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Tanksy

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  1. Interesting! Could this be used to overwrite existing functions or at least add to them, without overwriting the original files to make installing/uninstalling the mod easier?
  2. Whilst creative is an option, I don't think that's what they're wanting. They feel like mining is a grind and want to reduce it, not eliminate it.
  3. So, if the script file has a requirement of another script, the custom script will be loaded alongside the one it requires?
  4. Seeing as a system doesn't even exist until you visit it and it's generated, clearing the "Entire galaxy" is literally clearing the currently loaded sectors. Which, as they're already loaded, running a script that iterates through each one to clear the wrecks across the server isn't going to do much at all -- seeing as the server will already be keeping those sectors in memory. As long as you don't do something stupid, like try to clean all the sectors in one single process and instead iterate through them, say one every 250 microseconds, it'll not even be noticeable on performance.
  5. Be wary that I think more damage doesn't equal more output, just faster breaking of the blocks. You might want to up the effeciency too, so you get more ores out of it.
  6. He's not asking what the point of wreckage is, or why it's there, or about its performance, or caring about your server stats. He's asking how it can be done to remove it. I personally don't know, because I haven't really tried modding any scripts. Just studying them -- I would think that due to the way wrecks are handled, it's probably very easily done. Wrecks are, if I am remembering right, treated as an entity anyway. You could write a script that finds all of these entities in a given sector and remove them from play. Attac hthe script to the player entity, or something, and you could set it up so that the player can run a command like /clean or something -- hell maybe even have it run the function when a player warps to a new sector, or loads into another one.
  7. When modifying scripts, can you place a separate script that overwrites the existing script when the game loads or must you overwrite the original file? Is there a way to overwrite existing functions with your own? I would like a clear explanation of the scripting process, where to put custom scripts, and if you can make say, a custom script that adds a type of asteroid that can be generated, without modifying the original asteroid generation scripts. So far we have barely any documentation apart from the API documents that aren't complete, and the posts by the developer talking about how custom functions are ran and how scripts can be attached to entities. Is modding the original scripts to add in extra functions at all possible without overwriting original files to keep things working alongside other mods?
  8. Why did someone elses thread get merged onto mine?
  9. Thanks for the great reply, koonschi! I'm going to save this post for future reference. Are the default materials (Iron, Titanium, etc) built into the game, or are they defined through an editable lua file?
  10. I know there's a scripts folder inside the main directory, but I'd like to know where to make things like materials, and modify weapons. I'd also like to know how to run mods that I make. Where do I put them and how do I make them work within the game?
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