If you make a list of any other typos you spot I'll take a look next time I do an update. Also any functions with wrong or incomplete help text (e.g. map)
Search found 107 matches
- Fri Feb 17, 2017 8:08 pm
- Forum: Modding Resource Archives
- Topic: Function List — 1.7b6 (API 35)
- Replies: 8
- Views: 11380
- Wed Feb 08, 2017 4:48 pm
- Forum: Shipyards
- Topic: Undertanding map and filter.
- Replies: 2
- Views: 3539
Re: Undertanding map and filter.
(map list ['excludeNil|'original|'reduceMax|'reduceMin] var exp) -> list excludeNil - exclude items where expression evaluates to Nil The four reduce options (reduceMin, reduceMax, reduceSum, reduceAverage) will reduce the output to a single value rather than a list. e.g. reduceMin returns the mini...
- Wed Sep 21, 2016 9:06 pm
- Forum: Commonwealth
- Topic: Endless Sky
- Replies: 22
- Views: 30173
Re: Endless Sky
Gameplay The game has three main modes: Early: player has no money and is struggling to pay off their mortgage by trading or taking basic transport / cargo missions Campaign: player starts working for one of the three human factions and earns money through a series of missions. There are a few shor...
- Sun Aug 21, 2016 10:00 pm
- Forum: Mod Announcements
- Topic: Giantcabbage Mods
- Replies: 0
- Views: 11661
Giantcabbage Mods
I've added an Upgradeable Wingmen extension to my mods on github. This allows you to upgrade your wingmen by offering them armor and devices. They will accept upgrades, but not downgrades. All three standard wingmen have Wolfen device and armor limits for now, though the wingmen will only install on...
- Mon Jul 11, 2016 10:13 pm
- Forum: The Drawing Board
- Topic: Sovereign reputation and crime
- Replies: 0
- Views: 12124
Sovereign reputation and crime
Have you ever wondered why you can destroy every Commonwealth station you encounter and no one does anything about it until you dock at a station? I have started working on a generic sovereign reputation / crime system where any faction will become hostile if you persist in attacking them (but other...
- Wed Jun 15, 2016 9:32 pm
- Forum: Ideas & Suggestions
- Topic: Rumor Framework
- Replies: 0
- Views: 10623
Rumor Framework
I now have a reasonably complete rumor framework for testing. This will make it much easier to add new rumors to stations e.g. Commonwealth Slums and the pub screen. The framework uses two events (GetRumors and GetGlobalRumors) and a new function msfShowRumor which can be used in a similar way to rp...
- Sat May 21, 2016 10:04 am
- Forum: Ideas & Suggestions
- Topic: Pub Rumors for the Outer Realm
- Replies: 10
- Views: 8368
Re: Pub Rumors for the Outer Realm
I’d kinda like to see the rumors for various stations accessible by typGetData or even a variable (like rumOuterRealm or some such) instead of more or less written into the station itself. It would make it easier for modders to add to the lists. Have you looked at this: Missions and Rumors It uses...
- Sat Apr 09, 2016 5:17 pm
- Forum: The Drawing Board
- Topic: Missions and Rumors
- Replies: 2
- Views: 3238
Missions and Rumors
I've been working on a new rumor system in my mission mod. It's pretty basic at the moment, but rumors can now be generated by mission events rather than hard coded in the station definitions. I've implemented it for container habitats and commonwealth slums so far with rumors for Raisu (which is no...
- Sun Nov 08, 2015 4:49 pm
- Forum: Ideas & Suggestions
- Topic: Rework disintegration into a nano perk
- Replies: 17
- Views: 14208
Re: Rework disintegration into a nano perk
Disintegration is currently hardcoded as an instakill effect that's only useful on one gun. The blue effect makes it literally useless for anything else (it's ugly), and the lack of immunities make a lot of armor useless to no-shield runs. It also makes no sense as an antimatter perk. Finally....it...
- Sat Oct 17, 2015 10:01 am
- Forum: Shipyards
- Topic: need help with helper functions ?
- Replies: 5
- Views: 4984
Re: need help with helper functions ?
That does not work for negative numbers as int truncates towards zero. Try:
Code: Select all
(setq nint (lambda (x) (int (+ x (if (ls x 0) -.5 .5)))))
- Thu Sep 17, 2015 7:27 pm
- Forum: Shipyards
- Topic: new floating point support, maybe bug ??
- Replies: 2
- Views: 2578
Re: new floating point support, maybe bug ??
add and + do the same thing (at least in 1.6.2 RCs). However, other functions are inconsistent: add multiply + - * mod use standard promotion rules (i.e. 1+1 = 2 but 1+1.0 = 2.0) / pow sqrtn always promote to real subtract divide modulo power sqrt always use integer arithmetic I would suggest standa...
- Wed Aug 05, 2015 3:56 pm
- Forum: Ideas & Suggestions
- Topic: Korolov / Charon
- Replies: 8
- Views: 6313
Re: Korolov / Charon
I’ve updated the mod for version 1.6 this time focusing on Korolov. Most of the Charon changes are now in vanilla, but this mod still has the expanded frigate AI and ship tables. I have also made changes to the Korolov station code. All the missions are rewritten using MissionType so they show up in...
- Thu Jul 30, 2015 10:49 pm
- Forum: Ideas & Suggestions
- Topic: Suggestion & Brainstorm: Illegal Weapons
- Replies: 61
- Views: 38623
Re: Suggestion & Brainstorm: Illegal Weapons
Yes, the first thing to do is decide what gameplay mechanic "Illegal" weapons should serve, or if you want them at all. Then find an in-game explanation which is vaguely consistent with the rest of the story. Currently, the "Military" tag basically means a weapon is level 6 or higher. The Mk.3 howit...
- Wed Jul 29, 2015 4:19 pm
- Forum: Ideas & Suggestions
- Topic: Suggestion & Brainstorm: Illegal Weapons
- Replies: 61
- Views: 38623
Re: Suggestion & Brainstorm: Illegal Weapons
The problem with that (which I've always hated and removed in my mods) is that the XM300 Reaper does exactly the same thing, and is milspec and militia-issue weaponry. It's only used by the sapiens and really should be a unique illegal missile....but it isn't. I agree the XM300 should be an illegal...
- Sun Jun 14, 2015 2:49 pm
- Forum: Ideas & Suggestions
- Topic: Korolov / Charon
- Replies: 8
- Views: 6313
Re: Korolov / Charon
Sounds reasonable. Did George confirm whether the Frigates not pursuing their targets is a glitch? It seems like it might be, and I don't see a Ministry item on it. I’ve changed the code so it should be possible to trigger the frigate pursuit by destroying enough raiders that the frigate summons re...