Spacegate

Veracity

Developer
Staff member
My fourth primitive alien trophy:

Code:
[color=green]> vsg status[/color]

Visiting the Spacegate Terminal
Planet Name: Gamma Mexicanus III (difficulty = 0)
Coordinates: AEGXFDX

The sky above the horizon is a dim red, dotted by occasional wispy pale orange clouds.
A bright yellow, almost Sol-like sun hangs overhead.
A ovoid moon hangs above the horizon.

Environmental Hazards:
  magnetic storms
Plant Life: primitive (sgplanta9.gif)
Animal Life: advanced (sganimalb5.gif)
Intelligent Life: detected (hostile) (primitive alien loincloth) (sgalienb5.gif)

You fully explored that planet today.
  A Simple Plant: 5
  Buffalo-Like Animal, Won't You Come Out Tonight: 5
  Cool Space Rocks: 2
  Space Cave: 4
  hostile intelligent alien: 4

You gained 18 pages of Spacegate Research

You found some shinies!
  primitive alien loincloth
I've been lucky. I have found four trophies and they are all different:

Code:
AEGXFDX	primitive alien loincloth
GRIMACE	primitive alien totem
OIOIIIO	primitive alien necklace
SEXDOLL	primitive alien blowgun
Glad to help. :)
 

AlbinoRhino

Active member
This looks like a super promising planet to visit repeatedly.
Discovered it by visiting a random planet.

Hostile anomalous plants AND hostile anomalous animals AND hostile intelligent aliens.
Having visited it exactly once, I have no idea what trophy might be there. :)

Code:
Coordinates: RSCJVKH

Definitely some nice coordinates! Thanks!

Yesterday:
Today's encounters on the planet at coordinates RSCJVKH (Iota Waldorf VI)
Cool Space Rocks: 3
Space Cave: 6
exotic hostile animal: 3
exotic hostile plant: 6
hostile intelligent alien: 2


You gained 53 pages of Spacegate Research


You found some shinies!
alien animal milk

Today:
Today's encounters on the planet at coordinates RSCJVKH (Iota Waldorf VI)
Cool Space Rocks: 3
Space Cave: 7
exotic hostile animal: 3
exotic hostile plant: 3
hostile intelligent alien: 4


You gained 40 pages of Spacegate Research


You found some shinies!
alien plant pod
 

Veracity

Developer
Staff member
Revision 180 adds a new setting:

VSG.SetupScript

if not empty is the name of an ASH (.ash) or CLI (.txt) script which will be called before actually running turns in the Spacegare.
You will already be suited up with necessary and requested equipment for the planet you are about to visit.
Use the script to cast effects, use potions, whatever.

I also update Planets, PlanetsAux, and Trophies data to reflect what my multis have discovered in the last month and a half.
(Two are visiting unvisited spreadsheet planets to check the data, and two are vising unknown random planets).
 

Veracity

Developer
Staff member
I just released Revision 184, which adds a whole mess'o'planets that my multis have visited. Two of them run with previously unvisited (by me) planets from the public spreadsheet, in order to confirm or correct the data, the other two go to a random planet, which is almost guaranteed to be previously unknown.

I now have 940 different planets in the "Veracity" dataset and 1539 in the "Public" dataset. Of those, 1062 remain unvisited. That means I will have visited all the planets in the spreadsheet by the end of 2020. :)

Code:
[color=green]> vsg unvisited[/color]

Considering 1062 planets.
After filtering on 'rocks', 18 left.

I suggest that you visit the planet at coordinates GAYFART
Here's what I know about that planet:

Planet Name: Phi Wallace XI (difficulty = 6)
Coordinates: GAYFART

Environmental Hazards:
  irradiated
Elemental Hazards:
  scary noises
Plant Life: none detected
Animal Life: none detected
Intelligent Life: none detected
People choose the strangest coordinates to explore...
 

AlbinoRhino

Active member
This looks like a super promising planet to visit repeatedly.
Discovered it by visiting a random planet.

Hostile anomalous plants AND hostile anomalous animals AND hostile intelligent aliens.
Having visited it exactly once, I have no idea what trophy might be there. :)

Code:
Coordinates: RSCJVKH

You posted this roughly 5 months ago, and since that time I've had my start-of-day script call your script with those coordinates. Today I obtained another alien animal milk.

I decided to review and in ~150 visits, I've collected:

alien animal milk x 7
alien plant pod x 7
primitive alien blowgun x 1

I don't know if any of that information is useful but I thought it was interesting to post (since I am probably going to go back to exploring some different planets at this point).

Also, thanks for the recent updates!
 

Veracity

Developer
Staff member
You are doing WAY better than I have done. Congrats!

Thanks for the info about the blowgun. I will add that to the "verified" data.

It fits in with taltamir's theory about the hostile alien image:

spear: 1, 2
blowgun: 3,4
loincloth: 5,6
totem: 7,8
necklace: 9,10

For our planet: sgalienb3.gif

Which would mean a blowgun.
 

Veracity

Developer
Staff member
I just submitted more planet data, including 2 more planets with verified trophies. Revision 206.

I wanted to look a bit at the prices for primitive alien trade items to decide if it is worth buying them. I wrote a little script to analyze the data. It depends on a small change I made to SpacegateData.ash in revision 206.

Code:
import <SpacegateData.ash>

// item, price, image -> count
typedef int [ item, int, string ] trade_map;

load_planet_data();

trade_map tm;

foreach coords, p in public_planets {
    planet_aux pa = public_planets_aux[ coords ];
    int alien_item = ( p.aliens & ALIEN_ITEM_BIT_FIELD_MASK );
    item trade = trade_item_to_item[ alien_item ];
    int price = p.price;
    string image = pa.alien_image;
    if ( trade != $item[ none ] ) {
	// If we have visited the planet, we know the image.
	// Otherwise, it is unverified.
	tm[ trade, price, image ]++;
    }
}

// Let's see what we found. How many prices are there for each item
// type? Are they related to image?

foreach it in tm {
    boolean printed_item = false;
    foreach price in tm[ it ] {
	if ( price == 0 ) {
	    // Bogus data. Skip
	    continue;
	}
	boolean printed_price = false;
	foreach image, count in tm[ it, price ] {
	    if ( image == "" ) {
		// We have not visited and validated this. Skip.
		continue;
	    }
	    if ( !printed_item ) {
		print( it +  " :" );
		printed_item = true;
	    }
	    if ( !printed_price ) {
		print( "--> " + price );
		printed_price = true;
	    }
	    print( "----> " + image + " = " + count );
	}
    }
}
I only consider planets I have actually visited, since the the piublic spreadsheet is chock full of errors.
I have (had) a conjecture that the alien image may have a correlation with the item that is on offer.
And what is the range of prices for said items?

I don't have THAT much confirmed data for trade items, since I sent two on my multis to preferentially visit unverified planets with unknown trophies, first. They are done with that and are going to random unvisited planets. If I decide it is worthwile to buy trade items - perhaps with a spending cap per item - perhaps I will send them to unvisited trade planets and verify the rest of those.

Code:
[color=green]> primitive-alien-trade[/color]

primitive alien medicine :
--> 10400
----> sgaliena9.gif = 1
--> 10500
----> sgaliena10.gif = 1
--> 12400
----> sgaliena8.gif = 1
--> 13700
----> sgaliena8.gif = 1
--> 14300
----> sgaliena9.gif = 1
--> 14400
----> sgaliena9.gif = 1
--> 14800
----> sgaliena9.gif = 1
--> 14900
----> sgaliena8.gif = 1
--> 15900
----> sgaliena9.gif = 1
--> 16100
----> sgaliena10.gif = 1
--> 16500
----> sgaliena10.gif = 1
--> 16700
----> sgaliena10.gif = 1
----> sgaliena9.gif = 1
--> 17300
----> sgaliena9.gif = 1
--> 17400
----> sgaliena10.gif = 2
--> 17500
----> sgaliena9.gif = 1
--> 17700
----> sgaliena10.gif = 1
--> 18400
----> sgaliena9.gif = 1
--> 18800
----> sgaliena9.gif = 1
--> 19300
----> sgaliena9.gif = 1
--> 20500
----> sgaliena9.gif = 1
--> 22100
----> sgaliena8.gif = 1
--> 22500
----> sgaliena9.gif = 1
--> 23100
----> sgaliena9.gif = 1
--> 23400
----> sgaliena8.gif = 1
--> 23700
----> sgaliena10.gif = 1
--> 24100
----> sgaliena9.gif = 1
--> 24200
----> sgaliena10.gif = 1
--> 25300
----> sgaliena8.gif = 1
--> 25800
----> sgaliena9.gif = 1
--> 27100
----> sgaliena9.gif = 1
--> 27700
----> sgaliena10.gif = 1
--> 27900
----> sgaliena8.gif = 1
--> 28000
----> sgaliena9.gif = 1
--> 29500
----> sgaliena9.gif = 1
primitive alien salad :
--> 10100
----> sgaliena5.gif = 1
--> 10400
----> sgaliena7.gif = 1
--> 11100
----> sgaliena6.gif = 1
--> 12100
----> sgaliena6.gif = 1
--> 14400
----> sgaliena7.gif = 1
--> 14500
----> sgaliena7.gif = 1
--> 15000
----> sgaliena6.gif = 1
--> 18900
----> sgaliena5.gif = 1
--> 20600
----> sgaliena5.gif = 1
--> 21200
----> sgaliena5.gif = 1
--> 22900
----> sgaliena7.gif = 1
--> 23600
----> sgaliena7.gif = 1
--> 24900
----> sgaliena6.gif = 1
--> 25000
----> sgaliena7.gif = 1
--> 25500
----> sgaliena7.gif = 1
--> 28300
----> sgaliena6.gif = 1
--> 28400
----> sgaliena7.gif = 1
--> 28600
----> sgaliena6.gif = 1
--> 28800
----> sgaliena7.gif = 1
--> 29500
----> sgaliena5.gif = 1
primitive alien booze :
--> 10200
----> sgaliena2.gif = 1
--> 10400
----> sgaliena4.gif = 1
--> 11200
----> sgaliena3.gif = 1
--> 11800
----> sgaliena2.gif = 1
----> sgaliena4.gif = 1
--> 12300
----> sgaliena4.gif = 1
--> 12900
----> sgaliena2.gif = 1
--> 14300
----> sgaliena4.gif = 1
--> 14700
----> sgaliena4.gif = 1
--> 14800
----> sgaliena4.gif = 1
--> 17100
----> sgaliena2.gif = 1
----> sgaliena5.gif = 1
--> 18700
----> sgaliena3.gif = 1
--> 20300
----> sgaliena3.gif = 1
--> 22100
----> sgaliena4.gif = 1
--> 22200
----> sgaliena2.gif = 1
--> 22400
----> sgaliena3.gif = 1
--> 22600
----> sgaliena4.gif = 2
--> 25300
----> sgaliena4.gif = 1
--> 26100
----> sgaliena4.gif = 1
--> 27500
----> sgaliena3.gif = 1
--> 27900
----> sgaliena5.gif = 1
--> 28000
----> sgaliena3.gif = 1
--> 28300
----> sgaliena3.gif = 1
--> 28400
----> sgaliena3.gif = 1
--> 28600
----> sgaliena2.gif = 1
--> 29800
----> sgaliena3.gif = 1
primitive alien mask :
--> 112000
----> sgaliena2.gif = 1
--> 123000
----> sgaliena1.gif = 1
--> 134000
----> sgaliena2.gif = 1
--> 170000
----> sgaliena2.gif = 1
--> 174000
----> sgaliena1.gif = 1
--> 229000
----> sgaliena2.gif = 1
--> 234000
----> sgaliena1.gif = 1
--> 248000
primitive alien medicine: aliens 8-10 for 10,400 - 29,500 (mall cheapest = 66,599)
primitive alien salad: aliens 5-7 for 10,100 - 29,500 (mall cheapest = 88,800)
primitive alien booze: aliens 2-5 (only a single sample for 5. mistake?) for 10,200 - 29,800 (mall cheapest = 19,091)
primitive alien mask: aliens 1-2 for 112,000 - 248,000 (mall cheapest = 76,000)

There is a trophy for primitive alien salads.
Don't understand why primitive alien medicine is so expensive.
Don't understand why primitive alien mask is so cheap - except, it's equipment, not a consumable, and everyone who wants one already has one.
 

Veracity

Developer
Staff member
Revision 208 adds support for buying trade items, subject to price limits.

Existing setting:

VSG.BuyTradeItem

defaults to false. If you set it to true and it happens to find a trade item on a previously unknown planet, it will buy it (subject to price limit, see below).

Existing command:

vsg trade buy salad

will find a planet where the aliens sell salad and buy it.

Improved commands

vsg unvisited trade
vsg unvisited trade buy

(for my spading) will go to planets from the public spreadsheet which I have not visited and optionally buy the item. If you want to buy, we will select the planet which has the cheapest purported price. Note that the public spreadsheet is chock full of errors.

3 planets with primitive alien booze for 0 Meat
2 planets with primitive alien mask for 0 Meat
3 planets with primitive alien medicine for 0 Meat
3 planets with primitive alien salad for 0 Meat
21 planets with unknown trade item for 0 Meat

I have two multis focused on visiting unvisited planets and thereby validating (or correcting) the data from the spreadsheet. If I give them the goal "unvisited trade buy", they will visit all of the above over the course of 2 weeks or so, and will then visit planets with successively more expensive trade items until all (138 of them) have been verified.

I added 4 settings to determine how much you are willing to pay for a trade item.

VSG.BoozeMaximumPrice
VSG.MaskMaximumPrice
VSG.MedicineMaximumPrice
VSG.SaladMaximumPrice

For all of the above, the default is 1000000. Which is to say, always buy it. If you use:

vsg trade buy mask

It will go to a planet which is thought to have mask and look for the cheapest, excluding 0. If you want to use only planets that are verified/validated, use:

vsg known trade buy mask

and it will buy one for the cheapest price.

Now, if you set the maximum price to 0, it will never buy the item, even if it happens across it on a random planet. And if you set it to below the cheapest price, even if your command says to buy that item, it will reject it while filtering.

Code:
[color=green]> vsg trade buy mask[/color]

Considering 2135 planets.
After filtering on 'trade mask', 25 left.
You want to buy a primitive alien mask for at most 0 Meat, but the cheapest available costs 112,000 Meat.
Disabling buying.
There are 5 planets with non-hostile plants.
There are 9 planets with non-hostile animals.
There are 2 planets with non-hostile plants AND non-hostile animals.
After filtering for non-hostile plants AND non-hostile animals, 2 left.
After filtering for planets with no spants, 1 left.

I suggest that you visit the planet at coordinates IIIOOOI
...
Intelligent Life: detected (primitive alien mask @ 234,000 Meat) (sgaliena1.gif)
Unfortunately, it filters on the trade item, since you explicitly told it to, even though you don't want to actually buy it.
I suggest you don't do that.
 

taltamir

Member
I am glad there is this script. I had previously noticed a lot of errors in the manual spading sheet.

My theory is that if you hit the skip button in an NC that allows skipping, then it will cause 2 issues with spading
1. it will not remove that NC from the queue, so it can continue to show up
2. it will remove 1 unit of energy from the gate
So a planet that has, for example, ruins from one of the item chains in it might never show up those ruins if you skip NCs. And your counters for how many encounters will be wrong.
I believe that accounts for a lot of the errors in the manual spading sheet.

One thing to note is that murderbot and spant signature does not necessarily means enemies. Robot can mean the satellite and spant can be the empty shell casing NC
I also suspect there is some element of randomness involved in some things. ill need to go deeper into it.

Anyways, I will start playing around with this script when I get the chance.
Mostly though I am farming primitive alien totems.
 
Last edited:

Veracity

Developer
Staff member
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:
[color=green]> vsg unvisited[/color]

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:

Veracity

Developer
Staff member
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:
[color=green]> SpaceGateExplorer WANKERS[/color]

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.
 

Veracity

Developer
Staff member
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:
[color=green]> vsg count validated rocks0[/color]

Considering 1682 planets.
After filtering on 'rocks0', 243 left.

[color=green]> vsg count validated rocks1[/color]

Considering 1682 planets.
After filtering on 'rocks1', 81 left.

[color=green]> vsg count validated rocks2[/color]

Considering 1682 planets.
After filtering on 'rocks2', 3 left.

[color=green]> vsg count validated rocks3[/color]

Considering 1682 planets.
After filtering on 'rocks3', 749 left.

[color=green]> vsg count validated rocks4[/color]

Considering 1682 planets.
After filtering on 'rocks4', 0 left.
I'm sorry. I don't know any planets that satisfy all of your requirements

[color=green]> vsg count validated rocks5[/color]

Considering 1682 planets.
After filtering on 'rocks5', 16 left.

[color=green]> vsg count validated rocks6[/color]

Considering 1682 planets.
After filtering on 'rocks6', 0 left.
I'm sorry. I don't know any planets that satisfy all of your requirements

[color=green]> vsg count validated rocks7[/color]

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:
[color=green]> vsg list animals, plants[/color]

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:
[color=green]> vsg list trophy totem[/color]

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

Terrabull

Member
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.
 

Veracity

Developer
Staff member
Feel free to farm. I am doing spading on my own, and periodically update with my spading data.

That said, revision 240 fixes some typos. I had a few completely bogus function calls, but because they ended with "to_string()", KoLmafia attempted to fix them for me.
An immediately forthcoming release of KoLmafia removes that "fixing" and revealed the typos.

You need to update this scrpt if you keep up to date with KoLmafia versions.
You should be doing that, anyway.
 

Veracity

Developer
Staff member
Revision 283 updates the data files with data from my main and my multis. We've been doing the following:

validated rocks0 - planets that I previously spaded - and published - before I started keeping track of the three types of rocks. See below.
unvisited - planets from the public spreadsheet that I have not yet visited in order to validate
random - almost always a totally new planet

As of this release, all visited planets have been checked for rocks.

I didn't originally check because I assumed that every planet had a chance of all three kinds of rocks. I now have a sample of 2585 "validated" planets.

rocks0 - no rocks - 0 planets
---
rocks1 - Space Cave - 125 planets
rocks2 - Cool Space Rocks - 5 planets
rocks4 - Wide Open Spaces - 0 planets
---
rocks3 - Space Cave and Cool Space Rocks - 1215 planets
rocks5 - Space Cave and Wide Open Spaces - 39 planets
rocks6 - Cool Space Rocks and Wide Open Spaces - 1 planet
---
rocks7 - Space Cave and Cool Space Rocks and Wide Open Spaces - 1200 planets
---

Since I now save the encounters for each visit, I could (programmatically) analyze all of those planets, but I observe that Space Cave is at least 4 times as frequent as either Cool Space Rocks or Wide Open Spaces. From memory, it looks like Cool Space Rocks is more frequent than Wide Open Spaces. For example, here is a planet I visited today:

Code:
[color=green]> vsg status[/color]

Visiting the Spacegate Terminal
Planet Name: Mu Hippidipsus II (difficulty = 25)
Coordinates: ZZZZZZV

The sky is a dim red.
The planet's sun (if it has one) is nowhere to be seen.
Several forested moons pepper the planet's ecliptic plane.

Environmental Hazards:
    toxic atmosphere
    high gravity
    irradiated
Elemental Hazards:
    hot solar flares
    scary noises
    lewd rock formations
Plant Life: none detected
Animal Life: primitive (sganimala4.gif)
Intelligent Life: none detected
DANGER: Murderbot frequencies detected (data cores)
ALERT: ANCIENT RUINS DETECTED (Space Baby 1: Time Enough at Last)

You fully explored that planet today.
    Cool Space Rocks: 2
    Recovering the Satellite: 1
    Space Cave: 8
    The Animals, The Animals: 6
    Time Enough at Last: 1
    Wide Open Spaces: 2

You gained 166 pages of Spacegate Research
It appears that when KoL generates the random encounters, it considers all the possible available types - animals, plants, aliens, ruins, spants, murderbots, rocks - and randomly selects among them, possibly weighting some types higher than others. I have seen at least one example which advertised ruins (and LOTS of other types of encounter), but it didn't show up.

Looking at these samples:

rocks7 - Space Cave and Cool Space Rocks and Wide Open Spaces - 1200 planets

It is very common to have all three rock types.

rocks3 - Space Cave and Cool Space Rocks - 1215 planets
rocks5 - Space Cave and Wide Open Spaces - 39 planets

I'd like to see how many total rocks each of these had, but if you only have 3 or 4, say, most will be a Space Cave and perhaps 1 will be one of the others.

rocks6 - Cool Space Rocks and Wide Open Spaces - 1 planet

This is planet ZKRFNZK

Code:
Today's encounters on the planet at coordinates ZKRFNZK (Gronulus Tyler III)
     Cool Space Rocks: 4
     That's No Moonlith, it's a Monolith!: 1
     The Animals, The Animals: 8
     Wide Open Spaces: 2
     hostile intelligent alien: 5
Interesting. 6 rocks, all of the "less common" variety. I bet if I reran this planet, I see a different distribution.

I should write a script to crunch the all the SpacegateVisits.NAME.txt files in my data directory to put real numbers for rock distribution on my 2585 "validated" planets.

Having now re-visited all of my "validated" planets after I started tracking rocks, all of my multis are now going to "unvisited" planets.

Code:
[color=green]> vsg count unvisited[/color]

Considering 151 planets.
I should be done with those by mid-October. I will submit another data update at that time, at which point, I will have visited every single planet from the public spreadsheet (as it existed when I imported the data when I started this project). I will then set my multis loose on "random" planets and we'll see what else the universe holds for us. I probably should add a new command at that time: "unknown" - like "random", but rerolls if it's already in the database. That is extremely unlikely, but, why not?
 

fronobulax

Developer
Staff member
I have one character running this daily. I will gladly run with the parameters you request and share the datafiles if that is of interest.
 

Veracity

Developer
Staff member
Revision 291 adds 180 validated planets.

Most of these are planets I imported from the public spreadsheet but have now visited to verify and/or correct the data. I have four multis doing that chore.
The others are new "random" planets. My main is doing that.

I was going to wait until tomorrow - I have only 4 unverified planets left and will visit them tomorrow - but I was curious how many new planets had been added to the spreadsheet since I imported it on November 15, 2008. Turns out there are 152 new planets, so when I import those, I'll have 156 unvisited planets, and it will take 39 more days to validate them all.

So, I'm basically just pushing out a checkpoint.

When I import the new planets and am content that the data looks OK, I'll make a new release that includes the new data.
 

Veracity

Developer
Staff member
Code:
> SpacegateImport.ash

Loading existing planet data.
2766 known planets found
Importing Spacegate planet data from Spacegate.1.tsv
1693 imported planets found

Converting data to usable format.
[color=red]AUKECLV: Murderbots not detected but units supposedly present.
GZWEAPU: Murderbots not detected but artifact supposedly present.
GZWEAPU: Spants not detected but artifact supposedly present.
KERMITS: Murderbots not detected but units supposedly present.
KERMITS: ruins not detected but quest noncombat supposedly present.
LQOPGOM: Purported trade item: 'mask (175k)' but hostile intelligent life detected
LQOPGOM: Murderbots not detected but units supposedly present.
Invalid coordinates: N*****S
Invalid coordinates: PANGEA
RACHELS: Spants not detected but units supposedly present.[/color]
1539 existing planets found
152 new planets found

Writing Spacegate planet data to SpacegatePlanets.1.txt
Writing Spacegate planet aux data to SpacegatePlanetsAux.1.txt
Writing Spacegate planet data to SpacegatePlanetsCompact.1.txt
Yeah. That's why I am visiting all the public planets. The spreadsheet has LOTS of errors. Visiting a planet will correct this script's database.

I'll move these ".1" files to the actual data files, see how things look, and publish them.
 
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