Post Heretic star system doesn't work

Freeform discussion about anything related to modding Transcendence.
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Periculi
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I found out what the problem is.
It's the Iocrym Outlaw Base.
You never posted that part. :P
Can you explain exactly what all those numbers you were throwing about were?
Yes, which numbers?
You mean the node IDs? Those don't even have to be numbers. They are unique IDs [strings] that correspond to a 'node' or position on the topology network, which is a star system object- a 'node' can use any system definition, defined statically or drawn from a table inside the <System> tag of a topology <Node> tag.

There might be more information about topology nodes found through a search of the forum.
And, lastly, is the order fixed? I mean, if two mods want to be system 11, can they co-exisit?
Any mods would need to be integrated in the current topology. If the mods used the same node IDs they would create conflicts. Every node in the topology must have unique ID. System names can be the same.

When 0.99 is released, there will be some changes to the way the topology is handled which may open up other options for mod networks. Adventure topology segments can go in extensions and the player can choose a mod network to play without altering the main transcendence.xml.
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Fatboy
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I found out what the problem is.
It's the Iocrym Outlaw Base.
You never posted that part. :P
I think the problem was that I had a +Iocrym for stuff to sell
(I did add it to the Iocrym stuff)
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Periculi
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Oh, you know I think I had that happen to me once too.

I had a station that wasn't getting any items and would crash the game- took a while to figure out the problem was the level spread.
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