• Home
  • Index
  • Search
  • Download
  • Server Rules
  • House Roleplay Laws
  • Player Utilities
  • Player Help
  • Forum Utilities
  • Returning Player?
  • Toggle Sidebar
Interactive Nav-Map
Tutorials
New Wiki
ID reference
Restart reference
Players Online
Player Activity
Faction Activity
Player Base Status
Discord Help Channel
DarkStat
Server public configs
POB Administration
Missing Powerplant
Stuck in Connecticut
Account Banned
Lost Ship/Account
POB Restoration
Disconnected
Member List
Forum Stats
Show Team
View New Posts
View Today's Posts
Calendar
Help
Archive Mode




Hi there Guest,  
Existing user?   Sign in    Create account
Login
Username:
Password: Lost Password?
 
  Discovery Gaming Community Discovery Development Discovery Mod General Discussion Discovery Mod Bug Reports Fixed or invalid
« Previous 1 … 3 4 5 6 7 … 88 Next »
[Server Config]Nomads and human tech

Server Time (24h)

Players Online

Active Events - Scoreboard

Latest activity

[Server Config]Nomads and human tech
Offline rwx
12-05-2024, 05:40 PM,
#1
No one is above the law
Posts: 1,054
Threads: 160
Joined: May 2010

Type: Server Config
Bug: Nomads can use human tech without core reduction.

Additional Information:
According to darkstat, Nomad ID and K'Hara ID allow sirius_tech.
Vagrant ID only allows nomad_guns, siege_guns and wild_guns.
Offline Alex.
07-13-2025, 03:32 AM,
#2
Developer
Posts: 3,802
Threads: 144
Joined: Aug 2009
Staff roles: Server Manager
Coding Dev
Moderator

It looks like darkstat does not show that anymore, plus:
techcompat.cfg Wrote:[faction]
; Nomad / K'Hara
item = dsy_license_fc_n_grp, dsy_license_nomadguard
default_unlisted = 0.01
; Nomad Equipment
tech = nomad_guns, 1.0
tech = nomad_equipment, 1.0
tech = nomad_cloaks, 1.0
tech = nomad_ships, 1.0
tech = nomad_engines, 1.0
tech = wild_guns, 1.0

[faction]
; Nomad Vagrants
item = dsy_license_vagrants, dsy_license_pf_66_grp
default_unlisted = 0.01
tech = vagrant_jumpdrives, 1.0
; Human Tech 1%
tech = sirius_tech, 0.01
tech = sirius_engines, 0.01
; Nomad Equipment
tech = nomad_guns, 1.0
tech = nomad_equipment, 1.0
tech = nomad_ships, 1.0
tech = nomad_engines, 1.0
tech = wild_guns, 1.0

The sirius_tech/sirius_engines lines on Vagrants are I think redundant given the default_unlisted value

So I think this got fixed

FLHook suggestions
All other dev queries
Please only PM me through the forums for things that need to be private like anticheat etc.
[Image: dI8iG0a.png]


  • View a Printable Version
  • Subscribe to this thread


Users browsing this thread:
1 Guest(s)



Powered By MyBB, © 2002-2025 MyBB Group. Theme © 2014 iAndrew & DiscoveryGC
  • Contact Us
  •  Lite mode
Linear Mode
Threaded Mode