[Release] Imperial Astrofactory 2.0

Discussion and information relevant to creating special missions, new ships, skins etc.

Moderators: winston, another_commander

User avatar
hiran
Theorethicist
Posts: 2403
Joined: Fri Mar 26, 2021 1:39 pm
Location: a parallel world I created for myself. Some call it a singularity...

Re: [Release] Imperial Astrofactory 2.0

Post by hiran »

Haystacks in space? Maybe not that strange an idea. After all we start building satellites with wood.

https://www.theguardian.com/science/202 ... -pollution
Sunshine - Moonlight - Good Times - Oolite
User avatar
phkb
Impressively Grand Sub-Admiral
Impressively Grand Sub-Admiral
Posts: 4830
Joined: Tue Jan 21, 2014 10:37 pm
Location: Writing more OXPs, because the world needs more OXPs.

Re: [Release] Imperial Astrofactory 2.0

Post by phkb »

What should the ship library entry be for AstroFarms?
User avatar
Cholmondely
Archivist
Archivist
Posts: 5365
Joined: Tue Jul 07, 2020 11:00 am
Location: The Delightful Domains of His Most Britannic Majesty (industrial? agricultural? mainly anything?)
Contact:

Re: [Release] Imperial Astrofactory 2.0

Post by Cholmondely »

Does this work?

(
{
ship = "dfl_astrofarm";
class = "station";
summary = "Station";
description = "The Junta dictatorships use these re-purposed mined asteroids to grow various agricultural products under zero-G gravity.
These are not GalCop stations.";
},
)



Reference:

Code: Select all

(
	{
		ship = "dfl_astrofactory";
		class = "station";
		summary = "Station";
		description = "A result of the Imperial Dictatorship’s ambition to establish itself amongst the galaxy’s industrial leaders, re-using mined asteroids. These are not GalCop stations.";
	},
)
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?
User avatar
phkb
Impressively Grand Sub-Admiral
Impressively Grand Sub-Admiral
Posts: 4830
Joined: Tue Jan 21, 2014 10:37 pm
Location: Writing more OXPs, because the world needs more OXPs.

Re: [Release] Imperial Astrofactory 2.0

Post by phkb »

That’s perfect! Thanks!
User avatar
cbr
---- E L I T E ----
---- E L I T E ----
Posts: 1422
Joined: Thu Aug 27, 2015 4:24 pm

Re: [Release] Imperial Astrofactory 2.0

Post by cbr »

Image

Not sure about completely green, how about a gradient with the one below!
Smart solution with the solar panels :)
User avatar
phkb
Impressively Grand Sub-Admiral
Impressively Grand Sub-Admiral
Posts: 4830
Joined: Tue Jan 21, 2014 10:37 pm
Location: Writing more OXPs, because the world needs more OXPs.

Re: [Release] Imperial Astrofactory 2.0

Post by phkb »

Hmm... interesting thought. But rather than the grey, what about something like this:
Image
Improvement?
User avatar
phkb
Impressively Grand Sub-Admiral
Impressively Grand Sub-Admiral
Posts: 4830
Joined: Tue Jan 21, 2014 10:37 pm
Location: Writing more OXPs, because the world needs more OXPs.

Re: [Release] Imperial Astrofactory 2.0

Post by phkb »

Debated putting this in the Dictators thread, but given it relates to the AstroFarms anyway, I thought I'd put it here.

So, the existing AstroFactories have freighters and tankers that are moving goods to the main station. But now that I've created the AstroFarms, it seemed appropriate to have a space truck shipping farm products. On examining the Dictator's shipdata, the tankers are largely shipping radioactives, and their containers have a red element to them. The freighters are largely shipping computers, and their containers have a blue element. I thought green would be a good container color to use, but then discovered I wouldn't be able to re-use the existing textures because they were limited to blue and red. This led to a complete re-build of the containers on the back of all the freighters. They now all look like this:
Image
(showing a 2-container length truck in each case)

Each container is numbered, and there could be anything up to 6 of them in tow. I've called these new space trucks "Merchantmen". Feel free to throw another name at me if you've thought of something better. It can't be tanker or freighter, though - they're already in use.

Anyway, I thought they turned out pretty nice. Now, in Dictatorships that have AstroFarms, you might find one or two of these Merchantmen on their way to the main station.
User avatar
cbr
---- E L I T E ----
---- E L I T E ----
Posts: 1422
Joined: Thu Aug 27, 2015 4:24 pm

Re: [Release] Imperial Astrofactory 2.0

Post by cbr »

phkb wrote: Tue Apr 30, 2024 12:56 am
Hmm... interesting thought. But rather than the grey, what about something like this:
Image
Improvement?
Improvement? Yes, but i think when using more of the grey they 'tie in' better as a set but that also based only on the screenshots.
phkb wrote: Tue Apr 30, 2024 1:43 am

Each container is numbered, and there could be anything up to 6 of them in tow. I've called these new space trucks "Merchantmen". Feel free to throw another name at me I've you've thought of something better. It can't be tanker or freighter, though - they're already in use.

Anyway, I thought they turned out pretty nice. Now, in Dictatorships that have AstroFarms, you might find one or two of these Merchantmen on their way to the main station.
They look great and I must congratulate you with finding yet again unique unused name :D :lol:

Merchantmen --> Astro-Merchant :)
User avatar
Cholmondely
Archivist
Archivist
Posts: 5365
Joined: Tue Jul 07, 2020 11:00 am
Location: The Delightful Domains of His Most Britannic Majesty (industrial? agricultural? mainly anything?)
Contact:

Re: [Release] Imperial Astrofactory 2.0

Post by Cholmondely »

"Merchantman" implies (to me) that they are independent merchanters who just happen to be stationed in the system and be lugging stuff around it. But they are presumably under the thumb of the regime and just transporting regime stuff from a to b.

How about "Revolutionary Hauliers"? Or "Logistics"? Or some such?



Merchantmen/Astro-Merchant puts me more in mind of the various Cherryh novels which I greatly enjoyed. And what I do as a player while kitting out my ship.
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?
User avatar
phkb
Impressively Grand Sub-Admiral
Impressively Grand Sub-Admiral
Posts: 4830
Joined: Tue Jan 21, 2014 10:37 pm
Location: Writing more OXPs, because the world needs more OXPs.

Re: [Release] Imperial Astrofactory 2.0

Post by phkb »

Cholmondely wrote: Tue Apr 30, 2024 10:06 pm
How about "Revolutionary Hauliers"?
With the "ier"?
User avatar
phkb
Impressively Grand Sub-Admiral
Impressively Grand Sub-Admiral
Posts: 4830
Joined: Tue Jan 21, 2014 10:37 pm
Location: Writing more OXPs, because the world needs more OXPs.

Re: [Release] Imperial Astrofactory 2.0

Post by phkb »

cbr wrote: Tue Apr 30, 2024 8:47 am
Improvement? Yes, but i think when using more of the grey they 'tie in' better as a set but that also based only on the screenshots.
But what if we do.... this: Bam!
Image
User avatar
Wildeblood
---- E L I T E ----
---- E L I T E ----
Posts: 2453
Joined: Sat Jun 11, 2011 6:07 am
Location: Western Australia
Contact:

Re: [Release] Imperial Astrofactory 2.0

Post by Wildeblood »

phkb wrote: Tue Apr 30, 2024 11:02 pm
Cholmondely wrote: Tue Apr 30, 2024 10:06 pm
How about "Revolutionary Hauliers"?
With the "ier"?
I believe that implies a person (natural or legal), with personal agency.
In your heart, you know it's flat.
User avatar
Nite Owl
---- E L I T E ----
---- E L I T E ----
Posts: 556
Joined: Sat Jan 20, 2018 4:08 pm
Location: In The Dark

Re: [Release] Imperial Astrofactory 2.0

Post by Nite Owl »

For the ships:

Junta Hauler - could be appended with a letter designation for the type of cargo: Junta Hauler - R; Junta Hauler - C; Junta Hauler - F

Dictagistics - combo of Dictatorship and Logistics

Leader's Cargo Fleet - abbreviated to L-C-F with the same letter designation as the Junta Hauler: L-C-F-R; L-C-F-C; L-C-F-F
Humor is the second most subjective thing on the planet

Brevity is the soul of wit and vulgarity is wit's downfall

Good Night and Good Luck - Read You Soon
User avatar
Griff
Oolite 2 Art Director
Oolite 2 Art Director
Posts: 2483
Joined: Fri Jul 14, 2006 12:29 pm
Location: Probably hugging his Air Fryer

Re: [Release] Imperial Astrofactory 2.0

Post by Griff »

I love the green gradient on the dome in this example, looks like its foggy and being lit from inside!
phkb wrote: Tue Apr 30, 2024 12:56 am
Hmm... interesting thought. But rather than the grey, what about something like this:
Image
Improvement?
when i saw that, it got me thinking if the Oolite's Material parallax bindings could be used to fake light glows on the glass looking as if like they are positioned somewhere inside the dome but it looks like that code is tied in with the normal map so couldn't be used to modify a glow map texture :(

https://wiki.alioth.net/index.php/Materials_in_Oolite
normal_and_parallax_map
parallax_bias
parallax_scale
User avatar
cbr
---- E L I T E ----
---- E L I T E ----
Posts: 1422
Joined: Thu Aug 27, 2015 4:24 pm

Re: [Release] Imperial Astrofactory 2.0

Post by cbr »

phkb wrote: Tue Apr 30, 2024 11:06 pm
But what if we do.... this: Bam!

Image

Artists rendition :wink: Hexagons look nice...

Bam Bam!
Post Reply