Here's a straight link to the imgur Mp4 i was trying to link, maybe that can better illustrate what i am talking about! https://i.imgur.com/nxuFfEe.mp4
Yeah, that's kind of what i am expecting, been looking a little at the HyperspaceTerrainPlugin class and it seems to be looking grim. I'm trying to find ways of getting away from having a large hyperspace terrain entity to try to improve on the (still decent) performance of my increased size sector. The general idea was to move the hyperspace terrain entity with the player and generate the hyperspace terrain as you go using a noise algorithm i've already somewhat successfully tested.
Ah, hmm - it looks like it keeps picking a different texture or angle for each tile. Why it would do that, I'm not sure - to be perfectly honest, I don't want to really dig into it, since the most likely answer would still just be "yep, doesn't work because it's not meant to handle this", if that makes sense
I *do* think that the texture-switching is probably due to something other than the center moving, but, again, not sure. The main problem with what you're trying to do, btw, would be the Sector map - in non-Starscape mode, you'd see the smaller faked-up hyperspace square around the player.
If you're just concerned about the savefile size, I think a more promising approach might be to make the game not save the tile data - and regenerating it on load instead - by overriding writeReplace()/readResolve(), but, fair warning, that requires a pretty good understanding of Java and how the save system works.
I'm trying to make a custom industry for a Luddic Church market, that enables the Church to make it's own ships and grants a small buff to ship quality and fleet size. I'm basing this off HeavyIndustry, as well as code in the Prism Freeport and Shadowyards mods. However, despite the industry working in almost all respects, it critically doesn't improve the quality of the Luddic Church ships, does not remove the 'Cross-Faction imports' deficit, and does not increase the size of their fleets. I'm not sure what I'm doing wrong, or if I've missed something important. Could anyone help me out please?
Code for the industry:
This might actually be due to a bug in the ship quality calculation (which ought to be fixed for .1, but I don't remember what it was, exactly); not 100% sure. FWIW, the industry code looks fine to me.
Okay, requesting a fix to the API:
Calling market.setFreePort(true) for a market with an under-construction spaceport doesn't add the free port condition, because it needs a spaceport.
But! Not only is the condition not applied when the spaceport is completed, further calls of setFreePort(true) do nothing because it's already a free port.
I can work around it for now by setting free port to false first, but maybe make this not be required?
Ah, good point - made it so that calling setFreePort(false) is no longer required. The condition was self-removing but updating the "isFreeBort" boolean in the market object.
Seems like weapon render order was changed to an automatic system in 0.9, at the very least a bunch of ships have overlapping turrets in the wrong order now where before it worked fine. Assuming this is set by distance from ship or sprite center, is there any way to override it or control it?
It was always (at least, for as long as I can remember) an automatic system, though I do remember making a few changes.
The rules for what stuff goes below other stuff, in order of priority:
- Is a hardpoint
- Is a larger weapon size
- Is a missile weapon that renders loaded missiles
- Is further away from the spine of the ship
- Is further away from a line through the center, perpendicular to the spine of the ship
Though "further away from perpendicular" could override "further away from spine" if the distance differential is high enough.
If you could get me a mini-mod with a specific example, and what's desired, I could take a look.