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Netease has changed the way the capacitor gets calculated. The file effects.json does not contain the key discharge_attribute_id anymore, that used to reference what type of energy a module used. Previously, it contained either 310 for capacitor, or 650 for fuel (or not set if the module needs neither).
Instead the file now contains two booleans consume_cap and consume_fuel for every effect that decides what kind of energy an item uses. The attribute ids are hardcoded into the game (dogma_common/dogma_const_keys.py -> DogmaAttribute class) instead.
We can either change the capacitor simulator of sweet to reflect the new system (there might be items that consume both capacitor and fuel in the future), or we just insert the two values into the effects table when creating the database export. The first solution would break all existing iOS users, as they can't obtain the update through the app store at the moment.
The text was updated successfully, but these errors were encountered:
Maybe you can change capacitor simulation in sweet to reflect the new system, but with the same time enrich database export with old fields to reach backward compatibility for iOS?
I also wrote you in discord dm's, and if you give me instructions about preparing database export, maybe I can research it by myself
The issue is already fixed in the database (not sure if already uploaded), but because of #17 iOS is broken anyways because some attribute ids got changed and drones/fighters do no longer work. So once I get a bit more time, I'll change the capacitor simulator to the new system. But we can keep the fix inside the db for now, the column isn't used for anything else.
Netease has changed the way the capacitor gets calculated. The file
effects.json
does not contain the keydischarge_attribute_id
anymore, that used to reference what type of energy a module used. Previously, it contained either310
for capacitor, or650
for fuel (or not set if the module needs neither).Instead the file now contains two booleans
consume_cap
andconsume_fuel
for every effect that decides what kind of energy an item uses. The attribute ids are hardcoded into the game (dogma_common/dogma_const_keys.py
->DogmaAttribute
class) instead.We can either change the capacitor simulator of sweet to reflect the new system (there might be items that consume both capacitor and fuel in the future), or we just insert the two values into the effects table when creating the database export. The first solution would break all existing iOS users, as they can't obtain the update through the app store at the moment.
The text was updated successfully, but these errors were encountered: