Spacegate

I think I will ignore elemental damage. It either beats you up - in which case healing to 1 (or max) will do everything necessary - or it doesn't beat you up - and healing to max is what you will need. Which is to say, I don't see it as something that changes strategy.

I actually agree. I think I felt compelled to use the elemental hazard info simply because it was provided in the terminal! +item is definitely more of a priority. Hmm...additional user-set maximizer items would then entail checks for conflicts with slots used by required hazard gear?

How are you going to handle choice options? From reading your posts, it seems you like to collect samples and turn them in for research. I will usually skip the choices that give the opportunity to do so. (I accumulated a pile of research at first and I've yet to spend it on anything. I think I've only ever used any for the underwater effects from the food/booze.) Maybe a single option of "collect research" vs. "conserve adventures" would be enough to set most of the (relevant) choices? Some choice options would be goal-dependent of course.
 
Option to "collect research" or "conserve adventures" is reasonable. My multis are doing the quests and collecting enough research to get a scientist badge and unlock the vaccines, but after a point, research is sort of pointless. I'm primarily interested in this for spading. I still have the dream of somehow, someday, reverse engineering it such that I can predict exactly what kind of planet you get from a set of coordinates - and maybe even "If I want a planet with exactly these characteristics, these are all the coordinate which will provide that". Given that, I need to look at all the encounters and record what I see, but don't need to actually spend turns on skippable encounters.

I'd also like to farm up all the hostile alien trophies, but I may as well hope to collect those by chance while I'm spading. :)
 
The strategy of minimizing turns probably involves selecting planets with non-hostile animals, plants, and aliens (all of which you can walk away from) rather than rocks (only some of which you can walk away from).

Huh. I'll add that setting and experiment.
 
FWIW I am not always aware of subtle nuances in strategy (no surprise) so I would welcome a script that uses the Maximizer rather than requires me to use the Maximizer and save a named outfit.
 
I have a setting - VSG.Strategy - which can be "research" or "turns",

Here is "research" = the previous behavior:

Code:
[color=green]> set VSG.Strategy=research[/color]

VSG.Strategy => research

[color=green]> VeracitySpacegate space pirate[/color]

Considering 1542 known planets.
After filtering on 'space pirate 1', 74 left.
After filtering for fewest additional combat encounters, 3 left.
After filtering for fewest additional noncombat encounters, 3 left.

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

Planet Name: Pi Dudebaddus XI (difficulty = 25)
Coordinates: ZJAYJAY

Environmental Hazards:
  high gravity
  irradiated
  magnetic storms
Elemental Hazards:
  frigid zones
  scary noises
  nasty gasses
Plant Life: none detected
Animal Life: none detected
Intelligent Life: none detected
ALERT: ANCIENT RUINS DETECTED (Space Pirates 1: Land Ho)

[color=green]> VeracitySpacegate animals[/color]

Considering 1542 known planets.
After filtering on 'animals', 44 left.
After filtering for fewest additional combat encounters, 4 left.
After filtering for fewest additional noncombat encounters, 3 left.

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

Planet Name: Omicron Stemple XI (difficulty = 25)
Coordinates: ZXHSKBE

Environmental Hazards:
  irradiated
  magnetic storms
  high winds
Elemental Hazards:
  hot solar flares
  frigid zones
  nasty gasses
Plant Life: none detected
Animal Life: anomalous (hostile)
Intelligent Life: none detected
Here is "turns" - the new strategy with skippable non-combats:

Code:
[color=green]> set VSG.Strategy=turns[/color]

VSG.Strategy => turns

[color=green]> VeracitySpacegate space pirate[/color]

Considering 1542 known planets.
After filtering on 'space pirate 1', 74 left.
There are 27 planets with non-hostile plants.
There are 25 planets with non-hostile animals.
There are 10 planets with non-hostile plants AND non-hostile animals.
After filtering for non-hostile plants AND non-hostile animals, 10 left.
After filtering for planets with no spants, 4 left.
After filtering for planets with no murderbots, 1 left.

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

Planet Name: Pi Stemple II (difficulty = 25)
Coordinates: ZZZZZZH

Environmental Hazards:
  toxic atmosphere
  high gravity
  irradiated
Elemental Hazards:
  hot solar flares
  frigid zones
  scary noises
Plant Life: primitive
Animal Life: advanced
Intelligent Life: none detected
ALERT: ANCIENT RUINS DETECTED (Space Pirates 1: Land Ho)

[color=green]> VeracitySpacegate animals[/color]

Considering 1542 known planets.
After filtering on 'animals', 44 left.
There are 13 planets with non-hostile plants.
After filtering for non-hostile plants, 13 left.
After filtering for planets with no spants, 8 left.
After filtering for planets with no murderbots, 5 left.
After filtering for planets with no hostile aliens, 3 left.
After filtering for planets with alien trade, 1 left.

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

Planet Name: Gamma Bob VIII (difficulty = 25)
Coordinates: ZRSJMNM

Environmental Hazards:
  toxic atmosphere
  magnetic storms
  high winds
Elemental Hazards:
  frigid zones
  scary noises
  lewd rock formations
Plant Life: anomalous
Animal Life: anomalous (hostile)
Intelligent Life: detected (primitive alien mask @ 123,000 Meat)
 
FWIW I am not always aware of subtle nuances in strategy (no surprise) so I would welcome a script that uses the Maximizer rather than requires me to use the Maximizer and save a named outfit.
I second this, in general. I've had to convert multiple scripts that way, because I ascend and don't have the stats required for a fixed optimal outfit.
 
I do too, in principle. In practice, on the other hand, the autobasement.ash thread is 80% people having Maximizer problems.

*snicker* Well, I'm not one of them. In general, and with specific application to my memory of the auto-basement complaints, the issues are not the Maximizer as much as they are about the loss of control that comes with using the Maximizer sloppily or incorrectly. When I use someone elses script I am consciously and deliberately ceding control over many decisions in exchange for convenience. In the specific case of Veracity Meat Farm, and by extension, any of Veracity's other adventure scripts, I am both willing to trust her initial judgement in how to use the Maximizer and her willingness to entertain questions about what is being done and why, and make changes.

To return to the script at hand, I have a character with access and have pretty much done nothing except farm and spend research. Is there anything I can do that will help gather data or otherwise assist in testing?
 
Hmmm...it appears that "trophy totem" always gives the error "cruft at end of command". The other trophy item commands seem to work fine.
 
I am incrementally coding up the "visit" functionality. Hope to finish and release it this weekend.
Need some advice about the Space Baby quest.

All three quests offer you an adventure that improve your language proficiency, an adventure where you can can gamble your proficiency on the chance to gain the final unlocking item, and n adventure to trade that item for the skill book.

As currently coded, I am assuming that you are currently doing all three quests. Perhaps you explicitly list them and we direct you to an appropraite planet, but if you go for a RANDOM planet, you will now and then find ruins which will advance you in this-or-that quest - and I see no reason not to advance in all of them, subject to your Minimum Language Fluency settings. The skill books are on offer for millions of Meat each, although I have no idea how well they actually sell.

The weirdness that I would like some advice about: The Space Baby quest doesn't give you an encounter which raises your fluency. It gives you a Space Baby children's book, on offer for 80K.
I'm inclined to ALWAYS get that book.
And I'm inclined to READ (some) books before adventuring, if they will raise your fluency to no greater than your desired "MinimumSpaceBabyLanguageFLuency". That way, you'll be all set to succeed (often enough, configurable) for the NC that converts Space Baby Language Fluency into the bawbaw.

What do you think?
 
It's been a while but your approach describes, essentially, the actions i took to finish the quest. As I recall I opted to find enough Space Baby children's books to get fluency to 50% before trying the test.
 
I have configuration for each quest:

60% for Procrastinator (3 data cores, no additional fluency if you fail test)
50% for Space Baby (5 books; no additional fluency if you fail test)
40% for Space Pirate (4 explorations; 5% additional fluency if you fail test)

Those are default settings, but it's under user control.
 
This is not too shabby:

Code:
[color=green]> VeracitySpaceGate visit space baby, animals[/color]

Considering 1543 known planets.
After filtering on 'animals', 44 left.
After filtering on 'space baby 2', 2 left.
After filtering for fewest additional combat encounters, 2 left.
After filtering for fewest additional noncombat encounters, 2 left.

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

Planet Name: Alpha Sanford VI (difficulty = 15)
Coordinates: POVERTY

Environmental Hazards:
  high gravity
  irradiated
Elemental Hazards:
  hot solar flares
  nasty gasses
Plant Life: none detected
Animal Life: anomalous (hostile)
Intelligent Life: none detected
DANGER: Spant chemical signatures detected (spant egg casing)
ALERT: ANCIENT RUINS DETECTED (Space Baby 2: Mother May I)

Visiting the Spacegate Terminal
Creating 1 exo-servo leg braces...

Visiting Spacegate Equipment Requisition
You acquire an item: exo-servo leg braces
Successfully created exo-servo leg braces (1)
Creating 1 rad cloak...

Visiting Spacegate Equipment Requisition
You acquire an item: rad cloak
Successfully created rad cloak (1)
Creating 1 geological sample kit...

Visiting Spacegate Equipment Requisition
You acquire an item: geological sample kit
Successfully created geological sample kit (1)
Maximizing (1st time may take a while)...
72 combinations checked, best score 201.00
Putting on bounty-hunting helmet...
Equipment changed.
Holding geological sample kit...
Equipment changed.
Putting on rad cloak...
Equipment changed.
Putting on shark jumper...
Equipment changed.
Putting on exo-servo leg braces...
Equipment changed.
Putting on Mr. Cheeng's spectacles...
Equipment changed.
Putting on Order of the Silver Wossname...
Equipment changed.
Putting on Xiblaxian holo-wrist-puter...
Equipment changed.
Putting on Li'l Businessman Kit...
Equipment changed.
Using 1 scroll of drastic healing...
Finished using 1 scroll of drastic healing.

[579649] Through the Spacegate
Encounter: A Whole New World

[579649] Through the Spacegate
Encounter: Space Cave
Submitting option 2 for choice 1236
You acquire alien rock sample (5)

[579650] Through the Spacegate
Encounter: Mother May I
Submitting option 1 for choice 1253
You acquire an item: Space Baby bawbaw
You lose 859 hit points
Using 1 scroll of drastic healing...
Finished using 1 scroll of drastic healing.

[579651] Through the Spacegate
Encounter: Cool Space Rocks
Submitting option 2 for choice 1255
You acquire alien rock sample (5)
You lose 842 hit points
Using 1 scroll of drastic healing...
Finished using 1 scroll of drastic healing.

[579652] Through the Spacegate
Encounter: Here There Be No Spants
Submitting option 1 for choice 1244
You acquire an item: spant egg casing
You lose 797 hit points
Using 1 scroll of drastic healing...
Finished using 1 scroll of drastic healing.

[579653] Through the Spacegate
Encounter: Cool Space Rocks
Submitting option 2 for choice 1255
You acquire alien rock sample (5)
You lose 880 hit points
Using 1 scroll of drastic healing...
Finished using 1 scroll of drastic healing.

[579654] Through the Spacegate
Encounter: Space Cave
Submitting option 2 for choice 1236
You acquire alien rock sample (5)

[579655] Through the Spacegate
Encounter: Wide Open Spaces
Submitting option 2 for choice 1256
You acquire alien rock sample (6)
You lose 801 hit points
Using 1 scroll of drastic healing...
Finished using 1 scroll of drastic healing.

[579656] Through the Spacegate
Encounter: Wide Open Spaces
Submitting option 2 for choice 1256
You acquire alien rock sample (6)
You lose 833 hit points
Using 1 scroll of drastic healing...
Finished using 1 scroll of drastic healing.

[579657] Through the Spacegate
Encounter: Wide Open Spaces
Submitting option 2 for choice 1256
You acquire alien rock sample (6)
You lose 852 hit points
Using 1 scroll of drastic healing...
Finished using 1 scroll of drastic healing.

[579658] Through the Spacegate
Encounter: exotic hostile animal
Round 0: Society of the Moon wins initiative!
Round 1: Society of the Moon executes a macro!
Round 1: Society of the Moon tries to steal an item!
You acquire an item: alien animal goo
You gain 28 Meat.
Round 2: Gronald climbs up and sits on your shoulder, and hands you some Meat. Huh, where did he find that?
You gain 67 Meat.
Round 2: You lose 375 hit points
Round 2: Society of the Moon attacks!
Round 3: exotic hostile animal takes 1452 damage.
Round 3: You lose 397 hit points
Round 3: Society of the Moon attacks!
Round 4: exotic hostile animal takes 1456 damage.
Round 4: Society of the Moon wins the fight!
After Battle: Gronald sits on your fallen opponent's body, blows a smoke ring, and winks at you.
You gain 2351 Meat
You acquire an item: alien meat (3)
You acquire an item: alien toenails (3)
After Battle: You gain 369 Fortitude
After Battle: You gain 358 Wizardliness
After Battle: You gain 1092 Roguishness
After Battle: You lose 872 hit points
Using 1 scroll of drastic healing...
Finished using 1 scroll of drastic healing.

[579659] Through the Spacegate
Encounter: Here There Be No Spants
Submitting option 1 for choice 1244
You acquire an item: spant egg casing

[579660] Through the Spacegate
Encounter: Space Cave
Submitting option 2 for choice 1236
You acquire alien rock sample (5)
You lose 822 hit points
Using 1 scroll of drastic healing...
Finished using 1 scroll of drastic healing.

[579661] Through the Spacegate
Encounter: Cool Space Rocks
Submitting option 2 for choice 1255
You acquire alien rock sample (5)
You lose 761 hit points
Using 1 scroll of drastic healing...
Finished using 1 scroll of drastic healing.

[579662] Through the Spacegate
Encounter: Here There Be No Spants
Submitting option 1 for choice 1244
You acquire an item: spant egg casing

[579663] Through the Spacegate
Encounter: exotic hostile animal
Round 0: Society of the Moon wins initiative!
Round 1: Society of the Moon executes a macro!
Round 1: Society of the Moon tries to steal an item!
You acquire an item: alien toenails
You gain 30 Meat.
Round 2: Gronald climbs up and sits on your shoulder, and hands you some Meat. Huh, where did he find that?
You gain 84 Meat.
Round 2: You lose 574 hit points
Round 2: Society of the Moon attacks!
Round 3: exotic hostile animal takes 1447 damage.
Round 3: You lose 507 hit points
Round 3: Society of the Moon attacks!
Round 4: exotic hostile animal takes 1450 damage.
Round 4: Society of the Moon wins the fight!
After Battle: Gronald sits on your fallen opponent's body, blows a smoke ring, and winks at you.
You gain 1581 Meat
You acquire an item: alien meat (3)
You acquire an item: alien animal goo
After Battle: You gain 370 Muscleboundness
After Battle: You gain 339 Enchantedness
After Battle: You gain 1119 Roguishness
Using 1 scroll of drastic healing...
Finished using 1 scroll of drastic healing.

[579664] Through the Spacegate
Encounter: Wide Open Spaces
Submitting option 2 for choice 1256
You acquire alien rock sample (6)
You lose 806 hit points
Using 1 scroll of drastic healing...
Finished using 1 scroll of drastic healing.

[579665] Through the Spacegate
Encounter: Space Cave
Submitting option 2 for choice 1236
You acquire alien rock sample (5)
You acquire an item: alien gemstone

[579666] Through the Spacegate
Encounter: Here There Be No Spants
Submitting option 1 for choice 1244
You acquire an item: spant egg casing
You lose 832 hit points
Using 1 scroll of drastic healing...
Finished using 1 scroll of drastic healing.

[579667] Through the Spacegate
Encounter: Space Cave
Submitting option 2 for choice 1236
You acquire alien rock sample (5)
You lose 832 hit points
Using 1 scroll of drastic healing...
Finished using 1 scroll of drastic healing.

[579668] Through the Spacegate
Encounter: exotic hostile animal
Round 0: Society of the Moon wins initiative!
Round 1: Society of the Moon executes a macro!
Round 1: Society of the Moon tries to steal an item!
You acquire an item: alien toenails
You gain 26 Meat.
Round 2: You lose 408 hit points
Round 2: Society of the Moon attacks!
Round 3: exotic hostile animal takes 1449 damage.
Round 3: You lose 416 hit points
Round 3: Society of the Moon attacks!
Round 4: exotic hostile animal takes 1451 damage.
Round 4: Society of the Moon wins the fight!
After Battle: Gronald sits on your fallen opponent's body, blows a smoke ring, and winks at you.
You gain 1633 Meat
You acquire an item: alien meat (2)
You acquire an item: alien animal goo
After Battle: You gain 324 Muscleboundness
After Battle: You gain 363 Mysteriousness
After Battle: You gain 1152 Smarm
You gain a Moxie point!
After Battle: You lose 810 hit points

Visiting Spacegate R&D
You acquire Spacegate Research (397)
Planet Sky: The sky above the horizon is an oppressive pink.
Planet Suns: The system's twin red suns loom above you.
Planet Moons: Three ovoid moons hang in the sky.
Animal Image: sganimalc3.gif

Today's encounters on the planet at coordinates POVERTY (Alpha Sanford VI)

Cool Space Rocks: 3
Here There Be No Spants: 4
Mother May I: 1
Space Cave: 5
Wide Open Spaces: 4
exotic hostile animal: 3

You turned in 397 pages of Spacegate Research today.
Having done so, the planet is saved in the "Mine" planet list.

Code:
[color=green]> SpacegateExplorer POVERTY[/color]

Planet Name: Alpha Sanford VI (difficulty = 15)
Coordinates: POVERTY

The sky above the horizon is an oppressive pink.
The system's twin red suns loom above you.
Three ovoid moons hang in the sky.

Environmental Hazards:
  high gravity
  irradiated
Elemental Hazards:
  hot solar flares
  nasty gasses
Plant Life: none detected
Animal Life: anomalous (hostile) (sganimalc3.gif)
Intelligent Life: none detected
DANGER: Spant chemical signatures detected (spant egg casing)
ALERT: ANCIENT RUINS DETECTED (Space Baby 2: Mother May I)
And here is what happens when you try to explore another planet:

Code:
[color=green]> VeracitySpacegate visit random[/color]

RANDOM coordinates with difficulty (A-Z) -> QWUFEIG

I suggest that you visit the planet at coordinates QWUFEIG
I know nothing about that planet. Go forth and explore it. Have fun, but be careful!

Visiting the Spacegate Terminal

You have already fully explored a Spacegate planet today.

Today's encounters on the planet at coordinates POVERTY (Alpha Sanford VI)

Cool Space Rocks: 3
Here There Be No Spants: 4
Mother May I: 1
Space Cave: 5
Wide Open Spaces: 4
exotic hostile animal: 3
The encounters are stored in a setting - _SpacegateEncounters - for later use.

Code:
[color=green]> get _SpacegateEncounters[/color]

Space Cave|Mother May I|Cool Space Rocks|Here There Be No Spants|Cool Space Rocks|Space Cave|Wide Open Spaces|Wide Open Spaces|Wide Open Spaces|exotic hostile animal|Here There Be No Spants|Space Cave|Cool Space Rocks|Here There Be No Spants|exotic hostile animal|Wide Open Spaces|Space Cave|Here There Be No Spants|Space Cave|exotic hostile animal
There are undoubetly still bugs, since I have only visited 4 planets with this so far, but I'll release it, by and by, for others to try out.
 
And revision 144 has the suite of scripts - and my "Mine" files as the "Veracity" files.

This was a lot of work:

Code:
bash-3.2$ wc scripts/*
     788    3946   26801 scripts/SpacegateData.ash
     171     805    4712 scripts/SpacegateExplorer.ash
     288    1373   10058 scripts/SpacegateImport.ash
    2388   11510   78961 scripts/VeracitySpacegate.ash
    3635   17634  120532 total
3635 lines of code. Lots and lots of comments, since that's how I code, but still - comments take time, too.
 
Lots and lots of comments, since that's how I code, but still - comments take time, too.

I do appreciate that practice. I wish more people engaged in it. I try to do it myself, and I don't even release my stuff. Still, I often find it helpful.

--------


I used "visit random" and everything seems to have gone just fine.

Code:
Visiting Spacegate R&D
You acquire Spacegate Research (72)

Today's     encounters on the planet at coordinates HOABBUE (Eta Fredfordus IV)

Cool     Space Rocks: 1
Space Cave: 8
What a Plant!: 7
Wide Open Spaces: 4

You     turned in 72 pages of Spacegate Research today.


Code:
[COLOR=olive]> spacegateexplorer HOABBUE[/COLOR]

Planet     Name: Eta Fredfordus IV (difficulty = 7)
Coordinates: HOABBUE

The     planet's sky is a deep red.
A bright yellow, almost Sol-like sun hangs     overhead.
Several gibbous moons pepper the planet's ecliptic plane.

Environmental     Hazards:
  high winds
Elemental Hazards:
  scary noises
Plant     Life: anomalous (sgplantc2.gif)
Animal Life: none detected
Intelligent     Life: none detected


Thanks a lot for all of your work on this!
 
I'm inclined to ALWAYS get that book.
And I'm inclined to READ (some) books before adventuring, if they will raise your fluency to no greater than your desired "MinimumSpaceBabyLanguageFLuency". That way, you'll be all set to succeed (often enough, configurable) for the NC that converts Space Baby Language Fluency into the bawbaw.

What do you think?

Seems like the most reasonable approach to me.
 
I think an argument can be made that if the user has set their strategy to "turns", they have indicated a lack of interest in research and perhaps in that case the geological sample kit could be omitted from the maximization...to leave an additional slot free for +item?

I guess some of the geology choices are unskippable and therefore the argument could be...you might as well make the most of them.

But, in practice, I usually skip the sample kit.

In any event, that was the only minor issue I noted after reviewing my first run of the "visit" functionality. Well done!


Edit:
Ah....I just noted the VSG.SampleKit setting. Doh.

Also, it seems that VSG.ExtraMaximizerParameters was never added to the "help" printout with the rest of the settings.
 
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Not sure what went wrong but when I tried the new "visit" functionality this is what happened:

Code:
> veracityspacegate visit trophy blowgun

Considering 1542 known planets.
After filtering on 'trophy blowgun', 1 left.

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

Planet Name: Alpha Des Moines XI (difficulty = 3)
Coordinates: DECEIVE

The sky above the horizon is a pale green.
A bright yellow, almost Sol-like sun hangs overhead.
Two gibbous moons punctuate the sky.

Environmental Hazards:
  irradiated
Plant Life: advanced (sgplantb3.gif)
Animal Life: advanced (sganimalb3.gif)
Intelligent Life: detected (hostile) (primitive alien blowgun) (sgalienb3.gif)
ALERT: ANCIENT RUINS DETECTED (Procrastinators 3: Curses, a Hex)

Visiting the Spacegate Terminal
Spacegate terminal says Alien Ruins are 'detected' but saved planet data incorrectly says they are '0'.
You need 1 more rad cloak to continue.
Unable to retrieve requested gear: rad cloak

I went to the Spacegate in the relay browser and, manually, requisitioned the rad cloak and geological sample kit, reran the command, and things worked as expected.
 
Code:
You need 1 more rad cloak to continue.
Unable to retrieve requested gear: rad cloak
Ah, yes. I use retrieve_item - "acquire" - to requisition the equipment. That's a Coinmaster creation method, so you need to have "Acquire items using CoinMasters" set.

I forgot about that, since I have that setting checked.

I'll fix it tonight to manually visit the URL to requisition, rather than depending on that behavior, but for now, set it yourself and it will work.

Edit:

Code:
Spacegate terminal says Alien Ruins are 'detected' but saved planet data incorrectly says they are '0'
OK, this is a bug.

Code:
[color=green]> SpacegateExplorer DECEIVE[/color]

Planet Name: Alpha Des Moines XI (difficulty = 3)
Coordinates: DECEIVE

The sky above the horizon is a pale green.
A bright yellow, almost Sol-like sun hangs overhead.
Two gibbous moons punctuate the sky.

Environmental Hazards:
  irradiated
Plant Life: advanced (sgplantb3.gif)
Animal Life: advanced (sganimalb3.gif)
Intelligent Life: detected (hostile) (primitive alien blowgun) (sgalienb3.gif)
ALERT: ANCIENT RUINS DETECTED (Procrastinators 3: Curses, a Hex)
I think when I save the planet data, I didn't set the "detected" bit?

Something more I'll look at tonight.
 
Last edited:
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