Commodity Changes

An area for discussing new ideas and additions to Oolite.

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zaphod80013
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Commodity Changes

Post by zaphod80013 »

I've just (yesterday) started looking at OXP development and was trying to create the concept of a commodity (in testing Welly Boots) that would only be available for trade in specified locations (i.e. becomes unsalable blocked cargo space at locations where the product is not for sale) I was able to globally change Alien Items to Welly Boots and create a location specific commodity list (for a modified rock hermit) with welly boots but upon arrival at a station the count showed up as alien items.

Too me this suggests commodities are internally treated as an array indexed by position rather than a hashmap indexed by name. It this is true them presumably what I was attempting is impossible.

Is there value to the trading aspect game in having "taboo" items that can only be bought/sold at some locations?

Also; our ships have navigational & docking computers, would it not make sense for a modern ship to keep track of commodity prices paid and display an average price paid for the ships manifest when on the trading screen?

Thats my 2p for now!

Ray
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aegidian
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Re: Commodity Changes

Post by aegidian »

zaphod80013 wrote:
Too me this suggests commodities are internally treated as an array indexed by position rather than a hashmap indexed by name. It this is true them presumably what I was attempting is impossible.
Yes that's true. All you can really do is change the name of a commodity within a certain individual (or type of) market. Rock hermits use a different set of values for their commodities so if you wanted all Alien Items to be Welly Boots you'd have to change the rock hermit commodity list too.

I am (of course) aware of the limitations of Oolite's Elite-inherited market system, but changing it's not a priority for me at the moment.
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