it prints was color coded to the society like the trade sectors.
  • Posted By: nardo  homeworld | blog | gallery | player profile

      Quote "crashnburn11":  


    Minor suggestion, but it would be cool if the list of asteroids it prints was color coded to the society like the trade sectors.



    I deliberately omitted that from the earlier versions in a futile attempt to prevent other societies from noticing that we controlled all of the bofhozonite asteroids. Plan unsuccessful. The new version (and the one line diff) colors in the asteroids. I hope nobody notices that we control all the Fwiwzium.

    I've also updated the Spader. It will now record your doppelpet's average experience along with the number of turns that the doppelpet was alive after combat. It also adds drop percentages to your regular item drops so that you can see how frequently various items drop as you adventure.
  • Posted By: Squiffle  homeworld | blog | gallery | player profile

    'Twould be nice to have line listing npc stores, too, so we can see see that you don't have all of those, either :-)
  • Posted By: zydecopolka  homeworld | blog | gallery | player profile

      Quote "nardo":  

    The Trade Route Finder now prints the locations of luvsats. If anyone has been modifying the script, the diff is pretty simple.



    You rock, that is all.

    <3
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I made a couple small fixes to the Sort Facilities script and the Snapshot script. They should be reinstalled.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    Since more than 33 facilities in a sector will cause them to collide, I've updated the Withdraw All script to display the number of facilities in a sector. If there are more than 33 then the script will shame the last person to have built a facility in the sector.

    After you install it, you may also notice that right clicking on the withdraw link to cycle through the options will show an option to deposit ore. This does not work. I haven't finished with it and it does not work at all. Nothing bad will happen if you do it, but don't expect it to work.
  • Posted By: crashnburn11  homeworld | blog | gallery | player profile

      Quote "nardo":  

    ...the script will shame the last person to have built a facility in the sector...



    hehe, excellent.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    Using the newest version of the Spader, you can see the alignments of the monsters in a location by hovering your mouse over that location. It only has the information for locations that were posted to the Monster Alignments thread in the spading syndicate, so there are some locations which don't have any information.
  • Posted By: Juggle  homeworld | blog | gallery | player profile

    Very slick update to the spader...

    But does it just display the static numbers from that discussion...or does it take the UA into account and show the current effective alignment?
  • Posted By: nardo  homeworld | blog | gallery | player profile

    It just shows the numbers from the discussion. I probably should update it to take the UA into account.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    The Spader now takes the UA into consideration.
  • Posted By: Rakkasan  homeworld | blog | gallery | player profile

    *reinstalls*

    Thank you nardo.
  • Posted By: nione1986  homeworld | blog | gallery | player profile

    nardo you rock!
  • Posted By: nardo  homeworld | blog | gallery | player profile

    The Withdraw All script will now deposit your ore too.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I fixed a bug with the Spader. Previous versions counted drops from your weapon (for example, bananna blasters give you bananna peels) as monster drops.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I imported alignment data from the wiki. The Spader now has alignment data for 49 areas. The previous version only had 23 areas.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    Squiffle spotted a bug with the RPS Assistant. I left out 1,087 from the list of primes. The new version fixes this.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    There have been several times that I have landed from space and eaten something, only to realize too late that I didn't have my Weight Cheater Choker equipped. I updated the Time Suit to warn you if it looks like you might eat something without the choker equipped. It only displays this warning if you own the choker but don't have it equipped. If you do not own a choker, it won't bother you with a warning.

    The time suit script also informs you that you have not visited Universal Surveilance to feed the jellyfish. It does this by displaying a "US" in the upper left where it displays the Time Suit link. I'm not sure how many people try to feed the jellyfish every day, so it might be annoying to anyone who does not plan on doing it. If this feature bothers you then you can delete this line from the script:
    append.push(document.createTextNode("US"));


    I also fixed a bug in the Withdraw All script. It should be reinstalled by everyone.
  • Posted By: Squiffle  homeworld | blog | gallery | player profile

      Quote "nardo":  

    There have been several times that I have landed from space and eaten something, only to realize too late that I didn't have my Weight Cheater Choker equipped. I updated the Time Suit to warn you if it looks like you might eat something without the choker equipped. It only displays this warning if you own the choker but don't have it equipped. If you do not own a choker, it won't bother you with a warning.



    This is a wonderful thing indeed. Thank you.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    In the interest of limiting the number of different scripts, if I want to add some functionality then I'm going to try to add it to a script which already runs on the pages that I want to modify even if the changes I want to make aren't really related to the script's original purpose. Along these lines, I've updated the Food Rememberer to use any IOTMs that you have so that you don't need to manually use each of them 5 times a day. The script will put a "USE IOTMs" link on your consume page. The script can use the following items:
    Alien Gazing Ball
    Happy Fun Ball
    Max Million's Mini-MMG
    Mysterious Green Pyramid
    Pyramid Of Asclepius
    Samoflange
    Seeker Orb
    Zurichite Artifact
    I only have a mini-mmg, mysterious green pyramid, and seeker orb and I have only tested it with those three but I think that it should work properly with all of the others.
  • Posted By: falcotron  homeworld | blog | gallery | player profile

      Quote "nardo":  

    In the interest of limiting the number of different scripts, if I want to add some functionality then I'm going to try to add it to a script which already runs on the pages that I want to modify even if the changes I want to make aren't really related to the script's original purpose. Along these lines, I've updated the Food Rememberer to use any IOTMs that you have so that you don't need to manually use each of them 5 times a day. The script will put a "USE IOTMs" link on your consume page. The script can use the following items:
    Alien Gazing Ball
    Happy Fun Ball
    Max Million's Mini-MMG
    Mysterious Green Pyramid
    Pyramid Of Asclepius
    Samoflange
    Seeker Orb
    Zurichite Artifact
    I only have a mini-mmg, mysterious green pyramid, and seeker orb and I have only tested it with those three but I think that it should work properly with all of the others.

    The Pyramid of Asclepius should be removed from the list. Its main function is to heal you to 100%; using it 5 times in a row would be a complete waste. (Except for the secondary function--I suppose if you still had uses left between 00:00 and 00:05 you might want to use them up.)
  • Posted By: P4UL  homeworld | blog | gallery | player profile

      Quote "falcotron":  

      Quote "nardo":  

    stuff

    The Pyramid of Asclepius should be removed from the list. Its main function is to heal you to 100%; using it 5 times in a row would be a complete waste. (Except for the secondary function--I suppose if you still had uses left between 00:00 and 00:05 you might want to use them up.)



    That's the gazing ball's main function too. It's still good to be able to use it all at once if you need to.

    Edit: also can the Tele Pet Healer be added, please.

    Edit edit: also also a way to choose to use the gazing ball, pyramid of asclepius & tele pet healer or not to use them would be super great. Also also I just tested (have all the items) works fine.

    Edit edit edit: also also also the happy fun ball is 10 uses, not 5.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    The new version will use the Happy Fun Ball and the Tele Pet Healer 10 times. If you right click on the use iotms link, you can tell it whether to use the:
    Alien Gazing Ball
    Pyramid of Asclepius
    Tele Pet Healer
    The script will remember your selection between uses so if you want to use the tele pet healer 10 times right now but don't want to use it 10 times later then you should uncheck the checkbox after it uses the healer.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I've made a small (1 character) update to the script which formats the output a little better. Grab the new version.
  • Posted By: pandamonieum  homeworld | blog | gallery | player profile

    Good god, so cool! :D
  • Posted By: nardo  homeworld | blog | gallery | player profile

    The new version will sum up the items that you receive. For example, if you get 5 trade recharge hypos from your mysterious green pyramid, it will have one line which says "Giving 5 Trade-Recharge Hypo" rather than 5 lines each of which says "Giving 1 Trade-Recharge Hypo". This change may make a display issue more apparent. On all uses of an item past the first one, I trim out the first line or two depending on which item it is so that you don't see "You use your seeker orb" written 5 times. On some items I trim out two lines because some items include an additional usage line such as: "You gently rub the sides of the orb, and something falls out of the bottom..." but I don't know how each iotm formats its output so some of them I just trim one line. This means that there may be iotms which produce a usage line for each usage rather than just the first one. If there is an iotm whose output doesn't look right (because there are usage messages in between the list of items received) please let me know which ones it occurs with.

    In other words, output should look a little like this:
    You use the Mysterious Green Pyramid.
    You gently rub the sides of the pyramid, and something falls out of the bottom...
    Giving 1 Last Call Pill.
    Giving 5 Rabbit Foot.
    Giving 3 Brown Pill.
    Giving 5 Trade-Recharge Hypo.
    Giving 1 Lawnguy Land Iced Tea.
    You have used your pyramid 5 times today.

    Note that the "You gently rub..." line is only listed once rather than 5 times.
  • Posted By: nione1986  homeworld | blog | gallery | player profile

    Worked beautifully for me, but I only have the MMG, Pyramid, and Seeker Orb. Thank you very much!
  • Posted By: P4UL  homeworld | blog | gallery | player profile

    The samoflange doesn't seem to work right, but I think it is a different problem and the Zurichite Artifact includes extra lines. I can send you either/or for you to test, if you'd like.
  • Posted By: nardo  homeworld | blog | gallery | player profile

      Quote "P4UL":  

    I can send you either/or for you to test, if you'd like.



    That would be great. I'll send them back ASAP.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I think that I've fixed the samoflange and zurichite problems. The new version can be downloaded here. The problem with the samoflange is that the script ignored the "You have used your iotm X times" line for iotms that gave stuff because the ones I had that gave stuff all had it on a separate line, but that was not the case with the samoflange. I've changed the config for the samoflange so that it won't remove the "you have used" line and I've changed the config for the zurichite artifact so that it will trim the extra line. If anyone else has any problems, please let me know.
  • Posted By: AxiSShadowbane  homeworld | blog | gallery | player profile

    Is it possible to get every iotm added to the list to turn off/on.

    Sometimes (dimit dependent) I want to use them all and sometimes I don't ie: The happy fun ball for the Const degrees and others for the power degrees.

    Would just be handy for me.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    The new version lets you configure it to use any of your iotms. Right click the 'use iotms' link to configure it.
  • Posted By: AxiSShadowbane  homeworld | blog | gallery | player profile

    Seriously dude, you rock!
  • Posted By: pandamonieum  homeworld | blog | gallery | player profile

    script idea- autosmoker? would it be possible to do a script that consumes the mass amount of cigarettes, then heals, then consumes cigs again either for a set amount of turns or just till user clicks stop ? I'm not sure how many players this would be useful for though, I've just taken up hardcore smoking for a bit...

    and once again yay awesome scripts :D Thanks Nardo!!
  • Posted By: nardo  homeworld | blog | gallery | player profile

    A little while ago, I wanted to smoke a few thousand cigarettes and it was a bit of a hassle having to repeatedly enter the number 99 into the textbox to use the cigarettes. I considered a couple ways to make this easier but then I realized that all I had to do was do it the first time, then click the health bar to heal and then hit F5 to reload the page. It's still a process that has to be repeated to smoke a lot of cigarettes, but not having to enter a number into the textbox each time makes it much less onerous. I don't think that I'll code up anything to do it automatically because it's pretty rare that I do it and I suspect that it's not all that common amongst the rest of the players either (though there are certainly a few who I'm sure do it regularly).
  • Posted By: hAvAAck  homeworld | blog | gallery | player profile

      Quote "nardo":  

    A little while ago, I wanted to smoke a few thousand cigarettes and it was a bit of a hassle having to repeatedly enter the number 99 into the textbox to use the cigarettes. I considered a couple ways to make this easier but then I realized that all I had to do was do it the first time, then click the health bar to heal and then hit F5 to reload the page. It's still a process that has to be repeated to smoke a lot of cigarettes, but not having to enter a number into the textbox each time makes it much less onerous. I don't think that I'll code up anything to do it automatically because it's pretty rare that I do it and I suspect that it's not all that common amongst the rest of the players either (though there are certainly a few who I'm sure do it regularly).



    what script is this health bar feature on? It's one that I don't have and I'm sure it would help me dones.
  • Posted By: Bam  homeworld | blog | gallery | player profile

    I believe that one is on OneToneTomato's page.... I think... >.>

    And now I don't recall the page or the name of the script.


    *slowly backs out of the thread*
  • Posted By: falcotron  homeworld | blog | gallery | player profile

      Quote "hAvAAck":  

    what script is this health bar feature on? It's one that I don't have and I'm sure it would help me dones.

    SSW.UpUp.us Healthifier, in nardo's userscripts collection. Definitely helpful.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I fixed a bug with the withdraw all script. Previously it would get confused if a drone factory has more than 1,000 ore already deposited. The new version fixes this.
  • Posted By: Bam  homeworld | blog | gallery | player profile

      Quote "falcotron":  

    SSW.UpUp.us Healthifier, in nardo's userscripts collection. Definitely helpful.



    See? I KNEW I should've stayed out of it. :p

    *makes a note of script for future reference*
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I've updated the Spader to record HP gains. If you have gained a hit point while fighting a monster then you will see a line like:
    HP Gains: 3 (#,D,F,H) (2,0,0,6) (1,8,8,7)
    That line means that I gained 3 hit points fighting the monster. 2 of the hit points were gained at 0% drunk 0% full 6% horny. 1 of the hit points was gained at 8% drunk, 8% full, 7% horny.

    I have not actually tested this with hp gains (though I have tested it substituting confidence gains for hp) so I can't be 100% sure that it works. I would like to encourage all non-Triad degree 33 players, particularly those with a lot of drones, to dimit and let me know if it works.
  • Posted By: Rakkasan  homeworld | blog | gallery | player profile

      Quote "nardo":  

    I would like to encourage all non-Triad degree 33 players, particularly those with a lot of drones, to dimit and let me know if it works.



    Thanks nardo, I'll check out that new functionality and see how it works very soon!



    Say.... in a week or so, I'd guess?
  • Posted By: munk  homeworld | blog | gallery | player profile

      Quote "nardo":  

    I would like to encourage all non-Triad degree 33 players, particularly those with a lot of drones, to dimit and let me know if it works.



    It's amusing that nobody recalls the lessons of Buck Rogers and Battlestar Galactica..
  • Posted By: falcotron  homeworld | blog | gallery | player profile

      Quote "munk":  

    It's amusing that nobody recalls the lessons of Buck Rogers and Battlestar Galactica..

    Ooh, I know, I know!

    If you reach Earth, the series is ruined. Or, if you started on Earth, you'd better get far away on a deep space exploration vessel, or NBC will cancel your ass. Either way, same problem. Earth is boring. Plus, there was probably a nuclear war there in 1988, and nobody wants to see that.
  • Posted By: Rakkasan  homeworld | blog | gallery | player profile

      Quote "falcotron":  

    Plus, there was probably a nuclear war there in 1988, and nobody wants to see that.



    Sez you, man, I want it in syndicate!
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I've made an Animate War script which uses the raw data to make an animation slider. After installing the script, visit the war record and click the "Load Javascript Animation" link. Once the data has been loaded, there will be a slider that you can use to slide around.
  • Posted By: Juggle  homeworld | blog | gallery | player profile

      Quote "nardo":  

    I've made an Animate War script which uses the raw data to make an animation slider. After installing the script, visit the war record and click the "Load Javascript Animation" link. Once the data has been loaded, there will be a slider that you can use to slide around.



    Thing of beauty. I knew what would be a serious PITA for me would be a piece of cake for you - and it would end up better than I pictured it. Outstanding job as usual.
  • Posted By: munk  homeworld | blog | gallery | player profile

      Quote "nardo":  

    I've made an Animate War script which uses the raw data to make an animation slider. After installing the script, visit the war record and click the "Load Javascript Animation" link. Once the data has been loaded, there will be a slider that you can use to slide around.



    That's quite spiffy :D </endorse>
  • Posted By: nardo  homeworld | blog | gallery | player profile

    Throughout the past few cycles I have made some scripts which offered enough of a strategic advantage that they were kept private and shared with a few teammates. As cycles pass, people switch societies, and the private scripts are spread out among a lot of non-lummie players so I have decided to share them with everyone now.

    **** IMPORTANT ****
    If you have previously installed any of these scripts, you should manually uninstall them before attempting to install any of the public versions. The private versions had "(private)" in their name but the public versions don't and if you install any of these you will have two versions of the script, one with (private) in its name and one without. If you right click on the greasemonkey logo in the lower right corner of your browser window, you can choose Manage Scripts to uninstall the earlier versions.

    First up is the Drone Dropper script. The script is used to make dropping drones in space easier. After you install it, there will be a drone dropper button in the upper right corner of the page when you are in space that you can use to enable or disable the script. Green means enabled, red means disabled. You'll see what I mean after you install it. There is a textbox next to the green/red button which you can type the number of drones you want dropped. When the script is enabled, it will use this number to determine how many drones to drop in each sector that you move into. This is particularly useful when attempting a takeover of space and you are dropping drones into hundreds of sectors. The textbox is used to specify how many drones you want in a sector, not how many drones you want to drop. For example, if you typed 500 into the box and you moved into a sector with 400 drones, only 100 drones would be dropped so that the sector has 500 drones. If you moved into a sector with 700 drones then nothing would be done because the sector already has 500 (or more) drones in it. The script can also be used to pick up drones. If you type a negative number in the box then it will pick up drones but leave that number of drones in a sector. For example, if you type -500 into the box and you move into a sector with 700 drones then it will pick up 200 drones. If you move into a sector with 400 drones then it won't do anything because it already has less than 500 drones. You can combine these features by using an asterisk. If you type *500 into the box then it will pick up 200 drones from a sector with 700 and it will drop 100 drones in a sector with 400. The drone dropper has been heavily modified from its original version and has the occasional display bug. Sometimes it will put a drone table in the middle of the page and if you pick up all the drones (by using either -0 or *0) then it will not update the drone display at all. These are purely cosmetic bugs, the script is still doing the proper dropping/picking up. One person reported that they could not get it to pick up all the drones in a sector, but I'm not able to recreate this and nobody else reported it. I may take a closer look at fixing some of the display bugs now that it is in wider circulation.


    Next up is a previously private version of the always public My Drone Locations script. The new version will show you changes to your drone count in each sector. This is useful for spotting which sectors have been under attack and need to be reinforced.


    The Facility Creator lets you specify a collection of ores that you have asteroids for and the script will then create and scrap factories until it has made a factory which uses the ores that you want it to use. This helps to limit the number of asteroids that you need to control if you're willing to spend a little more per factory. The script will put two tables on the facility creation screen. The top lets you specify a collection of ores and you are able to specify whether the factory needs 0, 1, 2, or 3 of the ores from the top table. The bottom table lets you check all of the ores that are available. The top table/bottom table made more sense before last cycle when bofhozonite and fwiwzium mines made significantly more ore than the others so you could choose bofhozonite and fwiwzium in the top table and you would be guaranteed a factory which uses at least one of them. I don't use the top table anymore, but I've left it in because it at least offers some choice to anyone who wants to use it. You probably will want to just use the bottom table after you install the script. If the description of this script sounds complicated, I think that it will be much simpler after you install it and see what I mean.


    The Autosell script makes it easier to sell stuff to Sid. The script puts an autosell link on the sell stuff page. Clicking the link will create a list of all your items and the option to keep, keep 1, or sell all of that item to sid will be available for each item. The script will remember your choices (but it will only remember them if you click the button to autosell your items) so that you don't need to make any choices during future visits to Sid.


    The Mostest Society Info works from the mostest page and it will calculate the totals for drones killed, doppelpets owned, and money in the bank by society. This is useful for keeping track of other societies. The script will grab someone's society from their profile page, so if you have a lot of Unknowns, you can just ctrl+click their names to open their profile in another tab and then a reload of the mostest page will have the newly acquired society information.

    Since a player's current society is not necessarily the actual society that they are playing for, you can click on their society name to choose one for them. Once you manually choose a society, an asterisk will appear next to it to indicate that it has been chosen and it will not update when you view their profile page. If you want to reset this you can click the Reset link in the section heading (clicking the link will only cause the link to disappear, but if you reload the page you'll see that the asterisks are gone).

    If you want to add totals to other sections from the mostest page, you can just add them to the
    var sections = ["Top DoppelPet Collections:", "Enemy Drones Killed (this Cycle):", "Wealthiest Players:"];
    Be sure to copy the entire section header including the colon at the end or it won't work.


    The final script is the Remove Doppelpets script. Changes to collisions this cycle may have made the script useless but I'm not sure of all the changes. The script is designed to remove all the doppelpets from your facilities and to quickly restore them later. If you're on at rollover, you can remove them in the 5 minutes between 00:00 and 00:05 and as long as you restore them before 01:00 you won't lose any production. The script puts a link that says "remove pets" above the facilities. Clicking the link will remove the pets from your facilities in the current sector. Right clicking the remove pets link will change its text to "restore pets" which will fill up all of the facilities in the current sector.

    Restoring doppelpets has a few caveats. First, it will not put your
    highest experience doppelpet into a facility. It assumes that you want to
    keep your highest experienced pet by your side for fighting. Second, the
    script does not know how many pets are in a facility until you attempt to
    restore to it. What this means is that if a facility already has 3 pets
    in it, the script will put a pet in slot number 1 and only then will it
    see that slots 2 and 3 are full. The script does not take note of
    the fact that when it installed a pet in slot number 1 that it got another
    pet back because it was already occupied. This can affect you if you are
    attempting to use the restore pets feature to fill up a newly created
    facility. Suppose that you have 5 facilities in the current sector and
    you add a sixth. Suppose that you have 4 doppelpets in your cage. If you
    use the restore pets link to try to fill the newly created facility, it
    won't work. The script will limit itself to 3 pets (leaving the highest
    experienced one alone) and will put the first pet in the first facility,
    when it sees that the other slots are full it will put the second pet in
    the second facility, when it sees the other slots are full it will put the
    third pet in the third facility. The script then assumes that it is out
    of pets even though it isn't (since replacing the pets in the first three
    facilities would not have affected the number of pets, just the specific
    pets in your cage) and the newly created facility will not get any pets
    added to it.
  • Posted By: crashnburn11  homeworld | blog | gallery | player profile

    I'm glad you decided to share this stuff, I was going to feel bad about having the scripts but not giving them to the other ES this cycle.
  • Posted By: Juggle  homeworld | blog | gallery | player profile

    I've suspected you had made a drone dropper for some time...once I saw the animation of last cycle that pretty much cliched it in my mind that you had made one :D
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I forgot to mention this in the last post:

    If you want to use the spacenav script so that you can click on a far away
    sector and have drones dropped in every sector between here and there,
    then the spacenav needs to run after the drone dropper. The easiest way
    to accomplish this is to reinstall the spacenav after you install the drone dropper.
  • Posted By: nardo  homeworld | blog | gallery | player profile

      Quote "Juggle":  

    I've suspected you had made a drone dropper for some time...once I saw the animation of last cycle that pretty much cliched it in my mind that you had made one :D



    Two cycles ago, during the war that the Illuminati won, an effective strategy when other societies were making their push a couple minutes before the hour was to find a trail that they were carving through our drones, follow the trail dropping drones in my wake, and then when I get to the sector that the person is in, drop all my drones on their head causing them to exhaust their supply.

    This will be a lot harder to do now since I will no longer have a speed advantage on anyone, except those unfortunate souls stuck on dialup.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    One last comment that I forgot to mention in my previous post about forgetting to mention something. If you click on a far away sector to drop drones from here to there, it only really works if you are filling up space and doesn't work well if you are attacking space. The spacenav will not route you through enemy territory so you won't be able to click from one end of the map to the other and travel through 33 enemy sectors, destroying their drones and dropping your own. But you will be able to do that if space is empty and you are filling it up.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    Several cycles ago, Juggle wrote a script and coordinated several players to spade the warp jumps. I wrote the Sector Map Planet Jumps script but decided not to share it in my previous post because it used information that wasn't general knowledge and which I didn't come up with on my own. Shortly after I posted them, Juggle smailed me and said he was working on sharing this information with everyone and if I wanted to write a script which used the information I could share it freely.

    The sector map planet jumps will update your sector map to show the shortest warp to a sector from a planet. The warps assume that you have the Acme Battle Suit Mark I and will be longer if you just have the astronaut suit and shorter if you have one of the IOTMs affecting warp speed. The script will not work well with the original sector map notes script so everyone should updgrade to the new version to use the scripts together. When you move your mouse over a sector, it will display the shortest planet warp to the sector in the little information hover window thing. You can also press the 'W' key to display the warp distance for each sector. Warps of 10 or less are red, 5 or less are bright red. Press the W key again to go back to the normal display.
  • Posted By: nione1986  homeworld | blog | gallery | player profile

    omg, the warp path info is totally awesome!
  • Posted By: nardo  homeworld | blog | gallery | player profile

    Autogamble will automate casino combat. You can specify a number of turns to spend or luck to gain before it stops. The script uses whatever settings you currently have, so you should check the tie bet checkbox if you want to place a tie bet before clicking on Autogamble.
  • Posted By: hAvAAck  homeworld | blog | gallery | player profile

    woo!
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I've had a problem in the past that I wouldn't always recognize someone after they changed their avatar. I'm not sure why. I created an Avatar Recognition script to help me with this. The script is only going to be useful to people who have had the same problem.

    If someone has changed their avatar, the script will put a small version (30x30) of their old avatar in the lower right hand corner of their new one. The script, at install time, doesn't know anyone's avatars so it will gather information on which avatar belongs to which player whenever you view a forum or syndicate thread that they posted to. This means that the "recognizable" avatar for players will be the ones that they currently have because that is what the script first sees. You can change this by going to a player's 'change avatar' page and clicking the Recognize This Avatar link under any of their avatars.

    Again, this script is useless to anyone who recognizes players by name regardless of avatar. It is only useful to people who have had problems with new avatar-name associations.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I updated the autogamble. The previous version would not recognize if you ran out of turns and would continue making requests to try to fill its turns or luck requirement. The new version fixes this and should be reinstalled.
  • Posted By: Rakkasan  homeworld | blog | gallery | player profile

    nardo, I just wanted to tell you that you are so freaking awesome.

    Again.
  • Posted By: devilduhg  homeworld | blog | gallery | player profile

      Quote "Rakkasan":  

    nardo, I just wanted to tell you that you are so freaking awesome.



    And I want to second that. Very helpful stuff.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    The facility creator script is flagged as unlisted on userscripts. Apparently there is some problem of people posting orkut scrap scripts or something. I'm not familiar with orkut so I just don't know what is going on, but it automatically flagged the script since it has the word "scrap" in it. I've emailed them and asked them to enable the script but I'm not sure how long it will take for someone to get around to it.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    The drone dropper has been updated. The previous version would not work for Eastern Star players. It looks like the Facility Creator can be installed now.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I've updated the Sector Map Planet Jumps. It now incorporates the warp info for the current sector. You can still press W for jumps from planets, but you can also press Q to show the warps from the current sector.
  • Posted By: hAvAAck  homeworld | blog | gallery | player profile

    amazing and nardo-rific
  • Posted By: hAvAAck  homeworld | blog | gallery | player profile

    Which script is it that summarizes the sector map information up above it with ore buy/sell points, asteroids, luvsats, etc?

    I've installed pretty much all of the scripts I know I need but I'm not getting that info, just my "drone count" info.

    Thanks.
  • Posted By: crashnburn11  homeworld | blog | gallery | player profile

    http://userscripts.org/scripts/show/47287
  • Posted By: hAvAAck  homeworld | blog | gallery | player profile

    Thanks it's working now. It was a reinstallation from.. yesterday. Probably a fluke.
  • Posted By: Sephadin  homeworld | blog | gallery | player profile

    I am having difficulty with my space nav. I have all of the scripts (Nardo's).

    I load up sector map first. It shows me correctly all the colors. I go into space. Space nav correctly shows me the colors.

    Here is the goofy part. I start moving in space. I move into a red sector (I am ES). I move out that red sector. That sector is now showing as black even though the scan shows it has the same number of red drones.

    This happens in all the red sectors whether or not the drones are mine or someone else.

    What am I doing incorrectly or what scripts should I uninstall and then reinstall to make it work. Or is it supposed to do that?
  • Posted By: nardo  homeworld | blog | gallery | player profile

    It looks like the spacenav suffers from the same problem that the drone dropper did: the space in "Eastern Star" causes some pattern matching to fail which causes the script to think that there aren't any drones in the current sector which causes it to black out the sector. I think that the new version fixes this problem, but I'm not able to test it since I'm not an Eastern Star.
  • Posted By: Sephadin  homeworld | blog | gallery | player profile

    Working perfectly now. Thank you for the quick response.
  • Posted By: ProkhorZakharov  homeworld | blog | gallery | player profile

    Hey Nardo-

    This isn't really SSW related, but you're the nearest person with GM experience...

    Is it possible to write something for the browser such that the 'delete' key goes forward like the 'backspace' key goes back? It seems like it should and it's annoyed me for years. I'd try to do it myself but I haven't a clue where to start.
  • Posted By: glen  homeworld | blog | gallery | player profile

      Quote "ProkhorZakharov":  

    Hey Nardo-



    So, you want a the delete key to delete the letter and then add a space?
  • Posted By: nardo  homeworld | blog | gallery | player profile

      Quote "ProkhorZakharov":  


    Is it possible to write something for the browser such that the 'delete' key goes forward like the 'backspace' key goes back?



    I'm not sure if it could be properly implemented. You can add an event handler to the document and do a history.forward() when the delete key is pressed but you don't want to do this because when you press the delete key to delete some text from a textbox, you don't want the browser to move forward. A solution to this is to just add a focus/blur handler to each input and textarea on the page so that the keydown handler won't move forward. This would probably work for most traditional pages but it won't work for pages which dynamically generate inputs.

    The consume stuff page on SSW dynamically generates inputs, so it wouldn't work on that page. If you pressed delete to delete the quantity of an item to consume, the script would not have seen that text box when it was first run so it would move forward.

    You might be able to hook into document.createElement() and you might be able to watch the .innerHtml of every element. Maybe it is possible but it would be a bit of a pain. Last time I checked, IE had a simple function to determine where the focus was, but Firefox didn't. If FF 3.5 added such a function then it would be fairly trivial, otherwise it would be overly complicated for such a simple thing.

    Update I hadn't even considered iframes. You would also need to account for inputs in an iframe.
  • Posted By: nardo  homeworld | blog | gallery | player profile

      Quote "glen":  

    So, you want a the delete key to delete the letter and then add a space?



    Hitting the backspace key is like clicking the browser back button. It goes back one page in your history.
  • Posted By: glen  homeworld | blog | gallery | player profile

    I know Thedudeabides will like this suggestion...

    Nardo, can you make the easysend script automatically delete sent reciept smails?
  • Posted By: nardo  homeworld | blog | gallery | player profile

      Quote "glen":  

    make the easysend script automatically delete sent reciept smails?



    I made a change to the Universal Delivery Itemizer a while ago but forgot to upload it. The new version lets you click on a checkbox and then shift-click on another checkbox to check all of the ones in between. It's not exactly what you're asking for but it makes selecting a big list of smails a lot easier.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I've made another change to the Food Rememberer. The new version lets you repeatedly use one of an item, as opposed to using multiples all at once. Right clicking on any of the Use It buttons will change the text of the button from "Use It" to "Multiuse" and right clicking it again will change it back to "Use It".

    I can think of two uses for this. It's useful for using trade recharge hypos which seem to offer more trades when used one at a time, and it seems useful for spading out the ranges for stat boosters at various levels.
  • Posted By: crashnburn11  homeworld | blog | gallery | player profile

    Awesome, I was using mine 1 at a time too, this will make that 1000% less work
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I've updated the Sector Map Planet Jumps script to accomodate the recently changed warps. The script no longer contains any warp data and it relies upon you to supply it. If you are in space over a planet you will see a red link underneath the planet to "LOAD WARPS". Clicking this link will take you to the sector map and the script will read all of the warp information. Once you have done this, the link will no longer appear underneath a planet so it only needs to be done once per planet.

    The script needs a method to delete this information in case future cycles change it, but I haven't done that yet because it isn't needed right away. One caveat of this is that you should be wary of loading the warps when wearing the astronaut suit since the ACME battlesuit offers superior warps and until I make something to click to clear out the data, you'll be stuck with warp information that is incorrect for the suit you're likely to wear most of the time.
  • Posted By: crashnburn11  homeworld | blog | gallery | player profile

    In the meantime you can always clear the info in about:config?

    ya, if you go to about:config and type sector you can find the right value and clear it
  • Posted By: crashnburn11  homeworld | blog | gallery | player profile

    It works for me when I start to load the planets but somewhere between the start and loading them all it doesn't show up on the map anymore
  • Posted By: nardo  homeworld | blog | gallery | player profile

    At the last moment, I moved some code around so that it would be executed after some initialization to ensure that the script would always work, but this had the opposite effect and only made it work under certain circumstances. I think that I have fixed it and that the new version will always show the jumps.

      Quote  

    In the meantime you can always clear the info in about:config?


    Yes, you can right click and choose reset to clear out the information. This should be done for both the already_done and shortest_jumps variables.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    The new version fixes a couple of bugs and puts a reset link to the right of the Teleporter dropdown when you are on the sector map. The link will delete all of the warp information that the script has collected.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    The new version of the Sector Map Planet Jumps script will put a link in the upper right corner of the spacenav to jump to a planet from anywhere in space.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    The Sector Map Planet Jumps script now remembers warps that you make. If there is a warp that you make frequently, such as one to get to Jork's or to get to an asteroid, there will now be a link to click to get there. The links will appear on the top right of the spacenav underneath the link to planet.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I've never been a fan of the interface used to combine stuff and for a while I have had the idea of improving it in the back of my mind. This recent post prompted me to finally do it. The Enhanced Combine script will work on the Make Stuff page and will replace the existing interface.

    The new interface allows you to add multiple ingredients, so you can easily add the sunflower to your recipe count. It lets you search ingredients so you can type "milk" and it will display the bottle of milk without requiring you to wade through all the "bottle" items to find the one you want. Click an item to add it to the "stuff to combine" list. Clicking it multiple times will add multiple copies of it to the list (any item with more than 1 in the combine list will be shaded differently to draw your attention to it since it is currently quite rare for a recipe to need more than one item). Clicking an item in the combine list will remove it (or decrement the count in the case of items with more than 1 added). It's a fairly straightforward interface and should be mostly self-explanatory. Although there is a search box for filtering your inventory, once you click on an item you can just start typing the name of the next ingredient without the need to click on the search box again.
  • Posted By: daisygirl  homeworld | blog | gallery | player profile

      Quote "nardo":  

    you can type "milk" and it will display the bottle of milk without requiring you to wade through all the "bottle" items to find the one you want.



    Words cannot describe how awesome this is. Thank you!
  • Posted By: Salen  homeworld | blog | gallery | player profile

    caution...new guy! ok i just installed withdraw all and it's awesome but for some reason it's not healing the dopplepets to 100% all the time. i have over 300 kits to use but it's still leaving some at 96%. is this because they have to be lower than that or something else. don't get me wrong it's still saving me tons of time, i just want to know if i'm doing this wrong:)
  • Posted By: Squiffle  homeworld | blog | gallery | player profile

      Quote "Salen":  

    caution...new guy! ok i just installed withdraw all and it's awesome but for some reason it's not healing the dopplepets to 100% all the time. i have over 300 kits to use but it's still leaving some at 96%. is this because they have to be lower than that or something else. don't get me wrong it's still saving me tons of time, i just want to know if i'm doing this wrong:)



    There's a setting for how many health they are short before it will heal them, and I believe the default is 3, so a pet that's 2 low won't be healed. You can change it...somehow. Right click somewhere ?
  • Posted By: Squiffle  homeworld | blog | gallery | player profile

    One way to change it is to put "about:config" in the address box and type "Withdraw All.threshold" in the search box. That's the number that controls this behaviour.
  • Posted By: Salen  homeworld | blog | gallery | player profile

    thanx, just wanted to make sure i wasn't messing it up
  • Posted By: nardo  homeworld | blog | gallery | player profile

    Someone asked about an autosmoker a little while ago and I rejected the idea, but I just realized that it would only take a small modification to the multiuse code I added to the food rememberer. The new version of the Food Rememberer will automatically heal you if you use more than 100 cigarettes. If you use less than 100 then the script does nothing. The script only uses third aid kits.
  • Posted By: munk  homeworld | blog | gallery | player profile

    what if you smoke 200 cigarettes?
  • Posted By: nardo  homeworld | blog | gallery | player profile

    (Nevermind)
  • Posted By: crashnburn11  homeworld | blog | gallery | player profile

    That is awesome Nardo!

    I had an idea for a update to one of your scripts. I think it would be cool if the mostest script would have a button to load the previous day and update the charts into a list of the biggest changes. Don't know how hard that would actually be to change.
  • Posted By: nardo  homeworld | blog | gallery | player profile

      Quote "crashnburn11":  

    I think it would be cool if the mostest script would have a button to load the previous day and update the charts into a list of the biggest changes. Don't know how hard that would actually be to change.



    The new version doesn't quite do what you asked, but it does have a "Load Differences" link which will display the gain or loss under each value.
  • Posted By: crashnburn11  homeworld | blog | gallery | player profile

    That is bad ass
  • Posted By: crashnburn11  homeworld | blog | gallery | player profile

    Would it be possible to get a right-click removal on the links warp script puts for warps when you are over a planet? I have built up 6-8 over alot of planets now and it is more difficult to find the one I want.
  • Posted By: Rakkasan  homeworld | blog | gallery | player profile

      Quote "crashnburn11":  

    Would it be possible to get a right-click removal on the links warp script puts for warps when you are over a planet? I have built up 6-8 over alot of planets now and it is more difficult to find the one I want.


    When you are planet-side, and in the sector map view, there is a "reset warps" link to the right of the teleporter drop-down menu. I haven't actually tried it out yet to see of the interface has any selectivity, though. That said, it would be nice to have it shown at the bottom of the warp list, or at least somewhere, while in space.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    The new version lets you right click the generated warp links to get rid of them.

      Quote "Rakkasan":  

    When you are planet-side, and in the sector map view, there is a "reset warps" link to the right of the teleporter drop-down menu. I haven't actually tried it out yet to see of the interface has any selectivity, though. That said, it would be nice to have it shown at the bottom of the warp list, or at least somewhere, while in space.



    The link has no interface. It removes all of the information that the script has saved (shortest warps, planets checked, outbound warps used). It should really only be used after a new cycle has started and the warps have changed. I'm not going to put it on any other page because it is such a rare occasion that it needs to be clicked. Also, the link shows up on the sector map whether you are on a planet or in space.
  • Posted By: Rakkasan  homeworld | blog | gallery | player profile

    Oddfellows appear as one of two different society names, either plural Oddfellows or singular Oddfellow, which are then tabulated separately in the totals by the Mostest Society Info script.

    I'm not sure what causes them to appear as one or the other, and it's not a major difficulty to figure out that there's two subtotals, but I thought I'd mention the issue.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    The Oddfellow/Oddfellows problem has been fixed. Whenever you visited the home page, the script would grab the society info for everyone listed in the "who's playing" section and the society is listed as "Oddfellows" but internally the script was using "Oddfellow" when it got the information from visiting a player's profile. The new version fixes the issue but it only does this by converting "Oddfellows" to "Oddfellow" from the home page. This should prevent the problem from happening in the future but it doesn't change the society string for any existing players so you'll still see the Oddfellow/Oddfellows issue after installing the new version, but updating the player info (by either going to their home pages or just waiting a few days for it to eventually grab everyone from the who's playing section) will fix the problem and it shouldn't come back.
  • Posted By: Rakkasan  homeworld | blog | gallery | player profile

    Thanks nardo! You rock! :D
  • Posted By: pandamonieum  homeworld | blog | gallery | player profile

    yay scripts! yay Nardo!! :)

    I have an idea/request- a remove all button(or remove all unshelved actually- unshelved or remove all on <select shelf>) for display cases. I'm not sure how useful this would be to everyone but dimitting alot, I get lots of odds and ends piled up in my dc, and taking it all out to do something with by selecting each one is a pain.

    Thanks! :)
  • Posted By: nardo  homeworld | blog | gallery | player profile

      Quote "pandamonieum":  

    I have an idea/request- a remove all button



    Shortly after joining the game, TheDudeAbides pvp'd me which made me think that I should put anything I don't want to lose into secure storage before entering space. This turned out to be labor intensive so I didn't bother doing it, but it made me think that I should probably write a script to do it for me. A few days later, Xerxes pvp'd me and he got several towels from me when I was in the middle of the towel quest. Not a big deal, but it was enough to get me to go from thinking about writing the script to actually writing it. It's a bit funny because if you look at the first page of this thread, you'll see that it was Xerxes and TheDudeAbides also prompted me to write the first scripts that I made available.

    After writing the deposit/withdraw all script, I searched the forums to see if there was a thread with people asking for the feature so that I could post the script to the thread but I found a comment from Munk that there was a race condition with withdrawals and deposits and that's why it was limited to 33 items at a time so I never posted the script publicly.

    It's certainly possible to write a script which would make multiple requests and just limit itself to 33 items with each post, but I'm unlikely to write that. There is the Secure Storage & Display Case Helper which will cycle through your items as you press the plus sign which should make it relatively easy to withdraw all your items. You just need to click the plus sign a bunch of times.
  • Posted By: crashnburn11  homeworld | blog | gallery | player profile

      Quote "nardo":  

    There is the Secure Storage & Display Case Helper which will cycle through your items as you press the plus sign which should make it relatively easy to withdraw all your items. You just need to click the plus sign a bunch of times.


    I use this, and once I click the plus sign I just spam the enter button until the 33 max box pops up, and then I just hit okay and put in/ withdraw. Seems to work ok for me, it only takes a couple minutes to pull out your stuff.

    I've been wanting a logout confirm script for awhile, I even tried to learn how to code to make it but I am too busy ATM. I basically just wanted to turn the logout button into a yes / no on first click, like the Mr. Script (I think it is mr. script) in KoL does.
  • Posted By: Salen  homeworld | blog | gallery | player profile

    ok watch out new guy's gonna make your head hurt. i've just recently gotten into scripts and they are awesome. i do not have the drone dropper script as yet but i was thinking of another possibility. do we have/or is possible to make a script to pick up drones in a certain quantity? say i want to shave off 100 drones per sector that i have laid down, could a script be made to pick them up like they drop them? or even pick up all? i know that when i make suggestions peoples heads hurt cause i don't have a clue what's involved but i'm super curious (thank god i'm not a cat)
  • Posted By: VuleJr  homeworld | blog | gallery | player profile

    the drone dropper script does all that, and more. go back a few pages to the description and updates nardo posted for it, and you will see that it is indeed a work of brilliance!
  • Posted By: nardo  homeworld | blog | gallery | player profile

    The food rememberer has been updated to include the new IOTM in the multiuse list.
  • Posted By: gulogulo  homeworld | blog | gallery | player profile

      Quote "nardo":  

    The food rememberer has been updated to include the new IOTM in the multiuse list.



    Awesome and on top of things as usual, Nardo. Thanks! (And thanks for the reminder we're no longer in October)
  • Posted By: nardo  homeworld | blog | gallery | player profile

    The food rememberer has been updated to include the newest IOTM in the multiuse list.
  • Posted By: glen  homeworld | blog | gallery | player profile

    How about a favorite list in the new smail page so you don't have to type in their names every time you want to smail them?
  • Posted By: Nillmon  homeworld | blog | gallery | player profile

    Has anyone else had all of their greasemonkey scripts erased when firefox applied an update patch? One of my computers, (I have turned off auto-updating on the others for fear of a repeat) greasemonkey itself is now gone and I can not bring it back. Any ideas of what's up?
  • Posted By: daisygirl  homeworld | blog | gallery | player profile

    Have you checked to see if it maybe got disabled somehow during the update? (Tools --> Addons and look to see if it's greyed out - if it is, click on it and click "enable")
  • Posted By: nardo  homeworld | blog | gallery | player profile

    If the SSW scripts have stopped working, make sure that you are using www.secretsocietywars.com rather than just secretsocietywars.com (the www is mandatory). This was an oversight in the first scripts that I wrote and by the time I realized I wasn't including the base domain, I figured it wasn't worth asking everyone to update to a new version of every script.
  • Posted By: Nillmon  homeworld | blog | gallery | player profile

    My research continues but greasemonkey itself has been completely fubar'ed on one of my computers as in no longer even available as an addon, even after attempting to reinstalling it. I think it might be a local bug if noone else has the issue.
  • Posted By: daisygirl  homeworld | blog | gallery | player profile

    Okay, try this (no promises, but it's worth a shot anyway):

    In your Mozilla profile folder (on windows this is usually someplace like C:\Documents and Settings\username\Application Data\Mozilla\Firefox\Profiles\randomcharacters.default ) there should be a folder called gm_scripts (if not, try making one). In it there should be a file called config.xml. Try renaming that to something else, then make a new, blank config.xml file.

    ETA: Firefox needs to be closed when you do this. It sometimes tends not to shut itself down properly on my system, so before I do anything like this I go into the process tab on the task manager and make sure it's not still running.
  • Posted By: BadPrincezz  homeworld | blog | gallery | player profile

      Quote "Nillmon":  

    My research continues but greasemonkey itself has been completely fubar'ed on one of my computers as in no longer even available as an addon, even after attempting to reinstalling it. I think it might be a local bug if noone else has the issue.




    Ugh.. I had this problem too. I had to download GM again, but it's working now.
  • Posted By: crashnburn11  homeworld | blog | gallery | player profile

    SSW AutoAccost

    YOU MUST HAVE THE Healthifier AND THE Combat Advance Scripts installed for this script to work!

    This is a script that will run turns for you. It originally just battled monsters, but I have added features to it over the last week that make it more useful. Now it will:
    1)Combat some monsters and sex0r others. You yourself enter these monster names using the options box.
    2)Stop if you go below a certain amount of turns remaining, which you also set in the options box.
    3)Stop if your max HP reaches a certain level, which you set in the options box.
    4)Stop if you receive a certain number of a certain item. You enter this info in the options box aswell.


    The script runs once you start a combat. It is in the very upper left of your browser, with two buttons, Options and AutoAccost.

    The Options button will bring up a series of input Dialogs:

    1)The number of turns remaining you would like the script to stop running at. Enter this as any number between 0 and 1000.

    2)The monsters you would like the script to sex0r. In this box, type in the monster names separated by a comma. The names are not case sensitive, but you must type them in correctly (correct spelling and the complete name). An example can be seen below:
    Trinoc Colonic Enforcer, Trinoc Colonic Engineer, Demented Medicine Man, Paranoid Sociopath Vet, Psychotic Assistant

    3)The number of max HP you would like the script to stop at. You can set this value to 0 for it to not stop. any other value between 0-100 it will stop the script at the end of combat when you reach that value of max hp.

    4)The number of a certain item you would like the script to stop at when it receives that many (this name is also not case sensitive). This value obtained already is reset each time you restart the script, so if you click auto accost, and the stop it at some point, when you restart the script it will act as if you haven't found any yet. It is very important that you put both a number and a name in this box. If you do not want to stop for item drops, put in something like "0 items" in this box. The script also tries to match item names with plurals. If you type in 24 Trade-Recharge Hypos, it will treat it the same as if you typed in 24 Trade-Recharge Hypo. This will not work for items with funny plurals. An example can be seen below for what to type into this box:
    30 Trade-Recharge Hypos
    or
    30 Trade-Recharge Hypo
    If you have any problems with the script let me know. Note that the features I have been adding have been tested, but not extensively. Please use the script at you own risk.

    Also note that there is delay within the script to keep you from hitting the server too many times per minute. This is so that it complies with the rules.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    The Animate War script has been updated. The previous version would consume absurd amounts of memory with large records and since this cycle went on for a while it was running out of memory. The new version no longer informs you of how much data it has downloaded so far ("Data: 142KB", "Data: 245KB", etc.) because apparently checking the length of a string causes Firefox to allocate that much memory without freeing it. At least that appears to be the case, as absurd as it is.
  • Posted By: crashnburn11  homeworld | blog | gallery | player profile

    I made an update to the SSW AutoAccost script. Someone mentioned that it would not heal if you dimit and have a low max hp. This was because it was coded to heal at max-15 hp. It will now attempt to heal if you go below 80% of your max hp.
  • Posted By: Salen  homeworld | blog | gallery | player profile

      Quote "crashnburn11":  

    I made an update to the SSW AutoAccost script. Someone mentioned that it would not heal if you dimit and have a low max hp. This was because it was coded to heal at max-15 hp. It will now attempt to heal if you go below 80% of your max hp.



    this script sounds awesome!
  • Posted By: crashnburn11  homeworld | blog | gallery | player profile

    SSW Control Percentage

    This script will calculate the current control percentages of societies in space, according to what your map has. If you have unexplored sectors, they show up in the uncontrolled category, since I can't say which society they belong to.

    I would typically leave this script disabled except in Wartime conditions, but that is up to you.

    Let me know if you have any problems, and thanks to sephadin for the idea of extending it to all the societies.
  • Posted By: crashnburn11  homeworld | blog | gallery | player profile

    I made an update to the SSW AutoAccost script. It will no longer break if you simply put 0 in the item conditional, instead of 0 items. Yay for not having to follow the directions! :)
  • Posted By: crashnburn11  homeworld | blog | gallery | player profile

    At panda's request, you can now use the SSW AutoAccost script in NyaCity and in BiChi Pagoda, without it stopping on the non-combats. You can also set Bamboo as an item conditional, just remember to use the plural if you have 2 hoes equipped.
    Also, I cut the healing delay in half, because I thought 12 seconds was too long. It is now 6 seconds.
  • Posted By: crashnburn11  homeworld | blog | gallery | player profile

    Nardo mentioned that there was commented out code in the AutoAccost script that he had to stop combat if you get smail. I put this back in, and there is now another option (to turn it on and off). If turned on, it will stop combat if you get a smail. If off, it should keep on truckin'. SSW AutoAccost
  • Posted By: Salen  homeworld | blog | gallery | player profile

    so just thought i'd check to see if it's only me. i'm on the qust for gambling 100 turns so i nused the autogamble script and set it for 100 turns. i then went back and got the message 'go ye then and gamble 100 turns and bring me the result' damn. so is this a regular thing that the script won't work cause it's a quest or could i have done something else? (it didn't stop cause i was out of money or turns....i checked that much this time lol)
  • Posted By: crashnburn11  homeworld | blog | gallery | player profile

    I've used the script many times for that, it works fine.

    My best guess would be you did the casino part before you turned in the bamboo, but I could be wrong. Or it just didn't finish the whole 100 turns. But I have used it at least 6 times now.
  • Posted By: Salen  homeworld | blog | gallery | player profile

    ok thanks i'll give it another shot:)

    yup so it took, knew it must've been me thanks !
  • Posted By: crashnburn11  homeworld | blog | gallery | player profile

    The SSW AutoAccost script now has an option to stop if you begin to lean out of your current society. I also added quest noncombat stops, but these have not all been tested to see if the work properly, so don't rely on them quite yet.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    The Trade Route Finder has been updated. The new version is about 10x faster than the old version and it works with Google Chrome.

    Also, since the warps changed, anyone who is using the jump script should click the Rest Warps link in their sector map if they haven't already done it this cycle. After you do that, you'll be able to load the warps again from each planet.
  • Posted By: crashnburn11  homeworld | blog | gallery | player profile

    SSW Logout Confirm
  • Posted By: crashnburn11  homeworld | blog | gallery | player profile

    I updated the SSW AutoAccost script. The options are now listed across the top of the screen and you don't have to go through every single one to get to the next one, you can just pick the one you want. It will also show you what your current values are for Turns, HP, and the item you want, so it should be easier for you to catch when you make a mistake. You also have to now manually reset the script for how many of the item you already have, so it will remember how many you got the last time you ran it, in case you have to stop it real quick to go do something and then you come back and want to pick up where you left off. I also changed it so if you click "Stopped" it should give you the AutoAccost button back, and other minor things you may or may not notice.

    So, just to iterate this so you get the point, you now have to reset it manually when you want to reset how many items you have already gotten. The link is right next to the AutoAccost button. It will also reset how many you have gotten if you try to change the item you want.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    The Spader has been updated to account for the new way that alignments are calculated. It won't re-calculate any alignments today because it only calculates adjustments once per day, but starting tomorrow it should be accurate.

    The Spacenav has also been updated. It's a little faster and I've fixed a few compatibility problems.
  • Posted By: crashnburn11  homeworld | blog | gallery | player profile

    I fixed a bug in SSW AutoAccost that was causing it to not stop if you had both item and HP conditionals. I also added a value in the reset link that tells you how many of the item you have already gotten since you last reset.

    edit: I fix'd div's problem too just now, so if your buttons won't show up reinstall again and see if it will work.
  • Posted By: crashnburn11  homeworld | blog | gallery | player profile

    It looks like munk broke drone dropper when he put the text box into the sector page
  • Posted By: crashnburn11  homeworld | blog | gallery | player profile

      Quote "crashnburn11":  

    It looks like munk broke drone dropper when he put the text box into the sector page



    By broke I mean just picking up drones, not dropping them, I should have been clear on that.
  • Posted By: Rakkasan  homeworld | blog | gallery | player profile

    Seems that the Control % script is broken in regards to the Eastern Star sector counts.
  • Posted By: crashnburn11  homeworld | blog | gallery | player profile

      Quote "Rakkasan":  

    Seems that the Control % script is broken in regards to the Eastern Star sector counts.



    You are right. I'm not going to fix it just because you are a dirty lummie tho.










    Just kidding, I just typo'd Easter instead of Eastern. No sectors to check it on last cycle :P

    Control Percentage
  • Posted By: crashnburn11  homeworld | blog | gallery | player profile

      Quote "crashnburn11":  

      Quote "crashnburn11":  

    It looks like munk broke drone dropper when he put the text box into the sector page



    By broke I mean just picking up drones, not dropping them, I should have been clear on that.



    To go further on this, it is hanging up on line 54, if I comment out that part it works again. It looks like that part just returns if there is no take link and you are trying to take drones, which it obviously isn't finding the link anymore.

    If you change that section to:

    if(drone_target <= 0 && !document.evaluate('//input[@value="Take Drone(s)"]', document, null, XPathResult.BOOLEAN_TYPE, null).booleanValue) {
    return;
    }

    it will return to working properly.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I've been planning on updating the drone dropper to integrate with the new interface, but I've been delaying it because I didn't know there were actual problems with the functionality. I'll probably update it later this week, but anyone who needs to use it to pick up their drones can make the change crash suggests.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    The latest version of the Food Rememberer adds the smiley dictionary to the list of iotms it can use.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    The Drone Dropper should now work better with the newish drone interface.
  • Posted By: Rakkasan  homeworld | blog | gallery | player profile

    Okay, I just updated Firefox to the newest version today, and have since noticed two things.

    First, in the Spacenav 4k view, sector views that are currently good show the proper color coding the society controlling them, but they are now notated as unexplored with a U, unless I have traveled through them since updating.

    Second, the trade routes script reports "0 Unexplored Sectors", however, the map has blind sectors that are currently unexplored, and it is apparently not reading them as such.



    I'm not certain if there's an issue with the newest version of Firefox, or if it's simply something being a bit glitchy from having updated, but I thought I'd mention it.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    The new version of Firefox changes the way that it treats colors (but only in a way that would affect searching with xpath) and any code I've written that relies on searching for the background color (such as checking if a sector is green or grey in the sector map to determine explored/unexplored status) will be broken. I've fixed the Spacenav and the Trade Route Finder but there may be other scripts too so please let me know if something doesn't seem to be working properly.
  • Posted By: Rakkasan  homeworld | blog | gallery | player profile

    Thanks nardo!
  • Posted By: crashnburn11  homeworld | blog | gallery | player profile

      Quote "nardo":  

    The new version of Firefox changes the way that it treats colors (but only in a way that would affect searching with xpath) and any code I've written that relies on searching for the background color (such as checking if a sector is green or grey in the sector map to determine explored/unexplored status) will be broken. I've fixed the Spacenav and the Trade Route Finder but there may be other scripts too so please let me know if something doesn't seem to be working properly.


    Should we update if we haven't updated firefox, or will it break the scripts?
  • Posted By: nardo  homeworld | blog | gallery | player profile

      Quote "crashnburn11":  


    Should we update if we haven't updated firefox, or will it break the scripts?



    I have only recently updated and haven't played extensively, but I have gone into space and dropped/destroyed drones and I haven't noticed any problems.

    The problem is that Firefox will parse the html and will let you search the parsed html, but not the raw html. For example, if the html says <a style="background:#ffffff"> then you can not just search for //a[contains(@style, "background:#ffffff")] because Firefox stores the colors internally in rgb() format, so previous versions would store that as "background: rgb(255, 255, 255)" which is what I would have to search for (and is the reason it didn't work with Chrome because Chrome would use the #ffffff format). The new version of Firefox stores it as "background: none repeat scroll 0% 0% rgb(255, 255, 255)" so "background: rgb(255, 255, 255)" no longer matches because there is the other stuff inserted in there. It's a relatively easy fix in most cases since I can just omit the "background:" part and search the style attribute for "rgb(255, 255, 255)". In some instances this will break the functionality of a script if the color is used in non-background properties but then a loop can just be used to check the backgroundColor of each element (sadly, xpath searches the DOM rather than the javascript objects which is why I can't search on backgroundColor in the first place).

    It's a pretty easy fix anytime the problem comes up. There's no problem with regard to the Illuminati control and anyone's ability to bolster/hinder our efforts. I think you should upgrade because any problems will be minimal and quickly corrected.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I've uploaded a new version of the Animate War script in anticipation of the new format of the logfile which includes drone counts. Previous versions will not work with the new format.
  • Posted By: Salen  homeworld | blog | gallery | player profile

    probably impossible to do but is there a way to add that bar like on the bottom of you tube videos to fast foreward or pause? with last wars cycle being so long it would be cool to be able to drag the little dot to speed it up. now if this made your head hurt i apologize ahead of time, just came to me and i thought i'd ask:)
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I'm not entirely certain what you mean. The animate war script already requires you to drag the slider around so I can't interpret what it is that you want changed.
  • Posted By: glen  homeworld | blog | gallery | player profile

      Quote "nardo":  

    I'm not entirely certain what you mean. The animate war script already requires you to drag the slider around so I can't interpret what it is that you want changed.



    He needs some glasses.

    Need coffee! (and coffee)
  • Posted By: Salen  homeworld | blog | gallery | player profile

      Quote "nardo":  

    I'm not entirely certain what you mean. The animate war script already requires you to drag the slider around so I can't interpret what it is that you want changed.



    well for one it would really help if i had installed the script don't cha think! i swear i installed it but i guess i didn't cause i checked again and lo and behold my stupidity smacks me right in the face once more. thanks anyway, it works great!!
  • Posted By: nardo  homeworld | blog | gallery | player profile

    The new version of the Time Suit script will equip the new IOTM.
  • Posted By: Liyana  homeworld | blog | gallery | player profile

    Obviously i am missing something because everyone seems to be using the AutoAccost script based on these various posts, but i can never get it to work.

    Is it a faulty script, or is the lack of instruction manual leading to faulty operation by user?

    I get an error about could not heal could not advance and it never automatically attacks for me. what is going wrong?

    I am not giving it specific settings, but as I am not a script programmer, I am unsure if maybe some of the parameters are not truly wide open and MUST be set within some particular range to work right.
  • Posted By: Rickton  homeworld | blog | gallery | player profile

      Quote "Liyana":  

    Obviously i am missing something because everyone seems to be using the AutoAccost script based on these various posts, but i can never get it to work.

    Is it a faulty script, or is the lack of instruction manual leading to faulty operation by user?

    I get an error about could not heal could not advance and it never automatically attacks for me. what is going wrong?

    I am not giving it specific settings, but as I am not a script programmer, I am unsure if maybe some of the parameters are not truly wide open and MUST be set within some particular range to work right.


    You have to also install the auto-heal and auto-advance scripts (forget what they're actually called) for that script to work.
  • Posted By: crashnburn11  homeworld | blog | gallery | player profile

      Quote "crashnburn11":  

    SSW AutoAccost

    YOU MUST HAVE THE Healthifier AND THE Combat Advance Scripts installed for this script to work!

  • Posted By: nardo  homeworld | blog | gallery | player profile

    I've added preliminary space-maze support into the Spacenav script. Currently it only shows the maze on your sector map, it doesn't display it on your spacenav yet and the autopilot feature still won't work, so don't click on remote sectors.
  • Posted By: crashnburn11  homeworld | blog | gallery | player profile

    That is pretty nifty how you did that Nardo. I didn't even notice it had which sectors it linked to in the popover text till I looked at the script.

    Also, it seems a little more aesthetically pleasing to me when I change the borders to normal instead of thick, but that is just one opinion.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    The latest version of the Spacenav will draw the maze onto your spacenav, but it doesn't dynamically update as you visit new sectors yet. You will have to reload the sector map if you want to update the maze display.

      Quote  

    I didn't even notice it had which sectors it linked to in the popover


    It has always been there, it's just never been particularly useful because previously there were only two sectors which didn't link to all perimeter sectors.
  • Posted By: pandamonieum  homeworld | blog | gallery | player profile

    Thanks for getting on this so quick, Nardo!!
  • Posted By: Juggle  homeworld | blog | gallery | player profile

    Did the recent changes break the warp functions of spacenav? I cleared my warp data then reloaded warps from a couple of places. Right now I'm showing a 4 turn warp to 931 - but when I try to actually make the warp it's more like 40 turns.
  • Posted By: nardo  homeworld | blog | gallery | player profile

      Quote "Juggle":  

    Did the recent changes break the warp functions of spacenav? I cleared my warp data then reloaded warps from a couple of places. Right now I'm showing a 4 turn warp to 931 - but when I try to actually make the warp it's more like 40 turns.



    I haven't noticed any problems with the warp data. Is the incorrect information showing up in the sector map or is it one of those links in the upper right of the spacenav?
  • Posted By: Juggle  homeworld | blog | gallery | player profile

      Quote "nardo":  


    I haven't noticed any problems with the warp data. Is the incorrect information showing up in the sector map or is it one of those links in the upper right of the spacenav?



    On the sector map when I press 'w'. And in the pop-ups when I mouse over sectors. Left out part of my example I realized. When I mouse over 931 the yellow bar at the bottom says "4 from Nortonia" and when I press 'w' it shows as '4'.

    But when I launch off Nortonia and try to make the warp it must be more than 28 turns because that's all I have and it says I don't have enough.

    Even odder...I was using just the astro suit when I loaded the warps but now I've got my ACME suit so it should be even shorter but isn't.
  • Posted By: Juggle  homeworld | blog | gallery | player profile

    Odd. I just cleared the warp data again and reloaded it from Nortonia using the ACME suit and now it seems accurate (Finally found myself an easy path to Tranqulity...too late to collect towels though.)

    Maybe my data didn't really clear last time, or maybe it was just something with the astro suit...
  • Posted By: nardo  homeworld | blog | gallery | player profile

    The latest version of the Spacenav script will dynamically draw the maze as you travel through sectors. The script will also add back the adjacent sectors which previously were blacked out because a maze wall separated them from the current sector. This makes it easier to see where IPTs, trade ports, etc. are, but be very careful not to click on these sectors because it will irrational warp you to them. I've grayed out the links to all sectors other than the ones that you can travel to in order to make it more apparent which sectors you shoud click.

    If you find yourself accidentally clicking a sector which you shouldn't, you can reinstall the previous version which doesn't add the sectors. It's probably going to be especially tempting to click on a diagonal sector which is not technically blocked off by the maze, but which you can't actually get to because diagonal travel is no longer allowed. Once the pathfinding code is updated, this will no longer be a problem.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    The Spacenav is now fully functional. You can click on remote sectors and it will take you through the maze to them. The script will only plot a path if you can see a path in your spacenav to avoid a condition where you click the wrong sector and it takes a 100 turn path to it. You can easily enlarge your spacenav with the + key if you want to get to a sector which doesn't have a visible path. The script will refuse to go to a sector if it can't find a path there due to unexplored sectors, but it will travel through unexplored sectors if it knows enough about them from their neighbors.
  • Posted By: Juggle  homeworld | blog | gallery | player profile

    Great work nardo! I keep expecting one of these days Munk to just integrate your spacenav script into the actual game directly it's such an essential!
  • Posted By: munk  homeworld | blog | gallery | player profile

      Quote "Juggle":  

    Great work nardo! I keep expecting one of these days Munk to just integrate your spacenav script into the actual game directly it's such an essential!



    That would make it harder for him to do these fine upgrades, tho (:
  • Posted By: daisygirl  homeworld | blog | gallery | player profile

      Quote "nardo":  

    Also, since the warps changed, anyone who is using the jump script should click the Rest Warps link in their sector map if they haven't already done it this cycle. After you do that, you'll be able to load the warps again from each planet.



    I clicked on the "reset warps" link (a couple of times, actually) but the "load warps" links by the planets aren't appearing, and I seem to still have old warp data. Is there something I can do to clear it manually?
  • Posted By: nardo  homeworld | blog | gallery | player profile

      Quote "daisygirl":  

    I clicked on the "reset warps" link (a couple of times, actually) but the "load warps" links by the planets aren't appearing, and I seem to still have old warp data. Is there something I can do to clear it manually?



    I've discovered that writing to .innerHTML of an element will remove all of the event handlers added with addEventListener() from that element and all children. When I noticed this, I tried to remove it from all of my scripts to prevent any problems, but I may have missed one, or you could be using another script like Xenyl's Find Ore Deals script which writes to document.body.innerHTML and will remove all event handlers that previous scripts added to anything on the page. The quick fix for this is to reinstall the broken script since this will push it to the end of greasemonkey's run queue and will cause it to run after the offending script so the first thing you should try is to reinstall the planet jumps script. If that doesn't work the following steps should fix your problem:

    1. Type "about:config" (without the quotes) into the address bar.
    2. Type "planet jumps" (also without the quotes) into the filter box.
    3. There should be 3 values that come up. Double click the already_done variable (you may need to adjust the column width to see the full name) and change its value to "({})" (no quotes). Change both outbound and shortest_jumps to "[]" (still without the quotes).

    That should fix the problem, but try reinstalling the script first and then see if the reset warps link works.
  • Posted By: daisygirl  homeworld | blog | gallery | player profile

    Reinstalling fixed it--thanks! That also explains why it broke all of a sudden when I knew I'd used the reset link before. I have a couple of tweaked versions of that Find Ore Deals script, and I was tinkering with one of them recently and installed a new modified version of it - before that they'd all been before the planet jumps script in the list.
  • Posted By: Enigma  homeworld | blog | gallery | player profile

    Does anyone know about the Chrome-compatibility of some of these scripts? I've come back from a bit of hiatus and started to reinstall all the scripts I was using before, but this time on Chrome, namely Healthifier and Combat Advance. And then, "Oooh, there's this Auto-Accost thing that uses Healthifier and CA, I'll give that a try!" Except nothing works. The Optimal HP one works though (it's giving a NaN error, will experiment more later).

    In short, is anyone using these scripts on Chrome?
  • Posted By: crashnburn11  homeworld | blog | gallery | player profile

    Chrome lacks certain functions that most the scripts for this site use (namely for most GM_setValue and GM_getValue), which is why most of the scripts do not work. I'm not sure why the optimal HP one works unless chrome is just using the default values I have in the functions that don't work.
  • Posted By: crashnburn11  homeworld | blog | gallery | player profile

    I found some interesting workarounds to the problem here: http://userscripts.org/topics/41177

    It seems like it would be a large project to adjust the current scripts to work with chrome, but that first post looks like the code could nearly be injected into most scripts with little adjustment. I am tempted to work on it just because I would like to switch out of firefox, maybe a project for a boring weekend someday.

    I'm not too sure about local storage, I would need to look at that more to get a better background.
  • Posted By: pandamonieum  homeworld | blog | gallery | player profile

    Wasn't there some discussion of Chrome compatibility with feedback/comments from Nardo earlier in the thread? Not gonna look right now, trying to get to bed. :)
  • Posted By: nardo  homeworld | blog | gallery | player profile

      Quote "pandamonieum":  

    Wasn't there some discussion of Chrome compatibility with feedback/comments from Nardo earlier in the thread?



    Yes, but the link crashnburn11 provided is a fix for most of the incompatibilities. Well, it should be anyways, I haven't tried it out yet.
  • Posted By: crashnburn11  homeworld | blog | gallery | player profile

    I just basically copy/pasted that into one of my scripts and it works in chrome now.

    I tried it on some of upup's scripts and they don't work

    I think they might use GM_xmlhttpRequest where my scripts don't or something, not really sure
  • Posted By: nardo  homeworld | blog | gallery | player profile

    The Spacenav has been updated so that the sector map looks a little better and a bug involving Eastern Star sectors has been fixed.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I've fixed a bug in the Drone Dropper which affected Eastern Star players.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    I've uploaded a new version of the Spacenav. It fixes a bug which prevented the autopilot from flying through Xangaka (which has exits now). It will also now update the sector colors if you are using the drone dropper and the autopilot to paint a bunch of sectors.
  • Posted By: Liyana  homeworld | blog | gallery | player profile

    LOL...

    Now... If only the orange for Triad and the red for Eastern Stars were not so super close that I have to look at my screen at a strange sideways angle for the difference to show, I'd be thrilled with the spacemap.

    But I guess only Munk could slightly lessen the red tones in the Triad orange to make it distinguish better...
  • Posted By: nardo  homeworld | blog | gallery | player profile

    The Spacenav has been updated to work with the new sector map.
  • Posted By: Salen  homeworld | blog | gallery | player profile

    being new to scripts...when you update these do i have to re install them? just wanted to check before i assumed:)
  • Posted By: hAvAAck  homeworld | blog | gallery | player profile

      Quote "Salen":  

    being new to scripts...when you update these do i have to re install them? just wanted to check before i assumed:)



    yes, just reinstall them over the old one
  • Posted By: Salen  homeworld | blog | gallery | player profile

    thanks guy!!
  • Posted By: crashnburn11  homeworld | blog | gallery | player profile

      Quote "nardo":  

    The Spacenav has been updated to work with the new sector map.



    It isn't working for me on either of my computers, as far as showing anything useful on the spacenav or moving multiple sectors
  • Posted By: nardo  homeworld | blog | gallery | player profile

      Quote "crashnburn11":  

    It isn't working for me on either of my computers, as far as showing anything useful on the spacenav or moving multiple sectors



    When I removed some code which was no longer necessary, I also removed some that was. The newest version should properly grab wall information from the sector map.
  • Posted By: nardo  homeworld | blog | gallery | player profile

    The Planet Jumps script has been updated to include Flambe.
  • Posted By: crashnburn11  homeworld | blog | gallery | player profile

    I updated SSW Autoaccost to now automatically stop on the Triple Butt-Plug rather than the Titanium Nipple Rings, to match Munk's changes. (To allow you to switch to sex0rs)
    I don't have the opportunity to test this at the moment, but it should work fine. The New Barnimus quest does not stop at the proper point yet, and I still haven't got around to doing the XMM or Sex0r Quests properly.
  • Posted By: Kimo  homeworld | blog | gallery | player profile

    Is there a script that allows you to heal yourself without going to the consume stuff menu?
  • Posted By: Carrec  homeworld | blog | gallery | player profile

      Quote "Kimo":  

    Is there a script that allows you to heal yourself without going to the consume stuff menu?



    http://userscripts.org/scripts/show/28190
  • Posted By: Kimo  homeworld | blog | gallery | player profile

      Quote "Carrec":  

      Quote "Kimo":  

    Is there a script that allows you to heal yourself without going to the consume stuff menu?



    http://userscripts.org/scripts/show/28190



    That is cool. Just curious, does it recognize what you need? like does use 2nd and 3rd aids?
  • Posted By: Carrec  homeworld | blog | gallery | player profile

      Quote "Kimo":  

      Quote "Carrec":  

      Quote "Kimo":  

    Is there a script that allows you to heal yourself without going to the consume stuff menu?



    http://userscripts.org/scripts/show/28190



    That is cool. Just curious, does it recognize what you need? like does use 2nd and 3rd aids?



    Just right-click on your health bar and set the items to use.
  • Posted By: Rickton  homeworld | blog | gallery | player profile

      Quote "Carrec":  

      Quote "Kimo":  

      Quote "Carrec":  

      Quote "Kimo":  

    Is there a script that allows you to heal yourself without going to the consume stuff menu?



    http://userscripts.org/scripts/show/28190



    That is cool. Just curious, does it recognize what you need? like does use 2nd and 3rd aids?



    Just right-click on your health bar and set the items to use.


    Oh, hah, I never realized that. I just replaced all instance of "first aid kit" in the code with "third aid kit" to get it to do 3rd aids by default. Whoops.
  • Posted By: crashnburn11  homeworld | blog | gallery | player profile

    I added some functionality to SSW AutoAccost. There is now an option to stop when you encounter certain monsters. This option will stop if it finds any monster in the list (list seperated by commas like sex0r list). As an added bonus, you do not need to delete this list when you wish for it to not stop for the monsters, you can right click it and it will disable it. It will say STOPPING MONSTERS when enabled and NOT STOPPING MONSTERS when disabled. I wanted this for time like when I am looking for the Titmouse to track it, or something similar, and I think I have any kinks worked out of it. Let me know if you have a problem.

    The names are not case sensitive
    You must type the ENTIRE name in, not part of it

    Also, as a side note, I made the font size smaller so people with lower resolution screens can get the whole bar across the top. It looks more like the Who's online and similar links now
  • Posted By: crashnburn11  homeworld | blog | gallery | player profile

    I added some more functionality to SSW AutoAccost. Someone asked if sex0rs could behave like the monster stops, so now you can right click on the monsters sexors link to get 1 of 3 options: Sex0r all monsters, Sex0r specific monsters (the ones in your list), and Don't Sex0r Monsters. Pretty self explanatory.
  • Posted By: crashnburn11  homeworld | blog | gallery | player profile

    I've updated SSW Control Percentage to display the control data in the same manner that Nardo's scripts do, rather than a pop up.