Not optimistic, but can you give an example? (Devs can tell you if it is possible now or in the future.)
Most basically, changing the mass of an existing block; for example, making all L Steel Blocks have a mass of 10 tons rather than 1 ton.
Did some testing of this and found a few comments and issues. Drowning never occurs. When you drown, Oxygen is triggered. Suicide appears as 0, not 8 as it should. Death from wildlife appears as a 10. Bleedouts also appear as 0.
Every time an event is fired from game. This could be: - Playfield loaded/unloaded - Change of faction - Death of player - Structure core removed - Structure turned on/off - ... Thanks we will think about it. Might make sence. We will also change the forum in the next days to have our own section g Exactly. For now we dont have anything, but the thought is to do a wiki. Until then we could gather all infos in preperation. Not yet. That might be something for a "MOD" in general... I'l note it maybe we could also do something in that direction. Not yet. nice thanks. Will give it furhter Not yet possible. Still telnet needed. Mabye with 6.0. Its on our list to completly "replace" telnet.
I have to say, I am a little excited about this now. The availability of the API is nice, but I also feel it is being well supported. This is definitely appreciated!
This is an exciting step forward! It appears you can Get, Read or Set properties with direct interaction, but I do not yet see anything for Listening, Waiting and Executing code based on a given event. Is that an intended direction for the tool in the future? Of course I'm on the seat of my chair thinking of scripting events based on triggers; core attacked in a POI triggers a big reinforcement spawn headed to attack the player/ship that damaged it GetDamagingObject(oCore); and all that sort of stuff. This game (the playfields) would literally come alive overnight if we were able to start defining functions and the tool was listening - even running 100 lines every 10 heartbeats or, Whatever! I'd take whatever I can get!
Most of the plumbing is already there. All that is needed is more events. In this case, an event triggered when a structure is damaged.
In an attempt to start organising the documentation, I have started a Wiki page. https://empyrion.gamepedia.com/Game_API
@Jascha More info. Death from Disease or Parasite returns a 0. Int3 returns the entityID of who killed you. You don't need to change anything.
When using CmdId.Request_InGameMessage_AllPlayers, the timeout value doesn't appear to be working. (IdMsgPrio nTime)
Thanks a lot. I'm quite busy the next days and just online via phone. Will look into the things and create the new forum/Git/Licence later and will contribute more to the docu already. Also some more infos like Item IDs/Names and so on. But keep on posting . Thanks a lot for all the feedback
I'll keep flooding while you are gone. New issue some may not know. It appears Empyrion only permits on Telnet connection. This might cause some problems until the API supports the commands internally.
in case anyone else is confused by this: you must start the mod server before you start the empyrion dedicated server