Jump to content

Neotician

Members
  • Posts

    5
  • Joined

  • Last visited

Neotician's Achievements

0

Reputation

  1. Thanks a lot! My problem has turned into a two-parter, it seems the Devs has made sectorturretgenerator.lua in such a way that each 15x15 quadrant can only have 5 different seeds for every type and rarity (so 20 variants per weapon type , 5 per type per rarity), so i need to mod that as well to get some more variety. The second part is those Restore and Secure functions, i thought i understood them, but can't seem to get it working. This is the setup: function TurretFactory.restore(data) local station = Entity() local settings = GameSettings() TheList = data SeedMod = TheList[settings.seed .. "_" .. station.index.number] end function TurretFactory.secure() local station = Entity() local settings = GameSettings() if SeedMod ~= 0 then TheList[settings.seed .. "_" .. station.index.number] = SeedMod end local data = TheList return data end My understanding is that Secure and Restore manipulates a single table associated with the namespace. I store my modifying value at the [Gameseed_StationIndex]'th index of tha table, so i'm able to store a value for each factory. Again, working on the assumption that there is a table for each namespace, and not for each instance of the script. Another assumption is that global variables work the way i think they do. My SeedMod and TheTable are just placed at the top of my mod file, outside any function. Writing this, i'm also realizing that if the secure/restore table is for the namespace and not each instance, they would be overwriting eachother on secure, so that mustn't be the case.. hmm. Sorry for the long post, but can you see what my probably blantant mistake is? :)
  2. I had issues finding a mod for changing the seed of turret factories, so decided to make my own! https://steamcommunity.com/sharedfiles/filedetails/?id=2063508125 The mod basically adds a button, next to the shopping list at the turret factory, that adds a random value between -10000 and 10000 to the seed of that factory. The new seed is persistent, but does not modify the savefiles, this also means that the seed will revert to normal if the mod is disabled This is my first time writing a mod for anything, as well as writing LUA, so feedback is appreciated. Also, does anyone know of a way of storing easily searchable data between reloads, that is better than having a txt file for every turret factory? Really miss my C# lists
  3. Ran into a bit of a snag on my recent playthrough, a part of Operation Exodus chain ended up being a rift island and is thus unreachable unless i get som avorion and i need to finish the mission to get to avorion :p I know i can just can just cheat in the artifact, but it's pretty demotivating having to do so, especially after having chased those beacons across the galaxy. Seed is: JDUA49OKe2 I'm running the latest beta branch. Here's a two-picture composite of the island:
  4. *EDIT* Got it, happened as i added a second squad of fighters. Won't trigger the Child at Heart achievement tho *EDIT* I know, i know, the topic has been posted before, but i can't seem to find any boxes to tick that i haven't ticked. I just can't seem to trigger the "Build a fully functional battleship." Achievement. This is my current ship: https://steamcommunity.com/sharedfiles/filedetails/?id=1844045864 Should be large enough, should have enough firepower. It has fighters, a captain, fully crewed. It ain't pretty, but that shouldn't factor in :p Does anyone have any ideas on what could be missing?
  5. Necro, but the issue still isn't fixed as of Beta 0.26. Just built my first trading post. Within 30 minutes various goods had beend sold at the station, including 19900 processors. The processors alone netted me around 31 million in profits on the taxes and i could then proceed to take the processors out of the trading post ,and sell them at an NPC one, netting me another 170 million. So, on processors alone, the trading post has earned itself back (not including building materials) 8 times over in under 30 min, since i don't pay for what it buys and i don't have to pay to take things out of its inventory. *edit* Just returned to my trading post, been away for about 20 minutes, it's stocked with a bunch of things including 25000 processors, so about 240 million additional profit there.
×
×
  • Create New...