New Cargoes 2.0
Posted: Fri Oct 27, 2023 6:44 am
Here it is: New_Cargoes_2.1.oxz
This is a fairly limited update, in that I haven't really changed any logic or gameplay loops. If you're familiar with the original, this one should feel exactly the same.
The major fixes are mostly behind the scenes. Cargo units are now reflective of any OXP changes (for instance, if an OXP changes the units of a commodity from T to kg) that will be reflected by New Cargoes. There might still be some work to do here - changing units is a complicated thing and there are sometimes unexpected consequences.
The other change is to do with penalties. The previous NC made everything legal and then redid all the penalty calcs itself. But to gain compatibility with other OXP's that rely on the legal system, I've turned this off. So, you shouldn't be double pinged for any infringements now.
When it comes to permits, they are the same, no changes. And while this OXP is compatible with "Smugglers" OXP, in that they won't active break each other, there's still some possible confusion, as both OXP's implement permits. What I've tried to do with Smugglers to make a distinction between standard commodity permits (which covers what Smugglers does), and specialty cargo permits (which covers New Cargoes). If you're playing and there's still some confusing messages or interactions, please let me know and I'll try and resolve them.
I went down this path mainly because it was easier to do it this way. Any other way would mean ripping out the permit system of one system if both OXP's are installed, which is not an simple or straightforward task. However, if pandemonium ensues from the confusing mix of permits, I'll have to revisit it.
Anyway, I've created a new thread for this (the old thread can be found here: New Cargoes 1.2.3.
This isn't in the manager yet. It would be nice for someone else to do a bit of a shakedown test before I launch it through that medium.
Comments, suggestions, and bug reports welcome.
Edit: Now on the Download manager
This is a fairly limited update, in that I haven't really changed any logic or gameplay loops. If you're familiar with the original, this one should feel exactly the same.
The major fixes are mostly behind the scenes. Cargo units are now reflective of any OXP changes (for instance, if an OXP changes the units of a commodity from T to kg) that will be reflected by New Cargoes. There might still be some work to do here - changing units is a complicated thing and there are sometimes unexpected consequences.
The other change is to do with penalties. The previous NC made everything legal and then redid all the penalty calcs itself. But to gain compatibility with other OXP's that rely on the legal system, I've turned this off. So, you shouldn't be double pinged for any infringements now.
When it comes to permits, they are the same, no changes. And while this OXP is compatible with "Smugglers" OXP, in that they won't active break each other, there's still some possible confusion, as both OXP's implement permits. What I've tried to do with Smugglers to make a distinction between standard commodity permits (which covers what Smugglers does), and specialty cargo permits (which covers New Cargoes). If you're playing and there's still some confusing messages or interactions, please let me know and I'll try and resolve them.
I went down this path mainly because it was easier to do it this way. Any other way would mean ripping out the permit system of one system if both OXP's are installed, which is not an simple or straightforward task. However, if pandemonium ensues from the confusing mix of permits, I'll have to revisit it.
Anyway, I've created a new thread for this (the old thread can be found here: New Cargoes 1.2.3.
This isn't in the manager yet. It would be nice for someone else to do a bit of a shakedown test before I launch it through that medium.
Comments, suggestions, and bug reports welcome.
Edit: Now on the Download manager