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Author Topic: [DONE][Suggestion] Don't waste excess craft fuel  (Read 883 times)

Offline Delian

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[DONE][Suggestion] Don't waste excess craft fuel
« on: August 10, 2024, 04:12:24 pm »
QoL of certain players would be improved if they didn't have to worry about micromanaging craft refuelling of crafts with expensive refuel items.

Offline Meridian

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Re: [Suggestion] Statistical fuel conservation
« Reply #1 on: August 10, 2024, 04:54:16 pm »
what?

Offline Delian

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Re: [Suggestion] Statistical fuel conservation
« Reply #2 on: August 10, 2024, 05:20:55 pm »
If your craft (which requires fuel items to refuel) is at 99% fuel, it will consume a whole fuel item to get to 100%. I know, it's a minor thing. But in some rare cases, the fuel items can be rare or expensive. It's possible to micromanage refuelling by only buying/moving the fuel items to the craft's base when the whole fuel item is consumed, but it's inconvenient. Therefore, implementing something similar to statistical bullet conservation would be useful.
« Last Edit: August 10, 2024, 05:32:37 pm by Delian »

Offline Yankes

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Re: [Suggestion] Statistical fuel conservation
« Reply #3 on: August 10, 2024, 05:45:02 pm »
Why better not keep "overfill" value and when craft return to base it will be filled by this value instead of spending next item?
This mean if one item give you 10% then you can using one item do 10 refills craft that spend 1% of fuel each mission.

Offline Meridian

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Re: [Suggestion] Statistical fuel conservation
« Reply #4 on: August 10, 2024, 05:47:20 pm »
Even in ubermods like piratez, craft run either on money, elerium, chemicals or vodka.
Each is more than plentiful.

Which mod(s) have rare fuel?

Offline Delian

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Re: [Suggestion] Statistical fuel conservation
« Reply #5 on: August 10, 2024, 06:17:40 pm »
Why better not keep "overfill" value
That's also a possible solution. Well, each craft can require different fuel item, so it can't be a single variable. Perhaps storing "overfill" as a property of each craft is possible. Wouldn't a statistical solution be easier to implement tho, because then you don't need to remember anything?

Which mod(s) have rare fuel?
In XPZ it's FIREFOX and Nekomimi Nuclear Battery, which is somewhat expensive (I also doubled the cost for myself). So the fuel cost alone makes doing certain missions a loss haha

Offline Meridian

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Re: [Suggestion] Statistical fuel conservation
« Reply #6 on: August 10, 2024, 06:25:38 pm »
OK, I'll do what Yankes proposed, kinda.

Overfill stored per craft and once overfill exceeds one full fuel item, you'll get one back.

Offline Yankes

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Re: [Suggestion] Statistical fuel conservation
« Reply #7 on: August 10, 2024, 09:07:23 pm »
OK, I'll do what Yankes proposed, kinda.

Overfill stored per craft and once overfill exceeds one full fuel item, you'll get one back.
+1

Offline Meridian

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Re: [DONE][Suggestion] Don't waste excess craft fuel
« Reply #8 on: August 11, 2024, 05:56:44 pm »
Done.

Offline Delian

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Re: [DONE][Suggestion] Don't waste excess craft fuel
« Reply #9 on: August 11, 2024, 07:07:56 pm »
Thanks a lot!

Also, glad to see you being productive again. Modding OpenXcom would simply not be possible (or as enjoyable to play) without you~
« Last Edit: August 11, 2024, 07:09:56 pm by Delian »