Search found 100 matches
- Sun Oct 29, 2023 11:59 am
- Forum: Discussion
- Topic: New splash screen and icon
- Replies: 153
- Views: 22333
Re: New splash screen and icon
It seems like thumbnails aren't regenerated upon uploading a new version of an image. I ran the manual purge action on the image description pages, which should clear old thumbnails (though you still need to clear the page cache on your device), and looks like it helped. The page cbr linked, Oolite ...
- Tue Oct 24, 2023 11:14 pm
- Forum: Expansion Pack
- Topic: Scripters cove
- Replies: 1757
- Views: 772437
Re: Scripters cove
Maybe there is something useful in the logs? Have you tried to use oolite_flag_behaviourLogging to check where it breaks? Tried again, and all works well using cloaking when fighting pirates but, alas not when fighting my test ship. The oolite_flag_behaviourLogging gives: . . . which does not tell ...
- Tue Oct 24, 2023 5:51 pm
- Forum: Expansion Pack
- Topic: Scripters cove
- Replies: 1757
- Views: 772437
Re: Scripters cove
There is no such command and there shouldn't be a need in the reactivating AIs. I just tested the code - spawned an adder nearby and switched to the AI via console - all works fine for me - a ship keeps fighting both during cloak usage and after it. Maybe there is something useful in the logs? Have ...
- Wed Oct 18, 2023 8:11 pm
- Forum: Oolite-Linux
- Topic: DebugConsole on Ubuntu 22.04
- Replies: 6
- Views: 3343
Re: DebugConsole on Ubuntu 22.04
Which version of Python are you using? You installed the package for 3rd version, but the console is written in 2nd.
Have you tried to use
Have you tried to use
python2
instead of just python
and installing dependencies via pip2
?- Mon Oct 16, 2023 10:47 pm
- Forum: Expansion Pack
- Topic: Market Script Interface
- Replies: 7
- Views: 2002
Re: Market Script Interface
Maybe it is just me failing comprehension, but from reading only the wiki page I got the impression that there are only two priorities, "highest" and "lowest", one of them is used if you don't specify a priority explicitly. Besides clarifying this on the wiki, I also think it wou...
- Sun Sep 24, 2023 7:24 pm
- Forum: Discussion
- Topic: Role Weights and System Populator Run Times
- Replies: 6
- Views: 1794
Re: Role Weights and System Populator Run Times
It's not like there is the one and only condition script for all ships, each shipdata entry can have its own condition script. If there are multiple overrides for one entry, the latest loaded wins. And you can have multiple scripts with a populator function, if they set the same populator key, one t...
- Sun Sep 24, 2023 6:39 pm
- Forum: Discussion
- Topic: Role Weights and System Populator Run Times
- Replies: 6
- Views: 1794
Re: Role Weights and System Populator Run Times
What can significantly affect a populator run time is a lot of ships with conditions/condition scripts that often forbid spawning - if the first rolled ship cannot be used the game creates a copy of the probability set and starts to reroll ships and remove them from the set, if it can't be used too...
- Sun Sep 24, 2023 11:28 am
- Forum: Discussion
- Topic: Role Weights and System Populator Run Times
- Replies: 6
- Views: 1794
Re: Role Weights and System Populator Run Times
It shouldn't affect a populator run time significantly (or even at all) - if a role has no explicitly specified weight, it has an implicit 1.0 weight. When the game loads ships, it creates probability sets for each role - essentially a list of shipkeys and their weights. When the game tries to creat...
- Thu Sep 21, 2023 10:03 am
- Forum: Expansion Pack
- Topic: Conditional Stuff
- Replies: 5
- Views: 925
Re: Conditional Stuff
is it possible to use the "allowOfferShip" function to make a ship only available for purchase at one station/system? At one system - yes: this.allowOfferShip = function(shipkey) { if(galaxyNumber === 0 && system.ID === 7) // Lave return true; else return false; } But for a specif...
- Tue Sep 19, 2023 7:29 pm
- Forum: Discussion
- Topic: "no_boulders"
- Replies: 5
- Views: 1466
Re: "no_boulders"
"no_boulders" prevents spawning debris when an entity with an asteroid or boulder role is destroyed. The second effect is that isMinable method always returns false if "no_boulders" is true, and as a result, standard NPCs will no longer treat the entity as a mining opportunity ev...
- Thu Sep 14, 2023 4:08 am
- Forum: Expansion Pack
- Topic: Docking Tunnel Length
- Replies: 21
- Views: 3619
Re: Docking Tunnel Length
If I haven't missed anything, according to the code, a delay between a ship launch and an AI start is about the time needed for the ship to fly past the station's bounding box plus two or three lengths of the dock subentity, so there is theoretically no limit for tunnel length, at least for launch, ...
- Sun Sep 10, 2023 3:50 pm
- Forum: Suggestion Box
- Topic: Scripting requests
- Replies: 833
- Views: 339738
Re: Scripting requests
Request 1: canAwardEquipment (and maybe even awardEquipment) for "purchase" context Either new methods for PlayerShip or via a new optional second parameter of existing. One of the use cases - for custom ship outfitting interfaces: a simple "Recommended for you" page with a list...
- Sat Sep 09, 2023 2:37 am
- Forum: Testing and Bug reports
- Topic: *Maybe* bug in priority AI homeStation function
- Replies: 4
- Views: 1370
Re: *Maybe* bug in priority AI homeStation function
Your commit 2f9088b added !this.__ltcache.oolite_homeStation bit, but before this the function worked somewhat like this: if oolite_homeStation is null return null ; if oolite_homeStation is already set and the value is still valid return the cached value; otherwise (if oolite_homeStation is not set...
- Tue Sep 05, 2023 6:08 pm
- Forum: Expansion Pack
- Topic: Tech Shuffle
- Replies: 26
- Views: 8255
Re: Tech Shuffle
I'm failing to download the OXP through the in-game Expansion Manager. The line from the Latest.log : 20:54:51.017 [oxz.manager.error]: Downloaded OXZ does not have the same identifier and version as expected. This might be due to your manifests list being out of date - try updating it. According th...
- Sat Sep 02, 2023 10:21 pm
- Forum: Expansion Pack
- Topic: YAH Constore Remover
- Replies: 2
- Views: 871
Re: YAH Constore Remover
Add an entry for "yah_conbeacon" in the ship-overrides.plist : "yah_conbeacon"= { roles = "YAH_disabledConBeacon"; }; It looks like earlier versions of the YAH sets carried their own version of bouy with them, but later they were all replaced by one in the main package,...