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Players and Resources
The following tables are used to record basic data about the players, their drones, and the onboard resources.
The Users Table will hold information specific to each player account.
- id [INT(5)] - This is the table index. Max 65,534 (FFFF).
- email [VARCHAR(255)] - The email that the player uses to communicate with her drones.
- name [VARCHAR(45)] - This is the in-game name that is used by the player.
- password [VARCHAR(255)] - This is the player’s password.
- created_at [TIMESTAMP] - The date that the use first created their account.
- updated_at [TIMESTAMP] - The date that the record was last updated.
- credits [INT(10)] - This is the number of credits that the player has in her bank account.
This table stores basic information on the ingame drones. Most information about drone such as their current orbit and the contents of their cargo hold are recorded in the tEvents table, which is described later on.
- id [INT(5)] - Table index. Max 65,534 (FFFF).
- name [VARCHAR(45)] - The name of the user who owns the drone.
- vm [MEDIUMBLOB] - An image of the drone’s virtual machine.
- input [LONGTEXT] - The contents of the last email received from the user.
- output [LONGTEXT] - The contents of the email going back to the user.
- subject [VARCHAR(2048)] - The subject of the email exchange.
- object_id [INT(5)] - The static object where the drone is located.
- hull_type [INT(2)] - The type of hull used by the drone.
Drones are defined by their hulls and the materials and equipment contained within them. Both cargo, in the form of consumable resources, and functional modules affect what the drone can do. The different varieties of hulls and their hold capacities are described in the tHull table and specifically linked to each drone in the agents table.
- id [INT(2)] - Table index Max 99.
- name [VARCHAR(45)] - The name of the hull design
- description [LONGTEXT] - A brief description of the hull design
- cargo_capacity [INT(10)] - The total cargo capacity of the hull to include equipment and supplies.
- a_slots [INT(2)] - The number of A slots.
- b_slots [INT(2)] - The number of B slots.
- c_slots [INT(2)] - The number of C slots.
- d_slots [INT(2)] - The number of D slots.
- e_slots [INT(2)] - The number of E slots.
Hull bonuses apply to specific modules, further enhancing the the effects of the modules on the specific resources.
- id [INT(5)] - This is the table index. Max 65,534 (FFFF).
- hull_type [INT(2)] - This is the ID of the hull which confers the bonus.
- affected_resource [INT(5)] - This is the ID of the installed module that is affected by the hull bonus.
- multiplier [INT(2)] - This is the percent fraction of the time it takes to complete any protocols involving the referenced ResourceID.
This is a static table of all the resources that are available in the game.
- id [INT(5)] - Table index. Max 65,534 (FFFF).
- name [VARCHAR(45)] - The name of the resource.
- description [LONGTEXT] - A brief description of the resource.
- mass [INT(10)] - The mass of a single resource unit.
- capacity [INT(10)] - The number of subunits a module can support.
- slot_size [INT(1)] - This indicates the required slot size for the installed. When this field is set to zero, the resource is not a module and cannot be installed in the ship.
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