Looking for "Manufacturing" plugin/script
-
I read about the idea on Discovery-FL forums and I think my server would benefit from this idea a lot. Basically, one person would mine or acquire specific commodities and use a slash command to convert them into another type of commodity.
In my mind, it seems simple enough. Commands to add and remove cargo for admins already exist. The script would just have to ensure the player has an acceptable ship (ships the server owner desires for manufacturing) and has the desired quantity of required cargo. Specific commodities and conversions should be able to be set in the plugin’s .ini file. Feedback to the player to show them what is available to convert would help players use it.
My C++ skills are rusty or I would take the time to learn how to write this myself. If anyone volunteers for this project, it would be greatly appreciated.
-
Not surprisingly this is on my list to do butunfortunately it is one of many things and so it is not likely to happen this year (only 5 weeks to go!!).
Which is your server?
-
Thats something I would also like to see.
Gives players / clans the ability to create their own equipment from materials gathered around the universe.
Equipment recipes kinda seem cool.
-
Not surprisingly I do plan to do this sometime but it definitely won’t happen this year unfortunately. I might get time in the early new year to implement the changes I want for Discovery and I’ll try to make it flexible enough to be used for other mods.
-
Sounds great. I wasn’t expecting priority on it or anything. The concept sounds like it would be flexible to any mod, as long as the commodities and ships are all set through the plugin’s .ini file.
-
If you know basics of flhook code it’s pretty easy to implement.
Make new command, check if there’re required components with HkEnumCargo, remove them with HkRemoveCargo and add new item with HkAddCargo.
Plus a few code lines for settings. -
If you know basics of flhook code it’s pretty easy to implement.
Make new command, check if there’re required components with HkEnumCargo, remove them with HkRemoveCargo and add new item with HkAddCargo.
Plus a few code lines for settings. -
I’ve been thinking about a possible file format.
[Manufacture]
ship = nicknames of ships capable of creating this item
input = nickname and quantity (default of 1) of required item
input = repeated as necessary
output = nickname and quantity (default of 1) of resulting itemAn artificial example:
input = hydrogen, 2
input = oxygen
output = waterI’d expect the command would create as much as it can by default, specifying a limit if you don’t want to use everything up. So if you have 20 hydrogen and 20 oxygen, /create water would create 10 water, but /create water 1 would just create the one; /create water hydrogen 10 creates five.
Why restrict it to commodities? You could take two “single-barreled” guns and combine them to create a single “double-barreled” gun.
Maybe I should stop reading Starport until I finish what I’m already doing…
3/8