damaged equip
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Re: damaged equip
Spot is N/A!
"You wouldn't kill me just for a few credits, would you?" – "No, I'll do it just for the fun!"
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Re: damaged equip
It is sad that my repair bot tries to repair my cats yet fails!
Why can't I buy a pet medical bot only to care for my dogs and cats?
Why can't I buy a pet medical bot only to care for my dogs and cats?
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Re: damaged equip
I have one wish: could we get a "weapons repair bot OXP"?
Pweeeeeeease?
Pweeeeeeease?
- Norby
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Re: damaged equip
Weapons have no damaged status in core Oolite nor in any OXP yet. I think you mean the "Weapons destroyed" message from ShipVersion when the service level of your ship is reach the minimum. In this case weapons are removed due to no support in the core game to set to damaged. It is possible to make a workaround just will be somewhat different from other repairs and I have no time to make it right now.DrunkenPalpatine wrote:I have one wish: could we get a "weapons repair bot OXP"?
Alternatively you can install [wiki]Laser Mount Switching System[/wiki] and put your weapon into safety (switch to a cheap laser) when your service level is too bad. With LMSS even possible to make a support to only automatically "retract" the lasers if maintenance needed and the internal mount is empty so you would save the weapon repair cost. This looks easier to implement in my side if phkb help me.
- Cmd Northgate
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Re: damaged equip
Fritz wrote:Spot is N/A!
I've currently got two cats that are N/A, previously I've had cats/ a dog that have been successfully 'repaired', but so far looks like their injuries might be rather serious
I wondered about where to find a vet to check them out, or how to give them a final send off?
- ffutures
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Re: damaged equip
Sooner or later you will be asked to pay to repair them. Meanwhile they do nothing. Which is of course what they do when they aren't injured, but never mind...
- phkb
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Re: damaged equip
Sure! What do you need in LMSS? A method to switch a single laser into stored mode, leaving the actual laser slot empty?Norby wrote:This looks easier to implement in my side if phkb help me
Edit: Actually LMSS already has the function I just described. So, if you have LMSS installed in a particular mount (forward, aft, port, starboard) and there is no secondary laser in the mount, calling the equivalent function ($switchForward, $switchAft, $switchPort, $switchStarboard) should switch things around so there is no laser in the mount and the damaged laser is in the... ah, that's probably what is needed, isn't it? Some sort of monitoring routines that will keep the state of the damaged laser when switched, something like that?
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Re: damaged equip
Meantime I solved DrunkenPalpatine's problem within [wiki]ShipVersion[/wiki] OXP by removing the laser damaging function, so the question is obsolete.
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Re: damaged equip
Today "Stray" has been successfully repaired for a bargain 15 credits. It's great to see him walking around the bridge again. The other cat had been successfully repaired on a previous station.Cmd Northgate wrote:Fritz wrote:Spot is N/A!
I've currently got two cats that are N/A, previously I've had cats/ a dog that have been successfully 'repaired', but so far looks like their injuries might be rather serious
I wondered about where to find a vet to check them out, or how to give them a final send off?
So all six cats and 1 dog are available for duty!
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Re: damaged equip
Just seen this reply, which made me chuckle, I think there was a plan to make them more active, that was all mentioned in the ship's cat OXP thread.ffutures wrote:Sooner or later you will be asked to pay to repair them. Meanwhile they do nothing. Which is of course what they do when they aren't injured, but never mind...
Re: damaged equip
Maybe the time will soon be ripe to give scripts access to the number of trumbles on board. Pets would be busy hunting those critters.