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

Posted: Wed Feb 26, 2014 5:55 pm
by Diogenese Senna
I have a couple of requests for tweaks ...

1) Stop the navy offering amnesties every ten or so jumps

2) Set the Cargo Spotter so that it's automatically turned on when the ship launches.

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

Posted: Wed Feb 26, 2014 7:38 pm
by Norby
Diogenese Senna wrote:
Set the Cargo Spotter so that it's automatically turned on when the ship launches.
Replace the 9. line in AddOns/Cargo Spotter 1.01.oxp/Scripts/cargoSpotter_worldScript.js from this:

Code: Select all

{ missionVariables.cargoSpotter = "INACTIVE"; }
to these:

Code: Select all

{
   if(player.ship.equipmentStatus("EQ_CARGOSPOTTER") == "EQUIPMENT_OK") {
      missionVariables.cargoSpotter = "ACTIVE";
      this.$startTimer();
   } else missionVariables.cargoSpotter = "INACTIVE";
}
Use any text editor except notepad and hold down the shift key at the first launch of game until the spinning cobra appear after you edited a .js file.

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

Posted: Wed Feb 26, 2014 9:01 pm
by Commander McLane
Diogenese Senna wrote:
1) Stop the navy offering amnesties every ten or so jumps
Amnesty offers aren't made after a certain amount of jumps, but in certain systems (and in those systems only).

To be precise: the offer is made in 5% of all Anarchy systems and 2% of all non-Anarchy systems (2% of all non-Anarchy systems means an average of about 5 systems per galaxy). This means that if you're trading back and forth between two systems, and one of these two systems is one of the 5 non-Anarchies in your current galaxy that have the amnesty offer available, you'll get it each time when a fresh offer is made.

I'd be reluctant to further reduce the number of systems which have the offer in the first place, but if you want it, I can post instructions.

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

Posted: Thu Feb 27, 2014 2:10 am
by UK_Eliter
spara wrote:
DeepSpacePirates oxp adds (ds) and (dse) suffixes to the display names of the ships it spawns. For me that's an immersion killer, as it breaks the pattern of ship names. To remove those you have to open the file deep_space_pirates.js and navigate to lines 93, 115, 177 and change them like this:

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escort.displayName = escort.displayName + " (dse)";
to

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//escort.displayName = escort.displayName + " (dse)";
Yep, I've done that (/did that already) too.

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

Posted: Thu Feb 27, 2014 6:31 pm
by Diogenese Senna
Norby wrote:
Diogenese Senna wrote:
Set the Cargo Spotter so that it's automatically turned on when the ship launches.
Replace the 9. line in AddOns/Cargo Spotter 1.01.oxp/Scripts/cargoSpotter_worldScript.js from this:

Code: Select all

{ missionVariables.cargoSpotter = "INACTIVE"; }
to these:

Code: Select all

{
   if(player.ship.equipmentStatus("EQ_CARGOSPOTTER") == "EQUIPMENT_OK") {
      missionVariables.cargoSpotter = "ACTIVE";
      this.$startTimer();
   } else missionVariables.cargoSpotter = "INACTIVE";
}
Use any text editor except notepad and hold down the shift key at the first launch of game until the spinning cobra appear after you edited a .js file.
Just the ticket - thanks muchly

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

Posted: Thu Feb 27, 2014 6:33 pm
by Diogenese Senna
Commander McLane wrote:
Diogenese Senna wrote:
1) Stop the navy offering amnesties every ten or so jumps
Amnesty offers aren't made after a certain amount of jumps, but in certain systems (and in those systems only).

To be precise: the offer is made in 5% of all Anarchy systems and 2% of all non-Anarchy systems (2% of all non-Anarchy systems means an average of about 5 systems per galaxy). This means that if you're trading back and forth between two systems, and one of these two systems is one of the 5 non-Anarchies in your current galaxy that have the amnesty offer available, you'll get it each time when a fresh offer is made.

I'd be reluctant to further reduce the number of systems which have the offer in the first place, but if you want it, I can post instructions.
I'm presently exploring Galaxy 4 - 1 to 3 all done - so maybe it's just the sheer number of anarchy systems that's causing the constant offers ...

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

Posted: Tue Mar 18, 2014 4:43 pm
by SirArian
I wonder if there is a way that someone could make it so that the fuel collector would not hack ships unless it is told to... I had it, and loved that it could collect fuel as I was flying along, but when I was trying to tow ships it was making them blow up before I could get them back to the station. I looked at the script, but I can't make heads or tails of it... I know a little JavaScript, but not that much.

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

Posted: Tue Mar 18, 2014 5:24 pm
by ClymAngus
You see I like this, the only way to get used to the code is to start making tweaks.
This is worthy of being stickied.

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

Posted: Tue Mar 18, 2014 6:11 pm
by SirArian
ClymAngus wrote:
You see I like this, the only way to get used to the code is to start making tweaks.
This is worthy of being stickied.
I agree. I have made a few smaller tweaks, for instance making it so that the Taxi Galactica does not cause pirates to spawn when not on a job (it got so that there were three or four pirates every time I was jumping into a new system, and that was a little bit annoying. Not to mention the fact that it took the interest out of finding ships at the witchpoint.) and also one that made it so that the laser booster was on when I launched, but I don't know enough to do anything with the fuel collector.
If anyone is interested I can post the above mentioned tweaks.

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

Posted: Wed Mar 19, 2014 12:44 am
by Diziet Sma
SirArian wrote:
If anyone is interested I can post the above mentioned tweaks.
Please do.. the more tweaks there are, the more useful and inspiring the thread becomes..

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

Posted: Wed Mar 19, 2014 12:45 am
by Tricky
Place this file in AddOns/Config/hud.plist
This will put the message and communication panels at the top left and right of the screen respectively. It also changes the size of the text for the advanced targeting system and also only shows the indicator for yellow and red alert. Also for when you activate the cloak.

If you use a HUD plist that modifies message_gui and/or comm_log_gui, or any of the 4 parameters 1st listed in this plist, you obviously would need to choose what to change based on your preferences.

Code: Select all

/* hud.plist
 *
 * Copyright © 2012-2014 Richard Thomas Harrison (Tricky)
 *
 * This work is licensed under the Creative Commons
 * Attribution-Noncommercial-Share Alike 4.0 International (CC BY-NC-SA 4.0)
 *
 * To view a copy of this license, visit
 * http://creativecommons.org/licenses/by-nc-sa/4.0/ or send an email
 * to [email protected]
 *
 * My hud mods.
 */

{
    alert_conditions = 12;
    cloak_indicator_on_status_light = yes;
    reticle_scale = 0.01;
    reticle_target_sensitive = yes;

    /* Top left. */
    message_gui =
    {
        alpha = 0.75;
        width = 400;
        height = 80;
        x_origin = -1;
        y_origin = 1;
        x = 210;    // Half the width + border inset of 10
        y = -50;    // -(Half the height + border inset of 10)
        row_height = 10;
    };

    /* Top right. */
    comm_log_gui =
    {
        alpha = 0.75;
        width = 240;
        height = 120;
        x_origin = 1;
        y_origin = 1;
        x = -130;   // -(Half the width + border inset of 10)
        y = -70;    // -(Half the height + border inset of 10)
        row_height = 10;
        permanent = no;
        automatic = yes;
        background_rgba = "0.0 0.05 0.45 0.5";
    };
}

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

Posted: Wed Mar 19, 2014 12:46 am
by Diziet Sma
ClymAngus wrote:
This is worthy of being stickied.
:D 8)

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

Posted: Wed Mar 19, 2014 12:50 am
by Tricky
My planetinfo.plist, again place in AddOns/Config

Looks great with Zygo's nebulae.

Code: Select all

/* planetinfo.plist
 *
 * Copyright © 2012-2014 Richard Thomas Harrison (Tricky)
 *
 * This work is licensed under the Creative Commons
 * Attribution-Noncommercial-Share Alike 4.0 International (CC BY-NC-SA 4.0)
 *
 * To view a copy of this license, visit
 * http://creativecommons.org/licenses/by-nc-sa/4.0/ or send an email
 * to [email protected]
 */

{
    universal =
    {
        /* Nebula in regular space. */
        /* Original number: nebula_count_multiplier = 1; */
        sky_n_blurs = 100;
        sky_blur_scale = 30;                // 50;
        sky_blur_cluster_chance = 0.87;
        sky_blur_alpha = 0.142;             // 0.3185;

        /* Stars in regular space. */
        /* Original number: star_count_multiplier = 5; */
        sky_n_stars = 32768;
        sky_color_1 = (0.6, 0.7, 1.0);
        sky_color_2 = (1.0, 0.8, 0.4);

        /* Standard ambient level. */
        ambient_level = 0.4;

        /* Slightly yellowish tinge to the sun. */
        sun_color = "1.0 1.0 0.925 1.0";

        /* Move the sun further out. */
        sun_distance_modifier = 55.0;

        /* Original flare is 0.075. */
        corona_flare = 0.25;
        corona_hues = 0.4;
        corona_shimmer = 0.85;

        /* Planets. */
//        cloud_alpha = 5;
    };

    "interstellar space" =
    {
        /* Nebula in interstellar space. */
        /* Original number: sky_n_blobs: 128; */
        sky_n_blurs = 400;
        sky_blur_scale = 100;
        sky_blur_cluster_chance = 0.95;
        sky_blur_alpha = 0.15;

        /* Stars in interstellar space. */
        /* Original number: sky_n_stars = 480; */
        sky_n_stars = 8192;
        sky_color_1 = (0.0, 1.0, 0.5);
        sky_color_2 = (0.0, 1.0, 0.0);

        /* Interstellar space is dark. */
        ambient_level = 0.1;
    };
}

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

Posted: Wed Mar 19, 2014 12:51 am
by Tricky
Diziet Sma wrote:
ClymAngus wrote:
This is worthy of being stickied.
:D 8)
I agree.

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

Posted: Wed Mar 19, 2014 1:28 am
by Cody
A thought, Tricky - would that sun_distance_modifier override an OXP's sun_distance_modifier, or possibly clash with it, causing a very distant sun?