Skookums have an elongated tail with a plum at the tip. With distinct patterns, colors, and stripes they look endearing and you could distinguish them with the fact that their front legs stay short than the back ones. ![]() It is quite less in comparison to other adult cats. Females of this breed weigh around 5 pounds while males are quite heavy with 7 pounds. This breed is also popular for the experiment between the Munchkin cat and the La Perm cat. Curly hairs and stout legs are peculiarities of Skookum cats. They are the sweetest catty creatures you have ever met due to their sweet temperament. To retain the shiny coat, you must brush them at least thrice each week and have a great time with this play buddy. With high activity levels, short legs, triangular ears, and long or short length hair munchkin cat stands at top position amongst cat breeds with short legs. Munchkins are adorable with the cute silky coats that dress them with a classic touch. ![]() Their life expectancy ranges around 12 to 14 years and grows up to the maximum height of 7 to 8 inches. A very good read I must say, good reading throughout the entire text.Generated from the original dwarf cat breed, munchkin cats look very appealing with their tiny structure that is a result of genetic mutation. The design could use some work though if anyone’s going to use it for combat. Names/Internetsecure/Generic, 11:39 p.m.This is a really cool post- hearing about diagnosing a problem like this is really illuminating for someone outside the industry Careful investigation yielded results, and the problem will be gone in the next update. In the end, a very unlikely-sounding problem was all due to some bad cross-wiring of values. It had lain there undetected simply because coal-using modules tend to be at the back of the ship, where the x-values are low enough to keep the priorities positive. What's more, I found the same typo in the priority calculation for supplying coal to modules. And on very long ships like the Pale Mare 2, where x was greater than 70, the resulting priority became negative.Īnd indeed, upon fixing that line to read return staffJobPriority(ship, self, type, n) Which meant that the further to the right of the ship a weapon was, the less important was its AmmoJob. So the first AmmoJob is meant to have a priority of 0.69, the second 0.68, and so on.īut the code passed in x instead of n. To break ties, each job beyond the first has a slightly lower priority.īased on the job number, the priority is calculated as follows: 0.7 - n * 0.01 So what is the job number meant to be for? A module can have multiple jobs of the same type - two people to fetch ammo at the same time, or many people to put out fires or repair it. In this context, x is the x-coordinate of the module in the ship's grid. It's meant to be given the following information ![]() The staffJobPriority function calculates the appropriate priority for a normal job, such as fetching ammo. Next stop: the code for calculating the AmmoJob's priority, where I discovered the culprit, a single-letter typo: return staffJobPriority(ship, self, type, x) The ship would then promptly re-assign the ammo job to the crewman, and the cycle would start anew. So the crewman was sent out to fetch ammo, but the next time the ship re-evaluated crew assignments, it would see that there was a much more important job for him to do: stand around at the ready in case something needed doing. Which is why I knew things had gone a little wrong when I got the following log message: AmmoJob (priority -0.81) replaced by ReadyJob (priority 0.0000003). A task with priority 1.0 is super-important and must be done immediately, while one with a priority less that 0.1 is something an air sailor can do if there's nothing else to do. Now these priority values are meant to be roughly between 0 and 1. So I homed in on that case and added logging to indicate the nature of these more important tasks, and the relative priority values of the old task and its replacement. I improved the logging to indicate the reason why a task was abandoned, and it told me that the ammo fetching got abandoned because there was another, much more important task to be done. And indeed, the log rapidly filled up with messages that crew kept on abandoning ammo jobs. I started logging cases where a crewman abandoned a task for any reason, to see if I could catch them abandoning the ammo-fetching. This resulted in the HMS Shortcat with a Tail:Īnd the problem was back! Simply attaching a long line of struts to a ship caused the bug to reappear. There was one last thing to test before I started digging into the code: was the problem related to the overall length of the ship, or to the length of the part of the ship actually accessible to the crew? Given that the problem could be related to pathing, maybe the pathing failed if the crew-accessible area was too big?
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