Posts by RiV-

    From the topic "you've read of course":



    Use an API-Proxy to make a working demo. Preferably the OGApi one as that will just give you a JSON object just like the OGame API would.

    Hi,

    thank you for your patience. I understand that the waiting time is frustrating.

    At the moment, I am still waiting for feedback from higher management regarding a broader topic that also directly affects your request. Until I receive clarification on that matter, I’m unfortunately not able to give you a final answer.

    As soon as I have concrete feedback, I will update you here in the thread.

    If anyone knows a reliable way to automatically detect which Lifeform technologies are active per slot from the game data, I would greatly appreciate guidance. I have tried to find a method but have not managed to retrieve this information reliably, which is why a manual one-time selection is currently required.

    The simplest and most reliable method is still to let the user click through each planet’s Lifeform tech tree once and read the data directly from the page. It is straightforward and avoids having to reverse-engineer internal structures.


    If you want an automatic initialization step, you can instead fetch the endpoint:

    Code
    1. ?page=ingame&component=lfbonuses&ajax=1&asJson=1

    This returns a single JSON object containing all lifeform data for the entire account.


    However, the structure is not particularly convenient. It is built around categories and bonus visualization, not around “all active techs per planet”. The relevant information is nested quite deeply:

    • data.static.technologies contains the technology definitions (IDs, lifeformId, type).
    • data.static.spaceObjects maps planets/moons (spaceObjectId, coordinates, lifeformId).
    • data.dynamic.lifeforms contains the account-wide lifeform progression (id, level, xp, bonus).
    • The actual tech levels are nested under
      data.dynamic.categories → subCategories → spaceObjects → {spaceObjectId} → technologies.


    So it is per category, not per slot. To reconstruct all active Lifeform technologies for a planet, you would need to:

    1. Identify the spaceObjectId.

    2. Iterate over all categories and subcategories.

    3. Collect all technologyId entries found under technologies.

    4. Aggregate them into your own per-planet array.


    It works for initialization, but it requires flattening the category-based structure yourself, since the endpoint does not provide a ready-made “all active techs per planet” list.

    Yes, there is a way, but it works a bit differently than a fixed “cron-friendly” schedule.


    All public OGame API endpoints include a timestamp attribute in the root element, for example:

    XML
    1. <players
    2. xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
    3. xsi:noNamespaceSchemaLocation="https://s1-en.ogame.gameforge.com/api/xsd/players.xsd"
    4. timestamp="1769418782"
    5. serverId="en1"
    6. >

    That timestamp is the Unix time of the last successful update of that endpoint.


    Important part: updates are call-triggered.


    These APIs do not refresh automatically at a fixed time (like “every day at 04:00”).

    Instead, they update when the endpoint is called, and only if the minimum refresh interval has passed.


    So for example:

    • players.xml → minimum refresh interval: 24 hours
    • If the last update was at timestamp = T
    • The next update will happen on the first request made after T + 24h


    Same logic applies to:

    • hourly endpoints (e.g. highscore.xml)
    • daily endpoints
    • weekly endpoints (universe.xml, playerData.xml)

    What this means for cron jobs

    There is no “exact update time” you can pre-calculate globally.


    The recommended approach is:

    1. Read and store the timestamp from the last response
    2. Schedule your update request after the minimum refresh interval
    3. Make a single request — if enough time has passed, the API will refresh; otherwise it will return cached data


    This way you avoid unnecessary requests and always get fresh data as soon as it becomes available.


    TL;DR

    • timestamp = last update time
    • APIs refresh on request, not on a fixed clock
    • Next update happens on the first call after the minimum interval

    Both testing tools require you to input the full API string (i.e. cr-cz-196-cf20c6111d48662e95612338ee460dcf2c97a09a). However, both your API strings are invalid:


    Code
    1. {"RESULT_CODE":6000,"RESULT_DATA":[]}

    (6000 = INVALID_CR_ID)


    How old are they?

    AntiGameReborn 11.3.2

    [Feature] Added indicator to expo DFs if there isn't enough PFs available
    [Bugfix] Fixed AGR crashing in Galaxy view (not updating highlights, planets etc.)


    AntiGameReborn 11.4.0

    [Feature] Added option to force select normal shipyard by default
    [Polishing] Fixed and improved functionality of x10 button, added mecha shipyard support
    [Bugfix] Fix message parsing and spy table
    [Bugfix] Fix calculator in fleetdispatch not toggling resources in some cases
    [Bugfix] Fix parsing tooltip data (this fixes AGR not being able to read flying fleets)
    [Bugfix] Fix changing modes in phalanx (green arrow)
    [Bugfix] Fix quick expo button in galaxy not working with AGR


    AntiGameReborn 11.4.1

    [Polishing] CSS fixes in Spy table
    [Bugfix] Fixed wrong sorting in Spy table for Bandits
    [Bugfix] Fixed missiles being counted towards defense
    [Feature] Changed Moon icons back to old grey icon
    [Bugfix] Fixed construction names not being displayed in Firefox
    [Bugfix] Added cap to fuel consumption reduction
    [Polishing] Merged vanilla and AGR Discovery button; Discovery button will switch to AGR's one by one sending if the discoveries would exceed the slots that are set to left free in AGR settings (set this to 0 to disable AGR's functionality)
    [Polishing/Misc] Alliance class is now read from the Alliance page, players will need to visit the Alliance page to have AGR update the value; AGR does not hide unfunctional buttons in Galaxy anymore
    [Bugfix] Readded Trashsim button to short reports


    AntiGameReborn 12.0.0

    [Misc] Migrated AGR to manifest version 3 (if Chrome for some reason disabled AGR for you, now you can reinstall it again)

    [Bugfix] Fixed messages not being deleted

    [Feature] Added back deletion buttons to spy table

    [Bugfix] Fixed activity in spy table

    [Feature] Added a button to delete reports that you're already attacking

    [Bugfix] Fixed wrong shadows in planet list

    [Bugfix] Fixed time not being displayed in full report overlay

    [Bugfix] Fixed destroyed moons being displayed weirdly

    [Bugfix] Fixed Sim button being duplicated

    [Bugfix] Fixed moon images not shown in Account tab in panel


    AntiGameReborn 12.0.1

    [Bugfix] Fix spy table breaking when Pos 17 probe reports exist
    [Bugfix] Fix spy table sorting issues and wrong summary due to "own" reports
    [Bugfix] Fix cargo capacity rounding and resulting errors
    [Feature] Add option to send more Cargos on expedition to use with Expo bonus items (up to 200%)
    [Bugfix] Fix player box / coordinates box displaying coords instead of planet name
    [Bugfix] Fix wrong costs for Lifeform techs when LF Lab is at level 1
    [Bugfix] Ignore keyboard shortcuts when meta key is pressed
    [Bugfix] Fix Empire page not parsing when in vacation mode
    [Misc] Implemented keep-alive ping to background service-worker
    [Bugfix] Fix cost reduction cap of 50% not being considered when adding constructions to left-side panel

    Hello Blechdose,


    your tool has been reviewed and approved for toleration.


    However, the current deployment via a Google Drive upload is not suitable for long-term toleration, as it does not allow reliable versioning and change tracking. For tolerated tools, it must be possible to clearly identify updates and verify what has changed between versions.


    Please deploy your tool in a way that allows transparent version tracking (for example via a versioned release system or a publicly accessible repository). This ensures that updates can be reviewed and prevents unnoticed changes after toleration has been granted.


    Once the deployment method has been adjusted accordingly, the toleration can remain in effect.


    Thank you for your cooperation.

    Hello lucabarbo,


    thank you for adjusting your tool to comply with our guidelines.


    On the fleet dispatch page you will find an “API” button that provides two different strings. One is a concatenated string (similar to CSV), the other is a JSON string containing all relevant data about the player, including technologies and lifeforms.


    Please verify the following points:

    1. Whether your tool can operate solely based on the provided JSON string.

    2. If not, which additional use cases you intend to cover that would require an API access key in order to retrieve espionage report data.


    Once this has been clarified, we can proceed with the review of your request.


    Kind regards,

    RiV-