phkb wrote: ↑Fri Jun 03, 2022 1:53 am
Here's 0.8.7:
Hermitage.0.8.7.zip. Bit more reporting in the log, bit more protection against NaN and undefined values. We'll see how that plays. Hopefully we can get past all these startup issues and get on to the actually gameplay side of things!
Seems I have missed a bit of development.. Got myself a 0.8.5 yesterday, and had a good play with it - because, well, it is actually
playable! New station key system you mentioned had broke my latest savegames though (hermitage not spawning), so I had to revert to the point before purchasing an RH, and go from the very beginning. Happy to report that all basic functions are working - I progressed to station TL4 with Market Capacity 45t. Things to mention:
1. Trying to access from F3 Station Upgrades menu a details list for an upgrade that requires a special component that is not present in hold returns an error:
[script.javaScript.exception.notFunction]: ***** JavaScript exception (Hermitage_Upgrades 0.8.5): TypeError: worldScripts.Hermitage_EquipmentStorage is not a function
That was Life Support 3 in my particular case, but also could be true for others similar - probably worth checking.
2. Hermitage market prices AND stock are being reset to "default" values upon reload OR hyperjump to another system (which is basically the same process from game`s point as I understand). My initial thought was that some other OXP, like Spicy Hermits, are overriding saved values, but removing it didn`t changed this behaviour. Other possible culprit could be the SW Economy but I`d like not to drop it really. Only commodity not being reset is Quirium Fuel, specifically added by its separate OXP.
3. Biggest mechanics problem so far is hired miners.
3a. They are not saved and disappear upon reload, so hiring any is pointless until it is fixed
3b. I got two this time, just to see how it`ll go, and only one persisted after first docking, with second being swallowed by the code void
3c. Seems that with current scooping AI, "low" proficiency miners are actually performing better than higher skilled ones - their laser fire connects only once in three or four shots, but their top speed on the scooping run is limited and they struggle much less to pick the splinters.
3d. As they basically cannot exist while player is away in other system or time is being accelerated for equipment installation (sometimes for several days!), a kind of their activity simulator could be devised in the future - a script that takes into account miner`s hold size, proficiency, and installed Refinery level, and adds quantities of products in certain time periods. That is, provided 2. and 3a. is sorted out :)
4. Energy and Power menu in F3 Station Upgrades does not allows to uninstall all Type 1 Energy Storage. They are displayed in red color and their details page says "cannot be removed", despite having them all deactivated and some active Type 2 in place. That happened for me when three Type 1 units were left.
5. Suggestion: to have an option for individual component maintenance (in their respective Facilities Management menus), not just a general (and costly) overhaul. Say, I want to service the Life Support only, or one of the Energy Storage Units.
5a. Another suggestion, but just a minor QoL type: to have an option of using commodities from ship`s cargo for upgrades construction if on-station stored quantity is insufficient.
5b. Also: prompting a player on how much Liquified Quirium Gas to transfer to the Fuel Reserve (on its respective Facilites Management page), and adding a note that 1TC of it will provide 7LY of Fuel. Useful to prevent partially wasting the last ton just to add like 0.2LY. Option to refill the Fuel Storage could be integrated into F8 Quirium Fuel page.
5c. One more possible QoL improvement is to have the special components description in main station F3 market reflect what they are intended for. "Will be required to construct an %upgrade_name% on Rock Hermit station". Sure the player can go to the Wiki doc and see what`s for what and memorize complicated names. Does he have to?..
5d. Regarding their integration with ShipConfig - I honestly think they should not count towards an Installed Equipment Weight. Sure I do have lots of in the Cruiser, but transporting them in an Adder or Cobra I could even require configuration change!
6. And the last for today. I wouldn`t go this territory yet, as we are merely testing the OXP now, but my steady impression is that most upgrades are
way overpriced against their return. I will come with numbers later to demonstrate this point (post is big enough hah).
Sorry if something mentioned above was already addressed, again, this all is based on several hrs under 0.8.5.
phkb wrote: ↑Fri Jun 03, 2022 1:53 am
Speaking of which, I've been contemplating the issue of having actual asteroids to mine outside your hermitage. Spawning more asteroids is easy (and I already have the code to do so, it's just not enabled at present). Coming up with a compelling reason why more asteroids keep turning up on your doorstep is another thing entirely!
Are you talking about an automated device like the ones present around Seedy Space Bars from Anarchy OXP? Because, there seem to be plenty of regular asteroids spawned around the Hermitage, 50 is the number I recall from the log, and one is added instantly when one is destroyed.
Please share the solution for bad maximum transfer amount when sending cargo into the ship hold, if you have found it. I`ve spent considerable time staring at your code so feel an unsatisfied urge to know it :)