DaddyHoggy wrote: ↑Thu May 30, 2024 8:19 am
Wow, I've got a lot of catching up to do!
I'm not sure that all the new commodities make sense.
*SW Economy (part of the "Stranger's World" suite of OXPs) has a very interesting rejig of commodity production. Many factors now come into play as regards what and how much is manufactured and exported: TL, size of economy, size of planet. It is really quite sophisticated. It however (to me) seems to ignore cim's (and others') arguments regarding the implausibility of the basic economic model in Oolite and the assumption that planets are mostly self-sufficient for necessities. See
Economics for more on this, if you can bear it. And if you want to try it out, Phkb has produced a couple of useful helping add-ons.
*The various forms of commoditised Quirium Fuel don't really seem to me to make much sense. Solar Harvest never really took off as an OXP from what I can make out. Nice station. Not so sure about the plasmas. But I'm sure that it could be sorted out by someone who knew what they were doing. And I never got much of a handle on Quirium Fuel either (but that OXP, Fuel Tweaks is much more interwoven with things).
*Quirium Crystal is part of an OXP adding to Oolite generally.
*And I've not properly investigated the Whiskey... (I prefer gin) but it adds a very important twiddle to trading possibilities - cheap in the region where it is manufactured, and getting more expensive as the distance from it grows.
Cim rejigged the coding for commodities back with Oolite v.1.82 in 2015, abolishing the commodities.plist. On the one hand, it broke a lot of OXPs - stations needed recoding to restore their markets, Wildeblood's
Automatic Trader got stiffed ("What the hell, boss? You're selling that cargo at below cost price!"), et cetera. But Spara came up with an easy fix for markets, and Cim's rejig did make programming here easier (but ask Switeck for an in-depth critique).