Microsaur Ideas
Naming individual items can separate them and allow a savvy player to defeat buying limits by naming each item separately. Microsaur may not be common enough to matter, but it may be a problem if other more common items get a rename feature.
Download and Play in 1.9 beta 1...
Drake Technologies (Alpha): More hardware for combat in parts 1 and 2!
Star Castle Arcade: Play a classic arcade game adventure, with or without more features (like powerups)!
Playership Drones: Buy or restore exotic ships to command!
Other playable mods from 1.8 and 1.7, waiting to be updated...
Godmode v3 (WIP): Dev/cheat tool compatible with D&O parts 1 or 2.
Drake Technologies (Alpha): More hardware for combat in parts 1 and 2!
Star Castle Arcade: Play a classic arcade game adventure, with or without more features (like powerups)!
Playership Drones: Buy or restore exotic ships to command!
Other playable mods from 1.8 and 1.7, waiting to be updated...
Godmode v3 (WIP): Dev/cheat tool compatible with D&O parts 1 or 2.
-
- Fleet Officer
- Posts: 1452
- Joined: Tue Aug 19, 2014 10:17 pm
Would it be possible to add something that alters the display name without changing the actual name of the object?PM wrote:Naming individual items can separate them and allow a savvy player to defeat buying limits by naming each item separately. Microsaur may not be common enough to matter, but it may be a problem if other more common items get a rename feature.
-
- Militia Commander
- Posts: 451
- Joined: Sat Jul 25, 2015 11:41 pm
- Location: repairing armor
Now that you mention it, when a device gets ionized and loses its ionization, it becomes unique somehow. For example, if I use an ion disruptor to kill the Ventari and sell the loot later, there will be a stack of ten Tev9 blasters and then a couple of Tev9's that show up by themselves - these are the ones that were ionized when I looted them. Is this a way to get around buying limits?PM wrote:Naming individual items can separate them and allow a savvy player to defeat buying limits by naming each item separately. Microsaur may not be common enough to matter, but it may be a problem if other more common items get a rename feature.
- digdug
- Fleet Admiral
- Posts: 2620
- Joined: Mon Oct 29, 2007 9:23 pm
- Location: Decoding hieroglyphics on Tan-Ru-Dorem
what if Microsaurs can identify some barrels ? they could identify organic acid and radioactive waste barrels making them useful to keep in your ship, but at the same time they could eat food barrels, balancing out their usefulness
-
- Militia Commander
- Posts: 451
- Joined: Sat Jul 25, 2015 11:41 pm
- Location: repairing armor
They could eat radioactive waste and get sick, setting up a mission to find free medical supplies.digdug wrote:what if Microsaurs can identify some barrels ? they could identify organic acid and radioactive waste barrels making them useful to keep in your ship, but at the same time they could eat food barrels, balancing out their usefulness
Yes, it is! Each of those weapons probably has hidden data or stat that marks when the weapon was ionized, and it does not get cleared when the weapons (or other device) are no longer ionized.gunship256 wrote:Now that you mention it, when a device gets ionized and loses its ionization, it becomes unique somehow. For example, if I use an ion disruptor to kill the Ventari and sell the loot later, there will be a stack of ten Tev9 blasters and then a couple of Tev9's that show up by themselves - these are the ones that were ionized when I looted them. Is this a way to get around buying limits?
Almost any sort of (hidden) data can be added to an item, and if a modder is not careful, the player can have many separate copies of an item, and as far as vendors are concerned, they are all different and distinct items.
Also, charged items only stack if their charges (and all other data) match. Otherwise, they separate.
EDIT: Before you get any bright ideas of letting Ventari ionize your ship or shooting yourself with your own damaged ion disruptor, remember that devices that get double ionized (i.e., ionized when already ionized) become permanently damaged instead.
Download and Play in 1.9 beta 1...
Drake Technologies (Alpha): More hardware for combat in parts 1 and 2!
Star Castle Arcade: Play a classic arcade game adventure, with or without more features (like powerups)!
Playership Drones: Buy or restore exotic ships to command!
Other playable mods from 1.8 and 1.7, waiting to be updated...
Godmode v3 (WIP): Dev/cheat tool compatible with D&O parts 1 or 2.
Drake Technologies (Alpha): More hardware for combat in parts 1 and 2!
Star Castle Arcade: Play a classic arcade game adventure, with or without more features (like powerups)!
Playership Drones: Buy or restore exotic ships to command!
Other playable mods from 1.8 and 1.7, waiting to be updated...
Godmode v3 (WIP): Dev/cheat tool compatible with D&O parts 1 or 2.
-
- Militia Commander
- Posts: 451
- Joined: Sat Jul 25, 2015 11:41 pm
- Location: repairing armor
I can't think of a good way to exploit this anyway. Most of the buying limit problems I have in the late game are with armor. If I have the Novaya repairer installed, I'll install armor just so I can repair and re-sell it at BM stations, and I've been getting around those buying limits by applying enhancement barrels. (un)fortunately, armor can't be ionized.PM wrote:EDIT: Before you get any bright ideas of letting Ventari ionize your ship or shooting yourself with your own damaged ion disruptor, remember that devices that get double ionized (i.e., ionized when already ionized) become permanently damaged instead.
-
- Fleet Officer
- Posts: 1452
- Joined: Tue Aug 19, 2014 10:17 pm
Sounds like a glitch. Anyone made a ministry tag yet?gunship256 wrote:Now that you mention it, when a device gets ionized and loses its ionization, it becomes unique somehow. For example, if I use an ion disruptor to kill the Ventari and sell the loot later, there will be a stack of ten Tev9 blasters and then a couple of Tev9's that show up by themselves - these are the ones that were ionized when I looted them. Is this a way to get around buying limits?PM wrote:Naming individual items can separate them and allow a savvy player to defeat buying limits by naming each item separately. Microsaur may not be common enough to matter, but it may be a problem if other more common items get a rename feature.
-
- Militia Commander
- Posts: 451
- Joined: Sat Jul 25, 2015 11:41 pm
- Location: repairing armor
<newaroundhere>How does one go about doing that?</newaroundhere>JohnBWatson wrote:Sounds like a glitch. Anyone made a ministry tag yet?
You need a Multiverse account to submit tickets to the Ministry.
Download and Play in 1.9 beta 1...
Drake Technologies (Alpha): More hardware for combat in parts 1 and 2!
Star Castle Arcade: Play a classic arcade game adventure, with or without more features (like powerups)!
Playership Drones: Buy or restore exotic ships to command!
Other playable mods from 1.8 and 1.7, waiting to be updated...
Godmode v3 (WIP): Dev/cheat tool compatible with D&O parts 1 or 2.
Drake Technologies (Alpha): More hardware for combat in parts 1 and 2!
Star Castle Arcade: Play a classic arcade game adventure, with or without more features (like powerups)!
Playership Drones: Buy or restore exotic ships to command!
Other playable mods from 1.8 and 1.7, waiting to be updated...
Godmode v3 (WIP): Dev/cheat tool compatible with D&O parts 1 or 2.
-
- Militia Commander
- Posts: 451
- Joined: Sat Jul 25, 2015 11:41 pm
- Location: repairing armor
I have one. Would I create a new record here?PM wrote:You need a Multiverse account to submit tickets to the Ministry.
http://ministry.kronosaur.com/program.hexm?id=1
I'm not sure what the rules are and if it would appropriate for me to do anything at all. Should I go ahead and create a new record?
- pixelfck
- Militia Captain
- Posts: 571
- Joined: Tue Aug 11, 2009 8:47 pm
- Location: Travelling around in Europe
If you find a glitch or bug, you can post it on the multiverse, just like everyone else.gunship256 wrote:I'm not sure what the rules are and if it would appropriate for me to do anything at all. Should I go ahead and create a new record?
Typically, it helps if you double check the glitch or bug yourself: if it pops up more than once, it is worth being added. (This does not mean that you can only post glitches/bugs you can repeat, just use common sense
Also, if you find multiple issues, it is typically most helpful to post them as separate records.
~Pixelfck
Okay - not a microsaur - but I have added a couple of pets to the game with a mod I just put up on xelerus.
The trillum beetle and trillum squirrel are now available:
http://xelerus.de/index.php?s=mod&id=1634&d=1
The trillum beetle and trillum squirrel are now available:
http://xelerus.de/index.php?s=mod&id=1634&d=1
in my mindset... I always thought of acquiring one was lucky and it would be lucky/luckier to have....
-perhaps in general add 5% bonus to leave a ship-wreak-age.
add on other quirks/abilities as well:
-if you own or have one, each can generate an item either by time (1hr actual) limited with/by a chanced occurrences as well say 15% a null prize would be a single xeno fuel rod
-it can be quirky n perhaps risky in another way.... another also would require a trigger/flag one I can think of is when the ship get Ionized it can generate an item as well 15%
overall in part it will depend on the drop list in terms how inclusive or not but perhaps no unique items / vast as possible for not just variety but to be less predictable.
-perhaps in general add 5% bonus to leave a ship-wreak-age.
add on other quirks/abilities as well:
-if you own or have one, each can generate an item either by time (1hr actual) limited with/by a chanced occurrences as well say 15% a null prize would be a single xeno fuel rod
-it can be quirky n perhaps risky in another way.... another also would require a trigger/flag one I can think of is when the ship get Ionized it can generate an item as well 15%
overall in part it will depend on the drop list in terms how inclusive or not but perhaps no unique items / vast as possible for not just variety but to be less predictable.