Search found 107 matches

by giantcabbage
Fri Feb 17, 2017 8:08 pm
Forum: Modding Resource Archives
Topic: Function List — 1.7b6 (API 35)
Replies: 8
Views: 11380

Re: Function List — 1.7b6 (API 35)

digdug wrote:
Fri Feb 17, 2017 6:19 pm
there are still a few typos in the functionlist
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)
by giantcabbage
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...
by giantcabbage
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...
by giantcabbage
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...
by giantcabbage
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...
by giantcabbage
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...
by giantcabbage
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...
by giantcabbage
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...
by giantcabbage
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...
by giantcabbage
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)))))
by giantcabbage
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...
by giantcabbage
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...
by giantcabbage
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...
by giantcabbage
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...
by giantcabbage
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...