


Don't know why space bar doesn't work here. Nothing works. May have to relaunch or exit the game...

Moderators: winston, another_commander
In case anyone is wondering, the squares inside the atmosphere are due to incorrect nebula image format used by a sky-altering OXP. Nebula images are expected to be grayscale 8 bits per pixel, but they are probably RGB 24 bits per pixel in whatever OXP it is that is causing this. The issue is visible only inside atmospheres; in space everything looks normal.
Probably completely unrelated, but I ran into a problem where I was instructed to "Press Spacebar to continue, Commander", to no effect. The context was trying to read my emails (F4, second screen R) and I'd get both the "next page / next message/ previous message" blurb offset from it's normal bottom of the screen position, AND the "Press spacebar" instruction. None of which work. Though another F4, or other F-key takes me to the expected screen and gets me out of there.Nite Owl wrote: ↑Fri Jan 10, 2025 5:27 amTry using Enter instead of the Space Bar despite what the screen prompt may say. Would also advise to remove the Docking Fees OXZ and see if that helps with the Space Bar not working. Very Nice messages in the Docking Fees OXZ but it is also costing you extra credits that a Commander who is just starting his journey can ill afford to spend.
Cholmondely wrote: ↑Wed Feb 26, 2025 7:04 pmWhat can we do inside Oolite about the supposed submersible capabilities of the Moray?
Touching the surface of the planet results in death.
Our two versions of PlanetFall cut in just before touching the planet surface to transport one to a space-port.
Is there any way of simulating aquatic immersion? Can we add "depth" above the planet surface and transmogrify it into water?
That sort of thing, exactly!Wildeblood wrote: ↑Thu Feb 27, 2025 7:56 amDo you mean, e.g. at the height where the altimeter colour changes to "panic", instantly increase the opacity of the atmosphere, and add a lot of retardation to all the ship's movements, to simulate a phase-change in the environment?
You've always been able to land at a real spaceport, simply by placing the station low in the atmosphere, and rotating it 180 degrees to have the docking port facing away from the surface. Instructions from Eric Walch are here on the forum somewhere.Cholmondely wrote: ↑Thu Feb 27, 2025 10:05 amOne could, presumably, also "land" at a real space-port rather than be forced into "using a shuttle", by using such contrivances.
So how does this work?Wildeblood wrote: ↑Thu Feb 27, 2025 11:33 amYou've always been able to land at a real spaceport, simply by placing the station low in the atmosphere, and rotating it 180 degrees to have the docking port facing away from the surface. Instructions from Eric Walch are here on the forum somewhere.Cholmondely wrote: ↑Thu Feb 27, 2025 10:05 amOne could, presumably, also "land" at a real space-port rather than be forced into "using a shuttle", by using such contrivances.
I don't remember. I thought Eric told me how to do it, and I've been searching his posts, but can't find it. Anyway, I tested the rotating function in a little demo OXP called Priority Launch, which unfortunately is lost:Cholmondely wrote: ↑Thu Feb 27, 2025 12:26 pmSo how does this work?Wildeblood wrote: ↑Thu Feb 27, 2025 11:33 amYou've always been able to land at a real spaceport, simply by placing the station low in the atmosphere, and rotating it 180 degrees to have the docking port facing away from the surface. Instructions from Eric Walch are here on the forum somewhere.Cholmondely wrote: ↑Thu Feb 27, 2025 10:05 amOne could, presumably, also "land" at a real space-port rather than be forced into "using a shuttle", by using such contrivances.
I think he fiddles the planet rotation to zero once the player ship is low enough for the fiddling to go unnoticed.Cholmondely wrote: ↑Thu Feb 27, 2025 12:26 pmIt must, because Phkb's external docking points seem to stay at the same spot above the planet surface.
I would have thought that underwater cities would be more likely than underwater stations. But to my mind the real problem is replicating the sea floor.
Correct, although that job is being performed by "Planet Rotation Cosmetics", rather than PlanetFall 2.Wildeblood wrote: ↑Thu Feb 27, 2025 1:04 pmI think he fiddles the planet rotation to zero once the player ship is low enough for the fiddling to go unnoticed.
The points above the surface of the planet are not actually docks. From a technical point of view, it's just a flasher and a point of reference. The player "docks" when they get close enough to the point. What happens is that the *actual* dock (located at point a long,long way away) force docks the player. And because that real dock is in a static position that doesn't change from save to save, it allows the game to be saved at those docks.Cholmondely wrote: ↑Thu Feb 27, 2025 12:26 pmIt must, because Phkb's external docking points seem to stay at the same spot above the planet surface.
DGill wrote: ↑Thu May 22, 2025 9:17 pmUnlikely to be Library OXPCholmondely wrote: ↑Thu May 22, 2025 5:56 pm1) The issue was this: I did get approached in the Orbital station by a gentlemen offering me a ticket to the Royal Court, which I accepted. But the three landing sites on the planet were not "Feudal States" Landing sites. And. When I got down-planet and ogled the F4 screen, I could not find the Royal Court, the Livery Office, the Royal Court Offices, the Royal Palace Administration Office or the Royal Bureau of the Privy Council as I had previously.
2) My save file is currently far too massive to fit into a PM (and I've moved on from Onarmala several stops). Which bits of it would you like?
3) I've reloaded my old copies of Library & GNN which used to work just fine, and plan on returning & landing on Onarmala (with them instead) again and see if things improve from a Feudal perspective! Forwards into the past!
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probably an error in feudal_mission.js or possibly planetfall 2.0 does not recognise gal 7 & 8.
If I get a chance I'll have a look
DGill wrote: ↑Fri May 23, 2025 5:12 amThe issue can be corrected by either of two methods:Cholmondely wrote: ↑Thu May 22, 2025 9:46 pmHunh! I'd finally worked up my Jameson so that I could pledge my fealty! And now, back to being on ice. Humph!
1. Alter the script.js in Feudal_PlanetFall2.oxp
Replace line 65 with:The disadvantage with this method is that it amends planetfall 2 files which I wanted to avoid.Code: Select all
if ((galaxyNumber == 0 && system.techLevel >= 7) || (galaxyNumber == 1 && system.techLevel >= 5) || (galaxyNumber == 2 && system.techLevel >= 7) || (galaxyNumber == 4 && system.techLevel >= 7) || (galaxyNumber == 5 && system.techLevel >= 8) || (galaxyNumber == 6 && system.techLevel >= 7) || (galaxyNumber == 7 && system.techLevel >= 7)) {
2. Alter the feudal-mission.js file in Feudal_States_Extended.oxp
add at line 167:add at original line 170 (i.e. before the function this.startUpComplete = function() { )Code: Select all
if (worldScripts["feudal-planetfall.js"]) { pf.$addPrepopulationFunction("feudal-planetfall.js", "extraPopulation"); if (this.debug) log(this.name, "Monkey-patching shipWillEnterWitchspace, shipWillLaunchFromStation, and shipWillExitWitchspace functions of Feudal states PlanetFall script"); var f = worldScripts["feudal-planetfall.js"]; delete f.shipWillLaunchFromStation; delete f.shipWillExitWitchspace; f.extraPopulation = this.feudalstates_extraPopulation; f.shipWillEnterWitchspace = this.feudalstates_shipWillEnterWitchspace; }
This method is better as it does not alter planetfall 2 files - but I have not tested it for unexpected issues.Code: Select all
this.feudalstates_extraPopulation = function () { if (system.government == 1 && worldScripts.PlanetFall2) { if ((galaxyNumber == 6 && system.techLevel >= 7) || (galaxyNumber == 7 && system.techLevel >= 7)) { var pf = worldScripts.PlanetFall2; var key = galaxyNumber + " " + system.ID; // if we have a full custom setup, don't use the override method if (pf._locationOverrides[key]) return; worldScripts.PlanetFall2.planetFallOverride = true; // set the override, so only external OXP locations appear } } }
Apologies for being the bearer of bad news, but when I tried it out, there was nothing. Nothing! Even the non-feudal landing sites had gone!
Are you sure you only have one copy of Feudal_PlanetFall2.oxz in the addons folder (and not an oxp version as well)?Cholmondely wrote: ↑Sun May 25, 2025 3:38 pmDGill wrote: ↑Thu May 22, 2025 9:17 pmUnlikely to be Library OXPCholmondely wrote: ↑Thu May 22, 2025 5:56 pm1) The issue was this: I did get approached in the Orbital station by a gentlemen offering me a ticket to the Royal Court, which I accepted. But the three landing sites on the planet were not "Feudal States" Landing sites. And. When I got down-planet and ogled the F4 screen, I could not find the Royal Court, the Livery Office, the Royal Court Offices, the Royal Palace Administration Office or the Royal Bureau of the Privy Council as I had previously.
2) My save file is currently far too massive to fit into a PM (and I've moved on from Onarmala several stops). Which bits of it would you like?
3) I've reloaded my old copies of Library & GNN which used to work just fine, and plan on returning & landing on Onarmala (with them instead) again and see if things improve from a Feudal perspective! Forwards into the past!
![]()
probably an error in feudal_mission.js or possibly planetfall 2.0 does not recognise gal 7 & 8.
If I get a chance I'll have a lookDGill wrote: ↑Fri May 23, 2025 5:12 amThe issue can be corrected by either of two methods:Cholmondely wrote: ↑Thu May 22, 2025 9:46 pmHunh! I'd finally worked up my Jameson so that I could pledge my fealty! And now, back to being on ice. Humph!
1. Alter the script.js in Feudal_PlanetFall2.oxp
Replace line 65 with:The disadvantage with this method is that it amends planetfall 2 files which I wanted to avoid.Code: Select all
if ((galaxyNumber == 0 && system.techLevel >= 7) || (galaxyNumber == 1 && system.techLevel >= 5) || (galaxyNumber == 2 && system.techLevel >= 7) || (galaxyNumber == 4 && system.techLevel >= 7) || (galaxyNumber == 5 && system.techLevel >=8) || (galaxyNumber == 6 && system.techLevel >= 7) || (galaxyNumber == 7 && system.techLevel >= 7)) {
2. Alter the feudal-mission.js file in Feudal_States_Extended.oxp
add at line 167:add at original line 170 (i.e. before the function this.startUpComplete = function() { )Code: Select all
if (worldScripts["feudal-planetfall.js"]) { pf.$addPrepopulationFunction("feudal-planetfall.js", "extraPopulation"); if (this.debug) log(this.name, "Monkey-patching shipWillEnterWitchspace, shipWillLaunchFromStation, and shipWillExitWitchspace functions of Feudal states PlanetFall script"); var f = worldScripts["feudal-planetfall.js"]; delete f.shipWillLaunchFromStation; delete f.shipWillExitWitchspace; f.extraPopulation = this.feudalstates_extraPopulation; f.shipWillEnterWitchspace = this.feudalstates_shipWillEnterWitchspace; }
This method is better as it does not alter planetfall 2 files - but I have not tested it for unexpected issues.Code: Select all
this.feudalstates_extraPopulation = function () { if (system.government == 1 && worldScripts.PlanetFall2) { if ((galaxyNumber == 6 && system.techLevel >= 7) || (galaxyNumber == 7 && system.techLevel >= 7)) { var pf = worldScripts.PlanetFall2; var key = galaxyNumber + " " + system.ID; // if we have a full custom setup, don't use the override method if (pf._locationOverrides[key]) return; worldScripts.PlanetFall2.planetFallOverride = true; // set the override, so only external OXP locations appear } } }
Apologies for being the bearer of bad news, but when I tried it out, there was nothing. Nothing! Even the non-feudal landing sites had gone!
Was it the Thargoids?
Have they exterminated all intelligent life in Onarmala, apart from a few feudals cowering in the Coriolis and the Royal Hunting Lodge, awaiting the triumphant thargons touting the torn tabards of the terrifying thargoidal terminators? Is poor Onormala now a waste-heap, littered with the corpses of the honourable defenders?
The Bard:
In the depths of space where shadows creep,
Jaftra's Onarmala, a vigil we keep.
Brave souls who ventured, with hearts full of fire,
Fell to the Thargoids, in a dance of desire.
Stars bore witness to the clash of fate,
As courage met terror, a battle innate.
With ships like comets, they soared through the night,
Defending their home, they stood for the fight.
In the silence of void, their echoes remain,
Heroes of Onarmala, we honour your pain.
For every lost pilot, a story untold,
In the annals of starlight, your legacy bold.
Though Thargoid shadows may darken the skies,
Your spirit ignites in the hearts of the wise.
We gather in memory, united we stand,
For the fallen of Onarmala, we honour this land.
So let us remember, as we chart our own course,
The bravery shown in the face of dark force.
In the vastness of space, your light will not fade,
For the fallen of Jaftra, our tribute is made.
The Bard: duckduckgo's GPT-4o mini (prompt: "Poem for the fallen of Oolite's Onarmala, slain by the Thargoids" with light editing).
So, yes, my copy of the latest version has:DGill wrote: ↑Sun May 25, 2025 6:08 pmAre you sure you only have one copy of Feudal_PlanetFall2.oxz in the addons folder (and not an oxp version as well)?
Make sure the latest version has:
if ((galaxyNumber == 0 && system.techLevel >= 7) || (galaxyNumber == 1 && system.techLevel >= 5) || (galaxyNumber == 2 && system.techLevel >= 7) || (galaxyNumber == 4 && system.techLevel >= 7) || (galaxyNumber == 5 && system.techLevel >=|| (galaxyNumber == 6 && system.techLevel >= 7) || (galaxyNumber == 7 && system.techLevel >= 7)) {
Code: Select all
//-------------------------------------------------------------------------------------------------------------
this.feudalstates_extraPopulation = function () {
if (system.government == 1 && worldScripts.PlanetFall2) {
if ((galaxyNumber == 0 && system.techLevel >= 7) || (galaxyNumber == 1 && system.techLevel >= 5) || (galaxyNumber == 2 && system.techLevel >= 7) || (galaxyNumber == 4 && system.techLevel >= 7) || (galaxyNumber == 5 && system.techLevel >= 8) || (galaxyNumber == 6 && system.techLevel >= 7) || (galaxyNumber == 7 && system.techLevel >= 7)) {
//if ((galaxyNumber == 0 && system.techLevel >= 7) || (galaxyNumber == 1 && system.techLevel >= 5) || (galaxyNumber == 2 && system.techLevel >= 7) || (galaxyNumber == 4 && system.techLevel >= 7) || (galaxyNumber == 5 && system.techLevel >= 8)) {
var pf = worldScripts.PlanetFall2;
var key = galaxyNumber + " " + system.ID;
// if we have a full custom setup, don't use the override method
if (pf._locationOverrides[key]) return;
worldScripts.PlanetFall2.planetFallOverride = true; // set the override, so only external OXP locations appear
}
}
}