They might be downvoting you because you’re basically declaring the variable twice, with the same name, too. If someone knows better, though, please correct me.
Either of the following should work just as well:
var magazineString = 'kBiNmEta';
magazineString = magazineString.toLowerCase();
var magazineString = 'kBiNmEta'.toLowerCase();
Another reason some people may be upset is that they see it as downplaying the complexity of the issue, I suppose, but I’m not going to play psychic here or put words into peoples’ mouths. One thing I’ll say for certain is if there’s anything I learned about any sort of work, is that it’s always far more complicated than it sounds/looks like; applies especially well to software.
But don’t you get discouraged! Learning to code yields great result even if you decide to not pursue the career with it for whatever reason - it’s fun, it’s rewarding, you can easily turn into something useful, you can contribute to open source, etc. There’s always something.
That’s what I was going to suggest as well. Basically, the planets and whatever is on the could benefit from a greater degree of procedural generation, even if as trivial as variable room layouts, but a deeper system (variable objects, contents, colors, designs based on the module manufacturer like with ship habs, etc.) would greatly remedy the repetitiveness, as with the current system, you’ve basically seen all the POIs or the type once you’ve seen one of them.
Planet surface is nice, though, because I agree with Bethesda’s idea of barren and deserted planets being much more prevalent than those that support any kind of life or even atmosphere. Elevation and scenery changes are also fine by me.
But still, POIs are oddly repetitive, even if somewhat numerous. They definitely should’ve gone for the more roguelike approach or something and use more proc gen with these.