https://wiki.alioth.net/api.php?action=feedcontributions&user=Makarius&feedformat=atomElite Wiki - User contributions [en]2024-03-29T01:39:17ZUser contributionsMediaWiki 1.31.12https://wiki.alioth.net/index.php?title=User:Makarius&diff=57532User:Makarius2018-08-01T07:19:30Z<p>Makarius: update</p>
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<div>==Hi==<br />
<br />
I'm [[User:Makarius|Makarius]] and I'm fan of this game since [[:Category:FE2|Frontier: Elite II]]. I love this game. I love the concept of [http://en.wikipedia.org/wiki/Wiki Wiki] and I'm also wrote some stuff at [http://www.x-lexikon.xibo.at/wiki/index.php/ some other space sim game wiki] which is unfortunately down.<br />
<br />
Currently I'm not much active here because my family is more important to me, but I keep looking for changes.<br />
<br />
==todo==<br />
*check [[Special:Wantedpages|wanted articles]] with [[Special:Allpages|existing ones]]<br />
*check [[Special:Uncategorizedpages|uncategorized stuff]] and care about [[Special:Categories|categories]].<br />
*organise some link-page to other elite-based sites and other spin-offs<br />
: [http://www.sharoma.com/frontierverse/links.htm] link collection at fronterverse<br />
: [http://en.wikipedia.org/wiki/Elite_(video_game)] wikipedia article<br />
: [http://www.tomatarium.pwp.blueyonder.co.uk/glfrontier.html GLFrontier]<br />
*link [[Alphabetical Ship List (Oolite)]]<br />
*Category of [[Lave's Moon]]<br />
*Categories of articles of [[User:CaptSolo]]<br />
*Wikification of articles of [[User:Mandoman|MANDOTECH INDUSTRIES]]<br />
*Create/support article for the [[Special:Contributions/Stormrider|Stormbrewer]]<br />
<br />
==Bookmarks==<br />
*[[Template:OXP-in-category]]<br />
*[[EliteWiki:Village_Pump|Village Pump]]<br />
*{{tl|deleteme}} <nowiki>{{deleteme|reason}}</nowiki></div>Makariushttps://wiki.alioth.net/index.php?title=User_talk:Makarius&diff=53667User talk:Makarius2016-08-25T18:15:46Z<p>Makarius: /* Missing image */</p>
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<div>Feel free to leave a message. :) [[User:Makarius|Makarius]]<br />
<br />
== Equipment Categorisation ==<br />
<br />
Regarding [[Formation Flight Autopilot]] and [[Escort Targeting System]] I don't know if these make sense as being in the "Oolite Equipment" category. Looking at the other entries it seems that's only used for equipment available in the core game rather than OXP equipment, so they probably shouldn't be there.<br />
<br />
Most other equipment that has a description page is in an Equipment OXP, and has an obvious category from that, but there's no current category for equipment that only appears if you install a non-equipment OXP. Maybe there should be a new one?<br />
<br />
By comparison with [[Mission_One_-_FAQ]] I'd agree there's no other current category suitable for the [[RRS Group Missions]] page than the base Oolite one.<br />
<br />
[[User:Cim|Cim]] 11:16, 26 March 2012 (UTC)<br />
<br />
* Done. [[:Category:Oolite_OXP_Equipment]]. Probably most of the pages in [[:Category:Equipment_OXPs]] should also be included - I'll go through them when I have a bit more time. [[User:Cim|Cim]] 13:40, 2 April 2012 (UTC)<br />
<br />
== VillagePump started again ==<br />
<br />
Hello Makarius, I've restarted the [[EliteWiki:Village_Pump|Village Pump]]. [[User:Svengali|Svengali]] 10:06, 15 January 2013 (UTC)<br />
<br />
== Missing image ==<br />
<br />
I noticed that [[Mandotech WarBirds]] is in the (redlinked) [[:Category:Pages with broken file links]], because it invokes the non-existing image '''TBird6.png'''. Please be so kind to add that image, if you can, or replace it by another image. [[User:Debresser|Debresser]] 21:01, 16 January 2016 (UTC)<br />
:Hi, I fixed the link (it linked to TBird6.png, but the picture name is T'''-'''Bird6.png). Greeting: [[User:Makarius|Makarius]] 19:08, 28 February 2016 (UTC)<br />
:: Thanks. That was easy. :) [[User:Debresser|Debresser]] 20:48, 28 February 2016 (UTC)<br />
:::Don't forget to remove the link, because it shows up now in [[:Special:WantedPages]] .-) [[User:Svengali|Svengali]] ([[User talk:Svengali|talk]]) 22:39, 14 August 2016 (BST)<br />
:::: Done - thanks. I'll delete this discussion section after a while. Greetings: [[User:Makarius|Makarius]] ([[User talk:Makarius|talk]]) 19:15, 25 August 2016 (BST)</div>Makariushttps://wiki.alioth.net/index.php?title=N-Shields&diff=53370N-Shields2016-06-09T19:13:50Z<p>Makarius: Cat. added</p>
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<div>Gives NPCs highly customizable shields, with the default setting (as in [CustomShields]) being a 'fair' emulation of the player's shields.<br />
<br />
Features:<br />
<br />
- Fair shield recharge code (CustomShields didn't charge shields until energy banks were full)<br />
<br />
- Attempting to provide better compatibility for other OXPs with shipTakingDamage overrides<br />
<br />
- Support for very non-standard shield configurations (Thargoids get dorsal/ventral shields).<br />
<br />
- More customisable colours. The default multicolour set goes from green down to red for standard shields, extending to blue/purple with upgrades.<br />
<br />
- New visual effects based on explosions.plist for shields and unshielded hits.<br />
<br />
== Links ==<br />
<br />
[http://www.aegidian.org/bb/viewtopic.php?f=4&t=18127 N-Shields on Oolite Bulletin Board]<br />
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Use this thread for discussion, suggestions, bug reports etc.<br />
<br />
<br />
[http://wiki.alioth.net/index.php/User:Ngalo My other OXPs]<br />
<br />
== Downloads ==<br />
<br />
[http://wiki.alioth.net/img_auth.php/2/2d/N-Shields.oxz N-Shields 0.6.2] downloaded {{#downloads:N-Shields.oxz}} times<br />
<br />
{{equipment-OXP}}</div>Makariushttps://wiki.alioth.net/index.php?title=User:Ngalo&diff=52094User:Ngalo2016-03-15T10:55:19Z<p>Makarius: Internal link adapted</p>
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<div>Commander Ngalo is a boring Human Colonial rumoured to come from Oresqu (nobody is entirely certain).<br />
<br />
'''My OXPs'''<br />
<br />
Not very good ones, admittedly...<br />
<br />
[http://wiki.alioth.net/img_auth.php/6/68/PaintMissiles.oxz Paint Missiles]<br />
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[http://wiki.alioth.net/img_auth.php/e/ef/Iguana-MFLtest.oxz Player Iguana With Twin Front Lasers] (somewhat buggy, obsolete in Oolite 1.83)<br />
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[http://wiki.alioth.net/img_auth.php/5/5c/Equipment_space.oxz Equipment Space] (abandoned in favour of phkb's [[Ship_Configuration_OXP|Ship Configuration]])</div>Makariushttps://wiki.alioth.net/index.php?title=User_talk:Makarius&diff=51980User talk:Makarius2016-02-28T19:08:10Z<p>Makarius: /* Missing image */</p>
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<div>Feel free to leave a message. :) [[User:Makarius|Makarius]]<br />
<br />
== Equipment Categorisation ==<br />
<br />
Regarding [[Formation Flight Autopilot]] and [[Escort Targeting System]] I don't know if these make sense as being in the "Oolite Equipment" category. Looking at the other entries it seems that's only used for equipment available in the core game rather than OXP equipment, so they probably shouldn't be there.<br />
<br />
Most other equipment that has a description page is in an Equipment OXP, and has an obvious category from that, but there's no current category for equipment that only appears if you install a non-equipment OXP. Maybe there should be a new one?<br />
<br />
By comparison with [[Mission_One_-_FAQ]] I'd agree there's no other current category suitable for the [[RRS Group Missions]] page than the base Oolite one.<br />
<br />
[[User:Cim|Cim]] 11:16, 26 March 2012 (UTC)<br />
<br />
* Done. [[:Category:Oolite_OXP_Equipment]]. Probably most of the pages in [[:Category:Equipment_OXPs]] should also be included - I'll go through them when I have a bit more time. [[User:Cim|Cim]] 13:40, 2 April 2012 (UTC)<br />
<br />
== VillagePump started again ==<br />
<br />
Hello Makarius, I've restarted the [[EliteWiki:Village_Pump|Village Pump]]. [[User:Svengali|Svengali]] 10:06, 15 January 2013 (UTC)<br />
<br />
== Missing image ==<br />
<br />
I noticed that [[Mandotech WarBirds]] is in the (redlinked) [[:Category:Pages with broken file links]], because it invokes the non-existing image [[:File:TBird6.png|TBird6.png]]. Please be so kind to add that image, if you can, or replace it by another image. [[User:Debresser|Debresser]] 21:01, 16 January 2016 (UTC)<br />
:Hi, I fixed the link (it linked to TBird6.png, but the picture name is T'''-'''Bird6.png). Greeting: [[User:Makarius|Makarius]] 19:08, 28 February 2016 (UTC)</div>Makariushttps://wiki.alioth.net/index.php?title=Mandotech_WarBirds&diff=51979Mandotech WarBirds2016-02-28T19:06:34Z<p>Makarius: /* ThunderBird */ Pic link corrected</p>
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<div><br />
== '''MANDOTECH INDUSTRIES''' ==<br />
See [[User:Mandoman]]<br />
<br />
<br />
<br />
<br />
== '''MANDOTECH WARBIRDS''' ==<br />
* Download at [https://www.box.com/s/bn347jmrip3i7azk9ff8 box.com]<br />
<br />
Mandotech first made these bird-like ships to fill an order. It seems there were an unknown race of sentients, that bore a remarkable resemblence to Terran birds, on the fringes of the Galaxy. There were two distinct races of these bird-like sentients, each showing obviously raptor type bird characteristics. Anyway, these......well, it is easier to NOT try spelling, or saying their name...needed war ships. Their scouts had reported the arrival of a huge alien fleet, from outside the Galaxy, that was obviously armed for conquest. These bird-like sentients had the technology to possibly defeat the invaders, however, they admitted that their ship building was sub-standard compared to that of our peoples. So, placing an order for several thousand war ships of various size, and capabiltiy, and also specifying the way each ship should appear, they anxiously waited for Mandotech Industries to fill their extremely late order. Before Mandotech built, and delivered even half the order of war ships, the outside aliens attacked. This would seem a disaster, except for one crucial factor. Both races had developed, and used anti-matter technology, which we don't have (thankfully). Before the war became a Galactic issue, one, or both of the combatant fleets released stray anti-matter missiles into the bird-like system's star, and the resulting effect was so dramatically violent, it destroyed the invaders, AND the bird-like sentients.<br />
<br />
Why all this explanation? Well, Mandotech Industries now has possession of several thousand bird-like war ships, which are of the type that are described below. Don't worry about anti-matter weapons, as the bird-like sentients didn't share that technology with us.<br />
<br />
<br />
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== '''ThunderBird''' ==<br />
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{{Semantic Infobox ShipStats Oolite<br />
|title=ThunderBird<br />
|image = [[image:T-Bird6.png|right|180px]]<br />
|width = 154.0m<br />
|height = 44.5m<br />
|length = 146.6m<br />
|capacity = 85 Tons<br />
|capacityext = N/A<br />
|maxspeed = 0.450 LM<br />
|maneuverability = Roll: 1.2<br />Pitch: 1.0<br />
|energybanks = 6<br />
|energyrecharge = 5.5<br />
|gunmounts = 2<br />
|missileslots = 1<br />
|shieldboost = Yes<br />
|milshields = Yes<br />
|hyperspace = Yes<br />
|isoxp =[https://www.box.com/s/bn347jmrip3i7azk9ff8 OXP]<br />
|isplayer = Yes<br />
|baseprice = 1000,000 Cr<br />
}}<br />
[[image:TBird.png|left|600px]]<br />
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[[image:TBird4.png|left|600px]]<br />
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[[image:T-Bird6.png|left|600px]]<br />
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[[image:T-Bird8.png|left|600px]]<br />
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== '''LightningBird''' ==<br />
<br />
<br />
{{Semantic Infobox ShipStats Oolite<br />
|title=LightningBird<br />
|image = [[image:LBird3.png|right|180px]]<br />
|width = 58.6m<br />
|height = 14.0m<br />
|length = 55.6m<br />
|capacity = 10 Tons<br />
|capacityext = N/A<br />
|maxspeed = 0.450 LM<br />
|maneuverability = Roll: 1.8<br />Pitch: 1.6<br />
|energybanks = 3.5<br />
|energyrecharge = 3.0<br />
|gunmounts = 2<br />
|missileslots = 1<br />
|shieldboost = Yes<br />
|milshields = Yes<br />
|hyperspace = Yes<br />
|isoxp = OXP[https://www.box.com/s/bn347jmrip3i7azk9ff8]<br />
|isplayer = Yes<br />
|baseprice = 250,000 Cr<br />
}}<br />
<br />
[[image:LBird.png|left|600px]]<br />
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[[image:LBird3.png|left|600px]]<br />
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[[image:LBird5.png|left|600px]]<br />
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[[image:LBird2.png|left|600px]]<br />
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== '''TerrorBird''' ==<br />
<br />
<br />
{{Semantic Infobox ShipStats Oolite<br />
|title=TerrorBird<br />
|image = [[image:Terror8.png|right|180px]]<br />
|width = 100.4m<br />
|height = 25.0m<br />
|length = 62.2m<br />
|capacity = 25 Tons<br />
|capacityext = N/A<br />
|maxspeed = 0.480 LM<br />
|maneuverability = Roll: 1.5<br />Pitch: 1.2<br />
|energybanks = 3.5<br />
|energyrecharge = 3.0<br />
|gunmounts = 2<br />
|missileslots = 0<br />
|shieldboost = No<br />
|milshields = No<br />
|hyperspace = Yes<br />
|isoxp = OXP[https://www.box.com/s/bn347jmrip3i7azk9ff8]<br />
|isplayer = Yes<br />
|baseprice = 300,000 Cr<br />
}}<br />
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[[image:Terror2.png|left|600px]]<br />
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[[image:Terror3.png|left|600px]]<br />
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[[image:Terror5.png|left|600px]]<br />
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[[image:Terror7.png|left|600px]]<br />
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[[image:Terror8.png|left|600px]]<br />
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[[image:Terror9.png|left|600px]]<br />
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== '''Roc''' ==<br />
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{{Semantic Infobox ShipStats Oolite<br />
|title=Roc<br />
|image = [[image:Roc2.png|right|180px]]<br />
|width = 152.3m<br />
|height = 42.7m<br />
|length = 104.8m<br />
|capacity = 45 Tons<br />
|capacityext = N/A<br />
|maxspeed = 0.500 LM<br />
|maneuverability = Roll: 1.2<br />Pitch: 0.9<br />
|energybanks = 4.0<br />
|energyrecharge = 3.0<br />
|gunmounts = 2<br />
|missileslots = 1<br />
|shieldboost = Yes<br />
|milshields = Yes<br />
|hyperspace = Yes<br />
|isoxp = OXP[https://www.box.com/s/bn347jmrip3i7azk9ff8]<br />
|isplayer = Yes<br />
|baseprice = 800,000 Cr<br />
}}<br />
<br />
[[image:Roc2.png|left|600px]]<br />
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[[image:Roc3.png|left|600px]]<br />
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[[image:Roc6.png|left|600px]]<br />
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[[image:Roc7.png|left|600px]]</div>Makariushttps://wiki.alioth.net/index.php?title=Additional_Cargo_Space_Adjustments&diff=49832Additional Cargo Space Adjustments2015-11-16T07:34:00Z<p>Makarius: category added</p>
<hr />
<div>== Introduction ==<br />
This [[OXP]] add the option to modify your ship at stations to gain additional cargo space.<br />
<br />
== Overview ==<br />
The ''Additional Cargo Space Adjustments'' (''ACSA'') works similar to the ''Cargo bay extension'', but is available for every ship and offers only 1t of cargo space per purchase. Each ship can be modified this way three times at most, which in turn will get more and more expensive. How far you can take this adjustments, also depends on the ''Techlevel'' of the station.<br />
<br />
{| style="border: 1px solid #cfcfbf; background-color: #f0f0ff; padding: .5em .5em .5em; cellpadding: 0; cellspacing: 0; color: #000000; vertical-align: top; text-align: left;"<br />
|-valign="top" bgcolor="#d6d6ee"<br />
! style="width: 150px;"|Adjustment Level<br />
! style="width: auto;"|Prize<br />
! style="width: auto;"|Techlevel<br />
|-valign="top"<br />
| Simple Adjustments<br />
| style="text-align: right;"|500 ₢<br />
| style="text-align: center;"|3<br />
|-valign="top" bgcolor="#e7e7ff"<br />
| Advanced Adjustments<br />
| style="text-align: right;"|2000 ₢<br />
| style="text-align: center;"|8<br />
|-valign="top"<br />
| OvErKIll<br />
| style="text-align: right;"|20000 ₢<br />
| style="text-align: center;"|14<br />
|}<br />
<br />
== Minimum Requirements ==<br />
Requires at least Oolite 1.81.<br />
<br />
== Downloads ==<br />
<span><pre style="color: #CC0000">!!!A serious bug has reared its ugly head. The cargo bay seams to reset<br />
itself after a savegame is loaded. I'm trying to fix it in 1.0.2!!!</pre></span><br />
[[Media:AdditionalCargoSpaceAdjustments-1.0.1.oxz|Additional Cargo Space Adjustments v1.0.1 OXZ]] (downloaded {{#downloads:AdditionalCargoSpaceAdjustments-1.0.1.oxz}} times).<br />
<br />
== Installation ==<br />
You may install this extension in two different ways.<br />
<br />
* You can use the ingame expansion manager, which is accessible from the main menu under the entry ''Manage Extension Packs''. After downloading or updating a list of the available extensions, you should be able to find it under the category ''Equipment''.<br />
<br />
* You can also download the OXZ file form this page (see above under the entry '''Download Location''') and copying it into the ''AddOns'' folder of your Oolite installation directory.<br />
<br />
== Uninstall ==<br />
If you want to get rid of the ACSA you can install the ''Additional Cargo Space Adjustments Uninstaller''. This will give you the purchase option to remove all adjustment with or without refunding. Make sure to clear up enough free cargo space for removing.<br />
Afterwards you can remove both OXPs.<br />
<br />
[[Media:ACSA-Uninstaller-1.0.0.oxz|Additional Cargo Space Adjustments Uninstaller v1.0.0 OXZ]] (downloaded {{#downloads:ACSA-Uninstaller-1.0.0.oxz}} times).<br />
<br />
== License ==<br />
This OXP has been published under the following license:<br />
<br />
[[File:By-nc-sa.png|150px|link=http://creativecommons.org/licenses/by-nc-sa/4.0/|Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License ]]<br />
<br />
[http://creativecommons.org/licenses/by-nc-sa/4.0/ cc by-nc-sa 4.0]<br />
<br />
{{equipment-OXP}}</div>Makariushttps://wiki.alioth.net/index.php?title=Category:Updated_JavaScript_features_in_Oolite_1.83&diff=49571Category:Updated JavaScript features in Oolite 1.832015-10-12T10:18:21Z<p>Makarius: adapted category</p>
<hr />
<div>The new features, properties and methods listed were added during the 1.83 nightly builds.<br />
<br />
[[Category:Oolite JavaScript Reference]]</div>Makariushttps://wiki.alioth.net/index.php?title=Category:Updated_JavaScript_features_in_Oolite_1.81&diff=49570Category:Updated JavaScript features in Oolite 1.812015-10-12T10:18:19Z<p>Makarius: adapted category</p>
<hr />
<div>This page contains features added during the nightly builds of Oolite 1.81, planned for release in Oolite 1.82. They may change without notice at any time before release.<br />
<br />
[[Category:Oolite JavaScript Reference]]</div>Makariushttps://wiki.alioth.net/index.php?title=Category:Updated_JavaScript_features_in_Oolite_1.79&diff=49569Category:Updated JavaScript features in Oolite 1.792015-10-12T10:18:15Z<p>Makarius: adapted category</p>
<hr />
<div>The new features, properties and methods listed were added during the 1.79 nightly builds and released as part of Oolite 1.80.<br />
<br />
[[Category:Oolite JavaScript Reference]]</div>Makariushttps://wiki.alioth.net/index.php?title=Category:Updated_JavaScript_features_in_Oolite_1.77&diff=49568Category:Updated JavaScript features in Oolite 1.772015-10-12T10:18:11Z<p>Makarius: adapted category</p>
<hr />
<div>The new features, properties and methods listed here were released as part of Oolite 1.77.<br />
<br />
[[Category:Oolite JavaScript Reference]]</div>Makariushttps://wiki.alioth.net/index.php?title=Category:Updated_JavaScript_features_in_Oolite_1.79&diff=49567Category:Updated JavaScript features in Oolite 1.792015-10-12T10:16:50Z<p>Makarius: category added</p>
<hr />
<div>The new features, properties and methods listed were added during the 1.79 nightly builds and released as part of Oolite 1.80.<br />
<br />
[[Category:Oolite scripting]]</div>Makariushttps://wiki.alioth.net/index.php?title=Category:Updated_JavaScript_features_in_Oolite_1.81&diff=49566Category:Updated JavaScript features in Oolite 1.812015-10-12T10:16:45Z<p>Makarius: category added</p>
<hr />
<div>This page contains features added during the nightly builds of Oolite 1.81, planned for release in Oolite 1.82. They may change without notice at any time before release.<br />
<br />
[[Category:Oolite scripting]]</div>Makariushttps://wiki.alioth.net/index.php?title=Category:Updated_JavaScript_features_in_Oolite_1.83&diff=49565Category:Updated JavaScript features in Oolite 1.832015-10-12T10:16:41Z<p>Makarius: category added</p>
<hr />
<div>The new features, properties and methods listed were added during the 1.83 nightly builds.<br />
<br />
[[Category:Oolite scripting]]</div>Makariushttps://wiki.alioth.net/index.php?title=Category:Updated_JavaScript_features_in_Oolite_1.77&diff=49564Category:Updated JavaScript features in Oolite 1.772015-10-12T10:16:06Z<p>Makarius: category added</p>
<hr />
<div>The new features, properties and methods listed here were released as part of Oolite 1.77.<br />
<br />
[[Category:Oolite scripting]]</div>Makariushttps://wiki.alioth.net/index.php?title=User_talk:Phkb&diff=49041User talk:Phkb2015-09-11T08:45:20Z<p>Makarius: Smugglers - The Galactic Underworld</p>
<hr />
<div>== Smugglers - The Galactic Underworld ==<br />
<br />
Hi, the artcle at [[Smugglers - The Galactic Underworld]] starts with a wall of text and it's kind of exhausting to get a short info about what this oxp is, so I made a very short intro at the beginning of the article. I hope you don't mind. If you find it boring or disturbing feel free to remove it. Greetings: [[User:Makarius|Makarius]] 09:45, 11 September 2015 (BST)</div>Makariushttps://wiki.alioth.net/index.php?title=Smugglers_-_The_Galactic_Underworld&diff=49040Smugglers - The Galactic Underworld2015-09-11T08:36:33Z<p>Makarius: Very short intro at the beginning of the article</p>
<hr />
<div>This OXP aims to broaden the scope and appeal of illegal goods.<br />
<br />
==Introduction==<br />
It started with a single system.<br />
<br />
Sori, an insignificant dictatorship in an unfrequented arm of galactic sector 1. They had been receiving some contaminated imported food from the nearby Anarchy system Isdibi, possibly random or possibly intentional as a way to destabilise the government, it was difficult to tell. But a request was made to GalCop to put an import ban on food and force any traders that bring food to the station to hand it over for destruction.<br />
<br />
The impact was almost immediate. Traders were outraged that their harmless cargo of wheat and grains were being taken away, which had never before happened in GalCop history, plus they received a bounty for doing so, doubling the pain. Messages were sent, trade delegations made an outward show of force, but GalCop's hands were tied. This was the decision of the planet in question, and under GalCop law they were perfectly entitled to impose import restrictions, beyond the export restrictions that had long been in place for slaves or narcotics. <br />
<br />
Suddenly the floodgates were opened. System after system found reason to ban goods, from basic staples like food or textiles, up to the traders standard fare of computers, furs and liquor. Even precious metals were banned in some systems, often for rather obscure reasons. And always, once a ban was in place, the price would hit the roof.<br />
<br />
Some commentators have suggested there is evidence that certain systems were requesting a good to be made illegal purely for the jump in price that naturally follows and the bump in traffic that accompanies extra profits. While GalCop have been sought for comment, none has been forthcoming, and nothing appears to be able to bring a halt to the practice. It systems are indeed creating spurious trade legalities, GalCop is not preventing them.<br />
<br />
Somewhat inevitably, at almost the same time, an entirely new market emerged, beneath the radar of GalCop's far-seeing eyes. As soon as a good was declared illegal to import the price of that good sky-rocketed, and the temptation to circumvent the restrictions GalCop was forced to impose was too great. Dock masters became a particular target, being offered high sums to fiddle manifest registries. Shadier stations began to offer customised smuggling compartments that provided a way to hide cargo from the customs scanning equipment. Contracts to move illicit cargo were also available from these locations.<br />
<br />
While it was always present in some form or another, now the Galactic Underworld became almost mainstream. The galaxy had changed.<br />
<br />
==Overview==<br />
This OXP aims to broaden the scope and appeal of illegal goods in a number of ways.<br />
<br />
===1. Illegal goods===<br />
Historically, in both the original Elite and therefore in Oolite, there were three illegal goods: slaves, narcotics and firearms. These were illegal to export from all GalCop stations, and there was no variation or flexibility in those items. This OXP aims to expand what goods are illegal, making it far more variable. So food might be declared illegal on one planet, computers on another. These things might change as well, so computers might be illegal for a few months, and then conditions are lifted and they are back to normal again.<br />
<br />
Also, illegal trade goods will now be illegal to import(*). If you arrive at a GalCop station with visible illegal goods in your hold, you will be fined and your cargo will be confiscated. See also the section below on Bribing Officials.<br />
<br />
Even if you plan to stay on the right side to the law, this OXP can add variety to the way illegal goods are handled by the game, and make the process of shipping cargo across the galaxy more interesting.<br />
<br />
Illegal goods notifications can be viewed on the F7 System Data screen, as well as via the F4 nterface screen (see below). The F6 Galactic Chart will highlight systems within 7 LY that have illegal goods. Systems with just firearms as illegal will be shown with an orange diamond. Systems with other commodities, or with multiple commodities, will be shown with a yellow diamond.<br />
<br />
* Slaves remain illegal to export, and they are the only commodity that is illegal to export. The reason for this is that some escape capsules end up being transported as slaves, and it's unfair to penalise the player for potentially rescuing downed pilots. It is recommended the "Illegal Goods Tweak" OXP be installed so that captured slaves can be released.<br />
<br />
===2. Smuggling Compartment===<br />
To help traders to work around these import restrictions a new piece of equipment, the smuggling compartment, can be purchased at non-GalCop stations (Rock Hermits in particular, but also other docking ports). <br />
<br />
Cargo can be moved into and out of the smuggling compartment via an F4 Interface screen "Smuggling Compartment Configuration". <br />
<br />
The smuggling compartment has, in most circumstances, around a 30-40% change of being detected. This chance improves slightly once the "Phase Adjustment" equipment is installed. With the phase adjustment equipment installed the phase setting of the hold to be adjusted, which can improve the chance of being undetected considerably. Phase settings can be picked up at black market noticeboard (which might be unreliable), or they can be purchased for a considerable cost. See also the Phase Scanner (below).<br />
<br />
If your compartment is damaged during a battle, cargo may be lost, the same as with normal cargo. You will need to find a non-GalCop station to repair the damage, otherwise the entire compartment will be discovered and removed, and you will receive a bounty. If you have a ship overhaul performed at a GalCop station with the smuggling compartment, it will be discovered and removed, and you will receive a bounty. See also the section below on Bribing Officials.<br />
<br />
===3. New equipment===<br />
Apart from the smuggling compartment and phase adjustment tool, this OXP also introduces the following equipment items.<br />
<br />
'''** Phase Scanner **'''<br/><br />
TL8 or greater Anarchy systems will sometimes have a Phase Scanner available for purchase. The scanner can, when aimed at GalCop main stations, detect what phase setting the manifest scanners will be susceptible to. Once you know what the phase setting is for a particular government and tech level they can set the phase of their smuggling compartment and it will be almost undetectable to GalCop manifest scanners.<br />
<br />
The Phase scanner is used by targeting the main station, priming the equipment and then activating it. It will take a few seconds to perform its job, and will consume a large amount of energy in the process - a naval energy unit is required. If you are too close to the station, or you are moving too slowly, the station will detect the scan and a bounty will be placed on you. If you then dock at the station the scanner will be removed. If you are too far away from the main station the scanner will not operate. If a police vessel catches you performing a scan you will receive a bounty and may find yourself under fire.<br />
<br />
If your scanner is damaged you must get it repaired at a non-GalCop station, otherwise the equipment will be confiscated and you will receive a bounty. If you have a ship overhaul performed at a GalCop station while the equipment is on board, it will be removed as part of the overhaul and you will receive a bounty. But see also "Bribing Officials" below.<br />
<br />
'''** Tech version upgrades **'''<br/><br />
Technology improves every day, and the scanner resistant technology used in the smuggling compartment needs to be updated to keep in step with the times. So, the tech version upgrade will keep your smuggling compartment up-to-date.<br />
<br />
'''** Import Permits **'''<br/><br />
While some goods might be declared illegal, you can still purchase a permit to import that good from the planet in question. Usually these permits are quite expensive. <br />
<br />
Permits can only be used once, and will automatically be removed after use.<br />
<br />
===4. Bribing Officials===<br />
If your smuggling compartment is discovered during a renovation or when damaged, or you dock with illegal cargo in your hold, you can attempt to bribe the station officials. You will be asked to enter the amount of the bribe. If you pay attention to what the official says you can get an idea on whether a smaller amount will be required, but larger amounts will have a greater chance of being successful. If you are successful you will be able to keep all your cargo and equipment. If you are unsuccessful you will lose all smuggling-related equipment and may end up increasing the bounty on your head.<br />
<br />
The Black Market noticeboard (see below) can be useful in finding systems where the dock master and other customs officials can be bribed for a reasonable amount.<br />
<br />
===5. New Interfaces screens===<br />
'''** Black market **'''<br/><br />
When docked at most non-GalCop stations, and GalCop stations in some systems, you will find a new interface screen called "Black Market". This interface provides access to a number of options:<br/><br />
a. Noticeboard: View some of the messages from the black market news boards. Some is good, some isn't.<br/><br />
b. Smuggling contracts: These contracts will be smaller cargo quantities (less than 20t), and they will all be illegal at the destination system, so there will be a high degree of risk with each one. However, the rewards will be substantial, more than double what the cargo would be worth at the destination. <br/><br />
c. Purchase fake import permits: You can purchase fake import permits that may or may not work at the destination system. The chance is only a slightly better than 50%.<br/><br />
d. Purchase Rock Hermit waypoints: Finding Rock Hermits is important, as they are the primary location to access the Black Market. Waypoints can help you find a Rock Hermit in a given system.<br/><br />
e. Purchase phase scan settings: Not always available but occasionally a trader will offer their settings for a price.<br/><br />
e. Sell phase scan settings: If you have discovered a phase scan setting, you can sell it for some real coin! This will only be available once you have purchased a phase scanner.<br />
<br />
'''** Dock master **'''<br/><br />
When docked at a main station, and when the dock master is available (he doesn't work 24/7!) from this interface you can ask him about any good milk runs he/she is aware of, or you can try to bribe them into changing your cargo manifest for you.<br />
<br />
'''** Illegal goods information **'''<br/><br />
Illegal goods are changing all the time. To try to keep track of the potential chaos, this interface screen will initially show you the latest changes to illegal goods in the sector, plus it offers the following options:<br/><br />
a. List of all illegal goods in the galaxy. Here you can see it all.<br/><br />
b. List of illegal goods on your current plot. If you have a long, cross-chart trip planned, this option will tell you what's illegal on the way, and flagging which ones you have a permit for (if any).<br/><br />
c. List of all import permits. This is what you are authorised (legally or not) to import. <br />
<br />
Note: This OXP replaces the current "oolite-contracts-cargo.js" file with a new version that excludes illegal goods from being selected for standard cargo contracts.<br />
<br />
==Special Note==<br />
This OXP is what is called a "work-in-progress". What that means is, what you have in your hands may not be the final version of the OXP. In fact there might be parts that are broken and could potentially unbalance the game. This isn't by-design, and hopefully there aren't any issues like that, but be aware that in many ways this is an experimental OXP. I'm changing a lot of core functionality which opens the door for all sorts of unforeseen consequences, particularly when it comes to other OXP's. If you decide to help me in the process of polishing this package, please report any bugs or unexpected outcomes. Don't assume someone else has noticed it - if two people report a bug it makes tracking the bug down so much easier!<br />
<br />
And it goes without saying that I'd like to hear from you if you have any suggestions on how the OXP could be improved. <br />
<br />
==License==<br />
This OXP is released under the Creative Commons Attribution - Non-Commercial - Share Alike 3.0 license. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/3.0/<br />
<br />
Skull and crossbones image from https://commons.wikimedia.org/wiki/File:Skull_and_crossbones.png.<br />
<br />
With the help of:<br />
Layne, Stormrider, Norby, cim, Diziet Sma, Cody, and all the people on the BB who offered suggestions and ideas to make this OXP as good as it could be. If the OXP fails in any way, is it because of my limitations as a programmer, not because of the paucity of your ideas and contributions!<br />
<br />
==Download==<br />
Download Smugglers.oxz v0.1.0 [[Media:Smugglers.oxz|Smugglers.oxz]] (downloaded {{#downloads:Smugglers.oxz}} times).<br/><br />
Download Smugglers.zip (OXP to extract to AddOns folder) v0.1.0 [https://app.box.com/s/9zwazfe98cg2z89bmpn7mmhypm24d3zj Smugglers.zip]<br />
<br />
==Installation==<br />
Place the 'Smugglers.oxz' or 'Smugglers.oxp' (extracted from the ZIP file download) into your 'AddOns' folder and when you start the game, hold down 'Shift' until you see the spinning Cobra.<br />
<br />
==Version History==<br />
Version 0.1.0<br />
* Initial public release<br />
<br />
==Quick Facts==<br />
{{Infobox OXPb| title = DamageReportMFD.oxz<br />
|version = 0.1.0<br />
|release = 2015-09-11<br />
|license = CC BY-NC-SA 3.0<br />
|features = Equipment, Commodities<br />
|category = Mechanics OXPs<br />
|author = [[User:phkb|phkb]]<br />
|feedback = [http://aegidian.org/bb/viewtopic.php?f=4&t=17723 Oolite BB]<br />
}}<br />
<br />
==Gameplay and Balance indicator==<br />
[[Image:tag-colour-orange.png]]</div>Makariushttps://wiki.alioth.net/index.php?title=User_talk:Uk_Eliter&diff=48317User talk:Uk Eliter2015-07-27T06:19:51Z<p>Makarius: License of Interstellar Tweaks</p>
<hr />
<div>== License of Interstellar Tweaks ==<br />
<br />
Hi, you made the page [[Interstellar Tweaks]] and I did some wikification - I hope you don't mind. I ran about some question: you wrote, that the oxp is unter Creative Commons Attribution - Non-Commercial - Share Alike '''3.0''' but linked to http://creativecommons.org/licenses/by-nc-sa/2.0/ ('''Version 2.0'''). So I guessed, it's version 3.0 and set this in the quick-facts box at the article. If you want some specific version please update the license-section and the quick-facts box. Greetings: [[User:Makarius|Makarius]] 07:19, 27 July 2015 (BST)</div>Makariushttps://wiki.alioth.net/index.php?title=Interstellar_Tweaks&diff=48316Interstellar Tweaks2015-07-27T06:18:22Z<p>Makarius: wikification</p>
<hr />
<div>[[Interstellar Tweaks]] expansion pack by [[User:Uk Eliter|Uk Eliter]]<br />
<br />
<br />
==REQUIREMENTS==<br />
<br />
• This expansion pack requires Oolite version *1.82* or above.<br />
• Various expansion packs are recommended (but not necessary) to complement this one. See the 'General notes' section below.<br />
<br />
<br />
==GENERAL NOTES==<br />
<br />
• This expansion pack makes misjumps a little more likely and, fairly often, modifies what happens when one misjumps. One can encounter only the navy, or only thargoids, or empty witchspace or . . various other things. The expansion pack also gives you a chance of having your escape pod rescued in interstellar space by any nearby behemoths or leviathans (presuming you have such ships installed). That chance increased if you have the 'electronic thumb' equipment.<br />
<br />
• The load that Interstellar Tweaks will place on your computer will be, for the most part, light to moderate (and, mostly, via CPU much more than RAM and graphics card). But if you have many of the expansion packs recommended below installed, then that will increase the load.<br />
<br />
• The difficulty of this expansion pack varies automatically, in various ways, with the player score.<br />
<br />
• This expansion pack makes various uses of numerous other expansion packs, when they are installed. Most of those expansion packs are listed below. The ones marked '*' are especially recommended for use with Interstellar Tweaks.<br />
<br />
- Armoury;<br />
- *Behemoth;*<br />
- Breakable WitchDrive (preferably version 1.3 or above);<br />
- *Electronic Thumb;*<br />
- Enhanced MisJump (which changes the 'tunnel' effect when one misjumps);*<br />
- *Escape Pod Locator;*<br />
- *Extra Thargoids (use version >= 3.0 );* <br />
- *Fer-de-Lance 3G (use version >= 5.01 [NB the version!] );*<br />
- *Fuel Collector* [patching no longer necessary with this version of Interstellar Tweaks]<br />
- *Galactic Navy;*<br />
- Generation Ships (note: the present expansion pack will - for one thing - make generation ships rarer); <br />
- Griff's shipset expansion packs (for, especially, nice looking thargoids!);<br />
- Interstellar Help;<br />
- *Military Fiasco;*<br />
- Misjump Analyzer;<br />
- Missionaries;<br />
- *mPakRedux (a.k.a. 'Rusties');*<br />
- Spectre [patch no longer necessary]<br />
- TCAT (= 'To Catch a Thargoid');<br />
- Thargoid Carrier (this will considerably increase the thargoid threat - though it can be offset somewhat via my Fer-de-Lance 3G expansion pack);<br />
- *Thargorn_Threat (preferably version 1.5.2 or above);*<br />
- Wormwhole Restoration.<br />
<br />
• Interstellar Tweaks is compatible with THARGOID WITCHSPACE DRIVE. Moreover, Interstellar Tweaks seems to work with the WORMWHOLE DRONE expansion pack (that latter being, at the time of writing, a work-in-progress). Interstellar Tweaks should be compatible with cim's 'Galactic Misjump', too.<br />
<br />
<br />
==LICENSE==<br />
<br />
This expansion pack is released under the Creative Commons Attribution - Non-Commercial - Share Alike 3.0 license. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/2.0/ or send a letter to Creative Commons, 559 Nathan Abbott Way, Stanford, California 94305, USA. <br />
<br />
You are free:<br />
<br />
• to copy, distribute, display, and perform the work;<br />
• to make derivative works. <br />
<br />
But only under the following conditions.<br />
<br />
• Attribution: you must give the original author credit. <br />
• Non-commercial use: you may not use this work for commercial purposes. <br />
• Share Alike: if you alter, transform, or build upon this work, you may distribute the resulting work only under a license materially identical to this one. <br />
<br />
Your fair use right and other rights are in no way affected by the above.<br />
<br />
<br />
==ACKNOWLEDGEMENTS==<br />
<br />
My thanks to the following (from some of whom I have adapted code): Another Commander; Arexack Heretic; Capt. Murphy; cim; Commander McLane; Draco_Caeles; Duggan; Dr Nil and other contributors to the 'Your Ad Here' expansion pack; Eric Walch; Gimi; Norby; phkb; SirAdrian; Thargoid; Solonar; Switeck - and probably others that I fear I have forgotten.<br />
<br />
==Quick Facts==<br />
{{Infobox OXPb| title = Interstellar Tweaks<br />
|version = <br />
|release = <br />
|license = CC BY-NC-SA 3.0<br />
|features = <br />
|category = Mechanics OXPs<br />
|author = [[User:Uk Eliter|Uk Eliter]]<br />
|feedback = <br />
}}<br />
<br />
*[[File:InterstellarTweaks.oxz]]</div>Makariushttps://wiki.alioth.net/index.php?title=Ace_Ships&diff=48281Ace Ships2015-07-20T07:20:05Z<p>Makarius: Links added</p>
<hr />
<div>==History==<br />
The Ace Shipbuilding company, operating out of Teesdi in Galaxy 1, opened its doors for business in the year 3180. It had a promising beginning, filled with the exuberance of youth, innovative ship designs and plenty of PR. They also made it a company policy to include a lot of otherwise optional equipment as standard in all their models, which certainly won them a few friends. But financial troubles soon began to plague the company. Technical difficulties with the Cruzer's externally mounted engine nacelles, and an inability to deliver on promised specifications led to a lot of time spent in court rooms. After a number of troubled years many of the lead designers left the company to move on to other things, leaving the fledging company with just the three production models: the Cruzer, the Hornet and the Night Adder. They have continued to sell these, in almost original form, for a number of years, with the Night Adder in particular keeping profits up.<br />
<br />
{{Semantic Infobox ShipStats Oolite<br />
|title=Cruzer<br />
|image = [[Image:Ace-Cruzer.png|250px]]<br />
|dimensions = 124 × 48 × 149<br />
|width = 124m<br />
|height = 48m<br />
|length = 149m<br />
|capacity = 200 TC<br />
|capacityext = N/A<br />
|maxspeed = 0.28 LM<br />
|maneuverability = Roll: 1.2<br />Pitch: 0.6<br />
|energybanks = 6<br />
|energyrecharge = 4.0<br />
|gunmounts = Fore, Aft<br />
|missileslots = 5<br />
|shieldboost = Yes<br />
|milshields = Yes<br />
|hyperspace = Yes<br />
|isoxp = OXP<br />
|isplayer = Yes<br />
|baseprice = 320000 Cr<br />
}}<br />
<br />
==Cruzer==<br />
Billed as an alternative to the [[Boa]], the Cruzer slots in slightly above that in terms of bulk haulage. In its first production release the Cruzer was woefully underpowered, managing only 0.15 LM, and the poor handling statistics helped earn some rather undesirable nick-names. The externally mounted engine nacelles were a particular problem, and it took engineers some months to work out the kinks before some of the real performance of the vessel could be seen, which later models benefitted from. But during the first few years of production the Cruzer never managed to shed itself of the bad PR it first received and sales stalled. However, as the PR disasters moved into history, the company was able to continue to sell the Cruzer to a good number of clients who appreciated its accomodating cargo bay.<br />
<br />
[[image:Ace-Cruzer-Inflight.png|center|600px]]<br/><br />
<br />
===Upgrades===<br />
{{Infobox ShipEquipment Oolite<br />
|misc={{ListWithSeparator| • |{{EQ_ADVANCED_COMPASS|'''}}|{{EQ_DOCK_COMP|'''}}|{{EQ_ESCAPE_POD}}|{{EQ_FUEL_INJECTION}}|{{EQ_FUEL_SCOOPS|'''}}|{{EQ_GAL_DRIVE}}|{{EQ_MULTI_TARGET|'''}}|{{EQ_PASSENGER_BERTH}}|{{EQ_SCANNER_SHOW_MISSILE_TARGET|'''}}}}<br />
|weaponry={{ListWithSeparator| • |{{EQ_PULSE_LASER}}|{{EQ_BEAM_LASER}}|{{EQ_MINING_LASER}}|{{EQ_MILITARY_LASER|'''}}|{{EQ_ENERGY_BOMB}}}}<br />
|defence={{ListWithSeparator| • |{{EQ_ECM|'''}}|{{EQ_ENERGY_UNIT}}|{{EQ_NAVAL_ENERGY_UNIT}}|{{EQ_SHIELD_BOOSTER}}|{{EQ_HEAT_SHIELD}}}}<br />
}}<br />
<br />
{{Semantic Infobox ShipStats Oolite<br />
|title=Hornet<br />
|image = [[Image:Ace-Hornet.png|250px]]<br />
|dimensions = 162 × 22 × 131<br />
|width = 162m<br />
|height = 22m<br />
|length = 131m<br />
|capacity = 8 TC<br />
|capacityext = 4 TC<br />
|maxspeed = 0.32 LM<br />
|maneuverability = Roll: 2.0<br />Pitch: 1.0<br />
|energybanks = 5<br />
|energyrecharge = 3.0<br />
|gunmounts = Fore, Aft<br />
|missileslots = 4<br />
|shieldboost = Yes<br />
|milshields = Yes<br />
|hyperspace = Yes<br />
|isoxp = OXP<br />
|isplayer = Yes<br />
|baseprice = 220000 Cr<br />
}}<br />
<br />
==Hornet==<br />
The Hornet was originally billed as a [[Cobra Mk.3 (Oolite)|Cobra Mark III]] killer, but it soon became clear the design was never going to replace Cowell & MgRath's massively popular all-rounder. The PR release for the Hornet gave its cargo capacity as equivalent to a standard Cobra Mk III, but the production team was never able to reach that mark, ending up falling some 8 tons short. While it couldn't match the venerable Cobra in specifcations, it certainly had the looks, with its insect-like appearance giving rise to a lot of alternate names. Good looks didn't attact a lot of buyers, however, and sales stalled. In recent years sales have picked up, although it is speculated this is largely from customers of questionable integrity.<br />
<br />
[[image:Ace-Hornet-Inflight.png|center|600px]]<br/><br />
<br />
===Upgrades===<br />
{{Infobox ShipEquipment Oolite<br />
|misc={{ListWithSeparator| • |{{EQ_ADVANCED_COMPASS|'''}}|{{EQ_DOCK_COMP|'''}}|{{EQ_ESCAPE_POD}}|{{EQ_FUEL_INJECTION}}|{{EQ_FUEL_SCOOPS|'''}}|{{EQ_GAL_DRIVE}}|{{EQ_MULTI_TARGET|'''}}|{{EQ_PASSENGER_BERTH}}|{{EQ_SCANNER_SHOW_MISSILE_TARGET|'''}}}}<br />
|weaponry={{ListWithSeparator| • |{{EQ_PULSE_LASER}}|{{EQ_BEAM_LASER}}|{{EQ_MINING_LASER}}|{{EQ_MILITARY_LASER|'''}}|{{EQ_ENERGY_BOMB}}}}<br />
|defence={{ListWithSeparator| • |{{EQ_ECM|'''}}|{{EQ_ENERGY_UNIT}}|{{EQ_NAVAL_ENERGY_UNIT}}|{{EQ_SHIELD_BOOSTER}}|{{EQ_HEAT_SHIELD}}}}<br />
}}<br />
<br />
{{Semantic Infobox ShipStats Oolite<br />
|title=Night Adder<br />
|image = [[Image:Ace-NightAdder.png|250px]]<br />
|dimensions = 28 × 8 × 27<br />
|width = 28m<br />
|height = 8m<br />
|length = 27m<br />
|capacity = 0 TC<br />
|capacityext = 2 TC<br />
|maxspeed = 0.36 LM<br />
|maneuverability = Roll: 2.2<br />Pitch: 1.3<br />
|energybanks = 3<br />
|energyrecharge = 3.0<br />
|gunmounts = Fore, Aft<br />
|missileslots = 2<br />
|shieldboost = Yes<br />
|milshields = Yes<br />
|hyperspace = Yes<br />
|isoxp = OXP<br />
|isplayer = Yes<br />
|baseprice = 120000 Cr<br />
}}<br />
<br />
==Night Adder==<br />
With a name that references Outworld Workshops's classic, but rather boring, design, many a pundit has had to do a double-take when looking at the stylish Night Adder. The swept-back wings, and fighter-jet design bears no resemblance to the original. Highly maneuverable and fast, boy-racers loved the ship, as did many corporate clients wanting to add some style to their escort craft. When it was released it was seen as the new hope of rescuing the company from the oblivion it was facing, and in many ways the ship did enable the company to stay afloat even when all the lead designers left the company. But it was the last ship to be designed by the company, a testament to the design ability of the team that put it together.<br />
<br />
[[image:Ace-NightAdder-Inflight.png|center|600px]]<br/><br />
<br />
===Upgrades===<br />
{{Infobox ShipEquipment Oolite<br />
|misc={{ListWithSeparator| • |{{EQ_ADVANCED_COMPASS|'''}}|{{EQ_DOCK_COMP|'''}}|{{EQ_ESCAPE_POD}}|{{EQ_FUEL_INJECTION}}|{{EQ_FUEL_SCOOPS|'''}}|{{EQ_GAL_DRIVE}}|{{EQ_MULTI_TARGET|'''}}|{{EQ_PASSENGER_BERTH}}|{{EQ_SCANNER_SHOW_MISSILE_TARGET|'''}}}}<br />
|weaponry={{ListWithSeparator| • |{{EQ_PULSE_LASER}}|{{EQ_BEAM_LASER}}|{{EQ_MINING_LASER}}|{{EQ_MILITARY_LASER|'''}}|{{EQ_ENERGY_BOMB}}}}<br />
|defence={{ListWithSeparator| • |{{EQ_ECM|'''}}|{{EQ_ENERGY_UNIT}}|{{EQ_NAVAL_ENERGY_UNIT}}|{{EQ_SHIELD_BOOSTER}}|{{EQ_HEAT_SHIELD}}}}<br />
}}<br />
<br />
<br />
==Licence==<br />
This work is licensed under the Creative Commons Attribution-Noncommercial-Share Alike 3.0 Unported License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/3.0/ or send a letter to Creative Commons, 171 Second Street, Suite 300, San Francisco, California, 94105, USA.<br />
<br />
With thanks to Staer9 for help with the shaders.<br />
<br />
==Installation==<br />
Place the OXZ files into your 'AddOns' folder and when you start the game, hold down 'Shift' until you see the spinning Cobra.<br />
<br/>Alternatively, you can download the expansions using the expansion pack manager in the game itself.<br />
<br />
==Download==<br />
Download Cruzer v0.9.5 [[Media:Ace_Cruzer.oxz|Ace_Cruzer.oxz]] (downloaded {{#downloads:Ace_Cruzer.oxz}} times).<br/><br />
Download Hornet v0.9.3 [[Media:Ace_Hornet.oxz|Ace_Hornet.oxz]] (downloaded {{#downloads:Ace_Hornet.oxz}} times).<br/><br />
Download Night Adder v0.9.2 [[Media:Ace_NightAdder.oxz|Ace_NightAdder.oxz]] (downloaded {{#downloads:Ace_NightAdder.oxz}} times).<br />
<br />
==Discussion==<br />
The original BB discussion threads for each ship, which has the download links for the previous versions are here:<br/><br />
[http://aegidian.org/bb/viewtopic.php?f=4&t=11129 Cruzer]<br/><br />
[http://aegidian.org/bb/viewtopic.php?f=4&t=11106 Hornet]<br/><br />
[http://aegidian.org/bb/viewtopic.php?f=4&t=11075 Night Adder]<br/><br />
<br />
But for these updated releases, please send all feedback to this new thread:[http://aegidian.org/bb/viewtopic.php?f=4&t=17598 Ace Ships]<br />
<br />
==Version History==<br />
===Cruzer===<br />
{{Infobox OXPb| title = Ace_Cruzer.oxz<br />
|version = 0.9.5<br />
|release = 2015-07-16<br />
|license = CC BY-NC-SA 3.0<br />
|features = Ships<br />
|category = Ships OXPs<br />
|author = Ace\56<br />
|feedback = [http://aegidian.org/bb/viewtopic.php?f=4&t=17598 Oolite BB]<br />
}}<br />
<br />
===Hornet===<br />
{{Infobox OXPb| title = Ace_Hornet.oxz<br />
|version = 0.9.3<br />
|release = 2015-07-16<br />
|license = CC BY-NC-SA 3.0<br />
|features = Ships<br />
|category = Ships OXPs<br />
|author = Ace\56<br />
|feedback = [http://aegidian.org/bb/viewtopic.php?f=4&t=17598 Oolite BB]<br />
}}<br />
<br />
===Night Adder===<br />
{{Infobox OXPb| title = Ace_NightAdder.oxz<br />
|version = 0.9.5<br />
|release = 2015-07-16<br />
|license = CC BY-NC-SA 3.0<br />
|features = Ships<br />
|category = Ships OXPs<br />
|author = Ace\56<br />
|feedback = [http://aegidian.org/bb/viewtopic.php?f=4&t=17598 Oolite BB]<br />
}}</div>Makariushttps://wiki.alioth.net/index.php?title=XenonUI&diff=47758XenonUI2015-06-08T07:48:48Z<p>Makarius: adapted category</p>
<hr />
<div>[[image:XenonUI_sample.png|right|700px]]<br />
<br />
==Overview==<br />
This OXP replaces all background UI screens with a new look and feel, based on the assumption that the Oolite UI screens are accessed through some form of computer terminal. <br />
<br />
The method used to add the backgrounds will mean that the background images of most other OXP's, if they set a background, will be overridden with the Xenon UI images. This is by design. <br />
<br />
If an OXP uses background images to convey important information to the player, and the "mission.runScreen" command in the OXP has a "screenID" parameter attached, it is possible to add exceptions to the override by adding the following code to a worldScript:<br />
<br />
var w = worldScripts.XenonUI;<br />
if (w) w.$addMissionScreenException("mymissionscreenid");<br />
<br />
The OXP is made up of two parts: the main XenonUI.oxz, which holds all the config and code, and the XenonUIResources.oxz, which holds all the images. This will allow fast updates to the code section, which is small, without having to download the large resources file regularly.<br />
<br />
The images in this OXP are designed for a 16:9 screen ratio. For narrower screens, there is a "Redux" version, which removes all the sidebars, leaving only <br />
<br />
Also provided in this OXP is some new title screen theme music.<br />
<br />
==Licence/Author==<br />
This work is licensed under the Creative Commons Attribution-Noncommercial-Share Alike 4.0 International License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/4.0/ or send a letter to Creative Commons, 171 Second Street, Suite 300, San Francisco, California, 94105, USA.<br />
<br /><br />
The expansion pack was developed by phkb.<br />
<br />
==Installation==<br />
===16:9 Version===<br />
There are two components to the installation: The first part contains all the config and code. The second part contains all the image and music resources. <br />
Place the 'XenonUI.oxz' and 'XenonUIResources.oxz' into your 'AddOns' folder and when you start the game, hold down 'Shift' until you see the spinning Cobra.<br />
<br/>Alternatively, you can download the expansion using the expansion pack manager in the game itself.<br />
===Redux Version (for narrower monitors)===<br />
There are two components to the installation: The first part contains all the config and code. The second part contains all the image and music resources. <br />
Place the 'XenonReduxUI.oxz' and 'XenonReduxUIResources.oxz' into your 'AddOns' folder and when you start the game, hold down 'Shift' until you see the spinning Cobra.<br />
<br/>Alternatively, you can download the expansion using the expansion pack manager in the game itself.<br />
<br />
Note: The "Redux" version is incompatible with the 16:9 version. If both are installed, the 16:9 version will take precedence.<br />
<br />
==Download==<br />
===16:9 Version===<br />
Download config v1.1.2 [[Media:XenonUI.oxz|XenonUI.oxz]] (downloaded {{#downloads:XenonUI.oxz}} times).<br />
<br/>Download resources v1.1.1 [[Media:XenonUIResources.oxz|XenonUIResources.oxz]] (downloaded {{#downloads:XenonUIResources.oxz}} times).<br />
<br/>Alternative download for config from [https://app.box.com/s/cubl9bn9lzivg6ya36m3y45nn39jkudq box.com]<br />
<br/>Alternative download for resources from [https://app.box.com/s/rwzhwt7pj8yede2ejixb8t63dhpy33kp box.com]<br />
===Redux Version (for narrower monitors)===<br />
Download config v1.1.2 [[Media:XenonReduxUI.oxz|XenonReduxUI.oxz]] (downloaded {{#downloads:XenonReduxUI.oxz}} times).<br />
<br/>Download resources v1.1.1 [[Media:XenonReduxUIResources.oxz|XenonReduxUIResources.oxz]] (downloaded {{#downloads:XenonReduxUIResources.oxz}} times).<br />
<br/>Alternative download for config from [https://app.box.com/s/mb2u5pbes257ou42d96evz9472j2i4dy box.com]<br />
<br/>Alternative download for resources from [https://app.box.com/s/wykkz99iojz04yavktsxcr0tcvw8r86v box.com]<br />
<br />
==Version History==<br />
Version 1.1.2<br />
* Changed manifest identifier to try and position the OXP at the bottom of the install list<br />
<br />
Version 1.1.1<br />
* Fixed bug where "." is missing before "indexOf".<br />
<br />
Version 1.1.0<br />
* Split OXZ into two, one for resources (music and images), one for the code and config.<br />
* Fixed file name issue for one of the files.<br />
* Code improvements as suggested by Wildeblood.<br />
* Added exception for Norby's forthcoming OXP (HDBG)<br />
* Added some BGS override exceptions<br />
<br />
Version 1.0<br />
* Initial release<br />
<br />
==Quick Facts==<br />
{{Infobox OXPb| title = XenonUI.oxz<br />
|version = 1.1.2<br />
|release = 2015-06-08<br />
|license = CC BY-NC-SA 4.0<br />
|features = Backgrounds Music<br />
|category = HUDs OXPs<br />
|author = [[User:phkb|phkb]]<br />
|feedback = [http://aegidian.org/bb/viewtopic.php?f=4&t=17511 Oolite BB]<br />
}}<br />
<br />
==Gameplay and Balance indicator==<br />
<br />
[[Image:tag-colour-green.png]]</div>Makariushttps://wiki.alioth.net/index.php?title=User:Makarius&diff=47223User:Makarius2015-04-20T06:40:36Z<p>Makarius: /* todo */</p>
<hr />
<div>==Hi==<br />
<br />
I'm [[User:Makarius|Makarius]] and I'm fan of this game since [[:Category:FE2|Frontier Elite: 2]]. I love this game. I love the concept of [http://en.wikipedia.org/wiki/Wiki Wiki] and I'm also writing some stuff at [http://www.x-lexikon.xibo.at/wiki/index.php/ some other space sim game wiki].<br />
<br />
==todo==<br />
*check [[Special:Wantedpages|wanted articles]] with [[Special:Allpages|existing ones]]<br />
*check [[Special:Uncategorizedpages|uncategorized stuff]] and care about [[Special:Categories|categories]].<br />
*organise some link-page to other elite-based sites and other spin-offs<br />
: [http://www.sharoma.com/frontierverse/links.htm] link collection at fronterverse<br />
: [http://en.wikipedia.org/wiki/Elite_(video_game)] wikipedia article<br />
: [http://www.tomatarium.pwp.blueyonder.co.uk/glfrontier.html GLFrontier]<br />
*link [[Alphabetical Ship List (Oolite)]]<br />
*Category of [[Lave's Moon]]<br />
*Categories of articles of [[User:CaptSolo]]<br />
*Wikification of articles of [[User:Mandoman|MANDOTECH INDUSTRIES]]<br />
*Create/support article for the [[Special:Contributions/Stormrider|Stormbrewer]]<br />
<br />
==Bookmarks==<br />
*[[Template:OXP-in-category]]<br />
*[[EliteWiki:Village_Pump|Village Pump]]<br />
*{{tl|deleteme}} <nowiki>{{deleteme|reason}}</nowiki></div>Makariushttps://wiki.alioth.net/index.php?title=Developing_Oolite&diff=47088Developing Oolite2015-03-23T08:32:47Z<p>Makarius: Category added</p>
<hr />
<div>= Overview =<br />
<br />
This page intends to allow you to setup an environment to develop Oolite.<br />
<br />
= Versioning =<br />
<br />
When developing software, each little modification is tracked independently and assigned a version identifier.<br />
That's called [http://en.wikipedia.com/Software_versioning versioning].<br />
To do this, we use the [http://en.wikipedia.com/Git_(software) git] software.<br />
<br />
The Oolite code is hosted on a git-friendly repository: github.<br />
<br />
== Creating a GitHub account ==<br />
<br />
Go to https://github.com/ and create an account.<br />
<br />
== Creating a branch on GitHub ==<br />
<br />
Fork the [https://github.com/OoliteProject/oolite oolite main branch].<br />
<br />
== Fetching your branch ==<br />
<br />
We now repatriate the code locally: we fetch it.<br />
<br />
=== On Linux ===<br />
<br />
==== Installing git ====<br />
<br />
We need git for this. Installing it depends on your distribution. For ubuntu:<br />
<code>sudo apt-get install git</code><br />
<br />
==== Fetching ====<br />
<code>$git fetch --help</code><br />
<br />
= Documentation =<br />
<br />
The documentation is automatically generated from the source code.<br />
When generated, it's 700mb heavy !<br />
<br />
== Pre-requisites ==<br />
<br />
Installing Doxygen<br />
<br />
=== On Linux ===<br />
<br />
It depends on your distribution. For Ubuntu:<br />
<code>sudo apt-get install doxygen</code><br />
<br />
== Generation ==<br />
<br />
The documentation is generated into a html sub-directory.<br />
<br />
=== On Linux ===<br />
<br />
Go into your oolite directory and just do: <code>$doxygen Doxyfile</code><br />
<br />
= Setting up your development environment =<br />
<br />
== On Linux ==<br />
<br />
Do as you wish :-)<br />
<br />
I use vim + youcompleteme.<br />
<br />
There's no IDE on linux managing objective-c (at least not Eclipse and Intellij).<br />
Auto-completion doesn't work in most of them because the xCode libraries aren't available (they're on OS X).<br />
<br />
The only plugin for objective-c on eclipse is discontinued.<br />
<br />
You can see the call hierarchy in the doxygen documentation.<br />
<br />
= Building =<br />
== On Windows ==<br />
Let's hear the wise words of another_commander:<br />
<br />
''"Seeing that, despite the quite comprehensive wiki instructions on how to make an Oolite executable, building from source on Windows is still a quite complicated matter, I have created a package that will hopefully simplify the process a lot and allow even the relatively inexperienced users to have a razor bleeding edge version of the game to play with and test. Please note that bleeding edge versions may cause spontaneous combustion of your computer, so you use them at own risk."''<br />
<br />
The download link to the Oolite Development Environment - Light Edition is this:<br />
https://drive.google.com/file/d/0BwG6R5Qjd1f2aWRxZDY5NkxlcG8/edit?usp=sharing<br />
The package contains the Objective-C compiler plus Posix environment (MinGW/MSYS), the Git package version 1.8.3 required for checking out and updating the source code and the required gnustep-base 1.20.1 files. No other downloads will be required. <br />
<br />
Instructions on how to build an Oolite trunk executable from zero:<br />
<br />
Download the environment and unzip it to a folder of your choice. IMPORTANT: The zip file you downloaded must be decompressed maintaining the folders' path structure, check your unzip program's documentation if you are not sure how to do this. Also note that in the unlikely case that your system is using drive letter O:, you will need to edit the files msys_x2/1.0/msys.bat and msys_x2/1.0/etc/fstab and change the references to o: to an unused drive letter. MORE IMPORTANT: Do not install this in a path containing spaces. We have had cases where the environment failed to work when installed in locations such as My Documents, Program Files etc.<br />
<br />
Once unzipped, you must run the msys.bat file, found in <RootOfWhereTheEnvironmentWasInstalled>\msys_x2\1.0. You can create a shortcut to desktop for this file if you want. Once run, the environment will start up. <br />
<br />
Important note: The latest development environment is by default configured for building the 64-bit version of the game, but it contains all files necessary for building the 32-bit flavor as well. To switch to the 32-bit version of the compiler, you need to navigate to the folder Msys_x2/1.0 and rename the following folders like this:<br />
1) Devlibs -> Devlibs64,<br />
2) Mingw -> Mingw64,<br />
3) Devlibs32 -> Devlibs<br />
4) Mingw32 -> Mingw<br />
Reverse-rename to return to the 64-bit configuration. Never, ever mix 32-bit Devlibs with 64-bit Mingw or vice-versa. Expect build failure if you do so.<br />
<br />
The rest of the steps are:<br />
<br />
1. Create our working directory:<br />
Code:<br />
mkdir /d/myoolite<br />
to create a folder called myoolite under D:\. This is where we will check out the code, but instead of D: any available drive letter can be used. We will refer to D: here for simplicity.<br />
Code:<br />
cd /d/myoolite<br />
to enter our working directory.<br />
<br />
2. Check out the oolite code:<br />
Code:<br />
git clone https://github.com/OoliteProject/oolite.git<br />
This will start copying the source code from the repository to your working dir. When finished, there will be a folder named oolite under the folder you performed the checkout. Next do a<br />
Code:<br />
cd oolite<br />
to enter in the trunk folder, where the actual build will take place. Finally, execute this command to pull in all the binary dependencies needed for the full build (maybe you can take a coffee break here, this takes a while):<br />
Code:<br />
git submodule update --init<br />
<br />
<br />
3. Build the source:<br />
Code:<br />
make debug=no<br />
That's it! Sit back and relax while it builds. Once done, you will find two new folders under the oolite folder: obj.win.spk and oolite.app. obj.win.spk contains the object files produced by the compiler and you don't need to worry too much about it. And of course you all know what oolite.app is.<br />
<br />
4. Profit:<br />
Double click the oolite.exe file that resides in your D:\myoolite\oolite\oolite.app folder. You should see the splash screen followed by the familiar rotating Cobra. Now you can go and improve your Elite rating and give us some feedback from your testing while you're at it.<br />
<br />
If at any later time you would like to update to the code that will be current by then, all you need to do is start up MSYS, then <br />
Code:<br />
cd /d/myoolite/oolite<br />
git pull<br />
git submodule update<br />
make debug=no<br />
<br />
<br />
''"Good luck."''<br />
<br />
[[Category:Oolite]]</div>Makariushttps://wiki.alioth.net/index.php?title=Gui-settings.plist&diff=41566Gui-settings.plist2014-11-24T14:00:54Z<p>Makarius: category added</p>
<hr />
<div>'''This is a planned feature for Oolite currently only available in the 1.81 nightly builds, and may change before release.'''<br />
<br />
The <code>gui-settings.plist</code> file allows customisation of the format of the GUI screens. Colours may be changed, tab stops may be adjusted (which may be necessary to avoid overlapping text in translations), and some other settings may be altered.<br />
<br />
All colour settings take a standard [[Materials_in_Oolite#Colour_specifiers|colour specifier]].<br />
<br />
==Global Settings==<br />
<br />
The following global colour settings are available<br />
* default_text_color<br />
* screen_title_color<br />
* screen_divider_color<br />
* selected_row_background_color<br />
* selected_row_color<br />
* text_input_cursor_color<br />
<br />
These affect all GUI screens.<br />
<br />
The majority of specific colour settings which are currently "yellowColor" do not have any internal value in Oolite and will use the default text colour.<br />
<br />
==Tab settings==<br />
<br />
The following tab settings are available. Tab settings are an array of numbers, the length of which varies between screens. A negative number has the same tab stop position as a positive number, but is right-aligned to that stop rather than left-aligned from it. The text display area is 512 units wide, regardless of window size.<br />
<br />
* equipment_tabs (3 entries)<br />
* interface_tabs (2 entries)<br />
* shipyard_tabs (5 entries)<br />
* status_tabs (3 entries)<br />
* manifest_tabs (2 entries)<br />
* chart_traveltime_tabs (3 entries)<br />
* systemdata_tabs (3 entries)<br />
* market_tabs (6 entries)<br />
<br />
==Colour settings==<br />
<br />
Each of these settings affects one particular display colour on a single GUI screen<br />
<br />
* equipment_cash_color<br />
* equipment_unavailable_color<br />
* equipment_scroll_color<br />
* equipment_option_color<br />
* equipment_repair_color<br />
* equipment_description_color<br />
* equipment_laser_color<br />
* equipment_laser_fitted_color<br />
* shipyard_heading_color<br />
* shipyard_scroll_color<br />
* shipyard_entry_color<br />
* shipyard_noship_color<br />
* shipyard_tradein_color<br />
* shipyard_description_color<br />
* interface_heading_color<br />
* interface_scroll_color<br />
* interface_entry_color<br />
* interface_description_color<br />
* interface_none_colorstatus_shipname_color<br />
* status_data_color<br />
* status_equipment_heading_color<br />
* status_equipment_scroll_color<br />
* status_equipment_ok_color<br />
* status_equipment_damaged_color<br />
* manifest_subhead_color<br />
* manifest_entry_color<br />
* manifest_scroll_color<br />
* manifest_no_scroll_color<br />
* chart_label_color<br />
* chart_range_color<br />
* chart_crosshair_color<br />
* chart_cursor_color<br />
* chart_match_color<br />
* chart_match_label_color<br />
* chart_connection_color (this may be overridden by [[planetinfo.plist#link_color|link_color settings in planetinfo.plist]])<br />
* chart_route_short_color<br />
* chart_route_quick_color<br />
* chart_economy_0_color<br />
* chart_economy_1_color<br />
* chart_economy_2_color<br />
* chart_economy_3_color<br />
* chart_economy_4_color<br />
* chart_economy_5_color<br />
* chart_economy_6_color<br />
* chart_economy_7_color<br />
* chart_government_0_color<br />
* chart_government_1_color<br />
* chart_government_2_color<br />
* chart_government_3_color<br />
* chart_government_4_color<br />
* chart_government_5_color<br />
* chart_government_6_color<br />
* chart_government_7_color<br />
* chart_tech_color<br />
* systemdata_facts_color<br />
* systemdata_description_color<br />
* market_heading_color<br />
* market_commodity_color<br />
* market_scroll_color<br />
* market_filtered_all_color<br />
* market_filter_info_color<br />
* market_cash_color<br />
* market_contracted_color<br />
* market_description_color<br />
* docking_report_color<br />
* docking_summary_color<br />
* docking_continue_color<br />
<br />
== Miscellaneous settings ==<br />
<br />
The following miscellaneous settings which mostly adjust page layout are available.<br />
<br />
* status_prioritise_damaged (boolean, defaults to 1 - moves damaged equipment to the top of the F5 list if enabled)<br />
* chart_label_scale (float, defaults to 1, allows the size of the in-chart name labels to be adjusted)<br />
* chart_circle_scale (float, defaults to 0.0017, relates the planet radius to the size of the circle on the chart screen)<br />
<br />
[[Category:Oolite]]<br />
[[Category:Oolite scripting]]</div>Makariushttps://wiki.alioth.net/index.php?title=Explosions.plist&diff=41565Explosions.plist2014-11-24T14:00:43Z<p>Makarius: category added</p>
<hr />
<div>'''This is a planned feature for Oolite currently only available in the 1.81 nightly builds. It may change before release.'''<br />
<br />
The explosions.plist file defines various explosion graphics which can be assigned to ship objects.<br />
<br />
Each explosion entry has the following format:<br />
"oolite-default-ship-explosion" = {<br />
"alpha" = 0.85;<br />
"color_order" = "rgb";<br />
"count" = 25;<br />
"duration" = 1.5;<br />
"growth_rate" = 1.5;<br />
"size" = 2.5;<br />
"texture" = "oolite-particle-cloud2.png";<br />
};<br />
<br />
Explosions are created by overlapping several copies of the explosion texture with varying colours at slight offsets, and then growing and fading those colours according to the properties. Explosion texture files must be square textures, which will be treated as greyscale. To avoid display artifacts, in general the content of the texture should be kept within the largest circle which will fit within the square.<br />
<br />
== Properties ==<br />
<br />
Getting an explosion to look 'right' takes quite a bit of trial and error in both the texture files and the configuration. Using the debug console to spawn and then explode ships makes it quicker.<br />
<br />
=== alpha ===<br />
Number between 0 and 1, the initial alpha opacity level of each explosion component.<br />
<br />
=== color_order ===<br />
This determines the initial colour of the explosion and how it fades out.<br />
<br />
If the value is "white" the initial explosion component colours will be randomly selected shades of gray, and will fade to black while keeping all colour channels identical.<br />
<br />
If the value is "rgb", "rbg", "grb", "gbr", "brg" or "bgr" then the following will happen:<br />
# The colour channel represented by the first letter will be assigned a random intensity from 0 to 1.<br />
# The colour channel represented by the second letter will be assigned a random intensity from 0 to 1. If the second channel is brighter than the first channel it will be reduced to be equal to the first channel.<br />
# The colour channel represented by the third letter will be assigned a random intensity from 0 to 1. If the third channel is brighter than the second channel it will be reduced to be equal to the second channel.<br />
<br />
So, for example, "rgb" will generate reds, oranges, yellows and whites, while "gbr" will generate greens, cyans and whites.<br />
<br />
The colour will then fade away starting with the third channel. When that is zero, the second channel will start to fade, then the first. So with "rgb" the explosion will fade out from white through yellow, orange, red and then to black.<br />
<br />
=== count ===<br />
<br />
The number of explosion components per explosion object. Values greater than 10 will be reduced to 10 if the game is not in "Extra Detail" graphics mode.<br />
<br />
=== duration ===<br />
<br />
The total life of the explosion in seconds. Some components may last less time than this if their initial random brightness was low.<br />
<br />
=== growth_rate ===<br />
<br />
The growth rate of the explosion in arbitrary units. Higher is faster.<br />
<br />
=== size ===<br />
<br />
The size of the explosion relative to the collision radius of the exploding object. This property is ignored for explosions created from the <code>dealEnergyDamage</code> method, which have a size proportional to their damage radius. Note that depending on how much of the space in the texture was used, the explosion may appear somewhat larger or smaller than this.<br />
<br />
=== texture ===<br />
<br />
The name of the texture file, placed in the <code>Textures/</code> folder.<br />
<br />
<br />
== Usage ==<br />
<br />
The [[shipdata.plist#explosion_type|explosion_type property in shipdata.plist]] is used to define the explosion method for a particular ship class. It consists of a list of explosion names, all of which will be set of simultaneously when the ship explodes.<br />
<br />
Explosion names may be entries in explosions.plist or may refer to special built-in explosion types. The three builtin explosion types are:<br />
* "oolite-builtin-flash"<br />
* "oolite-builtin-slowcloud"<br />
* "oolite-builtin-fastspark"<br />
A combination of the three built in types is used as the explosion graphic when at minimum graphics settings.<br />
<br />
If a ship does not specify an explosion type the default is <code>("oolite-default-ship-explosion","oolite-builtin-flash")</code>.<br />
<br />
[[Category:Oolite]]<br />
[[Category:Oolite scripting]]</div>Makariushttps://wiki.alioth.net/index.php?title=RetroRefit_OXZ&diff=41564RetroRefit OXZ2014-11-24T13:59:59Z<p>Makarius: category added</p>
<hr />
<div>==Overview==<br />
<br />
[[image:Cobra3-oolite.png|200|right]]<br />
<br />
retroRefit OXZ simply removes the new graphics added in Oolite v1.80 and restores the original Elite-style ships and stations used prior to the release of v1.80. Also restored are the faster station rotations. All the new features of v1.80 are used however, including the new role set.<br />
<br />
This Expansion consists of a replacement shipdata,plist which is a hybrid of the v1.77 shipdata and cim's shipset compatibility OXZ.<br />
<br />
Notes:-<br />
<br><br />
As it is based on an old (non template) shipdata.plist this will not be a suitable base for developing other expansions.<br />
<br><br />
To revert back to the current default ships the OXZ will need to be removed/disabled.<br />
<br />
<br />
<br />
==Author==<br />
<br />
by Smivs<br />
<br />
==Licence==<br />
This work is licensed under the Creative Commons Attribution-Noncommercial-Share Alike 4.0 Unported License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/4.0/ or send a letter to Creative Commons, 171 Second Street, Suite 300, San Francisco, California, 94105, USA.<br />
<br />
==Credits==<br />
This Expansion uses code borrowed from Shipset Compatibility OXZ by cim.<br />
<br />
==Download==<br />
<br />
This OXZ is available via the in-game Expansion Manager.<br />
<br />
==Version History==<br />
<br />
v1.0 Released 22nd November, 2014<br />
<br />
==Oolite Forum thread==<br />
<br />
Any questions, problems or bug reports should be posted on this OXP's BB thread [http://aegidian.org/bb/viewtopic.php?f=4&t=17020 here]<br />
<br />
==Gameplay and Balance indicator==<br />
<br />
[[Image:tag-colour-green.png]]<br />
<br />
{{retextures-OXP}}<br />
<br />
[[Category:Oolite_expansion_packs]]</div>Makariushttps://wiki.alioth.net/index.php?title=ReduceWeaponDamage&diff=41500ReduceWeaponDamage2014-11-10T07:54:19Z<p>Makarius: Wikification</p>
<hr />
<div>==Overview==<br />
<br />
Reduce damage from lasers & missile hits on player ship & most npc ships<br />
<br />
<br />
(for missile hits the difference this oxp makes is barely noticeable)<br />
<br />
<br />
Details, comments, bugreports [http://aegidian.org/bb/viewtopic.php?f=4&t=16947 in the forum].<br />
<br />
<br />
==Downloads==<br />
<br />
*Compatibility: Oolite 1.80+<br />
*[https://app.box.com/s/skwi1s82xlnzuipupxih ReduceWeaponDamage 0.10, oxp format]<br />
*[[Media:Reduce_Weapon_Damage_0.10.oxz|here]] OXZ format (downloaded {{#downloads:Reduce_Weapon_Damage_0.10.oxz}} times).<br />
<br />
[[Category:Mechanics OXPs]] [[Category:Oolite_expansion_packs]]</div>Makariushttps://wiki.alioth.net/index.php?title=Script.oos&diff=41499Script.oos2014-11-10T07:52:19Z<p>Makarius: Category sync for plist</p>
<hr />
<div>'''script.oos''' Used by [[OXP]]'s to check [[conditions]] and perform scripted [[methods|actions]] accordingly.<br />
<br />
:'''Due to lack of adaptation, OOS support was be removed in Oolite 1.70.'''<br />
<br />
The "oos" file format allows scripts to be written using a more BASIC-like syntax than the plist file format permits. Scripts in "oos" format<br />
have all the same features available as the plist scripts, except only one script per file can be defined.<br />
<br />
If both script.plist and script.oos files exist in an OXP's Config directory, script.oos is loaded in preference to script.plist.<br />
<br />
This format cannot be used in other plist files such as planetinfo.plist. It can only be used to replace script.plist.<br />
<br />
== Structure ==<br />
<br />
A script.oos file consists of the script name on the first non-comment, non-blank line, followed by one or more "if/then/else/endif" clauses.<br />
<br />
Blank lines, leading and trailing whitespace, and lines starting with "//" are ignored.<br />
<br />
The body of an "if/then" or "else" consists of one or more [[methods|actions]], one per line. Nested "if/then/else/endif" clauses may also be included in the actions.<br />
<br />
A trivial script is:<br />
<br />
<pre><br />
testscript<br />
if dockedAtMainStation_bool = YES then<br />
debugMessage: Player is docked at the main station.<br />
else<br />
debugMessage: Player is not docked at the main station.<br />
endif<br />
</pre><br />
<br />
An example of a nested if statement:<br />
<pre><br />
testscript<br />
if dockedAtMainStation_bool = YES then<br />
debugMessage: Player is docked at the main station, now checking mission variable.<br />
if mission_started undefined then<br />
set: mission_started YES<br />
// you would probably put up a mission page here<br />
else<br />
// the mission has already been started, do some stuff here<br />
endif<br />
endif<br />
</pre><br />
=== Specifying "if" conditions ===<br />
<br />
An "if" statement must be followed by one or more conditions. If multiple conditions are required they must be separated by the keyword "and". There is no option for an "or".<br />
<br />
Where multiple conditions are specified they must all be true for the actions following "then" to be executed.<br />
<br />
If any of the conditions of an "if" are false and an "else" clause is present, the actions given in the "else" clause are executed.<br />
<br />
The form of the conditions is the same as for [[script.plist|conditions]], except that &lt;, &gt;, and = are used in place of the words lessthan, greaterthan, and equal.<br />
<br />
<pre><br />
if X op Y [ and X op Y ] then<br />
actions<br />
else<br />
actions<br />
endif<br />
</pre><br />
<br />
Where:<br />
* X is one of mission_var, local_var, function_string, function_number, function_bool<br />
* op is one of &lt;, =, &gt;, undefined, oneof<br />
* Y is one of function_string, function_number, function_bool, or a set of one or more words<br />
<br />
<br />
If op is "&lt;" or "&gt;" then Y should only be a single value and both X and Y are converted to numbers and compared.<br />
<br />
If op is "=" then a string comparison is performed between X and Y. This is the only valid value for op when X is a function_bool and in this case Y must be one of "YES" or "NO".<br />
<br />
If op is "undefined" then X must be a mission_var or local_var and Y is ignored. The condition is true if the mission or local variable has not yet been defined, or false if it has.<br />
<br />
If op is "oneof" then Y is considered to be a list of values separated by commas and the condition is true if X is equal to any one of them.<br />
<br />
Each condition is terminated by the word "and" or "then" and each condition can be on a separate line, for example:<br />
<pre><br />
if mission_x = A and<br />
mission_y = B then<br />
// some actions here<br />
endif<br />
</pre><br />
<br />
=== Actions ===<br />
<br />
If all the conditions in an "if" statement are met then the actions bounded by the "then" and the "else" or "endif" statement are executed. If any of the conditions in an "if" statement are not met and there is an "else" clause then the actions between the "else" and "endif" statement are executed.<br />
<br />
Each action takes one line, and if finished by the end-of-line character(s).<br />
<br />
The first word on an action line specifies the action to be performed. Some actions do not require any parameters, so the action line is a single word - "debugOn" for example. If the action requires any parameters, they are specified after a ":". There are examples of this above - "set" and "debugMessage".<br />
<br />
Any word in the set of parameters surrounded by square brakets is assumed to be either a variable or the name of a function. If the word '''''starts''''' with mission_, local_, or commander_ it is assumed to be a variable and the variable's value replaces the variable name and the square brackets before the action is executed. If the word '''''ends''''' with _string, _number, or _bool it is assumed to be a function and the function's return value replaces the function name and the square brackets before the action is executed.<br />
<br />
Some examples of actions with replacements:<br />
<br />
// set the script local variable local_x to a number between 1 and 100<br />
set: local_x [d100_number]<br />
<br />
// then set the script local variable local_y to a number between 1 and 100<br />
set: local_y [d100_number]<br />
<br />
// and add local_x to it - notice local_y isn't in brackets because the first word has<br />
// to be the name of the variable to be acted upon, not it's value<br />
add: local_y [local_x]<br />
<br />
// print a message to the log<br />
debugMessage: Commander [commander_name] has [local_x] widgets and [local_y] twigs<br />
<br />
Here is the longway.oxp script converted to oos format, with comments added:<br />
<pre><br />
// Giles Williams' LongWay mission converted to oos format<br />
//<br />
long_way_round<br />
<br />
// This is a pretty fast way to ensure no unnecessary processing is performed.<br />
// This single condition can avoid all the other conditions getting evaluated<br />
// if the player isn't in galaxy 0<br />
//<br />
if galaxy_number equal 0 then<br />
<br />
// As above, this one condition can save evaluating the three enclosed conditions<br />
// while the player is in space.<br />
//<br />
if dockedAtMainStation_bool equal YES then<br />
<br />
// If the player docks at the main station at XXX then start the<br />
// mission. Doesn't seem to be a way to refuse to do the mission.<br />
//<br />
if mission_longwayround undefined and planet_number equal 3 then<br />
setMissionMusic: none<br />
setGuiToMissionScreen<br />
addMissionText: long_way_round_Biarge_briefing<br />
set: mission_longwayround STAGE1<br />
setMissionDescription: em1_short_desc1<br />
endif<br />
<br />
// If the player docks at the main station of YYY and they're doing<br />
// the longway mission then reward them for partially completing it and<br />
// send them on the next step.<br />
//<br />
if mission_longwayround equal STAGE1 and plaent_number equal 248 then<br />
setMissionMusic: none<br />
setGuiToMissionScreen<br />
addMissionText: long_way_round_Soladies_briefing<br />
awardCredits: 500<br />
set: mission_longwayround STAGE2<br />
setMissionDescription: em1_short_desc2<br />
endif<br />
<br />
// If the player docks at the main station of ZZZ and they're on the<br />
// 2nd step of the mission, mark it complete and reward the player again.<br />
//<br />
if mission_longwayround equal STAGE2 and planet_number equal 233 then<br />
setMissionMusic: none<br />
setMissionImage: loyalistflag.png<br />
setGuiToMissionScreen<br />
addMissionText: long_way_round_Qubeen_briefing<br />
awardCredits: 2000<br />
setMissionImage: none<br />
set: mission_longwayround MISSION_COMPLETE<br />
clearMissionDescription<br />
endif<br />
endif<br />
<br />
// If the player is on the second step of the mission and jumps in system ZZZ<br />
// to complete the mission, ambush them with a couple of rebel ships!<br />
//<br />
if mission_longwayround equal STAGE2 and<br />
planet_number equal 233 and<br />
status_string equal STATUS_EXITING_WITCHSPACE then<br />
addShips: rebel 2<br />
endif<br />
<br />
// Continually harass the player while they're in system ZZZ trying to finish<br />
// the mission.<br />
//<br />
if mission_longwayround equal STAGE2 and<br />
status_string equal STATUS_IN_FLIGHT and<br />
planet_number equal 233 and<br />
scriptTimer_number lessthan 60 then<br />
checkForShips: rebel<br />
if shipsFound_number lessthan 5 and d100_number lessthan 50 then<br />
addShips: rebel 1<br />
endif<br />
endif<br />
endif<br />
</pre><br />
<br />
[[Category:Oolite]]<br />
[[Category:Oolite scripting]]</div>Makariushttps://wiki.alioth.net/index.php?title=Trade-goods.plist&diff=41498Trade-goods.plist2014-11-10T07:51:58Z<p>Makarius: Category sync for plist</p>
<hr />
<div>'''Note: this page describes functionality currently only in the 1.81 development code. It may change further before being part of a stable release.'''<br />
<br />
The trade-goods.plist file replaces and extends the old [[commodities.plist]] and [[illegal_goods.plist]] files from Oolite 1.81 onwards to allow greater flexibility in trade good definitions, including defining entirely new goods.<br />
<br />
The file is a dictionary, with keys as commodity keys, and values defining the quantities, prices and other properties of those commodities.<br />
<br />
{<br />
"food" = {<br />
"name" = "[commodity-name food]";<br />
"classes" = ("oolite-consumer","oolite-edible","oolite-farming");<br />
"quantity_unit" = 0; // 0=t<br />
"peak_export" = 7; // Poor Ag<br />
"peak_import" = 0; // Rich Ind<br />
"price_average" = 50; // decicredits<br />
// fraction of average ~= 2.75 credits<br />
"price_economic" = 0.55;<br />
// fraction of average ~= 0.2 credits<br />
"price_random" = 0.04;<br />
"quantity_average" = 13.5; // gets rounded<br />
"quantity_economic" = 0.52;<br />
"quantity_random" = 0.04;<br />
"legality_export" = 0;<br />
"legality_import" = 0;<br />
"trumble_opinion" = 1.0;<br />
"sort_order" = 100;<br />
};<br />
}<br />
<br />
The following keys are accepted within a commodity definition<br />
<br />
== Property keys ==<br />
<br />
=== capacity ===<br />
The maximum amount of this good which can be held at a main station market. The default is 127 units.<br />
<br />
=== classes ===<br />
An array of good class names. Good classes can be used by secondary stations to set pricing rules for groups of goods.<br />
<br />
The following classes are defined by Oolite, with the core goods in those classes also listed. OXPs should usually add these classes as appropriate to custom trade goods they create, and may also define their own classes (which should be given an OXP-specific prefix). Some built-in classes only contain one built-in good, to allow for easier sub-typing by OXPs.<br />
<br />
* '''oolite-alien''': goods which were not made by a Cooperative species (Alien Items)<br />
* '''oolite-animalproduct''': goods which are obtained from animals but are not themselves animals (Furs)<br />
* '''oolite-business''': goods which are usually obtained for industrial or other corporate use (Computers, Machinery, Alloys, Minerals, Gold, Platinum)<br />
* '''oolite-consumer''': goods often obtained for personal use (Food, Textiles, Liquor/Wines, Luxuries, Narcotics, Furs, Gold, Platinum, Gem Stones)<br />
* '''oolite-dangerous''': goods which may be hazardous (Radioactives, Narcotics, Firearms)<br />
* '''oolite-edible''': goods which can be eaten reasonably safely (Food, Liquor/Wines)<br />
* '''oolite-farming''': goods which are produced by farming or similar agricultural processes (Food, Textiles, Liquor/Wines, Furs)<br />
* '''oolite-living''': goods which contain living creatures (Slaves)<br />
* '''oolite-luxury''': goods which are luxuries, usually a subset of oolite-consumer (Luxuries)<br />
* '''oolite-machinery''': goods which are industrial machinery (Machinery)<br />
* '''oolite-medical''': goods which may have a medical purpose (Narcotics)<br />
* '''oolite-metals''': goods which are largely or entirely made of metal (Alloys, Gold, Platinum)<br />
* '''oolite-military''': goods which are of interest to the military (Firearms, Alien Items)<br />
* '''oolite-mining''': goods which are produced by mining operations or similar extraction processes (Radioactives, Minerals, Gold, Platinum, Gem Stones)<br />
* '''oolite-rawmaterials''': goods which are raw materials needing refining to be used further (Minerals)<br />
* '''oolite-restricted''': goods which are subject to restrictions on trade (Slaves, Narcotics, Firearms)<br />
* '''oolite-salvage''': goods which are often retrieved from space battles (Slaves, Alloys)<br />
* '''oolite-shipyard''': goods used in the production of space ships (Computers, Alloys)<br />
* '''oolite-slaves''': goods which are slaves (Slaves)<br />
* '''oolite-technological''': goods requiring a high-tech process to produce (Computers, Machinery)<br />
* '''oolite-thargoid''': goods of Thargoid origin (Alien Items)<br />
* '''oolite-weapons''': goods which are weapons (Firearms)<br />
* '''oolite-wearable''': goods which are or can be used to make clothes (Textiles, Furs)<br />
<br />
=== comment ===<br />
A string that will be displayed on the F8 F8 commodity detail screen to describe the commodity. This can be modified later by [[Oolite_JavaScript_Reference:_Manifest#setComment|manifest.setComment()]]<br />
<br />
=== legality_export ===<br />
This number will be multiplied by the number of units carried when leaving a main station (or another station which enforces Cooperative market laws). This value will be ORed with the player's bounty.<br />
<br />
=== legality_import ===<br />
This number will be multiplied by the number of units carried when entering a main station (or another station which enforces Cooperative market laws). This value will be ORed with the player's bounty.<br />
<br />
No core game good is illegal to import.<br />
<br />
=== market_script ===<br />
The name of a Javascript file to use as a [[Oolite_Market_Scripts|market script]] for this trade good when calculating main station quantities and prices.<br />
<br />
=== name ===<br />
A string containing the name of the trade good. This may contain []s for [[descriptions.plist]] expansion.<br />
<br />
=== peak_export ===<br />
A number from 0 to 7 identifying the economy which will give the best price for buying this good. Economies closer to this economy than the peak_import will also have below-average prices.<br />
<br />
=== peak_import ===<br />
A number from 0 to 7 identifying the economy which will give the best price for selling this good. Economies closer to this economy than the peak_export will also have above-average prices.<br />
<br />
=== price_average ===<br />
The average price of this trade good at a main system station which neither imports nor exports, in decicredits.<br />
<br />
=== price_economic ===<br />
The proportion of the price affected by the system economy. A value of 0 means that this good does not change in price depending on system economy. A value of 0.3 means that the good would be 0.7 times price_average in an ideal exporting system, and 1.3 times price_average in an ideal importing system. While values greater than 1 may be used, in general much lower values are better.<br />
<br />
=== price_random ===<br />
The proportion of the price affected by random factors. A value of 0.6 means that the actual price of the good in a system which neither imports nor exports may be between 0.4 and 1.6 times the price_average.<br />
<br />
If this value is larger than price_economic, this means that even an ideal trade run from the best exporter to the best importer is not guaranteed to make a profit.<br />
<br />
=== quantity_average ===<br />
The average quantity of this trade good at a main system station which neither imports nor exports, in decicredits. If the calculated quantity exceeds the capacity, it will be capped.<br />
<br />
=== quantity_economic ===<br />
The proportion of the quantity affected by the system economy. A value of 0 means that this good does not change in quantity depending on system economy. A value of 0.3 means that the good would be 0.7 times as frequent in an ideal importing system, and 1.3 times as frequent in an ideal exporting system. A value of 1 or greater will make the good never or rarely (depending on quantity_random) available in systems which import the good.<br />
<br />
=== quantity_random ===<br />
The proportion of the quantity affected by random factors. A value of 0.6 means that the actual quantity of the good in a system which neither imports nor exports may be between 0.4 and 1.6 times the quantity_average.<br />
<br />
If this value is greater than 1, then systems may often entirely lack this good. If this value is greater than 1 + quantity_economic, then even an ideal exporter may not have any in stock.<br />
<br />
=== quantity_unit ===<br />
The size of container one unit of this good represents. 0 = tonne; 1 = kilogram; 2 = gram. The default is zero.<br />
<br />
=== short_comment ===<br />
A string that will be displayed on the F8 commodity list screen in the optional extra column. This can be modified later by [[Oolite_JavaScript_Reference:_Manifest#setComment|manifest.setShortComment()]]. As the meaning of this value will depend on the OXPs installed, it is unlikely to be useful to specify an initial value in the plist.<br />
<br />
=== sort_order ===<br />
A number positioning the item on the F8 screen when goods are sorted in the default order. The core goods have values 100 to 1700 in steps of 100.<br />
<br />
=== trumble_opinion ===<br />
How likely is a hungry trumble to consider eating this good? Goods with a value of 0 for this will never be eaten by trumbles; other goods may be eaten depending on the value of this parameter and the values for other goods on board.<br />
<br />
<br />
== Secondary Market Definitions ==<br />
<br />
Secondary market definitions are entered in the [[shipdata.plist#market_definition|market_definition]] key in shipdata.plist, which is an array of dictionaries, each defining rules which modify the prices and quantities from the main station market, and possibly adjust the market capacity and legality of the good. The following modifications are applied for each trade good, assuming no market_script is defined:<br />
<br />
# The market definition array is searched from top to bottom for the first element matching the trade good<br />
# The market quantity is scaled in proportion to the relative capacities for that good in the two markets.<br />
# Otherwise, the price and quantity modifications defined in the plist are used.<br />
<br />
=== Secondary Market Matching ===<br />
<br />
This uses the 'type' and 'name' properties. Type has three possible values<br />
<br />
* type = 'good': the good with the key in trade-goods.plist exactly matching the name property<br />
* type = 'class': any good in trade-goods.plist with an entry in its [[#classes|classes] list exactly matching the name property<br />
* type = 'default': any good. The name property is ignored if present.<br />
<br />
'default' should generally only be used for the last entry in the market definition.<br />
<br />
=== Secondary Market Modifications ===<br />
<br />
The following keys in the chosen market definition are then used to modify the good<br />
<br />
==== capacity ====<br />
The market capacity for this good or set of goods. If omitted, the [[shipdata.plist#market_capacity|default capacity for the station]] will be used.<br />
<br />
==== legality_import, legality_export ====<br />
If present, these keys override the keys of the same name in the basic trade good definition. If omitted, the station will use the same rules as the main station, provided that [[shipdata.plist#market_monitored|its market is monitored at all]]<br />
<br />
==== price_adder, price_multiplier, price_random ====<br />
These keys modify the price in the secondary market. The formula is (in decicredits):<br />
rnd = -1..1 // random number in range -1 to +1, slightly biased towards zero<br />
secondary_price = MAX(1, (primary_price + price_adder) * (price_multiplier + (price_random * rnd)))<br />
As an exception, if price_adder and price_multiplier are both <= 0, then the result is always 0 regardless of price_random.<br />
<br />
==== quantity_adder, quantity_multiplier, quantity_random ====<br />
These keys together with the capacity modify the quantity in the secondary market. The formula is:<br />
rnd = -1..1 // random number in range -1 to +1, slightly biased towards zero<br />
adjusted_quantity = (local_capacity / primary_capacity) * primary_quantity;<br />
secondary_quantity = (adjusted_quantity + quantity_adder) * (quantity_multiplier + (quantity_random * rnd)))<br />
As an exception, if quantity_adder and quantity_multiplier are both <= 0, then the result is always 0 regardless of quantity_random.<br />
<br />
[[Category:Oolite]]<br />
[[Category:Oolite scripting]]</div>Makariushttps://wiki.alioth.net/index.php?title=Scripting_Oolite_with_JavaScript&diff=41497Scripting Oolite with JavaScript2014-11-10T07:51:35Z<p>Makarius: category added</p>
<hr />
<div>[[Oolite]] 1.68 and later supports scripts written in [http://en.wikipedia.org/wiki/ECMAScript ECMAScript] (more commonly known as [http://en.wikipedia.org/wiki/JavaScript JavaScript]) in addition to its traditional model based on [[property lists]]. This page provides an overview of how JavaScript is used in Oolite. The page [[Oolite JavaScript Reference: object model]] provides reference for Oolite-specific objects and methods. The page [[Oolite JavaScript Reference: world script event handlers]] provides reference for the event handlers Oolite supports. The language standards and some tutorials can be found through the Wiki links provided above.<br />
<br />
== Using JavaScript ==<br />
<br />
Currently, JavaScript is supported for “worldScripts”, that is, as a replacement for scripts in ''script.plist'' and shipScripts, that acts as expansion for the ships AI. While a ''script.plist'' file may contain any number of separate scripts, a single JavaScript file may contain only one script.<br />
<br />
If your OXP only uses one script, place a JavaScript file named ''script.js'' (or ''script.es'') in the OXP’s ''Config'' directory. If you wish to use multiple scripts, you may instead create file named ''world-scripts.plist'' in the ''Config'' directory. This [[property list]] file should consist of an array of worldScript names; the named scripts should exist in a directory named ''Scripts'' inside your OXP. As with most “atomic” files (files which cannot be merged), such script files must have a unique name to avoid conflicts with other OXPs. Using the ''world-scripts.plist'' method, you can combine JavaScript, plist and OOS scripts however you wish.<br />
<br />
Whereas plist scripts are based on polling – all scripts are run at semi-regular intervals, whether they need to be or not – scripts written in JavaScript are “event driven” – different functions, or ''event handlers'', in the script are called in response to state changes in the game, or when other events of interest happen. For instance, <code>willExitWitchSpace</code> is called just before player exits witchspace, and <code>alertConditionChanged</code> is called whenever the alert condition changes. See the [[Oolite JavaScript event handler reference|event handler reference]] for a full list of handlers and when Oolite will call them.<br />
<br />
<br />
=== script.js File Template ===<br />
<br />
Copy and paste this template into a file called script.js in the OXP Config directory. Ensure you change at least the Name value. '''Every script must have a unique name.''' If multiple scripts with the same name are encountered, Oolite will arbitrarily select one and discard the others.<br />
<br />
<pre>this.name = "My OXP Script";<br />
this.author = "Your Name Here";<br />
this.copyright = "(C) 2013 Me.";<br />
this.licence = "CC-NC-by-SA 2.0";<br />
this.description = "This OXP doesn't do very much yet.";<br />
this.version = "1.0 alpha 1";<br />
<br />
"use strict";<br />
<br />
/* You can copy and paste this function and just change the "startUp"<br />
to another event name to handle other OXP events (eg "shipDockedWithStation",<br />
"alertConditionChanged", etc).<br />
*/<br />
this.startUp = function()<br />
{<br />
log(this.name, "Initialising OXP " + this.name);<br />
}<br />
</pre><br />
<br />
== See Also ==<br />
* [https://developer.mozilla.org/en/JavaScript/Reference Mozilla JavaScript reference pages]<br />
* [[Oolite JavaScript event handler reference]]<br />
* [[Oolite JavaScript object model]]<br />
<!-- * [[JavaScript test OXP]] --><br />
* [[Variables in Oolite JavaScripts]]<br />
* [[Javascript Operators]]<br />
* [[Handling OXP Dependencies with JavaScript]]<br />
<br />
[[Category:Oolite]]<br />
[[Category:Oolite scripting]]</div>Makariushttps://wiki.alioth.net/index.php?title=Role-categories.plist&diff=41496Role-categories.plist2014-11-10T07:51:11Z<p>Makarius: Category sync for plist</p>
<hr />
<div>This file supersedes [[Misc_plists#pirate-victim-roles.plist|pirate-victim-roles.plist]] from Oolite 1.79 onwards. It does nothing in previous versions.<br />
<br />
This file sets up various categories into which roles can be placed. These categories can then be used by the AI, using the <code>[[Oolite_JavaScript_Reference:_Ship#roleIsInCategory|Ship.roleIsInCategory()]]</code> Javascript function, to determine its reaction to a particular ship.<br />
<br />
Its format is a dictionary, with the key being the category name, and the value being a list of ship roles (or player roles) in that category. For example:<br />
{<br />
/* Roles used by bounty hunters */<br />
"oolite-bounty-hunter" = (<br />
"hunter",<br />
"hunter-medium",<br />
"hunter-heavy"<br />
);<br />
}<br />
<br />
This file has slightly different merging rules to most other Oolite plists. If two role-categories.plist files define the same key, the result will be the union of the values of those files, not simply one or the other. This allows OXPs to easily add extra roles to existing categories.<br />
<br />
Oolite currently defines the following categories, but you are free to add more in OXPs.<br />
* '''oolite-assassin''': roles used by ships which hunt couriers to destroy their packages and passengers<br />
* '''oolite-bounty-hunter''': roles used by bounty hunters (i.e. ships that destroy offenders for their bounty)<br />
* '''oolite-courier''': roles used by ships that make money specifically carrying packages or parcels from system to system<br />
* '''oolite-escort''': roles used by ships which escort other ships. A ship with a primary role not in this list will never be accepted as an escort<br />
* '''oolite-pirate''': roles used by pirate ships<br />
* '''oolite-pirate-enemy''': roles used by ships which routinely attack pirates (e.g. bounty hunters, police)<br />
* '''oolite-pirate-leader''': roles used by the leaders of large pirate packs.<br />
* '''oolite-pirate-victim''': ships likely to be carrying cargo suitable for pirate attack. Any roles in an old <code>pirate-victim-roles.plist</code> file will also be added to this category.<br />
* '''oolite-police-like''': roles the police are more likely to side with in a fight<br />
* '''oolite-police-dislike''': roles the police are less likely to side with in a fight<br />
* '''oolite-scavenger''': roles used by scavenger and miner ships<br />
* '''oolite-shuttle''': roles used by ships which travel between stations and planets in one system, and are usually unarmed<br />
* '''oolite-trader''': roles used by ships that make money carrying items (including trade goods) from system to system<br />
<br />
<br />
[[Category:Oolite]]<br />
[[Category:Oolite scripting]]<br />
<br />
=See also=<br />
* [[OXP howto]]</div>Makariushttps://wiki.alioth.net/index.php?title=Global-settings.plist&diff=41495Global-settings.plist2014-11-10T07:50:25Z<p>Makarius: Category sync for plist</p>
<hr />
<div>'''Note: this describes a feature currently in Oolite 1.81 which may change significantly before release'''<br />
<br />
The global settings file contains game settings with universal effect which do not belong anywhere else. In versions prior to 1.81, many of these lived in [[planetinfo.plist]].<br />
<br />
=Hyperspace Travel=<br />
<br />
==Galactic Hyperspace Behaviour==<br />
<br />
The key galactic_hyperspace_behaviour controls where the player will arrive after a G.H. has been executed. There are three possible types of G.H. behavior and are as follows: <br />
<br />
1) Oolite standard. This is what we have up to this moment. Executing a G.H. jump will poisition the player in the next galaxy, to the closest non-isolated system with regards to their current galaxy coordinates. So, for example, if you jump from coordinates (100, 50) in galaxy 1 you will arrive in galaxy 2 at the same coordinates, unless these coordinates refer to an unreachable system, in which case the arrival point will be adjusted by the engine to maybe something like (102, 51). This is set as default behavior. It is set by assigning the string BEHAVIOUR_STANDARD to the galactic_hyperspace_behaviour key. <br />
<br />
2) All systems reachable. Same as above, only this time we do not check for arrival at an isolated system. Using this method, systems like Oresrati in G8, the lower left hand cluster of systems in G7, the two islands of isolated systems in G6 etc. are now possible arrival points. If you land there, you may not be able to exit again, depending on the tech levels of the systems you get to. Mission scripters may want to use this. This behaviour is set by assigning the string BEHAVIOUR_ALL_SYSTEMS_REACHABLE to galactic_hyperspace_behaviour key in planetinfo.plist. <br />
<br />
3) Fixed coordinates arrival point. This will make Oolite simulate some older 8-bit versions, that were putting the player in the same fixed point every time a galactic jump was performed, but there is also good potential for scripting (see below). This is set by assigning the string BEHAVIOUR_FIXED_COORDINATES to the galactic_hyperspace_behaviour key.<br />
<br />
==Galactic Hyperspace Fixed Coords==<br />
<br />
If the fixed coordinates method is chosen, then the engine will look in global-settings.plist for a key named galactic_hyperspace_fixed_coords, from which it will read the actual coordinates that will be used as the arrival point in the next galaxy. If none is found, then coordinates (96,96) will be used.<br />
<br />
==Hyperspace Tunnel Color==<br />
<br />
One or two colours can be set, using RGBA format, to over-ride the appearance of the hyperspace tunnel effect.<br />
Example:<br />
<br />
hyperspace_tunnel_color_1 = (1.0, 0.0, 0.0, 0.5);<br />
hyperspace_tunnel_color_2 = (0.0, 0.0, 1.0, 0.25);<br />
<br />
=Shield recharging=<br />
<br />
This setting controls the minimum charge level of the energy banks<br />
before the shields start charging. It's taken as a percentage value<br />
from 0.0 (0%) to 1.0 (100%). If the energy banks are less than this,<br />
energy is first used to charge the banks, and only then the shields.<br />
Default: 0.0<br />
<br />
shield_charge_energybank_threshold = "0.25"<br />
<br />
<br />
[[Category:Oolite]]<br />
[[Category:Oolite scripting]]</div>Makariushttps://wiki.alioth.net/index.php?title=Equipment.plist&diff=41494Equipment.plist2014-11-10T07:50:09Z<p>Makarius: Category sync for plist</p>
<hr />
<div>== Using Equipment ==<br />
<br />
Player buyable equipment is stored in a file named '''equipment.plist''' that resides in the Config folder of a OXP. You can add equipment by adding arrays to this plist file. Every equipment array is build of an array of entries.<br />
<br />
== Equipment Structure ==<br />
<br />
The following equipment data are read in by Oolite.<br />
<br />
(<br />
(<br />
1,<br />
300,<br />
Missile,<br />
"EQ_MISSILE",<br />
"Faulcon de Lacy HM3 homing missile, fast and accurate when used in conjunction with standard targetting scanners.",<br />
{<br />
"available_to_all" = YES;<br />
}<br />
)<br />
)<br />
<br />
1) The first entry is an integer that determines the technical level from which the equipment can be bought. A level of 99 has a special meaning. Only this value can be changed by script. ''Please note that the number displayed on the system data screen is one higher than the system's tech level, so to make equipment available at a displayed TL:10 and above in game, enter 9 here''.<br />
<br />
Repairs can take place at tech levels one lower than the purchase level, and occasionally equipment will be offered at systems of a slightly lower tech level than the number given here.<br />
<br />
2) The second entry is the costs of the equipment in tenths of a credit.<br />
<br />
3) This is a string that shows the name of the equipment as seen by the player.<br />
<br />
4) This is a string that shows the name of the equipment that is used by scripting. Must start with EQ_ and endings like _MISSILE or _MINE give it a special handling. <br />
<br />
5) This string gives a short description of the item.<br />
<br />
6) This is a dictionary that can contain several special features like:<br />
<br />
{<br />
"available_to_all" = yes;<br />
"available_to_NPCs" = yes;<br />
"available_to_player" = no;<br />
conditions = (<br />
"systemGovernment_number morethan 3"<br />
);<br />
"condition_script" = "myoxp_conditions.js";<br />
"damage_probability" = 1.0;<br />
"fast_affinity_defensive" = no;<br />
"fast_affinity_offensive" = no;<br />
"incompatible_with_equipment" = "EQ_FUEL_SCOOPS";<br />
"installation_time" = 86400;<br />
"is_external_store" = no; // is missile or mine and added to pylon.<br />
"portable_between_ships" = yes;<br />
"repair_time" = 3600;<br />
"requires_any_equipment" = (<br />
"EQ_FUEL_SCOOPS",<br />
"EQ_ECM<br />
);<br />
"requires_cargo_space" = 5;<br />
"requires_clean" = yes;<br />
"requires_empty_pylon" = yes;<br />
"requires_equipment" = "EQ_FUEL_SCOOPS";<br />
"requires_free_passenger_berth" = no;<br />
"requires_full_fuel" = no;<br />
"requires_mounted_pylon" = yes;<br />
"requires_not_clean" = yes;<br />
"requires_non_full_fuel" = no;<br />
"script" = "myCustomScript.js";<br />
"script_info" = {<br />
myCustomProperty = 0;<br />
};<br />
"strict_mode_only" = no;<br />
"strict_mode_compatible" = yes;<br />
"visible" = yes; // listed on the F5F5 screen.<br />
"weapon_info" = {<br />
range = 15000;<br />
energy = 0.5;<br />
damage = 6.0;<br />
recharge_rate = 0.1;<br />
shot_temperature = 3.2;<br />
color = "yellowColor";<br />
threat_assessment = 0.5;<br />
is_mining_laser = 0;<br />
is_turret_laser = 0;<br />
};<br />
}<br />
<br />
Most names will explain themselves. For detailed explanation look at the corresponding values in [[Oolite_JavaScript_Reference:_EquipmentInfo|EquipmentInfo.scriptInfo]]. In this list the empty/mounted pylons are not necessary when the equipment ends on MINE or MISSILE.<br />
<br />
===Notes===<br />
<br />
* Conditions can contain a single string with one condition or an array of condition strings. Conditions are only checked when the equipment would be available by the other criteria. The condition_script option, available from Oolite 1.77 onwards, specifies a Javascript file which controls the conditions for this equipment. The <code>allowAwardEquipment</code> function in that [[Oolite_JavaScript_Reference:_Condition_scripts|condition script]] will then be tested before the equipment is allowed.<br />
<br />
* <code>available_to_all</code> means all ships can buy the item. When not set it is only buyable when the equipment is defined in the [[shipyard.plist]] under optional_equipment. <br />
<br />
* <code>requires_cargo_space</code> is only used to determine a condition to show an item on the list. Until Oolite 1.76 it uses no cargo space when bought, and except for the core game's passenger cabins has a bug which will sometimes cause equipment to mysteriously vanish when reloading a saved game. Starting with Oolite 1.77, this key will use cargo space for user defined equipment. <br />
<br />
* "<code>script_info</code>" is added with test release 1.74. It contains a directory of custom entries that become properties of [[Oolite_JavaScript_Reference:_EquipmentInfo|EquipmentInfo.scriptInfo]]<br />
<br />
* "<code>script</code>" is added with test release 1.75. It contains a name of a script file used by the equipment. Equipment that contains a script is put on a special list. The player than can cycle through that list by pressing "shift-N". (similar as selecting a missile). The primed script is than the active script. Whenever a player now presses "n", the "this.activated()" event handler of the primed equipment is executed.<br />
this.activated = function ()<br />
{<br />
// your code<br />
}<br />
<br />
In testrelease 1.77 the 'b' key is added to primable equipment. Whenever the 'b' is pressed, the "this.mode()" event handler of the currently primed equipment is executed.<br />
this.mode = function ()<br />
{<br />
// your code<br />
}<br />
<br />
* <code>requires_equipment</code>, <code>requires_any_equipment</code>, <code>incompatible_with_equipment</code> can be a single string or an array of strings.<br />
<br />
* "<code>damage_probability</code>" is added in test release 1.77. It is the relative probability that this equipment will be damaged. It is ignored (and always zero) for missiles and mines, and defaults to 1.0 for all other equipment.<br />
<br />
* "<code>fast_affinity_defensive</code>" and "<code>fast_affinity_offensive</code>" are added in 1.79. These keys are ignored unless the equipment has a "script" file. If the equipment has a script file, then if set these keys make the equipment preferentially assigned to the "fast activation" keys ('0' and 'tab' in the default keys). This automatic assignment only happens if the equipment is bought while the current fast equipment assignment is blank (or is for equipment not currently installed). Generally these keys should only be set for equipment which might need to be activated quickly in an emergency.<br />
<br />
* "<code>installation_time</code>" and "<code>repair_time</code>" are added in 1.81. These override the standard 10 minutes plus one second per decicredit time to purchase an equipment item from the F3 screen. If only <code>installation_time</code> is specified the repair time will be half of that. If only <code>repair_time</code> is specified the installation time will be the default from the cost.<br />
<br />
=== Creating laser weapons ===<br />
'''Note: this is a 1.81 prototype feature and may change significantly before release.'''<br />
<br />
Laser weapons must have a name beginning <code>"EQ_WEAPON_"</code>, and then should have a <code>weapon_info</code> dictionary describing them. This dictionary has the following keys, all of which can be omitted to keep the default value:<br />
* '''range''': The maximum range in metres, default 12500.<br />
* '''energy''': The energy used per shot, default 0.8.<br />
* '''damage''': The damage done to the target per shot, default 15.0.<br />
* '''recharge_rate''': The time to recharge between shots in seconds, default 0.5. A value of 0.1 will appear to be a continuous beam. Values lower than 0.1 are not recommended as they may cause the weapon's power to vary significantly depending on the frame rate.<br />
* '''shot_temperature''': The amount of heat generated per shot, default 7.0. Lasers will not fire at heat of 217.6 or over.<br />
* '''color''': The default colour of the laser, if the ship it is mounted on has not specified a laser colour. Any valid colour specifier can be used. The colour will be made "bright".<br />
* '''threat_assessment''': The effect having this weapon fitted has on the threat assessment level of the ship, default 0.0. The beam laser is 0.5, and the military and thargoid lasers are 1.0 in the core game. Values significantly outside this range may cause unusual AI behaviour.<br />
* '''is_mining_laser''': If true, the weapon will break up asteroids and boulders into smaller fragments. Default false.<br />
* '''is_turret_laser''': If true, the weapon will automatically aim independently of the ship facing like the thargoid laser. Default false. This is likely to give buggy behaviour if put on a player ship.<br />
<br />
<br />
<br />
[[Category:Oolite]]<br />
[[Category:Oolite scripting]]</div>Makariushttps://wiki.alioth.net/index.php?title=SKS_Plasma_Mk1&diff=41416SKS Plasma Mk12014-10-27T09:04:17Z<p>Makarius: category added</p>
<hr />
<div>{{Semantic Infobox ShipStats Oolite<br />
|title=SKS Plasma Mk1<br />
|image = [[Image:PlasmaMk1Hyperspeed.png|250px]]<br />
|dimensions = 56 x 13 x 45<br />
|capacity = 0 TC<br />
|capacityext = 10 TC<br />
|maxspeed = 0.40 LM<br />
|maneuverability = Roll: 1.2<br />Pitch: 1.5<br />
|energybanks = 4<br />
|energyrecharge = 4<br />
|gunmounts = Fore, Aft<br />
|missileslots = 4<br />
|shieldboost = Yes<br />
|milshields = Yes<br />
|hyperspace = Yes<br />
|isoxp = OXP<br />
|isplayer = Yes<br />
|baseprice = 215,000 Cr<br />
}}<br />
== Overview ==<br />
From Silver Knight Shipyards on Diqudi in chart 3 comes the Plasma Mark I, a small multi-role craft designed primarily for a pilot who is trying to make a living in the business of passenger carrying, and who, to be able to get contracts, must take the ones through more dangerous systems than most pilots would be willing to. From it's speed of 0.4 LM to it's patented SpaceCamo(tm), it is a craft that, wherever you go, assassins would have a hard time spotting you.<br />
<br />
A commander requested that a ship be designed for him to carry high profile clients in some of the more dangerous systems. Unfortunately, assassins caught up with him before the ship was ready. Having already designed it, Silver Knight Shipyards decided to release it to the general public.<br />
<br />
== Equipment ==<br />
The Plasma Mk1 comes with fore and aft beam lasers by default, as well as three standard missiles and a passenger berth. It is compatible with most standard equipment, including a retrofitted cargo hold giving it room for two more passenger berths, or some light trading.<br />
<br />
== Download ==<br />
The Plasma Mk1 can be downloaded using the in game OXZ manager, or manually by clicking the link below. If you are using a version of Oolite before 1.80 you will need to unzip it into a folder with a file name that ends in .oxp. Simply change the file suffix (.oxz) to .zip and unzip it normally from there.<br />
<br />
[[Media:Oolite.oxp.SirArian.SKS-Plasma-Mk1.oxz | SKS Plasma Mk1 OXZ]]<br />
<br />
[[Category:Ships OXPs]]</div>Makariushttps://wiki.alioth.net/index.php?title=Simon_B%27s_Ships_OXP&diff=41213Simon B's Ships OXP2014-10-13T08:00:42Z<p>Makarius: Category added</p>
<hr />
<div>== Overview ==<br />
This is a collection of Simon Bridge's models and textures from the following OXP's:<br><br />
1) Fer-de-Lance and Escape Pod from his Neolite Ships OXP.<br><br />
2) Bushmaster Miner, Chameleon, Ghavial, Iguana, Monitor, Mussurana, Ophidan Yacht, Python Class Cruiser, and Salamander from Neolite Companion OXP.<br><br />
3) Asp Explorer, Cobra Courier, Cobra Rapier, Drake Mk I, and Wolf Mk I from Neolite Wolfies OXP.<br><br />
<br />
== So What? ==<br />
My goal was to add some visual flash by rendering the ships with new shaders. Well, they aren't exactly new. This OXP uses Oolite's built in vertex shader and Keeper's fragment shader. Another goal was to bring these ships up to speed for Oolite 1.80, which offers new AI's and ship roles.<br><br />
<br />
=== New Textures === <br />
I left Simon's diffuse textures untouched but I tweaked the models in Wings3D to give each ship a streamlined appearance rather than all hard edges. Then I used the diffuse texture as source and created from them the following:<br><br />
1) Specular Map in the alpha channel of the diffuse texture.<br><br />
2) Effects Map for glowing effects.<br><br />
3) Normal Map with a random paint color texture in the alpha channel.<br />
<br />
== Gallery ==<br />
Click on thumbnails to view full sized images.<br><br />
<gallery><br />
Image:Sbs asp-explorer.png |[[Asp Explorer |Asp Explorer]]<br />
Image:Sbs bushmaster-miner.png |[[Bushmaster Miner |Bushmaster Miner]]<br />
Image:Sbs chameleon.png |[[Chameleon (Oolite) |Chameleon]]<br />
Image:Sbs cobra courier.png |[[Cobra Courier |Cobra Courier]]<br />
Image:Sbs cobra rapier.png |[[Cobra Rapier |Cobra Rapier]]<br />
Image:Sbs drake mk1.png |[[Drake |Drake Mk I]]<br />
Image:Sbs fer-de-lance-ss.png |[[Fer-de-Lance (Oolite) |Fer-de-Lance SS]]<br />
Image:Sbs ghavial.png |[[Ghavial (Oolite) |Ghavial]]<br />
Image:Sbs iguana.png |[[Iguana (Oolite) |Iguana]]<br />
Image:Sbs monitor.png |[[Monitor (Oolite) |Monitor]]<br />
Image:Sbs mussurana.png |[[Mussurana |Mussurana]]<br />
Image:Sbs ophidian.png |[[Ophidian (Oolite) |Ophidian Yacht]]<br />
Image:Sbs python class cruiser.png |[[Python Class Cruiser |Python Class Cruiser]]<br />
Image:Sbs salamander.png |[[Salamander (Oolite) |Salamander]]<br />
Image:Sbs wolf mk1.png |[[Wolf Mk I |Wolf Mk I]] <br />
</gallery><br />
<br />
<br />
<br />
<br />
{{ship-OXP}}</div>Makariushttps://wiki.alioth.net/index.php?title=Trade-goods.plist&diff=40977Trade-goods.plist2014-09-15T07:36:13Z<p>Makarius: Category added</p>
<hr />
<div>'''Note: this page describes functionality currently only in the 1.81 development code. It may change further before being part of a stable release.'''<br />
<br />
The trade-goods.plist file replaces and extends the old [[commodities.plist]] and [[illegal_goods.plist]] files from Oolite 1.81 onwards to allow greater flexibility in trade good definitions, including defining entirely new goods.<br />
<br />
The file is a dictionary, with keys as commodity keys, and values defining the quantities, prices and other properties of those commodities.<br />
<br />
{<br />
"food" = {<br />
"name" = "[commodity-name food]";<br />
"classes" = ("oolite-consumer","oolite-edible","oolite-farming");<br />
"quantity_unit" = 0; // 0=t<br />
"peak_export" = 7; // Poor Ag<br />
"peak_import" = 0; // Rich Ind<br />
"price_average" = 50; // decicredits<br />
// fraction of average ~= 2.75 credits<br />
"price_economic" = 0.55;<br />
// fraction of average ~= 0.2 credits<br />
"price_random" = 0.04;<br />
"quantity_average" = 13.5; // gets rounded<br />
"quantity_economic" = 0.52;<br />
"quantity_random" = 0.04;<br />
"legality_export" = 0;<br />
"legality_import" = 0;<br />
"trumble_opinion" = 1.0;<br />
"sort_order" = 100;<br />
};<br />
}<br />
<br />
The following keys are accepted within a commodity definition<br />
<br />
== Property keys ==<br />
<br />
=== capacity ===<br />
The maximum amount of this good which can be held at a main station market. The default is 127 units.<br />
<br />
=== classes ===<br />
An array of good class names. Good classes can be used by secondary stations to set pricing rules for groups of goods.<br />
<br />
The following classes are defined by Oolite, with the core goods in those classes also listed. OXPs should usually add these classes as appropriate to custom trade goods they create, and may also define their own classes (which should be given an OXP-specific prefix). Some built-in classes only contain one built-in good, to allow for easier sub-typing by OXPs.<br />
<br />
* '''oolite-alien''': goods which were not made by a Cooperative species (Alien Items)<br />
* '''oolite-animalproduct''': goods which are obtained from animals but are not themselves animals (Furs)<br />
* '''oolite-business''': goods which are usually obtained for industrial or other corporate use (Computers, Machinery, Alloys, Minerals, Gold, Platinum)<br />
* '''oolite-consumer''': goods often obtained for personal use (Food, Textiles, Liquor/Wines, Luxuries, Narcotics, Furs, Gold, Platinum, Gem Stones)<br />
* '''oolite-dangerous''': goods which may be hazardous (Radioactives, Narcotics, Firearms)<br />
* '''oolite-edible''': goods which can be eaten reasonably safely (Food, Liquor/Wines)<br />
* '''oolite-farming''': goods which are produced by farming or similar agricultural processes (Food, Textiles, Liquor/Wines, Furs)<br />
* '''oolite-living''': goods which contain living creatures (Slaves)<br />
* '''oolite-luxury''': goods which are luxuries, usually a subset of oolite-consumer (Luxuries)<br />
* '''oolite-machinery''': goods which are industrial machinery (Machinery)<br />
* '''oolite-medical''': goods which may have a medical purpose (Narcotics)<br />
* '''oolite-metals''': goods which are largely or entirely made of metal (Alloys, Gold, Platinum)<br />
* '''oolite-military''': goods which are of interest to the military (Firearms, Alien Items)<br />
* '''oolite-mining''': goods which are produced by mining operations or similar extraction processes (Radioactives, Minerals, Gold, Platinum, Gem Stones)<br />
* '''oolite-rawmaterials''': goods which are raw materials needing refining to be used further (Minerals)<br />
* '''oolite-restricted''': goods which are subject to restrictions on trade (Slaves, Narcotics, Firearms)<br />
* '''oolite-salvage''': goods which are often retrieved from space battles (Slaves, Alloys)<br />
* '''oolite-shipyard''': goods used in the production of space ships (Computers, Alloys)<br />
* '''oolite-slaves''': goods which are slaves (Slaves)<br />
* '''oolite-technological''': goods requiring a high-tech process to produce (Computers, Machinery)<br />
* '''oolite-thargoid''': goods of Thargoid origin (Alien Items)<br />
* '''oolite-weapons''': goods which are weapons (Firearms)<br />
* '''oolite-wearable''': goods which are or can be used to make clothes (Textiles, Furs)<br />
<br />
=== comment ===<br />
A string that will be displayed on the F8 F8 commodity detail screen to describe the commodity. This can be modified later by [[Oolite_JavaScript_Reference:_Manifest#setComment|manifest.setComment()]]<br />
<br />
=== legality_export ===<br />
This number will be multiplied by the number of units carried when leaving a main station (or another station which enforces Cooperative market laws). This value will be ORed with the player's bounty.<br />
<br />
=== legality_import ===<br />
This number will be multiplied by the number of units carried when entering a main station (or another station which enforces Cooperative market laws). This value will be ORed with the player's bounty.<br />
<br />
No core game good is illegal to import.<br />
<br />
=== market_script ===<br />
The name of a Javascript file to use as a [[Oolite_Market_Scripts|market script]] for this trade good when calculating main station quantities and prices.<br />
<br />
=== name ===<br />
A string containing the name of the trade good. This may contain []s for [[descriptions.plist]] expansion.<br />
<br />
=== peak_export ===<br />
A number from 0 to 7 identifying the economy which will give the best price for buying this good. Economies closer to this economy than the peak_import will also have below-average prices.<br />
<br />
=== peak_import ===<br />
A number from 0 to 7 identifying the economy which will give the best price for selling this good. Economies closer to this economy than the peak_export will also have above-average prices.<br />
<br />
=== price_average ===<br />
The average price of this trade good at a main system station which neither imports nor exports, in decicredits.<br />
<br />
=== price_economic ===<br />
The proportion of the price affected by the system economy. A value of 0 means that this good does not change in price depending on system economy. A value of 0.3 means that the good would be 0.7 times price_average in an ideal exporting system, and 1.3 times price_average in an ideal importing system. While values greater than 1 may be used, in general much lower values are better.<br />
<br />
=== price_random ===<br />
The proportion of the price affected by random factors. A value of 0.6 means that the actual price of the good in a system which neither imports nor exports may be between 0.4 and 1.6 times the price_average.<br />
<br />
If this value is larger than price_economic, this means that even an ideal trade run from the best exporter to the best importer is not guaranteed to make a profit.<br />
<br />
=== quantity_average ===<br />
The average quantity of this trade good at a main system station which neither imports nor exports, in decicredits. If the calculated quantity exceeds the capacity, it will be capped.<br />
<br />
=== quantity_economic ===<br />
The proportion of the quantity affected by the system economy. A value of 0 means that this good does not change in quantity depending on system economy. A value of 0.3 means that the good would be 0.7 times as frequent in an ideal importing system, and 1.3 times as frequent in an ideal exporting system. A value of 1 or greater will make the good never or rarely (depending on quantity_random) available in systems which import the good.<br />
<br />
=== quantity_random ===<br />
The proportion of the quantity affected by random factors. A value of 0.6 means that the actual quantity of the good in a system which neither imports nor exports may be between 0.4 and 1.6 times the quantity_average.<br />
<br />
If this value is greater than 1, then systems may often entirely lack this good. If this value is greater than 1 + quantity_economic, then even an ideal exporter may not have any in stock.<br />
<br />
=== quantity_unit ===<br />
The size of container one unit of this good represents. 0 = tonne; 1 = kilogram; 2 = gram. The default is zero.<br />
<br />
=== short_comment ===<br />
A string that will be displayed on the F8 commodity list screen in the optional extra column. This can be modified later by [[Oolite_JavaScript_Reference:_Manifest#setComment|manifest.setShortComment()]]. As the meaning of this value will depend on the OXPs installed, it is unlikely to be useful to specify an initial value in the plist.<br />
<br />
=== sort_order ===<br />
A number positioning the item on the F8 screen when goods are sorted in the default order. The core goods have values 100 to 1700 in steps of 100.<br />
<br />
=== trumble_opinion ===<br />
How likely is a hungry trumble to consider eating this good? Goods with a value of 0 for this will never be eaten by trumbles; other goods may be eaten depending on the value of this parameter and the values for other goods on board.<br />
<br />
<br />
== Secondary Market Definitions ==<br />
<br />
Secondary market definitions are entered in the [[shipdata.plist#market_definition|market_definition]] key in shipdata.plist, which is an array of dictionaries, each defining rules which modify the prices and quantities from the main station market, and possibly adjust the market capacity and legality of the good. The following modifications are applied for each trade good, assuming no market_script is defined:<br />
<br />
# The market definition array is searched from top to bottom for the first element matching the trade good<br />
# The market quantity is scaled in proportion to the relative capacities for that good in the two markets.<br />
# Otherwise, the price and quantity modifications defined in the plist are used.<br />
<br />
=== Secondary Market Matching ===<br />
<br />
This uses the 'type' and 'name' properties. Type has three possible values<br />
<br />
* type = 'good': the good with the key in trade-goods.plist exactly matching the name property<br />
* type = 'class': any good in trade-goods.plist with an entry in its [[#classes|classes] list exactly matching the name property<br />
* type = 'default': any good. The name property is ignored if present.<br />
<br />
'default' should generally only be used for the last entry in the market definition.<br />
<br />
=== Secondary Market Modifications ===<br />
<br />
The following keys in the chosen market definition are then used to modify the good<br />
<br />
==== capacity ====<br />
The market capacity for this good or set of goods. If omitted, the [[shipdata.plist#market_capacity|default capacity for the station]] will be used.<br />
<br />
==== legality_import, legality_export ====<br />
If present, these keys override the keys of the same name in the basic trade good definition. If omitted, the station will use the same rules as the main station, provided that [[shipdata.plist#market_monitored|its market is monitored at all]]<br />
<br />
==== price_adder, price_multiplier, price_random ====<br />
These keys modify the price in the secondary market. The formula is (in decicredits):<br />
rnd = -1..1 // random number in range -1 to +1, slightly biased towards zero<br />
secondary_price = MAX(1, (primary_price + price_adder) * (price_multiplier + (price_random * rnd)))<br />
As an exception, if price_adder and price_multiplier are both <= 0, then the result is always 0 regardless of price_random.<br />
<br />
==== quantity_adder, quantity_multiplier, quantity_random ====<br />
These keys together with the capacity modify the quantity in the secondary market. The formula is:<br />
rnd = -1..1 // random number in range -1 to +1, slightly biased towards zero<br />
adjusted_quantity = (local_capacity / primary_capacity) * primary_quantity;<br />
secondary_quantity = (adjusted_quantity + quantity_adder) * (quantity_multiplier + (quantity_random * rnd)))<br />
As an exception, if quantity_adder and quantity_multiplier are both <= 0, then the result is always 0 regardless of quantity_random.<br />
<br />
[[Category:Oolite JavaScript Reference]]</div>Makariushttps://wiki.alioth.net/index.php?title=User_talk:Phasted&diff=40421User talk:Phasted2014-07-14T06:59:39Z<p>Makarius: Real-Life Economics</p>
<hr />
<div>== Real-Life Economics ==<br />
<br />
Hi, you created the article [[Real-Life Economics]], but removed its content later on. Why? Greetings: [[User:Makarius|Makarius]] 07:59, 14 July 2014 (BST)</div>Makariushttps://wiki.alioth.net/index.php?title=Real-Life_Economics&diff=40420Real-Life Economics2014-07-14T06:42:57Z<p>Makarius: User:Phasted deleted the page him/herself after inserting the content</p>
<hr />
<div>{{deleteme|Page deleted by author}}</div>Makariushttps://wiki.alioth.net/index.php?title=HUDSelector&diff=40342HUDSelector2014-07-07T09:27:40Z<p>Makarius: Categories added</p>
<hr />
<div>Install this equipment and change your HUD during flight by pirme (Shift+N) and activate (n).<br />
<br />
After you selected your HUD, you can remove HUD Selector equipment due to the selection is saved into your savegame.<br />
<br />
<br />
Initially supported HUDs:<br />
* Default HUD (the actual hud.plist, for example AAD HUD or Compact HUD)<br />
* Numeric HUD (from v3.22 with 6 MFDs)<br />
* Original HUD (included with hidden MFDs)<br />
* Small HUD (included with hidden MFDs)<br />
<br />
<br />
Requirements from other HUDs:<br />
* must be the plist differently named than hud.plist<br />
* must define a worldScript with similar this.name than the plist (for example in Config/script.js)<br />
* set your HUD and add your HUD name with plist name into HUDSelector in startUp:<br />
this.name = "yourhud";<br />
this.startUp = function () {<br />
player.ship.hud = this.name + ".plist";<br />
var w = worldScripts.hudselector;<br />
if( w ) w.$HUDSelectorAddHUD("Your HUD", this.name); //name of plist without extension<br />
}<br />
* can define a callback function in your worldScript to start/stop some parts of your scripted HUD:<br />
this.$HUDSelectorCallBack = function ( off ) {<br />
var w = worldScripts["yourhud"];<br />
if( off ) { //do things to disable your HUD like rename functions<br />
if( w.shipWillLaunchFromStation ) {<br />
w.$save_shipWillLaunchFromStation = w.shipWillLaunchFromStation;<br />
delete w.shipWillLaunchFromStation;<br />
}<br />
} else { //do things to activate your HUD like restore disabled functions<br />
if( !w.shipWillLaunchFromStation )<br />
eval("w.shipWillLaunchFromStation = "+w.$save_shipWillLaunchFromStation);<br />
}<br />
}<br />
<br />
<br />
'''Instructions'''<br />
<br />
Do not unzip the .oxz file, just move into the AddOns folder of your Oolite installation.<br />
<br />
<br />
'''License'''<br />
<br />
This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike License version 4.0.<br />
If you are re-using any piece of this OXP, please let me know by sending an e-mail to norbylite@gmail.com.<br />
<br />
<br />
'''Download'''<br />
<br />
[[Media:HUDSelector_1.0.oxz|HUDSelector 1.0]] (downloaded {{#downloads:HUDSelector_1.0.oxz}} times).<br />
<br />
<br />
'''Forum'''<br />
<br />
You can write about this package into the [http://aegidian.org/bb/viewtopic.php?f=4&t=16641 HUD Selector topic]<br />
<br />
<br />
'''Changelog'''<br />
2014.07.05. v1.0 First release.<br />
<br />
[[Category:Oolite expansion packs]]<br />
[[Category:HUDs OXPs]]</div>Makariushttps://wiki.alioth.net/index.php?title=CombatMFD&diff=40341CombatMFD2014-07-07T09:23:31Z<p>Makarius: categorized as equipment-oxp</p>
<hr />
<div>=== Description ===<br />
<br />
If you buy Combat MFD equipment then your Multi-Function Displays will display some info from your ship:<br />
*energy,<br />
*forward and aft shields (including [[Shield_Equalizer_%26_Capacitors_OXP|Shield Capacitors]]),<br />
*fuel,<br />
*speed (including [[Q-Charger]] and [[FarPlanets|FTL]] speeds),<br />
*the name of the lastly damaged equipment and the number of how many others are damaged,<br />
<br />
and your target's:<br />
*name,<br />
*distance,<br />
*speed,<br />
*shield radius,<br />
*laser weapon type and range (after a shot),<br />
*status: legal or derelict.<br />
<br />
The top right corner show how many energy+armour+shield banks remaining.<br />
<br />
Armour can arrive from [[IronHide_OXP|IronHide]] OXP and [[HardShips]] OXP.<br />
<br />
The bottom right corner show "Damaged" when the target's exhaust plumes are blinking (below 40% energy) and show "Weak" when blinking strongly and drop sparks with [http://aegidian.org/bb/viewtopic.php?f=4&t=12507 CustomShields] OXP (below 20%).<br />
<br />
<br />
Use the ";" and ":" keys to select an MFD and enjoy the view. ;)<br />
<br />
<br />
Speeds are calculated from the travelled distance to be compatible with the velocity-based modifiers like [[Q-Charger]] OXP and extreme speeds in [[FarPlanets]] OXP.<br />
<br />
Compatible with [[Telescope]] OXP if lock far targets and [[Shield_Equalizer_%26_Capacitors_OXP|ShieldEqualizer+Capacitors]] OXP: if shields are over 100% then either [[Shield_Boosters|Shield Boosters]] are installed or Shield Capacitors are filled also.<br />
<br />
<br />
[[File:CombatMFD1.3.png]]<br />
<br />
<br />
=== Dependencies ===<br />
<br />
Oolite 1.79 or later.<br />
<br />
=== Instructions ===<br />
<br />
Do not unzip the .oxz file, just move into the AddOns folder of your Oolite installation.<br />
<br />
=== License ===<br />
<br />
This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike License version 4.0.<br />
If you are re-using any piece of this OXP, please let me know by sending an e-mail to norbylite@gmail.com.<br />
<br />
=== Downloads ===<br />
<br />
[[Media:CombatMFD_1.3.oxz|Combat MFD v1.3]] (downloaded {{#downloads:CombatMFD_1.3.oxz}} times).<br />
<br />
[[Media:CombatMFD_1.2.oxz|Combat MFD v1.2]] (downloaded {{#downloads:CombatMFD_1.2.oxz}} times).<br />
<br />
[[Media:CombatMFD_1.1.oxz|Combat MFD v1.1]] (downloaded {{#downloads:CombatMFD_1.1.oxz}} times).<br />
<br />
[[Media:CombatMFD_1.0.oxz|Combat MFD v1.0]] (downloaded {{#downloads:CombatMFD_1.0.oxz}} times).<br />
<br />
=== Forum ===<br />
<br />
Make your comments in [http://aegidian.org/bb/viewtopic.php?f=4&t=16617 this topic].<br />
<br />
<br />
Changelog:<br />
2014.07.07. v1.3 Informations added in top right and bottom right corners.<br />
Speed labels removed to prevent twithcing.<br />
A small fix about Telescope far targets.<br />
2014.07.06. v1.2 Show the name of the lastly damaged equipment.<br />
Show the target's laser type and range after a shot.<br />
Energy and Shields are displayed in percents only.<br />
2014.07.05. v1.1 Must buy Combat MFD as an equipment.<br />
Legal status display need Scanner Targeting Enhancement.<br />
Show Telescope far target names without km.<br />
Can show Empty, Mined and Usable ship status with Towbar.<br />
Wormhole target supported with Wormhole Scanner equipment.<br />
2014.07.02. v1.0 More info displayed by Norby.<br />
2014.06.30. v0.1 Some info displayed by Zireael.<br />
<br />
<br />
{{equipment-OXP}}</div>Makariushttps://wiki.alioth.net/index.php?title=LongWay_OXP&diff=39997LongWay OXP2014-06-23T13:19:34Z<p>Makarius: /* The Sequel */ Wikification</p>
<hr />
<div>===Intro===<br />
<br />
''The Long Way Round'' is an early Oolite mission that plays in Galaxy 1. The journey starts at the planet in Biarle.<br />
<br />
--------------------------------------------------------------------<br />
<br />
===Download Link===<br />
Download [http://www.box.net/shared/a4qcnteoye Long Way v1.1 OXP]. Alternate download on capnhack.com [http://capnhack.com/hosting/oolite/dropbox/longway_11.zip here].<br />
<br />
--------------------------------------------------------------------<br />
<br />
===Difficulty Rating===<br />
<br />
"Easy". The ships appearing in the OXP are within the power-range of the standard set of ships. You wouldn't need a full Iron Ass to take them on, but you should have some basic upgrades fitted such as a Beam Laser, fuel injectors, an energy unit and perhaps a shield booster.<br />
<br />
--------------------------------------------------------------------<br />
<br />
===Update Notes===<br />
<br />
The version posted on the Wiki is the latest version of this OXP. (Updated 11/4/09).<br><br />
<br />
v.1.1 Released April 2009. Added anti-mission clash code. Should now work simultaneously with other mission offering OXPs.<br />
<br />
v.1.0 Initial release by aegidian.<br><br />
<br />
-------------------------------------------------------------------<br />
<br />
===Installing and Playing===<br />
<br />
To play the [[OXP]], unzip the download file. This will create a folder named "LongWay Vx.x". Open this folder and you will see a folder named "LongWay.oxp" and a readme. Move the LongWay.oxp folder to AddOns. As with all OXPs, its the folder ending .oxp that you need to put in Oolite's AddOns folder, otherwise Oolite will not read it.<br />
<br />
-------------------------------------------------------------------<br />
<br />
===The Sequel===<br />
<br />
''The Long Way Round'' has a sequel, the [[Scourge of the Black Baron]].<br />
<br />
{{mission-OXP}} {{ship-OXP}}</div>Makariushttps://wiki.alioth.net/index.php?title=Laser_Booster_OXP&diff=39996Laser Booster OXP2014-06-23T13:17:55Z<p>Makarius: /* Download */ Link highlight removed</p>
<hr />
<div>==Overview==<br />
This is a small OXP introducing two new dynamics to play. Firstly it offers a switchable laser booster, which doubles the laser damage inflicted when activated (for a small energy drain).<br />
<br />
However it also introduces breakable lasers - there is a small chance of a laser breaking on use, with increased chance if the booster is brought into play and the lasers pushed beyond their specified heat tolerances.<br />
<br />
If lasers do break they can be repaired either at the station equipment screen or by repair bots/systems.<br />
<br />
<br />
==Instructions==<br />
After purchase, the booster is selected and activated using the equipment priming keys (normally "n" and "shift-N" respectively). Note that with the OXP installed the laser breakage risk comes into place, regardless of whether the equipment is installed or not. But the chance increases as the laser heats up.<br />
<br />
<br />
==Details==<br />
*Tech Level - 13.<br />
*Cost - 25,000 credits.<br />
<br />
Available to NPCs - no.<br />
<br />
==Requirements==<br />
This OXP requires at least trunk version 1.77 of Oolite.<br />
<br />
<br />
==Download==<br />
[https://www.box.com/s/zroy8z8elkub24irej3j Laser Booster v1.02] can be downloaded from Box.Com by clicking on the link.<br />
<br />
==Links==<br />
*[[User:Thargoid|Thargoid's OXP page]].<br />
{{equipment-OXP}}</div>Makariushttps://wiki.alioth.net/index.php?title=Giant_Space_Pizza&diff=39995Giant Space Pizza2014-06-23T10:46:04Z<p>Makarius: /* Licence */ Linebreak killed licence-link</p>
<hr />
<div>[[Image:space-pizza-500.png|300|right]]<br />
<br />
== Overview ==<br />
<br />
This [[OXP]] adds Giant Space Pizzas near to the Sun in thirteen systems spread through all eight Galaxies. <br />
<br />
Each Giant Space Pizza has a visitor centre between the planet and the sun. Each time you dock at a Visitor Centre your visit is recorded, and if you visit all thirteen pizza Visitor Centres, you will get a special award. The Visitor Centre also features a 'History of the Giant Space Pizza' presentation.<br />
<br />
Pizza systems are marked on the short- and long-range charts, and the planet descriptions include mention of them. You will be reminded about the Pizza when you first dock at the main station.<br />
<br />
You do not need to visit the main station at a Pizza System, and can fly directly to the Visitor Centre if you prefer. These have a 'V' space compass legend.<br />
<br />
You can start visiting the Pizzas in whichever galaxy you are in, and they do not have to be visited in a set order - just visit them as part of your normal travels around the Eight.<br />
<br />
Of course if you wanted to treat this as a 'Tour' mission and deliberately visit them all in a relatively short timescale you can do that as well.<br />
<br />
==The backstory==<br />
Many hundreds of years ago the Trumbles had an advanced technological civilisation, but were suffering from acute over-population and food shortages. Due to the remote (and now forgotten) location of their homeworld they had no contact with other races, and were tied to their home-planet. While the Trumbles did have space travel their attempts to explore space were in their infancy, and their ships were crude. <br />
<br />
<br />
They tried to solve their food shortages by bio-engineering fast-growing giant foodstuffs but these experiments were largely un-successful, and eventually ended in disaster. An accidental release of some genetically-modified blancmange left the Trumble homeworld un-inhabitable within a year and caused the Trumble Diaspora, a last desperate attempt to save the Trumble race by evacuating the planet and searching for a new home.<br />
<br />
<br />
However most of the Diaspora ships were lost during the attempt, which marked the end of the Trumble civilisation.<br />
The few surviving Trumbles did eventually find a home in GalCop space where the indigenous species at first thought they were 'cute' and kept them as pets. The Trumbles started to re-populate, but having lost their knowledge base and without any functioning society, they were no more than a collection of individuals, and before long their runaway breeding even led to them being considered vermin by many of their adoptive hosts. <br />
<br />
<br />
One of the lost Diaspora ships was the "Preewootre'ill". Against regulations a Trumble food scientist smuggled a small specimen of his work, a megapizza, on board just before she was launched. Unfortunately the pizza grew rapidly on board the ship and eventually caused its destruction while it was in witchspace, leaving hundreds of pieces of the megapizza scattering into interstellar space. Most of these were lost forever, but a few fell into stable orbits around some of the suns in GalCop space. Baked by the heat of the sun, they grew, and grew, and grew. <br />
<br />
<br />
Today, they are known to the GalCop races simply as Giant Space Pizzas and at up to 5Km in diameter these inert and harmless entities are quite impressive. They remain there to this day, a curiosity to the spacefarers that come across them, and a testament to the folly of the Trumbles' catastrophic attempts to feed their burgeoning population all those years ago.<br />
<br />
==Installation==<br />
Download the .zip file from the link below, extract it and place the .oxp folder in your Oolite AddOns folder.<br />
<br />
==Licence==<br />
This work is licensed under the Creative Commons Attribution-Noncommercial-Share Alike 3.0 Unported License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/3.0/ or send a letter to Creative Commons, 171 Second Street, Suite 300, San Francisco, California, 94105, USA.<br />
<br />
==Authors==<br />
OXP by Smivs <br />
<br />
The Pizza model is by Shipbuilder and the model for the Visitor Centres is by Dr Nil. Many thanks to Pleb for his assistance and Fatleaf for checking and testing. 'Musak' by the Ronnie Smith Band.<br />
<br />
== Download ==<br />
[http://www.smivsonline.co.uk/oxps_pizza.htm here].<br />
<br />
==History==<br />
<br />
v2.1 released 25th January, 2013. Adds normal_map to pizza.<br />
<br />
v2.0 released 31st August, 2012. Adds visitor centres and 'mini-mission'.<br />
<br />
v1.0 released 21st July, 2012.<br />
<br />
==Oolite Forum thread==<br />
<br />
Any questions, problems or bug reports should be posted on this OXP's BB thread [http://aegidian.org/bb/viewtopic.php?f=4&t=12181 here]<br />
<br />
{{ambience-OXP}}</div>Makariushttps://wiki.alioth.net/index.php?title=Cup_of_Tea&diff=39994Cup of Tea2014-06-23T09:46:43Z<p>Makarius: /* Licence and Author */ licence link corrected (link is with small-'L')</p>
<hr />
<div>== Overview ==<br />
<br />
You can buy a Tea maker anywhere for just 100Cr. The Tea Maker is supplied with 25 'T-pods'. A 'T-pod' is a disposable mug containing all the ingredients for your cup of tea. The Tea Maker then boils water, adds it to your tea and brews it. When installed it will make you a lovely cup of tea in just 15 seconds.<br />
<br />
Your Tea maker is primable equipment - 'Shift-n' to prime, and 'n' to activate. Console messages will tell you how your tea is progressing, and a gong will alert you when it is ready.<br />
<br />
You will also be told when you are using your last 'T-pod', and the Tea Maker will not work once these are all gone. Upon docking you can buy another 25 'T-pods' from the ship Outfitters. Choose between Tea, Tea with Milk, Tea with Sugar and Tea with Milk and Sugar. 25 'T-pods' will cost 10Cr.<br />
<br />
==Licence and Author==<br />
This work is Licenced under the Creative Commons Attribution-Noncommercial-Share Alike 3.0 Unported Licence. To view a copy of this Licence, visit<br />
http://creativecommons.org/licenses/by-nc-sa/3.0/<br />
or send a letter to Creative Commons, 171 Second Street, Suite 300, San Francisco, California, 94105, USA.<br />
Author<br />
<br />
The OXP was developed by Smivs.<br />
<br />
==Download and Installation==<br />
<br />
Download Cup of Tea OXP [http://www.smivsonline.co.uk/oxps_TeaMaker.htm here].<br />
<br><br />
To install this OXP, download the .zip files from one of the links above. Extract and open them. Inside you will find a "Readme.txt" file containing information about the OXP, and a CloakRepair.oxp folder. This CloakRepair.oxp folder should be moved to your Oolite AddOns folder. Consult the Wiki or BB if you are not sure where this is. <br />
<br />
Download [[Media:Cup_of_Tea-v1.1.oxz|Cup of Tea OXZ]] (downloaded {{#downloads:Cup_of_Tea-v1.1.oxz}} times) or use the Expansion Manager.<br />
<br />
==Oolite Forum thread==<br />
<br />
Any questions, problems or bug reports should be posted on this OXP's BB thread [http://aegidian.org/bb/viewtopic.php?f=4&t=13834 here]<br />
<br />
{{equipment-OXP}}</div>Makariushttps://wiki.alioth.net/index.php?title=Better_Screens&diff=39993Better Screens2014-06-23T09:37:50Z<p>Makarius: /* Licence */ Linebreak killed licence-link</p>
<hr />
<div>==Overview==<br />
<br />
[[Image:screen-example.png|right]]<br />
<br />
Better Screens OXP is for players who like simple and un-cluttered GUI screens but don't like 'just black'. It adds a subtle textured background and a little detailing to all the in-game screens.<br />
These screens can be used in conjunction with BGS. You will find full instructions in the readme.<br />
<br />
<br />
'''Full details, including screenshots and downloads can be found on''' [http://www.smivsonline.co.uk/oolite.htm#BetterScreens Smivsonline].<br />
<br />
==Licence==<br />
This work is licensed under the Creative Commons Attribution-Noncommercial-Share Alike 3.0 Unported License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/3.0/ or send a letter to Creative Commons, 171 Second Street, Suite 300, San Francisco, California, 94105, USA.<br />
<br />
==Credits==<br />
Many thanks to Svengali for help and advice.<br />
<br />
==Download==<br />
<br />
Download [[Media:BetterScreens.oxz|BetterScreens OXZ]] (downloaded {{#downloads:BetterScreens.oxz}} times), or use the update manager.<br />
<br />
==Version History==<br />
<br />
v1.2.1 released 20th June 2014 - Conversion to OXZ format.<br />
<br />
v1.2 released 29th May 2013 - Update to ensure compatibility with BGS OXP.<br />
<br />
v1.1 released 24th May 2013 - Update to allow use with other [[OXP]]s which use screen overlays. Screens now un-affected by pausing game.<br />
<br />
v1.0 Released 22nd May 2013<br />
<br />
==Oolite Forum thread==<br />
<br />
Any questions, problems or bug reports should be posted on this OXP's BB thread [http://aegidian.org/bb/viewtopic.php?f=4&t=14454 here]<br />
<br />
{{ambience-OXP}}</div>Makariushttps://wiki.alioth.net/index.php?title=Aliens&diff=39992Aliens2014-06-23T09:33:59Z<p>Makarius: Linebreak killed licence-link</p>
<hr />
<div><br />
== Overview ==<br />
[[Image:aliens-composite-main.png|300|right]]<br />
This OXP adds mysterious and unknown Alien ships to the Ooniverse. There are three varieties, and they will only appear rarely, and in different locations based on their behaviour and characteristics. <br />
<br />
These are new races and are unknown to GalCop, so your Scanner Targeting Enhancer will not be able to identify them. They will be named simply as 'Alien', and will normally appear as 'Clean' unless they have already caused trouble.<br />
<br />
You might get an alert message from the Galcop Main Station if one has been sighted in the System you have just entered, but you will not know what it is or where it is, and it might not even be there at all.<br />
<br />
All three have very different behaviours. Some will be aggressive while others may be very peaceful. Two have 'Chameleon' characteristics and will change their appearance in certain situations, and one also has a unique weapon.<br />
<br />
I won't tell you any more, as half the fun will be to work out what these Aliens do and where they are likely to be found.<br />
<br />
==Installation==<br />
Download the .zip file from the link below, extract it and place the .oxp folder in your Oolite AddOns folder.<br />
<br />
==Licence==<br />
This work is licensed under the Creative Commons Attribution-Noncommercial-Share Alike 3.0 Unported License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/3.0/ or send a letter to Creative Commons, 171 Second Street, Suite 300, San Francisco, California, 94105, USA.<br />
<br />
==Authors==<br />
The [[OXP]] was developed by Smivs. <br />
<br />
==Credits==<br />
Thanks to Shipbuilder for the models for the 'Odonatean' and 'Scorpax', Capt. Solo for the model for the 'Kephelan', and Okti for the weapon model. Also thanks to Diziet Sma for allowing me to use these ships which were originally intended for an OXP project of his. Many thanks also to Gizmo for testing and appraisal, and for much invaluable feedback.<br />
<br />
== Download ==<br />
Download Aliens OXP (for Oolite versions up to 1.77.x) [http://www.smivsonline.co.uk/oxps_aliens.htm here].<br />
<br />
Download [[Media:Aliens_v1.1.oxz|Aliens OXZ]] (downloaded {{#downloads:Aliens_v1.1.oxz}} times).<br />
<br />
==History==<br />
<br />
v1.0 released 4th February, 2013<br />
<br />
==Oolite Forum thread==<br />
<br />
Any questions, problems or bug reports should be posted on this OXP's BB thread [http://aegidian.org/bb/viewtopic.php?f=4&t=13539 here]<br />
<br />
{{ambience-OXP}}</div>Makariushttps://wiki.alioth.net/index.php?title=BetterBuoys&diff=39991BetterBuoys2014-06-23T07:46:02Z<p>Makarius: Linebreak killed licence-link</p>
<hr />
<div>==Overview==<br />
<br />
[[Image:betterBuoy.jpg|500|right]]<br />
<br />
Better Buoys is a simple visual enhancement OXZ which replaces the texture on the standard Navigation and Witchpoint buoys for Oolite v1.80.<br />
<br />
==Licence==<br />
This work is licensed under the Creative Commons Attribution-Noncommercial-Share Alike 3.0 Unported License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/3.0/ or send a letter to Creative Commons, 171 Second Street, Suite 300, San Francisco, California, 94105, USA.<br />
<br />
==Download==<br />
<br />
Download [[Media:BetterBuoys.oxz|BetterBuoys OXZ]] (downloaded {{#downloads:BetterBuoys.oxz}} times), or use the update manager.<br />
<br />
==Version History==<br />
<br />
v1.0 Released 21st June, 2014<br />
<br />
==Oolite Forum thread==<br />
<br />
Any questions, problems or bug reports should be posted on this OXP's BB thread [http://aegidian.org/bb/viewtopic.php?f=4&t=16590 here]<br />
<br />
{{ambience-OXP}}</div>Makariushttps://wiki.alioth.net/index.php?title=Ore_Processor&diff=39990Ore Processor2014-06-23T07:44:00Z<p>Makarius: typo</p>
<hr />
<div>{{Infobox EquipStats Oolite| title = Ore Processor<br />
|image = [[Image:OreProcessorSplinter.png|right|thumb|300px|A field of splinters to be extracted]]<br />
|equipName = Ore Processor<br />
|equipCost = 3500<br />
|equipTL = 12<br />
}}<br />
===Overview===<br />
<br />
This oxp adds the equipment: Ore Processor. <br />
<br />
Don't accept lousy pay for mined minerals! Cut out the middle men.<br />
<br />
This piece of equipment is sold at high tech shipyards and is every miner's dream.<br />
<br />
The Ore Processor extracts any valuable material from scooped asteroid splinters.<br />
<br />
<br />
<br />
Minimum requirement Oolite 1.74<br />
<br />
===Why this equipment===<br />
You want to strike it rich and don't like the ore refineries taking all the big profit from your mined ore. With this equipment installed you can process your own ore. And when it contains gold, it is really yours!<br />
<br />
===Usage===<br />
The Ore Processor attaches to the fuel scoop and extracts valuable materials from mined [[Asteroid_(Oolite)|asteroid]] splinters. Buy a [[Mining Laser]] and disintegrate the asteroids in the usual way. Boulders will break up into all kind of splinters. An experienced miner can tell valuable splinters apart from worthless ones just by examining their textures. Scoop up the ones you are interested in, or just scoop the lot if you have cargo capacity to spare.<br />
<br />
After scooping up splinters the processor will start automatically when it detects something of value and in a few seconds it will have processed the ore and add whatever it contained to your cargo. During processing it will consume a small amount of energy. Splinters are processed one by one. When scooping up splinters faster than the Ore Processor can process them they are placed in storage and processed in turn. When there is not enough energy for processing, the splinters are put into your hold in unprocessed form.<br />
<br />
===Availability===<br />
This equipment can be purchased in all high-technical systems (12+) for the sum of 3500 Cr. <br />
<br />
<br />
<br />
--------------------------------------------------------------------<br />
<br />
===Download Link===<br />
[http://wiki.alioth.net/img_auth.php/0/04/Ore_processor_2.1.1.oxz ''Ore Processor 2.1.1'' as an oxz]. Needs Oolite 1.79 or newer. Changes the functionality of the equipment. See changes from version notes below.<br><br />
[https://app.box.com/s/5mbq6j6ltw6hbnj33fys ''Ore Processor 2.1''] by [[User:Spara|Spara]]. Needs Oolite 1.77.1. Changes the functionality of the equipment. See changes from version notes below.<br><br />
[https://app.box.com/shared/cyiac1eu0m ''Ore Processor 1.59''] Updated version with textured splinters, needs Oolite 1.74 or newer.<br><br />
[http://sancho.dk/oolite/Ore_processor.zip ''Ore Processor 1.52''] Original version without textured splinters.<br />
<br />
--------------------------------------------------------------------<br />
<br />
===Version Notes===<br />
* Versions up to 1.52 are written in old scripting system.<br><br />
* Versions 1.53 and higher are written in java script and need Oolite 1.71+ to make use of all this new stuff. When used with Oolite 1.65, the equipment will still work but than it will use the still present old scripting system of version 1.52 and you won't get the new textures.<br><br />
* Version 1.54 does not try anymore to add stuff to the cargo bay when the hold was filled during processing.<br><br />
* Version 1.55/1.56 uses the new cargo handling introduced after Oolite 1.73, but also works on older Oolite versions.<br><br />
* Version 1.57 fixed a problem with scooping sound sometimes staying on.<br><br />
* Version 1.58 Added compatibility with [[Griff_Industries|Griff Asteroids]].<br><br />
* Version 1.59 Removed all compatibility with Oolite 1.65 and older test versions. Needs now Oolite 1.74 as minimum.<br />
<br><br />
Version 2.1<br />
<br />
'''Changes compared to the original'''<br />
<br />
* The original OP uses it's own textured splinters, that differ quite a lot from splinters added by popular replacement shipsets. This makes mining valuables easier and may be an immersion breaker. '''Change:''' With this oxp valuables are randomly put into any splinter from any splinter set installed. Optionally the original textured scripted custom splinters from the previous version can be mixed in by renaming the file shipdata.plist_ to shipdata.plist.<br />
* In the original OP it takes a fixed amount of time to extract valuables from a splinter. '''Change:''' This oxp varies the toughness of the splinters. Some splinters take more time to process than others.<br />
* In the original OP the equipment works automatically when a splinter is scooped. New splinters can be scooped before the previous one has been processed and they are put into a queue. The equipment stops when it has processed the last splinter from the queue or there is no more energy left for processing. If the latter happens, unprocessed splinters are put into the cargo hold as alloys. '''Change:''' In this oxp the equipment has to be manually operated. Scoop a splinter or splinters. Start processing them by priming the equipment with shift-n and pressing n. Processing can be aborted by pressing n again. Processing can be resumed after aborting. If desired, the processor can be hardwired to start automatically when a splinter has been scooped. This is dangerous though as you can easily dry out your energy banks by accident. Because of this GalCop does not approve hardwiring and for that reason it can be bought only from rock hermits. <br />
* In the original OP player can visually identify splinters holding valuables by examining their texture. '''Change:''' This oxp puts valuables randomly into any splinter making the visual identification impossible. Instead the equipment can make a short range scan of a targeted splinter for valuables. Prime equipment, target a splinter and press b. Scan takes a few moments and some energy and might fail. If scan is successful and valuables are detected, splinter's display name is tagged. Re-scan might reveal undetected valuables. Scanning can be aborted by pressing b while scan is active.<br />
* In the original OP there is are safety limits for energy. Processing won't start unless there is enough energy and processing will be aborted if energy level drops too low. Because of this splinters may be left unprocessed and ships with fewer energy banks can't operate the equipment at all. For example Adder can't use the equipment. '''Change:''' This oxp removes all energy limits and allows processing in pieces. Now Adder can also use the equipment and all scooped splinters can be processed.<br />
<br><br />
* Version 2.1.1 adds support for Manifest MFD OXP.<br />
-------------------------------------------------------------------<br />
<br />
===Installing and Playing===<br />
<br />
To play the OXP, unzip the download file. This will create a folder named "Ore Processor". Open this folder and you will see a folder named "Ore_processor.oxp" and a readme. Move the Ore_processor.oxp folder to AddOns. As with all OXPs, its the folder ending .oxp that you need to put in Oolite's AddOns folder, otherwise Oolite will not read it.<br />
<br />
===More Info===<br />
For discussion about this equipment you can go to the [http://aegidian.org/bb/viewtopic.php?f=4&t=11616 BB-link]<br />
<br />
<br />
{{equipment-OXP}}</div>Makariushttps://wiki.alioth.net/index.php?title=User:Makarius&diff=39641User:Makarius2014-05-13T06:03:06Z<p>Makarius: /* todo */</p>
<hr />
<div>==Hi==<br />
<br />
I'm [[User:Makarius|Makarius]] and I'm fan of this game since [[:Category:FE2|Frontier Elite: 2]]. I love this game. I love the concept of [http://en.wikipedia.org/wiki/Wiki Wiki] and I'm also writing some stuff at [http://www.x-lexikon.xibo.at/wiki/index.php/ some other space sim game wiki].<br />
<br />
==todo==<br />
*check [[Special:Wantedpages|wanted articles]] with [[Special:Allpages|existing ones]]<br />
*check [[Special:Uncategorizedpages|uncategorized stuff]] and care about [[Special:Categories|categories]].<br />
*organise some link-page to other elite-based sites and other spin-offs<br />
: [http://www.sharoma.com/frontierverse/links.htm] link collection at fronterverse<br />
: [http://en.wikipedia.org/wiki/Elite_(video_game)] wikipedia article<br />
: [http://www.tomatarium.pwp.blueyonder.co.uk/glfrontier.html GLFrontier]<br />
*link [[Alphabetical Ship List (Oolite)]]<br />
*Category of [[Lave's Moon]]<br />
*Categories of articles of [[User:CaptSolo]]<br />
*Wikification of articles of [[User:Mandoman|MANDOTECH INDUSTRIES]]<br />
<br />
==Bookmarks==<br />
*[[Template:OXP-in-category]]<br />
*[[EliteWiki:Village_Pump|Village Pump]]<br />
*{{tl|deleteme}} <nowiki>{{deleteme|reason}}</nowiki></div>Makariushttps://wiki.alioth.net/index.php?title=Start_Choices&diff=39268Start Choices2014-03-31T06:55:20Z<p>Makarius: typing error</p>
<hr />
<div>==Overview==<br />
[[File:start_choices_main.png |200px|thumb|right|Main screen]]<br />
[[File:start_choices_cobra1.png |200px|thumb|right|Main screen]]<br />
[[File:sc_fast-track.png |200px|thumb|right|Fast-track]]<br />
<br />
* When starting a new game, this oxp gives you some start-up choices of various difficulty. Choices make the start of the game easier or harder.<br />
* Adder is given a change to buy a 3 tn cargo expansion. This allows it to be fitted with a passenger berth and a career of Passenger Service.<br />
<br />
==The Choices==<br />
<br />
* Classic<br />
The basic start. Start the game the way it has been started from the year 1984 with a Cobra Mk III, tank full of fuel, pulse laser, 3 missile and 100 credits.<br />
* Fast-track<br />
Easy start for the impatient. Skip the slow start and jump right into the action with a Cobra Mk III, fuel scoops, witchspace fuel injectors, tank full of fuel, pulse laser, 3 missile and 100 credits. With fuel scoops you can go straight to mining or scavenging and fuel injectors help you escape the pirates and clear the mass locks.<br />
* Medium<br />
If you don't want to start the game with the best all around ship, Cobra Mk III, then start the game with a Cobra Mk I. Earn credits and then buy the Cobra Mk III. You will value it a lot more when you have to purchase it your self. Your Cobra Mk I will have a tank full of fuel, pulse laser, 1 missile and 100 credits.<br />
* Hard<br />
If you want to start from the bottom, then your choice is an Adder, the cheapest player flyable vessel in the game. Be prepared for a long game though, it will take a while to collect enough credits for a Cobra Mk I and eventually Cobra Mk III. You don't have to go out there empty handed though, your Adder will be equipped with a pulse laser, 1 missile and a tank full of fuel. On top of that, you get 100 credits. Ain't that a deal or what?<br />
* Harder<br />
Want to go hard core? Then this game start is for you. And adder, a pulse laser, no missiles and no credits. Doesn't get any harder. On the other hand, it doesn't get much more rewarding either. When you finally have enough credits for that Cobra Mk III, it will feel you've really earned it.<br />
* Hauler<br />
Want to start hauling cargo right away? Then start your game in a beat-up Python. The Python is in a pretty bad shape though, you might want to prioritize the maintenance overhaul over other upgrades.<br />
* Miner<br />
Want to start the game with a ship that has no hyperspace capabilities? Then this is you choice. <br />
Mining Transporter, mining laser, fuel scoops and 100 credits. Want to change system? Hitchhike. After your first launch, an Anaconda trader with escorts launches and jumps to Zaonce. You might want to follow...<br />
<br />
==Requirements==<br />
<br />
Oolite 1.77.1<br />
<br />
==Credits==<br />
<br />
* Adder cargo tweak and difficulty definitions are from [[Switeck's Shipping OXP]]<br />
* Fix for 1.79 by Norby<br />
* Miner start choice is greatly based on [http://aegidian.org/bb/viewtopic.php?f=4&t=11384 Zeke Mining Transporter oxp] by Captain Patrick<br />
<br />
==Download==<br />
<br />
* Download version 1.5.1 (for Oolite 1.77.1) from [https://app.box.com/s/3xlcpyvzlgq0wzz2zanx the box].<br />
* Download version 1.7 (for Oolite 1.79) as [[Media:Start choices 1.7.oxz|OXZ]]<br />
<br />
==Quick Facts==<br />
{{Infobox OXPb| title = Start Choices<br />
|version = 1.5<br />
|release = 2014-01-31<br />
|license = CC BY-NC-SA 3.0<br />
|features = Mechanics<br />
|category = Mechanics OXPs<br />
|author = Spara<br />
|feedback = [http://aegidian.org/bb/viewtopic.php?f=4&t=13382 Oolite BB]<br />
}}</div>Makarius