What seems to happen is that the base price is stored and doesn't change, but the adjustment for the buy & sell is re-generated when the game is loaded. So this is a humble feature request..
Hmmm. That would require mO-Commodity_Markets to save the commodities' pricefactors on save and load them on startup. Quite an easy tweak, but not nr. 1 on my todo list. I'll implement it some time .
Hmmm. That would require mO-Commodity_Markets to save the commodities' pricefactors on save and load them on startup. Quite an easy tweak, but not nr. 1 on my todo list. I'll implement it some time .
Wow that was really easy! I just did it, hah. I had to rename the folder to get the game to load it again but it seems to work... here's a pastebin for the modified file.
I had to rename the folder to get the game to load it again but it seems to work...
That's what shift-starts are for..
Oolite didn't notice your change because it builds a cache of all the scripts, etc. It makes for faster game starts that way. But it means Oolite won't notice any changes you make until it rebuilds the cache. (Oolite automatically rebuilds the cache if it notices an OXP has been added or removed. That's why renaming the folder worked for you.)
A simpler method is to just hold down the Shift key when you start the game, hold it down until you see the spinning Cobra MkIII, and Oolite will rebuild its' cache.
Last edited by Diziet Sma on Wed Sep 04, 2013 4:57 pm, edited 2 times in total.
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
I had to rename the folder to get the game to load it again but it seems to work...
That's what shift-starts are for..
Oolite didn't notice your change because it builds a cache of all the scripts, etc. It makes for faster game starts that way. But it means Oolite won't notice any changes you make until it rebuilds the cache. (Oolite automatically rebuilds the cache if it notices an OXP has been added or removed. That's why renaming the folder worked for you.)
A simpler method is to just hold down the Shift key when you start the game, hold it down until you see the spinning Cobra MkIII, and Oolite will rebuild its' cache.
Oh ok, great. I was wondering if there was an easier way - thanks!
Old hands at editing Oolite OXP files edit their GNUstepDefaults file and set 'always-flush-cache' to YES. This is known as "putting a brick on the shift key".
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
Old hands at editing Oolite OXP files edit their GNUstepDefaults file and set 'always-flush-cache' to YES. This is known as "putting a brick on the shift key".
Even without the brick, it becomes automatic when one has tinkered - as does checking the log after every flight.
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!
Old hands at editing Oolite OXP files edit their GNUstepDefaults file and set 'always-flush-cache' to YES. This is known as "putting a brick on the shift key".
Or they always hold down the shift key every time they launch Oolite because that is just how you start Oolite. Of course, one day, having forgotten all about it, they start wondering why Oolite is started this way.
"A brilliant game of blasting and trading... Truly a mega-game... The game of a lifetime." (Gold Medal Award, Zzap!64 May 1985).
Hmmm. That would require mO-Commodity_Markets to save the commodities' pricefactors on save and load them on startup. Quite an easy tweak, but not nr. 1 on my todo list. I'll implement it some time .
Wow that was really easy! I just did it, hah. I had to rename the folder to get the game to load it again but it seems to work... here's a pastebin for the modified file.
"Impressive. Most impressive." I'll put that into mO-Commodity_Markets and release a new version.
Wow that was really easy! I just did it, hah. I had to rename the folder to get the game to load it again but it seems to work... here's a pastebin for the modified file.
"Impressive. Most impressive." I'll put that into mO-Commodity_Markets and release a new version.
Coolio! This community is pretty great. This game is a living and breathing entity. The tinkering possibilities are endless =D.
And welcome to what we refer to as "The Darkside" of Oolite!
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
When saving the game at a secondary station on Oolite 1.79, the game saves the state of that station's market. This clashed with this oxp, especially with hermits. I have done what I could and uploaded a new version (1.3) to the expansion manager. It's far from perfect, as same types of stations get their markets shuffled on load, but I still think it's better than totally resetting them.
I'm taking this OXP off because so many oxp stations have been upgraded to use the populator in 1.80 and that way the core game handles the saving and restoring of the markets.
I'd suggest perhaps you consider leaving it available for those that stay with 1.77.1 for whatever reasons..
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
I'd suggest perhaps you consider leaving it available for those that stay with 1.77.1 for whatever reasons..
Yep. It's still available from the wiki. I moved it to the "OXPs with Problems" section in the main list. That's for broken and deprecated OXPs I believe.