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PostPosted: Fri Jul 14, 2017 12:01 pm 
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Poor
Poor

Joined: Mon Jul 10, 2017 10:41 pm
Posts: 4
Quote:
Quote:
Here it is. I set to 100 charges and 2-10s delay between repair attempts. Note high tech items need more attempts.
Thanks.
It's working!
I've put it to 100 ms repair time and 999 charges.
A little bit OP, don't you think? :wink:

By the way, I have an idea for an OXP.
Where do I submit it? Can you help me materialize it?
Hi everybody!

I've just written a new (more expensive, higher tech) "RepairBots" equipment OXP based on RepairBots_System which uses system energy during repairs (to regenerate repair bots) instead of 2t of nanobots in the hold and when not damaged is togglable as primable equipment. I've got it quite well balanced, I think. It is much trickier to use during combat, but doesn't run out of repair capacity (unless you run out of energy). I found the original version rather buggy to use.


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PostPosted: Tue Dec 12, 2017 11:47 am 
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Deadly
Deadly

Joined: Mon May 25, 2015 5:23 pm
Posts: 131
Location: Russia
OXP: Escort Formations.
Tweak: Added a new formation the "trigon".
Reason: Most formations place an escort in the rear half-plane, and the "trigon" formation will be in the front half-plane.
File(s): world-scripts

1. The new formation "trigon" is used for setup offensive escorts and for all quantitative combinations of escorts.
2. Corrected the formation of the "convoy" (corrected the sequence of positions and added 2 additional positions), for a more symmetrical arrangement of vessels at different numbers of escorts.

Links: Escort Formations 1.2.

Comments/feedback/bug reports welcome.


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PostPosted: Tue Dec 12, 2017 12:11 pm 
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Sharp Shooter Spam Assassin
Sharp Shooter Spam Assassin
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Joined: Sat Jul 04, 2009 9:31 pm
Posts: 13317
Location: Corke's Drift
Quote:
Added a new formation the "trigon".
Thanks, Rustem - when I'm no longer grounded, I'll check it out.


Talking of trigons, The Trigon Disunity is a very good tale.

_________________
We pray for one last landing
On the globe that gave us birth
Let us rest our eyes on the fleecy skies
And the cool, green hills of Earth


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PostPosted: Sat Dec 16, 2017 1:41 am 
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Above Average
Above Average

Joined: Sun Oct 30, 2016 12:34 pm
Posts: 21
OXP: Q-Charger
Tweak: Disable it by default/after loading a save state
Reason: I don't use it very often
File(s): oolite.oxp.CommonSenseOTB.Q-Charger.oxz/Scripts/Q-Charger.js
line 63:
Code:
   this.qchargerenabled = true;// player can disable/enable by priming and activating Q-Charger 
Just replace
Code:
true
by
Code:
false
.

OXP: Explorers' Club
Tweak: Mark Systems non yet visited with white X instead of diamond marker
Reason: If "Systems visited so far" are marked and I visited a lot in a galaxy, a refresh of the F6 screen make take up some seconds. So I decided to mark "Systems not yet visited" (F6 screen refresh is instant), but the default marker lets me confuse my passenger contract destinations with systems not visited yet. ...so i changed the marker shape
File(s): oolite.oxp.CaptMurphy.ExplorersClub.oxz/Config/script.js
Recplace line 115:
Code:
                        mission.markSystem({system: i, name: "exclubmap", markerColor: "orangeColor", markerScale: 1.0, markerShape: "MARKER_DIAMOND"});
by this one:
Code:
                        mission.markSystem({system: i, name: "exclubmap", markerColor: "whiteColor", markerScale: 0.75, markerShape: "MARKER_X"});
.

OXP: Vacuum Pump
Tweak: Let it work not only under green, but under yellow condition too
Reason: This OXP also works if Gold or Platinum are extracted from splinters by Ore Processor - a great tool for miners. Often your are not alone when mining, so the condition is yellow and the pump couldn't be activated.
File(s): oolite.oxp.Neelix.VacuumPump.oxz/Scripts/vacuum_pump.js
Recplace line 75:
Code:
		if (player.alertCondition == 1 && player.ship.energy >= 64 && $commInfo[$j].pumpUseful && 
by this one:
Code:
		if (player.alertCondition !== 3 && player.ship.energy >= 64 && $commInfo[$j].pumpUseful &&
and replace lines 100 + 101:
Code:
		if (player.alertCondition != 1) {
			player.consoleMessage("Vacuum Pump can not be operated unless condition is Green",5);
by these:
Code:
		if (player.alertCondition == 3) {
			player.consoleMessage("Vacuum Pump can not be operated under Red condition",5);
.


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PostPosted: Mon Jan 22, 2018 11:33 pm 
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Sharp Shooter Spam Assassin
Sharp Shooter Spam Assassin
User avatar

Joined: Sat Jul 04, 2009 9:31 pm
Posts: 13317
Location: Corke's Drift
Quote:
Quote:
Added a new formation the "trigon".
Thanks, Rustem - when I'm no longer grounded, I'll check it out.
Got some flight time at last - 1.3 is cool.

_________________
We pray for one last landing
On the globe that gave us birth
Let us rest our eyes on the fleecy skies
And the cool, green hills of Earth


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PostPosted: Wed Mar 21, 2018 5:36 pm 
Offline
Deadly
Deadly

Joined: Mon May 25, 2015 5:23 pm
Posts: 131
Location: Russia
OXP: Executive SpaceWays, Saleza Aeronautics.
Tweak: Fixed a missing semicolon.
Reason: Error with missing semicolon.
File(s): shipdata.plist

Links: Executive SpaceWays, Saleza Aeronautics.


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PostPosted: Wed Mar 21, 2018 6:52 pm 
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---- E L I T E ----
---- E L I T E ----
User avatar

Joined: Mon May 20, 2013 9:53 pm
Posts: 2504
Location: Budapest, Hungary (Mainly Agricultural Democracy, TL10)
Quote:
OXP: Executive SpaceWays, Saleza Aeronautics.
Tweak: Fixed a missing semicolon.
Updated in the manager, thank you!

_________________
OXPs by Norby


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PostPosted: Wed Apr 25, 2018 6:50 am 
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Competent
Competent
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Joined: Thu Apr 05, 2018 5:31 am
Posts: 50
Location: Vladivostok, Russia
Sorry, commanders, already posts this tweak in discussion of Variable Masslock (author Norby). Looks it is more appropriate place.

Variablemasslock.js, line 181:
Code:
//	t.scannerDisplayColor1 = d; // Norby's settings
	t.scannerDisplayColor1 = [0, 0, 0, 0]; // transparent - stranger's settings
Tweaked code simulates stealth technology in really interesting way. Small ship may close distance with player undetected, but reveals itself in red alert state. This is classic dilemma of stealth technology: if you are beginning fighting, you are losing covering. Temporary contact when new target enters scanner range is lore-consistent: there is no reason nor possibility to maintain stealth permanently. Stealth regime is activated after contact detected to win time for battle decision.
Really like new game flavor this this tweak :D


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