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Re: Tinkerer's Workshop - OXP tweaking for fun and profit!

Posted: Sat Jul 26, 2014 9:53 am
by DGill
mossfoot wrote:
I'm curious to tweak this as well, but can the frequency be upped a bit? I'd like to assume 1 in 10 outer planets has a ring, for example
Cim has optimised the code for the main planet. The above mod is not ideal, but its ok for my requirements. Would be good if someone could produce a proper oxp for adding rings to additional planets.

Re: Tinkerer's Workshop - OXP tweaking for fun and profit!

Posted: Sat Jul 26, 2014 12:36 pm
by spara
I tested the rings on Additional Planets and the problem that rose was that they were not visible from ~2500 km and over (or maybe it was more, can't quite remember as it's been awhile). Optimization I think. So there was no point of putting them to the farther planets. That was in 1.77, maybe 1.80 is different.

Re: Tinkerer's Workshop - OXP tweaking for fun and profit!

Posted: Sat Jul 26, 2014 1:01 pm
by Wildeblood
I would like to tweak Market Observer so it is compatible with AI Trading Assistant. Does anyone have any suggestions? Also, the same question about Sell All.

Re: Tinkerer's Workshop - OXP tweaking for fun and profit!

Posted: Sat Jul 26, 2014 1:11 pm
by spara
Wildeblood wrote:
I would like to tweak Market Observer so it is compatible with AI Trading Assistant. Does anyone have any suggestions? Also, the same question about Sell All.
How does Market Observer clash? I'll be happy to add any compatibility code necessary to it.

Re: Tinkerer's Workshop - OXP tweaking for fun and profit!

Posted: Sat Jul 26, 2014 2:06 pm
by DGill
spara wrote:
I tested the rings on Additional Planets and the problem that rose was that they were not visible from ~2500 km and over (or maybe it was more, can't quite remember as it's been awhile). Optimization I think. So there was no point of putting them to the farther planets. That was in 1.77, maybe 1.80 is different.
Agreed, at the moment it is just eye candy:

Image

Re: Tinkerer's Workshop - OXP tweaking for fun and profit!

Posted: Sun Jul 27, 2014 7:52 pm
by Redspear
The index on the first page of this thread should now be up to date.
If anyone spots any issues with it then please let me know. Thanks.

I'll look to update it in future of course but meanwhile the more recent a post is here, the more likely it is to be visible.

Re: Tinkerer's Workshop - OXP tweaking for fun and profit!

Posted: Mon Jul 28, 2014 12:11 am
by Diziet Sma
Thanks mate.. much appreciated..

Edit: I've just been and checked it out.. you've done a fantastic job! 8)

Re: Tinkerer's Workshop - OXP tweaking for fun and profit!

Posted: Thu Jul 31, 2014 2:44 pm
by Redspear
You're welcome :)

...

Here's a request I made re Random Shipnames a while back

Could anyone show me how to tie that oxp's functioning to the bounty scanner please?
i.e. random shipnames only show when bounty scanner is installed and fuctional.

It would make the bounty scanner much more interesting to me and I think I'd take the names less for granted if I lost them every so often.

Re: Tinkerer's Workshop - OXP tweaking for fun and profit!

Posted: Thu Jul 31, 2014 4:35 pm
by Zireael
Can I take your idea and run away with it? :D

I suggest making a separate piece of equipment. Just like Bounty Scanner only reveals bounty and Elite Rank Scanner (from my Elite Ranks OXP) only reveals the rating, I'd make the equipment, say Transponder Reader, only read names.

Re: Tinkerer's Workshop - OXP tweaking for fun and profit!

Posted: Thu Jul 31, 2014 6:54 pm
by Redspear
Zireael wrote:
Can I take your idea and run away with it? :D

I suggest making a separate piece of equipment. Just like Bounty Scanner only reveals bounty and Elite Rank Scanner (from my Elite Ranks OXP) only reveals the rating, I'd make the equipment, say Transponder Reader, only read names.
Yeah, go for it! :)

Be cool if that was an oxp/z 8)

Re: Tinkerer's Workshop - OXP tweaking for fun and profit!

Posted: Tue Aug 05, 2014 3:21 pm
by spara
I created a nice(?) little tweak to the RandomShipnames so that some of the hunter names are pulled from RandomHits. This might be of interest to you, if you don't want to use the Random Hits Shipset addon, but would like to occasionally see a Deputy on patrol.

First find the comment

Code: Select all

// hunters, defense ships, escorts, and some special ships
from the randomshipnames.js file. In an unmodified script, that would be line 828

A couple of lines under that is a line saying

Code: Select all

ship.displayName += ": " + this.$randomHunterName(ship);
That would be line 831, if the file has not been modified.

Change that line to this

Code: Select all

		if (Math.random() < 0.1 &&  ship.primaryRole.indexOf("hunter") !== -1 && worldScripts.Random_Hits) {
			if (ship.primaryRole === "hunter-heavy")
				ship.displayName += ": " + expandDescription("[random_hits_hunterhigh_name]");
			else if (ship.primaryRole === "hunter-medium")
				ship.displayName += ": " + expandDescription("[random_hits_huntermedium_name]");
			else ship.displayName += ": " + expandDescription("[random_hits_hunterlow_name]");
		}
		else ship.displayName += ": " + this.$randomHunterName(ship);
RandomHits is naturally required for this to do anything. If you feel the probability (0.1) to be too high or low, feel free to alter it. Now approximately every tenth hunter gets its name from RandomHits.

Re: Tinkerer's Workshop - OXP tweaking for fun and profit!

Posted: Thu Aug 07, 2014 11:42 pm
by Neelix
I've extended the script.js file created for spara's cargo scooping tweak to also enable the non-linear scanner and ultra-zoom functions when I launch.

That lets me change HUDs and keep the functionality without having to tweak the new HUD each time.
Note that by setting it this way, if the HUD is changed while in flight the settings will revert to the HUD defaults until the next time you dock.

Code: Select all

this.shipWillLaunchFromStation = function() {
	player.ship.scannerNonLinear = true;
	player.ship.scannerUltraZoom = true;
}
- Neelix

Re: Tinkerer's Workshop - OXP tweaking for fun and profit!

Posted: Mon Aug 25, 2014 3:50 am
by Diziet Sma
Whilst I've never tried the Mining game myself, it was recently mentioned that one of the problems with the Miner Start option was that the ship was often incapable of catching up with fast-moving splinters. Recalling that in the past, I've seen a couple of mentions of members who'd tweaked their copy of Thargoid's [EliteWiki] Cargo Shepherd so that it attracted splinters as well, making it much simpler to scoop them, I thought it might make a good addition to the Tinkerer's Workshop.

As the tweak for this has never been posted, I decided to take a shot at it, for those who may want to make use of it. Note that this is completely untested, but in principal should work, as it's a pretty straightforward code addition. I'm sure if I've messed it up, someone will let me know, anyway.. :lol:

In cargoShepherd_magnet.js, simply edit line 9 from this:

Code: Select all

	function allPods(entity) {return entity.isShip && (entity.hasRole("cargopod") || (entity.isCargo && !entity.isPiloted))};
to this:

Code: Select all

	function allPods(entity) {return entity.isShip && (entity.hasRole("cargopod") || entity.hasRole("splinter") || (entity.isCargo && !entity.isPiloted))};
and save.

Remember to shift-start Oolite to make sure your change takes effect.

Re: Tinkerer's Workshop - OXP tweaking for fun and profit!

Posted: Mon Aug 25, 2014 12:57 pm
by Neelix
Erm... no tweaks needed for that - It already attracts splinters (but not boulders) as is.

- Neelix

Re: Tinkerer's Workshop - OXP tweaking for fun and profit!

Posted: Mon Aug 25, 2014 2:00 pm
by Thargoid
The default version shouldn't, as per Dizzy's post above. You may have already tweaked your copy in the past perhaps, as this isn't the first time it's been suggested?