The Cycle: Frontier - Item Tracker

Overview

The Cycle: Frontier - Item Tracker

This app is designed to keep track of what items are needed for quests and upgrades in The Cycle: Frontier. Once you know how many of everything you need, you know what you can rest easy selling or giving to your friends. It also serves as a comprehensive quest objective list. It was built using create-react-app with Typescript. Data is stored in local browser storage. There are no analytics. While this app is open source, I do not give anyone permission to fork or reuse this code for purposes other than education or contributing to this project.

Known issues.

  • Some items may have incorrect names. Let me know if an item doesn't use its in-game name.

Upcoming features

  • Icons for items
  • Better

Support this project

Consider supporting me via Patreon

Pull Requests and issues

Feel free to submit pull requests if you know your way around JSON/React and Github issues if you don't.

Legal Stuff

I have no rights to anything related to The Cycle: Frontier. If Yaeger wants to sue me, I will face God and walk backwards into hell.

Here's some boilerplate CRA stuff

This project was bootstrapped with Create React App.

Available Scripts

In the project directory, you can run:

npm start

Runs the app in the development mode.
Open http://localhost:3000 to view it in the browser.

npm run build

Comments
  • Highlight current mission/job needs

    Highlight current mission/job needs

    One thing that would be cool, I'm not totally sure how the UI would work out, but it's hard to know how many of items I need for current missions & jobs, and how many are needed for future jobs. Especially when you're starting out, the list is huge, and sometimes you have to sell stuff to make stash space. This would let people prioritize "I don't want to sell this because I need it right now, but I can sell this because while I need it in the future, I need space in my stash more".

    Thanks for making this! It's been very helpful.

    opened by steveklabnik 2
  • Implement QuestForest, which can be used to find incomplete quests at an arbitrary depth

    Implement QuestForest, which can be used to find incomplete quests at an arbitrary depth

    Usage:

    const questForest = QuestForest.new();
    
    const completedQuestNames = new Set<MissionName>();
    const depth = 5;
    
    const questParts: Part[] = questForest.findIncompleteQuestParts(completedQuestNames, depth);
    
    opened by garretpremo 2
  • Changed

    Changed "Osirus" to "Osiris"

    In game the faction is called Osiris, so all occurrences were updated to match that. Additionally, my IDE also updated package-lock and I added IDE files to the gitignore. All changes have been manually tested to work properly.

    opened by BLumbye 2
  • Subtle improvements to header buttons

    Subtle improvements to header buttons

    • Set cursor: pointer; on header buttons
    • Entire 'Patreon' button is now a link, not just a small inner portion of the button
    • Add a subtle transition and hover color to .inactive buttons

    There was no rhyme or reason to the chosen colors, just thought they looked 'good enough'. Feel free to change them how you like 🙂

    chrome_xrHizYaQny

    image chrome_pDYuQ3oOjg

    opened by garretpremo 1
  • Feature/settings page

    Feature/settings page

    • This PR has a bad name, I didn't do what I set out to, lol
    • Moved the quest view and upgrade view into their own components to keep app.tsx a bit smaller
    • Fixed a typo in the description for a quest part
    • Move search related state into the itemlist since that's the only component that needs it
    • Fixed an issue with itemList not using a key for mapped elements
    opened by MatthewSbar 0
  • Data entry (quest names/requirements)

    Data entry (quest names/requirements)

    • Add quest names and quest prerequisites (pulled from thecycledb)
    • Removed 'Letium' requirements for quests that do not require Letium Clots
    • Fixed typo (creatured → creatures)
    opened by garretpremo 0
  • Implement coloring items based on rarities, sorting by rarity then alphabetically

    Implement coloring items based on rarities, sorting by rarity then alphabetically

    • Add basic ItemChip component which applies the relevant item rarity css.
    • Accepts an item count which displays a number within the chip
    • Accepts a flag for deadDrop which displays the 💀🗑 emojis
    • Add <ItemChip> wherever item names are used (quest-listing, item-list, upgrade-tree

    chrome_G391TuVJtF

    opened by garretpremo 2
  • Add Support for 'Limit quarters depth'

    Add Support for 'Limit quarters depth'

    Like the recently added 'Limit quest item depth' feature, can quarters depth also be included as a filter? Would be nice to know what the immediate quarters items needed for upgrades are, for example.

    opened by er-us 3
  • Item list to show no longer needed items

    Item list to show no longer needed items

    Consider partitioning the item list, or some derivative thereof, such that a new section exists to track the items no longer needed. This would allow a user to quickly glance at this list to know which items may safely be sold.

    opened by er-us 2
  • Item highlight by stack size

    Item highlight by stack size

    For those of us who shuffle inventory space frequently, highlighting items by the number of stacks needed could be useful. For example, Altered Nickel: 4 might highlight 4 as green or Aluminum Scrap: 15 might highlight 15 as blue. This would inform users as to how many stacks of a particular item need to be kept.

    opened by er-us 2
Owner
Matthew Sbar
Creative developer
Matthew Sbar
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