Just thought I would try my hand at a tinkerers mod.
some features that I am working on.
multiple item combinations (more than one item type in a combination)
multiple combinations for a item
combinations where part is just a general attribute (like X weapon and any energy weapon)
storing data on the items for ease of expanding (most of my mods are made for others to expand upon anyway)
any thoughts?
tinkerers + 1
- Betelgeuse
- Fleet Officer
- Posts: 1920
- Joined: Sun Mar 05, 2006 6:31 am
Crying is not a proper retort!
- digdug
- Fleet Admiral
- Posts: 2620
- Joined: Mon Oct 29, 2007 9:23 pm
- Location: Decoding hieroglyphics on Tan-Ru-Dorem
i would like the mod to work with item tables stored in the station AND with data stored in the items. (if there is no item data search the tables)
This way you can release the mod by just overriding the station, but it's also possible to expand the mod by putting data in new items.
What do you think ?
This way you can release the mod by just overriding the station, but it's also possible to expand the mod by putting data in new items.
What do you think ?
- Arisaya
- Fleet Admiral
- Posts: 5535
- Joined: Tue Feb 05, 2008 1:10 am
- Location: At the VSS Shipyards in the frontier, designing new ships.
I was doing mine via attributes- IE your basic laser would have something like: laser, single, etc.
then your dual laser would be: laser, two, dual, etc
while a turbolaser would be: turbolaser, single, etc
So if you had a pair "single" type items that were undamaged, you could make them into a single "two" type weapon (selectable between dual and alternating). The more projectiles fires (ion flame cannon needs 7 ion cannons for example) the more base pieces you need.
Maybe it would take 2x the number of damaged items by comparison to the number of normal items.
then your dual laser would be: laser, two, dual, etc
while a turbolaser would be: turbolaser, single, etc
So if you had a pair "single" type items that were undamaged, you could make them into a single "two" type weapon (selectable between dual and alternating). The more projectiles fires (ion flame cannon needs 7 ion cannons for example) the more base pieces you need.
Maybe it would take 2x the number of damaged items by comparison to the number of normal items.
(shpOrder gPlayership 'barrelRoll)
<New tutorials, modding resources, and official extension stuff coming to this space soon!>
<New tutorials, modding resources, and official extension stuff coming to this space soon!>
- Betelgeuse
- Fleet Officer
- Posts: 1920
- Joined: Sun Mar 05, 2006 6:31 am
that should be doable digdug but I don't really like that table due to you have to search through every one looking for the item you have, maybe once I get the things I want to do working nicely
I am also going to do multiple items per output like ore x3 + water = processed ore x1 + slag x2 + dirty water
(my mod will only override the station and titanium ore as an example of use)
Wolfy
that seems interesting but just so you know this will not be an end user mod, this is for modders to easily create as many different tinkerer combinations as they want.
I am also going to do multiple items per output like ore x3 + water = processed ore x1 + slag x2 + dirty water
(my mod will only override the station and titanium ore as an example of use)
Wolfy
that seems interesting but just so you know this will not be an end user mod, this is for modders to easily create as many different tinkerer combinations as they want.
Crying is not a proper retort!
- Betelgeuse
- Fleet Officer
- Posts: 1920
- Joined: Sun Mar 05, 2006 6:31 am
update
now allows for "groups"
each group has a chance of appearing in game (per a given percent) and only one of the formula in that group will be used for the whole game
this means that tinkerer combinations can vary from game to game
now allows for "groups"
each group has a chance of appearing in game (per a given percent) and only one of the formula in that group will be used for the whole game
this means that tinkerer combinations can vary from game to game
Crying is not a proper retort!
- Arisaya
- Fleet Admiral
- Posts: 5535
- Joined: Tue Feb 05, 2008 1:10 am
- Location: At the VSS Shipyards in the frontier, designing new ships.
what do you mean?Betelgeuse wrote:update
now allows for "groups"
each group has a chance of appearing in game (per a given percent) and only one of the formula in that group will be used for the whole game
this means that tinkerer combinations can vary from game to game
(shpOrder gPlayership 'barrelRoll)
<New tutorials, modding resources, and official extension stuff coming to this space soon!>
<New tutorials, modding resources, and official extension stuff coming to this space soon!>
- Betelgeuse
- Fleet Officer
- Posts: 1920
- Joined: Sun Mar 05, 2006 6:31 am
it is now in beta testing if anyone wants to beta test have fun
http://xelerus.de/index.php?s=mod&id=173
the format is
in a items static data called TinkererPlusOne there is a list
the list format is
(group1 group2 ...)
the group format is (only one formula from a given group will appear per game, the percent chance is the chance that the group appears at all)
(percentChance (formula1 formula2 ...))
the format for the formula is
(thisAllowDamaged numberRequired otherItemList resultItemsList)
the format for the other item list is
(inItem1 inItem2 ...)
the format for inItem is
(UNID|criteria allowDamaged numberRequired)
the format for resultItemsList is
(outItem1 outItem2 ...)
the format for out item is
(UNID numberCreated)
any questions on the format or have you found any bugs? (this is a beta so there will most likely be bugs)
http://xelerus.de/index.php?s=mod&id=173
the format is
in a items static data called TinkererPlusOne there is a list
the list format is
(group1 group2 ...)
the group format is (only one formula from a given group will appear per game, the percent chance is the chance that the group appears at all)
(percentChance (formula1 formula2 ...))
the format for the formula is
(thisAllowDamaged numberRequired otherItemList resultItemsList)
the format for the other item list is
(inItem1 inItem2 ...)
the format for inItem is
(UNID|criteria allowDamaged numberRequired)
the format for resultItemsList is
(outItem1 outItem2 ...)
the format for out item is
(UNID numberCreated)
any questions on the format or have you found any bugs? (this is a beta so there will most likely be bugs)
Crying is not a proper retort!
-
- Commonwealth Pilot
- Posts: 56
- Joined: Fri Mar 21, 2008 6:06 am
I tried this mod.. tinkers in the games I run don't covert anything..
"Darkness makes the sunlight so bright, that our eyes blur with tears. Misery sharpens the edges of our joy. Challenges remind us that we are capable of great things. Life is hard. It is supposed to be."
- Betelgeuse
- Fleet Officer
- Posts: 1920
- Joined: Sun Mar 05, 2006 6:31 am
it isn't a mod for end users it is a mod that allows modders to easily create tons of randomly selected tinkerer formula.
Crying is not a proper retort!
-
- Commonwealth Pilot
- Posts: 56
- Joined: Fri Mar 21, 2008 6:06 am
er.. woops
where would be a good starting point or article or whatever to figure out how to learn this stuff.. have idears.. but...
where would be a good starting point or article or whatever to figure out how to learn this stuff.. have idears.. but...
"Darkness makes the sunlight so bright, that our eyes blur with tears. Misery sharpens the edges of our joy. Challenges remind us that we are capable of great things. Life is hard. It is supposed to be."
- Betelgeuse
- Fleet Officer
- Posts: 1920
- Joined: Sun Mar 05, 2006 6:31 am
not to hard to use this mod all you have to do is make an item as the base (an existing item or a new item)
There is an example in the mod.
as for a starting point for learning this stuff what do you mean? Scripting? learning how to use lists? modding in general?
There is an example in the mod.
as for a starting point for learning this stuff what do you mean? Scripting? learning how to use lists? modding in general?
Crying is not a proper retort!
-
- Commonwealth Pilot
- Posts: 56
- Joined: Fri Mar 21, 2008 6:06 am
scripting.. can do the the modding with ships and basic items fairly well.. but when it comes to the scripting.. I'm wayyy lost.. I try to follow the script conversations.. but its pretty much gibberish to meas for a starting point for learning this stuff what do you mean? Scripting? learning how to use lists? modding in general?
"Darkness makes the sunlight so bright, that our eyes blur with tears. Misery sharpens the edges of our joy. Challenges remind us that we are capable of great things. Life is hard. It is supposed to be."