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NexusNull

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Posts posted by NexusNull

  1. 1. It does not look like it limits the abandoned mines generated in a sector to one or even one of each type of ore as you can see by the attached image.

    Well the chances are connected to an asteroid field. So there is a 10% chance for every asteroid field, might not have been the smartest move on my part.

     

    2. The Galaxy Map info on the section appears not to update until you leave the sector -- to change the Abandoned Mine text into Working Mine text on the sectors popup data sheet.

    I can't change that, there is a lot unavailable to modders, galaxy map is one of those. Trust me I would create other cool mods if I had the option.

     

     

  2. how can i missed that XD thanks for the info^^ i think i was to focused on getting it into a certain productionline instead of trying something like this first... maybe i can use you code for experimenting for my idea?

    Sure, go ahead. It will be interesting to see what you come up with.

  3. how do you do this?

    You should take a look at the modfiles, nothing explains better than code.

     

    Basically what I do is pretty simple, Every time a player joins the world he gets initialized.

    At this point I use the initializeHook to set some data to the player

        player:setValue(prefix .. "Iron" .. "MineAmount",     config.defaultIronMines) 

     

    After the game has called the initialize function it will call the updateServer function every five seconds.

    Here I just check how many mines of a specific amount a player has and then give him the resources for that.

    Although first I wait until an internal counter has reached 60 seconds.

     

    And that is basically everything beside Worldgen and UI

     

     

  4. From the sounds of your installation instructions, you've made this mod different than others have to where you have to take an extra step whereas all other mods I have (at least a total of 10 or so) work fine together without any extra bullshit. If I can't just drag and drop it into my game folder it's not worth it. Simply because it's not necessary as other mod makes have proved.

    The extra step is only necessary when another mod changes the files I am changing. It is just a compatibility feature. The simple installation should be fine.

  5. Yeah, or for them to only spawn the resource that is available in that sector, so that it wouldn't be possible to get all the good farms right away.

    It is already like this. The mine only delivers what is naturally existent in that sector.

  6.  

    its the same price for every ressource... i would like to have it with different cost... like iron 1.000.000 and avorion like 25.000.000 just as example... :p

    I could implement something like that, but not right now. I will see what other things pop up and after a couple of days I am going to implement them. Just so I don't have to make new versions constantly.

  7. !!! BETA: INSTALL ONLY IF YOU KNOW WHAT YOU ARE DOING !!!

     

    Version: 1.4

    Needed Install: Serverside/Clientside

     

    This mod is still in beta so expect bugs and tell me about them.

     

    I want to tackle a specific problem with this mod. For me it always seems that Avorion is to grindy and slow in resource gathering. Sometimes I get frustrated because I don't have enough resources for my ship repair and I have to go mining again. That's why I want to move the focus of Avorion from mining and salvaging to fighting and exploring.

     

    So what does this mod do? Well, it adds an abandoned station into the game, which when you refurbish it gives you free resources for life.

     

    After installing the mod there is a 10% chance that an Asteroid field will spawn an abandoned mine near itself.

    The player will be able to refurbish the mine with varying costs. After doing so he will be rewarded with 40 resources every minute. The resource type depends on the mine type, which means that an iron mine will generate iron and so on. There is no limit on how many mines you can have working at a given time, they even deliver resources when you are not in the same sector.

     

     

     

    coming features:

     

     

    • Increasing cost for high level materials.
    • Station upgrades which increase production
    • A proper ui

     

     

     

     

    Mod structure:

     

     

    ├── data
    │   └── scripts
    │       ├── lib
    │       │   └── SectorGenerator.lua
    │       └── player
    │           └── eventscheduler.lua
    └── modfiles
        ├── config
        │   └── config.lua
        ├── scripts
        │   ├── callMine.lua
        │   ├── hooks.lua
        │   ├── main.lua
        │   └── StationGenerator.lua
        └── templates
            ├── Extractor2.xml
            └── Extractor.xml
    

     

     

    Installation/Download

     

     

    I tried to only make minimal changes to the actual game code and to keep everything as is. To get this mod running you have to add two chunks of code into eventscheduler.lua and one into SectorGenerator.lua.

     

     

    Download:http://nexusnull.com/MineCorp/versions/MineCorp.1.4.zip

     

     

     

    Older Versions:

    Download:http://nexusnull.com/MineCorp/versions/MineCorp.1.3.zip

    Download:http://nexusnull.com/MineCorp/versions/MineCorp.1.1.zip

     

     

    How to install:

    No other mods:

    In case you have no other mods installed it is pretty easy. Just drag zip contents into the Avorion folder. The path to the Avorion folder should be something like this:

    steam/steamapps/common/Avorion/

    With other mods

    !This step is only necessary when there is a conflict with another mod! e.g. another mod changes the files I am changing.

    I try to separate the game files and my modfiles, hence the modfiles folder. Outside from those I implements changes with hooks. Those Hooks are marked like this.

     

    *** Actucal Game Code ***
    
        --Inserted MineCorp Hook
        package.path = package.path .. ";modfiles/scripts/?.lua"
        require("hooks")
        initializeHook()
        --End Hook
    
    *** Actucal Game Code ***
    

     

    To implement the mod functionality you just have to find those pieces of code in my mod and implement them in the gamefiles.

    I know it is pretty tedious but that is the way it is without the steam workshop.

     

    If you have other questions ask in the comments.

     

     

     

     

    Images:

     

     

    FullView.jpg

    interface.jpg

    resources.png

     

     

     

    Thanks to:

    Tostov: for designing the station.

    Laserzwei: continuing the work on Minecorp while I was gone.

    Hammelpilaw: keeping the mod up to date.

     

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