pmw57 wrote:
Other than that, is there any reason to have different units? Perhaps a bullion store may have Gold and others in tons. What if the game itself converted the amount the ship is holding based on the units themself.
But then, that 127 limitation would get in the way if you then purchased the gold, and I suspect that integers could no longer be used to store the data.
The whole market override thing needs some rethinking, since the code as it is does not differentiate between ship storage and market units. If you redeclare all market units to be kgs, by overriding the default commodities definition everywhere, you suddenly get infinite cargo capacity on all ships, which is definitely an unintended side effect. Killing off the units override this side of the Mythical Next Stable Release seems to me the most sensible idea atm. After MNSR, the whole way commodities are handled internally is definitely one more item in the TODO list...
One other problem with commodites.plist overrides is with Oolite localisation.
I've already found a solution for it, but:
The overrides are defined by position: the first commodity override replaces Food completely, the second replaces Textiles, etc. If we use 'Edibles' instead of 'Food' for the first commodity in the list, Oolite 1.73.4 (and 1.71+ afaik) will unhelpfully display (nil) as the name of the first commodity. That's the case until we create a translation definition entry
Code: Select all
"commodity-name edibles" = "Stuff To Eat";
and place it inside descriptions.plist. The fix I've got will display 'Edibles' if no commodity-name is defined, or 'Stuff To Eat' if it's been defined as the line above...
edit: Still, I'd like to wait a little while to see if we've found out all the things that need fixing with commodities.plist