Theoman02 Posted January 26, 2017 Share Posted January 26, 2017 After having read the documentation, I came up with a few (and probably inefficient) mods. Spawn changer To do so, you need to go to a sector with a shipyard, where you need to have 60k+ reputation, interact with it and choose the "Set Homeworld" option. Both the server and the client need to have this mod in order for it to work in MP. [u[To Install:[/u] - Unrar attached file to data/scripts/entity/merchants and overwrite (backup just in case) Changelog: -Changed from 50k to 60k, because it didn't make sense that you could base for 50k, but you could only buy while armed for 60k and above. Known issues: - If you piss off the faction you're based at, you still spawn there. Pirate warlord This one adds a new mission to military outposts, "Eliminate pirate warlord", which tells you to kill a pirate miniboss/warlord in a pirate asteroid field. He drops a guaranteed exceptional item (there's a chance it could be exotic!) on top of what a standard pirate would drop. Also, this mission including clear sector from vanilla now reward players with reputation to that faction based on how naive said factions are, as well as scale the monetary reward with the greediness/generousness of those factions. Also, this is completely serverside. To Install: - Unrar folder contents to data/scripts/ and overwrite (backup just in case) Known issues: - The warlord only spawns when the player who got the quest warps in that area. - If the quest holder leaves the sector and another player kills the warlord, since the quest holder will have to enter the sector again, he will respawn the boss. (Experimental fix, need someone to test it.) Dock building Makes station founders able to construct equipment docks, repair docks, research stations and turret factories. This is still WIP, as I have to figure out to make the player owning them actually matter. For now, they will just act as any other dock, but owned by you instead. Your ship must be 200k+ in volume in order to found any of them. Both client and server need to have this mod, as it modifies the UI of the station founder. To Install: - Unrar folder contents to data/scripts/ and overwrite (backup just in case) Known issues: -If you log off in the same sector in your hsip as your built station, there is a chance you will spawn in your last-built station. -Docking ports are kinda weird, you'll have to place them far away from the center of the station for them to work. Casino "Gambling" This mod makes you able to "gamble" at casinos, which is basicly generating a random turret or system each time you press the button, at the cost of sector tech level * 8k. The odds are the same as a mob dropping items, but the benefit here is being able to do quickly (provided you got the cash). Comes with a very basic GUI, too! Needs to be both on client and server. Singleplayer confirmed to work so far. Need someone to test this in multiplayer, as I haven't tested it there at all yet. Install just like the rest. Preview: http://puu.sh/tJQ4i/1b2fd5aca0.jpg Downloads Dock building: http://puu.sh/tGIX3/24a8c345ca.rar Pirate warlord: http://puu.sh/tFoHh/82824602cb.rar Pirate warlord fix: http://puu.sh/tFCQT/9789146783.rar (Please let me know if this works) Shipyard respawn: http://puu.sh/tEF51/979417182b.rar Gambling: http://puu.sh/tK1l5/855c3d9a60.rar Please let me know what you think about these mods, if they are unbalanced, could use tweaks, anything! Link to comment Share on other sites More sharing options...
ThunderDodge Posted January 27, 2017 Share Posted January 27, 2017 Tried to install it on my Server, people cant the the interaction. Link to comment Share on other sites More sharing options...
Theoman02 Posted January 27, 2017 Author Share Posted January 27, 2017 Tried to install it on my Server, people cant the the interaction. Do people have the mod installed? Just tested this on an MP server and it worked fine. Was it a dedicated server as well? Link to comment Share on other sites More sharing options...
Kane Hart Posted January 27, 2017 Share Posted January 27, 2017 Sweet this is such a great idea. Faction one was the best I was thinking charging money and charge more closer to the center but faction is even better. Link to comment Share on other sites More sharing options...
ThunderDodge Posted January 27, 2017 Share Posted January 27, 2017 Yep, i put it on my dedicated server. No, the guys dont have the script -/ mod installed. So, client lua files don't get synced with the client? >:( Link to comment Share on other sites More sharing options...
Kane Hart Posted January 27, 2017 Share Posted January 27, 2017 You sure they have the correct faction? I never checked to see if it's always there or not. Link to comment Share on other sites More sharing options...
ThunderDodge Posted January 27, 2017 Share Posted January 27, 2017 Yep, got +89800rep Link to comment Share on other sites More sharing options...
Aki Posted January 27, 2017 Share Posted January 27, 2017 So, client lua files don't get synced with the client? >:( They didn't in demo, so I guess they won't here, too. Maybe Steam Workshop support will change it. Link to comment Share on other sites More sharing options...
Kane Hart Posted January 27, 2017 Share Posted January 27, 2017 So, client lua files don't get synced with the client? >:( They didn't in demo, so I guess they won't here, too. Maybe Steam Workshop support will change it. Yup this. They don't right now though some server side stuff you can do and the client will work with it even I think load up UI's If I recall. But outside that there will be workshop support but I doubt will see that anytime soon my guess is a few months but will see. Link to comment Share on other sites More sharing options...
BrandonBP Posted January 28, 2017 Share Posted January 28, 2017 A friendly shipyard isn't giving me the option to set spawn. How do I check reputation? Is that what I need to get it to give me the option? Do I kill pirates to get reputation? EDIT: Ok, they say they don't know me well enough to give me permission to set home. I guess I'll wait on some pirates or something. Link to comment Share on other sites More sharing options...
ThunderDodge Posted January 28, 2017 Share Posted January 28, 2017 I dont want to share some of my scripts with publicity, it would be better the server sends the files to the client, wich is currently connecting. Scripts then lay in your memory ready for use. Link to comment Share on other sites More sharing options...
Theoman02 Posted January 29, 2017 Author Share Posted January 29, 2017 Updated the OP with a new mod, pirate warlord mission, and a tiny tweak to the spawn changer, changing the requirement to 60k from 50k Link to comment Share on other sites More sharing options...
Kane Hart Posted January 29, 2017 Share Posted January 29, 2017 Updated the OP with a new mod, pirate warlord mission, and a tiny tweak to the spawn changer, changing the requirement to 60k from 50k Hey friend, I think 60k is great but I also think the faction system via faction wars is wrong. I opened up temporarydefender.lua and found that they give 85k? just to side with someone meaning that you can get well past friendly instantly. So what I'm thinking of doing is setting mine to about 25k instead. Not sure how bad that will go since I can't really script and I'm pretty sure that replaces the rep rather then gives 25k meaning that if I had 30k with them it will reset. But either way it seems better then having instant friendly. Any suggestions? Edit: Have you also found where the freq of missions are stored? I kind of find any at stations :) PS: I love to see more missions omg I'm hyped hehe. Link to comment Share on other sites More sharing options...
Theoman02 Posted January 29, 2017 Author Share Posted January 29, 2017 Hey friend, I think 60k is great but I also think the faction system via faction wars is wrong. I opened up temporarydefender.lua and found that they give 85k? just to side with someone meaning that you can get well past friendly instantly. So what I'm thinking of doing is setting mine to about 25k instead. Not sure how bad that will go since I can't really script and I'm pretty sure that replaces the rep rather then gives 25k meaning that if I had 30k with them it will reset. But either way it seems better then having instant friendly. Any suggestions? If you mean adding 25k rep, you could change this line under the declarePeace() function: Galaxy():setFactionRelations(faction, player, 85000) to: Galaxy():changeFactionRelations(faction, player, 25000) Haven't tested, but let me know if it works! Link to comment Share on other sites More sharing options...
Kane Hart Posted January 29, 2017 Share Posted January 29, 2017 Hey friend, I think 60k is great but I also think the faction system via faction wars is wrong. I opened up temporarydefender.lua and found that they give 85k? just to side with someone meaning that you can get well past friendly instantly. So what I'm thinking of doing is setting mine to about 25k instead. Not sure how bad that will go since I can't really script and I'm pretty sure that replaces the rep rather then gives 25k meaning that if I had 30k with them it will reset. But either way it seems better then having instant friendly. Any suggestions? If you mean adding 25k rep, you could change this line under the declarePeace() function: Galaxy():setFactionRelations(faction, player, 85000) to: Galaxy():changeFactionRelations(faction, player, 25000) Haven't tested, but let me know if it works! Thank you friend. I woke up to an error (for the warlord clearing missions) could not execute function 'updateServer' in '"data/scripts/player/missions/clearsector.lua"': data/scripts/player/missions/clearsector.lua:78: attempt to index global 'r' (a nil value) stack traceback: data/scripts/player/missions/clearsector.lua:78: in function 'awardRep' data/scripts/player/missions/clearsector.lua:42: in function <data/scripts/player/missions/clearsector.lua:32> Setting script "data/scripts/player/missions/clearsector.lua" to invalid. I will try that change soon btw ty :) Link to comment Share on other sites More sharing options...
Theoman02 Posted January 29, 2017 Author Share Posted January 29, 2017 Thank you friend. I woke up to an error (for the warlord clearing missions) could not execute function 'updateServer' in '"data/scripts/player/missions/clearsector.lua"': data/scripts/player/missions/clearsector.lua:78: attempt to index global 'r' (a nil value) stack traceback: data/scripts/player/missions/clearsector.lua:78: in function 'awardRep' data/scripts/player/missions/clearsector.lua:42: in function <data/scripts/player/missions/clearsector.lua:32> Setting script "data/scripts/player/missions/clearsector.lua" to invalid. I will try that change soon btw ty :) Thanks! Uploaded a fix just now. As for the mission frequencies, I think it's something in the updateBulletins function, but I haven't had a proper look at them, since the new mission just has a 50% chance to appear in place of a sector clearing one. Link to comment Share on other sites More sharing options...
Theoman02 Posted January 30, 2017 Author Share Posted January 30, 2017 Updated the OP with Dock Building. Link to comment Share on other sites More sharing options...
Tarantel Posted January 30, 2017 Share Posted January 30, 2017 The Extratab for the new Stations wont shup up And yes its server and clientside installed Link to comment Share on other sites More sharing options...
Theoman02 Posted January 30, 2017 Author Share Posted January 30, 2017 The Extratab for the new Stations wont shup up And yes its server and clientside installed Sorry but, what do you mean by it not shutting up? Does it not close? Or does it not let it render the other tabs? Pictures would be greatly appreciated, as well, if it's more than that. Link to comment Share on other sites More sharing options...
Tarantel Posted January 30, 2017 Share Posted January 30, 2017 Only the normal Stationtabs will be show in stationfounding. I was looking in the Code but your tab wont be show in the founder menu ingame. I trying out of ship and with in ship but nothing works only the normal product stations. Link to comment Share on other sites More sharing options...
Theoman02 Posted January 30, 2017 Author Share Posted January 30, 2017 Only the normal Stationtabs will be show in stationfounding. I was looking in the Code but your tab wont be show in the founder menu ingame. I trying out of ship and with in ship but nothing works only the normal product stations. I just sent the file over to a friend and he said he could see the new tab. Did you overwrite the old stationfounder? Link to comment Share on other sites More sharing options...
Tarantel Posted January 30, 2017 Share Posted January 30, 2017 I will test it again on a fresh server Link to comment Share on other sites More sharing options...
Tarantel Posted January 31, 2017 Share Posted January 31, 2017 Ok now it works ^^ and i addet some other Stations ^^ If someone need it: local Scriptables = { equipmentDock = { name = "Equipment Dock"%_t, costs = 50000000 --[[50 mil]], scripts = {"data/scripts/entity/merchants/equipmentdock.lua", "data/scripts/entity/merchants/turretmerchant.lua", "data/scripts/entity/merchants/fightermerchant.lua"} }, turretFactory = { name = "Turret Factory"%_t, costs = 40000000 --[[40 mil]], scripts = {"data/scripts/entity/merchants/turretfactory.lua" } }, researchStation ={ name = "Research Station"%_t, costs = 50000000 --[[50 mil]], scripts = {"data/scripts/entity/merchants/researchstation.lua"} }, repairDock = { name = "Repair Dock"%_t, costs = 30000000 --[[30 mil]], scripts = {"data/scripts/entity/merchants/repairdock.lua"} }, shipYard = { name = "Shipyard"%_t, costs = 700000000 --[[30 mil]], scripts = {"data/scripts/entity/merchants/shipyard.lua"} }, habiTat = { name = "Habitat"%_t, costs = 10000000 --[[30 mil]], scripts = {"data/scripts/entity/merchants/habitat.lua"} }, casIno = { name = "Casino"%_t, costs = 10000000 --[[30 mil]], scripts = {"data/scripts/entity/merchants/casino.lua"} }, bioTope = { name = "Biotope"%_t, costs = 10000000 --[[30 mil]], scripts = {"data/scripts/entity/merchants/biotope.lua"} }, smugglersMarket = { name = "Smuggler's Market"%_t, costs = 500000000 --[[30 mil]], scripts = {"data/scripts/entity/merchants/smugglersmarket.lua"} }, tradingPost = { name = "Trading Post"%_t, costs = 10000000 --[[30 mil]], scripts = {"data/scripts/entity/merchants/tradingpost.lua"} } } Link to comment Share on other sites More sharing options...
Kane Hart Posted January 31, 2017 Share Posted January 31, 2017 Thanks for the hard work :) I can't wait to see more missions in the future. I could easily see some day having pack with like 100 missions haha. Link to comment Share on other sites More sharing options...
Theoman02 Posted February 1, 2017 Author Share Posted February 1, 2017 Updated with "gambling". Could someone let me know if it works online? I haven't had a chance to test it yet. Singleplayer works so far though. 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