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Re: Modding SEV Thread Questions
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Re: Modding SEV Thread Questions
If space yards are in space why were they given the ability to repair facilities?
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Re: Modding SEV Thread Questions
Are you asking about the Space Yard component or Space Yard facility?
For gameplay resasons it's probably a good idea to keep it that way since there is no inherent repair rate for a planet. I requested that some lines be added to settings.txt that allow you set a repair rate for a planet without a SY... |
Re: Modding SEV Thread Questions
The component; how does a space yard in space fix a facility on a planet? You do have a good point though!
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Re: Modding SEV Thread Questions
Construction crews shuttle down to the planet and repair the facilities using supplies from the planet?
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Re: Modding SEV Thread Questions
A basic repair for colonies is essential IMO. Otherwise damaged facilities will never be repaired and it is quite unlogical that you can build new facilities, upgrade facilities but not repair them!
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Re: Modding SEV Thread Questions
Is there a way to build a component which has a restriction that limits the total number that can be carried? For example:
The Mega Toaster The mega toaster can toast all bread in the blink of an eye; however, due to the power draw only 1 per 100 hull spaces can be used. *Mega Toaster Inc. is not responsible for burnt slices or charring of crust. http://forum.shrapnelgames.com/image...ies/tongue.gif |
Re: Modding SEV Thread Questions
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Re: Modding SEV Thread Questions
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Now if you could just restrict based on component NAME that would be much easier... but I never tried that and don't have the function list handy, so it might already be possible http://forum.shrapnelgames.com/image...ies/tongue.gif |
Re: Modding SEV Thread Questions
Note: depending on where you use it, Get_Vehicle_Hull_Tonnage has a tendancy to return 0.
It works in the weapon enhancement file, but I've yet to have it work in components.txt. |
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