Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I will see how to implement this info because it seems to be better than "replacing" defaults, but also i don't have much experience.
Do you suggest to increase the maxEnergy using patches for npcs?
I will also update the info in the description for clarification.
that is the code I wrote up to have spawned in crewmembers solely rely on the items table that you generate instead of using overrides.
function overrideParams(parameters)
local items = {"primary": "weaponid", "secondary": "weaponid" ... etc }
parameters.items = crewutil.buildItemOverrideTable(items)
if path(parameters.scriptConfig,"initialStorage","crewUniform") then
parameters.scriptConfig.initialStorage.crewUniform = {}
end
if path(parameters.scriptConfig,"initialStorage","itemSlots") then
parameters.scriptConfig.initialStorage.itemSlots = nil
end
if path(parameters.scriptConfig,"crew","uniform") then
parameters.scriptConfig.crew.uniform = {slots = {}}
end
setPath(parameters.scriptConfig, "behaviorConfig", "emptyHands", self.emptyHands)
return parameters
end
function crewutil.buildItemOverrideTable(t)
local items = {}
local container = nil
t = t or {}
for k,v in pairs(t) do
t[k] = {v}
end
items.override = {}
table.insert(items.override, {})
container = items.override[1]
table.insert(container, 0)
table.insert(container, {})
container = items.override[1][2]
table.insert(container, t)
return items
end
It more like lag spikes every few seconds, usually while moving around in the ship.
I removed some mods and reduced the amount of items on my ship, that also helped.
In my case I don't think it has anything to do with your scripts.
Let me know if you need/like any help on this. Id ideally like this to work really well with NpcSpawner+, so I can point people with crewmembers to your mod :D
Thanks for the help!, i'm currently studying how crewmember data is stored in the savefile
Everytime setCompanions is called your playerfile is updated.
The Playercompanions scope also supports the storage table, however that only gets updated when the player saves/loads or warps
As for how it looks raw, its a merge between the Pet class and Recruit class (if necessary).
PodId is the unique id of the Recruit. This never changes, Uuid(uniqueId) is the unique world id of the spawned in/current instance of the Recruit...this is world specific and changes often).
If you want to see the json raw. follow the to_json() calls. Starting with the Pet and then seeing the additional parameters for Recruit
(Ex:)
https://github.com/ThreeTen22/CrewCustomization/blob/master/player.config.patch
which allows for functions like
https://github.com/ThreeTen22/CrewCustomization/blob/master/scripts/companions/companionsextended.lua
that you can use eworld.sendEntityMessage() to get information
But it seems that head gear overrides set in the spawnerPanel are kept.
I would be very grateful if you'd upload the mod to Nexus or Chucklefish forums or anywhere else. I've got a gog version of the game and no crew customization mod I could download works with frackin universe and crew spawner (most are old versions).