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Terminally Deprecated ElementsElementDescriptionuse
Campaign.getActivePersonnel(boolean, boolean)instead.no longer in useno longer in useuseCampaign.recruitPerson(Person, boolean, boolean)insteadunused except in deprecated methodsunused except in deprecated methodsUnusedno longer in useno longer in useunused.no longer in useunused.unused.unused.no longer in useunused.unused.Unusedno longer in useno longer in useunused.unusedunused.Unused. Seems to be an unused alternative toAtBConfiguration.shipSearchTargetRoll(int, Campaign)no indicated uses.useContractUtilities.calculateBaseNumberOfRequiredLances(Campaign, boolean)Calculates the number of lances required for this contract, based on [campaign].
useAtBContract.getContractDifficultySkulls()insteaduseContractUtilities.getEffectiveNumUnits(Campaign)Calculates the effective number of units available in the given campaign based on unit types and roles.
This method iterates through all combat teams in the specified campaign, ignoring combat teams with the auxiliary role. For each valid combat team, it retrieves the associated force and evaluates all units within that force. The unit contribution to the total is determined based on its type:
- TANK, VTOL, NAVAL, CONV_FIGHTER, AEROSPACE_FIGHTER: Adds 1 for non-clan factions, and 0.5 for clan factions.
- PROTOMEK: Adds 0.2 to the total.
- BATTLE_ARMOR, INFANTRY: Adds 0 (excluded from the total).
- Other types: Adds 1 to the total.
Units that aren’t associated with a valid combat team or can’t be fetched due to missing data are ignored. The final result is returned as an integer by flooring the calculated total.
useinsteaduseMission.writeToXMLBegin(Campaign, PrintWriter, int)instead;usePersonnelRole.getTooltip(boolean)insteadusePersonnelRole.getTooltip(boolean)insteadusePerson.addPersonalLogEntry(LogEntry)instead.usePerson.getPersonalLog()instead.No longer in useuseAttributes.getAttributeScore(SkillAttribute)insteaduseAttributes.getAttributeScore(SkillAttribute)insteaduseAttributes.getAttributeScore(SkillAttribute)insteaduseAttributes.getAttributeScore(SkillAttribute)insteaduseAttributes.getAttributeScore(SkillAttribute)insteaduseAttributes.getAttributeScore(SkillAttribute)insteaduseAttributes.getAttributeScore(SkillAttribute)insteadunusedunused except in deprecated classesNo longer used.replaced byReasoning.getReasoningScore()only used in deprecated methodsmekhq.campaign.randomEvents.personalities.PersonalityController.generatePersonality(Person, boolean) no indicated uses.no indicated uses.useFactionHints.getInstance()instead.useFactionHints.getInstance()instead.useFactions.getFactionLogo(int, String)insteadmekhq.campaign.universe.factionStanding.FactionStandings.processRefusedBatchall(String, String, int) no indicated uses.no indicated usesNo longer in useThis content has been moved to its own tabusePersonnelTab.loadValuesFromCampaignOptions(Version)instead.no indicated uses outside own class.UnusedUnusedNo indicated Uses.UnusedUnusedunusedUnusedUnusedUnusedUnusedUnusedUnusedUnusedunusedunusedno indicated uses outside own class.considerMRMSOption.getTargetNumberMax()considerMRMSOption.setTargetNumberMax(int)
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Deprecated ClassesClassDescription- Move to FactionNo longer in useno indicated uses outside own class.UnusedUnusedNo indicated Uses.UnusedUnusedunusedUnusedUnusedUnusedUnusedUnusedUnusedUnusedunusedunusedno indicated uses outside own class.Remove alongside
Clan
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Deprecated FieldsFieldDescriptionunusedunused except in deprecated classesonly used in deprecated methods
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Deprecated MethodsMethodDescriptionused
TransportCostCalculationsinsteaduseCampaign.getActivePersonnel(boolean, boolean)instead.no longer in useno longer in useuseCampaign.recruitPerson(Person, boolean, boolean)insteadunused except in deprecated methodsunused except in deprecated methodsUnusedno longer in useno longer in useunused.no longer in useunused.unused.unused.no longer in useunused.unused.Unusedno longer in useno longer in useunused.- Move to GUI Classunusedunused.Unused. Seems to be an unused alternative toAtBConfiguration.shipSearchTargetRoll(int, Campaign)UseProcurement.getTechFaction(Faction)instead.no indicated uses.useContractUtilities.calculateBaseNumberOfRequiredLances(Campaign, boolean)Calculates the number of lances required for this contract, based on [campaign].
useAtBContract.getContractDifficultySkulls()insteaduseContractUtilities.getEffectiveNumUnits(Campaign)Calculates the effective number of units available in the given campaign based on unit types and roles.
This method iterates through all combat teams in the specified campaign, ignoring combat teams with the auxiliary role. For each valid combat team, it retrieves the associated force and evaluates all units within that force. The unit contribution to the total is determined based on its type:
- TANK, VTOL, NAVAL, CONV_FIGHTER, AEROSPACE_FIGHTER: Adds 1 for non-clan factions, and 0.5 for clan factions.
- PROTOMEK: Adds 0.2 to the total.
- BATTLE_ARMOR, INFANTRY: Adds 0 (excluded from the total).
- Other types: Adds 1 to the total.
Units that aren’t associated with a valid combat team or can’t be fetched due to missing data are ignored. The final result is returned as an integer by flooring the calculated total.
useinsteaduseMission.writeToXMLBegin(Campaign, PrintWriter, int)instead;UsePart.changeQuantity(int)directly with a delta of-1for more explicit control over quantity adjustments.UsePart.changeQuantity(int)directly with a delta of1for more explicit control over quantity adjustments.- If only used in a Test file, do we need it?- If only used in a Test file, do we need it?usePersonnelRole.getTooltip(boolean)insteadusePersonnelRole.getTooltip(boolean)insteadusePerson.addPersonalLogEntry(LogEntry)instead.usePerson.getPersonalLog()instead.No longer in useuseAttributes.getAttributeScore(SkillAttribute)insteaduseAttributes.getAttributeScore(SkillAttribute)insteaduseAttributes.getAttributeScore(SkillAttribute)insteaduseAttributes.getAttributeScore(SkillAttribute)insteaduseAttributes.getAttributeScore(SkillAttribute)insteaduseAttributes.getAttributeScore(SkillAttribute)insteaduseAttributes.getAttributeScore(SkillAttribute)insteadUseQuartermaster.addPart(Part, int, boolean)instead to explicitly indicate whether the part is brand new.No longer used.replaced byReasoning.getReasoningScore()mekhq.campaign.randomEvents.personalities.PersonalityController.generatePersonality(Person, boolean) no indicated uses.this only checks ship transport type, use getCurrentTransportCapacity(CampaignTransportType.SHIP_TRANSPORT, appropriate bay class) to replicate thisthis only checks a ship transport type, use getCurrentTransportCapacity(CampaignTransportType.SHIP_TRANSPORT, appropriate bay class) to replicate thisthis only checks ship transport type, use getCurrentTransportCapacity(CampaignTransportType.SHIP_TRANSPORT, appropriate bay class) to replicate thisthis only checks a ship transport type, use getCurrentTransportCapacity(CampaignTransportType.SHIP_TRANSPORT, appropriate bay class) to replicate thisthis only checks a ship transport type, use getCurrentTransportCapacity(CampaignTransportType.SHIP_TRANSPORT, appropriate bay class) to replicate thisthis only checks a ship transport type, use getCurrentTransportCapacity(CampaignTransportType.SHIP_TRANSPORT, appropriate bay class) to replicate thisthis only checks ship transport type, use getCurrentTransportCapacity(CampaignTransportType.SHIP_TRANSPORT, appropriate bay class) to replicate thisthis only checks ship transport type, use getCurrentTransportCapacity(CampaignTransportType.SHIP_TRANSPORT, appropriate bay class) to replicate thisthis only checks ship transport type, use getCurrentTransportCapacity(CampaignTransportType.SHIP_TRANSPORT, appropriate bay class) to replicate thisthis only checks a ship transport type, use getCurrentTransportCapacity(CampaignTransportType.SHIP_TRANSPORT, appropriate bay class) to replicate thisno indicated uses.this only sets for ship transport type. Transport Capacities should not be manually updated with this, it should happen inside any loading flows. If you really need to replicate this use setCurrentShipTransportCapacity(CampaignTransportType.SHIP_TRANSPORT, appropriate bay class) - but you probably don't want to do thatthis only sets for a ship transport type. Transport Capacities should not be manually updated with this, it should happen inside any loading flows. If you really need to replicate this use setCurrentShipTransportCapacity(CampaignTransportType.SHIP_TRANSPORT, appropriate bay class) - but you probably don't want to do thatthis only sets for a ship transport type. Transport Capacities should not be manually updated with this, it should happen inside any loading flows. If you really need to replicate this, use setCurrentShipTransportCapacity(CampaignTransportType.SHIP_TRANSPORT, appropriate bay class) - but you probably don't want to do thatthis only sets for a ship transport type. Transport Capacities should not be manually updated with this, it should happen inside any loading flows. If you really need to replicate this use setCurrentShipTransportCapacity(CampaignTransportType.SHIP_TRANSPORT, appropriate bay class) - but you probably don't want to do thatthis only sets for ship transport type. Transport Capacities should not be manually updated with this, it should happen inside any loading flows. If you really need to replicate this use setCurrentShipTransportCapacity(CampaignTransportType.SHIP_TRANSPORT, appropriate bay class) - but you probably don't want to do thatthis only sets for a ship transport type. Transport Capacities should not be manually updated with this, it should happen inside any loading flows. If you really need to replicate this use setCurrentShipTransportCapacity(CampaignTransportType.SHIP_TRANSPORT, appropriate bay class) - but you probably don't want to do thatthis only sets for ship transport type. Transport Capacities should not be manually updated with this, it should happen inside any loading flows. If you really need to replicate this use setCurrentShipTransportCapacity(CampaignTransportType.SHIP_TRANSPORT, appropriate bay class) - but you probably don't want to do thatthis only sets for ship transport type. Transport Capacities should not be manually updated with this, it should happen inside any loading flows. If you really need to replicate this use setCurrentShipTransportCapacity(CampaignTransportType.SHIP_TRANSPORT, appropriate bay class) - but you probably don't want to do thatthis only sets for ship transport type. Transport Capacities should not be manually updated with this, it should happen inside any loading flows. If you really need to replicate this use setCurrentShipTransportCapacity(CampaignTransportType.SHIP_TRANSPORT, appropriate bay class) - but you probably don't want to do thatthis only sets for a ship transport type. Transport Capacities should not be manually updated with this, it should happen inside any loading flows. If you really need to replicate this use setCurrentShipTransportCapacity(CampaignTransportType.SHIP_TRANSPORT, appropriate bay class) - but you probably don't want to do thatuseFactionHints.getInstance()instead.useFactionHints.getInstance()instead.useFactions.getFactionLogo(int, String)insteadmekhq.campaign.universe.factionStanding.FactionStandings.processRefusedBatchall(String, String, int) no indicated uses.no indicated usesuseRandomFactionGenerator.getEmployerFaction()insteadThis content has been moved to its own tabusePersonnelTab.loadValuesFromCampaignOptions(Version)instead.since 0.50.04, replaced byJScrollableMenusince 0.50.04, replaced byJScrollableMenusince 0.50.04, replaced byJScrollablePopupMenusince 0.50.04, replaced byJScrollablePopupMenuconsiderMRMSOption.getTargetNumberMax()considerMRMSOption.setTargetNumberMax(int)
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Deprecated Constructors
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Deprecated Enum ConstantsEnum ConstantDescription
TransportCostCalculationsinstead