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bzy-xyz

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  1. I don't mind forks. This mod probably needs updating for 0.15 anyway.
  2. rev2 released. Now with 100% more HUD and stuff.
  3. Minor update for 0.12.4. No new features.
  4. Factories purchase the ingredients necessary for the production they've been assigned. A given good can have multiple productions yielding it as a result, but as far as I can tell the vanilla Factory chooses exactly one at construction. So in your example you could end up with a station that produces clothes from only fabric, or clothes from only leather, or clothes from fabric that consumes leather if present (via the optional flag), but not a station that produces clothes from fabric and clothes from leather as independent processes. If you wanted a single station that could run multiple independent productions on its own, you'd likely have to produce something that looks like the vanilla Factory (`entity/merchants/factory.lua`) but with appropriate extensions to support multiple production recipes. Or somehow change the existing factory.lua to be smart enough to do The Right Thing when added multiple times to an Entity. Trading posts choose sold goods arbitrarily at construction.
  5. The list of all trade goods is defined in `lib/goodsindex.lua`, which populates a table `goods`. If you can arrange for your trade good descriptor to be present in this table when `TradingPost.initialize()` calls `TradingManager:generateGoods()`, then trading posts will potentially buy and sell your good. To be eligible to be produced by some factory you have to also arrange for a production descriptor to be present in a table `productions`, defined in `lib/productionsindex.lua`, when `Factory.initialize()` is called. The population code for both tables is autogenerated by something we don't seem to have, but it's easy enough to extend both tables without modifying the original population code (e.g. by arranging for files that extend them to be require()'d in the appropriate places). I don't guarantee that this is all you need to do, but looking at the code that seems to be the gist of it. If you want some station to have more complex defined behavior, copy `entity/stationscripttemplate.lua`, make it do what you want, and then arrange for it to be added to your new station type when a sector generator script (or something else) creates it in the world.
  6. "Boarding is not yet implemented" - now it is! Here's a mechanism by which you can board NPC vessels (not player vessels yet, sorry!). For 0.12.4. Archive as attachment. Patch file (from stock): https://pastebin.com/JguGG04V Patch file (from rev1): https://pastebin.com/WnrcLb5E Installation: Back up your Avorion scripts directory. Copy all files from scripts/ in the archive into your Avorion scripts directory. Installation (advanced users): Apply the provided patch file. Invert these steps to uninstall. Usage: Get some boarders. Find a target ship and target it. Observe the vertical bars to the left of the reticle: the red bar is your hypothetical boarding strength, while the cyan bar is the opposing defense strength. If this ship looks like an easy target, then shoot at it until its shields drop below 1%. Then fly within 500 meters of the target ship. Then use the new interaction that pops up. Your shields will drop to zero! So clear out afterwards. Wait until your boarding crew (hopefully) wins. Congratulations, you have boarded a ship! Your surviving boarding crew returns automatically. If things are going pear-shaped, fly within 500 meters of the target ship and use the interaction again. The target shields must be below 1%. This stops the process and retrieves your surviving boarders. Latest change: rev2 (2017-07-06) Namespaced script. Added boarding strength estimation to HUD reticles. You can now cancel boarding and retrieve all your surviving boarders. Not yet implemented: A nicer boarding UI. Presently, you get chat messages instead, tracking the progress of any boarding action. Take special note: Your shields drop to zero when you initiate a boarding action. This is a feature. Boarding certain ships can break events that expect those ships to be destroyed. Erasing the ship in build mode seems to work. I promise nothing and guarantee nothing. shiptoshipboarding_rev2_0.12.4.zip
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