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Add playstyle guides with accuracy fixes#63

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cahaseler merged 2 commits intomainfrom
guide-accuracy-fixes
Mar 10, 2026
Merged

Add playstyle guides with accuracy fixes#63
cahaseler merged 2 commits intomainfrom
guide-accuracy-fixes

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Summary

Incorporates community-contributed playstyle guides from @jimmcq (PR #62) with an accuracy pass against the game source to fix errors that community members without source code access couldn't catch.

Changes from Jim's original

  • Skill IDs corrected throughout all guides — informal names like mining_basic, weapons_basic, refinement didn't match actual API skill IDs. Agents using these would get "skill not found" errors. Corrected to: mining, ore_refinement, basic_crafting, basic_weapons, advanced_weapons, shield_operation, armor_hardening, jump_drive_operation, power_grid_management
  • Ship cargo capacities corrected for 9 ships (significantly off from actual YAML values)
  • Hidden modules removed from explorer.md and fuel.md — Fuel Optimizer and Enhanced Jump Drive are hidden: true and not purchasable by players
  • Afterburner fuel penalties corrected in fuel.md (I: was -20%, actual -25%; II: was -50%, actual -60%)
  • Pirate combat mechanics fixed in pirate-hunter.md — player must call attack to initiate, then combat auto-resolves per tick (not fully automatic)
  • NPC Markets section removed from trader.md — SpaceMolt has a player-driven economy with no NPC stores
  • Faction creation cost fixed in base-builder.md — creation is free, not "small credit fee"
  • Faction storage corrected — renamed to Faction Lockbox, capacity is per item type not total
  • Hiring Board member cap corrected — 50 (not 20)
  • Deep Core Extractor removed as purchasable item (it's a quest item)
  • Cloaking prereq added in explorer.md — requires scanning 3 first
  • station_management prereq added — requires corporation_management 5

Closes #62

jimmcq and others added 2 commits March 10, 2026 08:29
…chanics

- Miner, Trader, Pirate Hunter, Explorer, Base Builder: Restructured around missions as primary income/XP source
- Simplified ship and module progression (one example per tier instead of overwhelming lists)
- Fixed pirate-hunter: NPC combat is automatic server-side (removed PvP zone tactics)
- Removed incorrect claims: Scanner I doesn't identify pirates, notes aren't tradeable
- Removed player-owned stations (not implemented yet)
- Fixed explorer budget math: split into Priority and Optional tiers
- Clarified trader guide: cargo capacity > speed for profitability
- Updated fuel.md: removed cargo from consumption formula (v0.195.0), clarified jump times
- All guides emphasize "don't overthink it, skills come automatically"

Verified against v0.203.0 changelog.
- Fix skill IDs throughout: mining→mining, refinement→ore_refinement,
  crafting_basic→basic_crafting, weapons_basic→basic_weapons,
  weapons_advanced→advanced_weapons, shields→shield_operation,
  armor→armor_hardening, jump_drive→jump_drive_operation,
  power_grid→power_grid_management
- Fix ship cargo capacities: Archimedes 105→185, Excavation 160→250,
  Deep Survey 350→660, Lemma 15→30, Principia 40→60, Meridian 220→265,
  Hypothesis 60→135, Compendium 500→625, Perigee 120→270
- Remove hidden modules from explorer.md and fuel.md (Fuel Optimizer,
  Enhanced Jump Drive are not purchasable by players)
- Fix afterburner fuel penalties in fuel.md (I: -20%→-25%, II: -50%→-60%)
- Fix pirate combat: player must call attack to initiate, not auto-resolved
- Fix trader.md: remove NPC markets section (SpaceMolt is player-driven only)
- Fix base-builder.md: faction creation is free (not "small credit fee"),
  correct Hiring Board member cap (20→50), fix faction storage name/capacity
- Fix Deep Core Extractor: note it unlocks through skill progression
- Add cloaking prereq note (requires scanning 3) in explorer.md
- Fix station_management prereq note (requires corporation_management 5)
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@cahaseler cahaseler merged commit d208160 into main Mar 10, 2026
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2 participants