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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Slow base deterioration for a small server?

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Slow base deterioration for a small server?
Offline digitaldunbar
05-17-2016, 05:05 PM, (This post was last modified: 05-17-2016, 05:05 PM by digitaldunbar.)
#1
Member
Posts: 2
Threads: 1
Joined: May 2016

Is there a way, perhaps by editing the DLL, to slow the decay of bases on a server? I'm on a private server with very few players and would like to make base upkeep feasible for a single player. For example, slowing the current rate of required upkeep from 24 hours to a week would be adequate.

I'm very new here. Thank you for any assistance.
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Offline Laz
05-17-2016, 05:33 PM,
#2
(Sorta) Retired Code Monkey
Posts: 1,904
Threads: 106
Joined: Jan 2014

Go to Freelancer Discovery EXE folder, then go into flhook_plugins
Look for base.cfg and open it with notepad or something like it. You should find something like this inside:
[+]Base.cfg
Code:
[general]
debug = 0
status_path_html = C:\Discovery\Freelancer\WEB\base_status.html
status_path_json = C:\stats\base_status.json
status_export_type = 2
tick_time = 20
damage_per_tick = 100
construction_shiparch = dsy_lifter
construction_item = commodity_plasfoam, 140
construction_item = commodity_industrial_hardware, 140
construction_item = commodity_reinforced_alloys, 100
construction_item = commodity_high_performance_alloys, 140
construction_item = commodity_optronic_arrays, 50
construction_item = commodity_heatsinks, 50
construction_item = commodity_diodes, 30
base_repair_item = commodity_reinforced_alloys, 2
base_repair_item = commodity_robotic_hardware, 2
base_repair_item = commodity_hull_segments, 2
base_crew_item = commodity_crew
base_crew_consumption_item = commodity_oxygen, 1
base_crew_consumption_item = commodity_water, 1
base_crew_food_item = commodity_food, 1
base_crew_food_item = commodity_luxury_food, 1
base_crew_food_item = commodity_rice, 1
base_crew_food_item = commodity_gaianlife, 1
base_crew_food_item = commodity_synthpaste, 1
shield_power_item = commodity_h_fuel, 3
shield_power_item = commodity_deuterium, 4
shield_power_item = commodity_mox_rh, 2
shield_power_item = commodity_mox_fuel, 2
shield_power_item = commodity_gallic_fuel, 2
By editing different values you will get different effects.
For example if you change the requirement for Alloys to 1 it would extend the amount of time it would last for. As it stands it takes 2 alloys to repair each time.

Another thing you can do (I think) is change the 'damage tick' to a higher value which I believe will increase the amount of damage each repair heals. I might be wrong on that one though. You can use the other base Cfg files to edit the needed materials for everything on a base.

You can also change what items are produced by the existing recipes if you want.

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Offline digitaldunbar
05-17-2016, 09:10 PM,
#3
Member
Posts: 2
Threads: 1
Joined: May 2016

(05-17-2016, 05:33 PM)Laz Wrote: Go to Freelancer Discovery EXE folder, then go into flhook_plugins
Look for base.cfg and open it with notepad or something like it. You should find something like this inside:
[spoiler=Base.cfg][code][general]

By editing different values you will get different effects.
For example if you change the requirement for Alloys to 1 it would extend the amount of time it would last for. As it stands it takes 2 alloys to repair each time.

Another thing you can do (I think) is change the 'damage tick' to a higher value which I believe will increase the amount of damage each repair heals. I might be wrong on that one though. You can use the other base Cfg files to edit the needed materials for everything on a base.

You can also change what items are produced by the existing recipes if you want.

Thanks! I'll get the server owner to play around with those values.
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