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** Tutorial ** Creating New Commodities

Here you find the different tutorials on editing and MODing Freelancer

Post Fri May 06, 2005 10:59 am

** Tutorial ** Creating New Commodities

Hey all,

my first tutorial


Basic files you'll need to edit:
goods.ini
select_equip.ini


Right then, to start, you'll need an editable DLL file... I use FLED-IDS and the Freelancer Empty DLL (both available on Lancers Reactor) to get this started... Assuming you know how to create new IDS entries, we'll move on... If not, check out Chips' IDS Tutorial (also available on Lancers Reactor)

Open up goods.ini and you should see something like this at the top:



Now for this tutorial I'll be creating fish, as I did for Freelancer: Rebirth, amongst 64 other commodities ...

Simply copy a commodity entry from the list and paste it above it, then change the nickname , equipment , and price entries...

Explanations :
nickname - fairly self-explanatory... the nickname you would like to use for your new commodity (NB this is NOT the name that will show up in the game)
equipment - Refers to the entry you will make in the select_equip.ini file later on...
msg_id_prefix - This is what the ships in space will refer to their load as... For all foodstuff commodities I have used gcs_gen_commodity_foodrations
category - This is the category you wish your new good to fall under... Type commodity for a commodity and if you wish the Commodity Trader to sell this item in the game, equipment for any piece of equipment and if you want the Equipment Dealer to sell this item in the game
price - the amount of credits this commodity costs per unit
combinable - set to either true or false ... True if you want items to combine in your list, or False if you want each unit of say, Fish, to be listed individually
good_sell_price - a multiplier... stick with 2.040000 for this...
good_buy_price - a multiplier... stick with 0.840000 for this one...
bad_sell_price - a multiplier... stick with 0.840000 for this one...
bad_buy_price - a multiplier... stick with 2.040000 for this one...
shop_archetype - the way the item appears as a crate in the game...
item_icon - the icon that will be displayed alongside with the commodity...
jump_dist - i think this is how far a faction will say they're shifting this commodity... 5 works fine

Change these entries to what you like, and now you should have something like:



Once you've done that, save the file as a NEW file , not directly over the original, as I have done many a time

Now open up select_equip.ini , and scroll down until you find the commodity section... You should see something like:



Now select, copy, and paste to the top one of the entries and change the nickname , ids_name , and ids_info entries...

Explanations
nickname - self-explanatory... the nickname you want your commodity to be referred as... (NB This MUST be EXACTLY the same as the [uequipment[/u entry in goods.ini )
ids_name - the IDS number Freelancer refers to for the name of this commodity
ids_info - the IDS number Freelancer refers to for the infocard for this commodity...
units_per_container - no idea what this means, but leave it at 20, its a standard number...
pod_appearance - what you want the pod of this commodity to look like when it is in space...
loot_appearance - what you want the pod of this commodity to look like if it is ready for looting...
decay_per_second - the number of hit points (health) you want each unit to lose per second when in space (ideal for use with radioactive or foodstuff commodities)
volume - how many cargo spaces you want 1 item of this commodity to take up in your cargo hold in Freelancer
hit_pts[/b[ - the amount of hit points (health) each unit of this commodity possesses... (NB try to balance this with the [bdecay_per_second entry...)

You should now have something like:



Now you've done that, save the file as a NEW file , not over the original...

And there you have it! A fully functional commodity... It will now be listed in Freelancer Explorer's list of commodities available for sale at a base... For noobs and experienced modders around there's no better system creating/editing tool than Freelancer Explorer...

----------------------------------------
Administrator of Kryosphere Studios

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Post Fri May 06, 2005 11:08 am

Thanks Cardemine, good tut

Post Fri May 06, 2005 11:47 am

Nice Tutorial Cardamine. Incidently, to fill the gap in your knowledge in:

Units per container is how many units of that cargo appears in one loot container. Freelancer sets a maximum of 7 containers to drop when looting NPC or Player ships (if player looting is enabled), so the total maximum amount of this cargo that is dropped will be 7 x units per container (if set at 20, the maximum amount of units dropped would be 7x20= 140 units dropped in those 7 containers).

A good value to set this at would be to take your largest cargo hold that you have assigned your ship in a mod and divided it by 7. This will ensure that even the largest ship will drop all of it's cargo when it is destroyed.

Freeworlds Mod Developer
Author of Modular Station

'There is no Good nor Evil in the universe, just perceptions and circumstances.'

Post Fri Jun 15, 2007 4:35 pm

Very cool, a couple of Questions though:
Can I make the goods damage the ship? Say a commodity called Uranium that slowely damages the ships hull?
Also, can you make the commodities 'explode' upon release into space?

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