Shipyard.plist bug (has no one noticed this before???)
Posted: Thu Apr 03, 2008 12:24 pm
Hi all,
After much testing now 100% sure that ...
... does not work as intended (aka as it says in the Wiki)!
The actual minimum tech level is not one, but TWO tech levels higher in-game! Could it be that a "greaterthan" has made its way somewhere where it should have said "equals"?
This has two serious consequences for shipyard.plist`s: First, a minimum TL of 1 (in-game) can`t be defined because "-1" doesn`t work in the shipyard.plist (tried that) and all ships defined as ...
... will actually never appear in a normal shipyard because its in-game tech level would have to be 16 ...
I suggest discussion about this and a few other core game bugs I found in the "Testing & Bugs" forum here: https://bb.oolite.space/viewtopic.php?t=4440
Sorry to post this also in the Expansion forum, but this will affect a lot of oxps. And could have to do with the as-yet undiscovered memory overrun issues.
L
After much testing now 100% sure that ...
Code: Select all
<key>techlevel</key>
<integer>4</integer>
The actual minimum tech level is not one, but TWO tech levels higher in-game! Could it be that a "greaterthan" has made its way somewhere where it should have said "equals"?
This has two serious consequences for shipyard.plist`s: First, a minimum TL of 1 (in-game) can`t be defined because "-1" doesn`t work in the shipyard.plist (tried that) and all ships defined as ...
Code: Select all
<key>techlevel</key>
<integer>14</integer>
I suggest discussion about this and a few other core game bugs I found in the "Testing & Bugs" forum here: https://bb.oolite.space/viewtopic.php?t=4440
Sorry to post this also in the Expansion forum, but this will affect a lot of oxps. And could have to do with the as-yet undiscovered memory overrun issues.
L