Replies: 22 comments 4 replies
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Yes, you can add ship variants to shipyards. Just use the variant name instead of the base ship name.
The variant name will not currently appear in the shipyard, so, in the example above, all three ships would be labelled |
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interesting, I added them under new type of shipyard and I see this:
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Can you send the shipyard definition here? |
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It looks like you're not indenting the ship name lines properly. Also, do you use Discord? |
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Try using ``` before and after the data instead of |
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Can you send the ship definitions the same way? |
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You can't remove the bays like that (I'm not sure it's possible to remove bays in a variant, but I'll get back to you on that). You need to give the ships |
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I added additional code that removes the bays. I'll look into the category part |
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I can see them now, but they are missing some parts like cost and foul, also the name doesn't differs |
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can I add the original's attributes and then update the values of some? like this?
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great, another inch closer, I do not however understand the cost. |
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I've encountered a similar thing playing round with variant ships. It seems the game, for most of how it's set up, treats a variant as the base ship with different outfits... and tweaks to that ship as a minor extra. Having bought/received a ship, the variant name, and the description, are not saved in your savefile, but the practical details of the ship are. When selling or buying, it seems to calculate the cost of the hull based off the cost which is listed in your savefile, and the depreciation in your savefile, but compare that to the 'original' - meaning the base ship definition (not the variant) - to give the %. Maybe this could be considered a bug. The name is also always the name of the base ship; the variant name is just for referencing it in the datafiles, not for the player to see. (You're correct the cost when buying/selling is the cost of hull plus cost of outfits.) For reference, Marauder ships are all freshly-defined ships, separate from the vanilla, and their engines/weapons variants don't change the price from the base marauder version. |
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I'll try to look into the cost engine. |
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Negative cost is not really supported; the % is wrong because the ship loses value and for negative costs the value just becomes even more negative, hence the value over 100%. |
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Variants are really intended just for setting different outfit loadouts without needing to redefine the whole ship. |
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The description in the shop can be changed. Look into data/human/marauders for perhaps the most instructive examples: because the Marauders are variants defined as new ships, but within those are extra engines/weapons variants. Once you buy the ship, however, the description is lost. You can never see the description for a ship you own, only find the same in a shop that sells that ship. --- rest of comment snipped because warp-core answered it while I was writing :-D --- |
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it is code I've added as part of my feature
Sent: Sunday, August 14, 2022 at 3:29 AM
From: "warp-core" ***@***.***>
To: "endless-sky/endless-sky" ***@***.***>
Cc: "Dagg Stompler" ***@***.***>, "Author" ***@***.***>
Subject: Re: [endless-sky/endless-sky] adding variant ships to shipyards (Discussion #7124)
You can't remove the bays like that (I'm not sure it's possible to remove bays in a variant, but I'll get back to you on that).
You need to give the ships categorys like the original definitions had.
Alternatively, use add attributes and you won't need to set the categories here again.
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Problem Description
I'm working on some new variant ships feature which I want to add to a specific shipyard.
is there a proper way todo so?
Related Issue Links
N/A
Desired Solution
the ship can be purchased from the shipyard
Alternative Approaches
I can implement the code is it is missing
Additional Context
No response
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