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Offline darkwind
03-30-2026, 10:05 PM, (This post was last modified: Yesterday, 02:13 AM by darkwind.)
#1
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Darkmap

link to Discovery map: https://darklab8.github.io/fl-data-discovery/map.html

link to Vanilla map: https://darklab8.github.io/fl-data-vanilla/map.html

Space @Error's map was remade from scratch to have a new life in Golang language and integrated to darkstat's game data lib (sun)
New features in comparison to original map:
- You can see all mining places more clearly, normal and Nu mining ones, each one has dedicated place/icon visible on the map, Nu ones have suffix (Nu)
- You can see Player Owned Bases and their infocards on left click (Only bases shown to darkstat are shown on the map!)
- Infocards now show coordinates precisely. Also you can turn on "Coords on hover" mod and easily find coordination of jumphole
- jump hole colorations were updated to reflect better discovery situation
--- Blue ones are jump gates normally working
--- Red ones are jump holes normally working
--- Brown ones are unstable jumpholes cargo limited connections
--- Green ones jumpholes are fighter only accessable jumpholes
--- Pink ones every other jump hole i was not able clearly categorize into anything above (Supergate in alaska has special its own docking permissions)
- Galaxy map connections are reflecting similar situation, they show maximum possible stable connection. Double way jump gate as blue if available, otherwise as yellow if double way jumphole, otherwise if double way unstable jumphole as brown one, otherwise if double way fighter only then green one, and in any other case it is Pink.
--- So if you see Pink connection on a galaxy map, it is not behaving in same way when you travel it forward and back, it can be any one way connection, or can be unstable one way and stable back.
- has Realistic Stars shown! (sun)

More technical features:
- Most importantly the new map is way easier to launch for any mod, as it is automated in all its working. So easy to ensure automated updates
- New map works almost without javascript, technically for 90% can work even if your browser does not support javascript i think may be. Should be faster turning on as result, no longer long load.
- The new map is made in Golang and way more clean to continue its development and support.
During next darkstat release will become available for local usage too with local command darkstat map web (if someone will be wishing to deploy it together with darkstat on the same deployment instance or build there are available env vars/flag commands for that)

Further development plans are recorded here: https://github.com/darklab8/fl-darkstat/...%3Adarkmap
- At minimum i will add "Search bar" like original map had, after that development goes towards other ideas listed in Github tasks.
code: https://github.com/darklab8/fl-darkstat/...er/darkmap





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Offline Koshi.Inaba
03-30-2026, 10:44 PM,
#2
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Thank you for your fine work and continuing contribution to Discovery community.


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Offline Kherty
Yesterday, 03:07 AM,
#3
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Hey Darkwind! That's really cool! Though, Provence is yet again mislabeled ^^', it's an "Other Independent" (§4 Systems Classifications), which is why @Slimy put it as such, and I really hope it won't be a point of contention, I don't see why it would be.
It's not part of the Gallic Union directly.
Just a small hiccup, otherwise, it looks really nice! Thanks for all the tools, my friend ^^

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Offline darkwind
Yesterday, 12:23 PM, (This post was last modified: Yesterday, 12:32 PM by darkwind.)
#4
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(03-30-2026, 10:44 PM)Koshi.Inaba Wrote: Thank you for your fine work and continuing contribution to Discovery community.

(sun) you are welcome

(Yesterday, 03:07 AM)Kherty Wrote: Hey Darkwind! That's really cool! Though, Provence is yet again mislabeled ^^', it's an "Other Independent" (§4 Systems Classifications), which is why @Slimy put it as such, and I really hope it won't be a point of contention, I don't see why it would be.
It's not part of the Gallic Union directly.
Just a small hiccup, otherwise, it looks really nice! Thanks for all the tools, my friend ^^

Thanks Angel
also the spam of those requests looks like too big to await next disco patch when files with fixed stuff will arrive.
hardcoded for a time fixes regarding systems belogingings at darkmap side.
fixed version is already deployed :tongue:

On a separate note.
thanks to @Krmloo debugging and fixing problems with optimization things for browsers with some kind of issues related to hardware acceleration or performance in general (that issue was visible for some reason in Firefox at his side, but not not in Edge), zooming abilities in Galaxy map should now work smoothly across all browsers. His Pull Request opened to repository was very helpful https://github.com/darklab8/fl-darkstat/pull/207 . (already merged and deployed to prod)
Yay to @Krmloo , contributor to darkmap and darkstat from time to time (sun)

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Offline darkwind
Yesterday, 12:41 PM, (This post was last modified: Yesterday, 12:46 PM by darkwind.)
#5
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Further development plans were all updated and recorded into https://github.com/darklab8/fl-darkstat/issues/116
Also link to darkmap can be found now in menu of darkstat on top


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Offline IahimD
Yesterday, 01:09 PM,
#6
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Posts: 205
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Joined: Dec 2012

On the old NavMap, you can click on the Kelpler corridors (for instance) to get their Y coords (above/below plane). I don't know other indicators in-game or otherwise to know where the corridors are. Also, I tried looking for the Omega-97 corridors... I am a little bit dichromate, but I simply couldn't see them...
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Offline darkwind
Yesterday, 01:14 PM, (This post was last modified: Yesterday, 01:14 PM by darkwind.)
#7
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(Yesterday, 01:09 PM)IahimD Wrote: On the old NavMap, you can click on the Kelpler corridors (for instance) to get their Y coords (above/below plane). I don't know other indicators in-game or otherwise to know where the corridors are. Also, I tried looking for the Omega-97 corridors... I am a little bit dichromate, but I simply couldn't see them...

They are visible in Kepler in a new map too but i guess less visible. I will account to increase level of visibility. added into to do.


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Offline IahimD
Yesterday, 01:16 PM, (This post was last modified: Yesterday, 01:18 PM by IahimD.)
#8
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Can you also preview the Tau-23 corridors? Less impact full from a gameplay perspective, but totally messed up.
Also, a clarification: Kepler corridors are visible; they just lack plane coords. Omega-97 corridors are... less clear
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Offline darkwind
Yesterday, 01:20 PM, (This post was last modified: Yesterday, 01:21 PM by darkwind.)
#9
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(Yesterday, 01:16 PM)IahimD Wrote: Can you also preview the Tau-23 corridors? Less impact full from a gameplay perspective, but totally messed up.
Also, a clarification: Kepler corridors are visible; they just lack plane coords. Omega-97 corridors are... less clear

Ok, added into to do list. Updated list https://github.com/darklab8/fl-darkstat/issues/116


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Offline IahimD
Yesterday, 01:32 PM,
#10
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Cheers, mate! Thank you on the awesome work so far!
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