OGLight

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    OGLight is a powerful userscript. The idea behind it is to add a lot of user friendly features to the game.

    This thread is the best place to ask questions, suggest ideas and report bugs. Although I may not be able to reply to everything, I will read all the messages posted here.

    All the changelogs can be found here


    Installation

    • 1. On Android, you can use "Firefox Mobile"
    • 2. Download the "Tampermonkey" extension (Chrome/Opera/Brave/Edge... version - Firefox version)
    • 3. Download OGLight here - Important note : all the other download links you can find are fake / modified versions of OGLight and are not legal


    Screenshots


    Donations

    There are two ways to support the development of the script:

    • Using the donation link here : Buy me a coffe <3
    • Using the official Gameforge affiliation link (only works when starting a new universe)
      • 1. Go here : https://hero.li/OGame-NullNaN
      • 2. Click on the "play button" and login with your Gameforge Account to it
      • 3. Your lobby is now connected to OGLight for the next 24h, then, starting a new universe will link it to the OGLight affiliate programm for the next 12 month
      • For this period, each time you purchase Darkmatter on this universe, a portion goes to support OGLight development

    Thank you !

  • Hi, I found a bug in the expedition system calculation.


    When the random offset is negative and the current system is low (e.g., 43 - 50 = -7), the code does:

    if(randomSystem >= 500) randomSystem = randomSystem - 499;

    if(randomSystem <= -1) randomSystem = 499 - randomSystem;


    For -7, the second condition gives 499 - (-7) = 506, but the first condition is never checked again, so the final system becomes 506 (invalid).


    The same issue can happen if the first correction produces a value still > 499, but that's rarer.



    Thanks for looking into this!

  • This bug has already been fixed in the beta version (which will be available very soon)

  • It would be nice... After updating to v13, version 5.3.3 worked "somehow" with, let's say, basic functions. Now – a day after updating to v13 – it stops working completely. Playing without your add-on – without all the features we've grown accustomed to – is a disaster...

  • After the update to version 13 on server BR178 - Zenith, Oglight stopped working completely. I can barely play at all—I’ve gotten so used to Oglight that playing the original game now is really bad.


    Does anyone know if there’s a way to fix this, or any estimate of when there might be a script update to fix this bug? And where can I keep track of this update? Or will Tampermonkey update it automatically?


    For the last 5 days, I’ve basically just been hanging around, because actually playing is really hard. Please, someone help me out here—I’m more lost than a blind man in a shootout.


    By the way, a huge thanks to the creators of OGlight—this tool is incredible, and so good that just being without it makes it impossible for me to play anymore, lol. I’ll always be grateful to the creators of this wonderful script.

  • You’ll need to be patient, an update will be available "soon". I can’t give a specific date, as ensuring the script is compatible with v12 and v13 of the game is a pain.
    This update should happen automatically (depending on your Tampermonkey settings).
    Once deployed the changelog will be available here

  • Game version - V13

    Add-on version - 5.4.0


    You can't send expeditions from the galaxy view using the "Send" button using expedition templates. Oglight blocks sending, adding an error message like "Error, unable to send ships" or something similar. After disabling the add-on, it works without a problem.

  • Game version - V13

    Add-on version - 5.4.0


    You can't send expeditions from the galaxy view using the "Send" button using expedition templates. Oglight blocks sending, adding an error message like "Error, unable to send ships" or something similar. After disabling the add-on, it works without a problem.

    More like a message (I can't edit the post):

    Error: No ships selected


    afCtwGX.png

  • Another bug that occurs on V13 - the markers of ongoing "things" have disappeared - only the "green line" of research on the planet appears, but those of shipyards / buildings / life forms do not appear.

  • Hello!


    First of all thank you for the amazing work.


    when u are in overview it doesnt show any info of the account, like the resources and cordinates of the planets.


    But in any other separator we can see it.

  • Another bug that occurs on V13 - the markers of ongoing "things" have disappeared - only the "green line" of research on the planet appears, but those of shipyards / buildings / life forms do not appear.

    Have you tried using the sync button?

    I can't seem to get it to happen

  • Another bug that occurs on V13 - the markers of ongoing "things" have disappeared - only the "green line" of research on the planet appears, but those of shipyards / buildings / life forms do not appear.

    Have you tried using the sync button?

    I can't seem to get it to happen

    I've found the same issue I'm still on v12, only seems to happen on "overview" if you switch to a different tab everything works again.
    All the butons disapear as well.

  • Hello, I still have version 12, and since the update, the resource production count is incorrect in the usual window at the bottom right. Even more importantly, using the portal triggers an undefined error: the ships are moved, but the view doesn't redirect to the target moon. The links to ogotcha and mmorpg-stat have been removed.

  • Jump Gate Issue


    After the fleet jumps to the target coordinates, the redirection to the destination fails to trigger. The selection window remains open and stops updating; it appears as though the fleet hasn't jumped yet. Only upon switching to the fleet menu does it become apparent that the fleet is no longer there. The cooldown timers are also missing.

    The server is still running V12.

    OGlight is up to date with the latest version.

    Edited 2 times, last by Leto ().

  • Daily production bug formula not multiplied by 3600 - 2 occurances. I fixed it myself for my aliance now. Apply the fix and share new version. Developer of 360infinity.dev


    Buglist:

    1. **Zero-vs-stale bug** — production reads use `||`, so a real `0` value gets replaced by an old cached number instead of updating.

    2. **Crash on moons** — code assumes every planet/moon has a `.production` object. Moons don't have mines, so it's `undefined` there, and accessing `.metal` on it throws mid-loop, killing the update for every higher-ID planet that cycle. That's why only some planets show nonzero production.

    3. **Missing ×3600** — production is stored per-second, but daily totals are computed as `value * 24` instead of `value * 86400`, so daily numbers come out ~3600× too small.

    4. Location: ajaxSetup beforeSend handler, action=miniFleet branch, ~line 1007

    Broken code:
    fleet.shipCount = (fleet.mission == 6 && !fleet.shipCount) ? self.db.spyProbesCount : self.db.spyProbesCount;

    Both branches of the ternary assign the same value (self.db.spyProbesCount), so the condition is dead code. Every miniFleet quick-send - not just espionage (mission 6) - has its shipCount overwritten by the configured spy probe count (db.spyProbesCount, default 6, or whatever settingsProbeCount sets it to). In practice this means quick-harvest sends (pathfinders via the debris field quick-collect button) get capped at the spy probe count instead of sending the actual available/requested ship count.

    Fix applied:
    fleet.shipCount = (fleet.mission == 6 && !fleet.shipCount) ? self.db.spyProbesCount : fleet.shipCount;

    This only falls back to spyProbesCount for actual espionage sends (mission 6) when no count was supplied, and otherwise preserves the shipCount that was parsed from the request params.


    I've already patched the rest also locally in my copy - flagging so it can be fixed upstream.


    Proposed patch fix source code (Nothing else added or altered, feel free to inspect)


    https://pastes.io/YE5Hww6i


    If you need a hand with anything else let me know, and if I stumble upon something else, will mark it down.


    Best regards

  • [Bug Report] OGLight v5.4.1 – Harvest/Reduce buttons in Galaxy view send wrong number of ships (tied to native Espionage Probes setting)

    Hi! First of all, thank you for your hard work on OGLight – it's an amazing userscript.

    I would like to report a bug regarding the Harvest / Reduce buttons in the Galaxy view (when collecting Debris Fields or sending Pathfinders to Position 16 as a Discoverer on a PL server):


    1. The Issue: When clicking the Harvest/Reduce button in Galaxy view, OGLight does not send the calculated number of Pathfinders or Recyclers required for the debris field. Even if the native tooltip says „Required Pathfinders: 5”, the script only sends 1 ship. The exact same issue happens with standard Recyclers.

    2. The Root Cause / Trigger discovered: I noticed that the number of Pathfinders/Recyclers sent by OGLight is erroneously linked to the native OGame Espionage Probes setting (Options -> General -> Spying -> Number of espionage probes):

    • If my default Espionage Probes count in OGame settings is set to 1, clicking Harvest sends exactly 1 Pathfinder / Recycler (ignoring the actual debris calculation).
    • If I change my default Espionage Probes count in OGame settings to 10, clicking Harvest sends exactly 10 Pathfinders / Recyclers.

    It looks like the Harvest/Reduce button in Galaxy view calls the settings.spies variable instead of the calculated required capacity/ships count.

    Environment:

    • OGLight version: 5.4.1
    • Server language: PL (Scorpius)
    • Class: Discoverer (Position 16 debris & standard debris fields)

    Thanks in advance for checking this out.

  • Kind reminder that your "fix for your alliance" is not a tolerated script.

  • Changelog v5.4.2

    [Bugfix] Fixed an error on the total number of certain buildings in the account summary
    [Bugfix] The list of ships under repair is visible again (wreckfield)
    [Bugfix] The number of recyclers & pathfinders sent via the galaxy is correct again
    [Bugfix] The lifeform buildings and techs badges are displayed again
    [External] Added Osims to the list of combat simulators

  • Thanks for making it crystal clear: broken is fine, working — even posted in the open with full transparency — is treated like a crime. Meanwhile OGame's actually flooded with ninjabots, activity bots, and whatever else is quietly gutting the will to play, and the energy goes into policing someone for helping, not fixing that.

    Workflow noted, loud and clear. Passing this along to OGame Infinity. Good luck — you'll need it more than I will.