Actually, I am wrong - retrieving something from Equipment Requisition is not a coinmaster; it is a creation method.
Puzzling. Pondering.
Actually, I am wrong - retrieving something from Equipment Requisition is not a coinmaster; it is a creation method.
Puzzling. Pondering.
Revision 147 fixes the supplied planet data files to set the "DETECTED" bit for murderbots, spants, and ruins as appropriate. This should solve the error message when the terminal says one of those is detected and we had details of what was there, but didn't say it was "detected".
I have coded up manually collecting gear from Equipment Requisition. Should actually be faster; it visits the choice once and then selects multiple options in succession, rather than visit/select visit/select, and so on. But I'm out of turns for today so can't test it yet.
That worked nicely. Revision 148 does this:
Goes directly to Spacegate Equipment Requisition to get the gear you need.
"help" tells about all settings - including VSG.ExtraMaximizerParameters
Skill books count as shinies
(Yes, if you find a "shiny", the script reminds you at the end, just to make sure you know. Shinies are:
primitive alien trophy items
rare exotic plant and animal drops
Skill books
The last ones are unlike the others, in that you can expect them to show up, by and by, but it's nice to be reminded when they come, since you might want to read (or mallsell) them.)
Glad to know it will tell me if it finds anything interesting!
Hmm...
Am I doing something wrong?Code:> vsg visit random RANDOM coordinates with difficulty (A-Z) -> YVJLKUA VSG.SampleKit: 'none' is not a valid Spacegate sample kit.
Adding 'none' to valid_sample_kits allowed things to run fine.
Last night's changes did the trick. Thank you.
I've come up with a solution for the Trophy Problem.
Which primitive alien trophy from hostile intelligent aliens are the only things you can't necessarily discover by simply exploring a planet; they are rare drops. My initial solution was to manually insert them into the planet data for all the planets that have been publicly announced as having them. That's not sustainable; I don't want to have to do that as future trophies are discovered and publicized.
I have split them off into a separate file.
There are three levels of data:
SpacegatePlanetsPublic.txt
SpacegatePlanetsAuxPublic.txt
SpacegateTrophiesPublic.txt
These are from the spreadsheet or the Spacegate thread on the G-D forum. There are definitely errors on the spreadsheet. For example, I visited a planet which supposedly had friendly aliens with a particular trade item and I found hostile aliens. There are also planets with Spants detected, say, but no artifact, drones, or soldiers listed. I.e., just what you can deduce by simply looking at the terminal.
SpacegatePlanetsVeracity.txt
SpacegatePlanetsAuxVeracity.txt
SpacegateTrophiesVeracity.txt
These are all planets that my characters have personally visited. I.e. (to my eye) perfectly reliable.
SpacegatePlanetsMine.txt
SpacegatePlanetsAuxMine.txt
SpacegateTrophiesMine.txt
These are the files that VeracitySpacegate creates for planets that YOU personally visit. Hence, reliable.
(The Veracity files that I release are simply my Mine files)
So, the new process for loading the data is this:
Load the Planets, PlanetsAux, and Trophies files for Public
Load the Planets, PlanetsAux, and Trophies files for Veracity
Merge (overwrite) them into Public
Load the Planets, PlanetsAux, and Trophies files for Mine
Merge (overwrite) them into Public
Merge Public Trophies into Public Planets - so the trophy data is in the planet data where existing scripts expect to find it.
Thus, SpacegateExplorer and VeracitySpacegate will work as before for planets with trophies.
This is in versions 150/151. With that, I release SpacegateTrophiesPublic with this content:
Which is all the trophy planets I know about. If others are announced by trustworthy sources, I'll add 'em.Code:DECEIVE primitive alien blowgun MANATEE primitive alien loincloth QJYYPXQ primitive alien spear RATFINK primitive alien necklace TLSLSKX primitive alien loincloth ZDPZQGQ primitive alien totem ZDPZSCS primitive alien totem ZPFLMNZ primitive alien totem![]()
This is becoming quite excellent. Thanks for all your work on this.
Feature request: as you already do with murderbots and spants, add a [type] parameter for animals and plants. I wanted to use this to farm my remaining factoids but had to give up and go back to the spreadsheet to find a planet with the appropriate type of animal or plant I was looking to get factoids from.
Also I encountered a loop today at the end of combat with a spant drone. Aborting printed this:
It did turn out to be the last adventure in the Spacegate for the day. Looks like every loop iteration (during which it did run my mood script) counted as an extra drone. I didn't get my last soldier factoid so I can try this particular planet again tomorrow if that's helpful.Originally Posted by CLI
Last edited by zarqon; 12-05-2018 at 08:04 AM.
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That's puzzling. I assume that, somehow, I started with the wrong amount of energy remaining and failed to count down to zero and got the "out of energy" message repeatedly.
I'll make it recognize that message and stop adventuring - after prinint a message, since we don't expect to see that. If you see it, tell me what your last 20+ encoiunters were.
Not my use case, since I have all factoids, and if I want plants and animals, I want the exotic ones for the chance of the rare drop, but perfectly reasonable. I'll do it.Feature request: as you already do with murderbots and spants, add a [type] parameter for animals and plants. I wanted to use this to farm my remaining factoids but had to give up and go back to the spreadsheet to find a planet with the appropriate type of animal or plant I was looking to get factoids from.
Ph'nglui mglw'nafh Cthulhu
R'lyeh wgah-nagl fhtagn.