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Thanks :) Still, took longer than I expected.
Hope there are no new bugs this time.
One thing I see already that I'll probably use, but might have to adapt on my end a bit, is your Plugin system (e.g. XAIComponent). It's amusing to be once again approaching an entity logic plugin system in a space game, when I did the same thing 8 years ago for Space Engineers - https://github.com/zrisher/SEGarden/blob/master/Logic/UpdateManager.cs .
This is a much better game, and a better modding environment, so I'm excited.
Thanks again!
I'll make a separate mod after Class Upgrades gets released, to allow randomized shops with restock mod. It will be added to "Optional Tweaks" collection at main mod page - as all other XT series tweaks.
There were others asking for that too, so It's probably best for me to do it.
I have 2 questions
First one.
Can you tell me the exact meaning of replace _EntityiIDString with shop seed string?
local _EntityIDString = Entity().id.string
local _SeedString = _EntityIDString .. "CargoUpgrades"
I replaced the _EntityIDString in these two lines with the shop seed string, but the tab for that item in the shop disappeared.
Do I need to find and enter the value of the shop seed string instead of just typing "shop seed string"?
If so, how do I get that value?
I looked in [shop.lua] in [\Avorion\data\scripts\lib] but couldn't find anything relevant.
Secondly.
If I replace it with shop seed string, will the shop items become 'completely random' by any chance?
I'm a big fan of the segmentation of equipment for sale by station, like mining related equipment at the materials station and repair equipment at the repair station.
However, it would be a bit disappointing if this resulted in completely different equipment.
Extended shops have station-uniqe selection of items, it's not random. Rift shops are unchanged and should work.
It can be modded, but requires modification of all extended shop files:
Xavorion-SectorGenerator/data/scripts/Merchant/*
in function .shop:addItems()
there a stable random init:
local _EntityIDString = Entity().id.string
local _X, _Y = Sector():getCoordinates()
local _SeedString = _EntityIDString .. "CargoUpgrades"
local _Seed = IGalaxy.GetSectorSeedForProperty( _X, _Y, _SeedString )
-- Stable random - make all shops offer same wares, always
local _Generator = UpgradeGenerator( _Seed )
local _RNG = IGalaxy.GetSectorSeededRNG( _X, _Y, _SeedString )
All you need to do is replace _EntityiIDString with shop seed string ( which is rolled by Shop Restock mod if I remember correctly ).
New Class Upgrades module will modify ALL of those shops really soon btw.
Thanks, glad anyone was crazy enough to look at the code ;D
I've only considered publishing on git. There wasn't much reason for it so all I have is local repository for personal use.
I could post it at some point, but that would take some time and cleaning up.
That error in logs is a typo - missing include path in AI plugin. Fix will be pushed with new update soon.
File in question seems to be "BasicAI.lua" with missing line
package.path = package.path .. ";data/scripts/Config/?.lua"
Pressing Restock will only change the grade and material of the equipment in the discount item.
However, vanilla stores have restock operations, such as vendors and Rift-affiliated stations.
Therefore, I would like to modify Shop Restock mod, but I would like to know what difference is there between store stations and vanilla in this mod, so that they are incompatible.
* Do you have this posted on github somewhere? We can review the code locally, but if I wanted to discuss it or raise a PR, it would be nice to have it somewhere the community can contribute.
* It seems from the description that this is intended to stand on its own, but if I run this item without 2923179923 I get the following error spammed in the logs: https://pastebin.com/QB9PDf70