Starbound

Starbound

Quest Manager Optimizer
25 Comments
Solzucht May 5 @ 7:59am 
maybe ur able to patch quests in general with openSB?
Anomalous Beanbag Oct 28, 2024 @ 10:31am 
@Klown Killer Well..... I mean...... It was programmed by exploited teenagers. Not sure what you expected.
Black★CoCHA  [author] Oct 28, 2024 @ 6:16am 
@Biaka, sounds like you are right. In vanilla SB "main.lua" isn't so useful, as it seems relates only 28 quests in total. Speaking of procedurally-generated random quests, hm. I never personally accumulated them too much, so they basically weren't my issue. I will think about what can we do to optimize them as well.
Klown Killer Oct 27, 2024 @ 4:57am 
You mean the developers coded quest resolution by checking conditions in a tick event??
They have absolutely no idea what they're doing, it's pathetic...
Blue Bird Dec 1, 2023 @ 10:40pm 
Is there an offline download for this please?
Biaka Oct 22, 2023 @ 7:11am 
Wait (sorry for a double comment), which quests does the mod even affect? I'm testing right now, and it appears that vanilla procedurally-generated random quests (you know, the ones people might actually end up having a lot of) do not seem to be affected. Apparently, they simply do not use main.lua that you modified. Only 28 specific non-random quests (that's not even all of the vanilla ones) do. Am I wrong?
Biaka Oct 22, 2023 @ 5:53am 
An untested (as of yet) suggestion regarding some quests behaving worse with this mod: have you considered simply increasing the updateDelta in questtemplate files instead of adding a timer for "real" updates into main.lua? Or does this not work as well for some arcane hardcoded reason? If you do this, you can slow different types of quests by different amounts instead of all by the same amount.
Another, probably better, solution might be to use the global timer like you do (because this way it will automatically apply to all modded quests too I presume), and then use a boolean to mark quests "exempt" from this? Insert a boolean into the scriptConfig field in a given quest template, get it in main.lua (like in init) with config.getParameter() while considering it as "non-exempt" by default, and make it so your timer is only used if the quest is "non-exempt". So instead of a global On/Off you have an optional Off switch for individual quest templates. Would this work?
Ranun Mar 9, 2023 @ 4:07am 
Are you serious ...
what were the makers of this game thinking ?!
Azure Mar 5, 2023 @ 7:21am 
it's a heroic mod
Kombosabo Mar 3, 2023 @ 6:35am 
Thank you so much for making this. I added it to my Modpack 🐱
Black★CoCHA  [author] Feb 18, 2023 @ 7:41am 
orangeAlligator, yeah. Thank you for the debugging. I will think how to fix this issue, but sounds complex enough, sadly. Maybe will add a button to switch between On and Off optimizing..
orangeAlligator Feb 16, 2023 @ 6:48pm 
One notice to others! I believe that due to this mod, quests that require you to defeat a certain number of monsters (relevant in modded quests, I'm not sure about vanilla) along the lines of "defeat 12 Gleaps," behave strangely.
The way I think it works is that since the game isn't checking the conditions as often, it has difficulty counting monsters defeated, so they might not register every time. Not game-breaking or anything, just be careful ^^
Black★CoCHA  [author] Feb 4, 2023 @ 11:30pm 
ZerKoma, technically, yes.
ZerKoma Feb 4, 2023 @ 7:37am 
Is this client side by chance?
Klown Killer Jan 31, 2023 @ 11:30am 
"It's a simple mod, which optimizes the frequency of how often the manager checks if the conditions for completing your current quests have been fulfilled."
The game actually do that??
Why people who has no clue to coding makes games?
Anomalous Beanbag Jan 16, 2023 @ 4:53am 
Yes, this is true. The more quests you have the more the quest log is repeatedly checking for quest updates and once you have 25/30+ quests you will start to see lag, especially in the cursor movement. Clearing some quests to below 20 fixed this issue but do we really want to abandon our quests for performance?.

Nice to see someone picked up on this issue and released a fix for it. Good job.
Somecraft Jan 16, 2023 @ 4:22am 
So you're telling me a large portion of suffering comes from a simple lack in proper quest tracking....
Darkeninj Jan 12, 2023 @ 2:41pm 
MAJOR IMPROVEMENT wtf is this doing? Made some parts of my game to go from power point presentation to actually playable.
Sarcose Jan 8, 2023 @ 9:37pm 
There are so many ways the quest system *should* be optimized already. Quests that take place entirely on one planet shouldn't even bother checking their conditions if you're off-planet, for instance. This is a lifesaver.
SUPERCRAZYHOTTIEGIRL!! Jan 8, 2023 @ 8:54pm 
goes hard
•Demy• Jan 8, 2023 @ 6:25pm 
What dark magic is thisss, its pretty notorious change to me waa :luv:
Arcadye1002 Jan 8, 2023 @ 6:20pm 
This sounds amazing!! So by "conflict" do u mean that this mod simply won't affect quests added by mods, or will mod-added quests along with this mod cause issues like Idk crashing or something? Ik that the RPG Growth mod adds some quests to the game
Black★CoCHA  [author] Jan 8, 2023 @ 3:24am 
kenanthebarbarian, exactly. Most of mods likely will not conflict with this patch.
Wednesmove Nyan-Nyan Jan 8, 2023 @ 12:38am 
Savior of starbound
kenanthebarbarian Jan 7, 2023 @ 8:12pm 
Excellent idea! When you say this may conflict with mods that add their own questing system, I assume the emphasis is on "system" (like FU) and not just additional quests, yeah?