Re: (WIP) Hermitage
Posted: Thu May 26, 2022 5:40 pm
Yay! I did this: removed the ".oxp" from Hermitage folder, started the game, then exited it, restored the ".oxp" and restarted. Right away checked the F8 page and it is in new format, so I guess *something* was preserved from previous version despite new files. Here`s some new results:
Accessing reactor submenu in Facilities returns:
[script.javaScript.exception.unexpectedType]: ***** JavaScript exception (Hermitage_Cargo 0.8): TypeError: sub is undefined
Purchasing station TL upgrade does not produce the certification mission with an error:
[script.javaScript.exception.notDefined]: ***** JavaScript exception (Hermitage_Upgrades 0.8): ReferenceError: dest is not defined
(retroactive check would be good here, if possible - to create a mission if not present if upgrade was bought earlier)
Accessing the Hangar remotely (from the main station) logs:
[script.javaScript.exception.notFunction]: ***** JavaScript exception (Hermitage_Management 0.8): TypeError: player.ship.dockedStation.script.$maxHangarBerths is not a function
(not sure if that`s of importance since why you need your hermitage hangar not being there, but the error exists)
Also some observations:
1. Installing upgrades that are supposed to supersede existing ones does not removes older versions, so I had Life Support type 1 and 2 both present, as well as Fuel Storage 100LY alongside 40LY. F3 menu does not allows to manually remove either version, saying "cannot be uninstalled - upgrade\downgrade only"
2. Purchasing the ship from Utility Ships menu does not charge player`s account. New ship is delivered and changing ships in hangar works well, but any cargo that was in hold is "sold" - not removed (and restored after changing back to that ship) but credits for it are being credited. Very exploitable.
3. Transferring something _into_ ship hold through market functions prompts for an amount "between 1 and -[minus]145653786" and produces an angry beep on any input. Transferring _from_ hold works ok. Both true for either storage and market source and destination.
4. My new miner contractor spawned with Offender status. Being a Worm this time, he still pushed 460 speed and scooped miserably ineffective, then disappeared somewhere while I was off to the station. No corresponding error was logged, but he was nowhere to be seen, despite remaining on Employed list - neither Telescope+GravScanner+Large Dish nor RangeFinder+Extender showed him, maybe some bounty hunter got the poor guy?..
5. Speaking of Gravity Scanners, is it possible to give our Hermitage a property of a "Friendly Station" to work as an anchor for it?
6. Scheduled fuel transports (also possible for other deliveries, but not tested) hang in "delivery imminent" indefinitely, not replenishing the Fuel Reserve and not adding Quirium Fuel to storage as a commodity. Btw, are they supposed to be real ships making trips to the station or just an events? I did observed a Cobra heading to my rock with 2t Quirium Fuel, among other things, in his hold, but unsure if he was a general trader or my scheduled delivery. Either way, no fuel was added after he docked.
7. Hydoponic module I was talking about earlier are waaaaay unbalanced as of now. 1500Cr (plus materials) producing 1t Food per day would take forever to return the investment. And, 100MW of power consumption means no more that one could be installed right away, defying its purpose of scalable entry-level income source. I`d say, slash both figures about an order of magnitude down :)
8. Life support degrades way too fast - its service level drops to Critical in about an hour in-game time, and function level goes down 30% in 20 minutes. Although I haven`t encountered its malfunction (yet), leaving the station for days seems perilous.
On a positive side, trading outpost model appears to be working - there`s a constant turnaround of goods being bought and sold based on pricing relative to main station. Provided the hired miners would work as intended, and with some active input from the player, self-sustainability and maybe even profits are theoretically possible on trade and refuelling services.
Accessing reactor submenu in Facilities returns:
[script.javaScript.exception.unexpectedType]: ***** JavaScript exception (Hermitage_Cargo 0.8): TypeError: sub is undefined
Purchasing station TL upgrade does not produce the certification mission with an error:
[script.javaScript.exception.notDefined]: ***** JavaScript exception (Hermitage_Upgrades 0.8): ReferenceError: dest is not defined
(retroactive check would be good here, if possible - to create a mission if not present if upgrade was bought earlier)
Accessing the Hangar remotely (from the main station) logs:
[script.javaScript.exception.notFunction]: ***** JavaScript exception (Hermitage_Management 0.8): TypeError: player.ship.dockedStation.script.$maxHangarBerths is not a function
(not sure if that`s of importance since why you need your hermitage hangar not being there, but the error exists)
Also some observations:
1. Installing upgrades that are supposed to supersede existing ones does not removes older versions, so I had Life Support type 1 and 2 both present, as well as Fuel Storage 100LY alongside 40LY. F3 menu does not allows to manually remove either version, saying "cannot be uninstalled - upgrade\downgrade only"
2. Purchasing the ship from Utility Ships menu does not charge player`s account. New ship is delivered and changing ships in hangar works well, but any cargo that was in hold is "sold" - not removed (and restored after changing back to that ship) but credits for it are being credited. Very exploitable.
3. Transferring something _into_ ship hold through market functions prompts for an amount "between 1 and -[minus]145653786" and produces an angry beep on any input. Transferring _from_ hold works ok. Both true for either storage and market source and destination.
4. My new miner contractor spawned with Offender status. Being a Worm this time, he still pushed 460 speed and scooped miserably ineffective, then disappeared somewhere while I was off to the station. No corresponding error was logged, but he was nowhere to be seen, despite remaining on Employed list - neither Telescope+GravScanner+Large Dish nor RangeFinder+Extender showed him, maybe some bounty hunter got the poor guy?..
5. Speaking of Gravity Scanners, is it possible to give our Hermitage a property of a "Friendly Station" to work as an anchor for it?
6. Scheduled fuel transports (also possible for other deliveries, but not tested) hang in "delivery imminent" indefinitely, not replenishing the Fuel Reserve and not adding Quirium Fuel to storage as a commodity. Btw, are they supposed to be real ships making trips to the station or just an events? I did observed a Cobra heading to my rock with 2t Quirium Fuel, among other things, in his hold, but unsure if he was a general trader or my scheduled delivery. Either way, no fuel was added after he docked.
7. Hydoponic module I was talking about earlier are waaaaay unbalanced as of now. 1500Cr (plus materials) producing 1t Food per day would take forever to return the investment. And, 100MW of power consumption means no more that one could be installed right away, defying its purpose of scalable entry-level income source. I`d say, slash both figures about an order of magnitude down :)
8. Life support degrades way too fast - its service level drops to Critical in about an hour in-game time, and function level goes down 30% in 20 minutes. Although I haven`t encountered its malfunction (yet), leaving the station for days seems perilous.
On a positive side, trading outpost model appears to be working - there`s a constant turnaround of goods being bought and sold based on pricing relative to main station. Provided the hired miners would work as intended, and with some active input from the player, self-sustainability and maybe even profits are theoretically possible on trade and refuelling services.