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Releases: bahuckel/EDEXO

EDEXO 1.3.5 — program folder (.zip) + Linux (tested on WSL Ubuntu)

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@bahuckel bahuckel released this 01 Nov 18:09

A journal-linked exobiology and colonisation companion for Elite Dangerous. Compare reads your local journal, merges scans and organic signals, and predicts the candidate species on a body from FSS/DSS telemetry alone — with payout ranges, first-footfall tracking, a system map, a customisable HUD and a species encyclopedia. Colonize follows your construction sites and plans the hauling, trip by trip.

This release is the unpacked program folder. For the single-file version, see v1.3.5 — same version, same code.

Extract EDExoCompare-1.3.5-win-x64.zip; it contains one folder, EDEXO 1.3.5. Run EDExoCompare.exe inside it. The console builds are under resources\, where the data and web folders they need sit beside them.

The Scan route now shows your ship: where you are in the system, the body you have targeted, and, if you switch it on, where you are as you fly. HUDs can be combined into panels of your choosing and placed one by one, each on any screen, and the Elite Style angle points every panel at the middle of the screen. The galaxy map grows to 5.4 million systems with EDSM's codex added to EDAstro's, and fewer wrong candidates are listed before a DSS.

New

  1. Your ship on the Scan route. A mark at the body you are at, a line to the body you have targeted in the game, and whether you are in supercruise, in normal space, landed or docked. The route starts from the body you approached, dropped out at, landed on or mapped, instead of the arrival star.
  2. Live position (switch it on under the Scan route). The game's network log says which body you are near and how far: the mark follows you between bodies and stays at the last one you were near, even past it. The switch sets the game's own verbose network log in its settings file (restart the game once) and puts the file back as it was when switched off. Windows only.
  3. Combine HUDs. In Free move → Move HUD, two HUDs that touch get a ⛓ Combine button: one click makes them one panel, in your stack order. Combine more into it, keep others apart (Discovery scan on its own, say), and Split a panel back into its HUDs. Panels and their places are kept.
  4. Separate HUDs move one by one. In Free move each HUD you drag moves on its own and keeps its spot, on whichever screen you drop it; the ones you leave stay stacked.
  5. The galaxy map knows more. EDSM's codex is added to EDAstro's: 5.4 million systems (from 5.3), 1.89 million with their species known (from 1.80). The buttons that lead to the download pulse when a newer galaxy index is out: the Galaxy map entry, the map's View tab and its Update button.

Changed

  1. Fewer wrong candidates before a DSS. A species its region records far below what its share of the galaxy predicts is listed as unlikely: Cactoida in the Empyrean Straits, for example, where only Vermis grows. On a year of EDDN finds and the October ones, no find was lost and about 1-2 % of the rows before a DSS went.
  2. Neutron routes for small tanks. Ships whose fuel per supercharge leaves little in the tank got the game's plain route (262 jumps, none supercharged, on one ×4 ship); they get a neutron route now (94 jumps), planned in about 3 s.
  3. Elite Style angle points at the middle of the screen. Your angle is that of a panel at the right edge: on the left it is mirrored, toward the middle it gets shallower, in the middle it is flat; the slant also turns the other way below the middle. Separate panels share one depth, so they no longer fan out.
  4. "Fuel now" in the Neutron route shows the tonnes, with when it was last known on a line of its own.

Fixed

  1. The Next jump route strip after a re-plot. The game does not always save a re-plotted route: the HUD kept the old one and, after a jump off it, showed the system you came from. It follows the game's target now, and when the game has not saved the route it says so ("plot it again in the galaxy map to see its stars").
  2. "Include codex bodies" on the Scan route is a proper checkbox: ticked looked like unticked.
  3. "Scheme's text" in the HUD colours no longer looks like it is loading: it is off when the text already has the scheme's colour, and says so.
  4. A DSS now counts as being at that body ("you are here" on the system map).

Where your data lives

%LOCALAPPDATA%\ED Exo Compare\ — settings, your LAN key, your EDSM credentials if you add them, the species you have scanned on foot, your Fix corrections, the journal folder you chose, your HUD layout, where your windows were, the systems you looked up on Spansh (kept 30 days), the shared exomastery folder, and the prediction caches. Nothing of yours is kept in the program folder, so replacing it on an update loses nothing. On Linux the same lives in ~/.config/edexo-compare. Backups go only where you point the Backups tile.

Your journals are read, never copied out. Uploads to EDSM, Canonn and EDDN happen only if you turn them on yourself. Looking a system up sends only its name or number to Spansh.

Windows will say the publisher is unrecognised. The executable is not code-signed, so SmartScreen asks first: "More info" → "Run anyway".

Licence

Code: PolyForm Noncommercial 1.0.0 with two additional permissions (showing the app in streams and videos is free; releases up to and including 1.2.20 stay MIT). Data: CC BY-NC-SA 3.0 (credit, no commercial use, share alike; part of it is derived from EDAstro) — see data/LICENSE-DATA.txt. The species photographs are Elite Dangerous screenshots: Frontier's game art, under Frontier's terms — NOTICE.md names every contributor and says which images are borrowed from the ED-DSN community. The list of Frontier-populated systems and looked-up systems come from Spansh.

EDEXO 1.3.5 — portable

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@bahuckel bahuckel released this 01 Nov 18:08

A journal-linked exobiology and colonisation companion for Elite Dangerous. Compare reads your local journal, merges scans and organic signals, and predicts the candidate species on a body from FSS/DSS telemetry alone — with payout ranges, first-footfall tracking, a system map, a customisable HUD and a species encyclopedia. Colonize follows your construction sites and plans the hauling, trip by trip.

This release is the single-file portable build. For the unpacked program folder plus the two console builds, see v1.3.5-zip — same version, same code.

Download EDExoCompare.exe and run it. Nothing is installed.

The Scan route now shows your ship: where you are in the system, the body you have targeted, and, if you switch it on, where you are as you fly. HUDs can be combined into panels of your choosing and placed one by one, each on any screen, and the Elite Style angle points every panel at the middle of the screen. The galaxy map grows to 5.4 million systems with EDSM's codex added to EDAstro's, and fewer wrong candidates are listed before a DSS.

New

  1. Your ship on the Scan route. A mark at the body you are at, a line to the body you have targeted in the game, and whether you are in supercruise, in normal space, landed or docked. The route starts from the body you approached, dropped out at, landed on or mapped, instead of the arrival star.
  2. Live position (switch it on under the Scan route). The game's network log says which body you are near and how far: the mark follows you between bodies and stays at the last one you were near, even past it. The switch sets the game's own verbose network log in its settings file (restart the game once) and puts the file back as it was when switched off. Windows only.
  3. Combine HUDs. In Free move → Move HUD, two HUDs that touch get a ⛓ Combine button: one click makes them one panel, in your stack order. Combine more into it, keep others apart (Discovery scan on its own, say), and Split a panel back into its HUDs. Panels and their places are kept.
  4. Separate HUDs move one by one. In Free move each HUD you drag moves on its own and keeps its spot, on whichever screen you drop it; the ones you leave stay stacked.
  5. The galaxy map knows more. EDSM's codex is added to EDAstro's: 5.4 million systems (from 5.3), 1.89 million with their species known (from 1.80). The buttons that lead to the download pulse when a newer galaxy index is out: the Galaxy map entry, the map's View tab and its Update button.

Changed

  1. Fewer wrong candidates before a DSS. A species its region records far below what its share of the galaxy predicts is listed as unlikely: Cactoida in the Empyrean Straits, for example, where only Vermis grows. On a year of EDDN finds and the October ones, no find was lost and about 1-2 % of the rows before a DSS went.
  2. Neutron routes for small tanks. Ships whose fuel per supercharge leaves little in the tank got the game's plain route (262 jumps, none supercharged, on one ×4 ship); they get a neutron route now (94 jumps), planned in about 3 s.
  3. Elite Style angle points at the middle of the screen. Your angle is that of a panel at the right edge: on the left it is mirrored, toward the middle it gets shallower, in the middle it is flat; the slant also turns the other way below the middle. Separate panels share one depth, so they no longer fan out.
  4. "Fuel now" in the Neutron route shows the tonnes, with when it was last known on a line of its own.

Fixed

  1. The Next jump route strip after a re-plot. The game does not always save a re-plotted route: the HUD kept the old one and, after a jump off it, showed the system you came from. It follows the game's target now, and when the game has not saved the route it says so ("plot it again in the galaxy map to see its stars").
  2. "Include codex bodies" on the Scan route is a proper checkbox: ticked looked like unticked.
  3. "Scheme's text" in the HUD colours no longer looks like it is loading: it is off when the text already has the scheme's colour, and says so.
  4. A DSS now counts as being at that body ("you are here" on the system map).

Where your data lives

%LOCALAPPDATA%\ED Exo Compare\ — settings, your LAN key, your EDSM credentials if you add them, the species you have scanned on foot, your Fix corrections, the journal folder you chose, your HUD layout, where your windows were, the systems you looked up on Spansh (kept 30 days), the shared exomastery folder, and the prediction caches. Nothing of yours is kept in the program folder, so replacing it on an update loses nothing. On Linux the same lives in ~/.config/edexo-compare. Backups go only where you point the Backups tile.

Your journals are read, never copied out. Uploads to EDSM, Canonn and EDDN happen only if you turn them on yourself. Looking a system up sends only its name or number to Spansh.

Windows will say the publisher is unrecognised. The executable is not code-signed, so SmartScreen asks first: "More info" → "Run anyway".

Licence

Code: PolyForm Noncommercial 1.0.0 with two additional permissions (showing the app in streams and videos is free; releases up to and including 1.2.20 stay MIT). Data: CC BY-NC-SA 3.0 (credit, no commercial use, share alike; part of it is derived from EDAstro) — see data/LICENSE-DATA.txt. The species photographs are Elite Dangerous screenshots: Frontier's game art, under Frontier's terms — NOTICE.md names every contributor and says which images are borrowed from the ED-DSN community. The list of Frontier-populated systems and looked-up systems come from Spansh.

EDEXO 1.3.4 — program folder (.zip) + Linux (tested on WSL Ubuntu)

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@bahuckel bahuckel released this 31 Oct 22:26

A journal-linked exobiology and colonisation companion for Elite Dangerous. Compare reads your local journal, merges scans and organic signals, and predicts the candidate species on a body from FSS/DSS telemetry alone — with payout ranges, first-footfall tracking, a system map, a customisable HUD and a species encyclopedia. Colonize follows your construction sites and plans the hauling, trip by trip.

This release is the unpacked program folder. For the single-file version, see v1.3.4 — same version, same code.

Extract EDExoCompare-1.3.4-win-x64.zip; it contains one folder, EDEXO 1.3.4. Run EDExoCompare.exe inside it. The console builds are under resources\, where the data and web folders they need sit beside them.

The neutron route now follows the fuel you really have: scoop a star between neutron jumps, or more or less than the plan said, and it plans again from there. A new Keep in the tank setting keeps a reserve so the tank no longer runs near empty. The Scan route tab shows what each system pays and what it holds for your codex, and notable bodies show their quick facts as you hover them.

New

  1. The route you fly follows your fuel. After each jump onto a stop, and once you stop scooping, the tank is compared with the plan: a jump's worth of fuel more or less (a star scooped between neutron jumps, a fuller or emptier scoop than planned, a planned refuel skipped) and the route is planned again from where you are, with the fuel you have. The HUD says why ("12 t more fuel than planned"), and the clipboard only changes when the next stop does.
  2. Keep in the tank. A slider (0-50 %, or type the per cent) in the Neutron route: no jump arrives with less than that share of the tank, so the plan scoops sooner. 0 % is the fastest, as before. The re-plots in flight and the HUD's refuel bar keep it; a leg that cannot keep it is planned without it and named.
  3. Scan route: what a system pays. The tab's header shows the system's Scan value (every body, the honk included), Mapped value (every planet worth mapping), what your own scans sell for now, and CODEX ×N: per genus on each body the likeliest species, counted when it is not yet in your codex for the region. Each stop lists its Scan and Mapped values and its CODEX count.
  4. Scan route: biology and codex stops. "Bio worth at least" sets the expected exobiology a body needs to be a stop (0 keeps every one), and Include codex bodies makes a body with CODEX entries a stop whatever its value.
  5. Bodies others discovered. In the system you are in, bodies your own scans lack come from EDSM and Spansh: placed on their orbits, valued, counted, able to join the route, and marked "not scanned by you". Your own scan wins where both have a body.
  6. CODEX ×N on the way. Also on the galaxy map's system panel, the NavRoute list and the neutron route's stops.
  7. Hover for the quick facts. On the Notable card, the notable tabs and the Scan route (list and view): the facts show while you hover a body and go when you move off. A click keeps them until you close them, click it again or jump to another system.

Changed

  1. Any system as a neutron stop, not only those with stations: your own systems from the journals, and any system Spansh or EDSM knows. The stop search asks EDSM too.
  2. Long neutron plans are quick again. Sol to Beagle Point took 18.7 s since 1.3.3 counts fuel in tonnes; it takes 3 s again, with the same jumps.
  3. A re-plot on a refuel stop can still say "scoop here first" when you arrived with less than planned.
  4. Notable bodies' details (sold, what makes them notable) are at the top of their quick facts instead of a tooltip.
  5. Anemone, measured on the EDDN year and Spansh's genus lists:
    • Prasinum Bioluminescent on rocky bodies with a thin ammonia atmosphere in O-star systems is shown before a DSS (55 %); it was hidden until the DSS.
    • Blatteum, Rubeum and Prasinum Bioluminescent on hot metal-rich bodies with a thin silicate vapour atmosphere are shown before a DSS.
    • An Anemone colour with no fitting star in the system is no longer put back just to make up the signal count: fewer wrong rows, no finds lost on a year of EDDN data.

Fixed

  1. "Extend boxel" did nothing on a very large boxel (ticket T-MVS9JTOP-A782). A boxel was cut at 2,000 systems; core boxels reach over 17,000, so there is no practical limit now, and Look up reads a whole boxel from Spansh (Stop ends it early, and it says so).
  2. The Scan route forgets the body you picked when another system is shown; it kept a body from the system before.

Where your data lives

%LOCALAPPDATA%\ED Exo Compare\ — settings, your LAN key, your EDSM credentials if you add them, the species you have scanned on foot, your Fix corrections, the journal folder you chose, your HUD layout, where your windows were, the systems you looked up on Spansh (kept 30 days), the shared exomastery folder, and the prediction caches. Nothing of yours is kept in the program folder, so replacing it on an update loses nothing. On Linux the same lives in ~/.config/edexo-compare. Backups go only where you point the Backups tile.

Your journals are read, never copied out. Uploads to EDSM, Canonn and EDDN happen only if you turn them on yourself. Looking a system up sends only its name or number to Spansh.

Windows will say the publisher is unrecognised. The executable is not code-signed, so SmartScreen asks first: "More info" → "Run anyway".

Licence

Code: PolyForm Noncommercial 1.0.0 with two additional permissions (showing the app in streams and videos is free; releases up to and including 1.2.20 stay MIT). Data: CC BY-NC-SA 3.0 (credit, no commercial use, share alike; part of it is derived from EDAstro) — see data/LICENSE-DATA.txt. The species photographs are Elite Dangerous screenshots: Frontier's game art, under Frontier's terms — NOTICE.md names every contributor and says which images are borrowed from the ED-DSN community. The list of Frontier-populated systems and looked-up systems come from Spansh.

EDEXO 1.3.4 — portable

Choose a tag to compare

@bahuckel bahuckel released this 31 Oct 22:26

A journal-linked exobiology and colonisation companion for Elite Dangerous. Compare reads your local journal, merges scans and organic signals, and predicts the candidate species on a body from FSS/DSS telemetry alone — with payout ranges, first-footfall tracking, a system map, a customisable HUD and a species encyclopedia. Colonize follows your construction sites and plans the hauling, trip by trip.

This release is the single-file portable build. For the unpacked program folder plus the two console builds, see v1.3.4-zip — same version, same code.

Download EDExoCompare.exe and run it. Nothing is installed.

The neutron route now follows the fuel you really have: scoop a star between neutron jumps, or more or less than the plan said, and it plans again from there. A new Keep in the tank setting keeps a reserve so the tank no longer runs near empty. The Scan route tab shows what each system pays and what it holds for your codex, and notable bodies show their quick facts as you hover them.

New

  1. The route you fly follows your fuel. After each jump onto a stop, and once you stop scooping, the tank is compared with the plan: a jump's worth of fuel more or less (a star scooped between neutron jumps, a fuller or emptier scoop than planned, a planned refuel skipped) and the route is planned again from where you are, with the fuel you have. The HUD says why ("12 t more fuel than planned"), and the clipboard only changes when the next stop does.
  2. Keep in the tank. A slider (0-50 %, or type the per cent) in the Neutron route: no jump arrives with less than that share of the tank, so the plan scoops sooner. 0 % is the fastest, as before. The re-plots in flight and the HUD's refuel bar keep it; a leg that cannot keep it is planned without it and named.
  3. Scan route: what a system pays. The tab's header shows the system's Scan value (every body, the honk included), Mapped value (every planet worth mapping), what your own scans sell for now, and CODEX ×N: per genus on each body the likeliest species, counted when it is not yet in your codex for the region. Each stop lists its Scan and Mapped values and its CODEX count.
  4. Scan route: biology and codex stops. "Bio worth at least" sets the expected exobiology a body needs to be a stop (0 keeps every one), and Include codex bodies makes a body with CODEX entries a stop whatever its value.
  5. Bodies others discovered. In the system you are in, bodies your own scans lack come from EDSM and Spansh: placed on their orbits, valued, counted, able to join the route, and marked "not scanned by you". Your own scan wins where both have a body.
  6. CODEX ×N on the way. Also on the galaxy map's system panel, the NavRoute list and the neutron route's stops.
  7. Hover for the quick facts. On the Notable card, the notable tabs and the Scan route (list and view): the facts show while you hover a body and go when you move off. A click keeps them until you close them, click it again or jump to another system.

Changed

  1. Any system as a neutron stop, not only those with stations: your own systems from the journals, and any system Spansh or EDSM knows. The stop search asks EDSM too.
  2. Long neutron plans are quick again. Sol to Beagle Point took 18.7 s since 1.3.3 counts fuel in tonnes; it takes 3 s again, with the same jumps.
  3. A re-plot on a refuel stop can still say "scoop here first" when you arrived with less than planned.
  4. Notable bodies' details (sold, what makes them notable) are at the top of their quick facts instead of a tooltip.
  5. Anemone, measured on the EDDN year and Spansh's genus lists:
    • Prasinum Bioluminescent on rocky bodies with a thin ammonia atmosphere in O-star systems is shown before a DSS (55 %); it was hidden until the DSS.
    • Blatteum, Rubeum and Prasinum Bioluminescent on hot metal-rich bodies with a thin silicate vapour atmosphere are shown before a DSS.
    • An Anemone colour with no fitting star in the system is no longer put back just to make up the signal count: fewer wrong rows, no finds lost on a year of EDDN data.

Fixed

  1. "Extend boxel" did nothing on a very large boxel (ticket T-MVS9JTOP-A782). A boxel was cut at 2,000 systems; core boxels reach over 17,000, so there is no practical limit now, and Look up reads a whole boxel from Spansh (Stop ends it early, and it says so).
  2. The Scan route forgets the body you picked when another system is shown; it kept a body from the system before.

Where your data lives

%LOCALAPPDATA%\ED Exo Compare\ — settings, your LAN key, your EDSM credentials if you add them, the species you have scanned on foot, your Fix corrections, the journal folder you chose, your HUD layout, where your windows were, the systems you looked up on Spansh (kept 30 days), the shared exomastery folder, and the prediction caches. Nothing of yours is kept in the program folder, so replacing it on an update loses nothing. On Linux the same lives in ~/.config/edexo-compare. Backups go only where you point the Backups tile.

Your journals are read, never copied out. Uploads to EDSM, Canonn and EDDN happen only if you turn them on yourself. Looking a system up sends only its name or number to Spansh.

Windows will say the publisher is unrecognised. The executable is not code-signed, so SmartScreen asks first: "More info" → "Run anyway".

Licence

Code: PolyForm Noncommercial 1.0.0 with two additional permissions (showing the app in streams and videos is free; releases up to and including 1.2.20 stay MIT). Data: CC BY-NC-SA 3.0 (credit, no commercial use, share alike; part of it is derived from EDAstro) — see data/LICENSE-DATA.txt. The species photographs are Elite Dangerous screenshots: Frontier's game art, under Frontier's terms — NOTICE.md names every contributor and says which images are borrowed from the ED-DSN community. The list of Frontier-populated systems and looked-up systems come from Spansh.

EDEXO 1.3.3 — program folder (.zip) + Linux (tested on WSL Ubuntu)

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@bahuckel bahuckel released this 30 Oct 22:38

A journal-linked exobiology and colonisation companion for Elite Dangerous. Compare reads your local journal, merges scans and organic signals, and predicts the candidate species on a body from FSS/DSS telemetry alone — with payout ranges, first-footfall tracking, a system map, a customisable HUD and a species encyclopedia. Colonize follows your construction sites and plans the hauling, trip by trip.

This release is the unpacked program folder. For the single-file version, see v1.3.3 — same version, same code.

Extract EDExoCompare-1.3.3-win-x64.zip; it contains one folder, EDEXO 1.3.3. Run EDExoCompare.exe inside it. The console builds are under resources\, where the data and web folders they need sit beside them.

The neutron route now knows your drive: the range and the fuel of every jump come from the drive module's own figures, so a route is planned on the range the ship really has at every stop, with a margin near the limit. A new Scan route tab shows each system of your route from above with the shortest way over the bodies worth mapping and the biology, and the route lists say what each system pays.

New

  1. Scan route. A new screen (the "+" tab menu, or the Menu): the system you are in, seen from above, every star and planet where its orbit puts it now, at true scale under a grid of squares from 1 ls to 100,000 ls that follows the zoom. Planets worth mapping above a value you set (default 500,000 cr) and bodies with biology left to sample join a route: the shortest way there from the arrival star, numbered on the map and listed with each leg's distance. Bodies your honk counted but nobody has scanned stand on an outer ring as "?" and fill in as you scan. ◀ ▶ go through the systems of the route you plotted; Next known jumps to the next one whose bodies are known; a search shows any system. The mouse wheel zooms to the mouse, faster the further out; Compact shows every orbit on a log scale, the whole system at once.
  2. What a route's systems pay. A discovered system's panel on the galaxy map shows the FSS value of every body, the DSS value of the planets worth mapping, and the expected exobiology, body by body, with the bodies still missing from its honk's count. The NavRoute "Next" list and the neutron route's stops show the same in a line each, with a total for the route.
  3. Plotted systems are kept. Every system on a route you plot in the game is kept, not only the last 200 routes: a new layer, Plotted systems – not visited, marks them on the galaxy map, and the map's search finds them by name, tagged "Plotted in-game, not visited".
  4. A refuel bar on the HUD. At a refuel stop of the neutron route the HUD shows how much to scoop: at least enough for the next refuel, at most what every supercharge before it still reaches.

Changed

  1. The jump range comes from your drive. The range and the fuel of each jump are worked out from the drive module's own figures (optimal mass, most fuel a jump, its fuel law) and your Loadout, as soon as the ship is fitted, for any fuel level and cargo: no jumps needed first. On a tester's Caspian, 68 supercharged jumps matched to the hundredth of a tonne. An unknown drive falls back to your own jumps as before.
  2. Supercharges are counted at their real fuel. A short supercharge burns less than the drive's most, so the ship stays heavier than the old plan thought and its range shorter: the planner now counts every supercharge's own fuel, and no longer plans hops a few light years past what the ship reaches.
  3. A margin near the limit. A neutron-to-neutron hop within 2 % of the supercharge's reach is planned as a supercharge and a normal jump; hops well inside it stay one supercharge. It costs a jump or two on a trip across the galaxy.
  4. The plan starts from the fuel you have. With the game running, the tank as it is; with it closed, the last level your journals give (a jump, a scoop, a refuel), including the jumps you made while EDEXO was not running. "Fuel now" in the route says which.
  5. Any system as a stop. The neutron route's stops can be any system Spansh knows, and stations by name ("Explorer's Anchorage"), not only systems with biology on record.
  6. Species rules re-measured on a whole year of EDDN data: a few rules that the second half of the year contradicts were dropped, so some bodies show species they had hidden; none shown before is lost.

Fixed

  1. Engineering at an engineer counts at once. A new FSD roll (or heavier armour) changed the range only after the next login; it now counts from the roll.
  2. The Guardian FSD Booster's bonus no longer grows as the tank empties: a supercharge with one could be planned past its reach.
  3. The HUD's own text colour stays when you switch the HUD colour; "Scheme's text" goes back to the scheme's.

The first start re-reads your journals once (the scan route needs the time of each orbit).

Where your data lives

%LOCALAPPDATA%\ED Exo Compare\ — settings, your LAN key, your EDSM credentials if you add them, the species you have scanned on foot, your Fix corrections, the journal folder you chose, your HUD layout, where your windows were, the systems you looked up on Spansh (kept 30 days), the shared exomastery folder, and the prediction caches. Nothing of yours is kept in the program folder, so replacing it on an update loses nothing. On Linux the same lives in ~/.config/edexo-compare. Backups go only where you point the Backups tile.

Your journals are read, never copied out. Uploads to EDSM, Canonn and EDDN happen only if you turn them on yourself. Looking a system up sends only its name or number to Spansh.

Windows will say the publisher is unrecognised. The executable is not code-signed, so SmartScreen asks first: "More info" → "Run anyway".

Licence

Code: PolyForm Noncommercial 1.0.0 with two additional permissions (showing the app in streams and videos is free; releases up to and including 1.2.20 stay MIT). Data: CC BY-NC-SA 3.0 (credit, no commercial use, share alike; part of it is derived from EDAstro) — see data/LICENSE-DATA.txt. The species photographs are Elite Dangerous screenshots: Frontier's game art, under Frontier's terms — NOTICE.md names every contributor and says which images are borrowed from the ED-DSN community. The list of Frontier-populated systems and looked-up systems come from Spansh.

EDEXO 1.3.3 — portable

Choose a tag to compare

@bahuckel bahuckel released this 30 Oct 22:37

A journal-linked exobiology and colonisation companion for Elite Dangerous. Compare reads your local journal, merges scans and organic signals, and predicts the candidate species on a body from FSS/DSS telemetry alone — with payout ranges, first-footfall tracking, a system map, a customisable HUD and a species encyclopedia. Colonize follows your construction sites and plans the hauling, trip by trip.

This release is the single-file portable build. For the unpacked program folder plus the two console builds, see v1.3.3-zip — same version, same code.

Download EDExoCompare.exe and run it. Nothing is installed.

The neutron route now knows your drive: the range and the fuel of every jump come from the drive module's own figures, so a route is planned on the range the ship really has at every stop, with a margin near the limit. A new Scan route tab shows each system of your route from above with the shortest way over the bodies worth mapping and the biology, and the route lists say what each system pays.

New

  1. Scan route. A new screen (the "+" tab menu, or the Menu): the system you are in, seen from above, every star and planet where its orbit puts it now, at true scale under a grid of squares from 1 ls to 100,000 ls that follows the zoom. Planets worth mapping above a value you set (default 500,000 cr) and bodies with biology left to sample join a route: the shortest way there from the arrival star, numbered on the map and listed with each leg's distance. Bodies your honk counted but nobody has scanned stand on an outer ring as "?" and fill in as you scan. ◀ ▶ go through the systems of the route you plotted; Next known jumps to the next one whose bodies are known; a search shows any system. The mouse wheel zooms to the mouse, faster the further out; Compact shows every orbit on a log scale, the whole system at once.
  2. What a route's systems pay. A discovered system's panel on the galaxy map shows the FSS value of every body, the DSS value of the planets worth mapping, and the expected exobiology, body by body, with the bodies still missing from its honk's count. The NavRoute "Next" list and the neutron route's stops show the same in a line each, with a total for the route.
  3. Plotted systems are kept. Every system on a route you plot in the game is kept, not only the last 200 routes: a new layer, Plotted systems – not visited, marks them on the galaxy map, and the map's search finds them by name, tagged "Plotted in-game, not visited".
  4. A refuel bar on the HUD. At a refuel stop of the neutron route the HUD shows how much to scoop: at least enough for the next refuel, at most what every supercharge before it still reaches.

Changed

  1. The jump range comes from your drive. The range and the fuel of each jump are worked out from the drive module's own figures (optimal mass, most fuel a jump, its fuel law) and your Loadout, as soon as the ship is fitted, for any fuel level and cargo: no jumps needed first. On a tester's Caspian, 68 supercharged jumps matched to the hundredth of a tonne. An unknown drive falls back to your own jumps as before.
  2. Supercharges are counted at their real fuel. A short supercharge burns less than the drive's most, so the ship stays heavier than the old plan thought and its range shorter: the planner now counts every supercharge's own fuel, and no longer plans hops a few light years past what the ship reaches.
  3. A margin near the limit. A neutron-to-neutron hop within 2 % of the supercharge's reach is planned as a supercharge and a normal jump; hops well inside it stay one supercharge. It costs a jump or two on a trip across the galaxy.
  4. The plan starts from the fuel you have. With the game running, the tank as it is; with it closed, the last level your journals give (a jump, a scoop, a refuel), including the jumps you made while EDEXO was not running. "Fuel now" in the route says which.
  5. Any system as a stop. The neutron route's stops can be any system Spansh knows, and stations by name ("Explorer's Anchorage"), not only systems with biology on record.
  6. Species rules re-measured on a whole year of EDDN data: a few rules that the second half of the year contradicts were dropped, so some bodies show species they had hidden; none shown before is lost.

Fixed

  1. Engineering at an engineer counts at once. A new FSD roll (or heavier armour) changed the range only after the next login; it now counts from the roll.
  2. The Guardian FSD Booster's bonus no longer grows as the tank empties: a supercharge with one could be planned past its reach.
  3. The HUD's own text colour stays when you switch the HUD colour; "Scheme's text" goes back to the scheme's.

The first start re-reads your journals once (the scan route needs the time of each orbit).

Where your data lives

%LOCALAPPDATA%\ED Exo Compare\ — settings, your LAN key, your EDSM credentials if you add them, the species you have scanned on foot, your Fix corrections, the journal folder you chose, your HUD layout, where your windows were, the systems you looked up on Spansh (kept 30 days), the shared exomastery folder, and the prediction caches. Nothing of yours is kept in the program folder, so replacing it on an update loses nothing. On Linux the same lives in ~/.config/edexo-compare. Backups go only where you point the Backups tile.

Your journals are read, never copied out. Uploads to EDSM, Canonn and EDDN happen only if you turn them on yourself. Looking a system up sends only its name or number to Spansh.

Windows will say the publisher is unrecognised. The executable is not code-signed, so SmartScreen asks first: "More info" → "Run anyway".

Licence

Code: PolyForm Noncommercial 1.0.0 with two additional permissions (showing the app in streams and videos is free; releases up to and including 1.2.20 stay MIT). Data: CC BY-NC-SA 3.0 (credit, no commercial use, share alike; part of it is derived from EDAstro) — see data/LICENSE-DATA.txt. The species photographs are Elite Dangerous screenshots: Frontier's game art, under Frontier's terms — NOTICE.md names every contributor and says which images are borrowed from the ED-DSN community. The list of Frontier-populated systems and looked-up systems come from Spansh.

EDEXO 1.3.2 — program folder (.zip) + Linux (tested on WSL Ubuntu)

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@bahuckel bahuckel released this 29 Oct 11:52

A journal-linked exobiology and colonisation companion for Elite Dangerous. Compare reads your local journal, merges scans and organic signals, and predicts the candidate species on a body from FSS/DSS telemetry alone — with payout ranges, first-footfall tracking, a system map, a customisable HUD and a species encyclopedia. Colonize follows your construction sites and plans the hauling, trip by trip.

This release is the unpacked program folder. For the single-file version, see v1.3.2 — same version, same code.

Extract EDExoCompare-1.3.2-win-x64.zip; it contains one folder, EDEXO 1.3.2. Run EDExoCompare.exe inside it. The console builds are under resources\, where the data and web folders they need sit beside them.

The galaxy map's neutron route is fixed and finds shorter routes: it keeps your route when you open another menu, knows your jump range straight after a refit, never plans a hop the ship cannot make, plans each hop with the fuel you carry, and searches for the fewest jumps. From Sol with a 60 ly ship and a ×4 supercharge: Colonia in 105 jumps instead of 124, Sagittarius A* in 136 instead of 154.

New

  1. The neutron route plans with the fuel aboard. A lighter tank is a lighter ship and a longer jump, so each hop is planned with the range the ship has with the fuel it will carry there. A new switch, Scoop to half a tank where it saves jumps (off by default), lets a refuel stop fill only half the tank where the next supercharges then reach further; the route, the HUD and the tray say "Scoop to half" there. It saves a few jumps on a long trip at the cost of more refuel stops, hence off.

Changed

  1. The neutron route looks for the fewest jumps. It used to take the first good route its search found. It now keeps searching for about three seconds, trying a few ways to weigh distance against jumps, and gives you the route with the fewest; it is never longer than the first one. From Sol with a 60 ly ship and a ×4 supercharge: Colonia 117 → 105 jumps, Sagittarius A* 141 → 136; with a 93 ly ship and ×6: Sagittarius A* 57 → 56 (each against this release's first route). A plan in the galaxy map takes about three seconds instead of one; a re-plot while you fly, when you leave the route, stays under a second, and the HUD keeps updating while either runs.
  2. Target the next stop, don't plot to it. The game can refuse to plot a full-range jump when the tank is not full, which made a supercharged jump look as if it had failed. The neutron route, its help, the tray and the HUD now say to target the next stop in the galaxy map instead ("Supercharge here, then target (don't plot)"), and copying a stop says so too.
  3. Fewer hops past a supercharge's reach. Where the route has to go further than one supercharge reaches, the hop is the supercharge and then the game's own plot for the rest, shown as a lightning bolt and "+ 2" in the route. Such a hop now counts as half a jump more where a neutron star in reach goes on, so the route takes one only where it saves jumps: from Sol with a 60 ly ×4 ship, 2 to Colonia (was 8) and none to Sagittarius A* (was 13).
  4. A record level with EDAstro's galactic record says it ties. A neutron star the same size as the record holder was announced as "Beyond EDAstro's galactic record" with "13 km vs 13 km". EDAstro rounds its figures, so one within a hair of the record, or the record holder itself, now "Ties EDAstro's galactic record" and names the holder; your own records read "Your record:" so they are not taken for galactic ones.
  5. The neutron route stays on the map, with a dot on every stop. Its line showed only while the route's own menu was open; it now stays whichever menu is open, and each stop has a dot: violet a neutron star, amber a refuel stop, white your own stops. Hover one for what to do there, click it for its card.
  6. Each supercharged hop says its range. A lighter ship jumps further, so a hop leaving with part of a tank goes past the full tank's ×4 (a 74 ly ship: 306 or 317 ly where 295 was expected). Hover a hop's lightning for the range it was planned with, and a line above the list says how many go past.
  7. Icons instead of emoji. The route, the HUD, the header tile, the notices, the browser tab and the species rows use drawn icons (a lightning bolt for a supercharge, a fuel pump, a flask) instead of emoji. On the HUD the lightning shows only where you have to supercharge for the next jump; the route strip's blue N still marks every neutron star ahead.
  8. Plans from far out take seconds, not ten. A route from the Sagittarius-Carina arm to Colonia took about 9 seconds before its search for fewer jumps began; it now takes about 5 in all, and routes from the bubble still about three.

Fixed

  1. The neutron route is kept when you open another menu of the galaxy map. Opening Layers, Filter or any other menu emptied the route's list while its line stayed on the map; the stops, your ship's figures and the planned route are now all there when you come back, also when you switched menus while the plan was still being worked out.
  2. Jump range and jumps a tank show straight after a refit. After changing anything on the ship, the neutron route showed neither until you had made a few jumps. The jumps you flew are now scaled to the new fit, a drive with engineered fuel per jump gives jumps a tank at once, and each ship keeps its own history when you swap ships (the 12 flown most recently).
  3. No more impossible hops. In thinly populated space the planner could drop the neutron stars within a supercharge's reach from its search and plan a hop of one supercharge plus many plain jumps, shown as one jump of hundreds of light years (905 ly on a 93 ly ship with a ×6 supercharge). Neutron stars in reach are now always considered.
  4. The planned range is the laden one. Before a jump was flown in the ship, the route used the game's "max jump range", which is for an empty ship carrying one jump's fuel, so supercharges fell short. It now uses the range with a full tank and your cargo.
  5. The route's switches show when they are on. Optimise the order, Scoop to half a tank and Use Jumponium showed nothing when picked; each now has a tick. Scoop to half says on how many refuel stops it scoops to half.
  6. Scoop to half never makes a route longer. On some routes it took half tanks where they cost a jump (94 jumps instead of 93, with seven more refuel stops); it now keeps a half tank only where it saves a jump or a stop.
  7. The galaxy map comes back as you left it. Ten minutes behind other tabs the map gives its memory back and is drawn again when you return to it; it came back zoomed out over the core with everything you had set up gone. It now opens where you were looking, at the same zoom, with the same menu open, the system you picked, your search results, the expedition plan, the Targets settings and the Codex region still there.

Where your data lives

%LOCALAPPDATA%\ED Exo Compare\ — settings, your LAN key, your EDSM credentials if you add them, the species you have scanned on foot, your Fix corrections, the journal folder you chose, your HUD layout, where your windows were, the systems you looked up on Spansh (kept 30 days), the shared exomastery folder, and the prediction caches. Nothing of yours is kept in the program folder, so replacing it on an update loses nothing. On Linux the same lives in ~/.config/edexo-compare. Backups go only where you point the Backups tile.

Your journals are read, never copied out. Uploads to EDSM, Canonn and EDDN happen only if you turn them on yourself. Looking a system up sends only its name or number to Spansh.

Windows will say the publisher is unrecognised. The executable is not code-signed, so SmartScreen asks first: "More info" → "Run anyway".

Licence

Code: PolyForm Noncommercial 1.0.0 with two additional permissions (showing the app in streams and videos is free; releases up to and including 1.2.20 stay MIT). Data: CC BY-NC-SA 3.0 (credit, no commercial use, share alike; part of it is derived from EDAstro) — see data/LICENSE-DATA.txt. The species photographs are Elite Dangerous screenshots: Frontier's game art, under Frontier's terms — NOTICE.md names every contributor and says which images are borrowed from the ED-DSN community. The list of Frontier-populated systems and looked-up systems come from Spansh.

EDEXO 1.3.2 — portable

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@bahuckel bahuckel released this 29 Oct 11:52

A journal-linked exobiology and colonisation companion for Elite Dangerous. Compare reads your local journal, merges scans and organic signals, and predicts the candidate species on a body from FSS/DSS telemetry alone — with payout ranges, first-footfall tracking, a system map, a customisable HUD and a species encyclopedia. Colonize follows your construction sites and plans the hauling, trip by trip.

This release is the single-file portable build. For the unpacked program folder plus the two console builds, see v1.3.2-zip — same version, same code.

Download EDExoCompare.exe and run it. Nothing is installed.

The galaxy map's neutron route is fixed and finds shorter routes: it keeps your route when you open another menu, knows your jump range straight after a refit, never plans a hop the ship cannot make, plans each hop with the fuel you carry, and searches for the fewest jumps. From Sol with a 60 ly ship and a ×4 supercharge: Colonia in 105 jumps instead of 124, Sagittarius A* in 136 instead of 154.

New

  1. The neutron route plans with the fuel aboard. A lighter tank is a lighter ship and a longer jump, so each hop is planned with the range the ship has with the fuel it will carry there. A new switch, Scoop to half a tank where it saves jumps (off by default), lets a refuel stop fill only half the tank where the next supercharges then reach further; the route, the HUD and the tray say "Scoop to half" there. It saves a few jumps on a long trip at the cost of more refuel stops, hence off.

Changed

  1. The neutron route looks for the fewest jumps. It used to take the first good route its search found. It now keeps searching for about three seconds, trying a few ways to weigh distance against jumps, and gives you the route with the fewest; it is never longer than the first one. From Sol with a 60 ly ship and a ×4 supercharge: Colonia 117 → 105 jumps, Sagittarius A* 141 → 136; with a 93 ly ship and ×6: Sagittarius A* 57 → 56 (each against this release's first route). A plan in the galaxy map takes about three seconds instead of one; a re-plot while you fly, when you leave the route, stays under a second, and the HUD keeps updating while either runs.
  2. Target the next stop, don't plot to it. The game can refuse to plot a full-range jump when the tank is not full, which made a supercharged jump look as if it had failed. The neutron route, its help, the tray and the HUD now say to target the next stop in the galaxy map instead ("Supercharge here, then target (don't plot)"), and copying a stop says so too.
  3. Fewer hops past a supercharge's reach. Where the route has to go further than one supercharge reaches, the hop is the supercharge and then the game's own plot for the rest, shown as a lightning bolt and "+ 2" in the route. Such a hop now counts as half a jump more where a neutron star in reach goes on, so the route takes one only where it saves jumps: from Sol with a 60 ly ×4 ship, 2 to Colonia (was 8) and none to Sagittarius A* (was 13).
  4. A record level with EDAstro's galactic record says it ties. A neutron star the same size as the record holder was announced as "Beyond EDAstro's galactic record" with "13 km vs 13 km". EDAstro rounds its figures, so one within a hair of the record, or the record holder itself, now "Ties EDAstro's galactic record" and names the holder; your own records read "Your record:" so they are not taken for galactic ones.
  5. The neutron route stays on the map, with a dot on every stop. Its line showed only while the route's own menu was open; it now stays whichever menu is open, and each stop has a dot: violet a neutron star, amber a refuel stop, white your own stops. Hover one for what to do there, click it for its card.
  6. Each supercharged hop says its range. A lighter ship jumps further, so a hop leaving with part of a tank goes past the full tank's ×4 (a 74 ly ship: 306 or 317 ly where 295 was expected). Hover a hop's lightning for the range it was planned with, and a line above the list says how many go past.
  7. Icons instead of emoji. The route, the HUD, the header tile, the notices, the browser tab and the species rows use drawn icons (a lightning bolt for a supercharge, a fuel pump, a flask) instead of emoji. On the HUD the lightning shows only where you have to supercharge for the next jump; the route strip's blue N still marks every neutron star ahead.
  8. Plans from far out take seconds, not ten. A route from the Sagittarius-Carina arm to Colonia took about 9 seconds before its search for fewer jumps began; it now takes about 5 in all, and routes from the bubble still about three.

Fixed

  1. The neutron route is kept when you open another menu of the galaxy map. Opening Layers, Filter or any other menu emptied the route's list while its line stayed on the map; the stops, your ship's figures and the planned route are now all there when you come back, also when you switched menus while the plan was still being worked out.
  2. Jump range and jumps a tank show straight after a refit. After changing anything on the ship, the neutron route showed neither until you had made a few jumps. The jumps you flew are now scaled to the new fit, a drive with engineered fuel per jump gives jumps a tank at once, and each ship keeps its own history when you swap ships (the 12 flown most recently).
  3. No more impossible hops. In thinly populated space the planner could drop the neutron stars within a supercharge's reach from its search and plan a hop of one supercharge plus many plain jumps, shown as one jump of hundreds of light years (905 ly on a 93 ly ship with a ×6 supercharge). Neutron stars in reach are now always considered.
  4. The planned range is the laden one. Before a jump was flown in the ship, the route used the game's "max jump range", which is for an empty ship carrying one jump's fuel, so supercharges fell short. It now uses the range with a full tank and your cargo.
  5. The route's switches show when they are on. Optimise the order, Scoop to half a tank and Use Jumponium showed nothing when picked; each now has a tick. Scoop to half says on how many refuel stops it scoops to half.
  6. Scoop to half never makes a route longer. On some routes it took half tanks where they cost a jump (94 jumps instead of 93, with seven more refuel stops); it now keeps a half tank only where it saves a jump or a stop.
  7. The galaxy map comes back as you left it. Ten minutes behind other tabs the map gives its memory back and is drawn again when you return to it; it came back zoomed out over the core with everything you had set up gone. It now opens where you were looking, at the same zoom, with the same menu open, the system you picked, your search results, the expedition plan, the Targets settings and the Codex region still there.

Where your data lives

%LOCALAPPDATA%\ED Exo Compare\ — settings, your LAN key, your EDSM credentials if you add them, the species you have scanned on foot, your Fix corrections, the journal folder you chose, your HUD layout, where your windows were, the systems you looked up on Spansh (kept 30 days), the shared exomastery folder, and the prediction caches. Nothing of yours is kept in the program folder, so replacing it on an update loses nothing. On Linux the same lives in ~/.config/edexo-compare. Backups go only where you point the Backups tile.

Your journals are read, never copied out. Uploads to EDSM, Canonn and EDDN happen only if you turn them on yourself. Looking a system up sends only its name or number to Spansh.

Windows will say the publisher is unrecognised. The executable is not code-signed, so SmartScreen asks first: "More info" → "Run anyway".

Licence

Code: PolyForm Noncommercial 1.0.0 with two additional permissions (showing the app in streams and videos is free; releases up to and including 1.2.20 stay MIT). Data: CC BY-NC-SA 3.0 (credit, no commercial use, share alike; part of it is derived from EDAstro) — see data/LICENSE-DATA.txt. The species photographs are Elite Dangerous screenshots: Frontier's game art, under Frontier's terms — NOTICE.md names every contributor and says which images are borrowed from the ED-DSN community. The list of Frontier-populated systems and looked-up systems come from Spansh.

EDEXO 1.3.1 — program folder (.zip) + Linux [Untested]

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@bahuckel bahuckel released this 27 Oct 19:28

A journal-linked exobiology and colonisation companion for Elite Dangerous. Compare reads your local journal, merges scans and organic signals, and predicts the candidate species on a body from FSS/DSS telemetry alone — with payout ranges, first-footfall tracking, a system map, a customisable HUD and a species encyclopedia. Colonize follows your construction sites and plans the hauling, trip by trip.

This release is the unpacked program folder. For the single-file version, see v1.3.1 — same version, same code.

Extract EDExoCompare-1.3.1-win-x64.zip; it contains one folder, EDEXO 1.3.1. Run EDExoCompare.exe inside it. The console builds are under resources\, where the data and web folders they need sit beside them.

The HUD's Ship section now follows the ship's vehicles too: the SRVs (Scarab, Scorpion and the new Rhino), fighters and the Nomad, with their hull and who drives them. Driving an SRV no longer counts as damage to your ship.

New

  1. Vehicles in the Ship section. Each SRV, fighter or Nomad that is out gets a row under your ship: its own outline seen from above (the Scarab, Scorpion and Rhino, the Nomad, and the six fighters: Taipan, GU-97, F63 Condor, XG7 Trident, XG8 Javelin, XG9 Lance), its name, whether you or your crew fly it, and its hull. One that was lost stays listed as lost until the bay rebuilds it, and one back in the hangar damaged stays listed until it is repaired. While you drive or fly one, that vehicle is the picture (its hull, "from ") and your ship becomes a row. A vehicle's hull is as of its last hit: the game reports it only when it takes damage. Shown under "only when relevant" while a vehicle out there is under 95 %, highlighted while it is under 50 %. Models the app does not know yet get their kind's outline and the game's own name.

  2. One commander at a time, for players with more than one account. Each commander's journals are kept apart: bodies, materials, ships, the galaxy map's path, codex, sales, Colonize sites, bookmarks and saved boxels, notices and your EDSM key. When your journals name two or more commanders, the launcher gets a Commander dropdown above Open Compare and Open Colonize: choose one and the app starts again for them. At start it shows the commander of your newest journal (the one you are playing, else the one you played last). When the game is playing another commander than the app shows, the header says "Logged in as another commander" with a Switch button, and the app asks once: Switch, or Keep this window as it is (the other commander's live play is then not shown until you switch). Your settings, HUD layout, key binds and downloads are shared by all commanders. Players with one commander see no change; their data moves into that commander's folder by itself.

  3. A font of EDEXO's own. The app, the launcher and the HUD now use a face drawn for EDEXO: squarer and a little wider, with a dotted zero, in four weights, the same on every PC (Bahnschrift is missing on Linux). Text stays the same height, and its symbols (stars, arrows, ⊕, ✕…) keep their size. Prefer the old look? Options › Look › Font › Classic brings Bahnschrift back, for every window at once.

Changed

  1. The repository is now github.com/bahuckel/EDEXO. The app checks for updates, downloads them and its galaxy data there directly. Older copies keep finding everything through GitHub's forwarding from the old name, so updating from any 1.2.x or 1.3.0 works as before.

  2. About 70 MB less memory while the app runs. The HUD's check for which program is in front was a hidden PowerShell that compiled a small program on every start and then held about 74 MB for as long as the app ran; it is now a 110 KB program of its own using about 4 MB, and the overlays start following the game a few seconds sooner after launch.

  3. The program folder is about 56 MB smaller. The console client (EDExoCompare-Client-CLI.exe) was a second full copy of the console server; it is now a 200 KB launcher that starts EDExoCompare-Server-CLI.exe beside it on this PC only and opens your browser, as before.

  4. The Colonize window is lighter. It took all of Compare's live state for its shared header, about 1 MB on a real profile and the bodies again after every scan; it now gets the 14 KB the header and its tabs use. The Encyclopedia opened in a Colonize tab fetches your on-foot scans when it opens. The exobiology alerts envelope shows in Compare only.

  5. The HUD's Data value shows the Exploration scans row only while ⊕ adds them; with ⊕ off the line explaining it is a little larger instead of a row reading "off".

  6. The launcher loads faster. Its script is about half the size and, with its styles, kept by the app between starts instead of read again each time. It also shows about a third of a second sooner after you start the app (first drawn at about 0.8 s instead of 1.15 s on the test PC): the graphics card prepares the launcher's look while the app's server starts, instead of after it.

  7. Colonize sites say whose they are for everyone. A site in a system you did not claim was marked "Helping" only once the app knew at least one claim of yours; a commander with no claim of their own saw such a site with no mark at all. It is now marked "Helping" too, and its tooltip says why it is listed (you docked there or delivered to it) and that Put away hides it.

  8. Less memory. The app's server keeps each repeated value (planet classes, atmospheres, material names) once instead of once per body, no longer holds every body's materials and atmosphere lists twice after a start, and its own code takes less room: about 17 MB less on a normal start on the test PC, and about 30 MB less for the rest of a session that had to re-read all your journals. After a start it also lets go of what loading your saved journals left behind within about 20 seconds, where it held on to it, about 120 MB, for the first two minutes; the galaxy map's data (about 360 MB in the server) is let go two minutes after you last use the map instead of five, and given back at once. The sector map's search panel and the galaxy map's species and value searches no longer load the 3D map's star tiles (about 360 MB, held for five minutes) when they do not draw them. HUD panels shown as separate windows now share one process instead of one each, about 25–40 MB less per extra panel (the merged HUD is one window, as before).

  9. The HUD's Elite Style turns every panel at the same angle. Separate panels of different heights used to slant at different angles; each panel's depth now follows its height, so their edges line up.

  10. Copy diagnostics says how much memory the app's server uses, and whether it is holding the galaxy map's data and since when.

  11. Every dropdown opens in the app's colours. The launcher's (commander, HUD style, corner, backup timer) and the app's (bookmarks, Encyclopedia, notifications, the galaxy map's menus) opened a white Windows list; it is now the dark cockpit list, in your colour scheme in the app.

  12. Electron, the app's engine, is updated from 42 to 44 (Chromium 152). Version 42 no longer gets security fixes.

  13. Compare's header tiles are one design. DATA VALUE, D-SCAN, FIRST DISCOVERY, ROUTE and NEXT BOXEL (and the neutron route and FSD warnings) were each set in their own sizes, some on one line, some on two. Each is now a small label over one value line, all the same height, with what qualifies the value (unsold samples, "bodies · Honk", the distance) smaller after it; Route's fuel bar runs along its bottom edge.

The first start after the update reads all your journals once (the saved scans are rebuilt for the fix below), so it takes a little longer than usual.

Fixed

  1. Driving an SRV no longer damages your ship in the HUD. The game reports an SRV's hull the same way as the ship's, without saying it is the SRV; 1.3.0 put those hits on your ship's hull, so a scraped Scarab showed your ship at 39 %. The ship's hull now also follows hits taken while your crew flies it and you are in the fighter.
  2. A composition scan of Sinuous Tubers, Brain Trees or Anemones counts for its genus. The game names these colour first ("Prasinum Sinuous Tubers"), and the app took the first word as the genus: the body's Exo-signals showed a genus "Prasinum" beside "Sinuous Tubers – not scanned", and the candidate species did not take the scan into account. The same applied to Bark Mounds, Amphora Plants and Crystalline Shards. Scans already in your journals are read again correctly.
  3. The HUD's free-move spot is kept. With free move on and no spot saved yet (switched on with no HUD open), the HUD went to the top-left corner of the main screen and was saved there; it now stays in your chosen corner until you place it.
  4. The streamer view no longer misses a setting changed as it opens. A setting changed in the app (Compact, a panel, the units) within about a second of the streamer view (OBS) loading, or of it starting to follow the app, was not passed on until the next change; the view kept showing the old one.
  5. The galaxy map's Classic map no longer replaces Compare. Opened from the map in a Compare tab, it took over the whole window, tabs and tab keys gone until Compare was restarted; it now opens in a window of its own.
  6. Security updates to the app's server libraries (WebSocket and request handling), which matter when LAN access is on.
  7. The streamer view follows the body you open. Clicking a body tab in Compare left the streamer view (OBS) on the body it had chosen itself; it now shows the same body within about half a second. It also showed your tab strip (System map, Boxels, Galaxy map), each tab clickable; it now shows Compare's main screen only, with no tabs. Switching tabs in Compare no longer makes it redraw with no...
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EDEXO 1.3.1 — portable

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@bahuckel bahuckel released this 27 Oct 19:28

A journal-linked exobiology and colonisation companion for Elite Dangerous. Compare reads your local journal, merges scans and organic signals, and predicts the candidate species on a body from FSS/DSS telemetry alone — with payout ranges, first-footfall tracking, a system map, a customisable HUD and a species encyclopedia. Colonize follows your construction sites and plans the hauling, trip by trip.

This release is the single-file portable build. For the unpacked program folder plus the two console builds, see v1.3.1-zip — same version, same code.

Download EDExoCompare.exe and run it. Nothing is installed.

The HUD's Ship section now follows the ship's vehicles too: the SRVs (Scarab, Scorpion and the new Rhino), fighters and the Nomad, with their hull and who drives them. Driving an SRV no longer counts as damage to your ship.

New

  1. Vehicles in the Ship section. Each SRV, fighter or Nomad that is out gets a row under your ship: its own outline seen from above (the Scarab, Scorpion and Rhino, the Nomad, and the six fighters: Taipan, GU-97, F63 Condor, XG7 Trident, XG8 Javelin, XG9 Lance), its name, whether you or your crew fly it, and its hull. One that was lost stays listed as lost until the bay rebuilds it, and one back in the hangar damaged stays listed until it is repaired. While you drive or fly one, that vehicle is the picture (its hull, "from ") and your ship becomes a row. A vehicle's hull is as of its last hit: the game reports it only when it takes damage. Shown under "only when relevant" while a vehicle out there is under 95 %, highlighted while it is under 50 %. Models the app does not know yet get their kind's outline and the game's own name.

  2. One commander at a time, for players with more than one account. Each commander's journals are kept apart: bodies, materials, ships, the galaxy map's path, codex, sales, Colonize sites, bookmarks and saved boxels, notices and your EDSM key. When your journals name two or more commanders, the launcher gets a Commander dropdown above Open Compare and Open Colonize: choose one and the app starts again for them. At start it shows the commander of your newest journal (the one you are playing, else the one you played last). When the game is playing another commander than the app shows, the header says "Logged in as another commander" with a Switch button, and the app asks once: Switch, or Keep this window as it is (the other commander's live play is then not shown until you switch). Your settings, HUD layout, key binds and downloads are shared by all commanders. Players with one commander see no change; their data moves into that commander's folder by itself.

  3. A font of EDEXO's own. The app, the launcher and the HUD now use a face drawn for EDEXO: squarer and a little wider, with a dotted zero, in four weights, the same on every PC (Bahnschrift is missing on Linux). Text stays the same height, and its symbols (stars, arrows, ⊕, ✕…) keep their size. Prefer the old look? Options › Look › Font › Classic brings Bahnschrift back, for every window at once.

Changed

  1. The repository is now github.com/bahuckel/EDEXO. The app checks for updates, downloads them and its galaxy data there directly. Older copies keep finding everything through GitHub's forwarding from the old name, so updating from any 1.2.x or 1.3.0 works as before.

  2. About 70 MB less memory while the app runs. The HUD's check for which program is in front was a hidden PowerShell that compiled a small program on every start and then held about 74 MB for as long as the app ran; it is now a 110 KB program of its own using about 4 MB, and the overlays start following the game a few seconds sooner after launch.

  3. The program folder is about 56 MB smaller. The console client (EDExoCompare-Client-CLI.exe) was a second full copy of the console server; it is now a 200 KB launcher that starts EDExoCompare-Server-CLI.exe beside it on this PC only and opens your browser, as before.

  4. The Colonize window is lighter. It took all of Compare's live state for its shared header, about 1 MB on a real profile and the bodies again after every scan; it now gets the 14 KB the header and its tabs use. The Encyclopedia opened in a Colonize tab fetches your on-foot scans when it opens. The exobiology alerts envelope shows in Compare only.

  5. The HUD's Data value shows the Exploration scans row only while ⊕ adds them; with ⊕ off the line explaining it is a little larger instead of a row reading "off".

  6. The launcher loads faster. Its script is about half the size and, with its styles, kept by the app between starts instead of read again each time. It also shows about a third of a second sooner after you start the app (first drawn at about 0.8 s instead of 1.15 s on the test PC): the graphics card prepares the launcher's look while the app's server starts, instead of after it.

  7. Colonize sites say whose they are for everyone. A site in a system you did not claim was marked "Helping" only once the app knew at least one claim of yours; a commander with no claim of their own saw such a site with no mark at all. It is now marked "Helping" too, and its tooltip says why it is listed (you docked there or delivered to it) and that Put away hides it.

  8. Less memory. The app's server keeps each repeated value (planet classes, atmospheres, material names) once instead of once per body, no longer holds every body's materials and atmosphere lists twice after a start, and its own code takes less room: about 17 MB less on a normal start on the test PC, and about 30 MB less for the rest of a session that had to re-read all your journals. After a start it also lets go of what loading your saved journals left behind within about 20 seconds, where it held on to it, about 120 MB, for the first two minutes; the galaxy map's data (about 360 MB in the server) is let go two minutes after you last use the map instead of five, and given back at once. The sector map's search panel and the galaxy map's species and value searches no longer load the 3D map's star tiles (about 360 MB, held for five minutes) when they do not draw them. HUD panels shown as separate windows now share one process instead of one each, about 25–40 MB less per extra panel (the merged HUD is one window, as before).

  9. The HUD's Elite Style turns every panel at the same angle. Separate panels of different heights used to slant at different angles; each panel's depth now follows its height, so their edges line up.

  10. Copy diagnostics says how much memory the app's server uses, and whether it is holding the galaxy map's data and since when.

  11. Every dropdown opens in the app's colours. The launcher's (commander, HUD style, corner, backup timer) and the app's (bookmarks, Encyclopedia, notifications, the galaxy map's menus) opened a white Windows list; it is now the dark cockpit list, in your colour scheme in the app.

  12. Electron, the app's engine, is updated from 42 to 44 (Chromium 152). Version 42 no longer gets security fixes.

  13. Compare's header tiles are one design. DATA VALUE, D-SCAN, FIRST DISCOVERY, ROUTE and NEXT BOXEL (and the neutron route and FSD warnings) were each set in their own sizes, some on one line, some on two. Each is now a small label over one value line, all the same height, with what qualifies the value (unsold samples, "bodies · Honk", the distance) smaller after it; Route's fuel bar runs along its bottom edge.

The first start after the update reads all your journals once (the saved scans are rebuilt for the fix below), so it takes a little longer than usual.

Fixed

  1. Driving an SRV no longer damages your ship in the HUD. The game reports an SRV's hull the same way as the ship's, without saying it is the SRV; 1.3.0 put those hits on your ship's hull, so a scraped Scarab showed your ship at 39 %. The ship's hull now also follows hits taken while your crew flies it and you are in the fighter.
  2. A composition scan of Sinuous Tubers, Brain Trees or Anemones counts for its genus. The game names these colour first ("Prasinum Sinuous Tubers"), and the app took the first word as the genus: the body's Exo-signals showed a genus "Prasinum" beside "Sinuous Tubers – not scanned", and the candidate species did not take the scan into account. The same applied to Bark Mounds, Amphora Plants and Crystalline Shards. Scans already in your journals are read again correctly.
  3. The HUD's free-move spot is kept. With free move on and no spot saved yet (switched on with no HUD open), the HUD went to the top-left corner of the main screen and was saved there; it now stays in your chosen corner until you place it.
  4. The streamer view no longer misses a setting changed as it opens. A setting changed in the app (Compact, a panel, the units) within about a second of the streamer view (OBS) loading, or of it starting to follow the app, was not passed on until the next change; the view kept showing the old one.
  5. The galaxy map's Classic map no longer replaces Compare. Opened from the map in a Compare tab, it took over the whole window, tabs and tab keys gone until Compare was restarted; it now opens in a window of its own.
  6. Security updates to the app's server libraries (WebSocket and request handling), which matter when LAN access is on.
  7. The streamer view follows the body you open. Clicking a body tab in Compare left the streamer view (OBS) on the body it had chosen itself; it now shows the same body within about half a second. It also showed your tab strip (System map, Boxels, Galaxy map), each tab clickable; it now shows Compare's main screen only, with no tabs. Switching tabs in Compare no longer makes it redraw with nothing changed: it redraws only for a setting it shows.
  8. Compare's header keeps one layout at every width....
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