Hammelpilaw Posted February 17, 2019 Share Posted February 17, 2019 Custom Craft Orders This mod is a resource for modders to add custom ship orders to the game. The new ship orders will be available in the order menu when interacting with a ship by pressing `F`. Installation Add the following lines to the very bottom of the file `data/scripts/entity/craftorders.lua`: CraftOrders.removeSpecialOrders = removeSpecialOrders CraftOrders.checkCaptain = checkCaptain local status, CCO = pcall(require, 'mods.CustomCraftOrders.scripts.entity.craftorders') if not status then print('Mod: CustomCraftOrders - failed to extend craftorders.lua!') print(CCO) end Then copy the content of mods `Avorion` directory into your local `Avorion` directory. Usage Open the file `mods/CustomCraftOrders/config/CCOConfig.lua`. There are 3 tables to modify the game: Config.Settings Some mod settings only affecting this mod itself (not implemented yet). Config.CustomOrders Add informations about your custom script. The example in the config file will help you. The mod needs the following three informations for each order: `title` - The ingame title of the mod. Do not translate yet, the mod will do it for you. `mod` - The directory of your mod. When the path is `mods/YourMod` you have to set this to `YourMod`. `fnc` - The function to execute the related order. Must start with CCO Create your script containing functions to execute when the player presses an order button. The script name and path must be: `mods/YourMod/data/scripts/entity/craftorders.lua`. Do not forget the `data` subdirectory, watch FAQ for more information. The content of this file could be something like (function name must match `Config.CustomOrders.fnc`): function CCOYourExampleOrder () -- Add custom order script to ship if onServer() then Entity():addScriptOnce("mods/YourMod/data/scripts/entity/ai/yourExampleOrder.lua") end -- Or do anything else... more docs coming soon end Scripts you add to the craft must be in the directory `mods/YourMod/data/scripts/entity/ai/`. Always replace `YourMod` by the directory of your mod. Config.DisabledOrders You may want to disable some of the vanilla orders. May be useful when modifiying a vanilla order, you can create a new one and simply hide the vanilla one, so you must not modify any game file. FAQ Why must my order mod be in a data subdirectory (mods/YourMod/data)? This is beacause some vanilla functions expect every order to be in a `data/scripts/entity/ai` subdirectory. Are the new orders also available on map? No, these orders are currently only available via ship interaction menu (F). (Watch roadmap) Roadmap Make orders available on map Add order chain support Implement sorting of orders in menu Changelog 0.2.1 - Support Avorion 0.21.x 0.2.0 Initial release CustomCraftOrders-0.2.0.zip CustomCraftOrders-0.2.1.zip Link to comment Share on other sites More sharing options...
unbekannt1984 Posted February 17, 2019 Share Posted February 17, 2019 Hi, and the first Mod with support for your new Mod is: The current 0.10.0-alpha5 of Goods Hauler. I added an example-configuration for Custom Craft Orders. Link to comment Share on other sites More sharing options...
Shrooblord Posted February 21, 2019 Share Posted February 21, 2019 Mmm so tasty! I can't wait to (ab)use this. Link to comment Share on other sites More sharing options...
Hammelpilaw Posted March 9, 2019 Author Share Posted March 9, 2019 Updated mod for Avorion 0.21.x Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now