Difference between revisions of "Autogenerated Galaxy Guide"
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I have to find out where to get the Information on sun and planet colors and station types. I strted a thread asking for more information in the |
I have to find out where to get the Information on sun and planet colors and station types. I strted a thread asking for more information in the |
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− | I have to find which OXPs are considered canonical enough for inclusion into the guide. As a start, I included [[Famous Planets |
+ | I have to find which OXPs are considered canonical enough for inclusion into the guide. As a start, I included [[Famous Planets OXP]] in my OXP Catalog. [[#October 5th, 2009|DONE]] |
I found that there was an earlier attempt at generating such a guide, see [[Zaonce]] and [[Tionisla]]. As this was dated somewhere 2007 and 2008, I consider this abandoned. |
I found that there was an earlier attempt at generating such a guide, see [[Zaonce]] and [[Tionisla]]. As this was dated somewhere 2007 and 2008, I consider this abandoned. |
Revision as of 15:54, 18 June 2010
This is a kind of "Project Page" for the Autogenerated Galaxy Guide.
Status
I have set up a System List for Galaxy Sector One and pages for Lave, Lerelace, Oresri, and Aronar as samples.
Please don't edit these pages manually as they will propably be overwritten one day with a more current version.
I am working on "Prices and Availabilities" for the systems.
I have to find out where to get the Information on sun and planet colors and station types. I strted a thread asking for more information in the
I have to find which OXPs are considered canonical enough for inclusion into the guide. As a start, I included Famous Planets OXP in my OXP Catalog. DONE
I found that there was an earlier attempt at generating such a guide, see Zaonce and Tionisla. As this was dated somewhere 2007 and 2008, I consider this abandoned.
The systems Lave, Vetitice, and Tianve in the first sector have manually written pages, which I will respect, of course. If my design is found agreeable, I will manually integrate those pages.
I (re-)found the Rough Guide and included links in the Fiction Catalog. DONE
I'm planning to integrate two more advanced features into a systems' page:
- An overview map to locate the system in the mapDONE
- a local area map showing the worlds in witchspace distance.but this will definitely require an update of the EliteWiki engine (which is at Version 1.9, the current Stable Version is 1.15.1). First tests at home work nicely, but EliteWiki is missing too many functions for that.
Nope, not needed. It's all a bit of CSS...
Updates
October 5th, 2009
I fixed the missing Planet Radius and added a small overview that shows the local system on a small sector map.
I prepared and included the data needed for a dynamically generated loacal area map, but this will have to wait.
I started a catalog on OXPs and Fiction that involve a particular system to show how I plan to integrate OXP and written fiction data. See Aronar as an example with both FP2.0 and Rough Guide entries.
October 13th, 2009
Sorry for being away for a few days. How about this:
If you move the mouse over the map, then the sector and name of the system gets shown as a bubble help. In reality, these are actually links, and once I Install the system entries in the "subdirectory" Sector1 (i.e. the Galaxy Guide entry for Lave will be Sector1/Lave), this will be a fully clickable map.
So, try your knowledge of the Galaxy Sector 1 and find Lave on the map ;-)
And maybe one day I can even sort out the problems with MediaWiki 1.9.3...
October 16th, 2009
Added a (IMHO) more natural description where the system is located on the sectors' map in the "System Box".
Added "Excerpts from The Traders Almanach" with a request to the public for proofreading.
October 17th, 2009
Fixed a bug in The Traders Almanach generator (shame on me!), and added price lists for the systems stating min/avg/max prices and quantities and chance of availability for that item.
October 18th, 2009
Finished the first 100 systems. And fixed typos, typos, typos...
Contact
For requests and criticism use the thread Galaxy Guideon the Oolite Bulletin Board. or send me (user treczoks) a PM there.
If you can help with knowledge of the game engines interna, please participate in the thread [1]. Pretty, pretty please with sugar on top!
Aims
I started this project because I consider it crucial that in such a multi-author environment the store background is as consistent as possible. When I asked how the various fiction and OXP writers communicate and coordinate their efforts and how they know whether a system is already part of another authors story domain, I only learned that there is no real coordination and synchronisation effort.
Another factor was to get a better overview over the worlds of the Oolite multiverse.
Sources
Information
I started off with an extract of the list in Oolite planet list/Galaxy 1, but I soon learned that this would never give me the information on prices and availabilities of items, so I analyzed the TXTELITE and Oolite sources and the spreadsheet and wrote a perl module to give me all the relevant information.
I took the information on trade routes and regions from the Downloadable Vector Map of Galaxy 1 made by ClymAngus.
Icons
I grabbed the icons for governments and economies for the project from an Oolite font png found in the sources:
The Icons for the tech level were made by me:
Tech Level | Logo for the System template | Compact version for tables |
---|---|---|
1 | ||
2 | ||
3 | ||
4 | ||
5 | ||
6 | ||
7 | ||
8 | ||
9 | ||
10 | ||
11 | ||
12 | ||
13 | ||
14 | ||
15 |
Templates
To ease the programming and helping to get a more consistent look, I designed various templates:
The System Description Box on the right side | Template:System |
The smaller System Description Box in the text body | Template:SmallSystem |
The box for the original Oolite System Descriptions | Template:GalacticCatalogueEntry |
Header, Entry and Footer for a Witchspace List | Template:WitchspaceHeader Template:WitchspaceEntry Template:WitchspaceFooter |
Header, Entry and Footer for a Systems List | Template:SectorTableHeader Template:SectorTableEntry Template:SectorTableFooter |
Dummy templates needed to accomodate ancient MediaWiki
As the extension ParserFunctions 1.1.1 for the MediaWiki 1.9 does not support the "switch" function, I had to work around some problems by creating a bunch of dummy Templates:
Something Entirely Different
Rich Industrial
Item | Price | Quantity | Avail- ability |
Annotations | ||||
Min | Avg | Max | Min | Avg | Max | |||
Food | 7.6 | 7.7 | 8.0 | 6 | 6.5 | 7 | 100.0% | |
Textiles | 8.0 | 8.6 | 9.2 | 10 | 11.5 | 13 | 100.0% | |
Radioactives | 26.0 | 27.4 | 28.8 | 2 | 5.5 | 9 | 100.0% | |
Slaves | 16.0 | 22.1 | 28.4 | 0 | 1.0 | 1 | 3.1% | |
Liquor/Wines | 33.2 | 36.1 | 39.2 | 0 | 5.5 | 10 | 62.5% | |
Luxuries | 78.4 | 79.0 | 79.6 | 54 | 55.5 | 57 | 100.0% | |
Narcotics | 1.2 | 34.8 | 100.4 | 0 | 32.0 | 56 | 87.5% | |
Computers | 61.6 | 62.1 | 62.8 | 56 | 57.5 | 59 | 100.0% | |
Machinery | 46.8 | 48.2 | 49.6 | 40 | 43.5 | 47 | 100.0% | |
Alloys | 31.2 | 37.4 | 43.6 | 17 | 32.5 | 48 | 100.0% | |
Firearms | 49.6 | 51.0 | 52.4 | 29 | 32.5 | 36 | 100.0% | |
Furs | 70.4 | 83.0 | 95.6 | 0 | 14.0 | 27 | 42.1% | |
Minerals | 12.8 | 13.3 | 14.0 | 53 | 54.5 | 56 | 100.0% | |
Gold | 38.8 | 40.2 | 41.6 | 2 | 5.5 | 9 | 100.0% | |
Platinum | 68.4 | 74.5 | 80.8 | 0 | 25.2 | 63 | 96.8% | |
Gem-Stones | 18.0 | 21.0 | 24.0 | 0 | 5.0 | 9 | 56.2% | |
Alien Items | 21.2 | 22.5 | 24.0 | 0 | 0.0 | 0 | 0.0% | |
Average prices are based on long-term established averages (the so-called arithmetic mean). The average quantity is based only on quantity values greater zero. Availability gives a percentage whether a good is available in this system. Please note that these are statistical data. GalCop regulations expressively forbids the broadcasting of actual prices beyond the current system. |
Average Industrial
Item | Price | Quantity | Avail- ability |
Annotations | ||||
Min | Avg | Max | Min | Avg | Max | |||
Food | 6.8 | 7.0 | 7.2 | 8 | 8.5 | 9 | 100.0% | |
Textiles | 7.6 | 8.1 | 8.8 | 11 | 12.5 | 14 | 100.0% | |
Radioactives | 24.8 | 26.2 | 27.6 | 5 | 8.5 | 12 | 100.0% | |
Slaves | 14.0 | 20.2 | 26.4 | 0 | 3.5 | 6 | 18.7% | |
Liquor/Wines | 31.2 | 34.1 | 37.2 | 0 | 8.0 | 15 | 93.7% | |
Luxuries | 81.6 | 82.1 | 82.8 | 46 | 47.5 | 49 | 100.0% | |
Narcotics | 3.2 | 27.2 | 51.2 | 0 | 26.3 | 59 | 81.2% | |
Computers | 67.2 | 67.8 | 68.4 | 42 | 43.5 | 45 | 100.0% | |
Machinery | 49.2 | 50.6 | 52.0 | 34 | 37.5 | 41 | 100.0% | |
Alloys | 31.6 | 37.8 | 44.0 | 16 | 31.5 | 47 | 100.0% | |
Firearms | 54.8 | 56.2 | 57.6 | 16 | 19.5 | 23 | 100.0% | |
Furs | 66.8 | 79.3 | 92.0 | 0 | 18.5 | 36 | 56.2% | |
Minerals | 12.4 | 12.9 | 13.6 | 54 | 55.5 | 57 | 100.0% | |
Gold | 38.4 | 39.7 | 41.2 | 3 | 6.5 | 10 | 100.0% | |
Platinum | 67.6 | 73.8 | 80.0 | 0 | 23.2 | 63 | 96.8% | |
Gem-Stones | 17.6 | 20.6 | 23.6 | 0 | 5.5 | 10 | 62.5% | |
Alien Items | 27.2 | 28.6 | 30.0 | 0 | 0.0 | 0 | 0.0% | |
Average prices are based on long-term established averages (the so-called arithmetic mean). The average quantity is based only on quantity values greater zero. Availability gives a percentage whether a good is available in this system. Please note that these are statistical data. GalCop regulations expressively forbids the broadcasting of actual prices beyond the current system. |
Poor Industrial
Item | Price | Quantity | Avail- ability |
Annotations | ||||
Min | Avg | Max | Min | Avg | Max | |||
Food | 6.0 | 6.2 | 6.4 | 10 | 10.5 | 11 | 100.0% | |
Textiles | 7.2 | 7.8 | 8.4 | 12 | 13.5 | 15 | 100.0% | |
Radioactives | 23.6 | 25.0 | 26.4 | 8 | 11.5 | 15 | 100.0% | |
Slaves | 12.0 | 18.2 | 24.4 | 0 | 6.0 | 11 | 34.3% | |
Liquor/Wines | 29.2 | 32.1 | 35.2 | 5 | 12.5 | 20 | 100.0% | |
Luxuries | 84.8 | 85.3 | 86.0 | 38 | 39.5 | 41 | 100.0% | |
Narcotics | 14.8 | 38.8 | 62.8 | 0 | 30.8 | 62 | 56.2% | |
Computers | 72.8 | 73.4 | 74.0 | 28 | 29.5 | 31 | 100.0% | |
Machinery | 51.6 | 53.0 | 54.4 | 28 | 31.5 | 35 | 100.0% | |
Alloys | 32.0 | 38.1 | 44.4 | 15 | 30.5 | 46 | 100.0% | |
Firearms | 60.0 | 61.3 | 62.8 | 3 | 6.5 | 10 | 100.0% | |
Furs | 63.2 | 75.8 | 88.4 | 0 | 23.0 | 45 | 70.3% | |
Minerals | 12.0 | 12.6 | 13.2 | 55 | 56.5 | 58 | 100.0% | |
Gold | 38.0 | 39.3 | 40.8 | 4 | 7.5 | 11 | 100.0% | |
Platinum | 66.8 | 73.0 | 79.2 | 0 | 21.1 | 63 | 96.8% | |
Gem-Stones | 17.2 | 20.1 | 23.2 | 0 | 6.0 | 11 | 68.7% | |
Alien Items | 33.2 | 34.6 | 36.0 | 0 | 0.0 | 0 | 0.0% | |
Average prices are based on long-term established averages (the so-called arithmetic mean). The average quantity is based only on quantity values greater zero. Availability gives a percentage whether a good is available in this system. Please note that these are statistical data. GalCop regulations expressively forbids the broadcasting of actual prices beyond the current system. |
Mainly Industrial
Item | Price | Quantity | Avail- ability |
Annotations | ||||
Min | Avg | Max | Min | Avg | Max | |||
Food | 5.2 | 5.4 | 5.6 | 12 | 12.5 | 13 | 100.0% | |
Textiles | 6.8 | 7.3 | 8.0 | 13 | 14.5 | 16 | 100.0% | |
Radioactives | 22.4 | 23.7 | 25.2 | 11 | 14.5 | 18 | 100.0% | |
Slaves | 10.0 | 16.2 | 22.4 | 0 | 8.5 | 16 | 50.0% | |
Liquor/Wines | 27.2 | 30.1 | 33.2 | 10 | 17.5 | 25 | 100.0% | |
Luxuries | 88.0 | 88.6 | 89.2 | 30 | 31.5 | 33 | 100.0% | |
Narcotics | 26.4 | 50.3 | 74.4 | 0 | 21.0 | 41 | 37.5% | |
Computers | 78.4 | 79.0 | 79.6 | 14 | 15.5 | 17 | 100.0% | |
Machinery | 54.0 | 55.3 | 56.8 | 22 | 25.5 | 29 | 100.0% | |
Alloys | 32.4 | 38.5 | 44.8 | 14 | 29.5 | 45 | 100.0% | |
Firearms | 65.2 | 66.6 | 68.0 | 0 | 0.0 | 0 | 0.0% | |
Furs | 59.6 | 72.2 | 84.8 | 0 | 27.5 | 54 | 84.3% | |
Minerals | 11.6 | 12.2 | 12.8 | 56 | 57.5 | 59 | 100.0% | |
Gold | 37.6 | 39.0 | 40.4 | 5 | 8.5 | 12 | 100.0% | |
Platinum | 66.0 | 72.1 | 78.4 | 0 | 19.0 | 63 | 96.8% | |
Gem-Stones | 16.8 | 19.8 | 22.8 | 0 | 6.5 | 12 | 75.0% | |
Alien Items | 39.2 | 40.6 | 42.0 | 0 | 0.0 | 0 | 0.0% | |
Average prices are based on long-term established averages (the so-called arithmetic mean). The average quantity is based only on quantity values greater zero. Availability gives a percentage whether a good is available in this system. Please note that these are statistical data. GalCop regulations expressively forbids the broadcasting of actual prices beyond the current system. |
Mainly Agricultural
Item | Price | Quantity | Avail- ability |
Annotations | ||||
Min | Avg | Max | Min | Avg | Max | |||
Food | 4.4 | 4.5 | 4.8 | 14 | 14.5 | 15 | 100.0% | |
Textiles | 6.4 | 6.9 | 7.6 | 14 | 15.5 | 17 | 100.0% | |
Radioactives | 21.2 | 22.5 | 24.0 | 14 | 17.5 | 21 | 100.0% | |
Slaves | 8.0 | 14.2 | 20.4 | 0 | 11.0 | 21 | 65.6% | |
Liquor/Wines | 25.2 | 28.1 | 31.2 | 15 | 22.5 | 30 | 100.0% | |
Luxuries | 91.2 | 91.8 | 92.4 | 22 | 23.5 | 25 | 100.0% | |
Narcotics | 38.0 | 62.0 | 86.0 | 0 | 8.0 | 12 | 12.5% | |
Computers | 84.0 | 84.6 | 85.2 | 0 | 2.0 | 3 | 75.0% | |
Machinery | 56.4 | 57.7 | 59.2 | 16 | 19.5 | 23 | 100.0% | |
Alloys | 32.8 | 39.0 | 45.2 | 13 | 28.5 | 44 | 100.0% | |
Firearms | 70.4 | 71.8 | 73.2 | 0 | 0.0 | 0 | 0.0% | |
Furs | 56.0 | 68.6 | 81.2 | 0 | 32.0 | 63 | 98.4% | |
Minerals | 11.2 | 11.7 | 12.4 | 57 | 58.5 | 60 | 100.0% | |
Gold | 37.2 | 38.6 | 40.0 | 6 | 9.5 | 13 | 100.0% | |
Platinum | 65.2 | 71.4 | 77.6 | 0 | 17.0 | 63 | 96.8% | |
Gem-Stones | 16.4 | 19.4 | 22.4 | 0 | 7.0 | 13 | 81.2% | |
Alien Items | 45.2 | 46.6 | 48.0 | 0 | 0.0 | 0 | 0.0% | |
Average prices are based on long-term established averages (the so-called arithmetic mean). The average quantity is based only on quantity values greater zero. Availability gives a percentage whether a good is available in this system. Please note that these are statistical data. GalCop regulations expressively forbids the broadcasting of actual prices beyond the current system. |
Rich Agricultural
Item | Price | Quantity | Avail- ability |
Annotations | ||||
Min | Avg | Max | Min | Avg | Max | |||
Food | 3.6 | 3.8 | 4.0 | 16 | 16.5 | 17 | 100.0% | |
Textiles | 6.0 | 6.6 | 7.2 | 15 | 16.5 | 18 | 100.0% | |
Radioactives | 20.0 | 21.4 | 22.8 | 17 | 20.5 | 24 | 100.0% | |
Slaves | 6.0 | 12.2 | 18.4 | 0 | 13.5 | 26 | 81.2% | |
Liquor/Wines | 23.2 | 26.1 | 29.2 | 20 | 27.5 | 35 | 100.0% | |
Luxuries | 94.4 | 95.0 | 95.6 | 14 | 15.5 | 17 | 100.0% | |
Narcotics | 49.6 | 73.6 | 97.6 | 0 | 59.0 | 63 | 12.5% | |
Computers | 89.6 | 90.1 | 90.8 | 0 | 0.0 | 0 | 0.0% | |
Machinery | 58.8 | 60.2 | 61.6 | 10 | 13.5 | 17 | 100.0% | |
Alloys | 33.2 | 39.4 | 45.6 | 12 | 27.5 | 43 | 100.0% | |
Firearms | 75.6 | 77.0 | 78.4 | 0 | 0.0 | 0 | 0.0% | |
Furs | 52.4 | 65.0 | 77.6 | 0 | 32.0 | 63 | 98.4% | |
Minerals | 10.8 | 11.3 | 12.0 | 58 | 59.5 | 61 | 100.0% | |
Gold | 36.8 | 38.2 | 39.6 | 7 | 10.5 | 14 | 100.0% | |
Platinum | 64.4 | 70.5 | 76.8 | 1 | 16.5 | 32 | 100.0% | |
Gem-Stones | 16.0 | 19.0 | 22.0 | 0 | 7.5 | 14 | 87.5% | |
Alien Items | 51.2 | 52.6 | 54.0 | 0 | 0.0 | 0 | 0.0% | |
Average prices are based on long-term established averages (the so-called arithmetic mean). The average quantity is based only on quantity values greater zero. Availability gives a percentage whether a good is available in this system. Please note that these are statistical data. GalCop regulations expressively forbids the broadcasting of actual prices beyond the current system. |
Aerage Agricultural
Item | Price | Quantity | Avail- ability |
Annotations | ||||
Min | Avg | Max | Min | Avg | Max | |||
Food | 2.8 | 3.0 | 3.2 | 18 | 18.5 | 19 | 100.0% | |
Textiles | 5.6 | 6.1 | 6.8 | 16 | 17.5 | 19 | 100.0% | |
Radioactives | 18.8 | 20.2 | 21.6 | 20 | 23.5 | 27 | 100.0% | |
Slaves | 4.0 | 10.2 | 16.4 | 0 | 16.0 | 31 | 96.8% | |
Liquor/Wines | 21.2 | 24.1 | 27.2 | 25 | 32.5 | 40 | 100.0% | |
Luxuries | 97.6 | 98.1 | 98.8 | 6 | 7.5 | 9 | 100.0% | |
Narcotics | 0.4 | 65.9 | 99.6 | 0 | 42.0 | 58 | 31.2% | |
Computers | 95.2 | 95.8 | 96.4 | 0 | 0.0 | 0 | 0.0% | |
Machinery | 61.2 | 62.6 | 64.0 | 4 | 7.5 | 11 | 100.0% | |
Alloys | 33.6 | 39.8 | 46.0 | 11 | 26.5 | 42 | 100.0% | |
Firearms | 80.8 | 82.1 | 83.6 | 0 | 0.0 | 0 | 0.0% | |
Furs | 48.8 | 61.4 | 74.0 | 0 | 32.0 | 63 | 98.4% | |
Minerals | 10.4 | 11.0 | 11.6 | 59 | 60.5 | 62 | 100.0% | |
Gold | 36.4 | 37.7 | 39.2 | 8 | 11.5 | 15 | 100.0% | |
Platinum | 63.6 | 69.8 | 76.0 | 3 | 18.5 | 34 | 100.0% | |
Gem-Stones | 15.6 | 18.6 | 21.6 | 0 | 8.0 | 15 | 93.7% | |
Alien Items | 57.2 | 58.6 | 60.0 | 0 | 0.0 | 0 | 0.0% | |
Average prices are based on long-term established averages (the so-called arithmetic mean). The average quantity is based only on quantity values greater zero. Availability gives a percentage whether a good is available in this system. Please note that these are statistical data. GalCop regulations expressively forbids the broadcasting of actual prices beyond the current system. |
Poor Agricultural
Item | Price | Quantity | Avail- ability |
Annotations | ||||
Min | Avg | Max | Min | Avg | Max | |||
Food | 2.0 | 2.1 | 2.4 | 20 | 20.5 | 21 | 100.0% | |
Textiles | 5.2 | 5.8 | 6.4 | 17 | 18.5 | 20 | 100.0% | |
Radioactives | 17.6 | 19.0 | 20.4 | 23 | 26.5 | 30 | 100.0% | |
Slaves | 2.0 | 8.2 | 14.4 | 5 | 20.5 | 36 | 100.0% | |
Liquor/Wines | 19.2 | 22.1 | 25.2 | 30 | 37.5 | 45 | 100.0% | |
Luxuries | 100.8 | 101.3 | 102.0 | 0 | 1.0 | 1 | 25.0% | |
Narcotics | 2.4 | 58.4 | 101.6 | 0 | 36.1 | 61 | 56.2% | |
Computers | 100.8 | 101.3 | 102.0 | 0 | 0.0 | 0 | 0.0% | |
Machinery | 63.6 | 65.0 | 66.4 | 0 | 3.0 | 5 | 62.5% | |
Alloys | 34.0 | 40.1 | 46.4 | 10 | 25.5 | 41 | 100.0% | |
Firearms | 86.0 | 87.3 | 88.8 | 0 | 0.0 | 0 | 0.0% | |
Furs | 45.2 | 57.8 | 70.4 | 0 | 32.0 | 63 | 98.4% | |
Minerals | 10.0 | 10.6 | 11.2 | 60 | 61.5 | 63 | 100.0% | |
Gold | 36.0 | 37.3 | 38.8 | 9 | 12.5 | 16 | 100.0% | |
Platinum | 62.8 | 69.0 | 75.2 | 5 | 20.5 | 36 | 100.0% | |
Gem-Stones | 15.2 | 18.1 | 21.2 | 1 | 8.5 | 16 | 100.0% | |
Alien Items | 63.2 | 64.6 | 66.0 | 0 | 0.0 | 0 | 0.0% | |
Average prices are based on long-term established averages (the so-called arithmetic mean). The average quantity is based only on quantity values greater zero. Availability gives a percentage whether a good is available in this system. Please note that these are statistical data. GalCop regulations expressively forbids the broadcasting of actual prices beyond the current system. |