I would love to have something like this, mobile mining is just so boring, but its a very good way to make money in semi-early game if you mine nividium. But it just takes so damn long, and if you bump in to anything your shields are gone quicker than you can say apricot three times... and then your dead chelt.Crathes wrote:Mobile mining is a pain, because you have to run around carefully to not bump into anything just in case it isn't blown apart enough.
My idea is to make this a little easier and quicker by enabling a ship to use the transporter device to beam in the targeted rock if it is in range (1km?) and if its the right size to be picked up.
[Scripts] Apricot Mapping Service Scripts, MD and mini-mods [APv2.5.1/TCv3]
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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hey apricot, i have a suggestion for a new beaming script. Posted about it in the scripts and modding forum, and was directed to the gathering part of the mod/script library. I am allready using your Merge mod, so i thought i could fly my suggestion by you:
The two most common elements in the universe are Hydrogen and stupidity.
I am THE STIG
I am THE STIG
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I've got a question about the salvage mod.
I have activated the "Jump to Derelict" Command. I jumped to a bailed Xenon K! The claim hotkey wont work. Is it possible I am missing certain software? Or do I need to board it to claim it?
p.s.-the link on the http://apricotmappingservice.com/ site to go to "slice of x" is broken. There are two spaces after the link and it gives a 404 error(It comes out to (http://apricotmappingservice.com/sliceofx.html%20%20) you have to delete the two %20s to go to the site.
I have activated the "Jump to Derelict" Command. I jumped to a bailed Xenon K! The claim hotkey wont work. Is it possible I am missing certain software? Or do I need to board it to claim it?
p.s.-the link on the http://apricotmappingservice.com/ site to go to "slice of x" is broken. There are two spaces after the link and it gives a 404 error(It comes out to (http://apricotmappingservice.com/sliceofx.html%20%20) you have to delete the two %20s to go to the site.
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Hrmm. I assigned it to the 8 key(not numpad, shows no conflicts).apricotslice wrote:The salvage pack comes with a replacement that requires you to assign the hotkey to a joystick, mouse or keyboard key. Then use that all the time.
I highlight the ship then press the key(8) right? Nothing seems to happen

What gives an error is highlighted in green in this image.
http://img17.imageshack.us/img17/4818/brokenlinkn.jpg
I tried it in both chrome and internet explorer. Get the error in both.
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I've not heard of that problem before.
What exactly did you install, and can you do some screen prints of the menu now ?
Beamdock should show up in nav commands, on the ship you want to beam. So to beam it on, you need to access the command menu for the ship to beam, then specify the carrier to beam onto.
Claiming should be done off a hotkey. You need to buy the Apricot Claim software (or script it onto your ship using the cheat), and set the hotkey (mine is on my joystick).
What exactly did you install, and can you do some screen prints of the menu now ?
Beamdock should show up in nav commands, on the ship you want to beam. So to beam it on, you need to access the command menu for the ship to beam, then specify the carrier to beam onto.
Claiming should be done off a hotkey. You need to buy the Apricot Claim software (or script it onto your ship using the cheat), and set the hotkey (mine is on my joystick).
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Jabba85 wrote:hey i got the ams on tc and and a few of the command options have disapeered i.e the piracy and the custom 1,cant find them anywere so cant claim ship unless i eject and cant beam dock etc,any1 got any ideas why theyve gone?
Thanks
Have you ran the plugin manager recently? It tends to mess up more often then it works.
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Hey apricot, I'm a bit of an RTS fan so I like the idea of building up my credits to a point where I can set myself up as self-sufficient in a little corner of space - my very own empire. Unfortunately, as far as I can see, even with the PHQ I wouldn't be able to produce additional shipyards for my expanding empire, nor would I be able to buy any more factories as I would have no shipyards. Clearly this would be a problem that would raise its ugly head around the same time I told all the other races in the Universe to bugger off.
Anyway, I was looking at your scripts and noticed you said it was possible to script in the factories and shipyards to the PHQ. I'm all for this, and am planning on downloading your PHQ scripts when I get a spare mo', so I thought I'd ask early - how exactly can I script it so that I'm able to manufacture my own stations and shipyards?
Thanks for any reply!
Anyway, I was looking at your scripts and noticed you said it was possible to script in the factories and shipyards to the PHQ. I'm all for this, and am planning on downloading your PHQ scripts when I get a spare mo', so I thought I'd ask early - how exactly can I script it so that I'm able to manufacture my own stations and shipyards?
Thanks for any reply!
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There is no point in having player shipyards. They are a paperweight, nothing more. They dont do anything.
The PHQ was designed to be the all purpose Player HQ, including the shipyard functions.
Scripting, you use the 'Add blueprints to PHQ' command in a script. So whatever stations you want to make, you just add the blueprint for it. Once the PHQ has the blueprint, you can select it just like a ship. Once built, you load it on your TL and drop like normal.
The PHQ was designed to be the all purpose Player HQ, including the shipyard functions.
Scripting, you use the 'Add blueprints to PHQ' command in a script. So whatever stations you want to make, you just add the blueprint for it. Once the PHQ has the blueprint, you can select it just like a ship. Once built, you load it on your TL and drop like normal.
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Ah, okay, I thought by 'script in' that I would have to tinker with scripting for each blueprint I wanted to add. My mistake!apricotslice wrote:There is no point in having player shipyards. They are a paperweight, nothing more. They dont do anything.
The PHQ was designed to be the all purpose Player HQ, including the shipyard functions.
Scripting, you use the 'Add blueprints to PHQ' command in a script. So whatever stations you want to make, you just add the blueprint for it. Once the PHQ has the blueprint, you can select it just like a ship. Once built, you load it on your TL and drop like normal.
Also, I asked about Shipyards because I assumed there could only be one Headquarters, and I planned to use Shipyards to supplement building queues. Is it fine to have multiple PHQs running concurrently?
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Yes, you can have as many as you want.
But there is a problem with scripting blueprints, as the script will only work on the last one added, if run from the ship.
But if you write a script to add all blueprints you will ever want, each time you add a PHQ, you just run the script again and they will be added to it.
The devs didnt really build the PHQ for having more than 1, but at least they didnt build in any major problems with having multiples. I always tend to use 2 or 3 in my games. One is for basing ships. One is for scrapping ships and building. One is for npc sales.
But there is a problem with scripting blueprints, as the script will only work on the last one added, if run from the ship.
But if you write a script to add all blueprints you will ever want, each time you add a PHQ, you just run the script again and they will be added to it.
The devs didnt really build the PHQ for having more than 1, but at least they didnt build in any major problems with having multiples. I always tend to use 2 or 3 in my games. One is for basing ships. One is for scrapping ships and building. One is for npc sales.