Resources for, yes. How to make use of said resources in making the upgrades, I don’t think so. At least, that’s the logic I’m using.Cholmondely wrote: ↑Wed May 25, 2022 9:48 amBut orbitals are a massive 1km cubed, with shipyards and chandlers, possibly even ship manufacturers. Would they not have most of what was needed, and at a far better price too? I know that the RH's are supposed to be 750m cubed - but if you compare the sizes of the docking ports...phkb wrote: ↑Wed May 25, 2022 9:25 am1. I imagine RH's exist kind of in their own world, with their own network and interactions. And flowing on from that, having blueprints or schematics that you can only get from RH's then makes sense. Why would you look for details on how to upgrade your RH at a GalCop station?
(WIP) Hermitage
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- phkb
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Re: (WIP) Hermitage
Re: (WIP) Hermitage
No, I meant that:
Progress dependency is: you need bigger reactor as a prerequisite for higher station TL that you need for higher level production facilities. So basic (<TL5) stuff could be made available right away, including security systems, nav buoy, refineries and distillery, but more advanced systems at TL5 and above requiring a blueprint (shipyard, narc and weapons factories, turret defences). Also no blueprint for all fuel storage, market capacity and storage capacity (as they are simple scalable systems).
My thinking is exact opposite - RH stations are not excluded from the game economy, but are tied into it as much as a ship-based operations, trading cheap mined minerals and refined materials for food, liquor and necessities they cannot produce. That is even true for pirate hermit stations as their occupants prey on system traffic. Though this being your OXP, I`m not arguing - just providing some logic for the point.phkb wrote: ↑Wed May 25, 2022 9:25 am1. I imagine RH's exist kind of in their own world, with their own network and interactions. And flowing on from that, having blueprints or schematics that you can only get from RH's then makes sense. Why would you look for details on how to upgrade your RH at a GalCop station?
2. The default gameplay loop revolves around main stations. Having to seek out RH's in other systems is a challenge, and encourages different play styles.
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Re: (WIP) Hermitage
Some points that are worth considering:zx_cb wrote: ↑Wed May 25, 2022 10:20 amMy thinking is exact opposite - RH stations are not excluded from the game economy, but are tied into it as much as a ship-based operations, trading cheap mined minerals and refined materials for food, liquor and necessities they cannot produce. That is even true for pirate hermit stations as their occupants prey on system traffic. Though this being your OXP, I`m not arguing - just providing some logic for the point.
1. RH's do not advertise their presence. By default, none of them have beacons enabled. That would suggest they only want to be found by a limited number of ships, not just all and sundry who turn up in system. In some cases, you have to work really hard to find them. And when you do, there is not a lot of traffic around them (if there's any at all).
2. It might just be a name, but the moniker of "Hermit" would suggest someone who is not trying to attract a lot of attention to themselves or where they are. Yes, they operate a market on their home base, but it's a pretty limited market both in terms of amounts they are offering, and how much you can offload.
So, while they exist in the game economy, they aren't operating in the same way a main station does. To me, that suggests a world apart, self-sufficient in a lot of ways, only wanting limited outside contact for the occasional luxury. I think that sort of existence would likely also encourage a lose collection or alignment among other RH's in other systems, leading to the sharing of blueprints on ways to upgrade your hermitage.
That's certainly the evidence I've used in putting together the logic for this OXP. Everyone's "game in their head" is different, so this way isn't right or wrong. What I'm hoping to get to, though, is an OXP that will be able to fit into most player's game world, without breaking too much on the way in.
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Re: (WIP) Hermitage
I'll have a look at what that would do and report back.
Edit: Yeah, it was probably a bit of overkill on my part. Maybe we'll call it enthusiasm! Then it's a positive thing! Anyway, I've removed a bunch of blueprints. Hopefully I'll get a release out tomorrow sometime.
Re: (WIP) Hermitage
Well, true and true. I might be just a little too accustomed to having an advanced detection capabilities of Telescope, Rangefinder and ASC :)
A suggestion\proposal I`ve got looking through your intended supply chain for station products: a Hydroponics module (consuming only power and providing Food). But not as a single tiered installation but as a single-tier multipliable piece. Apart from an obvious station self-sustainability reason, it would allow feeding its production into the Distillery plus some stable surplus as an additional starter-level income source.
(there`s also nice and plausible integration with SW Economy OXP possible utilizing its Water and Oxygen commodities, but that`s probably for future development)
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Re: (WIP) Hermitage
That's a brilliant idea! Working on it!
Just to make sure I haven't misunderstood: you mean, rather than having Hydro type 1, type 2, type 3, etc with increasing requirements and output, have just one type, but allow for multiple installations of it?
- Cholmondely
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Re: (WIP) Hermitage
phkb wrote: ↑Wed May 25, 2022 9:25 am1. I imagine RH's exist kind of in their own world, with their own network and interactions. And flowing on from that, having blueprints or schematics that you can only get from RH's then makes sense. Why would you look for details on how to upgrade your RH at a GalCop station?
I'm just trying to think through the above in the light of this (oolite.org introduction to Oolite):phkb wrote: ↑Wed May 25, 2022 11:25 amSome points that are worth considering:zx_cb wrote: ↑Wed May 25, 2022 10:20 amMy thinking is the exact opposite - RH stations are not excluded from the game economy, but are tied into it as much as a ship-based operations, trading cheap mined minerals and refined materials for food, liquor and necessities they cannot produce. That is even true for pirate hermit stations as their occupants prey on system traffic. Though this being your OXP, I`m not arguing - just providing some logic for the point.
1. RH's do not advertise their presence. By default, none of them have beacons enabled. That would suggest they only want to be found by a limited number of ships, not just all and sundry who turn up in system. In some cases, you have to work really hard to find them. And when you do, there is not a lot of traffic around them (if there's any at all).
2. It might just be a name, but the moniker of "Hermit" would suggest someone who is not trying to attract a lot of attention to themselves or where they are. Yes, they operate a market on their home base, but it's a pretty limited market both in terms of amounts they are offering, and how much you can offload.
So, while they exist in the game economy, they aren't operating in the same way a main station does. To me, that suggests a world apart, self-sufficient in a lot of ways, only wanting limited outside contact for the occasional luxury. I think that sort of existence would likely also encourage a lose collection or alignment among other RH's in other systems, leading to the sharing of blueprints on ways to upgrade your hermitage.
That's certainly the evidence I've used in putting together the logic for this OXP. Everyone's "game in their head" is different, so this way isn't right or wrong. What I'm hoping to get to, though, is an OXP that will be able to fit into most player's game world, without breaking too much on the way in.
Conclusion:Among the seven trillion people who are - at least officially - Cooperative citizens, you are nobody. So far, anyway. You've got a ship, some weapons, and enough spare cash to get started - and one day, you might get the fame, wealth or glory you want. Perhaps one day, everyone might know your name. If, that is, you can survive that long.
The two thousand star systems of the Cooperative once enjoyed a golden age of peace and prosperity, and perhaps the wealthiest of them can still pretend to. The trade ships that once safely travelled between planets now have to be well armed and escorted to fend off pirate attacks, from small-time criminals desperate for their next meal, to powerful robber barons extracting tithes from everyone who passes through their space.
The Cooperative's police force, concentrated near a few influential planets, can no longer maintain order. The mercenaries they hire for a few credits a kill are too few, too unreliable to do so either. And in the darkness between the stars, an old enemy lurks, fearless, perhaps waiting for order to collapse entirely.
Good luck, Commander.
* Both the organised Thargoids and the less organised pirates will target the RH's and their "local economy". Especially the pirates to whom RH's offer bases for local action.
- A weak HIMSN will be unable/unwilling to spend resources fighting them off with the result that pirates can take over swathes of the RH world.
- A strong Galactic Navy will fight them off, so that the status quo we see in our games is more likely, with RH's being sympathetic to pirates in strong systems but not controlled by them.
* So the RH economy will need strong defences, even in the strong GN version, to prevent being taken over in the first place. Rock Hermits may indeed be hermits, but
- the sheer size of the hermit and the complexity involved in its operation (defenders, complexity of rock hermit itself, further complexity of optional hermitage options...) imply a very peculiar psychology for the individual hermits.
Comments wanted:
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
Re: (WIP) Hermitage
Yes, because:
1. Player can hire multiple miner ships to ramp up mineral production - the very basic resource that will be mostly just sold on the market, same here - install several units not depending on station upgrades and blueprints
2. Let player decide for himself how much does he need - get several if spare power is available and nothing better to use it for, dismantle some without feeling much loss to free some space and electricity
3. Much simpler to implement - only one EQ entry needed! :) (well, two, with sale, I guess)
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Re: (WIP) Hermitage
OK, version 0.8 of Hermitage is now available here: Hermitage.zip. There's an OXP folder inside you'll need to extract to your addons folder.
In this version:
Probably not as tested as I wanted it to be, but, well, it is for testing. For the benefit of any onlookers, this is a very experimental OXP, and you shouldn't use in on your primary save game.
Anyway, have a play, and let me know how it feels. Or what breaks. Or both!
In this version:
- Market Inquirer screens now available on Hermitages.
- Removed TL and eco requirements for resources. So 1t of computers is now 1t of computers, regardless of where you purchase it.
- Added upgrade blueprints for most upgrades, plus some blueprint bundles to speed up collection.
- Added special equipment requirements for some upgrades.
- Commodities on the "Market and Cargo Functions" page are now listed in the same order as the F8 Market page.
- Added missing F5F5 manifest details for pending missions.
- Fixed issue with redocking miners causing Javascript error.
- Replaced F8 Market screen with equivalent Hermitage management screen.
- Cleaned up process of purchasing Rock Hermit from former owner.
- Rock Hermit name was sometimes getting messed up after purchasing a Rock Hermit.
- If using force to get ownership of a Rock Hermit, the former owner now correctly launches and runs away once they give in to your demands.
- Added ability to store ship equipment at a Hermitage.
- Moved all Hermitage-related F4 interfaces into a new sub-section called "Hermitage Management".
- Changed destination of change of ownership missions, and certification missions, to the main station in the local system, with a note to the player that they need to save and reload the game when the mission is completed.
- Fixed issue where HUD was not resetting correctly when leaving the F4 Hermitage Management screen.
- Updated cargo storage menus for consistency, and sorted all commodities in the same order as on the F8 Market page.
- Added hydroponics upgrade.
Probably not as tested as I wanted it to be, but, well, it is for testing. For the benefit of any onlookers, this is a very experimental OXP, and you shouldn't use in on your primary save game.
Anyway, have a play, and let me know how it feels. Or what breaks. Or both!
Re: (WIP) Hermitage
Something called "hms" is really undefined and unhappy :)
F3 Station upgrades screen is unable to access any of its submenus:
[LogEvents]: ship got EQ_HERMITAGE_CONFIG
[LogEvents]: ship lost EQ_HERMITAGE_CONFIG
[LogEvents]: gui screen changed from GUI_SCREEN_EQUIP_SHIP to GUI_SCREEN_MISSION
[LogEvents]: bought EQ_HERMITAGE_CONFIG
[GalCopAdminServices]: equipment EQ_HERMITAGE_CONFIG
[GalCopAdminServices]: bought key = EQ_HERMITAGE_CONFIG
[LogEvents]: gui screen will change from GUI_SCREEN_MISSION to GUI_SCREEN_EQUIP_SHIP
[script.javaScript.exception.unexpectedType]: ***** JavaScript exception (Hermitage_Upgrades 0.8): TypeError: hms is undefined
[LogEvents]: gui screen will change from GUI_SCREEN_EQUIP_SHIP to GUI_SCREEN_EQUIP_SHIP
[LogEvents]: mission screen ended
[LogEvents]: mission screen opportunity
(Hermitage_CargoStorage 0.8 script was calling it also at one moment)
on access to cargo storage F4 menu:
[script.javaScript.exception.unexpectedType]: ***** JavaScript exception (Hermitage_Management 0.8): TypeError: worldScripts.Hermitage_Storage is undefined
on transfer cargo to market F4 menu, the TL commodities separation still exists and no cargo is able to be transferred:
[script.javaScript.exception.ooliteDefined]: ***** JavaScript exception (Hermitage_Cargo 0.8): Error: Native exception: Range location + length too great
[LogEvents]: gui screen will change from GUI_SCREEN_MISSION to GUI_SCREEN_INTERFACES
[LogEvents]: gui screen changed from GUI_SCREEN_MISSION to GUI_SCREEN_INTERFACES
[script.javaScript.exception.unexpectedType]: ***** JavaScript exception (Hermitage_Cargo 0.8): TypeError: choice is null - exiting selection on Return key
Whole new fun was observing my newly employed miner contractor. It spawned (Cobra Mk1 with High proficiency) and even got an Extra Energy Unit:
[Hermitage_Station_Script]: launching scavenger [Ship "Cobra Mark I" position: (0, 0, 0) scanClass: CLASS_NEUTRAL status: STATUS_DOCKED]
[LogEvents]: Cobra Mark I 24486 spawned at 0 km
then, just a hundred ticks later, this happened:
[LogEvents]: Chimera Gunship 16259 from Cobra Mark I 24486 spawned at 0 km
with no obvious effect. Then I undocked to see how he`s doing, judging by several boulder spawning events, he was already blasting some rocks. Cobra Mk1 was there alright, targeting it returned:
[ManifestScanner]: ManifestScanner : push data for Cobra Mark I: Galactic Purchase[6]
[script.javaScript.exception.ooliteDefined]: ***** JavaScript exception (In_System_Trader 1.4): Error: Station.setMarketPrice: Invalid arguments ("Food", NaN) -- expected Unrecognised commodity type.
latter line probably unrelated to his activity but was going right after the manifest scanner log entry. The guy already had 6t Minerals in his hold, and was trying to pick up the splinter - unsuccessfully. He was pulling donuts around it with 460 speed (so it seems he also has a Q-Charger), missing every time and accelerating the splinter - a behaviour I noticed earlier in some NPCs trying to scoop something. I flew over and got the rock he was targeting, and he switched to the next one. Upon filling his 10t cargo hold with minerals, he proceed to docking. Then this happened:
[Hermitage_Station_Script]: ship docked [Ship "Cobra Mark I" position: (-207671, -91355.5, 512735) scanClass: CLASS_NEUTRAL status: STATUS_IN_FLIGHT]
[script.javaScript.exception.unexpectedType]: ***** JavaScript exception (Hermitage_Station_Script 0.8): TypeError: whom.pilot is undefined
and he disappeared entirely, both from employed ships list and from existence. Then I docked also, with this logged:
[LogEvents]: will dock to Rock Hermit 7824
[script.javaScript.exception.unexpectedType]: ***** JavaScript exception (Hermitage_Refinery 0.8): TypeError: worldScripts.oreProcessor._splinter is undefined
[LogEvents]: docked to Rock Hermit 7824
No further testing possible as the Station Upgrades F3 menus are behind the "hms" :)
Oh, and the F8 screen is just a regular market for me, with usual return like:
[LogEvents]: gui screen will change from GUI_SCREEN_INTERFACES to GUI_SCREEN_MARKET
[LogEvents]: gui screen changed from GUI_SCREEN_INTERFACES to GUI_SCREEN_MARKET
[LogEvents]: gui screen changed from GUI_SCREEN_MARKET to GUI_SCREEN_OPTIONS
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Re: (WIP) Hermitage
Dang it. Yep 0.8 is a bust. I’ll debug and get 0.8.1 out shortly
Re: (WIP) Hermitage
as in Hermitage_upgrades:
var hms = worldScripts.Hermitage_CargoStorage;
seems pretty defined, what had gone wrong?
also from it:
todo: buy ships @ main station?
maybe something like this would work:
make a purchasable "equipment" named "book passage to system main station", costing like 5 or 10 Cr. Store player`s current ship at RH, substitute it for a placeholder "ship" with no equipment and no resell cost, also change hermitage _key temporarily so the player would spawn at the main station after reload. Then he can buy what he wants at the shipyard, equip it as desired and fly to his Hermitage in the new vessel. Just an idea based on my (very) limited knowledge of game mechanics :)
todo: should prices be impacted by equipmentpricefactor?
no, if you meant station upgrades
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Re: (WIP) Hermitage
I know this might sound strange, but can you check you don't have two versions of Hermitage installed? All the errors you're list I'm not getting in my version, and I know I fixed the whom.pilot error. This is all very strange.
Edit to add: I'm heading to bed now, so I'll check again in the morning. New day, new eyes. I might be able to see the problem then!
Edit to add: I'm heading to bed now, so I'll check again in the morning. New day, new eyes. I might be able to see the problem then!
Re: (WIP) Hermitage
I honestly don`t know how that could happen, provided I pasted the new Hermitage.oxp into my AddOns folder overwriting the old files. Also, log generates errors with 0.8 version. I could delete the folder outright and paste a new version again, or maybe there`s some cached data that needs to be updated?..
- Cholmondely
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Re: (WIP) Hermitage
Umm - Can't find the confounded thing.
I'm getting lots of these:
...might they be related?
Here is some more of this fascinating/riveting latest.log: viewtopic.php?p=284527#p284527
I am playing with the fully-leaded Stranger's World loaded, as well as a zillion-and-one other oxp's...
I'm getting lots of these:
Code: Select all
14:42:06.190 [script.javaScript.exception.unexpectedType] ReportJSError (OOJavaScriptEngine.m:204): ***** JavaScript exception (Hermitage_SimpleBeacon 0.8): TypeError: target is undefined
14:42:08.131 [script.javaScript.exception.unexpectedType] ReportJSError (OOJavaScriptEngine.m:204): ***** JavaScript exception (Hermitage_SimpleBeacon 0.8): TypeError: target is undefined
14:42:10.121 [script.javaScript.exception.unexpectedType] ReportJSError (OOJavaScriptEngine.m:204): ***** JavaScript exception (Hermitage_SimpleBeacon 0.8): TypeError: target is undefined
14:42:12.171 [script.javaScript.exception.unexpectedType] ReportJSError (OOJavaScriptEngine.m:204): ***** JavaScript exception (Hermitage_SimpleBeacon 0.8): TypeError: target is undefined
14:42:14.145 [script.javaScript.exception.unexpectedType] ReportJSError (OOJavaScriptEngine.m:204): ***** JavaScript exception (Hermitage_SimpleBeacon 0.8): TypeError: target is undefined
14:42:16.120 [script.javaScript.exception.unexpectedType] ReportJSError (OOJavaScriptEngine.m:204): ***** JavaScript exception (Hermitage_SimpleBeacon 0.8): TypeError: target is undefined
14:42:18.136 [script.javaScript.exception.unexpectedType] ReportJSError (OOJavaScriptEngine.m:204): ***** JavaScript exception (Hermitage_SimpleBeacon 0.8): TypeError: target is undefined
14:42:20.116 [script.javaScript.exception.unexpectedType] ReportJSError (OOJavaScriptEngine.m:204): ***** JavaScript exception (Hermitage_SimpleBeacon 0.8): TypeError: target is undefined
14:42:22.122 [script.javaScript.exception.unexpectedType] ReportJSError (OOJavaScriptEngine.m:204): ***** JavaScript exception (Hermitage_SimpleBeacon 0.8): TypeError: target is undefined
14:42:24.120 [script.javaScript.exception.unexpectedType] ReportJSError (OOJavaScriptEngine.m:204): ***** JavaScript exception (Hermitage_SimpleBeacon 0.8): TypeError: target is undefined
14:42:26.134 [script.javaScript.exception.unexpectedType] ReportJSError (OOJavaScriptEngine.m:204): ***** JavaScript exception (Hermitage_SimpleBeacon 0.8): TypeError: target is undefined
14:42:28.121 [script.javaScript.exception.unexpectedType] ReportJSError (OOJavaScriptEngine.m:204): ***** JavaScript exception (Hermitage_SimpleBeacon 0.8): TypeError: target is undefined
14:42:30.125 [script.javaScript.exception.unexpectedType] ReportJSError (OOJavaScriptEngine.m:204): ***** JavaScript exception (Hermitage_SimpleBeacon 0.8): TypeError: target is undefined
14:42:32.140 [script.javaScript.exception.unexpectedType] ReportJSError (OOJavaScriptEngine.m:204): ***** JavaScript exception (Hermitage_SimpleBeacon 0.8): TypeError: target is undefined
14:42:33.339 [LogEvents] GlobalLog (OOJSGlobal.m:266): lost lock on Telescope marker 29906
14:42:33.340 [LogEvents] GlobalLog (OOJSGlobal.m:266): targeted Telescope marker 29906 who has -1 energy
14:42:34.129 [script.javaScript.exception.unexpectedType] ReportJSError (OOJavaScriptEngine.m:204): ***** JavaScript exception (Hermitage_SimpleBeacon 0.8): TypeError: target is undefined
14:42:35.270 [LogEvents] GlobalLog (OOJSGlobal.m:266): lost lock on Telescope marker 29906
14:42:35.270 [LogEvents] GlobalLog (OOJSGlobal.m:266): targeted Telescope marker 29906 who has -1 energy
14:42:36.194 [script.javaScript.exception.unexpectedType] ReportJSError (OOJavaScriptEngine.m:204): ***** JavaScript exception (Hermitage_SimpleBeacon 0.8): TypeError: target is undefined
14:42:36.234 [LogEvents] GlobalLog (OOJSGlobal.m:266): lost lock on Telescope marker 29906
14:42:36.235 [LogEvents] GlobalLog (OOJSGlobal.m:266): targeted Telescope marker 29906 who has -1 energy
14:42:38.128 [script.javaScript.exception.unexpectedType] ReportJSError (OOJavaScriptEngine.m:204): ***** JavaScript exception (Hermitage_SimpleBeacon 0.8): TypeError: target is undefined
14:42:40.116 [script.javaScript.exception.unexpectedType] ReportJSError (OOJavaScriptEngine.m:204): ***** JavaScript exception (Hermitage_SimpleBeacon 0.8): TypeError: target is undefined
14:42:42.124 [script.javaScript.exception.unexpectedType] ReportJSError (OOJavaScriptEngine.m:204): ***** JavaScript exception (Hermitage_SimpleBeacon 0.8): TypeError: target is undefined
14:42:44.119 [script.javaScript.exception.unexpectedType] ReportJSError (OOJavaScriptEngine.m:204): ***** JavaScript exception (Hermitage_SimpleBeacon 0.8): TypeError: target is undefined
14:42:46.116 [script.javaScript.exception.unexpectedType] ReportJSError (OOJavaScriptEngine.m:204): ***** JavaScript exception (Hermitage_SimpleBeacon 0.8): TypeError: target is undefined
14:42:48.125 [script.javaScript.exception.unexpectedType] ReportJSError (OOJavaScriptEngine.m:204): ***** JavaScript exception (Hermitage_SimpleBeacon 0.8): TypeError: target is undefined
14:42:50.120 [script.javaScript.exception.unexpectedType] ReportJSError (OOJavaScriptEngine.m:204): ***** JavaScript exception (Hermitage_SimpleBeacon 0.8): TypeError: target is undefined
14:42:52.155 [script.javaScript.exception.unexpectedType] ReportJSError (OOJavaScriptEngine.m:204): ***** JavaScript exception (Hermitage_SimpleBeacon 0.8): TypeError: target is undefined
14:42:53.944 [LogEvents] GlobalLog (OOJSGlobal.m:266): targeted Asteroid 25661 who has 100 energy
14:42:54.133 [script.javaScript.exception.unexpectedType] ReportJSError (OOJavaScriptEngine.m:204): ***** JavaScript exception (Hermitage_SimpleBeacon 0.8): TypeError: target is undefined
14:42:56.133 [script.javaScript.exception.unexpectedType] ReportJSError (OOJavaScriptEngine.m:204): ***** JavaScript exception (Hermitage_SimpleBeacon 0.8): TypeError: target is undefined
14:42:58.139 [script.javaScript.exception.unexpectedType] ReportJSError (OOJavaScriptEngine.m:204): ***** JavaScript exception (Hermitage_SimpleBeacon 0.8): TypeError: target is undefined
14:43:00.154 [script.javaScript.exception.unexpectedType] ReportJSError (OOJavaScriptEngine.m:204): ***** JavaScript exception (Hermitage_SimpleBeacon 0.8): TypeError: target is undefined
14:43:02.150 [script.javaScript.exception.unexpectedType] ReportJSError (OOJavaScriptEngine.m:204): ***** JavaScript exception (Hermitage_SimpleBeacon 0.8): TypeError: target is undefined
14:43:04.153 [script.javaScript.exception.unexpectedType] ReportJSError (OOJavaScriptEngine.m:204): ***** JavaScript exception (Hermitage_SimpleBeacon 0.8): TypeError: target is undefined
14:43:05.404 [LogEvents] GlobalLog (OOJSGlobal.m:266): targeted Telescope marker 21727 who has -1 energy
14:43:06.375 [script.javaScript.exception.unexpectedType] ReportJSError (OOJavaScriptEngine.m:204): ***** JavaScript exception (Hermitage_SimpleBeacon 0.8): TypeError: target is undefined
14:43:08.222 [script.javaScript.exception.unexpectedType] ReportJSError (OOJavaScriptEngine.m:204): ***** JavaScript exception (Hermitage_SimpleBeacon 0.8): TypeError: target is undefined
14:43:10.243 [script.javaScript.exception.unexpectedType] ReportJSError (OOJavaScriptEngine.m:204): ***** JavaScript exception (Hermitage_SimpleBeacon 0.8): TypeError: target is undefined
14:43:12.252 [script.javaScript.exception.unexpectedType] ReportJSError (OOJavaScriptEngine.m:204): ***** JavaScript exception (Hermitage_SimpleBeacon 0.8): TypeError: target is undefined
14:43:14.228 [script.javaScript.exception.unexpectedType] ReportJSError (OOJavaScriptEngine.m:204): ***** JavaScript exception (Hermitage_SimpleBeacon 0.8): TypeError: target is undefined
14:43:16.227 [script.javaScript.exception.unexpectedType] ReportJSError (OOJavaScriptEngine.m:204): ***** JavaScript exception (Hermitage_SimpleBeacon 0.8): TypeError: target is undefined
14:43:18.337 [script.javaScript.exception.unexpectedType] ReportJSError (OOJavaScriptEngine.m:204): ***** JavaScript exception (Hermitage_SimpleBeacon 0.8): TypeError: target is undefined
14:43:18.805 [sniperlock] GlobalLog (OOJSGlobal.m:266): resetting SniperLock
14:43:20.247 [script.javaScript.exception.unexpectedType] ReportJSError (OOJavaScriptEngine.m:204): ***** JavaScript exception (Hermitage_SimpleBeacon 0.8): TypeError: target is undefined
14:43:22.225 [script.javaScript.exception.unexpectedType] ReportJSError (OOJavaScriptEngine.m:204): ***** JavaScript exception (Hermitage_SimpleBeacon 0.8): TypeError: target is undefined
14:43:24.229 [script.javaScript.exception.unexpectedType] ReportJSError (OOJavaScriptEngine.m:204): ***** JavaScript exception (Hermitage_SimpleBeacon 0.8): TypeError: target is undefined
14:43:26.243 [script.javaScript.exception.unexpectedType] ReportJSError (OOJavaScriptEngine.m:204): ***** JavaScript exception (Hermitage_SimpleBeacon 0.8): TypeError: target is undefined
....
14:43:28.242 [script.javaScript.exception.unexpectedType] ReportJSError (OOJavaScriptEngine.m:204): ***** JavaScript exception (Hermitage_SimpleBeacon 0.8): TypeError: target is undefined
14:43:30.232 [script.javaScript.exception.unexpectedType] ReportJSError (OOJavaScriptEngine.m:204): ***** JavaScript exception (Hermitage_SimpleBeacon 0.8): TypeError: target is undefined
14:43:32.236 [script.javaScript.exception.unexpectedType] ReportJSError (OOJavaScriptEngine.m:204): ***** JavaScript exception (Hermitage_SimpleBeacon 0.8): TypeError: target is undefined
14:43:34.253 [script.javaScript.exception.unexpectedType] ReportJSError (OOJavaScriptEngine.m:204): ***** JavaScript exception (Hermitage_SimpleBeacon 0.8): TypeError: target is undefined
14:43:36.373 [script.javaScript.exception.unexpectedType] ReportJSError (OOJavaScriptEngine.m:204): ***** JavaScript exception (Hermitage_SimpleBeacon 0.8): TypeError: target is undefined
14:43:38.236 [script.javaScript.exception.unexpectedType] ReportJSError (OOJavaScriptEngine.m:204): ***** JavaScript exception (Hermitage_SimpleBeacon 0.8): TypeError: target is undefined
14:43:40.233 [script.javaScript.exception.unexpectedType] ReportJSError (OOJavaScriptEngine.m:204): ***** JavaScript exception (Hermitage_SimpleBeacon 0.8): TypeError: target is undefined
14:43:42.242 [script.javaScript.exception.unexpectedType] ReportJSError (OOJavaScriptEngine.m:204): ***** JavaScript exception (Hermitage_SimpleBeacon 0.8): TypeError: target is undefined
14:43:44.239 [script.javaScript.exception.unexpectedType] ReportJSError (OOJavaScriptEngine.m:204): ***** JavaScript exception (Hermitage_SimpleBeacon 0.8): TypeError: target is undefined
14:43:46.242 [script.javaScript.exception.unexpectedType] ReportJSError (OOJavaScriptEngine.m:204): ***** JavaScript exception (Hermitage_SimpleBeacon 0.8): TypeError: target is undefined
Here is some more of this fascinating/riveting latest.log: viewtopic.php?p=284527#p284527
I am playing with the fully-leaded Stranger's World loaded, as well as a zillion-and-one other oxp's...
Comments wanted:
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?