Build for FLHook plugin
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That sounds better then the one i currently use on server, could i grab the files for this?, would it be a dll that i put in the normal folder with a ini ? thanks for your help
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starworlds wrote:
That sounds better then the one i currently use on server, could i grab the files for this?, would it be a dll that i put in the normal folder with a ini ? thanks for your helpdisco dev team was not interested in craft plugin in middle of 486 release, so I dropped it’s development after beta version tests, I can only share it’s source code.
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We will wait better 487
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dam can anyone help me with my original question then lol
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massdriver wrote:
…
-> Abstracted cargo hold.
Code can be extended to use any cargo hold including ships, stations, generic bases, custom bases or it’s modules. Anything that can hold credits, commodities. (ship and generic bases implemented)-> Abstracted craft workshops.
Craft where you want or can, onboard your ship, on generic base or manufacturing module.
Get resources from where you want and place craft result where you want. (ship and generic bases implemented)-> Timing and per commodity process. Cash charge for craft.
-> Craft operation status reports and control.
-> .INI file based craft rules(define components and result items).
-> Detailed description output so you can read what components require each craft.Had a look and this was very promissing.
But- the base itself
- the base upgrade / factory modules
and - the stuff those factory modules can build
seem to be hardcoded.
Why not keep that configurable, so programming dummies
(like me ) just can put stuff in from their own mod?
Or did I just miss something (once more)? -
F!R wrote:
Had a look and this was very promissing.
But- the base itself
- the base upgrade / factory modules
and - the stuff those factory modules can build
seem to be hardcoded.
Why not keep that configurable, so programming dummies
(like me ) just can put stuff in from their own mod?
Or did I just miss something (once more)?It is more suited for further mod integration, as crafting can be done in a different ways depending on mod ideas and features.
Blueprints are configurable from .ini files. Also from .ini you can adjust which generic bases can perform specified crafting processes. So I think it is enough to have basic craft to be able to work, other features are mod specific and can be easily extended with just implementing few interfaces for cargo, workshop abstraction layer.
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Think I got irritated by
svn.the-starport.net/flhookplugin/trunk/plugins/base_plugin/
That’s is not your build plugin?
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F!R wrote:
Think I got irritated bysvn.the-starport.net/flhookplugin/trunk/plugins/base_plugin/
That’s is not your build plugin?
not mine
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So sorry,
my post did refer to this plugin, which is obviously build for Disco.Why not post your plugin?
What you told sounds good. -
its good to see new and improved plugins feel free to take eny of the plugins and use the code, to make new ones, thats why i posted the sorce all i ask is for is to share them
rember all the plugins i made were just thrown up just to get the idea of what they can do, and some were requests i might go through them all and fix and improve them all
and make new ones now i have time -
No that is Cannons Player base plugin which he uses on Discovery, and has let out to the public Now that is one hell of a good plugin, just shame i can not work it out at all lol