Summoner/Carrier Mod

Freeform discussion about anything related to modding Transcendence.
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hookoa
Militia Lieutenant
Militia Lieutenant
Posts: 109
Joined: Sun Mar 05, 2006 10:51 pm

You got a lot of dedication to get this mod going. Besides docking with wrecks as a way to learn new ship types, it might be interesting to have a chance to learn ship designs by docking with wrecked stations, eg, Sung Citadel's give wind slaver schematics, ranx fortresses give ranx gunship plans, dwarg fortresses give xoanthrope raiders, etc. Ares shipyards can yield sandstorm plans.

Fuel is a good trade-off, but another thing you could consider is trading ore and armor plating to be processed into ships. That would cause a balance between selling ferian/outlaw miner loot for rins, or trading it for escorts.
Alex_
Anarchist
Anarchist
Posts: 14
Joined: Wed Dec 23, 2009 7:26 pm

From the transcendence main page:
<PlayerSettings>
shipScreen="{unid} | {screen-name}"

A player ship may specify a custom ship screen. This allows the modder to override the screen that comes up when the player presses the key.
This is how I have introduced my dockscreens in my star carrier mod. It might be a little neater than the virtual useable item you are using at the moment.
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Styro
Miner
Miner
Posts: 46
Joined: Mon Jan 18, 2010 4:55 pm
Location: Utah, USA

Yes, I really like the idea of customizing the player's ship screen, but I don't like the fact that it can create conflicts with other mods. I prefer my mods to be totally self-contained. No dependencies, no potential conflicts, etc.
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Atarlost
Fleet Admiral
Fleet Admiral
Posts: 2391
Joined: Tue Aug 26, 2008 12:02 am

That's functionality that should never be used. If you do you break the most useful debugging tool you've got as well as the VUI and anything else that uses that hook.
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