Screenshots v2.0

:eye: all :eyes: r on u :face_with_monocle: :grin:

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Well, Celeste and I finally made it to the center of Euclid!


We were so exhausted and most of the systems here are occupied. Poor Celeste was so weary, she practically hurled us into the nearest Space Station.

After taking a short break, we headed out to find an unclaimed system and found one only 4,000 ly from the center.
This system is not only unoccupied, it is also uncharted. Nice and quiet.
It contains 2 calcishroom planets. We opted for the one with the multi-colored grass.

We have built ourselves a small home and have settled down for a well earned rest.

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Scanner did not detect it.

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Hey look! You can fly through this Pirate Communications thingy.

Here is our scrapbook of black holes from our Journey to the Center of Euclid

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I have not journeyed to the galactic center. Do space stations there have a different entryway design, as in yours?

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They seem to vary from system to system. I have found that the space stations I have visited near the center are actually a little dull. The outsides are very plain. The only real difference I noticed as I got closer to the center is that the stars seem to be more colorful and come in larger clusters, which makes sense.

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Dang kids leaving their skateboards just laying about anywhere! :wink:

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Color-transitioning planet

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I’m kinda mesmerized by the excellent graphics and animation of the Space jelly (Child of Helios).

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@Clemm
I agree. It is exquisite! :revolving_hearts:

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ummm so what is this? And why can I not get it? I mean I can move it around but I can not actually access it. I assume it is from one of my frigate missions. It was in my Freighter storage.


I had forgotten how much I love being on my Frigates.

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I got those from the faction guys in the stations sometimes.

Double-click for credits. I have never been notified that I got faction from them.

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I never got those odd „IOU“s from my frigates, what triggers that I wonder? I always assumed people got them because their faction standing was maxed out, and when they lose standing, they could use the saved-up tokens to restore it…
But yours is for units - and you don’t even seem to have 4294967296 (which would be the max).

What do you have maxed our? I don’t have units/standing maxed out yet. (I max out zoology on every save, but units and standing, who needs that?! LOL)

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I would guess it’s a glitch. What follows is wild conjecture, though informed by years of experience with object oriented programming and the weird shortcuts coders sometimes take to reuse code without refactoring large parts of it.
So there is this nice inventory system, and it’s got this event handler attached to it that throws a notification on screen when something is added by the game. Missions and such produce their reward as inventory items and add it to the inventory, everything else works “by itself” (i.e. is handled by a decoupled system).
So you also want to pop up a notification if you get some money, which isn’t an inventory item. Now you have to abstract the messaging system so it can handle notifications for other things than inventory items. But, oh woe, you also need to abstract your reward system, introducing some “reward” subclass or somesuch. And now, all your inventory items need to inherit that class too, so you’ll have some more refactoring to do there. There’s probably some more stuff hanging on this.
So instead of doing all this, you go the other way around. Instead of inserting things willy-nilly somewhere down the inheritance tree and having to refactor everything above it, you just put something new on top of the inheritance tree to handle that special case and be at peace. In this case, why not introduce an inventory item that also listens to the event queue from the inventory… and as soon as it receives the event that it itself was added, that triggers some logic that does something (like incrementing your money counter), then removes itself from the inventory again.
It sounds a bit hacky, but not too much. There’s a certain elegance to it, considering a wide refactor through the class tree is always a nice opportunity to introduce some new bugs.

Except, now there’s the problem that sometimes the darn thing doesn’t seem to be getting its event, and so it just keeps lying there.
I might somewhat off with my guess at the motivation for that system, but I’m fairly certain that my guess at the cause of the glitch is pretty accurate.

Reminds me a bit of the time I hacked turnbased combat into Fallout 3, and since enemies didn’t have action points, I created an inventory item they got added every turn and that got consumed by their actions. They were supposed to be removed upon death, except sometimes that didn’t work for some reason, and you could loot leftover action points from fallen enemies’ inventories… :laughing:

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I will check next time I am on. This appeared in my Freighter inventory. I did sent some Frigates on a mission recently.

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I have my freighter storage stuffed with these. Never tried double clicking though. I’ll check this evening.

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None of my standings are maxed out @AdaRynin. Nor the Guild standings.
What do you double click with @TravelEcho? I cannot seem to do anything but pick it up and move it around.
EDIT: well, I was able to sell it. :wink:

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Oh no! My baby girl has been injured! What do I do? Does anyone know a good vet?

And this, is just not decent. You would think people would train their ships better. :sweat_smile:

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Reminds me of the dog we had when I was a kid… :laughing:

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Oh! Now that I read @AdaRynin’s response, I believe I misremembered. I think I just sold it too. Sorry. :blush:

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