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NPC "visitors". through some shenanigans with remote pilot blocks and such, NPCs should be able to visit player (and vanilla spawned) stations. "visitors" come in 3 "modes" depending on a couple of factors.
Mode 1: Visit - a friendly (or neutral) NPC ship will arrive at the station, hang around for a while, then leave after a randomly set time is elapsed (clamped) or once their "request" is satisfied.
Mode 2: Land - if a suitable "landing beacon" is placed (probably a normal beacon with a given name/data string) then a ship will attempt to land on top of it. beacon range must be set to the size of the landing platform. if set to over 100m it will be ignored for safety/performance reasons.
Mode 3: Docked if the ship and station have a suitable docking port set to "trader mode" and with a finite docking duration on the outer edge of their bounding boxes (which can be assumed to be unobstructed) then a ship can dock and will trade with the station.
NPC interactions. the above mentioned NPC ships will have various requests/needs.
Trade: the ship requests to trade. this can be done via a connector in trading mode. the NPC will have a list of its (transferable) cargo and an amount of credits. the player can then, using a modified version of the vanilla store block, setup a list of "things to sell" and "things to buy". if the ship is selling/buying something on the respective lists it will be exchanged. price will be based on stock values, with buying resources being slightly more expensive and selling being slightly less. trade boosts relationships with NPC faction
Visit: NPCs may visit the station for some R&R. the NPC ship will either land or "visit". if "Crew enabled" is installed and there are NPC characters on board then they may wander around the pressurised/breathable public areas of the station. after a set time the NPC crew will return to their ship to leave. as a failsafe, if the ship they were on leaves without them, they will despawn after a fixed time. if there is a stocked vending machine available NPCs will "use" it to buy various beverages/consumables, earning the player a few credits when they do. NPC can only do so once per visit. no cheese income!
Mayday: a ship in not so great shape may arrive in proximity to the station. with many of its blocks in a damaged state (none "broken" completely) it will need repair. the player can choose to repair the ship and send them on their way (massive boost to faction reputation), loot the ship (massive penalty to faction reputation), or ignore it (no faction reputation change) and it will eventually despawn.
Mission: a larger ship may arrive at the station with a contract for the player. this would be rolled based on the "type" of station it is and the reputation of the player to the faction(s) involved. traders may get a "hauling" contract, military may get a combat, wanderers may get a search and rescue, etc. this requires a (custom) mission board to be installed on the station to receive.
Recruit: a small ship from a faction of high reputation with the players faction may arrive and offer their services. the player may opt to buy the ship from the faction.
Refugee: a small ship may request sanctuary. if ignored or declined they will leave. if accepted the ship will remain for a time, after which one of 2 things will happen;
the ship will thank you for your hospitality and leave, offering a gift before doing so.
a wave of SPART will spawn that you will have to defend against which, after surviving, the NPC ship will offer to join you ("buy" for 0cr) if it survived or, if it was destroyed, will be set to "unowned" so the player can salvage it.
this... sorta went off on quite a tangent... sorry... XD hope it gives some ideas though and although they may not be applicable to this mod specifically maybe a companion "NPC Framework" mod could leverage features and functions added to "Station Framework" for them to be accommodated. idk. i just got into a flow and was writing. use what you like, be it for this project or another :)