Now on F8 F8.
Can buy and sell from the market info screen, and cycle goods with up/down
Can't change filter or sort settings from marketinfo - it just uses what
you had selected
Give the "pirate" and "chaotic" rock hermits (both quite rare) slightly
different markets, and the chance to find some interesting but low
capacity deals.
drawCustomBar: - bars (0..1)
drawCustomIndicator: - roll/pitch style indicators (-1..1)
drawCustomText: text (string)
drawCustomLight: status light style indicators (color spec)
Each has a data_source attribute (string) which corresponds to the value
set by the JS call PS.setCustomHUDDial(key, value)
...okay, I think this branch is now (inevitable bugs aside) back to
providing about the same core functionality as it did before I started
poking at it. Onwards...
New JS method
systemInfo.samplePrice(commodity)
- get a sample price for a trade good in an arbitrary system
Saves changing oolite-contracts-cargo for every change in the algorithm
Dependencies already met won't be downloaded (e.g. if an OXZ depends on
ABC >= 0.4, and ABC 0.6 is installed, ABC 0.8 won't be automatically
downloaded)
As far as I can tell, most alloys were being spawned from the wreckage
objects, not the ships themselves, and at some point in 1.77-1.80 ended
up properly inheriting their superheated temperature and exploding
instantly.
I've changed this around to give what seems to be roughly similar
behaviour to before - maybe 1 piece sometimes from light fighters,
probably 1, occasionally 2 from bigger ships. Wreckage now has its
fragment_chance set to 0, and a bug related to that setting is also
fixed.
Also increased the potential wreckage count from really big explosions,
if the graphics settings are high enough.
Two new parameters to oolite-font.plist (default to the 1.80 hard-coded
values if not set) "f6KernGovernment" and "f6KernTechLevel". Fonts with
proportional numbers should set the latter to 0.0.