Stormworks: Build and Rescue

Stormworks: Build and Rescue

Independent Contractors (Personal Money System)
GCodeman  [开发者] 2022 年 9 月 11 日 下午 1:53
Suggestions
If you have anything you'd like added to the mod, enter it here!
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ølkongen 2022 年 9 月 14 日 上午 8:10 
An Admin command to bench other people's vehicles,
If possible even after they left the game.
GCodeman  [开发者] 2022 年 9 月 14 日 下午 5:02 
Good idea! I'll have to find a good way to implement this though, as vehicles are saved via ID number and it would be difficulty for an admin to tell which vehicle has which ID. Until then, the ?unlock command should allow admins to use the vanilla "return to workbench" system.
ølkongen 2022 年 9 月 15 日 上午 8:21 
An option for automated income tax. (We do it manually)
GCodeman  [开发者] 2022 年 9 月 15 日 上午 11:43 
Another good idea! This should be easy to implement. I'll add it to my notes and release it next update.
GCodeman  [开发者] 2022 年 9 月 15 日 下午 3:44 
I think you'll like the implementation. I have it set where every day adds (or subtracts if you choose) a set amount of money. This number may be set in-game using a new "?settax (amount)" command. It may also be disabled by setting it to 0. There is also an option in the config that enables/disables it adding debt if it is set to a negative number and the player cannot afford it. I have a rather large update coming up soon, so I'll release this feature when the major update is bug-tested and ready to be available to the public.
ølkongen 2022 年 9 月 16 日 上午 7:51 
We tax everytime we claim money, So we always leave 10% och the income in the shared bank. The reason we use tax is beacuse we need to put away money for military vehicles and for the people who are struggling.
GCodeman  [开发者] 2022 年 9 月 17 日 上午 3:39 
That's an interesting concept. Do you guys normally play with Conquest mode on?
最后由 GCodeman 编辑于; 2022 年 9 月 17 日 上午 3:39
ølkongen 2022 年 9 月 17 日 上午 3:43 
Yes the Weapon AI is a fun twist
GCodeman  [开发者] 2022 年 9 月 17 日 上午 3:49 
That sounds like a lot of fun! I'll have to give that a shot one day. As for making that a feature, I'll keep this is mind. A friend of mine had an idea a bit back to make factions/corporations/agencies etc. in a future update. If that ends up being made (presumably after the update I'm working on now), having a true tax system could have a home in that update.
LittleGroove 2022 年 10 月 21 日 上午 4:15 
if (formatted_name) == "Benzin" then return "data/tiles/arid_island_8_10.xml" end
if (formatted_name) == "Kahrstrom" then return "data/tiles/arid_island_11_6.xml" end
if (formatted_name) == "Lyams" then return "data/tiles/arid_island_18_7.xml" end
if (formatted_name) == "Chickensaur" then return "data/tiles/arid_island_3_8.xml" end
if (formatted_name) == "Zizos" then return "data/tiles/arid_island_27_10.xml" end

and

if (tile_id) == "data/tiles/arid_island_8_10.xml" then return "Benzin" end
if (tile_id) == "data/tiles/arid_island_11_6.xml" then return "Kahrstrom" end
if (tile_id) == "data/tiles/arid_island_18_7.xml" then return "Lyams" end
if (tile_id) == "data/tiles/arid_island_3_8.xml" then return "Chickensaur" end
if (tile_id) == "data/tiles/arid_island_27_10.xml" then return "Zizos" end

These are Gas stations in the Arid that have workbenches
I also had added cost of islands to be in the script and takes money out of player banks based on in script island cost, I have a command to see claimed islands as all islands are "purchased" doing it this way

Otherwise I understand not adding them as they are not purchasable islands
GCodeman  [开发者] 2022 年 10 月 21 日 下午 2:18 
@LittleGroove That's a pretty good idea. Since there is no hook (to my knowledge) of reading when a player purchases an island, it may be worthwhile to have all islands unlocked (with the vanilla system) and just have the script take the money when claiming. This would also solve my problem of islands essentially being free. Thanks for the suggestion! I'll look into it for the Phase 2 update.
LittleGroove 2022 年 10 月 25 日 上午 2:01 
islandCost = {
["Camodo"] = 400000,
["Spycakes"] = 400000,
["Dreimor"] = 200000,
["MPI"] = 100000,
["Coastguard"] = 900000,
["CoastguardTT"] = 100000,
["CoastguardB"] = 100000,
["Airstrip"] = 100000,
["Military"] = 100000,
["Harbor"] = 700000,
["NorthHarbor"] = 200000,
["Harrison"] = 200000,
["ONeill"] = 200000,
["FishingVillage"] = 300000,
["CustomSmallBoat"] = 300000,
["CustomLargeBoat"] = 400000,
["CustomHeli"] = 400000,
["CustomSub"] = 500000,
["CustomRig"] = 500000,
["Endo"] = 600000,
["Trinite"] = 800000,
["Tajin"] = 900000,
["Uran"] = 1500000,
["Clarke"] = 1000000,
["FJWarner"] = 1500000,
["Ender"] = 1000000,
["Brainz"] = 1000000,
["Mauve"] = 1000000,
["MonkeyBrain"] = 1000000,
["JSI"] = 1000000,
["Serpentine"] = 1000000,
["Meier"] = 1000000,
["Benzin"] = 400000,
["Kahrstrom"] = 200000,
["Lyams"] = 200000,
["Chickensaur"] = 200000,
["Zizos"] = 200000
}



This is how I handled the cost per island, it actually just gave me an idea on how to set up multiple homes and their allowed permissions, rn Im manually hard coding in multiple homes, some without the ability to teleport to
Prices are set as is for my server and are not at all close to their defaults xD
Balcifer 2022 年 11 月 5 日 下午 10:47 
Not sure if it is possible or if someone already did it but would it be possible to display mission timers (how long till they expire) and how much you will earn by completing them?
GCodeman  [开发者] 2022 年 11 月 6 日 上午 4:10 
Hmmm, that would probably require editing or creating a mission playlist. That feature would probably be out of the scope of Independent Contractors, but it could likely be done in another mod though.
LittleGroove 2022 年 11 月 11 日 下午 4:51 
@Balsafer theres a setting you turn on that does exactly that inside default_mission_locations
set
display_rewards = property.checkbox("Display Reward", false),
to
display_rewards = property.checkbox("Display Reward", true),

IN THE default_mission_locations SCRIPT NOT THIS ONE
you can also change how much missions give as rewards in there but its a little more hands on than above
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