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Thread: Spacegate

  1. #111
    Developer Veracity's Avatar
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    Thanks.

    I hsve two multis who are each visiting an "unvisited" planeted every day. That is one which is listed in the spreadsheet - whose data I incorporate - but has not been verified with an actual visit.

    Revision 218 updates the planet data to have the results of those visits (since I last posted such an update) - as well as from my 3 characters who are each going to a RANDOM planet every day. A total of 431 validated or new planets.

    Code:
    > vsg unvisited
    
    Considering 729 planets.
    After filtering for cheapest trade item (any @ 0 Meat), 729 left.
    
    I suggest that you visit the planet at coordinates HODGMAN
    Here's what I know about that planet:
    
    Planet Name: Sigma Linoleus XI (difficulty = 7)
    Coordinates: HODGMAN
    
    Environmental Hazards:
      irradiated
    Elemental Hazards:
      frigid zones
    Plant Life: primitive
    Animal Life: primitive
    Intelligent Life: none detected
    Just one more year needed to validate the rest of the spreadsheet planets.
    Last edited by Veracity; 01-01-2020 at 10:39 PM.

  2. #112
    Developer Veracity's Avatar
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    Revision 219 adds something I've been thinking about for a long time: recording the type of "rocks" encounters we find on a planet.

    The spreadsheet had this, but, in my experience, every planet had all three types of encounter, so, why bother?
    Subsequent experience finds that is not true.

    Fortunately (planning for this) many months ago I started saving the encounter list for every space gate visit. Over all of my multis, I have encounters saved for 1420 different planets.

    I added a "rocks" field to the planet record with a bit field.
    Space Caves = 1
    Cool Space Rocks = 2
    Wide Open Spaces = 4

    I wrote a "fix" program which would read in the planet data for all planets I have encounter data for and update the "rocks" field according o the encounters I saw.

    Space Caves + Cool Space Rocks + Wide Open Spaces (7) = 581
    Space Cave + Wide Open Spaces (5) = 16
    Space Cave + Cool Space Rocks (3) = 739
    Space Cave (1) = 81

    I wonder about the (5) planets. I have seen visits where we detected ancient ruins but never saw the encounter because there were so many creature encounters that the RNG never gave it. Perhaps all planets can have Space Caves, lots of them ALSO have Cool Space Rocks, and lots of them ALSO have Wide Open Spaces - and the (5) are anomalous because my single run did not show Cool Space Rocks. I'll try visiting those again to see what I can learn.

    Cool Space Rocks + Wide Open Spaces (6) = 0
    Wide Open Spaces (4) = 0
    Cool Space Rocks (2) = 3

    Yeah. I would not be surprised if those (2) planets should also have Space Caves

    No rocks (0) = 244

    Most of those are planets I visited before I started saving encounters.
    3 of them are planets that I actually visited and saw no rocks - ZESTIES, WANKERS, SXAQNXQ
    Every one of those 3 has animals, plants, aliens, Spants, and Murderbots.

    For example:

    Code:
    > SpaceGateExplorer WANKERS
    
    Planet Name: Psi Microscopius II (difficulty = 22)
    Coordinates: WANKERS
    
    The planet's sky is a pale pink.
    The landscape is lit by a sky-dominating white sun.
    The planet doesn't appear to have any satellites.
    
    Environmental Hazards:
      toxic atmosphere
      high gravity
      irradiated
    Elemental Hazards:
      scary noises
      lewd rock formations
    Plant Life: primitive (hostile) (sgplanta12.gif)
    Animal Life: primitive (sganimala12.gif)
    Intelligent Life: detected (hostile) (unknown alien trophy) (sgalienb6.gif)
    DANGER: Spant chemical signatures detected (drones)
    DANGER: Murderbot frequencies detected (data cores)
    ALERT: ANCIENT RUINS DETECTED (Space Pirates 3: Paradise under a Strange Sun)
    Revision 219 adds the "rocks" field to the planet data, saves the "rocks" as appropriate when actually doing a Spacegate run on a planet, and includes the back-fill for the 1420 different planets I saved the Encounters for.

    By and by I will add a parameter to let you (me) go to a "norocks" planet - one where we think there are no rocks - in order to backfill the planets I visited before I started saving encounters. I.e., "vsg known norocks". Without the "known", all "unvisited" planets will also match, since I did not import purported rocks from the spreadsheet.

  3. #113
    Developer Veracity's Avatar
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    I want to be able to backfill the rocks for various planets I already visited before I started saving the encounters.

    New command prefixes (in addition to status, visit, suggest):

    count - filter on goals and say how many planets match
    list - filter on goals and list the planets that match.

    New planet filtering types (in addition to known and unvisited):

    validated - a known planet that I (or you) have actually visited.

    known = unvisited + validated

    New goals:

    rocks0 - no known rocks
    rocks1 - Space Caves
    rocks2 - Cool Space Rocks
    rocks3 - Space Caves, Cool Space Rocks
    rocks4 - Wide Open Spaces
    rocks5 - Space Caves, Wide Open Spaces
    rocks6 - Cool Space Rocks, Wide Open Spaces
    rocks7 - Space Caves, Cool Space Rocks, Wide Open Spaces

    Not exactly user friendly, but they are intended for my use.

    Code:
    > vsg count validated rocks0
    
    Considering 1682 planets.
    After filtering on 'rocks0', 243 left.
    
    > vsg count validated rocks1
    
    Considering 1682 planets.
    After filtering on 'rocks1', 81 left.
    
    > vsg count validated rocks2
    
    Considering 1682 planets.
    After filtering on 'rocks2', 3 left.
    
    > vsg count validated rocks3
    
    Considering 1682 planets.
    After filtering on 'rocks3', 749 left.
    
    > vsg count validated rocks4
    
    Considering 1682 planets.
    After filtering on 'rocks4', 0 left.
    I'm sorry. I don't know any planets that satisfy all of your requirements
    
    > vsg count validated rocks5
    
    Considering 1682 planets.
    After filtering on 'rocks5', 16 left.
    
    > vsg count validated rocks6
    
    Considering 1682 planets.
    After filtering on 'rocks6', 0 left.
    I'm sorry. I don't know any planets that satisfy all of your requirements
    
    > vsg count validated rocks7
    
    Considering 1682 planets.
    After filtering on 'rocks7', 590 left.
    So, I have 243 planets I have visited with no rock data. I'll send one of my multis who is currently doing "random" to do "validated rocks0" instead to fill those in.

    Eventually, if we are use the the "turns" strategy, where you want to minimize turns, I will add rocks1 (only Space Caves) to non-hostile plants and animals, all of which are skippable

    Here is what "list" looks like. All planets with both anomalous plants and anomalous animals:

    Code:
    > vsg list animals, plants
    
    Considering 2401 planets.
    After filtering on 'anomalous animals', 65 left.
    After filtering on 'anomalous plants', 6 left.
    EGGBURT
    MXTDHJR
    ODMXDMW
    OVTEAVT
    RSCJVKH
    TOPNDXA
    All with a primitive alien totem:

    Code:
    > vsg list trophy totem
    
    Considering 2401 planets.
    After filtering on 'trophy totem', 5 left.
    BAMMMCY
    GRIMACE
    ZDPZQGQ
    ZDPZSCS
    ZPFLMNZ
    Revision 220.

  4. #114
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    Okay, I'm sorry for jumping all the way to revision 220, but I'm still a bit lost. Is this script ready for farming or does it still need setup for data gathering? I'm happy to help run random planets, I'm just not sure if that's needed anymore.

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