Search found 702 matches

by relanat
Fri Apr 19, 2019 2:52 am
Forum: The Drawing Board
Topic: bare bones ship upgrade mod
Replies: 0
Views: 71

bare bones ship upgrade mod

A post by rhuber got me moving on this. Thanks. A very early version of a "Hull Upgrade" mod. Not suitable for gameplay at this stage (very messy, nowhere near enough checks or pricing code), only to have a play around with. The player can change to a different ship type and have all the existing it...
by relanat
Mon Apr 15, 2019 1:52 am
Forum: Announcements
Topic: 1.8 Release
Replies: 15
Views: 18036

Re: 1.8 Release

This game is really fun! This may seem like an obvious comment but I was reminded of it when playtesting a couple of mods recently. Spending more time modding than playing made me forget that the variation, features and just plain fun of blowing things up mean the player has a really good time. Keep...
by relanat
Mon Apr 15, 2019 1:47 am
Forum: Shipyards
Topic: CSC screen descriptions
Replies: 8
Views: 240

CSC screen descriptions

The Network mod has a few more CSCs than the standard game. Ideally they would all have custom screen descriptions on docking. Here are some examples. You talk to the captain of the CSC Pacifica: "You ever meet a Martian? Not the meek little Syrtians-I mean the Ares clones. They all have this smug l...
by relanat
Mon Apr 15, 2019 1:44 am
Forum: Modding Reference
Topic: subset example, removing parentheses from type names
Replies: 0
Views: 64

subset example, removing parentheses from type names

The function help for 'subset' is this: (subset list pos [count]) -> list The function works for strings as well. (subset string pos [count]) -> string It is a very well named function because it does indeed take a subset. The numbering system used is 0-based. This means that the function counts fro...
by relanat
Mon Apr 15, 2019 1:38 am
Forum: Commonwealth
Topic: Requests for older mods to be updated or improved
Replies: 3
Views: 709

Re: Requests for older mods to be updated or improved

Bumping this so members can let us know if any existing mods don't work in 1.8. There were a few necessary changes for 1.8 to make the game and mods much, much better. But unfortunately this means some existing mods don't work in the current game version. Known mods. 'Captain's Log'/'Shiplog' worked...
by relanat
Mon Apr 15, 2019 1:33 am
Forum: Shipyards
Topic: various questions and stuff
Replies: 39
Views: 5827

Re: various questions and stuff

Thanks. Event handlers, umm, that can wait!

Does anyone know what 'objRecordBuyItem' does? It is used in the Commodities code.
I suspect it transfers currency during a transaction but can't find any info to confirm this. Possibly it adds to player stats somehow as well?
by relanat
Mon Apr 08, 2019 5:43 am
Forum: Shipyards
Topic: ordering newly found systems suggestions please
Replies: 1
Views: 79

ordering newly found systems suggestions please

The Captain's Log mod showed information for systems and stations in the system. It did this by having a list of nodeIDs which showed info screens for the selected nodeID in the order of the list. Information on stations and their items, etc, was stored for each system so it could be accessed when n...
by relanat
Mon Apr 08, 2019 5:38 am
Forum: Commonwealth
Topic: missions are too hard
Replies: 3
Views: 246

Re: missions are too hard

There are two special mission types that I know of. 'deliveryMission' and 'onDockMission'. The delivery missions don't always actually involve delivering anything. If the differences for these and any other special sorts of missions could also be explained it would be helpful. There are a few delive...
by relanat
Thu Apr 04, 2019 3:28 am
Forum: Shipyards
Topic: function list stuff
Replies: 7
Views: 1091

Re: function list stuff

Could probably add
(@ struct) -> list of keys

It is mentioned further down but would be helpful if shown in the actual function list.

(Seriously, I had this down as a post before I read the PM :lol: ).
by relanat
Thu Apr 04, 2019 3:21 am
Forum: Shipyards
Topic: looking for auton check suggestions
Replies: 3
Views: 115

Re: looking for auton check suggestions

The code is working beautifully. In the end I let the code which checks all system objects in <OnGlobalPlayerLeftSystem> run as usual. This added all autons (if any) to the stored data. Then checked any autons in the system for 'not behavior 'waiting'. I removed these autons from the stored data as ...
by relanat
Thu Apr 04, 2019 3:02 am
Forum: Stable (v1.7) Bug Reports
Topic: armor bug, advanced cerraloy
Replies: 4
Views: 145

Re: armor bug, advanced cerraloy

I've added a Ministry ticket. IMO it is OK as it is but George can decide.
by relanat
Thu Apr 04, 2019 2:53 am
Forum: Shipyards
Topic: various questions and stuff
Replies: 39
Views: 5827

Re: various questions and stuff

Does anyone know how the salvager nomad loot behavior works? All I can find is them having the ship order 'scavenge. But nothing on how they select objects to loot or remember not to loot them again. Looking to stop them looting selected wrecks or containers. I've found the NPC looting/scuttling cod...
by relanat
Thu Apr 04, 2019 2:49 am
Forum: Modding Reference
Topic: Toplology Processor elements for station placement 1.8.1
Replies: 0
Views: 58

Toplology Processor elements for station placement 1.8.1

All the <TopologyProcessor> elements from 1.8.1 combined into one are in the attached module. I needed them for the Network mod anyway. This allows stations to be placed in adventures based on SOTP. Still has the Network UNID names so they will need to be changed to match your adventure mod. For mor...
by relanat
Thu Apr 04, 2019 2:41 am
Forum: Commonwealth
Topic: What's up with loot in 1.8?
Replies: 8
Views: 293

Re: What's up with loot in 1.8?

I've added a ticket to the Ministry. It looks be something to do with the 'x=' value in the <Items> XML for the Ares shipyard as shown above. It is a multiplier according to info in the link supplied by NMS. The value of 6 seems to be very high. Anarchist settlements, a station which I associate wit...
by relanat
Fri Mar 29, 2019 2:45 am
Forum: Shipyards
Topic: struct format and editing help please
Replies: 3
Views: 158

Re: struct format and editing help please

Thanks again. More great info explained really well. Using this code will remove a heap of list handling code from the mod. I couldn't make the 'adding a value' code work unless the 'theStruct' already existed. I misunderstood what you meant by "theStruct can be Nil to start". Once I set 'theStruct'...