Example of Complicating Things!

Freeform discussion about anything related to modding Transcendence.
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Periculi
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:lol:

Well, this is a fun little bit of confusion. In this mod sample pack are a customized Event Manager special made for the uses of a prototype device mod. Place the two files into your Extensions folder. Not compatible with Events Manager 2!!

Hop in the test wolfen and check it out!

The device mod does several things, some of which you might find entertaining:

Stasis Box- a complex item that demonstrates the amazing ability to spit out an endless amount of assorted colored eggs. This device has another interesting quality- it can be trapped in addition to it's usual functions!

That's right- I have implemented a basic item trap-interrupt for <Invoke> example which can be applied to a variety of items- anything without charges that can be used, such as a ROM, Crystals, Fuel, Barrels.. anything!

For now the trap simply sends a threatening message. :P

Using a Purple Egg will take you to a little Item Scanner screen I built to allow you to get some Data from any item, and also Set or Remove charges on any item. Go ahead, remove a charge from that Titanium Bulkhead and see the mysterious maximum!

Place one charge on the Stasis Box, and then exit the Scanner screens and go back and use that stasis box- :P

Ok, what's the point? Well- I am developing various sneaky ways to set a trap. Many of the items would naturally be suitable for a trap check when Looting, so the next version of the trap mod will involve a Loot override that can set traps on nearly any normal item. yay!

I also will be starting a side business building and selling Trap Detection equipment soon to be available through-out Earth-Space. :)

Now to the meat of the project:

Get some eggs out of that stasis box, while it's still in debug it won't be consumable, but real versions will only be usable once. Once you have a fair collection of Eggs on hand, go to the Mini Incubator screen.

The Mini Incubator device is a stand alone system that you can incubate nearly any kind of living egg in! Once Activated the MiniInc will allow you to place an egg into the incubator and wait for it to hatch.

When the egg hatches, you will find a baby critter running around your cargo bay. :)

The item is an example of a primitive device in a device system that can accept various device styles and achieve a different effect after time. This could be applied to creating layered devices and systems for your playership, and the evolution of an item over time (eggs hatching) shows that it can be tied into a background Event manager action to create the effect.

This example has some very primitive powers, and so I am developing a Engineering Hold that can make use of a variety of devices to combine into ship altering configurations. These installable items may be nested as well.

Even though a fun and interesting bit of code, the incubator is lacking in a variety of checking routines and is easily exploited- I wanted to get the functions laid out and play with them first, but I will be adding ways to check for unique items (such as running more than 1 incubator at a time!) and manage whether or not the item exists before doing a time delay action. (right now you can incubate an egg and then go sell the incubator before the egg hatches and still get the egg- the event doesn't check for the cause yet)

This mod isn't much more than a demonstration of some interesting possibilities for devices and events, but you might also enjoy having a collection of animals and eggs...
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Arisaya
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Very interesting...

So are you saying that:

a) you could get your own tinker's machine on your ship?
b) you might be able to get "hull expansions" allowing heavier armor and more devices?

:lol: and I though my jury-rigged reinforcement callers were clever
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Periculi
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More like I am saying that you can have a Ship Backbone and Infrastructure that configures slots by class and type and even tech branches differently depending on what kind of Equipment Platforms you have installed, Weapons Mounts, Computer Core, ad infinitum.

Which could all have internal components comprised of nested devices which in turn had more layers of components.

Systems could be configured for different outputs, and snap on components can add effects for a duration then expire, or grow better with time.

The time feature is as interesting to me as the device nesting. Having an effect that happens when a duration expires no matter how many systems you went through in between is really, really handy.
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Betelgeuse
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hmm question can you have an item that has an effect after 30 seconds of the last use of that item?

Say you have 3 of them and you use them every 15 seconds and you make the event just happen once 30 seconds after the last one was invoked? This would be helpful in hybrid type things where you do something now and later on you do something else.
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Periculi
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hmm question can you have an item that has an effect after 30 seconds of the last use of that item?
Yes, easily. And, if you went from one system to another the effect would still happen- the events follow you around rather than being connected to the system you started the timer in. :)
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digdug
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time delayed actions, nested devices, layered devices, traps, system independent events, timers ! :shock:

Great job ! this code has a huge potential ! :)

in 1 word: revolutionary !
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Betelgeuse
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can't wait for the one after .99 I expect that to be even better :D
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Periculi
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:D I do look forward to being able to set data on items.
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Arisaya
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sorry the egg images are taking a long time.. having some trouble getting the settings right... items images =|= ships images :?
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Periculi
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You can just send me the graphic files, I can put them into the game easily enough. :)
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