![]() Select a shop of your choice and click its button to bring up the order menu. This lists all shops within the Trade Network in a sortable and searchable list. ![]() To place an order, go to the Trading tab. The previous shopping permissions (located within the Options tab) still apply, but only to local trading - that is, trading with ships that actually visit the shop. If the shop is in the Trade Network, this tab publishes all credit prices in real-time. Players can set Prices both within the Shop tab as before, or within the new Set Prices tab. Players can now also impose a stock limit, preventing blocks from being bought or sold past that limit, thus allowing reserves for ship building, repairs, and the like. However, shops also gained some of the functionality of storage blocks: they can now pull items (and be pulled from), which should make it much easier to manage shop inventories.Īs before, there are two type of prices you can set per block: the price that you want to sell blocks at, and the price you want to buy blocks for. You will need to connect cargo blocks to the shop in order to expand its capacity. Player shops now require capacity the same way storage blocks do. Keep in mind not to leave money and blocks in a shop with a broad ownership, however. There are also now more options added for shop owners, such as the ability to let their faction, allies, or everyone use the shop as an owner (except for the right to add/remove owners, of course).Įveryone with that permission can make trades at that shop and set the prices. This option is only available to the owner of the shop. This means anyone can trade with any other shop in the network, given they have sufficient credits to pay the Guild its fee.Ī station with a shop module can now opt-in to the Trade Network. The Trading Guild itself handles trades made using the Trade Network. Not only can they be accessed, but they can also be modified, meaning stations may trade with one another regardless of their distance and loaded states. This network makes it possible to access inventories and prices without having to visit the stations themselves (or even having them loaded). The most important part of the trading system is the Trade Network. This will create a dynamic economy throughout the universe, and should make gameplay much more engaging. The trading system will be used throughout the universe - not only by players, but in the future by NPC Factions as well. This update marks an important step in the overall progress. HOTFIX #1: fixes sector sizes being capped to 5000 Also fixed a NullPointerException at Startup (happened semmingly at random) Also, I'll try to implement shop economies: shops will vary their prices based of their stock and their demand.HOTFIX #2: fixed game lagging out in multiplayer (low fps). I'll focus on different types of asteroids and space stations, as well as enemy AI that will be randomly guarding sectors (or spawn in sectors). Well, as I took a detour to the further make the basics more robust, my goal for the next updates haven't changed much. I finally managed to get rid of this bug, as it tuned out that racing conditions of multithreading when two threads simultaneously asked for the camera's position caused one result to be faulty.Īlso, the missile crash bug has been fixed. It happened absolutely at random and even detecting that the bug just happened was not easy, since a sudden camera movement by the player would have a similar signature. The camera would start to flicker (or quickly jumping to another place and then jumping back), when the game was started or new objects were loaded. Also any bugs with missing single blocks have now been fixed. It's now fixed and I didn't encounter it ever since. The missing segments fortunately never were actually missing (it was just not drawn), but of course it was annoying and confusing if parts of structures were missing. This pesky bug happened once in a while and was therefore very hard pinpoint.
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