zx_cb wrote: ↑Sun Jun 05, 2022 1:32 pm
Regarding energy storage units removal - for some reason, station would not go less than three of any type (maybe that`s by design).
It's by design, but if you feel it's too confusing I can reduce this to 1.
zx_cb wrote: ↑Sun Jun 05, 2022 1:32 pm
Two out of three newly built Type 2s weren`t charging by default, despite being active.
Not sure here. When I purchased a type 2, it started charging straight away. I'll keep an eye on this one, though.
zx_cb wrote: ↑Sun Jun 05, 2022 1:32 pm
Upgrading the on-station Cargo Storage to anything larger than 60t breaks it
Actually, the issue was a bit more complex that just anything larger that 60t. It was also because you purchased "Storage Security" after you purchased the 60t storage. The bug was... well, short-sighted data key labeling. If you really want the details I can provide them, but, in any event, I've fixed it.
zx_cb wrote: ↑Sun Jun 05, 2022 1:32 pm
I was unable to upgrade to TL5, because its details page (after acquiring a blueprint) didn`t recognize my 500MW reactor, saying "prerequisites not met" - possible bug in its detection.
Bug caught and squished.
zx_cb wrote: ↑Sun Jun 05, 2022 1:32 pm
Facilities Management access error that was fixed several versions ago strikes back
I think I might have fixed this one, but again, we'll keep an eye out for it.
zx_cb wrote: ↑Sun Jun 05, 2022 1:32 pm
when I hired a second contractor in a "scavenger phoenix" ship (from Anarchies OXP), this happened on reload:
That's a bug. I wasn't limiting ship selection based on what is actually allowed to be spawned in the system. Now fixed.
zx_cb wrote: ↑Sun Jun 05, 2022 1:32 pm
You mentioned having the script that simulates miner activity while player is away - well, I never saw it engaging or producing any results in either the log or station inventory. And I looked. Possibly something is wrong here.
There were a few things wrong here. The routine did have a couple of bugs in it, but also, it was only going to run after 30 minutes of game time, and wasn't considering any large time skips. Should all be sweet now.
zx_cb wrote: ↑Sun Jun 05, 2022 1:32 pm
Regarding asteroid spawning around the Hermitage
That's fine. Hopefully I've catered for various player OXP configs, some that will have asteroid spawning, and some that don't.
So, here's the new revision:
Hermitage.0.8.9.zip.
- Added checks to ensure the ships any scavenger or defender uses can be spawned in the current system.
- Fixed issue where equipment requirements for upgrades were not being correctly assessed.
- Fixed issue where certain equipment lookups were returning the wrong equipment item.
- Added additional information to the Market information page.
- Will no longer ask how many units to transfer if the maximum amount that can be transferred is 1.
- Adjusted mining simulation to allow for multiple trips per contractor.
- Purchasing TechLevel or Market Capacity upgrades now correctly adds message to station log.
- When exiting system, any contractors in space are now properly redocked before exiting.
- Fixed issue with some data elements not being reset correctly when entering a new system.
- Fixed multiple JS errors in remote mining simulator routine.
- Whenever a large time jump occurs, remote mining and trading will now be performed.
- Added a chance for employed scavengers to die during remote mining simulation.