Are Trumbles a mission?
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- Commander McLane
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- Captain Hesperus
- Grand High Clock-Tower Poobah
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- Joined: Tue Sep 19, 2006 1:10 pm
- Location: Anywhere I can sell Trumbles.....
Barbarian.....hwtan wrote:Finally, I fried the trumble. It does not taste nice and costly (it takes 1,500 credit and three attempts to cook it without I myself being fried.). Thanks for the tips guys.
<sob> My poor little Trumble....
Captain Hesperus
The truth, revealed!!
- Captain Hesperus
- Grand High Clock-Tower Poobah
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- Location: Anywhere I can sell Trumbles.....
I'm surrounded by scoundrels.....Hoopy wrote:It not a waste of a Trumble life if you make the most of it with a nice glass of red wine...
...but that's nothing new
Captain Hesperus
The truth, revealed!!
- GothStag
- Dangerous
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I had mine with a bottle of quiante & some fava beans ffff ffff ffff ffffHoopy wrote:It not a waste of a Trumble life if you make the most of it with a nice glass of red wine...
In memory of ma homey H-Dog.
Krunchin tha numbaz with tha Angels.
http://www.midstateoffice.com/index.php
Krunchin tha numbaz with tha Angels.
http://www.midstateoffice.com/index.php
I wonder if we could think up a suitable plot for an OXP where you have to fly trumbles to the galatic cuisine conference whilst the GWF (Galactic Wildlife Fund) or TLF (Trumble Liberation Front) try to blow you up, scoop up the trumbles and release them back into the wild...
or maybe vice-versa you join the TLF?
or maybe vice-versa you join the TLF?
- Cmdr. Maegil
- Sword-toting nut-job
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How about a "Thermal pest control treatment" (for some preposterous amount - Cr4500.0, maybe?) on the shipyard, the same way as the ship servicing? For extra fun, set a 1/3 chance that a trumble survives and shows up on the screen after the next jump...
It won't be of very much help for a young, poor Jameson, (until he finds out about trumble roasting and slaps his/her/its own forehead (if available, or other similarily meaning culturally adquired behaviour), that is). The name itself should give the clueless a lead, and that makes it an even funnier afterthought...
In fact, it's more of a way for a wealthy veteran to both waste some of its useless money and save the hassle of a suntrip.
It won't be of very much help for a young, poor Jameson, (until he finds out about trumble roasting and slaps his/her/its own forehead (if available, or other similarily meaning culturally adquired behaviour), that is). The name itself should give the clueless a lead, and that makes it an even funnier afterthought...
In fact, it's more of a way for a wealthy veteran to both waste some of its useless money and save the hassle of a suntrip.
You know those who, having been mugged and stabbed, fired, dog run over, house burned down, wife eloped with best friend, daughters becoming prostitutes and their countries invaded - still say that "all is well"?
I'm obviously not one of them.
I'm obviously not one of them.
- Commander McLane
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I just wrote a short pestcontrol.OXP to try it out. Problem is: removeEquipment: EQ_TRUMBLE doesn't work, although you get your first trumble by awardEquipment: EQ_TRUMBLE.
Question to the codemonkeys: How can the number of trumbles be controlled (read: set or reduced) by a script?
Second problem: Oolite (vv. 1.69.1.1 and 1.65) crashed, whenever I jumped to another system with a trumble visible on my screen. Anybody else had that?
Question to the codemonkeys: How can the number of trumbles be controlled (read: set or reduced) by a script?
Second problem: Oolite (vv. 1.69.1.1 and 1.65) crashed, whenever I jumped to another system with a trumble visible on my screen. Anybody else had that?
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- Quite Grand Sub-Admiral
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I think the problem is that, while the addExtraEquipment method deals with the case of trumbles, the removeExtraEquipment one does not. This is because there is supposed to be one and only one way to remove them, so until now there has never been a need to check against this case. I think the remove method needs to be updated to include the case of mass eradication of furries for the OXP to work as intended.
- Eric Walch
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It is a known bug in version 1.69.1 It is reported and Ahruman found and removed the bug within 24 hours. On a mac it crashed the game on ever second jump. However with version 1.65 there should be no problem. Whenever I got a trumble on board I switched back to 1.65 untill I had it removed.McLaine wrote:Second problem: Oolite (vv. 1.69.1.1 and 1.65) crashed, whenever I jumped to another system with a trumble visible on my screen. Anybody else had that?
This is how it works: The awardEquipment: EQ_TRUMBLE will add it into your inventory. Then as second action it looks if you have trumbles on board. If none it start the internal trumble routine and removes the EQ_TRUMBLE itself.McLaine wrote:I just wrote a short pestcontrol.OXP to try it out. Problem is: removeEquipment: EQ_TRUMBLE doesn't work, although you get your first trumble by awardEquipment: EQ_TRUMBLE.
Question to the codemonkeys: How can the number of trumbles be controlled (read: set or reduced) by a script?
But there is a bug. When you use awardEquipment: EQ_TRUMBLE at a moment you still have trumbles on board nothing happens but the EQ_TRUMBLES stays in your inventory. With EQ_TRUMBLES on board you never can add it anymore and you can not be infected. This is not really a bug as it was never planned to be infected more than once. So for pest control you should buy trumbles when already infected. That protects you from further infection. (Unless you encounters trumbles in my next courier release. There I worked around this unintended trumble protection and will still give you some. Just one tiny one.)
- JensAyton
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Eric, I’m trying to work out what you mean here. I can’t find anything related to removing EQ_TRUMBLE. Maybe that’s a result of some earlier attempt to deal with you reporting the problem… :-)
Anyway, the crashing-with-trumbles bug was a texture management issue and is fixed in 1.70.
Anyway, the crashing-with-trumbles bug was a texture management issue and is fixed in 1.70.
E-mail: [email protected]
- Eric Walch
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Maybe I was not that clear, but that was because I was unsure if this should be fixed or stay this way so it is a little more difficult to infect someone to often. But try it. Change the savefile so the played has EQ_TRUMBLE. (or award it twice). A ship with this equipment can not be infected as long the equipment is on board in the inventory.Eric, I’m trying to work out what you mean here. I can’t find anything related to removing EQ_TRUMBLE. Maybe that’s a result of some earlier attempt to deal with you reporting the problem…
- JensAyton
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Ahh. I was distracted by the claim that the EQ_TRUMBLE is added, then removed. In fact, it is never added, unless the player is already infected… and awardEquipment: checks whether equipment is already installed before calling through to the underlying method addExtraEquipment: that does the actual trumble check.
Two fixes:
Two fixes:
- Don’t add an EQ_TRUMBLE to the equipment list if “awardEquipment: EQ_TRUMBLE” is called when there is already a trumble infection; just do nothing.
- Delete EQ_TRUMBLE from equipment list on loading, to mend saved games broken by this bug.
E-mail: [email protected]