Offering free code/modding help

Freeform discussion about anything related to modding Transcendence.
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RPC
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Wed Jul 16, 2014 6:10 am

I have 0 imagination right now but I really want to code something, so if you have something that you want to outsource poke me/PM me and/or post in this thread.
Deadline is August 1st for this offer.

Name your project (should be small enough -- as in a bite-sized project) and pitch it to me as to why I should work on it (no guarantees) but I will just pick out the ideas I'd like to work on and do them.
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FourFire
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Wed Jul 16, 2014 12:25 pm

Ok, I have a whole pile of ideas, but 0 coding/scripting ability (and minimal related knowledge at best)

I want you to turn radiation into a zombie apocalypse scenario: Radded ships, once they *die* resurrect with the same equipment, except one of their weapons is swapped out with one with/has following enhancement added: +radiation attribute and they become aggressive to everyone except the rad-zombie faction, these then actively sweep the system looking for more ships to infect (I imagine a mod of the salvager nomad code. just for living ships.) oh yeah, and zombie ships pursuing you will follow you through gates D-: <

This shouldn't be too hard, and at the most will require 4 new weapons to be implemented (Only one so far!) I am aware that most armor past level VII is RadImmune, so for simplicity don't worry about this, let the zombie apocalypse be a 1-7 level system problem.

Edit: About the lag, here are further features I want for this mod:

1) scripted cleanup crew, basically a squad of CW Militia ships which turn up and mass loot, then scuttle wrecks, after the *Critical Mass* event triggers, after about 150 seconds these ships dock at the nearest shop station and offload all the loot there, before "orbiting" that station as an additional guard.

2) Critical Mass event trigger, a while() statement which is true as long as (>=50% of ships in the system are irradiated) || (>30 ships in the system belong to the zombie faction).

3) an addition to the radiation proximity recurring event; a less frequently (try 450 ticks) triggered event checks whether any living ship is within 150ls of the wreck and only if this is true, do you trigger the recurring 90 tick check for collision.

4) ask me about this one when you're ready ;P

P.S. oh yeah I'm supposed to pitch it to you...

Transcopalypse: escape to the core, quickly.

P.P.S. make Arco case 0: give him an ancitide, and send him a squad of light IAVs 40 seconds after Raisu station quest is activated
Last edited by FourFire on Tue Jul 22, 2014 10:36 am, edited 1 time in total.
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Song
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Thu Jul 17, 2014 12:00 am

[trollface]Fix autons with me?[/trollface]
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Thu Jul 17, 2014 3:42 am

@ shrike: give me a list of code fixes.
@ FF:
Here you go, tell me if there are any problems.

RULES:
the game checks every 10 seconds for radioactive ships and tags them
only radioactive ships that are tagged zombiefy (so radiation isn't guaranteed a zombie)
zombies CAN have extra lives if they get themselves irradiated again
otherwise it's only an extra life

I gave arco an omni actinide cannon so that he could irradiate the IAVs
LINK:
http://pastebin.com/ryadXLh4
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I don't want any sort of copyright on my Transcendence mods. Feel free to take/modify whatever you want.

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Song
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Thu Jul 17, 2014 4:17 am

Modify auton bay dockscresn to enable:

-Remove specific device
-Repairing armor with patches/repair kits (taking the players repair skill into account)
-Using barrels on armor
-Using enhancing items on an installed weapon/device
-Showing the slot/armor/power restrictions on the relevant dockscreens so that players can see what the limits are.
-Add "launch all" option to auton bay dockscreen, which launches all combat autons (maybe not mules? Eh, doesn't matter that much).
-Auton bay dockscreen should not close unless the player expressly tells it to (at present it closes when you launch an auton, possibly some other times as well).

That should make the auton bay about 800% better and easier to use. If that doesn't take all your spare time, adding a "Recall all autons" order to the command/order squadron menu would be cool as well.
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Thu Jul 17, 2014 7:43 am

Shrike wrote:Modify auton bay dockscresn to enable:

-Remove specific device
-Repairing armor with patches/repair kits (taking the players repair skill into account)
-Using barrels on armor
-Using enhancing items on an installed weapon/device
-Showing the slot/armor/power restrictions on the relevant dockscreens so that players can see what the limits are.
-Add "launch all" option to auton bay dockscreen, which launches all combat autons (maybe not mules? Eh, doesn't matter that much).
-Auton bay dockscreen should not close unless the player expressly tells it to (at present it closes when you launch an auton, possibly some other times as well).

That should make the auton bay about 800% better and easier to use. If that doesn't take all your spare time, adding a "Recall all autons" order to the command/order squadron menu would be cool as well.
 Let me tack on a few specifics to that, if I might, Shrike, in the form an order of options and their keys on the dockscreen:
» [L]aunch
» cramble Autons
» [R]epair Armor (which should be modified to include patches and repair kits)
» Re[p]lace Armor
» se Barrel
» Install [D]evice
» Remo[v]e Device
» [E]nhance Device
» [C]ancel
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Song
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Thu Jul 17, 2014 9:59 am

AssumedPseudonym wrote:
Shrike wrote:Modify auton bay dockscresn to enable:

-Remove specific device
-Repairing armor with patches/repair kits (taking the players repair skill into account)
-Using barrels on armor
-Using enhancing items on an installed weapon/device
-Showing the slot/armor/power restrictions on the relevant dockscreens so that players can see what the limits are.
-Add "launch all" option to auton bay dockscreen, which launches all combat autons (maybe not mules? Eh, doesn't matter that much).
-Auton bay dockscreen should not close unless the player expressly tells it to (at present it closes when you launch an auton, possibly some other times as well).

That should make the auton bay about 800% better and easier to use. If that doesn't take all your spare time, adding a "Recall all autons" order to the command/order squadron menu would be cool as well.
 Let me tack on a few specifics to that, if I might, Shrike, in the form an order of options and their keys on the dockscreen:
» [L]aunch
» cramble Autons
» [R]epair Armor (which should be modified to include patches and repair kits)
» Re[p]lace Armor
» se Barrel
» Install [D]evice
» Remo[v]e Device
» [E]nhance Device
» [C]ancel


By all means. Sounds nice and ordered...unlike my rambling. :)

(I should really stop posting stuff while in/around lectures...it always means I rush things)
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Thu Jul 17, 2014 1:18 pm

@shrike:
-implemented
-Showing the slot/armor/power restrictions on the relevant dockscreens so that players can see what the limits are.
-Add "launch all" option to auton bay dockscreen, which launches all combat autons (maybe not mules? Eh, doesn't matter that much).
-Auton bay dockscreen should not close unless the player expressly tells it to (at present it closes when you launch an auton, possibly some other times as well).
-adding a "Recall all autons" order to the command/order squadron menu would be cool as well.
TODO
-Remove specific device (this is like, almost impossible. I've tried almost everything and I can't seem to remove items from the suspended auton wtf)
For the last 3 I think that it would be doable from the playership and removing the item since these are QOL requests
-Repairing armor with patches/repair kits (taking the players repair skill into account)
-Using barrels on armor
-Using enhancing items on an installed weapon/device
http://pastebin.com/8MtZbT4g

@FourFire:
-added <FourFire> radiation spreads across the Y field, from wrecks
-don't know how to do this
<FourFire> infected stations, could "call in reinforcements" which are zombie, but those just spawn at the station instead of arriving from the gate
<FourFire> (moar features XD)
http://pastebin.com/GG18fWQx

ok going to pass out now
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I don't want any sort of copyright on my Transcendence mods. Feel free to take/modify whatever you want.

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sun1404
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Thu Jul 17, 2014 3:32 pm

RPC you're too fast.

Now well, I've always wanted some devices that would reduce your power usage by percentage. Efficiency boosters or something like that.

How about a weapon that leaves flaming trail in space? Like fire spells in RPGs. Ships that come close to this trail gets DoT until they leave, and ships that touch this trail get set on fire for a time.
Yes, look at my avatar, I have a wyvera type ship.

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Thu Jul 17, 2014 6:23 pm

@Shrike: I poked George, apparently I forgot to add the auton back as an item
As for the last three requests with usable items, I can't actually tell the difference between what a tritium injector and an ion power capacitor does because the code that enhances items is in an <invoke> tag (which basically means there are no outside ways of looking into that code that I know of).

I think with the ability to remove items you can enhance them normally then reinstall back into the auton.
http://pastebin.com/tMQE4DJr

@Sun: I don't think there is a way to reduce power consumption for items sadly >.< (I might be wrong though, hopefully!)
I'll work on the weapon in the meanwhile.
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Thu Jul 17, 2014 7:15 pm

@sun: I already made the Fire Spell, trying to make a Fire Wall weapon (like from diablo)
http://forums.kronosaur.com/viewtopic.p ... 185#p59185

If you want a longer trail I think that would make the weapon SUPER OP but thinking about keeping the same amount of damage and having a longer trail.
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Der Tod ist der zeitlose Frieden und das leben ist der Krieg
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Thu Jul 17, 2014 8:09 pm

-> fire spell item
works as intended
BONUS
-> fire wall item
can only cast one safely
the more than one WILL backfire (this is a bug but I'm calling it a feature now :P)
http://pastebin.com/aKnnu2BL
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Der Tod ist der zeitlose Frieden und das leben ist der Krieg
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FourFire
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Thu Jul 17, 2014 8:53 pm

Alright, I'm going to ask for a small chunk of code for Mothership Mod.

I need a currency called Resource Units, or "RU" for short, it shall be "earned" in several ways, one of them similar to how you do it in Star Genesis, through salvaging wrecks though you'll need to specify how you determine the value for each wreck.

Other ways of earning RU will be by "recycling" (actually selling) the items to an internal, virtual store which is actually just a dockscreen inside the mothership. That's all I'm asking atm.

Keep in mind that you'll need to be able to plug the currency: into other functions, such as causing ships to spawn, the store will also need to have multiple functions, eventually you'll "recycle" a given number of items, say ten, and "manufacture" (buy) given items, even past the number you've recycled (so sell 10 items, buy back 15, or 25, or 50) lots and lots of dockscreen stuff, probably recycled (with permission) from other mods involving ships, items, configuration and currency.

Deleted a bunch of writing, you can ask for specifics over time.
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Sat Jul 19, 2014 9:30 am

Fourfire: I think a lot of writing is fine IF there is a lot of detail. So go wild I guess ;)

Implemented:
recyling by salvaging wrecks
created RU economytype
http://pastebin.com/fye9895B

What I want:
DOCKSCREENS:
-a dockscreen map (which dockscreen leads to what),
-what options are on each dockscreen
map example:

Code: Select all

ship's interior
	description:
		We have X RU's.
	actions:
		recycle
			=> goes to recycle dockscreen
		maufacture
			=> goes to manufacture dockscreen
recycle dockscreen
	description:
		choose damaged items from the player's cargohold
	actions:
		recycle:
			=>recycle item into RU's 1000*amount of tons the item is
manufacture dockscreen
	description:
		choose between unlocked ships and items
	actions:
		Create more ships
			=> make more ships, make RU cost = mass *10000
		refit ship class
			=> change loadout on all ships of the current type
		.
		.
		.
		etc
RECYCLING:
-how things get recyled (by picking items from a dockcreen?)
-into what (resources, RUs?)

MANUFACTURE:
-what to manufacture
-how to decide the cost of things (ships, items, etc)
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Der Tod ist der zeitlose Frieden und das leben ist der Krieg
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I don't want any sort of copyright on my Transcendence mods. Feel free to take/modify whatever you want.

FourFire
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Sun Jul 20, 2014 12:09 am

The dockscreen map (alpha, prone to change over time!) should look something like this:

Code: Select all

ships interior
This is a placeholder text, you can go to the cargo hold, the manufactury or the Docking bay
    
Actions:
(includes default actions)
    [L]ink weapons
        => goes to PSD linkweapons
    [D]ocking bay
        => goes to docking bay screen
    re[C]ycler
        => goes to recycler screen
    [F]oundry
        => goes to foundry screen
    
    Dockingbay
        description: launch and manage existing ships in your bay (is modified auton bay dockscreen, with ships instead)
        Actions:
            [D]rydock
                => goes to PSD-like screen with existing ships
            [L]aunch All ships
            Launch [A]rmed ships
            Launch [S]hip (launches currently selected ship)
            [Other option] (future functionality)
            [B]ack

    Recycler
        description: recycle devices for RU and research, damaged devices are worth 1/4 RU and 1/2 research points
        Actions: 
            [S]alvage device
                => goes to devices category cargo bay
            [R]epair device
                => goes to damaged devices category cargo bay
            [B]ack

    Foundry
        description: produce items from RU and raw materials, combine armors into higher level armors of the same type
        Actions:
            [B]lueprints & Reverse engineering
                => goes to a custom dockscreen which lists current research ("1/8 wrecks salvaged for Manticore Blueprint")
                     also lists all current blueprints as items in an item screen
            [F]orge Hull
                => goes to PSD ship selector screen "Details"
            [M]anufature Item
                => goes to the internal shop screen where you buy items with RU (but only ones you have Blueprints for!)
            [C]onstruct &damagetypeFacility;
                => future functionality, like upgrading the MiningPack RMP
            [B]ack

    Drydock
        description: this is where you manage items on existing ships and commission new ships wholesale.
        Actions: 
            [P]roduce loadout (commssion a new ship, fully configured, items and all)
                => PSD dockscreen where you buy ships with a combo of existing items, RU and raw materals (ores/ingots)+
            [S]trip hull (removes all items from the selected ship)
            [C]onfigure ship (install devices/armor manually, internal drydock dockscreen copy)
            [B]ack

    Blueprints & Reverse engineering
        description: lists all current research, and blueprints, and allows you to make and edit "loadouts" 
        Actions:
            [C]reate ship loadout (only works if you have a hull selected)
                => goes to an internal drydock screen that works with blueprint items, [S]ave produces a "loadout" item as a result
            [E]dit ship loadout (same as above, except you first choose an existing loadout item from a cargohold screen)
                => goes to cargohold with "loadout" category, then to the create ship loadout, but with items already selected
            [B]ack

    Details
        description: shows you the stats of a given ship type, like the DetailedShipConfig mod
        Actions
            [F]orge this Hull (is cargohold with "Hull" category, produces Hull item from hull blueprint)
            [B]ack

    Produce loadout
        Actions
            [R]esearch
                => goes to Blueprints & Reverse engineeringB screen which doesn't have an itemdockscreen
            [C]ommission ship (just like buying a ship with PSD, but with RUs+)
The features I want are:
* Salvage Device: basically sell devices for RU, prices will be determined by a formula that measures damaged status (worth 1/4 of RU if damaged), tech level, mass, and power consumption of the device in question doing this increases your reverse engineering counter for that device. This dockscreen is an itempicker.

* Repair device: if you have three of the same device you can combine them to make two undamaged ones, but this also costs RU equal to the price of one damaged device of that kind. This dockscreen is an itempicker

* Blueprints will essentially be a player configureable list of Hull + equipment, it will be like a player deciding what's going to be on the PSD ship which they are about to buy. This dockscreen is an Arena selector. Reverse engineering will display the reverse engineering counter (how many salvages before you will be able to Manufacture a given device) there will also be information about prerequisites for the next &damagetypeFacility; . This dockscreen is a custom dockscreen, like the detailedshipconfig

* You'll be able to create and edit loadouts.

* Forging hulls will be like the PSD shipyard screen except you are purchasing an item with the mass of a ship, which you can then outfit and eventually launch through the Docking Bay they will cost RU a set amount of raw materials such as Ore, Armor or Ingots+ based on their tonnage and tech level. Details will be an edited detailedshipconfig

* Manufacturing of items will be essentially buying them for RU, however armor may not be created, only upgraded to the next tier of it's type (later feature) there will be prerequisites such as having filled your reverse engineering counter for that item, having constructed the correct machinery (there will be multiple levels of extruder for armor upgrading) laser, blast, particle, ion, and thermonuclear and plasma weapons will all require specialised equipment being installed.

*

+ further developed features awaiting next version of Mining pack.
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