• More Clothing, Fixing Bad Data, Overlapping Crew

    dcfedor's picture

    Hey Folks! I was initially trying to get things setup for recording a new video today, but ran into a few more problems that needed addressing first.

    As with the last video, I wanted to start with a large room full of crew mates, to show how much they've evolved visually since last time. (That room plus animations was a bit of a sore spot for some viewers.)

    However, I

  • Maintenance Mode

    dcfedor's picture

    Hey Folks! Another whack of fixes and data today to get the ailments further stabilized and accurate. I've got most of them in and running now without undue fatalities, plus some clicking and sensor bugs that crept in over the changes.

    But more exciting news awaits, so let's turn now to that!

    I was able to pull Michael's maintenance mode changes, and it was pretty

  • I...Uh, Sorry About That, Tinah!

    dcfedor's picture

    New stats...check.

    New loss and heal rates...check.

    New tickers...check.

    New threshold rules...check.

    New symptoms, ailments, and diseases...check.

    Okay, let's just fire-up the old engine here...oh. Oh no. We have some problems. Aaand she's simultaneously dead, oppressed, and anxiety eating kung pao chicken packets. Whoopsies!

    So it looks

  • Ailment Building Blocks Mostly Done

    dcfedor's picture

    Hey Folks! Hope everyone had a good weekend. Some of the usual home maintenance stuff here, though we did do some fun shopping, dining, and park exploring. Almost bought a like-new, vintage Fiend Folio from a used book store, but couldn't justify the price. (Now, if it were one of the old TSR books I've since lost...)

    Back at work, still slogging through the conditions and

  • My Old Friend, Cholera

    dcfedor's picture

    Hey Folks! The long process of porting NEO Scavenger's medical simulation over to Ostranauts continues today, as I add the first dozen or so conditions and their logic.

    One of the things NEO Scavenger did pretty well was to model complex health issues, so I want to salvage as much of that as possible. Quite a lot of it will still apply to Ostranauts, as crew will still need to

  • Threshold Conditions Entered, Now for Symptoms

    dcfedor's picture

    Hey Folks! Finally got the threshold conditions in for each of the 30ish stats. That means their names, descriptions, and IDs are all set, and they just need payloads defined. So that's where I'm going next.

    Most of the threshold conditions were just straight data entry, and copying the odd description from NEO Scavenger data. However, there were a couple of tweaks I made to

  • Drowning in Data

    dcfedor's picture

    Hey Folks! Continuing with filling-in of missing data in the Ostranauts needs and thresholds system. And since there isn't much to look at yet, I figured a peek into the data notes might be interesting.

    On the left we have a snippet of the threshold data, which is denoting condition payloads to apply at various thresholds for each stat. In the middle, we have some relevant status

  • All the Feels

    dcfedor's picture

    Hey Folks! Continuing work on AI needs, thresholds, and other related systems today. And as you can see, I may have introduced a bug. Sorry Andrella...

    In fact, it looks like a pretty minor glitch. I recently re-tooled the loot system to make it work with conditions a bit more smoothly, and in my haste to try it out, I caused all of the thresholds to apply their payloads all of the time

  • Preferences and Thresholds

    dcfedor's picture

    Hey Folks! Hope everyone had a good weekend. More of the usual here, as we did some home maintenance stuff, and visited a street fair uptown.

    Back at the office, it was time to dive into the AI preferences and threshold changes I mentioned last week. It was a bit of a slog, as a fair amount of data needed rewriting, and some inevitable bugs from the refactor needed squashing.


  • AI Needs and Command

    dcfedor's picture

    Hey Folks! After a short bug fix to restore ship damage, I started revisiting the AI needs system, and figuring out how to expand that. Also, how will that affect command?

    All of the AI has a set of needs right now, a lot like those found in NEO Scavenger. Some are physiological, like hunger, and others are emotional, like a sense of security. As the AI putzes around, these needs change