Marvellous replacement and cool video!

Moderators: winston, another_commander
I Had a feeling that was the case with a lot of people. Hopefully this update will create a bit of fun with fuel.Cholmondely wrote: ↑Mon Apr 14, 2025 10:34 pmI'd never realised that we were supposed to tweak the innards of this one.
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"use strict";
this.name = "II_conditions";
this.author = "Killer Wolf";
this.copyright = "(C) 2023 Killer Wolf.";
this.license = "CC-NC-by-SA 3.0";
this.description = "Condition script for equipment.";
this.allowAwardEquipment = function (equipment, ship, context) {
return worldScripts["oolite-II"].II_allowAwardEquipment(equipment, ship, context);
}
this.updateEquipmentPrice = function (equipment, currentPrice) {
return worldScripts["oolite-II"].II_updateEquipmentPrice(equipment, currentPrice);
}
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"use strict";
// here we establish the position of the station. this needs to be the same every time the system is populated
// you can use the system.pseudoRandomNumber property to add "randomness" to the location if you want
// in this instance, we're just going to use the main station position, and put our station 5000m directly in front of it.
//var stationPos = system.mainStation.position.add(system.mainStation.vectorForward.multiply(5000));
// next, we use the system.setPopulator to create the actual station using a callback
// "create_my_station" is a text string that uniquely identifies this populator function
this.name = "oolite-II";
this.author = "Killer Wolf";
this.copyright = "(C) 2023 Killer Wolf.";
this.license = "CC-NC-by-SA 3.0";
this.systemWillPopulate = function() {
if (galaxyNumber === 1 && system.ID === 195) {
var stationPos = Vector3D(266700, 61250, 15235).fromCoordinateSystem("pwm");
system.setPopulator("II_station", {
callback: function (pos) {
system.addShips("KWii", 1, pos, 0);
},
location: "COORDINATES",
coordinates: stationPos,
deterministic:true // < this is important
});
}
}
this.II_allowAwardEquipment = function(equipment, ship, context) {
if (context == "scripted") return true; // you should always do this at the top of this function.
if ((equipment == "EQ_WEAPON_NEITH_LASER" || equipment == "EQ_WEAPON_KATHOS_LASER") && ship.isPlayer) {
if (player.ship.dockedStation.dataKey == "KW_II") {
return true;
}
return false;
}
return true;
}
this.II_updateEquipmentPrice = function(equipment, currentPrice) {
var newprice = currentPrice;
switch (equipment) {
case "EQ_MISSILE":
case "EQ_CARGO_BAY":
case "EQ_FUEL":
case "EQ_ECM":
case "EQ_HARDENED_MISSILE":
case "EQ_ENERGY_UNIT":
if (player.ship.dockedStation.dataKey == "KW_II") {
newprice = parseInt(newprice * 0.66);
}
break;
case "EQ_DOCK_COMP":
case "EQ_GAL_DRIVE":
if (player.ship.dockedStation.dataKey == "KW_II") {
newprice = parseInt(newprice * 0.75);
}
break;
}
return newprice;
}
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worldScripts.FuelTweaks_FuelEconomy.$reset()
I’ll see what I can do.Nite Owl wrote: ↑Thu May 08, 2025 11:32 pmWould it be possible to get a FACELIFT version of this OXZ. None of the fuel additions and options or market changes or changes to Fuel Station's locations. It would be just an update to the look of the Fuel Stations and Fuel Satellites from what they are in Thargoid's Fuel Stations OXZ. Similar to the work you have done with the Space Bars and Rock Hermits.
Much Appreciated.