Last-minute Additions - Development Log #552

In this week's devlog Michi talks about notifications and a fix for the route steps.

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Michi (molp)

This is going to be a short devlog, as I took a couple of days off this week to get some work around the house done.

We are currently waiting on the final asset for the release, so I had a bit of time on my hands to fix smaller issues.

Sometimes players would not receive notifications if multiple ships arrived at the same destination around the same time. From the player's perspective it was a bit nebulous when this would occur, so it is time to shed some light on it. The system behind it is a deduplication mechanism that prevents the excessive generation of notifications. Take a commodity exchange order for example: If another player matches the order a notification is generated to let the owner of the order know about the trade. If multiple other matches occur before the owner of the order checks their notifications we don't want them to receive multiple notifications for the same order. Instead, there should be a single notification that gets updated each time: "x trades took place for your y order at z". The mechanism uses the order id to single out the orders and not influence the notifications of a separate order.

The "ship arrived" notification uses the same system, but instead of the flight id, it uses the id of the destination planet. This doesn't make sense of course, so I changed it, effectively preventing deduplication of this type of notification altogether. While I was at it, I also changed the command that a click on the notification would open. Previously, it opened the system map, now it opens either PLI, GTW or STNS, depending on the destination of the flight. These changes will be released with the Orchestration update.

We also received feedback from players testing the route feature on the test server. If a load step was defined to load between 0 and x units, it would block if the waypoint's store had 0 items available. This shouldn't happen, as 0 is within the step's limits. I made several changes so that such a load step will not block if there are no stores at the waypoint or the storage has no items. The unload and refuel steps had similar issues and have been fixed as well. The fixes are now live on the test server.

There is a new economic report available as well.

monthly economic report Click the image for the full report

As always, we'd love to hear what you think: join us on Discord or the forums!

Happy trading!