The source code slowly source codes itself. First stable plugin version is now ready.
-> Fixed some anti-cheat problems.
-> Added detailed description output so you can read what components require each craft.
Future work:
-> add cash charge.
-> per faction craft usage restrictions.
-> add individual blueprints for weapons/shields/armor/etc and other equipment so you can craft them.
-> add some randomness, failness.
Well, i have a Crazy Idea!
Level 10 guns could be crafted, like a Trefoil Mk2 for a medium amount of money, and some basic materials, like plating, optronics, etc. They would be Like the Codenames, but a bit weaker.
Started to refactor ugly code that I wrote for plugin so it can be much more readable/understandable.
Good news is that devs like plugin that I have shown them on my test server recently.
btw you can post your craft receipts (who/what/where/how much etc).
-> Abstracted cargo hold.
Code can be extended to use any cargo hold including ships, stations, generic bases, custom bases or it's modules.
Anything that can hold credits, commodities.
-> Abstracted craft workshops.
Craft where you want or can, onboard your ship, on generic base or manufacturing module.
Get resources from where you want and place craft result where you want.
-> Changed info display texts.
-> Added timing and per commodity process.
-> Craft can be aborted.
-> .INI file based craft rules.
Being able to craft non-buyable commodities that sell for higher prices than their normal counterparts would be a nice feature. For example,
You combine High-Temperature Alloy and Super Alloy to create High Temperature Super Alloy that sells for 'x' amount of credits, where x is determined by location. For example, a Shipyard. Selling a stack of HTSA would be more profitable than selling a stack of Hi-Temp Alloy and a stack of Super Alloy separately.
This would encourage transports to transport materials to, say, a crafting barge who would create stacks of valuable commodities for its cronies to sell. The barge could also smelt ore brought in from miners and use those materials to craft the component materials.
This has the potential to completely change the dynamic of making money in-game to a more engaging and fun system. I am 100% certain that people would rather use this system than normal trading; however, the previous system would still be in place for people who didn't want to get in these kinds of crafting groups.
' Wrote:Being able to craft non-buyable commodities that sell for higher prices than their normal counterparts would be a nice feature. For example,
You combine High-Temperature Alloy and Super Alloy to create High Temperature Super Alloy that sells for 'x' amount of credits, where x is determined by location. For example, a Shipyard. Selling a stack of HTSA would be more profitable than selling a stack of Hi-Temp Alloy and a stack of Super Alloy separately.
This would encourage transports to transport materials to, say, a crafting barge who would create stacks of valuable commodities for its cronies to sell. The barge could also smelt ore brought in from miners and use those materials to craft the component materials.
This has the potential to completely change the dynamic of making money in-game to a more engaging and fun system. I am 100% certain that people would rather use this system than normal trading; however, the previous system would still be in place for people who didn't want to get in these kinds of crafting groups.
at the beginning I was seeking ability to craft code guns using blueprints like it is implemented in Black Prophecy. but finally the plugin now allows to craft anything(convert commodities to other commodities, create items) and everywhere(onboard, at base or it's manufacturing module) as well as placing craft result where you want. The craft processes can run even if you're not online.
So it gives the possibility to redesign the whole trading, economy, commodity components of the game, but it means that FL will move far away from his 1.0 version. SO it's up to devs imagination about how to use it but definitely it will require enormous work to do with such piece of gameplay like crafting before it can get IRL and in particular in Disco environment.