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Re: Announcements post #51: The Future of Shipforge Supplies.
Just to clarify, each commodity tracks itself individually. So you don't need to harvest a type of resource just to make room in the world for another. If there's an abundance of helium11, it won't cause of shortage of titanium, etc.
That said, we recognize that maybe you aren't as incentivized to harvest certain kinds of resources because there isn't that big of a demand for them in crafting/missions/orders. Stay tuned today or tomorrow as we will release a new system which will give these resources a use
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Re: TinTin++ client setup, MepMoop
https://i.imgur.com/cF48VeA.png


A fullscreen pic of my setup, including the statbars and selector. I've got a few open slots, not sure what I want to put in them yet. Started a loot tracker as well. I'll probably add a probe tracking system to it so you can expand and view the probe info of an item you have. I like keeping track of things.

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Announcements post #51: The Future of Shipforge Supplies.
<pre>From: Ilyos, the Arbiter
Subject: The Future of Shipforge Supplies.
Greetings, Starmourners!
It has always been our intention that you, the players, become the main drivers of the economy and that you would all rely on each-other for supplying the goods that make the sector run. Such is the case for the shipforge supplies as well: ammo, repairkits, astromechs, probes, tethers, etc. Having all those items readily available at fixed prices from a non-player entity does not do much to encourage the manufacturing and trading of those goods.
As such, the shipforge supplies will be slowly phased out. Over the next few days, we'll increase the price of all consumables sold at the shipforge and then, over another set of days, we'll start phasing out the consumables from sale. From that point on, the supply of ship consumables will rest solely in your hands!
We will be monitoring this transition closely to ensure that everything goes well and that we aren't left with a sector-wide shortage of ammo, repair kits or mining supplies.</pre>
Subject: The Future of Shipforge Supplies.
Greetings, Starmourners!
It has always been our intention that you, the players, become the main drivers of the economy and that you would all rely on each-other for supplying the goods that make the sector run. Such is the case for the shipforge supplies as well: ammo, repairkits, astromechs, probes, tethers, etc. Having all those items readily available at fixed prices from a non-player entity does not do much to encourage the manufacturing and trading of those goods.
As such, the shipforge supplies will be slowly phased out. Over the next few days, we'll increase the price of all consumables sold at the shipforge and then, over another set of days, we'll start phasing out the consumables from sale. From that point on, the supply of ship consumables will rest solely in your hands!
We will be monitoring this transition closely to ensure that everything goes well and that we aren't left with a sector-wide shortage of ammo, repair kits or mining supplies.</pre>
Re: Good Vibrations!
The most beautiful thing I have ever designed was approved, and will be given out to everyone possible.
"Appearance: a rockhopper and polka dot egg gelatin
Dropped: A rockhopper and egg gelatin has been dropped here, quivering occasionally.
Examined: This large circular gelatin has been filled with rockhoppers and slices of polka dot pink and blue egg slices. The thinly sliced eggs hang unnervingly inside the gelatin, arranged in an artful spiral pattern around the dead-eyed deep-fried rockhoppers. Each petite pink egg is covered with minuscule blue spots, with edges that bleed into the pink egg body creating a halo effect. A single jumbo rockhopper is perched on top of the gelatin, crunchy eye stalks waving gently whenever the gelatin jiggles.
Eat_first: You take a bite of the rockhopper and egg gelatin, the soft flavorless gelatin giving way to crunchy deep-fried rockhoppers and slightly gummy eggs. You manage to finish the gelatin off, breath now faintly sweet smelling.
Eat_third: You watch as $(caster$) bites into what appears to be a rockhopper and egg gelatin, hearing $(him$) slurp through the soft gelatin body before it gives way to crunches, then both at the same time before $(he$) finishes.
Smell: smells faintly acidic, with a gentle hint of frying oil
Taste: tastes of unflavored gelatin, which jiggles as you lick it"
Dropped: A rockhopper and egg gelatin has been dropped here, quivering occasionally.
Examined: This large circular gelatin has been filled with rockhoppers and slices of polka dot pink and blue egg slices. The thinly sliced eggs hang unnervingly inside the gelatin, arranged in an artful spiral pattern around the dead-eyed deep-fried rockhoppers. Each petite pink egg is covered with minuscule blue spots, with edges that bleed into the pink egg body creating a halo effect. A single jumbo rockhopper is perched on top of the gelatin, crunchy eye stalks waving gently whenever the gelatin jiggles.
Eat_first: You take a bite of the rockhopper and egg gelatin, the soft flavorless gelatin giving way to crunchy deep-fried rockhoppers and slightly gummy eggs. You manage to finish the gelatin off, breath now faintly sweet smelling.
Eat_third: You watch as $(caster$) bites into what appears to be a rockhopper and egg gelatin, hearing $(him$) slurp through the soft gelatin body before it gives way to crunches, then both at the same time before $(he$) finishes.
Smell: smells faintly acidic, with a gentle hint of frying oil
Taste: tastes of unflavored gelatin, which jiggles as you lick it"
Re: Food
I'll always agree with things that makes food worthwhile! I'd really like the third option, knowing how many calories are in certain items so I can design a spread of both calorie dense and light food. If I'm wishing, I'd love for that to be a variable I can set as a designer, within reason of course. Like hypersquares can be between x and y calories, meals are between c and b variables, etc etc.