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Messages - BeLugh

#61
When items are disabled in their xml they cause the store function in stations to crash. Also when you set the consumption of an item to 0.00 it crashes the shop as well (maybe it is divided by this number? i didnt check it)
#62
Ok :) I will try whatever i can do to make it work somehow :) Or just make some temporary workarounds like requiring lvl instead of hull type :)
About the topics, i didnt know scripts can also be outside the scripts folder :D
#63
Modding info / Several problems occured during modding
August 07, 2014, 05:58:43 AM
Hi :) I would really like to go on modding, but every step i want to change somethign i cant go on as i am missing information, a script which is not modable etc. etc.
I hope you guys can help out somehow

My two main problems right now:
1. i am trying to figure out how to receive the hullid of a ship. so i can ask it in the minign function to check it against the laser, if it is ok to use it in that size of the ship. maybe i need to add this later
2. I have changed all the ores, so Glepsite does not exist anymore, but i can't access the tutorial quest. What i can change is the text of the starting quest which tells you to go to one eyed joe, but i neither cant change the text, nor i cant change any event, check, requirement etc. I have searched through all the scripts. Right now people would not be able to mine glepsite, which means they are stuck in the spawn system

Now the other ones i found:
-this isnt a bug but something went bad in functions. Asteroid data lets you edit the scale, but the scale, orientation etc is totally overwritten by the script. All asteroids have a scale of 0.8 up to 1.6 and ResQ does not seem to have a working function as how it seems. I tried making it random ang giving ResQ the same double as scale, but resources are set independent of ResQ
-to fix it being able to mine asteroids while cargo is full i would like to check if the cargo is full or check cargo max against cargo. Right now after mining when no item is added it is assumed that the cargo is full
-for multipalyer games i would like to remove depleted asteroids and create new ones, but i have no idea how to remove an instance as it is does not happen in any script. I already found checking multiplayer and creation of asteroids

Thats all i found so far ;)
I would be very glad if one of you guys can help out.

-changing the scale of asteroids after mining resoruces would be great, so it would visually show the remaining content inside the asteroid
#64
I didn't work with graphical programs for years, are there recommended ones i can use to create modified icons?
Also it would be great if you guys can post vanilla icons ;)
#65
Adding more asteroids works, my msitake was that i had a typo in scale of asteroid 7 and i always tried to have at least asteroid 7 added... ;)

Btw i found the function for creating asteroids, its in CSGen
#66
Game discussion / Re: What I noticed
August 06, 2014, 04:03:24 AM
Usually it would happen itself earlier or later. Most conversations on the forums so far are about suggestions or required help about mods, both are predifined to be between users and developers as long as no modder is experienced enough to help another modder ;)

When mods are good enough to be shared and played on the servers there should be alot of conversatiosn between users.
I guess most of the members are just waiting for the beta.
btw. when you reach 0.9.9 alpha will it be 0.0.1 beta afterwards or 1.0.0?
#67
Do you know who coded the asteroid function? So i can ask him directly if he does not answer here.
I would really like to add more asteroids (i was going to have 10xrock 3xice 3xlava in total)
#68
I have tried to add more asteroids to have more diversity, as i want to use 16 resources to mine. The resources/ores are working great.
But when i add another asteroid it hangs on loading savegames/creating a new world

I found that the asteroids are created in systempresets.js

e.g. CSGen.CreateAsteroidsByPrefixes( args, {rock:10, ice:1}, 4, 1, 3 );

can you please tell me what the 4, 1 and 3 represents?
right now i would guess it has like 3 rings from the star. it places 10*3 rocky asteroids and 1x*3 in the inner or outer one.... and then 10*1 rocky 1*1 icy etc...

Can you please tell me if its possible to add more asteroids to the game, if yes what do i have to do after adding them to the asteroids folder with a new id?
#69
Thanks so much Lurler :) I finally got it to work. It now only works when you have enough energy, and the energy to activate the mining laser is written in the mining devices. I can use the same way for many other ideas i had.

Lets see if i can get a mod up until sunday :)

Will you add experience for trading goods? for me it seems that the function which can be used to do this is not modable. I only found the scripts for setting up prices in Stations.js
#70
yeah that could work, that sounds reasonable. I really appreciate your help :) Thanks!
I will try it later when i get home.
#71
Do you have any idea how i can make it cancel then? :/
For me it seems that the function i need to modify is not within the modable files. There is only the Onstart, which does not execute anything and the onFinished, which is already too late. Yesterday i took a closer look on several modable files. Many parts of the game are modable, but some core functions seem to be not available. For example none of the scripts contains the execution of the OnCancel, so i dont see which arrays are inside of it.

Is it possible for me to cancel the execution of the device somehow?
#72
Thanks!
But i already got that idea :) i just did not know about the api's and the wiki.
Right now i am trying to cancel the mining when you do not have enough energy.... i just dont know how to make the oncancel work in that case :/ but i will go on trying
#73
Nice to hear :)

I was trying to make mining devices consuming energy, but i can only add a new effect , i cant add requirements.
None of the other energy consumptions existing would work in a single use energy consumption (except negative value from a consumable, which would still work if not enough energy is there for the mining laser).
Or where can i find the energy_consumption_xxxx_value 's?

Edit:
so far i found this one in calculateship:

    // ! important !
    // devices' energy consuming (and all other stuff about devices) is calculated in
    // device's script


    //-----------------
    // other electrics
    // in last order

    energy -= ship.GetFinalCacheValue(ship_id, "energy_consumption_generic") * timeMultiplier;


sooo i guess i have to take "energy" as the requirement i guess... i will try it now

i did not get it to work, i tried workign around with energy in the javascript file for miningmodule as well as with energy_consumption_generic in the mining device.xml
#74
Thanks so much for the help! I did not think about taking a closer look at the scripts so far. I am still a beginner somehow at java but maybe i can get into it after a while.

About #3: yes i wanted to add activate another device slot additional to the ones activated by the hull.
#75
I was searching for indie games on youtube as i wanted  to find a new game which is worth playing for a longer time or even modding. And after some minutes i somehow found void expanse and had to buy it one day later :-)
i just tried again to find it that way but could not find it anymore