Appearing, Then Disappearing Rock Hermits

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Switeck
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Re: Appearing, Then Disappearing Rock Hermits

Post by Switeck »

Speaking of break patterns...how do I get the Superhub Station to use the Rock Hermit docking animation?
It doesn't seem right to use the slot one since it's a very large round opening.
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cim
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Re: Appearing, Then Disappearing Rock Hermits

Post by cim »

Switeck wrote:
how do I get the Superhub Station to use the Rock Hermit docking animation?
[url=http://wiki.alioth.net/index.php/Shipdata.plist#tunnel_corners]tunnel_corners[/url] = 6; in shipdata.plist
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cim
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Re: Appearing, Then Disappearing Rock Hermits

Post by cim »

El Viejo wrote:
On the subject of rock hermits - I'm seeing some odd gfx when launching from Griff's hermits (r5418):
Should be fixed in r5419.
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Re: Appearing, Then Disappearing Rock Hermits

Post by Cody »

cim wrote:
El Viejo wrote:
On the subject of rock hermits - I'm seeing some odd gfx when launching from Griff's hermits (r5418):
Should be fixed in r5419.
Cool... I'll grab the nightly in the morning.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: Appearing, Then Disappearing Rock Hermits

Post by Cody »

That seems fine now, cim... thanks. However... nothing to do with hermits, but I'm getting a few of these now (r5422):

Code: Select all

11:50:11.140 [script.javaScript.exception.ooliteDefined]: ***** JavaScript exception (oolite-contracts-parcels 1.77): Error: Invalid property identifier targetSystem for instance of PlayerShip.
I don't do any contracts, btw.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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cim
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Re: Appearing, Then Disappearing Rock Hermits

Post by cim »

Thanks - I'll have a closer look at that: I thought I'd got all of those.
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Re: Appearing, Then Disappearing Rock Hermits

Post by cim »

Should be fixed in r5426
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Re: Appearing, Then Disappearing Rock Hermits

Post by Cody »

cim wrote:
Should be fixed in r5426
Yep, thanks again. I took a little parcel contract for testing - only a short one, offering 36 credits, but got paid 39 credits.
Is that an intentional bonus for expedited delivery?
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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cim
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Re: Appearing, Then Disappearing Rock Hermits

Post by cim »

El Viejo wrote:
Is that an intentional bonus for expedited delivery?
Yes. Similar to (but smaller than) the bonuses for passengers.
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Re: Appearing, Then Disappearing Rock Hermits

Post by Commander McLane »

El Viejo wrote:
I wonder if it's possible for the Random Shipnames OXP to maintain the same name for hermits?
That would mean to store them as a mission variable. Not impossible, of course, but worth the extra scripting effort? :?:
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Re: Appearing, Then Disappearing Rock Hermits

Post by Cody »

Commander McLane wrote:
... but worth the extra scripting effort?
Probably not - it was only a thought.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: Appearing, Then Disappearing Rock Hermits

Post by Commander McLane »

Kaks wrote:
Update: as of trunk rev5285, the position and number of hermits in any system is still subject to change over time (hermits come, hermits go... same old, same old).
However, hermit population changes are now dependent on the game clock, rather than being totally random as before... :)

Provided I've made no snafus, this particular oddity should be gone from the nightly trunk & loading a savegame should give you back the same hermit(s) in a reassuringly consistent fashion! ;)
I'm not yet sold to this change. One question that springs to mind about "consistent" rock hermits: what happens if a rock hermit gets destroyed? Will it be magically restored when I jump into the system next time?

If yes, you would have eliminated one inconsistency by creating another one. :?
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Re: Appearing, Then Disappearing Rock Hermits

Post by Switeck »

Commander McLane wrote:
One question that springs to mind about "consistent" rock hermits: what happens if a rock hermit gets destroyed? Will it be magically restored when I jump into the system next time?

If yes, you would have eliminated one inconsistency by creating another one. :?
I don't see the problem there. They're still generated semi-randomly on each system re-visit. The hermit locations are only "stored" in a sense when you save a game, otherwise even small clock changes generate different hermit locations and numbers. So you load a game, destroy a hermit, reload the game and the hermit's back! Yeah, bug?
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Re: Appearing, Then Disappearing Rock Hermits

Post by Commander McLane »

Switeck wrote:
Commander McLane wrote:
One question that springs to mind about "consistent" rock hermits: what happens if a rock hermit gets destroyed? Will it be magically restored when I jump into the system next time?

If yes, you would have eliminated one inconsistency by creating another one. :?
I don't see the problem there. They're still generated semi-randomly on each system re-visit. The hermit locations are only "stored" in a sense when you save a game, otherwise even small clock changes generate different hermit locations and numbers. So you load a game, destroy a hermit, reload the game and the hermit's back! Yeah, bug?
That's not how I understand what Kaks wrote. Thus I'm waiting for a closer explanation about how "consistent" rock hermits have become.
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Re: Appearing, Then Disappearing Rock Hermits

Post by Rese249er »

Would it not make sense that Rock Hermits would be mined out, then used as a base for mining the rest of the field out? After the field has lost profitability, the Hermit would then be abandoned and the crew moved to another field to repeat... Just a thought.
Got all turned around, lost my nav connection... Where am I now?
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