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Madranis

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  1. For people who want to be able to sell goods again to mines controlled by AI factions, I have a mod "Mines Shall Buy Once More" to re-enable it. Player-owned mines still will not buy anything.
  2. The function GameVersion() claims to return a filled out Version() object.
  3. Is there a reason you copied the function MissionBulletins.getWeightedRandomEntry() into the mod? It doesn't look to be modified, so you should be able to call and use the base game's instance of it.
  4. As you mentioned, r is a local variable in the original "if onServer()" block. Once the original onServer() block closes, r is out of scope. It's not accessible in the mod as the mod's "if onServer()" block is a separate scope from the one in the base game's code. Instead, you are referencing a global variable named r, which has no value so returns nil. So there really isn't a good way to try to grab and reuse r from the base game code that I'm aware of. You're pretty much stuck having to re-create it in the mod's code.
  5. Some suggested new additions have been added. The "Other" category will now display valuable objects in range of an equipped object detector, and claimed asteroids owned by the player (or their alliance) are also listed. No more hunting through belts to re-find already claimed asteroids.
  6. Madranis

    Fighters

    The fighter docking issue is not new, unfortunately. My workaround is to always use fighters with at least maneuverability of 1.6, preferably 2 or higher.
  7. There are a some different calls you can make that I am aware of depending on who you want to send the notifications to. Some objects like the sector have a "broadcastChatMessage" method to send a message notification to everyone in the sector. If you want to see some examples, look in the file data/scripts/events/traderattackedbypirates.lua to see the various messages broadcasted out by the random event of pirates attacking a transport. Then there are objects like the player object with a "sendChatMessage" method to send a more targeted message. Strangely, the event for random xsotan attacks uses player directed messages in data/scripts/player/events/alienattack.lua, which is why in multiplayer only one player gets notice before the xsotan pop into the system. One of the parameters of these methods then controls the type of message, whether it's an error message, informational, or treated like a text message from someone.
  8. What started as something really simple got a bit out of hand. The Flight Sector Overview mod started life as a simple little idea: make it possible to use and see the sector overview while in fly mode and not just while in strategy mode. But that wasn't enough. Then I wanted to be able to make the window smaller so it wouldn't eat up so much screen. Next I wanted to turn certain sections off if I didn't care about them. Finally, I found I really wanted distance information in the overview to make the most of it being available. And of course I wanted a way to configure it and have it save my preferences so I didn't have to redo it every time I started the game. The current result of my lust for an overview with ever more features is the Flight Sector Overview now put up on steam. https://steamcommunity.com/sharedfiles/filedetails/?id=2005602096
  9. This isn't actually a bug. You're not using lua's "object method" syntax so you had to manually add the normally hidden first parameter. If you'd used a ":" instead of a "." between the object and the method name, you won't have had to add the extra entity parameter. e.g. entity:addMultiplier(StatsBonuses.Velocity, 0.0) produces the same result as: entity.addMultiplier(entity, StatsBonuses.Velocity, 0.0) Also, the speed being off by 10 seems to be part of how the game implemented distance. You'll find the same off by 10 factor when measuring distance between entities.
  10. When you create the sell order, were you putting "4000" into the input box, or "0"? I ask because the field is how many to keep on your ship after selling and not how many to sell. It tripped me up the first time I tried to do a remote sell as I just assumed it was how many to sell and skimmed the description. And I got the basic behavior you described from misunderstanding how the input field is used. I wanted it to sell the 200 items but I really told it to sell until it had 200 items in cargo, so nothing was sold after jumping into the system.
  11. I believe what you're asking for already exists in 0.33.0 and I'm pretty sure it's in 0.32.2 as well. If your AI controlled ship is in a system where a you have an explored gate/wormhole and the ship's jump drive can't reach the target system, clicking to tell the ship to "jump" to the connected system will instead move the ship to and use the gate/wormhole. A mod is no longer needed to have AI ships use gates.
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