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11
Bug reports / Re: French Keyboard
« Last post by ai_enabled on May 19, 2018, 02:08:49 am »
Hello!

Yes, we're aware of the issues with different keyboard layouts and will try to fix most of such issues with the next update.

Regards!
12
Bug reports / French Keyboard
« Last post by Und3rTkr on May 19, 2018, 01:57:23 am »
Hi ,

I play with a friend in game. But when i wanna talk " local " and should use the "!" carac... I cannot. On my keyboard and only in game ( the rest of time i have no problem ) i cannot use that sign , it's like the button is not running.
So i have to change the language , use the QWERTY layout too use it because it won't on AZERTY layout.

Thanks , and have a nice day.
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Hey!

Some xml files have this:

Code: [Select]
<variables>
<var>some_variable</var>
</variables>

can we set them directly from inside the xml file for instance:

Code: [Select]
<variables>
<var>some_variable = 10</var>
</variables>


I am trying to avoid using Global Storage Variables for the market mod and having something like this below would really help.

Code: [Select]
<variables>
<var>price = 159</var>
</variables>


14
Help section / what is topic.EnableMonospaced(true)?
« Last post by ninekorn on May 18, 2018, 09:33:51 pm »
Hey!

I am trying to finish the market mod for release before the end of this month. As I had thought, the market mod was nearly completed months ago but beeing a little bit "egocentric" thinking about doing all my mods before releasing anything was just a bad idea... For the community, I will release them one by one if I can, starting with the Galaxy Market.

Before I stopped working on that mod like 7 months ago or something, I am not sure if the game was blocking me or not from the player buying items when he doesn't have enough money. I obviously now noticed the Console debugging me that "money that the player doesn't have is trying to be removed " -_-, but the items are still beeing transfered in the players storage. So it's one of the last things that needs fixing for the "buy" section of the market and I am working on it right now.

But looking at my script, I noticed I just copied the line topic.EnableMonospaced(true) without even knowing what it does. I didn't find any info in the scripting section of Void Expanse Wiki about this.

Anyone knows what it is?

nine
15
Development discussion / Re: Balancing food, freshness and fridges.
« Last post by Lurler on May 17, 2018, 09:31:20 pm »
What about making the fridge more effective when none of the owners are online?
That would help with making it more useful.
That wouldn't work unfortunately as fridges are not tied to particular people and can be owned either by single person of by group of people. And frankly tying them to player's online status seems a bit unexpected from player's perspective, especially given that we don't do anything like that for any other thing in the game.

And what about not being able to store Preserved foods in the fridge? Shouldn't they be kept on a shelf?
Well, that's fine :)
You can store your coffee in the freezer in real life and it will store for 10 years instead of 2 or something. I see no good gameplay reason to prevent players from doing that.
16
Development discussion / Re: Balancing food, freshness and fridges.
« Last post by Magnus on May 17, 2018, 12:19:56 pm »
What about making the fridge more effective when none of the owners are online?
That would help with making it more useful.

DefaultIn fridge onlineIn fridge offline
Perishable1.5h15h30h
Normal4h40h80h
NonPerishable8h80h160h
And what about not being able to store Preserved foods in the fridge? Shouldn't they be kept on a shelf?
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Development discussion / Re: Balancing food, freshness and fridges.
« Last post by kordenox on May 17, 2018, 08:02:08 am »
I am terribly sorry, I never actually build the fridge and herd from someone that it needs batteries, my bad.
18
Development discussion / Re: Balancing food, freshness and fridges.
« Last post by Lurler on May 17, 2018, 06:37:48 am »
@kordenox, hm, not sure what you mean about batteries, as currently the fridge doesn't use any energy or batteries (it's supposedly powered by solar power). So it just functions like a container where you can put any food and it will last 10 times as long.
19
Development discussion / Re: Balancing food, freshness and fridges.
« Last post by kordenox on May 17, 2018, 04:12:51 am »
well from my experience the fridge is completely useless!
food is really easy to find in the wild.
and we all ready have a perfect non-rotting food which is wheat flour!
i love wheat flour!:) it won't root, can be sold to others with no means for them to reproduce it, and you can easily make your self some bread for you gathering runs.
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Development discussion / Re: Balancing food, freshness and fridges.
« Last post by ai_enabled on May 16, 2018, 10:47:30 pm »
I believe that the most discomfort is caused by the "normal" food with 3h shell life. Increase to 4.5h (so total more than 2 real-life days) should be enough with everything else kept as is.

Another consideration: addition of an icebox in the Tier I technologies will help on the early stages of gameplay until players will be able to build a fridge. To keep the balance, icebox should have only a minimal amount of slots and might be a little bit less efficient than a higher-tier fridge (for example, 7 times instead of 10 times of freshness decrease speed).
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