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Luxury Resource modding

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8 years ago
May 8, 2017, 6:03:24 PM

I can think of a couple of ways this could be done. Is there a luxury in particular you are looking for?


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8 years ago
May 13, 2017, 9:33:59 PM
Knyghtefall wrote:

I can think of a couple of ways this could be done. Is there a luxury in particular you are looking for?


Not any one in particular just all of them available every game.

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8 years ago
May 15, 2017, 3:10:27 AM

So, I've kinda/sorta figured out how to create a Ship Module or Planet Improvement to generate either strategic or luxury resources. It doesn't show as attached to the planet as I haven't figured out yet how to create and/or trigger an anomaly, but it gets the job done. Unfortunately, there are some luxuries that don't work for some reason. Out of 24, I've been able to have the game register and produce 16. They all show on the planet screen, but not the Trading screen. 


-KnyghteFall



Updated 8 years ago.
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7 years ago
May 26, 2017, 2:49:05 AM

God I want this so bad. I had a fun game going today as riftborn but eventually I realized that there was no 2nd or 3rd tier luxuries for dust or industry production. which pretty much killed it for me. having everything spawn. I also feel like by the time i get to the last tier of research being able to make some of them wouldn't be out of line.

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7 years ago
May 26, 2017, 8:23:00 AM

If you want to make all luxurys available just open the file Public/Settings/WorldSettingDefinitions.xml and set all 

<KeyValuePair Key="LuxuryResourceCommonTypes">8</KeyValuePair>
<KeyValuePair Key="LuxuryResourceUncommonTypes">8</KeyValuePair>
<KeyValuePair Key="LuxuryResourceRareTypes">8</KeyValuePair>

To 8 as shown, there are 7 copys of these keyvaluepairs, one for each galaxy size.

Warning: this may mess up the selling GUI part of the marketplace screen.


To Knyghtefall, The way that the galaxy generation works is that it picks at the very start which luxurys are enabled & which are disabled.

disabled luxurys can't appear in the market place or be used in empire development. 

Updated 7 years ago.
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7 years ago
May 27, 2017, 2:56:06 AM

Thanks, Painter! I vaguely recall seeing that, but now it makes perfect sense! 


I still have a problem in that I have yet to figure out how to actually spawn the resource on a specific planet. The mod just makes it available from that system.

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7 years ago
May 27, 2017, 11:10:00 AM

I'm currently looking through the .NET Assemblies EndlessSpace2_Data\Managed\Assembly-CSharp.dll & Assembly-CSharp-firstpass.dll I will let you know if I find anything relevant




Edit:


I have no Idea if anyone else here is looking around the Assemblies but in case they are here is what I've found:

In Assembly-CSharp.dll / - / namespace Generator.Tasks / public class DistributeCuriosities /  private void MakeDepositFromSlot(Slot slot, string resourceName,  bool visible);


Is the code that adds deposits to planets, I've looked at what classes use this class and what classes use those etc. I can't see a way of adding a deposit other than during galaxy generation



In Assembly-CSharp.dll / - / public class Game / private sealed class <OnIgnite>c__Iterator7 /  private void ExecuteFactionTraitCommand (Empire empire, FactionTrait.Command command)


This is what controls the abilities of the <command> tag in the XML so if the Assembly is edited (which is by no means easy) new functionality can be added even possibly adding the ability to spawn in new resource deposits)

Updated 7 years ago.
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7 years ago
Jun 20, 2017, 11:01:14 PM

Hmmm in 1.0.16 even with everything set to 8 still wind up 3 luxury resources short every time...  Always seems to be luxury resources 9 13 and 24 missing.

Updated 7 years ago.
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7 years ago
Jun 22, 2017, 1:31:35 PM


grumble314 wrote:

Hmmm in 1.0.16 even with everything set to 8 still wind up 3 luxury resources short every time...  Always seems to be luxury resources 9 13 and 24 missing.

I did not use to, but now I am getting something very similar Luxury24 (Drift Buds), Luxury13 (Giga Lattice), Luxury9 (Hydromiel),  Luxury8 (Superspuds) and Luxury7 (Dark Glitter) all were disabled when setting all types to 8




I just tryed to create a vanilla (no mods or file edits at all) Exceptional (the largest size) galaxy which has all common luxurys normaly but Luxury8 (Superspuds) were disabled. and only two tier 2 luxurys were enabled (question marks would show if ones are enabled but not discovered) so this might be a bug for amplitude to fix.

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7 years ago
Jun 23, 2017, 8:43:27 AM
Painter448 wrote:


so this might be a bug for amplitude to fix.

I asked a programmer to check that. I'll keep you informed.

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7 years ago
Jun 23, 2017, 2:24:06 PM
Painter448 wrote:
Dagart wrote: I asked a programmer to check that. I'll keep you informed.

I've made a more detailed bug report here if that helps


Perfect, thanks!

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