Utility Script: Ship templates

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2642 days, 3 hours, 20 minutes ago
View big beefer's profile
big beefer
Utility Script: Ship templatesWrite Reply
Script enables basic ship templates. To use, at your base assemble a ship in the configuration you want to save (a hull is required, all else is optional). Click the new "Save Template" button. Now a ship template has been created for that ship config. You don't actually have to build the ship, but you have to at least buy the parts and assemble them. You can sell them off again after you've made the template if you like.

Your saved templates should be displayed when there is not a ship currently assembled, so you can see the template you just made by clicking "clear assembly". There are options to build from the template or delete it.

NOTE: When you select build, it will build ALL of the parts required for the template, even if the base already has some in stock. This behavior can probably be changed in future versions if it is not desired.

It's kind of ugly right now, open to help making it look a little better if anyone has any ideas.

I've done a little testing in a private game I setup and saw no problems, but it's use at your own risk, as always. No testing with new interface. All feedback welcome.

http://userscripts.org/scripts/show/133678
2642 days, 3 hours, 19 minutes ago
View vepr's profile
vepr
RE: Utility Script: Ship templatesWrite Reply
Nice idea.  will try it out ASAP
2642 days, 3 hours, 4 minutes ago
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cb1
RE: Utility Script: Ship templatesWrite Reply
Great idea!
2642 days, 2 hours, 20 minutes ago
View capnkill's profile
capnkill
RE: Utility Script: Ship templatesWrite Reply
Well this is just absolutely awesome :)

I haven't used it yet, but I plan to, but I'm wondering, do you list out the minerals and $$ totals for the designed template?

That would be VERY useful if you aren't doing that already. 
2642 days, 1 hours, 47 minutes ago
View big beefer's profile
big beefer
RE: Utility Script: Ship templatesWrite Reply
Yeah, it should list totals (and hopefully they're right!). It should also flag in red when you don't have enough of something (or your base tech is insufficient), and not let you build the template.

Also, remember that it will buy and assemble the parts for you, but you still have to click "Build Ship" yourself to finish the orders. I left it this way to accommodate partial templates. For example I could make a template for a ruby with 4 x-rays and 2 mark7s, but no engines, then load just those parts and build engines separately depending on what I could afford at a particular base.

Let me know how it goes!
2642 days, 1 hours, 4 minutes ago
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cb1
RE: Utility Script: Ship templatesWrite Reply
Yep, useful! It removes a significant annoyance.

Two things would improve it:

1. Say why it can't build the ship. Currently, I see it can't, then scribble down the numbers I need, then have to go back a screen or three to see what resources I actually have. Sometimes I just need to sell supplies, other times I see a deal-breaker.

2. If the parts are there, use them. Although, I can imagine some cases (Feds Super Refit) where that would mess things up. Let us choose. If the default is building new parts, then it won't use parts we've built and carefully set aside, but it risks building more parts than necessary and using up resources. No matter which default you choose, someone will prefer the other.

I suspect #2 will be a lot of work -- you'd have to check part availability rather than just resource totals. Not sure if it would be worth the effort.

2642 days, 0 hours, 16 minutes ago
View big beefer's profile
big beefer
RE: Utility Script: Ship templatesWrite Reply
For #1 above, it should mark anything you are short of in red so you know what you're lacking. Did it not do that for you? Or did you mean you want me to also display what's on the planet so you know exactly how much you are short?

And yes, #2 would be some effort, but I'll look into it at some point. But I agree it would increase the usefulness as well.
2641 days, 9 hours, 43 minutes ago
View big beefer's profile
big beefer
RE: Utility Script: Ship templatesWrite Reply
OK, slight update (ver 0.3). I added the planet minerals and cash to the display in parentheses next to the template costs. Seems a little wasteful of screen space to keep displaying the same numbers over and over, but I agree it is nice to see it side-by-side with the cost, even for templates you can afford.

Also, added some padding between columns to help decrease the ugliness.
2636 days, 12 hours, 35 minutes ago
View tom n's profile
tom n
RE: Utility Script: Ship templatesWrite Reply
Another great add-on! Thanks again! Wishing NU adopts some of these to improve play-ability for all the new players here.
2636 days, 9 hours, 8 minutes ago
View anathesos's profile
anathesos
RE: Utility Script: Ship templatesWrite Reply
Very nice add-on, well done - thanks for that!
2626 days, 18 hours, 50 minutes ago
View capnkill's profile
capnkill
RE: Utility Script: Ship templatesWrite Reply
Would there be a way to allow us to arrange our list?  Like if I want all the Resolutes to be together, like a sort, or just one of those things where you click up or down arrow to move a selection up or down the list... 

Would be a nice perk but not a huge deal.