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Azerik

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  1. I've chased it down more. Turns out I'm not as good a typist as I thought. I've had a myriad of typos, spelling error, and a couple {} mismatches. I'm down to just trying to figure out why the actual pizza factory and the pizza box factory aren't working. At the very least, I've re-learned proper testing procedures from all this. Considering how out of date my coding skills are (30 years), I think I'm doing ok. Thank you for the assistance, I literally couldn't have done it without you. Hopefully I can figure out the final problems, if I can't, I'll be back with updates.
  2. Well, shoot. While I'm sure it didn't do any good, fixing that didn't fix my problem. Taking all of them out did stop the issue, obviously I have another problem child. /sigh
  3. I got an idea to expand the culinary offerings in Avorion to include pizza. To that end I added in some stuff in goodsindex.lua and corresponding factories in productionsindex.lua. When I put it up for testing, I keep getting an error with productions.lua 2017-11-26 10-46-55| could not execute function 'initialize' in '""': 2017-11-26 10-46-55| data/scripts/lib/productions.lua:41: bad argument #1 to 'pairs' (table expected, got nil) 2017-11-26 10-46-55| stack traceback: 2017-11-26 10-46-55| [C]: in function 'pairs' 2017-11-26 10-46-55| data/scripts/lib/productions.lua:41: in main chunk 2017-11-26 10-46-55| [C]: in function 'require' 2017-11-26 10-46-55| data/scripts/sectors/miningfield.lua:5: in main chunk 2017-11-26 10-46-55| [C]: in function 'require' 2017-11-26 10-46-55| data/scripts/sectorspecifics.lua:30: in function 'addTemplate' 2017-11-26 10-46-55| data/scripts/sectorspecifics.lua:55: in function 'addTemplates' 2017-11-26 10-46-55| data/scripts/sectorspecifics.lua:191: in function 'initialize' 2017-11-26 10-46-55| data/scripts/sectorspecifics.lua:23: in function <data/scripts/sectorspecifics.lua:18> 2017-11-26 10-46-55| (...tail calls...) 2017-11-26 10-46-55| [string "..."]:10: in function <[string "..."]:8> 2017-11-26 10-46-55| 2017-11-26 10-46-55| could not execute function 'name' in '""': 2017-11-26 10-46-55| [string "..."]:17: attempt to index upvalue 'specs' (a nil value) 2017-11-26 10-46-55| stack traceback: 2017-11-26 10-46-55| [string "..."]:17: in function <[string "..."]:16> 2017-11-26 10-46-55| 2017-11-26 10-46-55| could not execute function 'regular' in '""': 2017-11-26 10-46-55| [string "..."]:21: attempt to index upvalue 'specs' (a nil value) 2017-11-26 10-46-55| stack traceback: 2017-11-26 10-46-55| [string "..."]:21: in function <[string "..."]:20> 2017-11-26 10-46-55| 2017-11-26 10-46-55| could not execute function 'offgrid' in '""': 2017-11-26 10-46-55| [string "..."]:25: attempt to index upvalue 'specs' (a nil value) 2017-11-26 10-46-55| stack traceback: 2017-11-26 10-46-55| [string "..."]:25: in function <[string "..."]:24> 2017-11-26 10-46-55| 2017-11-26 10-46-55| could not execute function 'dustyness' in '""': 2017-11-26 10-46-55| [string "..."]:29: attempt to index upvalue 'specs' (a nil value) 2017-11-26 10-46-55| stack traceback: 2017-11-26 10-46-55| [string "..."]:29: in function <[string "..."]:28> 2017-11-26 10-46-55| 2017-11-26 10-46-55| could not execute function 'getScript' in '""': 2017-11-26 10-46-55| [string "..."]:37: attempt to index upvalue 'specs' (a nil value) 2017-11-26 10-46-55| stack traceback: 2017-11-26 10-46-55| [string "..."]:37: in function <[string "..."]:36> 2017-11-26 10-46-55| 2017-11-26 10-46-55| could not execute function 'gates' in '""': 2017-11-26 10-46-55| [string "..."]:33: attempt to index upvalue 'specs' (a nil value) 2017-11-26 10-46-55| stack traceback: 2017-11-26 10-46-55| [string "..."]:33: in function <[string "..."]:32> 2017-11-26 10-46-55| 2017-11-26 10-46-55| could not execute function 'generatePlanets' in '""': 2017-11-26 10-46-55| [string "..."]:41: attempt to index upvalue 'specs' (a nil value) 2017-11-26 10-46-55| stack traceback: 2017-11-26 10-46-55| [string "..."]:41: in function <[string "..."]:40> 2017-11-26 10-46-55| 2017-11-26 10-46-55| Player logged in: initsuj, index: 4911 2017-11-26 10-46-55| Error while adding file "data/scripts/entity/merchants/factory.lua": 2017-11-26 10-46-55| 2017-11-26 10-46-55| data/scripts/lib/productions.lua:41: bad argument #1 to 'pairs' (table expected, got nil) 2017-11-26 10-46-56| Error while adding file "data/scripts/entity/merchants/factory.lua": 2017-11-26 10-46-56| 2017-11-26 10-46-56| data/scripts/lib/productions.lua:41: bad argument #1 to 'pairs' (table expected, got nil) 2017-11-26 10-46-56| Error while adding file "data/scripts/entity/merchants/factory.lua": 2017-11-26 10-46-56| 2017-11-26 10-46-56| data/scripts/lib/productions.lua:41: bad argument #1 to 'pairs' (table expected, got nil) 2017-11-26 10-46-56| Error while adding file "data/scripts/entity/merchants/factory.lua": 2017-11-26 10-46-56| 2017-11-26 10-46-56| data/scripts/lib/productions.lua:41: bad argument #1 to 'pairs' (table expected, got nil) I'm thinking it is in direct relation to something I've screwed up in either goodsindex or productionsindex. But I've been over them and can't find where I messed up. I did have a few mismatched brackets and other typos when I first rolled it out, but they were quickly fixed. The only other weirdness I have is some not-"factory" names for things and comments in the file to mark out the changes. Could the comments be doing it? The only other thing I can think of is I have an "importance" or "level" assigned incorrectly. Not completely understanding what those were doing, I mostly cloned my new goods from old things that were similar. Minor adjustments to price and size were all I really did to that section. Help? goodsindex.lua --Start of pizzaplus mod goods["Anchovy"] = {name="Anchovy", plural="Anchovies", description="Fermented, pickled bait fish, suitable only as a cruel joke topping.", icon="data/textures/pizzaplus/icons/fried-fish.png", price=123, size=0.5, level=2, importance=0, illegal=false, dangerous=false, } goods["Bacon"] = {name="Bacon", plural="Bacon", description="Alchemy in food form, the most magical product derived from pigs.", icon="data/textures/pizzaplus/icons/planks.png", price=46, size=0.5, level=3, importance=2, illegal=false, dangerous=false, } goods["Cardboard"] = {name="Cardboard", plural="Cardboard", description="Strengthened paper product used in packaging.", icon="data/textures/pizzaplus/icons/folded-paper.png", price=56, size=1, level=2, importance=1, illegal=false, dangerous=false, } goods["Cheese"] = {name="Cheese", plural="Cheese", description="Wheels of delicious cheese.", icon="data/textures/pizzaplus/icons/cheese-wedge.png", price=217, size=0.5, level=4, importance=1, illegal=false, dangerous=false, } goods["Chicken"] = {name="Chicken", plural="Chickens", description="The pet that poops breakfast.", icon="data/textures/pizzaplus/icons/chicken.png", price=26, size=0.5, level=2, importance=2, illegal=false, dangerous=false, } goods["Cooking Oil"] = {name="Cooking Oil", plural="Cooking Oil", description="A barrel of vegetable oil used for cooking food.", icon="data/textures/pizzaplus/icons/oil-drum.png", price=490, size=1, level=1, importance=4, illegal=false, dangerous=false, } goods["Dough"] = {name="Dough", plural="Dough", description="A magical combinaion of protein rich flour, eggs, salt, and water.", icon="data/textures/pizzaplus/icons/dough-roller.png", price=79, size=0.5, level=2, importance=5, illegal=false, dangerous=false, } goods["Egg"] = {name="Egg", plural="Eggs", description="Which came first, the chicken or the egg?", icon="data/textures/pizzaplus/icons/big-egg.png", price=70, size=2, level=0, importance=2, illegal=false, dangerous=false, } goods["Garlic"] = {name="Garlic", plural="Garlic", description="A fragrant bulb that makes food worth eating.", icon="data/textures/pizzaplus/icons/garlic.png", price=291, size=0.3, level=5, importance=1, illegal=false, dangerous=false, } goods["Gluten Free Vegan Pizza"] = {name="Gluten Free Vegan Pizza", plural="Gluten Free Vegan Pizza", description="If you think this is actually food...", icon="data/textures/pizzaplus/icons/turd.png", price=26, size=0.5, level=2, importance=0, illegal=false, dangerous=true, } goods["Ham"] = {name="Ham", plural="Ham", description="The third most magical product derived from pigs.", icon="data/textures/pizzaplus/icons/ham-shank.png", price=20, size=0.5, level=3, importance=2, illegal=false, dangerous=false, } goods["Marniara Sauce"] = {name="Marinara Sauce", plural="Marinara Sauce", description="Tangy, herbed tomato sauce. Truly ambrosiacal application of tomatos.", icon="data/textures/icons/oil-drum.png", price=42, size=1, level=1, importance=2, illegal=false, dangerous=false, } goods["Mushrooms"] = {name="Mushroom", plural="Mushrooms", description="A mushroom is the fleshy, spore-bearing fruiting body of a fungus.", icon="data/textures/icons/mushroom.png", price=45, size=1, level=3, importance=2, illegal=false, dangerous=false, } goods["Pepperoni"] = {name="Pepperoni", plural="Pepperoni", description="Spiced, fermented sausage, the only *real* pizza topping.", icon="data/textures/pizzaplus/icons/ham-shank.png", price=309, size=0.3, level=5, importance=1, illegal=false, dangerous=false, } goods["Pineapple"] = {name="Pineapple", plural="Pineapples", description="The pineapple is a tropical plant with an edible multiple fruit consisting of coalesced berries.", icon="data/textures/pizzaplus/icons/pineapple.png", price=84, size=0.5, level=1, importance=2, illegal=false, dangerous=false, } goods["Olives"] = {name="Olive", plural="Olives", description="A cured and fremented drupe from the olive tree.", icon="data/textures/pizzaplus/icons/olive.png", price=84, size=0.5, level=1, importance=2, illegal=false, dangerous=false, } goods["Pig"] = {name="Pig", plural="Pigs", description="The omnivorous source of that most magical of foods, bacon.", icon="data/textures/pizzaplus/icons/pig.png", price=132, size=1, level=2, importance=2, illegal=false, dangerous=false, } goods["Pork"] = {name="Pork", plural="Pork", description="Proto-bacon and proto-ham.", icon="data/textures/pizzaplus/icons/ham-shank.png", price=17, size=0.5, level=3, importance=2, illegal=false, dangerous=false, } goods["Self Heating Pizza Box"] = {name="Pizza Box", plural="Pizza Boxes", description="A high-tech, yet grease absorbing, self heating pizza box.", icon="data/textures/icons/cannister.png", price=308, size=0.75, level=5, importance=4, illegal=false, dangerous=false, } goods["Self Heating Pizza"] = {name="Pizza", plural="Pizzas", description="A high tech, self-heating box pre-loaded with a delicious pizza.", icon="data/textures/pizzaplus/icons/pizza-slice.png", price=10741, size=2.5, level=6, importance=0, illegal=false, dangerous=false, } goods["Soylent Green"] = {name="Soylent Green", plural="Soylent Green", description="Soylent Green is People!", icon="data/textures/icons/beams-aura.png", price=223, size=0.5, level=2, importance=0, illegal=false, dangerous=false, } goods["Tomato"] = {name="Tomato", plural="Tomatos", description="A large, juicy tomato.", icon="data/textures/pizzaplus/icons/apple-seeds.png", price=84, size=0.5, level=1, importance=2, illegal=false, dangerous=false, } --End of pizzaplus mod productionsindex.lua --PizzaPlus food production mod table.insert(productions, {factory="${good} Farm ${size}", ingredients={}, results={{name="Egg", amount=5}}, garbages={{name="Chicken", amount=1}}}) table.insert(productions, {factory="${good} Factory ${size}", ingredients={{name="Dough", amount=1, optional=0}, {name="Marinara Sauce", amount=20, optional=0}, {name="Cheese", amount=10, optional=0}, {name="Self Heating Pizza Box", amount=10, optional=0}, {name="Pepperoni", amount=1, optional=1}, {name="Anchovy", amount=2, optional=1}, {name="Pineapple", amount=5, optional=1}, {name="Olives", amount=5, optional=1}, {name="Mushrooms", amount=10, optional=1}, {name="Ham", amount=10, optional=1}, {name="Bacon", amount=5, optional=1}}, {results={name="Self Heating Pizza", amount=1}}, garbages={}}) table.insert(productions, {factory="${good} Factory ${size}", ingredients={{name="Dairy", amount=5, optional=0}, {name="Chemicals", amount=1, optional=0}}, results={{name="Cheese", amount=3}}, garbages={{name="Water", amount=1}}}) table.insert(productions, {factory="${good} Factory ${size}", ingredients={{name="Wheat", amount=3, optional=0}, {name="Egg", amount=2, optional=0}, {name="Water", amount=1, optional=0}, {name="Fungus", amount=1, optional=0}}, results={{name="Dough", amount=5}}, garbages={}}) table.insert(productions, {factory="${good} Factory ${size}", ingredients={{name="Tomato", amount=10, optional=0}, {name="Garlic", amount=2, optional=0}, {name="Spices", amount=1, optional=0}, {name="Mushrooms", amount=2, optional=0}}, results={{name="Marinara Sauce", amount=40}}, garbages={}}) table.insert(productions, {factory="${good} Factory ${size}", ingredients={{name="Pork", amount=10, optional=0}, {name="Spices", amount=1, optional=0}, {name="Fungus", amount=1, optional=0}}, results={{name="Pepperoni", amount=3}}, garbages={}}) table.insert(productions, {factory="${good} Pickling Plant ${size}", ingredients={{name="Fish", amount=10, optional=0}, {name="Chemicals", amount=1, optional=0}, {name="Garlic", amount=3, optional=0}, {name="Cooking Oil", amount=1, optional=0}, {name="Spices", amount=1, optional=0}}, results={{name="Anchovy", amount=30}}, garbages={}}) table.insert(productions, {factory="${good} Extractor ${size}", ingredients={{name="Olives", amount=10, optional=0}, {name="Energy Cells", amount=1, optional=0}}, results={{name="Cooking Oil", amount=3}}, garbages={}}) table.insert(productions, {factory="${good} Assembly Plant ${size}", ingredients={{name="Cardboard", amount=1, optional=0}, {name="Energy Cell", amount=1, optional=0}, {name="Aluminum", amount=1, optional=0}, {name="Wire", amount=1, optional=0}}, results={{name="Self Heating Pizza Box", amount=2}}, garbages={}}) table.insert(productions, {factory="${good} Factory ${size}", ingredients={{name="Paper", amount=1, optional=0}, {name="Adhesive", amount=1, optional=0}, {name="Wood", amount=1, optional=0}}, results={{name="Cardboard", amount=5}}, garbages={}}) table.insert(productions, {factory="${good} Farm ${size}", ingredients={{name="Energy Cell", amount=6, optional=1}, {name="Water", amount=40, optional=0}, {name="Fertilizer", amount=1, optional=0}}, results={{name="Pineapple", amount=20}}, garbages={{name="Oxygen", amount=8}}}) table.insert(productions, {factory="${good} Farm ${size}", ingredients={{name="Energy Cell", amount=6, optional=1}, {name="Water", amount=30, optional=0}, {name="Fertilizer", amount=5, optional=0}}, results={{name="Tomato", amount=40}}, garbages={{name="Oxygen", amount=8}}}) table.insert(productions, {factory="${good} Farm ${size}", ingredients={{name="Energy Cell", amount=6, optional=1}, {name="Water", amount=40, optional=0}, {name="Fertilizer", amount=5, optional=0}}, results={{name="Mushroom", amount=60}}, garbages={{name="Oxygen", amount=8}}}) table.insert(productions, {factory="${good} Farm ${size}", ingredients={{name="Energy Cell", amount=6, optional=1}, {name="Water", amount=30, optional=0}, {name="Fertilizer", amount=7, optional=0}}, results={{name="Olives", amount=45}}, garbages={{name="Oxygen", amount=8}}}) table.insert(productions, {factory="${good} Farm ${size}", ingredients={{name="Energy Cell", amount=1, optional=0}, {name="Water", amount=1, optional=0}}, results={{name="Garlic", amount=4}}, garbages={}}) table.insert(productions, {factory="${good} Farm ${size}", ingredients={{name="Water", amount=1, optional=0}, {name="Corn", amount=1, optional=1}, {name="Vegetable", amount=1, optional=1}, {name="Rice", amount=1, optional=1}}, results={{name="Pig", amount=1}}, garbages={{name="Fertilizer", amount=1}}}) table.insert(productions, {factory="${good} Manufacturing Plant ${size}", ingredients={{name="Slave", amount=1, optional=0}, {name="Solvent", amount=1, optional=0}}, results={{name="Soylent Green", amount=100}}, garbages={}}) table.insert(productions, {factory="${good} Matrix ${size}", ingredients={{name="Slave", amount=1, optional=0}, {name="Wire", amount=1, optional=0}, {name="Morn Drug", amount=1, optional=0}}, results={{name="Energy Cells", amount=500}}, garbages={{name="Meat", amount=1}}}) table.insert(productions, {factory="${good} Processing Plant ${size}", ingredients={{name="Pig", amount=1, optional=0}, {name="Energy Cell", amount=1, optional=0}}, results={{name="Pork", amount=17}}, garbages={}}) table.insert(productions, {factory="${good} Factory ${size}", ingredients={{name="Pork", amount=15, optional=0}, {name="Spices", amount=1, optional=0}, {name="Wood", amount=1, optional=0}, {name="Chemicals", amount=1, optional=0}, results={{name="Bacon", amount=35}}, garbages={}}}) table.insert(productions, {factory="${good} Factory ${size}", ingredients={{name="Pork", amount=2, optional=0}, {name="Water", amount=1, optional=0}, {name="Spices", amount=1, optional=0}}, results={{name="Ham", amount=26}}, garbages={}}) table.insert(productions, {factory="${good} Parlor ${size}", ingredients={{name="Toxic Waste", amount=1, optional=0}, {name="Fungus", amount=1, optional=0}, {name=""}}})
  4. Ok, back in the day command line was all I had to work with, so the idea of using the command line doesn't scare me. That said, I am still a noob at linux (other than general principles that have carried through from DOS). I did NOT set up the server I am responsible for, but the economy update is finally the time to start our map over again. Assuming that I have a server running currently and correctly on linux, what would I need to do to start a new map with a specific seed and a non-standard path? If needed I am comfortable editing scripts to accomplish the desired ends. Any help with this would be greatly appreciated by both me and my players. TIA
  5. After running into this wall I did make a Waste Processor factory in productions index, but I still kinda wanted to go this route as well as I have some other ideas I'd like to implement this way. I'll go back through sectorgenerator and see if I can spot where this might be added, though I don't recall seeing anywhere in there for it before. Any idea where the consumers are in there? Thanks for putting up with my incessant questions.
  6. Well, taking a look at the sector generator did explain what consumer.lua is. It is what is loaded onto things like shipyards to make them buy stuff. My original idea was to have a Waste Incinerator that would buy up toxic waste and just get rid of it. I cloned the biotope.lua into... package.path = package.path .. ";data/scripts/entity/merchants/?.lua;" package.path = package.path .. ";data/scripts/lib/?.lua;" require ("stringutility") -- Don't remove or alter the following comment, it tells the game the namespace this script lives in. If you remove it, the script will break. -- namespace Incinerator Incinerator = require ("consumer") Incinerator.consumerName = "Incinerator"%_t Incinerator.consumerIcon = "data/textures/icons/pixel/scrapyard_fat.png" Incinerator.consumedGoods = {"Toxic Waste"} But I'm not sure if just having incinerator.lua in the merchants folder will be enough for the game to randomly make them or not.
  7. I want some stations that just buy stuff, like casinos and the like. Anyone have a clue how to do that? I've looked at the merchants and it would seem I need a script more or less cloning one of the casino, biotope, or habitat.lua. I just can't figure out where those would be called from in order to have them created randomly. I've looked at consumer.lua but it doesn't seem to reference any of the merchant scripts.
  8. I've been noodling a bit with an idea which will wind up modifying both goodsindex.lua and productionsindex.lua. For the sake of clarity and ease of installation, I'd like to put comments around my additions so they are easier to see. Will adding comments between lines mess anything up?
  9. It is one that has to be edited while the server is offline. The server will read it and re-write it for you, though I'm not entirely sure of that process. When I added the autotrade command to it, I put the command at the bottom of the default group, but when the server came back up it was at the top in alphabetical order. From what I can tell, I'm going to have to try adding people to the new group from inside the game and see how the file is written. Does anyone know what the new group would look like with users listed in it? Will the server write to it while it is online and keep those changes? I remember the owner having some trouble adding new admins, so I'm not sure it will write to the file while the server is going and/or not keep the changes when it restarts.
  10. The admin.xml has the default group and moderators in it. Is it possible to add more user groups to it? If so, how would you specify who has access to them? The server owner wants to offer perks to donators, and this seemed the best way to implement it if it is possible.
  11. Looks like it works. After a few other bumps in the road, my players are happily trading away. Brilliant mod.
  12. You are all brilliant. Thanks, I got it up and working.
  13. That might explain it. I did edit it while it was online and then restarted. Yup, checked and it is reverted. I remember the owner having some trouble setting up additional admins because of this. I'm going to noodle with the button anyway because people will probably like that, but I'll edit this again next time it's slow and I can bring the server down for a few minutes.
  14. I will try this out if I can find a willing vict...er..tester ;-) Once again, you prove my savior, you have my gratitude.
  15. I was afraid that was the answer. I did that and restarted the server and it's still telling people they don't have permission for the command.
  16. I added the HaulGoods mod that adds a /haulgoods command to let your AI captained ships move stuff from station to station for you. After a little tinkering it's working fine for me, but when I asked a non-admin player to test it, they were told they don't have permission to use that command. This is kinda half mod question and half server question, but is there a way I can set permissions on the command or something so everyone can use it? Locate the script file in a different folder? I'm groping the in dark a bit here.
  17. Thank you. It is working brilliantly so far. What I mostly needed it for was supplying Ore to my steel factory from the alliance owned mine. Since I'm footing the bills for the alliance it is all technically me so this will work. Another Q: If I were to say, copy and rename the files to "haul" instead of "haulgoods" and have "haul" be the one running w/o profit, but "haulgoods" still had the profit check, would that work to add two commands? I don't care if I am making a profit in my home sector w/o npc stations, but other people on the server might not have the same setup. Answered my own question. I'd need to go through the scripts and change all the references to "haulgoods.lua" to the different name at the very least. New Q: Would it be sufficient to just change those references (assuming I could do it), or would there be deeper things that would need changing? Edit: Apparently I might be smarter than I give myself credit for. I think I've implemented it as two different commands. I found only a couple references to the original scripts and changed those (as well as the haulgoods_cmd.lua) and it seems to be operating as intended. The only thing I haven't done is change the dispatcher name from HaulGoods, but I think that's minor enough nobody will notice. I wouldn't mind a more educated opinion on what I've done though, just to make sure I'm not going to set fire to something. in the haulgoods.lua in the command folder (now autotrade) function execute(sender, commandName, action, ...) Player(sender):addScriptOnce("data/scripts/entity/ai/autotrade_cmd.lua", getHelp(), sender, action, ...) in the haulgoods.lua in the ai folder local VERSION = "v0.9.2" local ME = "data/scripts/entity/ai/autotrade.lua" local factory = "data/scripts/entity/merchants/factory.lua" in the haulgoods_cmd.lua in the ai folder require ("utility") local haulscript = "data/scripts/entity/ai/autotrade.lua" function haulGoodsCmdSendError(player, errorMessage, help)
  18. Is there any way to make it run at a loss? I'm trying to run supply chains that are a mix of my stations, a friend's stations, and alliance stations. I'd like to be able to change the code or something to let it buy at a real price and "sell" at 0 to my own stations. I just do not possess sufficient programming skills to make this change on my own.
  19. Forgive me the noobish questions, this is the first mod I'm thinking of applying to the server I run. Is that productionindex file one that gets updated much? Would it only get updated when stations are added to the game? I'm technically adept, but never really done this sort of thing precisely. The last thing I want to do is skrag the server, or be stuck waiting for a mod to be updated before I can run a new patch.
  20. Azerik

    Sofa's Builds

    I will chime in with a request for files on all your ships, but *especially the Dodge Dart. I simply MUST be able to fly around in this.
  21. Apologies for a necro-post, but I thought it better than a new thread. I'd like to see a timer up top of the HUD. When you enter a zone where salvaging is controlled, just have a "Time Left on Your Salvage Licese: 0:00" pop up in the middle near the velocity. When we purchase a license it will naturally start counting down. I was in the middle of salvaging and dodging pirates today and nearly got myself in trouble when my license ran out. This would be a great way to remind people that this is a controlled salvaging area as soon as they arrive and let us keep better track of time left. The salvage yard notices can get lost in a busy chat box.
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