Two tradelane questions…
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1: ive changed the archtype of my rings to “Trade_Lane_Ring_Construct_B”…but i cant seem to dock to them, is that normal?
2: I want to make a tradelane that is unstable…by that i mean one that dies every now and again at different points…is that possible?
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It’s under construction. It’s not supposed to be dockable.
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Nope. Closest you’ll get is to spawn lots of NPCs that disrupt tradelanes like in vanilla.
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1: can i make it dockable?
2: oh well, i can live in hope. -
Yes you can, just compare that tradelane with a normal one.
Look in solararch.ini, in the system INIs and the CMPs. You need to alter all three of them accordingly.
I’m sorry I can’t provide a detailed explanation, but if you compare a working TL ring with the under construction one you should be able to figure it out.
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Thanks. I’ll start working in it now.
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Destroyerofworlds wrote:
2: I want to make a tradelane that is unstable…by that i mean one that dies every now and again at different points…is that possible?Should be possible with NPCs that kill themselves via fuse.
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That’s what I was thinking, though it could look a little odd when they spawn (flicker in, explode).
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Well, invisible ship, invisible fuse…
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They’d still pop up on scanners and may drop commodities (FL tends to make any NPC, regardless of settings, drop some cargo if drop fuses is on). It’d probably be possible to make it quite clean though, with some work.
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Destroyerofworlds wrote:
2: I want to make a tradelane that is unstable…by that i mean one that dies every now and again at different points…is that possible?Use not npcs but solars? give them type = NON_TARGETABLE, proper fuses with impulses, put them near your tradelain_rings and here you go(some work with reputation would be required though).
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Destroyerofworlds wrote:
2: I want to make a tradelane that is unstable…by that i mean one that dies every now and again at different points…is that possible?Here’s my interpretation. It adds tl_failure = percent[, [i]distance] to tradelane [Object] sections. Percent is the probability of failure, between 0 (never fail) and 100 (always fail); distance is a number between 0 (fail when you’re right on top of it; not actually possible, I think) and 1 (fail right after entering the ring before it); default is 0.35. The first and last rings are immune to failure. It applies to all ships and will tell you “tradelane disrupted”. It only kicks you out of the lane (the ring is not damaged), so immediate re-entry is possible.