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[Question] Is it possible to create new commands as a client-only mod?


hqz

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I am trying to create a new set of commands to help me manage my fleet via the console.

 

e.g.

  • /fleet mine -> tell every ship I own in this sector with at least a mining laser to execute the command "mine".
  • /fleet salvage -> same for ships with salvaging lasers
  • /fleet jump -> tell all of my ships in the sector to jump to the calculated jump coordinates. (this is to cope with the issue where sometimes your ships don't jump *after* you)

 

If possible I would like it to work also on multiplayer servers that I don't own. I thought it could work because most of the stuff it needs (info and functions) seems to be available on the client side. But I'm not sure how commands are actually tied to the server.

 

Where can I find the answers I'm looking for?

 

PS: I wish there was a tutorial about how to do basic stuff with mods. e.g. creating a "Hello World" mod that just prints "Hello World" in the console but gives some idea of what is executed on the client and on the server and how this ties together.

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Thanks for the answer.

 

Well, based on this info I'll probably not bother with building a fleet then and rather focus on my main ship instead.

 

The thing is if you're building a fleet, you need to take into account the jump range of your fleet ships.

 

If they're not following you, that's most likely the problem. I'm still not sure whether the recharge for a jump matters, it's kind of hard to test.

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The thing is if you're building a fleet, you need to take into account the jump range of your fleet ships.

 

If they're not following you, that's most likely the problem. I'm still not sure whether the recharge for a jump matters, it's kind of hard to test.

 

Thanks, but I think it might be something else. Even with ships with the same jump distance, and even if I wait a long time before jumping, and make sure they're on "escort" and not far away from me, sometimes I'll jump and one of my ships will just stay behind. And then I have to go back and forth until all my fleet (3 ships) is at the same place together.

 

That's why I wanted a command to make them jump before I jump with my main ship, so that I would know in advance that all my fleet is going to be at my destination.

 

I've tried a few things to make a fleet worth it, but with the current state of things, I'm just going to focus on solo'ing the game. I don't really need a fleet, I just thought it would be cool. :)

 

PS: it's still a great game without fleets, don't get me wrong.

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Nonetheless this would be very useful later on when the API allows for it!

 

Something purely on the client will be hard since the whole game is based around the server-side,

but commands to deal with your fleet would definitely be doable some time.

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Having some way to make sure your fleet ships are 'jump ready' would help enormously, I absolutely agree.

 

The reason I feel commands should never be on the client side is that the potential for abuse is far too big.

 

I'll do some experimenting with trying to get my fleet following me into hyperjump, and see if I can recreate the 'they're not following me' issue.

 

Most of my fleet just stays in one sector, though :) To provide defence for my factories, to automatically salvage all the wrecks that the defenders produce from various pirates and aliens, and to provide transportation between all my factories (a mod I wrote).

 

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