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Posted: Wed Feb 17, 2010 4:03 pm
by JazHaz
How does YAH! affect the Bouy Repair GRS factories?

Do factories replace the ad boards? If not, why not? Eric....?

Posted: Wed Feb 17, 2010 5:01 pm
by Disembodied
The old, original pre-Griff constores didn't rotate, as a rule. All the new ones do, at least as far as my own experience goes.

I agree, though, that the trade prices can be a bit over-advantageous. Even without the actual errors (where food and textiles can shoot up over 100Cr/ton), the reliably low prices for gemstones and precious metals are terribly handy and an absolute no-brainer to buy, since they don't take up any room in the hold. I think it would probably be better if constore prices and quantities were more random, offering occasional dirt-cheap Radioactives, or high prices for Machinery. Any price fluctuations would be best if they were kept within generous limits, I think, e.g. you might get Food on sale at 20Cr/ton but not 100Cr/ton, or Furs for 30Cr/ton but not 5Cr/ton. Same for precious metals and gemstones. It would always be worth dropping by, to see what their special offers are (and to stock up on legal Narcotics ;)), but you'd have to make more considered decisions as to what to buy and what to sell in any one trip.

Posted: Wed Feb 17, 2010 6:36 pm
by Commander McLane
@ snork: If you want to dig deeper into how commodities.plist works, feel free to follow this thread, which may be helpful.

The "&" thing in particular is dealt with in this post.

Posted: Wed Feb 17, 2010 9:57 pm
by DaddyHoggy
Disembodied wrote:
The old, original pre-Griff constores didn't rotate, as a rule. All the new ones do, at least as far as my own experience goes.

I agree, though, that the trade prices can be a bit over-advantageous. Even without the actual errors (where food and textiles can shoot up over 100Cr/ton), the reliably low prices for gemstones and precious metals are terribly handy and an absolute no-brainer to buy, since they don't take up any room in the hold. I think it would probably be better if constore prices and quantities were more random, offering occasional dirt-cheap Radioactives, or high prices for Machinery. Any price fluctuations would be best if they were kept within generous limits, I think, e.g. you might get Food on sale at 20Cr/ton but not 100Cr/ton, or Furs for 30Cr/ton but not 5Cr/ton. Same for precious metals and gemstones. It would always be worth dropping by, to see what their special offers are (and to stock up on legal Narcotics ;)), but you'd have to make more considered decisions as to what to buy and what to sell in any one trip.
All the new ones definitely do rotate - the old rectangular "bus shelter" style ones didn't as has already been pointed out.

Posted: Wed Feb 17, 2010 10:01 pm
by Commander McLane
DaddyHoggy wrote:
All the new ones definitely do rotate - the old rectangular "bus shelter" style ones didn't as has already been pointed out.
Isn't it comforting to know that there were shelters for busses IN SPACE once in Oolite? :wink:

Posted: Fri Feb 19, 2010 6:10 am
by Ark
Disembodied wrote:
I agree, though, that the trade prices can be a bit over-advantageous. Even without the actual errors (where food and textiles can shoot up over 100Cr/ton), the reliably low prices for gemstones and precious metals are terribly handy and an absolute no-brainer to buy, since they don't take up any room in the hold .
I agree
If memory serves my original plan was to balance this and also in every deferent constore to have a deferent commodities plist. For example in tescoo you would be able to find cheap computers and the opportunity to sell food and textiles at a better price than the mains planet station but in Star constores something deferent ech. Since the appearance of the constore type (pi-42, tescoo ech) is random the player would not be able to plan anything.
But the fact that you can only have deferent commodities plist per role not per name made this impossible to be happen. Thargoid manage to archive that in planetfal but his method was too complicated for my to implement in Yah

Posted: Fri Feb 19, 2010 12:56 pm
by JensAyton
Commander McLane wrote:
DaddyHoggy wrote:
All the new ones definitely do rotate - the old rectangular "bus shelter" style ones didn't as has already been pointed out.
Isn't it comforting to know that there were shelters for busses IN SPACE once in Oolite? :wink:
Unsheltered bus stops IN SPACE! are a real pain.

Posted: Fri Feb 19, 2010 4:07 pm
by snork
another_commander wrote:

It is one of the bitwise operators (the AND operator, to be precise). Here is some extra information:
http://en.wikipedia.org/wiki/Bitwise_operation
Ah, oh. Uh, lot to learn, or rather to adapt my brain to it.
Commander McLane wrote:
@ snork: If you want to dig deeper into how commodities.plist works, feel free to follow this thread, which may be helpful.

The "&" thing in particular is dealt with in this post.
Just wow! Now that is most definitely helpful.
I still have trouble to have some, errm, understanding - the way that I can see from the numbers what the result might be, but I guess lots and lots of example writing-it-down (pen and paper) in the end will help. :D
Zieman wrote:
I've never seen a Constore that doesn't rotate.
Disembodied wrote:
The old, original pre-Griff constores didn't rotate, as a rule. All the new ones do, at least as far as my own experience goes.
Ah, see, I am running Oolite on old hardware, no shaders whatsoever.
I guess it is the fallback constores that I encounter.
So, please ignore my comments on this.

Posted: Fri Feb 19, 2010 4:35 pm
by JazHaz
snork wrote:
I am running Oolite on old hardware, no shaders whatsoever.
I guess it is the fallback constores that I encounter.
Eh?

Like you I am running with no shaders. However I am seeing the full Griff constores....?

Posted: Fri Feb 19, 2010 6:40 pm
by DaddyHoggy
snork wrote:
another_commander wrote:

It is one of the bitwise operators (the AND operator, to be precise). Here is some extra information:
http://en.wikipedia.org/wiki/Bitwise_operation
Ah, oh. Uh, lot to learn, or rather to adapt my brain to it.
Commander McLane wrote:
@ snork: If you want to dig deeper into how commodities.plist works, feel free to follow this thread, which may be helpful.

The "&" thing in particular is dealt with in this post.
Just wow! Now that is most definitely helpful.
I still have trouble to have some, errm, understanding - the way that I can see from the numbers what the result might be, but I guess lots and lots of example writing-it-down (pen and paper) in the end will help. :D
Zieman wrote:
I've never seen a Constore that doesn't rotate.
Disembodied wrote:
The old, original pre-Griff constores didn't rotate, as a rule. All the new ones do, at least as far as my own experience goes.
Ah, see, I am running Oolite on old hardware, no shaders whatsoever.
I guess it is the fallback constores that I encounter.
So, please ignore my comments on this.
If you're running the latest version of YAH (4.1.1?) then even with no shaders - you'll see the huge Trade stations but no fancy graphics (a few static images) - however - you must remove any trace of the original YAH (Dr. Nil's original rectangular non-rotating stations) otherwise, for some reason, you invariably get the old stations not the new stations (load order?)

Posted: Fri Feb 19, 2010 6:58 pm
by allikat
I wouldn't mind a few of the old ones turning up now and again, maybe in the lower tech systems?

Posted: Fri Feb 19, 2010 7:32 pm
by snork
DaddyHoggy wrote:
If you're running the latest version of YAH (4.1.1?) then even with no shaders - you'll see the huge Trade stations but no fancy graphics (a few static images) - however - you must remove any trace of the original YAH (Dr. Nil's original rectangular non-rotating stations) otherwise, for some reason, you invariably get the old stations not the new stations (load order?)
Now this (delete all, unzip again, copy into addons) made me suddenly have nice wonderful Awww!-constores. :shock:
only looked up one so far, but that one rotates. 8)

Yay!

Posted: Fri Feb 19, 2010 7:38 pm
by JazHaz
Here's my first ever submission for YAH! Comments please!?

<-deleted->

Posted: Fri Feb 19, 2010 7:43 pm
by DaddyHoggy
JazHaz wrote:
Here's my first ever submission for YAH! Comments please!?

Image
My only issue (I like the ad) is that the RR logo is a huge (c) breach - RR cars protect it very vigorously! (To the point where when RR engines was sold off - nobody thought to include the RR logo and so it has to be leased from the car company by the engine company)

Posted: Fri Feb 19, 2010 7:50 pm
by JazHaz
DaddyHoggy wrote:
My only issue (I like the ad) is that the RR logo is a huge (c) breach - RR cars protect it very vigorously! (To the point where when RR engines was sold off - nobody thought to include the RR logo and so it has to be leased from the car company by the engine company)
So should I remove the RR logo and leave the Rools Rooyce bit?