Hello all
Long time lurker, I want to create a mod in order to change the galaxy a bit like Elite Dangerous: where not every systems are colonized and have station.
I have tried to set an empty station in planetinfo.plist but the engine fall back to built-in Coriolis station.
I have tried to remove the station after exiting witchspace but the engine respawn it automatically.
I have seen in previous thread that the engine could generate stationless system ("Could not create built-in Coriolis station! Generating a stationless system."), but how to to it on purpose ?
Thanks
Empty system
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- Quite Grand Sub-Admiral
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Re: Empty system
You can do this inside a worldscript:
A rock hermit somewhere inside the system assumes the role of main station in this case. You can remove that too and then the system is empty.
Code: Select all
this.shipExitedWitchspace = function()
{
system.mainStation.remove();
}
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Re: Empty system
Code: Select all
A rock hermit somewhere inside the system assumes the role of main station in this case
A small while and everything is fine :
while (system.mainStation) { system.mainStation.remove(); }
- Cholmondely
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Re: Empty system
Greetings on your joining the glorious gathering!thecoredump wrote: ↑Sat May 22, 2021 1:16 pmThanks, I didn't think about it. That's why I still had station in the system.Code: Select all
A rock hermit somewhere inside the system assumes the role of main station in this case
A small while and everything is fine :
while (system.mainStation) { system.mainStation.remove(); }
Have you had a look at Cim's SOTL? His first (exploration) map has no inhabited systems at all, the second (AltMap) has a majority of uninhabited.
Comments wanted:
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
- Cholmondely
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Re: Empty system
Did you come up with a publishable oxp?thecoredump wrote: ↑Sat May 22, 2021 7:59 amHello all
Long time lurker, I want to create a mod in order to change the galaxy a bit like Elite Dangerous: where not every systems are colonized and have station.
I have tried to set an empty station in planetinfo.plist but the engine fall back to built-in Coriolis station.
I have tried to remove the station after exiting witchspace but the engine respawn it automatically.
I have seen in previous thread that the engine could generate stationless system ("Could not create built-in Coriolis station! Generating a stationless system."), but how to to it on purpose ?
Thanks
Comments wanted:
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
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- Above Average
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Re: Empty system
I managed to build myself something but it's quite special:
- I researched all systems of galaxy 1 in Elite Dangerous,
- I "deleted" stations from all uninhabited systems in ED
- I renamed all unknown systems in ED to make them uninhabited systems
- I added a script that returns the name of the main planet of a known system in ED
- This same script also returns the name of the main station of these systems as known in ED
All of this, incorporated into my Cobra MkIII cockpit OXP makes me feel like I'm a little more into ED, but it leaves 80% of the galaxy uninhabited.
I had, therefore, to add a special fuel system to allow me to cross vast uninhabited spaces.
You should know that my main objective is to limit my energy consumption with big games requiring a big PC.
But let's be honest, ED is still installed on my laptop (I sold my gaming PC) which manages to run it without too much trouble despite everything.
So this is all more of a personal project than a publishable OXP (especially since I use a lot of material straight from ED, so not really allowed to publish )
I also started working on a small script, a Discovery Scanner, which, once equipped and used, adds waypoints to existing location.
I would have to add at this time also "unknowed signal source" with events like ED does: pirates, wrecks, containers, etc.
- I researched all systems of galaxy 1 in Elite Dangerous,
- I "deleted" stations from all uninhabited systems in ED
- I renamed all unknown systems in ED to make them uninhabited systems
- I added a script that returns the name of the main planet of a known system in ED
- This same script also returns the name of the main station of these systems as known in ED
All of this, incorporated into my Cobra MkIII cockpit OXP makes me feel like I'm a little more into ED, but it leaves 80% of the galaxy uninhabited.
I had, therefore, to add a special fuel system to allow me to cross vast uninhabited spaces.
You should know that my main objective is to limit my energy consumption with big games requiring a big PC.
But let's be honest, ED is still installed on my laptop (I sold my gaming PC) which manages to run it without too much trouble despite everything.
So this is all more of a personal project than a publishable OXP (especially since I use a lot of material straight from ED, so not really allowed to publish )
I also started working on a small script, a Discovery Scanner, which, once equipped and used, adds waypoints to existing location.
I would have to add at this time also "unknowed signal source" with events like ED does: pirates, wrecks, containers, etc.
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Re: Empty system
If you try out Stranger's World, you can scoop fuel at quite some distance from the star. You need to keep an eye on the star colour in the F6 screen - easier to gather solar flux with orange/red stars. And the Deep Horizon Advanced Navigation Computer allows you to save 10% fuel on your jumps - and you can also add in fuel tanks to give an emergency backup.thecoredump wrote: ↑Wed Mar 22, 2023 8:53 pmI managed to build myself something but it's quite special:
- I researched all systems of galaxy 1 in Elite Dangerous,
- I "deleted" stations from all uninhabited systems in ED
- I renamed all unknown systems in ED to make them uninhabited systems
- I added a script that returns the name of the main planet of a known system in ED
- This same script also returns the name of the main station of these systems as known in ED
All of this, incorporated into my Cobra MkIII cockpit OXP makes me feel like I'm a little more into ED, but it leaves 80% of the galaxy uninhabited.
I had, therefore, to add a special fuel system to allow me to cross vast uninhabited spaces.
You should know that my main objective is to limit my energy consumption with big games requiring a big PC.
But let's be honest, ED is still installed on my laptop (I sold my gaming PC) which manages to run it without too much trouble despite everything.
So this is all more of a personal project than a publishable OXP (especially since I use a lot of material straight from ED, so not really allowed to publish )
I also started working on a small script, a Discovery Scanner, which, once equipped and used, adds waypoints to existing location.
I would have to add at this time also "unknowed signal source" with events like ED does: pirates, wrecks, containers, etc.
I know nothing about E:D, but have you tried Pods and Cargo Wrecks teaser?
Comments wanted:
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?