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	<updated>2026-05-13T02:57:48Z</updated>
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	<entry>
		<id>https://wiki.alioth.net/index.php?title=Talk:NPB_Neutralizer_OXZ&amp;diff=88716</id>
		<title>Talk:NPB Neutralizer OXZ</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Talk:NPB_Neutralizer_OXZ&amp;diff=88716"/>
		<updated>2026-05-11T09:47:03Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Oops!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some points:&lt;br /&gt;
* Getting a &amp;quot;kill&amp;quot; using this weapon won't count for most mission OXP's - you will still need to keep firing until the ship is destroyed.&lt;br /&gt;
* Every weapon will end up working as an NPB Neutralizer, as long as you have one installed, as the code doesn't check which view is being used and what weapon is installed there.&lt;br /&gt;
* Info says you need to be clean, but code doesn't prevent an Offender/Fugitive install.&lt;br /&gt;
* Info also says Police have these retro fitted, but there's no code granting it specifically to police ships, and &amp;quot;available_to_NPCs = false;&amp;quot; in the equipment.plist&lt;br /&gt;
* Given the uber-ness of this weapon, I'm curious as to why you've rated it &amp;quot;Neutral&amp;quot;. I think this should be &amp;quot;Some bias in the players favour/Makes the game a little easier&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
phkb&lt;br /&gt;
&lt;br /&gt;
== Theory ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;... Neutral Particle Beam weapon that works by accelerating hydrogen atoms to near-light speed and then neutralizing their charge. Upon hitting a target, the high-energy particles penetrate deep into a ship's structure, depositing their energy inside critical systems like electronics and power conduits.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Umm... neither hydrogen molecules or hydrogen atoms have a charge, as far as I know. Hydrogen ions ''do'' - either anions (for hydrogen: a proton with two electrons) or cations (for hydrogen: protons on their tod). &lt;br /&gt;
&lt;br /&gt;
See https://en.wikipedia.org/wiki/Ion#Anions_and_cations which talks about hydrogen in particular&lt;br /&gt;
&lt;br /&gt;
:''Cholmondeley 10:44, 11 May 2026 (BST)''&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Talk:NPB_Neutralizer_OXZ&amp;diff=88715</id>
		<title>Talk:NPB Neutralizer OXZ</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Talk:NPB_Neutralizer_OXZ&amp;diff=88715"/>
		<updated>2026-05-11T09:44:02Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: /* Theory */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some points:&lt;br /&gt;
* Getting a &amp;quot;kill&amp;quot; using this weapon won't count for most mission OXP's - you will still need to keep firing until the ship is destroyed.&lt;br /&gt;
* Every weapon will end up working as an NPB Neutralizer, as long as you have one installed, as the code doesn't check which view is being used and what weapon is installed there.&lt;br /&gt;
* Info says you need to be clean, but code doesn't prevent an Offender/Fugitive install.&lt;br /&gt;
* Info also says Police have these retro fitted, but there's no code granting it specifically to police ships, and &amp;quot;available_to_NPCs = false;&amp;quot; in the equipment.plist&lt;br /&gt;
* Given the uber-ness of this weapon, I'm curious as to why you've rated it &amp;quot;Neutral&amp;quot;. I think this should be &amp;quot;Some bias in the players favour/Makes the game a little easier&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
phkb&lt;br /&gt;
&lt;br /&gt;
== Theory ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;... Neutral Particle Beam weapon that works by accelerating hydrogen atoms to near-light speed and then neutralizing their charge. Upon hitting a target, the high-energy particles penetrate deep into a ship's structure, depositing their energy inside critical systems like electronics and power conduits.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Umm... neither hydrogen molecules or hydrogen atoms have a charge, as far as I know. Hydrogen ions ''do'' - either anions (for hydrogen: electrons) or cations (for hydrogen: protons). &lt;br /&gt;
&lt;br /&gt;
:''Cholmondeley 10:44, 11 May 2026 (BST)''&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Ship_Repurchase&amp;diff=88692</id>
		<title>Ship Repurchase</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Ship_Repurchase&amp;diff=88692"/>
		<updated>2026-05-10T10:02:04Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Added pretty pictures&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:EscapeCapsule-Oolite.png|left|thumb|300px|''If'' you bought an escape pod]]&lt;br /&gt;
[[File:Escape Suit 01.PNG|right|thumb|300px|And ... ''if'' you didn't!]]&lt;br /&gt;
==Overview==&lt;br /&gt;
This OXP aims to make the experience of using an escape pod a bit more interesting and realistic. The first change is that the player will be auto-ejected from their ship just before it is destroyed, in almost all cases&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;, even if they don't have an escape pod. If the player has not fitted an escape pod, they will eject from their ship in a life-support suit only, which provides a means of keeping the pilot in stasis until they can be recovered. If an escape pod is fitted, it will auto-eject the player when it is clear the ship can no longer support life. Players can also choose when they eject if they have an escape pod, rather than waiting for the auto-eject process to kick in. Also, any parcels or passengers currently on board, and any gold, platinum or gem-stones will not fit into the life-support suit, and so will be lost with the rest of the cargo and ship. If an escape pod is fitted, these items will be preserved.&lt;br /&gt;
&lt;br /&gt;
Once the player has been recovered, they then need to decide what to do about replacing their ship. They will be given (at most) three options:&amp;lt;br/&amp;gt;&lt;br /&gt;
# to replace their previous ship plus all the equipment on it;&lt;br /&gt;
# to just replace their existing ship, leaving out any equipment; or&lt;br /&gt;
# choosing a lower cost ship as a replacement.&lt;br /&gt;
&lt;br /&gt;
For options (1) and (2) there is a cost involved: 10% of the original cost. If, however, you have purchased an escape pod, there is an insurance component to the purchase that reduces the amount to be only 5% of the original cost. A more expensive escape pod option, named &amp;quot;Escape Pod Plus&amp;quot;, will reduce the amount further, to 2.5% of the original cost. &lt;br /&gt;
&lt;br /&gt;
Option (3) is always free. Potentially two ships will be offered, depending on the base value of your current ship. The following table outlines the ships that will be offered (Offer 1 ships are generally trader-type ships, while Offer 2 ships are generally hunter-type ships):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;120px&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Current ship&amp;lt;br/&amp;gt;Base Value&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;170px&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Offer 1&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;170px&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Offer 2&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;650001+&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Anaconda&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Fer-de-Lance&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;495001-650000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Boa Class Cruiser&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Fer-de-Lance&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;485001-495000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Boa&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Fer-de-Lance&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;450001-485000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Boa&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Asp Mark II&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;375001-450000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Python&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Asp Mark II&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;200001-375000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Python&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cobra Mark III&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;150001-200000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cobra Mark III&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;145001-150000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Moray Medical Boat&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Moray Star Boat&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;125001-145000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Moray Star Boat&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;100001-125000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cobra Mark I&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;0-100000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Adder&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If a full ship plus equipment replacement is chosen, the ship will arrive in a fully working condition. That is, any equipment that was damaged at the time of destruction will be in a working order on the replacement&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;, and the ship will not be in need of an overhaul. &lt;br /&gt;
&lt;br /&gt;
If the player has insufficient funds to purchase either the full replacement, or the stock replacement ship, they will be forced to accept the lower value ship as their free ship to continue their galactic journey.&lt;br /&gt;
&lt;br /&gt;
Note that, if you have passengers on board, choosing option (2) or (3) will result in those passengers being abandoned at the station and the contracts terminated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Note: If your ship is caught in a cascade explosion, the auto-eject process cannot eject you to a safe distance, meaning any life-suit or escape pod will also be destroyed. &amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Note: The one exception to this rule is the cloaking device, which, because of the nature of the device and how it came to be in your posession, constitutes a real problem for insurance repair coverage. However, if you are rescued at a station that has a suitably high tech level, the device will be repaired.&lt;br /&gt;
&lt;br /&gt;
==Frequent Ejecting Penalty==&lt;br /&gt;
In order to curb misuse (for instance, ejecting from a badly damaged ship to avoid repair bills), players who eject frequently will suffer a repurchase penalty. The calculation is (1 + ((monthly_eject_count - 1) x 2) / 10) x original_percentage. So, ejecting 2 times in a month will increase the percentage to 12%. Ejecting 3 times in a month will increase the percentages to 14%. If you were to eject 16 times in a month, that would change the 10% of original cost of the ship to be 40%.&lt;br /&gt;
&lt;br /&gt;
As a player progresses through the game, the length of time used for picking up ejecting events in the calculation will increase. Players with less than 32 kills will stay at the 30 day mark. After 32 kills, the period increases to 60 days (2 months). At 64 kills, the period is 90 days (3 months); at 128 kills, the period is 4 months; at 512 kills the period is 6 months; at 2560 kills, the period is 9 months; and at 6400+ kills, the period is 1 year.&lt;br /&gt;
&lt;br /&gt;
==Insurance==&lt;br /&gt;
Due to the high number of total-loss payments insurance providers have been forced to make over the last decade, no-cost replacement insurance is no longer a complimentary part of an escape pod purchase. Instead, as noted above, any escape pod purchase will instead reduce the cost of any repurchase event. &lt;br /&gt;
&lt;br /&gt;
However, many clients still find even the reduced costs difficult to bear. So insurance providers have introduced &amp;quot;Ship Repurchase Insurance&amp;quot;, which covers the holder of the policy for a maximum of 30 days from date of purchase, and will reduce the cost of any ship plus equipment replacement to just 1000cr. A ship-only replacement will cost just 500cr. This insurance can be purchased at any GalCop-aligned station in all systems. The insurance is a once-only policy - if the policy is invoked, the terms state that the policy is then terminated.&lt;br /&gt;
&lt;br /&gt;
==New Jamesons==&lt;br /&gt;
Insurance providers understand that new pilots need more protection than experienced ones. To help new pilots on their way, these payments will only be required for pilots who have attained an Elite rank of &amp;quot;Poor&amp;quot;. If a &amp;quot;Harmless&amp;quot; or &amp;quot;Mostly Harmless&amp;quot; pilot ejects, the cost of a full replacement ship will be greatly reduced: 200cr for a full ship and equipment replacement, 100cr for a ship-only replacement.&lt;br /&gt;
&lt;br /&gt;
==Interstellar space==&lt;br /&gt;
Ejecting in interstellar space is generally fatal - there is usually no one close enough to your location to render assistance, and the limited fuel on the escape pod is insufficient to enable a return to normal space. &lt;br /&gt;
&lt;br /&gt;
Occasionally, though, there are rescue options even in interstellar space. If one of these options is close by (like a naval station or carrier), there is a chance a rescue will take place. However, insurance operators cannot provide replacement ships in this situation. Instead, the player will be given a used ship and will have to make their way back to normal space in this. When they dock at a GalCop station they will at that time be presented with options for ship replacement.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The standard escape pod in the core game operates in a strange way. While the description indicates there is some sort of insurance policy involved in purchasing the pod, if you eject with a ship full of damaged equipment, you will be given a replacement ship with the same damaged equipment in it. This reflects what happened in the 8-bit versions of Elite, and was likely a result of limited resources to do anything more complex.&lt;br /&gt;
&lt;br /&gt;
==Required OXP's==&lt;br /&gt;
This OXP uses the [[Ship Storage Helper]] OXP to store and recover the players ship.&lt;br /&gt;
&lt;br /&gt;
==Compatibility==&lt;br /&gt;
This OXP should be fully compatible with the [[Auto_eject_OXP|Auto-Eject OXP]] by Commander McLane. The &amp;quot;Auto-Eject&amp;quot; equipment will eject the player ahead of the auto-eject function of this pack, and the repurchasing process will apply in both situations.&lt;br /&gt;
&lt;br /&gt;
It should also be fully compatible with the [[Interstellar Tweaks]] OXP by UK Eliter. When ejecting in interstellar space, the recovery options of this OXP will ceed control to Interstellar Tweaks, allowing it to choose the destination. The repurchasing process will apply after recovery.&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
Download [[Media:ShipRepurchase.oxz|ShipRepurchase.oxz]] v0.7 (downloaded {{#downloads:ShipRepurchase.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
==License==&lt;br /&gt;
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/&lt;br /&gt;
&lt;br /&gt;
Rocket image from http://simpleicon.com/rocket.html&amp;lt;br/&amp;gt;&lt;br /&gt;
Shield image from https://www.iconfinder.com/icons/175318/shield_icon#size=512&lt;br /&gt;
&lt;br /&gt;
==Version History==&lt;br /&gt;
0.7&lt;br /&gt;
* Added &amp;quot;Ship Repurchasing Information&amp;quot; book to Ship's Library (if installed).&lt;br /&gt;
&lt;br /&gt;
0.6.4&lt;br /&gt;
* Darkened overlay images for better compatibility with Oolite 1.92.&lt;br /&gt;
&lt;br /&gt;
0.6.3&lt;br /&gt;
* Moved all text into descriptions.plist for easier localisation.&lt;br /&gt;
&lt;br /&gt;
0.6.2&lt;br /&gt;
* Preventing recovery from a Generation ship.&lt;br /&gt;
&lt;br /&gt;
0.6.1&lt;br /&gt;
* Increased required version level for Ship Storage Helper.&lt;br /&gt;
&lt;br /&gt;
0.6&lt;br /&gt;
* Adjusted the method for determining when the ship is about to die, to allow for other OXP's to potentially change the player ship energy before ejecting the player.&lt;br /&gt;
* Changed insurance premium coverage period to 60 days.&lt;br /&gt;
* If insurance lapses while in transit, it will still be valid at next dock if the player needs to use it.&lt;br /&gt;
* Reduced cost of Escape Pod Plus to 3000 credits, and set techlevel requirement to same as for a normal escape pod.&lt;br /&gt;
* If the Escape Pod Plus is installed, rescue time will be reduced to less than 12 hours. Also, 50% of cargo will be recovered.&lt;br /&gt;
* Cost of Repurchase Insurance reduced to 2500 credits.&lt;br /&gt;
* Removed the frequent ejection penalty calculation (although it could be returned based on feedback).&lt;br /&gt;
* Raised minimum Oolite version to 1.89 (now utilising equipment-overrides.plist file and new escape pod rescue time property).&lt;br /&gt;
&lt;br /&gt;
0.5&lt;br /&gt;
* Better handling of multiple damage events taking place at the same time.&lt;br /&gt;
&lt;br /&gt;
0.4&lt;br /&gt;
* Better integration with Ship Configuration OXP armour settings.&lt;br /&gt;
* Better integration with Battle Damage OXP.&lt;br /&gt;
* Code refactoring.&lt;br /&gt;
&lt;br /&gt;
0.3&lt;br /&gt;
* Added integration with Email System, so contract termination emails are sent if the player loses parcel or passenger contracts due to using the life-support suit when ejecting.&lt;br /&gt;
&lt;br /&gt;
0.2&lt;br /&gt;
* Now considering player score when determining how far back to include ejecting events in the frequent ejecting penalty calculation.&lt;br /&gt;
* Free ship offer can be one of 2 types: a trader ship, or a hunter/assassin ship.&lt;br /&gt;
* Fixed issue where equipment items that can be multiple were not all being repaired after an eject event.&lt;br /&gt;
* Enforced consistency with Cobra Mark III and Mark I base prices.&lt;br /&gt;
* Fixed issue where interstellar space mode was being activated incorrectly.&lt;br /&gt;
&lt;br /&gt;
0.1&lt;br /&gt;
* Initial version.&lt;br /&gt;
&lt;br /&gt;
== Quick Facts ==&lt;br /&gt;
{{OXPLevel|3}}{{IconOXP|ooVersion=&amp;quot;1.90&amp;quot;|oxpCPU=&amp;quot;Average&amp;quot;|oxpMEM=&amp;quot;Low&amp;quot;|oxpGPU=&amp;quot;Low&amp;quot;|oxpIsChild=true}}&lt;br /&gt;
{{Infobox OXPb| title = ShipRepurchase.oxz&lt;br /&gt;
|version = 0.7&lt;br /&gt;
|release = 2026-05-10&lt;br /&gt;
|license = CC BY-NC-SA 4.0&lt;br /&gt;
|features = Escape Pods, Insurance&lt;br /&gt;
|category = Mechanics OXPs&lt;br /&gt;
|author = [[User:phkb|phkb]]&lt;br /&gt;
|feedback = [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=19239 Oolite BB]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay and Balance indicator ==&lt;br /&gt;
[[File:Tag-colour-red.png]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=GalCop&amp;diff=88558</id>
		<title>GalCop</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=GalCop&amp;diff=88558"/>
		<updated>2026-05-06T10:48:17Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: /* A Fifth Perspective (Pragmatic) */ Added another link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''PLEASE NOTE: This information is NOT CANON for the Elite: Dangerous setting.'''&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
This article refers to the '''Galactic Co-operative of Worlds'''. The contraction '''GalCop''' can ''also'' refer to the '''Galactic Police''' - see [[GalCop (Police)]]&lt;br /&gt;
&lt;br /&gt;
[[File:Logo-Gal-Cop01.png|200px|thumb|right|Galactic Co-operative of Worlds]]&lt;br /&gt;
[[File:Galaxy01O1.png||800px|thumb|right|Santaari]]&lt;br /&gt;
== Overview ==&lt;br /&gt;
'''GalCop''', or the '''Galactic Co-operative of Worlds''', are the galactic government. They maintain and control all orbiting stations as well as the police force and the [[Galactic Navy]] (if it exists! - see Cim's purist analysis beneath).&lt;br /&gt;
&lt;br /&gt;
GalCop is practically unique amongst the interstellar agencies in that they have minimal involvement with the society of a world, solely concerning themselves with the orbital space of the planet.&lt;br /&gt;
&lt;br /&gt;
The organisation is the largest unified body in terms of planetary members, with the last count of worlds being over 1,000.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
----&lt;br /&gt;
== First Version (Syncretist) ==&lt;br /&gt;
This version is by Selezen 2017&lt;br /&gt;
=== Early History ===&lt;br /&gt;
The '''Galactic Co-operative of Worlds''' was officially created in 2696, being formed from the loose alliance of systems known as the '''Old Worlds'''. These planets, led by [[Lave]], had seceded from the Galactic [[Federation]] around 2500 following allegations of attempted genocide against non-humanoid peoples in that area.&lt;br /&gt;
&lt;br /&gt;
The [[Old Worlds Alliance]] owes much of its success to the discovery of the wormhole network that crosses the hyperspace realm. This network connects several distant areas of the galaxy and allows relatively easy travel between these areas. In the early days of exploration, the belief was that these areas was separate galaxies, and the moniker stuck even after it was discovered that they were simply areas of the one home galaxy.&lt;br /&gt;
&lt;br /&gt;
When several planets of these other galaxies accepted membership into the OWA, the leaders of that alliance decided that a further level of organisation was required, and the seed of the Galactic Co-operative of Worlds was planted. The intent was to create a self-governing trade and defence agency that would train and employ pilots to run commercial services across all eight sectors. Under the command of a primarily civilian council of leaders, this new organisation would ensure that each world retained its individuality but would receive any and all aid that was requested or required.&lt;br /&gt;
&lt;br /&gt;
Thus was the ideal of the Galactic Co-operative of Worlds born.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, as is often the case, the minority of unscrupulous individuals raised their heads and began to threaten the trade routes - piracy was born. To combat this, the GalCop council ruled that a space police force was required. Initially it was this organisation that had the ability to forcefully deal with piracy or the like, but it was not long before the right of defence was provided to the average pilot. GalCop's training programme began to include combat training in 2772.&lt;br /&gt;
&lt;br /&gt;
=== The Thargoid Threat ===&lt;br /&gt;
The largest threat to GalCop has, of course, been the [[Thargoids]] and their invasion fleets. This insectoid race has been a constant and real threat since 2850, when the first encounter between humanity and insect occurred. The immediate answer to that threat was the expansion and upgrade of the police fleets to become a more militaristic arm of defence. Over time, the roles of warfare and policing would separate with the ratification of the [[Galactic Navy|Galactic Naval]] arm. Although there are several guesses as to the actual date of the formation of the Navy, most experts have put the time around 2870, as the borders of war zones became stable.&lt;br /&gt;
&lt;br /&gt;
=== Sociology ===&lt;br /&gt;
GalCop remains a peaceful organisation, with only a peripheral involvement in the governing of a world. The only real effect to any member world would be an improvement in the quality of life and the availability of resources.&lt;br /&gt;
&lt;br /&gt;
GalCop has classified most worlds in two main areas - those of government type and technological ability. At the simplest level, a world is categorised as industrial or agricultural, and from there a tech level is assigned. In terms of government, this rating can vary in terms of peacefulness from the strictly governed [[Powers_and_Organisations#Corporate_Worlds|Corporate State]] to the lawless and dangerous [[Powers_and_Organisations#Anarchy_Worlds|Anarchy]]. Often the government type can have a direct influence on the common inhabitants of the spacelanes. Lawless governments tend to attract the more lawless individual.&lt;br /&gt;
&lt;br /&gt;
=== Relations ===&lt;br /&gt;
GalCop is perhaps one of the most amenable of interstellar alliances. They are proud to state that they have peaceful relations with nearly every other organisation that they share space with. The most notable exceptions to this are the Galactic Federation (who still harbour ill-feeling regarding the secession) and the [[Empire|Empire of Achenar]], who share much of the same space with GalCop worlds.&lt;br /&gt;
&lt;br /&gt;
Those who train as GalCop commercial pilots are proud to make themselves available as reserve navy pilots in case of enemy invasion. It is this fact that has driven a wedge between GalCop and the Empire of Achenar, since the latter organisation claims that this provides GalCop with an unfeasibly large standing offensive force. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
----&lt;br /&gt;
== Second Version (Syncretist) ==&lt;br /&gt;
This version is by Selezen (2010 [https://web.archive.org/web/20101008045456/http://elite.hughesd.co.uk/ Wayback Machine link])&lt;br /&gt;
'''Part 1: Elite (3125 – 3147)'''&lt;br /&gt;
&lt;br /&gt;
=== The Galactic Co-Operative of Worlds ===&lt;br /&gt;
GalCop exists as a centralised administration for trade, commerce and security of the spacelanes.  It has four main responsibilities in the areas of space that it controls: commerce, diplomacy, law enforcement and military.&lt;br /&gt;
&lt;br /&gt;
GalCop’s roots reach back to the turn of the twenty-sixth century, when the intent of the Federation to wipe out indigenous alien life forms on the colony world of Diso led a group of colonised worlds called the Old Worlds to secede from the rule of the Galactic Federation and become self-governing, restyling themselves as the Far Colonies in the process.  This handful of worlds opened their arms to other colonies and even other alien worlds, and became the fastest growing organisation seen thus far.  The main reason for this was the easygoing policy of the Far Colonies administration – an agreement with the Far Colonies meant only formalised interstellar trade formats, sharing of resources and the presence of a policing force to prevent piracy in the world’s orbitspace.  This was preferable to the strict governance of the Federation and Empire, and as a result, many worlds chose membership in the new organisation.&lt;br /&gt;
&lt;br /&gt;
The influx of members led the Far Colonies to restructure the organisation and formalise the loose policies and codes of conduct.  In 2696, the Galactic Co-Operative of Worlds charter was drawn up and signed by representatives of all the member worlds of the time.  The charter remained largely unchanged for nearly half a millennium.&lt;br /&gt;
&lt;br /&gt;
The creation of GalCop instilled a sense of fear in both the Federation and the Empire, as this upstart alliance had stolen member worlds from both organisations.  It was decreed that GalCop member worlds and their inhabitants would be forbidden entry into any Federal or Imperial space.  Ships would be shot on sight, and all GalCop ship ID signals would be programmed into ID computers as pirates or criminals.  Any GalCop diplomatic staff found on a Federal or Imperial world would be either arrested and extradited or executed.  As a result of this, all vessels’ navigation systems were redesigned to only show the worlds of GalCop – travel to unlisted systems or worlds was disabled.&lt;br /&gt;
&lt;br /&gt;
This ostracising shaped the political entity of GalCop for the next four hundred years.  Expansion was permitted only through non-aligned or independent colonies or through alien worlds.  As such, it was slower than expected, but still grew at a fairly even rate.  The GalCop administration felt that a clear-cut defence policy was important in case of incursion by any of the other organisations, thus a cunning and effective naval reserve policy was drafted, in which any qualified space pilot was enlisted as a reserve naval officer to be activated in case of enemy incursion.  This policy remained in effect until GalCop’s dissolution in 3147.&lt;br /&gt;
&lt;br /&gt;
Internally, GalCop’s stability was rock-solid.  Member worlds were granted the benefits of a standardised and fair trading system (as of 2715), a local diplomatic liaison office, military and police forces available in the world’s orbital space and a guaranteed directive of non-interference with planetary government.  In return, the ruling party of the world was obliged to make available a pre-agreed range of items for trade to other worlds, in addition to providing resources for the support of troubled or needy worlds if requested.  Also, if there was a change in the planetary government, a simple yes or no question would be asked: do you agree to the terms and conditions of membership within GalCop as agreed to by your predecessor?  If the answer was yes, the world remained in the Co-operative; if the answer was no, or if other conditions were demanded, then membership was revoked.  No new government ever disagreed…&lt;br /&gt;
&lt;br /&gt;
=== GalCop’s Ruling Council ===&lt;br /&gt;
GalCop’s internal structure was simplistic but effective.  The council hierarchy was as follows:&lt;br /&gt;
&lt;br /&gt;
::President&lt;br /&gt;
::::|&lt;br /&gt;
::Chiefs of Staff&lt;br /&gt;
:(1 member each from Military, Commerce, Judicial, Health, Diplomatic, Science and Governance Divisions)&lt;br /&gt;
::::|&lt;br /&gt;
::Worlds Council&lt;br /&gt;
:(1 member from each member world)&lt;br /&gt;
&lt;br /&gt;
The Worlds Council was comprised of one elected official from each member world, each of whom appointed a deputy who would retain their office on their homeworld (usually doing the council member’s job when the council member was off-world on GCW business).  The council members did not usually live in residence, but there were facilities in Ashoria (the capital of Lave) for them to be accommodated if necessary.&lt;br /&gt;
&lt;br /&gt;
Chiefs of staff were usually elected from the senior members of each division by an election of their peers, although on some occasions the Chiefs of Staff were elected by the Worlds Council.&lt;br /&gt;
&lt;br /&gt;
Every three standard years, a uniform election was held, during which World Council members and Chiefs of Staff could stand down from the post (proposing a successor in the process) or stand for re-election.  The leading organisations of every planet in GalCop would become involved in this, and once the council positions for the next term had been settled, the election of the next President began.&lt;br /&gt;
&lt;br /&gt;
There was nothing preventing a current president from standing for re-election.  However, in order to be eligible for election as president, a candidate must have served at least three consecutive terms as a council member or Chief of Staff.  The only exception to this was the last president, although his method of achieving the presidency was unorthodox at best.&lt;br /&gt;
&lt;br /&gt;
=== Lave – GalCop’s Capital ===&lt;br /&gt;
[[File:Ashoria.png|300px|thumb|right|Selezen's map of Ashoria]]&lt;br /&gt;
The planet Lave was GalCop’s administrative capital, and home to the famed pilot training academy.&lt;br /&gt;
&lt;br /&gt;
Planetside, the world was (and still is) classed as a dictatorship, ruled over by a leader known as the Tyrant.  Rather than being an indication of the leader’s attitude and leadership philosophy, it was more of a habitual nickname.  It originated when Harvic Mellir, the leader from 2845 to 2848, issued a series of reformations aimed at securing power of government to the government leader only.  With the success of this reform, Mellir began ruling the world with an iron fist and generally ignoring any advice from his deputies and advisors.  Even the planet’s royal family, up until then relegated to the background of the planet’s rule, began to protest some of the orders being given by Mellir’s office.  The head of the royal family, Prince Eduard Campbell, spearheaded a move to oust Mellir from office and return the government to a manageable quantity.&lt;br /&gt;
&lt;br /&gt;
The coup was successful, and Campbell temporarily took over the reigns of Lave’s leadership until a suitable replacement for Mellir could be instated.  In early 2849, Campbell and his wife chose a woman by the name of Nameen Orkand as the new dictator.  A decision was made that the royal house would from thence forth be involved more closely with the policies and decisions that came from the leader.  Orkand decreed that the head of the royal family would be known as the king or queen, and would hold joint authority over any important or critical decisions regarding the planet’s welfare.  The people of Lave began referring to the sheer amount of decrees and executive orders coming from the leader’s villas as warning that the leaders were becoming tyrants.  In a humoured move, Orkand declared that the office of Lave’s ruling body would be known as the office of the Tyrant, and by osmosis the leader became known as the Tyrant!&lt;br /&gt;
&lt;br /&gt;
GalCop’s headquarters, known as Holdstock Plaza, are located in the south-east of the planet’s capital Ashoria.  The HQ is a collection of three buildings located in a landscaped garden environment complete with a small copse of trees, a pond and flower garden.  The western side is a memorial garden dedicated to those pilots who have died in service to GalCop.&lt;br /&gt;
&lt;br /&gt;
The three buildings are, from east to west, the training academy, the administrative building and the commercial building.  From these three buildings, GalCop provides all the services that the member worlds utilise.&lt;br /&gt;
&lt;br /&gt;
=== Training Academy ===&lt;br /&gt;
Here, pilots and crew receive the essential training in order to pursue their career in the stars.  The facility provides pilot training, combat training, diplomatic education and commerce training to name but a few, and help educate the prospective spacer in whatever aspect of space travel is required.  The most numerous applicants are those who wish to become space traders, receiving the full package of courses taken over a year.&lt;br /&gt;
&lt;br /&gt;
The building houses lecture halls, conference rooms and simulation suites, along with facilities and amenities for all races and phenotypes.&lt;br /&gt;
&lt;br /&gt;
Note that students are not housed on this site.  The academy has arrangements with Ashoria CityGov to provide accommodation for those studying within the academy.&lt;br /&gt;
&lt;br /&gt;
=== Administrative Building ===&lt;br /&gt;
This building is where GalCop is actually run, and contains the offices of the President and Chiefs of Staff.  The day-to day running of the affairs of the GCW are centred here, but the majority of the actual staff are in residence on Lave Coriolis One.&lt;br /&gt;
&lt;br /&gt;
Even with this in mind, the GCW Admin building is still one of the largest, with 4 storeys above ground and nine below.  The largest room is by far the main conference hall, which has seating for over 2500 people and is three storeys high.  This is the room that the ruling council occupy when in session,&lt;br /&gt;
&lt;br /&gt;
There are smaller conference halls in the building, along with the offices of the Chiefs, which also have adjacent offices for their executive staff.&lt;br /&gt;
&lt;br /&gt;
Sub-floor 5 contains a commissary and ‘mess hall’, complete with entertainment centre and a suite of SynPleasure RelaxaPads for the use of the executive staff.&lt;br /&gt;
&lt;br /&gt;
=== Commercial Building ===&lt;br /&gt;
This is the commercial and entertainment centre for those who frequent the other two buildings.  The administration building has an underground linking tunnel to this facility, but those who use the academy must make their way through the gardens.  In this way, students of the academy will frequently mingle and talk with the administrative staff.&lt;br /&gt;
&lt;br /&gt;
The Commercial building has many open air sections, such as a market place and theatre, along with a complete shopping complex and full suite of entertainment and relaxation facilities.  It also has full leisure and fitness centres, including gyms, athletic holosuites and swimming pools.&lt;br /&gt;
&lt;br /&gt;
=== The Galactic Navy ===&lt;br /&gt;
The GalCop navy was a most effective fighting unit, and were the galaxy's first line of defence against the Thargoid threat.&lt;br /&gt;
&lt;br /&gt;
Although GalCop had always maintained a small naval force due to the threat of incursions from Federal or Imperial forces, it had always been a small affair.  GalCop's security mainly relied on the more organised police force and the GalCop tradeships and scout vessels plying the space lanes.&lt;br /&gt;
&lt;br /&gt;
When the Thargoids made themselves known as an enemy in 2851, the Galactic Naval Charter was created, and the Navy was officially ratified and given a substantial budget.  In a remarkably short time, the new force was kitted out and staffed, and the pilots were recruited from the body of existing GalCop pilots, including a large amount of Elite combateers and retired pilots.&lt;br /&gt;
&lt;br /&gt;
Whilst the main body of the fighting force were engaged in deep space with the Thargoids, there were still some divisions available for home defence.  Separate agencies were set up, including a research department and an administrative body, taking the majority of the dog work from the main GalCop administration.&lt;br /&gt;
&lt;br /&gt;
Several bases were set up on various worlds, with one example being the research base on Ribilebi.  This base concentrated on alien technology and are currently researching the Thargon remote craft to see if it can be backwards engineered to create a remote craft for GalNav forces.&lt;br /&gt;
&lt;br /&gt;
=== Federation and Empire ===&lt;br /&gt;
During this period, the political structure of Federation and Empire remained as it had been since the signing of the treaty between the two powers.  A state of cold war existed between them, with espionage and counter-espionage being the order of the day.  Small skirmishes occasionally erupted but no major actions blew up.&lt;br /&gt;
&lt;br /&gt;
Both organisations had the same opinion regarding the Galactic Co-operative, as outlined in that organisation’s section above – wary tolerance.&lt;br /&gt;
&lt;br /&gt;
=== The Alliance ===&lt;br /&gt;
The Alliance at this point did not exist, although there were some factions in the Alioth system who were very outspoken about their opinins of the Federation and the way that Alioth and some other systems had been treated.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
----&lt;br /&gt;
== Third Version (Purist) ==&lt;br /&gt;
Taken from [[User:Cim|Cim]]'s history in [[History]]&lt;br /&gt;
&lt;br /&gt;
=== History of GalCop ===&lt;br /&gt;
==== Foundation of GalCop ====&lt;br /&gt;
''Synopsis'':&amp;lt;br&amp;gt;&lt;br /&gt;
After the alliance of birds and frogs put an end to the battle between the felines and the insects, the resulting peace brought about the '''Unified Species Treaty''' (signed in 1134KD), establishing the joint '''Interspecies Assembly'''. This was joined by many humanoid worlds in 1389KD. The Interspecies Assembly encouraged joint colonisation with diverse species. In 1450KD, with over five hundred systems colonised (mostly jointly), over 100 systems proposed removing the veto by individual species and the '''Galactic Cooperative Treaty''' of 1522KD replaced the UST. The GCT founded GalCop.&lt;br /&gt;
&lt;br /&gt;
''Verbatim quote'':&amp;lt;br&amp;gt;&lt;br /&gt;
Unlike its predecessor, representation in the Cooperative was solely based on system population, and the importance of the species homeworlds (Tezaeded, as always, standing in as homeworld for both Colonials and Humanoids) was greatly diminished. The Cooperative set up numerous institutions for interplanetary trade, diplomacy and technological cooperation, which continue to exist today with relatively little modification.&lt;br /&gt;
&lt;br /&gt;
Intensive research into both witchspace technology and terraforming made it possible to complete the colonisation of Cooperative space, with the final colony on Oresrati being established in 1886KD. The period between 1600KD and 1970KD is regarded as being the golden age of the Cooperative, a period of immense technological, cultural, economic and population growth, leading at its height to a peaceful alliance between over two thousand systems and eleven trillion people. &lt;br /&gt;
&lt;br /&gt;
==== Thargoids: first wave ====&lt;br /&gt;
The [[Thargoids]] threw the spanner in the works. Their first scouts were confirmed in 1976KD, though an increase in “witchspace malfunctions” suggests that they may have been present in small numbers as early as 1968KD. Over eight hundred kilodays of almost uninterrupted peace had left the Cooperative's military technology extremely atrophied, with only environmental shielding and mining lasers being easily weaponised. Nevertheless, the Cooperative responded strongly, with research across the charts reprioritised. A powerful naval fleet under Cooperative command was developed, and won initial victories against the Thargoid scouts, protecting trade convoys between all systems. Their source and motivation remained, as today, a mystery, with no successful communication being made.&lt;br /&gt;
&lt;br /&gt;
In 2054KD, however, the Thargoid scouts increased in number, as a large invasion force entered Cooperative space. The Cooperative fleet, though large, struggled to hold it off, as the Thargoids used their superior witchspace technology to avoid blockades, destroying convoys and bombarding systems from orbit. Hundreds of systems – perceiving the Cooperative to be unable or unwilling to defend them – declared independence to set up their own fleets, and hundreds more threatened to do the same. In 2058KD, on the edge of a breakup of the Cooperative and the likely annihilation of its inhabitants, the Cooperative General Assembly signed legislation allowing weapons to be fitted to civilian ships.&lt;br /&gt;
&lt;br /&gt;
Almost immediately, ships across Cooperative space were refitted into fighter craft and battleships. Casaulties were high, but no longer could a single Thargoid scout destroy an unprotected convoy and escape before the navy arrived. Several groups of pilots formed Thargoid hunting clubs – with many systems offering payments for proven kills – many of which merged in 2062KD into the '''Elite Federation of Pilots'''.&lt;br /&gt;
&lt;br /&gt;
Their hit and run tactics no longer adequate to break supply lines, and their warships temporarily unable to overcome the Cooperative navy, the Thargoids fell back, reducing their presence to a few remaining scout ships. &lt;br /&gt;
&lt;br /&gt;
Once granted, of course, the arming of civilian ships proved impossible to revoke, and without the immediate threat of a Thargoid invasion, the more criminal elements of society began committing piracy against the trade convoys. The Cooperative navy – severely damaged from the war – was again unable to defend the convoys, and trade companies, planetary governments, and the Cooperative itself therefore instead appealed to the various mercenary and independent pilots, placing bounties for pirate kills. In 2067KD, the Elite Federation of Pilots was recognised by the Cooperative as the official organisation for tracking such kills.&lt;br /&gt;
&lt;br /&gt;
==== Thargoids: second wave ====&lt;br /&gt;
When, in 2079KD, the Thargoids returned, striking with overwhelming force at several key systems across the eight charts, bombarding several major industrial worlds and shipyards, and cutting key intra-chart supply lines, the navy had not been rebuilt enough to stop them. Instead, the Cooperative was reduced to a coordinating role, more in the spirit of the original Unified Species Treaty, bringing together planetary military forces and independent ships to fight off the Thargoids. &lt;br /&gt;
&lt;br /&gt;
In 2080KD, '''Commander Jameson''' became the first pilot to reach the ranking of Elite, surprising many who had thought this impossible. After his death at the '''battle of Inera''' in 2082KD, a tradition began of dedicating new ships to him, and therefore you may find that the flight computers are set to 'Jameson'. Some shipyards have complex traditions and ceremonies for the symbolic handover of a ship to its first living pilot; others view this practice as unhelpful and disrespectful superstition, and will ensure that the ship computers are set to your name before you board.&lt;br /&gt;
&lt;br /&gt;
In 2083KD, the Thargoids were once again defeated, with their final occupation being defeated at the '''Battle of Isxees'''. Since then their presence has again been restricted to a few scouting and raiding ships, though if their origin cannot be determined, a third invasion is considered extremely likely. &lt;br /&gt;
&lt;br /&gt;
==== Current situation ====&lt;br /&gt;
Following this battle, the Cooperative navy was formally disbanded, its few surviving fleets being transferred to the control of their home systems. System militaries vary considerably in strength, but usually have regional mutual defence agreements, so the poorer systems are not left completely unprotected.&lt;br /&gt;
&lt;br /&gt;
'''Around a quarter of the systems in Cooperative space are no longer part of the Cooperative itself''' – either having declared independence following the start of the Thargoid invasion, or having been so badly damaged during it that the government collapsed. The Cooperative retains an embassy in orbit around these “Feudal” and “Anarchy” systems, and some of the longer-standing and less controversial aspects of the treaties such as trade are still usually honoured there, but they are for now being left to go their own way.&lt;br /&gt;
&lt;br /&gt;
There have been proposals to reform the Cooperative to reflect its new smaller role – and perhaps to bring some of the missing systems back in – but so far none have achieved even significant minority support. Piracy continues to be a problem, despite widespread deployment of the Cooperative police Viper patrols, and military research continues in expectation of the Thargoids' return. So far, the original aim of preventing inter-system war has still been met, though in the absence of a direct external threat, many observers believe that this will not continue for long.  &lt;br /&gt;
&lt;br /&gt;
=== GalCop ===&lt;br /&gt;
''This section taken from Cim's Ship's Manual in his Ship's Library.oxp''&amp;lt;br&amp;gt;&lt;br /&gt;
The Galactic Cooperative's ancestry can be traced back to Chart 6 several thousand kilodays ago, when the Birds of [[Sector6/Diesanen|Diesanen]] and the Frogs of [[Sector6/Bearrabe|Bearrabe]] signed the '''Treaty of Zarienla''' to formalise cooperation on trading and exploration. The organisation has undergone several major reinventions since then – most notably when the invention of the Galactic Witchdrive brought the species of all eight charts together, and later when the initial Thargoid incursions necessitated adding formal military cooperation to the existing non-aggression treaties – such that it can hardly be said to be the same organisation, but it still traces its ancestry formally back to that date, which is the zero date of Galactic Standard Time.&lt;br /&gt;
&lt;br /&gt;
The '''Inter-species Treaty of Cooperation''' can be summarised as follows:&lt;br /&gt;
:1) No system may attack another system, except where necessary to prevent that system from breaking this treaty clause, and only then when approved by the Cooperative.&lt;br /&gt;
:2) All systems shall provide sufficient funds for the establishment of trading stations in orbit, and the protection of these stations.&lt;br /&gt;
:3) There shall be a single agreed currency, set of laws, and set of trading regulations in space. These need not be used on planetary surfaces, where all regulations remain the right and responsibility of planetary authorities.&lt;br /&gt;
:4) Any new system discovered by a Cooperative member is discovered for the whole Cooperative, though the system of the discoverer is entitled to first refusal on colonisation rights, if it is uninhabited.&lt;br /&gt;
:5) All Cooperative members shall unite to repel external threats to any Cooperative members.&lt;br /&gt;
&lt;br /&gt;
The majority of Cooperative operations are directed by local planetary authorities, with the role of the treaties being to maintain a minimum standard of operations which travellers may rely on. A few inter-system institutions do exist to manage communications, sharing of police data, and military cooperation against the Thargoids, and to ensure that the treaties are followed, but these employ fewer than ten million people across the entirety of Cooperative space.&lt;br /&gt;
&lt;br /&gt;
Around '''fifteen hundred''' of the just over two thousand systems reachable by witchdrive and galactic witchdrive are members of the Cooperative and full signatories to its treaties. The remaining systems - classified Feudal or Anarchy - all have at least one Cooperative-administered station in orbit around the primary inhabited planet, inside which standard Cooperative facilities are available. In some of these systems the presence of the Cooperative is respected, while in others it is merely tolerated or even resented; in all of them the station is funded from other Cooperative budgets rather than by the planetary authorities, and so the usual police patrols in space are largely absent.&lt;br /&gt;
&lt;br /&gt;
==== Facilities ====&lt;br /&gt;
The major visible benefit of the Cooperative are the Coriolis stations (and more recently the Dodec and Ico designs) which orbit every known primary planet. These stations – around a cubic kilometre in size -  provide a safe haven for the traveller, a stable gateway between inter-system traders (whose ships are rarely atmosphere-capable) and in-system shuttles, and a base for police patrols and operations. The interior is carefully designed to allow as many species as possible to coexist comfortably, with high ceilings for flying species, water-filled channels for aquatic species, and facilities at a range of sizes, temperatures and gravitational levels.&lt;br /&gt;
&lt;br /&gt;
The central axis of the station is filled with the docks, capable of holding over three hundred ships (mostly small shuttles and transports) while they are refuelled, serviced, and have their cargo exchanged. At busy times, thirty ships an hour may be launching or landing.&lt;br /&gt;
&lt;br /&gt;
The middle to outer sections contain offices, habitation, entertainment facilities, and viewing galleries. In addition to the large transient population of ship crews, most stations have around ten to twenty thousand permanent occupants, as well as many visitors from the planet's surface for whom this is the closest they wish to go to space.&lt;br /&gt;
&lt;br /&gt;
The Coriolis stations themselves are incredibly well-shielded. For additional protection, and to protect nearby traders, they each contain a small fleet of Viper patrol craft (supplemented by the more modern Viper Interceptor in the richer systems), used to maintain control of the station safety zone, and in some systems to keep at least some presence on the direct route from the witchpoint to the planet.&lt;br /&gt;
&lt;br /&gt;
==== Legal system ====&lt;br /&gt;
The need to be acceptable, consistent and enforceable across two thousand systems with very different cultures has made the Cooperative legal system very simple. Commission of an illegal act places a bounty on your ship. Small bounties may be paid off by paying a fine and carrying out community service or rehabilitation at the station. Larger bounties may not, though the Cooperative has a limited budget for bounties, and so provided no further illegal acts are committed, the larger bounties will decrease over time, as newer criminals are allocated the funds.&lt;br /&gt;
&lt;br /&gt;
The following are illegal acts: &lt;br /&gt;
*Firing on or destroying any official Cooperative station or police ship will get you immediate Fugitive status. Firing on Clean ships is illegal. Firing on Offender or Fugitive ships is entirely legal.&lt;br /&gt;
&lt;br /&gt;
*The removal of Slaves, Narcotics or Firearms from a Cooperative station is illegal. Following revisions and simplifications to the Cooperative treaties after the second Thargoid incursion, it is legal to possess and transport of quantities of these commodities for personal use. However, the bulk transport of any of these as cargo is not permitted. An exemption is made for imports to prevent the criminalisation of legitimate battlefield salvagers, but you must dispose of such salvaged goods by some method before leaving the station.&lt;br /&gt;
&lt;br /&gt;
==== Combat rating ====&lt;br /&gt;
In accordance with Cooperative treaties, the independent [[Elite Federation]] of Pilots provides an assessment of each pilot's combat rating.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
----&lt;br /&gt;
== A Fourth Perspective (Syncretist) ==&lt;br /&gt;
''This is taken from [[User:Commander McLane|Commander McLane's]] 2010 argument against the [[Galactic Navy OXP]] based on a minimalist concept of GalCop''&lt;br /&gt;
{{QuoteText|Text=Commander McLane wrote: The whole idea of having a strong Galactic Navy with a station in each sector, and huge fleets, and sectors across all galaxies is not Elite canon, but the brainchild of one OXP author, and I just happen to completely disagree with him in every aspect of his idea.&lt;br /&gt;
&lt;br /&gt;
[[User:Maik|Maik]] replied: I'm pretty sure I saw some more elaborate explanation of your reason for disagreeing, could you post a link to that discussions again please (or maybe just pm me about that), I'd be really interested.&lt;br /&gt;
&lt;br /&gt;
Commander McLane answered: ... in short it is about how I understand the nature of GalCop (which is of course influenced by how GalCop presented itself to me in Elite, so for me it is more or less canon). For me GalCop as an organization has mainly two distinctive features: It is as civilian (=non-military) as you possibly could imagine, and it is as low-key as you possibly could imagine for an &amp;quot;international&amp;quot; (=inter-planetary in game) body of nations. In both areas it is far less than for instance the UN as its closest RealLife™ analogy.&lt;br /&gt;
&lt;br /&gt;
It starts with the name. It is not &amp;quot;United Planets&amp;quot;, it is not a &amp;quot;Federation&amp;quot;, it is of course not an &amp;quot;Empire&amp;quot;, but merely a Galactic Co-Operative of Worlds. Which suggests two things: (1) all the constituting worlds are completely independent, they are not &amp;quot;below&amp;quot; GalCop, and GalCop has no jurisdiction whatsoever in their internal affairs, and has no central government or authority worth mentioning. And (2) the completely independent worlds are merely co-operating in two (and two only!) areas: (a) the establishment of a common trading system through GalCop-controlled main stations in the orbit of each member world, and (b) the security of the main space lanes through the stationing of a police force in the main stations, and maintaining a central database for offenders and fugitives. That's basically it. &lt;br /&gt;
&lt;br /&gt;
The member worlds are so independent that you as a GalCop-licensed trader are not even allowed to land on any of them (Editor: this was the in-game rationale before Thargoid wrote the [[Planetfall OXP]] in 2008). All transactions between a planet and other GalCop-members only take place on the GalCop-run station. In recent times the Galactic Police force had not only to deal with pirates in the space lanes, but also with the Thargoids, so there is reason to assume that it also took on military responsibilities, but in Elite there is no evidence of the existence of a strong professional navy, and I don't think GalCop could actually run one. For this reason they mainly rely on a reserve force, of which simply every pilot trained in Lave becomes a member. On the only two occasions where you as player get into contact with the weirdly-named &amp;quot;Her Imperial Majesty's Space Navy&amp;quot; you get the impression of a rather phony organization, not of a super strong well-organized military force. On top of that, if we accept the relatedness between Elite and Frontier, and follow Selezen's timeline, we know that a mere 20 years after Oolite begins, the Thargoids will have completely eradicated GalCop, which again is evidence for a weak military, not a strong one.&lt;br /&gt;
&lt;br /&gt;
For these reasons I concur with the existence of [[Behemoth]] OXP. Having a military force of precisely 16(!) dedicated naval ships (with their fighters) in order to defend 2048(!) planets seems exactly like what GalCop is capable of. On the other hand, having a strict regimen of eight (is it eight, is it 16?) sectors in each chart, every sector with a naval command station, surrounded by large fleets of naval ships, manned by a considerable standing army, seems like something GalCop would not be capable of. Therefore I disagree with the Galactic Navy OXP. It simply doesn't fit into what we know about GalCop and its fate from the backstory.|Source=([https://bb.oolite.space/viewtopic.php?p=113451#p113451 Commander McLane (2010)])}}&lt;br /&gt;
&lt;br /&gt;
Editor: There now exists a much weaker form of the Galactic Navy OXP (Switeck's variant has 3-5 naval command stations in each galaxy, not 16 - see the [[Galactic Navy OXP]] wiki page for download details) as well as the much weaker [[Her Imperial Majesty's Space Navy]] OXP. Commander McLane's earlier 2007 post is [https://bb.oolite.space/viewtopic.php?p=43720#p43720 here].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== A Fifth Perspective (Pragmatic) ==&lt;br /&gt;
&lt;br /&gt;
There is of course yet another view:&lt;br /&gt;
{{QuoteText|Text=I don't really see the need for a timeline or a backstory. &amp;lt;br&amp;gt;&lt;br /&gt;
The way things are is just the way things are; I don't need to know where Earth is, or how human beings got from there (if they did) to where they are now. For me, a large part of the appeal of the game is its vagueness. It's as close to a blank slate as we can get, and it's built to be modded all over the shop to everyone's individual preferences. &amp;lt;br&amp;gt;&lt;br /&gt;
Too much backstory just gets in the way.|Source=([https://bb.oolite.space/viewtopic.php?p=273999#p273999 Disembodied (2021)])}}&lt;br /&gt;
&lt;br /&gt;
Disembodied has a little more in his 2010 comments on the Galactic Navy OXP, [https://bb.oolite.space/viewtopic.php?p=113466#p113466 here].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Concluding Unscientific Postscript ==&lt;br /&gt;
Your Ooniverse is ''your'' Ooniverse.&amp;lt;br&amp;gt; &lt;br /&gt;
You decide what you want in it. And ''you'' decide if you prefer a Ooniverse congruent with Frontier and E:D or not. And how much [[Lore]] you want in it.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
One other point. How ''powerful'' is GalCop? Does it have a mighty [[Galactic Navy]] (which only exists as an optional OXP) and is able to bang the heads of individual planets together to make peace or force them into line? '''OR''' is it a weak organisation which ''might'' be somewhat supported by the rather weak [[Her Imperial Majesty's Space Navy]], losing the war against the Thargoids and seeing the Ooniverse splinter apart before it's eyes under piracy and the Thargoids? Again, you choose the flavour in your choice of OXPs.&lt;br /&gt;
&lt;br /&gt;
Enjoy! &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== OXPs ==&lt;br /&gt;
* [[Galactic Navy]] as depicted in this linked OXP is run by the '''syncretist''' version of GalCop.&lt;br /&gt;
* The alternative navy, [[HIMSN]], has a rather looser link with GalCop.&lt;br /&gt;
&lt;br /&gt;
*[[GalCop Galactic Registry]] gives details of your current galaxy when docked&lt;br /&gt;
*[[GalCop Missions]] gives a choice of missions, some of which are GalCop missions&lt;br /&gt;
*[[GalCop's Most Wanted]] ties in with [[GalCop (Police)]]&lt;br /&gt;
* In [[First Finance OXP]], the '''GalCop Commerce Programme''' collects payments for the Lave First Finance Corp., which lent you the money to buy your ship.&lt;br /&gt;
&lt;br /&gt;
See also the OXP's listed under [[Law]]&lt;br /&gt;
&lt;br /&gt;
== Syncretist Death of GalCop ==&lt;br /&gt;
From the Syncretist perspective, GalCop has to die between the time of Oolite and that of Frontier. There are at least four version of this so far!&lt;br /&gt;
*Selezen: See [[Oolite timeline]]&lt;br /&gt;
*Drew Wagar: Read the 5 volumes of the [[Oolite Saga]]!&lt;br /&gt;
*Clym Angus: Read [https://bb.oolite.space/viewtopic.php?f=11&amp;amp;t=17247 The chronicles of Shulth - Apocrypha]&lt;br /&gt;
*Cdr Slickov : Read [https://bb.oolite.space/viewtopic.php?f=11&amp;amp;t=18069 Bear Amongst the Wolves: The Fall of GalCop]&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
* [[Lore]]&lt;br /&gt;
* [[History]]&lt;br /&gt;
* [[Law]]&lt;br /&gt;
* [[Geography]]&lt;br /&gt;
&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?p=42874#p42874 What is GalCop?] (2007 - views of Disembodied &amp;amp; Cmdr McLane]&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?f=6&amp;amp;t=13342 galcop's] BB Thread (2013) - why the laws are the way they are, Governments, Economics &amp;amp; GalCop&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=17629 A discussion of GalCop technology.] (2015)&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=20991 Where is GalCop Headquarters?] (2021)&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite]]&lt;br /&gt;
[[Category:Fictional organisations]]&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Galactic_Navy&amp;diff=88557</id>
		<title>Galactic Navy</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Galactic_Navy&amp;diff=88557"/>
		<updated>2026-05-06T10:41:08Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Replaced Broken OXP banner with note (this wikipage is lore, not an OXP!)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''PLEASE NOTE: This information is NOT CANON for the Elite: Dangerous setting.'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''ALSO NOTE: This information follows the ''Syncretist'' approach in [[Lore]]'''&lt;br /&gt;
&lt;br /&gt;
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|[[Image:navystar.png|100px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Galactic Navy is the military arm of the '''Galactic Co-operative of Worlds'''.  It is primarily focused on the war with the Thargoids.&lt;br /&gt;
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Note: &amp;lt;br&amp;gt; Elements of this lore contradict the later [[Galactic Navy OXP]] - ''eg'' the location of SecComs&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
== Organization ==&lt;br /&gt;
Absolute command over the Galactic Navy is the responsibility of the office of the [[GalCop]] president. The president has one Naval attache, called the Navy Commander-in-Chief, who is usually a serving Admiral or Commodore.  Perhaps the most well known officer to serve as Commander-in-Chief was [[Admiral Matthews]].  Widely credited as the father of the modern Galactic Navy, Admiral Matthews, through superior leadership and sheer force of will, moved the Navy from a poorly funded, under-manned and under-armed force, to the major military power it is today.&lt;br /&gt;
&lt;br /&gt;
Other than this, the Galactic Navy has no centralised command structure, as this would not be beneficial in the sort of war being fought. Instead, overall control of the Navy resides with regional commanders, called Sector Commanders (SecComs). Each Galaxy contains 14 sectors with one commander assigned to each sector.  These SecComs are typically on the front lines of battle, situated on Mobile Command Ships. These are often either Anacondas or Behemoths, depending on the classification of the combat zone.  In times of relative peace the commander may be found at the [[Navy_SecCom_Station|Sector Command Station]] in orbit around the chosen &amp;quot;home planet&amp;quot; for that sector.  &lt;br /&gt;
&lt;br /&gt;
Within each sector, the SecCom usually commands a fleet of vessels, called a [[Navy_Carrier_Group|Carrier Group]], comprised of two types of officer.&lt;br /&gt;
&lt;br /&gt;
=== Career Navy ===&lt;br /&gt;
[[Image:Gcnavy_logo.gif|left]]&lt;br /&gt;
[[File:Galactic Navy.png|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
The career navy are the full-time serving officers and men who comprise the central core of the Navy's fighting forces. They are graduates of one of the Naval Academies, and have dedicated their lives to the war against the Thargoids and to the defence of GalCop against any threat.  The greatest of these officers is undoubtedly Sector 7 Commander, '''Admiral Kurtz''' of the Sixth Galaxy.  Admiral Kurtz strategic brilliance is legendary.  His long list of military victories remains unblemished as he has never been defeated in battle.  It is often quoted, &amp;quot;Thargoids have no word for fear in their language... they use Kurtz instead.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The career navy is equipped with the latest technology and many of the ships and equipment have been designed specifically for Naval use.&lt;br /&gt;
&lt;br /&gt;
=== Reserve Navy ===&lt;br /&gt;
The reserves make up the majority of the Naval force, and are made up from the qualified pilots and combateers from the merchant and independent organisations that make up GalCop. Many are volunteers who have requested military service, although in some battlezones conscription is used to ensure that numbers are met. GalCop includes a contractual obligation for pilots who graduate from the Pilot Academy on Lave to be available for military service if called up. This obligation is rescinded if the pilot volunteers for a year of military service on the front lines.&lt;br /&gt;
Pilots interested in volunteering and receiving assignments may do so at any [[Navy_SecCom_Station|Sector Command Station]].  Reservists do not receive a base pay like career navy, but they are allowed to keep whatever bounties they collect during battle and can earn over 90,000 credits in bonuses for sorties flown.&lt;br /&gt;
&lt;br /&gt;
Naval reserve forces normally use their own ships and equipment, although it is common for navy equipment to be 'loaned' to the officer during their tenure.&lt;br /&gt;
&lt;br /&gt;
Below are shown the old, full colour version of the reserve logo alongside the newer, bolder 'blue star' design. &lt;br /&gt;
:::::[[Image:Gn_reserve19_logo.gif]]   [[Image:Gn_reserve19_logo_new.gif]]&lt;br /&gt;
&lt;br /&gt;
=== Squadrons ===&lt;br /&gt;
Most of the naval force is divided into squadrons. There are currently 103 regular navy squadrons and 230+ reserve squadrons, split fairly evenly across the 8 galaxies. The most notable of these are the 114th Squadron and the 16th Reserve Squadron, who are currently top of the table in kills versus losses in battle.&lt;br /&gt;
&lt;br /&gt;
The reserve squadrons in particular are fiercely proud of their records in battle, and it has been known for many conscripts to remain in service due to the cameraderie and sense of accomplishment they have experienced whilst in the unit.&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
'The Navy has all the good stuff'.&lt;br /&gt;
&lt;br /&gt;
Rumours abound about all the cool top of the line super weapons the navy has.&lt;br /&gt;
If only a fraction of them were true, why then are they still fighting the [[Thargoids]]?&lt;br /&gt;
&lt;br /&gt;
This is a common question asked about the Navy, and is one that is difficult to find a solid answer to. Rumours of ion cannons, high-yield plasma weapons and even cloaking devices make the rounds on a regular basis. This much is known - the Navy is well enough equipped to hold its own against the superior numbers of the Thargoid race.&lt;br /&gt;
&lt;br /&gt;
=== Ships ===&lt;br /&gt;
The center piece of the Galactic Navy fleet is the [[Behemoth|Behemoth]] class carrier.  These massive ships form the heart of any [[Navy_Carrier_Group|Navy Carrier Group]] formation but are formidable enough to enter battle without support.  The wing of deadly Navy Vipers and Asps each Behemoth carries in its hangar make these sorts of independent engagements possible.  Most Behemoths are deployed on the front lines of battle with the Thargoids in interstellar space.  They can occasionally been seen traversing the space lanes, however, on patrol or returning from the front.&lt;br /&gt;
&lt;br /&gt;
The mainstay of naval fighter wings is the trusty  [[Navy_Viper|Navy Viper]].  Vipers are regularly deployed to deal with Thargon remote Craft and can hold their own against most enemies.  They are the standard fighter found on board Behemoth class carriers.  For more aggressive attack scenarios, the Navy employs the [[Navy_Asp|Navy Asp]] assault fighter. With a crew of two, these ships are fitted with a wealth of weaponry, including missiles, military lasers and Q-mines (although the latter are rarely used except on solo missions).  Its increased speed and stronger shields make it a more effective, albeit more expensive, alternative to the Viper.&lt;br /&gt;
&lt;br /&gt;
In addition to the Behemoths and their fighters, they Navy also employs a wide range of specialized support craft.  Principal among these are the deadly [[Navy_Frigate|Navy Frigates]].  Although designed to specifically to support Behemoth carriers, these capable ships can be found performing several roles including planetary patrol and picket duty.  Other essential fleet craft include [[Navy_Transport|Navy Transports]], [[Navy_Minesweeper|Minesweepers]], [[Navy_Medical_Ship|Medical Ships]], and [[Navy_Shuttle|Shuttles]].  These ships are rarely seen operating independently of a convoy, carrier group or sector command station.&lt;br /&gt;
&lt;br /&gt;
== Notable Locations ==&lt;br /&gt;
Aside from [[Navy_SecCom_Station|SecCom Stations]], other naval bases of all types exists across all 8 galaxies and serve a variety of functions. The research and development complex on [[Sector1/Ribilebi|Ribilebi]] is the most commonly known of these bases, but many others exist, from training camps to weapons arsenals. &lt;br /&gt;
&lt;br /&gt;
Unconfirmed rumours place a watchstation in Biorle, where the Galactic Navy keep an eye on the [[Empire|Imperial]] home system of [[Achenar]]. Presumably [[Sector8/Biorle]] rather than [[Sector1/Biorle]]: unless of course Achenar is underneath or on top, rather than just being to the left-hand side!&lt;br /&gt;
&lt;br /&gt;
The planet [[Sector1/Uscela|Uscela]] is also rumoured to contain a research base that is devoted to analysis of technologies coming out of the Imperial Shipyards in Facece.&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
The Galactic Navy was first mentioned in [[Imprint]] where it was tasked with fighting off the Interstellar Sanction's invasion of Galaxy 3 (20 years before Oolite begins).&lt;br /&gt;
&lt;br /&gt;
== Her Imperial Majesty's Space Navy ==&lt;br /&gt;
For a discussion of the relationship between the Galactic Navy and HIMSN, see [[Her Imperial Majesty's Space Navy]] and the BB threads linked there.&lt;br /&gt;
&lt;br /&gt;
== Amnesty Offers ==&lt;br /&gt;
Amnesty offers you see ingame probably come from [[Anarchies OXP]] - see #6 under Notable Features.&lt;br /&gt;
&lt;br /&gt;
== In-game Galactic Navy ==&lt;br /&gt;
The presence of the GN is also provided in-game by [[Behemoth]] &amp;amp; [[Anarchies]].&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
&lt;br /&gt;
*[[Galactic Navy OXP]] - 2021 download link [https://www.dropbox.com/s/70vgmt7vp5x9j3k/Galactic_Navy%205.4.3.oxp.zip?dl=1 here]&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=19389 Galactic Navy Extend] portal to 3 OXPs by [[User:Montana05|Montana05]] updating the Galactic Navy (2018-20). This is a pure test version and in need of a complete rewrite. I would NOT suggest installing it.&lt;br /&gt;
&lt;br /&gt;
*[[Behemoth]] (downloadable through in-game [[Expansions Manager]]).&lt;br /&gt;
*[[ADCK's Behemoths]] - now part of Behemoth&lt;br /&gt;
*[[Galactic Navy Additions]]&lt;br /&gt;
*[[Galactic Navy Spec Ops Walkthrough]]&lt;br /&gt;
&lt;br /&gt;
*[[Vampire - Diamondback]] - for details on the activities of the 138th Special Operations Aviation Regiment (Planetary &amp;amp; Interstellar), &amp;quot;Damage Inc.&amp;quot;, based on the Tactical Assault Carrier, USS Orion. The 138th are the Navy's secretive special forces.&lt;br /&gt;
&lt;br /&gt;
*[[Academies]] - Dr Beeb's naval version of the Lave Academy (2009)&lt;br /&gt;
''Note that all this is mostly broken for modern Oolite. '''''Behemoth &amp;amp; Galactic Navy Extend''''' are the only updated versions.''&lt;br /&gt;
&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=171236#p171236 BB Thread]: see Smiv's summary for a critique of the Galactic Navy&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=208413#p208413 BB Thread]: see from here to the bottom of the page for another critique!&lt;br /&gt;
*[[Lore]] gives a synopsis of the '''Syncretist''' approach which this OXP follows (references to ''Imperial Achenar'' &amp;amp; ''Facece'' above) and the alternative '''Purist''' view.&lt;br /&gt;
&lt;br /&gt;
*Before the Galactic Navy OXP was written, this page was ''very'' different. To read about the controversy which the OXP created, read [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=4058 More Navy arguments] (2007)&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite]] [[Category:Fictional organisations]]  [[Category:Navies]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=GalCop&amp;diff=88556</id>
		<title>GalCop</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=GalCop&amp;diff=88556"/>
		<updated>2026-05-06T10:18:19Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: /* A Fourth Perspective (Syncretist) */ Added some links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''PLEASE NOTE: This information is NOT CANON for the Elite: Dangerous setting.'''&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
This article refers to the '''Galactic Co-operative of Worlds'''. The contraction '''GalCop''' can ''also'' refer to the '''Galactic Police''' - see [[GalCop (Police)]]&lt;br /&gt;
&lt;br /&gt;
[[File:Logo-Gal-Cop01.png|200px|thumb|right|Galactic Co-operative of Worlds]]&lt;br /&gt;
[[File:Galaxy01O1.png||800px|thumb|right|Santaari]]&lt;br /&gt;
== Overview ==&lt;br /&gt;
'''GalCop''', or the '''Galactic Co-operative of Worlds''', are the galactic government. They maintain and control all orbiting stations as well as the police force and the [[Galactic Navy]] (if it exists! - see Cim's purist analysis beneath).&lt;br /&gt;
&lt;br /&gt;
GalCop is practically unique amongst the interstellar agencies in that they have minimal involvement with the society of a world, solely concerning themselves with the orbital space of the planet.&lt;br /&gt;
&lt;br /&gt;
The organisation is the largest unified body in terms of planetary members, with the last count of worlds being over 1,000.&lt;br /&gt;
&lt;br /&gt;
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== First Version (Syncretist) ==&lt;br /&gt;
This version is by Selezen 2017&lt;br /&gt;
=== Early History ===&lt;br /&gt;
The '''Galactic Co-operative of Worlds''' was officially created in 2696, being formed from the loose alliance of systems known as the '''Old Worlds'''. These planets, led by [[Lave]], had seceded from the Galactic [[Federation]] around 2500 following allegations of attempted genocide against non-humanoid peoples in that area.&lt;br /&gt;
&lt;br /&gt;
The [[Old Worlds Alliance]] owes much of its success to the discovery of the wormhole network that crosses the hyperspace realm. This network connects several distant areas of the galaxy and allows relatively easy travel between these areas. In the early days of exploration, the belief was that these areas was separate galaxies, and the moniker stuck even after it was discovered that they were simply areas of the one home galaxy.&lt;br /&gt;
&lt;br /&gt;
When several planets of these other galaxies accepted membership into the OWA, the leaders of that alliance decided that a further level of organisation was required, and the seed of the Galactic Co-operative of Worlds was planted. The intent was to create a self-governing trade and defence agency that would train and employ pilots to run commercial services across all eight sectors. Under the command of a primarily civilian council of leaders, this new organisation would ensure that each world retained its individuality but would receive any and all aid that was requested or required.&lt;br /&gt;
&lt;br /&gt;
Thus was the ideal of the Galactic Co-operative of Worlds born.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, as is often the case, the minority of unscrupulous individuals raised their heads and began to threaten the trade routes - piracy was born. To combat this, the GalCop council ruled that a space police force was required. Initially it was this organisation that had the ability to forcefully deal with piracy or the like, but it was not long before the right of defence was provided to the average pilot. GalCop's training programme began to include combat training in 2772.&lt;br /&gt;
&lt;br /&gt;
=== The Thargoid Threat ===&lt;br /&gt;
The largest threat to GalCop has, of course, been the [[Thargoids]] and their invasion fleets. This insectoid race has been a constant and real threat since 2850, when the first encounter between humanity and insect occurred. The immediate answer to that threat was the expansion and upgrade of the police fleets to become a more militaristic arm of defence. Over time, the roles of warfare and policing would separate with the ratification of the [[Galactic Navy|Galactic Naval]] arm. Although there are several guesses as to the actual date of the formation of the Navy, most experts have put the time around 2870, as the borders of war zones became stable.&lt;br /&gt;
&lt;br /&gt;
=== Sociology ===&lt;br /&gt;
GalCop remains a peaceful organisation, with only a peripheral involvement in the governing of a world. The only real effect to any member world would be an improvement in the quality of life and the availability of resources.&lt;br /&gt;
&lt;br /&gt;
GalCop has classified most worlds in two main areas - those of government type and technological ability. At the simplest level, a world is categorised as industrial or agricultural, and from there a tech level is assigned. In terms of government, this rating can vary in terms of peacefulness from the strictly governed [[Powers_and_Organisations#Corporate_Worlds|Corporate State]] to the lawless and dangerous [[Powers_and_Organisations#Anarchy_Worlds|Anarchy]]. Often the government type can have a direct influence on the common inhabitants of the spacelanes. Lawless governments tend to attract the more lawless individual.&lt;br /&gt;
&lt;br /&gt;
=== Relations ===&lt;br /&gt;
GalCop is perhaps one of the most amenable of interstellar alliances. They are proud to state that they have peaceful relations with nearly every other organisation that they share space with. The most notable exceptions to this are the Galactic Federation (who still harbour ill-feeling regarding the secession) and the [[Empire|Empire of Achenar]], who share much of the same space with GalCop worlds.&lt;br /&gt;
&lt;br /&gt;
Those who train as GalCop commercial pilots are proud to make themselves available as reserve navy pilots in case of enemy invasion. It is this fact that has driven a wedge between GalCop and the Empire of Achenar, since the latter organisation claims that this provides GalCop with an unfeasibly large standing offensive force. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
----&lt;br /&gt;
== Second Version (Syncretist) ==&lt;br /&gt;
This version is by Selezen (2010 [https://web.archive.org/web/20101008045456/http://elite.hughesd.co.uk/ Wayback Machine link])&lt;br /&gt;
'''Part 1: Elite (3125 – 3147)'''&lt;br /&gt;
&lt;br /&gt;
=== The Galactic Co-Operative of Worlds ===&lt;br /&gt;
GalCop exists as a centralised administration for trade, commerce and security of the spacelanes.  It has four main responsibilities in the areas of space that it controls: commerce, diplomacy, law enforcement and military.&lt;br /&gt;
&lt;br /&gt;
GalCop’s roots reach back to the turn of the twenty-sixth century, when the intent of the Federation to wipe out indigenous alien life forms on the colony world of Diso led a group of colonised worlds called the Old Worlds to secede from the rule of the Galactic Federation and become self-governing, restyling themselves as the Far Colonies in the process.  This handful of worlds opened their arms to other colonies and even other alien worlds, and became the fastest growing organisation seen thus far.  The main reason for this was the easygoing policy of the Far Colonies administration – an agreement with the Far Colonies meant only formalised interstellar trade formats, sharing of resources and the presence of a policing force to prevent piracy in the world’s orbitspace.  This was preferable to the strict governance of the Federation and Empire, and as a result, many worlds chose membership in the new organisation.&lt;br /&gt;
&lt;br /&gt;
The influx of members led the Far Colonies to restructure the organisation and formalise the loose policies and codes of conduct.  In 2696, the Galactic Co-Operative of Worlds charter was drawn up and signed by representatives of all the member worlds of the time.  The charter remained largely unchanged for nearly half a millennium.&lt;br /&gt;
&lt;br /&gt;
The creation of GalCop instilled a sense of fear in both the Federation and the Empire, as this upstart alliance had stolen member worlds from both organisations.  It was decreed that GalCop member worlds and their inhabitants would be forbidden entry into any Federal or Imperial space.  Ships would be shot on sight, and all GalCop ship ID signals would be programmed into ID computers as pirates or criminals.  Any GalCop diplomatic staff found on a Federal or Imperial world would be either arrested and extradited or executed.  As a result of this, all vessels’ navigation systems were redesigned to only show the worlds of GalCop – travel to unlisted systems or worlds was disabled.&lt;br /&gt;
&lt;br /&gt;
This ostracising shaped the political entity of GalCop for the next four hundred years.  Expansion was permitted only through non-aligned or independent colonies or through alien worlds.  As such, it was slower than expected, but still grew at a fairly even rate.  The GalCop administration felt that a clear-cut defence policy was important in case of incursion by any of the other organisations, thus a cunning and effective naval reserve policy was drafted, in which any qualified space pilot was enlisted as a reserve naval officer to be activated in case of enemy incursion.  This policy remained in effect until GalCop’s dissolution in 3147.&lt;br /&gt;
&lt;br /&gt;
Internally, GalCop’s stability was rock-solid.  Member worlds were granted the benefits of a standardised and fair trading system (as of 2715), a local diplomatic liaison office, military and police forces available in the world’s orbital space and a guaranteed directive of non-interference with planetary government.  In return, the ruling party of the world was obliged to make available a pre-agreed range of items for trade to other worlds, in addition to providing resources for the support of troubled or needy worlds if requested.  Also, if there was a change in the planetary government, a simple yes or no question would be asked: do you agree to the terms and conditions of membership within GalCop as agreed to by your predecessor?  If the answer was yes, the world remained in the Co-operative; if the answer was no, or if other conditions were demanded, then membership was revoked.  No new government ever disagreed…&lt;br /&gt;
&lt;br /&gt;
=== GalCop’s Ruling Council ===&lt;br /&gt;
GalCop’s internal structure was simplistic but effective.  The council hierarchy was as follows:&lt;br /&gt;
&lt;br /&gt;
::President&lt;br /&gt;
::::|&lt;br /&gt;
::Chiefs of Staff&lt;br /&gt;
:(1 member each from Military, Commerce, Judicial, Health, Diplomatic, Science and Governance Divisions)&lt;br /&gt;
::::|&lt;br /&gt;
::Worlds Council&lt;br /&gt;
:(1 member from each member world)&lt;br /&gt;
&lt;br /&gt;
The Worlds Council was comprised of one elected official from each member world, each of whom appointed a deputy who would retain their office on their homeworld (usually doing the council member’s job when the council member was off-world on GCW business).  The council members did not usually live in residence, but there were facilities in Ashoria (the capital of Lave) for them to be accommodated if necessary.&lt;br /&gt;
&lt;br /&gt;
Chiefs of staff were usually elected from the senior members of each division by an election of their peers, although on some occasions the Chiefs of Staff were elected by the Worlds Council.&lt;br /&gt;
&lt;br /&gt;
Every three standard years, a uniform election was held, during which World Council members and Chiefs of Staff could stand down from the post (proposing a successor in the process) or stand for re-election.  The leading organisations of every planet in GalCop would become involved in this, and once the council positions for the next term had been settled, the election of the next President began.&lt;br /&gt;
&lt;br /&gt;
There was nothing preventing a current president from standing for re-election.  However, in order to be eligible for election as president, a candidate must have served at least three consecutive terms as a council member or Chief of Staff.  The only exception to this was the last president, although his method of achieving the presidency was unorthodox at best.&lt;br /&gt;
&lt;br /&gt;
=== Lave – GalCop’s Capital ===&lt;br /&gt;
[[File:Ashoria.png|300px|thumb|right|Selezen's map of Ashoria]]&lt;br /&gt;
The planet Lave was GalCop’s administrative capital, and home to the famed pilot training academy.&lt;br /&gt;
&lt;br /&gt;
Planetside, the world was (and still is) classed as a dictatorship, ruled over by a leader known as the Tyrant.  Rather than being an indication of the leader’s attitude and leadership philosophy, it was more of a habitual nickname.  It originated when Harvic Mellir, the leader from 2845 to 2848, issued a series of reformations aimed at securing power of government to the government leader only.  With the success of this reform, Mellir began ruling the world with an iron fist and generally ignoring any advice from his deputies and advisors.  Even the planet’s royal family, up until then relegated to the background of the planet’s rule, began to protest some of the orders being given by Mellir’s office.  The head of the royal family, Prince Eduard Campbell, spearheaded a move to oust Mellir from office and return the government to a manageable quantity.&lt;br /&gt;
&lt;br /&gt;
The coup was successful, and Campbell temporarily took over the reigns of Lave’s leadership until a suitable replacement for Mellir could be instated.  In early 2849, Campbell and his wife chose a woman by the name of Nameen Orkand as the new dictator.  A decision was made that the royal house would from thence forth be involved more closely with the policies and decisions that came from the leader.  Orkand decreed that the head of the royal family would be known as the king or queen, and would hold joint authority over any important or critical decisions regarding the planet’s welfare.  The people of Lave began referring to the sheer amount of decrees and executive orders coming from the leader’s villas as warning that the leaders were becoming tyrants.  In a humoured move, Orkand declared that the office of Lave’s ruling body would be known as the office of the Tyrant, and by osmosis the leader became known as the Tyrant!&lt;br /&gt;
&lt;br /&gt;
GalCop’s headquarters, known as Holdstock Plaza, are located in the south-east of the planet’s capital Ashoria.  The HQ is a collection of three buildings located in a landscaped garden environment complete with a small copse of trees, a pond and flower garden.  The western side is a memorial garden dedicated to those pilots who have died in service to GalCop.&lt;br /&gt;
&lt;br /&gt;
The three buildings are, from east to west, the training academy, the administrative building and the commercial building.  From these three buildings, GalCop provides all the services that the member worlds utilise.&lt;br /&gt;
&lt;br /&gt;
=== Training Academy ===&lt;br /&gt;
Here, pilots and crew receive the essential training in order to pursue their career in the stars.  The facility provides pilot training, combat training, diplomatic education and commerce training to name but a few, and help educate the prospective spacer in whatever aspect of space travel is required.  The most numerous applicants are those who wish to become space traders, receiving the full package of courses taken over a year.&lt;br /&gt;
&lt;br /&gt;
The building houses lecture halls, conference rooms and simulation suites, along with facilities and amenities for all races and phenotypes.&lt;br /&gt;
&lt;br /&gt;
Note that students are not housed on this site.  The academy has arrangements with Ashoria CityGov to provide accommodation for those studying within the academy.&lt;br /&gt;
&lt;br /&gt;
=== Administrative Building ===&lt;br /&gt;
This building is where GalCop is actually run, and contains the offices of the President and Chiefs of Staff.  The day-to day running of the affairs of the GCW are centred here, but the majority of the actual staff are in residence on Lave Coriolis One.&lt;br /&gt;
&lt;br /&gt;
Even with this in mind, the GCW Admin building is still one of the largest, with 4 storeys above ground and nine below.  The largest room is by far the main conference hall, which has seating for over 2500 people and is three storeys high.  This is the room that the ruling council occupy when in session,&lt;br /&gt;
&lt;br /&gt;
There are smaller conference halls in the building, along with the offices of the Chiefs, which also have adjacent offices for their executive staff.&lt;br /&gt;
&lt;br /&gt;
Sub-floor 5 contains a commissary and ‘mess hall’, complete with entertainment centre and a suite of SynPleasure RelaxaPads for the use of the executive staff.&lt;br /&gt;
&lt;br /&gt;
=== Commercial Building ===&lt;br /&gt;
This is the commercial and entertainment centre for those who frequent the other two buildings.  The administration building has an underground linking tunnel to this facility, but those who use the academy must make their way through the gardens.  In this way, students of the academy will frequently mingle and talk with the administrative staff.&lt;br /&gt;
&lt;br /&gt;
The Commercial building has many open air sections, such as a market place and theatre, along with a complete shopping complex and full suite of entertainment and relaxation facilities.  It also has full leisure and fitness centres, including gyms, athletic holosuites and swimming pools.&lt;br /&gt;
&lt;br /&gt;
=== The Galactic Navy ===&lt;br /&gt;
The GalCop navy was a most effective fighting unit, and were the galaxy's first line of defence against the Thargoid threat.&lt;br /&gt;
&lt;br /&gt;
Although GalCop had always maintained a small naval force due to the threat of incursions from Federal or Imperial forces, it had always been a small affair.  GalCop's security mainly relied on the more organised police force and the GalCop tradeships and scout vessels plying the space lanes.&lt;br /&gt;
&lt;br /&gt;
When the Thargoids made themselves known as an enemy in 2851, the Galactic Naval Charter was created, and the Navy was officially ratified and given a substantial budget.  In a remarkably short time, the new force was kitted out and staffed, and the pilots were recruited from the body of existing GalCop pilots, including a large amount of Elite combateers and retired pilots.&lt;br /&gt;
&lt;br /&gt;
Whilst the main body of the fighting force were engaged in deep space with the Thargoids, there were still some divisions available for home defence.  Separate agencies were set up, including a research department and an administrative body, taking the majority of the dog work from the main GalCop administration.&lt;br /&gt;
&lt;br /&gt;
Several bases were set up on various worlds, with one example being the research base on Ribilebi.  This base concentrated on alien technology and are currently researching the Thargon remote craft to see if it can be backwards engineered to create a remote craft for GalNav forces.&lt;br /&gt;
&lt;br /&gt;
=== Federation and Empire ===&lt;br /&gt;
During this period, the political structure of Federation and Empire remained as it had been since the signing of the treaty between the two powers.  A state of cold war existed between them, with espionage and counter-espionage being the order of the day.  Small skirmishes occasionally erupted but no major actions blew up.&lt;br /&gt;
&lt;br /&gt;
Both organisations had the same opinion regarding the Galactic Co-operative, as outlined in that organisation’s section above – wary tolerance.&lt;br /&gt;
&lt;br /&gt;
=== The Alliance ===&lt;br /&gt;
The Alliance at this point did not exist, although there were some factions in the Alioth system who were very outspoken about their opinins of the Federation and the way that Alioth and some other systems had been treated.&lt;br /&gt;
&lt;br /&gt;
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== Third Version (Purist) ==&lt;br /&gt;
Taken from [[User:Cim|Cim]]'s history in [[History]]&lt;br /&gt;
&lt;br /&gt;
=== History of GalCop ===&lt;br /&gt;
==== Foundation of GalCop ====&lt;br /&gt;
''Synopsis'':&amp;lt;br&amp;gt;&lt;br /&gt;
After the alliance of birds and frogs put an end to the battle between the felines and the insects, the resulting peace brought about the '''Unified Species Treaty''' (signed in 1134KD), establishing the joint '''Interspecies Assembly'''. This was joined by many humanoid worlds in 1389KD. The Interspecies Assembly encouraged joint colonisation with diverse species. In 1450KD, with over five hundred systems colonised (mostly jointly), over 100 systems proposed removing the veto by individual species and the '''Galactic Cooperative Treaty''' of 1522KD replaced the UST. The GCT founded GalCop.&lt;br /&gt;
&lt;br /&gt;
''Verbatim quote'':&amp;lt;br&amp;gt;&lt;br /&gt;
Unlike its predecessor, representation in the Cooperative was solely based on system population, and the importance of the species homeworlds (Tezaeded, as always, standing in as homeworld for both Colonials and Humanoids) was greatly diminished. The Cooperative set up numerous institutions for interplanetary trade, diplomacy and technological cooperation, which continue to exist today with relatively little modification.&lt;br /&gt;
&lt;br /&gt;
Intensive research into both witchspace technology and terraforming made it possible to complete the colonisation of Cooperative space, with the final colony on Oresrati being established in 1886KD. The period between 1600KD and 1970KD is regarded as being the golden age of the Cooperative, a period of immense technological, cultural, economic and population growth, leading at its height to a peaceful alliance between over two thousand systems and eleven trillion people. &lt;br /&gt;
&lt;br /&gt;
==== Thargoids: first wave ====&lt;br /&gt;
The [[Thargoids]] threw the spanner in the works. Their first scouts were confirmed in 1976KD, though an increase in “witchspace malfunctions” suggests that they may have been present in small numbers as early as 1968KD. Over eight hundred kilodays of almost uninterrupted peace had left the Cooperative's military technology extremely atrophied, with only environmental shielding and mining lasers being easily weaponised. Nevertheless, the Cooperative responded strongly, with research across the charts reprioritised. A powerful naval fleet under Cooperative command was developed, and won initial victories against the Thargoid scouts, protecting trade convoys between all systems. Their source and motivation remained, as today, a mystery, with no successful communication being made.&lt;br /&gt;
&lt;br /&gt;
In 2054KD, however, the Thargoid scouts increased in number, as a large invasion force entered Cooperative space. The Cooperative fleet, though large, struggled to hold it off, as the Thargoids used their superior witchspace technology to avoid blockades, destroying convoys and bombarding systems from orbit. Hundreds of systems – perceiving the Cooperative to be unable or unwilling to defend them – declared independence to set up their own fleets, and hundreds more threatened to do the same. In 2058KD, on the edge of a breakup of the Cooperative and the likely annihilation of its inhabitants, the Cooperative General Assembly signed legislation allowing weapons to be fitted to civilian ships.&lt;br /&gt;
&lt;br /&gt;
Almost immediately, ships across Cooperative space were refitted into fighter craft and battleships. Casaulties were high, but no longer could a single Thargoid scout destroy an unprotected convoy and escape before the navy arrived. Several groups of pilots formed Thargoid hunting clubs – with many systems offering payments for proven kills – many of which merged in 2062KD into the '''Elite Federation of Pilots'''.&lt;br /&gt;
&lt;br /&gt;
Their hit and run tactics no longer adequate to break supply lines, and their warships temporarily unable to overcome the Cooperative navy, the Thargoids fell back, reducing their presence to a few remaining scout ships. &lt;br /&gt;
&lt;br /&gt;
Once granted, of course, the arming of civilian ships proved impossible to revoke, and without the immediate threat of a Thargoid invasion, the more criminal elements of society began committing piracy against the trade convoys. The Cooperative navy – severely damaged from the war – was again unable to defend the convoys, and trade companies, planetary governments, and the Cooperative itself therefore instead appealed to the various mercenary and independent pilots, placing bounties for pirate kills. In 2067KD, the Elite Federation of Pilots was recognised by the Cooperative as the official organisation for tracking such kills.&lt;br /&gt;
&lt;br /&gt;
==== Thargoids: second wave ====&lt;br /&gt;
When, in 2079KD, the Thargoids returned, striking with overwhelming force at several key systems across the eight charts, bombarding several major industrial worlds and shipyards, and cutting key intra-chart supply lines, the navy had not been rebuilt enough to stop them. Instead, the Cooperative was reduced to a coordinating role, more in the spirit of the original Unified Species Treaty, bringing together planetary military forces and independent ships to fight off the Thargoids. &lt;br /&gt;
&lt;br /&gt;
In 2080KD, '''Commander Jameson''' became the first pilot to reach the ranking of Elite, surprising many who had thought this impossible. After his death at the '''battle of Inera''' in 2082KD, a tradition began of dedicating new ships to him, and therefore you may find that the flight computers are set to 'Jameson'. Some shipyards have complex traditions and ceremonies for the symbolic handover of a ship to its first living pilot; others view this practice as unhelpful and disrespectful superstition, and will ensure that the ship computers are set to your name before you board.&lt;br /&gt;
&lt;br /&gt;
In 2083KD, the Thargoids were once again defeated, with their final occupation being defeated at the '''Battle of Isxees'''. Since then their presence has again been restricted to a few scouting and raiding ships, though if their origin cannot be determined, a third invasion is considered extremely likely. &lt;br /&gt;
&lt;br /&gt;
==== Current situation ====&lt;br /&gt;
Following this battle, the Cooperative navy was formally disbanded, its few surviving fleets being transferred to the control of their home systems. System militaries vary considerably in strength, but usually have regional mutual defence agreements, so the poorer systems are not left completely unprotected.&lt;br /&gt;
&lt;br /&gt;
'''Around a quarter of the systems in Cooperative space are no longer part of the Cooperative itself''' – either having declared independence following the start of the Thargoid invasion, or having been so badly damaged during it that the government collapsed. The Cooperative retains an embassy in orbit around these “Feudal” and “Anarchy” systems, and some of the longer-standing and less controversial aspects of the treaties such as trade are still usually honoured there, but they are for now being left to go their own way.&lt;br /&gt;
&lt;br /&gt;
There have been proposals to reform the Cooperative to reflect its new smaller role – and perhaps to bring some of the missing systems back in – but so far none have achieved even significant minority support. Piracy continues to be a problem, despite widespread deployment of the Cooperative police Viper patrols, and military research continues in expectation of the Thargoids' return. So far, the original aim of preventing inter-system war has still been met, though in the absence of a direct external threat, many observers believe that this will not continue for long.  &lt;br /&gt;
&lt;br /&gt;
=== GalCop ===&lt;br /&gt;
''This section taken from Cim's Ship's Manual in his Ship's Library.oxp''&amp;lt;br&amp;gt;&lt;br /&gt;
The Galactic Cooperative's ancestry can be traced back to Chart 6 several thousand kilodays ago, when the Birds of [[Sector6/Diesanen|Diesanen]] and the Frogs of [[Sector6/Bearrabe|Bearrabe]] signed the '''Treaty of Zarienla''' to formalise cooperation on trading and exploration. The organisation has undergone several major reinventions since then – most notably when the invention of the Galactic Witchdrive brought the species of all eight charts together, and later when the initial Thargoid incursions necessitated adding formal military cooperation to the existing non-aggression treaties – such that it can hardly be said to be the same organisation, but it still traces its ancestry formally back to that date, which is the zero date of Galactic Standard Time.&lt;br /&gt;
&lt;br /&gt;
The '''Inter-species Treaty of Cooperation''' can be summarised as follows:&lt;br /&gt;
:1) No system may attack another system, except where necessary to prevent that system from breaking this treaty clause, and only then when approved by the Cooperative.&lt;br /&gt;
:2) All systems shall provide sufficient funds for the establishment of trading stations in orbit, and the protection of these stations.&lt;br /&gt;
:3) There shall be a single agreed currency, set of laws, and set of trading regulations in space. These need not be used on planetary surfaces, where all regulations remain the right and responsibility of planetary authorities.&lt;br /&gt;
:4) Any new system discovered by a Cooperative member is discovered for the whole Cooperative, though the system of the discoverer is entitled to first refusal on colonisation rights, if it is uninhabited.&lt;br /&gt;
:5) All Cooperative members shall unite to repel external threats to any Cooperative members.&lt;br /&gt;
&lt;br /&gt;
The majority of Cooperative operations are directed by local planetary authorities, with the role of the treaties being to maintain a minimum standard of operations which travellers may rely on. A few inter-system institutions do exist to manage communications, sharing of police data, and military cooperation against the Thargoids, and to ensure that the treaties are followed, but these employ fewer than ten million people across the entirety of Cooperative space.&lt;br /&gt;
&lt;br /&gt;
Around '''fifteen hundred''' of the just over two thousand systems reachable by witchdrive and galactic witchdrive are members of the Cooperative and full signatories to its treaties. The remaining systems - classified Feudal or Anarchy - all have at least one Cooperative-administered station in orbit around the primary inhabited planet, inside which standard Cooperative facilities are available. In some of these systems the presence of the Cooperative is respected, while in others it is merely tolerated or even resented; in all of them the station is funded from other Cooperative budgets rather than by the planetary authorities, and so the usual police patrols in space are largely absent.&lt;br /&gt;
&lt;br /&gt;
==== Facilities ====&lt;br /&gt;
The major visible benefit of the Cooperative are the Coriolis stations (and more recently the Dodec and Ico designs) which orbit every known primary planet. These stations – around a cubic kilometre in size -  provide a safe haven for the traveller, a stable gateway between inter-system traders (whose ships are rarely atmosphere-capable) and in-system shuttles, and a base for police patrols and operations. The interior is carefully designed to allow as many species as possible to coexist comfortably, with high ceilings for flying species, water-filled channels for aquatic species, and facilities at a range of sizes, temperatures and gravitational levels.&lt;br /&gt;
&lt;br /&gt;
The central axis of the station is filled with the docks, capable of holding over three hundred ships (mostly small shuttles and transports) while they are refuelled, serviced, and have their cargo exchanged. At busy times, thirty ships an hour may be launching or landing.&lt;br /&gt;
&lt;br /&gt;
The middle to outer sections contain offices, habitation, entertainment facilities, and viewing galleries. In addition to the large transient population of ship crews, most stations have around ten to twenty thousand permanent occupants, as well as many visitors from the planet's surface for whom this is the closest they wish to go to space.&lt;br /&gt;
&lt;br /&gt;
The Coriolis stations themselves are incredibly well-shielded. For additional protection, and to protect nearby traders, they each contain a small fleet of Viper patrol craft (supplemented by the more modern Viper Interceptor in the richer systems), used to maintain control of the station safety zone, and in some systems to keep at least some presence on the direct route from the witchpoint to the planet.&lt;br /&gt;
&lt;br /&gt;
==== Legal system ====&lt;br /&gt;
The need to be acceptable, consistent and enforceable across two thousand systems with very different cultures has made the Cooperative legal system very simple. Commission of an illegal act places a bounty on your ship. Small bounties may be paid off by paying a fine and carrying out community service or rehabilitation at the station. Larger bounties may not, though the Cooperative has a limited budget for bounties, and so provided no further illegal acts are committed, the larger bounties will decrease over time, as newer criminals are allocated the funds.&lt;br /&gt;
&lt;br /&gt;
The following are illegal acts: &lt;br /&gt;
*Firing on or destroying any official Cooperative station or police ship will get you immediate Fugitive status. Firing on Clean ships is illegal. Firing on Offender or Fugitive ships is entirely legal.&lt;br /&gt;
&lt;br /&gt;
*The removal of Slaves, Narcotics or Firearms from a Cooperative station is illegal. Following revisions and simplifications to the Cooperative treaties after the second Thargoid incursion, it is legal to possess and transport of quantities of these commodities for personal use. However, the bulk transport of any of these as cargo is not permitted. An exemption is made for imports to prevent the criminalisation of legitimate battlefield salvagers, but you must dispose of such salvaged goods by some method before leaving the station.&lt;br /&gt;
&lt;br /&gt;
==== Combat rating ====&lt;br /&gt;
In accordance with Cooperative treaties, the independent [[Elite Federation]] of Pilots provides an assessment of each pilot's combat rating.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
----&lt;br /&gt;
== A Fourth Perspective (Syncretist) ==&lt;br /&gt;
''This is taken from [[User:Commander McLane|Commander McLane's]] 2010 argument against the [[Galactic Navy OXP]] based on a minimalist concept of GalCop''&lt;br /&gt;
{{QuoteText|Text=Commander McLane wrote: The whole idea of having a strong Galactic Navy with a station in each sector, and huge fleets, and sectors across all galaxies is not Elite canon, but the brainchild of one OXP author, and I just happen to completely disagree with him in every aspect of his idea.&lt;br /&gt;
&lt;br /&gt;
[[User:Maik|Maik]] replied: I'm pretty sure I saw some more elaborate explanation of your reason for disagreeing, could you post a link to that discussions again please (or maybe just pm me about that), I'd be really interested.&lt;br /&gt;
&lt;br /&gt;
Commander McLane answered: ... in short it is about how I understand the nature of GalCop (which is of course influenced by how GalCop presented itself to me in Elite, so for me it is more or less canon). For me GalCop as an organization has mainly two distinctive features: It is as civilian (=non-military) as you possibly could imagine, and it is as low-key as you possibly could imagine for an &amp;quot;international&amp;quot; (=inter-planetary in game) body of nations. In both areas it is far less than for instance the UN as its closest RealLife™ analogy.&lt;br /&gt;
&lt;br /&gt;
It starts with the name. It is not &amp;quot;United Planets&amp;quot;, it is not a &amp;quot;Federation&amp;quot;, it is of course not an &amp;quot;Empire&amp;quot;, but merely a Galactic Co-Operative of Worlds. Which suggests two things: (1) all the constituting worlds are completely independent, they are not &amp;quot;below&amp;quot; GalCop, and GalCop has no jurisdiction whatsoever in their internal affairs, and has no central government or authority worth mentioning. And (2) the completely independent worlds are merely co-operating in two (and two only!) areas: (a) the establishment of a common trading system through GalCop-controlled main stations in the orbit of each member world, and (b) the security of the main space lanes through the stationing of a police force in the main stations, and maintaining a central database for offenders and fugitives. That's basically it. &lt;br /&gt;
&lt;br /&gt;
The member worlds are so independent that you as a GalCop-licensed trader are not even allowed to land on any of them (Editor: this was the in-game rationale before Thargoid wrote the [[Planetfall OXP]] in 2008). All transactions between a planet and other GalCop-members only take place on the GalCop-run station. In recent times the Galactic Police force had not only to deal with pirates in the space lanes, but also with the Thargoids, so there is reason to assume that it also took on military responsibilities, but in Elite there is no evidence of the existence of a strong professional navy, and I don't think GalCop could actually run one. For this reason they mainly rely on a reserve force, of which simply every pilot trained in Lave becomes a member. On the only two occasions where you as player get into contact with the weirdly-named &amp;quot;Her Imperial Majesty's Space Navy&amp;quot; you get the impression of a rather phony organization, not of a super strong well-organized military force. On top of that, if we accept the relatedness between Elite and Frontier, and follow Selezen's timeline, we know that a mere 20 years after Oolite begins, the Thargoids will have completely eradicated GalCop, which again is evidence for a weak military, not a strong one.&lt;br /&gt;
&lt;br /&gt;
For these reasons I concur with the existence of [[Behemoth]] OXP. Having a military force of precisely 16(!) dedicated naval ships (with their fighters) in order to defend 2048(!) planets seems exactly like what GalCop is capable of. On the other hand, having a strict regimen of eight (is it eight, is it 16?) sectors in each chart, every sector with a naval command station, surrounded by large fleets of naval ships, manned by a considerable standing army, seems like something GalCop would not be capable of. Therefore I disagree with the Galactic Navy OXP. It simply doesn't fit into what we know about GalCop and its fate from the backstory.|Source=([https://bb.oolite.space/viewtopic.php?p=113451#p113451 Commander McLane (2010)])}}&lt;br /&gt;
&lt;br /&gt;
Editor: There now exists a much weaker form of the Galactic Navy OXP (Switeck's variant has 3-5 naval command stations in each galaxy, not 16 - see the [[Galactic Navy OXP]] wiki page for download details) as well as the much weaker [[Her Imperial Majesty's Space Navy]] OXP. Commander McLane's earlier 2007 post is [https://bb.oolite.space/viewtopic.php?p=43720#p43720 here].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== A Fifth Perspective (Pragmatic) ==&lt;br /&gt;
&lt;br /&gt;
There is of course yet another view:&lt;br /&gt;
{{QuoteText|Text=I don't really see the need for a timeline or a backstory. &amp;lt;br&amp;gt;&lt;br /&gt;
The way things are is just the way things are; I don't need to know where Earth is, or how human beings got from there (if they did) to where they are now. For me, a large part of the appeal of the game is its vagueness. It's as close to a blank slate as we can get, and it's built to be modded all over the shop to everyone's individual preferences. &amp;lt;br&amp;gt;&lt;br /&gt;
Too much backstory just gets in the way.|Source=([https://bb.oolite.space/viewtopic.php?p=273999#p273999 Disembodied])}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
----&lt;br /&gt;
== Concluding Unscientific Postscript ==&lt;br /&gt;
Your Ooniverse is ''your'' Ooniverse.&amp;lt;br&amp;gt; &lt;br /&gt;
You decide what you want in it. And ''you'' decide if you prefer a Ooniverse congruent with Frontier and E:D or not. And how much [[Lore]] you want in it.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
One other point. How ''powerful'' is GalCop? Does it have a mighty [[Galactic Navy]] (which only exists as an optional OXP) and is able to bang the heads of individual planets together to make peace or force them into line? '''OR''' is it a weak organisation which ''might'' be somewhat supported by the rather weak [[Her Imperial Majesty's Space Navy]], losing the war against the Thargoids and seeing the Ooniverse splinter apart before it's eyes under piracy and the Thargoids? Again, you choose the flavour in your choice of OXPs.&lt;br /&gt;
&lt;br /&gt;
Enjoy! &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== OXPs ==&lt;br /&gt;
* [[Galactic Navy]] as depicted in this linked OXP is run by the '''syncretist''' version of GalCop.&lt;br /&gt;
* The alternative navy, [[HIMSN]], has a rather looser link with GalCop.&lt;br /&gt;
&lt;br /&gt;
*[[GalCop Galactic Registry]] gives details of your current galaxy when docked&lt;br /&gt;
*[[GalCop Missions]] gives a choice of missions, some of which are GalCop missions&lt;br /&gt;
*[[GalCop's Most Wanted]] ties in with [[GalCop (Police)]]&lt;br /&gt;
* In [[First Finance OXP]], the '''GalCop Commerce Programme''' collects payments for the Lave First Finance Corp., which lent you the money to buy your ship.&lt;br /&gt;
&lt;br /&gt;
See also the OXP's listed under [[Law]]&lt;br /&gt;
&lt;br /&gt;
== Syncretist Death of GalCop ==&lt;br /&gt;
From the Syncretist perspective, GalCop has to die between the time of Oolite and that of Frontier. There are at least four version of this so far!&lt;br /&gt;
*Selezen: See [[Oolite timeline]]&lt;br /&gt;
*Drew Wagar: Read the 5 volumes of the [[Oolite Saga]]!&lt;br /&gt;
*Clym Angus: Read [https://bb.oolite.space/viewtopic.php?f=11&amp;amp;t=17247 The chronicles of Shulth - Apocrypha]&lt;br /&gt;
*Cdr Slickov : Read [https://bb.oolite.space/viewtopic.php?f=11&amp;amp;t=18069 Bear Amongst the Wolves: The Fall of GalCop]&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
* [[Lore]]&lt;br /&gt;
* [[History]]&lt;br /&gt;
* [[Law]]&lt;br /&gt;
* [[Geography]]&lt;br /&gt;
&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?p=42874#p42874 What is GalCop?] (2007 - views of Disembodied &amp;amp; Cmdr McLane]&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?f=6&amp;amp;t=13342 galcop's] BB Thread (2013) - why the laws are the way they are, Governments, Economics &amp;amp; GalCop&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=17629 A discussion of GalCop technology.] (2015)&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=20991 Where is GalCop Headquarters?] (2021)&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite]]&lt;br /&gt;
[[Category:Fictional organisations]]&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=GalCop&amp;diff=88555</id>
		<title>GalCop</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=GalCop&amp;diff=88555"/>
		<updated>2026-05-06T10:11:10Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Added Commander McLane's take on GalCop&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''PLEASE NOTE: This information is NOT CANON for the Elite: Dangerous setting.'''&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
This article refers to the '''Galactic Co-operative of Worlds'''. The contraction '''GalCop''' can ''also'' refer to the '''Galactic Police''' - see [[GalCop (Police)]]&lt;br /&gt;
&lt;br /&gt;
[[File:Logo-Gal-Cop01.png|200px|thumb|right|Galactic Co-operative of Worlds]]&lt;br /&gt;
[[File:Galaxy01O1.png||800px|thumb|right|Santaari]]&lt;br /&gt;
== Overview ==&lt;br /&gt;
'''GalCop''', or the '''Galactic Co-operative of Worlds''', are the galactic government. They maintain and control all orbiting stations as well as the police force and the [[Galactic Navy]] (if it exists! - see Cim's purist analysis beneath).&lt;br /&gt;
&lt;br /&gt;
GalCop is practically unique amongst the interstellar agencies in that they have minimal involvement with the society of a world, solely concerning themselves with the orbital space of the planet.&lt;br /&gt;
&lt;br /&gt;
The organisation is the largest unified body in terms of planetary members, with the last count of worlds being over 1,000.&lt;br /&gt;
&lt;br /&gt;
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== First Version (Syncretist) ==&lt;br /&gt;
This version is by Selezen 2017&lt;br /&gt;
=== Early History ===&lt;br /&gt;
The '''Galactic Co-operative of Worlds''' was officially created in 2696, being formed from the loose alliance of systems known as the '''Old Worlds'''. These planets, led by [[Lave]], had seceded from the Galactic [[Federation]] around 2500 following allegations of attempted genocide against non-humanoid peoples in that area.&lt;br /&gt;
&lt;br /&gt;
The [[Old Worlds Alliance]] owes much of its success to the discovery of the wormhole network that crosses the hyperspace realm. This network connects several distant areas of the galaxy and allows relatively easy travel between these areas. In the early days of exploration, the belief was that these areas was separate galaxies, and the moniker stuck even after it was discovered that they were simply areas of the one home galaxy.&lt;br /&gt;
&lt;br /&gt;
When several planets of these other galaxies accepted membership into the OWA, the leaders of that alliance decided that a further level of organisation was required, and the seed of the Galactic Co-operative of Worlds was planted. The intent was to create a self-governing trade and defence agency that would train and employ pilots to run commercial services across all eight sectors. Under the command of a primarily civilian council of leaders, this new organisation would ensure that each world retained its individuality but would receive any and all aid that was requested or required.&lt;br /&gt;
&lt;br /&gt;
Thus was the ideal of the Galactic Co-operative of Worlds born.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, as is often the case, the minority of unscrupulous individuals raised their heads and began to threaten the trade routes - piracy was born. To combat this, the GalCop council ruled that a space police force was required. Initially it was this organisation that had the ability to forcefully deal with piracy or the like, but it was not long before the right of defence was provided to the average pilot. GalCop's training programme began to include combat training in 2772.&lt;br /&gt;
&lt;br /&gt;
=== The Thargoid Threat ===&lt;br /&gt;
The largest threat to GalCop has, of course, been the [[Thargoids]] and their invasion fleets. This insectoid race has been a constant and real threat since 2850, when the first encounter between humanity and insect occurred. The immediate answer to that threat was the expansion and upgrade of the police fleets to become a more militaristic arm of defence. Over time, the roles of warfare and policing would separate with the ratification of the [[Galactic Navy|Galactic Naval]] arm. Although there are several guesses as to the actual date of the formation of the Navy, most experts have put the time around 2870, as the borders of war zones became stable.&lt;br /&gt;
&lt;br /&gt;
=== Sociology ===&lt;br /&gt;
GalCop remains a peaceful organisation, with only a peripheral involvement in the governing of a world. The only real effect to any member world would be an improvement in the quality of life and the availability of resources.&lt;br /&gt;
&lt;br /&gt;
GalCop has classified most worlds in two main areas - those of government type and technological ability. At the simplest level, a world is categorised as industrial or agricultural, and from there a tech level is assigned. In terms of government, this rating can vary in terms of peacefulness from the strictly governed [[Powers_and_Organisations#Corporate_Worlds|Corporate State]] to the lawless and dangerous [[Powers_and_Organisations#Anarchy_Worlds|Anarchy]]. Often the government type can have a direct influence on the common inhabitants of the spacelanes. Lawless governments tend to attract the more lawless individual.&lt;br /&gt;
&lt;br /&gt;
=== Relations ===&lt;br /&gt;
GalCop is perhaps one of the most amenable of interstellar alliances. They are proud to state that they have peaceful relations with nearly every other organisation that they share space with. The most notable exceptions to this are the Galactic Federation (who still harbour ill-feeling regarding the secession) and the [[Empire|Empire of Achenar]], who share much of the same space with GalCop worlds.&lt;br /&gt;
&lt;br /&gt;
Those who train as GalCop commercial pilots are proud to make themselves available as reserve navy pilots in case of enemy invasion. It is this fact that has driven a wedge between GalCop and the Empire of Achenar, since the latter organisation claims that this provides GalCop with an unfeasibly large standing offensive force. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
----&lt;br /&gt;
== Second Version (Syncretist) ==&lt;br /&gt;
This version is by Selezen (2010 [https://web.archive.org/web/20101008045456/http://elite.hughesd.co.uk/ Wayback Machine link])&lt;br /&gt;
'''Part 1: Elite (3125 – 3147)'''&lt;br /&gt;
&lt;br /&gt;
=== The Galactic Co-Operative of Worlds ===&lt;br /&gt;
GalCop exists as a centralised administration for trade, commerce and security of the spacelanes.  It has four main responsibilities in the areas of space that it controls: commerce, diplomacy, law enforcement and military.&lt;br /&gt;
&lt;br /&gt;
GalCop’s roots reach back to the turn of the twenty-sixth century, when the intent of the Federation to wipe out indigenous alien life forms on the colony world of Diso led a group of colonised worlds called the Old Worlds to secede from the rule of the Galactic Federation and become self-governing, restyling themselves as the Far Colonies in the process.  This handful of worlds opened their arms to other colonies and even other alien worlds, and became the fastest growing organisation seen thus far.  The main reason for this was the easygoing policy of the Far Colonies administration – an agreement with the Far Colonies meant only formalised interstellar trade formats, sharing of resources and the presence of a policing force to prevent piracy in the world’s orbitspace.  This was preferable to the strict governance of the Federation and Empire, and as a result, many worlds chose membership in the new organisation.&lt;br /&gt;
&lt;br /&gt;
The influx of members led the Far Colonies to restructure the organisation and formalise the loose policies and codes of conduct.  In 2696, the Galactic Co-Operative of Worlds charter was drawn up and signed by representatives of all the member worlds of the time.  The charter remained largely unchanged for nearly half a millennium.&lt;br /&gt;
&lt;br /&gt;
The creation of GalCop instilled a sense of fear in both the Federation and the Empire, as this upstart alliance had stolen member worlds from both organisations.  It was decreed that GalCop member worlds and their inhabitants would be forbidden entry into any Federal or Imperial space.  Ships would be shot on sight, and all GalCop ship ID signals would be programmed into ID computers as pirates or criminals.  Any GalCop diplomatic staff found on a Federal or Imperial world would be either arrested and extradited or executed.  As a result of this, all vessels’ navigation systems were redesigned to only show the worlds of GalCop – travel to unlisted systems or worlds was disabled.&lt;br /&gt;
&lt;br /&gt;
This ostracising shaped the political entity of GalCop for the next four hundred years.  Expansion was permitted only through non-aligned or independent colonies or through alien worlds.  As such, it was slower than expected, but still grew at a fairly even rate.  The GalCop administration felt that a clear-cut defence policy was important in case of incursion by any of the other organisations, thus a cunning and effective naval reserve policy was drafted, in which any qualified space pilot was enlisted as a reserve naval officer to be activated in case of enemy incursion.  This policy remained in effect until GalCop’s dissolution in 3147.&lt;br /&gt;
&lt;br /&gt;
Internally, GalCop’s stability was rock-solid.  Member worlds were granted the benefits of a standardised and fair trading system (as of 2715), a local diplomatic liaison office, military and police forces available in the world’s orbital space and a guaranteed directive of non-interference with planetary government.  In return, the ruling party of the world was obliged to make available a pre-agreed range of items for trade to other worlds, in addition to providing resources for the support of troubled or needy worlds if requested.  Also, if there was a change in the planetary government, a simple yes or no question would be asked: do you agree to the terms and conditions of membership within GalCop as agreed to by your predecessor?  If the answer was yes, the world remained in the Co-operative; if the answer was no, or if other conditions were demanded, then membership was revoked.  No new government ever disagreed…&lt;br /&gt;
&lt;br /&gt;
=== GalCop’s Ruling Council ===&lt;br /&gt;
GalCop’s internal structure was simplistic but effective.  The council hierarchy was as follows:&lt;br /&gt;
&lt;br /&gt;
::President&lt;br /&gt;
::::|&lt;br /&gt;
::Chiefs of Staff&lt;br /&gt;
:(1 member each from Military, Commerce, Judicial, Health, Diplomatic, Science and Governance Divisions)&lt;br /&gt;
::::|&lt;br /&gt;
::Worlds Council&lt;br /&gt;
:(1 member from each member world)&lt;br /&gt;
&lt;br /&gt;
The Worlds Council was comprised of one elected official from each member world, each of whom appointed a deputy who would retain their office on their homeworld (usually doing the council member’s job when the council member was off-world on GCW business).  The council members did not usually live in residence, but there were facilities in Ashoria (the capital of Lave) for them to be accommodated if necessary.&lt;br /&gt;
&lt;br /&gt;
Chiefs of staff were usually elected from the senior members of each division by an election of their peers, although on some occasions the Chiefs of Staff were elected by the Worlds Council.&lt;br /&gt;
&lt;br /&gt;
Every three standard years, a uniform election was held, during which World Council members and Chiefs of Staff could stand down from the post (proposing a successor in the process) or stand for re-election.  The leading organisations of every planet in GalCop would become involved in this, and once the council positions for the next term had been settled, the election of the next President began.&lt;br /&gt;
&lt;br /&gt;
There was nothing preventing a current president from standing for re-election.  However, in order to be eligible for election as president, a candidate must have served at least three consecutive terms as a council member or Chief of Staff.  The only exception to this was the last president, although his method of achieving the presidency was unorthodox at best.&lt;br /&gt;
&lt;br /&gt;
=== Lave – GalCop’s Capital ===&lt;br /&gt;
[[File:Ashoria.png|300px|thumb|right|Selezen's map of Ashoria]]&lt;br /&gt;
The planet Lave was GalCop’s administrative capital, and home to the famed pilot training academy.&lt;br /&gt;
&lt;br /&gt;
Planetside, the world was (and still is) classed as a dictatorship, ruled over by a leader known as the Tyrant.  Rather than being an indication of the leader’s attitude and leadership philosophy, it was more of a habitual nickname.  It originated when Harvic Mellir, the leader from 2845 to 2848, issued a series of reformations aimed at securing power of government to the government leader only.  With the success of this reform, Mellir began ruling the world with an iron fist and generally ignoring any advice from his deputies and advisors.  Even the planet’s royal family, up until then relegated to the background of the planet’s rule, began to protest some of the orders being given by Mellir’s office.  The head of the royal family, Prince Eduard Campbell, spearheaded a move to oust Mellir from office and return the government to a manageable quantity.&lt;br /&gt;
&lt;br /&gt;
The coup was successful, and Campbell temporarily took over the reigns of Lave’s leadership until a suitable replacement for Mellir could be instated.  In early 2849, Campbell and his wife chose a woman by the name of Nameen Orkand as the new dictator.  A decision was made that the royal house would from thence forth be involved more closely with the policies and decisions that came from the leader.  Orkand decreed that the head of the royal family would be known as the king or queen, and would hold joint authority over any important or critical decisions regarding the planet’s welfare.  The people of Lave began referring to the sheer amount of decrees and executive orders coming from the leader’s villas as warning that the leaders were becoming tyrants.  In a humoured move, Orkand declared that the office of Lave’s ruling body would be known as the office of the Tyrant, and by osmosis the leader became known as the Tyrant!&lt;br /&gt;
&lt;br /&gt;
GalCop’s headquarters, known as Holdstock Plaza, are located in the south-east of the planet’s capital Ashoria.  The HQ is a collection of three buildings located in a landscaped garden environment complete with a small copse of trees, a pond and flower garden.  The western side is a memorial garden dedicated to those pilots who have died in service to GalCop.&lt;br /&gt;
&lt;br /&gt;
The three buildings are, from east to west, the training academy, the administrative building and the commercial building.  From these three buildings, GalCop provides all the services that the member worlds utilise.&lt;br /&gt;
&lt;br /&gt;
=== Training Academy ===&lt;br /&gt;
Here, pilots and crew receive the essential training in order to pursue their career in the stars.  The facility provides pilot training, combat training, diplomatic education and commerce training to name but a few, and help educate the prospective spacer in whatever aspect of space travel is required.  The most numerous applicants are those who wish to become space traders, receiving the full package of courses taken over a year.&lt;br /&gt;
&lt;br /&gt;
The building houses lecture halls, conference rooms and simulation suites, along with facilities and amenities for all races and phenotypes.&lt;br /&gt;
&lt;br /&gt;
Note that students are not housed on this site.  The academy has arrangements with Ashoria CityGov to provide accommodation for those studying within the academy.&lt;br /&gt;
&lt;br /&gt;
=== Administrative Building ===&lt;br /&gt;
This building is where GalCop is actually run, and contains the offices of the President and Chiefs of Staff.  The day-to day running of the affairs of the GCW are centred here, but the majority of the actual staff are in residence on Lave Coriolis One.&lt;br /&gt;
&lt;br /&gt;
Even with this in mind, the GCW Admin building is still one of the largest, with 4 storeys above ground and nine below.  The largest room is by far the main conference hall, which has seating for over 2500 people and is three storeys high.  This is the room that the ruling council occupy when in session,&lt;br /&gt;
&lt;br /&gt;
There are smaller conference halls in the building, along with the offices of the Chiefs, which also have adjacent offices for their executive staff.&lt;br /&gt;
&lt;br /&gt;
Sub-floor 5 contains a commissary and ‘mess hall’, complete with entertainment centre and a suite of SynPleasure RelaxaPads for the use of the executive staff.&lt;br /&gt;
&lt;br /&gt;
=== Commercial Building ===&lt;br /&gt;
This is the commercial and entertainment centre for those who frequent the other two buildings.  The administration building has an underground linking tunnel to this facility, but those who use the academy must make their way through the gardens.  In this way, students of the academy will frequently mingle and talk with the administrative staff.&lt;br /&gt;
&lt;br /&gt;
The Commercial building has many open air sections, such as a market place and theatre, along with a complete shopping complex and full suite of entertainment and relaxation facilities.  It also has full leisure and fitness centres, including gyms, athletic holosuites and swimming pools.&lt;br /&gt;
&lt;br /&gt;
=== The Galactic Navy ===&lt;br /&gt;
The GalCop navy was a most effective fighting unit, and were the galaxy's first line of defence against the Thargoid threat.&lt;br /&gt;
&lt;br /&gt;
Although GalCop had always maintained a small naval force due to the threat of incursions from Federal or Imperial forces, it had always been a small affair.  GalCop's security mainly relied on the more organised police force and the GalCop tradeships and scout vessels plying the space lanes.&lt;br /&gt;
&lt;br /&gt;
When the Thargoids made themselves known as an enemy in 2851, the Galactic Naval Charter was created, and the Navy was officially ratified and given a substantial budget.  In a remarkably short time, the new force was kitted out and staffed, and the pilots were recruited from the body of existing GalCop pilots, including a large amount of Elite combateers and retired pilots.&lt;br /&gt;
&lt;br /&gt;
Whilst the main body of the fighting force were engaged in deep space with the Thargoids, there were still some divisions available for home defence.  Separate agencies were set up, including a research department and an administrative body, taking the majority of the dog work from the main GalCop administration.&lt;br /&gt;
&lt;br /&gt;
Several bases were set up on various worlds, with one example being the research base on Ribilebi.  This base concentrated on alien technology and are currently researching the Thargon remote craft to see if it can be backwards engineered to create a remote craft for GalNav forces.&lt;br /&gt;
&lt;br /&gt;
=== Federation and Empire ===&lt;br /&gt;
During this period, the political structure of Federation and Empire remained as it had been since the signing of the treaty between the two powers.  A state of cold war existed between them, with espionage and counter-espionage being the order of the day.  Small skirmishes occasionally erupted but no major actions blew up.&lt;br /&gt;
&lt;br /&gt;
Both organisations had the same opinion regarding the Galactic Co-operative, as outlined in that organisation’s section above – wary tolerance.&lt;br /&gt;
&lt;br /&gt;
=== The Alliance ===&lt;br /&gt;
The Alliance at this point did not exist, although there were some factions in the Alioth system who were very outspoken about their opinins of the Federation and the way that Alioth and some other systems had been treated.&lt;br /&gt;
&lt;br /&gt;
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== Third Version (Purist) ==&lt;br /&gt;
Taken from [[User:Cim|Cim]]'s history in [[History]]&lt;br /&gt;
&lt;br /&gt;
=== History of GalCop ===&lt;br /&gt;
==== Foundation of GalCop ====&lt;br /&gt;
''Synopsis'':&amp;lt;br&amp;gt;&lt;br /&gt;
After the alliance of birds and frogs put an end to the battle between the felines and the insects, the resulting peace brought about the '''Unified Species Treaty''' (signed in 1134KD), establishing the joint '''Interspecies Assembly'''. This was joined by many humanoid worlds in 1389KD. The Interspecies Assembly encouraged joint colonisation with diverse species. In 1450KD, with over five hundred systems colonised (mostly jointly), over 100 systems proposed removing the veto by individual species and the '''Galactic Cooperative Treaty''' of 1522KD replaced the UST. The GCT founded GalCop.&lt;br /&gt;
&lt;br /&gt;
''Verbatim quote'':&amp;lt;br&amp;gt;&lt;br /&gt;
Unlike its predecessor, representation in the Cooperative was solely based on system population, and the importance of the species homeworlds (Tezaeded, as always, standing in as homeworld for both Colonials and Humanoids) was greatly diminished. The Cooperative set up numerous institutions for interplanetary trade, diplomacy and technological cooperation, which continue to exist today with relatively little modification.&lt;br /&gt;
&lt;br /&gt;
Intensive research into both witchspace technology and terraforming made it possible to complete the colonisation of Cooperative space, with the final colony on Oresrati being established in 1886KD. The period between 1600KD and 1970KD is regarded as being the golden age of the Cooperative, a period of immense technological, cultural, economic and population growth, leading at its height to a peaceful alliance between over two thousand systems and eleven trillion people. &lt;br /&gt;
&lt;br /&gt;
==== Thargoids: first wave ====&lt;br /&gt;
The [[Thargoids]] threw the spanner in the works. Their first scouts were confirmed in 1976KD, though an increase in “witchspace malfunctions” suggests that they may have been present in small numbers as early as 1968KD. Over eight hundred kilodays of almost uninterrupted peace had left the Cooperative's military technology extremely atrophied, with only environmental shielding and mining lasers being easily weaponised. Nevertheless, the Cooperative responded strongly, with research across the charts reprioritised. A powerful naval fleet under Cooperative command was developed, and won initial victories against the Thargoid scouts, protecting trade convoys between all systems. Their source and motivation remained, as today, a mystery, with no successful communication being made.&lt;br /&gt;
&lt;br /&gt;
In 2054KD, however, the Thargoid scouts increased in number, as a large invasion force entered Cooperative space. The Cooperative fleet, though large, struggled to hold it off, as the Thargoids used their superior witchspace technology to avoid blockades, destroying convoys and bombarding systems from orbit. Hundreds of systems – perceiving the Cooperative to be unable or unwilling to defend them – declared independence to set up their own fleets, and hundreds more threatened to do the same. In 2058KD, on the edge of a breakup of the Cooperative and the likely annihilation of its inhabitants, the Cooperative General Assembly signed legislation allowing weapons to be fitted to civilian ships.&lt;br /&gt;
&lt;br /&gt;
Almost immediately, ships across Cooperative space were refitted into fighter craft and battleships. Casaulties were high, but no longer could a single Thargoid scout destroy an unprotected convoy and escape before the navy arrived. Several groups of pilots formed Thargoid hunting clubs – with many systems offering payments for proven kills – many of which merged in 2062KD into the '''Elite Federation of Pilots'''.&lt;br /&gt;
&lt;br /&gt;
Their hit and run tactics no longer adequate to break supply lines, and their warships temporarily unable to overcome the Cooperative navy, the Thargoids fell back, reducing their presence to a few remaining scout ships. &lt;br /&gt;
&lt;br /&gt;
Once granted, of course, the arming of civilian ships proved impossible to revoke, and without the immediate threat of a Thargoid invasion, the more criminal elements of society began committing piracy against the trade convoys. The Cooperative navy – severely damaged from the war – was again unable to defend the convoys, and trade companies, planetary governments, and the Cooperative itself therefore instead appealed to the various mercenary and independent pilots, placing bounties for pirate kills. In 2067KD, the Elite Federation of Pilots was recognised by the Cooperative as the official organisation for tracking such kills.&lt;br /&gt;
&lt;br /&gt;
==== Thargoids: second wave ====&lt;br /&gt;
When, in 2079KD, the Thargoids returned, striking with overwhelming force at several key systems across the eight charts, bombarding several major industrial worlds and shipyards, and cutting key intra-chart supply lines, the navy had not been rebuilt enough to stop them. Instead, the Cooperative was reduced to a coordinating role, more in the spirit of the original Unified Species Treaty, bringing together planetary military forces and independent ships to fight off the Thargoids. &lt;br /&gt;
&lt;br /&gt;
In 2080KD, '''Commander Jameson''' became the first pilot to reach the ranking of Elite, surprising many who had thought this impossible. After his death at the '''battle of Inera''' in 2082KD, a tradition began of dedicating new ships to him, and therefore you may find that the flight computers are set to 'Jameson'. Some shipyards have complex traditions and ceremonies for the symbolic handover of a ship to its first living pilot; others view this practice as unhelpful and disrespectful superstition, and will ensure that the ship computers are set to your name before you board.&lt;br /&gt;
&lt;br /&gt;
In 2083KD, the Thargoids were once again defeated, with their final occupation being defeated at the '''Battle of Isxees'''. Since then their presence has again been restricted to a few scouting and raiding ships, though if their origin cannot be determined, a third invasion is considered extremely likely. &lt;br /&gt;
&lt;br /&gt;
==== Current situation ====&lt;br /&gt;
Following this battle, the Cooperative navy was formally disbanded, its few surviving fleets being transferred to the control of their home systems. System militaries vary considerably in strength, but usually have regional mutual defence agreements, so the poorer systems are not left completely unprotected.&lt;br /&gt;
&lt;br /&gt;
'''Around a quarter of the systems in Cooperative space are no longer part of the Cooperative itself''' – either having declared independence following the start of the Thargoid invasion, or having been so badly damaged during it that the government collapsed. The Cooperative retains an embassy in orbit around these “Feudal” and “Anarchy” systems, and some of the longer-standing and less controversial aspects of the treaties such as trade are still usually honoured there, but they are for now being left to go their own way.&lt;br /&gt;
&lt;br /&gt;
There have been proposals to reform the Cooperative to reflect its new smaller role – and perhaps to bring some of the missing systems back in – but so far none have achieved even significant minority support. Piracy continues to be a problem, despite widespread deployment of the Cooperative police Viper patrols, and military research continues in expectation of the Thargoids' return. So far, the original aim of preventing inter-system war has still been met, though in the absence of a direct external threat, many observers believe that this will not continue for long.  &lt;br /&gt;
&lt;br /&gt;
=== GalCop ===&lt;br /&gt;
''This section taken from Cim's Ship's Manual in his Ship's Library.oxp''&amp;lt;br&amp;gt;&lt;br /&gt;
The Galactic Cooperative's ancestry can be traced back to Chart 6 several thousand kilodays ago, when the Birds of [[Sector6/Diesanen|Diesanen]] and the Frogs of [[Sector6/Bearrabe|Bearrabe]] signed the '''Treaty of Zarienla''' to formalise cooperation on trading and exploration. The organisation has undergone several major reinventions since then – most notably when the invention of the Galactic Witchdrive brought the species of all eight charts together, and later when the initial Thargoid incursions necessitated adding formal military cooperation to the existing non-aggression treaties – such that it can hardly be said to be the same organisation, but it still traces its ancestry formally back to that date, which is the zero date of Galactic Standard Time.&lt;br /&gt;
&lt;br /&gt;
The '''Inter-species Treaty of Cooperation''' can be summarised as follows:&lt;br /&gt;
:1) No system may attack another system, except where necessary to prevent that system from breaking this treaty clause, and only then when approved by the Cooperative.&lt;br /&gt;
:2) All systems shall provide sufficient funds for the establishment of trading stations in orbit, and the protection of these stations.&lt;br /&gt;
:3) There shall be a single agreed currency, set of laws, and set of trading regulations in space. These need not be used on planetary surfaces, where all regulations remain the right and responsibility of planetary authorities.&lt;br /&gt;
:4) Any new system discovered by a Cooperative member is discovered for the whole Cooperative, though the system of the discoverer is entitled to first refusal on colonisation rights, if it is uninhabited.&lt;br /&gt;
:5) All Cooperative members shall unite to repel external threats to any Cooperative members.&lt;br /&gt;
&lt;br /&gt;
The majority of Cooperative operations are directed by local planetary authorities, with the role of the treaties being to maintain a minimum standard of operations which travellers may rely on. A few inter-system institutions do exist to manage communications, sharing of police data, and military cooperation against the Thargoids, and to ensure that the treaties are followed, but these employ fewer than ten million people across the entirety of Cooperative space.&lt;br /&gt;
&lt;br /&gt;
Around '''fifteen hundred''' of the just over two thousand systems reachable by witchdrive and galactic witchdrive are members of the Cooperative and full signatories to its treaties. The remaining systems - classified Feudal or Anarchy - all have at least one Cooperative-administered station in orbit around the primary inhabited planet, inside which standard Cooperative facilities are available. In some of these systems the presence of the Cooperative is respected, while in others it is merely tolerated or even resented; in all of them the station is funded from other Cooperative budgets rather than by the planetary authorities, and so the usual police patrols in space are largely absent.&lt;br /&gt;
&lt;br /&gt;
==== Facilities ====&lt;br /&gt;
The major visible benefit of the Cooperative are the Coriolis stations (and more recently the Dodec and Ico designs) which orbit every known primary planet. These stations – around a cubic kilometre in size -  provide a safe haven for the traveller, a stable gateway between inter-system traders (whose ships are rarely atmosphere-capable) and in-system shuttles, and a base for police patrols and operations. The interior is carefully designed to allow as many species as possible to coexist comfortably, with high ceilings for flying species, water-filled channels for aquatic species, and facilities at a range of sizes, temperatures and gravitational levels.&lt;br /&gt;
&lt;br /&gt;
The central axis of the station is filled with the docks, capable of holding over three hundred ships (mostly small shuttles and transports) while they are refuelled, serviced, and have their cargo exchanged. At busy times, thirty ships an hour may be launching or landing.&lt;br /&gt;
&lt;br /&gt;
The middle to outer sections contain offices, habitation, entertainment facilities, and viewing galleries. In addition to the large transient population of ship crews, most stations have around ten to twenty thousand permanent occupants, as well as many visitors from the planet's surface for whom this is the closest they wish to go to space.&lt;br /&gt;
&lt;br /&gt;
The Coriolis stations themselves are incredibly well-shielded. For additional protection, and to protect nearby traders, they each contain a small fleet of Viper patrol craft (supplemented by the more modern Viper Interceptor in the richer systems), used to maintain control of the station safety zone, and in some systems to keep at least some presence on the direct route from the witchpoint to the planet.&lt;br /&gt;
&lt;br /&gt;
==== Legal system ====&lt;br /&gt;
The need to be acceptable, consistent and enforceable across two thousand systems with very different cultures has made the Cooperative legal system very simple. Commission of an illegal act places a bounty on your ship. Small bounties may be paid off by paying a fine and carrying out community service or rehabilitation at the station. Larger bounties may not, though the Cooperative has a limited budget for bounties, and so provided no further illegal acts are committed, the larger bounties will decrease over time, as newer criminals are allocated the funds.&lt;br /&gt;
&lt;br /&gt;
The following are illegal acts: &lt;br /&gt;
*Firing on or destroying any official Cooperative station or police ship will get you immediate Fugitive status. Firing on Clean ships is illegal. Firing on Offender or Fugitive ships is entirely legal.&lt;br /&gt;
&lt;br /&gt;
*The removal of Slaves, Narcotics or Firearms from a Cooperative station is illegal. Following revisions and simplifications to the Cooperative treaties after the second Thargoid incursion, it is legal to possess and transport of quantities of these commodities for personal use. However, the bulk transport of any of these as cargo is not permitted. An exemption is made for imports to prevent the criminalisation of legitimate battlefield salvagers, but you must dispose of such salvaged goods by some method before leaving the station.&lt;br /&gt;
&lt;br /&gt;
==== Combat rating ====&lt;br /&gt;
In accordance with Cooperative treaties, the independent [[Elite Federation]] of Pilots provides an assessment of each pilot's combat rating.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
----&lt;br /&gt;
== A Fourth Perspective (Syncretist) ==&lt;br /&gt;
''This is taken from Commander McLane's 2010 argument against the [[Galactic Navy OXP]] based on a minimalist concept of GalCop''&lt;br /&gt;
{{QuoteText|Text=Commander McLane wrote: The whole idea of having a strong Galactic Navy with a station in each sector, and huge fleets, and sectors across all galaxies is not Elite canon, but the brainchild of one OXP author, and I just happen to completely disagree with him in every aspect of his idea.&lt;br /&gt;
&lt;br /&gt;
Maik replied: I'm pretty sure I saw some more elaborate explanation of your reason for disagreeing, could you post a link to that discussions again please (or maybe just pm me about that), I'd be really interested.&lt;br /&gt;
&lt;br /&gt;
Commander McLane answered: ... in short it is about how I understand the nature of GalCop (which is of course influenced by how GalCop presented itself to me in Elite, so for me it is more or less canon). For me GalCop as an organization has mainly two distinctive features: It is as civilian (=non-military) as you possibly could imagine, and it is as low-key as you possibly could imagine for an &amp;quot;international&amp;quot; (=inter-planetary in game) body of nations. In both areas it is far less than for instance the UN as its closest RealLife™ analogy.&lt;br /&gt;
&lt;br /&gt;
It starts with the name. It is not &amp;quot;United Planets&amp;quot;, it is not a &amp;quot;Federation&amp;quot;, it is of course not an &amp;quot;Empire&amp;quot;, but merely a Galactic Co-Operative of Worlds. Which suggests two things: (1) all the constituting worlds are completely independent, they are not &amp;quot;below&amp;quot; GalCop, and GalCop has no jurisdiction whatsoever in their internal affairs, and has no central government or authority worth mentioning. And (2) the completely independent worlds are merely co-operating in two (and two only!) areas: (a) the establishment of a common trading system through GalCop-controlled main stations in the orbit of each member world, and (b) the security of the main space lanes through the stationing of a police force in the main stations, and maintaining a central database for offenders and fugitives. That's basically it. &lt;br /&gt;
&lt;br /&gt;
The member worlds are so independent that you as a GalCop-licensed trader are not even allowed to land on any of them (Editor: this was the in-game rationale before Thargoid wrote the [[Planetfall OXP]] in 2008). All transactions between a planet and other GalCop-members only take place on the GalCop-run station. In recent times the Galactic Police force had not only to deal with pirates in the space lanes, but also with the Thargoids, so there is reason to assume that it also took on military responsibilities, but in Elite there is no evidence of the existence of a strong professional navy, and I don't think GalCop could actually run one. For this reason they mainly rely on a reserve force, of which simply every pilot trained in Lave becomes a member. On the only two occasions where you as player get into contact with the weirdly-named &amp;quot;Her Imperial Majesty's Space Navy&amp;quot; you get the impression of a rather phony organization, not of a super strong well-organized military force. On top of that, if we accept the relatedness between Elite and Frontier, and follow Selezen's timeline, we know that a mere 20 years after Oolite begins, the Thargoids will have completely eradicated GalCop, which again is evidence for a weak military, not a strong one.&lt;br /&gt;
&lt;br /&gt;
For these reasons I concur with the existence of [[Behemoth]] OXP. Having a military force of precisely 16(!) dedicated naval ships (with their fighters) in order to defend 2048(!) planets seems exactly like what GalCop is capable of. On the other hand, having a strict regimen of eight (is it eight, is it 16?) sectors in each chart, every sector with a naval command station, surrounded by large fleets of naval ships, manned by a considerable standing army, seems like something GalCop would not be capable of. Therefore I disagree with the Galactic Navy OXP. It simply doesn't fit into what we know about GalCop and its fate from the backstory.|Source=([https://bb.oolite.space/viewtopic.php?p=113451#p113451 Commander McLane (2010)])}}&lt;br /&gt;
&lt;br /&gt;
Editor: There now exists a much weaker form of the Galactic Navy OXP (Switeck's variant has 3-5 naval command stations in each galaxy, not 16 - see the [[Galactic Navy OXP]] wiki page for download details) as well as the much weaker [[Her Imperial Majesty's Space Navy]] OXP.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
----&lt;br /&gt;
== A Fifth Perspective (Pragmatic) ==&lt;br /&gt;
&lt;br /&gt;
There is of course yet another view:&lt;br /&gt;
{{QuoteText|Text=I don't really see the need for a timeline or a backstory. &amp;lt;br&amp;gt;&lt;br /&gt;
The way things are is just the way things are; I don't need to know where Earth is, or how human beings got from there (if they did) to where they are now. For me, a large part of the appeal of the game is its vagueness. It's as close to a blank slate as we can get, and it's built to be modded all over the shop to everyone's individual preferences. &amp;lt;br&amp;gt;&lt;br /&gt;
Too much backstory just gets in the way.|Source=([https://bb.oolite.space/viewtopic.php?p=273999#p273999 Disembodied])}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
----&lt;br /&gt;
== Concluding Unscientific Postscript ==&lt;br /&gt;
Your Ooniverse is ''your'' Ooniverse.&amp;lt;br&amp;gt; &lt;br /&gt;
You decide what you want in it. And ''you'' decide if you prefer a Ooniverse congruent with Frontier and E:D or not. And how much [[Lore]] you want in it.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
One other point. How ''powerful'' is GalCop? Does it have a mighty [[Galactic Navy]] (which only exists as an optional OXP) and is able to bang the heads of individual planets together to make peace or force them into line? '''OR''' is it a weak organisation which ''might'' be somewhat supported by the rather weak [[Her Imperial Majesty's Space Navy]], losing the war against the Thargoids and seeing the Ooniverse splinter apart before it's eyes under piracy and the Thargoids? Again, you choose the flavour in your choice of OXPs.&lt;br /&gt;
&lt;br /&gt;
Enjoy! &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== OXPs ==&lt;br /&gt;
* [[Galactic Navy]] as depicted in this linked OXP is run by the '''syncretist''' version of GalCop.&lt;br /&gt;
* The alternative navy, [[HIMSN]], has a rather looser link with GalCop.&lt;br /&gt;
&lt;br /&gt;
*[[GalCop Galactic Registry]] gives details of your current galaxy when docked&lt;br /&gt;
*[[GalCop Missions]] gives a choice of missions, some of which are GalCop missions&lt;br /&gt;
*[[GalCop's Most Wanted]] ties in with [[GalCop (Police)]]&lt;br /&gt;
* In [[First Finance OXP]], the '''GalCop Commerce Programme''' collects payments for the Lave First Finance Corp., which lent you the money to buy your ship.&lt;br /&gt;
&lt;br /&gt;
See also the OXP's listed under [[Law]]&lt;br /&gt;
&lt;br /&gt;
== Syncretist Death of GalCop ==&lt;br /&gt;
From the Syncretist perspective, GalCop has to die between the time of Oolite and that of Frontier. There are at least four version of this so far!&lt;br /&gt;
*Selezen: See [[Oolite timeline]]&lt;br /&gt;
*Drew Wagar: Read the 5 volumes of the [[Oolite Saga]]!&lt;br /&gt;
*Clym Angus: Read [https://bb.oolite.space/viewtopic.php?f=11&amp;amp;t=17247 The chronicles of Shulth - Apocrypha]&lt;br /&gt;
*Cdr Slickov : Read [https://bb.oolite.space/viewtopic.php?f=11&amp;amp;t=18069 Bear Amongst the Wolves: The Fall of GalCop]&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
* [[Lore]]&lt;br /&gt;
* [[History]]&lt;br /&gt;
* [[Law]]&lt;br /&gt;
* [[Geography]]&lt;br /&gt;
&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?p=42874#p42874 What is GalCop?] (2007 - views of Disembodied &amp;amp; Cmdr McLane]&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?f=6&amp;amp;t=13342 galcop's] BB Thread (2013) - why the laws are the way they are, Governments, Economics &amp;amp; GalCop&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=17629 A discussion of GalCop technology.] (2015)&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=20991 Where is GalCop Headquarters?] (2021)&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite]]&lt;br /&gt;
[[Category:Fictional organisations]]&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Piracy&amp;diff=88551</id>
		<title>Piracy</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Piracy&amp;diff=88551"/>
		<updated>2026-05-04T18:25:34Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: /* Links */ Added another&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Fer-de-Lance-oolite.png|thumb|right|400px|It's a trap! A pirate Fer de Lance lurking by his hermitage. ]]&lt;br /&gt;
{{QuoteText|Text=...The two thousand star systems of the Cooperative once enjoyed a golden age of peace and prosperity, and perhaps the wealthiest of them can still pretend to. The trade ships that once safely travelled between planets now have to be well armed and escorted to fend off pirate attacks, from small-time criminals desperate for their next meal, to powerful robber barons extracting tithes from everyone who passes through their space.&lt;br /&gt;
&lt;br /&gt;
The Cooperative's police force, concentrated near a few influential planets, can no longer maintain order. The mercenaries they hire for a few credits a kill are too few, too unreliable to do so either... |Source=([http://www.oolite.space/ www.oolite.space])}}&lt;br /&gt;
&lt;br /&gt;
== The Bane of Shipping ==&lt;br /&gt;
Ever since the earliest times of maritime and space travel, there have been individuals who have preyed upon those they saw as helpless and likely to yield a profit. They have gone by many names: privateers, reavers, brigands, buccaneers, marauders and 'alternative entrepreneurs'. However, most traders and the police force of [[GalCop]] know them as pirates.&lt;br /&gt;
&lt;br /&gt;
These outlaws make their living by attacking trading ships, forcing them to dump their cargoes, so that the pirates can scoop and sell them at their leisure. It is a brave trader that refuses to dump his cargo as the predatory pirate ships rake his vessel with laser fire. One reason some traders refuse to lose their cargo is the enduring story that many pirates will not allow an attacked vessel to escape to inform the authorities of the piracy, thus forcing the pirates to take extra care should they end up facing squadrons of [[Viper_(Oolite)|Vipers]].&lt;br /&gt;
&lt;br /&gt;
For this reason, entrants to the Flight Training Academy on Lave are trained in combat tactics and even use sim-combat to learn to defend themselves at least to a basic level of competence. On top of this there is the Federation of Elite Pilots' [[Elite Rating|ranking system]], with full endorsement from GalCop, to spur starry-eyed young combateers from the ignominious rating of 'Harmless' up to and including the immortal heights of 'Elite'.&lt;br /&gt;
&lt;br /&gt;
Many Pirates live in systems where the law is decided by the strongest: Anarchies and Feudals, and where GalCop has little presence. While most pirates remain in these systems, many venture out and raid the space-lanes of more affluent neighbouring systems where trading ships are less likely to have squadrons of escorts accompanying them (and then flee back to their home systems when the heat gets too high). Squadrons of pirates roam the space lanes freely in these systems, their usual formation being one or more large cargo-carriers equipped with fuel scoops, and accompanied by a bevy of small fast fighters to swiftly tear apart their targets.&lt;br /&gt;
&lt;br /&gt;
== Traveller’s Tales ==&lt;br /&gt;
&lt;br /&gt;
It is rumoured that in the more dangerous systems, pirates have the temerity to go as far as actually setting up a base of operations within the Space Lanes. Within this [[Pirate Coves OXP|Pirate Cove]] the brigands lie in wait for passing traders. Occasionally, a battle-scarred ship will limp into dock and its crew will tell tales of an attack by [[Renegade Pirates OXP|Renegade Pirates]] slicing through their shields with multi-coloured laser beams. Whatever the truth of these tales, Commanders are well advised to keep a close eye upon the scanner in systems where pirates are known to lurk.&lt;br /&gt;
&lt;br /&gt;
== Sociometrics of Piracy ==&lt;br /&gt;
&lt;br /&gt;
[[User:Cim|Cim]] wrote a [https://cim.sotl.org.uk/games/ Space-sim simulator] (''see bottom of page'') setting up a basic ecosystem with pirates, traders and bounty hunters. It allows you to change the rules - ship performance, trade good costs, legal system, ''etc''. - to see what effect this might have over time. It starts with some Oolite-derived settings.&lt;br /&gt;
&lt;br /&gt;
Also see his [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=15061 thread]: The Oolite NPC ecosystem (and other questions - where do pirates come from?)&lt;br /&gt;
&lt;br /&gt;
See also the discussion here: [https://bb.oolite.space/viewtopic.php?f=6&amp;amp;t=18018 System Populator Memory] on the balance between realism and playability  (2016).&lt;br /&gt;
&lt;br /&gt;
== Piracy as a career choice ==&lt;br /&gt;
*See [[Career_Options#Pirate|Career Options]] for discussion and relevant OXP's.&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=19930 Pirate Path or Occupation within Oolite] (2018)&lt;br /&gt;
*Also read [https://bb.oolite.space/viewtopic.php?p=138496#p138496 Ganelon's post, 2011]&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=10068 Piracy: do you?] (2011) - with a poll!&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=8168 Player reputations and AI] (2010)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=2932 A Pirates Joice] (2007)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=1419 I am a fugitive...] (2006 musings)&lt;br /&gt;
&lt;br /&gt;
== OXPs ==&lt;br /&gt;
=== OXP's augmenting piracy ===&lt;br /&gt;
*[[DeepSpacePirates]] adds more pirates off the beaten tracks...&lt;br /&gt;
*[[GalCop's Most Wanted]] adds some really nasty pirates... and gives you opportunities to find them...&lt;br /&gt;
*[[Renegade Pirates OXP]] adds tougher pirates to the nastier systems (2006)&lt;br /&gt;
*[[Renegade Viper]] ditto - as above!&lt;br /&gt;
*[[Spicy Hermits]] - adds character to pirate-infested rock hermits&lt;br /&gt;
*[[Pirate Coves OXP]] - massively beefs up pirate-infested rock hermits&lt;br /&gt;
&lt;br /&gt;
=== Text OXP ===&lt;br /&gt;
*[https://app.box.com/s/eo7kjelylc9z2wvrbqidnr75tvdrmjxb PiratePlayer.oxp.zip]&lt;br /&gt;
:What this OXP does is overwrite all the roleWeights you have as a player, making them &amp;quot;pirate&amp;quot;. It would be interesting to see how the standard game reacts to you, as a player, if this mechanism is forced into the &amp;quot;pirate&amp;quot; position. Do police treat you differently? What about pirates and traders, how do they respond? If a few people could test what the current AI is capable of, when tweaked in this way, it will better inform us on whatever the next steps will be for additional AI's. (Phkb, 2018)&lt;br /&gt;
:[https://bb.oolite.space/viewtopic.php?p=265527#p265527 Some results]&lt;br /&gt;
&lt;br /&gt;
=== OXP's fighting against piracy ===&lt;br /&gt;
*[[Green Jameson]] makes the pirates unlikely to attack the player (but is this realistic?).&lt;br /&gt;
*[[Paddling Pool]] creates a pirate-free zone west of Lave&lt;br /&gt;
*[[Total patrol OXP]] introduces GalCop patrols outside the space lanes&lt;br /&gt;
*[[Enhanced Vipers]] beefs up the vipers with skills and introduces more bounty hunters in weaker systems. A measured .oxp.&lt;br /&gt;
*[[Galactic Navy]] introduces amongst other things naval patrols clamping down on piracy. A more extreme .oxp.&lt;br /&gt;
*[[249th Naval Reserve Wing OXP]] - volunteers who fight piracy. A more extreme .oxp.&lt;br /&gt;
*[[Jaguar Company]] - volunteers who fight piracy.&lt;br /&gt;
&lt;br /&gt;
=== OXP's doing both - and adding complexity ===&lt;br /&gt;
*[[Anarchies]]&lt;br /&gt;
&lt;br /&gt;
== Fiction ==&lt;br /&gt;
*[[Imprint]] came with the later versions of [[Classic Elite]], featuring the Knights Templars, a terrorist force of pirates (by Redman).&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=8641 Carver's Anarchy] - Captain Carver, his pirate crew, and their anarchy system base (by Ganelon).&lt;br /&gt;
*The Harbingers of Doom (pirates/slavers) are mentioned in the [[Dragon]] OXP Controversy/Historical Points section.&lt;br /&gt;
&lt;br /&gt;
== Other Links ==&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=6&amp;amp;t=10057 Is getting away with piracy too easy?] (2011)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=10068 Piracy - do you?] (2011-12)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=203427#p203427 Pirates proposal] (Elite: Dangerous - Design Decision Forum: 2013)&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite]][[Category:Concepts]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Guide_to_Unlisted_OXPs&amp;diff=88550</id>
		<title>Guide to Unlisted OXPs</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Guide_to_Unlisted_OXPs&amp;diff=88550"/>
		<updated>2026-05-04T18:04:09Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: /* Utilities &amp;amp; Oddities */ Added link to Spectrum Elite's &amp;quot;You have been boarded by pirates&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are links to over 300 OXPs which are '''not''' in the in-game Expansions Manager. Maybe 200 work fully with Oolite v.1.90!&lt;br /&gt;
[[File:Vetitice (FPO).png|400px|thumb|right|Vetitice - Famous Planets Overhaul (Ambience OXPs)]]&lt;br /&gt;
[[File:Tagger 1.jpg|400px|thumb|right|Graffiti Asteroids (Ambience - ''Art'' OXPs)]]&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;2&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
|style=&amp;quot;background-color: #ffaaaa;padding: .6em 3em 1em;&amp;quot;|&lt;br /&gt;
Important: &amp;lt;br&amp;gt;'''Major oxp Updates''' [[File:New.gif]] &amp;lt;br&amp;gt;&lt;br /&gt;
See our bulletin board: [https://bb.oolite.space/viewtopic.php?t=21852 Important Updates not on the Expansions Manager]&lt;br /&gt;
|}&lt;br /&gt;
== Note on Dates ==&lt;br /&gt;
[[File:Oolite ad1 .jpg|right|320px]]&lt;br /&gt;
*'''2004''' First versions of Oolite come out. OXPs all written in legacy script. Ships, HUDs, missions, sounds, systems (Lave, Diso) ''etc'' all increasingly scriptable. &lt;br /&gt;
*'''2006''' Linux &amp;amp; Windows versions come out in 2006 with the first stable release ('''v.1.65'''). [http://capnhack.com/hosting/oolite/Oolite/OoSat.html Oosat] hosts 70 OXPs (mostly ships).&lt;br /&gt;
*'''2007''' '''v.1.67''': Shaders. Initial introduction of Javascript.&lt;br /&gt;
*'''2011''' '''v.1.76''': First stable version since 2006 (''Monkeyspider'' Javascript engine integrated for better OXPs). Solar systems more modifiable. Now well over 250 OXPs including the [[Tionisla Orbital Graveyard]] (TOGY).&lt;br /&gt;
*'''2014''' '''v.1.80''': Major Rejig: First &amp;quot;modern&amp;quot; version: '''OXZ''''s &amp;amp; Expansions Manager, better AI for NPCs (tougher pirates!), many changes to core game (''eg'' [[MFD]]'s introduced).&lt;br /&gt;
*'''2015''' '''v.1.82''': New trading/commodities scripting deprecates older markets, but allows more tweaking. F3-F8 pages increasingly modifiable. Scenarios introduced (alas, nobody writes one!)&lt;br /&gt;
*The majority of changes since v.1.82 have focused on major improvements in graphics, not radical changes to gameplay. &lt;br /&gt;
:''Eg'' multiple lasers &amp;amp; mobile cameras were introduced with v.1.84, v.1.86 allowed better [[HUD]]s, v.1.88 had better fleeing AI, v.1.90 has more sophistication for weaponry &amp;amp; commerce.&lt;br /&gt;
&lt;br /&gt;
== List of Lists of .oxp's ==&lt;br /&gt;
*[http://www.oolite.org/oxps/ Expansion Manager OXZ list] - orderable&lt;br /&gt;
*[[OXP List]] - orderable&lt;br /&gt;
:''This'' list overlaps with the more obscure elements of the '''OXP list'''. The Expansion Manager OXZ list also overlaps with the updated versions of the OXP List.&lt;br /&gt;
:For older lists (almost entirely of older versions of the oxp's listed above) see the bottom of this page. These may be needed if you are playing older versions of Oolite (the oldest do not recognise the contents of the Managed AddOns folder).&lt;br /&gt;
&lt;br /&gt;
*[[Brilliant but broken...]] great ideas that need updating/fixing... (do you have the skills?)&lt;br /&gt;
*[[List of Lost OXP's]]&lt;br /&gt;
&lt;br /&gt;
*[[:Category:OXP Lists]]&lt;br /&gt;
&lt;br /&gt;
== List of .oxp's ==&lt;br /&gt;
[[File:BPlanets Onrira.png|thumb|300px|right|BPlanets' Onrira (Ambience OXPs)]]&lt;br /&gt;
[[File:Tetiri4.png|300px|thumb|right|Tetiri's artificial planet ring (Ambience OXPs)]]&lt;br /&gt;
[[File:Griff's Cargo Robot Loader.png|thumb|right|300px|Robot Loader (Busy Ports, Dockable OXPs)]]&lt;br /&gt;
[[File:Gsagostinho's Stations 1.png|thumb|right|300px|Gsagostinho's experiments (Dockable OXPs)]]&lt;br /&gt;
[[File:Hathor Trade Station.png|thumb|right|300px|Hathor Trade Station (Dockable OXPs)]]&lt;br /&gt;
[[File:Sothis station.png|thumb|right|Sothis station (Dockable OXPs)]]&lt;br /&gt;
[[File:Z superico.png|thumb|right|300px|Z Superico (Dockable OXPs)]]&lt;br /&gt;
&lt;br /&gt;
=== Activities ===&lt;br /&gt;
* Naval [[Academies]] - Dr Beeb's 2009 tweak on [[User:Thargoid]]'s civilian [[Lave Academy]] - 8 lore-ridden academies in each galaxy&lt;br /&gt;
* [[Astronaut]] - put on a spacesuit, jump out of the orbital and see where you end up (hint: needs Planetfall)!&lt;br /&gt;
* [[AutoSkim OXP]] - Autopilot for sun skimming for fuel (2011-19: Okti, refined by Phkb).&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=11893 (WIP) Corporate Trading Outpost OXP] (Pleb, 2012) - buy your own station&lt;br /&gt;
* [[FarPlanets]] by [[User:Norby|Norby]] (2014) Your new pursuit is to deliver contracts to far planets, very far from the witchpoint. New Torus drives.&lt;br /&gt;
* [[GalCop Rewards]] - Phantorgorth's lottery reward system to cut down on minor misdemeanours (2012)&lt;br /&gt;
*'''Gas Giant Skimming''': (Requirement: Ore Processor OXP by [[User:Eric Walch|Eric Walch]]) Allows players to skim fuel, and possibly other commodities, from gas giant-type planets. See Deep Horizon collection below (2011)&lt;br /&gt;
* [[Hermitage]] (Phkb, 2019) gives you the opportunity to own and manage your own [[Rock Hermit]].&lt;br /&gt;
* [https://app.box.com/s/kinoovzp62t27xut82nb77d3dfia2pu6 LaveInitialShipyard.oxz] by Phkb (2020) - ensures that there will always be an Adder &amp;amp; a Cobra MkI on sale in the Lave shipyard.&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=8275 Mining OXP] by DocWild (2010) - mining in space ([https://app.box.com/s/5i3h37u1ay Download])&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?p=265523#p265523 Pirate Player.oxp] by Phkb (2018) - one of his many experimental OXPs.&lt;br /&gt;
* [http://capnhack.com/hosting/oolite/Oolite/OoSat.html PirateTraps] by popsch (2006 or earlier: see under ''other OXPs'') - no license. [[Great Deletion|No BB thread]]. Makes the game tougher.&lt;br /&gt;
* [[Safe Docking]] - laws for docking and fines for transgressions by Phantorgorth (2012)&lt;br /&gt;
* [[Media:SolarHarvest alpha 0.1.oxz | Solar Harvest]] (downloaded {{#downloads:SolarHarvest alpha 0.1.oxz}} times) by Ocz (2016): [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=18106 Skimming thread]. The .oxp has tweaks such as preprocessed and processed plasmas!&lt;br /&gt;
* '''Station Spotter OXP''' - an add-on to [[Stations for Extra Planets]] (and mentioned there) which tallies other stations visited in-system. (2017?).&lt;br /&gt;
* &amp;lt;s&amp;gt;''Space Invaders''&amp;lt;/s&amp;gt; [[Asteroids3D OXP]] - shoot-em up (but beware of the flying saucers). Thanks to Maik, our wiki-wizard, for a better link.&lt;br /&gt;
* [[TrumbleTreats]] by Arexack Heretic (2010) - take the role of trumblepusher, breed the fluffy little blighters and sell them to unsuspecting locals and seasoned commanders who should know better. Buggy, alas!&lt;br /&gt;
* WarZone.oxp.hide - hidden away inside the newest versions of [[Diplomancy OXP]] creates war zones in systems which Diplomancy has defined as being at war&lt;br /&gt;
&lt;br /&gt;
==== • Economics &amp;amp; Trade ====&lt;br /&gt;
* [[AI Trading Assistant]] helped navigate the older markets (before v.1.81)&lt;br /&gt;
* [[First Finance OXP]] (downloaded {{#downloads:First Finance 0.3.0 beta.oxz}} times) by Ocz: start your game with a massive loan! (2014)&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=16819 In-System Traders] by [[User:Spara|Spara]] (2014) adds in-system traders to a system with many stations.&lt;br /&gt;
* [[New Deal]] - Vincentz's attempt to rework the economics. Very nice icons! Unfinished (2015).&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=18361 Random Market Quantities] by Astrobe (2016) - reduces amounts on sale (best added with extra stations present)&lt;br /&gt;
* [[Real-Life Economics]] - Phasted's attempt to rework the economics. Dynamic &amp;amp; logical. Buggy (2014).&lt;br /&gt;
* '''Risky Business.oxz''' (Phkb's collection below, 2020) aims to make Multi-Gov, Feudal and Anarchy systems more rewarding for traders, by tweaking prices on a few goods. Goods that are already over the average could be increased. Goods that are below the average could be reduced. Not all goods will be impacted at all locations.&lt;br /&gt;
* [[Ship's Accountant OXP]] For the devotees of double-entry systems! (Commander Walbrigg, 2013)&lt;br /&gt;
* [[Ye Olde Hermit markets]] - Spara's rejig of the newer sparser rock hermit markets (only mining &amp;amp; drinking!) back to the older more profitable version (2015&amp;amp;17).&lt;br /&gt;
&lt;br /&gt;
=== Ambience ===&lt;br /&gt;
*[[File:Aaaa aaron.oxz|Aaron Aarts' Amazing Adventures]] 2024 by [[User:Wildeblood|Wildeblood]]. Some dutch guy tilts at windmills.&lt;br /&gt;
*[[Media:Asteroids.zip|Asteroids.oxp]] 2008 by Charlie and then Eric Walch. See [https://bb.oolite.space/viewtopic.php?t=4213 BB Thread]&lt;br /&gt;
*[[BPlanets]] a 2.54 Gb .oxp (2020) detailing the 119 earth-like planets in Galaxy 1 using the new v.1.90 graphics capabilities&lt;br /&gt;
*[[Cloud City OXP]] (2009) for gas giant planets by [[User:DrBeeb|DrBeeb]] (unfinished)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=17024 Customise your ship] by [[User:Amah|Amah]] (2014): new paint-jobs for cobras, anacondas &amp;amp; adders.&lt;br /&gt;
* [https://drive.google.com/file/d/17oT5yeqdqiIjAd7cXVJ3rOa2eU4fCS0S/edit Darker Planets.oxp] (2020) by Vaxon ([https://bb.oolite.space/viewtopic.php?p=271766#p271766 If the planet colors are darker, the original planets look better. This makes land/sea darker and sets random land % for all planets])&lt;br /&gt;
*[[DarkSoul Nebulae]] a collection of some 10 nebulae from NASA for your skies&lt;br /&gt;
*'''Deep Horizon - Systems''' v2.0.8 (Beta) Add additional planets and moons to your Ooniverse. Replaces the procedurally drawn planet textures with amazingly detailed custom textures. Also changes the appearance of the central star within each system. See Deep Horizon collection below&lt;br /&gt;
::'''Low Resolution Texture Pack''' - 3/2/2011 (11.6 MB)&lt;br /&gt;
::'''Standard Resolution Texture Pack''' - 3/2/2011 (22 MB)&lt;br /&gt;
*[[Diso OXP]] by [[User:Murgh|Murgh]] (2006) adds nebulae, planets, moons &amp;amp; a second orbital station (the first OXP to do any of this).&lt;br /&gt;
*[[Free The Slaves! NGO]] - an activist non-Galcop organization (NGO) which will nag you if you accidentally buy slaves at a Galcop station. &lt;br /&gt;
*[[Famous Planets Overhaul (FPO)]] - over 100 detailed planet textures for Galaxies 1 &amp;amp; 2 (see Vetitice up top).&lt;br /&gt;
*[[Halsis]] by Ovvldc now has a 2018 BGS2 version remastered by Svengali&lt;br /&gt;
*[https://drive.google.com/file/d/1MnoZcQrV_IvY9DueYYFcKmYb7ys-6ThW/view Ice asteroid] by [[User:Griff|Griff]] - see [https://bb.oolite.space/viewtopic.php?p=275908#p275908 here] for discussion.&lt;br /&gt;
*[[KeeperSky]] more realistic skies (inspired by Frontier) - adjustable (by [[Keeper]], pre-2016).&lt;br /&gt;
*[[Lave OXP]] Learner pilots practice in Trinket ships near the station under the command of an instructor, Restaurant Junks ply their trade, Ad-Droids broadcast Ads, a small moon is added and more! ([[User:Murgh|Murgh]] - before Feb 2006)&lt;br /&gt;
*'''Lights Down''': Lower the ambient light within the game for a more spacious feel. Also increases the ambient star count, and the intensity of nebulae within the game. See Deep Horizon collection below (2011)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=16859 Moar Rocks] by [[User:Spara|Spara]] (2014) - forerunner of [[Asteroid Tweaks]]&lt;br /&gt;
*[[Monument]] adds a monument to deceased commanders at the Lave system (Dajt, 2005).&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=279669#p279669 No Flare OXP] (Phkb, 2021: also needs [[Glare Clarifier]] OXP).&lt;br /&gt;
*[https://drive.google.com/file/d/0B3N9liG_EW8EMmN4MlhYQUx2Zlk/edit Passenger Coms] v0.5 by BryonArn (2014) - see [https://bb.oolite.space/viewtopic.php?p=224131#p224131 here]: talking to your passengers! This was later included by Phkb in his [[Enhanced Passenger Contracts]].&lt;br /&gt;
*[[Random Docking Music OXP]] by Frame (2010).&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=21899 Reorte is Hot Giant] Planet texture by [[[User:Another commander|Another commander]] (2025).&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=281699#p281699 Silent Asteroid Tweaks] is an add-on to [[Asteroid Tweaks]] by Phkb which moves the interface screen to a less immersion-breaking location.&lt;br /&gt;
*[[Station Bulletins]] - adds local news broadcasts for your station (2014) by Massively Locked (WIP)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=5484 Solar OXP Conceptual Test-Release... beta 0.02] (2008) by [[User:Frame|Frame]]: extra planet with station &amp;amp; jump gates&lt;br /&gt;
*[[Tetiri Planet Ring]]: artificial ring for Tetiri (2011-14) devised by [[User:P.A. Groove‎‎|P.A. Groove‎‎]] &amp;amp; [[User:Thargoid|Thargoid]]. Broken.&lt;br /&gt;
*[[Povray Planets]] a set of mapped systems for each galaxy (2012). Currently being updated for v.1.90 as [[BPlanets]] (see end of [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=11594&amp;amp;start=195 this] BB thread).&lt;br /&gt;
*[[Wildeblood Manor]]: Traditional, mountain-top, fortress-yurt-dome house on Vetitice illustrated on F7 screen. ([[User:Wildeblood|Wildeblood]], 2025).&lt;br /&gt;
*[[Media:Wrex 1-3-4 Folder.zip | Wrex]] by [[User:Arexack|Arexack Heretic]], and then [[User:Eric Walch|Eric Walch]] (2006-8): Space wreckage&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=285150#p285150 Zygo Cinematic Sky &amp;amp; Nebulas (Greyscale &amp;quot;seamless&amp;quot; version)] tweaked by [[User:Another commander|Another commander]] (2022).&lt;br /&gt;
&lt;br /&gt;
==== Art ====&lt;br /&gt;
*[[Graffiti Asteroids]] has a download for vandalised asteroids&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=17726 Laser Art (Testing)] (2015) - download link broken&lt;br /&gt;
*[[Respray for Griffs]] for respraying Griff's ships ([[User:Capt. Murphy|Capt. Murphy]], 2012)&lt;br /&gt;
*[[Ship Respray OXP]] for respraying ship.oxp's ([[User:Phkb|Phkb]], 2018)&lt;br /&gt;
&lt;br /&gt;
==== Music/Sounds ====&lt;br /&gt;
Music for playing the game to (these all need [[Library]] to function):&lt;br /&gt;
*[https://app.box.com/s/xd9hnscxrjlb0p5suz8t00e7m5qo743d Lib Music Orchestral Demo]: [[User:Svengali|Svengali]]'s original music .oxp (2016: 22Mb)&lt;br /&gt;
*[[Contextual Jukebox OXP]] by Arquebus of [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=21111  YouTube fame] (2021: 115Mb)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=21127 Dangerous Background Music OXP]: Tsoj's DIY kit! (2021)&lt;br /&gt;
&lt;br /&gt;
Sounds (early soundset OXPs are probably already included in [[BGS]]):&lt;br /&gt;
*[[CustomSounds OXP]] (2006 Milinks) - [http://www.lysator.liu.se/~jhs/oolite/custsounds.zip Download] - 45 sounds, some different&lt;br /&gt;
*[[BGS#BGS_Soundset.2FImages_by_Keeper|BGS Soundset by Keeper]] (2013) - 17 different sounds - not an OXP, they need to be placed inside the BGS oxz.&lt;br /&gt;
*[[Engine Sound FG]] by Fritz (2015) - engine sound changing with thrust variations&lt;br /&gt;
*[[Halsis]] - for BGS (there is a 2018 version)&lt;br /&gt;
*[[Captain Berf Pilot]] - includes a 210 version for BGS&lt;br /&gt;
&lt;br /&gt;
=== Dockables ===&lt;br /&gt;
* [[Busy Ports OXP]] by [[User:Griff|Griff]] (2007): Trader outposts &amp;amp; other goodies (see BB thread [https://bb.oolite.space/viewtopic.php?p=33840#p33840 here]) Unfinished&lt;br /&gt;
* [[Colonization]], Okti (2012, CC BY-SA 3.0). Your colony! Eventually to be a mission.&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=18977 Gsagostinho's station experiments]. (2017, unfinished, see pictures on right).&lt;br /&gt;
* [[Hathor Trade Station]] by KillerWolf (2014/22): an elegant new station near the sun, with better trading in the cheaper goods&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?p=246386#p246386 Hermit Tweaks] by [[User:Spara|Spara]] to identify the variety of Rock Hermit you have docked at (2016).&lt;br /&gt;
* [https://app.box.net/s/toprsq3ifr Famous Planets Liners] (Download) - 2009 by [[User:Thargoid|Thargoid]] &amp;amp; [[User:P.A. Groove|P.A. Groove]] - liners running along SpaceWays L1-4&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=21544 Isis Interstellar station] by [[Killer Wolf]] (2023) A ''phenomenal'' station - has to be seen to be believed!&lt;br /&gt;
* [[MandotechStation Shipyard]] by Mandoman (2012). A shipyard with lots of twiddly bits!&lt;br /&gt;
* [[Nephthys Station]] by KillerWolf (2014/22): an elegant new station for the wealthy, on the far side of the main planet.&lt;br /&gt;
* [[P.A. Groove Stations OXP]] - original orbital variants (2008) now included in [[Stations for Extra Planets]]&lt;br /&gt;
* [[SothisTC]] - Sothis.oxp by KillerWolf (2010) with newer markets added by Diziet Sma (2017); SothisTC.oxp by Spara (2013) - an &amp;quot;override oxp&amp;quot; for Sothis.oxp&lt;br /&gt;
* [[Station Options]] by cag (2021): modify multi-option OXPs while docked (''currently just'' [[Telescope]], ''the most complex of all'').&lt;br /&gt;
* [[Stationrotation OXP]] by Commander McLane (2011) - different station types rotate at different rates&lt;br /&gt;
* [[Media:Oolite.oxp.astrobe.sunkyota.oxz | SunKyota download]] (downloaded {{#downloads:Oolite.oxp.astrobe.sunkyota.oxz}} times) - adds 2- and 4- disk variants of the Kiota habitat station (Astrobe, 2017)&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?p=214260#p214260 Z Superico]. Zieman (2014) - different shells rotate seperately. Only at Lave.&lt;br /&gt;
* [[Zieman's Habitat Orbital Station]]. Zieman (2013). Only appears at the higher Tech Level systems.&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
[[File:Traders Almanach entry for Lave.png|250px|thumb|right|Traders Almanach entry for Lave (Equipment OXPs)]]&lt;br /&gt;
[[File:DeeperSpaceHUD.png|thumb|right|250px|Deeper Space HUD (HUDs &amp;amp; MFDs OXPs)]]&lt;br /&gt;
[[File:Crr hud pic 001.png|thumb|right|250px|CRR (Coluber Red Racer) HUD&amp;lt;br&amp;gt; (HUDs &amp;amp; MFDs OXPs)]]&lt;br /&gt;
[[File:SniperCameraSystemv1.1-1.png|thumb|right|250px|Sniper Camera System HUD&amp;lt;br&amp;gt; (HUDs &amp;amp; MFDs OXPs)]]&lt;br /&gt;
[[File:Dertien Explanation.png|thumb|right|250px|Z-GrOovY MiLHUD guide&amp;lt;br&amp;gt; (HUDs &amp;amp; MFDs OXPs)]]&lt;br /&gt;
*[[Additional Cargo Space Adjustments]] (ACSA) - extra cargo space (by ocz, 2015). Originally broken, but may now work...&lt;br /&gt;
*[[Buyable map]] - you now have to buy the F6 maps (partial or complete). Spara (2012).&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=8812 Capsule self-repair]. Thargoid (2010). Escape capsule self-repairs if damaged&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=13592 External Repair System for subentities]. GGShinobi (2013) Alpha. &lt;br /&gt;
*[[Galactic Hyperdrive OXP]] - allows a choice of destinations in the next galaxy&lt;br /&gt;
*[[Long Range Scanner]] - see everything in the system - and jump where you like! A &amp;quot;cheat&amp;quot; oxp. Okti (2011).&lt;br /&gt;
*'''Maintenance TuneUp.oxz''' (Phkb's collection below, 2019) provides the ability to do a [[maintenance]] tune up, even when the normal overhaul is not available.&lt;br /&gt;
*[[Military Targeting System]]. CommonSenseOTB (2012): a ''modern game'' targeting system&lt;br /&gt;
*[https://github.com/anonymissimus/oolite-MissileWarning/archive/master.zip Missile Warning Download] (2015) by Anonymissimus - a continual warning sound while there is still one on-coming missile. [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=17813 BB thread]. Earlier version of [[Missile Beep]].&lt;br /&gt;
*[[MFLPS|Multiple Front Lasers]] (2011) by [[User:CommonSenseOTB|CommonSenseOTB]]. You sacrifice your rear laser for a second front one.&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=7210 Missile Countermeasures] (2009) by Screet.&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=21622 Navigation Beacons MFD] (2024) by Phkb&lt;br /&gt;
*[http://wiki.alioth.net/img_auth.php/4/48/NPC_Equipment_Damage.oxz NPC Equipment damage] helps balance NPC Energy Units &amp;amp; [[N-Shields]] ({{#downloads:NPC_Equipment_Damage.oxz}} downloads). See [[NPC equipment damage OXP]] and the discussion [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=18139 here].&lt;br /&gt;
*[[User:Switeck|Quantum Drive OXP]] by Switeck (2021). Varies destination in the next galaxy when you hyperjump there.&lt;br /&gt;
*[[Quantum Vacuum Energy Generator]] by Slartibartfast (2022): breakable equipment taking up some cargo space.&lt;br /&gt;
*[[Media:Oolite.oxp.Ngalo.scanner-target-selector.oxz | Scanner target selection]] (downloaded {{#downloads:Oolite.oxp.Ngalo.scanner-target-selector.oxz}} times)- by Ngalo (2016): [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=18126 Select target from scanner]&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=299280#p299280 Sensible Lasers] by Wildeblood (2011) allows sale of lasers in older versions of Oolite&lt;br /&gt;
*[[Single-Use Witchdrive]] by [[User:Ocz|Ocz]], 2015&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=17042 Ship Condition.oxp] by Spara (2014+) Shows ship maintenance on F5 page.&lt;br /&gt;
*[[Thargoid Witchspace Drive]] by [[Capt. Murphy]] (2012)&lt;br /&gt;
*[https://app.box.com/s/dw1fd8jourbgbphvt2z0zxveuft2lahz Timewarp Machine] by Tsoj (2016) - needs Oolite developer version. [https://bb.oolite.space/viewtopic.php?p=253523#p253523 BB post] &amp;amp; [https://www.youtube.com/watch?v=hD34QEzBHkI YouTube video]&lt;br /&gt;
*[[User:Alaric/KV-16 Owners Manual|Torus Field Monitor]] warns of approaching Mass Lock by Alaric (2016). ''Not quite finished''&lt;br /&gt;
*[[The Traders Almanach|Traders' Almanach]] - see bottom of that page: ''another'' book for the [[Ship's Library OXP]]. By Zireael (2014).&lt;br /&gt;
*[[Updating TSC]] - an alternative to [[Talkative Space Compass]]. By Spara &amp;amp; GGShinobi (2013).&lt;br /&gt;
*[[User:Switeck|Variable Jump Drive OXP]] by Switeck (2021). Varies destination in interstellarspace/witchspace when you &amp;quot;misjump&amp;quot; there.&lt;br /&gt;
*[[WEBS System]]: WEBS is the last line of defence when shields are down. Airbags in the equipment bay. (Goop bags, actually.) Gave you about 1 or 2 seconds extra to hit the escape pod. A silly OXP but looked surprisingly good in game. Wildeblood (2012)&lt;br /&gt;
*[http://www.box.net/shared/hgry3j39kp Wormhole Drones] by Mauiby de Fug - Multi-jumps chosen by shortest time or by number of jumps (2011): [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=9242 BB Thread] (Forerunner of Okti's [[Long Range Scanner|Jump Planner]]).&lt;br /&gt;
&lt;br /&gt;
=== HUDs &amp;amp; MFDs ===&lt;br /&gt;
* [https://drive.google.com/file/d/1hqZbIjfu5nTnq2TeqoLHLK3A1pUlsZcl/view Beige Default HUD] by SusuKacangSoya ([https://www.reddit.com/r/Oolite/comments/epgdbw/hud_skin_tiriusri_bookstore_default_hud_recolor/ Reddit], 2020).&lt;br /&gt;
* [[ChupacabraHUD]] - (2011) by [[User:CommonSenseOTB|CommonSenseOTB]] as seen [[HUD images here#ChupacabraHUD|here]].&lt;br /&gt;
* [[Coluber_HUD_CH01#Other_Coluber_HUDs|CRR-HUD]] (Coluber Red Racer) - 2012 by [[User:Captain Beatnik|Captain Beatnik]] as seen [[HUD images here#CRR-HUD|here]]. Image on right.&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?t=21525 Console Log MFD] (2023 - only works on Oolite v.1.91 or newer) saves old Console Messages and puts them on an MFD&lt;br /&gt;
* [https://app.box.com/s/uc54ecg76y7945hd8w3kyler9bkqdhvp Deep Space HUD (Box.com)] - from PHkb's [https://bb.oolite.space/viewtopic.php?p=254987#p254987 archives]. By Deepspace (2009).&lt;br /&gt;
* [[Deeper Space HUD]] - (2017) by Pleiadian with Current Location Display and Current Risk notifier. GitHub site download. Image on right.&lt;br /&gt;
* [[Failing HUD]] - (2015) by [[User:Spara|Spara]]. As maintenance becomes more urgent, your HUD starts flickering!&lt;br /&gt;
* [[HoloNum HUD]] - (2012) by Rese249er: Fresh from the design board of 249th NRW R&amp;amp;D, the Holographic Numerical HUD is the latest in visual aid for navigation and dogfighting.&lt;br /&gt;
* [https://app.box.com/s/9d74udbtcvmndtxuai8v HUD Requests.oxp] - Norby's 2013 techdemo for improving HUDs (leading to improvements in Oolite v.1.80)&lt;br /&gt;
* [[Isis HUD]] - by Killer Wolf (2012). Refreshed with HUDSelector compatibility added in, and a docked HUD, but supports no MFD's.&lt;br /&gt;
* [[JB's Dynamic HUD]] - (2010) by JeffBTX. Different versions for different conditions. [https://app.box.com/s/zq6hgs9ocl Download]&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=17258 MilHUD Refit] - (2015) by Wolfsstar BH (Does not include broken glass screen overlay)&lt;br /&gt;
* [[Pie Chart Style HUDs]] - (2011) by [[User:CommonSenseOTB|CommonSenseOTB]] as seen [[HUD images here#Pie Chart Style HUDs|here]].&lt;br /&gt;
* [[Sniper Camera System HUD]] - (2011) by [[User:CommonSenseOTB|CommonSenseOTB]] as seen [[Sniper Camera System HUD|here]]. Image on right.&lt;br /&gt;
* [[Steampunk HUD]] - by Killer Wolf (2012). Refreshed with HUDSelector compatibility added in, but supports no MFD's.&lt;br /&gt;
* [[Z-GrOovY MiLHUD]] (2013) by Dertien. Image on right.&lt;br /&gt;
&lt;br /&gt;
=== Mechanics ===&lt;br /&gt;
[[File:Extended Shipyards 2.png|thumb|right|300px|Extended Shipyards allows test drives and rentals]]&lt;br /&gt;
*[[Alternate jump range indicator OXP]] for F6 screen - by [[User:Spara|Spara]] (2015)&lt;br /&gt;
*[https://app.box.com/s/9rz2f16e3ohulnke0mk42d9lbylyq791 Cargo_Handling.oxp]- by [[User:Phkb|Phkb]] (2018): Loading/unloading cargo now takes time&lt;br /&gt;
*[[Configurable Populator]] makes some populator settings easily adjustable (requires Oolite 1.84 and Library OXP). {{#downloads:Configurable_Populator.oxz}} downloads. Discussion [https://bb.oolite.space/viewtopic.php?p=250240#p250240 here] (2016).&lt;br /&gt;
*[[Derelicts don't count OXP]] by [[User:Milo|Milo]] (2022) - potshotting abandoned derelicts or dormant Thargons no longer count as &amp;quot;kills&amp;quot; for one's [[Elite Rating]].&lt;br /&gt;
*[[Extended Shipyards]] by [[User:Capt. Murphy|Capt. Murphy]] (2012). Allows test flights &amp;amp; ship hire. May no longer be compatible.&lt;br /&gt;
*[[Feudal Raiders]] by [[User:Stranger|Stranger]]. Adds wild feudal raiders to feudal states - and their neighbours!&lt;br /&gt;
*[[Friend or Foe]] by Tricky (2012). Enhances ship-group interaction. Requires some tweaking of ship scripts.&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=288284#p288284 Gravitation oxp] by Tch (2013) - Alnivel's working download is 3 posts above in the thread.&lt;br /&gt;
*3x [[Penalize Death OXP]] Making death hurt (2012). By [[User:Spara|Spara]] - 2 other OXPs - IronMan OXP &amp;amp;  Higher Guidance OXP are also detailed on that wiki page.&lt;br /&gt;
*'''Pirate Ambushes''': Introduces a new tactic for pirates in lower-government systems- Hijacking the Witchspace buoy and moving it to a more 'advantageous' position. See Deep Horizon collection below (2011).&lt;br /&gt;
*'''Population Control.oxz''' (Phkb's collection below, 2019) is intended to limit the size of pirate groups in safer systems. The number of police patrols is also increased slightly.&lt;br /&gt;
*[[Route Planner OXP]] by Alnivel (2022). Recalculates the route to your final destination at each stop, deviations thus being included.&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=17042 Ship Condition] by [[User:Spara|Spara]] (2014) - shows condition of your ship hull on the F5 screen&lt;br /&gt;
*'''Space Lane Adherance Bonus.oxz''' (Phkb's collection below, 2016) was intended as a way of dealing with the ''go off-lane to avoid pirates recommendation'', normally given to new pilots who are struggling with combat in the early part of the game. It encourages staying on the witchpoint-to-planet spacelane by giving a small bonus to players who stay on or close to it.&lt;br /&gt;
*[[Station Options]] by cag: a comprehensible oxp for tampering with the preferences of other oxp's, but alas, only a beta version (2021)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=16352 Witchdrive/Torus &amp;quot;fix&amp;quot;]: ([[User:Astrobe|Astrobe]], 2014) Fast speed damages front shields - ingredients for a DIY .oxp (but see [[Hard Way]])&lt;br /&gt;
&lt;br /&gt;
==== Changing the Ooniverse ====&lt;br /&gt;
*[[Dynooverse]] by [[User:Wildeblood]] (2025) - a dynamic ooniverse where the politics/economy/population of systems changes over time.&lt;br /&gt;
*[[Lost In Space]] by [[User:Wildeblood]] (2025) - Galaxy Generator - endlessly recreates G1/Santaari differently each time you galactically jump&lt;br /&gt;
*[[Tachyona]] by [[User:Wildeblood]] (2024) - planet moving between [[Sector1/Teorge]] and [[Sector1/Arusqudi]]&lt;br /&gt;
*[[Thargoidifier]] by [[User:Wildeblood]] (2025) - For OXP developers: converts a regular system to one subjugated by Thargoids&lt;br /&gt;
*[[World Builder]] by [[User:Wildeblood]] (2025) - edit a solar system's F7 description to what you want!&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
[[File:Eredvian Insects.png|320px|thumb|right|Another_Commander's blue-ish Bug (Miscellaneous OXPs)]]&lt;br /&gt;
[[File:Sotl-hyperspace.png|320px|thumb|right|SOTL: Hyperspace travel (Miscellaneous OXPs)]]&lt;br /&gt;
&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=278096#p278096 AdjustPrimableEquipmentManager.oxz] makes the F4 screen's &amp;quot;Primable Equipment&amp;quot; page more comprehensible ([[User:Phkb|Phkb]] (2023) For v.1.90 or earlier&lt;br /&gt;
*[[Autopause]]: lets the game run and then pause itself on red-alert. Hoqlinq &amp;amp; [[User:Astrobe|Astrobe]])&lt;br /&gt;
*[[Media:InsectPicsOnSysDesc.oxz|Bugs, glorious Bugs]] puts a bug on the F7 page when you inspect an insect-dominated system ([https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=7762 BB thread] 2010) by [[User:Another commander|Another_Commander]]&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=104034#p104034 CargoWreck showroom] (2010?) for displaying full-sized barrels on the start-up screen of old versions of Oolite&lt;br /&gt;
*[[Cargo Space Correction OXP]] - Phkb's auxiliary OXP to sort out conflicts between other cargoSpaceCapacity-script OXPs and the [[vanilla game]]&lt;br /&gt;
*[[Cutscene]] (2012, Copyright: [[User:Svengali|Svengali]]) a demo cutscene for v.1.77 trunk users&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=261681#p261681 FixWolfs.oxz] corrects a typo on the F7 planet description pages (should be ''Wolves'') - Phkb (2018)&lt;br /&gt;
*[[Goliath OXP]] (2011, Copyright: Thargoid special), [[User:Thargoid|Thargoid]]'s experimental GalCop battery cannon firing humoungous deadly sugar cubes!&lt;br /&gt;
*[[Interface Reordering OXP]] reorders the categories and their contents on the [[F4 page (ship and system interfaces)]] &lt;br /&gt;
*[[Normalising Cobra Mk III Price]] reduces the price of some Cobra Mk III retextures back to 150,000₢. By Phkb, 2018.&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=21866 Quick Visa OXZ] provides horrendously expensive &amp;quot;Visa purchasing options&amp;quot; on arrival at the Witchpoint Beacon for users of [[Diplomancy OXP]]&lt;br /&gt;
*[[SecComFinder|SecCom Finder]] for the Galactic Navy marks Navy Sector Commands in each F6 Galaxy chart. By Runghold, 2017.&lt;br /&gt;
*[[Serial Killer OXP]] records systems where you killed something (a modification of the Explorer's Club OXP, - [[User:Wildeblood|Wildeblood]], 2024)&lt;br /&gt;
*[[Start locations variety pack]] - start your game in Velete (NE of G1) - or in any of the other galaxies! [[User:Cholmondely|Cholmondely]], (2025).&lt;br /&gt;
*[[Station Validator]] remembers the destruction of orbital stations, preventing their magical resurrection on one's next visit to the system. [[User:Spara|Spara]] (2014).&lt;br /&gt;
*[[Tachyona]] adds a planet moving between solar systems (script only - [[User:Wildeblood|Wildeblood]], 2024)&lt;br /&gt;
&lt;br /&gt;
==== • Leaving the known Ooniverse ====&lt;br /&gt;
*[[Galactic Misjump OXP]] - what happens if you misjump between galaxies? By [[User:Cim|Cim]] (2012).&lt;br /&gt;
*'''Song of the Labyrinth''': 2 new discovery games by [[User:Cim|Cim]] using the Oolite mechanism&lt;br /&gt;
:the first: [[SOTL Exploration]] features new ship, new galaxy, lethal witchspace travel... (2015).&lt;br /&gt;
:the second: [[SOTL Altmap]] features new ships, new galaxies with power blocks &amp;amp; unsettled systems, 40 commodities, NPC Torus drives... (2015) Unfinished.&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=174714#p174714 Template for a Galactic Hyperdrive XG] to reach more galaxies ([[User:Wildeblood|Wildeblood]], 2012). You need to know how to manipulate the [[Galaxy Seeds]], and rejig all sorts of gubbins.&lt;br /&gt;
&lt;br /&gt;
==== • Ancillary OXPs burnishing other complex OXPs ====&lt;br /&gt;
*Library OXP ancillaries:&lt;br /&gt;
:*[https://app.box.com/s/271jbpimu2jbs6au913ujkq3y7gcgkr4 LibraryConfigOnF2.oxz] relocates the anti-immersive &amp;quot;Config for AddOns&amp;quot; from the in-game docked F4 screen to the Game Options F2 screen (by Phkb 2025)&lt;br /&gt;
:*[https://bb.oolite.space/viewtopic.php?p=301851#p301851 PADCustomAvatars.oxp] allows the (relatively) easy addition of custom player portraits to the choice in Library's P.A.D. (by Phkb 2025)&lt;br /&gt;
*Diplomancy OXP ancillaries:&lt;br /&gt;
:*[[File:DigebitiSubject.0.92.oxp.zip|Digebiti Subject OXP]] grants subjecthood of Digebiti for users of [[Diplomancy OXP]]&lt;br /&gt;
:*[https://app.box.com/s/stnhgdubo7ogn0ug3e7zqfhyksw182wz RexebeCitizen.oxz] grants citizenship of Rexebe for users of Diplomancy who want ''eg''. to try out [[Hermitage]] (Phkb, 2021)&lt;br /&gt;
:*[[Quick-Visa]] is already on the in-game [[Expansions Manager]]&lt;br /&gt;
*BGS OXP ancillaries:&lt;br /&gt;
::See under Ambience (sound), above&lt;br /&gt;
&lt;br /&gt;
=== Missions ===&lt;br /&gt;
* [[Amber Moon Chronicles]] Archaeological ruins by Stormrider (2015 mission, unfinished).&lt;br /&gt;
* [[Localhero OXP]] another broken mission by [[User:Svengali|Svengali]] (2008).&lt;br /&gt;
*[[Media:OoliteInternals for 1.71.zip | Oolite Internals]] (downloaded {{#downloads:OoliteInternals for 1.71.zip}} times) 3 internal Oolite missions in JS by Eric Walch (2008)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Recession OXP]] by JohnSmith (2006) - escort trader Othello Truss's [[Anaconda (Oolite)|Anaconda]]. Broken.&lt;br /&gt;
* [[Victim 11]] is a mission written by [[User:Fatleaf|Fatleaf]] (2011): You need to finish [[The Assassins Guild OXP]] first (Galaxy 7). Possibly broken.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:IA PCC.jpg|thumb|right|200px|Iron Ass OXP: Python Class Cruiser]]&lt;br /&gt;
[[File:Beatniks shipset pic 002.png|thumb|right|200px|Beatnik's Cobra]]&lt;br /&gt;
[[File:Griff's SpecGloss Gecko.png|thumb|right|200px|Griff's SpecGloss Gecko]]&lt;br /&gt;
[[File:Dertien's HPC pack 1.png|thumb|right|200px|Z GrOovy HPC pack: equipment is damageable!]]&lt;br /&gt;
=== Retextures ===&lt;br /&gt;
==== Managing retextures ====&lt;br /&gt;
Have you seen ''this'' page in the wiki: [[Installing multiple retexture OXPs]]?&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=17251 Griff Core Replacement OXP &amp;amp; Griff Rebalancer OXP] (2015)&lt;br /&gt;
&lt;br /&gt;
==== Ships retextures: Shipsets ====&lt;br /&gt;
*[[User:Another commander|Another commander]]'s upgrades (for v.1.88's improved graphics) of [[User:Gsagostinho|Gsagostinho]]'s retextures for some of his Asps &amp;amp; FdLs: [https://drive.google.com/file/d/1NL68hOY2GgGVmJZV1M1eu_FeZXDEtNxQ/view AspAndFDLSpecGlossMaps.zip] &lt;br /&gt;
*[[BBS Shippack]] 35 Oolite/Frontier ships with flashing running lights - includes desktop wallpapers (1920x1080)! 16.6 MB (by [[Dertien]], 2013-14) - most of these are retextures&lt;br /&gt;
*[[ChakyCrooksReplacers]] OXP - Chaky's 2009 retextures and updates for Amen Brick's 2008 [[Pirate Clan Blitzspears]]&lt;br /&gt;
*[[Iron Ass OXP]] - by [[User:Murgh|Murgh]] (2022). When this goes up on the in-game Expansions Manager, it should be removed from here! A set of 8 OXP's - retextures of old ships, the LAve.oxp, missionaries &amp;amp; an old witchpoint beacon. New additions include clannish Finnish traders, navy battleships, more interractive Refugee Adders, ''etc''. Very much worthwhile looking at!&lt;br /&gt;
*Griff's old pre-OXZ textures - see Spara's ''Collections'' below.&lt;br /&gt;
*[[No Shaders alternate or extra ships and accessories]] - collection: Griff, Z_Groovy, Staer9, ZygoUgo ''etc''.&lt;br /&gt;
*[[Media:Oolite.oxp.captsolo.shadydeepspaceships1.21.oxz | Shady Deep Space Ships]] (downloaded {{#downloads:Oolite.oxp.captsolo.shadydeepspaceships1.21.oxz}} times) by Capt Solo (2012) - 57 Mb&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ships retextures: Individual ships ====&lt;br /&gt;
*[[Beatnik's Cobra‎]] - Captain Beatnik's retexture with a new HUD (2012)&lt;br /&gt;
*[[https://app.box.com/s/5xbksy48qr9cp31z2wpef6wjla05s3ih/file/1994238736092 DMD_Facelift]] for the [[Darkside Moonshine Distillery]] OXP (Phkb, 2025)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=251284#p251284 Fer-delta-Lance] by Ngalo (2016)&lt;br /&gt;
*[[Freaky Thargoids OXP]] - from 2011 to demonstrate use of shaders by [[User:Ahruman|Jens Ayrton]]&lt;br /&gt;
*[https://drive.google.com/file/d/1Ub-PYDGvZOfhGKVvPnMYnUks_oqT3Xe6/view Griff's Organic Thargoids] - by [[User:Griff|Griff]] from 2009 - slightly tougher than the usual&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=275736#p275736 Griff's Silverback Thargoids] - by [[User:Griff|Griff]] from 2009 - slightly tougher than the usual&lt;br /&gt;
*Griff's [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=21170 SpecGloss retextures] (2023-5): Adder, Cobra Mk1, Cobra Mk3, Gecko, Mamba, Moray, Sidewinder &amp;amp; Viper - these are quite magnificent. Especially the Gecko &amp;amp; the Adder.&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=47498#p47498 Icecream Hotdog.oxp] by [[User:Griff|Griff]] (2008) - adds 4 cobras with hull-mounted hotdogs or icecream cones each time the player launches from a station&lt;br /&gt;
*[[Z GrOovy HPC pack]] (2014) Dertien's Cobra &amp;amp; Sidewinder with lasers, landing gear and other bits you can shoot off!&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous/other retextures ====&lt;br /&gt;
*Buoy: Old Witchpoint Buoy ([[WPB OXP]]) (2021) - [[User:Murgh|Murgh]]'s update of [[User:Svengali|Svengali]]'s update: [https://app.box.com/s/g7eozsjou4q3gqmu5l89oop71z08d4nf WPB v1.2] (2.2 MB)&lt;br /&gt;
*Buoy: Old Witchpoint Buoy ([[WPB OXP]]) (2013) - [[User:Svengali|Svengali]]'s update of [[User:Murgh|Murgh]]'s original: in Svengali's collection (in &amp;quot;Picks&amp;quot;) (see &amp;quot;Collections&amp;quot; beneath)&lt;br /&gt;
*Ships: YAH constore defenders: [[User:Simon B|Simon B]] created a set of Neolite retextures for the [[YAH]] Constore Defenders. [http://app.box.com/shared/yc3rhky0ci &amp;quot;Download alternative defender set: Yaw_neolite.zip&amp;quot;] (2009, 2.6 MB in size)&lt;br /&gt;
*Ships: Shaderless (for old computers) - [[No Shaders alternate or extra ships and accessories]] - collection: Griff, Z_Groovy, Staer9, ZygoUgo ''etc''.&lt;br /&gt;
*Station: [[Coriolis (burning)]] (2008) - [[User:Griff|Griff]]'s recreation of a &amp;quot;burning&amp;quot; coriolis for use in other OXP's&lt;br /&gt;
*Station: [https://app.box.com/s/jf1et41yu3 Capt Kev's Dodo] - retexture by [[User:CaptKev|CaptKev]] &amp;amp; [[User:Griff|Griff]] (2010) - three versions: standard, Mayan &amp;amp; Imperial&lt;br /&gt;
&lt;br /&gt;
=== Ships ===&lt;br /&gt;
[[File:Amphisbaena.jpg|thumb|200px|right|Amphisbaena (Ships OXPs)]]&lt;br /&gt;
[[File:Frog-sr.png|thumb|200px|right|Frog Space Rickshaw (Ships OXPs)]]&lt;br /&gt;
[[File:Delta-fdl-PR.png|thumb|200px|right|Ngalo's Fer-delta_Lance (Ships OXPs)]]&lt;br /&gt;
[[File:U31 odyssey.png|thumb|200px|right|Odyssey (Ships OXPs)]]&lt;br /&gt;
[[File:Prohip xpat1.jpg|thumb|200px|right|Refugee Adder (Ships OXPs)]]&lt;br /&gt;
*[[Amphisbaena]](formerly known as Copperhead: 2012): ''not'' an ubership, by [[User:Rorschachhamster|Rorschachhamster]]&lt;br /&gt;
*[[Animated Ships]] (2010) - Butterflies - an experiment by [[User:Thargoid|Thargoid]].&lt;br /&gt;
*[[Baakili Far Trader]] (from Zieman's collection below, 2010)&lt;br /&gt;
*[[Boomslang|Boomslang MK IV]] - see bottom of the page for Tsoj's 2016 update of this venerable ship&lt;br /&gt;
*[[BBS Shippack]] 35 Oolite/Frontier ships with flashing running lights - includes desktop wallpapers (1920x1080)! 16.6 MB (by [[Dertien]], 2013-14)&lt;br /&gt;
*[[Capisastra OXP]] - fleets of nasty low-tech marauding amphibians for Galaxy 4 by [[User:Selezen|Selezen]] (2007) - also named Seosu.oxp&lt;br /&gt;
*[[Final Capital]] - big ship. Could be a liner. Or something else. Eric Walch (2011).&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=13932 Freighttrain] (2013) - Keeper's .oxp variant is at the end of the thread.&lt;br /&gt;
*[[Frog Space Rickshaw]] - by [[User:Murgh|Murgh]] from 2006&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=7791 Giant Robot Invaders: Flying Fortress (GRIFF)] - by [[User:ADCK|ADCK]] (2010)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=19732 Gigantophis v0.1] - heavy cargo vessel by Knotty (2018)&lt;br /&gt;
*'''HardBase''' - massive, ugly and slow ([[User:Norby|Norby]] - see his Collection, below)&lt;br /&gt;
*[[Koneko Industries]] - by [[User:RyanHoots|RyanHoots]] (2012) - shipyard in Galaxy 5&lt;br /&gt;
*[[Lazarus OXP]] Scooped Thargons come back to life and blast their way out of your hold! By [[User:Thargoid|Thargoid]] (2013)&lt;br /&gt;
*'''Navy Starships''' - by Charlie (2006) - the Interceptor and the Constitution: see his collection below&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=17349 Nova Ships] - by Vincentz (2015) - a pack of 4 (fighter, gunship, liner &amp;amp; shuttle), &amp;quot;Nova Start&amp;quot; &amp;amp; a soundset pack for the old BGS-M oxp&lt;br /&gt;
*[[Odyssey]] by maaarcooose (2013) from Ulysses 31 &lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=13487 Orion] by Rorschachhamster (2013) - German SciFi space ship&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=16375 '''Outlanders''' D-class ships v0.2] (2014) - by Hiasakite: from a little known, isolated sect of humanity, nicknamed the ‘Outlanders’&lt;br /&gt;
*'''Pizzaship''' by MarcusRG (2012) - see bottom of [[Giant Space Pizza]] page&lt;br /&gt;
*[[Refugee Adder]] by [[User:Murgh|Murgh]] (2005) - elongated adders bearing refugees (or [[Trumbloids|trumbloids]]... or slaves).&lt;br /&gt;
*[[Renegade Pirates OXP]] by [[User:LittleBear|LittleBear]] in 2006 and featuring [[Twin Plasma Cannon]]s! - so probably utterly obsolescent &lt;br /&gt;
*'''RocketMiner''' - a starting ship ([[User:Norby|Norby]] - see the last page of his Collection, below)&lt;br /&gt;
*[[RocketShips]] - fast ships which overheat by [[User:Norby|Norby]]&lt;br /&gt;
*[[Rusty Ass OXP]] - Murgh's 2022 update of his 2005 original - ships come in 3 cheaper degrees of decrepitation, with attendant maintenance issues&lt;br /&gt;
*Seosu.oxp (see Capisastra.oxp above)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=21774 Sidewinder NG] by DavidKroc (2025)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=16380 SKS Ships] by Sir Arian (2014): Light, Panther Clipper, Predator, Rhino, Spaceliner&lt;br /&gt;
*[[Spearhead Interceptor Mk.I]] by Rendell (2006): a light &amp;amp; agile fighter&lt;br /&gt;
*[[Starship Design Works]] - from 2012.oxp&lt;br /&gt;
::[https://app.box.com/s/amy2tku99l27pb2fg9rr ''Mamushi version 0.4'']&lt;br /&gt;
::[https://app.box.com/s/9ufjdbb29cxobbmav1c3 ''Osoroshii version 0.3'']&lt;br /&gt;
*[[Stealth Raiders]] (by [[User:Rustem|Rustem]] 2019) - nastier foes in safer systems (beta)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=288238#p288238 Tiger Ray] by Jona (2014) - a lower-end fighter: includes pilot and cockpit interior&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=10809 Trident Privateer] by Cmdr Vault (2011) - not quite finished&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=299280#p299280 TurboAnaconda] by Commander MacSeumas (2011) - a faster, less agile Anaconda variant&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=135232#p135232 Uber] by Frankie (2006) The first ubership?&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=21280 Wavefront] by idkman  (2022) - see Montana05's post for a working download. A powerful mutli-role fighter with a new laser.&lt;br /&gt;
*[[WonderWorm]] adds 'Time Raiders' and a buyable version of their uber-ships. Not to be taken seriously! [[User:Smivs|Smivs]] (2011)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=150258#p150258 Wyvern Ladies] adds armed long-range transports Wyvern Empress &amp;amp; Wyvern Queen, and the Wyvern Princess escort - by Wyvern Mommy (2011)&lt;br /&gt;
*[[Z-ships]] - 4 additional ships for the Ooniverse (2012)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=11384 Zeke Mining Transporter] (2011) - don't forget to change https://www.box.com to https://app.box.com for the download!&lt;br /&gt;
&lt;br /&gt;
:Links to the following collections are at the ''bottom'' of this page&lt;br /&gt;
*Simon B's collections&lt;br /&gt;
*Dark Wolf's collection (2009-13)&lt;br /&gt;
*Svengali's collection: Picks - [[Pallas]] (2012) - updated version of Charlie's original (2005?)&lt;br /&gt;
*Svengali's collection: Picks - RoC [[Remorse Of Conscience v2]] (2013 update of originals from 2005 &amp;amp; 2011)&lt;br /&gt;
*Svengali's collection: Picks - [[RVandGS]] Renegade Viper and Grass Snake (2011 update of 2006 originals)&lt;br /&gt;
&lt;br /&gt;
=== Systems ===&lt;br /&gt;
[[File:Galactic Navy.png|thumb|right|Galactic Navy (Systems OXPs)]]&lt;br /&gt;
[[File:Her Imperial Majesty's Space Navy.png|thumb|right|HIMSN (Systems OXPs)]]&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=20670 Dangerous Galaxies] (Erick Costa 2020) changes politics in galaxies so that Galaxy 1 is more Corporate, and as one moves to Galaxy 8 they become more Anarchic.&lt;br /&gt;
* [[Factions OXP]] - For Multi-govt systems: a space-fight for control of such systems&lt;br /&gt;
* [[Galactic Navy]] - the [[Galactic Navy OXP]]. This is a suite of OXPs - and there is also Switeck's variant to consider.&lt;br /&gt;
* [[249th Naval Reserve Wing OXP]] by Rese249er (2012) - can stand alone or combine with either the Galactic Navy or with HIMSN.&lt;br /&gt;
* [[Her Imperial Majesty's Space Navy‎‎]] alpha OXZ from a two year project to create a more modest alternative to the [[Galactic Navy]] (2014).&lt;br /&gt;
&lt;br /&gt;
''Based on GN &amp;amp; HIMSN'':&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=19389 Galactic Navy Extend] - 3 modules by Montana05 (2018-20):  GNE, System Guard Navy &amp;amp; Mercenaries&lt;br /&gt;
&lt;br /&gt;
''Based on HIMSN'':&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=18548 Material for potential &amp;quot;NVSecurity OXP&amp;quot;] Keeper's transformation of his input to &amp;quot;NVSecurity OXP&amp;quot; (2017)&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
* [[CustomLasers|Custom Lasers]] (2012): 8 new lasers including 2 dual mode mining/combat lasers by [[User:CommonSenseOTB|CommonSenseOTB]]&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=11909 Crybaby] by Dr Tripsa (2012): mounts as a missile, looks like a cargo pod &amp;amp; blows pirates to Kingdom Come!&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=4135 MaegilsMissiles.oxp/Missiles Options oxp] by [[User:Cmdr. Maegil|Cmdr. Maegil]] (2007)&lt;br /&gt;
* [[Media:Oolite.oxp.Astrobe.missiles.oxz | Missiles]] (downloaded {{#downloads:Oolite.oxp.Astrobe.missiles.oxz}} times) improves function of ECM (Astrobe, 2017)&lt;br /&gt;
* [[Paint Missiles]] by [[User:Ngalo|Ngalo]]. Paint your target - or the Ooniverse generally - a lurid colour!&lt;br /&gt;
* [[Railgun]] by [[User:Commander McLane|Commander McLane]] (2011): 4 different varieties.&lt;br /&gt;
* [[Thargoid Weaponry]] by Nexus-Hex (2017)&lt;br /&gt;
&lt;br /&gt;
=== Don't ask! ===&lt;br /&gt;
Do not ask! Do not think about asking! Do not even think about thinking about it!&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=20471 Thanksgrooving Pack] by GearsNSuch (2019)&lt;br /&gt;
&lt;br /&gt;
=== Named Collections ===&lt;br /&gt;
&amp;lt;font color=&amp;quot;Green&amp;quot;&amp;gt;Note on downloading from Box: if one cannot download individual oxp's from Box, try deselecting your desired oxp and clicking the &amp;quot;download&amp;quot; button in the top right corner of the page. You may be rewarded with a single bulky download of each and every file in that collection instead! &amp;lt;br&amp;gt;Alternatively, edit the name of the Box site, replacing http://''www''.box.net/... with http://''app''.box.net/... &amp;lt;/font&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* ''These are listed in an approximate date order of the newest oxps in each collection, oldest (2006/7) at the bottom.''&lt;br /&gt;
&lt;br /&gt;
==== Phkb (2014-21) ====&lt;br /&gt;
[[File:Rock Hermit sm.png|thumb|right|320px|Phkb's Hermitage allows you to own and develop your own Rock Hermit]]&lt;br /&gt;
* [[User:Phkb|Phkb]]'s ''experimental'' OXPs (see [[User:Phkb|here]] for the links to the OXPs - and their discussions): 2021&lt;br /&gt;
::'''CompressedJSON.zip''' is a utility designed for '''OXP developers'''. Many OXP's use JSON to package up data into the save game file, and then extract it again when loading the game. JSON is a rather bulky format, though, and it doesn't take long for your data to start making your save game file quite large. Compressed JSON simply reduces the amount of space the JSON data takes up, thereby reducing your save game file. See the readme file inside the ZIP for details on how to use it.&lt;br /&gt;
::[[Hermitage]] gives you the opportunity to own your own [[Rock Hermit]].&lt;br /&gt;
::[[Maintenance Tune Up]] provides the ability to do a [[maintenance]] tune up, even when the normal overhaul is not available.&lt;br /&gt;
::'''Population Control.oxz''' is intended to limit the size of pirate groups in safer systems. The number of police patrols is also increased slightly. &lt;br /&gt;
::'''Risky Business.oxz''' aims to make Multi-Gov, Feudal and Anarchy systems more rewarding for traders, by tweaking prices on a few goods. Goods that are already over the average could be increased. Goods that are below the average could be reduced. Not all goods will be impacted at all locations. &lt;br /&gt;
::'''Space Lane Adherance Bonus.oxz''' was intended as a way of dealing with the ''go off-lane to avoid pirates recommendation'', which is normally given to new pilots who are struggling with combat in the early part of the game. This OXP encourages players to stay on the witchpoint-to-planet spacelane by giving a small monetary bonus to players who stay on or close to it as much as possible.&lt;br /&gt;
:: [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=20179 PlanetForests.oxp &amp;amp; PlanetOceans.oxp] for the [[Vanilla game]]: restores the image of the planet to match its description on the F7 page.&lt;br /&gt;
* Phkb's [https://app.box.com/s/5xbksy48qr9cp31z2wpef6wjla05s3ih Box account] - with some new ones recently added!&lt;br /&gt;
&lt;br /&gt;
==== Montana05 (2021) ====&lt;br /&gt;
*[[User:Montana05|Montana05]]'s collection of lost/mislaid oxp's is on [https://app.box.com/s/fcqpgs9t3m8gmcas8dwesuoxa0c1dfxd Box]. In many cases he has fixed/updated them. Most of these are now on the Expansions Manager.&lt;br /&gt;
&lt;br /&gt;
==== Rustem (2018-9) ====&lt;br /&gt;
*[[User:Rustem|Rustem]]'s collection is on [https://app.box.com/s/0xbwnuqpxunh8uvtppnv40mjnecdlkpz Box]. Different versions of [[Orbits]], with tweaks for some other oxps to align with Orbits. Also Norby's MicroGTorus. 11 oxp's. &lt;br /&gt;
*Not in either his collection or the [[Expansions Manager]] is [[Stealth Raiders]] (2019) - nastier foes in safer systems&lt;br /&gt;
&lt;br /&gt;
==== Svengali (2012-18) ====&lt;br /&gt;
[[File:Pallas sv.png|thumb|right|Charlie's Pallas as rejigged by Svengali]]&lt;br /&gt;
*[[User:Svengali|Svengali]]'s Collection on [https://www.box.net/s/h78y01lg9b Box]. 2016-8, but many from 2012. Seemingly a mix of stuff already posted for more general in-game use, with some more esoteric gubbins for .oxp programmers (for using Library, GNN ''etc''). Over 120 files (some .oxps). His picks seem to be older files which he was maintaining.&lt;br /&gt;
::Picks - [[Pallas]] (ship)&lt;br /&gt;
::Picks - RoC [[Remorse Of Conscience v2]] (2013) (ship)&lt;br /&gt;
::Picks - [[WPB OXP|WPB]] (2013) Old Witchpoint Buoy&lt;br /&gt;
::Picks - [[RVandGS]] Renegade Viper and Grass Snake (2011)&lt;br /&gt;
::Tools - CCL Materials Finder (for Cabal Common Library)&lt;br /&gt;
::Developers Edge (Library) - Halsis2.oxp&lt;br /&gt;
::Developers Edge (Library) - Lib Animator Demo.oxp&lt;br /&gt;
::Developers Edge (Library) - Lib Music Orchestral Demo.oxp&lt;br /&gt;
::Developers Edge (Resources) - CCL Overlays (Empty)&lt;br /&gt;
::Developers Edge (Resources) - BGS i 15 files&lt;br /&gt;
::Developers Edge (Resources) - BGS images (4.1Mb)&lt;br /&gt;
::*BB Link: [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=16741 Svengali's OXPs - Maintainers needed (2014-5)]&lt;br /&gt;
*See also his [https://github.com/CmdrSvengali GitHub collection] (2012-18)&lt;br /&gt;
&lt;br /&gt;
==== Griff (2009-18) ====&lt;br /&gt;
A note about Griff's collections: they are spread around. The box account linked below is the largest collection, but there are also Spara's collection of Griff's collections, in '''Ships''' above there is Griff's Organic Thargoids, and in '''Ambience''', Ice Asteroid. &lt;br /&gt;
&lt;br /&gt;
Griff is the official ship designer for Oolite: the vanilla game ships, stations ''etc'' are all his.&lt;br /&gt;
&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=21170 griff SpecGloss ships]: updates for the new graphics possibilities available with Oolite 1.91 (2022)&lt;br /&gt;
*[https://app.box.com/s/rpkms25cc9 Griff's own Collection]: It will probably be better to download his oxp's from the Expansion Manager... but if you are running an older version of Oolite, his collection may be helpful. If you are OXPing yourself, it should prove invaluable.&lt;br /&gt;
::It includes such oddities as a burning alloy movie!&lt;br /&gt;
*[https://app.box.com/s/cigqflqenyoe4a3zr571y3hrrbwne07c Griff's own Collection]: Core Shipset for Oolite v1.80 (2014-15)&lt;br /&gt;
*[https://app.box.com/s/rpkms25cc9 Griff NormalMapped Ships]: Shipset for Oolite v.1.80 (2014-8) includes a chrome-plated Cobra Mk.3, an alternate Cobra &amp;amp; glowing cargo pods&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=275762#p275762 Spara's collection] - Spara's &amp;amp; Griff's comments with link (to 2021 collection of 2012-14 .oxp's).&lt;br /&gt;
&lt;br /&gt;
==== Stormrider (2014-17) ====&lt;br /&gt;
*Stormrider's original [[Darkside Moonshine Distillery]] with other projects: [https://app.box.com/s/3nd49c88697vss81iqen Here!]&lt;br /&gt;
::Stormbrewer (various versions)&lt;br /&gt;
::Antient aliens ([[Amber Moon Chronicles]])&lt;br /&gt;
::Witchfire taproom resources&lt;br /&gt;
::Oogle Transporter&lt;br /&gt;
&lt;br /&gt;
==== Norby (2013-17) ====&lt;br /&gt;
*[[User:Norby|Norby]]'s collection of his own programming tips/fiction/analyses ''etc'': [https://app.box.com/s/eh7et83sy4hbp1439o7o a Treasure Trove!].&lt;br /&gt;
*[[User:Norby|Norby]]'s collection of OXP's - mostly from 2013/14, many predate Oolite v.1.79: over 7 pages of lists: [https://app.box.com/s/t7vnj3kfinbpc7m1twy3/folder/916405308 another Treasure Trove]!&lt;br /&gt;
&lt;br /&gt;
*[[User:Norby|Norby]]'s collection of [[Isis Interstellar]] oxps: see [https://app.box.com/s/jwz5fc63ld6jiuittp65 Box] for the downloads. See also Killer Wolf's collection below.&lt;br /&gt;
[[File:King cobra hud.png|thumb|right|King Cobra HUD (Norby's Collection)]]&lt;br /&gt;
:: '''Isis HUD''': see [[Isis Interstellar]]&lt;br /&gt;
:: '''vamp reduxed improved engine flame''': see [[Isis Interstellar]]&lt;br /&gt;
:: '''spectre''': Isis Interstellar's Vampire Mk V, a secret military vessel fighting Thargoids in witch space. By Killer Wolf, last updated in 2011.&lt;br /&gt;
:: '''phantom''': a trader/fighter from Isis Interstellar with external missiles. By Killer Wolf, last updated in 2011.&lt;br /&gt;
:: '''Cobra IV''': Isis Interstellar's successor to the Cobra MkIII, available in trader and fighter variants. By Killer Wolf, last updated in 2011.&lt;br /&gt;
:: [[SothisTC]] Mr Troomp's trading centres&lt;br /&gt;
:: '''Wasps''' adds formation flying wasps, queen wasps, and wasp nests&lt;br /&gt;
:: [[Isis Interstellar]]&lt;br /&gt;
:: '''Diamondback''': see [[Isis Interstellar]]&lt;br /&gt;
:: '''Werewolf''': see [[Isis Interstellar]]&lt;br /&gt;
:: '''Venom''': see [[Isis Interstellar]]&lt;br /&gt;
:: '''Vamp3a''': see [[Isis Interstellar]]&lt;br /&gt;
:: [[Nuit Space Station OXP]]&lt;br /&gt;
:: [[King Cobra]]&lt;br /&gt;
&lt;br /&gt;
==== Keeper (2013-7) ====&lt;br /&gt;
*[http://www.keeper1st.com/Oolite Keeper's collection] includes his HUD, KeeperSky.oxp, Chrysopelea (a ship) &amp;amp; NVSecurity (see Systems above). There are also some BGS sounds (Keeper is a professional musician).&lt;br /&gt;
&lt;br /&gt;
==== SMax (2016) ====&lt;br /&gt;
*[https://bitbucket.org/%7B88b264f0-dd97-41ed-b2ac-041b2c9a1760%7D/ These] are just the originals of [[User:SMax|SMax]]'s OXPs (which are now on the Expansions Manager).&lt;br /&gt;
&lt;br /&gt;
[[File:Shurninja4.png|thumb|right|320px|Mandoman's Shuriken (Spara's Collection)]]&lt;br /&gt;
==== Spara (2015) ====&lt;br /&gt;
[[User:Spara|Spara]] has written some of the most crucial oxps dealing with trade, as well as a large number of others. But he also collects:&lt;br /&gt;
*[https://app.box.com/s/8r1jmsoi5tm7cqfncy2wbs82bzkf8fx8 Old OXP archive] (2015)- other people's old OXP's&lt;br /&gt;
::[[Moccasin]]&lt;br /&gt;
::Shrike by [[User:CaptSolo|CaptSolo]] - see [https://bb.oolite.space/viewtopic.php?p=196795#p196795 here]&lt;br /&gt;
::[[Fighter HUD (Oolite)|Fighter HUD]]&lt;br /&gt;
::[[Shuriken]] by Mandotech Industries&lt;br /&gt;
::[[Scimitar]] by Smivs &amp;amp; Griff&lt;br /&gt;
::Copperhead Yari - existed in 2012; on the wiki are only [[Copperhead]] &amp;amp; [[Copperhead Mk. II OXP]]&lt;br /&gt;
::[[Copperhead]]&lt;br /&gt;
::Isis HUD - Killer Wolf's [[HUD]] for his Isis ships&lt;br /&gt;
::vamp reduxed improved engine flame - ([[Vampire]])&lt;br /&gt;
::Spectre - ([[Staer9 Spectre]])&lt;br /&gt;
::Phantom - a trader/fighter from Isis Interstellar with external missiles by Killer Wolf&lt;br /&gt;
::[[Accipiter]]&lt;br /&gt;
&lt;br /&gt;
*[https://app.box.com/s/raw152biz9vom7i3c535bhqeiiq0subn Old OXP archive] (2021) - Griff's original textures from before v.1.80/2014 and the OXZ format: 3 files:&lt;br /&gt;
::Griff shipset resources&lt;br /&gt;
::Griff shipset addition&lt;br /&gt;
::Griff shipset replace&lt;br /&gt;
&lt;br /&gt;
==== Amah (2014) ====&lt;br /&gt;
*[[User:Amah|Amah]]'s [https://app.box.com/s/536ylq2u8pkctpj7uj8b Dropbox] (2014).&lt;br /&gt;
Amah's ocpc_custom_paintscheme_creation: the base OXP together with the retextures for the Cobras Mk I &amp;amp; III, the Anaconda and the Adder.&lt;br /&gt;
[[File:SwatCondorAd.jpg|thumb|right|300px|Condor (Charlie's collection)]]&lt;br /&gt;
[[File:FireflyQ.jpg|thumb|right|300px|Firefly (Charlie's collection)]]&lt;br /&gt;
[[File:Lampyris.jpg|thumb|right|300px|Lampyris (Charlie's collection)]]&lt;br /&gt;
[[File:MerlinAd.jpg|thumb|right|300px|Merlin (Charlie's collection)]]&lt;br /&gt;
&lt;br /&gt;
==== Zireael (2014) ====&lt;br /&gt;
*[[User:Zireael|Zireael]]'s [https://app.dropbox.com/sh/q8xqu5ymg79zuud/2iGq_BE_O9 Dropbox] (2014). Most of these have been updated and are on the [[Expansions Manager]]. The exceptions seem to be&lt;br /&gt;
::Elite rank scanner - see how deadly your opponents are!&lt;br /&gt;
::Frontier style map.oxp&lt;br /&gt;
::Jameson Faces.oxp&lt;br /&gt;
::New Style Dates.oxp (currently incorporated into [[Useful MFDs]].oxp).&lt;br /&gt;
&lt;br /&gt;
==== Tch ([[Roolite]]: 2013-14) ====&lt;br /&gt;
*[https://app.box.com/s/dyo1vedrxuyeyum3atci Tch's collection on Box]. Much is Russian translation of the English. Some is Russian instructions for writing oxp's. Some looks fascinating but won't unzip on my computer! Alnivel has an alternative unzippable collection [https://bb.oolite.space/viewtopic.php?p=288266#p288266 here]. Tch's Gravitation.oxp is in &amp;quot;Game Environment&amp;quot;.&lt;br /&gt;
::Tch_Documentation_RUS (Conflicting OXP's, planet textures)&lt;br /&gt;
::Tch_Stations (Aegis, models, main stations...)&lt;br /&gt;
::Tch_Game_Environment (Gravity &amp;amp; Orbits)&lt;br /&gt;
::Tch_Start_OXP (Languages ''etc''.)&lt;br /&gt;
::Tch_Russian_Systems ([[Sector1/Quorte|Quorte]]: Galaxy 1, Corporate, TL6, Average Agricultural)&lt;br /&gt;
::Tch_Landing_Module_002 (oxp, music &amp;amp; images: 2Gb!)&lt;br /&gt;
::Textures (72 Mb)&lt;br /&gt;
::Tch_Economics (3 files)&lt;br /&gt;
::Tch_Equipment (6 files - versions of English oxp's?)&lt;br /&gt;
::Tch_Sounds_Music_Images (4 files - Russian translations?)&lt;br /&gt;
&lt;br /&gt;
==== Eric Walch (2010-14) ====&lt;br /&gt;
*[[User:Eric Walch|Eric Walch]]'s collections on box (2010-4).&lt;br /&gt;
::OXPS for Oolite v1.74+ in [https://www.box.net/s/duvm9k33lz Box]: (2010-4): include TOGY with Steve Jobs, Dredger Showroom, Cargo Wreck Showroom and Final Capital&lt;br /&gt;
:::''the &amp;quot;showroom&amp;quot; oxp's display things on the start-up screen of the old versions of Oolite''&lt;br /&gt;
::Older OXPS in [https://www.box.net/s/duvm9k33lz Box]: (2010-4): include Ringpod, Nukes, Oosounds Combined, Freaky Thargoids and Ixian ships&lt;br /&gt;
&lt;br /&gt;
==== Thargoid (2009-14) ====&lt;br /&gt;
*[[User:Thargoid|Thargoid]]'s Collection in [https://www.box.net/v/thargoid Thargoid's Box]: (2009-14) 3 pages of over 50 OXPs mostly on the [[Expansions Manager]]&lt;br /&gt;
&lt;br /&gt;
==== ADCK (2009-14) ====&lt;br /&gt;
*[[User:ADCK]]'s Collection in [https://app.box.com/s/4z4em3fdyv ADCK's Box]: (2009-14) His [[FFE]] ships, [[Behemoth]]s, reworkings of Sung &amp;amp; Neolite retextures, and several others. &lt;br /&gt;
&lt;br /&gt;
==== JazHaz's BackUps ====&lt;br /&gt;
[[User:JazHaz|JazHaz]] did a lot of the early work on this wiki. He also backed up many oxp's in his own collections:&lt;br /&gt;
*Captain Murphy's OXPs in [https://app.box.com/s/5axsr83uf4g39ugsgo6h Box]&lt;br /&gt;
*[http://app.box.com/shared/cx2st8mjhv Deepspace Ships OXP] also in Box&lt;br /&gt;
&lt;br /&gt;
==== Maik's BackUps ====&lt;br /&gt;
[[User:Maik|Maik]] did much of the later work on this wiki. He backed up all the Oosat2 oxps with some of the Oosat1 added in for good measure. (2010-13)&lt;br /&gt;
*[https://app.box.com/s/r10e0dqufr?page=1 Maik's Box] (some will have been updated)&lt;br /&gt;
&lt;br /&gt;
==== Killer Wolf (2009-13) ====&lt;br /&gt;
[[Killer Wolf]]'s entire collection is in [https://app.box.com/s/m2jw4wo5fdjzu3b30ma4hg9fofypgudo Box] (2022)&lt;br /&gt;
Downloadable as an 87Mb zip file.&lt;br /&gt;
All his ships, HUDs &amp;amp; stations (excluding Hathor &amp;amp; Nephthys, which he posted a week earlier)&lt;br /&gt;
&lt;br /&gt;
==== Simon B (2011-13) ====&lt;br /&gt;
[[File:SimonB's ÜberTharg.png|right|300px|thumb|ÜberTharg]]&lt;br /&gt;
*Simon Bridges' re2dux ships collection in [https://app.box.com/s/kcvfxbsqh6 Box]&lt;br /&gt;
::taniwha&lt;br /&gt;
::oolific.oxp - the ''Oolite Princess'' liner&lt;br /&gt;
::re2dux.oxp - his re2dux shipset&lt;br /&gt;
::sb-navy - carriers &amp;amp; ancillary ships&lt;br /&gt;
::wakapiko-redux&lt;br /&gt;
::sb-faves (cobra variants)&lt;br /&gt;
::re2dux-vipers&lt;br /&gt;
::constrictor&lt;br /&gt;
::sbdestroyer-pre2 - naval destroyer&lt;br /&gt;
::ubertharg-pre1&lt;br /&gt;
::katipo&lt;br /&gt;
[[File:Simon B's Wolf HUD template.png|right|300px|thumb|HUD from the &amp;quot;Wolf&amp;quot; in the Arachnid oxp&amp;lt;br&amp;gt;Click to see detailing]]&lt;br /&gt;
*Simon Bridges' neolites ships collection in [https://app.box.com/v/neolites Box]&lt;br /&gt;
::neotextures - collection of textures, including those for an alien coriolis and alien ships&lt;br /&gt;
::neolite - retextures for the vanilla game ships&lt;br /&gt;
::wakatoro - (Maori - to extend/stretch/thrust) - suite of 8 new ships (one with designer HUD) also escape capsules, drones &amp;amp; missiles&lt;br /&gt;
::wakapiko - (Maori - to bend/to turn; murder/slaughter/massacre) - suite of 9 new ships&lt;br /&gt;
::typhoon - suite of 4 new ships: appaloosa, cougar, coyote &amp;amp; typhoon&lt;br /&gt;
::galcop - viper retextures, and adds in military &amp;amp; renegade vipers&lt;br /&gt;
::blade - variant of the asp&lt;br /&gt;
::arachnid - suite of 3 ships: avondale, katipo &amp;amp; wolf, each with their own HUD&lt;br /&gt;
::neolite-concepts (anaconda cruiser with subentities&lt;br /&gt;
::neolite-companion (different models for Murgh's [[Old Ships OXP]] - over a dozen ships&lt;br /&gt;
::neolite-wolfies (based on [[Wolfwood Interstellar Technologies|Wolfwood's Variants (2006)]] - 7 ships, each with their own HUD&lt;br /&gt;
''Some of [https://bb.oolite.space/memberlist.php?mode=viewprofile&amp;amp;u=2248 Simon B's] ships were repackaged by [[User:CaptSolo|CaptSolo]] for the [[Expansions Manager]]: see [[Simon B's Ships OXP]]''&lt;br /&gt;
&lt;br /&gt;
[[File:Long Range Scanner (Okti).png|thumb|right|320px|Okti's Long Range Scanner]]&lt;br /&gt;
&lt;br /&gt;
==== Okti (2011-12) ====&lt;br /&gt;
*[https://app.boxcn.net/s/bpl582x1hu Okti's Collection] from 2011-2&lt;br /&gt;
::[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=11921 SafeJumps] warns if target system's sun has gone nova&lt;br /&gt;
::[[Galaxy Info]] forerunner of Phkb's [[GalCop Galactic Registry]] &amp;amp; see [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=9943 BB thread here]&lt;br /&gt;
::[[Primable Laser]] - adds a second primable laser for clobbering the McNasties with!&lt;br /&gt;
::[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=10625 Autoskim] for automatic sunskimming&lt;br /&gt;
::PirateEBomb: - [[Cheating|cheat]] - kills every pirate in the system and then calls you a cheat!&lt;br /&gt;
::[[Long Range Scanner]] - [[Cheating|cheat]] - see ''everything'' in the star system&lt;br /&gt;
::CargoScanner: Since updated by Timer and now on the [[Expansions Manager]] as [[Cargo Scanner OXP]]&lt;br /&gt;
::[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=9182 OresratiChallenge]: For getting to [[Sector8/Oresrati]]&lt;br /&gt;
::[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=9615 InterstellarRescue]&lt;br /&gt;
::[[Pylon-based Equipment Remover]] Since rewritten by Phkb and now on the [[Expansions Manager]] as [[Remove Individual Pylon]].&lt;br /&gt;
::[[Target Tracker]] - [[Cheating|cheat]] - an infallible tracker for laser targets!&lt;br /&gt;
::[[Miner Pod OXP]]&lt;br /&gt;
::[https://bb.oolite.space/viewtopic.php?p=134292#p134292 SunSkimmerPod]&lt;br /&gt;
::OneWayTicket2Oresrati [https://bb.oolite.space/viewtopic.php?p=139500#p139500 mentioned here].  For getting to [[Sector8/Oresrati]]&lt;br /&gt;
::LinkG7 Links to the lost part of G7 (some two dozen systems in the bottom left corner of the map). For navigating [[The Great Rift]]&lt;br /&gt;
:::Note this issue and the solution: [https://bb.oolite.space/viewtopic.php?p=267490#p267490 (Problem, 2019)]&lt;br /&gt;
*Not in the Collection:&lt;br /&gt;
::[[Colonization]] - massive dockable which you can fly through (also listed in Dockables, above)&lt;br /&gt;
&lt;br /&gt;
==== Ramirez (2007-12) ====&lt;br /&gt;
[[User:Ramirez|Ramirez]]'s original website has sundered (http://www.arcadia-digital.net/steve/Oolite/) but [https://web.archive.org/web/*/http://www.arcadia-digital.net/steve/Oolite/* Wayback machine] has preserved some pages.&lt;br /&gt;
&lt;br /&gt;
==== Commander Cheyd (Deep Horizon) (2011) ====&lt;br /&gt;
[[File:DH Systems Cratered Moon.png|thumb|right|320px|Cratered Moon (Commander Cheyd's's Collection)]]&lt;br /&gt;
* [http://deephorizonindustries.com/ Deep Horizon Industries] - Commander Cheyd (2011)&lt;br /&gt;
::'''Deep Horizon - Systems''' v2.0.8 (Beta) Add additional planets and moons to your Ooniverse. Replaces the procedurally drawn planet textures with amazingly detailed custom textures. Also changes the appearance of the central star within each system.&lt;br /&gt;
:::'''Low Resolution Texture Pack''' - 3/2/2011 (11.6 MB)&lt;br /&gt;
:::'''Standard Resolution Texture Pack''' - 3/2/2011 (22 MB)&lt;br /&gt;
::'''Lights Down''': Lower the ambient light within the game for a more spacious feel. Also increases the ambient star count, and the intensity of nebulae within the game.&lt;br /&gt;
::'''Pirate Ambushes''': Introduces a new tactic for pirates in lower-government systems- Hijacking the Witchspace buoy and moving it to a more 'advantageous' position.&lt;br /&gt;
::'''Gas Giant Skimming''': (Requirement: Ore Processor OXP by [[User:Eric Walch|Eric Walch]]) Allows players to skim fuel, and possibly other commodities, from gas giant-type planets.&lt;br /&gt;
:''DH's 3 other OXPs are already on the Expansions Manager''&lt;br /&gt;
&lt;br /&gt;
==== Charlie (2006-8) ====&lt;br /&gt;
[[File:Orbs.png|thumb|right|320px|Charlie's Collection]]&lt;br /&gt;
*Charlie's Collection in [https://app.box.net/s/b2tic3tjsk Box]: (2006-8): link thanks to cbr&lt;br /&gt;
::Adds - 20 advertisements for [[Benulobiweed Inc.]] ships&lt;br /&gt;
::For Ahruman - cobra and orb demos&lt;br /&gt;
::[[Orb]]&lt;br /&gt;
::Ships - [[Condor]], [[Kestrel &amp;amp; Falcon OXP|Falcon]], [[Kestrel]], [[Merlin]], Navy Starships (Navy Interceptor &amp;amp; Constitution), [[Pallas]] &amp;amp; [[Swift]] (with older versions)&lt;br /&gt;
::Ordinance - empty&lt;br /&gt;
::[[Black Hole]] - empty (unfinished project)&lt;br /&gt;
::Beta - Asteroids &amp;amp; planets+moons (new skins - 2006): See [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=4205 plannets.oxp - is it still working?] (2008)&lt;br /&gt;
::Benulobiweed text - more on the background of this great company.&lt;br /&gt;
::model-utilities.zip - Meshwork graphics (not a recommended package for post-v.1.65 Oolite).&lt;br /&gt;
&lt;br /&gt;
==== Shader experiments ====&lt;br /&gt;
[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=3460 17 .oxp's] from the early days of introducing shaders (2007) - experiments with shaders by Griff, Ahruman ''etc''. Many links broken. More similaraly experimental oxp's are sprinkled across the later pages of the thread.&lt;br /&gt;
&lt;br /&gt;
==== Sabre (2007) ====&lt;br /&gt;
[[File:Biosphere (Sabre, 2007).png|thumb|320px|right|Biosphere OXP (Sabre's Collection)]]&lt;br /&gt;
*[http://www.leebennett.force9.co.uk/oolite/ Sabre's collection] (2007): see [[Alphabetical Ship List (Oolite)]]&lt;br /&gt;
For some details on Sabre himself see [https://bb.oolite.space/viewtopic.php?p=23569#p23569 here].&lt;br /&gt;
::Dredgers.oxp.zip	2007-07-05 10:29 	1.9M	 The original [[Deep Space Dredger]] - includes the sabre ship.&lt;br /&gt;
::Tardis_screenshot.jpg	2007-07-06 22:32 	118K	 Dr Who!&lt;br /&gt;
::bioSphere.oxp.zip	2007-07-05 10:29 	321K	 [[BioSphere station]]&lt;br /&gt;
::liberator.oxp.zip	2007-07-23 23:35 	857K	 Blake 7! [[Liberator]] 4 front mounted military lasers and 3 rear mounted turrets! &lt;br /&gt;
::liberator_screenshot.jpg	 2007-07-23 23:35 	78K	Blake 7! &lt;br /&gt;
::shreddies.oxp.zip	2007-07-05 10:27 	433K	 [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=5700 Breakfast Cereals] (2009)&lt;br /&gt;
::tardis.oxp.zip	2007-07-05 10:17 	114K	 Dr Who! [[Tardis]] (2007)&lt;br /&gt;
::tardis_model.zip	2007-07-06 21:06 	127K	 Dr Who!&lt;br /&gt;
::tribant.oxp.zip	2007-07-05 10:27 	1.7M	 (Trader - has &amp;quot;a good death action&amp;quot;)&lt;br /&gt;
::velocity.oxp.zip	2007-04-28 00:59 	248K     [[Velocity OXP]] - 3 different ships: trader, yacht &amp;amp; escape vessel&lt;br /&gt;
&lt;br /&gt;
==== Oosat 1 (2006) ====&lt;br /&gt;
*[http://capnhack.com/hosting/oolite/Oolite/OoSat.html Oosat 1]&lt;br /&gt;
::Oosat 2 died twice losing all content!&lt;br /&gt;
&lt;br /&gt;
== Stuff for Programmers ==&lt;br /&gt;
=== Proofs of concept ===&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=290407#p290407 3 Register Key.oxp demos] (Phkb 2023) for using the v.1.91 recognition of more than just the &amp;quot;enter&amp;quot; key on missions screens&lt;br /&gt;
*[[Multiple Docks|Multi-Dock Test Carrier demo]] (Cim 2012) for having multiple docks in a dockable. In this OXP: two multi-purpose, one just launching, one just docking&lt;br /&gt;
&lt;br /&gt;
=== Utilities ===&lt;br /&gt;
*'''CompressedJSON.zip''' (Phkb's collection above, 2016) is a utility designed for '''OXP developers'''. Many OXP's use JSON to package up data into the save game file, and then extract it again when loading the game. JSON is a rather bulky format, though, and it doesn't take long for your data to start making your save game file quite large. Compressed JSON simply reduces the amount of space the JSON data takes up, thereby reducing your save game file. See the readme file inside the ZIP for details on how to use it.&lt;br /&gt;
*See Norby's, Svengali's &amp;amp; Phkb's collections above for a large assortment of tools&lt;br /&gt;
*[https://www.dropbox.com/s/cudwuq8d56epcm2/Resources-Scripts.zip?dl=0 cag's javascripts collection] on Box (c. 2018) for reducing garbage collection.&lt;br /&gt;
*[https://www.dropbox.com/s/msqb9tdg7fo8bvb/oolite.oxp.cag.fps_monitor.oxz?dl=0 frames/second monitor] by cag on DropBox.&lt;br /&gt;
*[https://app.box.net/s/7b6ph3qoq0 Planet rotation tester.oxp] by Eric Walch (2010): [https://bb.oolite.space/viewtopic.php?p=115165#p115165 BB thread].&lt;br /&gt;
*[[Media:MOP-Test1.0.zip|Mission Offering Protocol &amp;amp; Manual]] by Eric Walch (2007): [https://bb.oolite.space/viewtopic.php?p=38196#p38196 BB thread].&lt;br /&gt;
*[https://app.box.com/shared/rpkms25cc9 Griff's resources] for those designing ships (2010-8).&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=48865#p48865 Griff's Planet shader example] (2008) - based on planet Earth,&lt;br /&gt;
*Legacy script comes in two versions: XML &amp;amp; OpenStep. Commander Jettison wrote 2 small programmes for translating the more opaque XML into OpenStep which you can find [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=10039 here] (2011-17). The older version is on the first page, the newer on the third page of the thread.&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=58579#p58579 ScriptTimer.oxp 1.1] by [[User:Eric Walch|Eric Walch]] (2008) for timing the running of legacy scripts&lt;br /&gt;
*[https://app.box.com/s/5xbksy48qr9cp31z2wpef6wjla05s3ih/folder/26357445023 Test Ship Model (2023)] by [[User:Phkb|Phkb]] for viewing new ships.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Oolite-debug-menu.png|thumb|320px|right|Debug OXP (menu for AppleMac)]]&lt;br /&gt;
* [[Debug OXP]] for Mac &amp;amp; other systems (Phkb, 2018) (The linked GitHub download is dated 2011, &amp;quot;for Windows XP and above&amp;quot;).&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=20512 Debug Console] for Python and Windows (cag, 2020)&lt;br /&gt;
&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?f=7&amp;amp;t=18656 NASA 3D Models (and other software)] - space stations, satellites, equipment, space suits, robots, galaxies ''etc''.&lt;br /&gt;
&lt;br /&gt;
== Utilities &amp;amp; Oddities ==&lt;br /&gt;
*OXP Additional Cargo Space Workaround 0.1.0.oxz  - by ocz (2015). See [https://bb.oolite.space/viewtopic.php?f=3&amp;amp;t=17932 BB Thread]&lt;br /&gt;
*[[Custom Populator OXP]] - by Phkb (2026) - customises the population of [[Sector1/Lave|Lave]] for testing purposes&lt;br /&gt;
*[https://github.com/JensAyton/Griffification.oxp Griffification.oxp] - by [[User:Ahruman|Ahruman]] (2012) for importing Griff's ships into the then Vanilla game&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=14536 HUD requests .oxp] - by Norby (2013) - part of his campaign to improve Oolite HUDs.&lt;br /&gt;
*MeasureRamp: Measures ramp up/dampening of flight controls by &amp;quot;cag&amp;quot; (2018): a [https://bb.oolite.space/viewtopic.php?p=259811#p259811 one-off tool used when adding inertia to Norby's ReverseControl.oxp]: It writes data to Latest.log file.&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=5613 Pilot models for ships] (2009-10) ClymAngus's link still works (in 2021).&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=142396#p142396 Spectrum Elite's &amp;quot;You have been boarded by pirates&amp;quot;] DIY OXP (2011)&lt;br /&gt;
*[[:File:Testequipment-0.1.0.oxz|Test Equipment.oxp]] by ocz (2015)&lt;br /&gt;
&lt;br /&gt;
=== Not oxp's (mostly game code variations) ===&lt;br /&gt;
*[[Planettool]] (2010) [[User:Ahruman|Ahruman]]'s Planet texture creator for Windows &amp;amp; AppleMac&lt;br /&gt;
*[https://github.com/JensAyton/OoliteGalaxyExtruder Galaxy Extruder] (2011 - GitHub) [[User:Ahruman|Ahruman]]'s &amp;quot;3D-er&amp;quot; for use with Oolite v.2.0  - and see here: [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=9642 3D galaxy prototype] (2011)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=18682 (FUN) Random ships of the Ooniverse in menu screen] (2017)&lt;br /&gt;
*[[File:Foo.oxz]]: the great [[Dylan Smith|Winston]] finally wrote an OXZ! And in 2018! Presumably ''[[Handwavium]]'' Foo! But if you open it up ...&lt;br /&gt;
*[[Oolite Voice Control]]: Windows only (glovePIE interface)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=275960#p275960 Adding cinematic views to your external views] Cody (2022) (originally provided by another_commander)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== GalCop Health Warnings ==&lt;br /&gt;
&lt;br /&gt;
* The major rejigs of Oolite under [[User:Cim|Cim]] in 2014 (v.1.80) &amp;amp; 2015 (v.1.82) broke many unmaintained older .oxp's.&lt;br /&gt;
&lt;br /&gt;
* Many early threads were lost due to the [[Great Deletion]] before Aug 2008.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=20721 Recovering &amp;quot;Lost&amp;quot; OXPs] (2020-1): [[User:Dybal|Dybal]] &amp;amp; Montana's search though the archives and their salvation of older wrecked .oxp's&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?p=112136#p112136 Caracal's List of 10 wanted .oxps] (2010) Humour!&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=6179 OXP's missing from Wiki OXP list] (2009).&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=4216 Orphaned oxps!] (2008)&lt;br /&gt;
&lt;br /&gt;
=== Older OXPs: Oosat ===&lt;br /&gt;
* [https://archive.is/PkKy archive.is] Gets you into an archived Oosat from where there is a link into the first page of archived Oosat2 (11th April 2006)&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=2701 Rebuilding Oosat2] (2006): List of what was on it.&lt;br /&gt;
* [http://capnhack.com/hosting/oolite/Oolite/OoSat.html CapnHack's] Oosat site (last updated Oct 15th, 2006 - just as Aegidian was stepping down). It works!&lt;br /&gt;
* [http://capnhack.com/hosting/oolite/dropbox/ CapnHack's] Oolite Dropbox: 8 versions of [[Behemoth]], 5 of [[Military Fiasco]] ''etc''.&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?p=29595#p29595 History of the two Oosat sites] (2007)&lt;br /&gt;
&lt;br /&gt;
=== Older OXPs: on this wiki ===&lt;br /&gt;
* [[Special:UnusedFiles]] includes many older versions of modern OXPs&lt;br /&gt;
&lt;br /&gt;
=== Legacy Scripting ===&lt;br /&gt;
* [[Legacy Scripting]] - the older OXPs (say 2006 vintage) are written in one of these two languages&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite]][[Category:Factual]][[Category:OXP Lists]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Spectrum_Elite&amp;diff=88549</id>
		<title>Spectrum Elite</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Spectrum_Elite&amp;diff=88549"/>
		<updated>2026-05-04T17:55:26Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Added note on pirates&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Spectrum_Elite.gif|right]]&lt;br /&gt;
&lt;br /&gt;
=== About the Spectrum Version ===&lt;br /&gt;
&lt;br /&gt;
The Spectrum version of Elite was converted by Torus and  published by Firebird in 1985, and probably became one of the most popular versions of Elite around.&lt;br /&gt;
&lt;br /&gt;
It was one of several versions of the game that came with the annoying [[Lenslok]] copy protection device.&lt;br /&gt;
&lt;br /&gt;
One quirk was the &amp;quot;Pirates have taken over your ship - Game Over&amp;quot; announcement if you had not recently saved your game (see the discussion starting [https://bb.oolite.space/viewtopic.php?p=142372#p142372 here]).&lt;br /&gt;
&lt;br /&gt;
=== Recollection ===&lt;br /&gt;
 The last time I played Elite was about 25 years ago on my trusty ZX Spectrum. It used to take 20-25 minutes for the game to load, which was done from a portable casstte player! The anticipation of waiting for the game to load was brilliant in itself - and I prayed that the tape didn't get chewed up!&lt;br /&gt;
 &lt;br /&gt;
 Way back then the graphics were simply white on black; no colours at all, and any sort of ship or space station was just lines - accompanied by some crackly sounds! [https://bb.oolite.space/viewtopic.php?p=27168#p27168 Garp (2006)]&lt;br /&gt;
&lt;br /&gt;
=== Links ===&lt;br /&gt;
&lt;br /&gt;
*[http://www.crashonline.org.uk/22/elite.htm Review of Spectrum Elite, from Crash magazine]&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=5&amp;amp;t=19858: &amp;quot;planet browser&amp;quot; for the Sinclair ZX81] by RobertK (2019)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Factual]][[Category:Classic]][[Category:Classic Elites (different versions)]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Cargo_Shepherd_OXP&amp;diff=88548</id>
		<title>Cargo Shepherd OXP</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Cargo_Shepherd_OXP&amp;diff=88548"/>
		<updated>2026-05-04T17:47:29Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Added more links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Equipment Icons.png|thumb|400px|right|'''Equipment Icons''' &amp;lt;br&amp;gt;&lt;br /&gt;
(Towbar (2): Towbar Stabiliser, TugDrone) &amp;lt;br&amp;gt;&lt;br /&gt;
(Deep Space Dredger (1): Salvage Missile) &amp;lt;br&amp;gt;&lt;br /&gt;
'''Cargo Shepherd''' (1): Cargo Shepherd]]&lt;br /&gt;
==Overview==&lt;br /&gt;
The latest piece of equipment from the labs of the [[Aquarian Shipbuilding Corp. HQ|Aquarian Shipbuilding Corporation]], the Cargo Shepherd is designed for busy traders, scavengers and bounty hunters.&lt;br /&gt;
&lt;br /&gt;
For those times when your cargo hold is just not big enough, the Cargo Shepherd is designed to mark the location of loose cargo pods, and also keep them in place via a specially designed broad-based tractor field. Put simply it will attract any loose cargo pod in range toward itself, and maintain them in a holding position 200m from the Shepherd unit.&lt;br /&gt;
&lt;br /&gt;
To relocate the unit, simply tune your ASC (where fitted) to the magnet icon and follow it back. The unit is pylon-mounted and can be deployed in the normal manner. The unit is activated on launch, and keyed to the ship that launched it. It is fully re-usable, and once deactivated can be scooped (if sufficient cargo space is available) and restored onto your pylons (again if space is available). To deactivate the unit, gently bump into it with your ship (not too fast, or the unit may be damaged or destroyed).&lt;br /&gt;
&lt;br /&gt;
It is not advised to leave units functioning and unattended for too long though, or else someone else may stumble upon your hoard!&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
*Tech Level - 6.&lt;br /&gt;
*Cost - 1,000 credits.&lt;br /&gt;
*Required Equipment - None.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
This OXP requires at least test version 1.74 of Oolite.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
This OXP can be downloaded through the in-game [[Expansions Manager]].&lt;br /&gt;
:''or'' [http://www.box.com/shared/4e54zaas43 '''Cargo Shepherd v1.01'''] can be downloaded from Box.Net by clicking on the link.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
*[[User:Thargoid|Thargoid's OXP page]].&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=9591 Cargo Shepherd OXP] BB Thread (2011-15)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=10015 I'm too thick to use the Cargo Shepherd] (2011)&lt;br /&gt;
&lt;br /&gt;
{{equipment-OXP}}&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=User_talk:SandJ&amp;diff=88547</id>
		<title>User talk:SandJ</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=User_talk:SandJ&amp;diff=88547"/>
		<updated>2026-05-03T19:14:58Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: /* Keyboard Cobra */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Hello ==&lt;br /&gt;
&lt;br /&gt;
Hi, welcome to the elite wiki. Thanks for the typing correction. Greetings: [[User:Makarius|Makarius]] 07:21, 30 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Keyboard Cobra ==&lt;br /&gt;
&lt;br /&gt;
Taken from your 2012 post: https://bb.oolite.space/viewtopic.php?p=174412#p174412 &lt;br /&gt;
&lt;br /&gt;
another_commander wrote: r5018: Experimental keyboard precision mode. Activated with holding down Ctrl while any of the flight arrow control keys, including yaw, is down. User adjustable by means of the .GNUstepDefaults key &amp;quot;flight-arrow-key-precision-factor&amp;quot;. Precision factor default is 0.75 and the less it is, the higher the effect.&lt;br /&gt;
&lt;br /&gt;
SandJ wrote: Oh, well done!   :D&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
SandJ, what is the difference between the June 2012 keyboard precision mode and your June 2012 OXP?&lt;br /&gt;
&lt;br /&gt;
:''Cholmondeley 20:14, 3 May 2026 (BST)''&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Localhero_OXP&amp;diff=88546</id>
		<title>Localhero OXP</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Localhero_OXP&amp;diff=88546"/>
		<updated>2026-05-03T18:32:26Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Re-tagged as Broken (rather than deprecated - it does not work!)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
===Overview===&lt;br /&gt;
[[Image:Localhero.png|216px|right]]It's a multi-mission-pack and there is a ranking system, some special missions and a bonus system integrated.&lt;br /&gt;
Difficulty is easy for the first few missions, but it's getting harder if you succeed. You will need a well suited ship to accomplish all missions. So any extra equipment is welcome. And don't forget to use your weapon arsenal. You will need it.&lt;br /&gt;
&lt;br /&gt;
===Story===&lt;br /&gt;
Since the battle against the [[Thargoids]] hundreds of [[GalCop]] pilots have lost their lives in this merciless fights. And the lost souls are a burden for all commandeering officers. Some of them can stand the pain, some were going crazy about the blood and the cries. And some of them...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Only a strong alliance of all GalCop worlds could support the navy to meet this threat. But not all worlds are willing to do this. GalCop worlds are in need of skilled pilots to support the local police to protect their trade routes against all kinds of piracy. In this case confederacy planets have now got some trouble with an ex-general and his pirate group. General Harkov's group seems to be well equipped and even better informed. Your mission is to support the local police to find, destroy and capture Harkov and his group.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Background and History ==&lt;br /&gt;
&lt;br /&gt;
Welcome Commander.&lt;br /&gt;
I'm Major Hurst, your leading officer for the next weeks.&lt;br /&gt;
&lt;br /&gt;
Commander. In last days we've had some trouble out there. Traders have been kidnapped or killed and a lot of people are worrying about security problems in our systems. The Galactic Cooperation has founded a special squad to ensure that the political stability won't be harmed anymore and the high council has modified the Penal Code. But we still need experienced pilots to meet this threat.&lt;br /&gt;
&lt;br /&gt;
If you'd accept this offer you will become a member of the GCI Special Operation Squad 'Harkov', named after an Ex-General who has changed sides and you'll get the chance to show your skills. It is dangerous, believe me, but we are the last barrier before systems will fall into total anarchy. Harkov is our 'Enemy #1', well equipped, highly intelligent and has good contacts mostly to Confederacy Systems and their political leaders. So we are expecting (and the last days have already shown) that Harkov's gang is present in these systems. We need more information about Harkov, his gang and his plans and it will be your job to bring in some of his pilots. Alive!&lt;br /&gt;
&lt;br /&gt;
You'll meet a lot of new ship types out there. The Galactic Cooperation has started a test program for new fighters and carriers and you'll visit places that are usually not meant for public eyes. I can't tell you more, your security ranking is not high enough, but this will change some day - if you'll join. But GCI is not only there to fight against piracy. In Harkov's case our secondary goal is to find out more about his relationships to politicians and navy officers.&lt;br /&gt;
&lt;br /&gt;
We know that politics is sometimes dirty business and the President of the Galactic Cooperation has authorized GCI to investigate in some special affairs related to district governors. But better forget this business - better for you. It won't be your task.&lt;br /&gt;
&lt;br /&gt;
We'll stay in touch, so be prepared for some holiday trips.&lt;br /&gt;
&lt;br /&gt;
Hurst, over and out.&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
{{OXPConfig-small}}&lt;br /&gt;
This mission pack is placed in the first five galaxies on all high-tech confederacy worlds. Harkov knows where the honeypods are.&lt;br /&gt;
&lt;br /&gt;
==Downloads==&lt;br /&gt;
{{Broken-OXP|This oxp was broken with the changes made to Oolite v.1.72}}&lt;br /&gt;
This [[OXP]] can still be downloaded from the following links:&lt;br /&gt;
&lt;br /&gt;
=== Java-Script versions ===&lt;br /&gt;
&lt;br /&gt;
*[[Media:Localhero_1_05.zip | Localhero v1.05]]&amp;amp;nbsp;&amp;amp;nbsp;(816KB) '''requires Oolite v1.71.x''' (Updated 27.04.2008)&lt;br /&gt;
*[[Media:Localhero_1_04.zip | Localhero v1.04]]&amp;amp;nbsp;&amp;amp;nbsp;(819KB) '''requires Oolite v1.70''' (Updated 01.04.2008)&lt;br /&gt;
&lt;br /&gt;
=== Legacy script versions ===&lt;br /&gt;
*[[File:Localhero 1 03 11.zip]]&lt;br /&gt;
*[[File:Localhero 1 03 10.zip]]&lt;br /&gt;
*[[File:Localhero 1 03.zip]]&lt;br /&gt;
*[[File:Localhero 1 01.zip]]&lt;br /&gt;
*[[File:Localhero 1 00.zip]]. &lt;br /&gt;
&lt;br /&gt;
== Fixing this OXP ==&lt;br /&gt;
There ''might'' be other relevant stuff in his [https://github.com/CmdrSvengali Github] or his [https://app.box.net/s/h78y01lg9b box] account. There ''are'' some interesting remarks tucked away inside this OXP - but they date back to 2008!&lt;br /&gt;
&lt;br /&gt;
Depending on what you read in the oxp, it was either to be the first of a trilogy - or to be a generic mission-maker (like GalCop Missions?). It was planned (much later) to be rescripted as an AddOn for the [[Vector OXP]], but do not hold your breath. Especially since it looks as though the author has died.&lt;br /&gt;
&lt;br /&gt;
One presumes that some of the extra gubbins put into [[Library.oxp]] (rank badges, ''etc'') was done with this OXP in mind.&lt;br /&gt;
&lt;br /&gt;
==Quick Facts==&lt;br /&gt;
{{OXPLevel|4}}{{Infobox OXPb| title = Localhero&lt;br /&gt;
|image = [[Image:Localhero.png|216px]]&lt;br /&gt;
|version = 1.05&lt;br /&gt;
|release = 2008-04-27&lt;br /&gt;
|license = CC-by-nc-sa-3.0&lt;br /&gt;
|features = Mission, Ships, Images,&amp;lt;br&amp;gt;Sounds &amp;amp; Music&lt;br /&gt;
|category = Missions OXPs&lt;br /&gt;
|author = Svengali&lt;br /&gt;
|download = [[#Download|See Download]]&lt;br /&gt;
|feedback = [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=3986 BB-Link]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:OXPConfig-compatible OXPs]] {{mission-OXP}}&lt;br /&gt;
[[Category:Broken OXPs]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=HOopy_Casino&amp;diff=88541</id>
		<title>HOopy Casino</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=HOopy_Casino&amp;diff=88541"/>
		<updated>2026-05-03T00:06:16Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Added Captain Beatnik's new picture&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:H-Opy-Casino.jpg|left|460px]]&lt;br /&gt;
{{Infobox StationStats Oolite| title =hOopy Casino&lt;br /&gt;
|image = [[File:Hoopy sm.png|120px]]&lt;br /&gt;
|dimensions = 800 x 400 x 1050&lt;br /&gt;
|isrotating = No&lt;br /&gt;
|maneuverability = Roll: 0.5&amp;lt;br&amp;gt;Pitch: 0.15&amp;lt;br&amp;gt;Speed: 0.175 LM&lt;br /&gt;
|energyrecharge = Good (4.0)&lt;br /&gt;
|armaments = None&lt;br /&gt;
|defenders = 8x Casino&amp;lt;br&amp;gt;Security&lt;br /&gt;
|isoxp = OXP&lt;br /&gt;
|beacon = C&lt;br /&gt;
}}&lt;br /&gt;
{{Semantic Infobox ShipStats Oolite&lt;br /&gt;
|title=Sidewinder Casino Security&lt;br /&gt;
|image = [[Image:Hoopysecurity.png|120px]]&lt;br /&gt;
|width = 65m&lt;br /&gt;
|height = 15m&lt;br /&gt;
|length = 35m&lt;br /&gt;
|capacity = 0 TC&lt;br /&gt;
|capacityext = N/A&lt;br /&gt;
|maxspeed = 0.37 LM&lt;br /&gt;
|maneuverability = Roll: 2.8&amp;lt;br /&amp;gt;Pitch: 1.8&lt;br /&gt;
|energybanks = 3&lt;br /&gt;
|energyrecharge = 2.5&lt;br /&gt;
|gunmounts = Fore&lt;br /&gt;
|missileslots = 0&lt;br /&gt;
|shieldboost = No&lt;br /&gt;
|milshields = No&lt;br /&gt;
|hyperspace = No&lt;br /&gt;
|isoxp = OXP&lt;br /&gt;
|isplayer = No&lt;br /&gt;
|baseprice = N/A&lt;br /&gt;
}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
'''hOopy Casino''' is a term that may refer to both a type of interstellar gambling establishment, and a manner of space ship. It is frequently a hovering presence in the vicinity of the space stations of affluent worlds. All lawful creatures of means may enter the ship, either to wager credits in a game of chance, or to trade goods in its unorthodox market index.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Multi-billionaire and FurCorp heiress Magda DeMug first dabbled in commercial enterprises founding CoachWhip Inc. Her fleet of [[CoachWhip]] luxury liners provide a first class transport service to well-heeled business executives, VIPs and anyone else who can afford the 5,000₢ ticket price. Having established a profitable enterprise fleecing the idle rich, the heiress turned her acute feline business mind to the question of sucking credits from the pockets of the proletariat.&lt;br /&gt;
&lt;br /&gt;
The basic hull of the [[CoachWhip]] liner was completely stripped, removing the cargo bay, hyperspace drive and inter-system drive. A docking port was added and the internal structure re-fitted as a luxurious casino. The platforms were then deployed in geo-stationary orbit near the main GalCop Station in technologically advanced systems throughout the eight galaxies. &lt;br /&gt;
[[File:IAhOopyHeraldDetail.jpg|thumb|260px|left|Herald Ad-Droids within the aegis attempt to attract customers.]]&lt;br /&gt;
[[File:JC&amp;amp;tff.jpg|thumb|left|260px|Promotion of the one and only eerie musical act to be experienced at any hOopy Casino.]]&lt;br /&gt;
&lt;br /&gt;
Thus was the chain of hOopy Casinos born. These dens of inequity are found in systems with a Tech Level of 11 or more. In such a system, setting an [[Advanced Space Compass]] to C will locate the nearest hOopy Casino.&lt;br /&gt;
&lt;br /&gt;
== The hOopy Casino Chain ==&lt;br /&gt;
Commanders who chose to dock with a hOopy Casino are quickly ushered into the vast gaming halls, here to be offered the opportunity to win or lose credits in games of chance.&lt;br /&gt;
&lt;br /&gt;
Having entered the casino area of the station, some Commanders will never leave, succumbing to the illusion that they have developed a system to &amp;quot;beat the hoops&amp;quot;. These doomed lost souls are frequently seen wagering their final Credits, their ship, still functional organs, or their spouse, on just one more chance at a throw of the hoops.&lt;br /&gt;
&lt;br /&gt;
Commanders of a more level-headed nature visit hOopy Casinos for the purpose of trading. Those who can resist the charms of the complementary drinks and scantily clad croupiers available in the main casino area of the orbital platform may engage in trading on the station’s commodity market. The casinos often have a surplus or deficient of certain goods that an observant trader may sometimes make more profit by off-loading or purchasing his cargo at the casino rather than the system’s GalCop station.&lt;br /&gt;
&lt;br /&gt;
A hOopy Casino ship is protected by a reasonably strong shield, although it carries no weapons. The casino management rely on the fact that the casino closely orbits the GalCop Station, which will launch [[Viper (Oolite)|Viper]]s to defend the orbital platform from attack. Additionally a small fleet of Security [[Sidewinder (Oolite)|Sidewinder]]s in hOopy livery are stationed aboard to defend the casino if needed.&lt;br /&gt;
&lt;br /&gt;
The preternatural music that makes one's stay at a HOopy Casino seem like one long, absurd and improbable dream, is a number perpetually performed by the holograms of [[Jonny Cuba|Jonny Cuba &amp;amp; The Fierce Frogs]]. Rumour claims it is a transmission of a live performance.&lt;br /&gt;
[[File:IAhoopy.jpg|thumb|right|260px|One of the more recent Iron Ass hOopy Casinos.]]&lt;br /&gt;
[[File:HOopy Casino v.2.0.png|thumb|right|260px|The new revamped Casino (2026).]]&lt;br /&gt;
[[File:HoOpy Casino choices.png|thumb|right|260px|Choices inside the new revamped v.2]]&lt;br /&gt;
[[Image:hoopy.png|thumb|right|260px|Approaching one of the antique pink hOopy Casino ships.]]&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
* The new revamped 2026 hOopy Casino is available in OXZ format [[media:HOopyCasino_2.3.oxz|HOopyCasino_2.3.oxz]]. Requires Oolite 1.80 or newer.&lt;br /&gt;
* The 2022 IronAss hOopy Casino is included in the [[Iron_Ass_OXP#Volume_5|IronAss Suite Vol. 5]] = this is part of Murgh's retexture set&lt;br /&gt;
* The hOopy Casino is found in the [https://app.box.com/shared/a34p1d9gp9 hOopy Casino 1.2.1 OXP]. This version needs at least Oolite 1.74 (Updated 1 April 2012)&amp;lt;br&amp;gt;&lt;br /&gt;
* Older versions: Murgh's original hOopy Casino is found in the [[media:HOopyCasino1.0.1.zip|hOopy Casino 1.0.1 OXP]]. This 2009 version runs on all old Oolite versions.&lt;br /&gt;
&lt;br /&gt;
=== PlanetFall ===&lt;br /&gt;
Add-on OXPs allow you to visit a casino on the planet surface - there are download links on the various PlanetFall wiki pages!&lt;br /&gt;
*[[Planetfall2 OXP]] (for PlanetFall v2.x) - you will need the PlanetFall2 oxp ''and'' the PlanetFall2 Hoopy Casino OXP &lt;br /&gt;
*The [[Planetfall OXP]] (for PlanetFall v1.x) - as above, but the PlanetFall v.1 versions!&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=22076 BB thread] (2026 for v.2.x)&lt;br /&gt;
:[https://bb.oolite.space/viewtopic.php?t=1914 Old BB thread] (2006-16)&lt;br /&gt;
:Murgh's original BB thread was presumably lost in the [[Great Deletion]]&lt;br /&gt;
*OXP Authors: [[User:Murgh|Old Murgh]] (original OXP &amp;amp; Iron Ass version); &lt;br /&gt;
:[[User:Eric Walch|Eric Walch]] (early updates); &lt;br /&gt;
:[[User:Phkb|Phkb]] (2.x versions)&lt;br /&gt;
*Music: [[Jonny Cuba]]&lt;br /&gt;
*&amp;quot;PlanetFall HOopy Casino&amp;quot; add-on authors: [[User:Phkb|Phkb]] (PlanetFall v.2) &amp;amp; [[User:Thargoid|Thargoid]] (PlanetFall v.1)&lt;br /&gt;
&lt;br /&gt;
==Legacy==&lt;br /&gt;
*Note that the term &amp;quot;hoopy casinos&amp;quot; were inherited from the [[Oolite planet list|goatsoup recipe]] in Classic Elite. See for example the vanilla game F7 screen description of [[Sector1/Aronar|Aronar]]: &amp;quot;Aronar is most famous for the Aronarian deadly goat and its hoopy casinos.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Version info ==&lt;br /&gt;
* Version 1.1.x Iron Ass hOopy Casino by Old Murgh, July 2022. Dark metal [[RELOP]] makeover, reverts available gambling to strict hOopy shell game&lt;br /&gt;
&lt;br /&gt;
* Version 2.3 by phkb, April 2026&lt;br /&gt;
** Created a single F4 Interfaces page entry for the casino (rather than having 5 different ones)&lt;br /&gt;
* Version 2.2 by phkb, April 2026&lt;br /&gt;
** Small tweaks to role checking method for determining if the station is a casino ship.&lt;br /&gt;
* Version 2.1 by phkb, March 2026&lt;br /&gt;
** Added Library Config options to limit Casinos to Corporate States, and to control the minimum TL required.&lt;br /&gt;
* Version 2.0 by phkb, March 2026&lt;br /&gt;
** Fixed incorrect normal and emission map for Sidewinder.&lt;br /&gt;
** Reverted to using default shaders for the Casino Ship.&lt;br /&gt;
** Updated textures on Casino Ship, added new normal specular and gloss maps, plus RGB lighting effects.&lt;br /&gt;
** Added flashers to docking bay of Casino ship.&lt;br /&gt;
** Fixed issue with NaN values in dice game.&lt;br /&gt;
** Moved all text into missiontext.plist for easier localisation.&lt;br /&gt;
** New background image.&lt;br /&gt;
** Made compatible with Xenon UI.&lt;br /&gt;
** Spelling corrections.&lt;br /&gt;
** Removed deprecated files.&lt;br /&gt;
* Version 1.3.4 No shader neonsign added.&lt;br /&gt;
* Version 1.3.2 New gambling game: hOopy Hold'em.&lt;br /&gt;
* Version 1.3.1 New gambling game: Blackjack.&lt;br /&gt;
* Version 1.3.0 New and retouched textures and flashy shader effects. Two new gambling games: Smuggler's Run dice game and Video Poker.&lt;br /&gt;
* Version 1.2.1 Always add casino ships in systems with &amp;quot;hoopy casinos' in the planet description.&lt;br /&gt;
* Version 1.2 Translated the missionscreen handling to the new Oolite 1.74 method. Raised minimum Oolite to 1.74. No new features.&amp;lt;br&amp;gt;&lt;br /&gt;
* Version 1.1 Translated to Java Script.&amp;lt;br&amp;gt;&lt;br /&gt;
* Version 1.0.1 Fixed a bug when the player launches from the casino with F1 in the middle of some actions. With the original version it could happen no gambling was offered anymore. This version should correct that.&lt;br /&gt;
* Version 1.0 hOopy Casino by Murgh, May 2005. The initial hOopy shell game. Runs correct with Oolite v1.50. Script doctor: Aegian, musical score: Jonnycuba.&lt;br /&gt;
&lt;br /&gt;
== Tweaks ==&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=240019#p240019 To restrict the casinos just to Corporate states] (Layne, 2015)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=293043#p293043 Hoopy Casino market change proposal] (Switeck, 2023) - smaller markets&lt;br /&gt;
&lt;br /&gt;
You might need to consult [[How to tweak OXZ's]]&lt;br /&gt;
&lt;br /&gt;
[[Image:IconBGS.png|100px|right]] &lt;br /&gt;
== BGS ==&lt;br /&gt;
[[BGS]] enhances this OXP&lt;br /&gt;
&lt;br /&gt;
[[File:IconLib.png|100px|right]]&lt;br /&gt;
== Library OXP ==&lt;br /&gt;
[[Library OXP]] enables selection of in-game preferences for the new revamped v.2 HoOpy casinos via Library Config&lt;br /&gt;
&lt;br /&gt;
== Gameplay and Balance Indicator ==&lt;br /&gt;
[[File:Tag-colour-green.png|right]]&lt;br /&gt;
You might win a fortune! You might lose one too!!&lt;br /&gt;
{{station-OXP}}&lt;br /&gt;
{{activity-OXP}}&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=File:H-Opy-Casino.jpg&amp;diff=88540</id>
		<title>File:H-Opy-Casino.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=File:H-Opy-Casino.jpg&amp;diff=88540"/>
		<updated>2026-05-03T00:03:17Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Captain Beatnik's contribution: https://bb.oolite.space/viewtopic.php?p=305436#p305436&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Captain Beatnik's contribution: https://bb.oolite.space/viewtopic.php?p=305436#p305436&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Oolite_Trading&amp;diff=88539</id>
		<title>Oolite Trading</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Oolite_Trading&amp;diff=88539"/>
		<updated>2026-05-02T23:25:08Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: /* The Law */ Updated link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Cargo sm.png.png|thumb|200px|right|A &amp;quot;TC&amp;quot; (Tonne Cannister)]]&lt;br /&gt;
== Trading ==&lt;br /&gt;
This page focuses on the in-game skill of trading. For a wider overview of the issues, see [[Economics]].&lt;br /&gt;
&lt;br /&gt;
Trading is the primary way for the honest spacefarer to earn his, her, or its credits.  Every ship sold within the [[GalCop]] has an integrated trading computer which hooks into the current systems' trading Market (F8) Screen.&lt;br /&gt;
&lt;br /&gt;
{{QuoteText|Text=Most space stations have made the process of trading very simple, in order to facilitate a fast turnover in [[Commodities|goods]] and [[Oolite Ships|ships]]. Import and export tariffs - which are high on some worlds - are automatically added or deducted and this is reflected in the prices shown. The auto-trader system does not allow for more specific trading deals to be performed.&lt;br /&gt;
&lt;br /&gt;
Once docked you are linked directly with the CorCom Trade System. At your request you can obtain a list of basic trade items available for purchase.&lt;br /&gt;
&lt;br /&gt;
Slaves are measured by the TC in galactic trading. This may seem a little strange, but it includes the cryogenic suspension system necessary to keep them alive during space travel. The slave trade, once almost eliminated by the Galactic government is now returning, despite the efforts of the Galactic Police Force to suppress it.|Source=([[The Space Traders Flight Training Manual]], p.38)}}&lt;br /&gt;
=== [[Commodities]] ===&lt;br /&gt;
:'''Warning''': these average ₢ values can be changed by various .oxp's&lt;br /&gt;
:More detail (''ie'' maximum &amp;amp; minimun prices) is given on the '''OoliteRS''' sheet which came with your original game download.&lt;br /&gt;
&lt;br /&gt;
''Produced by agricultural systems''&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;Food             4.4₢      Simple organic products, see below &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;Textiles         6.4₢      Unprocessed fabrics  &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;Liquor/Wines    25.2₢      Exotic spirits from unearthy flora &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;Furs            56.0₢      Includes leathers, Millennium Wompom Pelts  &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Produced by Rock Hermits'' (and probably also a mix of agricultural &amp;amp; industrial systems)&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;Minerals         8.0₢      Unrefined rock containing trace elements  &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;Radioactives    21.2₢      Ores and by-products &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Produced by Rock Hermits and of minimal volume'' (and probably also a mix of agricultural &amp;amp; industrial systems)&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;Gold            37.2₢/kg   &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;Platinum        65.2₢/kg   &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;Gem-stones      16.4₢/g    Includes jewelry &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Produced by industrial systems''&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;Luxuries        91.2₢      Perfumes, Spices, Coffee &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;Computers       84.0₢      Intelligent machinery  &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;Machinery       56.4₢      Factory and farm equipment  &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;Alloys          32.8₢      Industrial Metals   &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Sellable when you [[Fuel Scoops|scoop]] up the robotic [[Thargon|Thargons]]''&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;Alien Items     27.0₢      Artifacts, Weapons, &amp;lt;/nowiki&amp;gt;''etc''&lt;br /&gt;
&lt;br /&gt;
''These items are defined as illegal by the Galactic Government, so trading in them is risky.''&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;Slaves           8.0₢      Usually humanoid   &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;Narcotics      114.8₢      Tobacco, Arcturan Megaweed  &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;Firearms        70.4₢      Small-scale artillery, sidearms, &amp;lt;/nowiki&amp;gt;''etc''  &lt;br /&gt;
&lt;br /&gt;
Shown on this list are the quantities of each item available and the current market price per unit. Most CorCom Trade Systems deal exclusively under blanket categories, including Food, Machinery, Minerals and Gemstones. Almost all are sold in TC (Tonne Cannister) quantities ''ie'' come in individual [[Cargo Container (Oolite)|cannisters]] (easy for [[Dumping Cargo]] if needed). Kg &amp;amp; g goods (''ie'' gems, gold &amp;amp; platinum) are kept in the on-board safe.&lt;br /&gt;
&lt;br /&gt;
The prices shown at the time of trading represent an offer to you and will be guaranteed while you are at the station.&lt;br /&gt;
&lt;br /&gt;
== Using the F8 Trading screen ==&lt;br /&gt;
[[File:Ingame-manual-f8.png|thumb|right|F8/8 Trading Screen&amp;lt;br&amp;gt;The long list of commodities can be filtered &amp;amp; sorted]]&lt;br /&gt;
:&amp;lt;font color=&amp;quot;Red&amp;quot;&amp;gt;F8/8&amp;lt;/font&amp;gt;: summons the screen. The prices shown (anywhere in the system) are those of the main orbital station only.&lt;br /&gt;
:&amp;lt;font color=&amp;quot;Red&amp;quot;&amp;gt;Arrows - up &amp;amp; down&amp;lt;/font&amp;gt;: select one of the 17 commodities&lt;br /&gt;
:&amp;lt;font color=&amp;quot;Red&amp;quot;&amp;gt;Arrows - left &amp;amp; Right&amp;lt;/font&amp;gt;: buy or sell the selected commodity&lt;br /&gt;
:&amp;lt;font color=&amp;quot;Red&amp;quot;&amp;gt;Enter&amp;lt;/font&amp;gt;: sells your entire inventory of the current item or buys as much as your hold (and Credits) will allow&lt;br /&gt;
:&amp;lt;font color=&amp;quot;Red&amp;quot;&amp;gt;F8/8 repeated&amp;lt;/font&amp;gt; - toggles between more detail on selected commodity &amp;amp; main market screen (''eg'' if you have some in your hold: purchase price records for cargo hold contents)&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;font color=&amp;quot;Red&amp;quot;&amp;gt;?&amp;lt;/font&amp;gt;: toggles between 6 '''filters''' for the commodities &lt;br /&gt;
:*all 17 commodities&lt;br /&gt;
:*only goods carried in station or in stock in cargo hold&lt;br /&gt;
:*goods carried in station only&lt;br /&gt;
:*goods in stock in ship's cargo hold only&lt;br /&gt;
:*legal goods: just the 14 legal commodities&lt;br /&gt;
:*prohibited goods: just slaves, narcotics &amp;amp; firearms&lt;br /&gt;
:&amp;lt;font color=&amp;quot;Red&amp;quot;&amp;gt;/&amp;lt;/font&amp;gt;: toggles between 6 '''sorted orders''' for the listed commodities&lt;br /&gt;
:*default order: the original order from [[Classic Elite]]&lt;br /&gt;
:*alphabetical order&lt;br /&gt;
:*order of price&lt;br /&gt;
:*order of quantity in stock in station&lt;br /&gt;
:*order of quantity in ship's cargo hold&lt;br /&gt;
:*order of unit mass: ''ie'' TC/kg/g&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*''This information is also on the '''OoliteRS''' (Reference Sheets) which came as a .pdf in your original game download. Probably worth printing out!''&lt;br /&gt;
&lt;br /&gt;
*autoSCAM modules will immediately transfer your transaction between your cargo bay and the station. Most ships must dock with a [[Coriolis Station (Oolite)|Coriolis space station]] or other similarly equipped outpost before buying or selling cargo.&lt;br /&gt;
&lt;br /&gt;
*The only other way of transferring cargo in and out of your hold is in flight by either [[Dumping Cargo|dumping]] it or by [[Fuel Scoops|scooping]] it.&lt;br /&gt;
*For more detail see [[F8 page (commodity market)]] which explores the effects of various oxps on the Vanilla game&lt;br /&gt;
&lt;br /&gt;
== Advice to Traders ==&lt;br /&gt;
  ''From the Bulletin Boards:''&lt;br /&gt;
   Money-making tips: well, buy low and sell high, so much so obvious. Raw materials and general biological produce (food, textiles, ores, furs, ''etc''.) come from ''Agricultural worlds''; finished goods and technological stuff (Luxuries, Computers, Machinery ''etc'') come from ''Industrial worlds''.&lt;br /&gt;
   The Rich/Poor overlay adjusts the buying and selling prices differently depending on whether the world in question is ''Agricultural'' or ''Industrial''. '''Rich Industrial''' worlds provide the cheapest finished goods: they have the most efficient industrial plants and can undercut their competitors. Their industries and populations are also hungry (not to say greedy) and will pay top whack for raw materials. '''Poor Agricultural''' worlds have the lowest standards of living and produce the cheapest raw materials. They're also the most desperate for finished goods, and pay the highest prices for them. Therefore, the best trade run is between a Rich Industrial and a Poor Agricultural. The least promising is between a Poor Mostly Industrial and a Rich Mostly Agricultural (I think). Well, unless you start trying to ship Industrial goods to Industrial planets, obviously (although even here you might make a bit of money, if you're buying from a Rich Industrial and selling to a Poor Industrial).&lt;br /&gt;
   The highest profit margins, on legitimate goods anyway, tend to be on Computers, Luxuries and Machinery on the Industrial side, and on Furs and Liquor &amp;amp; Wines on the Agricultural side. Running precious metals and gemstones is also worthwhile as a long-term investment. If you see them cheap anywhere (mid- to high teens per gram for gemstones, 36-38  ₢/kg for gold and anything under 70 ₢/kg for platinum) buy up what you can afford and hang onto it until you find a high selling price. It doesn't take up any cargo space as you keep it in a safe in the cabin. Agricultural planets usually sell precious stones and metals slightly cheaper than Industrial ones do, but a big money payoff can happen pretty much anywhere.&lt;br /&gt;
   '''Government type''' and '''Tech Level''' don't make any difference to trade prices -- at least, not in the unmodified game. Some of the OXPs, such as Dictatorships and Your Ad here, add extra trading possibilities based on other factors, e.g. population size (which is linked to wealth), government type and so on. ''Government type does make a difference'' as to how much trouble you might run into on your way in, though, with Anarchies the worst, moving up through Feudal, Multi-Government, Dictatorship, Communist, Confederacy and Democracy, with Corporate State being the most peaceful (or cop-infested, depending on your point of view). [https://bb.oolite.space/viewtopic.php?p=48929#p48929 Disembodied (2008)].&lt;br /&gt;
&lt;br /&gt;
  '' More from the Bulletin Boards:''&lt;br /&gt;
{{QuoteText|Text=&amp;lt;blockquote&amp;gt;Starting out, you won’t have enough money to fill your holds with the real winning commodities like furs and computers.  With less than 100cr in the bank you’ll need to maximise your profit percentages rather than aim for large cash payouts.  Trading in cheap but profitable goods like food and radioactives is a good way to start, before moving onto alloys, machinery and liquors and wines.  &lt;br /&gt;
&lt;br /&gt;
Once you have sufficient money to be able to fill your holds with any one commodity, it’s time to focus on absolute profit.  Food bought at 2 ₢ per ton can easily be sold off for a 300% margin at 8 ₢ per ton, but that only amounts to 6 ₢ absolute profit; for a 35t trip this amounts to a profit of only 210 ₢.  Furs can be bought at 50 ₢ and sold for 90 ₢; while only providing a margin of 80%, it’s a 40 ₢ per ton profit, amounting to 1240 ₢ for a full load.  Although you need to make a greater investment in order to reap these rewards, there is no real increase in risk: so long as you’re in a stable system and you’re dealing in legal goods, there’s no more danger of your ship being attacked whether you’re carrying food or computers.  The satisfaction of making a 300% profit will be outweighed by the fact that one more trip just might be enough to get you a docking computer.&lt;br /&gt;
&lt;br /&gt;
As revenues increase you may be temped to trade in illegal commodities.  Generally speaking, the only profitable commodities of this type are narcotics.  Firearms can be sold off to rich agricultural states but typically with less profit than computers; conversely slaves may be sold to industrial states but with far less profit than furs.  Narcotics usually have a profit margin similar to that of computers and so are not usually worth your time, however prices fluctuate wildly and if you happen to be in the right place at the right time you can make massive gains.  If you ever see narcotics on the market for less than around 30 ₢, buy them up.  It may be that there has been a slump in the local market, making it difficult to make a significant profit at nearby systems, but if you hold on to them and shop around you should find an agricultural system with prices around the 90 ₢ mark.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rich Agriculturals do indeed seem rather useless from a trading point of view.  They remind me of organic farms in that they can afford to sell their goods at elevated prices and aren't bothered about losing out to the lower end of the market.  At the same time, they seem less prepared to pay over the odds for industrial goods.  Conversely, Poor Agriculturals need all the money they can get, so will happily let their exports go at below-average prices, while they will pay handsomely for thinks like computers, luxuries and machinery.&lt;br /&gt;
&lt;br /&gt;
Piracy is always an option as a way to make some quick cash, but it's probably best to wait until your ship is kitted out a bit more before going down that route.|Source=([https://bb.oolite.space/viewtopic.php?p=21700#p21700 Ramirez (2006)])}}&lt;br /&gt;
&lt;br /&gt;
 ''Yet more from the Bulletin Boards'': [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=20029 Core game money earning] (2019)&lt;br /&gt;
 &lt;br /&gt;
 ''And older'': [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=5672 Rookie Help - Missions and Money] (2009)&lt;br /&gt;
 &lt;br /&gt;
 5 Ton Rule: Rather than taking on full loads and intended to sell them, always leave 5 tons of cargo area open. Because space is a big and unpredictable place and you never know what you are going to find. Sure, there are some great deals such as the narcotics you got for 4.0₢/TC might give you 90₢/TC in another system, but not all deals are that good -  while the escape capsule you scooped of the unfortunate guy whose aid you came to, will give you 250₢ because of his insurance (and 28₢ for the guy shooting at him). And you will need the 5 free tons in your hold for his capsule. [https://bb.oolite.space/viewtopic.php?t=7280 Chrisfs (2009)]&lt;br /&gt;
 &lt;br /&gt;
 [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=3531 Profitability (Career Opportunities)] (2007) has some tips for trading with massive ships like Boas/Pythons.&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;No money!&amp;quot; problems ==&lt;br /&gt;
There are a number of options.&lt;br /&gt;
*Shooting asteroids at 1₢/asteroid until you have enough money to do something!&lt;br /&gt;
*Sell or downgrade your laser/missiles (but remember, your missiles can be used to stop other missiles!)&lt;br /&gt;
*Sell your ship to buy a cheaper one (you will lose c. 2/3 of your current ship value).&lt;br /&gt;
*See [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=15669 Financial Advice] (2013) for more advice&lt;br /&gt;
*And see [https://bb.oolite.space/viewtopic.php?f=8&amp;amp;t=3550 Help...] (2007-12) for advice including cheats&lt;br /&gt;
&lt;br /&gt;
=== Other Links ===&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=2924 Just not making enough cash] (2007): problems with downgrading your ship&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=4251 Making cash] (2008): includes tips on saving money&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Too much money!&amp;quot; problems ==&lt;br /&gt;
''A nice problem to have!''&lt;br /&gt;
*See [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=4016 Too much money] (2007-8) for advice!&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=233310#p233310 Astrobe's 2015 suggestions] in a relevant thread (Bling!)&lt;br /&gt;
&lt;br /&gt;
=== OXPs ===&lt;br /&gt;
*[[Diplomancy]] introduces taxation!&lt;br /&gt;
*[[Feudal States|Feudal States - Tibecea]] by DGill (2025) allows investment on your own feudal estate&lt;br /&gt;
*[[Galactic Navy OXP]] allows purchase of Navy Bonds.&lt;br /&gt;
*[[Hermitage]] adds in buying your own Rock Hermit (and investing in upgrades).&lt;br /&gt;
*[[Witch Bank]] (by [[User:Wildeblood|Wildeblood]] (2025)) takes deposits&lt;br /&gt;
&lt;br /&gt;
== Advanced Trading: Changing the Markets ==&lt;br /&gt;
{{QuoteText|Text=... Oolite is not &amp;quot;just a shooter&amp;quot; game. But it would be very interesting someday to see what it could be like if even half of the attention and effort that has gone into the combat related functions was expended on the economic and cultural possibilities|Source=([https://bb.oolite.space/viewtopic.php?p=152334#p152334 Ganelon (2011)])}}&lt;br /&gt;
&lt;br /&gt;
Since Ganelon's comment in 2011, much has been done. While some OXPs such as [[BlOomberg Markets]], [[In_System_Trader|In-System trader]], [[Risk Based Economy OXP|Risk based economy]] &amp;amp; [[Risky Business]] make trading more realistic in various ways, several wonderful OXPs have been written which totally rejig aspects of the Trading system. They all make trading ''much'' more complicated!&lt;br /&gt;
* [[Demand Driven Economy]]: breaks up the fur-luxuries profit monopoly. Creates a reliable profitable demand for (eg) luxuries in Rich Agriculturals, computers in Average Agriculturals &amp;amp; alloys in Poor Agriculturals. His oxp includes tweaks for population, economy size &amp;amp; tech level.&lt;br /&gt;
* [[SW Economy‎]]: introduces a much needed shot of realism to the trading side of the game! 3 new commodities (water, oxygen &amp;amp; medicine), a trading triad (agricultural-mining-industrial) &amp;amp; factors such as atmosphere, TL &amp;amp; GDP are now relevant in determining what each planet produces. One needs to know much more about the planets one is trading with to make better profits. The old Xexedi-Laenin milk run is such no longer, as Laenin is too small to have the atmosphere needed to grow food, wines or furs and is now merely a mining station. This oxp has issues.&lt;br /&gt;
* [[New Cargoes]]:  Introduces 100 sub-variants of the regular commodities: mud hockey sticks! zero-gravity hockey sticks! Excellent profits only at one or two planets - but get your hockey variety right! Uses the lore and culture to generate new markets. Subscribe to a trade magazine with tips! Go on the [[New Cargoes Trading Advice|Advanced Trading course]] at your alma mater, the [[Lave Academy]]! This oxp has issues.&lt;br /&gt;
* [[Real-Life Economics]] - by Phasted (2012-4). Fluctuating markets which also react to your actions. Local solar systems also affect prices. This oxp has issues.&lt;br /&gt;
* [[Smugglers]] introduces trade embargoes on export &amp;amp; import of various commodities . This leads to wide fluctuations in price and a resultant rise in black markets, bribes &amp;amp; smuggling compartments - all of which this OXP introduces.&lt;br /&gt;
:''Note that Smugglers currently conflicts with New Cargoes (2021).''&lt;br /&gt;
* [[Ye Olde Hermit markets]] restores the old more profitable Rock Hermit markets from before Oolite v.1.82 (2015).&lt;br /&gt;
&lt;br /&gt;
{{:Guide to Economics OXPs}}&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
[[File:Anaconda size vs 750 cargo cannisters.png|thumb|right|320px|Captain Beatnik's analysis of [[Anaconda (Oolite)|Anaconda]] size vs 750 cargo cannisters]]&lt;br /&gt;
*[[Commodities]]&lt;br /&gt;
*[[Trading Goods Profit Table]]&lt;br /&gt;
*[[Milkrun]]&lt;br /&gt;
*[[Career Options]]&lt;br /&gt;
*[[Contracts]]&lt;br /&gt;
*[[Economics]]&lt;br /&gt;
&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=4951 The role of player-traders] (2008)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=6&amp;amp;t=4902 Trading Aids] (2008)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=7584 The trading game] (2010): critique of Elite/Oolite trading system - the 3rd page has an alternative suggestion by Cmdr Trigg&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=2417 Ship tonnage - is 't' for metric tonne?] (2006) - Aegidian answered &amp;quot;no&amp;quot;!&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=11102 What ''is'' 1 TC?] Weight? Volume? Description of Cannister? (2011)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=79950#p79950 Would a combine harvester be sold in 18 separate Tonne Cannisters with a set of IKEA instructions?] (2009)&lt;br /&gt;
&lt;br /&gt;
*[[Trade (classic Elite)]]&lt;br /&gt;
*[[Trade (FE2/FFE)]]&lt;br /&gt;
&lt;br /&gt;
=== OXP's to help with or enhance trading ===&lt;br /&gt;
==== Information ====&lt;br /&gt;
* [[XenonUI]]: vital reminders of what the numerous keyboard options are for the F8 market GUI screen (as well as the F5/F6/F7 screens)&lt;br /&gt;
* [[MarketObserver|Market Observer]] enhances the F8 market screen with vital data: average prices, % differences &amp;amp; what price you bought your goods at.&lt;br /&gt;
* [[Market Inquirer]] adds an interface screen (f4) that shows the distances in system and an interface screen that shows the markets (prices and quantities) of the main station and selected oxp stations closest to the player.&lt;br /&gt;
* [[Ship's Accountant OXP]] - alpha version - for devotees of double-entry book-keeping&lt;br /&gt;
&lt;br /&gt;
* [[Useful MFDs]] provides a ''free'' MFD with a list of your cargo and its current value in the system's main station.&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?p=220113#p220113 Manifest MFD] lists your hold's contents.&lt;br /&gt;
&lt;br /&gt;
* Your Ship's Manual (comes with the [[Ship's Library OXP]]) has valuable information on trading and understanding the various economies&lt;br /&gt;
* [[GalCop Galactic Registry]] gives access to chart-wide system data, allowing quick analysis of routes and regions, which can aid in plotting trade routes.&lt;br /&gt;
* [[The Traders Almanach|The Trader's Almanach]], a supplement for your [[Ship's Library OXP|Ship's Library]]&lt;br /&gt;
&lt;br /&gt;
* [[Display Current Course]] adds your currently plotted course to any mission map screen, so you can tell whether the destination for the new mission is close to where you are currently heading.&lt;br /&gt;
&lt;br /&gt;
==== Possibilities ====&lt;br /&gt;
* [[Black Monk Monastery|Bank of the Black Monks]] for '''loans''' at the outset of the game!&lt;br /&gt;
* [[Elite Trader OXZ]] rejig of Oolite, emphasising trade (see above).&lt;br /&gt;
* There are plenty of OXP ships that have increased cargo capacity. Check out the [[Largest_Ships_(Oolite)|Largest Ships]] list for some examples.&lt;br /&gt;
&lt;br /&gt;
=== Other stuff to help with or enhance trading ===&lt;br /&gt;
* See the '''OoliteRS''' (Reference Sheets) and '''AdviceforNewCommanders''' which came as .pdfs in your original game download. ''Probably worth printing out!''&lt;br /&gt;
* [https://github.com/jmcaffee/oolite_bot Oolite_bot] is a bot to run a trading route in Oolite. It is written in bash, using xwd, ImageMagick, and sha256sum. By J McAfee (GitHub, 2015)&lt;br /&gt;
&lt;br /&gt;
*[[Elite Trader OXZ]] leads into a suite of oxps rejigging Oolite around trading rather than combat&lt;br /&gt;
&lt;br /&gt;
=== Tweaking the markets ===&lt;br /&gt;
* [[BlOomberg Markets]] allows the markets to react to news events (needs [[GNN]] for the news events)&lt;br /&gt;
* [[In_System_Trader|In-System trader]] introduces a &amp;quot;living market&amp;quot; ''inside'' solar systems with rewards and risks for in-system trading.&lt;br /&gt;
* [[Risk Based Economy OXP|Risk based economy]] - by [[User:Cim|Cim]]. Makes trade prices depend on government as well as economy (1.77).&lt;br /&gt;
* [[User:Phkb#Experimental_OXP.27s|Risky business]] - by [[User:Phkb|Phkb]]. As above. See linked BB discussion for comparison with Cim's Risk based economy &lt;br /&gt;
&lt;br /&gt;
=== Changing the markets ===&lt;br /&gt;
* [[SW Economy‎]]: Realism! 3 new commodities, a trading triad (agricultural-mining-industrial) &amp;amp; factors such as atmosphere, TL &amp;amp; GDP are now relevant.&lt;br /&gt;
* [[More Moolah OXZ]] - renames 10 commodities (''eg''. Luxuries becomes Cosmetics/Beauty) and adds Androids &amp;amp; Clones, Robots, Live Animals, Leather Goods and Medicines&lt;br /&gt;
* [[New Cargoes]] - by [[User:Cim|Cim]] 2014. Introduces 100 sub-variants of the regular commodities. Profits only at one or two planets!&lt;br /&gt;
* [[New Cargoes Trading Advice]] - transcript of the Advanced Trading course at [[Lave Academy]].&lt;br /&gt;
* [[Real-Life Economics]]: Realism! Markets that change as you look at them - and react to your trades. More realistic implementation of market effects. Slightly buggy. By Phasted (2014).&lt;br /&gt;
&lt;br /&gt;
=== The Law ===&lt;br /&gt;
* [[Smugglers]] - by [[User:Phkb|Phkb]] (2019): embargoes, black markets, bribes &amp;amp; smuggling compartments!&lt;br /&gt;
* [[Illegal Goods Tweak OXP]] - you are now interrogated on arrival at a GalCop station with slaves ''etc'' in your cargo&lt;br /&gt;
* [[Contrabandista's Art]] a selection of notes and quotes transcribed from posts on our BB (2012 - before Oolite v.1.80/1.82 and the rejigging of markets and rock hermits).&lt;br /&gt;
&lt;br /&gt;
=== Time ===&lt;br /&gt;
* [https://app.box.com/s/9rz2f16e3ohulnke0mk42d9lbylyq791 Cargo_Handling.oxp]- by [[User:Phkb|Phkb]] (2018): Loading/unloading cargo now takes time&lt;br /&gt;
&lt;br /&gt;
=== Other advice pages ===&lt;br /&gt;
*[[How do I ...]] dock / succeed in trading / win a fight / configure my controller/joystick ''etc''.&lt;br /&gt;
*See also the '''OoliteRS''' (Reference Sheets) and '''AdviceforNewCommanders''' which came as .pdfs in your original game download. Probably worth printing out!&lt;br /&gt;
[[Category:Oolite]][[Category:Help pages]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Contrabandista%27s_Art&amp;diff=88535</id>
		<title>Contrabandista's Art</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Contrabandista%27s_Art&amp;diff=88535"/>
		<updated>2026-05-01T05:34:02Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Added details on Rese249er&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Contrabandista's Notes &amp;amp; Quotes ==&lt;br /&gt;
&lt;br /&gt;
''Condensed and (usually) paraphrased quotes from the Oolite BB on the Contrabandista's Art.'' collected by Rese249er in 2012&lt;br /&gt;
&lt;br /&gt;
Editor's Note: 2012 was before the changes to Rock Hermits and commodity markets implemented in Oolite v.1.82. The material below has been annotated accordingly.&lt;br /&gt;
&lt;br /&gt;
=== Text ===&lt;br /&gt;
:[[User:Cody|El Viejo's]] Rule #1: Always have enough for a jump in the tank.&lt;br /&gt;
&lt;br /&gt;
:El Viejo on 'the most valuable commodity': Bit of a trick question, I suppose - sorry about that. My answer has always been [[quirium]] fuel - it's free or dirt-cheap, but absolutely priceless in combat!&lt;br /&gt;
&lt;br /&gt;
:El Viejo on drop-tanks: If you don't carry [[Fuel Tank|drop-tanks]] (or a reserve tank), only make short jumps wherever possible. This can have several benefits.&lt;br /&gt;
&lt;br /&gt;
:EV's narc-selling tip: pull into a rock hermit in a poor agricultural anarchy or feudal system, sell [[narcotics]] at 90₢ or above, proceed to the main station, buy furs at less than 50₢, return to the hermit and sell furs for over 90₢. ''note: this now needs [[Ye Olde Hermit markets]] which restores the earlier markets to some hermits''&lt;br /&gt;
&lt;br /&gt;
:EV's general guidelines: A player's personal RoE (Rules of Engagement) come into the equation too - for example, I never engage Vipers unless I absolutely have to (and I certainly never splash a Viper except in extremis - they're just regular guys doing a rotten job, after all - and they don't have escape pods). Hunch your shoulders and take the hits, and if you cannot evade them, hyperspace out (as unfortunately Vipers cannot follow the player through their wormhole). Get your RoE firmly established, and get your contraband trade rules established - I never buy narcotics at over 10₢, I never sell at under 70₢ (and if you're a morally upright person such as myself, never deal in slaves or firearms).&lt;br /&gt;
&lt;br /&gt;
:Jeffron: Learn docking on injectors.&lt;br /&gt;
&lt;br /&gt;
:Ya-Tah-Hey's Cargo Bays trick: use a ship with multiple cargo bays, keep only clean goods in the current manifest.&lt;br /&gt;
&lt;br /&gt;
:[[User:Switeck|Switeck]]'s Stations tip: With enough [[Oolite Stations|stations]] in 1 system, at least 1 station is likely to have high narcotics prices... though only the main station is likely to have any for sale.&lt;br /&gt;
&lt;br /&gt;
:[[User:Diziet Sma|Diziet Sma]]'s view on 'acceptable' contraband:  ...Whilst I agree with you (El Viejo) on slavery, I regard firearms as something of a grey area. Overthrowing tyranny often requires being able to counter the firepower arrayed against you, one man's terrorist is another man's freedom fighter, etc..&lt;br /&gt;
:Diziet Sma quoting El Viejo: You gotta have a nose for the business, and I couldn't explain that. The best deals are where you buy 32TC at 1.2₢, jump out, jump straight back to the same system, and sell at 102₢ - but you may have to fight your way in (and out, of course).	Oh, one tip maybe - I visit a lot of systems that a player wouldn't normally visit - the in-between worlds (and a well-balanced cluster of systems is handy)!&lt;br /&gt;
&lt;br /&gt;
:[[User:Spara|Spara]] quoting &amp;quot;a seasoned veteran giving guidance:	&amp;quot;You see lad, if you want to have a better look at the opponent, you really should fly closer.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== On 'hitch-hiking' ===&lt;br /&gt;
:Diziet Sma: ...if I have to make a long jump into a system, I'll loiter in the Station Aegis scanning wormholes until I can hitch a free ride. I once waited an hour (real time) and 20+ wormholes, for a trader heading to the system I wanted. Better that than getting jumped on arrival by six or more henchmen, and me with near-dry tanks.	(Interesting side-note: after a while of watching and waiting, you can generally predict which system a ship will jump to, by the direction they head in after exiting the Station. When you see a ship head in a direction that's new to you, pay attention.. it might be the ride you've been waiting for.)&lt;br /&gt;
&lt;br /&gt;
:El Viejo: Hitching a free ride (something I do a lot) can a very good idea for a new Jameson. Yes, you don't know where the wormhole is going, but...&lt;br /&gt;
&lt;br /&gt;
:[[Ship's Cat|superbatprime]]: Escort missions OXP (''Note: this might be [[Escort Contracts OXP]]'') is good for the odd free ride too, I always check to see if anyone is going my way (or even a nearby-ish system) before departure, the fee more than covers any injecting done along the way and it's nice to have company (and backup, although some Mothers can be a little too enthusiastic about getting into fights) on the trip.&lt;br /&gt;
&lt;br /&gt;
:[[User:Disembodied|Disembodied]]:  it helps to have a [[Wormhole Scanner]] fitted, if you're going to be a professional hitcher.&lt;br /&gt;
&lt;br /&gt;
:''Note: one can also use [[Station Dock Control]] which in-station shows where some of the docked ships are going - and allows one to launch immediately before them, obviating the need to wait''&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=12933 Contraband and legal status] (2012)&lt;br /&gt;
*[https://app.box.com/s/k516volu5d0ovs63w522 Rese249er's original version of the above] (2012)&lt;br /&gt;
&lt;br /&gt;
== The condenser, Rese249er ==&lt;br /&gt;
Rese249er is also the author of [[HoloNum HUD]], the [[249th Naval Reserve Wing OXP]] and tried to develop a grapple beam OXP.&lt;br /&gt;
&lt;br /&gt;
He also wrote some OoFiction: see his entry in the [[List of Oolite stories]]&lt;br /&gt;
&lt;br /&gt;
''And'' he playtested the [[Serpent Class Cruiser]]&lt;br /&gt;
[[Category:Help pages]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Contrabandista%27s_Art&amp;diff=88534</id>
		<title>Contrabandista's Art</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Contrabandista%27s_Art&amp;diff=88534"/>
		<updated>2026-05-01T05:17:18Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Page created&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Contrabandista's Notes &amp;amp; Quotes ==&lt;br /&gt;
&lt;br /&gt;
''Condensed and (usually) paraphrased quotes from the Oolite BB on the Contrabandista's Art.'' collected by Rese249er in 2012&lt;br /&gt;
&lt;br /&gt;
Editor's Note: 2012 was before the changes to Rock Hermits and commodity markets implemented in Oolite v.1.82. The material below has been annotated accordingly.&lt;br /&gt;
&lt;br /&gt;
=== Text ===&lt;br /&gt;
:[[User:Cody|El Viejo's]] Rule #1: Always have enough for a jump in the tank.&lt;br /&gt;
&lt;br /&gt;
:El Viejo on 'the most valuable commodity': Bit of a trick question, I suppose - sorry about that. My answer has always been [[quirium]] fuel - it's free or dirt-cheap, but absolutely priceless in combat!&lt;br /&gt;
&lt;br /&gt;
:El Viejo on drop-tanks: If you don't carry [[Fuel Tank|drop-tanks]] (or a reserve tank), only make short jumps wherever possible. This can have several benefits.&lt;br /&gt;
&lt;br /&gt;
:EV's narc-selling tip: pull into a rock hermit in a poor agricultural anarchy or feudal system, sell [[narcotics]] at 90₢ or above, proceed to the main station, buy furs at less than 50₢, return to the hermit and sell furs for over 90₢. ''note: this now needs [[Ye Olde Hermit markets]] which restores the earlier markets to some hermits''&lt;br /&gt;
&lt;br /&gt;
:EV's general guidelines: A player's personal RoE (Rules of Engagement) come into the equation too - for example, I never engage Vipers unless I absolutely have to (and I certainly never splash a Viper except in extremis - they're just regular guys doing a rotten job, after all - and they don't have escape pods). Hunch your shoulders and take the hits, and if you cannot evade them, hyperspace out (as unfortunately Vipers cannot follow the player through their wormhole). Get your RoE firmly established, and get your contraband trade rules established - I never buy narcotics at over 10₢, I never sell at under 70₢ (and if you're a morally upright person such as myself, never deal in slaves or firearms).&lt;br /&gt;
&lt;br /&gt;
:Jeffron: Learn docking on injectors.&lt;br /&gt;
&lt;br /&gt;
:Ya-Tah-Hey's Cargo Bays trick: use a ship with multiple cargo bays, keep only clean goods in the current manifest.&lt;br /&gt;
&lt;br /&gt;
:[[User:Switeck|Switeck]]'s Stations tip: With enough [[Oolite Stations|stations]] in 1 system, at least 1 station is likely to have high narcotics prices... though only the main station is likely to have any for sale.&lt;br /&gt;
&lt;br /&gt;
:[[User:Diziet Sma|Diziet Sma]]'s view on 'acceptable' contraband:  ...Whilst I agree with you (El Viejo) on slavery, I regard firearms as something of a grey area. Overthrowing tyranny often requires being able to counter the firepower arrayed against you, one man's terrorist is another man's freedom fighter, etc..&lt;br /&gt;
:Diziet Sma quoting El Viejo: You gotta have a nose for the business, and I couldn't explain that. The best deals are where you buy 32TC at 1.2₢, jump out, jump straight back to the same system, and sell at 102₢ - but you may have to fight your way in (and out, of course).	Oh, one tip maybe - I visit a lot of systems that a player wouldn't normally visit - the in-between worlds (and a well-balanced cluster of systems is handy)!&lt;br /&gt;
&lt;br /&gt;
:[[User:Spara|Spara]] quoting &amp;quot;a seasoned veteran giving guidance:	&amp;quot;You see lad, if you want to have a better look at the opponent, you really should fly closer.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== On 'hitch-hiking' ===&lt;br /&gt;
:Diziet Sma: ...if I have to make a long jump into a system, I'll loiter in the Station Aegis scanning wormholes until I can hitch a free ride. I once waited an hour (real time) and 20+ wormholes, for a trader heading to the system I wanted. Better that than getting jumped on arrival by six or more henchmen, and me with near-dry tanks.	(Interesting side-note: after a while of watching and waiting, you can generally predict which system a ship will jump to, by the direction they head in after exiting the Station. When you see a ship head in a direction that's new to you, pay attention.. it might be the ride you've been waiting for.)&lt;br /&gt;
&lt;br /&gt;
:El Viejo: Hitching a free ride (something I do a lot) can a very good idea for a new Jameson. Yes, you don't know where the wormhole is going, but...&lt;br /&gt;
&lt;br /&gt;
:[[Ship's Cat|superbatprime]]: Escort missions OXP (''Note: this might be [[Escort Contracts OXP]]'') is good for the odd free ride too, I always check to see if anyone is going my way (or even a nearby-ish system) before departure, the fee more than covers any injecting done along the way and it's nice to have company (and backup, although some Mothers can be a little too enthusiastic about getting into fights) on the trip.&lt;br /&gt;
&lt;br /&gt;
:[[User:Disembodied|Disembodied]]:  it helps to have a [[Wormhole Scanner]] fitted, if you're going to be a professional hitcher.&lt;br /&gt;
&lt;br /&gt;
:''Note: one can also use [[Station Dock Control]] which in-station shows where some of the docked ships are going - and allows one to launch immediately before them, obviating the need to wait''&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=12933 Contraband and legal status] (2012)&lt;br /&gt;
*[https://app.box.com/s/k516volu5d0ovs63w522 Rese249er's original version of the above] (2012)&lt;br /&gt;
&lt;br /&gt;
[[Category:Help pages]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Oolite_Trading&amp;diff=88533</id>
		<title>Oolite Trading</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Oolite_Trading&amp;diff=88533"/>
		<updated>2026-05-01T04:38:44Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: /* The Law */ Added link to Contra's Art (thanks to Wildeblood)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Cargo sm.png.png|thumb|200px|right|A &amp;quot;TC&amp;quot; (Tonne Cannister)]]&lt;br /&gt;
== Trading ==&lt;br /&gt;
This page focuses on the in-game skill of trading. For a wider overview of the issues, see [[Economics]].&lt;br /&gt;
&lt;br /&gt;
Trading is the primary way for the honest spacefarer to earn his, her, or its credits.  Every ship sold within the [[GalCop]] has an integrated trading computer which hooks into the current systems' trading Market (F8) Screen.&lt;br /&gt;
&lt;br /&gt;
{{QuoteText|Text=Most space stations have made the process of trading very simple, in order to facilitate a fast turnover in [[Commodities|goods]] and [[Oolite Ships|ships]]. Import and export tariffs - which are high on some worlds - are automatically added or deducted and this is reflected in the prices shown. The auto-trader system does not allow for more specific trading deals to be performed.&lt;br /&gt;
&lt;br /&gt;
Once docked you are linked directly with the CorCom Trade System. At your request you can obtain a list of basic trade items available for purchase.&lt;br /&gt;
&lt;br /&gt;
Slaves are measured by the TC in galactic trading. This may seem a little strange, but it includes the cryogenic suspension system necessary to keep them alive during space travel. The slave trade, once almost eliminated by the Galactic government is now returning, despite the efforts of the Galactic Police Force to suppress it.|Source=([[The Space Traders Flight Training Manual]], p.38)}}&lt;br /&gt;
=== [[Commodities]] ===&lt;br /&gt;
:'''Warning''': these average ₢ values can be changed by various .oxp's&lt;br /&gt;
:More detail (''ie'' maximum &amp;amp; minimun prices) is given on the '''OoliteRS''' sheet which came with your original game download.&lt;br /&gt;
&lt;br /&gt;
''Produced by agricultural systems''&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;Food             4.4₢      Simple organic products, see below &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;Textiles         6.4₢      Unprocessed fabrics  &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;Liquor/Wines    25.2₢      Exotic spirits from unearthy flora &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;Furs            56.0₢      Includes leathers, Millennium Wompom Pelts  &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Produced by Rock Hermits'' (and probably also a mix of agricultural &amp;amp; industrial systems)&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;Minerals         8.0₢      Unrefined rock containing trace elements  &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;Radioactives    21.2₢      Ores and by-products &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Produced by Rock Hermits and of minimal volume'' (and probably also a mix of agricultural &amp;amp; industrial systems)&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;Gold            37.2₢/kg   &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;Platinum        65.2₢/kg   &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;Gem-stones      16.4₢/g    Includes jewelry &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Produced by industrial systems''&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;Luxuries        91.2₢      Perfumes, Spices, Coffee &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;Computers       84.0₢      Intelligent machinery  &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;Machinery       56.4₢      Factory and farm equipment  &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;Alloys          32.8₢      Industrial Metals   &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Sellable when you [[Fuel Scoops|scoop]] up the robotic [[Thargon|Thargons]]''&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;Alien Items     27.0₢      Artifacts, Weapons, &amp;lt;/nowiki&amp;gt;''etc''&lt;br /&gt;
&lt;br /&gt;
''These items are defined as illegal by the Galactic Government, so trading in them is risky.''&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;Slaves           8.0₢      Usually humanoid   &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;Narcotics      114.8₢      Tobacco, Arcturan Megaweed  &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;Firearms        70.4₢      Small-scale artillery, sidearms, &amp;lt;/nowiki&amp;gt;''etc''  &lt;br /&gt;
&lt;br /&gt;
Shown on this list are the quantities of each item available and the current market price per unit. Most CorCom Trade Systems deal exclusively under blanket categories, including Food, Machinery, Minerals and Gemstones. Almost all are sold in TC (Tonne Cannister) quantities ''ie'' come in individual [[Cargo Container (Oolite)|cannisters]] (easy for [[Dumping Cargo]] if needed). Kg &amp;amp; g goods (''ie'' gems, gold &amp;amp; platinum) are kept in the on-board safe.&lt;br /&gt;
&lt;br /&gt;
The prices shown at the time of trading represent an offer to you and will be guaranteed while you are at the station.&lt;br /&gt;
&lt;br /&gt;
== Using the F8 Trading screen ==&lt;br /&gt;
[[File:Ingame-manual-f8.png|thumb|right|F8/8 Trading Screen&amp;lt;br&amp;gt;The long list of commodities can be filtered &amp;amp; sorted]]&lt;br /&gt;
:&amp;lt;font color=&amp;quot;Red&amp;quot;&amp;gt;F8/8&amp;lt;/font&amp;gt;: summons the screen. The prices shown (anywhere in the system) are those of the main orbital station only.&lt;br /&gt;
:&amp;lt;font color=&amp;quot;Red&amp;quot;&amp;gt;Arrows - up &amp;amp; down&amp;lt;/font&amp;gt;: select one of the 17 commodities&lt;br /&gt;
:&amp;lt;font color=&amp;quot;Red&amp;quot;&amp;gt;Arrows - left &amp;amp; Right&amp;lt;/font&amp;gt;: buy or sell the selected commodity&lt;br /&gt;
:&amp;lt;font color=&amp;quot;Red&amp;quot;&amp;gt;Enter&amp;lt;/font&amp;gt;: sells your entire inventory of the current item or buys as much as your hold (and Credits) will allow&lt;br /&gt;
:&amp;lt;font color=&amp;quot;Red&amp;quot;&amp;gt;F8/8 repeated&amp;lt;/font&amp;gt; - toggles between more detail on selected commodity &amp;amp; main market screen (''eg'' if you have some in your hold: purchase price records for cargo hold contents)&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;font color=&amp;quot;Red&amp;quot;&amp;gt;?&amp;lt;/font&amp;gt;: toggles between 6 '''filters''' for the commodities &lt;br /&gt;
:*all 17 commodities&lt;br /&gt;
:*only goods carried in station or in stock in cargo hold&lt;br /&gt;
:*goods carried in station only&lt;br /&gt;
:*goods in stock in ship's cargo hold only&lt;br /&gt;
:*legal goods: just the 14 legal commodities&lt;br /&gt;
:*prohibited goods: just slaves, narcotics &amp;amp; firearms&lt;br /&gt;
:&amp;lt;font color=&amp;quot;Red&amp;quot;&amp;gt;/&amp;lt;/font&amp;gt;: toggles between 6 '''sorted orders''' for the listed commodities&lt;br /&gt;
:*default order: the original order from [[Classic Elite]]&lt;br /&gt;
:*alphabetical order&lt;br /&gt;
:*order of price&lt;br /&gt;
:*order of quantity in stock in station&lt;br /&gt;
:*order of quantity in ship's cargo hold&lt;br /&gt;
:*order of unit mass: ''ie'' TC/kg/g&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*''This information is also on the '''OoliteRS''' (Reference Sheets) which came as a .pdf in your original game download. Probably worth printing out!''&lt;br /&gt;
&lt;br /&gt;
*autoSCAM modules will immediately transfer your transaction between your cargo bay and the station. Most ships must dock with a [[Coriolis Station (Oolite)|Coriolis space station]] or other similarly equipped outpost before buying or selling cargo.&lt;br /&gt;
&lt;br /&gt;
*The only other way of transferring cargo in and out of your hold is in flight by either [[Dumping Cargo|dumping]] it or by [[Fuel Scoops|scooping]] it.&lt;br /&gt;
*For more detail see [[F8 page (commodity market)]] which explores the effects of various oxps on the Vanilla game&lt;br /&gt;
&lt;br /&gt;
== Advice to Traders ==&lt;br /&gt;
  ''From the Bulletin Boards:''&lt;br /&gt;
   Money-making tips: well, buy low and sell high, so much so obvious. Raw materials and general biological produce (food, textiles, ores, furs, ''etc''.) come from ''Agricultural worlds''; finished goods and technological stuff (Luxuries, Computers, Machinery ''etc'') come from ''Industrial worlds''.&lt;br /&gt;
   The Rich/Poor overlay adjusts the buying and selling prices differently depending on whether the world in question is ''Agricultural'' or ''Industrial''. '''Rich Industrial''' worlds provide the cheapest finished goods: they have the most efficient industrial plants and can undercut their competitors. Their industries and populations are also hungry (not to say greedy) and will pay top whack for raw materials. '''Poor Agricultural''' worlds have the lowest standards of living and produce the cheapest raw materials. They're also the most desperate for finished goods, and pay the highest prices for them. Therefore, the best trade run is between a Rich Industrial and a Poor Agricultural. The least promising is between a Poor Mostly Industrial and a Rich Mostly Agricultural (I think). Well, unless you start trying to ship Industrial goods to Industrial planets, obviously (although even here you might make a bit of money, if you're buying from a Rich Industrial and selling to a Poor Industrial).&lt;br /&gt;
   The highest profit margins, on legitimate goods anyway, tend to be on Computers, Luxuries and Machinery on the Industrial side, and on Furs and Liquor &amp;amp; Wines on the Agricultural side. Running precious metals and gemstones is also worthwhile as a long-term investment. If you see them cheap anywhere (mid- to high teens per gram for gemstones, 36-38  ₢/kg for gold and anything under 70 ₢/kg for platinum) buy up what you can afford and hang onto it until you find a high selling price. It doesn't take up any cargo space as you keep it in a safe in the cabin. Agricultural planets usually sell precious stones and metals slightly cheaper than Industrial ones do, but a big money payoff can happen pretty much anywhere.&lt;br /&gt;
   '''Government type''' and '''Tech Level''' don't make any difference to trade prices -- at least, not in the unmodified game. Some of the OXPs, such as Dictatorships and Your Ad here, add extra trading possibilities based on other factors, e.g. population size (which is linked to wealth), government type and so on. ''Government type does make a difference'' as to how much trouble you might run into on your way in, though, with Anarchies the worst, moving up through Feudal, Multi-Government, Dictatorship, Communist, Confederacy and Democracy, with Corporate State being the most peaceful (or cop-infested, depending on your point of view). [https://bb.oolite.space/viewtopic.php?p=48929#p48929 Disembodied (2008)].&lt;br /&gt;
&lt;br /&gt;
  '' More from the Bulletin Boards:''&lt;br /&gt;
{{QuoteText|Text=&amp;lt;blockquote&amp;gt;Starting out, you won’t have enough money to fill your holds with the real winning commodities like furs and computers.  With less than 100cr in the bank you’ll need to maximise your profit percentages rather than aim for large cash payouts.  Trading in cheap but profitable goods like food and radioactives is a good way to start, before moving onto alloys, machinery and liquors and wines.  &lt;br /&gt;
&lt;br /&gt;
Once you have sufficient money to be able to fill your holds with any one commodity, it’s time to focus on absolute profit.  Food bought at 2 ₢ per ton can easily be sold off for a 300% margin at 8 ₢ per ton, but that only amounts to 6 ₢ absolute profit; for a 35t trip this amounts to a profit of only 210 ₢.  Furs can be bought at 50 ₢ and sold for 90 ₢; while only providing a margin of 80%, it’s a 40 ₢ per ton profit, amounting to 1240 ₢ for a full load.  Although you need to make a greater investment in order to reap these rewards, there is no real increase in risk: so long as you’re in a stable system and you’re dealing in legal goods, there’s no more danger of your ship being attacked whether you’re carrying food or computers.  The satisfaction of making a 300% profit will be outweighed by the fact that one more trip just might be enough to get you a docking computer.&lt;br /&gt;
&lt;br /&gt;
As revenues increase you may be temped to trade in illegal commodities.  Generally speaking, the only profitable commodities of this type are narcotics.  Firearms can be sold off to rich agricultural states but typically with less profit than computers; conversely slaves may be sold to industrial states but with far less profit than furs.  Narcotics usually have a profit margin similar to that of computers and so are not usually worth your time, however prices fluctuate wildly and if you happen to be in the right place at the right time you can make massive gains.  If you ever see narcotics on the market for less than around 30 ₢, buy them up.  It may be that there has been a slump in the local market, making it difficult to make a significant profit at nearby systems, but if you hold on to them and shop around you should find an agricultural system with prices around the 90 ₢ mark.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rich Agriculturals do indeed seem rather useless from a trading point of view.  They remind me of organic farms in that they can afford to sell their goods at elevated prices and aren't bothered about losing out to the lower end of the market.  At the same time, they seem less prepared to pay over the odds for industrial goods.  Conversely, Poor Agriculturals need all the money they can get, so will happily let their exports go at below-average prices, while they will pay handsomely for thinks like computers, luxuries and machinery.&lt;br /&gt;
&lt;br /&gt;
Piracy is always an option as a way to make some quick cash, but it's probably best to wait until your ship is kitted out a bit more before going down that route.|Source=([https://bb.oolite.space/viewtopic.php?p=21700#p21700 Ramirez (2006)])}}&lt;br /&gt;
&lt;br /&gt;
 ''Yet more from the Bulletin Boards'': [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=20029 Core game money earning] (2019)&lt;br /&gt;
 &lt;br /&gt;
 ''And older'': [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=5672 Rookie Help - Missions and Money] (2009)&lt;br /&gt;
 &lt;br /&gt;
 5 Ton Rule: Rather than taking on full loads and intended to sell them, always leave 5 tons of cargo area open. Because space is a big and unpredictable place and you never know what you are going to find. Sure, there are some great deals such as the narcotics you got for 4.0₢/TC might give you 90₢/TC in another system, but not all deals are that good -  while the escape capsule you scooped of the unfortunate guy whose aid you came to, will give you 250₢ because of his insurance (and 28₢ for the guy shooting at him). And you will need the 5 free tons in your hold for his capsule. [https://bb.oolite.space/viewtopic.php?t=7280 Chrisfs (2009)]&lt;br /&gt;
 &lt;br /&gt;
 [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=3531 Profitability (Career Opportunities)] (2007) has some tips for trading with massive ships like Boas/Pythons.&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;No money!&amp;quot; problems ==&lt;br /&gt;
There are a number of options.&lt;br /&gt;
*Shooting asteroids at 1₢/asteroid until you have enough money to do something!&lt;br /&gt;
*Sell or downgrade your laser/missiles (but remember, your missiles can be used to stop other missiles!)&lt;br /&gt;
*Sell your ship to buy a cheaper one (you will lose c. 2/3 of your current ship value).&lt;br /&gt;
*See [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=15669 Financial Advice] (2013) for more advice&lt;br /&gt;
*And see [https://bb.oolite.space/viewtopic.php?f=8&amp;amp;t=3550 Help...] (2007-12) for advice including cheats&lt;br /&gt;
&lt;br /&gt;
=== Other Links ===&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=2924 Just not making enough cash] (2007): problems with downgrading your ship&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=4251 Making cash] (2008): includes tips on saving money&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Too much money!&amp;quot; problems ==&lt;br /&gt;
''A nice problem to have!''&lt;br /&gt;
*See [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=4016 Too much money] (2007-8) for advice!&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=233310#p233310 Astrobe's 2015 suggestions] in a relevant thread (Bling!)&lt;br /&gt;
&lt;br /&gt;
=== OXPs ===&lt;br /&gt;
*[[Diplomancy]] introduces taxation!&lt;br /&gt;
*[[Feudal States|Feudal States - Tibecea]] by DGill (2025) allows investment on your own feudal estate&lt;br /&gt;
*[[Galactic Navy OXP]] allows purchase of Navy Bonds.&lt;br /&gt;
*[[Hermitage]] adds in buying your own Rock Hermit (and investing in upgrades).&lt;br /&gt;
*[[Witch Bank]] (by [[User:Wildeblood|Wildeblood]] (2025)) takes deposits&lt;br /&gt;
&lt;br /&gt;
== Advanced Trading: Changing the Markets ==&lt;br /&gt;
{{QuoteText|Text=... Oolite is not &amp;quot;just a shooter&amp;quot; game. But it would be very interesting someday to see what it could be like if even half of the attention and effort that has gone into the combat related functions was expended on the economic and cultural possibilities|Source=([https://bb.oolite.space/viewtopic.php?p=152334#p152334 Ganelon (2011)])}}&lt;br /&gt;
&lt;br /&gt;
Since Ganelon's comment in 2011, much has been done. While some OXPs such as [[BlOomberg Markets]], [[In_System_Trader|In-System trader]], [[Risk Based Economy OXP|Risk based economy]] &amp;amp; [[Risky Business]] make trading more realistic in various ways, several wonderful OXPs have been written which totally rejig aspects of the Trading system. They all make trading ''much'' more complicated!&lt;br /&gt;
* [[Demand Driven Economy]]: breaks up the fur-luxuries profit monopoly. Creates a reliable profitable demand for (eg) luxuries in Rich Agriculturals, computers in Average Agriculturals &amp;amp; alloys in Poor Agriculturals. His oxp includes tweaks for population, economy size &amp;amp; tech level.&lt;br /&gt;
* [[SW Economy‎]]: introduces a much needed shot of realism to the trading side of the game! 3 new commodities (water, oxygen &amp;amp; medicine), a trading triad (agricultural-mining-industrial) &amp;amp; factors such as atmosphere, TL &amp;amp; GDP are now relevant in determining what each planet produces. One needs to know much more about the planets one is trading with to make better profits. The old Xexedi-Laenin milk run is such no longer, as Laenin is too small to have the atmosphere needed to grow food, wines or furs and is now merely a mining station. This oxp has issues.&lt;br /&gt;
* [[New Cargoes]]:  Introduces 100 sub-variants of the regular commodities: mud hockey sticks! zero-gravity hockey sticks! Excellent profits only at one or two planets - but get your hockey variety right! Uses the lore and culture to generate new markets. Subscribe to a trade magazine with tips! Go on the [[New Cargoes Trading Advice|Advanced Trading course]] at your alma mater, the [[Lave Academy]]! This oxp has issues.&lt;br /&gt;
* [[Real-Life Economics]] - by Phasted (2012-4). Fluctuating markets which also react to your actions. Local solar systems also affect prices. This oxp has issues.&lt;br /&gt;
* [[Smugglers]] introduces trade embargoes on export &amp;amp; import of various commodities . This leads to wide fluctuations in price and a resultant rise in black markets, bribes &amp;amp; smuggling compartments - all of which this OXP introduces.&lt;br /&gt;
:''Note that Smugglers currently conflicts with New Cargoes (2021).''&lt;br /&gt;
* [[Ye Olde Hermit markets]] restores the old more profitable Rock Hermit markets from before Oolite v.1.82 (2015).&lt;br /&gt;
&lt;br /&gt;
{{:Guide to Economics OXPs}}&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
[[File:Anaconda size vs 750 cargo cannisters.png|thumb|right|320px|Captain Beatnik's analysis of [[Anaconda (Oolite)|Anaconda]] size vs 750 cargo cannisters]]&lt;br /&gt;
*[[Commodities]]&lt;br /&gt;
*[[Trading Goods Profit Table]]&lt;br /&gt;
*[[Milkrun]]&lt;br /&gt;
*[[Career Options]]&lt;br /&gt;
*[[Contracts]]&lt;br /&gt;
*[[Economics]]&lt;br /&gt;
&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=4951 The role of player-traders] (2008)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=6&amp;amp;t=4902 Trading Aids] (2008)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=7584 The trading game] (2010): critique of Elite/Oolite trading system - the 3rd page has an alternative suggestion by Cmdr Trigg&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=2417 Ship tonnage - is 't' for metric tonne?] (2006) - Aegidian answered &amp;quot;no&amp;quot;!&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=11102 What ''is'' 1 TC?] Weight? Volume? Description of Cannister? (2011)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=79950#p79950 Would a combine harvester be sold in 18 separate Tonne Cannisters with a set of IKEA instructions?] (2009)&lt;br /&gt;
&lt;br /&gt;
*[[Trade (classic Elite)]]&lt;br /&gt;
*[[Trade (FE2/FFE)]]&lt;br /&gt;
&lt;br /&gt;
=== OXP's to help with or enhance trading ===&lt;br /&gt;
==== Information ====&lt;br /&gt;
* [[XenonUI]]: vital reminders of what the numerous keyboard options are for the F8 market GUI screen (as well as the F5/F6/F7 screens)&lt;br /&gt;
* [[MarketObserver|Market Observer]] enhances the F8 market screen with vital data: average prices, % differences &amp;amp; what price you bought your goods at.&lt;br /&gt;
* [[Market Inquirer]] adds an interface screen (f4) that shows the distances in system and an interface screen that shows the markets (prices and quantities) of the main station and selected oxp stations closest to the player.&lt;br /&gt;
* [[Ship's Accountant OXP]] - alpha version - for devotees of double-entry book-keeping&lt;br /&gt;
&lt;br /&gt;
* [[Useful MFDs]] provides a ''free'' MFD with a list of your cargo and its current value in the system's main station.&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?p=220113#p220113 Manifest MFD] lists your hold's contents.&lt;br /&gt;
&lt;br /&gt;
* Your Ship's Manual (comes with the [[Ship's Library OXP]]) has valuable information on trading and understanding the various economies&lt;br /&gt;
* [[GalCop Galactic Registry]] gives access to chart-wide system data, allowing quick analysis of routes and regions, which can aid in plotting trade routes.&lt;br /&gt;
* [[The Traders Almanach|The Trader's Almanach]], a supplement for your [[Ship's Library OXP|Ship's Library]]&lt;br /&gt;
&lt;br /&gt;
* [[Display Current Course]] adds your currently plotted course to any mission map screen, so you can tell whether the destination for the new mission is close to where you are currently heading.&lt;br /&gt;
&lt;br /&gt;
==== Possibilities ====&lt;br /&gt;
* [[Black Monk Monastery|Bank of the Black Monks]] for '''loans''' at the outset of the game!&lt;br /&gt;
* [[Elite Trader OXZ]] rejig of Oolite, emphasising trade (see above).&lt;br /&gt;
* There are plenty of OXP ships that have increased cargo capacity. Check out the [[Largest_Ships_(Oolite)|Largest Ships]] list for some examples.&lt;br /&gt;
&lt;br /&gt;
=== Other stuff to help with or enhance trading ===&lt;br /&gt;
* See the '''OoliteRS''' (Reference Sheets) and '''AdviceforNewCommanders''' which came as .pdfs in your original game download. ''Probably worth printing out!''&lt;br /&gt;
* [https://github.com/jmcaffee/oolite_bot Oolite_bot] is a bot to run a trading route in Oolite. It is written in bash, using xwd, ImageMagick, and sha256sum. By J McAfee (GitHub, 2015)&lt;br /&gt;
&lt;br /&gt;
*[[Elite Trader OXZ]] leads into a suite of oxps rejigging Oolite around trading rather than combat&lt;br /&gt;
&lt;br /&gt;
=== Tweaking the markets ===&lt;br /&gt;
* [[BlOomberg Markets]] allows the markets to react to news events (needs [[GNN]] for the news events)&lt;br /&gt;
* [[In_System_Trader|In-System trader]] introduces a &amp;quot;living market&amp;quot; ''inside'' solar systems with rewards and risks for in-system trading.&lt;br /&gt;
* [[Risk Based Economy OXP|Risk based economy]] - by [[User:Cim|Cim]]. Makes trade prices depend on government as well as economy (1.77).&lt;br /&gt;
* [[User:Phkb#Experimental_OXP.27s|Risky business]] - by [[User:Phkb|Phkb]]. As above. See linked BB discussion for comparison with Cim's Risk based economy &lt;br /&gt;
&lt;br /&gt;
=== Changing the markets ===&lt;br /&gt;
* [[SW Economy‎]]: Realism! 3 new commodities, a trading triad (agricultural-mining-industrial) &amp;amp; factors such as atmosphere, TL &amp;amp; GDP are now relevant.&lt;br /&gt;
* [[More Moolah OXZ]] - renames 10 commodities (''eg''. Luxuries becomes Cosmetics/Beauty) and adds Androids &amp;amp; Clones, Robots, Live Animals, Leather Goods and Medicines&lt;br /&gt;
* [[New Cargoes]] - by [[User:Cim|Cim]] 2014. Introduces 100 sub-variants of the regular commodities. Profits only at one or two planets!&lt;br /&gt;
* [[New Cargoes Trading Advice]] - transcript of the Advanced Trading course at [[Lave Academy]].&lt;br /&gt;
* [[Real-Life Economics]]: Realism! Markets that change as you look at them - and react to your trades. More realistic implementation of market effects. Slightly buggy. By Phasted (2014).&lt;br /&gt;
&lt;br /&gt;
=== The Law ===&lt;br /&gt;
* [[Smugglers]] - by [[User:Phkb|Phkb]] (2019): embargoes, black markets, bribes &amp;amp; smuggling compartments!&lt;br /&gt;
* [[Illegal Goods Tweak OXP]] - you are now interrogated on arrival at a GalCop station with slaves ''etc'' in your cargo&lt;br /&gt;
* [https://app.box.com/s/k516volu5d0ovs63w522 Contrabandista's Art] a selection of notes and quotes transcribed from posts on our BB (2012 - before Oolite v.1.80/1.82 and the rejigging of markets and rock hermits).&lt;br /&gt;
&lt;br /&gt;
=== Time ===&lt;br /&gt;
* [https://app.box.com/s/9rz2f16e3ohulnke0mk42d9lbylyq791 Cargo_Handling.oxp]- by [[User:Phkb|Phkb]] (2018): Loading/unloading cargo now takes time&lt;br /&gt;
&lt;br /&gt;
=== Other advice pages ===&lt;br /&gt;
*[[How do I ...]] dock / succeed in trading / win a fight / configure my controller/joystick ''etc''.&lt;br /&gt;
*See also the '''OoliteRS''' (Reference Sheets) and '''AdviceforNewCommanders''' which came as .pdfs in your original game download. Probably worth printing out!&lt;br /&gt;
[[Category:Oolite]][[Category:Help pages]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Oolite_JavaScript_Reference:_Player&amp;diff=88532</id>
		<title>Oolite JavaScript Reference: Player</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Oolite_JavaScript_Reference:_Player&amp;diff=88532"/>
		<updated>2026-05-01T04:05:50Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Tweaks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;small&amp;gt;'''Prototype:''' &amp;lt;code&amp;gt;Object&amp;lt;/code&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;'''Subtypes:''' none&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The '''&amp;lt;code&amp;gt;Player&amp;lt;/code&amp;gt;''' class is represents the player. There is always exactly one &amp;lt;code&amp;gt;Player&amp;lt;/code&amp;gt; object in existence, which can be accessed through the &amp;lt;code&amp;gt;player&amp;lt;/code&amp;gt; global property.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
=== &amp;lt;code&amp;gt;alertAltitude&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''alertAltitude''' : Boolean (read-only)&lt;br /&gt;
Whether the player is dangerously close to a planet. (closer than 4000 meter to the surface)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;alertCondition&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''alertCondition''' : Number (read-only, integer)&lt;br /&gt;
Returns the current alert condition. 0 = Docked, 1 = Green, 2 = Yellow, 3 = Red.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;alertEnergy&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''alertEnergy''' : Boolean (read-only)&lt;br /&gt;
Whether the player’s energy level is depleted (i.e., &amp;lt;code&amp;gt;[[Oolite JavaScript Reference: Entity#energy|energy]]&amp;lt;/code&amp;gt; is less than &amp;lt;code&amp;gt;[[Oolite JavaScript Reference: Entity#maxEnergy|maxEnergy]]&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;alertHostiles&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''alertHostiles''' : Boolean (read-only)&lt;br /&gt;
Whether there are hostile ships within scanner range.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;alertMassLocked&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''alertMassLocked''' : Boolean (read-only)&lt;br /&gt;
Whether the player is mass locked.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;alertTemperature&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''alertTemperature''' : Boolean (read-only)&lt;br /&gt;
Whether the cabin temperature is dangerously high.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;bounty&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''bounty''' : Number (read/write integer)&lt;br /&gt;
The bounty on the player, which determines legal status. It is halved at each witchspace jump.&lt;br /&gt;
&lt;br /&gt;
'''See also''': &amp;lt;code&amp;gt;[[#legalStatus|legalStatus]]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;contractReputation&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''contractReputation''' : Number (read-only integer)&lt;br /&gt;
{{oolite-prop-added|1.79}}&lt;br /&gt;
 '''contractReputationPrecise''' : Number (read-only decimal)&lt;br /&gt;
The player’s cargo contract reputation, ranging from -7 to +7. Reputation is made up internally of three components - &amp;quot;good&amp;quot;, &amp;quot;bad&amp;quot;, and &amp;quot;unknown&amp;quot;. &amp;quot;good&amp;quot; and &amp;quot;bad&amp;quot; will decay back to &amp;quot;unknown&amp;quot; slowly over time, while &amp;quot;unknown&amp;quot; may in some systems (randomised on entry) be partially treated as &amp;quot;good&amp;quot;, to represent imperfect knowledge of the player's reputation. The value reported by these properties is the final value after this randomisation is applied. The &amp;quot;Precise&amp;quot; version includes fractional reputation, used in Oolite 1.79 onwards..&lt;br /&gt;
&lt;br /&gt;
'''See also:''' &amp;lt;code&amp;gt;[[#decreaseContractReputation|decreaseContractReputation()]]&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;[[#increaseContractReputation|increaseContractReputation()]]&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;[[Oolite JavaScript Reference: Ship#contracts|contracts]]&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;[[#parcelReputation|parcelReputation]]&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;[[#passengerReputation|passengerReputation]]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;credits&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''credits''' : Number (read/write, float)&lt;br /&gt;
The amount of money the player has, in credits.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;dockingClearanceStatus&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''dockingClearanceStatus''' : String (read-only)&lt;br /&gt;
A string indicating whether the player has docking clearance. (''Clarify: for which station? -[[User:Ahruman|Ahruman]] 20:34, 3 November 2008 (UTC)'') Possible values are:&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;quot;DOCKING_CLEARANCE_STATUS_NONE&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;quot;DOCKING_CLEARANCE_STATUS_REQUESTED&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;quot;DOCKING_CLEARANCE_STATUS_NOT_REQUIRED&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;quot;DOCKING_CLEARANCE_STATUS_GRANTED&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;quot;DOCKING_CLEARANCE_STATUS_TIMING_OUT&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;escapePodRescueTime&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{{oolite-prop-added|1.89}}&lt;br /&gt;
 '''escapePodRescueTime''' : Number (read/write decimal)&lt;br /&gt;
Number of seconds that will be added to the clock when the player uses an escape pod and is rescued. Default value is 0 (zero), which will utilise the default time calculation that can add up to eight days to the clock.&lt;br /&gt;
Negative numbers will be ignored (and default calculation will apply).&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;legalStatus&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''legalStatus''' : String (read-only)&lt;br /&gt;
A string mainly for display purposes describing the player’s legal status based on &amp;lt;code&amp;gt;[[#bounty|bounty]]&amp;lt;/code&amp;gt;. In English, this is one of &amp;lt;code&amp;gt;&amp;quot;Clean&amp;quot;&amp;lt;/code&amp;gt; (bounty = 0), &amp;lt;code&amp;gt;&amp;quot;Offender&amp;quot;&amp;lt;/code&amp;gt; (0 &amp;lt; bounty ≤ 50) or &amp;lt;code&amp;gt;&amp;quot;Fugitive&amp;quot;&amp;lt;/code&amp;gt;, but note that it can be localized.&amp;lt;br&amp;gt;&lt;br /&gt;
See [https://bb.oolite.space/viewtopic.php?p=30692#p30692 this] - and several later posts - for more detail. '''setLegalStatus: &amp;lt;number&amp;gt;''' works in legacy script - it might also work in Javascript! &amp;lt;br&amp;gt;&lt;br /&gt;
See [[Bounty]] for a (partial?) list of OXPs affecting this.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''name''' : String (read-only, read/write from 1.79)&lt;br /&gt;
The name of the player’s character (e.g., &amp;lt;code&amp;gt;&amp;quot;Jameson&amp;quot;&amp;lt;/code&amp;gt;). Prior to 1.79, this was also used as the filename for the savegame and so was not writable.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;parcelReputation&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{{oolite-prop-added|1.77}}&lt;br /&gt;
 '''parcelReputation''' : Number (read-only integer)&lt;br /&gt;
{{oolite-prop-added|1.79}}&lt;br /&gt;
 '''parcelReputationPrecise''' : Number (read-only decimal)&lt;br /&gt;
The player’s parcel contract reputation, ranging from -7 to +7. Reputation is made up internally of three components - &amp;quot;good&amp;quot;, &amp;quot;bad&amp;quot;, and &amp;quot;unknown&amp;quot;. &amp;quot;good&amp;quot; and &amp;quot;bad&amp;quot; will decay back to &amp;quot;unknown&amp;quot; slowly over time, while &amp;quot;unknown&amp;quot; may in some systems (randomised on entry) be partially treated as &amp;quot;good&amp;quot;, to represent imperfect knowledge of the player's reputation. The value reported by these properties is the final value after this randomisation is applied. The &amp;quot;Precise&amp;quot; version includes fractional reputation, used in Oolite 1.79 onwards.&lt;br /&gt;
&lt;br /&gt;
'''See also:''' &amp;lt;code&amp;gt;[[#decreaseParcelReputation|decreaseParcelReputation()]]&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;[[#increaseParcelReputation|increaseParcelReputation()]]&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;[[Oolite JavaScript Reference: Ship#parcels|parcels]]&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;[[#contractReputation|contractReputation]]&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;[[#passengerReputation|passengerReputation]]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;passengerReputation&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''passengerReputation''' : Number (read-only integer)&lt;br /&gt;
{{oolite-prop-added|1.79}}&lt;br /&gt;
 '''passengerReputationPrecise''' : Number (read-only decimal)&lt;br /&gt;
The player’s passenger contract reputation, ranging from -7 to +7. Reputation is made up internally of three components - &amp;quot;good&amp;quot;, &amp;quot;bad&amp;quot;, and &amp;quot;unknown&amp;quot;. &amp;quot;good&amp;quot; and &amp;quot;bad&amp;quot; will decay back to &amp;quot;unknown&amp;quot; slowly over time, while &amp;quot;unknown&amp;quot; may in some systems (randomised on entry) be partially treated as &amp;quot;good&amp;quot;, to represent imperfect knowledge of the player's reputation. The value reported by these properties is the final value after this randomisation is applied. The &amp;quot;Precise&amp;quot; version includes fractional reputation, used in Oolite 1.79 onwards.&lt;br /&gt;
&lt;br /&gt;
'''See also:''' &amp;lt;code&amp;gt;[[#decreasePassengerReputation|decreasePassengerReputation()]]&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;[[#increasePassengerReputation|increasePassengerReputation()]]&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;[[Oolite JavaScript Reference: Ship#passengers|passengers]]&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;[[#contractReputation|contractReputation]]&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;[[#parcelReputation|parcelReputation]]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;rank&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''rank''' : String (read-only)&lt;br /&gt;
A string mainly for display purposes describing the player’s rank (such as &amp;lt;code&amp;gt;&amp;quot;Mostly Harmless&amp;quot;&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;&amp;quot;Dangerous&amp;quot;&amp;lt;/code&amp;gt;) based on &amp;lt;code&amp;gt;[[#score|score]]&amp;lt;/code&amp;gt;. Note that it can be localized.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;roleWeights&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{{oolite-prop-added|1.79}}&lt;br /&gt;
 '''roleWeights''' : Array (read-only)&lt;br /&gt;
An array of the player's current role as perceived by the game. Generally NPCs will pick a random entry from this list and treat the player as if they were an NPC of that role. The '&amp;lt;code&amp;gt;player-unknown&amp;lt;/code&amp;gt;' role is the default role. The size of the list depends on the player's current Elite ranking.&lt;br /&gt;
&lt;br /&gt;
'''See also:''' &amp;lt;code&amp;gt;[[#setPlayerRole|setPlayerRole()]]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;score&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''score''' : Number (read/write, integer)&lt;br /&gt;
The player’s score; nominally the number of kills the player has made, although some missions award additional points.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;ship&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''ship''' : [[Oolite_JavaScript_Reference:_Ship | Ship]]&lt;br /&gt;
The player’s ship&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;trumbleCount&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 '''trumbleCount''' : Number (read-only nonnegative integer)&lt;br /&gt;
The number of trumbles the player is currently blessed with.&lt;br /&gt;
&lt;br /&gt;
== Methods ==&lt;br /&gt;
=== &amp;lt;code&amp;gt;addMessageToArrivalReport&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 function '''addMessageToArrivalReport'''(message : String)&lt;br /&gt;
Adds a message to the arrival report shown immediately after docking. Oolite puts its own stuff on the list immediately after [[Oolite JavaScript Reference: World script event handlers#shipWillDockWithStation|shipWillDockWithStation]] so this is a good moment to add the messages when you know what station will be docked.  [[Oolite JavaScript Reference: World script event handlers#shipDockedWithStation|shipDockedWithStation]] may also be used.  Messages added while in flight or during shipWillDockWithStation will be above Oolite's own arrival messages.  Those added during shipDockedWithStation will be below Oolite's own arrival messages.&lt;br /&gt;
&lt;br /&gt;
'''See also''': &amp;lt;code&amp;gt;[[Oolite JavaScript Reference: Station#suppressArrivalReports|station.suppressArrivalReports]]&amp;lt;/code&amp;gt;, [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=12519 Arrival Reports] (2012)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;audioMessage&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{{oolite-method-added|1.84}}&lt;br /&gt;
 function '''audioMessage'''(message : String)&lt;br /&gt;
Reads out an audio message without displaying anything on the screen. The Spoken Messages option must be on.&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
 player.audioMessage(&amp;quot;This is your onboard automation AI speaking.&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;commsMessage&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 function '''commsMessage'''(message : String [, duration: Number])&lt;br /&gt;
Writes the specified message in the player’s communications log, as well as displaying it as a console message. The optional &amp;lt;code&amp;gt;duration&amp;lt;/code&amp;gt; parameter determines how long the message should be displayed on the console before fading out. It is clamped to the range [1, 10]. If no duration is specified, 4.5 seconds will be used.&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
 player.commsMessage(&amp;quot;Hello, cruel universe.&amp;quot;, 6);&lt;br /&gt;
NB, this &amp;lt;code&amp;gt;commsMessage()&amp;lt;/code&amp;gt; is a method of the &amp;lt;code&amp;gt;player&amp;lt;/code&amp;gt; object.  &amp;lt;code&amp;gt;player.ship&amp;lt;/code&amp;gt; can also have a &amp;lt;code&amp;gt;[[Oolite_JavaScript_Reference:_Ship#commsMessage|commsMessage()]]&amp;lt;/code&amp;gt; method, but that belongs to the ship and has a different second parameter.&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=10880 Formatting text msgs on a HUD] (2011)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;consoleMessage&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 function '''consoleMessage'''(message : String [, duration: Number])&lt;br /&gt;
Displays the specified message as a console message, that is, as a message on the HUD. The optional &amp;lt;code&amp;gt;duration&amp;lt;/code&amp;gt; parameter determines how long the message should be displayed before fading out. It is clamped to the range [1, 10]. If no duration is specified, 3 seconds will be used.&lt;br /&gt;
&lt;br /&gt;
Note - this function does ''not'' depend on distance - and can thus reduce [[immersion]] if used carelessly, creating &amp;quot;ghost messages&amp;quot;!&lt;br /&gt;
&lt;br /&gt;
'''See also''': [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=10880 Formatting text msgs on a HUD] (2011)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;decreaseContractReputation&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 function '''decreaseContractReputation'''()&lt;br /&gt;
Give the player a negative reputation point for cargo contracts. Decreases the underlying value for contractReputation by 1 until a minimum of -7. Depending on the randomised part of the value can the visible value stay the same in one system.&lt;br /&gt;
&lt;br /&gt;
'''See also:''' &amp;lt;code&amp;gt;[[#contractReputation|contractReputation]]&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;[[#increaseContractReputation|increaseContractReputation()]]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;decreaseParcelReputation&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{{oolite-method-added|1.77}}&lt;br /&gt;
 function '''decreaseParcelReputation'''()&lt;br /&gt;
Give the player a negative reputation point for parcel contracts. Decreases the underlying value for parcelReputation by 1 until a minimum of -7. Depending on the randomised part of the value can the visible value stay the same in one system.&lt;br /&gt;
&lt;br /&gt;
'''See also:''' &amp;lt;code&amp;gt;[[#parcelReputation|parcelReputation]]&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;[[#increaseParcelReputation|increaseParcelReputation()]]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;decreasePassengerReputation&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 function '''decreasePassengerReputation'''()&lt;br /&gt;
Give the player a negative reputation point for passenger contracts. Decreases the underlying value for passengerReputation by 1 until a minimum of -7. Depending on the randomised part of the value can the visible value stay the same in one system.&lt;br /&gt;
&lt;br /&gt;
'''See also:''' &amp;lt;code&amp;gt;[[#passengerReputation|passengerReputation]]&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;[[#increasePassengerReputation|increasePassengerReputation()]]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;endScenario&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{{oolite-method-added|1.79}}&lt;br /&gt;
 function '''endScenario'''(key : String) : Boolean&lt;br /&gt;
End the current game immediately and return to the start game screen. Returns &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; if it succeeds (though this will shortly be irrelevant) or &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; if it fails, which it will do if the key passed in is not the same as the [[scenarios.plist#scenario|scenario key]] in the current game scenario. If the current game scenario has no scenario key, this method will always fail.&lt;br /&gt;
&lt;br /&gt;
There is no way to find out what, if any, the current scenario key is. If you are calling this method, you should be doing so in a context where you already know what it is.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;increaseContractReputation&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 function '''increaseContractReputation'''()&lt;br /&gt;
Give the player a positive reputation point for cargo contracts. Increases the underlying value for contractReputation by 1 until a maximum of 7&lt;br /&gt;
&lt;br /&gt;
'''See also:''' &amp;lt;code&amp;gt;[[#contractReputation|contractReputation]]&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;[[#decreaseContractReputation|decreaseContractReputation()]]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;increaseParcelReputation&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{{oolite-method-added|1.77}}&lt;br /&gt;
 function '''increaseParcelReputation'''()&lt;br /&gt;
Give the player a positive reputation point for parcel contracts. Increases the underlying value for parcelReputation by 1 until a maximum of 7&lt;br /&gt;
&lt;br /&gt;
'''See also:''' &amp;lt;code&amp;gt;[[#parcelReputation|parcelReputation]]&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;[[#decreaseParcelReputation|decreaseParcelReputation()]]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;increasePassengerReputation&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 function '''increasePassengerReputation'''()&lt;br /&gt;
Give the player a positive reputation point for passenger contracts. Increases the underlying value for passengerReputation by 1 until a maximum of 7&lt;br /&gt;
&lt;br /&gt;
'''See also:''' &amp;lt;code&amp;gt;[[#passengerReputation|passengerReputation]]&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;[[#decreasePassengerReputation|decreasePassengerReputation()]]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;replaceShip&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{{Oolite-method-added|1.77}}&lt;br /&gt;
 function '''replaceShip'''(dataKey [, personality])&lt;br /&gt;
This method can only be called while the player is docked at a station. It discards the player's current ship (including all cargo, passenger contracts, and equipment), and replaces it with the ship defined by the shipyard.plist entry &amp;lt;code&amp;gt;dataKey&amp;lt;/code&amp;gt; (obviously the key must also be defined in shipyard.plist as a valid player ship). The new ship will have all standard equipment for a ship of that type, and any equipment from the previous ship which was [[Oolite JavaScript Reference: EquipmentInfo#isPortableBetweenShips|isPortableBetweenShips]]. While this may not necessarily be a ship purchase, the [[Oolite JavaScript Reference: World script event handlers#playerBoughtNewShip|playerBoughtNewShip]] will fire to notify other scripts of the change, although this event is being deprecated in favour of [[Oolite JavaScript Reference: World script event handlers#playerReplacedShip|playerReplacedShip]], which was added in Oolite Test Release 1.89.&lt;br /&gt;
&lt;br /&gt;
If the dataKey was not defined in both shipdata.plist and shipyard.plist, or the player is in flight, this method does nothing.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;personality&amp;lt;/code&amp;gt; is optional, and can be between 0 and 32767. The new ship is given that specific [[Oolite_JavaScript_Reference:_Ship#entityPersonality|entityPersonality]], which for some ships may affect its appearance with shaders.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;setEscapePodDestination&amp;lt;/code&amp;gt; ===&lt;br /&gt;
 function '''setEscapePodDestination'''(destination)&lt;br /&gt;
This method can only be called after the player has launched an escape pod – mainly from the [[Oolite_JavaScript_Reference:_World_script_event_handlers#escapePodSequenceOver|&amp;lt;code&amp;gt;escapePodSequenceOver&amp;lt;/code&amp;gt;]] event handler. It determines where the player will end up. The &amp;lt;code&amp;gt;destination&amp;lt;/code&amp;gt; parameter may be any station/carrier, the string &amp;lt;code&amp;gt;&amp;quot;NEARBY_SYSTEM&amp;quot;&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;null&amp;lt;/code&amp;gt;. If it is &amp;lt;code&amp;gt;&amp;quot;NEARBY_SYSTEM&amp;quot;&amp;lt;/code&amp;gt;, the player will end up at the main station in a random nearby system. If it is &amp;lt;code&amp;gt;null&amp;lt;/code&amp;gt; (which is the default in interstellar space), the player will die of life support failure.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;setPlayerRole&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{{oolite-method-added|1.79}}&lt;br /&gt;
 function '''setPlayerRole'''(role [,index])&lt;br /&gt;
Sets one of the player's perceived role entries to the specified role. If index is not specified, a random entry will be chosen.&lt;br /&gt;
&lt;br /&gt;
'''See also:''' &amp;lt;code&amp;gt;[[#roleWeights|roleWeights]]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;stopAudioMessage&amp;lt;/code&amp;gt; ===&lt;br /&gt;
{{oolite-method-added|1.84}}&lt;br /&gt;
Stops the currently playing audio message.&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
 player.stopAudioMessage();&lt;br /&gt;
&lt;br /&gt;
== Some OXP items ==&lt;br /&gt;
This listing does not include matter from the [[GalCop Missions]] OXP, [[Library OXP]], [[Feudal States]] OXP, et cetera, et cetera.&lt;br /&gt;
=== &amp;lt;code&amp;gt;missionVariables.random_hits_criminal_hate_score&amp;lt;/code&amp;gt; ===&lt;br /&gt;
Added by [[Random Hits OXP]] - seems to be (to this dumb pilot) a measure of the extent to which criminals wish to attack the player&lt;br /&gt;
:if (hate &amp;lt; 5) rank = &amp;quot;an innocent fighter&amp;quot;&lt;br /&gt;
:else if (hate &amp;lt; 25) rank = &amp;quot;an annoyance&amp;quot;&lt;br /&gt;
:else if (hate &amp;lt; 50) rank = &amp;quot;a &amp;quot;+expandDescription(&amp;quot;[random_hits_notwelcome_para3e]&amp;quot;)+&amp;quot; pilot&amp;quot;&lt;br /&gt;
:else if (hate &amp;lt; 70) rank = &amp;quot;a target that must be &amp;quot;+expandDescription(&amp;quot;[random_hits_complete2]&amp;quot;)&lt;br /&gt;
:else if (hate &amp;lt; 90) rank = &amp;quot;on their top ten hit list of &amp;quot;+expandDescription(&amp;quot;[random_hits_notwelcome_para3e]&amp;quot;)+&amp;quot; pilots&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;_litf.LITF_cmdStats.health&amp;lt;/code&amp;gt; ===&lt;br /&gt;
Added by [[Life in the Frontier]] - a health rating (wounds, bruises ''etc''.)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;_litf.LITF_cmdStats.sickness&amp;lt;/code&amp;gt; ===&lt;br /&gt;
Added by [[Life in the Frontier]] - a sickness rating&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;_litf.LITF_cmdStats.strength&amp;lt;/code&amp;gt; ===&lt;br /&gt;
Added by [[Life in the Frontier]] - a strength rating (physical shape, fitness)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;_litf.LITF_cmdStats.reputation&amp;lt;/code&amp;gt; ===&lt;br /&gt;
Added by [[Life in the Frontier]] - a reputation rating (from unknown to legendary)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;code&amp;gt;_litf.LITF_cmdStats.stance&amp;lt;/code&amp;gt; ===&lt;br /&gt;
Added by [[Life in the Frontier]] - a political rating&lt;br /&gt;
&lt;br /&gt;
:if (sta == 0) { desc = &amp;quot;absolutely neutral&amp;quot;; }&lt;br /&gt;
:if (sta &amp;lt; 5 &amp;amp;&amp;amp; sta &amp;gt; -5) { desc = &amp;quot;generally neutral&amp;quot;; }&lt;br /&gt;
&lt;br /&gt;
:if (sta &amp;gt;= 5) { desc = &amp;quot;sympathetic with GalCop&amp;quot;; }&lt;br /&gt;
:if (sta &amp;gt;= 25) { desc = &amp;quot;friendly with GalCop&amp;quot;; }&lt;br /&gt;
:if (sta &amp;gt;= 75) { desc = &amp;quot;loyal with GalCop&amp;quot;; }&lt;br /&gt;
:if (sta &amp;gt;= 200) { desc = &amp;quot;sworn to act along the rules of GalCop&amp;quot;; }&lt;br /&gt;
&lt;br /&gt;
:if (sta &amp;lt;= -5) { desc = &amp;quot;sympathetic with criminals&amp;quot;; }&lt;br /&gt;
:if (sta &amp;lt;= -25) { desc = &amp;quot;friendly with criminals&amp;quot;; }&lt;br /&gt;
:if (sta &amp;lt;= -75) { desc = &amp;quot;loyal with criminals&amp;quot;; }&lt;br /&gt;
:if (sta &amp;lt;= -200) { desc = &amp;quot;respectful of the laws of the criminal underworld&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
=== Display Reputation OXP ===&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=22095 Fixing Reputation] (2026) gives insight into the nomenclature&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite JavaScript Reference]]&lt;br /&gt;
&lt;br /&gt;
== AI version ==&lt;br /&gt;
See also: [[Oolite JavaScript Reference: Player (AI Readable Version)]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Display_reputation_OXP&amp;diff=88531</id>
		<title>Display reputation OXP</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Display_reputation_OXP&amp;diff=88531"/>
		<updated>2026-05-01T04:00:17Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: /* Links */ Added another&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Displays on your Ship's Manifest Screen your current reputations in the passenger ferrying, the parcel delivery, and the cargo contract market.&lt;br /&gt;
&lt;br /&gt;
[[File:F5F5 screen (Vanilla game).png|thumb|400px|right|Ship's Manifest Screen (F5F5 - from the Vanilla game)]]&lt;br /&gt;
== Overview ==&lt;br /&gt;
After each jump your current reputations as a passenger ferrier, a parcel deliverer, and a contract cargo carrier are displayed as a human readable string on your ship's manifest screen. Just go to that screen (F5-F5) in order to see what you're worth, and how you climb the ladder until becoming the galaxy's most renowned passenger, parcel or cargo carrier.&lt;br /&gt;
&lt;br /&gt;
It is a nice-to-have addition for those in pursuit of a passenger ferrying, parcel delivery, or cargo contract delivery career. But it is by no means a must.&lt;br /&gt;
&lt;br /&gt;
If you remove the OXP, the information on the manifest screen will be gone.&lt;br /&gt;
&lt;br /&gt;
== Minimum Requirements ==&lt;br /&gt;
Requires at least Oolite 1.77.&lt;br /&gt;
&lt;br /&gt;
== Download Location ==&lt;br /&gt;
*[[Media:Display_Reputation.oxz|Display Reputation v1.5 OXZ]] for Oolite 1.82 or later.&lt;br /&gt;
*[[Media:Display_reputation.1.2.oxz|Display Reputation v1.2 OXZ]] for Oolite 1.77 or later (downloaded {{#downloads:Display_reputation.1.2.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
=== Old version ===&lt;br /&gt;
*Display Reputation v1.2 in OXP form is available for download via [https://app.box.com/s/mac2pola05humyoqyknq box.com].&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
The OXZ version is installable within the game in the [[Expansions Manager]].&lt;br /&gt;
&lt;br /&gt;
Manual way for the OXP version: move or copy the folder or file display_reputation1.2.oxp from its download folder into your AddOns folder. Where that resides depends on your installation. Make sure do move any previous versions of the OXP to the trash. Restart Oolite.&lt;br /&gt;
&lt;br /&gt;
== Alternatives ==&lt;br /&gt;
*[[Useful MFDs]] gives one's &amp;quot;parcel-carrying&amp;quot; reputation on the first MFD (can be pushed off it by the Solar Wind Flux rating)&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=7463 Display_reputation.oxp v1.2 now available] (2010-date)&lt;br /&gt;
:This is the current BB thread for this OXP&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=22095 Fixing Reputation] (2026)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=17472 Is there a known problem with DisplayReputation?] (2015)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=17602 Two versions] as below (2015)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=19884 Two versions] of ''Display Reputation'' in the Expansions Manager? (2018-21)&lt;br /&gt;
:v.1.2 is Commander McLane's 2013 original. ...v.1.5 is Wildeblood's 2025 update.&lt;br /&gt;
&lt;br /&gt;
{{ambience-OXP}}&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Narcotics&amp;diff=88530</id>
		<title>Narcotics</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Narcotics&amp;diff=88530"/>
		<updated>2026-04-30T22:21:27Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: /* Links */ Added another&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Container narcotics.PNG|thumb|right|240px|From [[Montanas Resource Pack 01]]]]&lt;br /&gt;
[[File:Marlbooroo ad.png|thumb|right|240px|[[YAH]] ad]]&lt;br /&gt;
A commodity found on the F8 markets screen.&lt;br /&gt;
&lt;br /&gt;
Mild hallucinogens, trumbles, tobacco, Arcturian Megaweed.&lt;br /&gt;
Illegal in many systems, wanted in most.&lt;br /&gt;
&lt;br /&gt;
Traded in TCs &amp;amp; stored in the [[Cargo Hold]] for trade.&lt;br /&gt;
&lt;br /&gt;
'''Illegal to transport''' unless protected by special Navy or Gal-Cop permit.&lt;br /&gt;
&lt;br /&gt;
== Medicine ==&lt;br /&gt;
In the early days of Oolite, [[medicine]] was understood by some to be a variety of narcotic. Hence the discussions, for example, on the [[BioSphere station]] and what could be grown inside for export. And see the treatment in New Cargoes, below.&lt;br /&gt;
&lt;br /&gt;
== New Cargoes OXP ==&lt;br /&gt;
[[New Cargoes]] is an OXP which allows trade specifically in such items as catnip, lethal waters and megaweed.&lt;br /&gt;
&lt;br /&gt;
The major specific variants of the narcotics commodity are:&lt;br /&gt;
:Anti-nausea medication: Medication used to suppress nausea. Due to the ease with which it can be processed into illegal hallucinogens, an export license is required.&lt;br /&gt;
:Catnip: Very popular among felines for the high it provides, but almost worthless to other species.&lt;br /&gt;
:Healing waters: The regenerative properties of the waters of some planets are not fully understood. As a precuation, Galcop has placed them under export bans, to avoid ecosystem contamination. There are, however, plenty of systems desperate enough to wish to circumvent this.&lt;br /&gt;
:Lethal water: Bima water and other 'waters' were originally transported as Food, until an alert customs official realised that they contained high proportions of easily extractable hallucinogens. Galcop regulations reclassifying them were rapidly introduced.&lt;br /&gt;
:Megaweed, Edinsoian Maarleil, Gelaedian So and other so-called Megaweeds are widely sought after, and Galcop has so far failed to prevent their widespread dispersal. Agreements have been made, however, to prevent their growth outside their native planets.&lt;br /&gt;
:Tobacco: An old Terran narcotic, but still popular among some species. Its rapid toxic effects, especially on avians, make transport a risky business.&lt;br /&gt;
:Vaccines: A variety of anti-plague medicines. Transport of vaccines requires special permits to ensure that they reach the right destination.&lt;br /&gt;
&lt;br /&gt;
== Hermitage ==&lt;br /&gt;
If you wish to start producing your very own narcotics, [[Hermitage]] OXP will allow you to do so inside your very own Rock Hermit! You will need to buy the equipment...&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[[Law]]&lt;br /&gt;
*[[Economics]]&lt;br /&gt;
*[[Oolite Trading]]&lt;br /&gt;
*[[Commodities]]&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=6833 Naughty trading question] (2009)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=12933 Contraband and legal status] (2012) ''Note that this thread predates the changes to Rock Hermit markets in Oolite v.1.92''&lt;br /&gt;
=== Humour? ===&lt;br /&gt;
*[[Benulobiweed Inc.]] &amp;amp; [[Pallas]]&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=11092 Stoned pilots for maximum comedy] (2011)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Commodities]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Roolite&amp;diff=88529</id>
		<title>Roolite</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Roolite&amp;diff=88529"/>
		<updated>2026-04-30T07:18:38Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: /* Selected gems from Roolite */ Added a little more&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Roolite in Russian.png|thumb|right|500px|Roolite in Russian]]&lt;br /&gt;
[[File:Roolite.png|right|thumb|500px|Roolite in Google Translate]]&lt;br /&gt;
[[File:Stranger's World.jpg|thumb|right|500px|Stranger's World]]&lt;br /&gt;
Roolite is another Oolite website - in Russian!&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Created by Seventh who also designed the current Oolite logo and a major overhaul of our English-language Oolite.space website.&lt;br /&gt;
&lt;br /&gt;
'''Site Layout'''&lt;br /&gt;
&lt;br /&gt;
'''Forum''' (in green in the red scanner at the top). From the selection:  	&lt;br /&gt;
&lt;br /&gt;
 Discussion of the game and OXP&lt;br /&gt;
 Creation of OXP&lt;br /&gt;
 Author's headings&lt;br /&gt;
 Translations and Russification&lt;br /&gt;
 Elite and other games of the genre&lt;br /&gt;
 On other topics&lt;br /&gt;
Choose the first ('''Discussion of the game and OXP'''). You will be presented with a new set of choices:&lt;br /&gt;
 Of public VK ( seventh ) 		&lt;br /&gt;
 Oolite - questions and answers ( stranger ) 		&lt;br /&gt;
 Ooniversum [Per page: 1 , 2 , 3 , 4 ] ( stranger ) 		&lt;br /&gt;
 Gallery [Per page: 1 ... 15 , 16 , 17 ] ( seventh ) 		 	&lt;br /&gt;
 Links only !!! on our OXR ( Tch ) 		 	&lt;br /&gt;
 Oolite 1.90 ( stranger ) 		&lt;br /&gt;
 Joystick selection and configuration ( sanata )&lt;br /&gt;
  ''etc''&lt;br /&gt;
Select the second ('''Oolite - questions and answers (stranger)''') - there is a long and insightful essay by Stranger on both the good and bad points of Oolite.&lt;br /&gt;
&lt;br /&gt;
== Rooliters ==&lt;br /&gt;
The Russian-speaking Ooliters seem to have been very interested in making Oolite more realistic.&lt;br /&gt;
&lt;br /&gt;
Roolite contains much of [[User:Stranger|Stranger]]'s work - and insightful discussion. But there has been other work done by Rustem, Stimer/[[User:Timer|Timer]], Vasig, ''etc''. There have also been 2 Russian Language translations for the [[Vanilla game]] as well as Russian versions of - for example - the [[Planetfall]] OXP. Much of this work was done around 2009-12.&lt;br /&gt;
&lt;br /&gt;
== Selected gems from Roolite ==&lt;br /&gt;
The bottom of the main page now includes links to &amp;quot;Roolite resources&amp;quot; including game guides, tables, price comparisons ''et cetera''.&lt;br /&gt;
&lt;br /&gt;
=== Stranger's Oeuvre ===&lt;br /&gt;
*[[Strangers World]] - Stranger's suite of realistic oxp's introducing more laws of physics and astronomy to Oolite (now on Oolite too)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=21096 Roolite essay: game lore, features and mechanics] - translated into English and put up on our Bulletin Board.&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=21094 Roolite essay: Economics &amp;amp; Trade] - as above.&lt;br /&gt;
&lt;br /&gt;
=== Others ===&lt;br /&gt;
*Hal's Hot Sister for &amp;quot;Supercobra&amp;quot; - see the Sounds page&lt;br /&gt;
*ВПЧ produced a dozen or so Russian oxp's back in the v.1.76 - 1.77 era including his [[Gravitation OXP]]&lt;br /&gt;
*[https://app.box.com/s/dyo1vedrxuyeyum3atci Tch's Box account] (2014)&lt;br /&gt;
&lt;br /&gt;
=== Other people ===&lt;br /&gt;
*[[User:Timer|Timer]]: introduced the equipment modification (b) key in the Vanilla game code, and wrote several oxp's&lt;br /&gt;
*[[User:Rustem|Rustem]]: wrote several oxp's and also tweaks for [[Orbits]] and [[Additional Planets]]&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[https://oolite.ru/ Roolite in Russian] (was roolite.org)&lt;br /&gt;
*[https://translate.google.co.uk/translate?hl=en&amp;amp;sl=ru&amp;amp;tl=en&amp;amp;u=https%3A%2F%2Froolite.ru%2F&amp;amp;prev=search Roolite in Google Translate]&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=21754 Krager's 2024 list of links]&lt;br /&gt;
*[https://www.elite-games.ru/ Elite Games (Russian)] - a more general Russian website covering ''all'' Elite variants (including ours) and more.&lt;br /&gt;
*[[Language]]&lt;br /&gt;
[[Category:Factual]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Diplomacy_Engine_API&amp;diff=88523</id>
		<title>Diplomacy Engine API</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Diplomacy_Engine_API&amp;diff=88523"/>
		<updated>2026-04-29T12:35:02Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Added Links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== OVERVIEW ===&lt;br /&gt;
This wiki page is copied from Cdr [[User:Day|Day]]'s &amp;quot;Diplomacy_EngineAPI_readme.txt&amp;quot; included inside his OXP.&lt;br /&gt;
&lt;br /&gt;
There are a couple of references to this API in his &amp;quot;Diplomacy_roadmap.txt&amp;quot; which merely mention the need to complete it.&lt;br /&gt;
&lt;br /&gt;
He changed the name of his OXP from Diplomacy to [[Diplomancy]] back in 2021&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== NOTE ===&lt;br /&gt;
FIXME reintegrate this to DayDiplomacy_JsDocDiplomacy.js&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== EventType ===&lt;br /&gt;
An 'EventType' is a string defined by an oxp developer. As an example, the system taxation EventType is &amp;quot;SELFTAX&amp;quot;.&lt;br /&gt;
EventTypes are stored in an ordered array, so that &amp;quot;Event&amp;quot;s' &amp;quot;Response&amp;quot;s and &amp;quot;Action&amp;quot;s may be executed in a designed order&lt;br /&gt;
(for example, &amp;quot;VICTORY&amp;quot; should follow &amp;quot;ATTACK&amp;quot; and not happen before :) ).&lt;br /&gt;
For a same EventType, recurrent &amp;quot;Action&amp;quot;s are executed before &amp;quot;Event&amp;quot;s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ActorType ===&lt;br /&gt;
An 'ActorType' is a string defined by an oxp developer. As an example, the system ActorType is &amp;quot;SYSTEM&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
ActorTypes are stored in an ordered array, so that &amp;quot;Event&amp;quot;s' &amp;quot;Response&amp;quot;s and &amp;quot;Action&amp;quot;s may be executed in a designed order&lt;br /&gt;
(for example, &amp;quot;SYSTEM&amp;quot;s should act before &amp;quot;ALLIANCE&amp;quot;s as information come to alliances through their systems :) ).&lt;br /&gt;
&lt;br /&gt;
For a same ActorType, recurrent &amp;quot;Action&amp;quot;s are executed before &amp;quot;Event&amp;quot;s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Action ===&lt;br /&gt;
An &amp;quot;Action&amp;quot; may be said init (only executed once at the creation of an Actor) or recurring (executed each turn).&lt;br /&gt;
&lt;br /&gt;
An &amp;quot;Action&amp;quot; encapsulates a function, which typically will fire Events, or act onto the Oolite world.&lt;br /&gt;
&lt;br /&gt;
It contains: an 'EventType', an 'ActorType' (whose kind of actors will execute this action?), and a function.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Event ===&lt;br /&gt;
An &amp;quot;Event&amp;quot; is something done by an &amp;quot;Actor&amp;quot;, to which other Actors may react by some &amp;quot;Response&amp;quot;s.&lt;br /&gt;
&lt;br /&gt;
It contains: an 'EventType', the acting Actor id, and some args to be used by the Responses (defined by the oxp developer).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Actor ===&lt;br /&gt;
An &amp;quot;Actor&amp;quot; is everything which should react to events. Systems are Actors, Alliances will be.&lt;br /&gt;
&lt;br /&gt;
It contains : an 'ActorType', the Actor id, its responses, and the observing other actors' ids.&lt;br /&gt;
&lt;br /&gt;
An Actor observer is another actor which may react onto that actor events.&lt;br /&gt;
&lt;br /&gt;
This is useful so that for example only near systems may react to an event, and not far away systems.&lt;br /&gt;
&lt;br /&gt;
It's useful to limit the cpu load too by at least a factor 100.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Response ===&lt;br /&gt;
A &amp;quot;Response&amp;quot; encapsulates a function.&lt;br /&gt;
&lt;br /&gt;
It contains: an Id, the 'EventType' to which it responds, the 'ActorType' of actors which will use this response, and a function which may use the args given in the event.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Timing ===&lt;br /&gt;
When docked in station, once every 10 frames, an action (event, response, etc) is realized.&lt;br /&gt;
&lt;br /&gt;
A 'turn' of events is allowed each jump.&lt;br /&gt;
&lt;br /&gt;
Before beginning a new 'turn', all the actions of the precedent turn have been realized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[https://github.com/DaymareOn/Diplomacy Day's Diplomacy Github site]&lt;br /&gt;
[[Category:OXP API's]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Diplomancy_OXP&amp;diff=88522</id>
		<title>Diplomancy OXP</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Diplomancy_OXP&amp;diff=88522"/>
		<updated>2026-04-29T12:28:32Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: /* What's currently implemented technically? */ Added link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:IconGNN.png|100px|right]]&lt;br /&gt;
[[File:Diplomancy 1 new F4 Screen.png|thumb|right|The additions to the F4 ship-station interface screen (with ANA installed)]]&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[File:Diplomancy 2 Embassy District.png|thumb|right|The new Embassy District on the Orbital Station]]&lt;br /&gt;
[[File:Diplomancy Warring Systems Map.png|thumb|right|The Star Wars screens (need [[ANA]] installed)&amp;lt;br&amp;gt;Toggles between Wars Map/Diplomancy Map/Warring Systems Map.&amp;lt;br&amp;gt;This one is the Warring Systems Map: ''red cross'' means that the system is at war with somebody, no idea who!]]&lt;br /&gt;
[[File:Diplomancy 4 Star Wars legend.png|thumb|right|legend for Star Wars screen]]&lt;br /&gt;
[[File:Diplomancy Wars Map.png|thumb|right|The Wars Map&amp;lt;br&amp;gt;''Red line = war, Green line = alliance''&amp;lt;br&amp;gt;Qubeen is at war with Soorbi, Onlema &amp;amp; Xexeti. She is allied with Arraesso.&amp;lt;br&amp;gt;To the West, Usanat is at peace with both Geerra and Soladies - no wars with them and no alliances either]]&lt;br /&gt;
[[File:Diplomancy Diplomacy Map.png|thumb|right|The Diplomacy Map&amp;lt;br&amp;gt;''Red = hate, Green = love, Yellow = love/hate, &amp;lt;br&amp;gt;Orange = dislike, Blue = like, Grey = neutral''&amp;lt;br&amp;gt;Feudal Qubeen and anarchic Xexeti have a love/hate relationship. Commie Usanat hates Democratic Geerra despite being at peace with it]]&lt;br /&gt;
[[File:Diplomancy System History.png|thumb|right|System History screen&amp;lt;br&amp;gt;Note the yellow &amp;quot;Love+Hate&amp;quot; line between Qubeen and Xexeti on the &amp;quot;Diplomacy Map&amp;quot; above]]&lt;br /&gt;
This OXP effects three major changes in the game:&lt;br /&gt;
*It creates an inter-galactic politics with systems declaring war on each other, forming alliances and signing peace deals.&lt;br /&gt;
*It allows purchase of citizenship of a system (with resulting tax liabilities &amp;amp; refugee status in systems at war with one's own)&lt;br /&gt;
*It requires visas for travel to some government types. Not all surrounding systems will sell them (depending on wars or on being anarchies)!&lt;br /&gt;
&lt;br /&gt;
Not to be confused with [[Home System]] OXP which allows investment in systems.&lt;br /&gt;
&lt;br /&gt;
=== Citizenships ===&lt;br /&gt;
The player may acquire, or renounce, a system citizenship when visiting this system, for the right price. They may choose which one of their citizenships is announced as the flag of their ship.&lt;br /&gt;
*The player is considered '''fugitive''' when in systems warring with their flag.&lt;br /&gt;
*'''Anarchies''' provide no citizenship. They also have no embassy district (for buying visas for neighbouring systems).&lt;br /&gt;
*The player may buy '''several days of visa''' in the '''Embassy district''' in a neighbouring state, which is not an enemy to the destination system.&lt;br /&gt;
:'''Corporate systems''', '''dictatorships''' and '''communists''' refuse docking to players when stateless and visaless.&lt;br /&gt;
*Citizenship leads to Income Tax!&lt;br /&gt;
&lt;br /&gt;
=== Systems' alliances, wars ===&lt;br /&gt;
*[[GNN]] news: GNN news is now displayed when an alliance is formed or broken between two systems, or when a war starts or ends between two systems, and the player is in one of those systems.&lt;br /&gt;
*'''Strategic maps''' showing the warring systems, and the diplomatic relationships!&lt;br /&gt;
::These need the [[ANA]] to be installed to show on the F4 station-interface screen.&lt;br /&gt;
*Two systems within 7ly of each other may now form an alliance, if they like each other enough.&lt;br /&gt;
*They may break their alliance, too!&lt;br /&gt;
*They may wage war to each other, and make peace too!&lt;br /&gt;
*New F4 Interface screens: the '''Embassy District''' &amp;amp; the '''System's History'''!&lt;br /&gt;
&lt;br /&gt;
=== Systems' treasury ===&lt;br /&gt;
*Wars require money, and countries are defeated either by battles or by bankruptcy, sometimes the latter producing the former.&lt;br /&gt;
*The Treasury and Tax levels are displayed in the F7 system information.&lt;br /&gt;
*Each system treasury is increased through taxation each player jump, depending on the time past since the last jump.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== What's currently implemented technically? ==&lt;br /&gt;
&lt;br /&gt;
The oxp contains Engines which may be use by developers to implement interesting galaxy-spanning events:&lt;br /&gt;
* (main) [[Diplomacy Engine API|Engine]]&lt;br /&gt;
* War - see WarZones OXP below&lt;br /&gt;
* History &lt;br /&gt;
* Systems&lt;br /&gt;
* Economy &lt;br /&gt;
* Citizenships - see Rexebe Citizen OXP &amp;amp; Digebiti Subject OXP below&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Effects on game ==&lt;br /&gt;
&lt;br /&gt;
=== Effects on game difficulty ===&lt;br /&gt;
* The player is considered fugitive when in systems warring with their flag.&lt;br /&gt;
* The player is refused docking in some stations when they have not the requisite visa or passport.&lt;br /&gt;
* Some new ways to spend money: becoming a citizen, visas.&lt;br /&gt;
&lt;br /&gt;
=== Effects on game performance ===&lt;br /&gt;
*This .oxp works only when the player is docked, so there is no impact during the flight time. During the docking, it works once every ten frames, the effect on player experience should be negligible.&lt;br /&gt;
&lt;br /&gt;
''If it isn't negligible, tell me and I'll put in the ability to choose the number of frames.''&lt;br /&gt;
:Even if the effect is negligible on the player, it uses lots of CPU, so it might not be negligible on the battery.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
*One now needs to keep abreast of developments in the systems one is about to visit. This ''can'' be done using the new F4 choices while docked. And it can ''also'' be done using the F7 screen - and if one's route has been plotted using the [[ANA]], one can view the different systems along the route in F7 using the left/right arrow keys.&lt;br /&gt;
&lt;br /&gt;
*If one is approaching a set of systems needing a visa from an anarchy, if a rock hermit can be found in the first system needing a visa, once can dock there and then a visa for the second system can be purchased there.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Instructions ==&lt;br /&gt;
*For OXZ's, the Expansions Manager download is fine.&lt;br /&gt;
*For OXPs, do not unzip the .oxz file, just move into the AddOns folder of your Oolite installation.&lt;br /&gt;
&lt;br /&gt;
== Dependencies ==&lt;br /&gt;
*[[GNN]] OXP&lt;br /&gt;
*[[Anarchies]] OXP&lt;br /&gt;
&lt;br /&gt;
== Known bugs ==&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
*Diplomancy was created by Commander [[User:Day‎|Day‎]], from the home of diplomancy (think of Talleyrand &amp;amp; Richelieu!).&lt;br /&gt;
*This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike License version 4.0.&lt;br /&gt;
*If you are re-using any piece of this OXP, please let him know by sending an e-mail to david ''at'' pradier ''dot'' info&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== Versions history ==&lt;br /&gt;
*'''v.0.21'''&lt;br /&gt;
:Improvement, can now purchase visa at systems beyond 7LY range.&lt;br /&gt;
*'''v.0.20'''&lt;br /&gt;
:Improvement, added map name to the title of the Star Wars map, making it clearer which map is being viewed.&lt;br /&gt;
:Improvement, moved all text to missiontext.plist and descriptions.plist for easier localisation.&lt;br /&gt;
:Improvement, added helper text to System History page if no data to display.&lt;br /&gt;
:Improvement, the Advanced Navigational Array is no longer a requirement for the map screens to see system connections.&lt;br /&gt;
:Improvement, can now extend visa for the current system at the main station.&lt;br /&gt;
:Improvement, flavor: alternative allegiance, broken allegiance, war, and peace GNN news items.&lt;br /&gt;
:Improvement, dev func: added WarEngine.$isActorWarring (passing an actor ID, returns a boolean)&lt;br /&gt;
:Improvement, dev func: added WarEngine.$isSystemWarring (passing a system ID, returns a boolean)&lt;br /&gt;
:Improvement, dev func: added WarEngine.$areSystemsWarring (passing two system IDs, returns a boolean)&lt;br /&gt;
:Bugfix: Fixed potential null reference check in War script when checking observersId.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  data-expandtext=&amp;quot;Show older&amp;quot; data-collapsetext=&amp;quot;Hide older&amp;quot; style=&amp;quot;overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
*'''v.0.19'''&lt;br /&gt;
:Bugfix: breaking alliances and making peace now works again.&lt;br /&gt;
&lt;br /&gt;
*'''v.0.18'''&lt;br /&gt;
:Improvement, user-friendliness: the visa system in-game explanation is clearerer.&lt;br /&gt;
&lt;br /&gt;
*'''v.0.17'''&lt;br /&gt;
Improvement, user-friendliness: the visa system in-game explanation is clearer.&lt;br /&gt;
&lt;br /&gt;
*'''v.0.16''' &lt;br /&gt;
:Improvement, flavor: the player is considered fugitive when in systems warring with their flag.&lt;br /&gt;
:Improvement, flavor: no &amp;quot;Embassy district&amp;quot; in anarchies, no citizenship in an Anarchy&lt;br /&gt;
:Improvement, flavor: the player may buy days of visa (cost: productivity / population / 365 per day) in the embassy district in a neighbouring, non-enemy from the destination system.&lt;br /&gt;
:Improvement, flavor: the first time the Diplomacy OXP is used, if a visa is needed in the current system, we give the player a 1-day visa.&lt;br /&gt;
:Improvement, flavor: a GNN news introduces the Visa Law.&lt;br /&gt;
:Improvement, flavor: when stateless, docking is refused in corporates, dictatorships and communists without having a visa.&lt;br /&gt;
:Improvement, flavor: maps are centered and zoomed. Possibility to center on the target system, or on the whole trajectory. Possibility to display the short/quick trajectory, or no trajectory at all.&lt;br /&gt;
:Improvement, performance: the API are removed in favor of JsDoc.&lt;br /&gt;
:Improvement, code quality: the Snoopers dependency, which is deprecated, is replaced by the GNN dependency. Oolite minimal required version is now 1.88, because of this.&lt;br /&gt;
:Improvement, code quality: moved the GNN connection to external script.&lt;br /&gt;
:Improvement, code quality: tax level and treasury are now displayed through mission.addMessageText rather than through a modification of the system description.&lt;br /&gt;
:Improvement, tweaking: the alliance threshold between systems is lowered.&lt;br /&gt;
:Bugfix: the initActions wasn't set as it should be. In particular, initActionsByType wasn't set when adding an initAction, and initActions was set with an ActorType as key instead of an ActionId.&lt;br /&gt;
&lt;br /&gt;
*'''v.0.15''' &lt;br /&gt;
:Improvement, flavor: the player may acquire or renounce the citizenship of the system they are in.&lt;br /&gt;
:Improvement, flavor: the player may display one of their citizenships as the flag of their ship.&lt;br /&gt;
:Improvement, dev func: other scripts may subscribe to be informed of a citizenship change of the player.&lt;br /&gt;
:Improvement, dev func: citizenships prices are dynamic and available to other scripts.&lt;br /&gt;
:Improvement, dev func: other scripts may inquire if the player has a particular citizenship.&lt;br /&gt;
:Improvement, code quality: introduced JsDoc comments, including some allowing to document the Oolite javascript hooks!&lt;br /&gt;
&lt;br /&gt;
*'''v.0.14'''&lt;br /&gt;
:Improvement, flavor: War declaration! Peace! Snooper news about them!&lt;br /&gt;
:Improvement, flavor: Wars map!&lt;br /&gt;
:Improvement, dev func: the war threshold and the alliance threshold are scriptable through the WarEngineAPI.&lt;br /&gt;
:Improvement, dev func: new F4 interface making History happen for debug purposes.&lt;br /&gt;
:Improvement, code consistency: Alliances scripts become War scripts.&lt;br /&gt;
&lt;br /&gt;
*'''v.0.13''' &lt;br /&gt;
:Bugfix: manifest.plist for the oxz manager.&lt;br /&gt;
&lt;br /&gt;
*'''v.0.12''' &lt;br /&gt;
:Bugfix: manifest.plist for the oxz manager.&lt;br /&gt;
&lt;br /&gt;
*'''v.0.11'''&lt;br /&gt;
:Improvement, flavor: added a F4 Alliances Map, showing alliances between systems.&lt;br /&gt;
:Improvement, flavor: having only Snooper news for the player current system.&lt;br /&gt;
:Improvement, flavor: fixed Diziet Sma citation&lt;br /&gt;
:Improvement, code consistency: the tax script becomes the economy script.&lt;br /&gt;
:Improvement, code consistency: removed the TechnicalPrinciples.txt file, as its content is now mainly in the new OXP Performance thread.&lt;br /&gt;
:Improvement, dev func: added a beginning of Economy Engine API.&lt;br /&gt;
:Improvement, dev func: added a _debug flag in the Engine to start as if you just spent a turn and entered the station; ie, events are processing.&lt;br /&gt;
&lt;br /&gt;
*'''v.0.10'''&lt;br /&gt;
:Improvement, flavor: added a F4 System history, showing the F7-selected system events history. The displayed text depends on a formatting function definable through API per event.&lt;br /&gt;
:Improvement, flavor: the alliance and alliance break events are now displayed in the history.&lt;br /&gt;
:Improvement, dev func: the EngineAPI provides the events, and the events by actor.&lt;br /&gt;
:Improvement, dev func: the EngineAPI allows now to store a variable in the saved state with the other saved variables of the oxp.&lt;br /&gt;
:Improvement, dev func: introduced a Systems API and a History API. The systems API provides the system actors indexed by galaxyID and systemID.&lt;br /&gt;
&lt;br /&gt;
*'''v.0.9'''&lt;br /&gt;
:Improvement, flavor: the score given to a system by another depend on who they are allied to.&lt;br /&gt;
:Improvement, flavor: systems may now break their alliances.&lt;br /&gt;
:Bugfix: systems within 7 ly of any of both systems in the alliance are now informed of the alliance.&lt;br /&gt;
:Improvement, dev func: introduced an Alliance API.&lt;br /&gt;
&lt;br /&gt;
*'''v.0.8'''&lt;br /&gt;
:Improvement, flavor: Two systems within 7ly of each other may now form an alliance, depending on their relation quality. Currently, each must have a score for the other of at least +0.5.&lt;br /&gt;
:Improvement, flavor: some Snooper news are now displayed when an alliance is formed between two systems, and the player is within 7ly of one of the allied systems.&lt;br /&gt;
:New, oxp dev func: introduced a functional Event system.&lt;br /&gt;
&lt;br /&gt;
*'''v.0.7'''&lt;br /&gt;
:Improvement, flavor: added a F4 Strategic Map, showing links between systems nearer than 7. The relation between systems is currently based on their government.&lt;br /&gt;
&lt;br /&gt;
*'''v.0.6'''&lt;br /&gt;
:Improvement, flavor: tax amount depends on the time spent since the last taxation.&lt;br /&gt;
:Improvement, speed: major refactor to remove closures, dereferences, JSON (de)serialization special functions.&lt;br /&gt;
&lt;br /&gt;
*'''v.0.5'''&lt;br /&gt;
:Bugfix manifest.plist for the oxz manager.&lt;br /&gt;
&lt;br /&gt;
*'''v.0.41'''&lt;br /&gt;
:Put into the oxz manager.&lt;br /&gt;
&lt;br /&gt;
*'''v.0.3'''&lt;br /&gt;
:New, oxp dev func: delivered DiplomacyEngineAPI for oxp developers, provided a dedicated readme file.&lt;br /&gt;
:New, doc: provided a dedicated file DiplomacyRoadmap.txt&lt;br /&gt;
:Improvement, code consistency: the Systems and Tax js script now use the API rather than the native engine calls.&lt;br /&gt;
:Improvement, speed: optimized the loops in the engine&lt;br /&gt;
:Improvement, logic: when starting, the player is docked, so we should process the saved actions.&lt;br /&gt;
:Bugfix: solved a bug in the Tax script recurrent tax task after a savefile load.&lt;br /&gt;
:Bugfix: the init action using the api wasn't working after a restore from the savefile.&lt;br /&gt;
:Cleaning: log cleaning, file cleaning.&lt;br /&gt;
&lt;br /&gt;
*'''v.0.2''' The actions are made progressively, one every 10 frames when docked, so as not to need more execution time than allowed at the same time, and to avoid slowdowns during the game.&lt;br /&gt;
&lt;br /&gt;
*'''v.0.1''' First version of the Diplomacy engine. Systems are introduced as a type of &amp;quot;Actor&amp;quot;. &amp;quot;SELFTAX&amp;quot; is introduced as an event for systems. Tax level and treasury are displayed on the F7 screen.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
== Associated OXPs ==&lt;br /&gt;
=== Rexebe Citizen OXP ===&lt;br /&gt;
*[https://app.box.com/s/stnhgdubo7ogn0ug3e7zqfhyksw182wz Rexebe Citizen.oxz] grants citizenship of Rexebe for users of Diplomancy who want ''eg''. to try out [[Hermitage]] (Phkb, 2021)&lt;br /&gt;
=== Digebiti Subject OXP ===&lt;br /&gt;
*[https://wiki.alioth.net/index.php/File:DigebitiSubject.0.92.oxp.zip Digebiti Subject.oxp] grants subjecthood of Digebiti for users of Diplomancy&lt;br /&gt;
=== Quick Visa OXP ===&lt;br /&gt;
*[[Quick-Visa]] provides horrendously expensive &amp;quot;Visa purchasing options&amp;quot; on arrival at the Witchpoint Beacon (for those forgetting to get a visa at the previous system)&lt;br /&gt;
=== War Zones OXP ===&lt;br /&gt;
*[https://app.box.com/s/ivyhkxdj3fnobb50fxb3v8iw6s8ew59t WarZones 1.6.oxz] creates wars between warring systems.&lt;br /&gt;
&lt;br /&gt;
*Warning: ''You'' are now automatically conscripted into an active battle if you are a citizen of either side and flying their flag!&lt;br /&gt;
&lt;br /&gt;
* Where two systems are at war, this OXP will often add a battle between ships from those systems. It is purely up to the player whether they want to get involved or not. When no active battle is added, there is a chance there will be the aftermath of a battle.&lt;br /&gt;
&lt;br /&gt;
* Market prices in any warring systems are elevated, while quantities available will be reduced.&lt;br /&gt;
&lt;br /&gt;
* Finally, some missions will be added to the [[GalCop Missions]] Bulletin Board as a result of two warring systems.&lt;br /&gt;
&lt;br /&gt;
==== Requirements ====&lt;br /&gt;
:Diplomacy v.0.20 or later&lt;br /&gt;
:[[GalCop Missions]] v.0.13 or later&lt;br /&gt;
:[[Market Script Interface]].&lt;br /&gt;
&lt;br /&gt;
==== Version History ====&lt;br /&gt;
This OXP is borrowed heavily from the [[Factions OXP]] by m4r35n357.&lt;br /&gt;
&lt;br /&gt;
v.1.6&lt;br /&gt;
:Player is now automatically conscripted into an active battle if they are a citizen of either side and flying their flag.&lt;br /&gt;
:When battles are completed, remaining ships will return home.&lt;br /&gt;
:When no active battle is taking place in a warring system, there is now a 50% chance of there being the aftermath of a battle.&lt;br /&gt;
:Reworked shipdata roles to be less confusing.&lt;br /&gt;
:Switched to using logcontrol.plist for controlling log file output.&lt;br /&gt;
:Changed name to &amp;quot;Diplomacy: War Zones&amp;quot;.&lt;br /&gt;
:Code refactoring.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  data-expandtext=&amp;quot;Show older&amp;quot; data-collapsetext=&amp;quot;Hide older&amp;quot; style=&amp;quot;overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
v.1.5&lt;br /&gt;
:Fixed manifest.plist requirements issue.&lt;br /&gt;
&lt;br /&gt;
v.1.4&lt;br /&gt;
:Moved restoration of market impact values to startUp, so values are restored before prices potentially set.&lt;br /&gt;
:Fixed incorrectly named file.&lt;br /&gt;
&lt;br /&gt;
v.1.3&lt;br /&gt;
:Cleaned up warring parties scanner colours, and made sure different colours will be applied to different systems of the same type.&lt;br /&gt;
:Made sure the &amp;quot;war&amp;quot; happens within visible distance of the witchpoint.&lt;br /&gt;
:Updated Wireframe Ship Images with correct Sidewinder link.&lt;br /&gt;
:Added market changes if a system is at war.&lt;br /&gt;
:Added two BB missions for at war systems.&lt;br /&gt;
&lt;br /&gt;
v.1.2&lt;br /&gt;
:Added &amp;quot;use strict&amp;quot; to ship script file.&lt;br /&gt;
:Suppressed &amp;quot;The 'conditions' key is deprecated in shipdata entry&amp;quot; messages in log file.&lt;br /&gt;
&lt;br /&gt;
v.1.1&lt;br /&gt;
:Fixed incorrect condition script filename in shipdata.&lt;br /&gt;
&lt;br /&gt;
v.1.0&lt;br /&gt;
:Initial release&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Musings ==&lt;br /&gt;
[[File:Sv pad08.jpg|thumb|right|Library's PAD (Personal Assistance Device) showing player's origin]]&lt;br /&gt;
This section contains musings by Cholmondely and Cdr Day's 2021 roadmap for his OXP. Expand it to read!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  data-expandtext=&amp;quot;Expand&amp;quot; data-collapsetext=&amp;quot;Hide&amp;quot; style=&amp;quot;overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[User:Cholmondely|Cholmondely]] writes: this is one of my favourite OXPs adding a good dash of realism to my game. And it makes visiting other places difficult just as real, life does! If anybody ever manages to introduce real wars into Oolite, this will help provide a realistic background to them ([[User:Montana05|Montana05]] has created an &amp;quot;invasion oxp&amp;quot; which is currently in alpha stage).&lt;br /&gt;
&lt;br /&gt;
''There are a number of things which still need doing/thinking about.''&lt;br /&gt;
*One should be able to choose one's first citizenship without paying - ideally it should be linked to the self-chosen system of &amp;quot;origin&amp;quot; on [[Library OXP|Library's PAD]].&lt;br /&gt;
*It seems unlikely that there would be Embassy Districts on Rock Hermits! But it might well be possible to buy over-priced visas through the Black Market there (as ''eg'' installed by Smugglers oxp) - and especially for the same system that the RH is in!&lt;br /&gt;
*The decision not to install Embassy Districts on the local orbital station in an anarchy needs thinking through. The Lore is that the anarchy does not provide any finance for the orbital, meaning that GalCop has to pay for all of the costs. Hence [[GalCop]] runs the orbital, not the anarchy. And thus the lack of an &amp;quot;Embassy&amp;quot; with (inexistent) anarchic &amp;quot;governments&amp;quot; would seem to be irrelevant to the presence of some sort of visa-issuing body on the station. Even if the second system were at war with the anarchy. This can of course all be [[Handwavium|handwaved]] away by referring to GalCop regulations, but still, it should be thought through!&lt;br /&gt;
&lt;br /&gt;
=== Day's &amp;quot;Diplomacy roadmap&amp;quot; (2021) ===&lt;br /&gt;
&lt;br /&gt;
Next versions might include:&lt;br /&gt;
&lt;br /&gt;
0.19 - more expensive visa to go planetSide, costs slashed planetSide (90% custom rebate ?...)&lt;br /&gt;
:- citizenships may be acquired planetSide only&lt;br /&gt;
&lt;br /&gt;
0.20 player taxation depending on the number of citizenships (CreditDiff / timeInDaysSinceLastSystemVisit * n * (n - 1))&lt;br /&gt;
&lt;br /&gt;
0.21 War declaration generates an immediate gdp growth increase!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Conditions for version 1.0 to be declared:&lt;br /&gt;
:- filesave format stabilized,&lt;br /&gt;
:- performance considered to be ok,&lt;br /&gt;
:- all core engine functionalities implemented, remaining ones:&lt;br /&gt;
::- actor/event/response/function/initAction/recurrentAction disabling/removal,&lt;br /&gt;
::- 'act next turn' functionality.&lt;br /&gt;
:- APIs stabilized&lt;br /&gt;
:- I18n ok&lt;br /&gt;
:- L10n ok for english&lt;br /&gt;
:- Documentation in .md format&lt;br /&gt;
:- all major events implemented, remaining ones:&lt;br /&gt;
::- DEFENSE_PREPARATION&lt;br /&gt;
::- ATTACK_PREPARATION&lt;br /&gt;
::- ATTACK&lt;br /&gt;
::- LOSS&lt;br /&gt;
::- VICTORY&lt;br /&gt;
::- BANKRUPTCY&lt;br /&gt;
::- BREAK (Alliance)&lt;br /&gt;
::- ALLY (Alliance)&lt;br /&gt;
::- SPLIT&lt;br /&gt;
::- COMBINE&lt;br /&gt;
::- TAX (Alliance)&lt;br /&gt;
::- SUBSIDIZE&lt;br /&gt;
&lt;br /&gt;
Conditions for 2.0 to be declared:&lt;br /&gt;
:- Wiki pages, including APIs&lt;br /&gt;
:- perfectperf FIXMEs,&lt;br /&gt;
:- perfectfunc FIXMEs,&lt;br /&gt;
:- perfectstyle FIXMEs&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
:FIXME 0.f explain that the total number of credits in the Ooniverse is always the same through a Raxxla adventure&lt;br /&gt;
:FIXME 0.f make the tax level evolve ?&lt;br /&gt;
:FIXME 0.f How do we know the real productivity? Is there an OMC? Black work wouldn't be reported, nor taxed. Yet another time Raxxla?&lt;br /&gt;
:FIXME 0.f productivity could slowly converge towards a value depending on space scarcity&lt;br /&gt;
:FIXME 0.f use Fuel tweaks oxp depending on state of war, recently attacked system, and player home system :p&lt;br /&gt;
:FIXME 0.f tweakability / configurability / by player / by other oxps&lt;br /&gt;
:FIXME 0.f equipment/commodities prices vary depending on war/system richness&lt;br /&gt;
:FIXME 0.f identifying player as citizen from some system (Citizenship), consequences&lt;br /&gt;
:FIXME 0.f player taxation&lt;br /&gt;
:FIXME 0.f the strategic map should be available through an equipment, or a role (commander ;) ); through the oxp :GalacticRegistry (Galcop maps)?&lt;br /&gt;
:FIXME 0.f provide Diplomacy lore (the deep comments in the code) to the player through other oxps. GNN army? Spacebars? The oxp from which you're the hero?&lt;br /&gt;
&lt;br /&gt;
:FIXME 0.n manage versioning of savefiles (last step before 1.0)&lt;br /&gt;
&lt;br /&gt;
:FIXME 0.perfectperf use tco to avoid recursion: http://www.integralist.co.uk/posts/js-recursion.html&lt;br /&gt;
:FIXME 0.perfectperf minify, https://jscompress.com/, https://github.com/mishoo/UglifyJS2&lt;br /&gt;
:FIXME 0.perfectperf benchmark with lazy regexps&lt;br /&gt;
&lt;br /&gt;
:FIXME 0.z make a story/scenario generator?&lt;br /&gt;
&lt;br /&gt;
:FIXME 0.z passengers are taxed too; maybe player may pay less depending on passenger home system? why would passenger allow that?&lt;br /&gt;
:FIXME 0.z some systems could have their citizens not taxed? free passage? by some chosen systems? vassal systems?&lt;br /&gt;
:FIXME 0.z &amp;quot;Troll wars&amp;quot; (noble Troll specie against human cultural trolls)&lt;br /&gt;
:FIXME 0.z &amp;quot;Trumble wars&amp;quot; (trumbles are used as weapons to disrupt blockades)&lt;br /&gt;
:FIXME 0.z &amp;quot;Day of the Tentacle&amp;quot;&lt;br /&gt;
:FIXME 0.z the events history could be visualized through GNN&lt;br /&gt;
:FIXME 0.z the events history could be visualized through a map&lt;br /&gt;
&lt;br /&gt;
:FIXME 0.z: implement scoring of relations between systems&lt;br /&gt;
::*goodwill low depending on history:&lt;br /&gt;
::if they have attacked that turn,&lt;br /&gt;
::polarization? if the system has several neighbours, it dislikes better one of them&lt;br /&gt;
::if they have attacked that turn a member of the alliance,&lt;br /&gt;
::if they prepare for attack (even an enemy?),&lt;br /&gt;
::if they're from an opposite economy,&lt;br /&gt;
::if they're from a different alliance (enemy alliance?)&lt;br /&gt;
::if they currently got a bad economy?&lt;br /&gt;
::if the other currently has a bad economy?&lt;br /&gt;
::if they're from a disliked race&lt;br /&gt;
::polarization? if the system has several neighbours, it dislikes better one of them&lt;br /&gt;
::if they harbor an enemy faction&lt;br /&gt;
::polarization: if they have enough money to attack and the other not enough to defend&lt;br /&gt;
::*goodwill high:&lt;br /&gt;
::if they have helped in the past,&lt;br /&gt;
::if they are member of the alliance,&lt;br /&gt;
::if they prepare for defense,&lt;br /&gt;
::if they're from a comparable economy&lt;br /&gt;
::if they're next to a common enemy&lt;br /&gt;
::if they're on a commercial road?&lt;br /&gt;
::if they're from a liked race&lt;br /&gt;
::polarization? if the system has several neighbours, it likes better one of them&lt;br /&gt;
::if they harbor an ally faction&lt;br /&gt;
::polarization: if they have enough money to defend and the other not enough to attack&lt;br /&gt;
::*What's an enemy?&lt;br /&gt;
::initial scoring + eventsScoring losing 10% each turn (year?) + current turn eventStoring&lt;br /&gt;
::initialScore = economy comparison + ideology comparison + commercial road&lt;br /&gt;
::who should we score? a system scores those systems it is observing?&lt;br /&gt;
::staticScore[observerId][observedId] = {&lt;br /&gt;
:::  economyComparison:,&lt;br /&gt;
:::    ideologyComparison:,&lt;br /&gt;
:::    sameCommercialRoad:,&lt;br /&gt;
::}&lt;br /&gt;
::dynamicScore[observerId][observedId] = {&lt;br /&gt;
:::  nextToCommonEnemy:,&lt;br /&gt;
:::    preparingForDefense:,&lt;br /&gt;
:::    harboursEnemyFaction:,&lt;br /&gt;
::}&lt;br /&gt;
::ally to alliance if avg(systemsScores) &amp;gt; threshold&lt;br /&gt;
::attack if systemMoney &amp;gt; targetProductivity * targetPopulation, divided by constant&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''WAR'''&lt;br /&gt;
&lt;br /&gt;
:prepare_fight if:&lt;br /&gt;
:- treasury &amp;gt; fightPreparationThreshold =&amp;gt; war_treasury&lt;br /&gt;
:Is this really needed?&lt;br /&gt;
:Fight may be prepared at all times&lt;br /&gt;
&lt;br /&gt;
:- attacked =&amp;gt; lowers drastically score&lt;br /&gt;
:- ally attacked =&amp;gt; lowers (less) drastically score&lt;br /&gt;
&lt;br /&gt;
:attack or finance_ally if:&lt;br /&gt;
:- score &amp;lt; attackThreshold ?&lt;br /&gt;
&lt;br /&gt;
:- war_declared&lt;br /&gt;
:- roi &amp;gt; roi_threshold &amp;amp;&amp;amp; war_treasury &amp;gt; attack_budget (depending on attacker culture? [0,30% of war_treasury?])&lt;br /&gt;
&lt;br /&gt;
:An attack may remove from the attacked:&lt;br /&gt;
: pib -= [5%,,5%]*pib&lt;br /&gt;
: treasury -= attack_budget * 100 * [100%,1%]&lt;br /&gt;
: war_treasury -= attack_budget * 10 * [100%,1%]&lt;br /&gt;
:An attack may from the attacker:&lt;br /&gt;
: war_treasury += attack_budget * [-100%,100%]&lt;br /&gt;
&lt;br /&gt;
: depending on the success [100%,0%]&lt;br /&gt;
&lt;br /&gt;
: success repartition must be a gauss curve&lt;br /&gt;
&lt;br /&gt;
: what of ROI? hmm, economy size might change depending on battles?&lt;br /&gt;
: So an increase in economy size is a one-year increase to be compared to the cost of the attack&lt;br /&gt;
: what about using a zero-sum game principle? like economy size decrease goes to neigbors?&lt;br /&gt;
: or declaring war weakens some economic relations between systems and strengthens others?&lt;br /&gt;
&lt;br /&gt;
: or wars are decided by hidden interests, not by global economy? per good type? per 2 types only agro and industrial?&lt;br /&gt;
: I like the idea that the exchange depends on prices differences * size of economy&lt;br /&gt;
: but should the exchange be imbalanced? how is that impacting the economy growth?&lt;br /&gt;
: what are the coefficient on each good? what of forbidden goods?&lt;br /&gt;
&lt;br /&gt;
: the number of tons entering a system is equal to the number of tons exiting. Nope. the max number only, but it's theoretical.&lt;br /&gt;
: the max number 128 is administrative? why is it everywhere, then?&lt;br /&gt;
: not to be considered, as it would imply a very small spatial exchange between systems, very inferior to systems economy size&lt;br /&gt;
&lt;br /&gt;
: We need spatial ascensors, so as to have a low cost from planet to station,&lt;br /&gt;
:  which is needed not to have prohibitively expensive food and other things.&lt;br /&gt;
: Or cheap anti-gravity =o&lt;br /&gt;
: =&amp;gt; big exchanges between systems&lt;br /&gt;
&lt;br /&gt;
: Let's say that we think in terms of %age of total GDP, and not in GDP&lt;br /&gt;
: Let's say that the evolution of total GDP due to productivity increase is small in Ooniverse, compared to the variation due to the wars.&lt;br /&gt;
: In that case, we can think we are in a zero-sum game, in terms of %age of total GDP.&lt;br /&gt;
: Each loss of GDP %age is gained by the others.&lt;br /&gt;
: We can (it is a game shortcut) reattribute the lost gdp to some others&lt;br /&gt;
::   =&amp;gt; normal way is to add depending on their own current gdp, in the galaxy.&lt;br /&gt;
::   =&amp;gt; another way is to consider it goes to near systems (neighors?).&lt;br /&gt;
::   =&amp;gt; another way is to consider it goes to systems depending on their distance (squared)&lt;br /&gt;
::    =&amp;gt; this way is nice but expensive to calculate&lt;br /&gt;
::       (needs the distance between each systems, and the sum of these distances)&lt;br /&gt;
::   =&amp;gt; another way is to consider that neighbors in fact taxes the money,&lt;br /&gt;
::      and that systems other than neighbors earn a negligible increase&lt;br /&gt;
::   =&amp;gt; money goes to neighbors, coefficiented on inverse distance squared&lt;br /&gt;
&lt;br /&gt;
::   =&amp;gt; attack ROI depends on the attacked distance&lt;br /&gt;
::   =&amp;gt; financed attack ROI depends on the attacked distance&lt;br /&gt;
::   =&amp;gt; finance ROI should always be better than attack ROI?&lt;br /&gt;
::       then finance is preferable to attack when it is possible&lt;br /&gt;
::       =&amp;gt; how to ensure that 2 allies in war with a third system won't only finance each other instead of attacking?&lt;br /&gt;
&lt;br /&gt;
::   there must be an incentive to finish the other&lt;br /&gt;
::   =&amp;gt; spoils of war: combat_budget+, war_treasury+, treasury+, total gdp appropriation this turn (no neighbours),&lt;br /&gt;
::    greater portion of gdp (40% of attacked gdp * coeff depending on attacker gdp&lt;br /&gt;
::     (representing the ability to process the attacked gdp)), attacked forced peace&lt;br /&gt;
&lt;br /&gt;
::   What if 2 allies finish a system at the same time? It isn't possible to have a &amp;quot;at the same time&amp;quot; event.&lt;br /&gt;
::    Well maybe, events concurrency.&lt;br /&gt;
&lt;br /&gt;
::    FIXME 0.f use station in fire when a system has been beaten http://aegidian.org/bb/viewtopic.php?t=3460&amp;amp;start=154&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''FIXME 0.f PEACE'''&lt;br /&gt;
&lt;br /&gt;
:FIXME 0.z have an indicator &amp;quot;Ongoing war&amp;quot; per system&lt;br /&gt;
:FIXME 0.z have a notion of &amp;quot;war zone&amp;quot;&lt;br /&gt;
:FIXME 0.z have a notion of galaxy, station, traveller as actors&lt;br /&gt;
:FIXME 0.z tax evasion&lt;br /&gt;
:FIXME 0.z factions?&lt;br /&gt;
:FIXME 0.z news, depending on player current system, player citizenship system, propaganda?&lt;br /&gt;
::maybe the right way is to generate LOTS of news and let the player register to those they want?&lt;br /&gt;
::GNN, citizenship news company&lt;br /&gt;
:FIXME 0.z blockades&lt;br /&gt;
:FIXME 0.z each turn, a system has an event card: a sun explodes, or a native singer becomes famous, which changes taxes, or alliances, or fights, or... Use some mega bomb for a supernova style event&lt;br /&gt;
:FIXME 0.z what about the story of a war writing itself?&lt;br /&gt;
:FIXME 0.z war cargoes&lt;br /&gt;
:FIXME 0.z player's greed is the key&lt;br /&gt;
:FIXME 0.z &amp;quot;OXP that adds another eight galaxies&amp;quot; !!&lt;br /&gt;
:FIXME 0.z what happens if the player lands on an enemy planet?&lt;br /&gt;
:FIXME 0.z ideology and richness change in a system after a victory/defeat&lt;br /&gt;
&lt;br /&gt;
:FIXME extract the main engine into its own OXP&lt;br /&gt;
&lt;br /&gt;
'''Day's Musings'''&lt;br /&gt;
:Space is big. But the space we are interested in is the space around planetary systems :)&lt;br /&gt;
:What about ships localization detection and declaration?&lt;br /&gt;
&lt;br /&gt;
:On our old earth, we have transponders onto every (naval) ship and plane. We even have control towers.&lt;br /&gt;
:We have radars too, and the chinese have recently made a quantum radar (so no evasion through deflecting the wave like the B-2 stealth bomber do).&lt;br /&gt;
&lt;br /&gt;
:We could have mandatory transponders in corporate systems, optional transponders in, say, feudal systems, useless transponders in anarchy systems.&lt;br /&gt;
:That way, ships are declared, and space content is better known.&lt;br /&gt;
&lt;br /&gt;
:We could have (gravitic?) radars which results are shared ad-hoc (like wifi) by law-abiding pilots ^^&lt;br /&gt;
:That way, ships are detected, and space content is better known.&lt;br /&gt;
&lt;br /&gt;
:Using these, from the point of view of the ship commander, space isn't empty or big anymore; it's crowded and interaction are possibly frequent.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
:FIXME 0.z citizenship could be linked to a corporation instead of to a system (Cyberpunk meme)&lt;br /&gt;
:FIXME 0.z obligations may weight on the player depending on their citizenship (missions, battles...)&lt;br /&gt;
:FIXME 0.z the player may acquire a citizenship through missions, falsified papers, stolen papers from a captured pilot, marriage with a crew member, another pilot or an inhabitant&lt;br /&gt;
:FIXME 0.z the player may lose their citizenship through lack of system visit per year, treason, attack on the local army, simultaneous citizenship with an enemy system&lt;br /&gt;
:FIXME 0.z the player, citizen of a warring system, may be taxed, enroled into battles, or be given missions&lt;br /&gt;
&lt;br /&gt;
:FIXME show enemy planets on the main map, allied planets, needs a visa planet ; new script enemies: war+citizenship&lt;br /&gt;
&lt;br /&gt;
:FIXME 0.z manage supernovas&lt;br /&gt;
&lt;br /&gt;
:FIXME convoys oxp to have convoys + military oxp to have military ships, to create battles...&lt;br /&gt;
&lt;br /&gt;
'''Asked by Cholmondeley'''&lt;br /&gt;
:If you added: &amp;quot;Extend the Zaonce visa at a cost of 2.1cr/day&amp;quot;...&lt;br /&gt;
and if you could show the total of bought days on the screen...&lt;br /&gt;
:The slightly different cost of the extension helps add emphasis.&lt;br /&gt;
:I notice that the F8 page totals change as one buys and sells...&lt;br /&gt;
&lt;br /&gt;
:Also, one can often extend the visa within the country itself.&lt;br /&gt;
:(One might have to go down to the planet surface on a shuttle...&lt;br /&gt;
:But another visa to use the shuttle... etc. ad nauseum...&lt;br /&gt;
:Or join a lo-o-o-ong queue on the orbital station (or pay someone else to do it)...&lt;br /&gt;
&lt;br /&gt;
:I've only just dipped my toes into your modification, but the only thing I'd like to see added so far (other than the change of text above) would be some graphics for the Embassy district and the System History Section. Easier said than done, alas!&lt;br /&gt;
:If there was a GalCop logo, maybe that on a flag for the Embassy district (I've only seen ones so far are for the Galactic Police &amp;amp; Army).&lt;br /&gt;
:Or how about a pair of white gloves, a pith helmet and a glass of bubbly? Or a visa stamp in a passport...&lt;br /&gt;
:Or some of Phantorgorth's species icons? Or some of the F6 system government icons (anarchy etc)?...&lt;br /&gt;
:We could do with a decent GalCop logo anyway for the GalCop wiki page&lt;br /&gt;
:How about a picture of the planet (it need not revolve) for the System History F4 page?&lt;br /&gt;
&lt;br /&gt;
:To what extent does buying citizenship of a system link in with Home System.oxp's inner workings?&lt;br /&gt;
:There you buy Home System Privileges for 15,000cr a pop, which leads to what seems to be a sort of super-citizenship.&lt;br /&gt;
:Should it automatically grant Diplomancy.oxp style citizenship as well?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=18645|BB Discussion]&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=6&amp;amp;t=11904 Tax OXP?] thread (2012)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=278364#p278364 Wars discussion] (2021)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=6&amp;amp;t=19471 Is Political Change Possible?] (2018)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=286468#p286468 Problems with combining the buggy Diplomancy with Bounty System OXP] (2022)&lt;br /&gt;
&lt;br /&gt;
=== Downloads ===&lt;br /&gt;
*Version 0.21 (2026) [https://app.box.com/s/5xbksy48qr9cp31z2wpef6wjla05s3ih Phkb's Oolite Box] look in his &amp;quot;Mechanics&amp;quot; folder&lt;br /&gt;
&lt;br /&gt;
*Version 0.19 (2023) is downloadable through the in-game [[Expansions Manager]]&lt;br /&gt;
&lt;br /&gt;
== Gameplay and Balance Indicator ==&lt;br /&gt;
[[File:Tag-colour-orange.png|right]]{{OXPLevel|1}}&lt;br /&gt;
Diplomancy makes things a bit more difficult - you need to pay for a visa to visit some of the systems - or get fined! And you can't buy the visas just anywhere either - sometimes you can't even buy them at all!&lt;br /&gt;
{{ambience-OXP}}&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Diplomacy_Engine_API&amp;diff=88521</id>
		<title>Diplomacy Engine API</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Diplomacy_Engine_API&amp;diff=88521"/>
		<updated>2026-04-29T12:27:42Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Page created&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== OVERVIEW ===&lt;br /&gt;
This wiki page is copied from Cdr [[User:Day|Day]]'s &amp;quot;Diplomacy_EngineAPI_readme.txt&amp;quot; included inside his OXP.&lt;br /&gt;
&lt;br /&gt;
There are a couple of references to this API in his &amp;quot;Diplomacy_roadmap.txt&amp;quot; which merely mention the need to complete it.&lt;br /&gt;
&lt;br /&gt;
He changed the name of his OXP from Diplomacy to [[Diplomancy]] back in 2021&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== NOTE ===&lt;br /&gt;
FIXME reintegrate this to DayDiplomacy_JsDocDiplomacy.js&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== EventType ===&lt;br /&gt;
An 'EventType' is a string defined by an oxp developer. As an example, the system taxation EventType is &amp;quot;SELFTAX&amp;quot;.&lt;br /&gt;
EventTypes are stored in an ordered array, so that &amp;quot;Event&amp;quot;s' &amp;quot;Response&amp;quot;s and &amp;quot;Action&amp;quot;s may be executed in a designed order&lt;br /&gt;
(for example, &amp;quot;VICTORY&amp;quot; should follow &amp;quot;ATTACK&amp;quot; and not happen before :) ).&lt;br /&gt;
For a same EventType, recurrent &amp;quot;Action&amp;quot;s are executed before &amp;quot;Event&amp;quot;s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ActorType ===&lt;br /&gt;
An 'ActorType' is a string defined by an oxp developer. As an example, the system ActorType is &amp;quot;SYSTEM&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
ActorTypes are stored in an ordered array, so that &amp;quot;Event&amp;quot;s' &amp;quot;Response&amp;quot;s and &amp;quot;Action&amp;quot;s may be executed in a designed order&lt;br /&gt;
(for example, &amp;quot;SYSTEM&amp;quot;s should act before &amp;quot;ALLIANCE&amp;quot;s as information come to alliances through their systems :) ).&lt;br /&gt;
&lt;br /&gt;
For a same ActorType, recurrent &amp;quot;Action&amp;quot;s are executed before &amp;quot;Event&amp;quot;s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Action ===&lt;br /&gt;
An &amp;quot;Action&amp;quot; may be said init (only executed once at the creation of an Actor) or recurring (executed each turn).&lt;br /&gt;
&lt;br /&gt;
An &amp;quot;Action&amp;quot; encapsulates a function, which typically will fire Events, or act onto the Oolite world.&lt;br /&gt;
&lt;br /&gt;
It contains: an 'EventType', an 'ActorType' (whose kind of actors will execute this action?), and a function.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Event ===&lt;br /&gt;
An &amp;quot;Event&amp;quot; is something done by an &amp;quot;Actor&amp;quot;, to which other Actors may react by some &amp;quot;Response&amp;quot;s.&lt;br /&gt;
&lt;br /&gt;
It contains: an 'EventType', the acting Actor id, and some args to be used by the Responses (defined by the oxp developer).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Actor ===&lt;br /&gt;
An &amp;quot;Actor&amp;quot; is everything which should react to events. Systems are Actors, Alliances will be.&lt;br /&gt;
&lt;br /&gt;
It contains : an 'ActorType', the Actor id, its responses, and the observing other actors' ids.&lt;br /&gt;
&lt;br /&gt;
An Actor observer is another actor which may react onto that actor events.&lt;br /&gt;
&lt;br /&gt;
This is useful so that for example only near systems may react to an event, and not far away systems.&lt;br /&gt;
&lt;br /&gt;
It's useful to limit the cpu load too by at least a factor 100.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Response ===&lt;br /&gt;
A &amp;quot;Response&amp;quot; encapsulates a function.&lt;br /&gt;
&lt;br /&gt;
It contains: an Id, the 'EventType' to which it responds, the 'ActorType' of actors which will use this response, and a function which may use the args given in the event.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Timing ===&lt;br /&gt;
When docked in station, once every 10 frames, an action (event, response, etc) is realized.&lt;br /&gt;
&lt;br /&gt;
A 'turn' of events is allowed each jump.&lt;br /&gt;
&lt;br /&gt;
Before beginning a new 'turn', all the actions of the precedent turn have been realized.&lt;br /&gt;
&lt;br /&gt;
[[Category:OXP API's]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Category:OXP_API%27s&amp;diff=88520</id>
		<title>Category:OXP API's</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Category:OXP_API%27s&amp;diff=88520"/>
		<updated>2026-04-29T12:13:35Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Oops!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This category contains documentation for OXPs.&lt;br /&gt;
&lt;br /&gt;
It is particularly relevant for those wishing to utilise one OXP from within another OXP.&lt;br /&gt;
&lt;br /&gt;
API: Application programming interface&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
The following OXPs are currently included:&lt;br /&gt;
*[[BGS]] / BackGround System&lt;br /&gt;
:::BGS v.1 was clobbered by changes in Oolite v.1.80/1.82 (''eg'' to the BGS-X mapping system)&lt;br /&gt;
*[[CCL]] / Cabal Common Library&lt;br /&gt;
:::now replaced by Library OXP&lt;br /&gt;
*[[Diplomancy]]&lt;br /&gt;
:::Cdr Day's fledgling notes are now included&lt;br /&gt;
*[[Friend or Foe]]&lt;br /&gt;
:::The Friend or Foe system will allow groups of ships to work as a team independently without being setup as escorts. There is no concept of a leader or escorts/wingmen in this system. Each ship has complete autonomy and can call on help from any other team member. Each ship keeps track of who has attacked them and will ignore stray shots, ''ie'' friendly fire. Also if an attacker disappears off the scanner and later comes back the team will remember them and restart the attack run.&lt;br /&gt;
*[[GNN]] / Galactic News Network&lt;br /&gt;
:::use of the GNN phrase generator seems undocumented. But see the CCL pages below.&lt;br /&gt;
*[[Hyperradio js OXP|Hyperradio]]&lt;br /&gt;
:::now replaced by Library OXP&lt;br /&gt;
*[[Library OXP]]&lt;br /&gt;
:::only partially documented.&lt;br /&gt;
:::Missing documentation may be reconstructable through the CCL pages&lt;br /&gt;
*[[New Cargoes]]&lt;br /&gt;
:::partially clobbered by changes in Oolite v.1.82&lt;br /&gt;
*[[OXPConfig]]&lt;br /&gt;
:::now replaced by Library OXP&lt;br /&gt;
*[[Snoopers]]&lt;br /&gt;
:::now replaced by Library OXP&lt;br /&gt;
*[[Station Options]]&lt;br /&gt;
:::currently only used for Telescope v.2 but capable of much, much more&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite scripting| OXPDoc]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Category:OXP_API%27s&amp;diff=88519</id>
		<title>Category:OXP API's</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Category:OXP_API%27s&amp;diff=88519"/>
		<updated>2026-04-29T12:13:09Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: /* Notes */ Added Diplomancy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This category contains documentation for OXPs.&lt;br /&gt;
&lt;br /&gt;
It is particularly relevant for those wishing to utilise one OXP from within another OXP.&lt;br /&gt;
&lt;br /&gt;
API: Application programming interface&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
The following OXPs are currently included:&lt;br /&gt;
*[[BGS]] / BackGround System&lt;br /&gt;
:::BGS v.1 was clobbered by changes in Oolite v.1.80/1.82 (''eg'' to the BGS-X mapping system)&lt;br /&gt;
*[[CCL]] / Cabal Common Library&lt;br /&gt;
:::now replaced by Library OXP&lt;br /&gt;
*[[Diplomancy]]&lt;br /&gt;
Cdr Day's fledgling notes are now included&lt;br /&gt;
*[[Friend or Foe]]&lt;br /&gt;
:::The Friend or Foe system will allow groups of ships to work as a team independently without being setup as escorts. There is no concept of a leader or escorts/wingmen in this system. Each ship has complete autonomy and can call on help from any other team member. Each ship keeps track of who has attacked them and will ignore stray shots, ''ie'' friendly fire. Also if an attacker disappears off the scanner and later comes back the team will remember them and restart the attack run.&lt;br /&gt;
*[[GNN]] / Galactic News Network&lt;br /&gt;
:::use of the GNN phrase generator seems undocumented. But see the CCL pages below.&lt;br /&gt;
*[[Hyperradio js OXP|Hyperradio]]&lt;br /&gt;
:::now replaced by Library OXP&lt;br /&gt;
*[[Library OXP]]&lt;br /&gt;
:::only partially documented.&lt;br /&gt;
:::Missing documentation may be reconstructable through the CCL pages&lt;br /&gt;
*[[New Cargoes]]&lt;br /&gt;
:::partially clobbered by changes in Oolite v.1.82&lt;br /&gt;
*[[OXPConfig]]&lt;br /&gt;
:::now replaced by Library OXP&lt;br /&gt;
*[[Snoopers]]&lt;br /&gt;
:::now replaced by Library OXP&lt;br /&gt;
*[[Station Options]]&lt;br /&gt;
:::currently only used for Telescope v.2 but capable of much, much more&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite scripting| OXPDoc]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Diplomancy_OXP&amp;diff=88518</id>
		<title>Diplomancy OXP</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Diplomancy_OXP&amp;diff=88518"/>
		<updated>2026-04-29T12:06:58Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Updated download details&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:IconGNN.png|100px|right]]&lt;br /&gt;
[[File:Diplomancy 1 new F4 Screen.png|thumb|right|The additions to the F4 ship-station interface screen (with ANA installed)]]&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[File:Diplomancy 2 Embassy District.png|thumb|right|The new Embassy District on the Orbital Station]]&lt;br /&gt;
[[File:Diplomancy Warring Systems Map.png|thumb|right|The Star Wars screens (need [[ANA]] installed)&amp;lt;br&amp;gt;Toggles between Wars Map/Diplomancy Map/Warring Systems Map.&amp;lt;br&amp;gt;This one is the Warring Systems Map: ''red cross'' means that the system is at war with somebody, no idea who!]]&lt;br /&gt;
[[File:Diplomancy 4 Star Wars legend.png|thumb|right|legend for Star Wars screen]]&lt;br /&gt;
[[File:Diplomancy Wars Map.png|thumb|right|The Wars Map&amp;lt;br&amp;gt;''Red line = war, Green line = alliance''&amp;lt;br&amp;gt;Qubeen is at war with Soorbi, Onlema &amp;amp; Xexeti. She is allied with Arraesso.&amp;lt;br&amp;gt;To the West, Usanat is at peace with both Geerra and Soladies - no wars with them and no alliances either]]&lt;br /&gt;
[[File:Diplomancy Diplomacy Map.png|thumb|right|The Diplomacy Map&amp;lt;br&amp;gt;''Red = hate, Green = love, Yellow = love/hate, &amp;lt;br&amp;gt;Orange = dislike, Blue = like, Grey = neutral''&amp;lt;br&amp;gt;Feudal Qubeen and anarchic Xexeti have a love/hate relationship. Commie Usanat hates Democratic Geerra despite being at peace with it]]&lt;br /&gt;
[[File:Diplomancy System History.png|thumb|right|System History screen&amp;lt;br&amp;gt;Note the yellow &amp;quot;Love+Hate&amp;quot; line between Qubeen and Xexeti on the &amp;quot;Diplomacy Map&amp;quot; above]]&lt;br /&gt;
This OXP effects three major changes in the game:&lt;br /&gt;
*It creates an inter-galactic politics with systems declaring war on each other, forming alliances and signing peace deals.&lt;br /&gt;
*It allows purchase of citizenship of a system (with resulting tax liabilities &amp;amp; refugee status in systems at war with one's own)&lt;br /&gt;
*It requires visas for travel to some government types. Not all surrounding systems will sell them (depending on wars or on being anarchies)!&lt;br /&gt;
&lt;br /&gt;
Not to be confused with [[Home System]] OXP which allows investment in systems.&lt;br /&gt;
&lt;br /&gt;
=== Citizenships ===&lt;br /&gt;
The player may acquire, or renounce, a system citizenship when visiting this system, for the right price. They may choose which one of their citizenships is announced as the flag of their ship.&lt;br /&gt;
*The player is considered '''fugitive''' when in systems warring with their flag.&lt;br /&gt;
*'''Anarchies''' provide no citizenship. They also have no embassy district (for buying visas for neighbouring systems).&lt;br /&gt;
*The player may buy '''several days of visa''' in the '''Embassy district''' in a neighbouring state, which is not an enemy to the destination system.&lt;br /&gt;
:'''Corporate systems''', '''dictatorships''' and '''communists''' refuse docking to players when stateless and visaless.&lt;br /&gt;
*Citizenship leads to Income Tax!&lt;br /&gt;
&lt;br /&gt;
=== Systems' alliances, wars ===&lt;br /&gt;
*[[GNN]] news: GNN news is now displayed when an alliance is formed or broken between two systems, or when a war starts or ends between two systems, and the player is in one of those systems.&lt;br /&gt;
*'''Strategic maps''' showing the warring systems, and the diplomatic relationships!&lt;br /&gt;
::These need the [[ANA]] to be installed to show on the F4 station-interface screen.&lt;br /&gt;
*Two systems within 7ly of each other may now form an alliance, if they like each other enough.&lt;br /&gt;
*They may break their alliance, too!&lt;br /&gt;
*They may wage war to each other, and make peace too!&lt;br /&gt;
*New F4 Interface screens: the '''Embassy District''' &amp;amp; the '''System's History'''!&lt;br /&gt;
&lt;br /&gt;
=== Systems' treasury ===&lt;br /&gt;
*Wars require money, and countries are defeated either by battles or by bankruptcy, sometimes the latter producing the former.&lt;br /&gt;
*The Treasury and Tax levels are displayed in the F7 system information.&lt;br /&gt;
*Each system treasury is increased through taxation each player jump, depending on the time past since the last jump.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== What's currently implemented technically? ==&lt;br /&gt;
&lt;br /&gt;
The oxp contains Engines which may be use by developers to implement interesting galaxy-spanning events:&lt;br /&gt;
* (main) Engine&lt;br /&gt;
* War - see WarZones OXP below&lt;br /&gt;
* History &lt;br /&gt;
* Systems&lt;br /&gt;
* Economy &lt;br /&gt;
* Citizenships - see Rexebe Citizen OXP &amp;amp; Digebiti Subject OXP below&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== Effects on game ==&lt;br /&gt;
&lt;br /&gt;
=== Effects on game difficulty ===&lt;br /&gt;
* The player is considered fugitive when in systems warring with their flag.&lt;br /&gt;
* The player is refused docking in some stations when they have not the requisite visa or passport.&lt;br /&gt;
* Some new ways to spend money: becoming a citizen, visas.&lt;br /&gt;
&lt;br /&gt;
=== Effects on game performance ===&lt;br /&gt;
*This .oxp works only when the player is docked, so there is no impact during the flight time. During the docking, it works once every ten frames, the effect on player experience should be negligible.&lt;br /&gt;
&lt;br /&gt;
''If it isn't negligible, tell me and I'll put in the ability to choose the number of frames.''&lt;br /&gt;
:Even if the effect is negligible on the player, it uses lots of CPU, so it might not be negligible on the battery.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
*One now needs to keep abreast of developments in the systems one is about to visit. This ''can'' be done using the new F4 choices while docked. And it can ''also'' be done using the F7 screen - and if one's route has been plotted using the [[ANA]], one can view the different systems along the route in F7 using the left/right arrow keys.&lt;br /&gt;
&lt;br /&gt;
*If one is approaching a set of systems needing a visa from an anarchy, if a rock hermit can be found in the first system needing a visa, once can dock there and then a visa for the second system can be purchased there.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Instructions ==&lt;br /&gt;
*For OXZ's, the Expansions Manager download is fine.&lt;br /&gt;
*For OXPs, do not unzip the .oxz file, just move into the AddOns folder of your Oolite installation.&lt;br /&gt;
&lt;br /&gt;
== Dependencies ==&lt;br /&gt;
*[[GNN]] OXP&lt;br /&gt;
*[[Anarchies]] OXP&lt;br /&gt;
&lt;br /&gt;
== Known bugs ==&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
*Diplomancy was created by Commander [[User:Day‎|Day‎]], from the home of diplomancy (think of Talleyrand &amp;amp; Richelieu!).&lt;br /&gt;
*This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike License version 4.0.&lt;br /&gt;
*If you are re-using any piece of this OXP, please let him know by sending an e-mail to david ''at'' pradier ''dot'' info&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== Versions history ==&lt;br /&gt;
*'''v.0.21'''&lt;br /&gt;
:Improvement, can now purchase visa at systems beyond 7LY range.&lt;br /&gt;
*'''v.0.20'''&lt;br /&gt;
:Improvement, added map name to the title of the Star Wars map, making it clearer which map is being viewed.&lt;br /&gt;
:Improvement, moved all text to missiontext.plist and descriptions.plist for easier localisation.&lt;br /&gt;
:Improvement, added helper text to System History page if no data to display.&lt;br /&gt;
:Improvement, the Advanced Navigational Array is no longer a requirement for the map screens to see system connections.&lt;br /&gt;
:Improvement, can now extend visa for the current system at the main station.&lt;br /&gt;
:Improvement, flavor: alternative allegiance, broken allegiance, war, and peace GNN news items.&lt;br /&gt;
:Improvement, dev func: added WarEngine.$isActorWarring (passing an actor ID, returns a boolean)&lt;br /&gt;
:Improvement, dev func: added WarEngine.$isSystemWarring (passing a system ID, returns a boolean)&lt;br /&gt;
:Improvement, dev func: added WarEngine.$areSystemsWarring (passing two system IDs, returns a boolean)&lt;br /&gt;
:Bugfix: Fixed potential null reference check in War script when checking observersId.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  data-expandtext=&amp;quot;Show older&amp;quot; data-collapsetext=&amp;quot;Hide older&amp;quot; style=&amp;quot;overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
*'''v.0.19'''&lt;br /&gt;
:Bugfix: breaking alliances and making peace now works again.&lt;br /&gt;
&lt;br /&gt;
*'''v.0.18'''&lt;br /&gt;
:Improvement, user-friendliness: the visa system in-game explanation is clearerer.&lt;br /&gt;
&lt;br /&gt;
*'''v.0.17'''&lt;br /&gt;
Improvement, user-friendliness: the visa system in-game explanation is clearer.&lt;br /&gt;
&lt;br /&gt;
*'''v.0.16''' &lt;br /&gt;
:Improvement, flavor: the player is considered fugitive when in systems warring with their flag.&lt;br /&gt;
:Improvement, flavor: no &amp;quot;Embassy district&amp;quot; in anarchies, no citizenship in an Anarchy&lt;br /&gt;
:Improvement, flavor: the player may buy days of visa (cost: productivity / population / 365 per day) in the embassy district in a neighbouring, non-enemy from the destination system.&lt;br /&gt;
:Improvement, flavor: the first time the Diplomacy OXP is used, if a visa is needed in the current system, we give the player a 1-day visa.&lt;br /&gt;
:Improvement, flavor: a GNN news introduces the Visa Law.&lt;br /&gt;
:Improvement, flavor: when stateless, docking is refused in corporates, dictatorships and communists without having a visa.&lt;br /&gt;
:Improvement, flavor: maps are centered and zoomed. Possibility to center on the target system, or on the whole trajectory. Possibility to display the short/quick trajectory, or no trajectory at all.&lt;br /&gt;
:Improvement, performance: the API are removed in favor of JsDoc.&lt;br /&gt;
:Improvement, code quality: the Snoopers dependency, which is deprecated, is replaced by the GNN dependency. Oolite minimal required version is now 1.88, because of this.&lt;br /&gt;
:Improvement, code quality: moved the GNN connection to external script.&lt;br /&gt;
:Improvement, code quality: tax level and treasury are now displayed through mission.addMessageText rather than through a modification of the system description.&lt;br /&gt;
:Improvement, tweaking: the alliance threshold between systems is lowered.&lt;br /&gt;
:Bugfix: the initActions wasn't set as it should be. In particular, initActionsByType wasn't set when adding an initAction, and initActions was set with an ActorType as key instead of an ActionId.&lt;br /&gt;
&lt;br /&gt;
*'''v.0.15''' &lt;br /&gt;
:Improvement, flavor: the player may acquire or renounce the citizenship of the system they are in.&lt;br /&gt;
:Improvement, flavor: the player may display one of their citizenships as the flag of their ship.&lt;br /&gt;
:Improvement, dev func: other scripts may subscribe to be informed of a citizenship change of the player.&lt;br /&gt;
:Improvement, dev func: citizenships prices are dynamic and available to other scripts.&lt;br /&gt;
:Improvement, dev func: other scripts may inquire if the player has a particular citizenship.&lt;br /&gt;
:Improvement, code quality: introduced JsDoc comments, including some allowing to document the Oolite javascript hooks!&lt;br /&gt;
&lt;br /&gt;
*'''v.0.14'''&lt;br /&gt;
:Improvement, flavor: War declaration! Peace! Snooper news about them!&lt;br /&gt;
:Improvement, flavor: Wars map!&lt;br /&gt;
:Improvement, dev func: the war threshold and the alliance threshold are scriptable through the WarEngineAPI.&lt;br /&gt;
:Improvement, dev func: new F4 interface making History happen for debug purposes.&lt;br /&gt;
:Improvement, code consistency: Alliances scripts become War scripts.&lt;br /&gt;
&lt;br /&gt;
*'''v.0.13''' &lt;br /&gt;
:Bugfix: manifest.plist for the oxz manager.&lt;br /&gt;
&lt;br /&gt;
*'''v.0.12''' &lt;br /&gt;
:Bugfix: manifest.plist for the oxz manager.&lt;br /&gt;
&lt;br /&gt;
*'''v.0.11'''&lt;br /&gt;
:Improvement, flavor: added a F4 Alliances Map, showing alliances between systems.&lt;br /&gt;
:Improvement, flavor: having only Snooper news for the player current system.&lt;br /&gt;
:Improvement, flavor: fixed Diziet Sma citation&lt;br /&gt;
:Improvement, code consistency: the tax script becomes the economy script.&lt;br /&gt;
:Improvement, code consistency: removed the TechnicalPrinciples.txt file, as its content is now mainly in the new OXP Performance thread.&lt;br /&gt;
:Improvement, dev func: added a beginning of Economy Engine API.&lt;br /&gt;
:Improvement, dev func: added a _debug flag in the Engine to start as if you just spent a turn and entered the station; ie, events are processing.&lt;br /&gt;
&lt;br /&gt;
*'''v.0.10'''&lt;br /&gt;
:Improvement, flavor: added a F4 System history, showing the F7-selected system events history. The displayed text depends on a formatting function definable through API per event.&lt;br /&gt;
:Improvement, flavor: the alliance and alliance break events are now displayed in the history.&lt;br /&gt;
:Improvement, dev func: the EngineAPI provides the events, and the events by actor.&lt;br /&gt;
:Improvement, dev func: the EngineAPI allows now to store a variable in the saved state with the other saved variables of the oxp.&lt;br /&gt;
:Improvement, dev func: introduced a Systems API and a History API. The systems API provides the system actors indexed by galaxyID and systemID.&lt;br /&gt;
&lt;br /&gt;
*'''v.0.9'''&lt;br /&gt;
:Improvement, flavor: the score given to a system by another depend on who they are allied to.&lt;br /&gt;
:Improvement, flavor: systems may now break their alliances.&lt;br /&gt;
:Bugfix: systems within 7 ly of any of both systems in the alliance are now informed of the alliance.&lt;br /&gt;
:Improvement, dev func: introduced an Alliance API.&lt;br /&gt;
&lt;br /&gt;
*'''v.0.8'''&lt;br /&gt;
:Improvement, flavor: Two systems within 7ly of each other may now form an alliance, depending on their relation quality. Currently, each must have a score for the other of at least +0.5.&lt;br /&gt;
:Improvement, flavor: some Snooper news are now displayed when an alliance is formed between two systems, and the player is within 7ly of one of the allied systems.&lt;br /&gt;
:New, oxp dev func: introduced a functional Event system.&lt;br /&gt;
&lt;br /&gt;
*'''v.0.7'''&lt;br /&gt;
:Improvement, flavor: added a F4 Strategic Map, showing links between systems nearer than 7. The relation between systems is currently based on their government.&lt;br /&gt;
&lt;br /&gt;
*'''v.0.6'''&lt;br /&gt;
:Improvement, flavor: tax amount depends on the time spent since the last taxation.&lt;br /&gt;
:Improvement, speed: major refactor to remove closures, dereferences, JSON (de)serialization special functions.&lt;br /&gt;
&lt;br /&gt;
*'''v.0.5'''&lt;br /&gt;
:Bugfix manifest.plist for the oxz manager.&lt;br /&gt;
&lt;br /&gt;
*'''v.0.41'''&lt;br /&gt;
:Put into the oxz manager.&lt;br /&gt;
&lt;br /&gt;
*'''v.0.3'''&lt;br /&gt;
:New, oxp dev func: delivered DiplomacyEngineAPI for oxp developers, provided a dedicated readme file.&lt;br /&gt;
:New, doc: provided a dedicated file DiplomacyRoadmap.txt&lt;br /&gt;
:Improvement, code consistency: the Systems and Tax js script now use the API rather than the native engine calls.&lt;br /&gt;
:Improvement, speed: optimized the loops in the engine&lt;br /&gt;
:Improvement, logic: when starting, the player is docked, so we should process the saved actions.&lt;br /&gt;
:Bugfix: solved a bug in the Tax script recurrent tax task after a savefile load.&lt;br /&gt;
:Bugfix: the init action using the api wasn't working after a restore from the savefile.&lt;br /&gt;
:Cleaning: log cleaning, file cleaning.&lt;br /&gt;
&lt;br /&gt;
*'''v.0.2''' The actions are made progressively, one every 10 frames when docked, so as not to need more execution time than allowed at the same time, and to avoid slowdowns during the game.&lt;br /&gt;
&lt;br /&gt;
*'''v.0.1''' First version of the Diplomacy engine. Systems are introduced as a type of &amp;quot;Actor&amp;quot;. &amp;quot;SELFTAX&amp;quot; is introduced as an event for systems. Tax level and treasury are displayed on the F7 screen.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
== Associated OXPs ==&lt;br /&gt;
=== Rexebe Citizen OXP ===&lt;br /&gt;
*[https://app.box.com/s/stnhgdubo7ogn0ug3e7zqfhyksw182wz Rexebe Citizen.oxz] grants citizenship of Rexebe for users of Diplomancy who want ''eg''. to try out [[Hermitage]] (Phkb, 2021)&lt;br /&gt;
=== Digebiti Subject OXP ===&lt;br /&gt;
*[https://wiki.alioth.net/index.php/File:DigebitiSubject.0.92.oxp.zip Digebiti Subject.oxp] grants subjecthood of Digebiti for users of Diplomancy&lt;br /&gt;
=== Quick Visa OXP ===&lt;br /&gt;
*[[Quick-Visa]] provides horrendously expensive &amp;quot;Visa purchasing options&amp;quot; on arrival at the Witchpoint Beacon (for those forgetting to get a visa at the previous system)&lt;br /&gt;
=== War Zones OXP ===&lt;br /&gt;
*[https://app.box.com/s/ivyhkxdj3fnobb50fxb3v8iw6s8ew59t WarZones 1.6.oxz] creates wars between warring systems.&lt;br /&gt;
&lt;br /&gt;
*Warning: ''You'' are now automatically conscripted into an active battle if you are a citizen of either side and flying their flag!&lt;br /&gt;
&lt;br /&gt;
* Where two systems are at war, this OXP will often add a battle between ships from those systems. It is purely up to the player whether they want to get involved or not. When no active battle is added, there is a chance there will be the aftermath of a battle.&lt;br /&gt;
&lt;br /&gt;
* Market prices in any warring systems are elevated, while quantities available will be reduced.&lt;br /&gt;
&lt;br /&gt;
* Finally, some missions will be added to the [[GalCop Missions]] Bulletin Board as a result of two warring systems.&lt;br /&gt;
&lt;br /&gt;
==== Requirements ====&lt;br /&gt;
:Diplomacy v.0.20 or later&lt;br /&gt;
:[[GalCop Missions]] v.0.13 or later&lt;br /&gt;
:[[Market Script Interface]].&lt;br /&gt;
&lt;br /&gt;
==== Version History ====&lt;br /&gt;
This OXP is borrowed heavily from the [[Factions OXP]] by m4r35n357.&lt;br /&gt;
&lt;br /&gt;
v.1.6&lt;br /&gt;
:Player is now automatically conscripted into an active battle if they are a citizen of either side and flying their flag.&lt;br /&gt;
:When battles are completed, remaining ships will return home.&lt;br /&gt;
:When no active battle is taking place in a warring system, there is now a 50% chance of there being the aftermath of a battle.&lt;br /&gt;
:Reworked shipdata roles to be less confusing.&lt;br /&gt;
:Switched to using logcontrol.plist for controlling log file output.&lt;br /&gt;
:Changed name to &amp;quot;Diplomacy: War Zones&amp;quot;.&lt;br /&gt;
:Code refactoring.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  data-expandtext=&amp;quot;Show older&amp;quot; data-collapsetext=&amp;quot;Hide older&amp;quot; style=&amp;quot;overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
v.1.5&lt;br /&gt;
:Fixed manifest.plist requirements issue.&lt;br /&gt;
&lt;br /&gt;
v.1.4&lt;br /&gt;
:Moved restoration of market impact values to startUp, so values are restored before prices potentially set.&lt;br /&gt;
:Fixed incorrectly named file.&lt;br /&gt;
&lt;br /&gt;
v.1.3&lt;br /&gt;
:Cleaned up warring parties scanner colours, and made sure different colours will be applied to different systems of the same type.&lt;br /&gt;
:Made sure the &amp;quot;war&amp;quot; happens within visible distance of the witchpoint.&lt;br /&gt;
:Updated Wireframe Ship Images with correct Sidewinder link.&lt;br /&gt;
:Added market changes if a system is at war.&lt;br /&gt;
:Added two BB missions for at war systems.&lt;br /&gt;
&lt;br /&gt;
v.1.2&lt;br /&gt;
:Added &amp;quot;use strict&amp;quot; to ship script file.&lt;br /&gt;
:Suppressed &amp;quot;The 'conditions' key is deprecated in shipdata entry&amp;quot; messages in log file.&lt;br /&gt;
&lt;br /&gt;
v.1.1&lt;br /&gt;
:Fixed incorrect condition script filename in shipdata.&lt;br /&gt;
&lt;br /&gt;
v.1.0&lt;br /&gt;
:Initial release&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Musings ==&lt;br /&gt;
[[File:Sv pad08.jpg|thumb|right|Library's PAD (Personal Assistance Device) showing player's origin]]&lt;br /&gt;
This section contains musings by Cholmondely and Cdr Day's 2021 roadmap for his OXP. Expand it to read!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
[[User:Cholmondely|Cholmondely]] writes: this is one of my favourite OXPs adding a good dash of realism to my game. And it makes visiting other places difficult just as real, life does! If anybody ever manages to introduce real wars into Oolite, this will help provide a realistic background to them ([[User:Montana05|Montana05]] has created an &amp;quot;invasion oxp&amp;quot; which is currently in alpha stage).&lt;br /&gt;
&lt;br /&gt;
''There are a number of things which still need doing/thinking about.''&lt;br /&gt;
*One should be able to choose one's first citizenship without paying - ideally it should be linked to the self-chosen system of &amp;quot;origin&amp;quot; on [[Library OXP|Library's PAD]].&lt;br /&gt;
*It seems unlikely that there would be Embassy Districts on Rock Hermits! But it might well be possible to buy over-priced visas through the Black Market there (as ''eg'' installed by Smugglers oxp) - and especially for the same system that the RH is in!&lt;br /&gt;
*The decision not to install Embassy Districts on the local orbital station in an anarchy needs thinking through. The Lore is that the anarchy does not provide any finance for the orbital, meaning that GalCop has to pay for all of the costs. Hence [[GalCop]] runs the orbital, not the anarchy. And thus the lack of an &amp;quot;Embassy&amp;quot; with (inexistent) anarchic &amp;quot;governments&amp;quot; would seem to be irrelevant to the presence of some sort of visa-issuing body on the station. Even if the second system were at war with the anarchy. This can of course all be [[Handwavium|handwaved]] away by referring to GalCop regulations, but still, it should be thought through!&lt;br /&gt;
&lt;br /&gt;
=== Day's &amp;quot;Diplomacy roadmap&amp;quot; (2021) ===&lt;br /&gt;
&lt;br /&gt;
Next versions might include:&lt;br /&gt;
&lt;br /&gt;
0.19 - more expensive visa to go planetSide, costs slashed planetSide (90% custom rebate ?...)&lt;br /&gt;
:- citizenships may be acquired planetSide only&lt;br /&gt;
&lt;br /&gt;
0.20 player taxation depending on the number of citizenships (CreditDiff / timeInDaysSinceLastSystemVisit * n * (n - 1))&lt;br /&gt;
&lt;br /&gt;
0.21 War declaration generates an immediate gdp growth increase!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Conditions for version 1.0 to be declared:&lt;br /&gt;
:- filesave format stabilized,&lt;br /&gt;
:- performance considered to be ok,&lt;br /&gt;
:- all core engine functionalities implemented, remaining ones:&lt;br /&gt;
::- actor/event/response/function/initAction/recurrentAction disabling/removal,&lt;br /&gt;
::- 'act next turn' functionality.&lt;br /&gt;
:- APIs stabilized&lt;br /&gt;
:- I18n ok&lt;br /&gt;
:- L10n ok for english&lt;br /&gt;
:- Documentation in .md format&lt;br /&gt;
:- all major events implemented, remaining ones:&lt;br /&gt;
::- DEFENSE_PREPARATION&lt;br /&gt;
::- ATTACK_PREPARATION&lt;br /&gt;
::- ATTACK&lt;br /&gt;
::- LOSS&lt;br /&gt;
::- VICTORY&lt;br /&gt;
::- BANKRUPTCY&lt;br /&gt;
::- BREAK (Alliance)&lt;br /&gt;
::- ALLY (Alliance)&lt;br /&gt;
::- SPLIT&lt;br /&gt;
::- COMBINE&lt;br /&gt;
::- TAX (Alliance)&lt;br /&gt;
::- SUBSIDIZE&lt;br /&gt;
&lt;br /&gt;
Conditions for 2.0 to be declared:&lt;br /&gt;
:- Wiki pages, including APIs&lt;br /&gt;
:- perfectperf FIXMEs,&lt;br /&gt;
:- perfectfunc FIXMEs,&lt;br /&gt;
:- perfectstyle FIXMEs&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
:FIXME 0.f explain that the total number of credits in the Ooniverse is always the same through a Raxxla adventure&lt;br /&gt;
:FIXME 0.f make the tax level evolve ?&lt;br /&gt;
:FIXME 0.f How do we know the real productivity? Is there an OMC? Black work wouldn't be reported, nor taxed. Yet another time Raxxla?&lt;br /&gt;
:FIXME 0.f productivity could slowly converge towards a value depending on space scarcity&lt;br /&gt;
:FIXME 0.f use Fuel tweaks oxp depending on state of war, recently attacked system, and player home system :p&lt;br /&gt;
:FIXME 0.f tweakability / configurability / by player / by other oxps&lt;br /&gt;
:FIXME 0.f equipment/commodities prices vary depending on war/system richness&lt;br /&gt;
:FIXME 0.f identifying player as citizen from some system (Citizenship), consequences&lt;br /&gt;
:FIXME 0.f player taxation&lt;br /&gt;
:FIXME 0.f the strategic map should be available through an equipment, or a role (commander ;) ); through the oxp :GalacticRegistry (Galcop maps)?&lt;br /&gt;
:FIXME 0.f provide Diplomacy lore (the deep comments in the code) to the player through other oxps. GNN army? Spacebars? The oxp from which you're the hero?&lt;br /&gt;
&lt;br /&gt;
:FIXME 0.n manage versioning of savefiles (last step before 1.0)&lt;br /&gt;
&lt;br /&gt;
:FIXME 0.perfectperf use tco to avoid recursion: http://www.integralist.co.uk/posts/js-recursion.html&lt;br /&gt;
:FIXME 0.perfectperf minify, https://jscompress.com/, https://github.com/mishoo/UglifyJS2&lt;br /&gt;
:FIXME 0.perfectperf benchmark with lazy regexps&lt;br /&gt;
&lt;br /&gt;
:FIXME 0.z make a story/scenario generator?&lt;br /&gt;
&lt;br /&gt;
:FIXME 0.z passengers are taxed too; maybe player may pay less depending on passenger home system? why would passenger allow that?&lt;br /&gt;
:FIXME 0.z some systems could have their citizens not taxed? free passage? by some chosen systems? vassal systems?&lt;br /&gt;
:FIXME 0.z &amp;quot;Troll wars&amp;quot; (noble Troll specie against human cultural trolls)&lt;br /&gt;
:FIXME 0.z &amp;quot;Trumble wars&amp;quot; (trumbles are used as weapons to disrupt blockades)&lt;br /&gt;
:FIXME 0.z &amp;quot;Day of the Tentacle&amp;quot;&lt;br /&gt;
:FIXME 0.z the events history could be visualized through GNN&lt;br /&gt;
:FIXME 0.z the events history could be visualized through a map&lt;br /&gt;
&lt;br /&gt;
:FIXME 0.z: implement scoring of relations between systems&lt;br /&gt;
::*goodwill low depending on history:&lt;br /&gt;
::if they have attacked that turn,&lt;br /&gt;
::polarization? if the system has several neighbours, it dislikes better one of them&lt;br /&gt;
::if they have attacked that turn a member of the alliance,&lt;br /&gt;
::if they prepare for attack (even an enemy?),&lt;br /&gt;
::if they're from an opposite economy,&lt;br /&gt;
::if they're from a different alliance (enemy alliance?)&lt;br /&gt;
::if they currently got a bad economy?&lt;br /&gt;
::if the other currently has a bad economy?&lt;br /&gt;
::if they're from a disliked race&lt;br /&gt;
::polarization? if the system has several neighbours, it dislikes better one of them&lt;br /&gt;
::if they harbor an enemy faction&lt;br /&gt;
::polarization: if they have enough money to attack and the other not enough to defend&lt;br /&gt;
::*goodwill high:&lt;br /&gt;
::if they have helped in the past,&lt;br /&gt;
::if they are member of the alliance,&lt;br /&gt;
::if they prepare for defense,&lt;br /&gt;
::if they're from a comparable economy&lt;br /&gt;
::if they're next to a common enemy&lt;br /&gt;
::if they're on a commercial road?&lt;br /&gt;
::if they're from a liked race&lt;br /&gt;
::polarization? if the system has several neighbours, it likes better one of them&lt;br /&gt;
::if they harbor an ally faction&lt;br /&gt;
::polarization: if they have enough money to defend and the other not enough to attack&lt;br /&gt;
::*What's an enemy?&lt;br /&gt;
::initial scoring + eventsScoring losing 10% each turn (year?) + current turn eventStoring&lt;br /&gt;
::initialScore = economy comparison + ideology comparison + commercial road&lt;br /&gt;
::who should we score? a system scores those systems it is observing?&lt;br /&gt;
::staticScore[observerId][observedId] = {&lt;br /&gt;
:::  economyComparison:,&lt;br /&gt;
:::    ideologyComparison:,&lt;br /&gt;
:::    sameCommercialRoad:,&lt;br /&gt;
::}&lt;br /&gt;
::dynamicScore[observerId][observedId] = {&lt;br /&gt;
:::  nextToCommonEnemy:,&lt;br /&gt;
:::    preparingForDefense:,&lt;br /&gt;
:::    harboursEnemyFaction:,&lt;br /&gt;
::}&lt;br /&gt;
::ally to alliance if avg(systemsScores) &amp;gt; threshold&lt;br /&gt;
::attack if systemMoney &amp;gt; targetProductivity * targetPopulation, divided by constant&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''WAR'''&lt;br /&gt;
&lt;br /&gt;
:prepare_fight if:&lt;br /&gt;
:- treasury &amp;gt; fightPreparationThreshold =&amp;gt; war_treasury&lt;br /&gt;
:Is this really needed?&lt;br /&gt;
:Fight may be prepared at all times&lt;br /&gt;
&lt;br /&gt;
:- attacked =&amp;gt; lowers drastically score&lt;br /&gt;
:- ally attacked =&amp;gt; lowers (less) drastically score&lt;br /&gt;
&lt;br /&gt;
:attack or finance_ally if:&lt;br /&gt;
:- score &amp;lt; attackThreshold ?&lt;br /&gt;
&lt;br /&gt;
:- war_declared&lt;br /&gt;
:- roi &amp;gt; roi_threshold &amp;amp;&amp;amp; war_treasury &amp;gt; attack_budget (depending on attacker culture? [0,30% of war_treasury?])&lt;br /&gt;
&lt;br /&gt;
:An attack may remove from the attacked:&lt;br /&gt;
: pib -= [5%,,5%]*pib&lt;br /&gt;
: treasury -= attack_budget * 100 * [100%,1%]&lt;br /&gt;
: war_treasury -= attack_budget * 10 * [100%,1%]&lt;br /&gt;
:An attack may from the attacker:&lt;br /&gt;
: war_treasury += attack_budget * [-100%,100%]&lt;br /&gt;
&lt;br /&gt;
: depending on the success [100%,0%]&lt;br /&gt;
&lt;br /&gt;
: success repartition must be a gauss curve&lt;br /&gt;
&lt;br /&gt;
: what of ROI? hmm, economy size might change depending on battles?&lt;br /&gt;
: So an increase in economy size is a one-year increase to be compared to the cost of the attack&lt;br /&gt;
: what about using a zero-sum game principle? like economy size decrease goes to neigbors?&lt;br /&gt;
: or declaring war weakens some economic relations between systems and strengthens others?&lt;br /&gt;
&lt;br /&gt;
: or wars are decided by hidden interests, not by global economy? per good type? per 2 types only agro and industrial?&lt;br /&gt;
: I like the idea that the exchange depends on prices differences * size of economy&lt;br /&gt;
: but should the exchange be imbalanced? how is that impacting the economy growth?&lt;br /&gt;
: what are the coefficient on each good? what of forbidden goods?&lt;br /&gt;
&lt;br /&gt;
: the number of tons entering a system is equal to the number of tons exiting. Nope. the max number only, but it's theoretical.&lt;br /&gt;
: the max number 128 is administrative? why is it everywhere, then?&lt;br /&gt;
: not to be considered, as it would imply a very small spatial exchange between systems, very inferior to systems economy size&lt;br /&gt;
&lt;br /&gt;
: We need spatial ascensors, so as to have a low cost from planet to station,&lt;br /&gt;
:  which is needed not to have prohibitively expensive food and other things.&lt;br /&gt;
: Or cheap anti-gravity =o&lt;br /&gt;
: =&amp;gt; big exchanges between systems&lt;br /&gt;
&lt;br /&gt;
: Let's say that we think in terms of %age of total GDP, and not in GDP&lt;br /&gt;
: Let's say that the evolution of total GDP due to productivity increase is small in Ooniverse, compared to the variation due to the wars.&lt;br /&gt;
: In that case, we can think we are in a zero-sum game, in terms of %age of total GDP.&lt;br /&gt;
: Each loss of GDP %age is gained by the others.&lt;br /&gt;
: We can (it is a game shortcut) reattribute the lost gdp to some others&lt;br /&gt;
::   =&amp;gt; normal way is to add depending on their own current gdp, in the galaxy.&lt;br /&gt;
::   =&amp;gt; another way is to consider it goes to near systems (neighors?).&lt;br /&gt;
::   =&amp;gt; another way is to consider it goes to systems depending on their distance (squared)&lt;br /&gt;
::    =&amp;gt; this way is nice but expensive to calculate&lt;br /&gt;
::       (needs the distance between each systems, and the sum of these distances)&lt;br /&gt;
::   =&amp;gt; another way is to consider that neighbors in fact taxes the money,&lt;br /&gt;
::      and that systems other than neighbors earn a negligible increase&lt;br /&gt;
::   =&amp;gt; money goes to neighbors, coefficiented on inverse distance squared&lt;br /&gt;
&lt;br /&gt;
::   =&amp;gt; attack ROI depends on the attacked distance&lt;br /&gt;
::   =&amp;gt; financed attack ROI depends on the attacked distance&lt;br /&gt;
::   =&amp;gt; finance ROI should always be better than attack ROI?&lt;br /&gt;
::       then finance is preferable to attack when it is possible&lt;br /&gt;
::       =&amp;gt; how to ensure that 2 allies in war with a third system won't only finance each other instead of attacking?&lt;br /&gt;
&lt;br /&gt;
::   there must be an incentive to finish the other&lt;br /&gt;
::   =&amp;gt; spoils of war: combat_budget+, war_treasury+, treasury+, total gdp appropriation this turn (no neighbours),&lt;br /&gt;
::    greater portion of gdp (40% of attacked gdp * coeff depending on attacker gdp&lt;br /&gt;
::     (representing the ability to process the attacked gdp)), attacked forced peace&lt;br /&gt;
&lt;br /&gt;
::   What if 2 allies finish a system at the same time? It isn't possible to have a &amp;quot;at the same time&amp;quot; event.&lt;br /&gt;
::    Well maybe, events concurrency.&lt;br /&gt;
&lt;br /&gt;
::    FIXME 0.f use station in fire when a system has been beaten http://aegidian.org/bb/viewtopic.php?t=3460&amp;amp;start=154&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''FIXME 0.f PEACE'''&lt;br /&gt;
&lt;br /&gt;
:FIXME 0.z have an indicator &amp;quot;Ongoing war&amp;quot; per system&lt;br /&gt;
:FIXME 0.z have a notion of &amp;quot;war zone&amp;quot;&lt;br /&gt;
:FIXME 0.z have a notion of galaxy, station, traveller as actors&lt;br /&gt;
:FIXME 0.z tax evasion&lt;br /&gt;
:FIXME 0.z factions?&lt;br /&gt;
:FIXME 0.z news, depending on player current system, player citizenship system, propaganda?&lt;br /&gt;
::maybe the right way is to generate LOTS of news and let the player register to those they want?&lt;br /&gt;
::GNN, citizenship news company&lt;br /&gt;
:FIXME 0.z blockades&lt;br /&gt;
:FIXME 0.z each turn, a system has an event card: a sun explodes, or a native singer becomes famous, which changes taxes, or alliances, or fights, or... Use some mega bomb for a supernova style event&lt;br /&gt;
:FIXME 0.z what about the story of a war writing itself?&lt;br /&gt;
:FIXME 0.z war cargoes&lt;br /&gt;
:FIXME 0.z player's greed is the key&lt;br /&gt;
:FIXME 0.z &amp;quot;OXP that adds another eight galaxies&amp;quot; !!&lt;br /&gt;
:FIXME 0.z what happens if the player lands on an enemy planet?&lt;br /&gt;
:FIXME 0.z ideology and richness change in a system after a victory/defeat&lt;br /&gt;
&lt;br /&gt;
:FIXME extract the main engine into its own OXP&lt;br /&gt;
&lt;br /&gt;
'''Day's Musings'''&lt;br /&gt;
:Space is big. But the space we are interested in is the space around planetary systems :)&lt;br /&gt;
:What about ships localization detection and declaration?&lt;br /&gt;
&lt;br /&gt;
:On our old earth, we have transponders onto every (naval) ship and plane. We even have control towers.&lt;br /&gt;
:We have radars too, and the chinese have recently made a quantum radar (so no evasion through deflecting the wave like the B-2 stealth bomber do).&lt;br /&gt;
&lt;br /&gt;
:We could have mandatory transponders in corporate systems, optional transponders in, say, feudal systems, useless transponders in anarchy systems.&lt;br /&gt;
:That way, ships are declared, and space content is better known.&lt;br /&gt;
&lt;br /&gt;
:We could have (gravitic?) radars which results are shared ad-hoc (like wifi) by law-abiding pilots ^^&lt;br /&gt;
:That way, ships are detected, and space content is better known.&lt;br /&gt;
&lt;br /&gt;
:Using these, from the point of view of the ship commander, space isn't empty or big anymore; it's crowded and interaction are possibly frequent.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
:FIXME 0.z citizenship could be linked to a corporation instead of to a system (Cyberpunk meme)&lt;br /&gt;
:FIXME 0.z obligations may weight on the player depending on their citizenship (missions, battles...)&lt;br /&gt;
:FIXME 0.z the player may acquire a citizenship through missions, falsified papers, stolen papers from a captured pilot, marriage with a crew member, another pilot or an inhabitant&lt;br /&gt;
:FIXME 0.z the player may lose their citizenship through lack of system visit per year, treason, attack on the local army, simultaneous citizenship with an enemy system&lt;br /&gt;
:FIXME 0.z the player, citizen of a warring system, may be taxed, enroled into battles, or be given missions&lt;br /&gt;
&lt;br /&gt;
:FIXME show enemy planets on the main map, allied planets, needs a visa planet ; new script enemies: war+citizenship&lt;br /&gt;
&lt;br /&gt;
:FIXME 0.z manage supernovas&lt;br /&gt;
&lt;br /&gt;
:FIXME convoys oxp to have convoys + military oxp to have military ships, to create battles...&lt;br /&gt;
&lt;br /&gt;
'''Asked by Cholmondeley'''&lt;br /&gt;
:If you added: &amp;quot;Extend the Zaonce visa at a cost of 2.1cr/day&amp;quot;...&lt;br /&gt;
and if you could show the total of bought days on the screen...&lt;br /&gt;
:The slightly different cost of the extension helps add emphasis.&lt;br /&gt;
:I notice that the F8 page totals change as one buys and sells...&lt;br /&gt;
&lt;br /&gt;
:Also, one can often extend the visa within the country itself.&lt;br /&gt;
:(One might have to go down to the planet surface on a shuttle...&lt;br /&gt;
:But another visa to use the shuttle... etc. ad nauseum...&lt;br /&gt;
:Or join a lo-o-o-ong queue on the orbital station (or pay someone else to do it)...&lt;br /&gt;
&lt;br /&gt;
:I've only just dipped my toes into your modification, but the only thing I'd like to see added so far (other than the change of text above) would be some graphics for the Embassy district and the System History Section. Easier said than done, alas!&lt;br /&gt;
:If there was a GalCop logo, maybe that on a flag for the Embassy district (I've only seen ones so far are for the Galactic Police &amp;amp; Army).&lt;br /&gt;
:Or how about a pair of white gloves, a pith helmet and a glass of bubbly? Or a visa stamp in a passport...&lt;br /&gt;
:Or some of Phantorgorth's species icons? Or some of the F6 system government icons (anarchy etc)?...&lt;br /&gt;
:We could do with a decent GalCop logo anyway for the GalCop wiki page&lt;br /&gt;
:How about a picture of the planet (it need not revolve) for the System History F4 page?&lt;br /&gt;
&lt;br /&gt;
:To what extent does buying citizenship of a system link in with Home System.oxp's inner workings?&lt;br /&gt;
:There you buy Home System Privileges for 15,000cr a pop, which leads to what seems to be a sort of super-citizenship.&lt;br /&gt;
:Should it automatically grant Diplomancy.oxp style citizenship as well?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=18645|BB Discussion]&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=6&amp;amp;t=11904 Tax OXP?] thread (2012)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=278364#p278364 Wars discussion] (2021)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=6&amp;amp;t=19471 Is Political Change Possible?] (2018)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=286468#p286468 Problems with combining the buggy Diplomancy with Bounty System OXP] (2022)&lt;br /&gt;
&lt;br /&gt;
=== Downloads ===&lt;br /&gt;
*Version 0.21 (2026) [https://app.box.com/s/5xbksy48qr9cp31z2wpef6wjla05s3ih Phkb's Oolite Box] look in his &amp;quot;Mechanics&amp;quot; folder&lt;br /&gt;
&lt;br /&gt;
*Version 0.19 (2023) is downloadable through the in-game [[Expansions Manager]]&lt;br /&gt;
&lt;br /&gt;
== Gameplay and Balance Indicator ==&lt;br /&gt;
[[File:Tag-colour-orange.png|right]]{{OXPLevel|1}}&lt;br /&gt;
Diplomancy makes things a bit more difficult - you need to pay for a visa to visit some of the systems - or get fined! And you can't buy the visas just anywhere either - sometimes you can't even buy them at all!&lt;br /&gt;
{{ambience-OXP}}&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Diplomancy_OXP&amp;diff=88516</id>
		<title>Diplomancy OXP</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Diplomancy_OXP&amp;diff=88516"/>
		<updated>2026-04-29T12:02:14Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Tweaks, added more about WarZones&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:IconGNN.png|100px|right]]&lt;br /&gt;
[[File:Diplomancy 1 new F4 Screen.png|thumb|right|The additions to the F4 ship-station interface screen (with ANA installed)]]&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[File:Diplomancy 2 Embassy District.png|thumb|right|The new Embassy District on the Orbital Station]]&lt;br /&gt;
[[File:Diplomancy Warring Systems Map.png|thumb|right|The Star Wars screens (need [[ANA]] installed)&amp;lt;br&amp;gt;Toggles between Wars Map/Diplomancy Map/Warring Systems Map.&amp;lt;br&amp;gt;This one is the Warring Systems Map: ''red cross'' means that the system is at war with somebody, no idea who!]]&lt;br /&gt;
[[File:Diplomancy 4 Star Wars legend.png|thumb|right|legend for Star Wars screen]]&lt;br /&gt;
[[File:Diplomancy Wars Map.png|thumb|right|The Wars Map&amp;lt;br&amp;gt;''Red line = war, Green line = alliance''&amp;lt;br&amp;gt;Qubeen is at war with Soorbi, Onlema &amp;amp; Xexeti. She is allied with Arraesso.&amp;lt;br&amp;gt;To the West, Usanat is at peace with both Geerra and Soladies - no wars with them and no alliances either]]&lt;br /&gt;
[[File:Diplomancy Diplomacy Map.png|thumb|right|The Diplomacy Map&amp;lt;br&amp;gt;''Red = hate, Green = love, Yellow = love/hate, &amp;lt;br&amp;gt;Orange = dislike, Blue = like, Grey = neutral''&amp;lt;br&amp;gt;Feudal Qubeen and anarchic Xexeti have a love/hate relationship. Commie Usanat hates Democratic Geerra despite being at peace with it]]&lt;br /&gt;
[[File:Diplomancy System History.png|thumb|right|System History screen&amp;lt;br&amp;gt;Note the yellow &amp;quot;Love+Hate&amp;quot; line between Qubeen and Xexeti on the &amp;quot;Diplomacy Map&amp;quot; above]]&lt;br /&gt;
This OXP effects three major changes in the game:&lt;br /&gt;
*It creates an inter-galactic politics with systems declaring war on each other, forming alliances and signing peace deals.&lt;br /&gt;
*It allows purchase of citizenship of a system (with resulting tax liabilities &amp;amp; refugee status in systems at war with one's own)&lt;br /&gt;
*It requires visas for travel to some government types. Not all surrounding systems will sell them (depending on wars or on being anarchies)!&lt;br /&gt;
&lt;br /&gt;
Not to be confused with [[Home System]] OXP which allows investment in systems.&lt;br /&gt;
&lt;br /&gt;
=== Citizenships ===&lt;br /&gt;
The player may acquire, or renounce, a system citizenship when visiting this system, for the right price. They may choose which one of their citizenships is announced as the flag of their ship.&lt;br /&gt;
*The player is considered '''fugitive''' when in systems warring with their flag.&lt;br /&gt;
*'''Anarchies''' provide no citizenship. They also have no embassy district (for buying visas for neighbouring systems).&lt;br /&gt;
*The player may buy '''several days of visa''' in the '''Embassy district''' in a neighbouring state, which is not an enemy to the destination system.&lt;br /&gt;
:'''Corporate systems''', '''dictatorships''' and '''communists''' refuse docking to players when stateless and visaless.&lt;br /&gt;
*Citizenship leads to Income Tax!&lt;br /&gt;
&lt;br /&gt;
=== Systems' alliances, wars ===&lt;br /&gt;
*[[GNN]] news: GNN news is now displayed when an alliance is formed or broken between two systems, or when a war starts or ends between two systems, and the player is in one of those systems.&lt;br /&gt;
*'''Strategic maps''' showing the warring systems, and the diplomatic relationships!&lt;br /&gt;
::These need the [[ANA]] to be installed to show on the F4 station-interface screen.&lt;br /&gt;
*Two systems within 7ly of each other may now form an alliance, if they like each other enough.&lt;br /&gt;
*They may break their alliance, too!&lt;br /&gt;
*They may wage war to each other, and make peace too!&lt;br /&gt;
*New F4 Interface screens: the '''Embassy District''' &amp;amp; the '''System's History'''!&lt;br /&gt;
&lt;br /&gt;
=== Systems' treasury ===&lt;br /&gt;
*Wars require money, and countries are defeated either by battles or by bankruptcy, sometimes the latter producing the former.&lt;br /&gt;
*The Treasury and Tax levels are displayed in the F7 system information.&lt;br /&gt;
*Each system treasury is increased through taxation each player jump, depending on the time past since the last jump.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== What's currently implemented technically? ==&lt;br /&gt;
&lt;br /&gt;
The oxp contains Engines which may be use by developers to implement interesting galaxy-spanning events:&lt;br /&gt;
* (main) Engine&lt;br /&gt;
* War - see WarZones OXP below&lt;br /&gt;
* History &lt;br /&gt;
* Systems&lt;br /&gt;
* Economy &lt;br /&gt;
* Citizenships - see Rexebe Citizen OXP &amp;amp; Digebiti Subject OXP below&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== Effects on game ==&lt;br /&gt;
&lt;br /&gt;
=== Effects on game difficulty ===&lt;br /&gt;
* The player is considered fugitive when in systems warring with their flag.&lt;br /&gt;
* The player is refused docking in some stations when they have not the requisite visa or passport.&lt;br /&gt;
* Some new ways to spend money: becoming a citizen, visas.&lt;br /&gt;
&lt;br /&gt;
=== Effects on game performance ===&lt;br /&gt;
*This .oxp works only when the player is docked, so there is no impact during the flight time. During the docking, it works once every ten frames, the effect on player experience should be negligible.&lt;br /&gt;
&lt;br /&gt;
''If it isn't negligible, tell me and I'll put in the ability to choose the number of frames.''&lt;br /&gt;
:Even if the effect is negligible on the player, it uses lots of CPU, so it might not be negligible on the battery.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
*One now needs to keep abreast of developments in the systems one is about to visit. This ''can'' be done using the new F4 choices while docked. And it can ''also'' be done using the F7 screen - and if one's route has been plotted using the [[ANA]], one can view the different systems along the route in F7 using the left/right arrow keys.&lt;br /&gt;
&lt;br /&gt;
*If one is approaching a set of systems needing a visa from an anarchy, if a rock hermit can be found in the first system needing a visa, once can dock there and then a visa for the second system can be purchased there.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Instructions ==&lt;br /&gt;
*For OXZ's, the Expansions Manager download is fine.&lt;br /&gt;
*For OXPs, do not unzip the .oxz file, just move into the AddOns folder of your Oolite installation.&lt;br /&gt;
&lt;br /&gt;
== Dependencies ==&lt;br /&gt;
*[[GNN]] OXP&lt;br /&gt;
*[[Anarchies]] OXP&lt;br /&gt;
&lt;br /&gt;
== Known bugs ==&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
*Diplomancy was created by Commander [[User:Day‎|Day‎]], from the home of diplomancy (think of Talleyrand &amp;amp; Richelieu!).&lt;br /&gt;
*This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike License version 4.0.&lt;br /&gt;
*If you are re-using any piece of this OXP, please let him know by sending an e-mail to david ''at'' pradier ''dot'' info&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== Versions history ==&lt;br /&gt;
*'''v.0.21'''&lt;br /&gt;
:Improvement, can now purchase visa at systems beyond 7LY range.&lt;br /&gt;
*'''v.0.20'''&lt;br /&gt;
:Improvement, added map name to the title of the Star Wars map, making it clearer which map is being viewed.&lt;br /&gt;
:Improvement, moved all text to missiontext.plist and descriptions.plist for easier localisation.&lt;br /&gt;
:Improvement, added helper text to System History page if no data to display.&lt;br /&gt;
:Improvement, the Advanced Navigational Array is no longer a requirement for the map screens to see system connections.&lt;br /&gt;
:Improvement, can now extend visa for the current system at the main station.&lt;br /&gt;
:Improvement, flavor: alternative allegiance, broken allegiance, war, and peace GNN news items.&lt;br /&gt;
:Improvement, dev func: added WarEngine.$isActorWarring (passing an actor ID, returns a boolean)&lt;br /&gt;
:Improvement, dev func: added WarEngine.$isSystemWarring (passing a system ID, returns a boolean)&lt;br /&gt;
:Improvement, dev func: added WarEngine.$areSystemsWarring (passing two system IDs, returns a boolean)&lt;br /&gt;
:Bugfix: Fixed potential null reference check in War script when checking observersId.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  data-expandtext=&amp;quot;Show older&amp;quot; data-collapsetext=&amp;quot;Hide older&amp;quot; style=&amp;quot;overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
*'''v.0.19'''&lt;br /&gt;
:Bugfix: breaking alliances and making peace now works again.&lt;br /&gt;
&lt;br /&gt;
*'''v.0.18'''&lt;br /&gt;
:Improvement, user-friendliness: the visa system in-game explanation is clearerer.&lt;br /&gt;
&lt;br /&gt;
*'''v.0.17'''&lt;br /&gt;
Improvement, user-friendliness: the visa system in-game explanation is clearer.&lt;br /&gt;
&lt;br /&gt;
*'''v.0.16''' &lt;br /&gt;
:Improvement, flavor: the player is considered fugitive when in systems warring with their flag.&lt;br /&gt;
:Improvement, flavor: no &amp;quot;Embassy district&amp;quot; in anarchies, no citizenship in an Anarchy&lt;br /&gt;
:Improvement, flavor: the player may buy days of visa (cost: productivity / population / 365 per day) in the embassy district in a neighbouring, non-enemy from the destination system.&lt;br /&gt;
:Improvement, flavor: the first time the Diplomacy OXP is used, if a visa is needed in the current system, we give the player a 1-day visa.&lt;br /&gt;
:Improvement, flavor: a GNN news introduces the Visa Law.&lt;br /&gt;
:Improvement, flavor: when stateless, docking is refused in corporates, dictatorships and communists without having a visa.&lt;br /&gt;
:Improvement, flavor: maps are centered and zoomed. Possibility to center on the target system, or on the whole trajectory. Possibility to display the short/quick trajectory, or no trajectory at all.&lt;br /&gt;
:Improvement, performance: the API are removed in favor of JsDoc.&lt;br /&gt;
:Improvement, code quality: the Snoopers dependency, which is deprecated, is replaced by the GNN dependency. Oolite minimal required version is now 1.88, because of this.&lt;br /&gt;
:Improvement, code quality: moved the GNN connection to external script.&lt;br /&gt;
:Improvement, code quality: tax level and treasury are now displayed through mission.addMessageText rather than through a modification of the system description.&lt;br /&gt;
:Improvement, tweaking: the alliance threshold between systems is lowered.&lt;br /&gt;
:Bugfix: the initActions wasn't set as it should be. In particular, initActionsByType wasn't set when adding an initAction, and initActions was set with an ActorType as key instead of an ActionId.&lt;br /&gt;
&lt;br /&gt;
*'''v.0.15''' &lt;br /&gt;
:Improvement, flavor: the player may acquire or renounce the citizenship of the system they are in.&lt;br /&gt;
:Improvement, flavor: the player may display one of their citizenships as the flag of their ship.&lt;br /&gt;
:Improvement, dev func: other scripts may subscribe to be informed of a citizenship change of the player.&lt;br /&gt;
:Improvement, dev func: citizenships prices are dynamic and available to other scripts.&lt;br /&gt;
:Improvement, dev func: other scripts may inquire if the player has a particular citizenship.&lt;br /&gt;
:Improvement, code quality: introduced JsDoc comments, including some allowing to document the Oolite javascript hooks!&lt;br /&gt;
&lt;br /&gt;
*'''v.0.14'''&lt;br /&gt;
:Improvement, flavor: War declaration! Peace! Snooper news about them!&lt;br /&gt;
:Improvement, flavor: Wars map!&lt;br /&gt;
:Improvement, dev func: the war threshold and the alliance threshold are scriptable through the WarEngineAPI.&lt;br /&gt;
:Improvement, dev func: new F4 interface making History happen for debug purposes.&lt;br /&gt;
:Improvement, code consistency: Alliances scripts become War scripts.&lt;br /&gt;
&lt;br /&gt;
*'''v.0.13''' &lt;br /&gt;
:Bugfix: manifest.plist for the oxz manager.&lt;br /&gt;
&lt;br /&gt;
*'''v.0.12''' &lt;br /&gt;
:Bugfix: manifest.plist for the oxz manager.&lt;br /&gt;
&lt;br /&gt;
*'''v.0.11'''&lt;br /&gt;
:Improvement, flavor: added a F4 Alliances Map, showing alliances between systems.&lt;br /&gt;
:Improvement, flavor: having only Snooper news for the player current system.&lt;br /&gt;
:Improvement, flavor: fixed Diziet Sma citation&lt;br /&gt;
:Improvement, code consistency: the tax script becomes the economy script.&lt;br /&gt;
:Improvement, code consistency: removed the TechnicalPrinciples.txt file, as its content is now mainly in the new OXP Performance thread.&lt;br /&gt;
:Improvement, dev func: added a beginning of Economy Engine API.&lt;br /&gt;
:Improvement, dev func: added a _debug flag in the Engine to start as if you just spent a turn and entered the station; ie, events are processing.&lt;br /&gt;
&lt;br /&gt;
*'''v.0.10'''&lt;br /&gt;
:Improvement, flavor: added a F4 System history, showing the F7-selected system events history. The displayed text depends on a formatting function definable through API per event.&lt;br /&gt;
:Improvement, flavor: the alliance and alliance break events are now displayed in the history.&lt;br /&gt;
:Improvement, dev func: the EngineAPI provides the events, and the events by actor.&lt;br /&gt;
:Improvement, dev func: the EngineAPI allows now to store a variable in the saved state with the other saved variables of the oxp.&lt;br /&gt;
:Improvement, dev func: introduced a Systems API and a History API. The systems API provides the system actors indexed by galaxyID and systemID.&lt;br /&gt;
&lt;br /&gt;
*'''v.0.9'''&lt;br /&gt;
:Improvement, flavor: the score given to a system by another depend on who they are allied to.&lt;br /&gt;
:Improvement, flavor: systems may now break their alliances.&lt;br /&gt;
:Bugfix: systems within 7 ly of any of both systems in the alliance are now informed of the alliance.&lt;br /&gt;
:Improvement, dev func: introduced an Alliance API.&lt;br /&gt;
&lt;br /&gt;
*'''v.0.8'''&lt;br /&gt;
:Improvement, flavor: Two systems within 7ly of each other may now form an alliance, depending on their relation quality. Currently, each must have a score for the other of at least +0.5.&lt;br /&gt;
:Improvement, flavor: some Snooper news are now displayed when an alliance is formed between two systems, and the player is within 7ly of one of the allied systems.&lt;br /&gt;
:New, oxp dev func: introduced a functional Event system.&lt;br /&gt;
&lt;br /&gt;
*'''v.0.7'''&lt;br /&gt;
:Improvement, flavor: added a F4 Strategic Map, showing links between systems nearer than 7. The relation between systems is currently based on their government.&lt;br /&gt;
&lt;br /&gt;
*'''v.0.6'''&lt;br /&gt;
:Improvement, flavor: tax amount depends on the time spent since the last taxation.&lt;br /&gt;
:Improvement, speed: major refactor to remove closures, dereferences, JSON (de)serialization special functions.&lt;br /&gt;
&lt;br /&gt;
*'''v.0.5'''&lt;br /&gt;
:Bugfix manifest.plist for the oxz manager.&lt;br /&gt;
&lt;br /&gt;
*'''v.0.41'''&lt;br /&gt;
:Put into the oxz manager.&lt;br /&gt;
&lt;br /&gt;
*'''v.0.3'''&lt;br /&gt;
:New, oxp dev func: delivered DiplomacyEngineAPI for oxp developers, provided a dedicated readme file.&lt;br /&gt;
:New, doc: provided a dedicated file DiplomacyRoadmap.txt&lt;br /&gt;
:Improvement, code consistency: the Systems and Tax js script now use the API rather than the native engine calls.&lt;br /&gt;
:Improvement, speed: optimized the loops in the engine&lt;br /&gt;
:Improvement, logic: when starting, the player is docked, so we should process the saved actions.&lt;br /&gt;
:Bugfix: solved a bug in the Tax script recurrent tax task after a savefile load.&lt;br /&gt;
:Bugfix: the init action using the api wasn't working after a restore from the savefile.&lt;br /&gt;
:Cleaning: log cleaning, file cleaning.&lt;br /&gt;
&lt;br /&gt;
*'''v.0.2''' The actions are made progressively, one every 10 frames when docked, so as not to need more execution time than allowed at the same time, and to avoid slowdowns during the game.&lt;br /&gt;
&lt;br /&gt;
*'''v.0.1''' First version of the Diplomacy engine. Systems are introduced as a type of &amp;quot;Actor&amp;quot;. &amp;quot;SELFTAX&amp;quot; is introduced as an event for systems. Tax level and treasury are displayed on the F7 screen.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
== Associated OXPs ==&lt;br /&gt;
=== Rexebe Citizen OXP ===&lt;br /&gt;
*[https://app.box.com/s/stnhgdubo7ogn0ug3e7zqfhyksw182wz Rexebe Citizen.oxz] grants citizenship of Rexebe for users of Diplomancy who want ''eg''. to try out [[Hermitage]] (Phkb, 2021)&lt;br /&gt;
=== Digebiti Subject OXP ===&lt;br /&gt;
*[https://wiki.alioth.net/index.php/File:DigebitiSubject.0.92.oxp.zip Digebiti Subject.oxp] grants subjecthood of Digebiti for users of Diplomancy&lt;br /&gt;
=== Quick Visa OXP ===&lt;br /&gt;
*[[Quick-Visa]] provides horrendously expensive &amp;quot;Visa purchasing options&amp;quot; on arrival at the Witchpoint Beacon (for those forgetting to get a visa at the previous system)&lt;br /&gt;
=== War Zones OXP ===&lt;br /&gt;
*[https://app.box.com/s/ivyhkxdj3fnobb50fxb3v8iw6s8ew59t WarZones 1.6.oxz] creates wars between warring systems.&lt;br /&gt;
&lt;br /&gt;
*Warning: ''You'' are now automatically conscripted into an active battle if you are a citizen of either side and flying their flag!&lt;br /&gt;
&lt;br /&gt;
* Where two systems are at war, this OXP will often add a battle between ships from those systems. It is purely up to the player whether they want to get involved or not. When no active battle is added, there is a chance there will be the aftermath of a battle.&lt;br /&gt;
&lt;br /&gt;
* Market prices in any warring systems are elevated, while quantities available will be reduced.&lt;br /&gt;
&lt;br /&gt;
* Finally, some missions will be added to the [[GalCop Missions]] Bulletin Board as a result of two warring systems.&lt;br /&gt;
&lt;br /&gt;
==== Requirements ====&lt;br /&gt;
:Diplomacy v.0.20 or later&lt;br /&gt;
:[[GalCop Missions]] v.0.13 or later&lt;br /&gt;
:[[Market Script Interface]].&lt;br /&gt;
&lt;br /&gt;
==== Version History ====&lt;br /&gt;
This OXP is borrowed heavily from the [[Factions OXP]] by m4r35n357.&lt;br /&gt;
&lt;br /&gt;
v.1.6&lt;br /&gt;
:Player is now automatically conscripted into an active battle if they are a citizen of either side and flying their flag.&lt;br /&gt;
:When battles are completed, remaining ships will return home.&lt;br /&gt;
:When no active battle is taking place in a warring system, there is now a 50% chance of there being the aftermath of a battle.&lt;br /&gt;
:Reworked shipdata roles to be less confusing.&lt;br /&gt;
:Switched to using logcontrol.plist for controlling log file output.&lt;br /&gt;
:Changed name to &amp;quot;Diplomacy: War Zones&amp;quot;.&lt;br /&gt;
:Code refactoring.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  data-expandtext=&amp;quot;Show older&amp;quot; data-collapsetext=&amp;quot;Hide older&amp;quot; style=&amp;quot;overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
v.1.5&lt;br /&gt;
:Fixed manifest.plist requirements issue.&lt;br /&gt;
&lt;br /&gt;
v.1.4&lt;br /&gt;
:Moved restoration of market impact values to startUp, so values are restored before prices potentially set.&lt;br /&gt;
:Fixed incorrectly named file.&lt;br /&gt;
&lt;br /&gt;
v.1.3&lt;br /&gt;
:Cleaned up warring parties scanner colours, and made sure different colours will be applied to different systems of the same type.&lt;br /&gt;
:Made sure the &amp;quot;war&amp;quot; happens within visible distance of the witchpoint.&lt;br /&gt;
:Updated Wireframe Ship Images with correct Sidewinder link.&lt;br /&gt;
:Added market changes if a system is at war.&lt;br /&gt;
:Added two BB missions for at war systems.&lt;br /&gt;
&lt;br /&gt;
v.1.2&lt;br /&gt;
:Added &amp;quot;use strict&amp;quot; to ship script file.&lt;br /&gt;
:Suppressed &amp;quot;The 'conditions' key is deprecated in shipdata entry&amp;quot; messages in log file.&lt;br /&gt;
&lt;br /&gt;
v.1.1&lt;br /&gt;
:Fixed incorrect condition script filename in shipdata.&lt;br /&gt;
&lt;br /&gt;
v.1.0&lt;br /&gt;
:Initial release&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Musings ==&lt;br /&gt;
[[File:Sv pad08.jpg|thumb|right|Library's PAD (Personal Assistance Device) showing player's origin]]&lt;br /&gt;
This section contains musings by Cholmondely and Cdr Day's 2021 roadmap for his OXP. Expand it to read!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  data-expandtext=&amp;quot;Expand&amp;quot; data-collapsetext=&amp;quot;Hide&amp;quot; style=&amp;quot;overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[User:Cholmondely|Cholmondely]] writes: this is one of my favourite OXPs adding a good dash of realism to my game. And it makes visiting other places difficult just as real, life does! If anybody ever manages to introduce real wars into Oolite, this will help provide a realistic background to them ([[User:Montana05|Montana05]] has created an &amp;quot;invasion oxp&amp;quot; which is currently in alpha stage).&lt;br /&gt;
&lt;br /&gt;
''There are a number of things which still need doing/thinking about.''&lt;br /&gt;
*One should be able to choose one's first citizenship without paying - ideally it should be linked to the self-chosen system of &amp;quot;origin&amp;quot; on [[Library OXP|Library's PAD]].&lt;br /&gt;
*It seems unlikely that there would be Embassy Districts on Rock Hermits! But it might well be possible to buy over-priced visas through the Black Market there (as ''eg'' installed by Smugglers oxp) - and especially for the same system that the RH is in!&lt;br /&gt;
*The decision not to install Embassy Districts on the local orbital station in an anarchy needs thinking through. The Lore is that the anarchy does not provide any finance for the orbital, meaning that GalCop has to pay for all of the costs. Hence [[GalCop]] runs the orbital, not the anarchy. And thus the lack of an &amp;quot;Embassy&amp;quot; with (inexistent) anarchic &amp;quot;governments&amp;quot; would seem to be irrelevant to the presence of some sort of visa-issuing body on the station. Even if the second system were at war with the anarchy. This can of course all be [[Handwavium|handwaved]] away by referring to GalCop regulations, but still, it should be thought through!&lt;br /&gt;
&lt;br /&gt;
=== Day's &amp;quot;Diplomacy roadmap&amp;quot; (2021) ===&lt;br /&gt;
&lt;br /&gt;
Next versions might include:&lt;br /&gt;
&lt;br /&gt;
0.19 - more expensive visa to go planetSide, costs slashed planetSide (90% custom rebate ?...)&lt;br /&gt;
:- citizenships may be acquired planetSide only&lt;br /&gt;
&lt;br /&gt;
0.20 player taxation depending on the number of citizenships (CreditDiff / timeInDaysSinceLastSystemVisit * n * (n - 1))&lt;br /&gt;
&lt;br /&gt;
0.21 War declaration generates an immediate gdp growth increase!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Conditions for version 1.0 to be declared:&lt;br /&gt;
:- filesave format stabilized,&lt;br /&gt;
:- performance considered to be ok,&lt;br /&gt;
:- all core engine functionalities implemented, remaining ones:&lt;br /&gt;
::- actor/event/response/function/initAction/recurrentAction disabling/removal,&lt;br /&gt;
::- 'act next turn' functionality.&lt;br /&gt;
:- APIs stabilized&lt;br /&gt;
:- I18n ok&lt;br /&gt;
:- L10n ok for english&lt;br /&gt;
:- Documentation in .md format&lt;br /&gt;
:- all major events implemented, remaining ones:&lt;br /&gt;
::- DEFENSE_PREPARATION&lt;br /&gt;
::- ATTACK_PREPARATION&lt;br /&gt;
::- ATTACK&lt;br /&gt;
::- LOSS&lt;br /&gt;
::- VICTORY&lt;br /&gt;
::- BANKRUPTCY&lt;br /&gt;
::- BREAK (Alliance)&lt;br /&gt;
::- ALLY (Alliance)&lt;br /&gt;
::- SPLIT&lt;br /&gt;
::- COMBINE&lt;br /&gt;
::- TAX (Alliance)&lt;br /&gt;
::- SUBSIDIZE&lt;br /&gt;
&lt;br /&gt;
Conditions for 2.0 to be declared:&lt;br /&gt;
:- Wiki pages, including APIs&lt;br /&gt;
:- perfectperf FIXMEs,&lt;br /&gt;
:- perfectfunc FIXMEs,&lt;br /&gt;
:- perfectstyle FIXMEs&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
:FIXME 0.f explain that the total number of credits in the Ooniverse is always the same through a Raxxla adventure&lt;br /&gt;
:FIXME 0.f make the tax level evolve ?&lt;br /&gt;
:FIXME 0.f How do we know the real productivity? Is there an OMC? Black work wouldn't be reported, nor taxed. Yet another time Raxxla?&lt;br /&gt;
:FIXME 0.f productivity could slowly converge towards a value depending on space scarcity&lt;br /&gt;
:FIXME 0.f use Fuel tweaks oxp depending on state of war, recently attacked system, and player home system :p&lt;br /&gt;
:FIXME 0.f tweakability / configurability / by player / by other oxps&lt;br /&gt;
:FIXME 0.f equipment/commodities prices vary depending on war/system richness&lt;br /&gt;
:FIXME 0.f identifying player as citizen from some system (Citizenship), consequences&lt;br /&gt;
:FIXME 0.f player taxation&lt;br /&gt;
:FIXME 0.f the strategic map should be available through an equipment, or a role (commander ;) ); through the oxp :GalacticRegistry (Galcop maps)?&lt;br /&gt;
:FIXME 0.f provide Diplomacy lore (the deep comments in the code) to the player through other oxps. GNN army? Spacebars? The oxp from which you're the hero?&lt;br /&gt;
&lt;br /&gt;
:FIXME 0.n manage versioning of savefiles (last step before 1.0)&lt;br /&gt;
&lt;br /&gt;
:FIXME 0.perfectperf use tco to avoid recursion: http://www.integralist.co.uk/posts/js-recursion.html&lt;br /&gt;
:FIXME 0.perfectperf minify, https://jscompress.com/, https://github.com/mishoo/UglifyJS2&lt;br /&gt;
:FIXME 0.perfectperf benchmark with lazy regexps&lt;br /&gt;
&lt;br /&gt;
:FIXME 0.z make a story/scenario generator?&lt;br /&gt;
&lt;br /&gt;
:FIXME 0.z passengers are taxed too; maybe player may pay less depending on passenger home system? why would passenger allow that?&lt;br /&gt;
:FIXME 0.z some systems could have their citizens not taxed? free passage? by some chosen systems? vassal systems?&lt;br /&gt;
:FIXME 0.z &amp;quot;Troll wars&amp;quot; (noble Troll specie against human cultural trolls)&lt;br /&gt;
:FIXME 0.z &amp;quot;Trumble wars&amp;quot; (trumbles are used as weapons to disrupt blockades)&lt;br /&gt;
:FIXME 0.z &amp;quot;Day of the Tentacle&amp;quot;&lt;br /&gt;
:FIXME 0.z the events history could be visualized through GNN&lt;br /&gt;
:FIXME 0.z the events history could be visualized through a map&lt;br /&gt;
&lt;br /&gt;
:FIXME 0.z: implement scoring of relations between systems&lt;br /&gt;
::*goodwill low depending on history:&lt;br /&gt;
::if they have attacked that turn,&lt;br /&gt;
::polarization? if the system has several neighbours, it dislikes better one of them&lt;br /&gt;
::if they have attacked that turn a member of the alliance,&lt;br /&gt;
::if they prepare for attack (even an enemy?),&lt;br /&gt;
::if they're from an opposite economy,&lt;br /&gt;
::if they're from a different alliance (enemy alliance?)&lt;br /&gt;
::if they currently got a bad economy?&lt;br /&gt;
::if the other currently has a bad economy?&lt;br /&gt;
::if they're from a disliked race&lt;br /&gt;
::polarization? if the system has several neighbours, it dislikes better one of them&lt;br /&gt;
::if they harbor an enemy faction&lt;br /&gt;
::polarization: if they have enough money to attack and the other not enough to defend&lt;br /&gt;
::*goodwill high:&lt;br /&gt;
::if they have helped in the past,&lt;br /&gt;
::if they are member of the alliance,&lt;br /&gt;
::if they prepare for defense,&lt;br /&gt;
::if they're from a comparable economy&lt;br /&gt;
::if they're next to a common enemy&lt;br /&gt;
::if they're on a commercial road?&lt;br /&gt;
::if they're from a liked race&lt;br /&gt;
::polarization? if the system has several neighbours, it likes better one of them&lt;br /&gt;
::if they harbor an ally faction&lt;br /&gt;
::polarization: if they have enough money to defend and the other not enough to attack&lt;br /&gt;
::*What's an enemy?&lt;br /&gt;
::initial scoring + eventsScoring losing 10% each turn (year?) + current turn eventStoring&lt;br /&gt;
::initialScore = economy comparison + ideology comparison + commercial road&lt;br /&gt;
::who should we score? a system scores those systems it is observing?&lt;br /&gt;
::staticScore[observerId][observedId] = {&lt;br /&gt;
:::  economyComparison:,&lt;br /&gt;
:::    ideologyComparison:,&lt;br /&gt;
:::    sameCommercialRoad:,&lt;br /&gt;
::}&lt;br /&gt;
::dynamicScore[observerId][observedId] = {&lt;br /&gt;
:::  nextToCommonEnemy:,&lt;br /&gt;
:::    preparingForDefense:,&lt;br /&gt;
:::    harboursEnemyFaction:,&lt;br /&gt;
::}&lt;br /&gt;
::ally to alliance if avg(systemsScores) &amp;gt; threshold&lt;br /&gt;
::attack if systemMoney &amp;gt; targetProductivity * targetPopulation, divided by constant&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''WAR'''&lt;br /&gt;
&lt;br /&gt;
:prepare_fight if:&lt;br /&gt;
:- treasury &amp;gt; fightPreparationThreshold =&amp;gt; war_treasury&lt;br /&gt;
:Is this really needed?&lt;br /&gt;
:Fight may be prepared at all times&lt;br /&gt;
&lt;br /&gt;
:- attacked =&amp;gt; lowers drastically score&lt;br /&gt;
:- ally attacked =&amp;gt; lowers (less) drastically score&lt;br /&gt;
&lt;br /&gt;
:attack or finance_ally if:&lt;br /&gt;
:- score &amp;lt; attackThreshold ?&lt;br /&gt;
&lt;br /&gt;
:- war_declared&lt;br /&gt;
:- roi &amp;gt; roi_threshold &amp;amp;&amp;amp; war_treasury &amp;gt; attack_budget (depending on attacker culture? [0,30% of war_treasury?])&lt;br /&gt;
&lt;br /&gt;
:An attack may remove from the attacked:&lt;br /&gt;
: pib -= [5%,,5%]*pib&lt;br /&gt;
: treasury -= attack_budget * 100 * [100%,1%]&lt;br /&gt;
: war_treasury -= attack_budget * 10 * [100%,1%]&lt;br /&gt;
:An attack may from the attacker:&lt;br /&gt;
: war_treasury += attack_budget * [-100%,100%]&lt;br /&gt;
&lt;br /&gt;
: depending on the success [100%,0%]&lt;br /&gt;
&lt;br /&gt;
: success repartition must be a gauss curve&lt;br /&gt;
&lt;br /&gt;
: what of ROI? hmm, economy size might change depending on battles?&lt;br /&gt;
: So an increase in economy size is a one-year increase to be compared to the cost of the attack&lt;br /&gt;
: what about using a zero-sum game principle? like economy size decrease goes to neigbors?&lt;br /&gt;
: or declaring war weakens some economic relations between systems and strengthens others?&lt;br /&gt;
&lt;br /&gt;
: or wars are decided by hidden interests, not by global economy? per good type? per 2 types only agro and industrial?&lt;br /&gt;
: I like the idea that the exchange depends on prices differences * size of economy&lt;br /&gt;
: but should the exchange be imbalanced? how is that impacting the economy growth?&lt;br /&gt;
: what are the coefficient on each good? what of forbidden goods?&lt;br /&gt;
&lt;br /&gt;
: the number of tons entering a system is equal to the number of tons exiting. Nope. the max number only, but it's theoretical.&lt;br /&gt;
: the max number 128 is administrative? why is it everywhere, then?&lt;br /&gt;
: not to be considered, as it would imply a very small spatial exchange between systems, very inferior to systems economy size&lt;br /&gt;
&lt;br /&gt;
: We need spatial ascensors, so as to have a low cost from planet to station,&lt;br /&gt;
:  which is needed not to have prohibitively expensive food and other things.&lt;br /&gt;
: Or cheap anti-gravity =o&lt;br /&gt;
: =&amp;gt; big exchanges between systems&lt;br /&gt;
&lt;br /&gt;
: Let's say that we think in terms of %age of total GDP, and not in GDP&lt;br /&gt;
: Let's say that the evolution of total GDP due to productivity increase is small in Ooniverse, compared to the variation due to the wars.&lt;br /&gt;
: In that case, we can think we are in a zero-sum game, in terms of %age of total GDP.&lt;br /&gt;
: Each loss of GDP %age is gained by the others.&lt;br /&gt;
: We can (it is a game shortcut) reattribute the lost gdp to some others&lt;br /&gt;
::   =&amp;gt; normal way is to add depending on their own current gdp, in the galaxy.&lt;br /&gt;
::   =&amp;gt; another way is to consider it goes to near systems (neighors?).&lt;br /&gt;
::   =&amp;gt; another way is to consider it goes to systems depending on their distance (squared)&lt;br /&gt;
::    =&amp;gt; this way is nice but expensive to calculate&lt;br /&gt;
::       (needs the distance between each systems, and the sum of these distances)&lt;br /&gt;
::   =&amp;gt; another way is to consider that neighbors in fact taxes the money,&lt;br /&gt;
::      and that systems other than neighbors earn a negligible increase&lt;br /&gt;
::   =&amp;gt; money goes to neighbors, coefficiented on inverse distance squared&lt;br /&gt;
&lt;br /&gt;
::   =&amp;gt; attack ROI depends on the attacked distance&lt;br /&gt;
::   =&amp;gt; financed attack ROI depends on the attacked distance&lt;br /&gt;
::   =&amp;gt; finance ROI should always be better than attack ROI?&lt;br /&gt;
::       then finance is preferable to attack when it is possible&lt;br /&gt;
::       =&amp;gt; how to ensure that 2 allies in war with a third system won't only finance each other instead of attacking?&lt;br /&gt;
&lt;br /&gt;
::   there must be an incentive to finish the other&lt;br /&gt;
::   =&amp;gt; spoils of war: combat_budget+, war_treasury+, treasury+, total gdp appropriation this turn (no neighbours),&lt;br /&gt;
::    greater portion of gdp (40% of attacked gdp * coeff depending on attacker gdp&lt;br /&gt;
::     (representing the ability to process the attacked gdp)), attacked forced peace&lt;br /&gt;
&lt;br /&gt;
::   What if 2 allies finish a system at the same time? It isn't possible to have a &amp;quot;at the same time&amp;quot; event.&lt;br /&gt;
::    Well maybe, events concurrency.&lt;br /&gt;
&lt;br /&gt;
::    FIXME 0.f use station in fire when a system has been beaten http://aegidian.org/bb/viewtopic.php?t=3460&amp;amp;start=154&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''FIXME 0.f PEACE'''&lt;br /&gt;
&lt;br /&gt;
:FIXME 0.z have an indicator &amp;quot;Ongoing war&amp;quot; per system&lt;br /&gt;
:FIXME 0.z have a notion of &amp;quot;war zone&amp;quot;&lt;br /&gt;
:FIXME 0.z have a notion of galaxy, station, traveller as actors&lt;br /&gt;
:FIXME 0.z tax evasion&lt;br /&gt;
:FIXME 0.z factions?&lt;br /&gt;
:FIXME 0.z news, depending on player current system, player citizenship system, propaganda?&lt;br /&gt;
::maybe the right way is to generate LOTS of news and let the player register to those they want?&lt;br /&gt;
::GNN, citizenship news company&lt;br /&gt;
:FIXME 0.z blockades&lt;br /&gt;
:FIXME 0.z each turn, a system has an event card: a sun explodes, or a native singer becomes famous, which changes taxes, or alliances, or fights, or... Use some mega bomb for a supernova style event&lt;br /&gt;
:FIXME 0.z what about the story of a war writing itself?&lt;br /&gt;
:FIXME 0.z war cargoes&lt;br /&gt;
:FIXME 0.z player's greed is the key&lt;br /&gt;
:FIXME 0.z &amp;quot;OXP that adds another eight galaxies&amp;quot; !!&lt;br /&gt;
:FIXME 0.z what happens if the player lands on an enemy planet?&lt;br /&gt;
:FIXME 0.z ideology and richness change in a system after a victory/defeat&lt;br /&gt;
&lt;br /&gt;
:FIXME extract the main engine into its own OXP&lt;br /&gt;
&lt;br /&gt;
'''Day's Musings'''&lt;br /&gt;
:Space is big. But the space we are interested in is the space around planetary systems :)&lt;br /&gt;
:What about ships localization detection and declaration?&lt;br /&gt;
&lt;br /&gt;
:On our old earth, we have transponders onto every (naval) ship and plane. We even have control towers.&lt;br /&gt;
:We have radars too, and the chinese have recently made a quantum radar (so no evasion through deflecting the wave like the B-2 stealth bomber do).&lt;br /&gt;
&lt;br /&gt;
:We could have mandatory transponders in corporate systems, optional transponders in, say, feudal systems, useless transponders in anarchy systems.&lt;br /&gt;
:That way, ships are declared, and space content is better known.&lt;br /&gt;
&lt;br /&gt;
:We could have (gravitic?) radars which results are shared ad-hoc (like wifi) by law-abiding pilots ^^&lt;br /&gt;
:That way, ships are detected, and space content is better known.&lt;br /&gt;
&lt;br /&gt;
:Using these, from the point of view of the ship commander, space isn't empty or big anymore; it's crowded and interaction are possibly frequent.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
:FIXME 0.z citizenship could be linked to a corporation instead of to a system (Cyberpunk meme)&lt;br /&gt;
:FIXME 0.z obligations may weight on the player depending on their citizenship (missions, battles...)&lt;br /&gt;
:FIXME 0.z the player may acquire a citizenship through missions, falsified papers, stolen papers from a captured pilot, marriage with a crew member, another pilot or an inhabitant&lt;br /&gt;
:FIXME 0.z the player may lose their citizenship through lack of system visit per year, treason, attack on the local army, simultaneous citizenship with an enemy system&lt;br /&gt;
:FIXME 0.z the player, citizen of a warring system, may be taxed, enroled into battles, or be given missions&lt;br /&gt;
&lt;br /&gt;
:FIXME show enemy planets on the main map, allied planets, needs a visa planet ; new script enemies: war+citizenship&lt;br /&gt;
&lt;br /&gt;
:FIXME 0.z manage supernovas&lt;br /&gt;
&lt;br /&gt;
:FIXME convoys oxp to have convoys + military oxp to have military ships, to create battles...&lt;br /&gt;
&lt;br /&gt;
'''Asked by Cholmondeley'''&lt;br /&gt;
:If you added: &amp;quot;Extend the Zaonce visa at a cost of 2.1cr/day&amp;quot;...&lt;br /&gt;
and if you could show the total of bought days on the screen...&lt;br /&gt;
:The slightly different cost of the extension helps add emphasis.&lt;br /&gt;
:I notice that the F8 page totals change as one buys and sells...&lt;br /&gt;
&lt;br /&gt;
:Also, one can often extend the visa within the country itself.&lt;br /&gt;
:(One might have to go down to the planet surface on a shuttle...&lt;br /&gt;
:But another visa to use the shuttle... etc. ad nauseum...&lt;br /&gt;
:Or join a lo-o-o-ong queue on the orbital station (or pay someone else to do it)...&lt;br /&gt;
&lt;br /&gt;
:I've only just dipped my toes into your modification, but the only thing I'd like to see added so far (other than the change of text above) would be some graphics for the Embassy district and the System History Section. Easier said than done, alas!&lt;br /&gt;
:If there was a GalCop logo, maybe that on a flag for the Embassy district (I've only seen ones so far are for the Galactic Police &amp;amp; Army).&lt;br /&gt;
:Or how about a pair of white gloves, a pith helmet and a glass of bubbly? Or a visa stamp in a passport...&lt;br /&gt;
:Or some of Phantorgorth's species icons? Or some of the F6 system government icons (anarchy etc)?...&lt;br /&gt;
:We could do with a decent GalCop logo anyway for the GalCop wiki page&lt;br /&gt;
:How about a picture of the planet (it need not revolve) for the System History F4 page?&lt;br /&gt;
&lt;br /&gt;
:To what extent does buying citizenship of a system link in with Home System.oxp's inner workings?&lt;br /&gt;
:There you buy Home System Privileges for 15,000cr a pop, which leads to what seems to be a sort of super-citizenship.&lt;br /&gt;
:Should it automatically grant Diplomancy.oxp style citizenship as well?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=18645|BB Discussion]&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=6&amp;amp;t=11904 Tax OXP?] thread (2012)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=278364#p278364 Wars discussion] (2021)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=6&amp;amp;t=19471 Is Political Change Possible?] (2018)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=286468#p286468 Problems with combining the buggy Diplomancy with Bounty System OXP] (2022)&lt;br /&gt;
&lt;br /&gt;
=== New version ===&lt;br /&gt;
*[https://app.box.com/s/ymg7crh8md63x49444e8o6rhh2srcdcz oolite.oxp.Day.Diplomacy.oxz] (Phkb 2023: v.0.19    Bugfix: Process of making peace and breaking alliances were spamming the system events and not changing anything.)&lt;br /&gt;
&lt;br /&gt;
== Gameplay and Balance Indicator ==&lt;br /&gt;
[[File:Tag-colour-orange.png|right]]{{OXPLevel|1}}&lt;br /&gt;
Diplomancy makes things a bit more difficult - you need to pay for a visa to visit some of the systems - or get fined! And you can't buy the visas just anywhere either - sometimes you can't even buy them at all!&lt;br /&gt;
{{ambience-OXP}}&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Custom_Populator_OXP&amp;diff=88515</id>
		<title>Custom Populator OXP</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Custom_Populator_OXP&amp;diff=88515"/>
		<updated>2026-04-29T11:07:33Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Added license details &amp;amp; requirements&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A utility: Creates a customised population for [[Lave]], used for testing&lt;br /&gt;
== Overview ==&lt;br /&gt;
*You will need to use the [[Debug OXP|Debug Console]] - available with the TR &amp;amp; Nightly versions of the Oolite game.&lt;br /&gt;
&lt;br /&gt;
*This OXP is currently set to spawn ''these'' ships between the witchpoint beacon and the planet.&lt;br /&gt;
    pirates: 50,&lt;br /&gt;
    police: 50,&lt;br /&gt;
    traders: 100,&lt;br /&gt;
    thargoids: 20,&lt;br /&gt;
    asteroids: 50,&lt;br /&gt;
&lt;br /&gt;
To alter these settings, use the debug console.&lt;br /&gt;
&lt;br /&gt;
To count how many are ''actually'' spawned (which will vary slightly from the settings) try these commands in the Debug console:&lt;br /&gt;
 system.countShipsWithRole(&amp;quot;trader&amp;quot;)&lt;br /&gt;
 system.countShipsWithRole(&amp;quot;police&amp;quot;)&lt;br /&gt;
 system.countShipsWithRole(&amp;quot;pirate&amp;quot;)&lt;br /&gt;
 system.countShipsWithRole(&amp;quot;thargoid&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
For more details see Phkb's explanations in Hiran's [https://bb.oolite.space/viewtopic.php?t=22091 BB thread] (use in measuring [[Frame rate]], how to remove limits on spawning asteroids, ''et cetera'')&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
*[https://app.box.com/s/5xbksy48qr9cp31z2wpef6wjla05s3ih Phkb's Oolite Box] - look in his &amp;quot;miscellaneous&amp;quot; folder.&lt;br /&gt;
&lt;br /&gt;
=== License ===&lt;br /&gt;
* License: CC-BY-NC-SA 4.0&lt;br /&gt;
* Requires one of the debug-console-friendly versions of Oolite v.1.92 or newer&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*Author: [[User:Phkb|Phkb]]&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=22091 CustomPopulator.oxp] Hiran's query thread (2026)&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite utilities]]&lt;br /&gt;
{{misc-OXP}}&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Guide_to_Unlisted_OXPs&amp;diff=88514</id>
		<title>Guide to Unlisted OXPs</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Guide_to_Unlisted_OXPs&amp;diff=88514"/>
		<updated>2026-04-29T10:42:46Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: /* Utilities &amp;amp; Oddities */ Added Phkb's Custom Populator OXP&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are links to over 300 OXPs which are '''not''' in the in-game Expansions Manager. Maybe 200 work fully with Oolite v.1.90!&lt;br /&gt;
[[File:Vetitice (FPO).png|400px|thumb|right|Vetitice - Famous Planets Overhaul (Ambience OXPs)]]&lt;br /&gt;
[[File:Tagger 1.jpg|400px|thumb|right|Graffiti Asteroids (Ambience - ''Art'' OXPs)]]&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;2&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
|style=&amp;quot;background-color: #ffaaaa;padding: .6em 3em 1em;&amp;quot;|&lt;br /&gt;
Important: &amp;lt;br&amp;gt;'''Major oxp Updates''' [[File:New.gif]] &amp;lt;br&amp;gt;&lt;br /&gt;
See our bulletin board: [https://bb.oolite.space/viewtopic.php?t=21852 Important Updates not on the Expansions Manager]&lt;br /&gt;
|}&lt;br /&gt;
== Note on Dates ==&lt;br /&gt;
[[File:Oolite ad1 .jpg|right|320px]]&lt;br /&gt;
*'''2004''' First versions of Oolite come out. OXPs all written in legacy script. Ships, HUDs, missions, sounds, systems (Lave, Diso) ''etc'' all increasingly scriptable. &lt;br /&gt;
*'''2006''' Linux &amp;amp; Windows versions come out in 2006 with the first stable release ('''v.1.65'''). [http://capnhack.com/hosting/oolite/Oolite/OoSat.html Oosat] hosts 70 OXPs (mostly ships).&lt;br /&gt;
*'''2007''' '''v.1.67''': Shaders. Initial introduction of Javascript.&lt;br /&gt;
*'''2011''' '''v.1.76''': First stable version since 2006 (''Monkeyspider'' Javascript engine integrated for better OXPs). Solar systems more modifiable. Now well over 250 OXPs including the [[Tionisla Orbital Graveyard]] (TOGY).&lt;br /&gt;
*'''2014''' '''v.1.80''': Major Rejig: First &amp;quot;modern&amp;quot; version: '''OXZ''''s &amp;amp; Expansions Manager, better AI for NPCs (tougher pirates!), many changes to core game (''eg'' [[MFD]]'s introduced).&lt;br /&gt;
*'''2015''' '''v.1.82''': New trading/commodities scripting deprecates older markets, but allows more tweaking. F3-F8 pages increasingly modifiable. Scenarios introduced (alas, nobody writes one!)&lt;br /&gt;
*The majority of changes since v.1.82 have focused on major improvements in graphics, not radical changes to gameplay. &lt;br /&gt;
:''Eg'' multiple lasers &amp;amp; mobile cameras were introduced with v.1.84, v.1.86 allowed better [[HUD]]s, v.1.88 had better fleeing AI, v.1.90 has more sophistication for weaponry &amp;amp; commerce.&lt;br /&gt;
&lt;br /&gt;
== List of Lists of .oxp's ==&lt;br /&gt;
*[http://www.oolite.org/oxps/ Expansion Manager OXZ list] - orderable&lt;br /&gt;
*[[OXP List]] - orderable&lt;br /&gt;
:''This'' list overlaps with the more obscure elements of the '''OXP list'''. The Expansion Manager OXZ list also overlaps with the updated versions of the OXP List.&lt;br /&gt;
:For older lists (almost entirely of older versions of the oxp's listed above) see the bottom of this page. These may be needed if you are playing older versions of Oolite (the oldest do not recognise the contents of the Managed AddOns folder).&lt;br /&gt;
&lt;br /&gt;
*[[Brilliant but broken...]] great ideas that need updating/fixing... (do you have the skills?)&lt;br /&gt;
*[[List of Lost OXP's]]&lt;br /&gt;
&lt;br /&gt;
*[[:Category:OXP Lists]]&lt;br /&gt;
&lt;br /&gt;
== List of .oxp's ==&lt;br /&gt;
[[File:BPlanets Onrira.png|thumb|300px|right|BPlanets' Onrira (Ambience OXPs)]]&lt;br /&gt;
[[File:Tetiri4.png|300px|thumb|right|Tetiri's artificial planet ring (Ambience OXPs)]]&lt;br /&gt;
[[File:Griff's Cargo Robot Loader.png|thumb|right|300px|Robot Loader (Busy Ports, Dockable OXPs)]]&lt;br /&gt;
[[File:Gsagostinho's Stations 1.png|thumb|right|300px|Gsagostinho's experiments (Dockable OXPs)]]&lt;br /&gt;
[[File:Hathor Trade Station.png|thumb|right|300px|Hathor Trade Station (Dockable OXPs)]]&lt;br /&gt;
[[File:Sothis station.png|thumb|right|Sothis station (Dockable OXPs)]]&lt;br /&gt;
[[File:Z superico.png|thumb|right|300px|Z Superico (Dockable OXPs)]]&lt;br /&gt;
&lt;br /&gt;
=== Activities ===&lt;br /&gt;
* Naval [[Academies]] - Dr Beeb's 2009 tweak on [[User:Thargoid]]'s civilian [[Lave Academy]] - 8 lore-ridden academies in each galaxy&lt;br /&gt;
* [[Astronaut]] - put on a spacesuit, jump out of the orbital and see where you end up (hint: needs Planetfall)!&lt;br /&gt;
* [[AutoSkim OXP]] - Autopilot for sun skimming for fuel (2011-19: Okti, refined by Phkb).&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=11893 (WIP) Corporate Trading Outpost OXP] (Pleb, 2012) - buy your own station&lt;br /&gt;
* [[FarPlanets]] by [[User:Norby|Norby]] (2014) Your new pursuit is to deliver contracts to far planets, very far from the witchpoint. New Torus drives.&lt;br /&gt;
* [[GalCop Rewards]] - Phantorgorth's lottery reward system to cut down on minor misdemeanours (2012)&lt;br /&gt;
*'''Gas Giant Skimming''': (Requirement: Ore Processor OXP by [[User:Eric Walch|Eric Walch]]) Allows players to skim fuel, and possibly other commodities, from gas giant-type planets. See Deep Horizon collection below (2011)&lt;br /&gt;
* [[Hermitage]] (Phkb, 2019) gives you the opportunity to own and manage your own [[Rock Hermit]].&lt;br /&gt;
* [https://app.box.com/s/kinoovzp62t27xut82nb77d3dfia2pu6 LaveInitialShipyard.oxz] by Phkb (2020) - ensures that there will always be an Adder &amp;amp; a Cobra MkI on sale in the Lave shipyard.&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=8275 Mining OXP] by DocWild (2010) - mining in space ([https://app.box.com/s/5i3h37u1ay Download])&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?p=265523#p265523 Pirate Player.oxp] by Phkb (2018) - one of his many experimental OXPs.&lt;br /&gt;
* [http://capnhack.com/hosting/oolite/Oolite/OoSat.html PirateTraps] by popsch (2006 or earlier: see under ''other OXPs'') - no license. [[Great Deletion|No BB thread]]. Makes the game tougher.&lt;br /&gt;
* [[Safe Docking]] - laws for docking and fines for transgressions by Phantorgorth (2012)&lt;br /&gt;
* [[Media:SolarHarvest alpha 0.1.oxz | Solar Harvest]] (downloaded {{#downloads:SolarHarvest alpha 0.1.oxz}} times) by Ocz (2016): [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=18106 Skimming thread]. The .oxp has tweaks such as preprocessed and processed plasmas!&lt;br /&gt;
* '''Station Spotter OXP''' - an add-on to [[Stations for Extra Planets]] (and mentioned there) which tallies other stations visited in-system. (2017?).&lt;br /&gt;
* &amp;lt;s&amp;gt;''Space Invaders''&amp;lt;/s&amp;gt; [[Asteroids3D OXP]] - shoot-em up (but beware of the flying saucers). Thanks to Maik, our wiki-wizard, for a better link.&lt;br /&gt;
* [[TrumbleTreats]] by Arexack Heretic (2010) - take the role of trumblepusher, breed the fluffy little blighters and sell them to unsuspecting locals and seasoned commanders who should know better. Buggy, alas!&lt;br /&gt;
* WarZone.oxp.hide - hidden away inside the newest versions of [[Diplomancy OXP]] creates war zones in systems which Diplomancy has defined as being at war&lt;br /&gt;
&lt;br /&gt;
==== • Economics &amp;amp; Trade ====&lt;br /&gt;
* [[AI Trading Assistant]] helped navigate the older markets (before v.1.81)&lt;br /&gt;
* [[First Finance OXP]] (downloaded {{#downloads:First Finance 0.3.0 beta.oxz}} times) by Ocz: start your game with a massive loan! (2014)&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=16819 In-System Traders] by [[User:Spara|Spara]] (2014) adds in-system traders to a system with many stations.&lt;br /&gt;
* [[New Deal]] - Vincentz's attempt to rework the economics. Very nice icons! Unfinished (2015).&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=18361 Random Market Quantities] by Astrobe (2016) - reduces amounts on sale (best added with extra stations present)&lt;br /&gt;
* [[Real-Life Economics]] - Phasted's attempt to rework the economics. Dynamic &amp;amp; logical. Buggy (2014).&lt;br /&gt;
* '''Risky Business.oxz''' (Phkb's collection below, 2020) aims to make Multi-Gov, Feudal and Anarchy systems more rewarding for traders, by tweaking prices on a few goods. Goods that are already over the average could be increased. Goods that are below the average could be reduced. Not all goods will be impacted at all locations.&lt;br /&gt;
* [[Ship's Accountant OXP]] For the devotees of double-entry systems! (Commander Walbrigg, 2013)&lt;br /&gt;
* [[Ye Olde Hermit markets]] - Spara's rejig of the newer sparser rock hermit markets (only mining &amp;amp; drinking!) back to the older more profitable version (2015&amp;amp;17).&lt;br /&gt;
&lt;br /&gt;
=== Ambience ===&lt;br /&gt;
*[[File:Aaaa aaron.oxz|Aaron Aarts' Amazing Adventures]] 2024 by [[User:Wildeblood|Wildeblood]]. Some dutch guy tilts at windmills.&lt;br /&gt;
*[[Media:Asteroids.zip|Asteroids.oxp]] 2008 by Charlie and then Eric Walch. See [https://bb.oolite.space/viewtopic.php?t=4213 BB Thread]&lt;br /&gt;
*[[BPlanets]] a 2.54 Gb .oxp (2020) detailing the 119 earth-like planets in Galaxy 1 using the new v.1.90 graphics capabilities&lt;br /&gt;
*[[Cloud City OXP]] (2009) for gas giant planets by [[User:DrBeeb|DrBeeb]] (unfinished)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=17024 Customise your ship] by [[User:Amah|Amah]] (2014): new paint-jobs for cobras, anacondas &amp;amp; adders.&lt;br /&gt;
* [https://drive.google.com/file/d/17oT5yeqdqiIjAd7cXVJ3rOa2eU4fCS0S/edit Darker Planets.oxp] (2020) by Vaxon ([https://bb.oolite.space/viewtopic.php?p=271766#p271766 If the planet colors are darker, the original planets look better. This makes land/sea darker and sets random land % for all planets])&lt;br /&gt;
*[[DarkSoul Nebulae]] a collection of some 10 nebulae from NASA for your skies&lt;br /&gt;
*'''Deep Horizon - Systems''' v2.0.8 (Beta) Add additional planets and moons to your Ooniverse. Replaces the procedurally drawn planet textures with amazingly detailed custom textures. Also changes the appearance of the central star within each system. See Deep Horizon collection below&lt;br /&gt;
::'''Low Resolution Texture Pack''' - 3/2/2011 (11.6 MB)&lt;br /&gt;
::'''Standard Resolution Texture Pack''' - 3/2/2011 (22 MB)&lt;br /&gt;
*[[Diso OXP]] by [[User:Murgh|Murgh]] (2006) adds nebulae, planets, moons &amp;amp; a second orbital station (the first OXP to do any of this).&lt;br /&gt;
*[[Free The Slaves! NGO]] - an activist non-Galcop organization (NGO) which will nag you if you accidentally buy slaves at a Galcop station. &lt;br /&gt;
*[[Famous Planets Overhaul (FPO)]] - over 100 detailed planet textures for Galaxies 1 &amp;amp; 2 (see Vetitice up top).&lt;br /&gt;
*[[Halsis]] by Ovvldc now has a 2018 BGS2 version remastered by Svengali&lt;br /&gt;
*[https://drive.google.com/file/d/1MnoZcQrV_IvY9DueYYFcKmYb7ys-6ThW/view Ice asteroid] by [[User:Griff|Griff]] - see [https://bb.oolite.space/viewtopic.php?p=275908#p275908 here] for discussion.&lt;br /&gt;
*[[KeeperSky]] more realistic skies (inspired by Frontier) - adjustable (by [[Keeper]], pre-2016).&lt;br /&gt;
*[[Lave OXP]] Learner pilots practice in Trinket ships near the station under the command of an instructor, Restaurant Junks ply their trade, Ad-Droids broadcast Ads, a small moon is added and more! ([[User:Murgh|Murgh]] - before Feb 2006)&lt;br /&gt;
*'''Lights Down''': Lower the ambient light within the game for a more spacious feel. Also increases the ambient star count, and the intensity of nebulae within the game. See Deep Horizon collection below (2011)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=16859 Moar Rocks] by [[User:Spara|Spara]] (2014) - forerunner of [[Asteroid Tweaks]]&lt;br /&gt;
*[[Monument]] adds a monument to deceased commanders at the Lave system (Dajt, 2005).&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=279669#p279669 No Flare OXP] (Phkb, 2021: also needs [[Glare Clarifier]] OXP).&lt;br /&gt;
*[https://drive.google.com/file/d/0B3N9liG_EW8EMmN4MlhYQUx2Zlk/edit Passenger Coms] v0.5 by BryonArn (2014) - see [https://bb.oolite.space/viewtopic.php?p=224131#p224131 here]: talking to your passengers! This was later included by Phkb in his [[Enhanced Passenger Contracts]].&lt;br /&gt;
*[[Random Docking Music OXP]] by Frame (2010).&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=21899 Reorte is Hot Giant] Planet texture by [[[User:Another commander|Another commander]] (2025).&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=281699#p281699 Silent Asteroid Tweaks] is an add-on to [[Asteroid Tweaks]] by Phkb which moves the interface screen to a less immersion-breaking location.&lt;br /&gt;
*[[Station Bulletins]] - adds local news broadcasts for your station (2014) by Massively Locked (WIP)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=5484 Solar OXP Conceptual Test-Release... beta 0.02] (2008) by [[User:Frame|Frame]]: extra planet with station &amp;amp; jump gates&lt;br /&gt;
*[[Tetiri Planet Ring]]: artificial ring for Tetiri (2011-14) devised by [[User:P.A. Groove‎‎|P.A. Groove‎‎]] &amp;amp; [[User:Thargoid|Thargoid]]. Broken.&lt;br /&gt;
*[[Povray Planets]] a set of mapped systems for each galaxy (2012). Currently being updated for v.1.90 as [[BPlanets]] (see end of [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=11594&amp;amp;start=195 this] BB thread).&lt;br /&gt;
*[[Wildeblood Manor]]: Traditional, mountain-top, fortress-yurt-dome house on Vetitice illustrated on F7 screen. ([[User:Wildeblood|Wildeblood]], 2025).&lt;br /&gt;
*[[Media:Wrex 1-3-4 Folder.zip | Wrex]] by [[User:Arexack|Arexack Heretic]], and then [[User:Eric Walch|Eric Walch]] (2006-8): Space wreckage&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=285150#p285150 Zygo Cinematic Sky &amp;amp; Nebulas (Greyscale &amp;quot;seamless&amp;quot; version)] tweaked by [[User:Another commander|Another commander]] (2022).&lt;br /&gt;
&lt;br /&gt;
==== Art ====&lt;br /&gt;
*[[Graffiti Asteroids]] has a download for vandalised asteroids&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=17726 Laser Art (Testing)] (2015) - download link broken&lt;br /&gt;
*[[Respray for Griffs]] for respraying Griff's ships ([[User:Capt. Murphy|Capt. Murphy]], 2012)&lt;br /&gt;
*[[Ship Respray OXP]] for respraying ship.oxp's ([[User:Phkb|Phkb]], 2018)&lt;br /&gt;
&lt;br /&gt;
==== Music/Sounds ====&lt;br /&gt;
Music for playing the game to (these all need [[Library]] to function):&lt;br /&gt;
*[https://app.box.com/s/xd9hnscxrjlb0p5suz8t00e7m5qo743d Lib Music Orchestral Demo]: [[User:Svengali|Svengali]]'s original music .oxp (2016: 22Mb)&lt;br /&gt;
*[[Contextual Jukebox OXP]] by Arquebus of [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=21111  YouTube fame] (2021: 115Mb)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=21127 Dangerous Background Music OXP]: Tsoj's DIY kit! (2021)&lt;br /&gt;
&lt;br /&gt;
Sounds (early soundset OXPs are probably already included in [[BGS]]):&lt;br /&gt;
*[[CustomSounds OXP]] (2006 Milinks) - [http://www.lysator.liu.se/~jhs/oolite/custsounds.zip Download] - 45 sounds, some different&lt;br /&gt;
*[[BGS#BGS_Soundset.2FImages_by_Keeper|BGS Soundset by Keeper]] (2013) - 17 different sounds - not an OXP, they need to be placed inside the BGS oxz.&lt;br /&gt;
*[[Engine Sound FG]] by Fritz (2015) - engine sound changing with thrust variations&lt;br /&gt;
*[[Halsis]] - for BGS (there is a 2018 version)&lt;br /&gt;
*[[Captain Berf Pilot]] - includes a 210 version for BGS&lt;br /&gt;
&lt;br /&gt;
=== Dockables ===&lt;br /&gt;
* [[Busy Ports OXP]] by [[User:Griff|Griff]] (2007): Trader outposts &amp;amp; other goodies (see BB thread [https://bb.oolite.space/viewtopic.php?p=33840#p33840 here]) Unfinished&lt;br /&gt;
* [[Colonization]], Okti (2012, CC BY-SA 3.0). Your colony! Eventually to be a mission.&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=18977 Gsagostinho's station experiments]. (2017, unfinished, see pictures on right).&lt;br /&gt;
* [[Hathor Trade Station]] by KillerWolf (2014/22): an elegant new station near the sun, with better trading in the cheaper goods&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?p=246386#p246386 Hermit Tweaks] by [[User:Spara|Spara]] to identify the variety of Rock Hermit you have docked at (2016).&lt;br /&gt;
* [https://app.box.net/s/toprsq3ifr Famous Planets Liners] (Download) - 2009 by [[User:Thargoid|Thargoid]] &amp;amp; [[User:P.A. Groove|P.A. Groove]] - liners running along SpaceWays L1-4&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=21544 Isis Interstellar station] by [[Killer Wolf]] (2023) A ''phenomenal'' station - has to be seen to be believed!&lt;br /&gt;
* [[MandotechStation Shipyard]] by Mandoman (2012). A shipyard with lots of twiddly bits!&lt;br /&gt;
* [[Nephthys Station]] by KillerWolf (2014/22): an elegant new station for the wealthy, on the far side of the main planet.&lt;br /&gt;
* [[P.A. Groove Stations OXP]] - original orbital variants (2008) now included in [[Stations for Extra Planets]]&lt;br /&gt;
* [[SothisTC]] - Sothis.oxp by KillerWolf (2010) with newer markets added by Diziet Sma (2017); SothisTC.oxp by Spara (2013) - an &amp;quot;override oxp&amp;quot; for Sothis.oxp&lt;br /&gt;
* [[Station Options]] by cag (2021): modify multi-option OXPs while docked (''currently just'' [[Telescope]], ''the most complex of all'').&lt;br /&gt;
* [[Stationrotation OXP]] by Commander McLane (2011) - different station types rotate at different rates&lt;br /&gt;
* [[Media:Oolite.oxp.astrobe.sunkyota.oxz | SunKyota download]] (downloaded {{#downloads:Oolite.oxp.astrobe.sunkyota.oxz}} times) - adds 2- and 4- disk variants of the Kiota habitat station (Astrobe, 2017)&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?p=214260#p214260 Z Superico]. Zieman (2014) - different shells rotate seperately. Only at Lave.&lt;br /&gt;
* [[Zieman's Habitat Orbital Station]]. Zieman (2013). Only appears at the higher Tech Level systems.&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
[[File:Traders Almanach entry for Lave.png|250px|thumb|right|Traders Almanach entry for Lave (Equipment OXPs)]]&lt;br /&gt;
[[File:DeeperSpaceHUD.png|thumb|right|250px|Deeper Space HUD (HUDs &amp;amp; MFDs OXPs)]]&lt;br /&gt;
[[File:Crr hud pic 001.png|thumb|right|250px|CRR (Coluber Red Racer) HUD&amp;lt;br&amp;gt; (HUDs &amp;amp; MFDs OXPs)]]&lt;br /&gt;
[[File:SniperCameraSystemv1.1-1.png|thumb|right|250px|Sniper Camera System HUD&amp;lt;br&amp;gt; (HUDs &amp;amp; MFDs OXPs)]]&lt;br /&gt;
[[File:Dertien Explanation.png|thumb|right|250px|Z-GrOovY MiLHUD guide&amp;lt;br&amp;gt; (HUDs &amp;amp; MFDs OXPs)]]&lt;br /&gt;
*[[Additional Cargo Space Adjustments]] (ACSA) - extra cargo space (by ocz, 2015). Originally broken, but may now work...&lt;br /&gt;
*[[Buyable map]] - you now have to buy the F6 maps (partial or complete). Spara (2012).&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=8812 Capsule self-repair]. Thargoid (2010). Escape capsule self-repairs if damaged&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=13592 External Repair System for subentities]. GGShinobi (2013) Alpha. &lt;br /&gt;
*[[Galactic Hyperdrive OXP]] - allows a choice of destinations in the next galaxy&lt;br /&gt;
*[[Long Range Scanner]] - see everything in the system - and jump where you like! A &amp;quot;cheat&amp;quot; oxp. Okti (2011).&lt;br /&gt;
*'''Maintenance TuneUp.oxz''' (Phkb's collection below, 2019) provides the ability to do a [[maintenance]] tune up, even when the normal overhaul is not available.&lt;br /&gt;
*[[Military Targeting System]]. CommonSenseOTB (2012): a ''modern game'' targeting system&lt;br /&gt;
*[https://github.com/anonymissimus/oolite-MissileWarning/archive/master.zip Missile Warning Download] (2015) by Anonymissimus - a continual warning sound while there is still one on-coming missile. [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=17813 BB thread]. Earlier version of [[Missile Beep]].&lt;br /&gt;
*[[MFLPS|Multiple Front Lasers]] (2011) by [[User:CommonSenseOTB|CommonSenseOTB]]. You sacrifice your rear laser for a second front one.&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=7210 Missile Countermeasures] (2009) by Screet.&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=21622 Navigation Beacons MFD] (2024) by Phkb&lt;br /&gt;
*[http://wiki.alioth.net/img_auth.php/4/48/NPC_Equipment_Damage.oxz NPC Equipment damage] helps balance NPC Energy Units &amp;amp; [[N-Shields]] ({{#downloads:NPC_Equipment_Damage.oxz}} downloads). See [[NPC equipment damage OXP]] and the discussion [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=18139 here].&lt;br /&gt;
*[[User:Switeck|Quantum Drive OXP]] by Switeck (2021). Varies destination in the next galaxy when you hyperjump there.&lt;br /&gt;
*[[Quantum Vacuum Energy Generator]] by Slartibartfast (2022): breakable equipment taking up some cargo space.&lt;br /&gt;
*[[Media:Oolite.oxp.Ngalo.scanner-target-selector.oxz | Scanner target selection]] (downloaded {{#downloads:Oolite.oxp.Ngalo.scanner-target-selector.oxz}} times)- by Ngalo (2016): [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=18126 Select target from scanner]&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=299280#p299280 Sensible Lasers] by Wildeblood (2011) allows sale of lasers in older versions of Oolite&lt;br /&gt;
*[[Single-Use Witchdrive]] by [[User:Ocz|Ocz]], 2015&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=17042 Ship Condition.oxp] by Spara (2014+) Shows ship maintenance on F5 page.&lt;br /&gt;
*[[Thargoid Witchspace Drive]] by [[Capt. Murphy]] (2012)&lt;br /&gt;
*[https://app.box.com/s/dw1fd8jourbgbphvt2z0zxveuft2lahz Timewarp Machine] by Tsoj (2016) - needs Oolite developer version. [https://bb.oolite.space/viewtopic.php?p=253523#p253523 BB post] &amp;amp; [https://www.youtube.com/watch?v=hD34QEzBHkI YouTube video]&lt;br /&gt;
*[[User:Alaric/KV-16 Owners Manual|Torus Field Monitor]] warns of approaching Mass Lock by Alaric (2016). ''Not quite finished''&lt;br /&gt;
*[[The Traders Almanach|Traders' Almanach]] - see bottom of that page: ''another'' book for the [[Ship's Library OXP]]. By Zireael (2014).&lt;br /&gt;
*[[Updating TSC]] - an alternative to [[Talkative Space Compass]]. By Spara &amp;amp; GGShinobi (2013).&lt;br /&gt;
*[[User:Switeck|Variable Jump Drive OXP]] by Switeck (2021). Varies destination in interstellarspace/witchspace when you &amp;quot;misjump&amp;quot; there.&lt;br /&gt;
*[[WEBS System]]: WEBS is the last line of defence when shields are down. Airbags in the equipment bay. (Goop bags, actually.) Gave you about 1 or 2 seconds extra to hit the escape pod. A silly OXP but looked surprisingly good in game. Wildeblood (2012)&lt;br /&gt;
*[http://www.box.net/shared/hgry3j39kp Wormhole Drones] by Mauiby de Fug - Multi-jumps chosen by shortest time or by number of jumps (2011): [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=9242 BB Thread] (Forerunner of Okti's [[Long Range Scanner|Jump Planner]]).&lt;br /&gt;
&lt;br /&gt;
=== HUDs &amp;amp; MFDs ===&lt;br /&gt;
* [https://drive.google.com/file/d/1hqZbIjfu5nTnq2TeqoLHLK3A1pUlsZcl/view Beige Default HUD] by SusuKacangSoya ([https://www.reddit.com/r/Oolite/comments/epgdbw/hud_skin_tiriusri_bookstore_default_hud_recolor/ Reddit], 2020).&lt;br /&gt;
* [[ChupacabraHUD]] - (2011) by [[User:CommonSenseOTB|CommonSenseOTB]] as seen [[HUD images here#ChupacabraHUD|here]].&lt;br /&gt;
* [[Coluber_HUD_CH01#Other_Coluber_HUDs|CRR-HUD]] (Coluber Red Racer) - 2012 by [[User:Captain Beatnik|Captain Beatnik]] as seen [[HUD images here#CRR-HUD|here]]. Image on right.&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?t=21525 Console Log MFD] (2023 - only works on Oolite v.1.91 or newer) saves old Console Messages and puts them on an MFD&lt;br /&gt;
* [https://app.box.com/s/uc54ecg76y7945hd8w3kyler9bkqdhvp Deep Space HUD (Box.com)] - from PHkb's [https://bb.oolite.space/viewtopic.php?p=254987#p254987 archives]. By Deepspace (2009).&lt;br /&gt;
* [[Deeper Space HUD]] - (2017) by Pleiadian with Current Location Display and Current Risk notifier. GitHub site download. Image on right.&lt;br /&gt;
* [[Failing HUD]] - (2015) by [[User:Spara|Spara]]. As maintenance becomes more urgent, your HUD starts flickering!&lt;br /&gt;
* [[HoloNum HUD]] - (2012) by Rese249er: Fresh from the design board of 249th NRW R&amp;amp;D, the Holographic Numerical HUD is the latest in visual aid for navigation and dogfighting.&lt;br /&gt;
* [https://app.box.com/s/9d74udbtcvmndtxuai8v HUD Requests.oxp] - Norby's 2013 techdemo for improving HUDs (leading to improvements in Oolite v.1.80)&lt;br /&gt;
* [[Isis HUD]] - by Killer Wolf (2012). Refreshed with HUDSelector compatibility added in, and a docked HUD, but supports no MFD's.&lt;br /&gt;
* [[JB's Dynamic HUD]] - (2010) by JeffBTX. Different versions for different conditions. [https://app.box.com/s/zq6hgs9ocl Download]&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=17258 MilHUD Refit] - (2015) by Wolfsstar BH (Does not include broken glass screen overlay)&lt;br /&gt;
* [[Pie Chart Style HUDs]] - (2011) by [[User:CommonSenseOTB|CommonSenseOTB]] as seen [[HUD images here#Pie Chart Style HUDs|here]].&lt;br /&gt;
* [[Sniper Camera System HUD]] - (2011) by [[User:CommonSenseOTB|CommonSenseOTB]] as seen [[Sniper Camera System HUD|here]]. Image on right.&lt;br /&gt;
* [[Steampunk HUD]] - by Killer Wolf (2012). Refreshed with HUDSelector compatibility added in, but supports no MFD's.&lt;br /&gt;
* [[Z-GrOovY MiLHUD]] (2013) by Dertien. Image on right.&lt;br /&gt;
&lt;br /&gt;
=== Mechanics ===&lt;br /&gt;
[[File:Extended Shipyards 2.png|thumb|right|300px|Extended Shipyards allows test drives and rentals]]&lt;br /&gt;
*[[Alternate jump range indicator OXP]] for F6 screen - by [[User:Spara|Spara]] (2015)&lt;br /&gt;
*[https://app.box.com/s/9rz2f16e3ohulnke0mk42d9lbylyq791 Cargo_Handling.oxp]- by [[User:Phkb|Phkb]] (2018): Loading/unloading cargo now takes time&lt;br /&gt;
*[[Configurable Populator]] makes some populator settings easily adjustable (requires Oolite 1.84 and Library OXP). {{#downloads:Configurable_Populator.oxz}} downloads. Discussion [https://bb.oolite.space/viewtopic.php?p=250240#p250240 here] (2016).&lt;br /&gt;
*[[Derelicts don't count OXP]] by [[User:Milo|Milo]] (2022) - potshotting abandoned derelicts or dormant Thargons no longer count as &amp;quot;kills&amp;quot; for one's [[Elite Rating]].&lt;br /&gt;
*[[Extended Shipyards]] by [[User:Capt. Murphy|Capt. Murphy]] (2012). Allows test flights &amp;amp; ship hire. May no longer be compatible.&lt;br /&gt;
*[[Feudal Raiders]] by [[User:Stranger|Stranger]]. Adds wild feudal raiders to feudal states - and their neighbours!&lt;br /&gt;
*[[Friend or Foe]] by Tricky (2012). Enhances ship-group interaction. Requires some tweaking of ship scripts.&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=288284#p288284 Gravitation oxp] by Tch (2013) - Alnivel's working download is 3 posts above in the thread.&lt;br /&gt;
*3x [[Penalize Death OXP]] Making death hurt (2012). By [[User:Spara|Spara]] - 2 other OXPs - IronMan OXP &amp;amp;  Higher Guidance OXP are also detailed on that wiki page.&lt;br /&gt;
*'''Pirate Ambushes''': Introduces a new tactic for pirates in lower-government systems- Hijacking the Witchspace buoy and moving it to a more 'advantageous' position. See Deep Horizon collection below (2011).&lt;br /&gt;
*'''Population Control.oxz''' (Phkb's collection below, 2019) is intended to limit the size of pirate groups in safer systems. The number of police patrols is also increased slightly.&lt;br /&gt;
*[[Route Planner OXP]] by Alnivel (2022). Recalculates the route to your final destination at each stop, deviations thus being included.&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=17042 Ship Condition] by [[User:Spara|Spara]] (2014) - shows condition of your ship hull on the F5 screen&lt;br /&gt;
*'''Space Lane Adherance Bonus.oxz''' (Phkb's collection below, 2016) was intended as a way of dealing with the ''go off-lane to avoid pirates recommendation'', normally given to new pilots who are struggling with combat in the early part of the game. It encourages staying on the witchpoint-to-planet spacelane by giving a small bonus to players who stay on or close to it.&lt;br /&gt;
*[[Station Options]] by cag: a comprehensible oxp for tampering with the preferences of other oxp's, but alas, only a beta version (2021)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=16352 Witchdrive/Torus &amp;quot;fix&amp;quot;]: ([[User:Astrobe|Astrobe]], 2014) Fast speed damages front shields - ingredients for a DIY .oxp (but see [[Hard Way]])&lt;br /&gt;
&lt;br /&gt;
==== Changing the Ooniverse ====&lt;br /&gt;
*[[Dynooverse]] by [[User:Wildeblood]] (2025) - a dynamic ooniverse where the politics/economy/population of systems changes over time.&lt;br /&gt;
*[[Lost In Space]] by [[User:Wildeblood]] (2025) - Galaxy Generator - endlessly recreates G1/Santaari differently each time you galactically jump&lt;br /&gt;
*[[Tachyona]] by [[User:Wildeblood]] (2024) - planet moving between [[Sector1/Teorge]] and [[Sector1/Arusqudi]]&lt;br /&gt;
*[[Thargoidifier]] by [[User:Wildeblood]] (2025) - For OXP developers: converts a regular system to one subjugated by Thargoids&lt;br /&gt;
*[[World Builder]] by [[User:Wildeblood]] (2025) - edit a solar system's F7 description to what you want!&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
[[File:Eredvian Insects.png|320px|thumb|right|Another_Commander's blue-ish Bug (Miscellaneous OXPs)]]&lt;br /&gt;
[[File:Sotl-hyperspace.png|320px|thumb|right|SOTL: Hyperspace travel (Miscellaneous OXPs)]]&lt;br /&gt;
&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=278096#p278096 AdjustPrimableEquipmentManager.oxz] makes the F4 screen's &amp;quot;Primable Equipment&amp;quot; page more comprehensible ([[User:Phkb|Phkb]] (2023) For v.1.90 or earlier&lt;br /&gt;
*[[Autopause]]: lets the game run and then pause itself on red-alert. Hoqlinq &amp;amp; [[User:Astrobe|Astrobe]])&lt;br /&gt;
*[[Media:InsectPicsOnSysDesc.oxz|Bugs, glorious Bugs]] puts a bug on the F7 page when you inspect an insect-dominated system ([https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=7762 BB thread] 2010) by [[User:Another commander|Another_Commander]]&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=104034#p104034 CargoWreck showroom] (2010?) for displaying full-sized barrels on the start-up screen of old versions of Oolite&lt;br /&gt;
*[[Cargo Space Correction OXP]] - Phkb's auxiliary OXP to sort out conflicts between other cargoSpaceCapacity-script OXPs and the [[vanilla game]]&lt;br /&gt;
*[[Cutscene]] (2012, Copyright: [[User:Svengali|Svengali]]) a demo cutscene for v.1.77 trunk users&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=261681#p261681 FixWolfs.oxz] corrects a typo on the F7 planet description pages (should be ''Wolves'') - Phkb (2018)&lt;br /&gt;
*[[Goliath OXP]] (2011, Copyright: Thargoid special), [[User:Thargoid|Thargoid]]'s experimental GalCop battery cannon firing humoungous deadly sugar cubes!&lt;br /&gt;
*[[Interface Reordering OXP]] reorders the categories and their contents on the [[F4 page (ship and system interfaces)]] &lt;br /&gt;
*[[Normalising Cobra Mk III Price]] reduces the price of some Cobra Mk III retextures back to 150,000₢. By Phkb, 2018.&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=21866 Quick Visa OXZ] provides horrendously expensive &amp;quot;Visa purchasing options&amp;quot; on arrival at the Witchpoint Beacon for users of [[Diplomancy OXP]]&lt;br /&gt;
*[[SecComFinder|SecCom Finder]] for the Galactic Navy marks Navy Sector Commands in each F6 Galaxy chart. By Runghold, 2017.&lt;br /&gt;
*[[Serial Killer OXP]] records systems where you killed something (a modification of the Explorer's Club OXP, - [[User:Wildeblood|Wildeblood]], 2024)&lt;br /&gt;
*[[Start locations variety pack]] - start your game in Velete (NE of G1) - or in any of the other galaxies! [[User:Cholmondely|Cholmondely]], (2025).&lt;br /&gt;
*[[Station Validator]] remembers the destruction of orbital stations, preventing their magical resurrection on one's next visit to the system. [[User:Spara|Spara]] (2014).&lt;br /&gt;
*[[Tachyona]] adds a planet moving between solar systems (script only - [[User:Wildeblood|Wildeblood]], 2024)&lt;br /&gt;
&lt;br /&gt;
==== • Leaving the known Ooniverse ====&lt;br /&gt;
*[[Galactic Misjump OXP]] - what happens if you misjump between galaxies? By [[User:Cim|Cim]] (2012).&lt;br /&gt;
*'''Song of the Labyrinth''': 2 new discovery games by [[User:Cim|Cim]] using the Oolite mechanism&lt;br /&gt;
:the first: [[SOTL Exploration]] features new ship, new galaxy, lethal witchspace travel... (2015).&lt;br /&gt;
:the second: [[SOTL Altmap]] features new ships, new galaxies with power blocks &amp;amp; unsettled systems, 40 commodities, NPC Torus drives... (2015) Unfinished.&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=174714#p174714 Template for a Galactic Hyperdrive XG] to reach more galaxies ([[User:Wildeblood|Wildeblood]], 2012). You need to know how to manipulate the [[Galaxy Seeds]], and rejig all sorts of gubbins.&lt;br /&gt;
&lt;br /&gt;
==== • Ancillary OXPs burnishing other complex OXPs ====&lt;br /&gt;
*Library OXP ancillaries:&lt;br /&gt;
:*[https://app.box.com/s/271jbpimu2jbs6au913ujkq3y7gcgkr4 LibraryConfigOnF2.oxz] relocates the anti-immersive &amp;quot;Config for AddOns&amp;quot; from the in-game docked F4 screen to the Game Options F2 screen (by Phkb 2025)&lt;br /&gt;
:*[https://bb.oolite.space/viewtopic.php?p=301851#p301851 PADCustomAvatars.oxp] allows the (relatively) easy addition of custom player portraits to the choice in Library's P.A.D. (by Phkb 2025)&lt;br /&gt;
*Diplomancy OXP ancillaries:&lt;br /&gt;
:*[[File:DigebitiSubject.0.92.oxp.zip|Digebiti Subject OXP]] grants subjecthood of Digebiti for users of [[Diplomancy OXP]]&lt;br /&gt;
:*[https://app.box.com/s/stnhgdubo7ogn0ug3e7zqfhyksw182wz RexebeCitizen.oxz] grants citizenship of Rexebe for users of Diplomancy who want ''eg''. to try out [[Hermitage]] (Phkb, 2021)&lt;br /&gt;
:*[[Quick-Visa]] is already on the in-game [[Expansions Manager]]&lt;br /&gt;
*BGS OXP ancillaries:&lt;br /&gt;
::See under Ambience (sound), above&lt;br /&gt;
&lt;br /&gt;
=== Missions ===&lt;br /&gt;
* [[Amber Moon Chronicles]] Archaeological ruins by Stormrider (2015 mission, unfinished).&lt;br /&gt;
* [[Localhero OXP]] another broken mission by [[User:Svengali|Svengali]] (2008).&lt;br /&gt;
*[[Media:OoliteInternals for 1.71.zip | Oolite Internals]] (downloaded {{#downloads:OoliteInternals for 1.71.zip}} times) 3 internal Oolite missions in JS by Eric Walch (2008)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Recession OXP]] by JohnSmith (2006) - escort trader Othello Truss's [[Anaconda (Oolite)|Anaconda]]. Broken.&lt;br /&gt;
* [[Victim 11]] is a mission written by [[User:Fatleaf|Fatleaf]] (2011): You need to finish [[The Assassins Guild OXP]] first (Galaxy 7). Possibly broken.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:IA PCC.jpg|thumb|right|200px|Iron Ass OXP: Python Class Cruiser]]&lt;br /&gt;
[[File:Beatniks shipset pic 002.png|thumb|right|200px|Beatnik's Cobra]]&lt;br /&gt;
[[File:Griff's SpecGloss Gecko.png|thumb|right|200px|Griff's SpecGloss Gecko]]&lt;br /&gt;
[[File:Dertien's HPC pack 1.png|thumb|right|200px|Z GrOovy HPC pack: equipment is damageable!]]&lt;br /&gt;
=== Retextures ===&lt;br /&gt;
==== Managing retextures ====&lt;br /&gt;
Have you seen ''this'' page in the wiki: [[Installing multiple retexture OXPs]]?&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=17251 Griff Core Replacement OXP &amp;amp; Griff Rebalancer OXP] (2015)&lt;br /&gt;
&lt;br /&gt;
==== Ships retextures: Shipsets ====&lt;br /&gt;
*[[User:Another commander|Another commander]]'s upgrades (for v.1.88's improved graphics) of [[User:Gsagostinho|Gsagostinho]]'s retextures for some of his Asps &amp;amp; FdLs: [https://drive.google.com/file/d/1NL68hOY2GgGVmJZV1M1eu_FeZXDEtNxQ/view AspAndFDLSpecGlossMaps.zip] &lt;br /&gt;
*[[BBS Shippack]] 35 Oolite/Frontier ships with flashing running lights - includes desktop wallpapers (1920x1080)! 16.6 MB (by [[Dertien]], 2013-14) - most of these are retextures&lt;br /&gt;
*[[ChakyCrooksReplacers]] OXP - Chaky's 2009 retextures and updates for Amen Brick's 2008 [[Pirate Clan Blitzspears]]&lt;br /&gt;
*[[Iron Ass OXP]] - by [[User:Murgh|Murgh]] (2022). When this goes up on the in-game Expansions Manager, it should be removed from here! A set of 8 OXP's - retextures of old ships, the LAve.oxp, missionaries &amp;amp; an old witchpoint beacon. New additions include clannish Finnish traders, navy battleships, more interractive Refugee Adders, ''etc''. Very much worthwhile looking at!&lt;br /&gt;
*Griff's old pre-OXZ textures - see Spara's ''Collections'' below.&lt;br /&gt;
*[[No Shaders alternate or extra ships and accessories]] - collection: Griff, Z_Groovy, Staer9, ZygoUgo ''etc''.&lt;br /&gt;
*[[Media:Oolite.oxp.captsolo.shadydeepspaceships1.21.oxz | Shady Deep Space Ships]] (downloaded {{#downloads:Oolite.oxp.captsolo.shadydeepspaceships1.21.oxz}} times) by Capt Solo (2012) - 57 Mb&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ships retextures: Individual ships ====&lt;br /&gt;
*[[Beatnik's Cobra‎]] - Captain Beatnik's retexture with a new HUD (2012)&lt;br /&gt;
*[[https://app.box.com/s/5xbksy48qr9cp31z2wpef6wjla05s3ih/file/1994238736092 DMD_Facelift]] for the [[Darkside Moonshine Distillery]] OXP (Phkb, 2025)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=251284#p251284 Fer-delta-Lance] by Ngalo (2016)&lt;br /&gt;
*[[Freaky Thargoids OXP]] - from 2011 to demonstrate use of shaders by [[User:Ahruman|Jens Ayrton]]&lt;br /&gt;
*[https://drive.google.com/file/d/1Ub-PYDGvZOfhGKVvPnMYnUks_oqT3Xe6/view Griff's Organic Thargoids] - by [[User:Griff|Griff]] from 2009 - slightly tougher than the usual&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=275736#p275736 Griff's Silverback Thargoids] - by [[User:Griff|Griff]] from 2009 - slightly tougher than the usual&lt;br /&gt;
*Griff's [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=21170 SpecGloss retextures] (2023-5): Adder, Cobra Mk1, Cobra Mk3, Gecko, Mamba, Moray, Sidewinder &amp;amp; Viper - these are quite magnificent. Especially the Gecko &amp;amp; the Adder.&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=47498#p47498 Icecream Hotdog.oxp] by [[User:Griff|Griff]] (2008) - adds 4 cobras with hull-mounted hotdogs or icecream cones each time the player launches from a station&lt;br /&gt;
*[[Z GrOovy HPC pack]] (2014) Dertien's Cobra &amp;amp; Sidewinder with lasers, landing gear and other bits you can shoot off!&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous/other retextures ====&lt;br /&gt;
*Buoy: Old Witchpoint Buoy ([[WPB OXP]]) (2021) - [[User:Murgh|Murgh]]'s update of [[User:Svengali|Svengali]]'s update: [https://app.box.com/s/g7eozsjou4q3gqmu5l89oop71z08d4nf WPB v1.2] (2.2 MB)&lt;br /&gt;
*Buoy: Old Witchpoint Buoy ([[WPB OXP]]) (2013) - [[User:Svengali|Svengali]]'s update of [[User:Murgh|Murgh]]'s original: in Svengali's collection (in &amp;quot;Picks&amp;quot;) (see &amp;quot;Collections&amp;quot; beneath)&lt;br /&gt;
*Ships: YAH constore defenders: [[User:Simon B|Simon B]] created a set of Neolite retextures for the [[YAH]] Constore Defenders. [http://app.box.com/shared/yc3rhky0ci &amp;quot;Download alternative defender set: Yaw_neolite.zip&amp;quot;] (2009, 2.6 MB in size)&lt;br /&gt;
*Ships: Shaderless (for old computers) - [[No Shaders alternate or extra ships and accessories]] - collection: Griff, Z_Groovy, Staer9, ZygoUgo ''etc''.&lt;br /&gt;
*Station: [[Coriolis (burning)]] (2008) - [[User:Griff|Griff]]'s recreation of a &amp;quot;burning&amp;quot; coriolis for use in other OXP's&lt;br /&gt;
*Station: [https://app.box.com/s/jf1et41yu3 Capt Kev's Dodo] - retexture by [[User:CaptKev|CaptKev]] &amp;amp; [[User:Griff|Griff]] (2010) - three versions: standard, Mayan &amp;amp; Imperial&lt;br /&gt;
&lt;br /&gt;
=== Ships ===&lt;br /&gt;
[[File:Amphisbaena.jpg|thumb|200px|right|Amphisbaena (Ships OXPs)]]&lt;br /&gt;
[[File:Frog-sr.png|thumb|200px|right|Frog Space Rickshaw (Ships OXPs)]]&lt;br /&gt;
[[File:Delta-fdl-PR.png|thumb|200px|right|Ngalo's Fer-delta_Lance (Ships OXPs)]]&lt;br /&gt;
[[File:U31 odyssey.png|thumb|200px|right|Odyssey (Ships OXPs)]]&lt;br /&gt;
[[File:Prohip xpat1.jpg|thumb|200px|right|Refugee Adder (Ships OXPs)]]&lt;br /&gt;
*[[Amphisbaena]](formerly known as Copperhead: 2012): ''not'' an ubership, by [[User:Rorschachhamster|Rorschachhamster]]&lt;br /&gt;
*[[Animated Ships]] (2010) - Butterflies - an experiment by [[User:Thargoid|Thargoid]].&lt;br /&gt;
*[[Baakili Far Trader]] (from Zieman's collection below, 2010)&lt;br /&gt;
*[[Boomslang|Boomslang MK IV]] - see bottom of the page for Tsoj's 2016 update of this venerable ship&lt;br /&gt;
*[[BBS Shippack]] 35 Oolite/Frontier ships with flashing running lights - includes desktop wallpapers (1920x1080)! 16.6 MB (by [[Dertien]], 2013-14)&lt;br /&gt;
*[[Capisastra OXP]] - fleets of nasty low-tech marauding amphibians for Galaxy 4 by [[User:Selezen|Selezen]] (2007) - also named Seosu.oxp&lt;br /&gt;
*[[Final Capital]] - big ship. Could be a liner. Or something else. Eric Walch (2011).&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=13932 Freighttrain] (2013) - Keeper's .oxp variant is at the end of the thread.&lt;br /&gt;
*[[Frog Space Rickshaw]] - by [[User:Murgh|Murgh]] from 2006&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=7791 Giant Robot Invaders: Flying Fortress (GRIFF)] - by [[User:ADCK|ADCK]] (2010)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=19732 Gigantophis v0.1] - heavy cargo vessel by Knotty (2018)&lt;br /&gt;
*'''HardBase''' - massive, ugly and slow ([[User:Norby|Norby]] - see his Collection, below)&lt;br /&gt;
*[[Koneko Industries]] - by [[User:RyanHoots|RyanHoots]] (2012) - shipyard in Galaxy 5&lt;br /&gt;
*[[Lazarus OXP]] Scooped Thargons come back to life and blast their way out of your hold! By [[User:Thargoid|Thargoid]] (2013)&lt;br /&gt;
*'''Navy Starships''' - by Charlie (2006) - the Interceptor and the Constitution: see his collection below&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=17349 Nova Ships] - by Vincentz (2015) - a pack of 4 (fighter, gunship, liner &amp;amp; shuttle), &amp;quot;Nova Start&amp;quot; &amp;amp; a soundset pack for the old BGS-M oxp&lt;br /&gt;
*[[Odyssey]] by maaarcooose (2013) from Ulysses 31 &lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=13487 Orion] by Rorschachhamster (2013) - German SciFi space ship&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=16375 '''Outlanders''' D-class ships v0.2] (2014) - by Hiasakite: from a little known, isolated sect of humanity, nicknamed the ‘Outlanders’&lt;br /&gt;
*'''Pizzaship''' by MarcusRG (2012) - see bottom of [[Giant Space Pizza]] page&lt;br /&gt;
*[[Refugee Adder]] by [[User:Murgh|Murgh]] (2005) - elongated adders bearing refugees (or [[Trumbloids|trumbloids]]... or slaves).&lt;br /&gt;
*[[Renegade Pirates OXP]] by [[User:LittleBear|LittleBear]] in 2006 and featuring [[Twin Plasma Cannon]]s! - so probably utterly obsolescent &lt;br /&gt;
*'''RocketMiner''' - a starting ship ([[User:Norby|Norby]] - see the last page of his Collection, below)&lt;br /&gt;
*[[RocketShips]] - fast ships which overheat by [[User:Norby|Norby]]&lt;br /&gt;
*[[Rusty Ass OXP]] - Murgh's 2022 update of his 2005 original - ships come in 3 cheaper degrees of decrepitation, with attendant maintenance issues&lt;br /&gt;
*Seosu.oxp (see Capisastra.oxp above)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=21774 Sidewinder NG] by DavidKroc (2025)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=16380 SKS Ships] by Sir Arian (2014): Light, Panther Clipper, Predator, Rhino, Spaceliner&lt;br /&gt;
*[[Spearhead Interceptor Mk.I]] by Rendell (2006): a light &amp;amp; agile fighter&lt;br /&gt;
*[[Starship Design Works]] - from 2012.oxp&lt;br /&gt;
::[https://app.box.com/s/amy2tku99l27pb2fg9rr ''Mamushi version 0.4'']&lt;br /&gt;
::[https://app.box.com/s/9ufjdbb29cxobbmav1c3 ''Osoroshii version 0.3'']&lt;br /&gt;
*[[Stealth Raiders]] (by [[User:Rustem|Rustem]] 2019) - nastier foes in safer systems (beta)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=288238#p288238 Tiger Ray] by Jona (2014) - a lower-end fighter: includes pilot and cockpit interior&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=10809 Trident Privateer] by Cmdr Vault (2011) - not quite finished&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=299280#p299280 TurboAnaconda] by Commander MacSeumas (2011) - a faster, less agile Anaconda variant&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=135232#p135232 Uber] by Frankie (2006) The first ubership?&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=21280 Wavefront] by idkman  (2022) - see Montana05's post for a working download. A powerful mutli-role fighter with a new laser.&lt;br /&gt;
*[[WonderWorm]] adds 'Time Raiders' and a buyable version of their uber-ships. Not to be taken seriously! [[User:Smivs|Smivs]] (2011)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=150258#p150258 Wyvern Ladies] adds armed long-range transports Wyvern Empress &amp;amp; Wyvern Queen, and the Wyvern Princess escort - by Wyvern Mommy (2011)&lt;br /&gt;
*[[Z-ships]] - 4 additional ships for the Ooniverse (2012)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=11384 Zeke Mining Transporter] (2011) - don't forget to change https://www.box.com to https://app.box.com for the download!&lt;br /&gt;
&lt;br /&gt;
:Links to the following collections are at the ''bottom'' of this page&lt;br /&gt;
*Simon B's collections&lt;br /&gt;
*Dark Wolf's collection (2009-13)&lt;br /&gt;
*Svengali's collection: Picks - [[Pallas]] (2012) - updated version of Charlie's original (2005?)&lt;br /&gt;
*Svengali's collection: Picks - RoC [[Remorse Of Conscience v2]] (2013 update of originals from 2005 &amp;amp; 2011)&lt;br /&gt;
*Svengali's collection: Picks - [[RVandGS]] Renegade Viper and Grass Snake (2011 update of 2006 originals)&lt;br /&gt;
&lt;br /&gt;
=== Systems ===&lt;br /&gt;
[[File:Galactic Navy.png|thumb|right|Galactic Navy (Systems OXPs)]]&lt;br /&gt;
[[File:Her Imperial Majesty's Space Navy.png|thumb|right|HIMSN (Systems OXPs)]]&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=20670 Dangerous Galaxies] (Erick Costa 2020) changes politics in galaxies so that Galaxy 1 is more Corporate, and as one moves to Galaxy 8 they become more Anarchic.&lt;br /&gt;
* [[Factions OXP]] - For Multi-govt systems: a space-fight for control of such systems&lt;br /&gt;
* [[Galactic Navy]] - the [[Galactic Navy OXP]]. This is a suite of OXPs - and there is also Switeck's variant to consider.&lt;br /&gt;
* [[249th Naval Reserve Wing OXP]] by Rese249er (2012) - can stand alone or combine with either the Galactic Navy or with HIMSN.&lt;br /&gt;
* [[Her Imperial Majesty's Space Navy‎‎]] alpha OXZ from a two year project to create a more modest alternative to the [[Galactic Navy]] (2014).&lt;br /&gt;
&lt;br /&gt;
''Based on GN &amp;amp; HIMSN'':&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=19389 Galactic Navy Extend] - 3 modules by Montana05 (2018-20):  GNE, System Guard Navy &amp;amp; Mercenaries&lt;br /&gt;
&lt;br /&gt;
''Based on HIMSN'':&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=18548 Material for potential &amp;quot;NVSecurity OXP&amp;quot;] Keeper's transformation of his input to &amp;quot;NVSecurity OXP&amp;quot; (2017)&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
* [[CustomLasers|Custom Lasers]] (2012): 8 new lasers including 2 dual mode mining/combat lasers by [[User:CommonSenseOTB|CommonSenseOTB]]&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=11909 Crybaby] by Dr Tripsa (2012): mounts as a missile, looks like a cargo pod &amp;amp; blows pirates to Kingdom Come!&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=4135 MaegilsMissiles.oxp/Missiles Options oxp] by [[User:Cmdr. Maegil|Cmdr. Maegil]] (2007)&lt;br /&gt;
* [[Media:Oolite.oxp.Astrobe.missiles.oxz | Missiles]] (downloaded {{#downloads:Oolite.oxp.Astrobe.missiles.oxz}} times) improves function of ECM (Astrobe, 2017)&lt;br /&gt;
* [[Paint Missiles]] by [[User:Ngalo|Ngalo]]. Paint your target - or the Ooniverse generally - a lurid colour!&lt;br /&gt;
* [[Railgun]] by [[User:Commander McLane|Commander McLane]] (2011): 4 different varieties.&lt;br /&gt;
* [[Thargoid Weaponry]] by Nexus-Hex (2017)&lt;br /&gt;
&lt;br /&gt;
=== Don't ask! ===&lt;br /&gt;
Do not ask! Do not think about asking! Do not even think about thinking about it!&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=20471 Thanksgrooving Pack] by GearsNSuch (2019)&lt;br /&gt;
&lt;br /&gt;
=== Named Collections ===&lt;br /&gt;
&amp;lt;font color=&amp;quot;Green&amp;quot;&amp;gt;Note on downloading from Box: if one cannot download individual oxp's from Box, try deselecting your desired oxp and clicking the &amp;quot;download&amp;quot; button in the top right corner of the page. You may be rewarded with a single bulky download of each and every file in that collection instead! &amp;lt;br&amp;gt;Alternatively, edit the name of the Box site, replacing http://''www''.box.net/... with http://''app''.box.net/... &amp;lt;/font&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* ''These are listed in an approximate date order of the newest oxps in each collection, oldest (2006/7) at the bottom.''&lt;br /&gt;
&lt;br /&gt;
==== Phkb (2014-21) ====&lt;br /&gt;
[[File:Rock Hermit sm.png|thumb|right|320px|Phkb's Hermitage allows you to own and develop your own Rock Hermit]]&lt;br /&gt;
* [[User:Phkb|Phkb]]'s ''experimental'' OXPs (see [[User:Phkb|here]] for the links to the OXPs - and their discussions): 2021&lt;br /&gt;
::'''CompressedJSON.zip''' is a utility designed for '''OXP developers'''. Many OXP's use JSON to package up data into the save game file, and then extract it again when loading the game. JSON is a rather bulky format, though, and it doesn't take long for your data to start making your save game file quite large. Compressed JSON simply reduces the amount of space the JSON data takes up, thereby reducing your save game file. See the readme file inside the ZIP for details on how to use it.&lt;br /&gt;
::[[Hermitage]] gives you the opportunity to own your own [[Rock Hermit]].&lt;br /&gt;
::[[Maintenance Tune Up]] provides the ability to do a [[maintenance]] tune up, even when the normal overhaul is not available.&lt;br /&gt;
::'''Population Control.oxz''' is intended to limit the size of pirate groups in safer systems. The number of police patrols is also increased slightly. &lt;br /&gt;
::'''Risky Business.oxz''' aims to make Multi-Gov, Feudal and Anarchy systems more rewarding for traders, by tweaking prices on a few goods. Goods that are already over the average could be increased. Goods that are below the average could be reduced. Not all goods will be impacted at all locations. &lt;br /&gt;
::'''Space Lane Adherance Bonus.oxz''' was intended as a way of dealing with the ''go off-lane to avoid pirates recommendation'', which is normally given to new pilots who are struggling with combat in the early part of the game. This OXP encourages players to stay on the witchpoint-to-planet spacelane by giving a small monetary bonus to players who stay on or close to it as much as possible.&lt;br /&gt;
:: [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=20179 PlanetForests.oxp &amp;amp; PlanetOceans.oxp] for the [[Vanilla game]]: restores the image of the planet to match its description on the F7 page.&lt;br /&gt;
* Phkb's [https://app.box.com/s/5xbksy48qr9cp31z2wpef6wjla05s3ih Box account] - with some new ones recently added!&lt;br /&gt;
&lt;br /&gt;
==== Montana05 (2021) ====&lt;br /&gt;
*[[User:Montana05|Montana05]]'s collection of lost/mislaid oxp's is on [https://app.box.com/s/fcqpgs9t3m8gmcas8dwesuoxa0c1dfxd Box]. In many cases he has fixed/updated them. Most of these are now on the Expansions Manager.&lt;br /&gt;
&lt;br /&gt;
==== Rustem (2018-9) ====&lt;br /&gt;
*[[User:Rustem|Rustem]]'s collection is on [https://app.box.com/s/0xbwnuqpxunh8uvtppnv40mjnecdlkpz Box]. Different versions of [[Orbits]], with tweaks for some other oxps to align with Orbits. Also Norby's MicroGTorus. 11 oxp's. &lt;br /&gt;
*Not in either his collection or the [[Expansions Manager]] is [[Stealth Raiders]] (2019) - nastier foes in safer systems&lt;br /&gt;
&lt;br /&gt;
==== Svengali (2012-18) ====&lt;br /&gt;
[[File:Pallas sv.png|thumb|right|Charlie's Pallas as rejigged by Svengali]]&lt;br /&gt;
*[[User:Svengali|Svengali]]'s Collection on [https://www.box.net/s/h78y01lg9b Box]. 2016-8, but many from 2012. Seemingly a mix of stuff already posted for more general in-game use, with some more esoteric gubbins for .oxp programmers (for using Library, GNN ''etc''). Over 120 files (some .oxps). His picks seem to be older files which he was maintaining.&lt;br /&gt;
::Picks - [[Pallas]] (ship)&lt;br /&gt;
::Picks - RoC [[Remorse Of Conscience v2]] (2013) (ship)&lt;br /&gt;
::Picks - [[WPB OXP|WPB]] (2013) Old Witchpoint Buoy&lt;br /&gt;
::Picks - [[RVandGS]] Renegade Viper and Grass Snake (2011)&lt;br /&gt;
::Tools - CCL Materials Finder (for Cabal Common Library)&lt;br /&gt;
::Developers Edge (Library) - Halsis2.oxp&lt;br /&gt;
::Developers Edge (Library) - Lib Animator Demo.oxp&lt;br /&gt;
::Developers Edge (Library) - Lib Music Orchestral Demo.oxp&lt;br /&gt;
::Developers Edge (Resources) - CCL Overlays (Empty)&lt;br /&gt;
::Developers Edge (Resources) - BGS i 15 files&lt;br /&gt;
::Developers Edge (Resources) - BGS images (4.1Mb)&lt;br /&gt;
::*BB Link: [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=16741 Svengali's OXPs - Maintainers needed (2014-5)]&lt;br /&gt;
*See also his [https://github.com/CmdrSvengali GitHub collection] (2012-18)&lt;br /&gt;
&lt;br /&gt;
==== Griff (2009-18) ====&lt;br /&gt;
A note about Griff's collections: they are spread around. The box account linked below is the largest collection, but there are also Spara's collection of Griff's collections, in '''Ships''' above there is Griff's Organic Thargoids, and in '''Ambience''', Ice Asteroid. &lt;br /&gt;
&lt;br /&gt;
Griff is the official ship designer for Oolite: the vanilla game ships, stations ''etc'' are all his.&lt;br /&gt;
&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=21170 griff SpecGloss ships]: updates for the new graphics possibilities available with Oolite 1.91 (2022)&lt;br /&gt;
*[https://app.box.com/s/rpkms25cc9 Griff's own Collection]: It will probably be better to download his oxp's from the Expansion Manager... but if you are running an older version of Oolite, his collection may be helpful. If you are OXPing yourself, it should prove invaluable.&lt;br /&gt;
::It includes such oddities as a burning alloy movie!&lt;br /&gt;
*[https://app.box.com/s/cigqflqenyoe4a3zr571y3hrrbwne07c Griff's own Collection]: Core Shipset for Oolite v1.80 (2014-15)&lt;br /&gt;
*[https://app.box.com/s/rpkms25cc9 Griff NormalMapped Ships]: Shipset for Oolite v.1.80 (2014-8) includes a chrome-plated Cobra Mk.3, an alternate Cobra &amp;amp; glowing cargo pods&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=275762#p275762 Spara's collection] - Spara's &amp;amp; Griff's comments with link (to 2021 collection of 2012-14 .oxp's).&lt;br /&gt;
&lt;br /&gt;
==== Stormrider (2014-17) ====&lt;br /&gt;
*Stormrider's original [[Darkside Moonshine Distillery]] with other projects: [https://app.box.com/s/3nd49c88697vss81iqen Here!]&lt;br /&gt;
::Stormbrewer (various versions)&lt;br /&gt;
::Antient aliens ([[Amber Moon Chronicles]])&lt;br /&gt;
::Witchfire taproom resources&lt;br /&gt;
::Oogle Transporter&lt;br /&gt;
&lt;br /&gt;
==== Norby (2013-17) ====&lt;br /&gt;
*[[User:Norby|Norby]]'s collection of his own programming tips/fiction/analyses ''etc'': [https://app.box.com/s/eh7et83sy4hbp1439o7o a Treasure Trove!].&lt;br /&gt;
*[[User:Norby|Norby]]'s collection of OXP's - mostly from 2013/14, many predate Oolite v.1.79: over 7 pages of lists: [https://app.box.com/s/t7vnj3kfinbpc7m1twy3/folder/916405308 another Treasure Trove]!&lt;br /&gt;
&lt;br /&gt;
*[[User:Norby|Norby]]'s collection of [[Isis Interstellar]] oxps: see [https://app.box.com/s/jwz5fc63ld6jiuittp65 Box] for the downloads. See also Killer Wolf's collection below.&lt;br /&gt;
[[File:King cobra hud.png|thumb|right|King Cobra HUD (Norby's Collection)]]&lt;br /&gt;
:: '''Isis HUD''': see [[Isis Interstellar]]&lt;br /&gt;
:: '''vamp reduxed improved engine flame''': see [[Isis Interstellar]]&lt;br /&gt;
:: '''spectre''': Isis Interstellar's Vampire Mk V, a secret military vessel fighting Thargoids in witch space. By Killer Wolf, last updated in 2011.&lt;br /&gt;
:: '''phantom''': a trader/fighter from Isis Interstellar with external missiles. By Killer Wolf, last updated in 2011.&lt;br /&gt;
:: '''Cobra IV''': Isis Interstellar's successor to the Cobra MkIII, available in trader and fighter variants. By Killer Wolf, last updated in 2011.&lt;br /&gt;
:: [[SothisTC]] Mr Troomp's trading centres&lt;br /&gt;
:: '''Wasps''' adds formation flying wasps, queen wasps, and wasp nests&lt;br /&gt;
:: [[Isis Interstellar]]&lt;br /&gt;
:: '''Diamondback''': see [[Isis Interstellar]]&lt;br /&gt;
:: '''Werewolf''': see [[Isis Interstellar]]&lt;br /&gt;
:: '''Venom''': see [[Isis Interstellar]]&lt;br /&gt;
:: '''Vamp3a''': see [[Isis Interstellar]]&lt;br /&gt;
:: [[Nuit Space Station OXP]]&lt;br /&gt;
:: [[King Cobra]]&lt;br /&gt;
&lt;br /&gt;
==== Keeper (2013-7) ====&lt;br /&gt;
*[http://www.keeper1st.com/Oolite Keeper's collection] includes his HUD, KeeperSky.oxp, Chrysopelea (a ship) &amp;amp; NVSecurity (see Systems above). There are also some BGS sounds (Keeper is a professional musician).&lt;br /&gt;
&lt;br /&gt;
==== SMax (2016) ====&lt;br /&gt;
*[https://bitbucket.org/%7B88b264f0-dd97-41ed-b2ac-041b2c9a1760%7D/ These] are just the originals of [[User:SMax|SMax]]'s OXPs (which are now on the Expansions Manager).&lt;br /&gt;
&lt;br /&gt;
[[File:Shurninja4.png|thumb|right|320px|Mandoman's Shuriken (Spara's Collection)]]&lt;br /&gt;
==== Spara (2015) ====&lt;br /&gt;
[[User:Spara|Spara]] has written some of the most crucial oxps dealing with trade, as well as a large number of others. But he also collects:&lt;br /&gt;
*[https://app.box.com/s/8r1jmsoi5tm7cqfncy2wbs82bzkf8fx8 Old OXP archive] (2015)- other people's old OXP's&lt;br /&gt;
::[[Moccasin]]&lt;br /&gt;
::Shrike by [[User:CaptSolo|CaptSolo]] - see [https://bb.oolite.space/viewtopic.php?p=196795#p196795 here]&lt;br /&gt;
::[[Fighter HUD (Oolite)|Fighter HUD]]&lt;br /&gt;
::[[Shuriken]] by Mandotech Industries&lt;br /&gt;
::[[Scimitar]] by Smivs &amp;amp; Griff&lt;br /&gt;
::Copperhead Yari - existed in 2012; on the wiki are only [[Copperhead]] &amp;amp; [[Copperhead Mk. II OXP]]&lt;br /&gt;
::[[Copperhead]]&lt;br /&gt;
::Isis HUD - Killer Wolf's [[HUD]] for his Isis ships&lt;br /&gt;
::vamp reduxed improved engine flame - ([[Vampire]])&lt;br /&gt;
::Spectre - ([[Staer9 Spectre]])&lt;br /&gt;
::Phantom - a trader/fighter from Isis Interstellar with external missiles by Killer Wolf&lt;br /&gt;
::[[Accipiter]]&lt;br /&gt;
&lt;br /&gt;
*[https://app.box.com/s/raw152biz9vom7i3c535bhqeiiq0subn Old OXP archive] (2021) - Griff's original textures from before v.1.80/2014 and the OXZ format: 3 files:&lt;br /&gt;
::Griff shipset resources&lt;br /&gt;
::Griff shipset addition&lt;br /&gt;
::Griff shipset replace&lt;br /&gt;
&lt;br /&gt;
==== Amah (2014) ====&lt;br /&gt;
*[[User:Amah|Amah]]'s [https://app.box.com/s/536ylq2u8pkctpj7uj8b Dropbox] (2014).&lt;br /&gt;
Amah's ocpc_custom_paintscheme_creation: the base OXP together with the retextures for the Cobras Mk I &amp;amp; III, the Anaconda and the Adder.&lt;br /&gt;
[[File:SwatCondorAd.jpg|thumb|right|300px|Condor (Charlie's collection)]]&lt;br /&gt;
[[File:FireflyQ.jpg|thumb|right|300px|Firefly (Charlie's collection)]]&lt;br /&gt;
[[File:Lampyris.jpg|thumb|right|300px|Lampyris (Charlie's collection)]]&lt;br /&gt;
[[File:MerlinAd.jpg|thumb|right|300px|Merlin (Charlie's collection)]]&lt;br /&gt;
&lt;br /&gt;
==== Zireael (2014) ====&lt;br /&gt;
*[[User:Zireael|Zireael]]'s [https://app.dropbox.com/sh/q8xqu5ymg79zuud/2iGq_BE_O9 Dropbox] (2014). Most of these have been updated and are on the [[Expansions Manager]]. The exceptions seem to be&lt;br /&gt;
::Elite rank scanner - see how deadly your opponents are!&lt;br /&gt;
::Frontier style map.oxp&lt;br /&gt;
::Jameson Faces.oxp&lt;br /&gt;
::New Style Dates.oxp (currently incorporated into [[Useful MFDs]].oxp).&lt;br /&gt;
&lt;br /&gt;
==== Tch ([[Roolite]]: 2013-14) ====&lt;br /&gt;
*[https://app.box.com/s/dyo1vedrxuyeyum3atci Tch's collection on Box]. Much is Russian translation of the English. Some is Russian instructions for writing oxp's. Some looks fascinating but won't unzip on my computer! Alnivel has an alternative unzippable collection [https://bb.oolite.space/viewtopic.php?p=288266#p288266 here]. Tch's Gravitation.oxp is in &amp;quot;Game Environment&amp;quot;.&lt;br /&gt;
::Tch_Documentation_RUS (Conflicting OXP's, planet textures)&lt;br /&gt;
::Tch_Stations (Aegis, models, main stations...)&lt;br /&gt;
::Tch_Game_Environment (Gravity &amp;amp; Orbits)&lt;br /&gt;
::Tch_Start_OXP (Languages ''etc''.)&lt;br /&gt;
::Tch_Russian_Systems ([[Sector1/Quorte|Quorte]]: Galaxy 1, Corporate, TL6, Average Agricultural)&lt;br /&gt;
::Tch_Landing_Module_002 (oxp, music &amp;amp; images: 2Gb!)&lt;br /&gt;
::Textures (72 Mb)&lt;br /&gt;
::Tch_Economics (3 files)&lt;br /&gt;
::Tch_Equipment (6 files - versions of English oxp's?)&lt;br /&gt;
::Tch_Sounds_Music_Images (4 files - Russian translations?)&lt;br /&gt;
&lt;br /&gt;
==== Eric Walch (2010-14) ====&lt;br /&gt;
*[[User:Eric Walch|Eric Walch]]'s collections on box (2010-4).&lt;br /&gt;
::OXPS for Oolite v1.74+ in [https://www.box.net/s/duvm9k33lz Box]: (2010-4): include TOGY with Steve Jobs, Dredger Showroom, Cargo Wreck Showroom and Final Capital&lt;br /&gt;
:::''the &amp;quot;showroom&amp;quot; oxp's display things on the start-up screen of the old versions of Oolite''&lt;br /&gt;
::Older OXPS in [https://www.box.net/s/duvm9k33lz Box]: (2010-4): include Ringpod, Nukes, Oosounds Combined, Freaky Thargoids and Ixian ships&lt;br /&gt;
&lt;br /&gt;
==== Thargoid (2009-14) ====&lt;br /&gt;
*[[User:Thargoid|Thargoid]]'s Collection in [https://www.box.net/v/thargoid Thargoid's Box]: (2009-14) 3 pages of over 50 OXPs mostly on the [[Expansions Manager]]&lt;br /&gt;
&lt;br /&gt;
==== ADCK (2009-14) ====&lt;br /&gt;
*[[User:ADCK]]'s Collection in [https://app.box.com/s/4z4em3fdyv ADCK's Box]: (2009-14) His [[FFE]] ships, [[Behemoth]]s, reworkings of Sung &amp;amp; Neolite retextures, and several others. &lt;br /&gt;
&lt;br /&gt;
==== JazHaz's BackUps ====&lt;br /&gt;
[[User:JazHaz|JazHaz]] did a lot of the early work on this wiki. He also backed up many oxp's in his own collections:&lt;br /&gt;
*Captain Murphy's OXPs in [https://app.box.com/s/5axsr83uf4g39ugsgo6h Box]&lt;br /&gt;
*[http://app.box.com/shared/cx2st8mjhv Deepspace Ships OXP] also in Box&lt;br /&gt;
&lt;br /&gt;
==== Maik's BackUps ====&lt;br /&gt;
[[User:Maik|Maik]] did much of the later work on this wiki. He backed up all the Oosat2 oxps with some of the Oosat1 added in for good measure. (2010-13)&lt;br /&gt;
*[https://app.box.com/s/r10e0dqufr?page=1 Maik's Box] (some will have been updated)&lt;br /&gt;
&lt;br /&gt;
==== Killer Wolf (2009-13) ====&lt;br /&gt;
[[Killer Wolf]]'s entire collection is in [https://app.box.com/s/m2jw4wo5fdjzu3b30ma4hg9fofypgudo Box] (2022)&lt;br /&gt;
Downloadable as an 87Mb zip file.&lt;br /&gt;
All his ships, HUDs &amp;amp; stations (excluding Hathor &amp;amp; Nephthys, which he posted a week earlier)&lt;br /&gt;
&lt;br /&gt;
==== Simon B (2011-13) ====&lt;br /&gt;
[[File:SimonB's ÜberTharg.png|right|300px|thumb|ÜberTharg]]&lt;br /&gt;
*Simon Bridges' re2dux ships collection in [https://app.box.com/s/kcvfxbsqh6 Box]&lt;br /&gt;
::taniwha&lt;br /&gt;
::oolific.oxp - the ''Oolite Princess'' liner&lt;br /&gt;
::re2dux.oxp - his re2dux shipset&lt;br /&gt;
::sb-navy - carriers &amp;amp; ancillary ships&lt;br /&gt;
::wakapiko-redux&lt;br /&gt;
::sb-faves (cobra variants)&lt;br /&gt;
::re2dux-vipers&lt;br /&gt;
::constrictor&lt;br /&gt;
::sbdestroyer-pre2 - naval destroyer&lt;br /&gt;
::ubertharg-pre1&lt;br /&gt;
::katipo&lt;br /&gt;
[[File:Simon B's Wolf HUD template.png|right|300px|thumb|HUD from the &amp;quot;Wolf&amp;quot; in the Arachnid oxp&amp;lt;br&amp;gt;Click to see detailing]]&lt;br /&gt;
*Simon Bridges' neolites ships collection in [https://app.box.com/v/neolites Box]&lt;br /&gt;
::neotextures - collection of textures, including those for an alien coriolis and alien ships&lt;br /&gt;
::neolite - retextures for the vanilla game ships&lt;br /&gt;
::wakatoro - (Maori - to extend/stretch/thrust) - suite of 8 new ships (one with designer HUD) also escape capsules, drones &amp;amp; missiles&lt;br /&gt;
::wakapiko - (Maori - to bend/to turn; murder/slaughter/massacre) - suite of 9 new ships&lt;br /&gt;
::typhoon - suite of 4 new ships: appaloosa, cougar, coyote &amp;amp; typhoon&lt;br /&gt;
::galcop - viper retextures, and adds in military &amp;amp; renegade vipers&lt;br /&gt;
::blade - variant of the asp&lt;br /&gt;
::arachnid - suite of 3 ships: avondale, katipo &amp;amp; wolf, each with their own HUD&lt;br /&gt;
::neolite-concepts (anaconda cruiser with subentities&lt;br /&gt;
::neolite-companion (different models for Murgh's [[Old Ships OXP]] - over a dozen ships&lt;br /&gt;
::neolite-wolfies (based on [[Wolfwood Interstellar Technologies|Wolfwood's Variants (2006)]] - 7 ships, each with their own HUD&lt;br /&gt;
''Some of [https://bb.oolite.space/memberlist.php?mode=viewprofile&amp;amp;u=2248 Simon B's] ships were repackaged by [[User:CaptSolo|CaptSolo]] for the [[Expansions Manager]]: see [[Simon B's Ships OXP]]''&lt;br /&gt;
&lt;br /&gt;
[[File:Long Range Scanner (Okti).png|thumb|right|320px|Okti's Long Range Scanner]]&lt;br /&gt;
&lt;br /&gt;
==== Okti (2011-12) ====&lt;br /&gt;
*[https://app.boxcn.net/s/bpl582x1hu Okti's Collection] from 2011-2&lt;br /&gt;
::[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=11921 SafeJumps] warns if target system's sun has gone nova&lt;br /&gt;
::[[Galaxy Info]] forerunner of Phkb's [[GalCop Galactic Registry]] &amp;amp; see [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=9943 BB thread here]&lt;br /&gt;
::[[Primable Laser]] - adds a second primable laser for clobbering the McNasties with!&lt;br /&gt;
::[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=10625 Autoskim] for automatic sunskimming&lt;br /&gt;
::PirateEBomb: - [[Cheating|cheat]] - kills every pirate in the system and then calls you a cheat!&lt;br /&gt;
::[[Long Range Scanner]] - [[Cheating|cheat]] - see ''everything'' in the star system&lt;br /&gt;
::CargoScanner: Since updated by Timer and now on the [[Expansions Manager]] as [[Cargo Scanner OXP]]&lt;br /&gt;
::[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=9182 OresratiChallenge]: For getting to [[Sector8/Oresrati]]&lt;br /&gt;
::[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=9615 InterstellarRescue]&lt;br /&gt;
::[[Pylon-based Equipment Remover]] Since rewritten by Phkb and now on the [[Expansions Manager]] as [[Remove Individual Pylon]].&lt;br /&gt;
::[[Target Tracker]] - [[Cheating|cheat]] - an infallible tracker for laser targets!&lt;br /&gt;
::[[Miner Pod OXP]]&lt;br /&gt;
::[https://bb.oolite.space/viewtopic.php?p=134292#p134292 SunSkimmerPod]&lt;br /&gt;
::OneWayTicket2Oresrati [https://bb.oolite.space/viewtopic.php?p=139500#p139500 mentioned here].  For getting to [[Sector8/Oresrati]]&lt;br /&gt;
::LinkG7 Links to the lost part of G7 (some two dozen systems in the bottom left corner of the map). For navigating [[The Great Rift]]&lt;br /&gt;
:::Note this issue and the solution: [https://bb.oolite.space/viewtopic.php?p=267490#p267490 (Problem, 2019)]&lt;br /&gt;
*Not in the Collection:&lt;br /&gt;
::[[Colonization]] - massive dockable which you can fly through (also listed in Dockables, above)&lt;br /&gt;
&lt;br /&gt;
==== Ramirez (2007-12) ====&lt;br /&gt;
[[User:Ramirez|Ramirez]]'s original website has sundered (http://www.arcadia-digital.net/steve/Oolite/) but [https://web.archive.org/web/*/http://www.arcadia-digital.net/steve/Oolite/* Wayback machine] has preserved some pages.&lt;br /&gt;
&lt;br /&gt;
==== Commander Cheyd (Deep Horizon) (2011) ====&lt;br /&gt;
[[File:DH Systems Cratered Moon.png|thumb|right|320px|Cratered Moon (Commander Cheyd's's Collection)]]&lt;br /&gt;
* [http://deephorizonindustries.com/ Deep Horizon Industries] - Commander Cheyd (2011)&lt;br /&gt;
::'''Deep Horizon - Systems''' v2.0.8 (Beta) Add additional planets and moons to your Ooniverse. Replaces the procedurally drawn planet textures with amazingly detailed custom textures. Also changes the appearance of the central star within each system.&lt;br /&gt;
:::'''Low Resolution Texture Pack''' - 3/2/2011 (11.6 MB)&lt;br /&gt;
:::'''Standard Resolution Texture Pack''' - 3/2/2011 (22 MB)&lt;br /&gt;
::'''Lights Down''': Lower the ambient light within the game for a more spacious feel. Also increases the ambient star count, and the intensity of nebulae within the game.&lt;br /&gt;
::'''Pirate Ambushes''': Introduces a new tactic for pirates in lower-government systems- Hijacking the Witchspace buoy and moving it to a more 'advantageous' position.&lt;br /&gt;
::'''Gas Giant Skimming''': (Requirement: Ore Processor OXP by [[User:Eric Walch|Eric Walch]]) Allows players to skim fuel, and possibly other commodities, from gas giant-type planets.&lt;br /&gt;
:''DH's 3 other OXPs are already on the Expansions Manager''&lt;br /&gt;
&lt;br /&gt;
==== Charlie (2006-8) ====&lt;br /&gt;
[[File:Orbs.png|thumb|right|320px|Charlie's Collection]]&lt;br /&gt;
*Charlie's Collection in [https://app.box.net/s/b2tic3tjsk Box]: (2006-8): link thanks to cbr&lt;br /&gt;
::Adds - 20 advertisements for [[Benulobiweed Inc.]] ships&lt;br /&gt;
::For Ahruman - cobra and orb demos&lt;br /&gt;
::[[Orb]]&lt;br /&gt;
::Ships - [[Condor]], [[Kestrel &amp;amp; Falcon OXP|Falcon]], [[Kestrel]], [[Merlin]], Navy Starships (Navy Interceptor &amp;amp; Constitution), [[Pallas]] &amp;amp; [[Swift]] (with older versions)&lt;br /&gt;
::Ordinance - empty&lt;br /&gt;
::[[Black Hole]] - empty (unfinished project)&lt;br /&gt;
::Beta - Asteroids &amp;amp; planets+moons (new skins - 2006): See [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=4205 plannets.oxp - is it still working?] (2008)&lt;br /&gt;
::Benulobiweed text - more on the background of this great company.&lt;br /&gt;
::model-utilities.zip - Meshwork graphics (not a recommended package for post-v.1.65 Oolite).&lt;br /&gt;
&lt;br /&gt;
==== Shader experiments ====&lt;br /&gt;
[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=3460 17 .oxp's] from the early days of introducing shaders (2007) - experiments with shaders by Griff, Ahruman ''etc''. Many links broken. More similaraly experimental oxp's are sprinkled across the later pages of the thread.&lt;br /&gt;
&lt;br /&gt;
==== Sabre (2007) ====&lt;br /&gt;
[[File:Biosphere (Sabre, 2007).png|thumb|320px|right|Biosphere OXP (Sabre's Collection)]]&lt;br /&gt;
*[http://www.leebennett.force9.co.uk/oolite/ Sabre's collection] (2007): see [[Alphabetical Ship List (Oolite)]]&lt;br /&gt;
For some details on Sabre himself see [https://bb.oolite.space/viewtopic.php?p=23569#p23569 here].&lt;br /&gt;
::Dredgers.oxp.zip	2007-07-05 10:29 	1.9M	 The original [[Deep Space Dredger]] - includes the sabre ship.&lt;br /&gt;
::Tardis_screenshot.jpg	2007-07-06 22:32 	118K	 Dr Who!&lt;br /&gt;
::bioSphere.oxp.zip	2007-07-05 10:29 	321K	 [[BioSphere station]]&lt;br /&gt;
::liberator.oxp.zip	2007-07-23 23:35 	857K	 Blake 7! [[Liberator]] 4 front mounted military lasers and 3 rear mounted turrets! &lt;br /&gt;
::liberator_screenshot.jpg	 2007-07-23 23:35 	78K	Blake 7! &lt;br /&gt;
::shreddies.oxp.zip	2007-07-05 10:27 	433K	 [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=5700 Breakfast Cereals] (2009)&lt;br /&gt;
::tardis.oxp.zip	2007-07-05 10:17 	114K	 Dr Who! [[Tardis]] (2007)&lt;br /&gt;
::tardis_model.zip	2007-07-06 21:06 	127K	 Dr Who!&lt;br /&gt;
::tribant.oxp.zip	2007-07-05 10:27 	1.7M	 (Trader - has &amp;quot;a good death action&amp;quot;)&lt;br /&gt;
::velocity.oxp.zip	2007-04-28 00:59 	248K     [[Velocity OXP]] - 3 different ships: trader, yacht &amp;amp; escape vessel&lt;br /&gt;
&lt;br /&gt;
==== Oosat 1 (2006) ====&lt;br /&gt;
*[http://capnhack.com/hosting/oolite/Oolite/OoSat.html Oosat 1]&lt;br /&gt;
::Oosat 2 died twice losing all content!&lt;br /&gt;
&lt;br /&gt;
== Stuff for Programmers ==&lt;br /&gt;
=== Proofs of concept ===&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=290407#p290407 3 Register Key.oxp demos] (Phkb 2023) for using the v.1.91 recognition of more than just the &amp;quot;enter&amp;quot; key on missions screens&lt;br /&gt;
*[[Multiple Docks|Multi-Dock Test Carrier demo]] (Cim 2012) for having multiple docks in a dockable. In this OXP: two multi-purpose, one just launching, one just docking&lt;br /&gt;
&lt;br /&gt;
=== Utilities ===&lt;br /&gt;
*'''CompressedJSON.zip''' (Phkb's collection above, 2016) is a utility designed for '''OXP developers'''. Many OXP's use JSON to package up data into the save game file, and then extract it again when loading the game. JSON is a rather bulky format, though, and it doesn't take long for your data to start making your save game file quite large. Compressed JSON simply reduces the amount of space the JSON data takes up, thereby reducing your save game file. See the readme file inside the ZIP for details on how to use it.&lt;br /&gt;
*See Norby's, Svengali's &amp;amp; Phkb's collections above for a large assortment of tools&lt;br /&gt;
*[https://www.dropbox.com/s/cudwuq8d56epcm2/Resources-Scripts.zip?dl=0 cag's javascripts collection] on Box (c. 2018) for reducing garbage collection.&lt;br /&gt;
*[https://www.dropbox.com/s/msqb9tdg7fo8bvb/oolite.oxp.cag.fps_monitor.oxz?dl=0 frames/second monitor] by cag on DropBox.&lt;br /&gt;
*[https://app.box.net/s/7b6ph3qoq0 Planet rotation tester.oxp] by Eric Walch (2010): [https://bb.oolite.space/viewtopic.php?p=115165#p115165 BB thread].&lt;br /&gt;
*[[Media:MOP-Test1.0.zip|Mission Offering Protocol &amp;amp; Manual]] by Eric Walch (2007): [https://bb.oolite.space/viewtopic.php?p=38196#p38196 BB thread].&lt;br /&gt;
*[https://app.box.com/shared/rpkms25cc9 Griff's resources] for those designing ships (2010-8).&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=48865#p48865 Griff's Planet shader example] (2008) - based on planet Earth,&lt;br /&gt;
*Legacy script comes in two versions: XML &amp;amp; OpenStep. Commander Jettison wrote 2 small programmes for translating the more opaque XML into OpenStep which you can find [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=10039 here] (2011-17). The older version is on the first page, the newer on the third page of the thread.&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=58579#p58579 ScriptTimer.oxp 1.1] by [[User:Eric Walch|Eric Walch]] (2008) for timing the running of legacy scripts&lt;br /&gt;
*[https://app.box.com/s/5xbksy48qr9cp31z2wpef6wjla05s3ih/folder/26357445023 Test Ship Model (2023)] by [[User:Phkb|Phkb]] for viewing new ships.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Oolite-debug-menu.png|thumb|320px|right|Debug OXP (menu for AppleMac)]]&lt;br /&gt;
* [[Debug OXP]] for Mac &amp;amp; other systems (Phkb, 2018) (The linked GitHub download is dated 2011, &amp;quot;for Windows XP and above&amp;quot;).&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=20512 Debug Console] for Python and Windows (cag, 2020)&lt;br /&gt;
&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?f=7&amp;amp;t=18656 NASA 3D Models (and other software)] - space stations, satellites, equipment, space suits, robots, galaxies ''etc''.&lt;br /&gt;
&lt;br /&gt;
== Utilities &amp;amp; Oddities ==&lt;br /&gt;
*OXP Additional Cargo Space Workaround 0.1.0.oxz  - by ocz (2015). See [https://bb.oolite.space/viewtopic.php?f=3&amp;amp;t=17932 BB Thread]&lt;br /&gt;
*[[Custom Populator OXP]] - by Phkb (2026) - customises the population of [[Sector1/Lave|Lave]] for testing purposes&lt;br /&gt;
*[https://github.com/JensAyton/Griffification.oxp Griffification.oxp] - by [[User:Ahruman|Ahruman]] (2012) for importing Griff's ships into the then Vanilla game&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=14536 HUD requests .oxp] - by Norby (2013) - part of his campaign to improve Oolite HUDs.&lt;br /&gt;
*MeasureRamp: Measures ramp up/dampening of flight controls by &amp;quot;cag&amp;quot; (2018): a [https://bb.oolite.space/viewtopic.php?p=259811#p259811 one-off tool used when adding inertia to Norby's ReverseControl.oxp]: It writes data to Latest.log file.&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=5613 Pilot models for ships] (2009-10) ClymAngus's link still works (in 2021).&lt;br /&gt;
*[[:File:Testequipment-0.1.0.oxz|Test Equipment.oxp]] by ocz (2015)&lt;br /&gt;
&lt;br /&gt;
=== Not oxp's (mostly game code variations) ===&lt;br /&gt;
*[[Planettool]] (2010) [[User:Ahruman|Ahruman]]'s Planet texture creator for Windows &amp;amp; AppleMac&lt;br /&gt;
*[https://github.com/JensAyton/OoliteGalaxyExtruder Galaxy Extruder] (2011 - GitHub) [[User:Ahruman|Ahruman]]'s &amp;quot;3D-er&amp;quot; for use with Oolite v.2.0  - and see here: [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=9642 3D galaxy prototype] (2011)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=18682 (FUN) Random ships of the Ooniverse in menu screen] (2017)&lt;br /&gt;
*[[File:Foo.oxz]]: the great [[Dylan Smith|Winston]] finally wrote an OXZ! And in 2018! Presumably ''[[Handwavium]]'' Foo! But if you open it up ...&lt;br /&gt;
*[[Oolite Voice Control]]: Windows only (glovePIE interface)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=275960#p275960 Adding cinematic views to your external views] Cody (2022) (originally provided by another_commander)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== GalCop Health Warnings ==&lt;br /&gt;
&lt;br /&gt;
* The major rejigs of Oolite under [[User:Cim|Cim]] in 2014 (v.1.80) &amp;amp; 2015 (v.1.82) broke many unmaintained older .oxp's.&lt;br /&gt;
&lt;br /&gt;
* Many early threads were lost due to the [[Great Deletion]] before Aug 2008.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=20721 Recovering &amp;quot;Lost&amp;quot; OXPs] (2020-1): [[User:Dybal|Dybal]] &amp;amp; Montana's search though the archives and their salvation of older wrecked .oxp's&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?p=112136#p112136 Caracal's List of 10 wanted .oxps] (2010) Humour!&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=6179 OXP's missing from Wiki OXP list] (2009).&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=4216 Orphaned oxps!] (2008)&lt;br /&gt;
&lt;br /&gt;
=== Older OXPs: Oosat ===&lt;br /&gt;
* [https://archive.is/PkKy archive.is] Gets you into an archived Oosat from where there is a link into the first page of archived Oosat2 (11th April 2006)&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=2701 Rebuilding Oosat2] (2006): List of what was on it.&lt;br /&gt;
* [http://capnhack.com/hosting/oolite/Oolite/OoSat.html CapnHack's] Oosat site (last updated Oct 15th, 2006 - just as Aegidian was stepping down). It works!&lt;br /&gt;
* [http://capnhack.com/hosting/oolite/dropbox/ CapnHack's] Oolite Dropbox: 8 versions of [[Behemoth]], 5 of [[Military Fiasco]] ''etc''.&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?p=29595#p29595 History of the two Oosat sites] (2007)&lt;br /&gt;
&lt;br /&gt;
=== Older OXPs: on this wiki ===&lt;br /&gt;
* [[Special:UnusedFiles]] includes many older versions of modern OXPs&lt;br /&gt;
&lt;br /&gt;
=== Legacy Scripting ===&lt;br /&gt;
* [[Legacy Scripting]] - the older OXPs (say 2006 vintage) are written in one of these two languages&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite]][[Category:Factual]][[Category:OXP Lists]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Custom_Populator_OXP&amp;diff=88513</id>
		<title>Custom Populator OXP</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Custom_Populator_OXP&amp;diff=88513"/>
		<updated>2026-04-29T10:39:40Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Oops!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A utility: Creates a customised population for [[Lave]], used for testing&lt;br /&gt;
== Overview ==&lt;br /&gt;
*You will need to use the [[Debug OXP|Debug Console]] - available with the TR &amp;amp; Nightly versions of the Oolite game.&lt;br /&gt;
&lt;br /&gt;
*This OXP is currently set to spawn ''these'' ships between the witchpoint beacon and the planet.&lt;br /&gt;
    pirates: 50,&lt;br /&gt;
    police: 50,&lt;br /&gt;
    traders: 100,&lt;br /&gt;
    thargoids: 20,&lt;br /&gt;
    asteroids: 50,&lt;br /&gt;
&lt;br /&gt;
To alter these settings, use the debug console.&lt;br /&gt;
&lt;br /&gt;
To count how many are ''actually'' spawned (which will vary slightly from the settings) try these commands in the Debug console:&lt;br /&gt;
 system.countShipsWithRole(&amp;quot;trader&amp;quot;)&lt;br /&gt;
 system.countShipsWithRole(&amp;quot;police&amp;quot;)&lt;br /&gt;
 system.countShipsWithRole(&amp;quot;pirate&amp;quot;)&lt;br /&gt;
 system.countShipsWithRole(&amp;quot;thargoid&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
For more details see Phkb's explanations in Hiran's [https://bb.oolite.space/viewtopic.php?t=22091 BB thread] (use in measuring [[Frame rate]], how to remove limits on spawning asteroids, et cetera)&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
*[https://app.box.com/s/5xbksy48qr9cp31z2wpef6wjla05s3ih Phkb's Oolite Box] - look in his &amp;quot;miscellaneous&amp;quot; folder.&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*Author: [[User:Phkb|Phkb]]&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=22091 CustomPopulator.oxp] Hiran's query thread (2026)&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite utilities]]&lt;br /&gt;
{{misc-OXP}}&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Custom_Populator_OXP&amp;diff=88512</id>
		<title>Custom Populator OXP</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Custom_Populator_OXP&amp;diff=88512"/>
		<updated>2026-04-29T10:36:14Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Page created&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A utility: Creates a customised population for [[Lave]], used for testing&lt;br /&gt;
== Overview ==&lt;br /&gt;
*You will need to use the [[Debug OXP|Debug Console]] - available with the TR &amp;amp; Nightly versions of the Oolite game.&lt;br /&gt;
&lt;br /&gt;
*This OXP is currently set to spawn ''these'' ships between the witchpoint beacon and the planet.&lt;br /&gt;
    pirates: 50,&lt;br /&gt;
    police: 50,&lt;br /&gt;
    traders: 100,&lt;br /&gt;
    thargoids: 20,&lt;br /&gt;
    asteroids: 50,&lt;br /&gt;
&lt;br /&gt;
To alter these settings, use the debug console.&lt;br /&gt;
&lt;br /&gt;
To count how many are ''actually'' spawned (which will vary slightly from the settings) try these commands in the Debug console:&lt;br /&gt;
 system.countShipsWithRole(&amp;quot;trader&amp;quot;)&lt;br /&gt;
 system.countShipsWithRole(&amp;quot;police&amp;quot;)&lt;br /&gt;
 system.countShipsWithRole(&amp;quot;pirate&amp;quot;)&lt;br /&gt;
 system.countShipsWithRole(&amp;quot;thargoid&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
For more details see Phkb's explanations in Hiran's [https://bb.oolite.space/viewtopic.php?t=22091 BB thread]&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
*[https://app.box.com/s/5xbksy48qr9cp31z2wpef6wjla05s3ih Phkb's Oolite Box] - look in his &amp;quot;miscellaneous&amp;quot; folder.&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*Author: [[User:Phkb]]&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=22091 CustomPopulator.oxp] Hiran's query thread (2026)&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite utilities]]&lt;br /&gt;
{{misc-OXP}}&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Oolite_System_Populator&amp;diff=88511</id>
		<title>Oolite System Populator</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Oolite_System_Populator&amp;diff=88511"/>
		<updated>2026-04-29T10:20:44Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: /* Links */ Added Custom Populator&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page dates from 2013 and covers the more recent populatory protocols. For previous populatory protocols (2004-13) see [[System Populator]].&lt;br /&gt;
&lt;br /&gt;
The Oolite System Populator has three parts:&lt;br /&gt;
# Via [[planetinfo.plist]] populator and repopulator functions are defined. Different functions may be defined for different systems.&lt;br /&gt;
# The populator function is called whenever a new system (or region of interstellar space) needs populating: immediately after the [[Oolite JavaScript Reference: World script event handlers#startUp|startUp]] world event, and immediately before the [[Oolite JavaScript Reference: World script event handlers#shipWillExitWitchspace|shipWillExitWitchspace]] world event. It acts like a world event itself, but does not have a fixed name. This function should use [[Oolite JavaScript Reference: System#setPopulator|system.setPopulator()]] to set up system population.&lt;br /&gt;
# The repopulator function is called every twenty seconds of [[Time scales in Oolite#Game real time|game real time]]. This function should use functions like [[Oolite JavaScript Reference: System#addGroup|system.addGroup()]] and [[Oolite JavaScript Reference: Station#launchShipWithRole|station.launchShipWithRole()]] to add new ships to the system as required to replace those which have been destroyed, or for other new arrivals.&lt;br /&gt;
&lt;br /&gt;
== Defining populator functions ==&lt;br /&gt;
&lt;br /&gt;
There are three default populator and repopulator functions.&lt;br /&gt;
* '''For normal systems''': &amp;lt;code&amp;gt;systemWillPopulate&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;systemWillRepopulate&amp;lt;/code&amp;gt;&lt;br /&gt;
* '''For interstellar space''': &amp;lt;code&amp;gt;interstellarSpaceWillPopulate&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;interstellarSpaceWillRepopulate&amp;lt;/code&amp;gt;&lt;br /&gt;
* '''For nova systems''': &amp;lt;code&amp;gt;novaSystemWillPopulate&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;novaSystemWillRepopulate&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
OXPs which intend to add additional content to &amp;quot;normal&amp;quot; systems should define these functions in a worldscript, and use them to add to or amend the default population.&lt;br /&gt;
&lt;br /&gt;
OXPs which wish to &amp;quot;take over&amp;quot; a system or systems should use [[planetinfo.plist]] to set a different populator function which is unique to their worldscript(s). This then prevents normal system population, including modifications from other more generic OXPs (provided those OXPs have been written to use this new population method, of course)&lt;br /&gt;
&lt;br /&gt;
== The system setPopulator function ==&lt;br /&gt;
&lt;br /&gt;
The system populator is a dictionary of populator definitions set by using the [[Oolite_JavaScript_Reference:_System#setPopulator|system.setPopulator()]] function. Existing definitions may be overwritten by specifying a new definition for that key, and the definitions set up so far may be read in [[Oolite_JavaScript_Reference:_System#populatorSettings|system.populatorSettings]]&lt;br /&gt;
&lt;br /&gt;
Each definition has the following required parameters:&lt;br /&gt;
* '''callback''' : a function which takes a single parameter, a Vector. This function when called should then add entities to the system at or near the Vector passed to it using the standard &amp;lt;code&amp;gt;system.addShips&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;system.addGroup&amp;lt;/code&amp;gt; functions.&lt;br /&gt;
&lt;br /&gt;
...and the following optional parameters:&lt;br /&gt;
* '''priority''' : a number. The default is 100. Populator definitions will be run in priority order, with ties broken randomly. Values below 100 should be considered reserved for Oolite if you are using the default populator functions, and only used with an understanding of the implications.&lt;br /&gt;
* '''location''' : a string which must either be &amp;quot;COORDINATES&amp;quot; (the default) or a region name. Region names are listed below.&lt;br /&gt;
* '''locationSeed''' : a number. The default is zero. If this is zero, the location is picked entirely randomly within the named region. Otherwise, it is picked using a seeded random number generator, guaranteed to give the same answer every time it is used in this system (but not the same answer as in other systems). If the &amp;lt;code&amp;gt;groupCount&amp;lt;/code&amp;gt; is greater than zero and a &amp;lt;code&amp;gt;locationSeed&amp;lt;/code&amp;gt; is set, an appropriate number of deterministic locations within the region will be picked, always in the same order.&lt;br /&gt;
* '''coordinates''' : this must be a valid Vector expression if &amp;lt;code&amp;gt;location&amp;lt;/code&amp;gt; is &amp;quot;COORDINATES&amp;quot;. It is ignored otherwise.&lt;br /&gt;
* '''groupCount''' : a number, default 1. This is the number of times the callback function will be called. It is only really useful with &amp;lt;code&amp;gt;location&amp;lt;/code&amp;gt;s other than &amp;quot;COORDINATES&amp;quot;.&lt;br /&gt;
* '''deterministic''' : a boolean, default false. If this is true (only possible when using &amp;quot;COORDINATES&amp;quot; or a non-zero &amp;lt;code&amp;gt;locationSeed&amp;lt;/code&amp;gt;, and not in nova systems or interstellar space) this is a promise to Oolite that this populator function will always be called with these parameters if the player revisits this system, provided the OXP has the power to do so, and will always have the same effect when it is called. (i.e. it has not been uninstalled, had the system populator function changed under it, has its populator entries removed by another OXP, etc.). Currently secondary stations added by deterministic populators may allow the player to save and load the game. If the player saves the game at such a station, which is then not there when they reload the game, they will be returned to the main station as a safety measure.&lt;br /&gt;
&lt;br /&gt;
===Named regions===&lt;br /&gt;
The following named regions exist in Oolite 1.79 or later.&lt;br /&gt;
* '''WITCHPOINT''' : A position within scanner range of the witchpoint. In interstellar space and nova systems, all named regions are equivalent to this. Unrecognised region names will also be treated as &amp;quot;WITCHPOINT&amp;quot;&lt;br /&gt;
* '''LANE_PS''', '''LANE_WP''', '''LANE_WS''' : A position on the space lane between the planet, sun and witchpoint, within two scanner ranges of the centre of the lane, and not within three radii of the planet or sun, or scanner range of the witchpoint.&lt;br /&gt;
* '''LANE_WPS''' : Picks one of the lane parameters, weighted to the lengths of the three lanes.&lt;br /&gt;
* '''STATION_AEGIS''' : A position within two scanner ranges of the main station, but not too close to the planet.&lt;br /&gt;
* '''PLANET_ORBIT''', '''PLANET_ORBIT_HIGH''', '''PLANET_ORBIT_LOW''' : A position less than 1 radii from the main planet's surface (low orbit), between 1 and 3 radii (orbit), or between 3 and 7 radii (high orbit)&lt;br /&gt;
* '''STAR_ORBIT''', '''STAR_ORBIT_HIGH''', '''STAR_ORBIT_LOW''' : As the planet orbits, but relative to the system's star's position and radius.&lt;br /&gt;
* '''TRIANGLE''' : A position in the the triangle described by the sun, main planet, and witchpoint, at least three radii from the sun and planet and three scanner ranges from the witchpoint.&lt;br /&gt;
* '''INNER_SYSTEM''', '''INNER_SYSTEM_OFFPLANE''' : A position at least as close to the sun as the planet is, but no closer than three radii. If &amp;quot;OFFPLANE&amp;quot; is not specified, the position will be close to the plane described by the sun, main planet and witchpoint.&lt;br /&gt;
* '''OUTER_SYSTEM''', '''OUTER_SYSTEM_OFFPLANE''' : A position at least as far from the sun as the planet is, but no further than 10,000km from it. Note that coordinates in this area may take the player 15 minutes or more to reach at full torus speeds, and ships travelling at conventional speeds may take several hours or even days to reach these locations from the inner system.&lt;br /&gt;
&lt;br /&gt;
== The system repopulator function ==&lt;br /&gt;
&lt;br /&gt;
The system repopulator function will be called approximately every twenty seconds, and can be used to replace ships that have been destroyed. Generally such replacements should enter the system in a believable way - exiting witchspace near the witchpoint, by being launched from an appropriate station or the planet, or by some similar method. It is important for smooth gameplay that this function runs very quickly. If calculations are needed, run as many as possible in the populator function to save the result.&lt;br /&gt;
&lt;br /&gt;
== Comment ==&lt;br /&gt;
''I hope that this is the right place for this note!''&lt;br /&gt;
&lt;br /&gt;
 One of the reasons for the changes to the populator back in Oolite v.1.80 was to make it easier for stations to be placed individually at consistent per-system positions without them being also always being placed at the same consistent per-system positions as each other or even the same position in every system they're in. I'm not sure any of those OXPs have been updated enough since then to take advantage of that, however. [https://bb.oolite.space/viewtopic.php?p=254182#p254182 Cim 2017]&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[[System Populator]] - more on this&lt;br /&gt;
*[[Configurable Populator]] - OXP for adjusting some populations in-game&lt;br /&gt;
*[[Custom Populator OXP]] - utility for adjusting populations &lt;br /&gt;
&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=3&amp;amp;t=8117 System.addShips] (2010 BB discussion)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=8104 Placing objects in Oolite space - understanding the co-ords] (2010 BB discussion)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=8188 ship populator code] (2010 BB analysis)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=304792#p304792 start] of lengthy discussion on how to override populators from ''other'' OXPs within specific systems (2026 BB discussion)&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Developer%27s_Corner&amp;diff=88479</id>
		<title>Developer's Corner</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Developer%27s_Corner&amp;diff=88479"/>
		<updated>2026-04-22T11:38:43Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Minor tweaks for clarity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here you will find information that helps understanding the Oolite source code, build and test the project.&lt;br /&gt;
&lt;br /&gt;
* [[Contributing to the project]]&lt;br /&gt;
* [[Release Process]]&lt;br /&gt;
* [[Branding]]&lt;br /&gt;
* [https://ooliteproject.github.io/oolite/ Oolite API documentation]&lt;br /&gt;
* [https://ooliteproject.github.io/oolite/ Doxygen Documentation]&lt;br /&gt;
* [https://ooliteproject.github.io/oolite/coverage/index.html Code Coverage Report]&lt;br /&gt;
* [[Cross Platform IDEs]]&lt;br /&gt;
* [[Compiling with Clang instead of gcc]] (Windows/Linux)&lt;br /&gt;
&lt;br /&gt;
== OS Specific parts ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Operating System dependent stuff&lt;br /&gt;
|-&lt;br /&gt;
! Procedure !! Apple Mac !! Linux !! Windows&lt;br /&gt;
|-&lt;br /&gt;
| Setting up a development environment || [[Development on Apple Mac]], [[Cross Platform IDEs]] || [[Development on Linux]], [[Cross Platform IDEs]] || [[Development on Windows]], [[Cross Platform IDEs]]&lt;br /&gt;
|-&lt;br /&gt;
| Compiling || [[Compiling on Apple Mac]] || [[Compiling on Linux]] || [[Developing Oolite#On_Windows_2 | Compiling on Windows]]&lt;br /&gt;
|-&lt;br /&gt;
| Testing || [[Testing on Apple Mac]], [[Common Testing]] || [[Testing on Linux]], [[Common Testing]] || [[Testing on Windows]], [[Common Testing]]&lt;br /&gt;
|-&lt;br /&gt;
| Packaging into Installer || [[Installer on Apple Mac]] || [[Installer on Linux]] || [[Installer on Windows]]&lt;br /&gt;
|-&lt;br /&gt;
| Running                  || [[Running Oolite-Mac]] || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Releasing the code==&lt;br /&gt;
&lt;br /&gt;
Once you developed a while you might no longer be happy that all you have created is called 'nightly' or 'prerelease' or 'unstable'.&lt;br /&gt;
&lt;br /&gt;
If you are convinced the current status should be published as 'stable' or 'release', follow the [[Oolite Release Process]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite Development]]&lt;br /&gt;
&lt;br /&gt;
== Hints ==&lt;br /&gt;
&lt;br /&gt;
The code is organized across several git repositories. The main one refers to the others as submodules - but always to a concise commit.&lt;br /&gt;
&lt;br /&gt;
If you need to update submodules you also need to tell people to update the reference in the main repository. Here you can see that handling submodules can lead to strange effects: https://bb.oolite.space/viewtopic.php?f=3&amp;amp;t=21470&lt;br /&gt;
&lt;br /&gt;
To learn mode about submodules read the fine manual at https://git-scm.com/book/en/v2/Git-Tools-Submodules&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Common_Testing&amp;diff=88478</id>
		<title>Common Testing</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Common_Testing&amp;diff=88478"/>
		<updated>2026-04-22T11:02:25Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Added Links and pretty picture&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:FPS report.png|right|400px]]&lt;br /&gt;
Here are some tests that can be performed regardless of the operating system.&lt;br /&gt;
&lt;br /&gt;
== Performance Test ==&lt;br /&gt;
&lt;br /&gt;
The main functionality in Oolite is to process the &amp;quot;game loop&amp;quot;. This reads user input, processes the world including running all your OXP/OXZs, and then renders out the world view. For meaningful tests you need to have a repeatable base. A good metric for performance is the number of [[Frame rate|frames per second]] (FPS) that Oolite can process.&lt;br /&gt;
&lt;br /&gt;
If you want to check performance, you must check with FPS uncapped, otherwise you are always getting v-sync FPS, which is usually a low number like 60 for a 60Hz monitor, 144 for a 144Hz one ''etc''. &lt;br /&gt;
&lt;br /&gt;
Add the '''&amp;quot;animation_timer_interval&amp;quot; = x;''' in your OoliteDefaults.plist, where x is 1.0/Maximum FPS You Want To Achieve. I usually set it to 0.001 which tells Oolite to &amp;quot;go for 1000 FPS if you can&amp;quot;. Then you can compare actual performance between builds.&lt;br /&gt;
&lt;br /&gt;
Also, disable v-sync to have uncapped FPS. You do this by setting the OoliteDefaults.plist key '''&amp;quot;v-sync&amp;quot; = NO;'''.&lt;br /&gt;
&lt;br /&gt;
When comparing the performance of builds, always check with more or less the same number of entities in the system. If in one case you get 250 entities and in the other you get 70, then results may be biased (it takes much more processing power to manage the 250). Try to compare instances where the two system entity numbers are as close as possible. Shift+F shows you this info in the Oolite &amp;quot;Test Release&amp;quot; builds. Phkb wrote an expansion for that: [https://app.box.com/s/xrkkr5ylizshjng2dpc8uu9q6b39zt49 CustomPopulator.oxp.zip]. And as other OXP/OXZs may inhibit the build performance, make sure this is the only one you are running on top of a [[Vanilla game]].&lt;br /&gt;
&lt;br /&gt;
After starting Oolite, press Shift-F to show the frame rate on the screen, then fly around.&lt;br /&gt;
&lt;br /&gt;
=== Note ===&lt;br /&gt;
Note that the settings discussed here are ''not'' those from the [[Hidden Settings in Oolite]] wiki page.&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[[Frame rate]]&lt;br /&gt;
*[[Developer's Corner]]&lt;br /&gt;
*[[User:Hiran|Hiran]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=User_talk:Hiran&amp;diff=88477</id>
		<title>User talk:Hiran</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=User_talk:Hiran&amp;diff=88477"/>
		<updated>2026-04-22T11:01:32Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Added profound comments on the new Common Testing wiki page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Oosat 1.png|right]]&lt;br /&gt;
== BB &amp;quot;Permanent Banning&amp;quot; ==&lt;br /&gt;
See [[User talk:Wildeblood]] for information&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Index of Artefacts ==&lt;br /&gt;
Hiran,&lt;br /&gt;
&lt;br /&gt;
I worked out how to make the OXPNote on your [[Index of artefacts]] page show up. I also added an Overview to explain things to the uninitiated.&lt;br /&gt;
&lt;br /&gt;
The template which you added at the top of your page was devised by Christian [[User:Treczoks|Treczoks]] for his monumental index of the galactic systems (He did the first two galaxies, Phkb finished the job some years later). If you are using it too, maybe we should consider modifying it. Any ideas?&lt;br /&gt;
&lt;br /&gt;
:''Cholmondeley 10:25, 15 May 2023 (BST)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I believe with the index being browsable on Github directly now the need for the same page in the wiki has vanished.&lt;br /&gt;
https://ooliteproject.github.io/oolite-expansion-catalog/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hiran, there is no longer a need as such. But, one of the interesting things about Oolite is how it has developed since 2004. And what people see fit to work on at different times. So the history tab of the current wiki page gives a snapshot for May 2023. Just as the Oosat site gives a snapshot for Oct 2006.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Your addition to [[OXP howto‎]] ==&lt;br /&gt;
Might it make sense if I eliminated the &amp;quot;cookbook&amp;quot; heading, adding your note instead into a new HUDs subsection under '''Helpful OXPs for your OXP'''?&lt;br /&gt;
&lt;br /&gt;
It would need to mention that:&lt;br /&gt;
1) It is not an OXP &amp;amp; 2) It is a Joystick Precision Indicator (''not a generic dial''). I'll also mention the HUDSelector OXP and its ability to change the scanner settings.&lt;br /&gt;
&lt;br /&gt;
I do like your &amp;quot;Cookbook&amp;quot; heading but am unsure how it applies here, with the '''Helpful OXPs for your OXP''' section. Or should I just rename that to &amp;quot;Cookbook&amp;quot;?&lt;br /&gt;
&lt;br /&gt;
:''Cholmondeley 12:35, 13 August 2023 (BST)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I believe as we collect more and more 'recipies' we will need to arrange them into a page of their own - maybe even several pages.&lt;br /&gt;
For only a handful I do not see the need to move them away, but you likely have a clearer picture what that page's content should be.&lt;br /&gt;
&lt;br /&gt;
== Message from User 2357 ==&lt;br /&gt;
He's left you a message on the [[Talk:Branding]] wiki page! It now has my lengthy tutorial beneath it.&lt;br /&gt;
&lt;br /&gt;
:''Cholmondeley 10:26, 8 January 2024 (UTC)''&lt;br /&gt;
&lt;br /&gt;
== Common Testing wiki page ==&lt;br /&gt;
I've added a note about the [[Hidden Settings in Oolite]] which I hope is a correct guess!&lt;br /&gt;
&lt;br /&gt;
And edited it for people like myself (I might need to go over it again). &lt;br /&gt;
&lt;br /&gt;
I'm unsure if one should set &amp;quot;animation_timer_interval&amp;quot; to 0.001 - ''or'' set &amp;quot;v-sync&amp;quot; to NO - ''or'' both.&lt;br /&gt;
&lt;br /&gt;
I've never encountered the &amp;quot;OoliteDefaults.plist&amp;quot;... or mention of it. Perhaps it needs its own wiki page?&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Common_Testing&amp;diff=88476</id>
		<title>Common Testing</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Common_Testing&amp;diff=88476"/>
		<updated>2026-04-22T10:48:45Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Minor editing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are some tests that can be performed regardless of the operating system.&lt;br /&gt;
&lt;br /&gt;
== Performance Test ==&lt;br /&gt;
&lt;br /&gt;
The main functionality in Oolite is to process the &amp;quot;game loop&amp;quot;. This reads user input, processes the world including running all your OXP/OXZs, and then renders out the world view. For meaningful tests you need to have a repeatable base. A good metric for performance is the number of frames per second (FPS) that Oolite can process.&lt;br /&gt;
&lt;br /&gt;
If you want to check performance, you must check with fps uncapped, otherwise you are always getting v-sync fps, which is usually a low number like 60 for a 60Hz monitor, 144 for a 144Hz one ''etc''. &lt;br /&gt;
&lt;br /&gt;
Add the '''&amp;quot;animation_timer_interval&amp;quot; = x;''' in your OoliteDefaults.plist, where x is 1.0/Maximum FPS You Want To Achieve. I usually set it to 0.001 which tells Oolite to &amp;quot;go for 1000 fps if you can&amp;quot;. Then you can compare actual performance between builds.&lt;br /&gt;
&lt;br /&gt;
Also, disable v-sync to have uncapped fps. You do this by setting the OoliteDefaults.plist key '''&amp;quot;v-sync&amp;quot; = NO;'''.&lt;br /&gt;
&lt;br /&gt;
When comparing the performance of builds, always check with more or less the same number of entities in the system. If in one case you get 250 entities and in the other you get 70, then results may be biased (it takes much more processing power to manage the 250). Try to compare instances where the two system entity numbers are as close as possible. Shift+F shows you this info in the Oolite &amp;quot;Test Release&amp;quot; builds. Phkb wrote an expansion for that: [https://app.box.com/s/xrkkr5ylizshjng2dpc8uu9q6b39zt49 CustomPopulator.oxp.zip]. And as other OXP/OXZs may inhibit the build performance, make sure this is the only one you are running on top of a [[Vanilla game]].&lt;br /&gt;
&lt;br /&gt;
After starting Oolite, press Shift-F to show the frame rate on the screen, then fly around.&lt;br /&gt;
&lt;br /&gt;
=== Note ===&lt;br /&gt;
Note that the settings discussed here are ''not'' those from the [[Hidden Settings in Oolite]] wiki page.&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Guide_to_Unlisted_OXPs&amp;diff=88475</id>
		<title>Guide to Unlisted OXPs</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Guide_to_Unlisted_OXPs&amp;diff=88475"/>
		<updated>2026-04-22T10:00:48Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: /* Changing the Ooniverse */ Added Thargoidifier&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are links to over 300 OXPs which are '''not''' in the in-game Expansions Manager. Maybe 200 work fully with Oolite v.1.90!&lt;br /&gt;
[[File:Vetitice (FPO).png|400px|thumb|right|Vetitice - Famous Planets Overhaul (Ambience OXPs)]]&lt;br /&gt;
[[File:Tagger 1.jpg|400px|thumb|right|Graffiti Asteroids (Ambience - ''Art'' OXPs)]]&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;2&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
|style=&amp;quot;background-color: #ffaaaa;padding: .6em 3em 1em;&amp;quot;|&lt;br /&gt;
Important: &amp;lt;br&amp;gt;'''Major oxp Updates''' [[File:New.gif]] &amp;lt;br&amp;gt;&lt;br /&gt;
See our bulletin board: [https://bb.oolite.space/viewtopic.php?t=21852 Important Updates not on the Expansions Manager]&lt;br /&gt;
|}&lt;br /&gt;
== Note on Dates ==&lt;br /&gt;
[[File:Oolite ad1 .jpg|right|320px]]&lt;br /&gt;
*'''2004''' First versions of Oolite come out. OXPs all written in legacy script. Ships, HUDs, missions, sounds, systems (Lave, Diso) ''etc'' all increasingly scriptable. &lt;br /&gt;
*'''2006''' Linux &amp;amp; Windows versions come out in 2006 with the first stable release ('''v.1.65'''). [http://capnhack.com/hosting/oolite/Oolite/OoSat.html Oosat] hosts 70 OXPs (mostly ships).&lt;br /&gt;
*'''2007''' '''v.1.67''': Shaders. Initial introduction of Javascript.&lt;br /&gt;
*'''2011''' '''v.1.76''': First stable version since 2006 (''Monkeyspider'' Javascript engine integrated for better OXPs). Solar systems more modifiable. Now well over 250 OXPs including the [[Tionisla Orbital Graveyard]] (TOGY).&lt;br /&gt;
*'''2014''' '''v.1.80''': Major Rejig: First &amp;quot;modern&amp;quot; version: '''OXZ''''s &amp;amp; Expansions Manager, better AI for NPCs (tougher pirates!), many changes to core game (''eg'' [[MFD]]'s introduced).&lt;br /&gt;
*'''2015''' '''v.1.82''': New trading/commodities scripting deprecates older markets, but allows more tweaking. F3-F8 pages increasingly modifiable. Scenarios introduced (alas, nobody writes one!)&lt;br /&gt;
*The majority of changes since v.1.82 have focused on major improvements in graphics, not radical changes to gameplay. &lt;br /&gt;
:''Eg'' multiple lasers &amp;amp; mobile cameras were introduced with v.1.84, v.1.86 allowed better [[HUD]]s, v.1.88 had better fleeing AI, v.1.90 has more sophistication for weaponry &amp;amp; commerce.&lt;br /&gt;
&lt;br /&gt;
== List of Lists of .oxp's ==&lt;br /&gt;
*[http://www.oolite.org/oxps/ Expansion Manager OXZ list] - orderable&lt;br /&gt;
*[[OXP List]] - orderable&lt;br /&gt;
:''This'' list overlaps with the more obscure elements of the '''OXP list'''. The Expansion Manager OXZ list also overlaps with the updated versions of the OXP List.&lt;br /&gt;
:For older lists (almost entirely of older versions of the oxp's listed above) see the bottom of this page. These may be needed if you are playing older versions of Oolite (the oldest do not recognise the contents of the Managed AddOns folder).&lt;br /&gt;
&lt;br /&gt;
*[[Brilliant but broken...]] great ideas that need updating/fixing... (do you have the skills?)&lt;br /&gt;
*[[List of Lost OXP's]]&lt;br /&gt;
&lt;br /&gt;
*[[:Category:OXP Lists]]&lt;br /&gt;
&lt;br /&gt;
== List of .oxp's ==&lt;br /&gt;
[[File:BPlanets Onrira.png|thumb|300px|right|BPlanets' Onrira (Ambience OXPs)]]&lt;br /&gt;
[[File:Tetiri4.png|300px|thumb|right|Tetiri's artificial planet ring (Ambience OXPs)]]&lt;br /&gt;
[[File:Griff's Cargo Robot Loader.png|thumb|right|300px|Robot Loader (Busy Ports, Dockable OXPs)]]&lt;br /&gt;
[[File:Gsagostinho's Stations 1.png|thumb|right|300px|Gsagostinho's experiments (Dockable OXPs)]]&lt;br /&gt;
[[File:Hathor Trade Station.png|thumb|right|300px|Hathor Trade Station (Dockable OXPs)]]&lt;br /&gt;
[[File:Sothis station.png|thumb|right|Sothis station (Dockable OXPs)]]&lt;br /&gt;
[[File:Z superico.png|thumb|right|300px|Z Superico (Dockable OXPs)]]&lt;br /&gt;
&lt;br /&gt;
=== Activities ===&lt;br /&gt;
* Naval [[Academies]] - Dr Beeb's 2009 tweak on [[User:Thargoid]]'s civilian [[Lave Academy]] - 8 lore-ridden academies in each galaxy&lt;br /&gt;
* [[Astronaut]] - put on a spacesuit, jump out of the orbital and see where you end up (hint: needs Planetfall)!&lt;br /&gt;
* [[AutoSkim OXP]] - Autopilot for sun skimming for fuel (2011-19: Okti, refined by Phkb).&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=11893 (WIP) Corporate Trading Outpost OXP] (Pleb, 2012) - buy your own station&lt;br /&gt;
* [[FarPlanets]] by [[User:Norby|Norby]] (2014) Your new pursuit is to deliver contracts to far planets, very far from the witchpoint. New Torus drives.&lt;br /&gt;
* [[GalCop Rewards]] - Phantorgorth's lottery reward system to cut down on minor misdemeanours (2012)&lt;br /&gt;
*'''Gas Giant Skimming''': (Requirement: Ore Processor OXP by [[User:Eric Walch|Eric Walch]]) Allows players to skim fuel, and possibly other commodities, from gas giant-type planets. See Deep Horizon collection below (2011)&lt;br /&gt;
* [[Hermitage]] (Phkb, 2019) gives you the opportunity to own and manage your own [[Rock Hermit]].&lt;br /&gt;
* [https://app.box.com/s/kinoovzp62t27xut82nb77d3dfia2pu6 LaveInitialShipyard.oxz] by Phkb (2020) - ensures that there will always be an Adder &amp;amp; a Cobra MkI on sale in the Lave shipyard.&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=8275 Mining OXP] by DocWild (2010) - mining in space ([https://app.box.com/s/5i3h37u1ay Download])&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?p=265523#p265523 Pirate Player.oxp] by Phkb (2018) - one of his many experimental OXPs.&lt;br /&gt;
* [http://capnhack.com/hosting/oolite/Oolite/OoSat.html PirateTraps] by popsch (2006 or earlier: see under ''other OXPs'') - no license. [[Great Deletion|No BB thread]]. Makes the game tougher.&lt;br /&gt;
* [[Safe Docking]] - laws for docking and fines for transgressions by Phantorgorth (2012)&lt;br /&gt;
* [[Media:SolarHarvest alpha 0.1.oxz | Solar Harvest]] (downloaded {{#downloads:SolarHarvest alpha 0.1.oxz}} times) by Ocz (2016): [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=18106 Skimming thread]. The .oxp has tweaks such as preprocessed and processed plasmas!&lt;br /&gt;
* '''Station Spotter OXP''' - an add-on to [[Stations for Extra Planets]] (and mentioned there) which tallies other stations visited in-system. (2017?).&lt;br /&gt;
* &amp;lt;s&amp;gt;''Space Invaders''&amp;lt;/s&amp;gt; [[Asteroids3D OXP]] - shoot-em up (but beware of the flying saucers). Thanks to Maik, our wiki-wizard, for a better link.&lt;br /&gt;
* [[TrumbleTreats]] by Arexack Heretic (2010) - take the role of trumblepusher, breed the fluffy little blighters and sell them to unsuspecting locals and seasoned commanders who should know better. Buggy, alas!&lt;br /&gt;
* WarZone.oxp.hide - hidden away inside the newest versions of [[Diplomancy OXP]] creates war zones in systems which Diplomancy has defined as being at war&lt;br /&gt;
&lt;br /&gt;
==== • Economics &amp;amp; Trade ====&lt;br /&gt;
* [[AI Trading Assistant]] helped navigate the older markets (before v.1.81)&lt;br /&gt;
* [[First Finance OXP]] (downloaded {{#downloads:First Finance 0.3.0 beta.oxz}} times) by Ocz: start your game with a massive loan! (2014)&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=16819 In-System Traders] by [[User:Spara|Spara]] (2014) adds in-system traders to a system with many stations.&lt;br /&gt;
* [[New Deal]] - Vincentz's attempt to rework the economics. Very nice icons! Unfinished (2015).&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=18361 Random Market Quantities] by Astrobe (2016) - reduces amounts on sale (best added with extra stations present)&lt;br /&gt;
* [[Real-Life Economics]] - Phasted's attempt to rework the economics. Dynamic &amp;amp; logical. Buggy (2014).&lt;br /&gt;
* '''Risky Business.oxz''' (Phkb's collection below, 2020) aims to make Multi-Gov, Feudal and Anarchy systems more rewarding for traders, by tweaking prices on a few goods. Goods that are already over the average could be increased. Goods that are below the average could be reduced. Not all goods will be impacted at all locations.&lt;br /&gt;
* [[Ship's Accountant OXP]] For the devotees of double-entry systems! (Commander Walbrigg, 2013)&lt;br /&gt;
* [[Ye Olde Hermit markets]] - Spara's rejig of the newer sparser rock hermit markets (only mining &amp;amp; drinking!) back to the older more profitable version (2015&amp;amp;17).&lt;br /&gt;
&lt;br /&gt;
=== Ambience ===&lt;br /&gt;
*[[File:Aaaa aaron.oxz|Aaron Aarts' Amazing Adventures]] 2024 by [[User:Wildeblood|Wildeblood]]. Some dutch guy tilts at windmills.&lt;br /&gt;
*[[Media:Asteroids.zip|Asteroids.oxp]] 2008 by Charlie and then Eric Walch. See [https://bb.oolite.space/viewtopic.php?t=4213 BB Thread]&lt;br /&gt;
*[[BPlanets]] a 2.54 Gb .oxp (2020) detailing the 119 earth-like planets in Galaxy 1 using the new v.1.90 graphics capabilities&lt;br /&gt;
*[[Cloud City OXP]] (2009) for gas giant planets by [[User:DrBeeb|DrBeeb]] (unfinished)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=17024 Customise your ship] by [[User:Amah|Amah]] (2014): new paint-jobs for cobras, anacondas &amp;amp; adders.&lt;br /&gt;
* [https://drive.google.com/file/d/17oT5yeqdqiIjAd7cXVJ3rOa2eU4fCS0S/edit Darker Planets.oxp] (2020) by Vaxon ([https://bb.oolite.space/viewtopic.php?p=271766#p271766 If the planet colors are darker, the original planets look better. This makes land/sea darker and sets random land % for all planets])&lt;br /&gt;
*[[DarkSoul Nebulae]] a collection of some 10 nebulae from NASA for your skies&lt;br /&gt;
*'''Deep Horizon - Systems''' v2.0.8 (Beta) Add additional planets and moons to your Ooniverse. Replaces the procedurally drawn planet textures with amazingly detailed custom textures. Also changes the appearance of the central star within each system. See Deep Horizon collection below&lt;br /&gt;
::'''Low Resolution Texture Pack''' - 3/2/2011 (11.6 MB)&lt;br /&gt;
::'''Standard Resolution Texture Pack''' - 3/2/2011 (22 MB)&lt;br /&gt;
*[[Diso OXP]] by [[User:Murgh|Murgh]] (2006) adds nebulae, planets, moons &amp;amp; a second orbital station (the first OXP to do any of this).&lt;br /&gt;
*[[Free The Slaves! NGO]] - an activist non-Galcop organization (NGO) which will nag you if you accidentally buy slaves at a Galcop station. &lt;br /&gt;
*[[Famous Planets Overhaul (FPO)]] - over 100 detailed planet textures for Galaxies 1 &amp;amp; 2 (see Vetitice up top).&lt;br /&gt;
*[[Halsis]] by Ovvldc now has a 2018 BGS2 version remastered by Svengali&lt;br /&gt;
*[https://drive.google.com/file/d/1MnoZcQrV_IvY9DueYYFcKmYb7ys-6ThW/view Ice asteroid] by [[User:Griff|Griff]] - see [https://bb.oolite.space/viewtopic.php?p=275908#p275908 here] for discussion.&lt;br /&gt;
*[[KeeperSky]] more realistic skies (inspired by Frontier) - adjustable (by [[Keeper]], pre-2016).&lt;br /&gt;
*[[Lave OXP]] Learner pilots practice in Trinket ships near the station under the command of an instructor, Restaurant Junks ply their trade, Ad-Droids broadcast Ads, a small moon is added and more! ([[User:Murgh|Murgh]] - before Feb 2006)&lt;br /&gt;
*'''Lights Down''': Lower the ambient light within the game for a more spacious feel. Also increases the ambient star count, and the intensity of nebulae within the game. See Deep Horizon collection below (2011)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=16859 Moar Rocks] by [[User:Spara|Spara]] (2014) - forerunner of [[Asteroid Tweaks]]&lt;br /&gt;
*[[Monument]] adds a monument to deceased commanders at the Lave system (Dajt, 2005).&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=279669#p279669 No Flare OXP] (Phkb, 2021: also needs [[Glare Clarifier]] OXP).&lt;br /&gt;
*[https://drive.google.com/file/d/0B3N9liG_EW8EMmN4MlhYQUx2Zlk/edit Passenger Coms] v0.5 by BryonArn (2014) - see [https://bb.oolite.space/viewtopic.php?p=224131#p224131 here]: talking to your passengers! This was later included by Phkb in his [[Enhanced Passenger Contracts]].&lt;br /&gt;
*[[Random Docking Music OXP]] by Frame (2010).&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=21899 Reorte is Hot Giant] Planet texture by [[[User:Another commander|Another commander]] (2025).&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=281699#p281699 Silent Asteroid Tweaks] is an add-on to [[Asteroid Tweaks]] by Phkb which moves the interface screen to a less immersion-breaking location.&lt;br /&gt;
*[[Station Bulletins]] - adds local news broadcasts for your station (2014) by Massively Locked (WIP)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=5484 Solar OXP Conceptual Test-Release... beta 0.02] (2008) by [[User:Frame|Frame]]: extra planet with station &amp;amp; jump gates&lt;br /&gt;
*[[Tetiri Planet Ring]]: artificial ring for Tetiri (2011-14) devised by [[User:P.A. Groove‎‎|P.A. Groove‎‎]] &amp;amp; [[User:Thargoid|Thargoid]]. Broken.&lt;br /&gt;
*[[Povray Planets]] a set of mapped systems for each galaxy (2012). Currently being updated for v.1.90 as [[BPlanets]] (see end of [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=11594&amp;amp;start=195 this] BB thread).&lt;br /&gt;
*[[Wildeblood Manor]]: Traditional, mountain-top, fortress-yurt-dome house on Vetitice illustrated on F7 screen. ([[User:Wildeblood|Wildeblood]], 2025).&lt;br /&gt;
*[[Media:Wrex 1-3-4 Folder.zip | Wrex]] by [[User:Arexack|Arexack Heretic]], and then [[User:Eric Walch|Eric Walch]] (2006-8): Space wreckage&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=285150#p285150 Zygo Cinematic Sky &amp;amp; Nebulas (Greyscale &amp;quot;seamless&amp;quot; version)] tweaked by [[User:Another commander|Another commander]] (2022).&lt;br /&gt;
&lt;br /&gt;
==== Art ====&lt;br /&gt;
*[[Graffiti Asteroids]] has a download for vandalised asteroids&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=17726 Laser Art (Testing)] (2015) - download link broken&lt;br /&gt;
*[[Respray for Griffs]] for respraying Griff's ships ([[User:Capt. Murphy|Capt. Murphy]], 2012)&lt;br /&gt;
*[[Ship Respray OXP]] for respraying ship.oxp's ([[User:Phkb|Phkb]], 2018)&lt;br /&gt;
&lt;br /&gt;
==== Music/Sounds ====&lt;br /&gt;
Music for playing the game to (these all need [[Library]] to function):&lt;br /&gt;
*[https://app.box.com/s/xd9hnscxrjlb0p5suz8t00e7m5qo743d Lib Music Orchestral Demo]: [[User:Svengali|Svengali]]'s original music .oxp (2016: 22Mb)&lt;br /&gt;
*[[Contextual Jukebox OXP]] by Arquebus of [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=21111  YouTube fame] (2021: 115Mb)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=21127 Dangerous Background Music OXP]: Tsoj's DIY kit! (2021)&lt;br /&gt;
&lt;br /&gt;
Sounds (early soundset OXPs are probably already included in [[BGS]]):&lt;br /&gt;
*[[CustomSounds OXP]] (2006 Milinks) - [http://www.lysator.liu.se/~jhs/oolite/custsounds.zip Download] - 45 sounds, some different&lt;br /&gt;
*[[BGS#BGS_Soundset.2FImages_by_Keeper|BGS Soundset by Keeper]] (2013) - 17 different sounds - not an OXP, they need to be placed inside the BGS oxz.&lt;br /&gt;
*[[Engine Sound FG]] by Fritz (2015) - engine sound changing with thrust variations&lt;br /&gt;
*[[Halsis]] - for BGS (there is a 2018 version)&lt;br /&gt;
*[[Captain Berf Pilot]] - includes a 210 version for BGS&lt;br /&gt;
&lt;br /&gt;
=== Dockables ===&lt;br /&gt;
* [[Busy Ports OXP]] by [[User:Griff|Griff]] (2007): Trader outposts &amp;amp; other goodies (see BB thread [https://bb.oolite.space/viewtopic.php?p=33840#p33840 here]) Unfinished&lt;br /&gt;
* [[Colonization]], Okti (2012, CC BY-SA 3.0). Your colony! Eventually to be a mission.&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=18977 Gsagostinho's station experiments]. (2017, unfinished, see pictures on right).&lt;br /&gt;
* [[Hathor Trade Station]] by KillerWolf (2014/22): an elegant new station near the sun, with better trading in the cheaper goods&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?p=246386#p246386 Hermit Tweaks] by [[User:Spara|Spara]] to identify the variety of Rock Hermit you have docked at (2016).&lt;br /&gt;
* [https://app.box.net/s/toprsq3ifr Famous Planets Liners] (Download) - 2009 by [[User:Thargoid|Thargoid]] &amp;amp; [[User:P.A. Groove|P.A. Groove]] - liners running along SpaceWays L1-4&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=21544 Isis Interstellar station] by [[Killer Wolf]] (2023) A ''phenomenal'' station - has to be seen to be believed!&lt;br /&gt;
* [[MandotechStation Shipyard]] by Mandoman (2012). A shipyard with lots of twiddly bits!&lt;br /&gt;
* [[Nephthys Station]] by KillerWolf (2014/22): an elegant new station for the wealthy, on the far side of the main planet.&lt;br /&gt;
* [[P.A. Groove Stations OXP]] - original orbital variants (2008) now included in [[Stations for Extra Planets]]&lt;br /&gt;
* [[SothisTC]] - Sothis.oxp by KillerWolf (2010) with newer markets added by Diziet Sma (2017); SothisTC.oxp by Spara (2013) - an &amp;quot;override oxp&amp;quot; for Sothis.oxp&lt;br /&gt;
* [[Station Options]] by cag (2021): modify multi-option OXPs while docked (''currently just'' [[Telescope]], ''the most complex of all'').&lt;br /&gt;
* [[Stationrotation OXP]] by Commander McLane (2011) - different station types rotate at different rates&lt;br /&gt;
* [[Media:Oolite.oxp.astrobe.sunkyota.oxz | SunKyota download]] (downloaded {{#downloads:Oolite.oxp.astrobe.sunkyota.oxz}} times) - adds 2- and 4- disk variants of the Kiota habitat station (Astrobe, 2017)&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?p=214260#p214260 Z Superico]. Zieman (2014) - different shells rotate seperately. Only at Lave.&lt;br /&gt;
* [[Zieman's Habitat Orbital Station]]. Zieman (2013). Only appears at the higher Tech Level systems.&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
[[File:Traders Almanach entry for Lave.png|250px|thumb|right|Traders Almanach entry for Lave (Equipment OXPs)]]&lt;br /&gt;
[[File:DeeperSpaceHUD.png|thumb|right|250px|Deeper Space HUD (HUDs &amp;amp; MFDs OXPs)]]&lt;br /&gt;
[[File:Crr hud pic 001.png|thumb|right|250px|CRR (Coluber Red Racer) HUD&amp;lt;br&amp;gt; (HUDs &amp;amp; MFDs OXPs)]]&lt;br /&gt;
[[File:SniperCameraSystemv1.1-1.png|thumb|right|250px|Sniper Camera System HUD&amp;lt;br&amp;gt; (HUDs &amp;amp; MFDs OXPs)]]&lt;br /&gt;
[[File:Dertien Explanation.png|thumb|right|250px|Z-GrOovY MiLHUD guide&amp;lt;br&amp;gt; (HUDs &amp;amp; MFDs OXPs)]]&lt;br /&gt;
*[[Additional Cargo Space Adjustments]] (ACSA) - extra cargo space (by ocz, 2015). Originally broken, but may now work...&lt;br /&gt;
*[[Buyable map]] - you now have to buy the F6 maps (partial or complete). Spara (2012).&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=8812 Capsule self-repair]. Thargoid (2010). Escape capsule self-repairs if damaged&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=13592 External Repair System for subentities]. GGShinobi (2013) Alpha. &lt;br /&gt;
*[[Galactic Hyperdrive OXP]] - allows a choice of destinations in the next galaxy&lt;br /&gt;
*[[Long Range Scanner]] - see everything in the system - and jump where you like! A &amp;quot;cheat&amp;quot; oxp. Okti (2011).&lt;br /&gt;
*'''Maintenance TuneUp.oxz''' (Phkb's collection below, 2019) provides the ability to do a [[maintenance]] tune up, even when the normal overhaul is not available.&lt;br /&gt;
*[[Military Targeting System]]. CommonSenseOTB (2012): a ''modern game'' targeting system&lt;br /&gt;
*[https://github.com/anonymissimus/oolite-MissileWarning/archive/master.zip Missile Warning Download] (2015) by Anonymissimus - a continual warning sound while there is still one on-coming missile. [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=17813 BB thread]. Earlier version of [[Missile Beep]].&lt;br /&gt;
*[[MFLPS|Multiple Front Lasers]] (2011) by [[User:CommonSenseOTB|CommonSenseOTB]]. You sacrifice your rear laser for a second front one.&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=7210 Missile Countermeasures] (2009) by Screet.&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=21622 Navigation Beacons MFD] (2024) by Phkb&lt;br /&gt;
*[http://wiki.alioth.net/img_auth.php/4/48/NPC_Equipment_Damage.oxz NPC Equipment damage] helps balance NPC Energy Units &amp;amp; [[N-Shields]] ({{#downloads:NPC_Equipment_Damage.oxz}} downloads). See [[NPC equipment damage OXP]] and the discussion [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=18139 here].&lt;br /&gt;
*[[User:Switeck|Quantum Drive OXP]] by Switeck (2021). Varies destination in the next galaxy when you hyperjump there.&lt;br /&gt;
*[[Quantum Vacuum Energy Generator]] by Slartibartfast (2022): breakable equipment taking up some cargo space.&lt;br /&gt;
*[[Media:Oolite.oxp.Ngalo.scanner-target-selector.oxz | Scanner target selection]] (downloaded {{#downloads:Oolite.oxp.Ngalo.scanner-target-selector.oxz}} times)- by Ngalo (2016): [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=18126 Select target from scanner]&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=299280#p299280 Sensible Lasers] by Wildeblood (2011) allows sale of lasers in older versions of Oolite&lt;br /&gt;
*[[Single-Use Witchdrive]] by [[User:Ocz|Ocz]], 2015&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=17042 Ship Condition.oxp] by Spara (2014+) Shows ship maintenance on F5 page.&lt;br /&gt;
*[[Thargoid Witchspace Drive]] by [[Capt. Murphy]] (2012)&lt;br /&gt;
*[https://app.box.com/s/dw1fd8jourbgbphvt2z0zxveuft2lahz Timewarp Machine] by Tsoj (2016) - needs Oolite developer version. [https://bb.oolite.space/viewtopic.php?p=253523#p253523 BB post] &amp;amp; [https://www.youtube.com/watch?v=hD34QEzBHkI YouTube video]&lt;br /&gt;
*[[User:Alaric/KV-16 Owners Manual|Torus Field Monitor]] warns of approaching Mass Lock by Alaric (2016). ''Not quite finished''&lt;br /&gt;
*[[The Traders Almanach|Traders' Almanach]] - see bottom of that page: ''another'' book for the [[Ship's Library OXP]]. By Zireael (2014).&lt;br /&gt;
*[[Updating TSC]] - an alternative to [[Talkative Space Compass]]. By Spara &amp;amp; GGShinobi (2013).&lt;br /&gt;
*[[User:Switeck|Variable Jump Drive OXP]] by Switeck (2021). Varies destination in interstellarspace/witchspace when you &amp;quot;misjump&amp;quot; there.&lt;br /&gt;
*[[WEBS System]]: WEBS is the last line of defence when shields are down. Airbags in the equipment bay. (Goop bags, actually.) Gave you about 1 or 2 seconds extra to hit the escape pod. A silly OXP but looked surprisingly good in game. Wildeblood (2012)&lt;br /&gt;
*[http://www.box.net/shared/hgry3j39kp Wormhole Drones] by Mauiby de Fug - Multi-jumps chosen by shortest time or by number of jumps (2011): [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=9242 BB Thread] (Forerunner of Okti's [[Long Range Scanner|Jump Planner]]).&lt;br /&gt;
&lt;br /&gt;
=== HUDs &amp;amp; MFDs ===&lt;br /&gt;
* [https://drive.google.com/file/d/1hqZbIjfu5nTnq2TeqoLHLK3A1pUlsZcl/view Beige Default HUD] by SusuKacangSoya ([https://www.reddit.com/r/Oolite/comments/epgdbw/hud_skin_tiriusri_bookstore_default_hud_recolor/ Reddit], 2020).&lt;br /&gt;
* [[ChupacabraHUD]] - (2011) by [[User:CommonSenseOTB|CommonSenseOTB]] as seen [[HUD images here#ChupacabraHUD|here]].&lt;br /&gt;
* [[Coluber_HUD_CH01#Other_Coluber_HUDs|CRR-HUD]] (Coluber Red Racer) - 2012 by [[User:Captain Beatnik|Captain Beatnik]] as seen [[HUD images here#CRR-HUD|here]]. Image on right.&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?t=21525 Console Log MFD] (2023 - only works on Oolite v.1.91 or newer) saves old Console Messages and puts them on an MFD&lt;br /&gt;
* [https://app.box.com/s/uc54ecg76y7945hd8w3kyler9bkqdhvp Deep Space HUD (Box.com)] - from PHkb's [https://bb.oolite.space/viewtopic.php?p=254987#p254987 archives]. By Deepspace (2009).&lt;br /&gt;
* [[Deeper Space HUD]] - (2017) by Pleiadian with Current Location Display and Current Risk notifier. GitHub site download. Image on right.&lt;br /&gt;
* [[Failing HUD]] - (2015) by [[User:Spara|Spara]]. As maintenance becomes more urgent, your HUD starts flickering!&lt;br /&gt;
* [[HoloNum HUD]] - (2012) by Rese249er: Fresh from the design board of 249th NRW R&amp;amp;D, the Holographic Numerical HUD is the latest in visual aid for navigation and dogfighting.&lt;br /&gt;
* [https://app.box.com/s/9d74udbtcvmndtxuai8v HUD Requests.oxp] - Norby's 2013 techdemo for improving HUDs (leading to improvements in Oolite v.1.80)&lt;br /&gt;
* [[Isis HUD]] - by Killer Wolf (2012). Refreshed with HUDSelector compatibility added in, and a docked HUD, but supports no MFD's.&lt;br /&gt;
* [[JB's Dynamic HUD]] - (2010) by JeffBTX. Different versions for different conditions. [https://app.box.com/s/zq6hgs9ocl Download]&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=17258 MilHUD Refit] - (2015) by Wolfsstar BH (Does not include broken glass screen overlay)&lt;br /&gt;
* [[Pie Chart Style HUDs]] - (2011) by [[User:CommonSenseOTB|CommonSenseOTB]] as seen [[HUD images here#Pie Chart Style HUDs|here]].&lt;br /&gt;
* [[Sniper Camera System HUD]] - (2011) by [[User:CommonSenseOTB|CommonSenseOTB]] as seen [[Sniper Camera System HUD|here]]. Image on right.&lt;br /&gt;
* [[Steampunk HUD]] - by Killer Wolf (2012). Refreshed with HUDSelector compatibility added in, but supports no MFD's.&lt;br /&gt;
* [[Z-GrOovY MiLHUD]] (2013) by Dertien. Image on right.&lt;br /&gt;
&lt;br /&gt;
=== Mechanics ===&lt;br /&gt;
[[File:Extended Shipyards 2.png|thumb|right|300px|Extended Shipyards allows test drives and rentals]]&lt;br /&gt;
*[[Alternate jump range indicator OXP]] for F6 screen - by [[User:Spara|Spara]] (2015)&lt;br /&gt;
*[https://app.box.com/s/9rz2f16e3ohulnke0mk42d9lbylyq791 Cargo_Handling.oxp]- by [[User:Phkb|Phkb]] (2018): Loading/unloading cargo now takes time&lt;br /&gt;
*[[Configurable Populator]] makes some populator settings easily adjustable (requires Oolite 1.84 and Library OXP). {{#downloads:Configurable_Populator.oxz}} downloads. Discussion [https://bb.oolite.space/viewtopic.php?p=250240#p250240 here] (2016).&lt;br /&gt;
*[[Derelicts don't count OXP]] by [[User:Milo|Milo]] (2022) - potshotting abandoned derelicts or dormant Thargons no longer count as &amp;quot;kills&amp;quot; for one's [[Elite Rating]].&lt;br /&gt;
*[[Extended Shipyards]] by [[User:Capt. Murphy|Capt. Murphy]] (2012). Allows test flights &amp;amp; ship hire. May no longer be compatible.&lt;br /&gt;
*[[Feudal Raiders]] by [[User:Stranger|Stranger]]. Adds wild feudal raiders to feudal states - and their neighbours!&lt;br /&gt;
*[[Friend or Foe]] by Tricky (2012). Enhances ship-group interaction. Requires some tweaking of ship scripts.&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=288284#p288284 Gravitation oxp] by Tch (2013) - Alnivel's working download is 3 posts above in the thread.&lt;br /&gt;
*3x [[Penalize Death OXP]] Making death hurt (2012). By [[User:Spara|Spara]] - 2 other OXPs - IronMan OXP &amp;amp;  Higher Guidance OXP are also detailed on that wiki page.&lt;br /&gt;
*'''Pirate Ambushes''': Introduces a new tactic for pirates in lower-government systems- Hijacking the Witchspace buoy and moving it to a more 'advantageous' position. See Deep Horizon collection below (2011).&lt;br /&gt;
*'''Population Control.oxz''' (Phkb's collection below, 2019) is intended to limit the size of pirate groups in safer systems. The number of police patrols is also increased slightly.&lt;br /&gt;
*[[Route Planner OXP]] by Alnivel (2022). Recalculates the route to your final destination at each stop, deviations thus being included.&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=17042 Ship Condition] by [[User:Spara|Spara]] (2014) - shows condition of your ship hull on the F5 screen&lt;br /&gt;
*'''Space Lane Adherance Bonus.oxz''' (Phkb's collection below, 2016) was intended as a way of dealing with the ''go off-lane to avoid pirates recommendation'', normally given to new pilots who are struggling with combat in the early part of the game. It encourages staying on the witchpoint-to-planet spacelane by giving a small bonus to players who stay on or close to it.&lt;br /&gt;
*[[Station Options]] by cag: a comprehensible oxp for tampering with the preferences of other oxp's, but alas, only a beta version (2021)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=16352 Witchdrive/Torus &amp;quot;fix&amp;quot;]: ([[User:Astrobe|Astrobe]], 2014) Fast speed damages front shields - ingredients for a DIY .oxp (but see [[Hard Way]])&lt;br /&gt;
&lt;br /&gt;
==== Changing the Ooniverse ====&lt;br /&gt;
*[[Dynooverse]] by [[User:Wildeblood]] (2025) - a dynamic ooniverse where the politics/economy/population of systems changes over time.&lt;br /&gt;
*[[Lost In Space]] by [[User:Wildeblood]] (2025) - Galaxy Generator - endlessly recreates G1/Santaari differently each time you galactically jump&lt;br /&gt;
*[[Tachyona]] by [[User:Wildeblood]] (2024) - planet moving between [[Sector1/Teorge]] and [[Sector1/Arusqudi]]&lt;br /&gt;
*[[Thargoidifier]] by [[User:Wildeblood]] (2025) - For OXP developers: converts a regular system to one subjugated by Thargoids&lt;br /&gt;
*[[World Builder]] by [[User:Wildeblood]] (2025) - edit a solar system's F7 description to what you want!&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
[[File:Eredvian Insects.png|320px|thumb|right|Another_Commander's blue-ish Bug (Miscellaneous OXPs)]]&lt;br /&gt;
[[File:Sotl-hyperspace.png|320px|thumb|right|SOTL: Hyperspace travel (Miscellaneous OXPs)]]&lt;br /&gt;
&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=278096#p278096 AdjustPrimableEquipmentManager.oxz] makes the F4 screen's &amp;quot;Primable Equipment&amp;quot; page more comprehensible ([[User:Phkb|Phkb]] (2023) For v.1.90 or earlier&lt;br /&gt;
*[[Autopause]]: lets the game run and then pause itself on red-alert. Hoqlinq &amp;amp; [[User:Astrobe|Astrobe]])&lt;br /&gt;
*[[Media:InsectPicsOnSysDesc.oxz|Bugs, glorious Bugs]] puts a bug on the F7 page when you inspect an insect-dominated system ([https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=7762 BB thread] 2010) by [[User:Another commander|Another_Commander]]&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=104034#p104034 CargoWreck showroom] (2010?) for displaying full-sized barrels on the start-up screen of old versions of Oolite&lt;br /&gt;
*[[Cargo Space Correction OXP]] - Phkb's auxiliary OXP to sort out conflicts between other cargoSpaceCapacity-script OXPs and the [[vanilla game]]&lt;br /&gt;
*[[Cutscene]] (2012, Copyright: [[User:Svengali|Svengali]]) a demo cutscene for v.1.77 trunk users&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=261681#p261681 FixWolfs.oxz] corrects a typo on the F7 planet description pages (should be ''Wolves'') - Phkb (2018)&lt;br /&gt;
*[[Goliath OXP]] (2011, Copyright: Thargoid special), [[User:Thargoid|Thargoid]]'s experimental GalCop battery cannon firing humoungous deadly sugar cubes!&lt;br /&gt;
*[[Interface Reordering OXP]] reorders the categories and their contents on the [[F4 page (ship and system interfaces)]] &lt;br /&gt;
*[[Normalising Cobra Mk III Price]] reduces the price of some Cobra Mk III retextures back to 150,000₢. By Phkb, 2018.&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=21866 Quick Visa OXZ] provides horrendously expensive &amp;quot;Visa purchasing options&amp;quot; on arrival at the Witchpoint Beacon for users of [[Diplomancy OXP]]&lt;br /&gt;
*[[SecComFinder|SecCom Finder]] for the Galactic Navy marks Navy Sector Commands in each F6 Galaxy chart. By Runghold, 2017.&lt;br /&gt;
*[[Serial Killer OXP]] records systems where you killed something (a modification of the Explorer's Club OXP, - [[User:Wildeblood|Wildeblood]], 2024)&lt;br /&gt;
*[[Start locations variety pack]] - start your game in Velete (NE of G1) - or in any of the other galaxies! [[User:Cholmondely|Cholmondely]], (2025).&lt;br /&gt;
*[[Station Validator]] remembers the destruction of orbital stations, preventing their magical resurrection on one's next visit to the system. [[User:Spara|Spara]] (2014).&lt;br /&gt;
*[[Tachyona]] adds a planet moving between solar systems (script only - [[User:Wildeblood|Wildeblood]], 2024)&lt;br /&gt;
&lt;br /&gt;
==== • Leaving the known Ooniverse ====&lt;br /&gt;
*[[Galactic Misjump OXP]] - what happens if you misjump between galaxies? By [[User:Cim|Cim]] (2012).&lt;br /&gt;
*'''Song of the Labyrinth''': 2 new discovery games by [[User:Cim|Cim]] using the Oolite mechanism&lt;br /&gt;
:the first: [[SOTL Exploration]] features new ship, new galaxy, lethal witchspace travel... (2015).&lt;br /&gt;
:the second: [[SOTL Altmap]] features new ships, new galaxies with power blocks &amp;amp; unsettled systems, 40 commodities, NPC Torus drives... (2015) Unfinished.&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=174714#p174714 Template for a Galactic Hyperdrive XG] to reach more galaxies ([[User:Wildeblood|Wildeblood]], 2012). You need to know how to manipulate the [[Galaxy Seeds]], and rejig all sorts of gubbins.&lt;br /&gt;
&lt;br /&gt;
==== • Ancillary OXPs burnishing other complex OXPs ====&lt;br /&gt;
*Library OXP ancillaries:&lt;br /&gt;
:*[https://app.box.com/s/271jbpimu2jbs6au913ujkq3y7gcgkr4 LibraryConfigOnF2.oxz] relocates the anti-immersive &amp;quot;Config for AddOns&amp;quot; from the in-game docked F4 screen to the Game Options F2 screen (by Phkb 2025)&lt;br /&gt;
:*[https://bb.oolite.space/viewtopic.php?p=301851#p301851 PADCustomAvatars.oxp] allows the (relatively) easy addition of custom player portraits to the choice in Library's P.A.D. (by Phkb 2025)&lt;br /&gt;
*Diplomancy OXP ancillaries:&lt;br /&gt;
:*[[File:DigebitiSubject.0.92.oxp.zip|Digebiti Subject OXP]] grants subjecthood of Digebiti for users of [[Diplomancy OXP]]&lt;br /&gt;
:*[https://app.box.com/s/stnhgdubo7ogn0ug3e7zqfhyksw182wz RexebeCitizen.oxz] grants citizenship of Rexebe for users of Diplomancy who want ''eg''. to try out [[Hermitage]] (Phkb, 2021)&lt;br /&gt;
:*[[Quick-Visa]] is already on the in-game [[Expansions Manager]]&lt;br /&gt;
*BGS OXP ancillaries:&lt;br /&gt;
::See under Ambience (sound), above&lt;br /&gt;
&lt;br /&gt;
=== Missions ===&lt;br /&gt;
* [[Amber Moon Chronicles]] Archaeological ruins by Stormrider (2015 mission, unfinished).&lt;br /&gt;
* [[Localhero OXP]] another broken mission by [[User:Svengali|Svengali]] (2008).&lt;br /&gt;
*[[Media:OoliteInternals for 1.71.zip | Oolite Internals]] (downloaded {{#downloads:OoliteInternals for 1.71.zip}} times) 3 internal Oolite missions in JS by Eric Walch (2008)&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Recession OXP]] by JohnSmith (2006) - escort trader Othello Truss's [[Anaconda (Oolite)|Anaconda]]. Broken.&lt;br /&gt;
* [[Victim 11]] is a mission written by [[User:Fatleaf|Fatleaf]] (2011): You need to finish [[The Assassins Guild OXP]] first (Galaxy 7). Possibly broken.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:IA PCC.jpg|thumb|right|200px|Iron Ass OXP: Python Class Cruiser]]&lt;br /&gt;
[[File:Beatniks shipset pic 002.png|thumb|right|200px|Beatnik's Cobra]]&lt;br /&gt;
[[File:Griff's SpecGloss Gecko.png|thumb|right|200px|Griff's SpecGloss Gecko]]&lt;br /&gt;
[[File:Dertien's HPC pack 1.png|thumb|right|200px|Z GrOovy HPC pack: equipment is damageable!]]&lt;br /&gt;
=== Retextures ===&lt;br /&gt;
==== Managing retextures ====&lt;br /&gt;
Have you seen ''this'' page in the wiki: [[Installing multiple retexture OXPs]]?&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=17251 Griff Core Replacement OXP &amp;amp; Griff Rebalancer OXP] (2015)&lt;br /&gt;
&lt;br /&gt;
==== Ships retextures: Shipsets ====&lt;br /&gt;
*[[User:Another commander|Another commander]]'s upgrades (for v.1.88's improved graphics) of [[User:Gsagostinho|Gsagostinho]]'s retextures for some of his Asps &amp;amp; FdLs: [https://drive.google.com/file/d/1NL68hOY2GgGVmJZV1M1eu_FeZXDEtNxQ/view AspAndFDLSpecGlossMaps.zip] &lt;br /&gt;
*[[BBS Shippack]] 35 Oolite/Frontier ships with flashing running lights - includes desktop wallpapers (1920x1080)! 16.6 MB (by [[Dertien]], 2013-14) - most of these are retextures&lt;br /&gt;
*[[ChakyCrooksReplacers]] OXP - Chaky's 2009 retextures and updates for Amen Brick's 2008 [[Pirate Clan Blitzspears]]&lt;br /&gt;
*[[Iron Ass OXP]] - by [[User:Murgh|Murgh]] (2022). When this goes up on the in-game Expansions Manager, it should be removed from here! A set of 8 OXP's - retextures of old ships, the LAve.oxp, missionaries &amp;amp; an old witchpoint beacon. New additions include clannish Finnish traders, navy battleships, more interractive Refugee Adders, ''etc''. Very much worthwhile looking at!&lt;br /&gt;
*Griff's old pre-OXZ textures - see Spara's ''Collections'' below.&lt;br /&gt;
*[[No Shaders alternate or extra ships and accessories]] - collection: Griff, Z_Groovy, Staer9, ZygoUgo ''etc''.&lt;br /&gt;
*[[Media:Oolite.oxp.captsolo.shadydeepspaceships1.21.oxz | Shady Deep Space Ships]] (downloaded {{#downloads:Oolite.oxp.captsolo.shadydeepspaceships1.21.oxz}} times) by Capt Solo (2012) - 57 Mb&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ships retextures: Individual ships ====&lt;br /&gt;
*[[Beatnik's Cobra‎]] - Captain Beatnik's retexture with a new HUD (2012)&lt;br /&gt;
*[[https://app.box.com/s/5xbksy48qr9cp31z2wpef6wjla05s3ih/file/1994238736092 DMD_Facelift]] for the [[Darkside Moonshine Distillery]] OXP (Phkb, 2025)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=251284#p251284 Fer-delta-Lance] by Ngalo (2016)&lt;br /&gt;
*[[Freaky Thargoids OXP]] - from 2011 to demonstrate use of shaders by [[User:Ahruman|Jens Ayrton]]&lt;br /&gt;
*[https://drive.google.com/file/d/1Ub-PYDGvZOfhGKVvPnMYnUks_oqT3Xe6/view Griff's Organic Thargoids] - by [[User:Griff|Griff]] from 2009 - slightly tougher than the usual&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=275736#p275736 Griff's Silverback Thargoids] - by [[User:Griff|Griff]] from 2009 - slightly tougher than the usual&lt;br /&gt;
*Griff's [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=21170 SpecGloss retextures] (2023-5): Adder, Cobra Mk1, Cobra Mk3, Gecko, Mamba, Moray, Sidewinder &amp;amp; Viper - these are quite magnificent. Especially the Gecko &amp;amp; the Adder.&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=47498#p47498 Icecream Hotdog.oxp] by [[User:Griff|Griff]] (2008) - adds 4 cobras with hull-mounted hotdogs or icecream cones each time the player launches from a station&lt;br /&gt;
*[[Z GrOovy HPC pack]] (2014) Dertien's Cobra &amp;amp; Sidewinder with lasers, landing gear and other bits you can shoot off!&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous/other retextures ====&lt;br /&gt;
*Buoy: Old Witchpoint Buoy ([[WPB OXP]]) (2021) - [[User:Murgh|Murgh]]'s update of [[User:Svengali|Svengali]]'s update: [https://app.box.com/s/g7eozsjou4q3gqmu5l89oop71z08d4nf WPB v1.2] (2.2 MB)&lt;br /&gt;
*Buoy: Old Witchpoint Buoy ([[WPB OXP]]) (2013) - [[User:Svengali|Svengali]]'s update of [[User:Murgh|Murgh]]'s original: in Svengali's collection (in &amp;quot;Picks&amp;quot;) (see &amp;quot;Collections&amp;quot; beneath)&lt;br /&gt;
*Ships: YAH constore defenders: [[User:Simon B|Simon B]] created a set of Neolite retextures for the [[YAH]] Constore Defenders. [http://app.box.com/shared/yc3rhky0ci &amp;quot;Download alternative defender set: Yaw_neolite.zip&amp;quot;] (2009, 2.6 MB in size)&lt;br /&gt;
*Ships: Shaderless (for old computers) - [[No Shaders alternate or extra ships and accessories]] - collection: Griff, Z_Groovy, Staer9, ZygoUgo ''etc''.&lt;br /&gt;
*Station: [[Coriolis (burning)]] (2008) - [[User:Griff|Griff]]'s recreation of a &amp;quot;burning&amp;quot; coriolis for use in other OXP's&lt;br /&gt;
*Station: [https://app.box.com/s/jf1et41yu3 Capt Kev's Dodo] - retexture by [[User:CaptKev|CaptKev]] &amp;amp; [[User:Griff|Griff]] (2010) - three versions: standard, Mayan &amp;amp; Imperial&lt;br /&gt;
&lt;br /&gt;
=== Ships ===&lt;br /&gt;
[[File:Amphisbaena.jpg|thumb|200px|right|Amphisbaena (Ships OXPs)]]&lt;br /&gt;
[[File:Frog-sr.png|thumb|200px|right|Frog Space Rickshaw (Ships OXPs)]]&lt;br /&gt;
[[File:Delta-fdl-PR.png|thumb|200px|right|Ngalo's Fer-delta_Lance (Ships OXPs)]]&lt;br /&gt;
[[File:U31 odyssey.png|thumb|200px|right|Odyssey (Ships OXPs)]]&lt;br /&gt;
[[File:Prohip xpat1.jpg|thumb|200px|right|Refugee Adder (Ships OXPs)]]&lt;br /&gt;
*[[Amphisbaena]](formerly known as Copperhead: 2012): ''not'' an ubership, by [[User:Rorschachhamster|Rorschachhamster]]&lt;br /&gt;
*[[Animated Ships]] (2010) - Butterflies - an experiment by [[User:Thargoid|Thargoid]].&lt;br /&gt;
*[[Baakili Far Trader]] (from Zieman's collection below, 2010)&lt;br /&gt;
*[[Boomslang|Boomslang MK IV]] - see bottom of the page for Tsoj's 2016 update of this venerable ship&lt;br /&gt;
*[[BBS Shippack]] 35 Oolite/Frontier ships with flashing running lights - includes desktop wallpapers (1920x1080)! 16.6 MB (by [[Dertien]], 2013-14)&lt;br /&gt;
*[[Capisastra OXP]] - fleets of nasty low-tech marauding amphibians for Galaxy 4 by [[User:Selezen|Selezen]] (2007) - also named Seosu.oxp&lt;br /&gt;
*[[Final Capital]] - big ship. Could be a liner. Or something else. Eric Walch (2011).&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=13932 Freighttrain] (2013) - Keeper's .oxp variant is at the end of the thread.&lt;br /&gt;
*[[Frog Space Rickshaw]] - by [[User:Murgh|Murgh]] from 2006&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=7791 Giant Robot Invaders: Flying Fortress (GRIFF)] - by [[User:ADCK|ADCK]] (2010)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=19732 Gigantophis v0.1] - heavy cargo vessel by Knotty (2018)&lt;br /&gt;
*'''HardBase''' - massive, ugly and slow ([[User:Norby|Norby]] - see his Collection, below)&lt;br /&gt;
*[[Koneko Industries]] - by [[User:RyanHoots|RyanHoots]] (2012) - shipyard in Galaxy 5&lt;br /&gt;
*[[Lazarus OXP]] Scooped Thargons come back to life and blast their way out of your hold! By [[User:Thargoid|Thargoid]] (2013)&lt;br /&gt;
*'''Navy Starships''' - by Charlie (2006) - the Interceptor and the Constitution: see his collection below&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=17349 Nova Ships] - by Vincentz (2015) - a pack of 4 (fighter, gunship, liner &amp;amp; shuttle), &amp;quot;Nova Start&amp;quot; &amp;amp; a soundset pack for the old BGS-M oxp&lt;br /&gt;
*[[Odyssey]] by maaarcooose (2013) from Ulysses 31 &lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=13487 Orion] by Rorschachhamster (2013) - German SciFi space ship&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=16375 '''Outlanders''' D-class ships v0.2] (2014) - by Hiasakite: from a little known, isolated sect of humanity, nicknamed the ‘Outlanders’&lt;br /&gt;
*'''Pizzaship''' by MarcusRG (2012) - see bottom of [[Giant Space Pizza]] page&lt;br /&gt;
*[[Refugee Adder]] by [[User:Murgh|Murgh]] (2005) - elongated adders bearing refugees (or [[Trumbloids|trumbloids]]... or slaves).&lt;br /&gt;
*[[Renegade Pirates OXP]] by [[User:LittleBear|LittleBear]] in 2006 and featuring [[Twin Plasma Cannon]]s! - so probably utterly obsolescent &lt;br /&gt;
*'''RocketMiner''' - a starting ship ([[User:Norby|Norby]] - see the last page of his Collection, below)&lt;br /&gt;
*[[RocketShips]] - fast ships which overheat by [[User:Norby|Norby]]&lt;br /&gt;
*[[Rusty Ass OXP]] - Murgh's 2022 update of his 2005 original - ships come in 3 cheaper degrees of decrepitation, with attendant maintenance issues&lt;br /&gt;
*Seosu.oxp (see Capisastra.oxp above)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=21774 Sidewinder NG] by DavidKroc (2025)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=16380 SKS Ships] by Sir Arian (2014): Light, Panther Clipper, Predator, Rhino, Spaceliner&lt;br /&gt;
*[[Spearhead Interceptor Mk.I]] by Rendell (2006): a light &amp;amp; agile fighter&lt;br /&gt;
*[[Starship Design Works]] - from 2012.oxp&lt;br /&gt;
::[https://app.box.com/s/amy2tku99l27pb2fg9rr ''Mamushi version 0.4'']&lt;br /&gt;
::[https://app.box.com/s/9ufjdbb29cxobbmav1c3 ''Osoroshii version 0.3'']&lt;br /&gt;
*[[Stealth Raiders]] (by [[User:Rustem|Rustem]] 2019) - nastier foes in safer systems (beta)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=288238#p288238 Tiger Ray] by Jona (2014) - a lower-end fighter: includes pilot and cockpit interior&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=10809 Trident Privateer] by Cmdr Vault (2011) - not quite finished&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=299280#p299280 TurboAnaconda] by Commander MacSeumas (2011) - a faster, less agile Anaconda variant&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=135232#p135232 Uber] by Frankie (2006) The first ubership?&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=21280 Wavefront] by idkman  (2022) - see Montana05's post for a working download. A powerful mutli-role fighter with a new laser.&lt;br /&gt;
*[[WonderWorm]] adds 'Time Raiders' and a buyable version of their uber-ships. Not to be taken seriously! [[User:Smivs|Smivs]] (2011)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=150258#p150258 Wyvern Ladies] adds armed long-range transports Wyvern Empress &amp;amp; Wyvern Queen, and the Wyvern Princess escort - by Wyvern Mommy (2011)&lt;br /&gt;
*[[Z-ships]] - 4 additional ships for the Ooniverse (2012)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=11384 Zeke Mining Transporter] (2011) - don't forget to change https://www.box.com to https://app.box.com for the download!&lt;br /&gt;
&lt;br /&gt;
:Links to the following collections are at the ''bottom'' of this page&lt;br /&gt;
*Simon B's collections&lt;br /&gt;
*Dark Wolf's collection (2009-13)&lt;br /&gt;
*Svengali's collection: Picks - [[Pallas]] (2012) - updated version of Charlie's original (2005?)&lt;br /&gt;
*Svengali's collection: Picks - RoC [[Remorse Of Conscience v2]] (2013 update of originals from 2005 &amp;amp; 2011)&lt;br /&gt;
*Svengali's collection: Picks - [[RVandGS]] Renegade Viper and Grass Snake (2011 update of 2006 originals)&lt;br /&gt;
&lt;br /&gt;
=== Systems ===&lt;br /&gt;
[[File:Galactic Navy.png|thumb|right|Galactic Navy (Systems OXPs)]]&lt;br /&gt;
[[File:Her Imperial Majesty's Space Navy.png|thumb|right|HIMSN (Systems OXPs)]]&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=20670 Dangerous Galaxies] (Erick Costa 2020) changes politics in galaxies so that Galaxy 1 is more Corporate, and as one moves to Galaxy 8 they become more Anarchic.&lt;br /&gt;
* [[Factions OXP]] - For Multi-govt systems: a space-fight for control of such systems&lt;br /&gt;
* [[Galactic Navy]] - the [[Galactic Navy OXP]]. This is a suite of OXPs - and there is also Switeck's variant to consider.&lt;br /&gt;
* [[249th Naval Reserve Wing OXP]] by Rese249er (2012) - can stand alone or combine with either the Galactic Navy or with HIMSN.&lt;br /&gt;
* [[Her Imperial Majesty's Space Navy‎‎]] alpha OXZ from a two year project to create a more modest alternative to the [[Galactic Navy]] (2014).&lt;br /&gt;
&lt;br /&gt;
''Based on GN &amp;amp; HIMSN'':&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=19389 Galactic Navy Extend] - 3 modules by Montana05 (2018-20):  GNE, System Guard Navy &amp;amp; Mercenaries&lt;br /&gt;
&lt;br /&gt;
''Based on HIMSN'':&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=18548 Material for potential &amp;quot;NVSecurity OXP&amp;quot;] Keeper's transformation of his input to &amp;quot;NVSecurity OXP&amp;quot; (2017)&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
* [[CustomLasers|Custom Lasers]] (2012): 8 new lasers including 2 dual mode mining/combat lasers by [[User:CommonSenseOTB|CommonSenseOTB]]&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=11909 Crybaby] by Dr Tripsa (2012): mounts as a missile, looks like a cargo pod &amp;amp; blows pirates to Kingdom Come!&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=4135 MaegilsMissiles.oxp/Missiles Options oxp] by [[User:Cmdr. Maegil|Cmdr. Maegil]] (2007)&lt;br /&gt;
* [[Media:Oolite.oxp.Astrobe.missiles.oxz | Missiles]] (downloaded {{#downloads:Oolite.oxp.Astrobe.missiles.oxz}} times) improves function of ECM (Astrobe, 2017)&lt;br /&gt;
* [[Paint Missiles]] by [[User:Ngalo|Ngalo]]. Paint your target - or the Ooniverse generally - a lurid colour!&lt;br /&gt;
* [[Railgun]] by [[User:Commander McLane|Commander McLane]] (2011): 4 different varieties.&lt;br /&gt;
* [[Thargoid Weaponry]] by Nexus-Hex (2017)&lt;br /&gt;
&lt;br /&gt;
=== Don't ask! ===&lt;br /&gt;
Do not ask! Do not think about asking! Do not even think about thinking about it!&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=20471 Thanksgrooving Pack] by GearsNSuch (2019)&lt;br /&gt;
&lt;br /&gt;
=== Named Collections ===&lt;br /&gt;
&amp;lt;font color=&amp;quot;Green&amp;quot;&amp;gt;Note on downloading from Box: if one cannot download individual oxp's from Box, try deselecting your desired oxp and clicking the &amp;quot;download&amp;quot; button in the top right corner of the page. You may be rewarded with a single bulky download of each and every file in that collection instead! &amp;lt;br&amp;gt;Alternatively, edit the name of the Box site, replacing http://''www''.box.net/... with http://''app''.box.net/... &amp;lt;/font&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* ''These are listed in an approximate date order of the newest oxps in each collection, oldest (2006/7) at the bottom.''&lt;br /&gt;
&lt;br /&gt;
==== Phkb (2014-21) ====&lt;br /&gt;
[[File:Rock Hermit sm.png|thumb|right|320px|Phkb's Hermitage allows you to own and develop your own Rock Hermit]]&lt;br /&gt;
* [[User:Phkb|Phkb]]'s ''experimental'' OXPs (see [[User:Phkb|here]] for the links to the OXPs - and their discussions): 2021&lt;br /&gt;
::'''CompressedJSON.zip''' is a utility designed for '''OXP developers'''. Many OXP's use JSON to package up data into the save game file, and then extract it again when loading the game. JSON is a rather bulky format, though, and it doesn't take long for your data to start making your save game file quite large. Compressed JSON simply reduces the amount of space the JSON data takes up, thereby reducing your save game file. See the readme file inside the ZIP for details on how to use it.&lt;br /&gt;
::[[Hermitage]] gives you the opportunity to own your own [[Rock Hermit]].&lt;br /&gt;
::[[Maintenance Tune Up]] provides the ability to do a [[maintenance]] tune up, even when the normal overhaul is not available.&lt;br /&gt;
::'''Population Control.oxz''' is intended to limit the size of pirate groups in safer systems. The number of police patrols is also increased slightly. &lt;br /&gt;
::'''Risky Business.oxz''' aims to make Multi-Gov, Feudal and Anarchy systems more rewarding for traders, by tweaking prices on a few goods. Goods that are already over the average could be increased. Goods that are below the average could be reduced. Not all goods will be impacted at all locations. &lt;br /&gt;
::'''Space Lane Adherance Bonus.oxz''' was intended as a way of dealing with the ''go off-lane to avoid pirates recommendation'', which is normally given to new pilots who are struggling with combat in the early part of the game. This OXP encourages players to stay on the witchpoint-to-planet spacelane by giving a small monetary bonus to players who stay on or close to it as much as possible.&lt;br /&gt;
:: [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=20179 PlanetForests.oxp &amp;amp; PlanetOceans.oxp] for the [[Vanilla game]]: restores the image of the planet to match its description on the F7 page.&lt;br /&gt;
* Phkb's [https://app.box.com/s/5xbksy48qr9cp31z2wpef6wjla05s3ih Box account] - with some new ones recently added!&lt;br /&gt;
&lt;br /&gt;
==== Montana05 (2021) ====&lt;br /&gt;
*[[User:Montana05|Montana05]]'s collection of lost/mislaid oxp's is on [https://app.box.com/s/fcqpgs9t3m8gmcas8dwesuoxa0c1dfxd Box]. In many cases he has fixed/updated them. Most of these are now on the Expansions Manager.&lt;br /&gt;
&lt;br /&gt;
==== Rustem (2018-9) ====&lt;br /&gt;
*[[User:Rustem|Rustem]]'s collection is on [https://app.box.com/s/0xbwnuqpxunh8uvtppnv40mjnecdlkpz Box]. Different versions of [[Orbits]], with tweaks for some other oxps to align with Orbits. Also Norby's MicroGTorus. 11 oxp's. &lt;br /&gt;
*Not in either his collection or the [[Expansions Manager]] is [[Stealth Raiders]] (2019) - nastier foes in safer systems&lt;br /&gt;
&lt;br /&gt;
==== Svengali (2012-18) ====&lt;br /&gt;
[[File:Pallas sv.png|thumb|right|Charlie's Pallas as rejigged by Svengali]]&lt;br /&gt;
*[[User:Svengali|Svengali]]'s Collection on [https://www.box.net/s/h78y01lg9b Box]. 2016-8, but many from 2012. Seemingly a mix of stuff already posted for more general in-game use, with some more esoteric gubbins for .oxp programmers (for using Library, GNN ''etc''). Over 120 files (some .oxps). His picks seem to be older files which he was maintaining.&lt;br /&gt;
::Picks - [[Pallas]] (ship)&lt;br /&gt;
::Picks - RoC [[Remorse Of Conscience v2]] (2013) (ship)&lt;br /&gt;
::Picks - [[WPB OXP|WPB]] (2013) Old Witchpoint Buoy&lt;br /&gt;
::Picks - [[RVandGS]] Renegade Viper and Grass Snake (2011)&lt;br /&gt;
::Tools - CCL Materials Finder (for Cabal Common Library)&lt;br /&gt;
::Developers Edge (Library) - Halsis2.oxp&lt;br /&gt;
::Developers Edge (Library) - Lib Animator Demo.oxp&lt;br /&gt;
::Developers Edge (Library) - Lib Music Orchestral Demo.oxp&lt;br /&gt;
::Developers Edge (Resources) - CCL Overlays (Empty)&lt;br /&gt;
::Developers Edge (Resources) - BGS i 15 files&lt;br /&gt;
::Developers Edge (Resources) - BGS images (4.1Mb)&lt;br /&gt;
::*BB Link: [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=16741 Svengali's OXPs - Maintainers needed (2014-5)]&lt;br /&gt;
*See also his [https://github.com/CmdrSvengali GitHub collection] (2012-18)&lt;br /&gt;
&lt;br /&gt;
==== Griff (2009-18) ====&lt;br /&gt;
A note about Griff's collections: they are spread around. The box account linked below is the largest collection, but there are also Spara's collection of Griff's collections, in '''Ships''' above there is Griff's Organic Thargoids, and in '''Ambience''', Ice Asteroid. &lt;br /&gt;
&lt;br /&gt;
Griff is the official ship designer for Oolite: the vanilla game ships, stations ''etc'' are all his.&lt;br /&gt;
&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=21170 griff SpecGloss ships]: updates for the new graphics possibilities available with Oolite 1.91 (2022)&lt;br /&gt;
*[https://app.box.com/s/rpkms25cc9 Griff's own Collection]: It will probably be better to download his oxp's from the Expansion Manager... but if you are running an older version of Oolite, his collection may be helpful. If you are OXPing yourself, it should prove invaluable.&lt;br /&gt;
::It includes such oddities as a burning alloy movie!&lt;br /&gt;
*[https://app.box.com/s/cigqflqenyoe4a3zr571y3hrrbwne07c Griff's own Collection]: Core Shipset for Oolite v1.80 (2014-15)&lt;br /&gt;
*[https://app.box.com/s/rpkms25cc9 Griff NormalMapped Ships]: Shipset for Oolite v.1.80 (2014-8) includes a chrome-plated Cobra Mk.3, an alternate Cobra &amp;amp; glowing cargo pods&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=275762#p275762 Spara's collection] - Spara's &amp;amp; Griff's comments with link (to 2021 collection of 2012-14 .oxp's).&lt;br /&gt;
&lt;br /&gt;
==== Stormrider (2014-17) ====&lt;br /&gt;
*Stormrider's original [[Darkside Moonshine Distillery]] with other projects: [https://app.box.com/s/3nd49c88697vss81iqen Here!]&lt;br /&gt;
::Stormbrewer (various versions)&lt;br /&gt;
::Antient aliens ([[Amber Moon Chronicles]])&lt;br /&gt;
::Witchfire taproom resources&lt;br /&gt;
::Oogle Transporter&lt;br /&gt;
&lt;br /&gt;
==== Norby (2013-17) ====&lt;br /&gt;
*[[User:Norby|Norby]]'s collection of his own programming tips/fiction/analyses ''etc'': [https://app.box.com/s/eh7et83sy4hbp1439o7o a Treasure Trove!].&lt;br /&gt;
*[[User:Norby|Norby]]'s collection of OXP's - mostly from 2013/14, many predate Oolite v.1.79: over 7 pages of lists: [https://app.box.com/s/t7vnj3kfinbpc7m1twy3/folder/916405308 another Treasure Trove]!&lt;br /&gt;
&lt;br /&gt;
*[[User:Norby|Norby]]'s collection of [[Isis Interstellar]] oxps: see [https://app.box.com/s/jwz5fc63ld6jiuittp65 Box] for the downloads. See also Killer Wolf's collection below.&lt;br /&gt;
[[File:King cobra hud.png|thumb|right|King Cobra HUD (Norby's Collection)]]&lt;br /&gt;
:: '''Isis HUD''': see [[Isis Interstellar]]&lt;br /&gt;
:: '''vamp reduxed improved engine flame''': see [[Isis Interstellar]]&lt;br /&gt;
:: '''spectre''': Isis Interstellar's Vampire Mk V, a secret military vessel fighting Thargoids in witch space. By Killer Wolf, last updated in 2011.&lt;br /&gt;
:: '''phantom''': a trader/fighter from Isis Interstellar with external missiles. By Killer Wolf, last updated in 2011.&lt;br /&gt;
:: '''Cobra IV''': Isis Interstellar's successor to the Cobra MkIII, available in trader and fighter variants. By Killer Wolf, last updated in 2011.&lt;br /&gt;
:: [[SothisTC]] Mr Troomp's trading centres&lt;br /&gt;
:: '''Wasps''' adds formation flying wasps, queen wasps, and wasp nests&lt;br /&gt;
:: [[Isis Interstellar]]&lt;br /&gt;
:: '''Diamondback''': see [[Isis Interstellar]]&lt;br /&gt;
:: '''Werewolf''': see [[Isis Interstellar]]&lt;br /&gt;
:: '''Venom''': see [[Isis Interstellar]]&lt;br /&gt;
:: '''Vamp3a''': see [[Isis Interstellar]]&lt;br /&gt;
:: [[Nuit Space Station OXP]]&lt;br /&gt;
:: [[King Cobra]]&lt;br /&gt;
&lt;br /&gt;
==== Keeper (2013-7) ====&lt;br /&gt;
*[http://www.keeper1st.com/Oolite Keeper's collection] includes his HUD, KeeperSky.oxp, Chrysopelea (a ship) &amp;amp; NVSecurity (see Systems above). There are also some BGS sounds (Keeper is a professional musician).&lt;br /&gt;
&lt;br /&gt;
==== SMax (2016) ====&lt;br /&gt;
*[https://bitbucket.org/%7B88b264f0-dd97-41ed-b2ac-041b2c9a1760%7D/ These] are just the originals of [[User:SMax|SMax]]'s OXPs (which are now on the Expansions Manager).&lt;br /&gt;
&lt;br /&gt;
[[File:Shurninja4.png|thumb|right|320px|Mandoman's Shuriken (Spara's Collection)]]&lt;br /&gt;
==== Spara (2015) ====&lt;br /&gt;
[[User:Spara|Spara]] has written some of the most crucial oxps dealing with trade, as well as a large number of others. But he also collects:&lt;br /&gt;
*[https://app.box.com/s/8r1jmsoi5tm7cqfncy2wbs82bzkf8fx8 Old OXP archive] (2015)- other people's old OXP's&lt;br /&gt;
::[[Moccasin]]&lt;br /&gt;
::Shrike by [[User:CaptSolo|CaptSolo]] - see [https://bb.oolite.space/viewtopic.php?p=196795#p196795 here]&lt;br /&gt;
::[[Fighter HUD (Oolite)|Fighter HUD]]&lt;br /&gt;
::[[Shuriken]] by Mandotech Industries&lt;br /&gt;
::[[Scimitar]] by Smivs &amp;amp; Griff&lt;br /&gt;
::Copperhead Yari - existed in 2012; on the wiki are only [[Copperhead]] &amp;amp; [[Copperhead Mk. II OXP]]&lt;br /&gt;
::[[Copperhead]]&lt;br /&gt;
::Isis HUD - Killer Wolf's [[HUD]] for his Isis ships&lt;br /&gt;
::vamp reduxed improved engine flame - ([[Vampire]])&lt;br /&gt;
::Spectre - ([[Staer9 Spectre]])&lt;br /&gt;
::Phantom - a trader/fighter from Isis Interstellar with external missiles by Killer Wolf&lt;br /&gt;
::[[Accipiter]]&lt;br /&gt;
&lt;br /&gt;
*[https://app.box.com/s/raw152biz9vom7i3c535bhqeiiq0subn Old OXP archive] (2021) - Griff's original textures from before v.1.80/2014 and the OXZ format: 3 files:&lt;br /&gt;
::Griff shipset resources&lt;br /&gt;
::Griff shipset addition&lt;br /&gt;
::Griff shipset replace&lt;br /&gt;
&lt;br /&gt;
==== Amah (2014) ====&lt;br /&gt;
*[[User:Amah|Amah]]'s [https://app.box.com/s/536ylq2u8pkctpj7uj8b Dropbox] (2014).&lt;br /&gt;
Amah's ocpc_custom_paintscheme_creation: the base OXP together with the retextures for the Cobras Mk I &amp;amp; III, the Anaconda and the Adder.&lt;br /&gt;
[[File:SwatCondorAd.jpg|thumb|right|300px|Condor (Charlie's collection)]]&lt;br /&gt;
[[File:FireflyQ.jpg|thumb|right|300px|Firefly (Charlie's collection)]]&lt;br /&gt;
[[File:Lampyris.jpg|thumb|right|300px|Lampyris (Charlie's collection)]]&lt;br /&gt;
[[File:MerlinAd.jpg|thumb|right|300px|Merlin (Charlie's collection)]]&lt;br /&gt;
&lt;br /&gt;
==== Zireael (2014) ====&lt;br /&gt;
*[[User:Zireael|Zireael]]'s [https://app.dropbox.com/sh/q8xqu5ymg79zuud/2iGq_BE_O9 Dropbox] (2014). Most of these have been updated and are on the [[Expansions Manager]]. The exceptions seem to be&lt;br /&gt;
::Elite rank scanner - see how deadly your opponents are!&lt;br /&gt;
::Frontier style map.oxp&lt;br /&gt;
::Jameson Faces.oxp&lt;br /&gt;
::New Style Dates.oxp (currently incorporated into [[Useful MFDs]].oxp).&lt;br /&gt;
&lt;br /&gt;
==== Tch ([[Roolite]]: 2013-14) ====&lt;br /&gt;
*[https://app.box.com/s/dyo1vedrxuyeyum3atci Tch's collection on Box]. Much is Russian translation of the English. Some is Russian instructions for writing oxp's. Some looks fascinating but won't unzip on my computer! Alnivel has an alternative unzippable collection [https://bb.oolite.space/viewtopic.php?p=288266#p288266 here]. Tch's Gravitation.oxp is in &amp;quot;Game Environment&amp;quot;.&lt;br /&gt;
::Tch_Documentation_RUS (Conflicting OXP's, planet textures)&lt;br /&gt;
::Tch_Stations (Aegis, models, main stations...)&lt;br /&gt;
::Tch_Game_Environment (Gravity &amp;amp; Orbits)&lt;br /&gt;
::Tch_Start_OXP (Languages ''etc''.)&lt;br /&gt;
::Tch_Russian_Systems ([[Sector1/Quorte|Quorte]]: Galaxy 1, Corporate, TL6, Average Agricultural)&lt;br /&gt;
::Tch_Landing_Module_002 (oxp, music &amp;amp; images: 2Gb!)&lt;br /&gt;
::Textures (72 Mb)&lt;br /&gt;
::Tch_Economics (3 files)&lt;br /&gt;
::Tch_Equipment (6 files - versions of English oxp's?)&lt;br /&gt;
::Tch_Sounds_Music_Images (4 files - Russian translations?)&lt;br /&gt;
&lt;br /&gt;
==== Eric Walch (2010-14) ====&lt;br /&gt;
*[[User:Eric Walch|Eric Walch]]'s collections on box (2010-4).&lt;br /&gt;
::OXPS for Oolite v1.74+ in [https://www.box.net/s/duvm9k33lz Box]: (2010-4): include TOGY with Steve Jobs, Dredger Showroom, Cargo Wreck Showroom and Final Capital&lt;br /&gt;
:::''the &amp;quot;showroom&amp;quot; oxp's display things on the start-up screen of the old versions of Oolite''&lt;br /&gt;
::Older OXPS in [https://www.box.net/s/duvm9k33lz Box]: (2010-4): include Ringpod, Nukes, Oosounds Combined, Freaky Thargoids and Ixian ships&lt;br /&gt;
&lt;br /&gt;
==== Thargoid (2009-14) ====&lt;br /&gt;
*[[User:Thargoid|Thargoid]]'s Collection in [https://www.box.net/v/thargoid Thargoid's Box]: (2009-14) 3 pages of over 50 OXPs mostly on the [[Expansions Manager]]&lt;br /&gt;
&lt;br /&gt;
==== ADCK (2009-14) ====&lt;br /&gt;
*[[User:ADCK]]'s Collection in [https://app.box.com/s/4z4em3fdyv ADCK's Box]: (2009-14) His [[FFE]] ships, [[Behemoth]]s, reworkings of Sung &amp;amp; Neolite retextures, and several others. &lt;br /&gt;
&lt;br /&gt;
==== JazHaz's BackUps ====&lt;br /&gt;
[[User:JazHaz|JazHaz]] did a lot of the early work on this wiki. He also backed up many oxp's in his own collections:&lt;br /&gt;
*Captain Murphy's OXPs in [https://app.box.com/s/5axsr83uf4g39ugsgo6h Box]&lt;br /&gt;
*[http://app.box.com/shared/cx2st8mjhv Deepspace Ships OXP] also in Box&lt;br /&gt;
&lt;br /&gt;
==== Maik's BackUps ====&lt;br /&gt;
[[User:Maik|Maik]] did much of the later work on this wiki. He backed up all the Oosat2 oxps with some of the Oosat1 added in for good measure. (2010-13)&lt;br /&gt;
*[https://app.box.com/s/r10e0dqufr?page=1 Maik's Box] (some will have been updated)&lt;br /&gt;
&lt;br /&gt;
==== Killer Wolf (2009-13) ====&lt;br /&gt;
[[Killer Wolf]]'s entire collection is in [https://app.box.com/s/m2jw4wo5fdjzu3b30ma4hg9fofypgudo Box] (2022)&lt;br /&gt;
Downloadable as an 87Mb zip file.&lt;br /&gt;
All his ships, HUDs &amp;amp; stations (excluding Hathor &amp;amp; Nephthys, which he posted a week earlier)&lt;br /&gt;
&lt;br /&gt;
==== Simon B (2011-13) ====&lt;br /&gt;
[[File:SimonB's ÜberTharg.png|right|300px|thumb|ÜberTharg]]&lt;br /&gt;
*Simon Bridges' re2dux ships collection in [https://app.box.com/s/kcvfxbsqh6 Box]&lt;br /&gt;
::taniwha&lt;br /&gt;
::oolific.oxp - the ''Oolite Princess'' liner&lt;br /&gt;
::re2dux.oxp - his re2dux shipset&lt;br /&gt;
::sb-navy - carriers &amp;amp; ancillary ships&lt;br /&gt;
::wakapiko-redux&lt;br /&gt;
::sb-faves (cobra variants)&lt;br /&gt;
::re2dux-vipers&lt;br /&gt;
::constrictor&lt;br /&gt;
::sbdestroyer-pre2 - naval destroyer&lt;br /&gt;
::ubertharg-pre1&lt;br /&gt;
::katipo&lt;br /&gt;
[[File:Simon B's Wolf HUD template.png|right|300px|thumb|HUD from the &amp;quot;Wolf&amp;quot; in the Arachnid oxp&amp;lt;br&amp;gt;Click to see detailing]]&lt;br /&gt;
*Simon Bridges' neolites ships collection in [https://app.box.com/v/neolites Box]&lt;br /&gt;
::neotextures - collection of textures, including those for an alien coriolis and alien ships&lt;br /&gt;
::neolite - retextures for the vanilla game ships&lt;br /&gt;
::wakatoro - (Maori - to extend/stretch/thrust) - suite of 8 new ships (one with designer HUD) also escape capsules, drones &amp;amp; missiles&lt;br /&gt;
::wakapiko - (Maori - to bend/to turn; murder/slaughter/massacre) - suite of 9 new ships&lt;br /&gt;
::typhoon - suite of 4 new ships: appaloosa, cougar, coyote &amp;amp; typhoon&lt;br /&gt;
::galcop - viper retextures, and adds in military &amp;amp; renegade vipers&lt;br /&gt;
::blade - variant of the asp&lt;br /&gt;
::arachnid - suite of 3 ships: avondale, katipo &amp;amp; wolf, each with their own HUD&lt;br /&gt;
::neolite-concepts (anaconda cruiser with subentities&lt;br /&gt;
::neolite-companion (different models for Murgh's [[Old Ships OXP]] - over a dozen ships&lt;br /&gt;
::neolite-wolfies (based on [[Wolfwood Interstellar Technologies|Wolfwood's Variants (2006)]] - 7 ships, each with their own HUD&lt;br /&gt;
''Some of [https://bb.oolite.space/memberlist.php?mode=viewprofile&amp;amp;u=2248 Simon B's] ships were repackaged by [[User:CaptSolo|CaptSolo]] for the [[Expansions Manager]]: see [[Simon B's Ships OXP]]''&lt;br /&gt;
&lt;br /&gt;
[[File:Long Range Scanner (Okti).png|thumb|right|320px|Okti's Long Range Scanner]]&lt;br /&gt;
&lt;br /&gt;
==== Okti (2011-12) ====&lt;br /&gt;
*[https://app.boxcn.net/s/bpl582x1hu Okti's Collection] from 2011-2&lt;br /&gt;
::[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=11921 SafeJumps] warns if target system's sun has gone nova&lt;br /&gt;
::[[Galaxy Info]] forerunner of Phkb's [[GalCop Galactic Registry]] &amp;amp; see [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=9943 BB thread here]&lt;br /&gt;
::[[Primable Laser]] - adds a second primable laser for clobbering the McNasties with!&lt;br /&gt;
::[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=10625 Autoskim] for automatic sunskimming&lt;br /&gt;
::PirateEBomb: - [[Cheating|cheat]] - kills every pirate in the system and then calls you a cheat!&lt;br /&gt;
::[[Long Range Scanner]] - [[Cheating|cheat]] - see ''everything'' in the star system&lt;br /&gt;
::CargoScanner: Since updated by Timer and now on the [[Expansions Manager]] as [[Cargo Scanner OXP]]&lt;br /&gt;
::[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=9182 OresratiChallenge]: For getting to [[Sector8/Oresrati]]&lt;br /&gt;
::[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=9615 InterstellarRescue]&lt;br /&gt;
::[[Pylon-based Equipment Remover]] Since rewritten by Phkb and now on the [[Expansions Manager]] as [[Remove Individual Pylon]].&lt;br /&gt;
::[[Target Tracker]] - [[Cheating|cheat]] - an infallible tracker for laser targets!&lt;br /&gt;
::[[Miner Pod OXP]]&lt;br /&gt;
::[https://bb.oolite.space/viewtopic.php?p=134292#p134292 SunSkimmerPod]&lt;br /&gt;
::OneWayTicket2Oresrati [https://bb.oolite.space/viewtopic.php?p=139500#p139500 mentioned here].  For getting to [[Sector8/Oresrati]]&lt;br /&gt;
::LinkG7 Links to the lost part of G7 (some two dozen systems in the bottom left corner of the map). For navigating [[The Great Rift]]&lt;br /&gt;
:::Note this issue and the solution: [https://bb.oolite.space/viewtopic.php?p=267490#p267490 (Problem, 2019)]&lt;br /&gt;
*Not in the Collection:&lt;br /&gt;
::[[Colonization]] - massive dockable which you can fly through (also listed in Dockables, above)&lt;br /&gt;
&lt;br /&gt;
==== Ramirez (2007-12) ====&lt;br /&gt;
[[User:Ramirez|Ramirez]]'s original website has sundered (http://www.arcadia-digital.net/steve/Oolite/) but [https://web.archive.org/web/*/http://www.arcadia-digital.net/steve/Oolite/* Wayback machine] has preserved some pages.&lt;br /&gt;
&lt;br /&gt;
==== Commander Cheyd (Deep Horizon) (2011) ====&lt;br /&gt;
[[File:DH Systems Cratered Moon.png|thumb|right|320px|Cratered Moon (Commander Cheyd's's Collection)]]&lt;br /&gt;
* [http://deephorizonindustries.com/ Deep Horizon Industries] - Commander Cheyd (2011)&lt;br /&gt;
::'''Deep Horizon - Systems''' v2.0.8 (Beta) Add additional planets and moons to your Ooniverse. Replaces the procedurally drawn planet textures with amazingly detailed custom textures. Also changes the appearance of the central star within each system.&lt;br /&gt;
:::'''Low Resolution Texture Pack''' - 3/2/2011 (11.6 MB)&lt;br /&gt;
:::'''Standard Resolution Texture Pack''' - 3/2/2011 (22 MB)&lt;br /&gt;
::'''Lights Down''': Lower the ambient light within the game for a more spacious feel. Also increases the ambient star count, and the intensity of nebulae within the game.&lt;br /&gt;
::'''Pirate Ambushes''': Introduces a new tactic for pirates in lower-government systems- Hijacking the Witchspace buoy and moving it to a more 'advantageous' position.&lt;br /&gt;
::'''Gas Giant Skimming''': (Requirement: Ore Processor OXP by [[User:Eric Walch|Eric Walch]]) Allows players to skim fuel, and possibly other commodities, from gas giant-type planets.&lt;br /&gt;
:''DH's 3 other OXPs are already on the Expansions Manager''&lt;br /&gt;
&lt;br /&gt;
==== Charlie (2006-8) ====&lt;br /&gt;
[[File:Orbs.png|thumb|right|320px|Charlie's Collection]]&lt;br /&gt;
*Charlie's Collection in [https://app.box.net/s/b2tic3tjsk Box]: (2006-8): link thanks to cbr&lt;br /&gt;
::Adds - 20 advertisements for [[Benulobiweed Inc.]] ships&lt;br /&gt;
::For Ahruman - cobra and orb demos&lt;br /&gt;
::[[Orb]]&lt;br /&gt;
::Ships - [[Condor]], [[Kestrel &amp;amp; Falcon OXP|Falcon]], [[Kestrel]], [[Merlin]], Navy Starships (Navy Interceptor &amp;amp; Constitution), [[Pallas]] &amp;amp; [[Swift]] (with older versions)&lt;br /&gt;
::Ordinance - empty&lt;br /&gt;
::[[Black Hole]] - empty (unfinished project)&lt;br /&gt;
::Beta - Asteroids &amp;amp; planets+moons (new skins - 2006): See [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=4205 plannets.oxp - is it still working?] (2008)&lt;br /&gt;
::Benulobiweed text - more on the background of this great company.&lt;br /&gt;
::model-utilities.zip - Meshwork graphics (not a recommended package for post-v.1.65 Oolite).&lt;br /&gt;
&lt;br /&gt;
==== Shader experiments ====&lt;br /&gt;
[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=3460 17 .oxp's] from the early days of introducing shaders (2007) - experiments with shaders by Griff, Ahruman ''etc''. Many links broken. More similaraly experimental oxp's are sprinkled across the later pages of the thread.&lt;br /&gt;
&lt;br /&gt;
==== Sabre (2007) ====&lt;br /&gt;
[[File:Biosphere (Sabre, 2007).png|thumb|320px|right|Biosphere OXP (Sabre's Collection)]]&lt;br /&gt;
*[http://www.leebennett.force9.co.uk/oolite/ Sabre's collection] (2007): see [[Alphabetical Ship List (Oolite)]]&lt;br /&gt;
For some details on Sabre himself see [https://bb.oolite.space/viewtopic.php?p=23569#p23569 here].&lt;br /&gt;
::Dredgers.oxp.zip	2007-07-05 10:29 	1.9M	 The original [[Deep Space Dredger]] - includes the sabre ship.&lt;br /&gt;
::Tardis_screenshot.jpg	2007-07-06 22:32 	118K	 Dr Who!&lt;br /&gt;
::bioSphere.oxp.zip	2007-07-05 10:29 	321K	 [[BioSphere station]]&lt;br /&gt;
::liberator.oxp.zip	2007-07-23 23:35 	857K	 Blake 7! [[Liberator]] 4 front mounted military lasers and 3 rear mounted turrets! &lt;br /&gt;
::liberator_screenshot.jpg	 2007-07-23 23:35 	78K	Blake 7! &lt;br /&gt;
::shreddies.oxp.zip	2007-07-05 10:27 	433K	 [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=5700 Breakfast Cereals] (2009)&lt;br /&gt;
::tardis.oxp.zip	2007-07-05 10:17 	114K	 Dr Who! [[Tardis]] (2007)&lt;br /&gt;
::tardis_model.zip	2007-07-06 21:06 	127K	 Dr Who!&lt;br /&gt;
::tribant.oxp.zip	2007-07-05 10:27 	1.7M	 (Trader - has &amp;quot;a good death action&amp;quot;)&lt;br /&gt;
::velocity.oxp.zip	2007-04-28 00:59 	248K     [[Velocity OXP]] - 3 different ships: trader, yacht &amp;amp; escape vessel&lt;br /&gt;
&lt;br /&gt;
==== Oosat 1 (2006) ====&lt;br /&gt;
*[http://capnhack.com/hosting/oolite/Oolite/OoSat.html Oosat 1]&lt;br /&gt;
::Oosat 2 died twice losing all content!&lt;br /&gt;
&lt;br /&gt;
== Stuff for Programmers ==&lt;br /&gt;
=== Proofs of concept ===&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=290407#p290407 3 Register Key.oxp demos] (Phkb 2023) for using the v.1.91 recognition of more than just the &amp;quot;enter&amp;quot; key on missions screens&lt;br /&gt;
*[[Multiple Docks|Multi-Dock Test Carrier demo]] (Cim 2012) for having multiple docks in a dockable. In this OXP: two multi-purpose, one just launching, one just docking&lt;br /&gt;
&lt;br /&gt;
=== Utilities ===&lt;br /&gt;
*'''CompressedJSON.zip''' (Phkb's collection above, 2016) is a utility designed for '''OXP developers'''. Many OXP's use JSON to package up data into the save game file, and then extract it again when loading the game. JSON is a rather bulky format, though, and it doesn't take long for your data to start making your save game file quite large. Compressed JSON simply reduces the amount of space the JSON data takes up, thereby reducing your save game file. See the readme file inside the ZIP for details on how to use it.&lt;br /&gt;
*See Norby's, Svengali's &amp;amp; Phkb's collections above for a large assortment of tools&lt;br /&gt;
*[https://www.dropbox.com/s/cudwuq8d56epcm2/Resources-Scripts.zip?dl=0 cag's javascripts collection] on Box (c. 2018) for reducing garbage collection.&lt;br /&gt;
*[https://www.dropbox.com/s/msqb9tdg7fo8bvb/oolite.oxp.cag.fps_monitor.oxz?dl=0 frames/second monitor] by cag on DropBox.&lt;br /&gt;
*[https://app.box.net/s/7b6ph3qoq0 Planet rotation tester.oxp] by Eric Walch (2010): [https://bb.oolite.space/viewtopic.php?p=115165#p115165 BB thread].&lt;br /&gt;
*[[Media:MOP-Test1.0.zip|Mission Offering Protocol &amp;amp; Manual]] by Eric Walch (2007): [https://bb.oolite.space/viewtopic.php?p=38196#p38196 BB thread].&lt;br /&gt;
*[https://app.box.com/shared/rpkms25cc9 Griff's resources] for those designing ships (2010-8).&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=48865#p48865 Griff's Planet shader example] (2008) - based on planet Earth,&lt;br /&gt;
*Legacy script comes in two versions: XML &amp;amp; OpenStep. Commander Jettison wrote 2 small programmes for translating the more opaque XML into OpenStep which you can find [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=10039 here] (2011-17). The older version is on the first page, the newer on the third page of the thread.&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=58579#p58579 ScriptTimer.oxp 1.1] by [[User:Eric Walch|Eric Walch]] (2008) for timing the running of legacy scripts&lt;br /&gt;
*[https://app.box.com/s/5xbksy48qr9cp31z2wpef6wjla05s3ih/folder/26357445023 Test Ship Model (2023)] by [[User:Phkb|Phkb]] for viewing new ships.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Oolite-debug-menu.png|thumb|320px|right|Debug OXP (menu for AppleMac)]]&lt;br /&gt;
* [[Debug OXP]] for Mac &amp;amp; other systems (Phkb, 2018) (The linked GitHub download is dated 2011, &amp;quot;for Windows XP and above&amp;quot;).&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=20512 Debug Console] for Python and Windows (cag, 2020)&lt;br /&gt;
&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?f=7&amp;amp;t=18656 NASA 3D Models (and other software)] - space stations, satellites, equipment, space suits, robots, galaxies ''etc''.&lt;br /&gt;
&lt;br /&gt;
== Utilities &amp;amp; Oddities ==&lt;br /&gt;
*OXP Additional Cargo Space Workaround 0.1.0.oxz  - by ocz (2015). See [https://bb.oolite.space/viewtopic.php?f=3&amp;amp;t=17932 BB Thread]&lt;br /&gt;
*[https://github.com/JensAyton/Griffification.oxp Griffification.oxp] - by [[User:Ahruman|Ahruman]] (2012) for importing Griff's ships into the then Vanilla game&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=14536 HUD requests .oxp] - by Norby (2013) - part of his campaign to improve Oolite HUDs.&lt;br /&gt;
*MeasureRamp: Measures ramp up/dampening of flight controls by &amp;quot;cag&amp;quot; (2018): a [https://bb.oolite.space/viewtopic.php?p=259811#p259811 one-off tool used when adding inertia to Norby's ReverseControl.oxp]: It writes data to Latest.log file.&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=5613 Pilot models for ships] (2009-10) ClymAngus's link still works (in 2021).&lt;br /&gt;
*[[:File:Testequipment-0.1.0.oxz|Test Equipment.oxp]] by ocz (2015)&lt;br /&gt;
&lt;br /&gt;
=== Not oxp's (mostly game code variations) ===&lt;br /&gt;
*[[Planettool]] (2010) [[User:Ahruman|Ahruman]]'s Planet texture creator for Windows &amp;amp; AppleMac&lt;br /&gt;
*[https://github.com/JensAyton/OoliteGalaxyExtruder Galaxy Extruder] (2011 - GitHub) [[User:Ahruman|Ahruman]]'s &amp;quot;3D-er&amp;quot; for use with Oolite v.2.0  - and see here: [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=9642 3D galaxy prototype] (2011)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=18682 (FUN) Random ships of the Ooniverse in menu screen] (2017)&lt;br /&gt;
*[[File:Foo.oxz]]: the great [[Dylan Smith|Winston]] finally wrote an OXZ! And in 2018! Presumably ''[[Handwavium]]'' Foo! But if you open it up ...&lt;br /&gt;
*[[Oolite Voice Control]]: Windows only (glovePIE interface)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=275960#p275960 Adding cinematic views to your external views] Cody (2022) (originally provided by another_commander)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== GalCop Health Warnings ==&lt;br /&gt;
&lt;br /&gt;
* The major rejigs of Oolite under [[User:Cim|Cim]] in 2014 (v.1.80) &amp;amp; 2015 (v.1.82) broke many unmaintained older .oxp's.&lt;br /&gt;
&lt;br /&gt;
* Many early threads were lost due to the [[Great Deletion]] before Aug 2008.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=20721 Recovering &amp;quot;Lost&amp;quot; OXPs] (2020-1): [[User:Dybal|Dybal]] &amp;amp; Montana's search though the archives and their salvation of older wrecked .oxp's&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?p=112136#p112136 Caracal's List of 10 wanted .oxps] (2010) Humour!&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=6179 OXP's missing from Wiki OXP list] (2009).&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=4216 Orphaned oxps!] (2008)&lt;br /&gt;
&lt;br /&gt;
=== Older OXPs: Oosat ===&lt;br /&gt;
* [https://archive.is/PkKy archive.is] Gets you into an archived Oosat from where there is a link into the first page of archived Oosat2 (11th April 2006)&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=2701 Rebuilding Oosat2] (2006): List of what was on it.&lt;br /&gt;
* [http://capnhack.com/hosting/oolite/Oolite/OoSat.html CapnHack's] Oosat site (last updated Oct 15th, 2006 - just as Aegidian was stepping down). It works!&lt;br /&gt;
* [http://capnhack.com/hosting/oolite/dropbox/ CapnHack's] Oolite Dropbox: 8 versions of [[Behemoth]], 5 of [[Military Fiasco]] ''etc''.&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?p=29595#p29595 History of the two Oosat sites] (2007)&lt;br /&gt;
&lt;br /&gt;
=== Older OXPs: on this wiki ===&lt;br /&gt;
* [[Special:UnusedFiles]] includes many older versions of modern OXPs&lt;br /&gt;
&lt;br /&gt;
=== Legacy Scripting ===&lt;br /&gt;
* [[Legacy Scripting]] - the older OXPs (say 2006 vintage) are written in one of these two languages&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite]][[Category:Factual]][[Category:OXP Lists]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=User:Stranger&amp;diff=88474</id>
		<title>User:Stranger</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=User:Stranger&amp;diff=88474"/>
		<updated>2026-04-22T09:02:31Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: /* Playing Stranger's World - conflicts/issues */ Added another misplaced station&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Stranger's World.jpg|800px|thumb|right|Stranger's World - the complete Russian Roolite version with ''Universal Sky'']]&lt;br /&gt;
&lt;br /&gt;
== Personal Note on the man himself ==&lt;br /&gt;
Based in Eastern Siberia, active in the [[Roolite]] community and favours an exploration-style game with more scientific realism - hence many of the ensuing oxps!&lt;br /&gt;
&lt;br /&gt;
Stranger has written insightful essays into Oolite for the Russian community (see bottom section below), [https://bb.oolite.space/viewtopic.php?f=11&amp;amp;t=21097 Fiction] &amp;amp; has created an alternative version of Oolite with more scientific realism (planets &amp;amp; suns, trade, workings of one's ship ''etc''). A formidable oeuvre indeed!&lt;br /&gt;
&lt;br /&gt;
== Stranger's World ==&lt;br /&gt;
&lt;br /&gt;
Stranger has developed his own Ooniverse. What one sees on the screen differs hugely - as do the mechanics of the game. It is a comprehensive attempt to make Oolite more scientifically realistic. It is recognisable as Oolite unlike Cim's [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=17603 ''Song of the Labyrinth'']) which is a radically new game. It might be most enjoyable to explore this after you have acclimatised yourself to more orthodox Oolite - then the combination of different game mechanisms combined with a new-look Ooniverse will be more greatly enjoyed!&lt;br /&gt;
&lt;br /&gt;
==== Solar Systems ====&lt;br /&gt;
&lt;br /&gt;
[[File:SW Ice Giant.png|300px|thumb|right|An Ice Giant with orbital station]]&lt;br /&gt;
• On the Solar System front, the distances between suns, planets ''et al'' have been tweaked to make them more realistic - as have been the star and planet sizes, the planetary and lunar orbits ''etc''. Several dozen star types are defined (with some 56 spectral signatures) thus affecting solar radius, colour, solar flares, corona flares and solar wind.  The star types are further synthesised with the appropriate planet types and orbital distances.&lt;br /&gt;
&lt;br /&gt;
• There are some 9 texture packs which flesh out the looks of the heavenly bodies. These combine with the oxps tweaking the underlying physics of the suns, planets &amp;amp; moons. The new planet sizes impact on such matters as gravity wells (affecting the Torus Drive), moon orbits ''etc''. These tie in with the description of the planet as technological/agricultural and also with its technology level.&lt;br /&gt;
&lt;br /&gt;
• The emphasis on realism means that there is now only the one large orbital station in each system (of the more orthodox coriolis or dodecahedron varieties, with hanger space for hundreds of spacecraft) as usually only the main planet is habitable and capable of meaningful trade with the orbital station above. &lt;br /&gt;
&lt;br /&gt;
Stranger has also thrown in a new set of Orbital Stations with differing functions appropriate to their location in the solar system and with relevant market demands (hint: alcohol may be much in demand depending on the function and location of the station!).&lt;br /&gt;
&lt;br /&gt;
===== Conflicts with other oxp's =====&lt;br /&gt;
'''Note''': '''Stranger's World''' introduces more realistic distances based more on astronomy than playability but it also introduces a different coding technique for placing objects in a solar system.&lt;br /&gt;
:1) '''Individual system oxps''': it adds to/overrides such individual system oxp's as Lave.oxp &amp;amp; Diso.oxp.&lt;br /&gt;
:2) '''Stations''': &lt;br /&gt;
::'''in solar orbit''': solar stations from other oxp's are often thrown into deep space instead (''eg'' [[SLAPU]] &amp;amp; [[CZGF]])&lt;br /&gt;
::- [[User:Phkb|Phkb]] has crafted an AddOn for Commies which fixes the issue for them: [https://app.box.com/s/xtdmsyy09o31pmicov0xvx2azhr69s7g CommiesOrbitUpdate.oxz] - just add this in to your regular cocktail mix of oxps, shake and enjoy!&lt;br /&gt;
::'''in orbit around main planet: replacement stations''': some of the possible replacements for the main system orbital station such as the [[Globe station|Globe]], [[Torus station|Torus]] and [[Riredi]]'s Coluber stations are suppressed and never appear.&lt;br /&gt;
::'''in orbit around main planet: secondary stations''': (''eg''. [[Aquarian Shipbuilding Corp. HQ]]) can end up being a looooong way away!&lt;br /&gt;
:3) '''In-system activities''' such as [[Taxi Galactica]] and [[In-System Cargo Delivery]]: Planets and moons where you may be told to take your fare (or stations orbiting planets or moons) are now so far away that either you cannot actually get there within the time limit or if you can, it now takes so long that gameplay wise it isn't worth taking the missions. Note that Stranger's World does have its own replacement oxp for in-system trading. &lt;br /&gt;
:4) '''Mission oxps''' which rely on placing objectives in a particular part of a solar system and have told you where to find them (ha!). &amp;lt;br&amp;gt;&lt;br /&gt;
See [https://bb.oolite.space/viewtopic.php?p=282892#p282892 here] for more detail.&lt;br /&gt;
&lt;br /&gt;
==== Game Mechanics ====&lt;br /&gt;
&lt;br /&gt;
===== Mechanics: changes due to realistic solar systems  =====&lt;br /&gt;
&lt;br /&gt;
'''Then there are the game mechanics. The above changes necessitate some modifications.'''&lt;br /&gt;
&lt;br /&gt;
• Landing on planets is affected by the changed gravity wells - so a '''customised altimeter''' is needed for one's [[HUD]] (for those capable, instructions for customising your favourite HUD are given in his SW HUD CAI oxp).&lt;br /&gt;
&lt;br /&gt;
• The massively increased distances within the solar system and the lack of other large orbital stations (with their own dynamic markets featuring shifts in the valuations of many different commodities) leads to a tailored demand for a handful of goods in an orbital station which may be over 100,000km away from the main station - requiring '''specially chartered [[In-SystemCargoDelivery|In-System Cargo Delivery]] missions'''.&lt;br /&gt;
&lt;br /&gt;
• There is a new '''MFD''' ([[MFD|multi-functional display]]) which &lt;br /&gt;
::*lists the planets in the system with details of their general class (gas giant ''etc'')&lt;br /&gt;
::*and can then toggle to details of the system's sun when that sun is selected on your [[Advanced Space Compass]].&lt;br /&gt;
&lt;br /&gt;
===== Mechanics: changes due to realistic energy use =====&lt;br /&gt;
&lt;br /&gt;
'''''All'' movement and ship operations now consume fuel, as does energy generation.''' &lt;br /&gt;
 &lt;br /&gt;
• This engenders a need for more '''fuel tanks''' (reducing the space available for carrying cargo and thus affecting the economics of trade due to smaller holds).&lt;br /&gt;
&lt;br /&gt;
• There is also a need to recharge fuel as one travels the vast and immense distances in the solar systems: hence the [[Solar Wind Flux]] modifications.&lt;br /&gt;
&lt;br /&gt;
• Since running out of energy is death, there is also a need to rebalance shields and energy use for combat and for vigorous travel: see [[Energy Rebalance]].&lt;br /&gt;
&lt;br /&gt;
• There is a further need for urgent priority docking at busy Orbital Stations when one is running out of energy: see [[Traffic Lights OXP]]!&lt;br /&gt;
&lt;br /&gt;
===== Economics &amp;amp; Markets =====&lt;br /&gt;
The [[Vanilla game]] economics are of a bipolar economy (stretching from poor agricultural systems - buy furs! to rich industrials - buy computers!). &lt;br /&gt;
&lt;br /&gt;
SW Economy replaces this with a more usual triangle: agricultural - mining - rich industrial and different products are produced depending on planet size and wealth (fewer computers from poorer industrials, medicine - a new commodity - from richer agriculturals ''etc''). Luxuries and Narcotics have their size downgraded so they now go in your cabin safe rather than the cargo hold. There are also tweaks to allow miners to always sell their produce after the 127 unit limit has been reached in the market. And missions sending urgent supplies out to the minor planets and orbital stations in the system.&lt;br /&gt;
&lt;br /&gt;
==== Conclusion ====&lt;br /&gt;
This is a well-thought through set of oxps which comprehensively alter one's immersion in Oolite, and represent the fruits of a decade of hard work. To enjoy the full effect you may well find it necessary to uninstall a number of other oxps which conflict with the experience which Stranger is trying to create (as well as those oxps which the Expansion Manager flags up as problematic!).&lt;br /&gt;
&lt;br /&gt;
==== Note ====&lt;br /&gt;
[[File:Landing2.jpeg|300px|thumb|right|Choosing where to land (full Roolite version)]]&lt;br /&gt;
[[File:SW Landing1.jpeg|300px|thumb|right|Landing (full Roolite version)]]&lt;br /&gt;
[[File:Capital City.jpeg|300px|thumb|right|Land here! (full Roolite version)]]&lt;br /&gt;
[[File:Teraed (FPO).png|300px|thumb|right|Teraed from Famous Planets Overhaul (FPO)]]&lt;br /&gt;
[[File:Vetitice (FPO).png|300px|thumb|right|Vetitice from Famous Planets Overhaul (FPO)]]&lt;br /&gt;
[[File:Zadies (FPO).png|300px|thumb|right|Zadies from Famous Planets Overhaul (FPO)]]&lt;br /&gt;
&lt;br /&gt;
Of the oxps listed below, [[Leesti is Moon 8k|Leesti is Moon]], [[SWHUDDAI|SW HUD DAI]] (default altimeter), [[Hard Eject]] &amp;amp; [[Here be Dragons]] do not seem to be essential parts of Stranger's Ooniverse. However, adding in '''Here be Dragons''' ''will'' help emphasise the very different feel of his Ooniverse. &lt;br /&gt;
&lt;br /&gt;
'''SW Equipment''' (a full suite of equipment designed for Stranger's Ooniverse), '''Planet Land''' (with several hundred landing sites on moons &amp;amp; planets), '''System Make Up''' (which further details the solar systems) and '''Universal Sky''' (making the skies more representational of what one really sees) have yet to be made available here (they are available through the Roolite website for Cyrillic readers!). Aspects of these older OXPs are incorporated into the newer ones currently on the in-game [[Expansions Manager]]. There is also a several hundred page long instruction manual for the world and its oxp's! It might just be worth learning Russian!&lt;br /&gt;
&lt;br /&gt;
==OXPs==&lt;br /&gt;
Rather than divide these up by the traditional Oolite divisions (ambience, mechanics etc), the list below splits up Stranger's oxp's conceptually, to give you a better idea as to how it changes Oolite.&lt;br /&gt;
&lt;br /&gt;
New versions are available from within the expansions manager, except for those which only exist as oxp's (Famous Planets Overhaul &amp;amp; Feudal Raiders).&lt;br /&gt;
&lt;br /&gt;
=== Careers ===&lt;br /&gt;
* [[Start Choices Addenda]] adds 2 extra choices: '''expeditor''' start (Planetary Landing equipped ''Transporter'') &amp;amp; advanced '''miner''' start (fuel scoop &amp;amp; mining laser equipped ''Bushmaster'')&lt;br /&gt;
* [[In-System Cargo Delivery]] opens an in-system mission interface in the F4 screen for local cargo delivery (for expeditors).&lt;br /&gt;
* [[Mineral Store Reset]] facilitates asteroid mining by preventing saturation of the main system market (for miners).&lt;br /&gt;
* [[Here be Dragons]] a Discovery .oxp: deletes all information on distant &amp;amp; unvisited systems from the F6 galaxy map &amp;amp; F7 screen (for explorers).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Astronomy ===&lt;br /&gt;
==== Specific systems ====&lt;br /&gt;
*[[Famous Planets Overhaul (FPO)]] provides textures for 102 of the 256 main planets in Galaxy 1.&lt;br /&gt;
:Two of these are available through the Expansions Pack manager:&lt;br /&gt;
*[[FPO Lave]] Famous Planets Overhaul (Lave): gives a more lore-based look to [[Sector1/Lave|Lave]], using the new graphics of Oolite v.1.90.&lt;br /&gt;
*[[FPO Zaonce]] Famous Planets Overhaul (Zaonce): gives a more lore-based look to [[Sector1/Zaonce|Zaonce]], using the new graphics of Oolite v.1.90.&lt;br /&gt;
==== Solar systems (Moons, planets &amp;amp; stars) ====&lt;br /&gt;
Note that these oxp's introduce new screens/MFDs to show data on stars, solar wind flux, planets &amp;amp; moons.&lt;br /&gt;
* [[Habitable Main Planets]] redefines planets' radii to realistic values for advanced eco-systems and colonisation&lt;br /&gt;
* [[Moons|Moons]] simulates psuedo-dynamic moon configurations&lt;br /&gt;
* [[Moons|Moons Texture Pack]] contains textures for the above&lt;br /&gt;
* [[Planetary Systems]] simulates psuedo-dynamic solar system configurations for terrestial planets &amp;amp; gas giants&lt;br /&gt;
* [[Planetary Systems|Planetary Systems Texture Pack A]] textures for the above - ice deserts&lt;br /&gt;
* [[Planetary Systems|Planetary Systems Texture Pack B]] textures for the above - cold deserts&lt;br /&gt;
* [[Planetary Systems|Planetary Systems Texture Pack C]] textures for the above - hot deserts&lt;br /&gt;
* [[Planetary Systems|Planetary Systems Texture Pack D]] textures for the above - volcanic deserts&lt;br /&gt;
* [[Planetary Systems|Planetary Systems Texture Pack E]] textures for the above - cold Mars&lt;br /&gt;
* [[Planetary Systems|Planetary Systems Texture Pack F]] textures for the above - dry Mars&lt;br /&gt;
* [[Planetary Systems|Planetary Systems Texture Pack G]] textures for the above - gas &amp;amp; ice giants&lt;br /&gt;
* [[Planetary Systems|Planetary Systems Texture Pack H]] textures for the above - Mercury, Pluto &amp;amp; Venus analogs - and super-Earths&lt;br /&gt;
* [[Sun Gear]] creates more realistic solar systems with solar winds and with main planets in habitable zones. Requires Habitable Main Planets.oxp&lt;br /&gt;
* [[Combo F7 Layout]] changes the spacing on the [[F7 page (data on &amp;quot;system&amp;quot;)]] to make the extra Strangers World information (solar, local economy, etc.) fit.&lt;br /&gt;
* [[SW Economy]] provides a more meaningful economy for Oolite: planet size &amp;amp; economy are now relevant to production, each commodity (''eg'' textiles) can be valuable, and water, oxygen &amp;amp; medicine are added to the mix.&lt;br /&gt;
:''Only available through the [[Roolite]] site:''&lt;br /&gt;
* '''SW Population''' - changes the population statistics, increasing populations for agricultural worlds, decreasing populations for industrials.&lt;br /&gt;
* '''SW Resident Filter''' - changes the system species in 64 systems, increasing the proportion of humanoids. No more democratic insect worlds!&lt;br /&gt;
&lt;br /&gt;
==== Space Stations ====&lt;br /&gt;
* [[OrbitalStations|Orbital Stations]] enables orbital stations to dynamically orbit planets!&lt;br /&gt;
* [[Traffic_Lights_OXP|Traffic Lights]] helps with manual docking at the system's only ''main'' station &amp;amp; gives priority docking after 15 mins; also crucial for fuel-less Hard-Way oxp.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Physics ===&lt;br /&gt;
* [[Hard Way]]: '''''all''''' flight consumes fuel - hence 4 modules - collapsible shields &amp;amp; fuel consumption; gravity wells; solar wind scoop &amp;amp; warp drive&lt;br /&gt;
* [[DarkRay|Dark Ray]] turns off all laser beam glows - they are not scientifically justifiable in the vacuum of space!&lt;br /&gt;
:With fuel now powering everything, including the energy banks, low fuel means low energy, and thus low shields.&lt;br /&gt;
* [[Energy Rebalance]] rebalances energy between shields &amp;amp; energy banks to prevent damage - unless banks are almost empty and death is imminent&lt;br /&gt;
: ''or'' [[Energy Rebalance|Energy Rebalance SCC]] as above but compatible with [[Ship Configuration OXP]]&lt;br /&gt;
==== Equipment ====&lt;br /&gt;
The changes in Astronomy &amp;amp; Physics have led to some new equipment. Vast solar systems where all travel costs fuel - and where one cannot scoop solar flux due to distance from the sun, means that one needs more fuel (and an MFD to display Solar Wind Flux rating). Further, the gravity well of the planet now relates to its mass/size so the vanilla game altimeter is no longer as reliable. With so many in-system cargo deliveries involving planetary landings, a better altimeter is needed. (Roolite's Planet Land adds more to the planets surface - choices of landing sites, different views, ''etc'').&lt;br /&gt;
* [[InternalFuelTank|Internal Fuel Tank]]: a single-use fuel tank using 5t of free space in the cargo bay. Select/activate as primed equipment.&lt;br /&gt;
* [[SW HUD CAI]]: modernised CB HUD with MFDs and customised SW altimeter for Hard Way.oxp (conflicts with SW HUD DAI)&lt;br /&gt;
* ''Not by Stranger!'' [[Useful MFDs]] has been modified by [[User:Dybal|Dybal]] to include a rating for the all-important [[Solar Wind Flux]] (also downloadable in the Expansions Manager).&lt;br /&gt;
:''Only available through the Roolite site:''&lt;br /&gt;
* [[Destination ETE]] - modifies Wildblood's [[Destination ETA]] OXP for [[Sun Gear]], using Astrolibrary for the spectral classes and ''e''stimates the ''t''ime ''e''nroute (hence ETE, not ETA).&lt;br /&gt;
* '''Equipment Bay''' - simpler version of Phkb's [[Ship Configuration]], limiting the amount of equipment installable on the ship.&lt;br /&gt;
* '''Market Info Plug''' - prevents in-system broadcasts of the market pricing at the main orbital station (''ie'' the F8 screen no longer works in-flight).&lt;br /&gt;
* '''Navigation MFD ST''' - incorporates the Navigation MFD with the [[ASC]] and tweaks it in several ways&lt;br /&gt;
* '''SW Equipment''': part of [[Stranger's Set]] - changes pricing and availability of equipment. And removing lasers now costs money.&lt;br /&gt;
* '''Xternal OXP Tweaks''': more realistic costs for repairing the [[Breakable 'Standard' Equipment OXPs]]; [[Ore Processor]]s now conflict with [[Cargo Bay Expansion]]s.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
* [[Feudal Raiders]] adds wild feudal raiders to feudal states - and their neighbours!&lt;br /&gt;
* [[Green Jameson]] changes the reputation of a young Jameson to make him less liable to pirate attacks.&lt;br /&gt;
* [[Hard Eject]] reduces insurance cover so that only half of lost equipment is replaced (''ie'': shown as damaged on the F5 screen)&lt;br /&gt;
* ''Phkb's contribution:'' [[XenonUI]] has an AddOn for SWEconomy using Stranger's nomenclature (Xenon UI SW Economy Addition).&lt;br /&gt;
* ''Phkb's contribution:'' [https://app.box.com/s/5xbksy48qr9cp31z2wpef6wjla05s3ih/folder/11831459238 CommiesOrbitUpdate] fixes the now bizarre positioning of SLAPUs &amp;amp; CZGFs.&lt;br /&gt;
* ''Phkb's contribution:'' [[Silicone Sealant]] temporarily plugs otherwise fatal [[Fuel Leaks]].&lt;br /&gt;
* ''Phkb's contribution:'' [[WildShips Facelift|Retextures for WildShips Stations]] retextures/updates the Orbital Stations&lt;br /&gt;
* ''Phkb's contribution:'' [https://app.box.com/s/5xbksy48qr9cp31z2wpef6wjla05s3ih/folder/11831127345 SW Economy v.3.9.1] marks mining worlds as different and fixes disparities in the prices of commodities on them. [[Library.oxp]] is needed to configure it.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
* [[Missile Tweak]] makes regular missiles less susceptible to ECM - and more expensive. Hardheads become cheaper.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Experimental (not really &amp;quot;Strangers World&amp;quot;) ===&lt;br /&gt;
* [[SWHUDDAI|SW HUD DAI]]: modernised CB HUD with MFDs and default vanilla game altimeter (conflicts with SW HUD CAI)&lt;br /&gt;
For experimenting with the new planetary depictions in Oolite before updating the older planetary Systems textures (adding clouds &amp;amp; city lights, ''etc'').&lt;br /&gt;
* [[Leesti is Moon 8k|Leesti is Moon 8k]] converts Leesti to the moon using 8k diffuse &amp;amp; normal maps&lt;br /&gt;
* [[Leesti is Moon LSM 8k|Leesti is Moon LSM 8k]] - as above but with all lunar &amp;quot;Landing Sites&amp;quot; marked!&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Playing Strangers World - tactics ==&lt;br /&gt;
Hard Way and Sun Gear really change the game mechanics.&lt;br /&gt;
*The type of sun you are flying to becomes much more important. So, trading between Isinor and Ensoreus, with Hard Way you have little fuel for errors when you arrive at either Ensoreus or Isinor (both tend to be pirate-infested). Stopping off in the Bemaera system becomes much more important - especially since you do not need to dock - the sun type is such that you can scoop fuel pretty closely to the witchpoint beacon, ''if'' you have fuel scoops fitted.&lt;br /&gt;
*Torus travel is now dangerous. If you fly by accident into a group of pirates, they will scrag you! With your shields down to 25% when you exit torus, you are much more vulnerable until your shields have fully recovered. And when you start adding more shield equipment it has a ''much'' greater effect. So the Naval Grids OXP, for example, allows recharging the shields more quickly, but at the price of depleting your energy banks more quickly. With the Vimana HUD, one gets warning signs for low shields, followed by warning signs for low energy. With an [[Extra Energy Unit]], a (civilian) [[NavalGrid OXP|energy grid]] and [[Shield Boosters|shield boosters]] all installed, it can take 15km of full speed travel in a Cobra Mk.3 (after exiting Torus) to recharge both your shields and then another 10km until your energy banks have recovered! And if you exit Torus, deplete your energy banks and then re-enter Torus, when you exit the second time it can take forever to return to normal. When you combine this with the limited manoeuverability of Torus (pathetic yaw and feeble pitch), it all starts becoming much more of a skill.&lt;br /&gt;
*SW Economy changes trading too. Not all high tech industrial planets have computers for sale, but the relative weightlessness of luxuries changes the ability to make good profits at the system which make both. The lack of agricultural products (food, textiles, wines, furs and medicine) from small sized agriculturals (which are now mining systems) changes profits on agricultural exports. The details on the F7 page (GDP, planet radius and TL) gain a new significance.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Playing Stranger's World - conflicts/issues ==&lt;br /&gt;
=== Missions ===&lt;br /&gt;
The vast distances change the nature of the game when it comes to in-system missions. Many of these which involve time-limits are broken by the increased distances. And if one uses the [[The Galactic Almanac OXZ|Galactic Almanac]] which replaces the [[Planetary Compass]], Stranger's replacement for these missions ([[In-System Cargo Delivery]]) is also broken as it relies on Planetary Compass.&lt;br /&gt;
=== Solar stations ===&lt;br /&gt;
The distances are created initially by [[Sun Gear]] which moves the sun well away from the planet, but then tweaked by [[Planetary Systems]] which adds more planets and changes their positions each time one leaves and reenters the system. This means that the sun's position is also changed a second time. &lt;br /&gt;
&lt;br /&gt;
Hence some stations which are placed, for example, in solar orbit are left stranded when the sun is moved to another position and end up in the middle of nowhere!&lt;br /&gt;
:See the discussion [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=21298 here].&lt;br /&gt;
:[[User:Alnivel|Alnivel]] has come up with a partial fix (August 2022) for this which will be found [https://www.dropbox.com/s/rckt7m0ct5pgxew/SWBeforePopulators.oxz?dl=1 here]: it does so at the cost of dismantling the dynamic orbits which Strangers World implements.&lt;br /&gt;
:This issue has been fixed by [[User:Phkb|Phkb]] for the stations in Commies (CommiesOrbitUpdate).&lt;br /&gt;
:Problem stations include the [[Hathor Trade Station]] &amp;amp; [[Revolutionary Astrofarm]]s&lt;br /&gt;
=== Other stations ===&lt;br /&gt;
There are some other stations which can also end up in the middle of nowhere, such as [[Navy SecCom Station|Galactic Navy SecCom Stations]] and the [[Darkside Moonshine Distillery]]&lt;br /&gt;
=== Economics ===&lt;br /&gt;
SW Economy is not yet fully implemented. On the [[F6 page (galactic chart &amp;quot;1&amp;quot;)|F6 maps]], the mining/extractive worlds appear identical to the poor agricultural worlds, with the same icon (you need to check the ''name'' of the system on the F6 maps where &amp;quot;M&amp;quot; is now added to denote a mining world). This is presumably due to issues with the vanilla game code, limiting the economy icons to just the eight.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Fiction ==&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=11&amp;amp;t=21097 Hermit] started in 2012, translation from 2021.&lt;br /&gt;
 Who am I ... Where am I ...&lt;br /&gt;
 I emerged from the cold darkness to light and life. Overcoming the numbness, the ribcage rose convulsively, drawing air.&lt;br /&gt;
 – Alive. – I heard through the fog. – Breathes.&lt;br /&gt;
 Someone's fingers removed the remlock mask from my face and unceremoniously raised eyelids. A blinding light hit my eyes.&lt;br /&gt;
 – Pupils are reacting, boss. The brain is intact.&lt;br /&gt;
 The medistim injector pressed against my shoulder. I fell again into unconsciousness, but it was a deep dreamless sleep, not the emptiness of nothingness.&lt;br /&gt;
 – Creator Giles! – Jeff exclaimed. – It was a fire ship with a cascade bomb!&lt;br /&gt;
 A bubble of blue flame swelled as it approached the station. The chain reaction captured more and more ships and secondary explosions turned the fireball into a bunch of stuck berries. Having run out of fuel, the reaction died out – the wave front slowed down its rapid expansion. The blinding fire dimmed, transformed into a translucent residual glow, and faded into the black sky. The station survived, but the swarm of ships in front of it disappeared, evaporated without a trace. The merchants disappeared, the GalCop patrol ships that were on duty in the control zone of the station disappeared. Jeff and I were left alone in the free space.&lt;br /&gt;
 But not for long.&lt;br /&gt;
 – Station Biarge for Blue flight. – the traffic controller got in touch. – Bogeys at ten o'clock, below. Closing.&lt;br /&gt;
 I responded.&lt;br /&gt;
 – Blue One for Biarge, roger. Engage.&lt;br /&gt;
 We turned towards unidentified targets. The ships were kept in a tight formation. I locked the recognition system to a large target in the center of the group.&lt;br /&gt;
 Frigate and four escort fighters. Too much for a couple of Vipers.&lt;br /&gt;
 Jeff and I were on a long patrol. One missile and one external fuel tank is the usual configuration in such cases. And now we will have to solve the problem on our own, without waiting for the rest of the HMS Tethys wing.&lt;br /&gt;
 The Navy frigate in the hands of the separatists – this cannot be allowed. A robust and heavily armed ship is a formidable threat to trade routes. And her first target will be the station. Fortunately, the frigate does not have long-range laser guns, so we had some chances.&lt;br /&gt;
 – Blue Two, check my six. Engaging frigate.&lt;br /&gt;
 We opened the formation and went in from the direction of the sun. A common surprise attack tactic in the good old days. With the advent of modern scanners and optically active filters that dim the luminary and suppress glare, this tactic has somewhat lost its meaning, but still gives some advantages to the attacker. Let the target see you on the scanner – it needs time to realize the danger and lock the weapon on you. Seconds. This is enough to impose your own battle pattern on the enemy.&lt;br /&gt;
 We took the bastards by surprise. Jeff's gunfire landed on one of the renegade Vipers. The tiny silhouette flared like a firefly and turned into a fireball.&lt;br /&gt;
 – Got it. – said Jeff.&lt;br /&gt;
 The escort fighters turned on Jeff and snapped back fire. He went into a turn, pulling the escort over to himself. The frigate's angular hull filled the gap in the reticle.&lt;br /&gt;
 It's time.&lt;br /&gt;
 I put the sight under the bridge of the frigate, pressed the trigger and held it until the laser gun warmed up to its maximum temperature. The frigate's shields took the hit, flashing the absorbed energy in a cascade of spectrally clear colors. After hitting the target with a full charge, I exited the attack with half-loop. A cyan mark lit up on the scanner. Then another one.&lt;br /&gt;
 And further. The frigate opened fire. Letting the missiles come closer, I pressed the ECM button. The bunch of cyan flashing marks went out.&lt;br /&gt;
 ... (click Hermit above for the rest!)&lt;br /&gt;
&lt;br /&gt;
:There ''is'' more fiction available through the [[Roolite]] website, but so far in Russian only!&lt;br /&gt;
&lt;br /&gt;
== Concluding Unscientific Postscript ==&lt;br /&gt;
This article was ''not'' written by Stranger! &amp;lt;br&amp;gt;&lt;br /&gt;
For insights into his thinking try [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=19947 More real astronomy in Oolite] &amp;amp; [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=20109&amp;amp;start=22 Preferred .oxps] &amp;lt;br&amp;gt;&lt;br /&gt;
You might also like to read his summary of Oolite as a game: [https://translate.google.co.uk/translate?hl=en&amp;amp;sl=ru&amp;amp;tl=en&amp;amp;u=http%3A%2F%2Froolite.org%2F&amp;amp;prev=search Roolite in Google Translate] and there click on '''Forum''' (in green in the red scanner at the top). From the selection:  	&lt;br /&gt;
[[File:Roolite.png|right|thumb|500px]]&lt;br /&gt;
 Discussion of the game and OXP&lt;br /&gt;
 Creation of OXP&lt;br /&gt;
 Author's headings&lt;br /&gt;
 Translations and Russification&lt;br /&gt;
 Elite and other games of the genre&lt;br /&gt;
 On other topics&lt;br /&gt;
Choose the first ('''Discussion of the game and OXP'''). You will be presented with a new set of choices:&lt;br /&gt;
 Of public VK ( seventh ) 		&lt;br /&gt;
 Oolite - questions and answers ( stranger ) 		&lt;br /&gt;
 Ooniversum [Per page: 1 , 2 , 3 , 4 ] ( stranger ) 		&lt;br /&gt;
 Gallery [Per page: 1 ... 15 , 16 , 17 ] ( seventh ) 		 	&lt;br /&gt;
 Links only !!! on our OXR ( Tch ) 		 	&lt;br /&gt;
 Oolite 1.90 ( stranger ) 		&lt;br /&gt;
 Joystick selection and configuration ( sanata )&lt;br /&gt;
  ''etc''&lt;br /&gt;
Select the second ('''Oolite - questions and answers (stranger)''') - there is a long and insightful essay by Stranger on both the good and bad points of Oolite.&lt;br /&gt;
&lt;br /&gt;
*He has edited an English translation available here: [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=21096 Oolite essay: game lore, features and mechanics] with an introduction post, the 4 posts of the essay and a concluding post.&lt;br /&gt;
&lt;br /&gt;
*Stranger has also written a second essay on the economics of Oolite. Unfinished English translation currently available here: [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=21094 Stranger's Roolite Essay on Economics &amp;amp; Trade].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  data-expandtext=&amp;quot;Show Stranger's First Essay (original translation)&amp;quot; data-collapsetext=&amp;quot;Hide Stranger's Essay&amp;quot; style=&amp;quot;overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
'''What is Oolite? Why are the rules so strange in this game?'''&lt;br /&gt;
&lt;br /&gt;
Oolite is an Object-Oriented Elite. The goal of Giles Williams' project was to recreate the famous classic game Elite in the object-oriented language of Objective-C. Elite was written for machines with an 8-bit processor and 48 KB of RAM, so a huge universe of 2048 systems for that time was procedurally generated within the game. Just keep this fact in mind, and if the historically established rules of the game seem too primitive for, look for another cosmos.&lt;br /&gt;
&lt;br /&gt;
Please note: the main goal of the project is not to give the gamer another free space game which is more cool than the commercial game Elite Dangerous, but rather to replicate the old favorite, Elite, of the veteran gamers of the 1980's. Therefore, the fundamental influence of that contingent on the forum is appropriate. In the same way, the [https://alephone.lhowon.org/ Aleph One] project, for example, does not have to play on an advanced game engine which is cooler than Quake, if the project's goal is to return the legendary [https://en.wikipedia.org/wiki/Marathon_Trilogy Marathon] for the veteran gaming community.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''By the way, about the Russian language. Why is everything so tied-up with the translation of the game?'''&lt;br /&gt;
&lt;br /&gt;
Translation of the game itself is not difficult and is quite accessible to any amateur who wants to do it. But no matter how you think, the main job is not the translation of the game itself, but that of the dozens of regularly updated additions (oxp's) - it's easier to learn fifty English words instead. But if you consider such work necessary and meaningful - take it on and do it.&amp;lt;br&amp;gt;&lt;br /&gt;
There is, however, one serious problem. Many packages dynamically generate the necessary texts according to the situation. The English language is well suited for such a procedural generation of grammatically correct texts. Russian - no.&amp;lt;br&amp;gt;&lt;br /&gt;
I want to draw your attention to an important point. Localization is implemented at two levels. At the basic level, support for the Russian font is added to the game. But at the top level, the English text of the game menu and / or message texts, interface elements, ''etc''. must be replaced with Russian text. So, the problem with the Russification of the game itself, as a rule, is at the top level - with each update of the version of the game, this work must be done anew.&amp;lt;br&amp;gt;&lt;br /&gt;
The best at the moment and up-to-date basic package for Russification is [[Language|Tch_Cyrillic_for_English_1.0.1_2013-10-21.oxp]] (link in the personal section of Tch). Once again: by itself, this package does not make the game Russian-speaking, but only provides support for the Cyrillic alphabet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Is it possible to make an .oxp package that will allow you to wander around the station or planetary locations? Or a package in which the star map will unfold as you explore, step by step?'''&lt;br /&gt;
&lt;br /&gt;
Each new version of Oolite brings new features to the .oxp package developer, and some of the &amp;quot;definitely not doable&amp;quot; in Oolite 1.77.1 has become &amp;quot;easy&amp;quot; in Oolite 1.82. So something is possible. But far from everything. Some of it is core game code and cannot be modified through .oxp packages. It is technically possible to make a package with the ability to wander around the station and planetary ports, for example, if you are satisfied with an Adventure with static pictures and texts in the spirit of the early nineties. And it's not at all a fact that this must be a bastard hack. The awesome quest game Myst, for example, is mostly static screens with active zones.&amp;lt;br&amp;gt;&lt;br /&gt;
To make an explorable map - yes, starting with Oolite 1.84 it became possible, and two packages (ZeroMap from SMax and my own Here Be Dragons) implement this possibility. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''I have a problem! What to do?'''&lt;br /&gt;
&lt;br /&gt;
At the very least, to clearly formulate the essence of your problem.&amp;lt;br&amp;gt;&lt;br /&gt;
And for good reason, upload your relevant latest.log file to the forum, which contains the configuration of your game and displays error messages. An experienced gamer, of course, will quickly figure out &amp;quot;why my military laser is out of order&amp;quot;, but not all problems are solved as easily.&amp;lt;br&amp;gt;&lt;br /&gt;
The latest.log file is generally a powerful tool for diagnosing a problem. Sometimes with its help it is possible to track down a problem that has not surfaced in the game for years. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Where else can I read about the game? Just don't send me to their Oolite site, I'm not good at English.&lt;br /&gt;
&lt;br /&gt;
And where else is there to send you, if almost all the information about the game is there?&lt;br /&gt;
Unfortunately, this site roolite.org and our forum on it are not the only sources of information about the game for the Russian gamer. Oolite and this site, Roolite, are not commercial projects: everyone does what they can to the best of their ability and interest. Yes, the site is badly in need of updating. Seventh, who put a lot of energy into this project, does not physically have the time to do it any more. There are now two really active moderators on the forum - myself and Commander Vasig, but the two of us have power only as forum moderators. In real life, people do not pay money for Oolite, I do what I can and what my heart desires. For example, I'm rather more interested in developing my own packages than in reworking an outdated manual for a Russian gamer, so don't get at me! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''What can I do for the community?'''&lt;br /&gt;
&lt;br /&gt;
At the very least, don't be a parasite. Ask questions, suggest ideas, report bugs in packages. &lt;br /&gt;
&lt;br /&gt;
In the first post of the topic, I tried to collect typical newbie tech questions. Now I will briefly talk about the game world - mainly in order to help describe ''what'' to expect from the game and ''what not'' to expect from it.&amp;lt;br&amp;gt;&lt;br /&gt;
First of all, let me remind you once again that Oolite is a game made by Elite veterans for Elite veterans. This is a conscious decision of the game developers: Oolite is, in the first place, the game world of Elite, and not just another amateur cosmosim. In Oolite, the game world of the Elite has been recreated in detail - its maps, economy, technologies, politics, the gamer's battle rating system, a basic set of ships and equipment, and even a package of built-in game missions (however, several additions have been added to the equipment that were not in the original Elite) ... For beginners, with an Elite of strangers, this simple fact, upon first acquaintance, evokes a range of emotions from charm through polite bewilderment to violent rejection. Please, just accept this fact, or if that proves impossible, look for another game more to your liking.&amp;lt;br&amp;gt;&lt;br /&gt;
The game world of Oolite is 8 maps with 256 systems on each map. In the old canon of the Elite, it was about 8 &amp;quot;galaxies&amp;quot;, now the term &amp;quot;sector&amp;quot; has become established. Each sector is approximately 100 x 50 light years across. There is no transport system of stable hyperspace tunnels connecting the systems. The gamer's ship jumps between systems, independently opening a short-lived wormhole, and can reach any system within a radius of 7 light years. The maximum jump range is determined by the supply of special fuel (witchfuel) and in any case is forcibly limited from above by the same 7 LY. You can also travel between systems through a wormhole opened by another ship, in which case no fuel is consumed. Navigation between sectors is carried out using a one-time &amp;quot;intergalactic &amp;quot;drive, which does not consume fuel. The sectors are as if glued into a ring with one-way traffic only: once, for example, you jump from the first sector to the second, you will not be able to return to it until you jump to the eighth sector - and only from there you will get back to the first ...&amp;lt;br&amp;gt;&lt;br /&gt;
Within the system, by default, there is only the sun, one main planet and a main station in its orbit. Actually, the main game object is the station, not the planet - you can save only at the station. There are also asteroids and asteroid hermit bases (rock hermits, starting with Oolite 1.82, you can save on them), but they still need to be found. Therefore, the main activity of the player at the beginning of the game are cargo flights between the main stations in neighbouring systems for a profit reliant on the difference in prices for goods in the markets of these main stations. In addition to free trade, you can also earn extra money with contracts for cargo and passenger transportation to a specific port of destination, but such contracts require a building up of the ship. As the ship is retrofitted and one's combat rating grows, other types of activity open up for the gamer.&lt;br /&gt;
Events in the game universe of Oolite take place somewhat later than in the canonical Elite, but before the collapse of the single Galactic Co-Operative of Worlds, or GalCop, into three opposing large blocks - the Galactic Federation, the Empire and the Union of Independent Worlds, as it happened in the sequels to Elite. Accordingly, GalCop in the game is the main and, in fact, the only force. Eight types of political systems are mixed on maps without any visible regularity and are linked into a single legal field. There are no large-scale geopolitics as such in Oolite. There are no political blocs, factions or guilds. Large-scale wars, open military confrontation, risky raids on the deep rear of the enemy, sabotage, intrigue, espionage - there is none of this in the game either. The two main challenges of the Ooniversum are pirates and thargoids.&amp;lt;br&amp;gt;&lt;br /&gt;
There are also no systems of developing meaningful reputation with different groups and guilds in the game. More precisely, you can earn a reputation for certain types of activities - for example, regular successful fulfillment of cargo contracts opens up the possibility of obtaining more interesting and profitable contracts. But usually these reputation systems operate locally within their area of ​​competence and do not affect the reputation of a gamer outside of it. The basic gamer reputation system only takes into account combat rating and the &amp;quot;clean - offender - fugitive&amp;quot; legal status. The legal assessment criteria are simple. You can not trade prohibited goods, rob and kill peaceful traders with a clean legal status (clean) and attack the representatives of the law. You can kill any targets with a tainted legal status and use weapons for self-defense. Any cargo picked up by a gamer in outer space is considered his legal property (a gamer, however, has no right to start from a station with a prohibited item on board, even if it was picked up in space). These simple rules apply globally in any system, regardless of its political structure.&amp;lt;br&amp;gt;&lt;br /&gt;
There is no technological development in the game in any form. Not in the form of a technology tree, not in the form of artifacts. Everyything is initially available to you - any ship and almost any equipment - if you get to the right place with the right amount of money in your account. There are technological bonuses for completing special tasks that cannot be obtained in any other way, but this is really an exception. There is no resource management in the game either: there is nothing to build and develop in the game.&amp;lt;br&amp;gt;&lt;br /&gt;
There are essentially no deployed epic missions in the game either. The missions built into the game, inherited from the old Elite, do not approach that of the epic and occupy the gamer with meaningful activity only for a while. Moreover, the Ooniversum is a static world. The activity of the gamer in it does not change anything at all. Despite the openness of the gaming world, declared since the time of the Elite, illegal business in it is simply unprofitable, you will play on the dark side solely out of sporting interest.&amp;lt;br&amp;gt;&lt;br /&gt;
Oh yes, I almost lost sight of the most fundamental annoyance. There is no multiplayer and it is not planned.&amp;lt;br&amp;gt;&lt;br /&gt;
The main question that really annoys the newbie is - well, Jameson flew out of Lave with a hundred &amp;quot;Credits&amp;quot; in his pocket, and what should he do next? And the answer? Do what you want! This game is a sandbox in its purest form. Nobody sets you tasks: have fun for yourself as you see fit.&amp;lt;br&amp;gt;&lt;br /&gt;
I think after listing what is ''not'' in the game, it makes sense to describe what ''is'' in it.&amp;lt;br&amp;gt;&lt;br /&gt;
First of all, Oolite is a ''constructor world''. Yes, the ''default game'' is quite austere compared to other games in this genre. This shortcoming is more than compensated for by the multitude of addon oxp's that add new objects that the gamer can interact with, new ships and equipment, and new activities (including large-scale missions!). There are also add-ons that add new planets, moons and stations to the system and, most importantly, new ports on them with their own markets. The game engine allows you to create an interesting game world with locations in which there is an incentive to stay for a game evening, or even for a couple, instead of passing through in transit on the way to the destination port, slowing down only for refueling. The gamer has the ability to customize his Ooniversum to his liking, which has everything you need - and nothing more. For gamer-consumers, who are used to fast food, of course, this approach will not appeal, but for a gamer who loves and knows how to experiment, this &amp;quot;constructor world&amp;quot; will be to their liking.&amp;lt;br&amp;gt;&lt;br /&gt;
For the ambitious modder, the open architecture of Oolite allows bold experimentation far beyond the canon. The game engine allows not only adding new objects and new types of activity to the game or changing the visual design of existing ones, but also editing game mechanics and economics. At the extreme limit, it is really possible to implement a completely different game using the Oolite engine but with totally different rules and using very different maps.&amp;lt;br&amp;gt;&lt;br /&gt;
Going beyond the default rules of the game, however, is exclusively the area of ​​competence of ''addon developers'': the concern of the ''game developers'' is to put in the game engine a degree of freedom to implement these possibilities outside the canon, and this degree of freedom grows with each update of the version of the game. The engine's capabilities, of course, are not limitless. However, this is a separate topic. '&lt;br /&gt;
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'''In a previous post, I briefly outlined the Oolite game world as a whole. Now I want to talk about the features of the game mechanics.'''&lt;br /&gt;
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'''Populator'''&lt;br /&gt;
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Let's start with the fact that Ooniversum is a 3D world. Now this is not surprising, but in the era of arcade platformers, Elite, even with its wire-like graphics, looked incredibly cool. This degree of freedom, where the gamer does not follow a pre-designed single path, actually poses a difficult task for the game developer: how to fill this vast world with objects?&lt;br /&gt;
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In the Elite, the task of filling the game world with objects was solved simply: the ships appeared randomly within the bubble surrounding the gamer and disappeared after being outside it. The radius of this bubble was equal to the radius of the scanner field. Hence, by the way, such a strange mechanism for detecting objects that migrated from the Elite: the scanner sees all objects, including the smallest ones, within a certain radius - and does not see anything outside of it. All events in the game were tied to the gamer and took place around the gamer; outside the bubble, absolutely nothing happened.&lt;br /&gt;
I already said that Oolite with default settings looks like Elite and behaves like Elite. But just the populator in Oolite works differently: the system is seeded by ships at the moment of starting from the station after loading the game or at the moment of exiting the wormhole. And these ships live independent lives: they interact with each other independently of the gamer and switch attention to him only when the gamer is within the scanning range and is classified by AI as a priority target. But since the population size is limited from above, the ships are seeded not randomly throughout space, but within certain zones - this is primarily the vicinity of the main station and the entrance beacon, as well as the vicinity of the line connecting the entrance beacon and the planet. A small population of ships is also seeded in the vicinity of the system's sun and along the rest of the planet-beacon-sun triangle. This feature of the popularist's work opens up a radically new survival tactic for gamers: if in Elite the chance to get stuck in a meat grinder was a pure lottery and did not depend on the actions of a gamer, then in Oolite an observant gamer can at least detect a possible danger ahead of time, or even bypass it and quickly and safely get to the station not in the general traffic flow, but in a roundabout way. Add-ons such as Deep Space Pirates and Deep Space Dredgers close this cheating loophole, here in them the ships, and at the same time small clusters of asteroids, are really sown along the course of the gamer, but not within the scanning radius, but at a distance of several radii, which guarantees interesting meetings even at a great distance from the main planet and the main line along which the main traffic in the game moves.&lt;br /&gt;
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'''Ooniversum Physics'''&lt;br /&gt;
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Speaking of interesting encounters, it is worth noting: an open world travel is, of course, great, but an ordinary gamer expects from a game of this genre, first of all, dynamic battles in space at a distance of line of sight. It is believed that Newtonian physics as such is completely absent in the game. There is also an opinion that honest Newtonian physics is not needed in combat space, because real physics is incompatible with the canons of the genre. And it is unfair to make claims in this regard exclusively to Oolite: a crafty relationship with real physics is a birth trauma of the genre of cosmosim as a whole. Demanding real physics from a cosmosim (and demanding at the same time technologies based on real physics) is like demanding that fantasy combat be honest, with pieces of iron and without any magic.&lt;br /&gt;
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In fact, you will be surprised, the developers of the game didn’t completely leave out physics, and did what they could without sacrificing the gameplay. The fundamentals of Newtonian dynamics are present in the game, and they are simulated quite adequately. Containers and debris of asteroids in open space scatter in a straight line, and ships accelerate to a steady speed and do not slow down instantly, but slow for a quite noticeable period of time, and strictly observing the formula of uniformly accelerated motion. The very phenomenon of steady speed, of course, confuses the gamer who has not completely forgotten the school physics course - it would seem that nothing prevents the ship from accelerating to any possible speed in the absence of environmental resistance forces? But even this paradox is easily closed by a simple assumption that the ships in Ooniversum use non-jet thrust for movement (for the creation of which the consumption of the working fluid is required, which is not observed in Oolite!), and surfing on a wave of space disturbance. And the arcade model of flight &amp;quot;where he turned, he flew there&amp;quot; is explained by the same surfing: the ship glides along the wave where its nose is directed. But there is really no trace of gravity in Oolite. There are zones of influence of massive celestial bodies - flying on a jump drive in the vicinity of planets and moons is impossible - and there is no gravity. For a world-exploration game, it is rather bad, but for a combat spaceship, it is rather good. So there is one significant choice: either Oolite with its dynamics of space battles, or Orbiter with its honest mechanics of space flight. I repeat: for me, it’s better to have an honest absence of real physics than something that is sometimes similar to physics (otherwise, it’s a schoolboy who isn’t accustomed to reading textbooks and will really believe in the existence of terrible gravitational traps, where one is sucked to death).&lt;br /&gt;
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There is no gravity in Oolite, but ships and stations do have inert mass. True, it is not a basic parameter, but is calculated very approximately through the dimensions of the ship and its density (yes, this is exactly how it is ''not'' the volume of the ship's hull that is calculated, but rather the volume of the box enclosing it). The mass of the cargo taken on board and the equipment and weapons installed on the ship is ''not'' taken into account in this formula. Fuel consumption does not affect the dynamics of the ship either, so the mass of the ship or station manifests itself only in indirect effects, on which the gamer rarely fixes his attention. Technically, the game engine starting from version 1.82 allows simulating the influence of the variable mass of the ship on its dynamic characteristics (thrust-to-weight ratio, maximum speed, turn rate along the axes), but the implementation of such a model rests on the problems of game balance. The standard equipment is in no way tied to the dimensions of the ship, the entire basic set can be put on even a tiny Adder, even a heavy Anaconda. In this situation, a handicap from the mass of equipment, barely noticeable for a heavy Anaconda, would be prohibitively large for a crumb-like Adder.&lt;br /&gt;
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The arcade model of flight in Oolite, of course, looks archaic, if not primitive, in the light of more advanced space sims such as the pretentious Elite Dangerous, but much depends on subjective preferences. For a warrior who has been honing the art of stomping keys in meat-grinding sessions for years, it is really a pichalka, for an aviation simmer who is used to a joystick - the least evil. What is the use of an advanced flight model in six degrees of freedom (aka 6DOF), if the gaming industry is somehow not happy with game controllers which provide an intuitive implementation of this very 6DOF? In reality, the opposite trend is observed: avionics relieves the pilot from the mechanical work of piloting, freeing his attention to make critical decisions. Where I turned, I flew - exactly our expected concept of piloting ships in the distant future. If there are objections to this thesis, try flying in Orbiter, where the real dynamics of the spacecraft is simulated, including the aerodynamic forces in the atmospheric phase of the flight, then decide for yourself whether you need real dynamics in combat space. In the exploration world, yes, real dynamics would be an interesting feature, but then you must forget about epic battles with pirates.&lt;br /&gt;
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'''Weapons and combat mechanics'''&lt;br /&gt;
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Space battles in Oolite take place within the distance of sight. This is the canon of the genre. The main weapon of the gamer is a laser cannon, and this is also a canon. Rockets are auxiliary weapons, rather as a last resort for self-defense. For a jet simmer, who usually starts an air battle with a missile duel, this is, of course, savagery. But it just so happens to be in space: here the exchange of missile strikes outside the line of sight for the gamer is of little interest. There are also plasma turrets on space stations and large ships, but they are almost useless. Again, in comparison with advanced spacemen, the choice of weapons is very ascetic. The veteran cosmosims which replaced Elite are accustomed to the fact that the ship has an armored hull and active protection (force field). Direct energy transfer weapons (laser and beam) effectively burn through protective fields, but are less effective against armor. Kinetic weapons (electromagnetic guns and missiles), on the contrary, are ineffective against a force field, but inflict great damage to the hull. Sometimes you can find selective weapons - for example, burning the electronic circuits of the target ship, leaving its hull and cargo intact. There is nothing of this in the default Oolite, first of all, because the damage to the case as such in the default game mechanics is not handled in any way. The only criterion for the effectiveness of a weapon that is taken into account by the game engine is energy damage. The choice of weapons in this situation comes down to upgrading the starting pulsed firing machine to a military laser capable of pumping maximum energy into the target in a minimum of time. Any wishes of a novice gamer &amp;quot;give me more different weapons&amp;quot; meet a completely reasonable phlegmatic counter question: why? What is there in the Ooniversum (other than the stations) which cannot be eventually destroyed with the appropriate patience with a military laser?&lt;br /&gt;
The gamer's ship combat damage model actually boils down to accidental destruction of cargo or accidental damage to equipment. After the power shields are burned out, energy is consumed from the energy stack, and when it is completely depleted, the ship is considered destroyed. However, it is worth breaking fire contact and leaving the battle, as the levels of the energy stack and shields are regenerated to their original level, even if the ship was on the verge of death, so repair after the battle is reduced to repairing damaged equipment. Bots are generally simulated as solid blanks with a given level of energy and the rate of its regeneration. Especially this feature of the game mechanics delivers, when an unfinished bot, which a couple of minutes ago was leaking plasma, catching its breath aside, again takes up a gamer with the same fervor and by all indications with the same good health. Add to this an inexhaustible supply of energy to replenish its losses in battle and inexhaustible cannon ammunition - an obvious legacy of arcade shooters. There is nothing you can do about it, the 42 KB of the 8-bit Elite does not allow much option. And laser weapons with instant energy transfer are also from this eight-bit past: there is no need to count the lead when firing, it is enough to check whether the target was in the center of the reticle at the time of the shot. In the updated manual Oolite Reference Sheet, which comes with the distribution of the game, by the way, the speed of ships is given in light waves (LM) - &amp;quot;the maximum speed that a ship can reach without being affected by relativistic effects&amp;quot; (in the game, this is, just don't laugh , 1 km / s). Forget it. The military laser beam reaches the target at the edge of the scanner's field not after 25 seconds, but instantly.&lt;br /&gt;
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'''Equipment'''&lt;br /&gt;
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There is no equipment compartment as such. The equipment has no dimensions and does not consume energy. You can easily take the little Adder and turn it into an übership with naval shields and a military laser. You can go beyond this and attach a bunch of add-on oxp equipment to the ship - unless, of course, their authors have provided for checking the ship's class (they usually do not consider it necessary to do this, assuming by default that the gamer will fly the default Cobra Mark Three). The essence of the problem in some cases is precisely this: it is assumed by default that the gamer will start his career on the default Cobra Mark Three. In the Elite it was so: a default ship with no other options and a set of default equipment. It was assumed by default that this entire set of equipment will be in demand one way or another, but there will still be no other, therefore, it didn't make sense to complicate the code by simulating an equipment compartment of limited capacity. In Oolite, the possibility of acquiring another ship also did not appear immediately, but when it was finally realized, it became clear in hindsight that the initial good intention to carefully preserve the spirit of the legendary Elite in the new Ooniversum ended up opening a logical hole. In the Cosmosims of the generation that followed the Elite, where the possibility of customizing the configuration of the gamer's ship was initially laid down, this trap was avoided. Where the ability to customize the configuration of the gamer's ship was originally laid, this trap was avoided.&lt;br /&gt;
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Another example of playful absurdity is the story of the fuel injector (Witchfuel Injector, WFI). Classic Elite did not have this device, but the thing is really useful. Veterans remember very well that the anarchic systems in the old Elite were avoided as unlucky - if there was no way to choose a safer workaround, the gamer stocked up on an energy bomb, but sometimes it helped only for a while. Then there was only one thing left: to eject, having lost all the cargo. The fuel injector does not give a complete guarantee of safety, since the bad guys often have it too (and rightly so!) And sometimes tenaciously chase the gamer until the fuel is completely depleted. But still, the opportunity to soberly assess the likely outcome of the battle with a dozen pirates and dump away can only be welcomed. There is only one bad thing: with the purchase of a fuel injector, even a low-speed Python easily leaves any rocket (the speed of the Python with the injector is 200 * 7 = 1400, the speed of the rocket is 750, almost half the speed!), which, you see, is somehow strange. Well, that is, you yourself can chase the pirate Python with the afterburner, but the rocket you launched can not. I can’t give you a pruflink for how long ago, but I remember that Giles Williams himself complained on their forum in hindsight that he was too smart with a sevenfold speed multiplier. And again, the problem of an unrealistically overestimated flight speed multiplier with afterburner is quite solvable at the current stage.&lt;br /&gt;
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'''Game interface'''&lt;br /&gt;
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The most serious problem of Oolite as a combat cosmosim, in my biased opinion, is not the simplified game mechanics in itself (which can be easily customised through add-on oxp's to a really advanced level, if there is a desire), but a depressingly primitive interface. Yes, it is possible to simulate a customized ship with an equipment compartment of limited capacity with proper patience, but while the gamer does not have the opportunity to fully interact with the equipment through the clickable cockpit or at least through the assigned hotkeys, there is little sense from this equipment.&lt;br /&gt;
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So, given all of the above claims, can we say that the amateur Oolite as a combat cosmosim hopelessly loses in competition with more advanced games of this genre?&lt;br /&gt;
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In my biased opinion, no. The important question here is: how do bots behave? Bots in the current Oolite, even in the default configuration, behave quite interestingly during combat contact: they are well-aimed, agile, show the ability to cooperate and sometimes quite adequately assess the degree of threat, and do not stupidly adhere to an idiotic frontal attack. Against this background, attention is somehow focused away from the primitiveness of the flight model, the intuitively simple control is perceived rather as an advantage of the game. &lt;br /&gt;
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Scanty set of weapons? The issue is controversial. In the space shooter Descent there were five types of guns and five types of missiles. This was not enough for some of the fans of the game, and in the sequel to Descent 2, the developers added the same amount. Aviation simmers shrug their shoulders: two types of missiles (radar-guided and thermal) are enough to kill any aerial target. Here's the truth, the radar in the air combat mode can work in four different modes, each of which requires thorough study and regular practice. Should we strive for something similar in combat space? In truth, the Elite's target acquisition and recognition system is the thing if you like to feel like a fighter rather than an operator of high-tech weapons systems, for the development of which you need to thoughtfully smoke a manual of 500+ A4 pages. There are, of course, a bunch of cheat add-ons that automatically sort targets by threat level and kindly report not only their status, but also the current level of protection (and this is before the first shot!), But fortunately, installing them is purely voluntary. And yes, I said it already, but I repeat: the ascetic HUD interface from the old 8-bit Elite is a great example of how a functional HUD should look: everything you need and nothing more, without these Hollywood design delights that have taken root in modern cosmos.&lt;br /&gt;
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'''That's all for now, and next time I'll try to tell you how Ooniversum can be interesting for a researcher.'''&lt;br /&gt;
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The endless game world sandpit, in which the gamer is free to choose the path, sounds great, but nowadays it is already slightly worn out. And this journey began in boundless space - yes, you guessed it, it was with the legendary Elite. Let the wire graphics - but the 3D world without barriers, fly wherever you want. And there was somewhere to fly, 8 cards of 256 systems, any of which could become a bright adventure for the evening. The descriptions of these systems were arranged according to the in-built template, but the then gamer, who was still living in the era of text-based adventures, had a vivid imagination and knew how to entertain himself on his own. As one of the old-school gamers recalled at the Elite Veterans Forum: he flew in, unloaded at the station, saved himself and went to bed. And in the passport of the system, a tropical rain forest is mentioned - and now a person, falling asleep, imagines how this forest looks, sounds and smells and how great it would be to fly there on a shuttle.&lt;br /&gt;
When processors were eight-bit, programmers were heedful of every byte of memory. When I first encountered Elite, I was shocked and fascinated: how the hell did they manage to do this? Just think how many kilobytes a complete catalog of all 2048 systems should take? Let's take at least Diso with her&lt;br /&gt;
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''This planet is mildly noted for its ancient Ouza tulip plantations but ravaged by frequent earthquakes.''&lt;br /&gt;
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I will not bore you with calculations, but according to estimates, it turns out something like 128 bytes for the system and 256 KB for the entire directory. Unbearably huge for a tiny 42 K memory of the Spectrum an array of information.&lt;br /&gt;
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Procedural generation is the secret.&lt;br /&gt;
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The entire vast world of the Elite is essentially grown from a tiny six-byte seed, and what looks like a game database is a shell that transforms the bits of the seed into many unique playable locations according to certain rules. 6 bytes is actually a lot, it is 2 ^ 48 unique keys, each of which creates a unique map at the output. In total, there is potential not just 8 maps with 256 systems in each, but 281,474,976,710,656 unique maps, among which there is a map with the planet ASSHOLE (there is one in my working archives!). But the legendary planet RAXXLA in this boundless ocean of probable worlds is not and cannot be - the algorithm for generating the name of the system precludes such a combination.&lt;br /&gt;
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Nowadays, procedurally generated space will surprise no one, but the situation has turned inside out. Three decades ago, a procedural generator was used to dynamically fill a memory space with content that was too small for manually created and customized game worlds. Now game universes created on the server side can already take up terabytes of memory. Filling such colossal amounts of memory with meaningful content manually is a hopeless task. The current procedural generation algorithms no longer just create unique configurations of solar systems in general terms. They are used to generate unique planets with their own relief, climate and unique biota. Amazing progress ... and mostly pointless. In the truest sense of the word. No Man's Sky. Space, in which a person, by and large, has nothing to do.&lt;br /&gt;
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I don’t mean to say that procedural generation is a waste of time. It creates the foundation of the world, freeing the game coders from the unbearable volumes of monotonous technical work. But procedural generation only sets the stage for meaningful content. Plot, history, cultural layer, lore - call it what you want, without this there is no game. And it is precisely the persistent misunderstanding of this fact that is the reason for the fiasco of the Parallel Reality 002 project. Some kind of motivation is needed to stimulate the gamer to wander purposefully, not just at random no matter where.&lt;br /&gt;
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What was the motivation for the gamer in the canonical Elite besides a set of kills, bringing him closer to the coveted legendary rating? Well, at first, the gamer was simply not up to global reflections about the meaning of life, the Universe and everything else. Having grasped the basic rule &amp;quot;we take electronics in the industrial world, we sell in the agricultural world, we collect alcohol or furs, we fly to the industrial world, profit!&amp;quot; the gamer was busy looking for the best route with the optimal balance of profit and risk. Basically, this part of the game was learned quickly by trial and error. Having pumped the ship up to be an “iron ass”, the gamer set off on a free journey. Well, then, in the exciting anticipation of the missions that were legendary (very few people knew at least approximately how many there are in the game, what they would be, where and when they were given!), Whoever could fill the time as best he could. For example, why not cross the entire map diagonally from corner to corner before jumping to the next one? Or even cross all four corners. There is a goal, there is a choice of a route to it, each game session moves you towards its achievement. Of course, no discoveries were expected on the way of the gamer: no matter what system you take, in fact they were not much different. The only sun with a single planet, and even that was interesting only insofar as it was necessary to look for the solitary station of the system next to it. This did not prevent the gamers from filling this world with meaningful content on their own: people were looking for the legendary planet RAXXLA and even an analogue of the Earth, they discussed vague rumors about meetings with generation ships in deep space and wondered where the thargoid home nest was, and undertook ultra-long-distance expeditions, trying to check whether it is possible to get from one system to another through ordinary space, and not through a wormhole.&lt;br /&gt;
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'''And what about Oolite? What can the explorer's game do?'''&lt;br /&gt;
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Oolite no longer needs the old procedural generator to create a game universe from a six-byte seed. Information about systems is stored in a huge planetinfo.plist, which can be supplemented and edited to the best of your ability. But in the default vanilla game, the first impression is the same as in the old Elite: the sun with a single planet and a single station. For a novice who has looked into Oolite from the outside, such asceticism is discouraging. The base game provides only a skeleton, which the gamer completes with loadable .oxp modules and customizes to his liking. The concept of a constructor world is designed for a gamer who loves and knows how to come up with tasks for himself. Not everyone is willing to understand and accept this approach.&lt;br /&gt;
And if you look at this ecosystem as a whole, the game plus half a thousand add-ons, you get a potentially rich world. Each of the 2048 Ooniversum systems is no longer just a sun with a single planet and a single station, but a fully-fledged model of the solar system with planets, moons and stations, which now opens up an additional dimension to the gamer - interplanetary flights. The game engine technically allows these systems to be as spacious as you like, and the procedural generator is unique. The question is still how to fill this procedurally generated kaleidoscope of locations with interesting meaningful activity. The procedural generator by itself, as we noted above, cannot do this.&lt;br /&gt;
&lt;br /&gt;
Designing all these 2048 systems by hand, customizing them individually, saturating them with meaning and plot - well, you know, this is far too ambitious not only for a lone amateur, but also for a team of game developers. But the good news is that you don't need to meticulously design all 2048 systems. Cosmic wonders do not have to come across at every step. Interesting hand-sculpted locations, separated by routine procedurally generated intermediate points - why not? Let's drop it offhand. 16 individually configured systems on the map, maybe even only 8 systems - this is already enough to stimulate long-distance flights within the sector. And it will be a completely meaningful game goal as opposed to the meaningless infinity of No Man's Sky, where it doesn't matter where one flies.&lt;br /&gt;
&lt;br /&gt;
Let's face it, the potential of this open world is poorly realized. And here the criticisms are not directed against the developers of the game, but against the community of addon oxp developers. At first, addon developers drew inspiration from the lore that grew out of Holdstock's Dark Wheel. In Ooniversum, in addition to the hermit asteroids, which are in the default game, there are deep space dredgers, generation ships, thargoid craft - all these legends of the old Elite have been brought to life. If anything, now, the legendary planet RAXXLA can be technically created - of course, linking its search with a non-trivial plot. There is a legendary space graveyard in the Tionisla system, there are three more systems with individual settings, and finally, there is a promising, but alas, abandoned project The Famous Planets. There are finally some epic missions like Trident Down. Alas, this is practically everything that now exists and almost all of this has become so outdated that it urgently needs at least a cosmetic update. Ooniversum is not attracted by the concept of world-exploration. The first meeting with the colossal ship of generations, of course, is impressive, but only just - I saw it, took a screenshot as a souvenir, unloaded it into the gallery and forgot. This meeting gives neither answers to old secrets, nor ties to new plots. The pulsar in the Tianve system, the orbital cemetery in the Tionisla system - the same issue. The first time one look's it is interesting, but nothing more. There are no storylines for these locations.&lt;br /&gt;
&lt;br /&gt;
Commander Vasig might remind us: well, since we are talking about Tionisla, the mission of Tionisla Reporter is connected with this system. Right. There are other missions that start when the gamer enters a certain system. But the fact is that in Tionisla herself there is absolutely nothing unique, anything unique which makes it possible to receive the mission only there - except that it is system number 124 in the First Sector. Now imagine that it is possible to get and pass a mission not just by being in the desired location, but by collecting and analyzing a bunch of information in order to catch a pattern and calculate this location.&lt;br /&gt;
&lt;br /&gt;
The default Ooniversum is an interesting world for a fighter or an athlete-traveler. To be registered visiting all the Famous Planets or even all 2048 systems is quite a goal for yourself. But the researcher in this world, by and large, has almost nothing to do. There are mysteries in the Ooniversum, but there is no mystery in it. What mystery can there be if Ooniversum is a densely populated world in which everyone knows about everyone? Gamers do not need to go on long expeditions to unexplored areas of the map to find high-tech worlds in which to upgrade or purchase a new ship. There are no unexplored areas of the map in Ooniversum - the entire map is revealed immediately. All high-tech systems of 13+ gaming level, all agricultural systems that need electronics, all anarchic pirate-infested systems - all this a gamer can discover right away without leaving Lave, and without any navigational database upgrades.&lt;br /&gt;
&lt;br /&gt;
I do not mean to say that Ooniversum is boring and does not provide food for the mind. Due to the stochastic behavior of the popularizer, even a routine trade trip in a well-known system can turn into a bright adventure, and, on occasion, an unplanned profit or loss, it’s as lucky. But skirmishes with pirates and raids of thargoids also become routine over time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Could there be any terra incognita in this densely populated world?'''&lt;br /&gt;
&lt;br /&gt;
Why not? At the very least, there is a spacious solar system outside the well-trodden path of the entrance lighthouse - the planet, and in this spacious solar system you can place a lot of things, even while remaining within the canon. Ships and stations of aliens somewhere on the distant outskirts (''other'' aliens, not thargoids), planets and moons, potentially suitable for industrial development and even for terraforming, and maybe even with their own xenobiology.&lt;br /&gt;
&lt;br /&gt;
There was a definite movement in this direction. Interesting planets and moons for the explorer, however, never appeared, but Smivs, with the help of other developers, was noted for his interesting packages Aliens and Star-jelly, in which there really are mysterious alien ships (possibly of organic nature) and huge organisms - inhabitants of open space ... Alas, the potential of these packages has not been developed.&lt;br /&gt;
&lt;br /&gt;
What's wrong with these packages? Yes, in principle, the same thing as with dredgers and with the generation ships: meeting with these seemingly unique creatures is in no way tied to certain locations that a gamer needs to calculate, find and explore. A meeting with them does not portend any secret, but remains a pure whim of roulette.&lt;br /&gt;
&lt;br /&gt;
I think the time has come, from grumbling “this is all wrong,” to finally move on to a concrete conversation: how, at least approximately, do I imagine the world of exploration?&lt;br /&gt;
&lt;br /&gt;
And at least something like in the Star Trek universe. Something about the destination system is known, but only in general terms. There is information about the spectral class of the star and, possibly, about the presence of planets in it. It may be known that this system has a station or colony on the planet, but contact with it will need to be established upon arrival. The gamer arrives at the system, scans it in general terms, approaches the planet and scans it remotely. Launches drones for additional reconnaissance on the planet and finally lands himself (yes, I know, in Star Trek, the budget was poorly allocated for drones and planetary shuttles and we had to invent quantum teleportation, but the train of thought is clear).&lt;br /&gt;
&lt;br /&gt;
And here the scope of imagination runs into tough reality. The problem is not even that such a scenario is far beyond the scope of Oolite's lore. Much worse is the fact that full-fledged development in Oolite occurs only in space. Landing on the surface of the planet as such, or going into outer space, the Oolite engine will not dare to process any of this - instead, a temporary port is created and the gamer's ship is docked with it. So, alas, no trips on an all-terrain vehicle and hiking with a geological hammer or tricorder, no survey of abandoned alien objects, no contact with local flora and fauna. All that can be done is to schematically illustrate the landing process with a package of pre-prepared pictures.&lt;br /&gt;
&lt;br /&gt;
With the generation of beautiful cryptic graphs, diagrams and something similar to the computer interfaces that captivate Hollywood scriptwriters, it is also a complete ambush. But scientific reports in the form of texts and even in the form of tables can be created completely. Of course, they will look archaic, but why not give the gamer an extended passport of the planet, which he will see after exploring it? Not just the radius of the planet, but its equilibrium temperature, gravity on the surface, density and composition of the atmosphere, composition of the soil, the presence of water, the index of vitality.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''That's all for now, and next time I want to talk about whether it is possible to fit real astronomy into Oolite.''' &lt;br /&gt;
&lt;br /&gt;
So, the Oolite engine allows you to create spacious, unique solar systems. You can finally reveal the cards. You can even make full-fledged alternative maps with alternative topology and alternative system passports. But the essence of Ooniversum remains unchanged: it is a densely populated game universe, in which all 2048 systems are just variations on the theme of the solar system with the sun and an inhabited terrestrial planet. Just what you need for the genre of space opera. But if you are at least minimally interested in astronomy, then you will argue: the variety of astronomical objects in the real world is immeasurably richer than the impoverished and wretched fantasies of workers in the genre of space opera.&lt;br /&gt;
&lt;br /&gt;
Let's dare to go beyond the lore and figure out if it is possible to bring at least some of this variety into Oolite? What astronomical objects, in principle, can you try to simulate in Oolite?&lt;br /&gt;
&lt;br /&gt;
The starfield and the Oolite nebulae are not a planetarium. And in the starry sky of Oolite, this fact is clearly visible.&lt;br /&gt;
&lt;br /&gt;
Let's start with the obvious fact that all systems on the map lie in one plane, and do not extend in depth. So the dizzying sensation of space, in which there is no habitual top and bottom, is realized only within local systems. If we add to this that, technically, each system has its own isolated play space and movement between them occurs through wormholes, it will not work to simulate something similar to more realistic interstellar flight, in which the sun of the destination system gradually appears within the star field.&lt;br /&gt;
&lt;br /&gt;
The starfield pattern is pseudo-randomly generated based on the random_seed seed unique to each system in the planetinfo.plist. There is no correlation between the patterns of the star field in neighbouring systems, so the skills of astronavigation for conspicuous stellar configurations work only in relation to this one individual system. Meanwhile, in reality, the skeletal lines defining constellations are usually composed of high luminosity stars, distant from the terrestrial observer for tens and hundreds of light years. If you move the observer from the Solar System to the Alpha Centauri system at a distance of 4.4 LY from the Sun, then the outlines of the Big Dipper's bucket will hardly change. The zigzag pattern of Cassiopeia will also remain recognizable, except that an extra bright star named the Sun will be added to the letter W. The constellation of Orion will also be easy to read if you get used to it, that the bright Sirius will be next to Betelgeuse (this will be a very spectacular configuration!). In general, the skills of orientation in the terrestrial starry sky, after a little adaptation, will work in neighboring systems.&lt;br /&gt;
&lt;br /&gt;
Alas, it is impossible to correct this situation with the hands of an amateur, since the Oolite engine does not support anything similar to the texture maps of the starry sky edited by a juzverem.&lt;br /&gt;
&lt;br /&gt;
The nebulae in Oolite are also pure Hollywood scenery. Nebulae, in general, are a rather rubbishy historical concept, where they dumped all extended objects that are not resolved through a telescope into individual stars. And if the Orion Nebula is indeed a cloud of luminescent gas, then the Andromeda Nebula is a galaxy of billions of stars. The Orion nebula is about one and a half thousand light years away, and the Andromeda nebula is two and a half million, so you can fly not only to the neighboring system, but also walk around the entire map - and their relative position in the sky will practically not change. And here we have our own home nebulae in each system. The only thing that can be done with this meaningless beauty is to turn it off altogether, or leave one nebula with a good quality texture for the entire Ooniversum (alas, it is also impossible to define your own nebula for each of the 8 maps).&lt;br /&gt;
&lt;br /&gt;
But something similar to dark dust nebulae (coal sacks), in principle, can be simulated. A real astronomical fact: for the last 5 ... 10 million years, the Sun has been in the so-called Local Bubble about 300 light-years in size, filled with rarefied interstellar gas (which, by the way, gives very favorable opportunities for observational astronomy). In a different scenario, we could find ourselves in a highly dusty region of the Galaxy with limited visibility. The size of the Local Bubble exceeds the size of a typical map (about 200x100 LY) and it can be assumed with a clear conscience that all 8 maps fit in such a vast area, so declaring the number of sky_n_stars stars and the background illumination level ambient_level as global parameters is quite justified. It is possible, however, to accept the opposite rule - individual maps or even island regions like the worlds behind the Great Rift on map 7 can be located in dense dust nebulae, where it is dark and there are few stars in the sky. But there is a technical problem here. The number of stars in the system can be selectively adjusted using the star_count_multiplier coefficient without affecting the global parameter sky_n_stars. You can selectively correct their colour, bringing them closer to red in highly dusty regions. But the lighting level ambient_level can only be set directly, the coefficients of its selective correction are not provided. This means that a gamer who does not like the default lighting level of ambient_level = 1 will not be able to adjust the lighting level in such systems through the global setting. This is just the thing which I tried unsuccessfully to explain to Tch/Ч - his concept of Dark and Light worlds bends the gamer under the author's vision of the game, which is absolutely unacceptable for me personally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Suns'''&lt;br /&gt;
&lt;br /&gt;
About half of the stars in our Galaxy are double or multiples. Technically though, the Oolite engine allows only one sun to be identified within the system, so the simulation of close binaries in Ooniversum is impossible. But in reality, the orbits of planets in a binary star system with close components are unstable, so in any case a choice arises: either a close binary system, but no planets in the habitable zone, or a single star with planets.&lt;br /&gt;
&lt;br /&gt;
In the Ooniversum, there are systems separated by a distance of about 0.1 ... 0.2 LY. On the map of the First Sector, for example, these are the Legees and Laeden systems (coordinates 4 253 and 4 254). In reality, stars separated by this distance are often physically connected. Technically, the Legees and Laeden systems are independent and are identical playable locations, but in the alternative Ooniversum they could be interpreted as a wide gravitationally bound pair of Laeden A and Laeden B with a very long orbital period.&lt;br /&gt;
&lt;br /&gt;
In principle, you can also simulate a system with an ordinary star and a brown dwarf if you add a large planet with a suitable texture to the system. This is how the pulsar was added to the Tianve system - technically, in game-code terms, it is a planet.&lt;br /&gt;
&lt;br /&gt;
Since there is only one sun in the system, then there can be no eclipsing variable stars. But what about physical variability when a star changes its luminosity?&lt;br /&gt;
&lt;br /&gt;
The radius of the sun of the system is fixed in the planetinfo.plist and cannot be changed through JavaScript, so pulsating variables like the Cephei delta or Mira cannot be simulated in the Ooniversum. The only kind of space fireworks that can be controlled through the script is the spectacular explosion of the Nova.&lt;br /&gt;
&lt;br /&gt;
Something similar to solar activity can be simulated by changing the size of the solar corona through a script and even adding spots to the sun's disk.&lt;br /&gt;
&lt;br /&gt;
The suns in Ooniversum are coloured. The line of stars in the main sequence, from the Sun's twin stars (yellow star of spectral type G2V) to red dwarfs of spectral type M, in principle, can be simulated with careful observance of relative sizes, as is done in the Sun Gear package. In principle, it is possible to go beyond this line and simulate red giants - but such a system must be made very spacious, since the radius of the red giant is tens and hundreds of times the radius of the Sun. I'm not sure that such a huge system would be interesting in terms of play. But with hot blue and white stars there is a technical complexity - it is difficult to achieve their natural shade of color. The same goes for dim, almost extinct red dwarfs, which shine mainly in the infrared range. Perhaps this limitation can be circumvented, taking the System features: using a Sunspots package as a basis and covering the red dwarf disk with many large spots. But unfortunately, the lighting model in Oolite is primitive: a point in the center of the solar disk is taken as a light source, so the lighting changes according to a discrete on-off principle. Therefore, you should not count on believable lighting in such exotic cases.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''What about the fascinating space wonders from popular astrophysics articles?'''&lt;br /&gt;
&lt;br /&gt;
The pulsar in the Tianve system, as I said, is just a rapidly rotating planet. The only danger it poses to a gamer is from a direct collision. In reality, pulsars are rapidly rotating neutron stars with colossal gravity and a very powerful magnetic field. An excursion of a living observer to the immediate vicinity of such objects, generally speaking, is ruled out, if only because of the intense ionizing radiation. But if you really want cosmic wonders so much, you can simulate a black hole in the same way - and, in principle, even a passable wormhole, which will transfer the gamer to one of the systems within 7 LY radius-neighborhood without spending fuel (I think you yourself will figure out how this could be done by fiddling through the EliteWiki documentation). But if you definitely want a black hole with the visual effects of a gravitational lens and relativistic time dilation effects, as in the Interstellar movie, then I'm sorry. You can make something similar to an accretion disk around a black hole or pulsar using the System Features: Rings package as a basis, but again, in real life, a living observer will be able to look at this cosmic miracle only from a distance and for a very short time, since the accretion disk is heated to tens of millions degrees and shines very strongly in X-rays.&lt;br /&gt;
&lt;br /&gt;
Let me note in consolation: cosmic miracles are not found at every step. The famous X-ray source SS 433 - a binary system with a black hole - is 18,000 light years away. The stellar population in the immediate vicinity of the Sun is mostly red and orange dwarfs, and these same stars dominate the population of the Galaxy as a whole. However, red dwarfs like Proxima Centauri also have no sugar in their character: these stars produce frequent solar flares with intense radiation in the ultraviolet and X-rays. The flux of ionizing radiation associated with solar activity in the habitat of Proxima Centauri is tens of times higher than that of the Sun at the level of the Earth's orbit, which is fraught with a complete loss of water and atmosphere of the recently discovered exoplanet in this system.&lt;br /&gt;
&lt;br /&gt;
It must be said that when calculating the equilibrium temperature in the vicinity of the sun, the Oolite engine does not pay attention to the color of the star. In the default Ooniversum, all luminaries have the same temperature and the critical overheating of bodies in their immediate vicinity is determined only by the distance to the sun, expressed in its radii. Likewise, refueling according to the default rules begins at a distance from the surface of the sun less than 0.15 of its radius, regardless of its color. So if you want to simulate habitats around the stars, where water on the planet can exist in liquid form, you need to write an .oxp script, as is done in Sun Gear. The same is with the mass of the sun: in the default Oolite, the sun has no mass, and if you want to simulate something similar to celestial mechanics, this must be done through a script.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Planets and moons'''&lt;br /&gt;
&lt;br /&gt;
The system description that the gamer sees on the F7 screen - is there anything in it which relates to real astronomy? Nothing but the radius of the planet, and this radius in the default Ooniversum is frankly a fantasy parameter. An Ooniversum planet with a radius of less than three thousand kilometers can easily have not only a dense atmosphere suitable for breathing (all 2048 main planets of Ooniversum have a dense atmosphere suitable for breathing!), but also a well-developed agricultural economy. In reality, such a planet would be an atmosphere-deprived dry world like Mercury, or a frozen world with an extremely rarefied atmosphere like Mars, or an atmosphere-deprived ice world like Ganymede with a water-ammonia ocean under an ice crust, or again an ice world with an ocean in the depths but with a dense cold atmosphere like Titan. But to be a small copy of the Earth, with small oceans, continents, lakes, rivers, forests, meadows, fields, gardens, pastures - sorry, this is impossible. A small planet cannot maintain a moderately dense and warm enough atmosphere for liquid water to exist on the surface. The small planet also quickly loses its internal heat and becomes geologically dead, which leads to serious consequences. First, when the molten core solidifies, the planetary dynamo is turned off and the planet is deprived of the magnetic field that protects the atmosphere from the solar wind. Secondly, and perhaps most importantly, when convection in the mantle is turned off, tectonic and volcanic activity ceases. Leakage of the volatiles that form the atmosphere and oceans into space is not replenished by degassing the subsoil, and besides, the geochemical cycle of carbon is broken - carbon is removed from the cycle and irrevocably buried in sedimentary rocks.&lt;br /&gt;
&lt;br /&gt;
If we take the planet - the Earth's double in radius, then the space of options is much richer and some of them simply have no analogues in the solar system. A garden planet in the Elite Dangerous classification system, an M-class planet in the Star Trek universe - this is approximately our Earth. Of course, there are vast territories on Earth that cannot be called a garden, but if you look from the outside, from somewhere like the Moon, yes, we are lucky with our home: the planet is blue and green, with a suitable temperature and a rich biology. And there could be an extremely hot world with a monstrously dense atmosphere like Venus. Or the Earth-snowball, completely enclosed by ice from the poles to the equator, with oases of the simplest life in the areas of geothermal springs. Or a desert supercontinent. Or an ocean planet completely covered with water. Or a volcanic world flooded with vast pools of lava. Or a cryovolcanic world with a very cold and very dense atmosphere and lakes of liquid ethane on the surface - a large version of Titan. How about a version of a planet-ocean heated to a state of supercritical fluid? Or planets in extremely elongated orbits, when at the maximum distance from the sun in aphelion the temperature drops so much that the atmosphere completely freezes out? Or a planet whose axis of rotation is obstructed by ninety degrees and a season of extreme heat at the poles alternates with a season of extreme cold, and glaciers are deposited in a ring around the equator, and do not form polar caps? There are many options, because all these Earth twins arose and existed in different conditions. How long ago was the planet formed? What was the composition of the protosolar nebula in this region of space? From what sources was the supply of volatiles on the planet formed, was it enough to form the atmosphere and oceans? How intense was the asteroid bombardment? Have there been catastrophic collisions with large celestial bodies? How did the planet's orbit evolve? How did the luminosity of the sun change?&lt;br /&gt;
&lt;br /&gt;
I think you get what I mean. If you take into account this vast space of options, you get a completely different Ooniversum, in which rare worlds suitable for colonization are separated by worlds suitable at best for the extraction of raw materials on a rotational basis and the placement of robotic production complexes. Most of the uninhabitable systems in this Oneiversum will be too far from inhabited systems to be of any industrial or resource value. There will be other plots in the alternate Ooniversum. Instead of long-distance passenger and cargo transportation - long-distance risky expeditions through the galactic wastelands in search of other inhabited worlds. Or maybe uninhabited, but suitable for terraforming.It may be so - individual colonies will wage fierce battles among themselves for control over strategically important systems or conclude agreements on their joint exploitation, or even unite into clusters that control a significant part of the map. In any case, the Galactic Commonwealth will not exist in its current form.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''What are the technical possibilities to implement such an alternative Ooniversum?'''&lt;br /&gt;
&lt;br /&gt;
At the very least, you can develop the potential of the smart System Makeup, which is able to select the texture of the main planet based on its insolation. Unfortunately, in the absence of support for multilayer texture maps, the planets will still be painted matte balls, but that is what it is.&lt;br /&gt;
&lt;br /&gt;
The Oolite engine does not support such tasty options as the density of the atmosphere, its effective height, and even more so the temperature and chemical composition - all atmospheres are generated according to the same template. So the temperature and pressure of the atmosphere overboard will have to be simulated through JavaScript and the dissonance between the simulated instrument readings and the visually observed blue sky must be tolerated. Until recently, when classifying large celestial bodies, Oolite used a simple rule: all planets have an atmosphere, all moons do not. With this approach, such real celestial bodies of our solar system as Mercury (a planet, but there is no atmosphere) and Titan (a moon, but there is a dense atmosphere) cannot be correctly simulated in the Ooniversum. Now additional planets can be set to have no atmosphere, but the main planet still necessarily has an atmosphere, so completely airless worlds cannot be simulated correctly. But in principle it is possible to weaken the requirements for the model and lay in it that the smallest main planets do have an atmosphere, but extremely rarefied, like that of Mars.&lt;br /&gt;
&lt;br /&gt;
But with such a variety of relief, geology, weather and climate, the situation is actually much worse. First, as already noted, technically there is no landing on the planet's surface as such - instead, a phantom port is created above the surface. Secondly and more importantly, the coordinate system tied to the surface of the planet, does not allow more. This means that you cannot bind these phantom ports to specific areas on the planet's texture map either. Alas, it is correct enough to simulate the local weather forecast: the best that can be done without hardcore coding is to determine whether the ship has landed on the daytime or on the night side of the planet. So the elaboration of locations is obtained at the level of the lazy imagination of the creators of the space opera: this is an ocean planet, this is a desert planet, this is a jungle planet, and this is an ice world. Nothing like the Earth with its variety of climates and biomes can be simulated within the framework of this model, so when simulating a scientific expedition to the surface, you will have to limit yourself to a pre-fabricated report.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Small bodies'''&lt;br /&gt;
&lt;br /&gt;
In the real world, these are asteroids and comets, in the Ooniversum - only asteroids. But these asteroids in the Ooniversum, if desired, can be given a quite convincing variety from a scientific point of view.&lt;br /&gt;
&lt;br /&gt;
In the real solar system, asteroid matter has undergone partial separation by chemical composition. By chemical composition, the population of the asteroid belt is divided into groups:&lt;br /&gt;
:'''C-asteroids''' enriched in carbon (carbonaceous chondrites). They are typical of the outer margins of the asteroid belt and are closest in chemical composition to the primary protoplanetary matter after the loss of volatile ice. They make up about 75% of the number of observed asteroids.&lt;br /&gt;
:'''S-asteroids''' enriched in silicates. The absence of a noticeable amount of carbon in their composition suggests that these asteroids have experienced heating and remelting. They make up about 15% of the population.&lt;br /&gt;
:'''M-asteroids''' enriched in metals - sources of iron-nickel meteorites, make up approximately 10% of the population of the asteroid belt. Presumably fragments of planetesimals that partially underwent chemical differentiation and were shattered by subsequent collisions.&lt;br /&gt;
:Finally, the rare mysterious '''V-asteroids''' enriched in basalt. Basalt is a volcanic rock, asteroids of this class are similar in their spectral characteristics to the large asteroid Vesta (hence the name of the class), but lately there are suspicions that this class of asteroids is associated with several sources.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, according to the rules of the default Ooniversum, only S-class silicate asteroids (Minerals material) and M-class asteroids enriched with metals (Alloys material) can be convincingly simulated, but in principle this is enough to simulate variations in the chemical composition of asteroids depending on their distance up to the sun of the system. A tool for a space geologist, in principle, already exists: you can take the Ore Processor package as a basis and rewrite a piece of code that sets the content of minerals and alloys in fragments of asteroids broken by a mining laser. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Stranger's World| ]]&lt;br /&gt;
[[Category:OXP authors]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=RXSoftware&amp;diff=88468</id>
		<title>RXSoftware</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=RXSoftware&amp;diff=88468"/>
		<updated>2026-04-22T08:06:39Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: /* Download */ Added mirrors&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:RX Cobra MkIII.png | right| thumb|RX Cobra MkIII: Another crummy Cholmondeley Screen Shot]]&lt;br /&gt;
[[File:RX Anaconda.png | right| thumb|RX Anaconda]]&lt;br /&gt;
[[File:RX Gecko.png | right| thumb|RX Gecko]]&lt;br /&gt;
[[File:RX Moray Starboat.png | right| thumb|RX Moray Starboat]]&lt;br /&gt;
From Commander Xairon's posts:&lt;br /&gt;
&lt;br /&gt;
This is a remake of all the player ships in game and ''also'' adds a series of new ships (most of them player usable)&lt;br /&gt;
&lt;br /&gt;
== list of vanilla game ships replaced in the expansion ==&lt;br /&gt;
*[[Adder (Oolite)]]&lt;br /&gt;
*[[Anaconda (Oolite)]]&lt;br /&gt;
*[[Asp (Oolite)]] (Asp Mk.2)&lt;br /&gt;
*[[Boa (Oolite)]]&lt;br /&gt;
*[[Boa 2 Class Cruiser]] (Boa Mk.2)&lt;br /&gt;
*[[Cobra Mk.1 (Oolite)]]&lt;br /&gt;
*[[Cobra Mk.3 (Oolite)]] - note that the views are occluded by various parts of the ship!&lt;br /&gt;
*[[Gecko (Oolite)]]&lt;br /&gt;
*[[Krait (Oolite)]]&lt;br /&gt;
*[[Mamba (Oolite)]]&lt;br /&gt;
*[[Moray Star Boat (Oolite)]]&lt;br /&gt;
*[[Python (Oolite)]]&lt;br /&gt;
*[[Sidewinder (Oolite)]] (Scoutship for RX)&lt;br /&gt;
*[[Viper (Oolite)]]&lt;br /&gt;
*[[Viper Interceptor]]&lt;br /&gt;
&lt;br /&gt;
Not replaced: [[Escape Pod]], [[Fer-de-Lance (Oolite)]], [[Shuttle (Oolite)]], [[Thargoids]]' ships, [[Transporter (Oolite)]], [[Worm (Oolite)]]&lt;br /&gt;
&lt;br /&gt;
== list of extra ships originally included in the expansion ==&lt;br /&gt;
&lt;br /&gt;
=== Courasanche Consortium ===&lt;br /&gt;
*Dragon Class Fighter: (mk1, 2 and 3)&lt;br /&gt;
*Wyvern Class Cruiser: (mk1)&lt;br /&gt;
&lt;br /&gt;
=== Valhalla Corporation ===&lt;br /&gt;
*Fenrir class fighter: Mk1, 2 and 3: Fenrir class MK2 - sorry for the less than acceptable models shown here - my inspiration is back with my girlfriend: Image&lt;br /&gt;
&lt;br /&gt;
*Prusd class heavy cruiser: Behold this beauty! the largest thing I ever docked at a station! Image&lt;br /&gt;
*Brunhild class charger&lt;br /&gt;
&lt;br /&gt;
=== creeper of the Black Widow company (sp?) ===&lt;br /&gt;
*Grim Reaper: (mk1 and 2)&lt;br /&gt;
*Headless Horseman class cruiser: drown in a cesspool of darkness! Feel the evilness of this boa-sized light cruiser: Image&lt;br /&gt;
*Frankstein class battleship&lt;br /&gt;
&lt;br /&gt;
=== Automatans ===&lt;br /&gt;
*automata fighter&lt;br /&gt;
*automata interceptor&lt;br /&gt;
*automata megacharger&lt;br /&gt;
&lt;br /&gt;
=== RX-Aerospace ===&lt;br /&gt;
It also includes the RX-Aerospace Loyalty-class Cruiser and Valiant-class Fighter in the shipset&lt;br /&gt;
&lt;br /&gt;
== Commander Xairon ==&lt;br /&gt;
While Cmdr Xairon's command of English is not the greatest - he is from Venezuela and was gassed by the Marxist regime in the early protests - he more than makes up for it with his skills in modelling.&lt;br /&gt;
&lt;br /&gt;
  I can't believe this, it is impossible... like they always said, it is happening ! the people are just too scared.. explosions, shootings, chaos&lt;br /&gt;
  &lt;br /&gt;
  I can barely breath - have been aspiring lacrimogen gas all day, sirens go by and return, people scream... I have only seen 2 or 3 from afar&lt;br /&gt;
  &lt;br /&gt;
  real...&lt;br /&gt;
  &lt;br /&gt;
  they are really walking...&lt;br /&gt;
  &lt;br /&gt;
  dead corpses... (Mar 16, 2013)&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
{{QuoteText|Text=BEFORE YOU DOWNLOAD!&lt;br /&gt;
&lt;br /&gt;
THIS and every other Oolite related work of rx-software is released under GNUstep public license you cannot sell or distribute this material recieving any kind of profit Rx-software claims autor rights over the models made on this OXP PLUS all the names and the oolite title, names and code belong to gilles wiliams and colaborators&lt;br /&gt;
&lt;br /&gt;
ESTE y todo material relacionado con Oolite por Rx-Software es liberado bajo una lisencia publica GNUstep usted no esta autorizado a vender o distribuir este material en cambio de alguna remuneracion Rx-Software clama derechos de autor por los modelos hechos en este OXP ADEMAS todos los nombres y el titulo, nombres y codigos de Oolite pertenecen a gilles williams y sus colaboradores&lt;br /&gt;
&lt;br /&gt;
HOWEVER you can modify and use this work if you give credit to the rightfull owners|Source=([https://bb.oolite.space/viewtopic.php?p=152516#p152516 CommanderXairon])}}&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
*[https://www.mediafire.com/file/e3dveoqskp9a3r4/RxandDangerushipset1.0.oxp.zip/file Mediafire (14.49MB)] or [[File:RxandDangerushipset1.0.oxp.zip]]&lt;br /&gt;
*[https://www.mediafire.com/file/lh9mq8c63s065ka/RxUpdate.zip/file Mediafire Update (754.92KB)] or [[File:RxUpdate.zip]] (just Pythons &amp;amp; Mambas)&lt;br /&gt;
&lt;br /&gt;
== Tweaks ==&lt;br /&gt;
*The views for these ships are often occluded by bits of ship. The view has been set slightly too close in towards that side of the ship. It should just be a matter of tweaking the &amp;quot;z&amp;quot; component (for front and rear views) to move it outwards a bit and put the view ''outside'' the ship model. You need the &amp;quot;view_position_..&amp;quot; setting in the shipdata.plist in the config folder.&lt;br /&gt;
:You may care to refer to [[How to tweak OXZ's]]&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=10869 RELEASE. RXSOFTWARE SHIPSET! (screenshots)] (2011-13)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=12484 (RELEASE) RX and D! Shipset] (2012) - current link &amp;amp; update link as above&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=10758 a real expansion pack] (2011) - Xairon's wishes for Oolite, and response by Smivs&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=12353 Indepth guide of ship concept creation for total idiots] by Commander Xairon (of [[RXSoftware]], 2012) with lively debate!&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=7&amp;amp;t=16414 OH OOLITE!!] (2014) - why he stopped working on Oolite&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=181165#p181165 Unfinished mooring point/buoy download] (2012)&lt;br /&gt;
*[[List of Lost OXP's]] - missing new ships from this shipset&lt;br /&gt;
&lt;br /&gt;
{{Retextures-OXP}}{{Ship-OXP}} [[Category:Navies]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=File:RxUpdate.zip&amp;diff=88467</id>
		<title>File:RxUpdate.zip</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=File:RxUpdate.zip&amp;diff=88467"/>
		<updated>2026-04-22T08:04:26Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=File:RxandDangerushipset1.0.oxp.zip&amp;diff=88466</id>
		<title>File:RxandDangerushipset1.0.oxp.zip</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=File:RxandDangerushipset1.0.oxp.zip&amp;diff=88466"/>
		<updated>2026-04-22T08:04:01Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Misc_plists&amp;diff=88462</id>
		<title>Misc plists</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Misc_plists&amp;diff=88462"/>
		<updated>2026-04-20T12:39:46Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: /* descriptions.plist */ Added text from vanilla game code&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;----&lt;br /&gt;
=crosshairs.[[plist]]=&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
&lt;br /&gt;
The file is organized as a dictionary of crosshairs with the weapon name as its key. The key 'OTHER' can be used for weapons not otherwise defined by the crosshairs dictionary. Each weapon crosshair itself consists of an array of line segments. Each line segment is represented by an array of 6 numbers.&lt;br /&gt;
Example of a line segment:&lt;br /&gt;
 (W1, X1, Y1,    W2, X2, Y2)&lt;br /&gt;
The line will start at X1,Y1 with a relative width W1 and ends at X2, Y2 with relative width W2.&lt;br /&gt;
All coordinates must lie between -1 and +1, while the widths are between 0 and 1&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 WEAPON_NONE =&lt;br /&gt;
 (&lt;br /&gt;
 	(0.25, 0.75, 0.0,		0.75, 0.50, 0.0),&lt;br /&gt;
 	(0.25, -0.75, 0.0,		0.75, -0.50, 0.0)&lt;br /&gt;
 );&lt;br /&gt;
The crosshairs.plist is not intended to be changed by an OXP. For custom crosshairs it is intended to add a &amp;lt;code&amp;gt;crosshair&amp;lt;/code&amp;gt; entry in the custom HUD definition itself. This will then override the default crosshairs for that HUD. (See [[hud.plist]]).&lt;br /&gt;
&lt;br /&gt;
In 1.77 or later, custom crosshairs files may be defined. These have the same syntax as crosshairs.plist, but should have a different unique name (e.g. &amp;lt;code&amp;gt;oxpname_crosshairs1.plist&amp;lt;/code&amp;gt;). Crosshairs may be included by a HUD definition, or switched in and out by [[Oolite_JavaScript_Reference:_PlayerShip#crosshairs|scripting]].&lt;br /&gt;
&lt;br /&gt;
There are quite a number of different crosshairs tucked away inside the [[XenonHUD]]. They seem to combine both crosshair.plist definitions with .png images.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
=descriptions.[[plist]]=&lt;br /&gt;
&lt;br /&gt;
Most of the text in the game comes from description.plist. It is processed in different ways in different contexts. It can contain text, categories for the [[Ship Library]], instructions for drawing icons (for pylon equipment, or for beacons shown on the [[ASC]]) ''et cetera''&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
&lt;br /&gt;
The file is organized as a dictionary with pairs of key and value (string or array).&amp;lt;br&amp;gt;&lt;br /&gt;
It has the same structure as the [[missiontext.plist]] and it also resides in the config folder inside the OXP.&amp;lt;br&amp;gt;&lt;br /&gt;
It can also use the same two dozen [[String expansion]]s as the missiontext.plist &lt;br /&gt;
::%H - &amp;quot;homeworld&amp;quot;, the name of the current system.&lt;br /&gt;
::%I - The possessive form of the current system's name, in English&lt;br /&gt;
:::homeworld+ian.&lt;br /&gt;
::%R - random word. Use %N instead for any new strings.&lt;br /&gt;
::%N - better random word.&lt;br /&gt;
::%@ - Placeholder for text to be inserted by the game.&lt;br /&gt;
::%d, %.1f etc. - placeholders for numbers, using printf syntax.&lt;br /&gt;
::[$text] - will be replaced with variable $text provided by the game or a script.&lt;br /&gt;
:::If no matching variable is provided, the key $text will be looked up in descriptions.plist. The following variables are always(ish) available:&lt;br /&gt;
::::commander_name&lt;br /&gt;
::::commander_shipname (the type of the ship)&lt;br /&gt;
::::commander_shipdisplayname&lt;br /&gt;
::::commander_rank (&amp;quot;Mosty Harmless&amp;quot;, ''etc'')&lt;br /&gt;
::::commander_legal_status (&amp;quot;Clean&amp;quot;, ''etc'')&lt;br /&gt;
::::commander_bounty&lt;br /&gt;
::::credits_number&lt;br /&gt;
:[$text] expansions can have one or more formatting operators appended using a pipe character: [text|operator1|operator2].&lt;br /&gt;
:The supported operators are:&lt;br /&gt;
::cr - Formats a number as a credits value, with one decimal place.&lt;br /&gt;
::dcr - Decicredits: like cr, but divides the number by 10.&lt;br /&gt;
::idcr – Integer decicredits: divides a number by ten, rounds the result to an integer, then like icr.&lt;br /&gt;
::precision:N - Converts a number to a string with n decimal places.&lt;br /&gt;
::multiply:N - Multiplies a number with N.&lt;br /&gt;
::add:N - Adds N to a number.&lt;br /&gt;
:Example: if foo = 10, the operator sequence&lt;br /&gt;
::[foo|multiply:0.3333333|add:2|precision:2] produces &amp;quot;5.33&amp;quot;.&lt;br /&gt;
::[$number] = a random line from item $number of system_description (defined below) is is used.&lt;br /&gt;
&lt;br /&gt;
Example (XML):&lt;br /&gt;
 &amp;lt;dict&amp;gt;&lt;br /&gt;
    &amp;lt;key&amp;gt;parcelnumbers&amp;lt;/key&amp;gt;&lt;br /&gt;
    &amp;lt;array&amp;gt;&lt;br /&gt;
        &amp;lt;string&amp;gt;two&amp;lt;/string&amp;gt;&lt;br /&gt;
        &amp;lt;string&amp;gt;three&amp;lt;/string&amp;gt;&lt;br /&gt;
        &amp;lt;string&amp;gt;four&amp;lt;/string&amp;gt;&lt;br /&gt;
        &amp;lt;string&amp;gt;five&amp;lt;/string&amp;gt;&lt;br /&gt;
        &amp;lt;string&amp;gt;six&amp;lt;/string&amp;gt;&lt;br /&gt;
    &amp;lt;/array&amp;gt;&lt;br /&gt;
 &amp;lt;/dict&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example (OpenStep):&lt;br /&gt;
 {&lt;br /&gt;
   parcelnumbers = (&amp;quot;two&amp;quot;, &amp;quot;three&amp;quot;, &amp;quot;four&amp;quot;, &amp;quot;five&amp;quot;, &amp;quot;six&amp;quot;);&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
== Use ==&lt;br /&gt;
&lt;br /&gt;
Its use must be seen as a kind of variable. The key part is the variable name and the string part is the content of the variable. If you use an array of strings the variable will return a random choice of one of the strings. And this is the main use of the descriptions.plist: creation of text with variable content. See also [[string expansion]]. Note that for compatibility, the random number used to determine which choice to use from an array is only 1 byte long. Therefore if the array has more than 256 entries there will be some entries which can never be picked, and if it has a number of entries which is not a power of two the entries will not have equal chances of being picked (though if the number of entries is small, the difference in chances is not significant)&lt;br /&gt;
&lt;br /&gt;
The text itself is invoked by using the key-word between square brackets, like: &lt;br /&gt;
&lt;br /&gt;
 You have to pick up [parcelnumbers] parcels.&lt;br /&gt;
&lt;br /&gt;
Whenever Oolite reads in a scriptline, missiontext or description, it first looks for something between brackets. If it finds something it looks to see if it is a mission_variable. If yes, it replaces the name of the variable with its content. Then it looks in the descriptions.plist. If it finds a key, it replaces the name with the string content. If it is an array it picks at random one of the strings.&lt;br /&gt;
&lt;br /&gt;
Be aware that Oolite reads in all descriptions.plist lines on startup in one big file. This means that you can use keywords from other OXPs or from Oolite itself. If there are some keys with duplicate names, it uses the last. This means that you must use [[OXP Distribution#General|unique keywords]].&lt;br /&gt;
&lt;br /&gt;
=== Example: Ship Library category, missile icon &amp;amp; mission text ===&lt;br /&gt;
First adding categories to the Ship Library/View Ship specifications screen; ''then'' adding a missile icon; and ''finally'' adding mission text: this is the entire descriptions.plist&lt;br /&gt;
&lt;br /&gt;
 {&lt;br /&gt;
 	&amp;quot;oolite-ship-library-category-black_mamba&amp;quot;		= &amp;quot;Black Mamba&amp;quot;;&lt;br /&gt;
 	&amp;quot;oolite-ship-library-category-plural-black_mamba&amp;quot;	= &amp;quot;Black Mambas&amp;quot;;&lt;br /&gt;
 &lt;br /&gt;
 &amp;quot;EQ_X_SWORD_MISSILE&amp;quot; =&lt;br /&gt;
          (&lt;br /&gt;
                  2,  2,&lt;br /&gt;
 	         2,  1,                                 &lt;br /&gt;
                  1,  0,&lt;br /&gt;
 		 2, -1,	&lt;br /&gt;
                  2, -2,                             &lt;br /&gt;
                  1, -2,&lt;br /&gt;
                  0,  0,&lt;br /&gt;
                 -1, -2,&lt;br /&gt;
                 -2, -2,&lt;br /&gt;
                 -2, -1,&lt;br /&gt;
                 -1,  0,&lt;br /&gt;
                 -2,  1,&lt;br /&gt;
                 -2,  2,&lt;br /&gt;
                 -1,  2,&lt;br /&gt;
                  0,  0,&lt;br /&gt;
                  1,  2       &lt;br /&gt;
 	);&lt;br /&gt;
&lt;br /&gt;
    &amp;quot;XS_MI_STAGE_245&amp;quot; = &amp;quot;The Murderer is at Digebiti.&amp;quot;;&lt;br /&gt;
    &amp;quot;XS_MI_STAGE_G7_1&amp;quot; = &amp;quot;Just in time, Commander. I could use a little help here!&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
 } &lt;br /&gt;
::from the [[Xeptatl's Sword]] mission OXP&lt;br /&gt;
&lt;br /&gt;
=== Example: beacon icons, ship library category ===&lt;br /&gt;
 { // Icon for the Station and Satellite&lt;br /&gt;
 &lt;br /&gt;
     &amp;quot;fuelStation_location&amp;quot; = ( 1, 2, &amp;quot;-3&amp;quot;, 2, &amp;quot;-3&amp;quot;, &amp;quot;-4&amp;quot;, 3, &amp;quot;-4&amp;quot;, 3, 4, &amp;quot;-3&amp;quot;, 4, &amp;quot;-3&amp;quot;, 3, 2, 3, 2, &amp;quot;-3&amp;quot;, 1, &amp;quot;-3&amp;quot; );&lt;br /&gt;
     &amp;quot;fuelStation_station&amp;quot; = ( 1, 2, &amp;quot;-3&amp;quot;, 2, &amp;quot;-3&amp;quot;, &amp;quot;-4&amp;quot;, 3, &amp;quot;-4&amp;quot;, 3, 4, &amp;quot;-3&amp;quot;, 4, &amp;quot;-3&amp;quot;, 3, 2, 3, 2, &amp;quot;-3&amp;quot;, 1, &amp;quot;-3&amp;quot; );&lt;br /&gt;
     &amp;quot;fuelStation_satellite&amp;quot; = ( 1, 2, &amp;quot;-3&amp;quot;, 2, &amp;quot;-3&amp;quot;, &amp;quot;-4&amp;quot;, 3, &amp;quot;-4&amp;quot;, 3, 4, &amp;quot;-3&amp;quot;, 4, &amp;quot;-3&amp;quot;, 3, 2, 3, 2, &amp;quot;-3&amp;quot;, 1, &amp;quot;-3&amp;quot; );	&lt;br /&gt;
 &lt;br /&gt;
 	&amp;quot;oolite-ship-library-category-fuelStation&amp;quot;			= &amp;quot;Fuel Station&amp;quot;;&lt;br /&gt;
 	&amp;quot;oolite-ship-library-category-plural-fuelStation&amp;quot;		= &amp;quot;Fuel Stations&amp;quot;;&lt;br /&gt;
 &lt;br /&gt;
 }&lt;br /&gt;
::from the [[Fuel Station OXP]]&lt;br /&gt;
&lt;br /&gt;
=== Links ===&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?t=6301 Oolite in French] (2009) - handling diacritical signs on letters&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?t=9529 Pylon Icons] thread (2011) - how to draw them - (includes discussion of beacon icons)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=demoships.[[plist]]=&lt;br /&gt;
From Oolite v.1.79 onwards this has been superseded by the quite different [[Shiplibrary.plist]] - and should no longer be used for OXPs. Demoships was used to project almost every ship in the game on the &amp;quot;New Commander&amp;quot; screen at game start. The Shiplibrary.plist replacement instead adds the ship/station ''etc'' to the ship information on the &amp;quot;View Ship Library&amp;quot; page when Oolite starts up (and to the &amp;quot;View ship specifications&amp;quot; page on the docked F4 screen).&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
The file is organized as an array. Every entry consists of a string, with the name of a ship. The shipname must correspond with a key inside the [[Shipdata.plist]]. It resides in the config folder inside the OXP.&lt;br /&gt;
&lt;br /&gt;
Example XML:&lt;br /&gt;
 &amp;lt;array&amp;gt;&lt;br /&gt;
        &amp;lt;string&amp;gt;my_ship1&amp;lt;/string&amp;gt;&lt;br /&gt;
        &amp;lt;string&amp;gt;my_ship2&amp;lt;/string&amp;gt;&lt;br /&gt;
 &amp;lt;/array&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example OpenStep:&lt;br /&gt;
 (&lt;br /&gt;
   &amp;quot;my_ship1&amp;quot;,&lt;br /&gt;
   &amp;quot;my_ship2&amp;quot;&lt;br /&gt;
 )&lt;br /&gt;
&lt;br /&gt;
==Use==&lt;br /&gt;
Its function is to select which ships to show on the startup screen when a new commander is chosen.&lt;br /&gt;
&lt;br /&gt;
For examples see the old ship OXPs or one of the updated ones such as [[Random Hits]].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
=illegal_goods.[[plist]]=&lt;br /&gt;
'''Note: The commodities.plist file is no longer used from Oolite 1.82 and following.''' It has been superseded by the [[Trade-goods.plist]] (and various javascript equivalents in the shipdata.plist).&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
The file is organized as a dictionary. Every entry consists of a key and a number. The key says which goods are illegal, and the number how illegal the goods are.&lt;br /&gt;
&lt;br /&gt;
Example OpenStep:&lt;br /&gt;
 {&lt;br /&gt;
    Firearms = 1;&lt;br /&gt;
    Narcotics = 2;&lt;br /&gt;
    Slaves = 1;&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
==Use==&lt;br /&gt;
Better never use this as it might change the game too much.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
=info.[[plist]]=&lt;br /&gt;
This does not actually seem to do anything other than give the human being (possibly AppleMacs too!) reading it some information! [[Galactic Navy OXP]] has one, as do ''inter alia'' [[User:Mandoman|Mandoman]]'s many oxps.&lt;br /&gt;
&lt;br /&gt;
Example XML - they all seem to be in XML:&lt;br /&gt;
 &amp;lt;?xml version=&amp;quot;1.0&amp;quot; encoding=&amp;quot;UTF-8&amp;quot;?&amp;gt;&lt;br /&gt;
 &amp;lt;!DOCTYPE plist PUBLIC &amp;quot;-//Apple//DTD PLIST 1.0//EN&amp;quot; &amp;quot;http://www.apple.com/DTDs/PropertyList-1.0.dtd&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;plist version=&amp;quot;1.0&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;dict&amp;gt;&lt;br /&gt;
 	&amp;lt;key&amp;gt;CFBundleGetInfoString&amp;lt;/key&amp;gt;&lt;br /&gt;
 	&amp;lt;string&amp;gt;Svengali_Animation_Demo 0.95&amp;lt;/string&amp;gt;&lt;br /&gt;
 	&amp;lt;key&amp;gt;CFBundleName&amp;lt;/key&amp;gt;&lt;br /&gt;
 	&amp;lt;string&amp;gt;Svengali_Animation_Demo&amp;lt;/string&amp;gt;&lt;br /&gt;
 	&amp;lt;key&amp;gt;CFBundleShortVersionString&amp;lt;/key&amp;gt;&lt;br /&gt;
 	&amp;lt;string&amp;gt;0.95&amp;lt;/string&amp;gt;&lt;br /&gt;
 	&amp;lt;key&amp;gt;NSHumanReadableCopyright&amp;lt;/key&amp;gt;&lt;br /&gt;
 	&amp;lt;string&amp;gt;(C) 2012 - Svengali&amp;lt;/string&amp;gt;&lt;br /&gt;
 &amp;lt;/dict&amp;gt;&lt;br /&gt;
 &amp;lt;/plist&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
=oolitefont.[[plist]]=&lt;br /&gt;
There is one of these in each of the [[Oolite Fonts]] OXPs. &lt;br /&gt;
&lt;br /&gt;
There is also one of these tucked away inside [[Deepspace Ships]] oxp v.1.20. It is mostly full of nothing but numbers and is tied in with SimonB's New-font.png hiding inside the Textures folder. It seems to work just fine. ([[User:Cholmondely|Cholmondely]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
=pirate-victim-roles.[[plist]]=&lt;br /&gt;
&lt;br /&gt;
In 1.79 this is superseded by [[role-categories.plist]] and should no longer be used for new OXPs. Existing files will continue to have the effect documented below.&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
The file is organized as an array. Every entry consists of a string, with the name of a shiprole. This plist is introduced with Oolite version 1.70&lt;br /&gt;
&lt;br /&gt;
Example XML:&lt;br /&gt;
 &amp;lt;array&amp;gt;&lt;br /&gt;
        &amp;lt;string&amp;gt;my_shiprole1&amp;lt;/string&amp;gt;&lt;br /&gt;
        &amp;lt;string&amp;gt;my_shiprole2&amp;lt;/string&amp;gt;&lt;br /&gt;
 &amp;lt;/array&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example OpenStep:&lt;br /&gt;
 (&lt;br /&gt;
   &amp;quot;my_shiprole1&amp;quot;,&lt;br /&gt;
   &amp;quot;my_shiprole2&amp;quot;&lt;br /&gt;
 )&lt;br /&gt;
&lt;br /&gt;
==Use==&lt;br /&gt;
Pirates use the function '''scanForNearestMerchantman''' and '''scanForRandomMerchantman'''. With pre 1.70 versions this function only finds ships with role '''trader''' and '''player'''. Starting with 1.70 these two functions finds all ships that are included in the pirate-victim-roles.plist. This makes it possible to add ships in their own role that are recognized by pirates as traders. Ship designers are encouraged to use this pirate-victim-roles.plist and add all private roles that should act trader like for better interaction with pirate groups. &lt;br /&gt;
&lt;br /&gt;
[[Media:pirate-victim-roles.zip|''Download a custom pirate-victim-roles.plist'']]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
=OXPMessages.[[plist]]=&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
The file is organized as an array of strings. When the plist is present, the content of the strings is written to the log on start-up and the player sees a message on the start-up screen that the oxp &amp;quot;foo&amp;quot; contains a message. This plist is introduced with Oolite version 1.74. It should be placed directly in the main directory level of the oxp where the 'requires.plist' is also situated.&lt;br /&gt;
&lt;br /&gt;
Example OpenStep:&lt;br /&gt;
 (&lt;br /&gt;
   &amp;quot;This is a copy of my own test version of the oxp: &amp;quot;foo&amp;quot;. This oxp is intended for personal use only, don't spread.&amp;quot;&lt;br /&gt;
 )&lt;br /&gt;
&lt;br /&gt;
==Use==&lt;br /&gt;
Only useful for test versions to make the user constantly aware that he is using a test version of the oxp.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
=world-scripts.[[plist]]=&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
The file is organized as an array. Every entry consists of a string, with the name of a script. The name must correspond with a file inside the Scripts folder inside the OXP.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 (&lt;br /&gt;
   &amp;quot;my_script1.js&amp;quot;,&lt;br /&gt;
   &amp;quot;my_script2.js&amp;quot;,&lt;br /&gt;
   &amp;quot;my_script3.plist&amp;quot;&lt;br /&gt;
 )&lt;br /&gt;
&lt;br /&gt;
==Content==&lt;br /&gt;
To know what to put into such a world script, see [[Oolite_JavaScript_Reference:_World_script_event_handlers|the list of world script event handlers]].&lt;br /&gt;
&lt;br /&gt;
==Use==&lt;br /&gt;
Its function is to attach more than one worldscript to an oxp. On startup, Oolite looks first if there is a &amp;quot;world-scripts.plist&amp;quot; file. When present the scripts inside are used as world scripts. These scripts can be both js script files or legacy script plist files. Even a mix is allowed. Only when the &amp;quot;world-scripts.plist&amp;quot; is not present, Oolite looks for a file with the name &amp;quot;script.js&amp;quot; in the Config folder. And when that is not present it looks for the file &amp;quot;script.plist&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Note==&lt;br /&gt;
There are two ways of storing a JS worldscript:&lt;br /&gt;
&lt;br /&gt;
1)    Old: You can name it &amp;quot;script.js&amp;quot; and put it into the Config folder. That's what cim did in his [[Galactic Misjump OXP]]. It's a leftover of &amp;quot;legacy&amp;quot; plist scripting, where the script had to be named &amp;quot;script.plist&amp;quot; and reside in the Config folder. This way was especially useful in the time when we had Oolite 1.65 as the official release, and a growing number of test releases. In those times you could have both a &amp;quot;script.plist&amp;quot; and a &amp;quot;script.js&amp;quot; alongside each other in the Config folder. Oolite 1.65 would use the plist script, and the later versions would ignore the plist and use the JS script instead. This functionality is not particularly useful anymore, but it still exists.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2)    New: You can name it whatever you want (but perhaps not &amp;quot;script.js&amp;quot;) and put it into the Script folder. Then you have to create another plist in the Config folder named &amp;quot;world-scripts.plist&amp;quot; and write the name of your script into that plist. This method has the advantage that you can have more than one worldscript in an OXP, which is of course not possible with the first method, because there can only be one file named &amp;quot;script.js&amp;quot; in a Config folder. [https://bb.oolite.space/viewtopic.php?p=170774#p170774 Commander McLane (2012)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
=whitelist.[[plist]]=&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
The file is organized as a dictionary of keys with the values being themselves either arrays of strings or dictionaries of key-value pairs.&lt;br /&gt;
&lt;br /&gt;
==Use==&lt;br /&gt;
The file is included with the Oolite Vanilla game code.  OXPs are restricted from using legacy features that are not included in the whitelist. As of Oolite 1.89, the file starts with the following comment:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
/*	Methods that may be used from old-style script actions or conditions.&lt;br /&gt;
	&lt;br /&gt;
	This plist cannot be extended or overriden by OXPs.&lt;br /&gt;
	&lt;br /&gt;
	action_methods			Commands permitted in world scripts.&lt;br /&gt;
	ai_methods			Commands permitted in AIs.&lt;br /&gt;
	ai_and_action_methods		Commands permitted in world scripts and AIs.&lt;br /&gt;
	query_methods			Values that may be queried in script conditions.&lt;br /&gt;
	action_method_aliases		Mappings from script commands (left) to internal names (right).&lt;br /&gt;
	ai_method_aliases		Mappings from AI commands (left) to internal names (right).&lt;br /&gt;
	query_method_aliases		Mappings from script queries (left) to internal names (right).&lt;br /&gt;
	shader_*_binding_methods	Values that may be queried through shader bindings.&lt;br /&gt;
	&lt;br /&gt;
	Most other types of legacy script - ship actions, character scripts,&lt;br /&gt;
	scriptActionOnTarget: - can use both action_methods and ai_methods. The exception is&lt;br /&gt;
	systeminfo scripts, which can't use ai_methods as they aren't run with a ship target.&lt;br /&gt;
*/&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite scripting]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
=See also=&lt;br /&gt;
* [[OXP howto]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Misc_plists&amp;diff=88461</id>
		<title>Misc plists</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Misc_plists&amp;diff=88461"/>
		<updated>2026-04-20T12:22:15Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: /* Links */ added note&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;----&lt;br /&gt;
=crosshairs.[[plist]]=&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
&lt;br /&gt;
The file is organized as a dictionary of crosshairs with the weapon name as its key. The key 'OTHER' can be used for weapons not otherwise defined by the crosshairs dictionary. Each weapon crosshair itself consists of an array of line segments. Each line segment is represented by an array of 6 numbers.&lt;br /&gt;
Example of a line segment:&lt;br /&gt;
 (W1, X1, Y1,    W2, X2, Y2)&lt;br /&gt;
The line will start at X1,Y1 with a relative width W1 and ends at X2, Y2 with relative width W2.&lt;br /&gt;
All coordinates must lie between -1 and +1, while the widths are between 0 and 1&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 WEAPON_NONE =&lt;br /&gt;
 (&lt;br /&gt;
 	(0.25, 0.75, 0.0,		0.75, 0.50, 0.0),&lt;br /&gt;
 	(0.25, -0.75, 0.0,		0.75, -0.50, 0.0)&lt;br /&gt;
 );&lt;br /&gt;
The crosshairs.plist is not intended to be changed by an OXP. For custom crosshairs it is intended to add a &amp;lt;code&amp;gt;crosshair&amp;lt;/code&amp;gt; entry in the custom HUD definition itself. This will then override the default crosshairs for that HUD. (See [[hud.plist]]).&lt;br /&gt;
&lt;br /&gt;
In 1.77 or later, custom crosshairs files may be defined. These have the same syntax as crosshairs.plist, but should have a different unique name (e.g. &amp;lt;code&amp;gt;oxpname_crosshairs1.plist&amp;lt;/code&amp;gt;). Crosshairs may be included by a HUD definition, or switched in and out by [[Oolite_JavaScript_Reference:_PlayerShip#crosshairs|scripting]].&lt;br /&gt;
&lt;br /&gt;
There are quite a number of different crosshairs tucked away inside the [[XenonHUD]]. They seem to combine both crosshair.plist definitions with .png images.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
=descriptions.[[plist]]=&lt;br /&gt;
&lt;br /&gt;
This can contain text, categories for the [[Ship Library]], instructions for drawing icons (for pylon equipment, or for the [[ASC]]) ''et cetera''&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
&lt;br /&gt;
The file is organized as a dictionary with pairs of key and value (string or array).&amp;lt;br&amp;gt;&lt;br /&gt;
It has the same structure as the [[missiontext.plist]] and it also resides in the config folder inside the OXP.&amp;lt;br&amp;gt;&lt;br /&gt;
It can also use the same two dozen [[String expansion]]s as the missiontext.plist such as &amp;lt;tt&amp;gt;%I - Displays the current system name with &amp;quot;ian&amp;quot; attached i.e. Isinorian&amp;lt;/tt&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
Example (XML):&lt;br /&gt;
 &amp;lt;dict&amp;gt;&lt;br /&gt;
    &amp;lt;key&amp;gt;parcelnumbers&amp;lt;/key&amp;gt;&lt;br /&gt;
    &amp;lt;array&amp;gt;&lt;br /&gt;
        &amp;lt;string&amp;gt;two&amp;lt;/string&amp;gt;&lt;br /&gt;
        &amp;lt;string&amp;gt;three&amp;lt;/string&amp;gt;&lt;br /&gt;
        &amp;lt;string&amp;gt;four&amp;lt;/string&amp;gt;&lt;br /&gt;
        &amp;lt;string&amp;gt;five&amp;lt;/string&amp;gt;&lt;br /&gt;
        &amp;lt;string&amp;gt;six&amp;lt;/string&amp;gt;&lt;br /&gt;
    &amp;lt;/array&amp;gt;&lt;br /&gt;
 &amp;lt;/dict&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example (OpenStep):&lt;br /&gt;
 {&lt;br /&gt;
   parcelnumbers = (&amp;quot;two&amp;quot;, &amp;quot;three&amp;quot;, &amp;quot;four&amp;quot;, &amp;quot;five&amp;quot;, &amp;quot;six&amp;quot;);&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
== Use ==&lt;br /&gt;
&lt;br /&gt;
Its use must be seen as a kind of variable. The key part is the variable name and the string part is the content of the variable. If you use an array of strings the variable will return a random choice of one of the strings. And this is the main use of the descriptions.plist: creation of text with variable content. See also [[string expansion]]. Note that for compatibility, the random number used to determine which choice to use from an array is only 1 byte long. Therefore if the array has more than 256 entries there will be some entries which can never be picked, and if it has a number of entries which is not a power of two the entries will not have equal chances of being picked (though if the number of entries is small, the difference in chances is not significant)&lt;br /&gt;
&lt;br /&gt;
The text itself is invoked by using the key-word between square brackets, like: &lt;br /&gt;
&lt;br /&gt;
 You have to pick up [parcelnumbers] parcels.&lt;br /&gt;
&lt;br /&gt;
Whenever Oolite reads in a scriptline, missiontext or description, it first looks for something between brackets. If it finds something it looks to see if it is a mission_variable. If yes, it replaces the name of the variable with its content. Then it looks in the descriptions.plist. If it finds a key, it replaces the name with the string content. If it is an array it picks at random one of the strings.&lt;br /&gt;
&lt;br /&gt;
Be aware that Oolite reads in all descriptions.plist lines on startup in one big file. This means that you can use keywords from other OXPs or from Oolite itself. If there are some keys with duplicate names, it uses the last. This means that you must use [[OXP Distribution#General|unique keywords]].&lt;br /&gt;
&lt;br /&gt;
=== Example: Ship Library category, missile icon &amp;amp; mission text ===&lt;br /&gt;
First adding categories to the Ship Library/View Ship specifications screen; ''then'' adding a missile icon; and ''finally'' adding mission text: this is the entire descriptions.plist&lt;br /&gt;
&lt;br /&gt;
 {&lt;br /&gt;
 	&amp;quot;oolite-ship-library-category-black_mamba&amp;quot;		= &amp;quot;Black Mamba&amp;quot;;&lt;br /&gt;
 	&amp;quot;oolite-ship-library-category-plural-black_mamba&amp;quot;	= &amp;quot;Black Mambas&amp;quot;;&lt;br /&gt;
 &lt;br /&gt;
 &amp;quot;EQ_X_SWORD_MISSILE&amp;quot; =&lt;br /&gt;
          (&lt;br /&gt;
                  2,  2,&lt;br /&gt;
 	         2,  1,                                 &lt;br /&gt;
                  1,  0,&lt;br /&gt;
 		 2, -1,	&lt;br /&gt;
                  2, -2,                             &lt;br /&gt;
                  1, -2,&lt;br /&gt;
                  0,  0,&lt;br /&gt;
                 -1, -2,&lt;br /&gt;
                 -2, -2,&lt;br /&gt;
                 -2, -1,&lt;br /&gt;
                 -1,  0,&lt;br /&gt;
                 -2,  1,&lt;br /&gt;
                 -2,  2,&lt;br /&gt;
                 -1,  2,&lt;br /&gt;
                  0,  0,&lt;br /&gt;
                  1,  2       &lt;br /&gt;
 	);&lt;br /&gt;
&lt;br /&gt;
    &amp;quot;XS_MI_STAGE_245&amp;quot; = &amp;quot;The Murderer is at Digebiti.&amp;quot;;&lt;br /&gt;
    &amp;quot;XS_MI_STAGE_G7_1&amp;quot; = &amp;quot;Just in time, Commander. I could use a little help here!&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
 } &lt;br /&gt;
::from the [[Xeptatl's Sword]] mission OXP&lt;br /&gt;
&lt;br /&gt;
=== Example: beacon icons, ship library category ===&lt;br /&gt;
 { // Icon for the Station and Satellite&lt;br /&gt;
 &lt;br /&gt;
     &amp;quot;fuelStation_location&amp;quot; = ( 1, 2, &amp;quot;-3&amp;quot;, 2, &amp;quot;-3&amp;quot;, &amp;quot;-4&amp;quot;, 3, &amp;quot;-4&amp;quot;, 3, 4, &amp;quot;-3&amp;quot;, 4, &amp;quot;-3&amp;quot;, 3, 2, 3, 2, &amp;quot;-3&amp;quot;, 1, &amp;quot;-3&amp;quot; );&lt;br /&gt;
     &amp;quot;fuelStation_station&amp;quot; = ( 1, 2, &amp;quot;-3&amp;quot;, 2, &amp;quot;-3&amp;quot;, &amp;quot;-4&amp;quot;, 3, &amp;quot;-4&amp;quot;, 3, 4, &amp;quot;-3&amp;quot;, 4, &amp;quot;-3&amp;quot;, 3, 2, 3, 2, &amp;quot;-3&amp;quot;, 1, &amp;quot;-3&amp;quot; );&lt;br /&gt;
     &amp;quot;fuelStation_satellite&amp;quot; = ( 1, 2, &amp;quot;-3&amp;quot;, 2, &amp;quot;-3&amp;quot;, &amp;quot;-4&amp;quot;, 3, &amp;quot;-4&amp;quot;, 3, 4, &amp;quot;-3&amp;quot;, 4, &amp;quot;-3&amp;quot;, 3, 2, 3, 2, &amp;quot;-3&amp;quot;, 1, &amp;quot;-3&amp;quot; );	&lt;br /&gt;
 &lt;br /&gt;
 	&amp;quot;oolite-ship-library-category-fuelStation&amp;quot;			= &amp;quot;Fuel Station&amp;quot;;&lt;br /&gt;
 	&amp;quot;oolite-ship-library-category-plural-fuelStation&amp;quot;		= &amp;quot;Fuel Stations&amp;quot;;&lt;br /&gt;
 &lt;br /&gt;
 }&lt;br /&gt;
::from the [[Fuel Station OXP]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Links ===&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?t=6301 Oolite in French] (2009) - handling diacritical signs on letters&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?t=9529 Pylon Icons] thread (2011) - how to draw them - (includes discussion of beacon icons)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=demoships.[[plist]]=&lt;br /&gt;
From Oolite v.1.79 onwards this has been superseded by the quite different [[Shiplibrary.plist]] - and should no longer be used for OXPs. Demoships was used to project almost every ship in the game on the &amp;quot;New Commander&amp;quot; screen at game start. The Shiplibrary.plist replacement instead adds the ship/station ''etc'' to the ship information on the &amp;quot;View Ship Library&amp;quot; page when Oolite starts up (and to the &amp;quot;View ship specifications&amp;quot; page on the docked F4 screen).&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
The file is organized as an array. Every entry consists of a string, with the name of a ship. The shipname must correspond with a key inside the [[Shipdata.plist]]. It resides in the config folder inside the OXP.&lt;br /&gt;
&lt;br /&gt;
Example XML:&lt;br /&gt;
 &amp;lt;array&amp;gt;&lt;br /&gt;
        &amp;lt;string&amp;gt;my_ship1&amp;lt;/string&amp;gt;&lt;br /&gt;
        &amp;lt;string&amp;gt;my_ship2&amp;lt;/string&amp;gt;&lt;br /&gt;
 &amp;lt;/array&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example OpenStep:&lt;br /&gt;
 (&lt;br /&gt;
   &amp;quot;my_ship1&amp;quot;,&lt;br /&gt;
   &amp;quot;my_ship2&amp;quot;&lt;br /&gt;
 )&lt;br /&gt;
&lt;br /&gt;
==Use==&lt;br /&gt;
Its function is to select which ships to show on the startup screen when a new commander is chosen.&lt;br /&gt;
&lt;br /&gt;
For examples see the old ship OXPs or one of the updated ones such as [[Random Hits]].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
=illegal_goods.[[plist]]=&lt;br /&gt;
'''Note: The commodities.plist file is no longer used from Oolite 1.82 and following.''' It has been superseded by the [[Trade-goods.plist]] (and various javascript equivalents in the shipdata.plist).&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
The file is organized as a dictionary. Every entry consists of a key and a number. The key says which goods are illegal, and the number how illegal the goods are.&lt;br /&gt;
&lt;br /&gt;
Example OpenStep:&lt;br /&gt;
 {&lt;br /&gt;
    Firearms = 1;&lt;br /&gt;
    Narcotics = 2;&lt;br /&gt;
    Slaves = 1;&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
==Use==&lt;br /&gt;
Better never use this as it might change the game too much.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
=info.[[plist]]=&lt;br /&gt;
This does not actually seem to do anything other than give the human being (possibly AppleMacs too!) reading it some information! [[Galactic Navy OXP]] has one, as do ''inter alia'' [[User:Mandoman|Mandoman]]'s many oxps.&lt;br /&gt;
&lt;br /&gt;
Example XML - they all seem to be in XML:&lt;br /&gt;
 &amp;lt;?xml version=&amp;quot;1.0&amp;quot; encoding=&amp;quot;UTF-8&amp;quot;?&amp;gt;&lt;br /&gt;
 &amp;lt;!DOCTYPE plist PUBLIC &amp;quot;-//Apple//DTD PLIST 1.0//EN&amp;quot; &amp;quot;http://www.apple.com/DTDs/PropertyList-1.0.dtd&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;plist version=&amp;quot;1.0&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;dict&amp;gt;&lt;br /&gt;
 	&amp;lt;key&amp;gt;CFBundleGetInfoString&amp;lt;/key&amp;gt;&lt;br /&gt;
 	&amp;lt;string&amp;gt;Svengali_Animation_Demo 0.95&amp;lt;/string&amp;gt;&lt;br /&gt;
 	&amp;lt;key&amp;gt;CFBundleName&amp;lt;/key&amp;gt;&lt;br /&gt;
 	&amp;lt;string&amp;gt;Svengali_Animation_Demo&amp;lt;/string&amp;gt;&lt;br /&gt;
 	&amp;lt;key&amp;gt;CFBundleShortVersionString&amp;lt;/key&amp;gt;&lt;br /&gt;
 	&amp;lt;string&amp;gt;0.95&amp;lt;/string&amp;gt;&lt;br /&gt;
 	&amp;lt;key&amp;gt;NSHumanReadableCopyright&amp;lt;/key&amp;gt;&lt;br /&gt;
 	&amp;lt;string&amp;gt;(C) 2012 - Svengali&amp;lt;/string&amp;gt;&lt;br /&gt;
 &amp;lt;/dict&amp;gt;&lt;br /&gt;
 &amp;lt;/plist&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
=oolitefont.[[plist]]=&lt;br /&gt;
There is one of these in each of the [[Oolite Fonts]] OXPs. &lt;br /&gt;
&lt;br /&gt;
There is also one of these tucked away inside [[Deepspace Ships]] oxp v.1.20. It is mostly full of nothing but numbers and is tied in with SimonB's New-font.png hiding inside the Textures folder. It seems to work just fine. ([[User:Cholmondely|Cholmondely]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
=pirate-victim-roles.[[plist]]=&lt;br /&gt;
&lt;br /&gt;
In 1.79 this is superseded by [[role-categories.plist]] and should no longer be used for new OXPs. Existing files will continue to have the effect documented below.&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
The file is organized as an array. Every entry consists of a string, with the name of a shiprole. This plist is introduced with Oolite version 1.70&lt;br /&gt;
&lt;br /&gt;
Example XML:&lt;br /&gt;
 &amp;lt;array&amp;gt;&lt;br /&gt;
        &amp;lt;string&amp;gt;my_shiprole1&amp;lt;/string&amp;gt;&lt;br /&gt;
        &amp;lt;string&amp;gt;my_shiprole2&amp;lt;/string&amp;gt;&lt;br /&gt;
 &amp;lt;/array&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example OpenStep:&lt;br /&gt;
 (&lt;br /&gt;
   &amp;quot;my_shiprole1&amp;quot;,&lt;br /&gt;
   &amp;quot;my_shiprole2&amp;quot;&lt;br /&gt;
 )&lt;br /&gt;
&lt;br /&gt;
==Use==&lt;br /&gt;
Pirates use the function '''scanForNearestMerchantman''' and '''scanForRandomMerchantman'''. With pre 1.70 versions this function only finds ships with role '''trader''' and '''player'''. Starting with 1.70 these two functions finds all ships that are included in the pirate-victim-roles.plist. This makes it possible to add ships in their own role that are recognized by pirates as traders. Ship designers are encouraged to use this pirate-victim-roles.plist and add all private roles that should act trader like for better interaction with pirate groups. &lt;br /&gt;
&lt;br /&gt;
[[Media:pirate-victim-roles.zip|''Download a custom pirate-victim-roles.plist'']]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
=OXPMessages.[[plist]]=&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
The file is organized as an array of strings. When the plist is present, the content of the strings is written to the log on start-up and the player sees a message on the start-up screen that the oxp &amp;quot;foo&amp;quot; contains a message. This plist is introduced with Oolite version 1.74. It should be placed directly in the main directory level of the oxp where the 'requires.plist' is also situated.&lt;br /&gt;
&lt;br /&gt;
Example OpenStep:&lt;br /&gt;
 (&lt;br /&gt;
   &amp;quot;This is a copy of my own test version of the oxp: &amp;quot;foo&amp;quot;. This oxp is intended for personal use only, don't spread.&amp;quot;&lt;br /&gt;
 )&lt;br /&gt;
&lt;br /&gt;
==Use==&lt;br /&gt;
Only useful for test versions to make the user constantly aware that he is using a test version of the oxp.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
=world-scripts.[[plist]]=&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
The file is organized as an array. Every entry consists of a string, with the name of a script. The name must correspond with a file inside the Scripts folder inside the OXP.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 (&lt;br /&gt;
   &amp;quot;my_script1.js&amp;quot;,&lt;br /&gt;
   &amp;quot;my_script2.js&amp;quot;,&lt;br /&gt;
   &amp;quot;my_script3.plist&amp;quot;&lt;br /&gt;
 )&lt;br /&gt;
&lt;br /&gt;
==Content==&lt;br /&gt;
To know what to put into such a world script, see [[Oolite_JavaScript_Reference:_World_script_event_handlers|the list of world script event handlers]].&lt;br /&gt;
&lt;br /&gt;
==Use==&lt;br /&gt;
Its function is to attach more than one worldscript to an oxp. On startup, Oolite looks first if there is a &amp;quot;world-scripts.plist&amp;quot; file. When present the scripts inside are used as world scripts. These scripts can be both js script files or legacy script plist files. Even a mix is allowed. Only when the &amp;quot;world-scripts.plist&amp;quot; is not present, Oolite looks for a file with the name &amp;quot;script.js&amp;quot; in the Config folder. And when that is not present it looks for the file &amp;quot;script.plist&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Note==&lt;br /&gt;
There are two ways of storing a JS worldscript:&lt;br /&gt;
&lt;br /&gt;
1)    Old: You can name it &amp;quot;script.js&amp;quot; and put it into the Config folder. That's what cim did in his [[Galactic Misjump OXP]]. It's a leftover of &amp;quot;legacy&amp;quot; plist scripting, where the script had to be named &amp;quot;script.plist&amp;quot; and reside in the Config folder. This way was especially useful in the time when we had Oolite 1.65 as the official release, and a growing number of test releases. In those times you could have both a &amp;quot;script.plist&amp;quot; and a &amp;quot;script.js&amp;quot; alongside each other in the Config folder. Oolite 1.65 would use the plist script, and the later versions would ignore the plist and use the JS script instead. This functionality is not particularly useful anymore, but it still exists.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2)    New: You can name it whatever you want (but perhaps not &amp;quot;script.js&amp;quot;) and put it into the Script folder. Then you have to create another plist in the Config folder named &amp;quot;world-scripts.plist&amp;quot; and write the name of your script into that plist. This method has the advantage that you can have more than one worldscript in an OXP, which is of course not possible with the first method, because there can only be one file named &amp;quot;script.js&amp;quot; in a Config folder. [https://bb.oolite.space/viewtopic.php?p=170774#p170774 Commander McLane (2012)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
=whitelist.[[plist]]=&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
The file is organized as a dictionary of keys with the values being themselves either arrays of strings or dictionaries of key-value pairs.&lt;br /&gt;
&lt;br /&gt;
==Use==&lt;br /&gt;
The file is included with the Oolite Vanilla game code.  OXPs are restricted from using legacy features that are not included in the whitelist. As of Oolite 1.89, the file starts with the following comment:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
/*	Methods that may be used from old-style script actions or conditions.&lt;br /&gt;
	&lt;br /&gt;
	This plist cannot be extended or overriden by OXPs.&lt;br /&gt;
	&lt;br /&gt;
	action_methods			Commands permitted in world scripts.&lt;br /&gt;
	ai_methods			Commands permitted in AIs.&lt;br /&gt;
	ai_and_action_methods		Commands permitted in world scripts and AIs.&lt;br /&gt;
	query_methods			Values that may be queried in script conditions.&lt;br /&gt;
	action_method_aliases		Mappings from script commands (left) to internal names (right).&lt;br /&gt;
	ai_method_aliases		Mappings from AI commands (left) to internal names (right).&lt;br /&gt;
	query_method_aliases		Mappings from script queries (left) to internal names (right).&lt;br /&gt;
	shader_*_binding_methods	Values that may be queried through shader bindings.&lt;br /&gt;
	&lt;br /&gt;
	Most other types of legacy script - ship actions, character scripts,&lt;br /&gt;
	scriptActionOnTarget: - can use both action_methods and ai_methods. The exception is&lt;br /&gt;
	systeminfo scripts, which can't use ai_methods as they aren't run with a ship target.&lt;br /&gt;
*/&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite scripting]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
=See also=&lt;br /&gt;
* [[OXP howto]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=OXP_howto_model&amp;diff=88460</id>
		<title>OXP howto model</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=OXP_howto_model&amp;diff=88460"/>
		<updated>2026-04-20T12:11:05Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: /* Ideas */ Added note on beacon icons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Untextured Odyssey.png|thumb|right|400px|Maaarcooose's finished model of the Odyssey, prior to texturing]]&lt;br /&gt;
[[File:U31 odyssey.png|thumb|right|200px|Textured Odyssey]]&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Oolite draws its ships from models in the '''.dat''' format, but this is an Oolite-only format. The models made in modelling programs are most commonly in '''.obj''' files. Therefore, to see a home-made model appear in the game, one needs to convert the .obj file to a .dat, which can usually be done successfully with a python script (Obj2DatTex.py : see below).&lt;br /&gt;
&lt;br /&gt;
Therefore, to tweak someone else's game model, one takes the .dat from an OXP, and converts it back to an .obj with a different python script (Dat2ObjTex.py). This is not as reliable, [[User:Murgh|Murgh]] currently has a 60-70% success rate. Usually old models are no problem, but newer models often don't work. For instance, he's failed to convert the modern buoy. But has succeeded with all of his old models, and almost all of Aegidian's old models.&lt;br /&gt;
&lt;br /&gt;
But some of the old Aegidians can come with a twist. When you open them, the texture can be mirror-backwards, or even weirder, project itself from the inside out. Like taking a picture and stuffing it inside a goldfishbowl, you see it, but it's very wrong when you expect it to be on the outside. It turned out to be fixable in Wings. [https://bb.oolite.space/viewtopic.php?p=283166#p283166 Source (2022)]&lt;br /&gt;
&lt;br /&gt;
== Which programme? ==&lt;br /&gt;
'''Wings3D''' was probably the most popular programme for creating the early models. In recent years [[User:Gsagostinho|Gsagostinho]] moved to it from '''Blender''' in [https://bb.oolite.space/viewtopic.php?p=258574#p258574 2017]. On the other hand, [[Killer Wolf]] moved in [https://bb.oolite.space/viewtopic.php?p=285531#p285531 the opposite direction].&lt;br /&gt;
&lt;br /&gt;
If you have a windows computer, the old Truespace 4.3 is supposed to be very easy to learn to use. See discussion [https://bb.oolite.space/viewtopic.php?f=7&amp;amp;t=21327 here] and download [https://united3dartists.com/forum/viewtopic.php?t=6271 here].&lt;br /&gt;
&lt;br /&gt;
== Create your model ==&lt;br /&gt;
in [http://www.wings3d.com/ Wings3D] or a similar program.&lt;br /&gt;
&lt;br /&gt;
*For Blender specifically see [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=10041 Blender 3d Modeling Tutorials] (2011) - and see also [https://cgcookie.com/learn-blender cgcookie.com], and JackieBean on the [https://bb.oolite.space/viewtopic.php?p=255223#p255223 joys of Blender] (2017).&lt;br /&gt;
&lt;br /&gt;
How you do this is up to your creativity, but [[User:Aegidian|Aegidian]] has created the following tutorial for Wings3D.&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;border-spacing:5pt;&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Image:Sv_wings_mode_object.png|128px]]&lt;br /&gt;
| Launch Wings3D and select the object mode.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Image:Sv_wings_menue_object_cube.png|128px]]&lt;br /&gt;
| Right-click in the workspace to pop up the '''object menu'''. Select the options for the cube.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Image:Sv_wings_options_cube.png|128px]]&lt;br /&gt;
| Cubes created by Wings3D measure one unit on a side. In Oolite these units are meters and a 1m x 1m x 1m spaceship is a bit small, so we're going to scale it to 30m wide, 10m tall, and 30m long.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;	You'll need to dolly the camera away from your object a bit to be able to see it all in the view now. I use the scroll-wheel to do this, but ctrl-alt-[left mouse button] and up or down will also work.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Another approach is to create the standard sized cube and Right-click and choose '''.Scale Axis'''. Choose the '''.X'''. axis then press tab to allow numeric input, this is a percentage, so enter 3000 to scale the objects x-axis dimension to 30m. Do the same scaling on the '''.Y''' axis, scaling by 1000%. and on the '''.Z'''. axis scaling by 3000%.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Image:Sv_wings_workspace_cube.png|128px]]&lt;br /&gt;
| This gives us our basic shape, 30m wide by 30m long by 10m high.&amp;lt;br&amp;gt;Now some details, we'll add a bevel for the front viewscreen and some fins.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Image:Sv_wings_mode_edge.png|128px]]&lt;br /&gt;
| First the bevel, select the '''edges''' mode and press space to clear the current selection.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Image:Sv_wings_workspace_cube_edge.png|128px]]&lt;br /&gt;
| Select the upper front edge, Right-click to pop up the menu and choose '''Bevel'''.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Move the mouse until you've got the right look, then left-click to set the bevel. You can also press tab to allow numeric entry of the bevel amount again.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Image:Sv_wings_workspace_cube_bevel.png|128px]]&lt;br /&gt;
| Voila. The first step is done. Next the fins. These will be a bit trickier.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Image:Sv_wings_workspace_cube_edgeB.png|128px]]&lt;br /&gt;
| Select '''edges''' mode again and press space to clear the selection.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Then choose one of the two upper edges going from front to back.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Image:Sv_wings_options_cut.png|128px]]&lt;br /&gt;
| Right-click for the menu and then choose '''.Cut''' and choose '''2 2''' to cut the line into two pieces.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Do the same for the line on the other side. You'll find yourself in '''points''' mode, with the indicated point selected.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Image:Sv_wings_mode_face.png|128px]]&lt;br /&gt;
| Now we need a quick trick to make life easier - choose '''faces''' mode and press '''command-a''' to select all faces.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Image:Sv_wings_workspace_allfaces_tesselate.png|128px]]&lt;br /&gt;
| Right-click and choose '''Tesselate''' and then '''Triangulate''', which will make turn all the flat faces into bunches of triangles.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Image:Sv_wings_workspace_tesselated.png|128px]]&lt;br /&gt;
|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Image:Sv_wings_workspace_cube_edgeC.png|128px]]&lt;br /&gt;
| Return to '''edges''' modes and select the two edges to become fins.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Image:Sv_wings_options_extrude_normal.png|128px]]&lt;br /&gt;
| Right-click and choose '''.Extrude''' and '''Normal''' and move the mouse until you are pleased.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Image:Sv_wings_workspace_flying_brick.png|128px]]&lt;br /&gt;
| Tadaa&amp;amp;#33; A flying brick.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Sv_textut_part_1_01.png|thumb|right|100px|pic 1]]&lt;br /&gt;
[[File:Sv_textut_part_1_02.png|thumb|right|100px|pic 2]]&lt;br /&gt;
[[File:Sv_textut_part_1_03.png|thumb|right|100px|pic 3]]&lt;br /&gt;
[[File:Sv_textut_part_1_04.png|thumb|right|100px|pic 4]]&lt;br /&gt;
[[File:Sv_textut_part_1_05.png|thumb|right|100px|pic 5]]&lt;br /&gt;
[[File:Sv_textut_part_1_06.png|thumb|right|100px|pic 6]]&lt;br /&gt;
[[File:Sv_textut_part_1_07.png|thumb|right|100px|pic 7]]&lt;br /&gt;
If you've read the tutorial above it's time to think about a few more things.&lt;br /&gt;
&lt;br /&gt;
== Optimize ==&lt;br /&gt;
Optimizing models and textures for a game is no fun, specially if it's a model with lots of greebles and funny details.&lt;br /&gt;
&lt;br /&gt;
=== Simple example ===&lt;br /&gt;
So let's stick with a simple example - a simple cone combined with a cube. When creating the UV-Map in Wings3D this map is really in no way optimized. Doing optimizations as postprocess is a real pain, believe me .-)&lt;br /&gt;
&lt;br /&gt;
Let's say you have created a model in Wings3D ('''pic 1''') and created the UV-Map ('''pic 2'''). You can see that Wings3D does some preparations for you, e.g. the UV information is taking place in the maps area and the polygons are separated (in chunks), based on the method you've used to create the UV-Map. It's a good starting point but far away from a optimum for a game.&lt;br /&gt;
&lt;br /&gt;
=== Wasted texture informations ===&lt;br /&gt;
You can see in a few OXPs background images in the UV-Maps ('''pic 3'''). This is just wasted texture information, results in bigger filesizes and and makes optimization tools pretty senseless. These tools are using Deflate, LZ77, RLE (Run-length_encoding) and other algorithms to optimize the texture information streams in the maps. Better use a solid color (black, grey or white).&lt;br /&gt;
&lt;br /&gt;
=== Wasted faces ===&lt;br /&gt;
Wings3D is a box-modeller and creating objects in Wings3D always results in closed objects. Result is that quite a few faces are just wasted ('''pic 4'''), because they are not visible at all, but still eating memory and processing time. This can easily go in a few thousands of faces when a lot of models are used in installed OXPs. Luckily there's a way as Wings3D provides a hole material. This is a special feature to reduce the amount of data when exporting the model as .obj as the faces won't appear in the exported model and UV-Map.&lt;br /&gt;
&lt;br /&gt;
=== Resort the map ===&lt;br /&gt;
The next step is to resort (and sometimes scale) the polys in the UV-Mapper. Best practice is to leave a little bit space between polys ('''pic 5'''). This is a lesson I had to learn with my models. I was always wondering why some artifacts appeard at the edges and why the mipmapping doesn't work properly.&lt;br /&gt;
&lt;br /&gt;
=== Mipmapping ===&lt;br /&gt;
To get it working properly expand the areas with real texture information by a few pixels ('''pic 6'''). Oolite will do the mipmapping (if its available) automagically. Mipmapping or Level of Detail (LOD) is a antialiasing technique to improve the quality when textures are minified / magnified. See [http://en.wikipedia.org/wiki/Mipmap Mipmap] for more infos.&lt;br /&gt;
&lt;br /&gt;
===Tesselation is evil ===&lt;br /&gt;
And last but not least tesselation (or subdivision) is evil if its used to smooth objects appearance. We can see it in a growing number of released OXPs, and it is really the worst case. Tesselation ('''pic 7''') is a time eater for a game as it increases vertex and face counts a lot and often enough results in higher texture sizes. Both are adding time to the setup of entities whenever they are spawned in the game. Oolite handles smooth groups and hard/soft edges so in most cases there is absolutely no need to raise v/f counts. A really simple example how to use the smoothing option in combination with materials entries in Oolite can be found in the [[RVandGS|RVandGS.oxp]].&lt;br /&gt;
&lt;br /&gt;
===Details and Greebles===&lt;br /&gt;
Another point to consider is if a detail has to be done in the model itself or if this can be placed in a [[Materials_in_Oolite#Important_concepts|normal map]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Export the model ==&lt;br /&gt;
to obj( mtl texture) and convert to *.dat format.&lt;br /&gt;
[[Image:Obj2dattex.png|none|left|400px|3 steps]]&lt;br /&gt;
&lt;br /&gt;
The picture above shows 3 simple steps to export the model and use one of the converter scripts to get the .dat file.&lt;br /&gt;
&lt;br /&gt;
* If you have the Wings stuff ready for export (means a model with UV-Map), simply use the Wavefront (obj) exporter ('''Step 1+2'''). You'll need to configure it as shown in '''Step 2'''. Once exported you have three files (.obj, .mtl and .png).&lt;br /&gt;
* Copy the &amp;lt;code&amp;gt;Obj2DatTexNorm.py&amp;lt;/code&amp;gt; from [https://github.com/OoliteProject/oolite-mesh-converters/blob/master/Obj2DatTexNorm.py Github] to your folder where the model has been saved to.&lt;br /&gt;
* Open a shell and switch to the folder with the model (and script) and type in: &amp;lt;code&amp;gt;Obj2DatTexNorm.py mymodel.obj&amp;lt;/code&amp;gt; ('''Step 3''').&lt;br /&gt;
&lt;br /&gt;
===Python 2.5===&lt;br /&gt;
&amp;lt;code&amp;gt;Obj2DatTex.py&amp;lt;/code&amp;gt; still needs this version.&lt;br /&gt;
&lt;br /&gt;
===Python 2.7===&lt;br /&gt;
Please note that the converter script [[Oolite_converters|Obj2DatTexNorm.py]] needs Python 2.7 or higher (but doesn't work out of the box with 3.x!!). There is still &amp;lt;code&amp;gt;Obj2DatTex.py&amp;lt;/code&amp;gt; available which will work with Python 2.5, but the recommended tool is &amp;lt;code&amp;gt;Obj2DatTexNorm.py&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Python 3===&lt;br /&gt;
There is a branch python3 that should contain the necessary changes.&lt;br /&gt;
&lt;br /&gt;
== Add model to OXP  ==&lt;br /&gt;
Supply the in-game values relevant to your model into [[shipdata.plist]].&lt;br /&gt;
&lt;br /&gt;
:TODO: What values from the shipdata.plist reference are really required? What are recommended minimum values?&lt;br /&gt;
:TODO: What needs to be done to make a ship/station/... appear in the game?&lt;br /&gt;
:TODO: What needs to be done to make a ship player-flyable?&lt;br /&gt;
&lt;br /&gt;
Here are some good instructions to get started: https://bb.oolite.space/viewtopic.php?p=205930#p205930&lt;br /&gt;
Essentially, they are:&lt;br /&gt;
&lt;br /&gt;
:- locate the AddOns directory,&lt;br /&gt;
:- make a subdir named YourShip_0.1.oxp,&lt;br /&gt;
:- step into and make at least these subdirs: Config, Models and Textures,&lt;br /&gt;
:- copy a working [wiki]shipdata.plist[/wiki] and [wiki]shipyard.plist[/wiki] file into the Config folder from any playable ship OXP,&lt;br /&gt;
:- change at least the dataKey of the ship which is usually &amp;quot;shipname-player&amp;quot; in these files to &amp;quot;yourshipname-player&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
You can use the original model and textures: copy the contents of this directories also, or you can build your own model into the Models/yourship.dat file: [wiki]OXP_howto_model[/wiki].&lt;br /&gt;
&lt;br /&gt;
If you want to start the game in your ship then install [wiki]Start_Choices[/wiki] OXP and replace the dataKey of a ship, for example the &amp;quot;cobramk1-player&amp;quot; to &amp;quot;yourshipname-player&amp;quot; in AddOns/start_choices_1.4.oxp/Config/script.js (105. line) .&lt;br /&gt;
&lt;br /&gt;
Then start the game with holding down the Shift key and choose the replaced ship.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
Possibly the simplest OXP ship is the [[Strut]] - part of the older versions of the [[Illicit Unlock OXP]] (an old OXP introducing player versions of NPC ships, such as Vipers).&lt;br /&gt;
&lt;br /&gt;
It can be downloaded from [https://app.box.com/s/56729mc36t Box] or from [http://capnhack.com/hosting/oolite/Oolite/OoSat.html Oosat]&lt;br /&gt;
&lt;br /&gt;
=== Ideas ===&lt;br /&gt;
There a range of subentities which can be added to your ship/station - &lt;br /&gt;
&lt;br /&gt;
*[[Weeviloid Hunter]] (Aegidian's demonstration OXP)&lt;br /&gt;
*[[Imperial Courier (Oolite)]] with revolving nacelles&lt;br /&gt;
*[[Ramon's Anaconda]] with docking bay doors&lt;br /&gt;
*[[Deep Space Dredger]] with docking bay door&lt;br /&gt;
&lt;br /&gt;
*[[Z GrOovy HPC pack]] (Dertien - retractable landing gear &amp;amp; other goodies)&lt;br /&gt;
*Thargoid's writhing [[Stellar Serpents OXP]] &amp;amp; [[Animated Ships]] with flapping wings&lt;br /&gt;
&lt;br /&gt;
*[[Transhab station]] (revolving rotor)&lt;br /&gt;
*Zieman's [https://bb.oolite.space/viewtopic.php?p=214260#p214260 ZSuperIco station] - revolving shells within shells&lt;br /&gt;
*[[Wildships]] (lifts moving inside the arms of some of the various stations)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can also add personality!&lt;br /&gt;
*[[Missionaries OXP]] -  3 different OXP versions&lt;br /&gt;
*[[Hotrods OXP]] - gangs&lt;br /&gt;
*[[Refugee Adder]] - 3 different OXP versions&lt;br /&gt;
*[[BoyRacer]] - Bored, filthy-rich youths and their small fast luxury racers. &lt;br /&gt;
*[[Alien Systems OXZ]] - stations for non-human systems&lt;br /&gt;
*[[Solos Alt Stations]] - the newer 2022 versions have been re-imagined by Redspear&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stations can be given their own beacon icon!&lt;br /&gt;
*See [[Misc_plists#descriptions.plist|descriptions.plist]] for more on this. And the &amp;quot;Pylon Icons&amp;quot; link there for more detail.&lt;br /&gt;
&lt;br /&gt;
== [[Shipdata.plist#subentities|Subentities]] ==&lt;br /&gt;
Entities can have sub-entities, which are defined by quaternions.&lt;br /&gt;
There are several types of SE:&lt;br /&gt;
*Model Entities: can be any model, with any properties.&lt;br /&gt;
*Turrets: are a specialised model entity.&lt;br /&gt;
*Flashers: blinking lights&lt;br /&gt;
*Exhausts: although they are defined seperate from subentities, they can be regarded as subentities.&lt;br /&gt;
&lt;br /&gt;
One important thing to remember is that [[Shipdata.plist#frangible|frangibility]] is defined for the main entity, not seperately for every SE.&lt;br /&gt;
&lt;br /&gt;
[[File:Lib MatFinder Pos01.png|right|320px]]&lt;br /&gt;
[[File:Lib MatFinder Pos02.png|right|320px]]&lt;br /&gt;
[[File:Lib MatFinder.png|right|320px]]&lt;br /&gt;
== Tool: Library MatFinder ==&lt;br /&gt;
Svengali wrote a special add-on for Library - &amp;quot;a helper to set and test materials entries&amp;quot; - which inter-alia enables locating the exhaust and weapons on your ship model.&lt;br /&gt;
&lt;br /&gt;
You need [[Library OXP|Library]] loaded as well. A new '''development''' sub-heading will appear on your docked F4 screen which will allow you to choose any ship model loaded and to analyse it.&lt;br /&gt;
&lt;br /&gt;
'''Warning''': this was cut and pasted here by an ignoramus who recognised its importance, but does not understand any of it!&lt;br /&gt;
&lt;br /&gt;
=== Version 1.0 ===&lt;br /&gt;
&amp;quot;It only works with the plain materials thing at the moment, because I wrote it to migrate from custom shaders to the default shader (as much as possible). Reason is that shader swapping is a 1st class performance killer and getting rid of a few custom shaders is surely a good thing. The tool also disables shaders in use to force use of Oolite's default shader, when the model gets shown on the main screens. It shows the shadered versions though when you can enter values. This is simply to show the difference between both version to give users a chance to get your material as close as possible to the 'original' version.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Multiple weapons are already supported, positions and orientations of subentities is on the to-do list.&lt;br /&gt;
&lt;br /&gt;
=== Version 1.1 ===&lt;br /&gt;
:- Added note by a_c about gloss+specular&lt;br /&gt;
:- Choices left aligned&lt;br /&gt;
:- Handling for disallowed models via conditions&lt;br /&gt;
:- Added Mode: Positions. Handling and logging for aft_eject_position, exhaust, missile_launch_position, scoop_position, view_position_aft, view_position_forward, view_position_port, view_position_starboard, weapon_position_aft, weapon_position_forward, weapon_position_port, weapon_position_starboard. The Positions mode requires shader support to visualize them.&lt;br /&gt;
:- Testmode for view_positions&lt;br /&gt;
:- Search for entity&lt;br /&gt;
&lt;br /&gt;
For details &amp;amp; download link see the BB thread for his Library.oxp [https://bb.oolite.space/viewtopic.php?p=265554#p265554 here] or try [[MatFinder]]&lt;br /&gt;
&lt;br /&gt;
== Important comment from a_c ==&lt;br /&gt;
 Decide what your ship should look like early on. Decide on the type of materials you need for each single part of it. Don't just go with it thinking that you just need to &amp;quot;dress it up&amp;quot; with a texture. If you do, it will most likely end up looking like the texture is a piece of coloured paper wrapped around a model. [https://bb.oolite.space/viewtopic.php?p=271594#p271594 Some lighting and material tips] ([[User:Another_commander|Another_commander]] 2020)&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
* [[List_of_software|List of software]] - useful tools.&lt;br /&gt;
* [[RELOP and PROHIP]]: Retro Low Poly and Progressive High Poly&lt;br /&gt;
* The number of Polygons used to be an issue in the old days. See [https://bb.oolite.space/viewtopic.php?p=38459#p38459 here] for 2007.&lt;br /&gt;
:For current advice see [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=21377 here] (2023).&lt;br /&gt;
* [[Oolite_converters|Converter scripts]] - helpers for models and plists.&lt;br /&gt;
:[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=6865 Cannot convert OBJ to DAT in both Win and Linux] (2009)&lt;br /&gt;
:[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=11589 Converting to .dat] (2012)&lt;br /&gt;
:[https://bb.oolite.space/viewtopic.php?t=13935 DAT Object Format.] (2013)&lt;br /&gt;
* [[Materials_in_Oolite]] - further information about textures in Oolite.&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?t=7436 Explicit normals discussion] (2009) - &amp;quot;face normals&amp;quot;, smoothing ''etc''.&lt;br /&gt;
* [[Quaternion]]&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=9305  Change Ship Size (Dimensions)] (2011)&lt;br /&gt;
* [[Viewing a Texture or Model]] - not edited since 2009&lt;br /&gt;
* [[Modifying a Model]] from 2009&lt;br /&gt;
* [[Library OXP]] has a couple of add-on tools ([[MatFinder]] &amp;amp; DevTools which enable visualisation of DAT files (2018)&lt;br /&gt;
* [[Test Ship Model‎‎]] - Phkb's utility for viewing models&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
* [https://www.youtube.com/watch?v=2UJ5yO_vhTc Top 5 Free Sci fi Kit Bashing Libraries] (YouTube: 2018)&lt;br /&gt;
* [https://www.solcommand.com/ SolCommand]: Free download sci fi 3D models of spaceships, stations, weapons and other designs&lt;br /&gt;
* [https://app.box.com/s/5xbksy48qr9cp31z2wpef6wjla05s3ih/folder/26357445023 Test Ship Model (2023)] by [[User:Phkb|Phkb]] for viewing new ships (needs Oolite v.1.91).&lt;br /&gt;
&lt;br /&gt;
=== Tutorials ===&lt;br /&gt;
* [[Modelling 101: Spreading the Wings of your Mind]] (2006) by [[User:Draco Caeles|Draco Caeles]]&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=12353 Indepth guide of ship concept creation for total idiots] by Commander Xairon (of [[RXSoftware]], 2012) with lively debate!&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=15156 noob: my own ship] (2013+) - getting started!&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?p=30982#p30982 Some tips] (2007) by [[User:Arexack|Arexack]]&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=9331 Create New Model] (2011) - see especially Dertien's post.&lt;br /&gt;
* [https://www.youtube.com/user/MrDertien/videos YouTube classes in Wings3D] (2013-4) by [[Dertien]]&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=16926 Newcomer and Possible New Ships] (2014-15) by Jona - avoiding probable pitfalls&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?p=264830#p264830 Putting it all together] (2018) by [[User:Phkb|Phkb]]&lt;br /&gt;
&lt;br /&gt;
=== Problems ===&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?t=21632 Moving Exhaust Trails] (2024) - Exhaust trails which begin at the ship's /exhaust's surface can ''move'' when viewed externally, leaving a gap between the ship and the beginning of the trail.&lt;br /&gt;
&lt;br /&gt;
=== Subentities (more advanced) ===&lt;br /&gt;
There are a number of oxp's featuring these:&lt;br /&gt;
*[[Z GrOovy HPC pack]] (2014) equipment appears on outside of ship when bought, and can be damaged in combat impairing its efficiency&lt;br /&gt;
*[[Refugee Adder]] (2006, XML) features a rotating rear-end&lt;br /&gt;
*[[Animated Ships]] (2010) has flapping wings&lt;br /&gt;
*[[Oolite Stations|stations]] - the docking bay for one thing - and some of the Kiota stations have moving escalators&lt;br /&gt;
:Also, the original versions of Smiv's [[BattleDamage]] merged with [[Smivs' ShipSet]] to show hull damage on the ships. &lt;br /&gt;
&lt;br /&gt;
=== Musings ===&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=9308 Why ships aren't round] (2011)&lt;br /&gt;
&lt;br /&gt;
=== Texturing ===&lt;br /&gt;
* [[OXP howto texture]] - texturing your new model&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite]] [[Category:Factual]] [[Category:Oolite scripting]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Misc_plists&amp;diff=88459</id>
		<title>Misc plists</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Misc_plists&amp;diff=88459"/>
		<updated>2026-04-20T12:06:44Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: /* descriptions.plist */ Added in link with instruction for drawing icons and examples of beacon icons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;----&lt;br /&gt;
=crosshairs.[[plist]]=&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
&lt;br /&gt;
The file is organized as a dictionary of crosshairs with the weapon name as its key. The key 'OTHER' can be used for weapons not otherwise defined by the crosshairs dictionary. Each weapon crosshair itself consists of an array of line segments. Each line segment is represented by an array of 6 numbers.&lt;br /&gt;
Example of a line segment:&lt;br /&gt;
 (W1, X1, Y1,    W2, X2, Y2)&lt;br /&gt;
The line will start at X1,Y1 with a relative width W1 and ends at X2, Y2 with relative width W2.&lt;br /&gt;
All coordinates must lie between -1 and +1, while the widths are between 0 and 1&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 WEAPON_NONE =&lt;br /&gt;
 (&lt;br /&gt;
 	(0.25, 0.75, 0.0,		0.75, 0.50, 0.0),&lt;br /&gt;
 	(0.25, -0.75, 0.0,		0.75, -0.50, 0.0)&lt;br /&gt;
 );&lt;br /&gt;
The crosshairs.plist is not intended to be changed by an OXP. For custom crosshairs it is intended to add a &amp;lt;code&amp;gt;crosshair&amp;lt;/code&amp;gt; entry in the custom HUD definition itself. This will then override the default crosshairs for that HUD. (See [[hud.plist]]).&lt;br /&gt;
&lt;br /&gt;
In 1.77 or later, custom crosshairs files may be defined. These have the same syntax as crosshairs.plist, but should have a different unique name (e.g. &amp;lt;code&amp;gt;oxpname_crosshairs1.plist&amp;lt;/code&amp;gt;). Crosshairs may be included by a HUD definition, or switched in and out by [[Oolite_JavaScript_Reference:_PlayerShip#crosshairs|scripting]].&lt;br /&gt;
&lt;br /&gt;
There are quite a number of different crosshairs tucked away inside the [[XenonHUD]]. They seem to combine both crosshair.plist definitions with .png images.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
=descriptions.[[plist]]=&lt;br /&gt;
&lt;br /&gt;
This can contain text, categories for the [[Ship Library]], instructions for drawing icons (for pylon equipment, or for the [[ASC]]) ''et cetera''&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
&lt;br /&gt;
The file is organized as a dictionary with pairs of key and value (string or array).&amp;lt;br&amp;gt;&lt;br /&gt;
It has the same structure as the [[missiontext.plist]] and it also resides in the config folder inside the OXP.&amp;lt;br&amp;gt;&lt;br /&gt;
It can also use the same two dozen [[String expansion]]s as the missiontext.plist such as &amp;lt;tt&amp;gt;%I - Displays the current system name with &amp;quot;ian&amp;quot; attached i.e. Isinorian&amp;lt;/tt&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
Example (XML):&lt;br /&gt;
 &amp;lt;dict&amp;gt;&lt;br /&gt;
    &amp;lt;key&amp;gt;parcelnumbers&amp;lt;/key&amp;gt;&lt;br /&gt;
    &amp;lt;array&amp;gt;&lt;br /&gt;
        &amp;lt;string&amp;gt;two&amp;lt;/string&amp;gt;&lt;br /&gt;
        &amp;lt;string&amp;gt;three&amp;lt;/string&amp;gt;&lt;br /&gt;
        &amp;lt;string&amp;gt;four&amp;lt;/string&amp;gt;&lt;br /&gt;
        &amp;lt;string&amp;gt;five&amp;lt;/string&amp;gt;&lt;br /&gt;
        &amp;lt;string&amp;gt;six&amp;lt;/string&amp;gt;&lt;br /&gt;
    &amp;lt;/array&amp;gt;&lt;br /&gt;
 &amp;lt;/dict&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example (OpenStep):&lt;br /&gt;
 {&lt;br /&gt;
   parcelnumbers = (&amp;quot;two&amp;quot;, &amp;quot;three&amp;quot;, &amp;quot;four&amp;quot;, &amp;quot;five&amp;quot;, &amp;quot;six&amp;quot;);&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
== Use ==&lt;br /&gt;
&lt;br /&gt;
Its use must be seen as a kind of variable. The key part is the variable name and the string part is the content of the variable. If you use an array of strings the variable will return a random choice of one of the strings. And this is the main use of the descriptions.plist: creation of text with variable content. See also [[string expansion]]. Note that for compatibility, the random number used to determine which choice to use from an array is only 1 byte long. Therefore if the array has more than 256 entries there will be some entries which can never be picked, and if it has a number of entries which is not a power of two the entries will not have equal chances of being picked (though if the number of entries is small, the difference in chances is not significant)&lt;br /&gt;
&lt;br /&gt;
The text itself is invoked by using the key-word between square brackets, like: &lt;br /&gt;
&lt;br /&gt;
 You have to pick up [parcelnumbers] parcels.&lt;br /&gt;
&lt;br /&gt;
Whenever Oolite reads in a scriptline, missiontext or description, it first looks for something between brackets. If it finds something it looks to see if it is a mission_variable. If yes, it replaces the name of the variable with its content. Then it looks in the descriptions.plist. If it finds a key, it replaces the name with the string content. If it is an array it picks at random one of the strings.&lt;br /&gt;
&lt;br /&gt;
Be aware that Oolite reads in all descriptions.plist lines on startup in one big file. This means that you can use keywords from other OXPs or from Oolite itself. If there are some keys with duplicate names, it uses the last. This means that you must use [[OXP Distribution#General|unique keywords]].&lt;br /&gt;
&lt;br /&gt;
=== Example: Ship Library category, missile icon &amp;amp; mission text ===&lt;br /&gt;
First adding categories to the Ship Library/View Ship specifications screen; ''then'' adding a missile icon; and ''finally'' adding mission text: this is the entire descriptions.plist&lt;br /&gt;
&lt;br /&gt;
 {&lt;br /&gt;
 	&amp;quot;oolite-ship-library-category-black_mamba&amp;quot;		= &amp;quot;Black Mamba&amp;quot;;&lt;br /&gt;
 	&amp;quot;oolite-ship-library-category-plural-black_mamba&amp;quot;	= &amp;quot;Black Mambas&amp;quot;;&lt;br /&gt;
 &lt;br /&gt;
 &amp;quot;EQ_X_SWORD_MISSILE&amp;quot; =&lt;br /&gt;
          (&lt;br /&gt;
                  2,  2,&lt;br /&gt;
 	         2,  1,                                 &lt;br /&gt;
                  1,  0,&lt;br /&gt;
 		 2, -1,	&lt;br /&gt;
                  2, -2,                             &lt;br /&gt;
                  1, -2,&lt;br /&gt;
                  0,  0,&lt;br /&gt;
                 -1, -2,&lt;br /&gt;
                 -2, -2,&lt;br /&gt;
                 -2, -1,&lt;br /&gt;
                 -1,  0,&lt;br /&gt;
                 -2,  1,&lt;br /&gt;
                 -2,  2,&lt;br /&gt;
                 -1,  2,&lt;br /&gt;
                  0,  0,&lt;br /&gt;
                  1,  2       &lt;br /&gt;
 	);&lt;br /&gt;
&lt;br /&gt;
    &amp;quot;XS_MI_STAGE_245&amp;quot; = &amp;quot;The Murderer is at Digebiti.&amp;quot;;&lt;br /&gt;
    &amp;quot;XS_MI_STAGE_G7_1&amp;quot; = &amp;quot;Just in time, Commander. I could use a little help here!&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
 } &lt;br /&gt;
::from the [[Xeptatl's Sword]] mission OXP&lt;br /&gt;
&lt;br /&gt;
=== Example: beacon icons, ship library category ===&lt;br /&gt;
 { // Icon for the Station and Satellite&lt;br /&gt;
 &lt;br /&gt;
     &amp;quot;fuelStation_location&amp;quot; = ( 1, 2, &amp;quot;-3&amp;quot;, 2, &amp;quot;-3&amp;quot;, &amp;quot;-4&amp;quot;, 3, &amp;quot;-4&amp;quot;, 3, 4, &amp;quot;-3&amp;quot;, 4, &amp;quot;-3&amp;quot;, 3, 2, 3, 2, &amp;quot;-3&amp;quot;, 1, &amp;quot;-3&amp;quot; );&lt;br /&gt;
     &amp;quot;fuelStation_station&amp;quot; = ( 1, 2, &amp;quot;-3&amp;quot;, 2, &amp;quot;-3&amp;quot;, &amp;quot;-4&amp;quot;, 3, &amp;quot;-4&amp;quot;, 3, 4, &amp;quot;-3&amp;quot;, 4, &amp;quot;-3&amp;quot;, 3, 2, 3, 2, &amp;quot;-3&amp;quot;, 1, &amp;quot;-3&amp;quot; );&lt;br /&gt;
     &amp;quot;fuelStation_satellite&amp;quot; = ( 1, 2, &amp;quot;-3&amp;quot;, 2, &amp;quot;-3&amp;quot;, &amp;quot;-4&amp;quot;, 3, &amp;quot;-4&amp;quot;, 3, 4, &amp;quot;-3&amp;quot;, 4, &amp;quot;-3&amp;quot;, 3, 2, 3, 2, &amp;quot;-3&amp;quot;, 1, &amp;quot;-3&amp;quot; );	&lt;br /&gt;
 &lt;br /&gt;
 	&amp;quot;oolite-ship-library-category-fuelStation&amp;quot;			= &amp;quot;Fuel Station&amp;quot;;&lt;br /&gt;
 	&amp;quot;oolite-ship-library-category-plural-fuelStation&amp;quot;		= &amp;quot;Fuel Stations&amp;quot;;&lt;br /&gt;
 &lt;br /&gt;
 }&lt;br /&gt;
::from the [[Fuel Station OXP]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Links ===&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?t=6301 Oolite in French] (2009) - handling diacritical signs on letters&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?t=9529 Pylon Icons] (2011) - how to draw them&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=demoships.[[plist]]=&lt;br /&gt;
From Oolite v.1.79 onwards this has been superseded by the quite different [[Shiplibrary.plist]] - and should no longer be used for OXPs. Demoships was used to project almost every ship in the game on the &amp;quot;New Commander&amp;quot; screen at game start. The Shiplibrary.plist replacement instead adds the ship/station ''etc'' to the ship information on the &amp;quot;View Ship Library&amp;quot; page when Oolite starts up (and to the &amp;quot;View ship specifications&amp;quot; page on the docked F4 screen).&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
The file is organized as an array. Every entry consists of a string, with the name of a ship. The shipname must correspond with a key inside the [[Shipdata.plist]]. It resides in the config folder inside the OXP.&lt;br /&gt;
&lt;br /&gt;
Example XML:&lt;br /&gt;
 &amp;lt;array&amp;gt;&lt;br /&gt;
        &amp;lt;string&amp;gt;my_ship1&amp;lt;/string&amp;gt;&lt;br /&gt;
        &amp;lt;string&amp;gt;my_ship2&amp;lt;/string&amp;gt;&lt;br /&gt;
 &amp;lt;/array&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example OpenStep:&lt;br /&gt;
 (&lt;br /&gt;
   &amp;quot;my_ship1&amp;quot;,&lt;br /&gt;
   &amp;quot;my_ship2&amp;quot;&lt;br /&gt;
 )&lt;br /&gt;
&lt;br /&gt;
==Use==&lt;br /&gt;
Its function is to select which ships to show on the startup screen when a new commander is chosen.&lt;br /&gt;
&lt;br /&gt;
For examples see the old ship OXPs or one of the updated ones such as [[Random Hits]].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
=illegal_goods.[[plist]]=&lt;br /&gt;
'''Note: The commodities.plist file is no longer used from Oolite 1.82 and following.''' It has been superseded by the [[Trade-goods.plist]] (and various javascript equivalents in the shipdata.plist).&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
The file is organized as a dictionary. Every entry consists of a key and a number. The key says which goods are illegal, and the number how illegal the goods are.&lt;br /&gt;
&lt;br /&gt;
Example OpenStep:&lt;br /&gt;
 {&lt;br /&gt;
    Firearms = 1;&lt;br /&gt;
    Narcotics = 2;&lt;br /&gt;
    Slaves = 1;&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
==Use==&lt;br /&gt;
Better never use this as it might change the game too much.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
=info.[[plist]]=&lt;br /&gt;
This does not actually seem to do anything other than give the human being (possibly AppleMacs too!) reading it some information! [[Galactic Navy OXP]] has one, as do ''inter alia'' [[User:Mandoman|Mandoman]]'s many oxps.&lt;br /&gt;
&lt;br /&gt;
Example XML - they all seem to be in XML:&lt;br /&gt;
 &amp;lt;?xml version=&amp;quot;1.0&amp;quot; encoding=&amp;quot;UTF-8&amp;quot;?&amp;gt;&lt;br /&gt;
 &amp;lt;!DOCTYPE plist PUBLIC &amp;quot;-//Apple//DTD PLIST 1.0//EN&amp;quot; &amp;quot;http://www.apple.com/DTDs/PropertyList-1.0.dtd&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;plist version=&amp;quot;1.0&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;dict&amp;gt;&lt;br /&gt;
 	&amp;lt;key&amp;gt;CFBundleGetInfoString&amp;lt;/key&amp;gt;&lt;br /&gt;
 	&amp;lt;string&amp;gt;Svengali_Animation_Demo 0.95&amp;lt;/string&amp;gt;&lt;br /&gt;
 	&amp;lt;key&amp;gt;CFBundleName&amp;lt;/key&amp;gt;&lt;br /&gt;
 	&amp;lt;string&amp;gt;Svengali_Animation_Demo&amp;lt;/string&amp;gt;&lt;br /&gt;
 	&amp;lt;key&amp;gt;CFBundleShortVersionString&amp;lt;/key&amp;gt;&lt;br /&gt;
 	&amp;lt;string&amp;gt;0.95&amp;lt;/string&amp;gt;&lt;br /&gt;
 	&amp;lt;key&amp;gt;NSHumanReadableCopyright&amp;lt;/key&amp;gt;&lt;br /&gt;
 	&amp;lt;string&amp;gt;(C) 2012 - Svengali&amp;lt;/string&amp;gt;&lt;br /&gt;
 &amp;lt;/dict&amp;gt;&lt;br /&gt;
 &amp;lt;/plist&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
=oolitefont.[[plist]]=&lt;br /&gt;
There is one of these in each of the [[Oolite Fonts]] OXPs. &lt;br /&gt;
&lt;br /&gt;
There is also one of these tucked away inside [[Deepspace Ships]] oxp v.1.20. It is mostly full of nothing but numbers and is tied in with SimonB's New-font.png hiding inside the Textures folder. It seems to work just fine. ([[User:Cholmondely|Cholmondely]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
=pirate-victim-roles.[[plist]]=&lt;br /&gt;
&lt;br /&gt;
In 1.79 this is superseded by [[role-categories.plist]] and should no longer be used for new OXPs. Existing files will continue to have the effect documented below.&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
The file is organized as an array. Every entry consists of a string, with the name of a shiprole. This plist is introduced with Oolite version 1.70&lt;br /&gt;
&lt;br /&gt;
Example XML:&lt;br /&gt;
 &amp;lt;array&amp;gt;&lt;br /&gt;
        &amp;lt;string&amp;gt;my_shiprole1&amp;lt;/string&amp;gt;&lt;br /&gt;
        &amp;lt;string&amp;gt;my_shiprole2&amp;lt;/string&amp;gt;&lt;br /&gt;
 &amp;lt;/array&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example OpenStep:&lt;br /&gt;
 (&lt;br /&gt;
   &amp;quot;my_shiprole1&amp;quot;,&lt;br /&gt;
   &amp;quot;my_shiprole2&amp;quot;&lt;br /&gt;
 )&lt;br /&gt;
&lt;br /&gt;
==Use==&lt;br /&gt;
Pirates use the function '''scanForNearestMerchantman''' and '''scanForRandomMerchantman'''. With pre 1.70 versions this function only finds ships with role '''trader''' and '''player'''. Starting with 1.70 these two functions finds all ships that are included in the pirate-victim-roles.plist. This makes it possible to add ships in their own role that are recognized by pirates as traders. Ship designers are encouraged to use this pirate-victim-roles.plist and add all private roles that should act trader like for better interaction with pirate groups. &lt;br /&gt;
&lt;br /&gt;
[[Media:pirate-victim-roles.zip|''Download a custom pirate-victim-roles.plist'']]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
=OXPMessages.[[plist]]=&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
The file is organized as an array of strings. When the plist is present, the content of the strings is written to the log on start-up and the player sees a message on the start-up screen that the oxp &amp;quot;foo&amp;quot; contains a message. This plist is introduced with Oolite version 1.74. It should be placed directly in the main directory level of the oxp where the 'requires.plist' is also situated.&lt;br /&gt;
&lt;br /&gt;
Example OpenStep:&lt;br /&gt;
 (&lt;br /&gt;
   &amp;quot;This is a copy of my own test version of the oxp: &amp;quot;foo&amp;quot;. This oxp is intended for personal use only, don't spread.&amp;quot;&lt;br /&gt;
 )&lt;br /&gt;
&lt;br /&gt;
==Use==&lt;br /&gt;
Only useful for test versions to make the user constantly aware that he is using a test version of the oxp.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
=world-scripts.[[plist]]=&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
The file is organized as an array. Every entry consists of a string, with the name of a script. The name must correspond with a file inside the Scripts folder inside the OXP.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 (&lt;br /&gt;
   &amp;quot;my_script1.js&amp;quot;,&lt;br /&gt;
   &amp;quot;my_script2.js&amp;quot;,&lt;br /&gt;
   &amp;quot;my_script3.plist&amp;quot;&lt;br /&gt;
 )&lt;br /&gt;
&lt;br /&gt;
==Content==&lt;br /&gt;
To know what to put into such a world script, see [[Oolite_JavaScript_Reference:_World_script_event_handlers|the list of world script event handlers]].&lt;br /&gt;
&lt;br /&gt;
==Use==&lt;br /&gt;
Its function is to attach more than one worldscript to an oxp. On startup, Oolite looks first if there is a &amp;quot;world-scripts.plist&amp;quot; file. When present the scripts inside are used as world scripts. These scripts can be both js script files or legacy script plist files. Even a mix is allowed. Only when the &amp;quot;world-scripts.plist&amp;quot; is not present, Oolite looks for a file with the name &amp;quot;script.js&amp;quot; in the Config folder. And when that is not present it looks for the file &amp;quot;script.plist&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Note==&lt;br /&gt;
There are two ways of storing a JS worldscript:&lt;br /&gt;
&lt;br /&gt;
1)    Old: You can name it &amp;quot;script.js&amp;quot; and put it into the Config folder. That's what cim did in his [[Galactic Misjump OXP]]. It's a leftover of &amp;quot;legacy&amp;quot; plist scripting, where the script had to be named &amp;quot;script.plist&amp;quot; and reside in the Config folder. This way was especially useful in the time when we had Oolite 1.65 as the official release, and a growing number of test releases. In those times you could have both a &amp;quot;script.plist&amp;quot; and a &amp;quot;script.js&amp;quot; alongside each other in the Config folder. Oolite 1.65 would use the plist script, and the later versions would ignore the plist and use the JS script instead. This functionality is not particularly useful anymore, but it still exists.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2)    New: You can name it whatever you want (but perhaps not &amp;quot;script.js&amp;quot;) and put it into the Script folder. Then you have to create another plist in the Config folder named &amp;quot;world-scripts.plist&amp;quot; and write the name of your script into that plist. This method has the advantage that you can have more than one worldscript in an OXP, which is of course not possible with the first method, because there can only be one file named &amp;quot;script.js&amp;quot; in a Config folder. [https://bb.oolite.space/viewtopic.php?p=170774#p170774 Commander McLane (2012)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
=whitelist.[[plist]]=&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
The file is organized as a dictionary of keys with the values being themselves either arrays of strings or dictionaries of key-value pairs.&lt;br /&gt;
&lt;br /&gt;
==Use==&lt;br /&gt;
The file is included with the Oolite Vanilla game code.  OXPs are restricted from using legacy features that are not included in the whitelist. As of Oolite 1.89, the file starts with the following comment:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
/*	Methods that may be used from old-style script actions or conditions.&lt;br /&gt;
	&lt;br /&gt;
	This plist cannot be extended or overriden by OXPs.&lt;br /&gt;
	&lt;br /&gt;
	action_methods			Commands permitted in world scripts.&lt;br /&gt;
	ai_methods			Commands permitted in AIs.&lt;br /&gt;
	ai_and_action_methods		Commands permitted in world scripts and AIs.&lt;br /&gt;
	query_methods			Values that may be queried in script conditions.&lt;br /&gt;
	action_method_aliases		Mappings from script commands (left) to internal names (right).&lt;br /&gt;
	ai_method_aliases		Mappings from AI commands (left) to internal names (right).&lt;br /&gt;
	query_method_aliases		Mappings from script queries (left) to internal names (right).&lt;br /&gt;
	shader_*_binding_methods	Values that may be queried through shader bindings.&lt;br /&gt;
	&lt;br /&gt;
	Most other types of legacy script - ship actions, character scripts,&lt;br /&gt;
	scriptActionOnTarget: - can use both action_methods and ai_methods. The exception is&lt;br /&gt;
	systeminfo scripts, which can't use ai_methods as they aren't run with a ship target.&lt;br /&gt;
*/&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite scripting]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
=See also=&lt;br /&gt;
* [[OXP howto]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Equipment.plist&amp;diff=88458</id>
		<title>Equipment.plist</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Equipment.plist&amp;diff=88458"/>
		<updated>2026-04-20T11:18:37Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: /* Links */ Added another&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Using Equipment ==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Equipment Structure ==&lt;br /&gt;
&lt;br /&gt;
The following equipment data are read in by Oolite.&lt;br /&gt;
&lt;br /&gt;
 (&lt;br /&gt;
    (&lt;br /&gt;
       1,&lt;br /&gt;
       300,&lt;br /&gt;
       Missile,&lt;br /&gt;
       &amp;quot;EQ_MISSILE&amp;quot;,&lt;br /&gt;
       &amp;quot;Faulcon de Lacy HM3 homing missile, fast and accurate when used in conjunction with standard targetting scanners.&amp;quot;,&lt;br /&gt;
        {&lt;br /&gt;
           &amp;quot;available_to_all&amp;quot; = YES;&lt;br /&gt;
        }&lt;br /&gt;
     )&lt;br /&gt;
 )&lt;br /&gt;
&lt;br /&gt;
1) The first entry is an integer that determines the technical level from which the equipment can be bought. The TL is one higher than the number - so the &amp;quot;1&amp;quot; here is TL2. And a &amp;quot;9&amp;quot; here would be TL10. A level of 99 has a special meaning. Only this value can be changed by script.&lt;br /&gt;
&lt;br /&gt;
Repairs can take place at tech levels one lower than the purchase TL. Occasionally equipment will be offered at systems of a slightly lower tech level than the number given here.&lt;br /&gt;
&lt;br /&gt;
2) The second entry is the cost of the equipment in tenths of a credit. So &amp;quot;300&amp;quot; here is 30₢.&lt;br /&gt;
&lt;br /&gt;
3) This is a string that shows the name of the equipment as seen by the player.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
5) This string gives a short description of the item.&lt;br /&gt;
&lt;br /&gt;
6) This is a dictionary that can contain several special features like:&lt;br /&gt;
&lt;br /&gt;
 {&lt;br /&gt;
    &amp;quot;available_to_all&amp;quot; = yes;&lt;br /&gt;
    &amp;quot;available_to_NPCs&amp;quot; = yes;&lt;br /&gt;
    &amp;quot;available_to_player&amp;quot; = no;&lt;br /&gt;
    &amp;quot;can_carry_multiple&amp;quot; = yes; // multiple copies of the item can be purchased and installed&lt;br /&gt;
    conditions = (&lt;br /&gt;
        &amp;quot;systemGovernment_number morethan 3&amp;quot; // note: deprecated and should not be used in new code&lt;br /&gt;
    );&lt;br /&gt;
    &amp;quot;condition_script&amp;quot; = &amp;quot;myoxp_conditions.js&amp;quot;;&lt;br /&gt;
    &amp;quot;damage_probability&amp;quot; = 1.0;&lt;br /&gt;
    &amp;quot;display_color&amp;quot; = &amp;quot;whiteColor&amp;quot;;&lt;br /&gt;
    &amp;quot;fast_affinity_defensive&amp;quot; = no;&lt;br /&gt;
    &amp;quot;fast_affinity_offensive&amp;quot; = no;&lt;br /&gt;
    &amp;quot;hide_values&amp;quot; = yes; // hides the cost and install time values on the F4 screen (version 1.91 or later)&lt;br /&gt;
    &amp;quot;incompatible_with_equipment&amp;quot; = &amp;quot;EQ_FUEL_SCOOPS&amp;quot;;&lt;br /&gt;
    &amp;quot;installation_time&amp;quot; = 86400;&lt;br /&gt;
    &amp;quot;is_external_store&amp;quot; = no; // is missile or mine and added to pylon.&lt;br /&gt;
    &amp;quot;portable_between_ships&amp;quot; = yes;&lt;br /&gt;
    &amp;quot;provides&amp;quot; = (&amp;quot;EQ_CARGO_SCOOPS&amp;quot;);&lt;br /&gt;
    &amp;quot;repair_time&amp;quot; = 3600;&lt;br /&gt;
    &amp;quot;requires_any_equipment&amp;quot; = (&lt;br /&gt;
        &amp;quot;EQ_FUEL_SCOOPS&amp;quot;,&lt;br /&gt;
        &amp;quot;EQ_ECM&lt;br /&gt;
     );&lt;br /&gt;
    &amp;quot;requires_cargo_space&amp;quot; = 5;&lt;br /&gt;
    &amp;quot;requires_clean&amp;quot; = yes;&lt;br /&gt;
    &amp;quot;requires_empty_pylon&amp;quot; = yes;&lt;br /&gt;
    &amp;quot;requires_equipment&amp;quot; = &amp;quot;EQ_FUEL_SCOOPS&amp;quot;;&lt;br /&gt;
    &amp;quot;requires_free_passenger_berth&amp;quot; = no;&lt;br /&gt;
    &amp;quot;requires_full_fuel&amp;quot; = no;&lt;br /&gt;
    &amp;quot;requires_mounted_pylon&amp;quot; = yes;&lt;br /&gt;
    &amp;quot;requires_not_clean&amp;quot; = yes;&lt;br /&gt;
    &amp;quot;requires_non_full_fuel&amp;quot; = no;&lt;br /&gt;
    &amp;quot;script&amp;quot; = &amp;quot;myCustomScript.js&amp;quot;;&lt;br /&gt;
    &amp;quot;script_info&amp;quot; = {&lt;br /&gt;
         myCustomProperty = 0;&lt;br /&gt;
    };&lt;br /&gt;
    &amp;quot;sort_order&amp;quot; = 12;&lt;br /&gt;
    &amp;quot;strict_mode_only&amp;quot; = no; // version 1.77 or earlier only&lt;br /&gt;
    &amp;quot;strict_mode_compatible&amp;quot; = yes; // version 1.77 or earlier only&lt;br /&gt;
    &amp;quot;visible&amp;quot; = yes; // values are yes/true or no/false; defaults to yes; it means the item is listed on the F5 screen.&lt;br /&gt;
    &amp;quot;weapon_info&amp;quot; = {&lt;br /&gt;
 	range = 15000;&lt;br /&gt;
 	energy = 0.5;&lt;br /&gt;
 	damage = 6.0;&lt;br /&gt;
 	recharge_rate = 0.1;&lt;br /&gt;
 	shot_temperature = 3.2;&lt;br /&gt;
 	color = &amp;quot;yellowColor&amp;quot;;&lt;br /&gt;
 	threat_assessment = 0.5;&lt;br /&gt;
        is_mining_laser = 0;&lt;br /&gt;
        is_turret_laser = 0;&lt;br /&gt;
    };&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
&lt;br /&gt;
* 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 &amp;lt;code&amp;gt;allowAwardEquipment&amp;lt;/code&amp;gt; function in that [[Oolite_JavaScript_Reference:_Condition_scripts|condition script]] will then be tested before the equipment is allowed.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;available_to_all&amp;lt;/code&amp;gt; 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. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;requires_cargo_space&amp;lt;/code&amp;gt; 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. &lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&amp;lt;code&amp;gt;script_info&amp;lt;/code&amp;gt;&amp;quot; is added with test release 1.74. It contains a directory of custom entries that become properties of [[Oolite_JavaScript_Reference:_EquipmentInfo|EquipmentInfo.scriptInfo]]&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&amp;lt;code&amp;gt;script&amp;lt;/code&amp;gt;&amp;quot; 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 primes the equipment by pressing &amp;quot;shift-N&amp;quot; to cycle through that list (similar to selecting a missile).  When the player now presses &amp;quot;n&amp;quot;, the &amp;quot;activated&amp;quot; event handler of the primed equipment is executed.&lt;br /&gt;
 this.activated = function ()&lt;br /&gt;
 {&lt;br /&gt;
 	// your code&lt;br /&gt;
 }&lt;br /&gt;
Since Oolite v.1.77, the 'b' key is added for primeable equipment. Whenever 'b' is pressed, the &amp;quot;mode&amp;quot; event handler of the primed equipment is executed.&lt;br /&gt;
 this.mode = function ()&lt;br /&gt;
 {&lt;br /&gt;
 	// your code&lt;br /&gt;
 }&lt;br /&gt;
See: [[Oolite JavaScript Reference: Equipment scripts| Equipment scripts]]&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;requires_equipment&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;requires_any_equipment&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;incompatible_with_equipment&amp;lt;/code&amp;gt; can be a single string or an array of strings.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&amp;lt;code&amp;gt;damage_probability&amp;lt;/code&amp;gt;&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&amp;lt;code&amp;gt;display_color&amp;lt;/code&amp;gt;&amp;quot; is added in test release 1.85. This value specifies the color to be used for this item on the Outfitting (F3) and Status (F5) screens. Any valid [[Materials in Oolite#Colour specifiers|color specifier]] can be used.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&amp;lt;code&amp;gt;fast_affinity_defensive&amp;lt;/code&amp;gt;&amp;quot; and &amp;quot;&amp;lt;code&amp;gt;fast_affinity_offensive&amp;lt;/code&amp;gt;&amp;quot; are added in 1.79. These keys are ignored unless the equipment has a &amp;quot;script&amp;quot; file. If the equipment has a script file, then if set these keys make the equipment preferentially assigned to the &amp;quot;fast activation&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&amp;lt;code&amp;gt;installation_time&amp;lt;/code&amp;gt;&amp;quot; and &amp;quot;&amp;lt;code&amp;gt;repair_time&amp;lt;/code&amp;gt;&amp;quot; are added in 1.81. Value is number of seconds. These override the default time (one second per decicredit plus 10 minutes) to purchase an equipment item from the F3 screen. If only &amp;lt;code&amp;gt;installation_time&amp;lt;/code&amp;gt; is specified, the repair time will be half of that. If only &amp;lt;code&amp;gt;repair_time&amp;lt;/code&amp;gt; is specified, the installation time will be the default from the cost.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&amp;lt;code&amp;gt;provides&amp;lt;/code&amp;gt;&amp;quot; is added in 1.81, and is an array of equipment keys. This allows OXP equipment to provide some functionality from core equipment (or in theory other OXP equipment though this would need to be managed carefully between the OXPs). For example, a &amp;quot;navigation computer&amp;quot; might have &amp;lt;code&amp;gt;&amp;quot;provides&amp;quot; = (&amp;quot;EQ_DOCK_COMP&amp;quot;,&amp;quot;EQ_ADVANCED_COMPASS&amp;quot;);&amp;lt;/code&amp;gt;, and while this equipment was installed the player would get the benefits of those items even if they were not currently fitted. The default value is an empty array, though equipment is always considered to provide its own equipment key. While any string may be added here, only the following items have any in-game effect in the core game:&lt;br /&gt;
** &amp;quot;EQ_ECM&amp;quot;: 'e' key can be used to trigger an ECM blast&lt;br /&gt;
** &amp;quot;EQ_FUEL_SCOOPS&amp;quot;: may scoop fuel from a star&lt;br /&gt;
** &amp;quot;EQ_CARGO_SCOOPS&amp;quot;: may scoop cargo. Note: there is no such core game item, but the core fuel scoops have this in their 'provides' list.&lt;br /&gt;
** &amp;quot;EQ_ESCAPE_POD&amp;quot;: may eject with 'escape' key. The item providing this feature will be removed on use.&lt;br /&gt;
** &amp;quot;EQ_DOCK_COMP&amp;quot;: 'c' key may be used to initiate autopilot. If multiple items provide this, all must be damaged or removed for autopiloting to cease.&lt;br /&gt;
** &amp;quot;EQ_GAL_DRIVE&amp;quot;: may make a galactic jump with 'g' key. The item providing this feature will be removed on use.&lt;br /&gt;
** &amp;quot;EQ_CLOAKING_DEVICE&amp;quot;: may remain cloaked. Activation of the cloak via the primable equipment mechanism will not be duplicated simply by providing this item.&lt;br /&gt;
** &amp;quot;EQ_FUEL_INJECTION&amp;quot;: allows the 'i' key to be used for speed boost&lt;br /&gt;
** &amp;quot;EQ_SCANNER_SHOW_MISSILE_TARGET&amp;quot;: displays the [[Scanner Targeting Enhancement]] features&lt;br /&gt;
** &amp;quot;EQ_MULTI_TARGET&amp;quot;: allows independent locking of missiles&lt;br /&gt;
** &amp;quot;EQ_ADVANCED_COMPASS&amp;quot;: allows tracking of beacons and other objects on the compass&lt;br /&gt;
** &amp;quot;EQ_ADVANCED_NAVIGATIONAL_ARRAY&amp;quot;: allows route planning on the chart screen&lt;br /&gt;
** &amp;quot;EQ_TARGET_MEMORY&amp;quot;: allows storing and remembering of previous targets&lt;br /&gt;
** &amp;quot;EQ_INTEGRATED_TARGETING_SYSTEM&amp;quot;: visual tracking of remembered targets. Note that the core [[Integrated Targeting System]] item requires the Scanner Targeting Enhancement and Target Memory items to be installed before it can be bought, and this must be those specific items, not items providing those functions. ''However'', once installed it is sufficient for items providing those functions to be on board for the item to work.&lt;br /&gt;
** &amp;quot;EQ_WORMHOLE_SCANNER&amp;quot;: allows targeting and scanning of witchspace wormholes&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;hide_values&amp;quot; is added in 1.91, and will hide the cost and install time values from showing on the F3 Ship Outfitting screen, leaving just the item name.&lt;br /&gt;
&lt;br /&gt;
===Cim on some of the above (2015, [https://bb.oolite.space/viewtopic.php?p=234222#p234222 here]): ===&amp;lt;br&amp;gt;&lt;br /&gt;
* &amp;quot;&amp;lt;code&amp;gt;available_to_all = false;&amp;lt;/code&amp;gt; means that the equipment can only be fitted to player ships which have the item in either the Standard or Optional Equipment section of their shipyard.plist definition. Unlikely, for a random piece of OXP equipment, but not impossible. This is what's actually doing the purchase blocking in this case. (Generally I wouldn't recommend using this on OXP equipment unless you want to tie it to a playable ship in the same OXP). Exactly when this is applied to the player ship has varied between Oolite versions [1] ... you should assume that it always applies and situations where it doesn't are bugs to be reported, I think.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&amp;lt;code&amp;gt;available_to_player = false;&amp;lt;/code&amp;gt; means that the equipment can't be fitted to a player ship. If you don't want to use a condition script, Ngalo is right that this is the correct property.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&amp;lt;code&amp;gt;script_info = {&amp;quot;oolite-barred-equipment&amp;quot; = &amp;quot;EQ_PHOTONTORP_MISSILE&amp;quot;};&amp;lt;/code&amp;gt; when combined with oolite-conditions.js as the condition script means that the equipment can't be fitted to the ship with that script_info in its shipdata.plist, and works on player and NPC ships. In this case, this means that the missile can't mount copies of itself on its pylons as additional ammunition, which will no doubt relieve anyone it's fired at.&lt;br /&gt;
&lt;br /&gt;
While you can stick oolite-conditions.js on OXP equipment (and perhaps you may as well if you don't need any other condition support), obviously the chance of any core or OXP ship specifically barring it is very low - you're probably better off giving the item its own OXP-specific condition script. In general, condition scripts are the solution to the problem of there being lots of equipment availability properties with overlapping and unclear effects, and in this case a custom one could be used to ensure that not only could the player not fit it, but neither could any non-Scorpax NPC.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;&amp;lt;code&amp;gt;TL for NPC equipment&amp;lt;/code&amp;gt; is irrelevant in the core game; set it to some reasonable value just in case some OXP is introduced which has persistent NPCs, tracks their equipment purchasing, and supports OXP equipment. TL:99 is an old magic value which allowed the TL to be changed by script (including legacy scripts) - it was never particularly appropriate for items which should never be player-accessible, for which 100 or 98 (or one of the many more specific properties) is better.&lt;br /&gt;
&lt;br /&gt;
=== Creating laser weapons ===&lt;br /&gt;
'''Note: introduced with Oolite v.1.81'''&lt;br /&gt;
&lt;br /&gt;
Laser weapons must have a name beginning &amp;lt;code&amp;gt;&amp;quot;EQ_WEAPON_&amp;quot;&amp;lt;/code&amp;gt;, and then should have a &amp;lt;code&amp;gt;weapon_info&amp;lt;/code&amp;gt; dictionary describing them. This dictionary has the following keys, all of which can be omitted to keep the default value:&lt;br /&gt;
* '''range''': The maximum range in metres, default 12500.&lt;br /&gt;
* '''energy''': The energy used per shot, default 0.8.&lt;br /&gt;
* '''damage''': The damage done to the target per shot, default 15.0.&lt;br /&gt;
* '''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.&lt;br /&gt;
* '''shot_temperature''': The amount of heat generated per shot, default 7.0. Lasers will not fire at heat of 217.6 or over.&lt;br /&gt;
* '''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 &amp;quot;bright&amp;quot;.&lt;br /&gt;
* '''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.&lt;br /&gt;
* '''is_mining_laser''': If true, the weapon will break up asteroids and boulders into smaller fragments. Default false.&lt;br /&gt;
* '''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.&lt;br /&gt;
&lt;br /&gt;
In Oolite v.1.89, the following weapon properties can be specified in a &amp;lt;code&amp;gt;weapon_info&amp;lt;/code&amp;gt; dictionary:&lt;br /&gt;
&lt;br /&gt;
* '''fx_shot_miss_name''': Sound played when weapon is fired but does not hit anything (laser weapons only).&lt;br /&gt;
* '''fx_shot_hit_name''': Sound played when weapon is fired and hits another ship (laser weapons only).&lt;br /&gt;
* '''fx_hitplayer_shielded_name''': Sound played when weapon hits the player ship while shields are up.&lt;br /&gt;
* '''fx_hitplayer_unshielded_name''': Sound played when weapon hits the player ship while shields are down.&lt;br /&gt;
* '''fx_weapon_launch_name''': Sound played when the weapon is launched (missiles and mines only).&lt;br /&gt;
&lt;br /&gt;
== Altering availability &amp;amp; pricing of equipment at specific stations ==&lt;br /&gt;
This is ''not'' under the remit of the equipment.plists - for more detail see [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=21499 Equipment-overrides :-/] (2023) - it is done through javascript.&lt;br /&gt;
&lt;br /&gt;
[[File:Reordering-headers.png|thumb|right|500px|[[Loadout by Category]] on &amp;quot;nightly&amp;quot; v.1.91's F3 Ship Outfitting Screen&amp;lt;br&amp;gt; The red &amp;quot;selling&amp;quot; lines come from the [[Equipment 'Sell Item' Color]] OXP&amp;lt;br&amp;gt;The equipment space lines at the top are from [[Ship Configuration]] OXP]]&lt;br /&gt;
&lt;br /&gt;
== Loadout by Category OXP ==&lt;br /&gt;
Phkb's [[Loadout by Category]] OXP orders the equipment lists on both the F3 Ship Outfitting screen and the F5 Commander information screen.&lt;br /&gt;
&lt;br /&gt;
To assign your equipment a place on these lists you need to read through his '''equipment-overrides.plist''' and see where your equipment fits - and then assign a sort_order to it.&lt;br /&gt;
&lt;br /&gt;
=== Sort Order ===&lt;br /&gt;
''This changes slightly for the F5 screen which has a different ordering principle''&lt;br /&gt;
*Fuel&lt;br /&gt;
*General/Miscellaneous&lt;br /&gt;
*Astrogation or Navigation&lt;br /&gt;
*Lasers&lt;br /&gt;
*Missiles&lt;br /&gt;
*Energy&lt;br /&gt;
*Defensive&lt;br /&gt;
*Shields&lt;br /&gt;
*Targeting&lt;br /&gt;
*Armour&lt;br /&gt;
*Scanners&lt;br /&gt;
*MFDs&lt;br /&gt;
*Cargo/Mining&lt;br /&gt;
*Laser Mount Switching System&lt;br /&gt;
*Towbar and Accessories&lt;br /&gt;
*Self-Repair System&lt;br /&gt;
*Escorts/Fighters&lt;br /&gt;
*Documentation&lt;br /&gt;
*Illicit&lt;br /&gt;
*Second-hand equipment&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  data-expandtext=&amp;quot;Show phkb's equipment-overrides.plist&amp;quot; data-collapsetext=&amp;quot;Hide equipment-overrides.plist&amp;quot; style=&amp;quot;overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
{{CodeEx|codeex=&lt;br /&gt;
{&lt;br /&gt;
    //** EQ_REORDERING_FUEL --------------------------------------------------------------------------------&lt;br /&gt;
    &amp;quot;EQ_FUEL&amp;quot;                                    = {sort_order = 10; script_info = {sortOrder = 10;};}; // Fuel&lt;br /&gt;
    &amp;quot;EQ_PIRATE_FUEL&amp;quot;                             = {sort_order = 14; script_info = {sortOrder = 14;};}; // Fuel&lt;br /&gt;
    &amp;quot;EQ_FUEL_ALT1&amp;quot;                               = {sort_order = 18; script_info = {sortOrder = 18;};}; // Fuel (1.0ly only)&lt;br /&gt;
    &amp;quot;EQ_FUEL_ALT2&amp;quot;                               = {sort_order = 22; script_info = {sortOrder = 22;};}; // Fuel (2.0ly only)&lt;br /&gt;
    &amp;quot;EQ_FUEL_ALT3&amp;quot;                               = {sort_order = 26; script_info = {sortOrder = 26;};}; // Fuel (3.0ly only)&lt;br /&gt;
    &amp;quot;EQ_FUEL_ALT4&amp;quot;                               = {sort_order = 30; script_info = {sortOrder = 30;};}; // Fuel (4.0ly only)&lt;br /&gt;
    &amp;quot;EQ_FUEL_ALT5&amp;quot;                               = {sort_order = 34; script_info = {sortOrder = 34;};}; // Fuel (5.0ly only)&lt;br /&gt;
    &amp;quot;EQ_FUEL_ALT6&amp;quot;                               = {sort_order = 38; script_info = {sortOrder = 38;};}; // Fuel (6.0ly only)&lt;br /&gt;
    &amp;quot;EQ_HOLY_FUEL&amp;quot;                               = {sort_order = 42; script_info = {sortOrder = 42;};}; // Holy Fuel&lt;br /&gt;
    &amp;quot;EQ_AUX_TANK_EMPTY&amp;quot;                          = {sort_order = 46; script_info = {sortOrder = 46;};}; // Auxiliary Fuel Tank - Empty&lt;br /&gt;
    &amp;quot;EQ_AUX_TANK&amp;quot;                                = {sort_order = 50; script_info = {sortOrder = 50;};}; // Auxiliary Fuel Tank -Full&lt;br /&gt;
    &amp;quot;EQ_RRS_FUEL&amp;quot;                                = {sort_order = 54; script_info = {sortOrder = 54;};}; // Complimentary refuelling&lt;br /&gt;
    &amp;quot;EQ_DUPLEX_FUEL_TANK&amp;quot;                        = {sort_order = 58; script_info = {sortOrder = 58;};}; // Duplex Fuel Tank - takes up 8t of cargo space&lt;br /&gt;
    &amp;quot;EQ_DUPLEX_FUEL_TANK_STATE_1&amp;quot;                = {sort_order = 62; script_info = {sortOrder = 62;};}; // Duplex Fuel Tank (1/3)&lt;br /&gt;
    &amp;quot;EQ_DUPLEX_FUEL_TANK_STATE_2&amp;quot;                = {sort_order = 66; script_info = {sortOrder = 66;};}; // Duplex Fuel Tank (2/3)&lt;br /&gt;
    &amp;quot;EQ_DUPLEX_FUEL_TANK_STATE_0&amp;quot;                = {sort_order = 70; script_info = {sortOrder = 70;};}; // Duplex Fuel Tank (empty)&lt;br /&gt;
    &amp;quot;EQ_DUPLEX_FUEL_TANK_STATE_3&amp;quot;                = {sort_order = 74; script_info = {sortOrder = 74;};}; // Duplex Fuel Tank (full)&lt;br /&gt;
    &amp;quot;EQ_LQG_TANK_EMPTY&amp;quot;                          = {sort_order = 78; script_info = {sortOrder = 78;};}; // External Fuel Tanks - Empty&lt;br /&gt;
    &amp;quot;EQ_LQG_TANK&amp;quot;                                = {sort_order = 82; script_info = {sortOrder = 82;};}; // External Fuel Tanks - Full&lt;br /&gt;
    &amp;quot;EQ_FUELTANK_MINE&amp;quot;                           = {sort_order = 86; script_info = {sortOrder = 86;};}; // Extra Fuel Tank&lt;br /&gt;
    &amp;quot;EQ_FRAME_FUEL_COLLECTOR&amp;quot;                    = {sort_order = 90; script_info = {sortOrder = 90;};}; // Fuel Collector&lt;br /&gt;
    &amp;quot;EQ_FUEL_GENERATOR&amp;quot;                          = {sort_order = 94; script_info = {sortOrder = 94;};}; // Fuel Generator&lt;br /&gt;
    &amp;quot;EQ_INTERNAL_TANK&amp;quot;                           = {sort_order = 98; script_info = {sortOrder = 98;};}; // Internal Fuel Tank&lt;br /&gt;
    &amp;quot;EQ_IR_FUEL_SAMPLE_MINE&amp;quot;                     = {sort_order = 102; script_info = {sortOrder = 102;};}; // Korshkov Fuel Sample&lt;br /&gt;
    &amp;quot;EQ_FUEL_PROCESSOR&amp;quot;                          = {sort_order = 106; script_info = {sortOrder = 106;};}; // Quirium Fuel Processor&lt;br /&gt;
    &amp;quot;EQ_FUEL_STORAGE&amp;quot;                            = {sort_order = 110; script_info = {sortOrder = 110;};}; // Quirium Fuel Storage Unit&lt;br /&gt;
    &amp;quot;EQ_FUEL_TRANSFER&amp;quot;                           = {sort_order = 114; script_info = {sortOrder = 114;};}; // Quirium Fuel Transfer&lt;br /&gt;
    &amp;quot;EQ_DUPLEX_FUEL_TANK_REFILL&amp;quot;                 = {sort_order = 118; script_info = {sortOrder = 118;};}; // Refill 1LY in additional DFT&lt;br /&gt;
    &amp;quot;EQ_3LY_CHARGE&amp;quot;                              = {sort_order = 122; script_info = {sortOrder = 122;};}; // Refill Auxiliary Fuel Tank&lt;br /&gt;
    &amp;quot;EQ_LQG_CHARGE&amp;quot;                              = {sort_order = 126; script_info = {sortOrder = 126;};}; // Refill external fuel tank&lt;br /&gt;
    &amp;quot;EQ_1LY_CHARGE&amp;quot;                              = {sort_order = 130; script_info = {sortOrder = 130;};}; // Refill Reserve Fuel Tank&lt;br /&gt;
    &amp;quot;EQ_FUEL_GENERATOR_REMOVE&amp;quot;                   = {sort_order = 134; script_info = {sortOrder = 134;};}; // Remove Fuel Generator&lt;br /&gt;
    &amp;quot;EQ_FUEL_TRANSFER_REMOVAL&amp;quot;                   = {sort_order = 138; script_info = {sortOrder = 138;};}; // Remove Quirium Fuel Internal Transfer&lt;br /&gt;
    &amp;quot;EQ_FUEL_PROCESSOR_REMOVAL&amp;quot;                  = {sort_order = 142; script_info = {sortOrder = 142;};}; // Remove Quirium Fuel Processor&lt;br /&gt;
    &amp;quot;EQ_FUEL_STORAGE_REMOVAL&amp;quot;                    = {sort_order = 146; script_info = {sortOrder = 146;};}; // Remove Quirium Fuel Storage Unit&lt;br /&gt;
    &amp;quot;EQ_RESERVE_TANK_EMPTY&amp;quot;                      = {sort_order = 150; script_info = {sortOrder = 150;};}; // Reserve Fuel Tank - Empty&lt;br /&gt;
    &amp;quot;EQ_RESERVE_TANK&amp;quot;                            = {sort_order = 154; script_info = {sortOrder = 154;};}; // Reserve Fuel Tank - Full&lt;br /&gt;
    &amp;quot;EQ_DUPLEX_FUEL_TANK_REMOVAL&amp;quot;                = {sort_order = 158; script_info = {sortOrder = 158;};}; // Sell Duplex Fuel Tank - reclaims 8t of cargo space&lt;br /&gt;
    &amp;quot;EQ_FRAME_FUEL_COLLECTOR_REMOVAL&amp;quot;            = {sort_order = 162; script_info = {sortOrder = 162;};}; // Sell Fuel Collector&lt;br /&gt;
    &amp;quot;EQ_UPGRADE_TANK&amp;quot;                            = {sort_order = 166; script_info = {sortOrder = 166;};}; // Upgrade Reserve Fuel Tank to Auxiliary Fuel Tank&lt;br /&gt;
&lt;br /&gt;
    //** EQ_REORDERING_GENERAL --------------------------------------------------------------------------------&lt;br /&gt;
    &amp;quot;EQ_BEERCOOLER&amp;quot;                              = {sort_order = 1000; script_info = {sortOrder = 1000;};}; // Beer Cooler&lt;br /&gt;
    &amp;quot;EQ_CAMERA_DRONES&amp;quot;                           = {sort_order = 1004; script_info = {sortOrder = 1004;};}; // Camera Drones&lt;br /&gt;
    &amp;quot;EQ_CIVILIAN_RE-FIT&amp;quot;                         = {sort_order = 1008; script_info = {sortOrder = 1008;};}; // Civilian Re-fit&lt;br /&gt;
    &amp;quot;EQ_LUCKYCHARM&amp;quot;                              = {sort_order = 1012; script_info = {sortOrder = 1012;};}; // Ebortsa's lucky charm&lt;br /&gt;
    &amp;quot;EQ_TEA_MAKER&amp;quot;                               = {sort_order = 1016; script_info = {sortOrder = 1016;};}; // Express Tea Maker&lt;br /&gt;
    &amp;quot;EQ_TEAPOT_TCA&amp;quot;                              = {sort_order = 1020; script_info = {sortOrder = 1020;};}; // Express Tea Maker&lt;br /&gt;
    &amp;quot;EQ_TEAPOT&amp;quot;                                  = {sort_order = 1024; script_info = {sortOrder = 1024;};}; // Express Tea Maker&lt;br /&gt;
    &amp;quot;EQ_GLARE_FILTER_REPLACE&amp;quot;                    = {sort_order = 1028; script_info = {sortOrder = 1028;};}; // Glare Filter&lt;br /&gt;
    &amp;quot;EQ_GLARE_FILTER&amp;quot;                            = {sort_order = 1032; script_info = {sortOrder = 1032;};}; // Glare Filter&lt;br /&gt;
    &amp;quot;EQ_Headlights&amp;quot;                              = {sort_order = 1036; script_info = {sortOrder = 1036;};}; // Headlights&lt;br /&gt;
    &amp;quot;EQ_HEAT_SINK&amp;quot;                               = {sort_order = 1040; script_info = {sortOrder = 1040;};}; // Heat Sink&lt;br /&gt;
    &amp;quot;EQ_HEAT_SINK_CONTROL_PASSIVE&amp;quot;               = {sort_order = 1044; script_info = {sortOrder = 1044;};}; // Heat Sink Control&lt;br /&gt;
    &amp;quot;EQ_HEAT_SINK_CONTROL&amp;quot;                       = {sort_order = 1048; script_info = {sortOrder = 1048;};}; // Heat Sink Control&lt;br /&gt;
    &amp;quot;EQ_HTCAT&amp;quot;                                   = {sort_order = 1052; script_info = {sortOrder = 1052;};}; // High-Tech Catalyst&lt;br /&gt;
    &amp;quot;EQ_HUDSELECTOR&amp;quot;                             = {sort_order = 1056; script_info = {sortOrder = 1056;};}; // HUD Selector&lt;br /&gt;
    &amp;quot;EQ_HUD_TOGGLE&amp;quot;                              = {sort_order = 1060; script_info = {sortOrder = 1060;};}; // HUD Toggle&lt;br /&gt;
    &amp;quot;EQ_HYPER_RADIO_ADD&amp;quot;                         = {sort_order = 1064; script_info = {sortOrder = 1064;};}; // HyperRadio™&lt;br /&gt;
    &amp;quot;EQ_HYPER_RADIO&amp;quot;                             = {sort_order = 1068; script_info = {sortOrder = 1068;};}; // HyperRadio™&lt;br /&gt;
    &amp;quot;EQ_HYPER_RADIO_PIRATE&amp;quot;                      = {sort_order = 1072; script_info = {sortOrder = 1072;};}; // HyperRadio™ Social&lt;br /&gt;
    &amp;quot;EQ_IN_SYSTEM_TAXI_LICENCE&amp;quot;                  = {sort_order = 1076; script_info = {sortOrder = 1076;};}; // In-System Taxi Comms&lt;br /&gt;
    &amp;quot;EQ_ELEC_BUS_TYPE1&amp;quot;                          = {sort_order = 1080; script_info = {sortOrder = 1080;};}; // Main Electrical Bus Class 1&lt;br /&gt;
    &amp;quot;EQ_ELEC_BUS_TYPE2&amp;quot;                          = {sort_order = 1084; script_info = {sortOrder = 1084;};}; // Main Electrical Bus Class 2&lt;br /&gt;
    &amp;quot;EQ_ELEC_BUS_TYPE3&amp;quot;                          = {sort_order = 1088; script_info = {sortOrder = 1088;};}; // Main Electrical Bus Class 3&lt;br /&gt;
    &amp;quot;EQ_ELEC_BUS_TYPE4&amp;quot;                          = {sort_order = 1092; script_info = {sortOrder = 1092;};}; // Main Electrical Bus Class 4&lt;br /&gt;
    &amp;quot;EQ_ELEC_BUS_TYPE5&amp;quot;                          = {sort_order = 1096; script_info = {sortOrder = 1096;};}; // Main Electrical Bus Class 5&lt;br /&gt;
    &amp;quot;EQ_ELEC_BUS_TYPE6&amp;quot;                          = {sort_order = 1100; script_info = {sortOrder = 1100;};}; // Main Electrical Bus Class 6&lt;br /&gt;
    &amp;quot;EQ_ELEC_BUS_TYPE7&amp;quot;                          = {sort_order = 1104; script_info = {sortOrder = 1104;};}; // Main Electrical Bus Class 7&lt;br /&gt;
    &amp;quot;EQ_RENOVATION&amp;quot;                              = {sort_order = 1108; script_info = {sortOrder = 1108;};}; // Maintenance Overhaul&lt;br /&gt;
    &amp;quot;EQ_MAINTENANCE_TUNEUP&amp;quot;                      = {sort_order = 1112; script_info = {sortOrder = 1112;};}; // Maintenance Tune Up&lt;br /&gt;
    &amp;quot;EQ_MILITARY_RE-FIT&amp;quot;                         = {sort_order = 1116; script_info = {sortOrder = 1116;};}; // Military Re-fit&lt;br /&gt;
    &amp;quot;EQ_PASSENGER_BERTH_TAXI&amp;quot;                    = {sort_order = 1120; script_info = {sortOrder = 1120;};}; // Passenger Berth - takes up 5t of cargo space&lt;br /&gt;
    &amp;quot;EQ_PASSENGER_BERTH&amp;quot;                         = {sort_order = 1124; script_info = {sortOrder = 1124;};}; // Passenger Berth - takes up 5t of cargo space&lt;br /&gt;
    &amp;quot;EQ_PERFORMANCE_RE-FIT&amp;quot;                      = {sort_order = 1128; script_info = {sortOrder = 1128;};}; // Performance Re-fit&lt;br /&gt;
    &amp;quot;EQ_FIREWORKS&amp;quot;                               = {sort_order = 1132; script_info = {sortOrder = 1132;};}; // Personal Fireworks&lt;br /&gt;
    &amp;quot;EQ_WELCOME_MAT&amp;quot;                             = {sort_order = 1136; script_info = {sortOrder = 1136;};}; // Planetary Information System&lt;br /&gt;
    &amp;quot;EQ_PRISONER_CELL_BAY&amp;quot;                       = {sort_order = 1140; script_info = {sortOrder = 1140;};}; // Prisoner Cell bay&lt;br /&gt;
    &amp;quot;EQ_TURRET_RECOVER&amp;quot;                          = {sort_order = 1144; script_info = {sortOrder = 1144;};}; // Recover Turrets&lt;br /&gt;
    &amp;quot;EQ_HTCAT_REFUND&amp;quot;                            = {sort_order = 1148; script_info = {sortOrder = 1148;};}; // Refund High-Tech Catalyst&lt;br /&gt;
    &amp;quot;EQ_Headlights_REMOVE&amp;quot;                       = {sort_order = 1152; script_info = {sortOrder = 1152;};}; // Remove Headlights&lt;br /&gt;
    &amp;quot;EQ_HUDSELECTOR_REMOVE&amp;quot;                      = {sort_order = 1156; script_info = {sortOrder = 1156;};}; // Remove HUD Selector&lt;br /&gt;
    &amp;quot;EQ_IN_SYSTEM_TAXI_LICENCE_REMOVAL&amp;quot;          = {sort_order = 1160; script_info = {sortOrder = 1160;};}; // Remove In-System Taxi Comms&lt;br /&gt;
    &amp;quot;EQ_PASSENGER_BERTH_REMOVAL&amp;quot;                 = {sort_order = 1164; script_info = {sortOrder = 1164;};}; // Remove Passenger Berth - reclaims 5t of cargo space&lt;br /&gt;
    &amp;quot;EQ_PRISONER_CELL_BAY_REMOVAL&amp;quot;               = {sort_order = 1168; script_info = {sortOrder = 1168;};}; // Remove Prisoner Cell bay&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_REPAIR&amp;quot;                     = {sort_order = 1172; script_info = {sortOrder = 1172;};}; // Repair Ship Version&lt;br /&gt;
    &amp;quot;EQ_RRS_FULLEQUIP&amp;quot;                           = {sort_order = 1176; script_info = {sortOrder = 1176;};}; // RRS Equipment Package&lt;br /&gt;
    &amp;quot;EQ_RRS_SERVICE&amp;quot;                             = {sort_order = 1180; script_info = {sortOrder = 1180;};}; // RRS Service&lt;br /&gt;
    &amp;quot;EQ_RRS_SOLAR_MINE&amp;quot;                          = {sort_order = 1184; script_info = {sortOrder = 1184;};}; // RRS Solar laboratory&lt;br /&gt;
    &amp;quot;EQ_BEERCOOLER_REMOVAL&amp;quot;                      = {sort_order = 1188; script_info = {sortOrder = 1188;};}; // Sell Beer Cooler&lt;br /&gt;
    &amp;quot;EQ_VIMANAX_SELL_SHIP_MODULE&amp;quot;                = {sort_order = 1192; script_info = {sortOrder = 1192;};}; // Sell Vimana-X HUD Ship Mod&lt;br /&gt;
    &amp;quot;EQ_VIMANAX_SELL_TARGET_MODULE&amp;quot;              = {sort_order = 1196; script_info = {sortOrder = 1196;};}; // Sell Vimana-X HUD Target Mod&lt;br /&gt;
    &amp;quot;EQ_VIMANAX_SELL_TRAVEL_MODULE&amp;quot;              = {sort_order = 1200; script_info = {sortOrder = 1200;};}; // Sell Vimana-X HUD Travel Mod&lt;br /&gt;
    &amp;quot;EQ_SERVICE_LEVEL_76&amp;quot;                        = {sort_order = 1204; script_info = {sortOrder = 1204;};}; // Service Level Bad&lt;br /&gt;
    &amp;quot;EQ_SERVICE_LEVEL_77&amp;quot;                        = {sort_order = 1208; script_info = {sortOrder = 1208;};}; // Service Level Bad&lt;br /&gt;
    &amp;quot;EQ_SERVICE_LEVEL_78&amp;quot;                        = {sort_order = 1212; script_info = {sortOrder = 1212;};}; // Service Level Bad&lt;br /&gt;
    &amp;quot;EQ_SERVICE_LEVEL_79&amp;quot;                        = {sort_order = 1216; script_info = {sortOrder = 1216;};}; // Service Level Bad&lt;br /&gt;
    &amp;quot;EQ_SERVICE_LEVEL_90&amp;quot;                        = {sort_order = 1220; script_info = {sortOrder = 1220;};}; // Service Level Good&lt;br /&gt;
    &amp;quot;EQ_SERVICE_LEVEL_91&amp;quot;                        = {sort_order = 1224; script_info = {sortOrder = 1224;};}; // Service Level Good&lt;br /&gt;
    &amp;quot;EQ_SERVICE_LEVEL_92&amp;quot;                        = {sort_order = 1228; script_info = {sortOrder = 1228;};}; // Service Level Good&lt;br /&gt;
    &amp;quot;EQ_SERVICE_LEVEL_93&amp;quot;                        = {sort_order = 1232; script_info = {sortOrder = 1232;};}; // Service Level Good&lt;br /&gt;
    &amp;quot;EQ_SERVICE_LEVEL_94&amp;quot;                        = {sort_order = 1236; script_info = {sortOrder = 1236;};}; // Service Level Good&lt;br /&gt;
    &amp;quot;EQ_SERVICE_LEVEL_95&amp;quot;                        = {sort_order = 1240; script_info = {sortOrder = 1240;};}; // Service Level Good&lt;br /&gt;
    &amp;quot;EQ_SERVICE_LEVEL_96&amp;quot;                        = {sort_order = 1244; script_info = {sortOrder = 1244;};}; // Service Level Good&lt;br /&gt;
    &amp;quot;EQ_SERVICE_LEVEL_97&amp;quot;                        = {sort_order = 1248; script_info = {sortOrder = 1248;};}; // Service Level Good&lt;br /&gt;
    &amp;quot;EQ_SERVICE_LEVEL_98&amp;quot;                        = {sort_order = 1252; script_info = {sortOrder = 1252;};}; // Service Level Good&lt;br /&gt;
    &amp;quot;EQ_SERVICE_LEVEL_99&amp;quot;                        = {sort_order = 1256; script_info = {sortOrder = 1256;};}; // Service Level Good&lt;br /&gt;
    &amp;quot;EQ_SERVICE_LEVEL_75&amp;quot;                        = {sort_order = 1260; script_info = {sortOrder = 1260;};}; // Service Level Minimal!&lt;br /&gt;
    &amp;quot;EQ_SERVICE_LEVEL_100&amp;quot;                       = {sort_order = 1264; script_info = {sortOrder = 1264;};}; // Service Level Perfect&lt;br /&gt;
    &amp;quot;EQ_SERVICE_LEVEL_REPAIR&amp;quot;                    = {sort_order = 1268; script_info = {sortOrder = 1268;};}; // Service Level Repair Kit renewal&lt;br /&gt;
    &amp;quot;EQ_SERVICE_LEVEL_80&amp;quot;                        = {sort_order = 1272; script_info = {sortOrder = 1272;};}; // Service Level Weak&lt;br /&gt;
    &amp;quot;EQ_SERVICE_LEVEL_81&amp;quot;                        = {sort_order = 1276; script_info = {sortOrder = 1276;};}; // Service Level Weak&lt;br /&gt;
    &amp;quot;EQ_SERVICE_LEVEL_82&amp;quot;                        = {sort_order = 1280; script_info = {sortOrder = 1280;};}; // Service Level Weak&lt;br /&gt;
    &amp;quot;EQ_SERVICE_LEVEL_83&amp;quot;                        = {sort_order = 1284; script_info = {sortOrder = 1284;};}; // Service Level Weak&lt;br /&gt;
    &amp;quot;EQ_SERVICE_LEVEL_84&amp;quot;                        = {sort_order = 1288; script_info = {sortOrder = 1288;};}; // Service Level Weak&lt;br /&gt;
    &amp;quot;EQ_SERVICE_LEVEL_85&amp;quot;                        = {sort_order = 1292; script_info = {sortOrder = 1292;};}; // Service Level Weak&lt;br /&gt;
    &amp;quot;EQ_SERVICE_LEVEL_86&amp;quot;                        = {sort_order = 1296; script_info = {sortOrder = 1296;};}; // Service Level Weak&lt;br /&gt;
    &amp;quot;EQ_SERVICE_LEVEL_87&amp;quot;                        = {sort_order = 1300; script_info = {sortOrder = 1300;};}; // Service Level Weak&lt;br /&gt;
    &amp;quot;EQ_SERVICE_LEVEL_88&amp;quot;                        = {sort_order = 1304; script_info = {sortOrder = 1304;};}; // Service Level Weak&lt;br /&gt;
    &amp;quot;EQ_SERVICE_LEVEL_89&amp;quot;                        = {sort_order = 1308; script_info = {sortOrder = 1308;};}; // Service Level Weak&lt;br /&gt;
    &amp;quot;EQ_VIMANA_SHIP_MODULE&amp;quot;                      = {sort_order = 1312; script_info = {sortOrder = 1312;};}; // Ship Mod&lt;br /&gt;
    &amp;quot;EQ_SHIP_RESPRAY&amp;quot;                            = {sort_order = 1316; script_info = {sortOrder = 1316;};}; // Ship Respray&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_10&amp;quot;                         = {sort_order = 1320; script_info = {sortOrder = 1320;};}; // Ship Version 1.0&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_11&amp;quot;                         = {sort_order = 1324; script_info = {sortOrder = 1324;};}; // Ship Version 1.1&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_12&amp;quot;                         = {sort_order = 1328; script_info = {sortOrder = 1328;};}; // Ship Version 1.2&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_13&amp;quot;                         = {sort_order = 1332; script_info = {sortOrder = 1332;};}; // Ship Version 1.3&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_14&amp;quot;                         = {sort_order = 1336; script_info = {sortOrder = 1336;};}; // Ship Version 1.4&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_15&amp;quot;                         = {sort_order = 1340; script_info = {sortOrder = 1340;};}; // Ship Version 1.5&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_16&amp;quot;                         = {sort_order = 1344; script_info = {sortOrder = 1344;};}; // Ship Version 1.6&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_17&amp;quot;                         = {sort_order = 1348; script_info = {sortOrder = 1348;};}; // Ship Version 1.7&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_18&amp;quot;                         = {sort_order = 1352; script_info = {sortOrder = 1352;};}; // Ship Version 1.8&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_19&amp;quot;                         = {sort_order = 1356; script_info = {sortOrder = 1356;};}; // Ship Version 1.9&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_100&amp;quot;                        = {sort_order = 1360; script_info = {sortOrder = 1360;};}; // Ship Version 10.0&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_20&amp;quot;                         = {sort_order = 1364; script_info = {sortOrder = 1364;};}; // Ship Version 2.0&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_21&amp;quot;                         = {sort_order = 1368; script_info = {sortOrder = 1368;};}; // Ship Version 2.1&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_22&amp;quot;                         = {sort_order = 1372; script_info = {sortOrder = 1372;};}; // Ship Version 2.2&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_23&amp;quot;                         = {sort_order = 1376; script_info = {sortOrder = 1376;};}; // Ship Version 2.3&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_24&amp;quot;                         = {sort_order = 1380; script_info = {sortOrder = 1380;};}; // Ship Version 2.4&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_25&amp;quot;                         = {sort_order = 1384; script_info = {sortOrder = 1384;};}; // Ship Version 2.5&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_26&amp;quot;                         = {sort_order = 1388; script_info = {sortOrder = 1388;};}; // Ship Version 2.6&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_27&amp;quot;                         = {sort_order = 1392; script_info = {sortOrder = 1392;};}; // Ship Version 2.7&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_28&amp;quot;                         = {sort_order = 1396; script_info = {sortOrder = 1396;};}; // Ship Version 2.8&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_29&amp;quot;                         = {sort_order = 1400; script_info = {sortOrder = 1400;};}; // Ship Version 2.9&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_30&amp;quot;                         = {sort_order = 1404; script_info = {sortOrder = 1404;};}; // Ship Version 3.0&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_31&amp;quot;                         = {sort_order = 1408; script_info = {sortOrder = 1408;};}; // Ship Version 3.1&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_32&amp;quot;                         = {sort_order = 1412; script_info = {sortOrder = 1412;};}; // Ship Version 3.2&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_33&amp;quot;                         = {sort_order = 1416; script_info = {sortOrder = 1416;};}; // Ship Version 3.3&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_34&amp;quot;                         = {sort_order = 1420; script_info = {sortOrder = 1420;};}; // Ship Version 3.4&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_35&amp;quot;                         = {sort_order = 1424; script_info = {sortOrder = 1424;};}; // Ship Version 3.5&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_36&amp;quot;                         = {sort_order = 1428; script_info = {sortOrder = 1428;};}; // Ship Version 3.6&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_37&amp;quot;                         = {sort_order = 1432; script_info = {sortOrder = 1432;};}; // Ship Version 3.7&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_38&amp;quot;                         = {sort_order = 1436; script_info = {sortOrder = 1436;};}; // Ship Version 3.8&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_39&amp;quot;                         = {sort_order = 1440; script_info = {sortOrder = 1440;};}; // Ship Version 3.9&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_40&amp;quot;                         = {sort_order = 1444; script_info = {sortOrder = 1444;};}; // Ship Version 4.0&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_41&amp;quot;                         = {sort_order = 1448; script_info = {sortOrder = 1448;};}; // Ship Version 4.1&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_42&amp;quot;                         = {sort_order = 1452; script_info = {sortOrder = 1452;};}; // Ship Version 4.2&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_43&amp;quot;                         = {sort_order = 1456; script_info = {sortOrder = 1456;};}; // Ship Version 4.3&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_44&amp;quot;                         = {sort_order = 1460; script_info = {sortOrder = 1460;};}; // Ship Version 4.4&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_45&amp;quot;                         = {sort_order = 1464; script_info = {sortOrder = 1464;};}; // Ship Version 4.5&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_46&amp;quot;                         = {sort_order = 1468; script_info = {sortOrder = 1468;};}; // Ship Version 4.6&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_47&amp;quot;                         = {sort_order = 1472; script_info = {sortOrder = 1472;};}; // Ship Version 4.7&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_48&amp;quot;                         = {sort_order = 1476; script_info = {sortOrder = 1476;};}; // Ship Version 4.8&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_49&amp;quot;                         = {sort_order = 1480; script_info = {sortOrder = 1480;};}; // Ship Version 4.9&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_50&amp;quot;                         = {sort_order = 1484; script_info = {sortOrder = 1484;};}; // Ship Version 5.0&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_51&amp;quot;                         = {sort_order = 1488; script_info = {sortOrder = 1488;};}; // Ship Version 5.1&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_52&amp;quot;                         = {sort_order = 1492; script_info = {sortOrder = 1492;};}; // Ship Version 5.2&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_53&amp;quot;                         = {sort_order = 1496; script_info = {sortOrder = 1496;};}; // Ship Version 5.3&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_54&amp;quot;                         = {sort_order = 1500; script_info = {sortOrder = 1500;};}; // Ship Version 5.4&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_55&amp;quot;                         = {sort_order = 1504; script_info = {sortOrder = 1504;};}; // Ship Version 5.5&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_56&amp;quot;                         = {sort_order = 1508; script_info = {sortOrder = 1508;};}; // Ship Version 5.6&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_57&amp;quot;                         = {sort_order = 1512; script_info = {sortOrder = 1512;};}; // Ship Version 5.7&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_58&amp;quot;                         = {sort_order = 1516; script_info = {sortOrder = 1516;};}; // Ship Version 5.8&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_59&amp;quot;                         = {sort_order = 1520; script_info = {sortOrder = 1520;};}; // Ship Version 5.9&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_60&amp;quot;                         = {sort_order = 1524; script_info = {sortOrder = 1524;};}; // Ship Version 6.0&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_61&amp;quot;                         = {sort_order = 1528; script_info = {sortOrder = 1528;};}; // Ship Version 6.1&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_62&amp;quot;                         = {sort_order = 1532; script_info = {sortOrder = 1532;};}; // Ship Version 6.2&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_63&amp;quot;                         = {sort_order = 1536; script_info = {sortOrder = 1536;};}; // Ship Version 6.3&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_64&amp;quot;                         = {sort_order = 1540; script_info = {sortOrder = 1540;};}; // Ship Version 6.4&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_65&amp;quot;                         = {sort_order = 1544; script_info = {sortOrder = 1544;};}; // Ship Version 6.5&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_66&amp;quot;                         = {sort_order = 1548; script_info = {sortOrder = 1548;};}; // Ship Version 6.6&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_67&amp;quot;                         = {sort_order = 1552; script_info = {sortOrder = 1552;};}; // Ship Version 6.7&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_68&amp;quot;                         = {sort_order = 1556; script_info = {sortOrder = 1556;};}; // Ship Version 6.8&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_69&amp;quot;                         = {sort_order = 1560; script_info = {sortOrder = 1560;};}; // Ship Version 6.9&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_70&amp;quot;                         = {sort_order = 1564; script_info = {sortOrder = 1564;};}; // Ship Version 7.0&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_71&amp;quot;                         = {sort_order = 1568; script_info = {sortOrder = 1568;};}; // Ship Version 7.1&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_72&amp;quot;                         = {sort_order = 1572; script_info = {sortOrder = 1572;};}; // Ship Version 7.2&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_73&amp;quot;                         = {sort_order = 1576; script_info = {sortOrder = 1576;};}; // Ship Version 7.3&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_74&amp;quot;                         = {sort_order = 1580; script_info = {sortOrder = 1580;};}; // Ship Version 7.4&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_75&amp;quot;                         = {sort_order = 1584; script_info = {sortOrder = 1584;};}; // Ship Version 7.5&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_76&amp;quot;                         = {sort_order = 1588; script_info = {sortOrder = 1588;};}; // Ship Version 7.6&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_77&amp;quot;                         = {sort_order = 1592; script_info = {sortOrder = 1592;};}; // Ship Version 7.7&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_78&amp;quot;                         = {sort_order = 1596; script_info = {sortOrder = 1596;};}; // Ship Version 7.8&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_79&amp;quot;                         = {sort_order = 1600; script_info = {sortOrder = 1600;};}; // Ship Version 7.9&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_80&amp;quot;                         = {sort_order = 1604; script_info = {sortOrder = 1604;};}; // Ship Version 8.0&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_81&amp;quot;                         = {sort_order = 1608; script_info = {sortOrder = 1608;};}; // Ship Version 8.1&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_82&amp;quot;                         = {sort_order = 1612; script_info = {sortOrder = 1612;};}; // Ship Version 8.2&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_83&amp;quot;                         = {sort_order = 1616; script_info = {sortOrder = 1616;};}; // Ship Version 8.3&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_84&amp;quot;                         = {sort_order = 1620; script_info = {sortOrder = 1620;};}; // Ship Version 8.4&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_85&amp;quot;                         = {sort_order = 1624; script_info = {sortOrder = 1624;};}; // Ship Version 8.5&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_86&amp;quot;                         = {sort_order = 1628; script_info = {sortOrder = 1628;};}; // Ship Version 8.6&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_87&amp;quot;                         = {sort_order = 1632; script_info = {sortOrder = 1632;};}; // Ship Version 8.7&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_88&amp;quot;                         = {sort_order = 1636; script_info = {sortOrder = 1636;};}; // Ship Version 8.8&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_89&amp;quot;                         = {sort_order = 1640; script_info = {sortOrder = 1640;};}; // Ship Version 8.9&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_90&amp;quot;                         = {sort_order = 1644; script_info = {sortOrder = 1644;};}; // Ship Version 9.0&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_91&amp;quot;                         = {sort_order = 1648; script_info = {sortOrder = 1648;};}; // Ship Version 9.1&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_92&amp;quot;                         = {sort_order = 1652; script_info = {sortOrder = 1652;};}; // Ship Version 9.2&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_93&amp;quot;                         = {sort_order = 1656; script_info = {sortOrder = 1656;};}; // Ship Version 9.3&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_94&amp;quot;                         = {sort_order = 1660; script_info = {sortOrder = 1660;};}; // Ship Version 9.4&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_95&amp;quot;                         = {sort_order = 1664; script_info = {sortOrder = 1664;};}; // Ship Version 9.5&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_96&amp;quot;                         = {sort_order = 1668; script_info = {sortOrder = 1668;};}; // Ship Version 9.6&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_97&amp;quot;                         = {sort_order = 1672; script_info = {sortOrder = 1672;};}; // Ship Version 9.7&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_98&amp;quot;                         = {sort_order = 1676; script_info = {sortOrder = 1676;};}; // Ship Version 9.8&lt;br /&gt;
    &amp;quot;EQ_SHIP_VERSION_99&amp;quot;                         = {sort_order = 1680; script_info = {sortOrder = 1680;};}; // Ship Version 9.9&lt;br /&gt;
    &amp;quot;EQ_SHIPS_CAT_1&amp;quot;                             = {sort_order = 1684; script_info = {sortOrder = 1684;};}; // Ship's Cat: Jones&lt;br /&gt;
    &amp;quot;EQ_SHIPS_CAT_4&amp;quot;                             = {sort_order = 1688; script_info = {sortOrder = 1688;};}; // Ship's Cat: Lucifer&lt;br /&gt;
    &amp;quot;EQ_SHIPS_CAT_7&amp;quot;                             = {sort_order = 1692; script_info = {sortOrder = 1692;};}; // Ship's Cat: Smivs&lt;br /&gt;
    &amp;quot;EQ_SHIPS_CAT_3&amp;quot;                             = {sort_order = 1696; script_info = {sortOrder = 1696;};}; // Ship's Cat: Sparks&lt;br /&gt;
    &amp;quot;EQ_SHIPS_CAT_2&amp;quot;                             = {sort_order = 1700; script_info = {sortOrder = 1700;};}; // Ship's Cat: Spot&lt;br /&gt;
    &amp;quot;EQ_SHIPS_CAT_5&amp;quot;                             = {sort_order = 1704; script_info = {sortOrder = 1704;};}; // Ship's Cat: Stray&lt;br /&gt;
    &amp;quot;EQ_SHIPS_CAT_6&amp;quot;                             = {sort_order = 1708; script_info = {sortOrder = 1708;};}; // Ship's Cat: The Captain&lt;br /&gt;
    &amp;quot;EQ_SHIPS_CAT_8&amp;quot;                             = {sort_order = 1712; script_info = {sortOrder = 1712;};}; // Ship's Cat: Tiddles&lt;br /&gt;
    &amp;quot;EQ_SHIPS_CAT_9&amp;quot;                             = {sort_order = 1716; script_info = {sortOrder = 1716;};}; // Ship's Dog: Peasbody&lt;br /&gt;
    &amp;quot;EQ_SHIPS_LIBRARY_TCA&amp;quot;                       = {sort_order = 1720; script_info = {sortOrder = 1720;};}; // Ship's Library Flight Interface&lt;br /&gt;
    &amp;quot;EQ_SHIPS_LIBRARY&amp;quot;                           = {sort_order = 1724; script_info = {sortOrder = 1724;};}; // Ship's Library Flight Interface&lt;br /&gt;
    &amp;quot;EQ_SERVICE_LEVEL_SMALL_FIX_2&amp;quot;               = {sort_order = 1728; script_info = {sortOrder = 1728;};}; // Small Fix on Bad Service Level&lt;br /&gt;
    &amp;quot;EQ_SERVICE_LEVEL_SMALL_FIX_4&amp;quot;               = {sort_order = 1732; script_info = {sortOrder = 1732;};}; // Small Fix on Good Service Level&lt;br /&gt;
    &amp;quot;EQ_SERVICE_LEVEL_SMALL_FIX_1&amp;quot;               = {sort_order = 1736; script_info = {sortOrder = 1736;};}; // Small Fix on Minimal Service Level&lt;br /&gt;
    &amp;quot;EQ_SERVICE_LEVEL_SMALL_FIX_3&amp;quot;               = {sort_order = 1740; script_info = {sortOrder = 1740;};}; // Small Fix on Weak Service Level&lt;br /&gt;
    &amp;quot;EQ_VIMANA_SHIP_MODULE_TCA&amp;quot;                  = {sort_order = 1744; script_info = {sortOrder = 1744;}; short_description = &amp;quot;Ship Mod&amp;quot;;}; // Target Mod&lt;br /&gt;
    &amp;quot;EQ_VIMANA_TARGET_MODULE_TCA&amp;quot;                = {sort_order = 1748; script_info = {sortOrder = 1748;};}; // Target Mod&lt;br /&gt;
    &amp;quot;EQ_VIMANA_TARGET_MODULE&amp;quot;                    = {sort_order = 1752; script_info = {sortOrder = 1752;};}; // Target Mod&lt;br /&gt;
    &amp;quot;EQ_TEA_REFILL_1&amp;quot;                            = {sort_order = 1756; script_info = {sortOrder = 1756;};}; // Tea 'T-Pods'&lt;br /&gt;
    &amp;quot;EQ_TEA_REFILL_2&amp;quot;                            = {sort_order = 1760; script_info = {sortOrder = 1760;};}; // Tea with Milk 'T-Pods'&lt;br /&gt;
    &amp;quot;EQ_TEA_REFILL_4&amp;quot;                            = {sort_order = 1764; script_info = {sortOrder = 1764;};}; // Tea with Milk and Sugar 'T-Pods'&lt;br /&gt;
    &amp;quot;EQ_TEA_REFILL_3&amp;quot;                            = {sort_order = 1768; script_info = {sortOrder = 1768;};}; // Tea with Sugar 'T-Pods'&lt;br /&gt;
    &amp;quot;EQ_TIANVE_STICKER&amp;quot;                          = {sort_order = 1772; script_info = {sortOrder = 1772;};}; // Tianve Dashboard Sticker&lt;br /&gt;
    &amp;quot;EQ_EREHWON_PHOTOCAMERA&amp;quot;                     = {sort_order = 1776; script_info = {sortOrder = 1776;};}; // Tionisla photo camera&lt;br /&gt;
    &amp;quot;EQ_TRACKERCAM_MINE&amp;quot;                         = {sort_order = 1780; script_info = {sortOrder = 1780;};}; // Tracker Camera&lt;br /&gt;
    &amp;quot;EQ_TRACKERCAM_LINK&amp;quot;                         = {sort_order = 1784; script_info = {sortOrder = 1784;};}; // Tracker Camera Link&lt;br /&gt;
    &amp;quot;EQ_TRANSIT_RE-FIT&amp;quot;                          = {sort_order = 1788; script_info = {sortOrder = 1788;};}; // Transit Re-fit&lt;br /&gt;
    &amp;quot;EQ_VIMANA_TRAVEL_MODULE_TCA&amp;quot;                = {sort_order = 1792; script_info = {sortOrder = 1792;};}; // Travel Mod&lt;br /&gt;
    &amp;quot;EQ_VIMANA_TRAVEL_MODULE&amp;quot;                    = {sort_order = 1796; script_info = {sortOrder = 1796;};}; // Travel Mod&lt;br /&gt;
    &amp;quot;EQ_AVERNUS_TRACTOR_BEAM&amp;quot;                    = {sort_order = 1800; script_info = {sortOrder = 1800;};}; // Ubertek Tractor Beam&lt;br /&gt;
    &amp;quot;EQ_UNDOCUMENTED_LAUNCH&amp;quot;                     = {sort_order = 1804; script_info = {sortOrder = 1804;};}; // Undocumented Launch&lt;br /&gt;
    &amp;quot;EQ_VIMANAX_SHIP_MODULE&amp;quot;                     = {sort_order = 1808; script_info = {sortOrder = 1808;};}; // Vimana-X HUD Ship Mod&lt;br /&gt;
    &amp;quot;EQ_VIMANAX_TARGET_MODULE&amp;quot;                   = {sort_order = 1812; script_info = {sortOrder = 1812;};}; // Vimana-X HUD Target Mod&lt;br /&gt;
    &amp;quot;EQ_VIMANAX_TRAVEL_MODULE&amp;quot;                   = {sort_order = 1816; script_info = {sortOrder = 1816;};}; // Vimana-X HUD Travel Mod&lt;br /&gt;
&lt;br /&gt;
    //** EQ_REORDERING_NAVIGATION --------------------------------------------------------------------------------&lt;br /&gt;
    &amp;quot;EQ_RRS_ANA&amp;quot;                                 = {sort_order = 2000; script_info = {sortOrder = 2000;};}; // Advanced Navigation Array (RRS discount)&lt;br /&gt;
    &amp;quot;EQ_ADV_NAV_COMP&amp;quot;                            = {sort_order = 2004; script_info = {sortOrder = 2004;};}; // Advanced Navigation Computer&lt;br /&gt;
    &amp;quot;EQ_ADVANCED_NAVIGATIONAL_ARRAY_TCA&amp;quot;         = {sort_order = 2008; script_info = {sortOrder = 2008;};}; // Advanced Navigational Array&lt;br /&gt;
    &amp;quot;EQ_ADVANCED_NAVIGATIONAL_ARRAY&amp;quot;             = {sort_order = 2012; script_info = {sortOrder = 2012;};}; // Advanced Navigational Array&lt;br /&gt;
    &amp;quot;EQ_ADVANCED_COMPASS&amp;quot;                        = {sort_order = 2016; script_info = {sortOrder = 2016;};}; // Advanced Space Compass&lt;br /&gt;
    &amp;quot;EQ_RRS_ASC&amp;quot;                                 = {sort_order = 2020; script_info = {sortOrder = 2020;};}; // Advanced Space Compass (RRS discount)&lt;br /&gt;
    &amp;quot;EQ_HYPERDRIVE_TYPE1&amp;quot;                        = {sort_order = 2024; script_info = {sortOrder = 2024;};}; // AM18 Hyperdrive (Class 1)&lt;br /&gt;
    &amp;quot;EQ_BOOSTERS_TYPE1&amp;quot;                          = {sort_order = 2028; script_info = {sortOrder = 2028;};}; // Boosters Class 1&lt;br /&gt;
    &amp;quot;EQ_BOOSTERS_TYPE2&amp;quot;                          = {sort_order = 2032; script_info = {sortOrder = 2032;};}; // Boosters Class 2&lt;br /&gt;
    &amp;quot;EQ_BOOSTERS_TYPE3&amp;quot;                          = {sort_order = 2036; script_info = {sortOrder = 2036;};}; // Boosters Class 3&lt;br /&gt;
    &amp;quot;EQ_BOOSTERS_TYPE4&amp;quot;                          = {sort_order = 2040; script_info = {sortOrder = 2040;};}; // Boosters Class 4&lt;br /&gt;
    &amp;quot;EQ_BOOSTERS_TYPE5&amp;quot;                          = {sort_order = 2044; script_info = {sortOrder = 2044;};}; // Boosters Class 5&lt;br /&gt;
    &amp;quot;EQ_BOOSTERS_TYPE6&amp;quot;                          = {sort_order = 2048; script_info = {sortOrder = 2048;};}; // Boosters Class 6&lt;br /&gt;
    &amp;quot;EQ_BOOSTERS_TYPE7&amp;quot;                          = {sort_order = 2052; script_info = {sortOrder = 2052;};}; // Boosters Class 7&lt;br /&gt;
    &amp;quot;EQ_BOOSTERS_COUPLING_TYPE1&amp;quot;                 = {sort_order = 2056; script_info = {sortOrder = 2056;};}; // Boosters Power Coupling Class 1&lt;br /&gt;
    &amp;quot;EQ_BOOSTERS_COUPLING_TYPE2&amp;quot;                 = {sort_order = 2060; script_info = {sortOrder = 2060;};}; // Boosters Power Coupling Class 2&lt;br /&gt;
    &amp;quot;EQ_BOOSTERS_COUPLING_TYPE3&amp;quot;                 = {sort_order = 2064; script_info = {sortOrder = 2064;};}; // Boosters Power Coupling Class 3&lt;br /&gt;
    &amp;quot;EQ_BOOSTERS_COUPLING_TYPE4&amp;quot;                 = {sort_order = 2068; script_info = {sortOrder = 2068;};}; // Boosters Power Coupling Class 4&lt;br /&gt;
    &amp;quot;EQ_BOOSTERS_COUPLING_TYPE5&amp;quot;                 = {sort_order = 2072; script_info = {sortOrder = 2072;};}; // Boosters Power Coupling Class 5&lt;br /&gt;
    &amp;quot;EQ_BOOSTERS_COUPLING_TYPE6&amp;quot;                 = {sort_order = 2076; script_info = {sortOrder = 2076;};}; // Boosters Power Coupling Class 6&lt;br /&gt;
    &amp;quot;EQ_BOOSTERS_COUPLING_TYPE7&amp;quot;                 = {sort_order = 2080; script_info = {sortOrder = 2080;};}; // Boosters Power Coupling Class 7&lt;br /&gt;
    &amp;quot;EQ_HYPERDRIVE_TYPE3&amp;quot;                        = {sort_order = 2084; script_info = {sortOrder = 2084;};}; // CK40 V Ames Drive (Class 3)&lt;br /&gt;
    &amp;quot;EQ_Q-CHARGER_MESS_REMOVAL&amp;quot;                  = {sort_order = 2088; script_info = {sortOrder = 2088;};}; // Clean up the 'Q-Mess' in the engine room&lt;br /&gt;
    &amp;quot;EQ_RRS_DOCK_COMP&amp;quot;                           = {sort_order = 2092; script_info = {sortOrder = 2092;};}; // Docking Computer (RRS discount)&lt;br /&gt;
    &amp;quot;EQ_DOCK_COMP&amp;quot;                               = {sort_order = 2096; script_info = {sortOrder = 2096;};}; // Docking Computers&lt;br /&gt;
    &amp;quot;EQ_ELECTRONIC_THUMB_TCA&amp;quot;                    = {sort_order = 2100; script_info = {sortOrder = 2100;};}; // Electronic Thumb&lt;br /&gt;
    &amp;quot;EQ_ELECTRONIC_THUMB&amp;quot;                        = {sort_order = 2104; script_info = {sortOrder = 2104;};}; // Electronic Thumb&lt;br /&gt;
    &amp;quot;EQ_ENGINE_TYPE1A&amp;quot;                           = {sort_order = 2108; script_info = {sortOrder = 2108;};}; // Engine Class 1A&lt;br /&gt;
    &amp;quot;EQ_ENGINE_TYPE1B&amp;quot;                           = {sort_order = 2112; script_info = {sortOrder = 2112;};}; // Engine Class 1B&lt;br /&gt;
    &amp;quot;EQ_ENGINE_TYPE1C&amp;quot;                           = {sort_order = 2116; script_info = {sortOrder = 2116;};}; // Engine Class 1C&lt;br /&gt;
    &amp;quot;EQ_ENGINE_TYPE1D&amp;quot;                           = {sort_order = 2120; script_info = {sortOrder = 2120;};}; // Engine Class 1D&lt;br /&gt;
    &amp;quot;EQ_ENGINE_TYPE1E&amp;quot;                           = {sort_order = 2124; script_info = {sortOrder = 2124;};}; // Engine Class 1E&lt;br /&gt;
    &amp;quot;EQ_ENGINE_TYPE1F&amp;quot;                           = {sort_order = 2128; script_info = {sortOrder = 2128;};}; // Engine Class 1F&lt;br /&gt;
    &amp;quot;EQ_ENGINE_TYPE2A&amp;quot;                           = {sort_order = 2132; script_info = {sortOrder = 2132;};}; // Engine Class 2A&lt;br /&gt;
    &amp;quot;EQ_ENGINE_TYPE2B&amp;quot;                           = {sort_order = 2136; script_info = {sortOrder = 2136;};}; // Engine Class 2B&lt;br /&gt;
    &amp;quot;EQ_ENGINE_TYPE2C&amp;quot;                           = {sort_order = 2140; script_info = {sortOrder = 2140;};}; // Engine Class 2C&lt;br /&gt;
    &amp;quot;EQ_ENGINE_TYPE2D&amp;quot;                           = {sort_order = 2144; script_info = {sortOrder = 2144;};}; // Engine Class 2D&lt;br /&gt;
    &amp;quot;EQ_ENGINE_TYPE2E&amp;quot;                           = {sort_order = 2148; script_info = {sortOrder = 2148;};}; // Engine Class 2E&lt;br /&gt;
    &amp;quot;EQ_ENGINE_TYPE2F&amp;quot;                           = {sort_order = 2152; script_info = {sortOrder = 2152;};}; // Engine Class 2F&lt;br /&gt;
    &amp;quot;EQ_ENGINE_TYPE3A&amp;quot;                           = {sort_order = 2156; script_info = {sortOrder = 2156;};}; // Engine Class 3A&lt;br /&gt;
    &amp;quot;EQ_ENGINE_TYPE3B&amp;quot;                           = {sort_order = 2160; script_info = {sortOrder = 2160;};}; // Engine Class 3B&lt;br /&gt;
    &amp;quot;EQ_ENGINE_TYPE3C&amp;quot;                           = {sort_order = 2164; script_info = {sortOrder = 2164;};}; // Engine Class 3C&lt;br /&gt;
    &amp;quot;EQ_ENGINE_TYPE3D&amp;quot;                           = {sort_order = 2168; script_info = {sortOrder = 2168;};}; // Engine Class 3D&lt;br /&gt;
    &amp;quot;EQ_ENGINE_TYPE3E&amp;quot;                           = {sort_order = 2172; script_info = {sortOrder = 2172;};}; // Engine Class 3E&lt;br /&gt;
    &amp;quot;EQ_ENGINE_TYPE3F&amp;quot;                           = {sort_order = 2176; script_info = {sortOrder = 2176;};}; // Engine Class 3F&lt;br /&gt;
    &amp;quot;EQ_ENGINE_TYPE4A&amp;quot;                           = {sort_order = 2180; script_info = {sortOrder = 2180;};}; // Engine Class 4A&lt;br /&gt;
    &amp;quot;EQ_ENGINE_TYPE4B&amp;quot;                           = {sort_order = 2184; script_info = {sortOrder = 2184;};}; // Engine Class 4B&lt;br /&gt;
    &amp;quot;EQ_ENGINE_TYPE4C&amp;quot;                           = {sort_order = 2188; script_info = {sortOrder = 2188;};}; // Engine Class 4C&lt;br /&gt;
    &amp;quot;EQ_ENGINE_TYPE4D&amp;quot;                           = {sort_order = 2192; script_info = {sortOrder = 2192;};}; // Engine Class 4D&lt;br /&gt;
    &amp;quot;EQ_ENGINE_TYPE4E&amp;quot;                           = {sort_order = 2196; script_info = {sortOrder = 2196;};}; // Engine Class 4E&lt;br /&gt;
    &amp;quot;EQ_ENGINE_TYPE4F&amp;quot;                           = {sort_order = 2200; script_info = {sortOrder = 2200;};}; // Engine Class 4F&lt;br /&gt;
    &amp;quot;EQ_ENGINE_TYPE5A&amp;quot;                           = {sort_order = 2204; script_info = {sortOrder = 2204;};}; // Engine Class 5A&lt;br /&gt;
    &amp;quot;EQ_ENGINE_TYPE5B&amp;quot;                           = {sort_order = 2208; script_info = {sortOrder = 2208;};}; // Engine Class 5B&lt;br /&gt;
    &amp;quot;EQ_ENGINE_TYPE5C&amp;quot;                           = {sort_order = 2212; script_info = {sortOrder = 2212;};}; // Engine Class 5C&lt;br /&gt;
    &amp;quot;EQ_ENGINE_TYPE5D&amp;quot;                           = {sort_order = 2216; script_info = {sortOrder = 2216;};}; // Engine Class 5D&lt;br /&gt;
    &amp;quot;EQ_ENGINE_TYPE5E&amp;quot;                           = {sort_order = 2220; script_info = {sortOrder = 2220;};}; // Engine Class 5E&lt;br /&gt;
    &amp;quot;EQ_ENGINE_TYPE5F&amp;quot;                           = {sort_order = 2224; script_info = {sortOrder = 2224;};}; // Engine Class 5F&lt;br /&gt;
    &amp;quot;EQ_ENGINE_TYPE6A&amp;quot;                           = {sort_order = 2228; script_info = {sortOrder = 2228;};}; // Engine Class 6A&lt;br /&gt;
    &amp;quot;EQ_ENGINE_TYPE6B&amp;quot;                           = {sort_order = 2232; script_info = {sortOrder = 2232;};}; // Engine Class 6B&lt;br /&gt;
    &amp;quot;EQ_ENGINE_TYPE6C&amp;quot;                           = {sort_order = 2236; script_info = {sortOrder = 2236;};}; // Engine Class 6C&lt;br /&gt;
    &amp;quot;EQ_ENGINE_TYPE6D&amp;quot;                           = {sort_order = 2240; script_info = {sortOrder = 2240;};}; // Engine Class 6D&lt;br /&gt;
    &amp;quot;EQ_ENGINE_TYPE6E&amp;quot;                           = {sort_order = 2244; script_info = {sortOrder = 2244;};}; // Engine Class 6E&lt;br /&gt;
    &amp;quot;EQ_ENGINE_TYPE6F&amp;quot;                           = {sort_order = 2248; script_info = {sortOrder = 2248;};}; // Engine Class 6F&lt;br /&gt;
    &amp;quot;EQ_ENGINE_TYPE7A&amp;quot;                           = {sort_order = 2252; script_info = {sortOrder = 2252;};}; // Engine Class 7A&lt;br /&gt;
    &amp;quot;EQ_ENGINE_TYPE7B&amp;quot;                           = {sort_order = 2256; script_info = {sortOrder = 2256;};}; // Engine Class 7B&lt;br /&gt;
    &amp;quot;EQ_ENGINE_TYPE7C&amp;quot;                           = {sort_order = 2260; script_info = {sortOrder = 2260;};}; // Engine Class 7C&lt;br /&gt;
    &amp;quot;EQ_ENGINE_TYPE7D&amp;quot;                           = {sort_order = 2264; script_info = {sortOrder = 2264;};}; // Engine Class 7D&lt;br /&gt;
    &amp;quot;EQ_ENGINE_TYPE7E&amp;quot;                           = {sort_order = 2268; script_info = {sortOrder = 2268;};}; // Engine Class 7E&lt;br /&gt;
    &amp;quot;EQ_ENGINE_TYPE7F&amp;quot;                           = {sort_order = 2272; script_info = {sortOrder = 2272;};}; // Engine Class 7F&lt;br /&gt;
    &amp;quot;EQ_ENGINE_COUPLING_TYPE1&amp;quot;                   = {sort_order = 2276; script_info = {sortOrder = 2276;};}; // Engine Power Coupling Class 1&lt;br /&gt;
    &amp;quot;EQ_ENGINE_COUPLING_TYPE2&amp;quot;                   = {sort_order = 2280; script_info = {sortOrder = 2280;};}; // Engine Power Coupling Class 2&lt;br /&gt;
    &amp;quot;EQ_ENGINE_COUPLING_TYPE3&amp;quot;                   = {sort_order = 2284; script_info = {sortOrder = 2284;};}; // Engine Power Coupling Class 3&lt;br /&gt;
    &amp;quot;EQ_ENGINE_COUPLING_TYPE4&amp;quot;                   = {sort_order = 2288; script_info = {sortOrder = 2288;};}; // Engine Power Coupling Class 4&lt;br /&gt;
    &amp;quot;EQ_ENGINE_COUPLING_TYPE5&amp;quot;                   = {sort_order = 2292; script_info = {sortOrder = 2292;};}; // Engine Power Coupling Class 5&lt;br /&gt;
    &amp;quot;EQ_ENGINE_COUPLING_TYPE6&amp;quot;                   = {sort_order = 2296; script_info = {sortOrder = 2296;};}; // Engine Power Coupling Class 6&lt;br /&gt;
    &amp;quot;EQ_ENGINE_COUPLING_TYPE7&amp;quot;                   = {sort_order = 2300; script_info = {sortOrder = 2300;};}; // Engine Power Coupling Class 7&lt;br /&gt;
    &amp;quot;EQ_ENGINE_SUPERCHARGER&amp;quot;                     = {sort_order = 2304; script_info = {sortOrder = 2304;};}; // Engine Supercharger&lt;br /&gt;
    &amp;quot;EQ_FUEL_INJECTION_CRUISECONTROL_PASSIVE&amp;quot;    = {sort_order = 2308; script_info = {sortOrder = 2308;};}; // Fuel Injection Cruise Control&lt;br /&gt;
    &amp;quot;EQ_FUEL_INJECTION_CRUISECONTROL&amp;quot;            = {sort_order = 2312; script_info = {sortOrder = 2312;};}; // Fuel Injection Cruise Control&lt;br /&gt;
    &amp;quot;EQ_ET_AUTODOCK&amp;quot;                             = {sort_order = 2316; script_info = {sortOrder = 2316;};}; // G.E.T. fast-docking facility&lt;br /&gt;
    &amp;quot;EQ_GAL_DRIVE&amp;quot;                               = {sort_order = 2320; script_info = {sortOrder = 2320;};}; // Galactic Hyperdrive&lt;br /&gt;
    &amp;quot;EQ_TWS_GALACTICSATNAV&amp;quot;                      = {sort_order = 2324; script_info = {sortOrder = 2324;};}; // Galactic Sat Nav&lt;br /&gt;
    &amp;quot;EQ_HYPERDRIVE_COUPLING_TYPE1&amp;quot;               = {sort_order = 2328; script_info = {sortOrder = 2328;};}; // Hyperdrive Power Coupling Class 1&lt;br /&gt;
    &amp;quot;EQ_HYPERDRIVE_COUPLING_TYPE2&amp;quot;               = {sort_order = 2332; script_info = {sortOrder = 2332;};}; // Hyperdrive Power Coupling Class 2&lt;br /&gt;
    &amp;quot;EQ_HYPERDRIVE_COUPLING_TYPE3&amp;quot;               = {sort_order = 2336; script_info = {sortOrder = 2336;};}; // Hyperdrive Power Coupling Class 3&lt;br /&gt;
    &amp;quot;EQ_HYPERDRIVE_COUPLING_TYPE4&amp;quot;               = {sort_order = 2340; script_info = {sortOrder = 2340;};}; // Hyperdrive Power Coupling Class 4&lt;br /&gt;
    &amp;quot;EQ_ILS&amp;quot;                                     = {sort_order = 2344; script_info = {sortOrder = 2344;};}; // ILS Instrument Landing System&lt;br /&gt;
    &amp;quot;EQ_LINKG7_GREATRIFT_AUTOJUMPER&amp;quot;             = {sort_order = 2348; script_info = {sortOrder = 2348;};}; // LinkG7 Autojumper&lt;br /&gt;
    &amp;quot;EQ_THRUSTERS_TYPE1&amp;quot;                         = {sort_order = 2352; script_info = {sortOrder = 2352;};}; // Manoeuvring Thrusters Class 1&lt;br /&gt;
    &amp;quot;EQ_THRUSTERS_TYPE2A&amp;quot;                        = {sort_order = 2356; script_info = {sortOrder = 2356;};}; // Manoeuvring Thrusters Class 2A&lt;br /&gt;
    &amp;quot;EQ_THRUSTERS_TYPE2B&amp;quot;                        = {sort_order = 2360; script_info = {sortOrder = 2360;};}; // Manoeuvring Thrusters Class 2B&lt;br /&gt;
    &amp;quot;EQ_THRUSTERS_TYPE2C&amp;quot;                        = {sort_order = 2364; script_info = {sortOrder = 2364;};}; // Manoeuvring Thrusters Class 2C&lt;br /&gt;
    &amp;quot;EQ_THRUSTERS_TYPE2D&amp;quot;                        = {sort_order = 2368; script_info = {sortOrder = 2368;};}; // Manoeuvring Thrusters Class 2D&lt;br /&gt;
    &amp;quot;EQ_THRUSTERS_TYPE2E&amp;quot;                        = {sort_order = 2372; script_info = {sortOrder = 2372;};}; // Manoeuvring Thrusters Class 2E&lt;br /&gt;
    &amp;quot;EQ_THRUSTERS_TYPE2F&amp;quot;                        = {sort_order = 2376; script_info = {sortOrder = 2376;};}; // Manoeuvring Thrusters Class 2F&lt;br /&gt;
    &amp;quot;EQ_THRUSTERS_TYPE3A&amp;quot;                        = {sort_order = 2380; script_info = {sortOrder = 2380;};}; // Manoeuvring Thrusters Class 3A&lt;br /&gt;
    &amp;quot;EQ_THRUSTERS_TYPE3B&amp;quot;                        = {sort_order = 2384; script_info = {sortOrder = 2384;};}; // Manoeuvring Thrusters Class 3B&lt;br /&gt;
    &amp;quot;EQ_THRUSTERS_TYPE3C&amp;quot;                        = {sort_order = 2388; script_info = {sortOrder = 2388;};}; // Manoeuvring Thrusters Class 3C&lt;br /&gt;
    &amp;quot;EQ_THRUSTERS_TYPE3D&amp;quot;                        = {sort_order = 2392; script_info = {sortOrder = 2392;};}; // Manoeuvring Thrusters Class 3D&lt;br /&gt;
    &amp;quot;EQ_THRUSTERS_TYPE3E&amp;quot;                        = {sort_order = 2396; script_info = {sortOrder = 2396;};}; // Manoeuvring Thrusters Class 3E&lt;br /&gt;
    &amp;quot;EQ_THRUSTERS_TYPE3F&amp;quot;                        = {sort_order = 2400; script_info = {sortOrder = 2400;};}; // Manoeuvring Thrusters Class 3F&lt;br /&gt;
    &amp;quot;EQ_THRUSTERS_TYPE4A&amp;quot;                        = {sort_order = 2404; script_info = {sortOrder = 2404;};}; // Manoeuvring Thrusters Class 4A&lt;br /&gt;
    &amp;quot;EQ_THRUSTERS_TYPE4B&amp;quot;                        = {sort_order = 2408; script_info = {sortOrder = 2408;};}; // Manoeuvring Thrusters Class 4B&lt;br /&gt;
    &amp;quot;EQ_THRUSTERS_TYPE4C&amp;quot;                        = {sort_order = 2412; script_info = {sortOrder = 2412;};}; // Manoeuvring Thrusters Class 4C&lt;br /&gt;
    &amp;quot;EQ_THRUSTERS_TYPE4D&amp;quot;                        = {sort_order = 2416; script_info = {sortOrder = 2416;};}; // Manoeuvring Thrusters Class 4D&lt;br /&gt;
    &amp;quot;EQ_THRUSTERS_TYPE4E&amp;quot;                        = {sort_order = 2420; script_info = {sortOrder = 2420;};}; // Manoeuvring Thrusters Class 4E&lt;br /&gt;
    &amp;quot;EQ_THRUSTERS_TYPE4F&amp;quot;                        = {sort_order = 2424; script_info = {sortOrder = 2424;};}; // Manoeuvring Thrusters Class 4F&lt;br /&gt;
    &amp;quot;EQ_THRUSTERS_TYPE5A&amp;quot;                        = {sort_order = 2428; script_info = {sortOrder = 2428;};}; // Manoeuvring Thrusters Class 5A&lt;br /&gt;
    &amp;quot;EQ_THRUSTERS_TYPE5B&amp;quot;                        = {sort_order = 2432; script_info = {sortOrder = 2432;};}; // Manoeuvring Thrusters Class 5B&lt;br /&gt;
    &amp;quot;EQ_THRUSTERS_TYPE5C&amp;quot;                        = {sort_order = 2436; script_info = {sortOrder = 2436;};}; // Manoeuvring Thrusters Class 5C&lt;br /&gt;
    &amp;quot;EQ_THRUSTERS_TYPE5D&amp;quot;                        = {sort_order = 2440; script_info = {sortOrder = 2440;};}; // Manoeuvring Thrusters Class 5D&lt;br /&gt;
    &amp;quot;EQ_THRUSTERS_TYPE5E&amp;quot;                        = {sort_order = 2444; script_info = {sortOrder = 2444;};}; // Manoeuvring Thrusters Class 5E&lt;br /&gt;
    &amp;quot;EQ_THRUSTERS_TYPE5F&amp;quot;                        = {sort_order = 2448; script_info = {sortOrder = 2448;};}; // Manoeuvring Thrusters Class 5F&lt;br /&gt;
    &amp;quot;EQ_THRUSTERS_TYPE6A&amp;quot;                        = {sort_order = 2452; script_info = {sortOrder = 2452;};}; // Manoeuvring Thrusters Class 6A&lt;br /&gt;
    &amp;quot;EQ_THRUSTERS_TYPE6B&amp;quot;                        = {sort_order = 2456; script_info = {sortOrder = 2456;};}; // Manoeuvring Thrusters Class 6B&lt;br /&gt;
    &amp;quot;EQ_THRUSTERS_TYPE6C&amp;quot;                        = {sort_order = 2460; script_info = {sortOrder = 2460;};}; // Manoeuvring Thrusters Class 6C&lt;br /&gt;
    &amp;quot;EQ_THRUSTERS_TYPE6D&amp;quot;                        = {sort_order = 2464; script_info = {sortOrder = 2464;};}; // Manoeuvring Thrusters Class 6D&lt;br /&gt;
    &amp;quot;EQ_THRUSTERS_TYPE6E&amp;quot;                        = {sort_order = 2468; script_info = {sortOrder = 2468;};}; // Manoeuvring Thrusters Class 6E&lt;br /&gt;
    &amp;quot;EQ_THRUSTERS_TYPE6F&amp;quot;                        = {sort_order = 2472; script_info = {sortOrder = 2472;};}; // Manoeuvring Thrusters Class 6F&lt;br /&gt;
    &amp;quot;EQ_THRUSTERS_TYPE7A&amp;quot;                        = {sort_order = 2476; script_info = {sortOrder = 2476;};}; // Manoeuvring Thrusters Class 7A&lt;br /&gt;
    &amp;quot;EQ_THRUSTERS_TYPE7B&amp;quot;                        = {sort_order = 2480; script_info = {sortOrder = 2480;};}; // Manoeuvring Thrusters Class 7B&lt;br /&gt;
    &amp;quot;EQ_THRUSTERS_TYPE7C&amp;quot;                        = {sort_order = 2484; script_info = {sortOrder = 2484;};}; // Manoeuvring Thrusters Class 7C&lt;br /&gt;
    &amp;quot;EQ_THRUSTERS_TYPE7D&amp;quot;                        = {sort_order = 2488; script_info = {sortOrder = 2488;};}; // Manoeuvring Thrusters Class 7D&lt;br /&gt;
    &amp;quot;EQ_THRUSTERS_TYPE7E&amp;quot;                        = {sort_order = 2492; script_info = {sortOrder = 2492;};}; // Manoeuvring Thrusters Class 7E&lt;br /&gt;
    &amp;quot;EQ_THRUSTERS_TYPE7F&amp;quot;                        = {sort_order = 2496; script_info = {sortOrder = 2496;};}; // Manoeuvring Thrusters Class 7F&lt;br /&gt;
    &amp;quot;EQ_MASS_LOCK&amp;quot;                               = {sort_order = 2500; script_info = {sortOrder = 2500;};}; // Mass lock indicator&lt;br /&gt;
    &amp;quot;EQ_MASS_LOCK_LAMP&amp;quot;                          = {sort_order = 2504; script_info = {sortOrder = 2504;};}; // Mass lock lamp indicator&lt;br /&gt;
    &amp;quot;EQ_MASSLOCK_COMPENSATOR&amp;quot;                    = {sort_order = 2508; script_info = {sortOrder = 2508;};}; // Masslock Compensators active&lt;br /&gt;
    &amp;quot;EQ_MIL_INJECTION&amp;quot;                           = {sort_order = 2512; script_info = {sortOrder = 2512;};}; // Military Injector Upgrade&lt;br /&gt;
    &amp;quot;EQ_AUTO_J&amp;quot;                                  = {sort_order = 2516; script_info = {sortOrder = 2516;};}; // Overdrive&lt;br /&gt;
    &amp;quot;EQ_PLANETFALL&amp;quot;                              = {sort_order = 2520; script_info = {sortOrder = 2520;};}; // Planetary Landing Capability&lt;br /&gt;
    &amp;quot;EQ_GAL_DRIVE_MINE&amp;quot;                          = {sort_order = 2524; script_info = {sortOrder = 2524;};}; // Portable Galactic Hyperdrive&lt;br /&gt;
    &amp;quot;EQ_HYPERDRIVE_TYPE2&amp;quot;                        = {sort_order = 2528; script_info = {sortOrder = 2528;};}; // Prosset Hyperdrive (Class 2)&lt;br /&gt;
    &amp;quot;EQ_Q-CHARGER&amp;quot;                               = {sort_order = 2532; script_info = {sortOrder = 2532;};}; // Q-Charger&lt;br /&gt;
    &amp;quot;EQ_SUWITCHDRIVE_REMOVE&amp;quot;                     = {sort_order = 2536; script_info = {sortOrder = 2536;};}; // Remove Single-Use Witchdrive&lt;br /&gt;
    &amp;quot;EQ_SUWITCHDRIVEANDSPARECOILS_REMOVE&amp;quot;        = {sort_order = 2540; script_info = {sortOrder = 2540;};}; // Remove Single-Use Witchdrive and Spare Coils&lt;br /&gt;
    &amp;quot;EQ_SUWITCHDRIVESPARECOILS_REMOVE&amp;quot;           = {sort_order = 2544; script_info = {sortOrder = 2544;};}; // Remove Single-Use Witchdrive Spare Coils&lt;br /&gt;
    &amp;quot;EQ_TP_DRIVE_REM&amp;quot;                            = {sort_order = 2548; script_info = {sortOrder = 2548;};}; // Remove Teleportation Drive&lt;br /&gt;
    &amp;quot;EQ_SUWITCHDRIVE_REP&amp;quot;                        = {sort_order = 2552; script_info = {sortOrder = 2552;}; short_description = &amp;quot;Repair: Single-Use Witchdrive&amp;quot;;}; // Repair: Singel-Use Witchdrive&lt;br /&gt;
    &amp;quot;EQ_RETROROCKETS&amp;quot;                            = {sort_order = 2556; script_info = {sortOrder = 2556;};}; // Retro Rockets&lt;br /&gt;
    &amp;quot;EQ_ADVANCED_NAVIGATIONAL_ARRAY_REMOVAL&amp;quot;     = {sort_order = 2560; script_info = {sortOrder = 2560;};}; // Sell Advanced Navigational Array&lt;br /&gt;
    &amp;quot;EQ_ADVANCED_COMPASS_REMOVAL&amp;quot;                = {sort_order = 2564; script_info = {sortOrder = 2564;};}; // Sell Advanced Space Compass&lt;br /&gt;
    &amp;quot;EQ_DOCK_COMP_REMOVAL&amp;quot;                       = {sort_order = 2568; script_info = {sortOrder = 2568;};}; // Sell Docking Computers&lt;br /&gt;
    &amp;quot;EQ_GAL_DRIVE_REMOVAL&amp;quot;                       = {sort_order = 2572; script_info = {sortOrder = 2572;};}; // Sell Galactic Hyperdrive&lt;br /&gt;
    &amp;quot;EQ_Q-CHARGER_REMOVAL&amp;quot;                       = {sort_order = 2576; script_info = {sortOrder = 2576;};}; // Sell Q-Charger&lt;br /&gt;
    &amp;quot;EQ_FUEL_INJECTION_REMOVAL&amp;quot;                  = {sort_order = 2580; script_info = {sortOrder = 2580;};}; // Sell Witchdrive Fuel Injectors&lt;br /&gt;
    &amp;quot;EQ_SUWITCHDRIVE&amp;quot;                            = {sort_order = 2584; script_info = {sortOrder = 2584;}; short_description = &amp;quot;Single-Use Witchdrive&amp;quot;;}; // Singel-Use Witchdrive&lt;br /&gt;
    &amp;quot;EQ_SUWITCHDRIVEBUY&amp;quot;                         = {sort_order = 2588; script_info = {sortOrder = 2588;}; short_description = &amp;quot;Single-Use Witchdrive&amp;quot;;}; // Singel-Use Witchdrive&lt;br /&gt;
    &amp;quot;EQ_SUWITCHDRIVESPARECOILS&amp;quot;                  = {sort_order = 2592; script_info = {sortOrder = 2592;};}; // Single-Use Witchdrive Spare Coils&lt;br /&gt;
    &amp;quot;EQ_TP_DRIVE&amp;quot;                                = {sort_order = 2596; script_info = {sortOrder = 2596;};}; // Teleportation Drive&lt;br /&gt;
    &amp;quot;EQ_NDC_AUTODOCK&amp;quot;                            = {sort_order = 2600; script_info = {sortOrder = 2600;};}; // The No-Dock-Computer Autodock facility&lt;br /&gt;
    &amp;quot;EQ_THRUSTERS_COUPLING_TYPE1&amp;quot;                = {sort_order = 2604; script_info = {sortOrder = 2604;};}; // Thruster Power Coupling Class 1&lt;br /&gt;
    &amp;quot;EQ_THRUSTERS_COUPLING_TYPE2&amp;quot;                = {sort_order = 2608; script_info = {sortOrder = 2608;};}; // Thruster Power Coupling Class 2&lt;br /&gt;
    &amp;quot;EQ_THRUSTERS_COUPLING_TYPE3&amp;quot;                = {sort_order = 2612; script_info = {sortOrder = 2612;};}; // Thruster Power Coupling Class 3&lt;br /&gt;
    &amp;quot;EQ_THRUSTERS_COUPLING_TYPE4&amp;quot;                = {sort_order = 2616; script_info = {sortOrder = 2616;};}; // Thruster Power Coupling Class 4&lt;br /&gt;
    &amp;quot;EQ_THRUSTERS_COUPLING_TYPE5&amp;quot;                = {sort_order = 2620; script_info = {sortOrder = 2620;};}; // Thruster Power Coupling Class 5&lt;br /&gt;
    &amp;quot;EQ_THRUSTERS_COUPLING_TYPE6&amp;quot;                = {sort_order = 2624; script_info = {sortOrder = 2624;};}; // Thruster Power Coupling Class 6&lt;br /&gt;
    &amp;quot;EQ_THRUSTERS_COUPLING_TYPE7&amp;quot;                = {sort_order = 2628; script_info = {sortOrder = 2628;};}; // Thruster Power Coupling Class 7&lt;br /&gt;
    &amp;quot;EQ_HYPERDRIVE_TYPE4&amp;quot;                        = {sort_order = 2632; script_info = {sortOrder = 2632;};}; // Titronix Intersun Hyperdrive (Class 4)&lt;br /&gt;
    &amp;quot;EQ_TORUSTOSUN&amp;quot;                              = {sort_order = 2636; script_info = {sortOrder = 2636;};}; // Torus To Sun Drive&lt;br /&gt;
    &amp;quot;EQ_WPH_ASC_UPGRADE&amp;quot;                         = {sort_order = 2640; script_info = {sortOrder = 2640;};}; // Waypoint Here&lt;br /&gt;
    &amp;quot;EQ_FUEL_INJECTION_TCA&amp;quot;                      = {sort_order = 2644; script_info = {sortOrder = 2644;};}; // Witchdrive Fuel Injectors&lt;br /&gt;
    &amp;quot;EQ_FUEL_INJECTION&amp;quot;                          = {sort_order = 2648; script_info = {sortOrder = 2648;};}; // Witchdrive Fuel Injectors&lt;br /&gt;
    &amp;quot;EQ_FUEL_INJECTION_TYPE1&amp;quot;                    = {sort_order = 2652; script_info = {sortOrder = 2652;};}; // Witchdrive Fuel Injectors Class 1&lt;br /&gt;
    &amp;quot;EQ_FUEL_INJECTION_TYPE2&amp;quot;                    = {sort_order = 2656; script_info = {sortOrder = 2656;};}; // Witchdrive Fuel Injectors Class 2&lt;br /&gt;
    &amp;quot;EQ_FUEL_INJECTION_TYPE3&amp;quot;                    = {sort_order = 2660; script_info = {sortOrder = 2660;};}; // Witchdrive Fuel Injectors Class 3&lt;br /&gt;
    &amp;quot;EQ_FUEL_INJECTION_TYPE4&amp;quot;                    = {sort_order = 2664; script_info = {sortOrder = 2664;};}; // Witchdrive Fuel Injectors Class 4&lt;br /&gt;
&lt;br /&gt;
    //** EQ_REORDERING_LASERS --------------------------------------------------------------------------------&lt;br /&gt;
    &amp;quot;EQ_WEAPON_NONE&amp;quot;                             = {sort_order = 3000; script_info = {sortOrder = 3000;};}; // Remove Laser&lt;br /&gt;
    &amp;quot;EQ_WEAPON_ACHENAR_PULSE_02_LASER&amp;quot;           = {sort_order = 3004; script_info = {sortOrder = 3004;};}; // Achenar Pulse Laser Class 2&lt;br /&gt;
    &amp;quot;EQ_LBOOST_BEAM_AFT&amp;quot;                         = {sort_order = 3008; script_info = {sortOrder = 3008;};}; // Aft Beam Laser&lt;br /&gt;
    &amp;quot;EQ_LBOOST_MILITARY_AFT&amp;quot;                     = {sort_order = 3012; script_info = {sortOrder = 3012;};}; // Aft Military Laser&lt;br /&gt;
    &amp;quot;EQ_LBOOST_MINING_AFT&amp;quot;                       = {sort_order = 3016; script_info = {sortOrder = 3016;};}; // Aft Mining Laser&lt;br /&gt;
    &amp;quot;EQ_LBOOST_PULSE_AFT&amp;quot;                        = {sort_order = 3020; script_info = {sortOrder = 3020;};}; // Aft Pulse Laser&lt;br /&gt;
    &amp;quot;EQ_WEAPON_ANDERSON_LASER&amp;quot;                   = {sort_order = 3024; script_info = {sortOrder = 3024;};}; // Anderson ITC 'Belter' Sp.(1999)&lt;br /&gt;
    &amp;quot;EQ_WEAPON_GATLING_LASER_5&amp;quot;                  = {sort_order = 3028; script_info = {sortOrder = 3028;};}; // Base Gatling Laser&lt;br /&gt;
    &amp;quot;EQ_WEAPON_GATLING_LASER_3&amp;quot;                  = {sort_order = 3032; script_info = {sortOrder = 3032;};}; // Battle Gatling Laser&lt;br /&gt;
    &amp;quot;EQ_WEAPON_GATLING_LASER_4&amp;quot;                  = {sort_order = 3036; script_info = {sortOrder = 3036;};}; // Behemoth Gatling Laser&lt;br /&gt;
    &amp;quot;EQ_WEAPON_CANNON_11_5&amp;quot;                      = {sort_order = 3040; script_info = {sortOrder = 3040;};}; // Broadside Artillery Cannon&lt;br /&gt;
    &amp;quot;EQ_WEAPON_BEAM_LASER_5&amp;quot;                     = {sort_order = 3044; script_info = {sortOrder = 3044;};}; // Broadside Beam Laser&lt;br /&gt;
    &amp;quot;EQ_WEAPON_CANNON_EA_5&amp;quot;                      = {sort_order = 3048; script_info = {sortOrder = 3048;};}; // Broadside Eco Artillery&lt;br /&gt;
    &amp;quot;EQ_WEAPON_CANNON_ECO_5&amp;quot;                     = {sort_order = 3052; script_info = {sortOrder = 3052;};}; // Broadside Eco Cannon&lt;br /&gt;
    &amp;quot;EQ_WEAPON_ECO_LASER_5&amp;quot;                      = {sort_order = 3056; script_info = {sortOrder = 3056;};}; // Broadside Eco Laser&lt;br /&gt;
    &amp;quot;EQ_WEAPON_ECO_REACTOR_5&amp;quot;                    = {sort_order = 3060; script_info = {sortOrder = 3060;};}; // Broadside Eco Reactor&lt;br /&gt;
    &amp;quot;EQ_WEAPON_CANNON_HEAVY_SNIPER_GUN_5&amp;quot;        = {sort_order = 3064; script_info = {sortOrder = 3064;};}; // Broadside Heavy Sniper Gun&lt;br /&gt;
    &amp;quot;EQ_WEAPON_CANNON_4_5&amp;quot;                       = {sort_order = 3068; script_info = {sortOrder = 3068;};}; // Broadside Military Cannon&lt;br /&gt;
    &amp;quot;EQ_WEAPON_MILITARY_LASER_5&amp;quot;                 = {sort_order = 3072; script_info = {sortOrder = 3072;};}; // Broadside Military Laser&lt;br /&gt;
    &amp;quot;EQ_WEAPON_CANNON_2_5&amp;quot;                       = {sort_order = 3076; script_info = {sortOrder = 3076;};}; // Broadside Mini Cannon&lt;br /&gt;
    &amp;quot;EQ_WEAPON_CANNON_10_5&amp;quot;                      = {sort_order = 3080; script_info = {sortOrder = 3080;};}; // Broadside Plasma Ray&lt;br /&gt;
    &amp;quot;EQ_WEAPON_PULSE_LASER_5&amp;quot;                    = {sort_order = 3084; script_info = {sortOrder = 3084;};}; // Broadside Pulse Laser&lt;br /&gt;
    &amp;quot;EQ_WEAPON_CANNON_SNIPER_GUN_5&amp;quot;              = {sort_order = 3088; script_info = {sortOrder = 3088;};}; // Broadside Sniper Gun&lt;br /&gt;
    &amp;quot;EQ_WEAPON_CANNON_12_5&amp;quot;                      = {sort_order = 3092; script_info = {sortOrder = 3092;};}; // Broadside Twin Artillery Cannon&lt;br /&gt;
    &amp;quot;EQ_WEAPON_CANNON_5_5&amp;quot;                       = {sort_order = 3096; script_info = {sortOrder = 3096;};}; // Broadside Twin Military Cannon&lt;br /&gt;
    &amp;quot;EQ_WEAPON_CANNON_7_5&amp;quot;                       = {sort_order = 3100; script_info = {sortOrder = 3100;};}; // Broadside Vulcan Cannon&lt;br /&gt;
    &amp;quot;EQ_WEAPON_CANNON_16&amp;quot;                        = {sort_order = 3104; script_info = {sortOrder = 3104;};}; // ColtMaster Behemoth Plasma Web&lt;br /&gt;
    &amp;quot;EQ_WEAPON_CANNON_9&amp;quot;                         = {sort_order = 3108; script_info = {sortOrder = 3108;};}; // ColtMaster CM-38 Plasma Web&lt;br /&gt;
    &amp;quot;EQ_WEAPON_STAR_LASER&amp;quot;                       = {sort_order = 3112; script_info = {sortOrder = 3112;};}; // ColtMaster CM2 Starlaser (Bolt Laser)&lt;br /&gt;
    &amp;quot;EQ_WEAPON_ASSAULT_LASER&amp;quot;                    = {sort_order = 3116; script_info = {sortOrder = 3116;};}; // ColtMaster CM4 Assault Laser&lt;br /&gt;
    &amp;quot;EQ_WEAPON_DEXM_LASER&amp;quot;                       = {sort_order = 3120; script_info = {sortOrder = 3120;};}; // DeXM-trope 'DoomLens'&lt;br /&gt;
    &amp;quot;EQ_WEAPON_DUAL_LASER&amp;quot;                       = {sort_order = 3124; script_info = {sortOrder = 3124;};}; // Dual 22-18 Defence Lasers&lt;br /&gt;
    &amp;quot;EQ_WEAPON_CANNON_11_2&amp;quot;                      = {sort_order = 3128; script_info = {sortOrder = 3128;};}; // Dual Artillery Cannon&lt;br /&gt;
    &amp;quot;EQ_WEAPON_BEAM_LASER_2&amp;quot;                     = {sort_order = 3132; script_info = {sortOrder = 3132;};}; // Dual Beam Laser&lt;br /&gt;
    &amp;quot;EQ_WEAPON_CANNON_EA_2&amp;quot;                      = {sort_order = 3136; script_info = {sortOrder = 3136;};}; // Dual Eco Artillery&lt;br /&gt;
    &amp;quot;EQ_WEAPON_CANNON_ECO_2&amp;quot;                     = {sort_order = 3140; script_info = {sortOrder = 3140;};}; // Dual Eco Cannon&lt;br /&gt;
    &amp;quot;EQ_WEAPON_ECO_LASER_2&amp;quot;                      = {sort_order = 3144; script_info = {sortOrder = 3144;};}; // Dual Eco Laser&lt;br /&gt;
    &amp;quot;EQ_WEAPON_ECO_REACTOR_2&amp;quot;                    = {sort_order = 3148; script_info = {sortOrder = 3148;};}; // Dual Eco Reactor&lt;br /&gt;
    &amp;quot;EQ_WEAPON_CANNON_HEAVY_SNIPER_GUN_2&amp;quot;        = {sort_order = 3152; script_info = {sortOrder = 3152;};}; // Dual Heavy Sniper Gun&lt;br /&gt;
    &amp;quot;EQ_WEAPON_CANNON_4_2&amp;quot;                       = {sort_order = 3156; script_info = {sortOrder = 3156;};}; // Dual Military Cannon&lt;br /&gt;
    &amp;quot;EQ_WEAPON_MILITARY_LASER_2&amp;quot;                 = {sort_order = 3160; script_info = {sortOrder = 3160;};}; // Dual Military Laser&lt;br /&gt;
    &amp;quot;EQ_WEAPON_CANNON_2_2&amp;quot;                       = {sort_order = 3164; script_info = {sortOrder = 3164;};}; // Dual Mini Cannon&lt;br /&gt;
    &amp;quot;EQ_WEAPON_CANNON_10_2&amp;quot;                      = {sort_order = 3168; script_info = {sortOrder = 3168;};}; // Dual Plasma Ray&lt;br /&gt;
    &amp;quot;EQ_WEAPON_PULSE_LASER_2&amp;quot;                    = {sort_order = 3172; script_info = {sortOrder = 3172;};}; // Dual Pulse Laser&lt;br /&gt;
    &amp;quot;EQ_WEAPON_CANNON_SNIPER_GUN_2&amp;quot;              = {sort_order = 3176; script_info = {sortOrder = 3176;};}; // Dual Sniper Gun&lt;br /&gt;
    &amp;quot;EQ_WEAPON_CANNON_12_2&amp;quot;                      = {sort_order = 3180; script_info = {sortOrder = 3180;};}; // Dual Twin Artillery Cannon&lt;br /&gt;
    &amp;quot;EQ_WEAPON_CANNON_5_2&amp;quot;                       = {sort_order = 3184; script_info = {sortOrder = 3184;};}; // Dual Twin Military Cannon&lt;br /&gt;
    &amp;quot;EQ_WEAPON_CANNON_7_2&amp;quot;                       = {sort_order = 3188; script_info = {sortOrder = 3188;};}; // Dual Vulcan Cannon&lt;br /&gt;
    &amp;quot;EQ_WEAPON_CANNON_EA&amp;quot;                        = {sort_order = 3192; script_info = {sortOrder = 3192;};}; // Eco Artillery&lt;br /&gt;
    &amp;quot;EQ_WEAPON_CANNON_ECO&amp;quot;                       = {sort_order = 3196; script_info = {sortOrder = 3196;};}; // Eco Cannon&lt;br /&gt;
    &amp;quot;EQ_WEAPON_ECO_LASER&amp;quot;                        = {sort_order = 3200; script_info = {sortOrder = 3200;};}; // Eco Laser&lt;br /&gt;
    &amp;quot;EQ_WEAPON_ECO_REACTOR&amp;quot;                      = {sort_order = 3204; script_info = {sortOrder = 3204;};}; // Eco Reactor&lt;br /&gt;
    &amp;quot;EQ_WEAPON_EPULSE_LASER&amp;quot;                     = {sort_order = 3208; script_info = {sortOrder = 3208;};}; // Ergon A17 Pulse Laser&lt;br /&gt;
    &amp;quot;EQ_WEAPON_EBEAM_LASER&amp;quot;                      = {sort_order = 3212; script_info = {sortOrder = 3212;};}; // Ergon A19 Beam Laser&lt;br /&gt;
    &amp;quot;EQ_WEAPON_EMILITARY_LASER&amp;quot;                  = {sort_order = 3216; script_info = {sortOrder = 3216;};}; // Ergon A28 Military Laser&lt;br /&gt;
    &amp;quot;EQ_WEAPON_CANNON_6&amp;quot;                         = {sort_order = 3220; script_info = {sortOrder = 3220;};}; // Ergon A38 Blunderbuss Cannon&lt;br /&gt;
    &amp;quot;EQ_WEAPON_CANNON_15&amp;quot;                        = {sort_order = 3224; script_info = {sortOrder = 3224;};}; // Ergon Behemoth Cannon&lt;br /&gt;
    &amp;quot;EQ_LBOOST_BEAM_FWD&amp;quot;                         = {sort_order = 3228; script_info = {sortOrder = 3228;};}; // Forward Beam Laser&lt;br /&gt;
    &amp;quot;EQ_LBOOST_MILITARY_FWD&amp;quot;                     = {sort_order = 3232; script_info = {sortOrder = 3232;};}; // Forward Military Laser&lt;br /&gt;
    &amp;quot;EQ_LBOOST_MINING_FWD&amp;quot;                       = {sort_order = 3236; script_info = {sortOrder = 3236;};}; // Forward Mining Laser&lt;br /&gt;
    &amp;quot;EQ_LBOOST_PULSE_FWD&amp;quot;                        = {sort_order = 3240; script_info = {sortOrder = 3240;};}; // Forward Pulse Laser&lt;br /&gt;
    &amp;quot;EQ_WEAPON_FRONTIER_LASER&amp;quot;                   = {sort_order = 3244; script_info = {sortOrder = 3244;};}; // Frontier-Newton Yr1993 'PlasmaCharger'&lt;br /&gt;
    &amp;quot;EQ_WEAPON_GATLING_LASER_1&amp;quot;                  = {sort_order = 3248; script_info = {sortOrder = 3248;};}; // Gatling Laser&lt;br /&gt;
    &amp;quot;EQ_WEAPON_GATLING_LASER_COOLER&amp;quot;             = {sort_order = 3252; script_info = {sortOrder = 3252;};}; // Gatling Laser Cooler&lt;br /&gt;
    &amp;quot;EQ_WEAPON_CANNON_3&amp;quot;                         = {sort_order = 3256; script_info = {sortOrder = 3256;};}; // Hassoni C38 Dual Cannon&lt;br /&gt;
    &amp;quot;EQ_WEAPON_HIRAD_LASER&amp;quot;                      = {sort_order = 3260; script_info = {sortOrder = 3260;};}; // Hassoni HiRad Bolt Laser&lt;br /&gt;
    &amp;quot;EQ_WEAPON_HVARISCAN_LASER&amp;quot;                  = {sort_order = 3264; script_info = {sortOrder = 3264;};}; // Hassoni VariScan Laser&lt;br /&gt;
    &amp;quot;EQ_WEAPON_BURST_LASER&amp;quot;                      = {sort_order = 3268; script_info = {sortOrder = 3268;};}; // Hassoni-Kruger HK1-GCW Burst Laser&lt;br /&gt;
    &amp;quot;EQ_WEAPON_CANNON_HEAVY_SAPPER&amp;quot;              = {sort_order = 3272; script_info = {sortOrder = 3272;};}; // Heavy Sapper&lt;br /&gt;
    &amp;quot;EQ_WEAPON_CANNON_HEAVY_SNIPER_GUN&amp;quot;          = {sort_order = 3276; script_info = {sortOrder = 3276;};}; // Heavy Sniper Gun&lt;br /&gt;
    &amp;quot;EQ_WEAPON_BLAST_LASER&amp;quot;                      = {sort_order = 3280; script_info = {sortOrder = 3280;};}; // Ingram 1867GC1 MegaBlast Defence Laser&lt;br /&gt;
    &amp;quot;EQ_WEAPON_PULSE_LASER&amp;quot;                      = {sort_order = 3284; script_info = {sortOrder = 3284;};}; // Ingram 1919A4 Pulse Laser&lt;br /&gt;
    &amp;quot;EQ_WEAPON_CANNON_2&amp;quot;                         = {sort_order = 3288; script_info = {sortOrder = 3288;};}; // Ingram 3838C8 Mini Cannon&lt;br /&gt;
    &amp;quot;EQ_WEAPON_BEAM_LASER&amp;quot;                       = {sort_order = 3292; script_info = {sortOrder = 3292;};}; // Ingram M1928A2 Beam Laser&lt;br /&gt;
    &amp;quot;EQ_WEAPON_CANNON_14&amp;quot;                        = {sort_order = 3296; script_info = {sortOrder = 3296;};}; // JK Plasma Artillery Cannon&lt;br /&gt;
    &amp;quot;EQ_WEAPON_JKMINING_LASER&amp;quot;                   = {sort_order = 3300; script_info = {sortOrder = 3300;};}; // JK-1 Pulse Laser&lt;br /&gt;
    &amp;quot;EQ_WEAPON_CANNON_8&amp;quot;                         = {sort_order = 3304; script_info = {sortOrder = 3304;};}; // JK-38 Mini Plasma Ray&lt;br /&gt;
    &amp;quot;EQ_WEAPON_CANNON_10&amp;quot;                        = {sort_order = 3308; script_info = {sortOrder = 3308;};}; // JK-V38 Plasma Ray&lt;br /&gt;
    &amp;quot;EQ_WEAPON_CANNON_11&amp;quot;                        = {sort_order = 3312; script_info = {sortOrder = 3312;};}; // Kruger Artillery Cannon&lt;br /&gt;
    &amp;quot;EQ_WEAPON_CANNON_18&amp;quot;                        = {sort_order = 3316; script_info = {sortOrder = 3316;};}; // Kruger Base Artillery Cannon&lt;br /&gt;
    &amp;quot;EQ_WEAPON_CANNON_13&amp;quot;                        = {sort_order = 3320; script_info = {sortOrder = 3320;};}; // Kruger Battle Artillery Cannon&lt;br /&gt;
    &amp;quot;EQ_WEAPON_CANNON_1&amp;quot;                         = {sort_order = 3324; script_info = {sortOrder = 3324;};}; // Kruger CRM38 Mining Cannon&lt;br /&gt;
    &amp;quot;EQ_WEAPON_MINING_LASER&amp;quot;                     = {sort_order = 3328; script_info = {sortOrder = 3328;};}; // Kruger Model ARM64 Sp. Mining Laser&lt;br /&gt;
    &amp;quot;EQ_WEAPON_CANNON_12&amp;quot;                        = {sort_order = 3332; script_info = {sortOrder = 3332;};}; // Kruger Twin Artillery Cannon&lt;br /&gt;
    &amp;quot;EQ_WEAPON_CANNON_17&amp;quot;                        = {sort_order = 3336; script_info = {sortOrder = 3336;};}; // Lance &amp;amp; Ferman Base Cannon&lt;br /&gt;
    &amp;quot;EQ_WEAPON_MILITARY_LASER&amp;quot;                   = {sort_order = 3340; script_info = {sortOrder = 3340;};}; // Lance &amp;amp; Ferman LF90 Military Laser&lt;br /&gt;
    &amp;quot;EQ_WEAPON_CANNON_4&amp;quot;                         = {sort_order = 3344; script_info = {sortOrder = 3344;};}; // Lance &amp;amp; Ferman Military Cannon&lt;br /&gt;
    &amp;quot;EQ_LASERBOOSTER&amp;quot;                            = {sort_order = 3348; script_info = {sortOrder = 3348;};}; // Laser Booster&lt;br /&gt;
    &amp;quot;EQ_LASER_COOLER&amp;quot;                            = {sort_order = 3352; script_info = {sortOrder = 3352;};}; // Laser Cooler&lt;br /&gt;
    &amp;quot;EQ_WEAPON_LASER_COOLER&amp;quot;                     = {sort_order = 3356; script_info = {sortOrder = 3356;};}; // Laser Cooler&lt;br /&gt;
    &amp;quot;EQ_WEAPON_CANNON_5&amp;quot;                         = {sort_order = 3360; script_info = {sortOrder = 3360;};}; // LF38 Twin Military Cannon&lt;br /&gt;
    &amp;quot;EQ_WEAPON_PARTICLE_ACCELERATOR_LASER&amp;quot;       = {sort_order = 3364; script_info = {sortOrder = 3364;};}; // Linear Particle Accelerator&lt;br /&gt;
    &amp;quot;EQ_WEAPON_LUCAS_LASER&amp;quot;                      = {sort_order = 3368; script_info = {sortOrder = 3368;};}; // Lucas ILM 'NegForce(SithField) Generator'&lt;br /&gt;
    &amp;quot;EQ_LBOOST_BEAM_PORT&amp;quot;                        = {sort_order = 3372; script_info = {sortOrder = 3372;};}; // Port Beam Laser&lt;br /&gt;
    &amp;quot;EQ_LBOOST_MILITARY_PORT&amp;quot;                    = {sort_order = 3376; script_info = {sortOrder = 3376;};}; // Port Military Laser&lt;br /&gt;
    &amp;quot;EQ_LBOOST_MINING_PORT&amp;quot;                      = {sort_order = 3380; script_info = {sortOrder = 3380;};}; // Port Mining Laser&lt;br /&gt;
    &amp;quot;EQ_LBOOST_PULSE_PORT&amp;quot;                       = {sort_order = 3384; script_info = {sortOrder = 3384;};}; // Port Pulse Laser&lt;br /&gt;
    &amp;quot;EQ_WEAPON_CANNON_11_4&amp;quot;                      = {sort_order = 3388; script_info = {sortOrder = 3388;};}; // Quad Artillery Cannon&lt;br /&gt;
    &amp;quot;EQ_WEAPON_BEAM_LASER_4&amp;quot;                     = {sort_order = 3392; script_info = {sortOrder = 3392;};}; // Quad Beam Laser&lt;br /&gt;
    &amp;quot;EQ_WEAPON_CANNON_EA_4&amp;quot;                      = {sort_order = 3396; script_info = {sortOrder = 3396;};}; // Quad Eco Artillery&lt;br /&gt;
    &amp;quot;EQ_WEAPON_CANNON_ECO_4&amp;quot;                     = {sort_order = 3400; script_info = {sortOrder = 3400;};}; // Quad Eco Cannon&lt;br /&gt;
    &amp;quot;EQ_WEAPON_ECO_LASER_4&amp;quot;                      = {sort_order = 3404; script_info = {sortOrder = 3404;};}; // Quad Eco Laser&lt;br /&gt;
    &amp;quot;EQ_WEAPON_ECO_REACTOR_4&amp;quot;                    = {sort_order = 3408; script_info = {sortOrder = 3408;};}; // Quad Eco Reactor&lt;br /&gt;
    &amp;quot;EQ_WEAPON_CANNON_HEAVY_SNIPER_GUN_4&amp;quot;        = {sort_order = 3412; script_info = {sortOrder = 3412;};}; // Quad Heavy Sniper Gun&lt;br /&gt;
    &amp;quot;EQ_WEAPON_CANNON_4_4&amp;quot;                       = {sort_order = 3416; script_info = {sortOrder = 3416;};}; // Quad Military Cannon&lt;br /&gt;
    &amp;quot;EQ_WEAPON_MILITARY_LASER_4&amp;quot;                 = {sort_order = 3420; script_info = {sortOrder = 3420;};}; // Quad Military Laser&lt;br /&gt;
    &amp;quot;EQ_WEAPON_CANNON_2_4&amp;quot;                       = {sort_order = 3424; script_info = {sortOrder = 3424;};}; // Quad Mini Cannon&lt;br /&gt;
    &amp;quot;EQ_WEAPON_CANNON_10_4&amp;quot;                      = {sort_order = 3428; script_info = {sortOrder = 3428;};}; // Quad Plasma Ray&lt;br /&gt;
    &amp;quot;EQ_WEAPON_PULSE_LASER_4&amp;quot;                    = {sort_order = 3432; script_info = {sortOrder = 3432;};}; // Quad Pulse Laser&lt;br /&gt;
    &amp;quot;EQ_WEAPON_CANNON_SNIPER_GUN_4&amp;quot;              = {sort_order = 3436; script_info = {sortOrder = 3436;};}; // Quad Sniper Gun&lt;br /&gt;
    &amp;quot;EQ_WEAPON_CANNON_12_4&amp;quot;                      = {sort_order = 3440; script_info = {sortOrder = 3440;};}; // Quad Twin Artillery Cannon&lt;br /&gt;
    &amp;quot;EQ_WEAPON_CANNON_5_4&amp;quot;                       = {sort_order = 3444; script_info = {sortOrder = 3444;};}; // Quad Twin Military Cannon&lt;br /&gt;
    &amp;quot;EQ_WEAPON_CANNON_7_4&amp;quot;                       = {sort_order = 3448; script_info = {sortOrder = 3448;};}; // Quad Vulcan Cannon&lt;br /&gt;
    &amp;quot;EQ_WEAPON_QVC_LASER&amp;quot;                        = {sort_order = 3452; script_info = {sortOrder = 3452;};}; // QVC 'Ubertron 4000'&lt;br /&gt;
    &amp;quot;EQ_WEAPON_RIMMERACE_LASER&amp;quot;                  = {sort_order = 3456; script_info = {sortOrder = 3456;};}; // RimmerAce Quadcooled 'ImpasseResolver'&lt;br /&gt;
    &amp;quot;EQ_WEAPON_CANNON_SAPPER&amp;quot;                    = {sort_order = 3460; script_info = {sortOrder = 3460;};}; // Sapper&lt;br /&gt;
    &amp;quot;EQ_YASEN-TURRET_REMOVE&amp;quot;                     = {sort_order = 3464; script_info = {sortOrder = 3464;};}; // sell Yasen-N Turret&lt;br /&gt;
    &amp;quot;EQ_WEAPON_CANNON_SNIPER_GUN&amp;quot;                = {sort_order = 3468; script_info = {sortOrder = 3468;};}; // Sniper Gun&lt;br /&gt;
    &amp;quot;EQ_LASER_STABILISER&amp;quot;                        = {sort_order = 3472; script_info = {sortOrder = 3472;};}; // Stabilised MegaForce Usage Gear(SMUG)&lt;br /&gt;
    &amp;quot;EQ_LBOOST_BEAM_STAR&amp;quot;                        = {sort_order = 3476; script_info = {sortOrder = 3476;};}; // Starboard Beam Laser&lt;br /&gt;
    &amp;quot;EQ_LBOOST_MILITARY_STAR&amp;quot;                    = {sort_order = 3480; script_info = {sortOrder = 3480;};}; // Starboard Military Laser&lt;br /&gt;
    &amp;quot;EQ_LBOOST_MINING_STAR&amp;quot;                      = {sort_order = 3484; script_info = {sortOrder = 3484;};}; // Starboard Mining Laser&lt;br /&gt;
    &amp;quot;EQ_LBOOST_PULSE_STAR&amp;quot;                       = {sort_order = 3488; script_info = {sortOrder = 3488;};}; // Starboard Pulse Laser&lt;br /&gt;
    &amp;quot;EQ_WEAPON_CANNON_THARGOID&amp;quot;                  = {sort_order = 3492; script_info = {sortOrder = 3492;};}; // Thargoid Cannon&lt;br /&gt;
    &amp;quot;EQ_WEAPON_THARGOID_PLASMA_ACCELERATOR&amp;quot;      = {sort_order = 3496; script_info = {sortOrder = 3496;};}; // Thargoid Plasma Accelerator&lt;br /&gt;
    &amp;quot;EQ_WEAPON_REV_THARGOID_LASER&amp;quot;               = {sort_order = 3500; script_info = {sortOrder = 3500;};}; // Thargoid Ray Laser&lt;br /&gt;
    &amp;quot;EQ_WEAPON_CANNON_11_3&amp;quot;                      = {sort_order = 3504; script_info = {sortOrder = 3504;};}; // Triple Artillery Cannon&lt;br /&gt;
    &amp;quot;EQ_WEAPON_BEAM_LASER_3&amp;quot;                     = {sort_order = 3508; script_info = {sortOrder = 3508;};}; // Triple Beam Laser&lt;br /&gt;
    &amp;quot;EQ_WEAPON_CANNON_EA_3&amp;quot;                      = {sort_order = 3512; script_info = {sortOrder = 3512;};}; // Triple Eco Artillery&lt;br /&gt;
    &amp;quot;EQ_WEAPON_CANNON_ECO_3&amp;quot;                     = {sort_order = 3516; script_info = {sortOrder = 3516;};}; // Triple Eco Cannon&lt;br /&gt;
    &amp;quot;EQ_WEAPON_ECO_LASER_3&amp;quot;                      = {sort_order = 3520; script_info = {sortOrder = 3520;};}; // Triple Eco Laser&lt;br /&gt;
    &amp;quot;EQ_WEAPON_ECO_REACTOR_3&amp;quot;                    = {sort_order = 3524; script_info = {sortOrder = 3524;};}; // Triple Eco Reactor&lt;br /&gt;
    &amp;quot;EQ_WEAPON_CANNON_HEAVY_SNIPER_GUN_3&amp;quot;        = {sort_order = 3528; script_info = {sortOrder = 3528;};}; // Triple Heavy Sniper Gun&lt;br /&gt;
    &amp;quot;EQ_WEAPON_CANNON_4_3&amp;quot;                       = {sort_order = 3532; script_info = {sortOrder = 3532;};}; // Triple Military Cannon&lt;br /&gt;
    &amp;quot;EQ_WEAPON_MILITARY_LASER_3&amp;quot;                 = {sort_order = 3536; script_info = {sortOrder = 3536;};}; // Triple Military Laser&lt;br /&gt;
    &amp;quot;EQ_WEAPON_CANNON_2_3&amp;quot;                       = {sort_order = 3540; script_info = {sortOrder = 3540;};}; // Triple Mini Cannon&lt;br /&gt;
    &amp;quot;EQ_WEAPON_CANNON_10_3&amp;quot;                      = {sort_order = 3544; script_info = {sortOrder = 3544;};}; // Triple Plasma Ray&lt;br /&gt;
    &amp;quot;EQ_WEAPON_PULSE_LASER_3&amp;quot;                    = {sort_order = 3548; script_info = {sortOrder = 3548;};}; // Triple Pulse Laser&lt;br /&gt;
    &amp;quot;EQ_WEAPON_CANNON_SNIPER_GUN_3&amp;quot;              = {sort_order = 3552; script_info = {sortOrder = 3552;};}; // Triple Sniper Gun&lt;br /&gt;
    &amp;quot;EQ_WEAPON_CANNON_12_3&amp;quot;                      = {sort_order = 3556; script_info = {sortOrder = 3556;};}; // Triple Twin Artillery Cannon&lt;br /&gt;
    &amp;quot;EQ_WEAPON_CANNON_5_3&amp;quot;                       = {sort_order = 3560; script_info = {sortOrder = 3560;};}; // Triple Twin Military Cannon&lt;br /&gt;
    &amp;quot;EQ_WEAPON_CANNON_7_3&amp;quot;                       = {sort_order = 3564; script_info = {sortOrder = 3564;};}; // Triple Vulcan Cannon&lt;br /&gt;
    &amp;quot;EQ_WEAPON_GATLING_LASER_2&amp;quot;                  = {sort_order = 3568; script_info = {sortOrder = 3568;};}; // Twin Gatling Laser&lt;br /&gt;
    &amp;quot;EQ_WEAPON_TWIN_PLASMA_CANNON&amp;quot;               = {sort_order = 3572; script_info = {sortOrder = 3572;};}; // Twin Plasma Cannon&lt;br /&gt;
    &amp;quot;EQ_LASER_COUPLER&amp;quot;                           = {sort_order = 3576; script_info = {sortOrder = 3576;};}; // Unrestricted Beam Emission Regulator(UBER)&lt;br /&gt;
    &amp;quot;EQ_WEAPON_VIMANA_BEAM&amp;quot;                      = {sort_order = 3580; script_info = {sortOrder = 3580;};}; // Vimana Beam&lt;br /&gt;
    &amp;quot;EQ_WEAPON_CANNON_7&amp;quot;                         = {sort_order = 3584; script_info = {sortOrder = 3584;};}; // Volt V38 Vulcan Cannon&lt;br /&gt;
    &amp;quot;EQ_WEAPON_VARISCAN_LASER&amp;quot;                   = {sort_order = 3588; script_info = {sortOrder = 3588;};}; // Volt VariScan Laser&lt;br /&gt;
    &amp;quot;EQ_WEAPON_WILLIAMS_LASER&amp;quot;                   = {sort_order = 3592; script_info = {sortOrder = 3592;};}; // Williams PewPew 1982 ('R'-type model)&lt;br /&gt;
    &amp;quot;EQ_YASEN-TURRET&amp;quot;                            = {sort_order = 3596; script_info = {sortOrder = 3596;};}; // Yasen-N Turret&lt;br /&gt;
    &amp;quot;EQ_WEAPON_ZEUSCORP_LASER&amp;quot;                   = {sort_order = 3600; script_info = {sortOrder = 3600;};}; // ZeusCorp 'Thunderbolt'&lt;br /&gt;
&lt;br /&gt;
    //** EQ_REORDERING_MISSILES --------------------------------------------------------------------------------&lt;br /&gt;
    &amp;quot;EQ_IR_SABOTAGE_MINE&amp;quot;                        = {sort_order = 4000; script_info = {sortOrder = 4000;};}; // **NWE SECURITY RESTRICTED&amp;amp;quot; // **NWE SECURITY RESTRICTED&amp;amp;quot; // **NWE SECURITY RESTRICTED&amp;amp;quot; // **NWE SECURITY RESTRICTED&amp;amp;quot; // **NWE SECURITY RESTRICTED&amp;amp;quot; // **NWE SECURITY RESTRICTED&amp;amp;quot; // **NWE SECURITY RESTRICTED&amp;amp;quot; // **NWE SECURITY RESTRICTED&amp;amp;quot; // **NWE SECURITY RESTRICTED&amp;amp;quot; // **NWE SECURITY RESTRICTED&amp;amp;quot; // **NWE SECURITY RESTRICTED&amp;amp;quot; // **NWE SECURITY RESTRICTED&amp;amp;quot; // **NWE SECURITY RESTRICTED&amp;amp;quot; // **NWE SECURITY RESTRICTED&amp;amp;quot; // **NWE SECURITY RESTRICTED&amp;amp;quot;&lt;br /&gt;
    &amp;quot;EQ_MISSILE_REMOVAL&amp;quot;                         = {sort_order = 4004; script_info = {sortOrder = 4004;};}; // Unmount and sell all pylon mounted weapons&lt;br /&gt;
    &amp;quot;EQ_IND_MISSILE_REMOVAL&amp;quot;                     = {sort_order = 4008; script_info = {sortOrder = 4008;};}; // Unmount and sell single pylon mounted weapon&lt;br /&gt;
    &amp;quot;EQ_ATDRONE_LAUNCHER_MINE&amp;quot;                   = {sort_order = 4012; script_info = {sortOrder = 4012;};}; // Anti-Thargoid Drone&lt;br /&gt;
    &amp;quot;EQ_RMB_THARGOID_MISSILE&amp;quot;                    = {sort_order = 4016; script_info = {sortOrder = 4016;};}; // Anti-Thargoid Missile&lt;br /&gt;
    &amp;quot;EQ_APRIL&amp;quot;                                   = {sort_order = 4020; script_info = {sortOrder = 4020;};}; // APRIL Pylon Reloader&lt;br /&gt;
    &amp;quot;EQ_APRIL_EXPANSION&amp;quot;                         = {sort_order = 4024; script_info = {sortOrder = 4024;};}; // APRIL Reloader Expansion&lt;br /&gt;
    &amp;quot;EQ_KW_JIDA_MISSILE&amp;quot;                         = {sort_order = 4028; script_info = {sortOrder = 4028;};}; // ASM-12B Jida Missile&lt;br /&gt;
    &amp;quot;EQ_AUX_PYLON&amp;quot;                               = {sort_order = 4032; script_info = {sortOrder = 4032;};}; // Auxiliary Pylon&lt;br /&gt;
    &amp;quot;EQ_BEACON_MISSILE&amp;quot;                          = {sort_order = 4036; script_info = {sortOrder = 4036;};}; // Beacon Missile&lt;br /&gt;
    &amp;quot;EQ_ARMOURY_INTERDICTOR_MINE&amp;quot;                = {sort_order = 4040; script_info = {sortOrder = 4040;};}; // Black Market Interdictor Mine&lt;br /&gt;
    &amp;quot;EQ_ARMOURY_BUGBOMB_MINE&amp;quot;                    = {sort_order = 4044; script_info = {sortOrder = 4044;};}; // Bug Bomb&lt;br /&gt;
    &amp;quot;EQ_ARMOURY_BUZZBOMB_MINE&amp;quot;                   = {sort_order = 4048; script_info = {sortOrder = 4048;};}; // Buzz Bomb&lt;br /&gt;
    &amp;quot;EQ_CT_MINE&amp;quot;                                 = {sort_order = 4052; script_info = {sortOrder = 4052;};}; // Captured Thargon Ship Defense System&lt;br /&gt;
    &amp;quot;EQ_CARGO_SHEPHERD_MINE&amp;quot;                     = {sort_order = 4056; script_info = {sortOrder = 4056;};}; // Cargo Shepherd&lt;br /&gt;
    &amp;quot;EQ_RMB_CASCADE_MISSILE&amp;quot;                     = {sort_order = 4060; script_info = {sortOrder = 4060;};}; // Cascade Missile&lt;br /&gt;
    &amp;quot;EQ_CDRONE_LAUNCHER_MINE&amp;quot;                    = {sort_order = 4064; script_info = {sortOrder = 4064;};}; // Combat Drone&lt;br /&gt;
    &amp;quot;EQ_ARMOURY_CUTPURSE_MISSILE&amp;quot;                = {sort_order = 4068; script_info = {sortOrder = 4068;};}; // Cutpurse Missile&lt;br /&gt;
    &amp;quot;EQ_ARMOURY_DECOY_MINE&amp;quot;                      = {sort_order = 4072; script_info = {sortOrder = 4072;};}; // Decoy Mine&lt;br /&gt;
    &amp;quot;EQ_DEFENCE_MISSILE&amp;quot;                         = {sort_order = 4076; script_info = {sortOrder = 4076;};}; // Defence Missile&lt;br /&gt;
    &amp;quot;EQ_ADCK_DESTROYER_MISSILE&amp;quot;                  = {sort_order = 4080; script_info = {sortOrder = 4080;};}; // Destroyer Missile&lt;br /&gt;
    &amp;quot;EQ_ARMOURY_DISPLACER_MISSILE&amp;quot;               = {sort_order = 4084; script_info = {sortOrder = 4084;};}; // Displacer Missile&lt;br /&gt;
    &amp;quot;EQ_DREDGERDROID_MISSILE&amp;quot;                    = {sort_order = 4088; script_info = {sortOrder = 4088;};}; // Dredger Droid Missile&lt;br /&gt;
    &amp;quot;EQ_TCAT_CLEARPYLONS&amp;quot;                        = {sort_order = 4092; script_info = {sortOrder = 4092;};}; // Dump all pylon mounted weapons&lt;br /&gt;
    &amp;quot;EQ_ARMOURY_HARD_MISSILE&amp;quot;                    = {sort_order = 4096; script_info = {sortOrder = 4096;};}; // ECM Hardened Missile&lt;br /&gt;
    &amp;quot;EQ_HARDENED_MISSILE&amp;quot;                        = {sort_order = 4100; script_info = {sortOrder = 4100;};}; // ECM Hardened Missile&lt;br /&gt;
    &amp;quot;EQ_TCAT_DUMMY_MISSILE&amp;quot;                      = {sort_order = 4104; script_info = {sortOrder = 4104;};}; // ECM Hardened Missile&lt;br /&gt;
    &amp;quot;EQ_TCAT_FREE_MISSILE&amp;quot;                       = {sort_order = 4108; script_info = {sortOrder = 4108;};}; // ECM Hardened Missile&lt;br /&gt;
    &amp;quot;EQ_ENERGY_BOMB&amp;quot;                             = {sort_order = 4112; script_info = {sortOrder = 4112;};}; // Energy Bomb&lt;br /&gt;
    &amp;quot;EQ_ARMOURY_FIELD_MISSILE&amp;quot;                   = {sort_order = 4116; script_info = {sortOrder = 4116;};}; // Field Missile&lt;br /&gt;
    &amp;quot;EQ_FEUDAL_FLARE_MINE&amp;quot;                       = {sort_order = 4120; script_info = {sortOrder = 4120;};}; // Flare Mine&lt;br /&gt;
    &amp;quot;EQ_RMB_FRAG_MINE&amp;quot;                           = {sort_order = 4124; script_info = {sortOrder = 4124;};}; // Fragmentation Bomb&lt;br /&gt;
    &amp;quot;EQ_RMB_FRAG_MISSILE&amp;quot;                        = {sort_order = 4128; script_info = {sortOrder = 4128;};}; // Fragmentation Missile&lt;br /&gt;
    &amp;quot;EQ_GRAV_MISSILE&amp;quot;                            = {sort_order = 4132; script_info = {sortOrder = 4132;};}; // Graviton Missile&lt;br /&gt;
    &amp;quot;EQ_AQUATICS_1_GUARDIAN&amp;quot;                     = {sort_order = 4136; script_info = {sortOrder = 4136;};}; // Guardian Defense System&lt;br /&gt;
    &amp;quot;EQ_AQUATICS_GUARDIAN&amp;quot;                       = {sort_order = 4140; script_info = {sortOrder = 4140;};}; // Guardian Defense System&lt;br /&gt;
    &amp;quot;EQ_GALCOP_MILITARY_MOD_MISSILE&amp;quot;             = {sort_order = 4144; script_info = {sortOrder = 4144;};}; // Hacker HMX-11 Military Smart Missile&lt;br /&gt;
    &amp;quot;EQ_GALCOP_MILITARY_MISSILE&amp;quot;                 = {sort_order = 4148; script_info = {sortOrder = 4148;};}; // Hawking HMX-11 Military Smart Missile&lt;br /&gt;
    &amp;quot;EQ_I_MISSILE&amp;quot;                               = {sort_order = 4152; script_info = {sortOrder = 4152;};}; // I-Missile&lt;br /&gt;
    &amp;quot;EQ_RMB_INTERCEPT_MISSILE&amp;quot;                   = {sort_order = 4156; script_info = {sortOrder = 4156;};}; // Interception Missile&lt;br /&gt;
    &amp;quot;EQ_IRACK_1_MISSILE&amp;quot;                         = {sort_order = 4160; script_info = {sortOrder = 4160;};}; // Interception Missile Rack&lt;br /&gt;
    &amp;quot;EQ_IRACK_2_MISSILE&amp;quot;                         = {sort_order = 4164; script_info = {sortOrder = 4164;};}; // Interception Missile Rack&lt;br /&gt;
    &amp;quot;EQ_IRACK_3_MISSILE&amp;quot;                         = {sort_order = 4168; script_info = {sortOrder = 4168;};}; // Interception Missile Rack&lt;br /&gt;
    &amp;quot;EQ_KDRONE_LAUNCHER_MINE&amp;quot;                    = {sort_order = 4172; script_info = {sortOrder = 4172;};}; // Kamikaze Drone&lt;br /&gt;
    &amp;quot;EQ_ARMOURY_KICKER_MISSILE&amp;quot;                  = {sort_order = 4176; script_info = {sortOrder = 4176;};}; // Kicker Missile&lt;br /&gt;
    &amp;quot;EQ_RMB_LAW_MISSILE&amp;quot;                         = {sort_order = 4180; script_info = {sortOrder = 4180;};}; // Lawmaker Missile&lt;br /&gt;
    &amp;quot;EQ_FA_MANCHI_MISSILE&amp;quot;                       = {sort_order = 4184; script_info = {sortOrder = 4184;};}; // Manchi Missile&lt;br /&gt;
    &amp;quot;EQ_MILITARY_MISSILE&amp;quot;                        = {sort_order = 4188; script_info = {sortOrder = 4188;};}; // Military Missile&lt;br /&gt;
    &amp;quot;EQ_MINCE_PIE_MINE&amp;quot;                          = {sort_order = 4192; script_info = {sortOrder = 4192;};}; // Mince Pie&lt;br /&gt;
    &amp;quot;EQ_SAFETYCATCH&amp;quot;                             = {sort_order = 4196; script_info = {sortOrder = 4196;};}; // Mine Safety Catch&lt;br /&gt;
    &amp;quot;EQ_ARMOURY_STANDARD_MISSILE&amp;quot;                = {sort_order = 4200; script_info = {sortOrder = 4200;};}; // Missile&lt;br /&gt;
    &amp;quot;EQ_MISSILE&amp;quot;                                 = {sort_order = 4204; script_info = {sortOrder = 4204;};}; // Missile&lt;br /&gt;
    &amp;quot;EQ_ARMOURY_MISSILEMACHINE_MINE&amp;quot;             = {sort_order = 4208; script_info = {sortOrder = 4208;};}; // Missile Machine&lt;br /&gt;
    &amp;quot;EQ_HRACK_1_MISSILE&amp;quot;                         = {sort_order = 4212; script_info = {sortOrder = 4212;};}; // Missile Rack (Hard)&lt;br /&gt;
    &amp;quot;EQ_HRACK_2_MISSILE&amp;quot;                         = {sort_order = 4216; script_info = {sortOrder = 4216;};}; // Missile Rack (Hard)&lt;br /&gt;
    &amp;quot;EQ_HRACK_3_MISSILE&amp;quot;                         = {sort_order = 4220; script_info = {sortOrder = 4220;};}; // Missile Rack (Hard)&lt;br /&gt;
    &amp;quot;EQ_NRACK_1_MISSILE&amp;quot;                         = {sort_order = 4224; script_info = {sortOrder = 4224;};}; // Missile Rack (Std)&lt;br /&gt;
    &amp;quot;EQ_NRACK_2_MISSILE&amp;quot;                         = {sort_order = 4228; script_info = {sortOrder = 4228;};}; // Missile Rack (Std)&lt;br /&gt;
    &amp;quot;EQ_NRACK_3_MISSILE&amp;quot;                         = {sort_order = 4232; script_info = {sortOrder = 4232;};}; // Missile Rack (Std)&lt;br /&gt;
    &amp;quot;EQ_SRACK_1_MISSILE&amp;quot;                         = {sort_order = 4236; script_info = {sortOrder = 4236;};}; // Missile Rack (Stun)&lt;br /&gt;
    &amp;quot;EQ_SRACK_2_MISSILE&amp;quot;                         = {sort_order = 4240; script_info = {sortOrder = 4240;};}; // Missile Rack (Stun)&lt;br /&gt;
    &amp;quot;EQ_SRACK_3_MISSILE&amp;quot;                         = {sort_order = 4244; script_info = {sortOrder = 4244;};}; // Missile Rack (Stun)&lt;br /&gt;
    &amp;quot;EQ_NEXUS_BUG_MISSILE&amp;quot;                       = {sort_order = 4248; script_info = {sortOrder = 4248;};}; // Nexus Bug-Off Missile&lt;br /&gt;
    &amp;quot;EQ_NEXUS_BUG_R_MISSILE&amp;quot;                     = {sort_order = 4252; script_info = {sortOrder = 4252;};}; // Nexus Bug-Off Missile (naval reject)&lt;br /&gt;
    &amp;quot;EQ_NEXUS_BASIC_MISSILE&amp;quot;                     = {sort_order = 4256; script_info = {sortOrder = 4256;};}; // Nexus Missile&lt;br /&gt;
    &amp;quot;EQ_NEXUS_PREMIUM_MISSILE&amp;quot;                   = {sort_order = 4260; script_info = {sortOrder = 4260;};}; // Nexus Missile (premium version)&lt;br /&gt;
    &amp;quot;EQ_NEXUS_ULTIMATE_MISSILE&amp;quot;                  = {sort_order = 4264; script_info = {sortOrder = 4264;};}; // Nexus Missile (ultimate version)&lt;br /&gt;
    &amp;quot;EQ_FA_NOVA_MISSILE&amp;quot;                         = {sort_order = 4268; script_info = {sortOrder = 4268;};}; // Nova missile&lt;br /&gt;
    &amp;quot;EQ_RMB_OVERRIDE_MISSILE&amp;quot;                    = {sort_order = 4272; script_info = {sortOrder = 4272;};}; // Override Missile&lt;br /&gt;
    &amp;quot;EQ_PHOTONTORP_MISSILE&amp;quot;                      = {sort_order = 4276; script_info = {sortOrder = 4276;};}; // Photon Torpedo&lt;br /&gt;
    &amp;quot;EQ_FA_PLASMATORP_MISSILE&amp;quot;                   = {sort_order = 4280; script_info = {sortOrder = 4280;};}; // Plasma torpedo&lt;br /&gt;
    &amp;quot;EQ_PROBE_LAUNCHER_MINE&amp;quot;                     = {sort_order = 4284; script_info = {sortOrder = 4284;};}; // Probe Missile&lt;br /&gt;
    &amp;quot;EQ_QC_MINE&amp;quot;                                 = {sort_order = 4288; script_info = {sortOrder = 4288;};}; // Quirium Cascade Mine&lt;br /&gt;
    &amp;quot;EQ_TCAT_DUMMY_MINE&amp;quot;                         = {sort_order = 4292; script_info = {sortOrder = 4292;};}; // Quirium Cascade Mine&lt;br /&gt;
    &amp;quot;EQ_TCAT_FREE_MINE&amp;quot;                          = {sort_order = 4296; script_info = {sortOrder = 4296;};}; // Quirium Cascade Mine&lt;br /&gt;
    &amp;quot;EQ_RMB_REMOTE_MINE&amp;quot;                         = {sort_order = 4300; script_info = {sortOrder = 4300;};}; // Radio Mine&lt;br /&gt;
    &amp;quot;EQ_CT_DRONE_1&amp;quot;                              = {sort_order = 4304; script_info = {sortOrder = 4304;};}; // Replacement Thargon Fighter&lt;br /&gt;
    &amp;quot;EQ_CT_DRONE_2&amp;quot;                              = {sort_order = 4308; script_info = {sortOrder = 4308;};}; // Replacement Thargon Fighters x2&lt;br /&gt;
    &amp;quot;EQ_CT_DRONE_3&amp;quot;                              = {sort_order = 4312; script_info = {sortOrder = 4312;};}; // Replacement Thargon Fighters x3&lt;br /&gt;
    &amp;quot;EQ_CT_DRONE_4&amp;quot;                              = {sort_order = 4316; script_info = {sortOrder = 4316;};}; // Replacement Thargon Fighters x4&lt;br /&gt;
    &amp;quot;EQ_CT_CONVERT&amp;quot;                              = {sort_order = 4320; script_info = {sortOrder = 4320;};}; // Reprogram Thargon Fighter&lt;br /&gt;
    &amp;quot;EQ_SAFETY_MINE&amp;quot;                             = {sort_order = 4324; script_info = {sortOrder = 4324;};}; // Safety Mine&lt;br /&gt;
    &amp;quot;EQ_DREDGER_SALVAGE_MISSILE&amp;quot;                 = {sort_order = 4328; script_info = {sortOrder = 4328;};}; // Salvage Missile&lt;br /&gt;
    &amp;quot;EQ_ARMOURY_SCREAMER_MINE&amp;quot;                   = {sort_order = 4332; script_info = {sortOrder = 4332;};}; // Screamer Mine&lt;br /&gt;
    &amp;quot;EQ_ENERGY_BOMB_REMOVAL&amp;quot;                     = {sort_order = 4336; script_info = {sortOrder = 4336;};}; // Sell Energy Bomb&lt;br /&gt;
    &amp;quot;EQ_FA_SM1_MISSILE&amp;quot;                          = {sort_order = 4340; script_info = {sortOrder = 4340;};}; // SM-1&lt;br /&gt;
    &amp;quot;EQ_JAGUAR_COMPANY_HARDENED_MISSILE_SMALL&amp;quot;   = {sort_order = 4344; script_info = {sortOrder = 4344;};}; // Small ECM Hardened Missile&lt;br /&gt;
    &amp;quot;EQ_ARMOURY_STUNBOMB_MINE&amp;quot;                   = {sort_order = 4348; script_info = {sortOrder = 4348;};}; // Stun Bomb&lt;br /&gt;
    &amp;quot;EQ_F3G_ANTISWEEP_MISSILE&amp;quot;                   = {sort_order = 4352; script_info = {sortOrder = 4352;};}; // Sweeper-resistant navy missile&lt;br /&gt;
    &amp;quot;EQ_AQUATICS_1_JAMMER_MINE&amp;quot;                  = {sort_order = 4356; script_info = {sortOrder = 4356;};}; // Thargon Jammer Mine&lt;br /&gt;
    &amp;quot;EQ_AQUATICS_JAMMER_MINE&amp;quot;                    = {sort_order = 4360; script_info = {sortOrder = 4360;};}; // Thargon Jammer Mine&lt;br /&gt;
    &amp;quot;EQ_TCAT_FREE_JAMMER_MINE&amp;quot;                   = {sort_order = 4364; script_info = {sortOrder = 4364;};}; // Thargon Jammer Mine&lt;br /&gt;
    &amp;quot;EQ_TCAT_JAMMER_MINE&amp;quot;                        = {sort_order = 4368; script_info = {sortOrder = 4368;};}; // Thargon Jammer Mine&lt;br /&gt;
    &amp;quot;EQ_TORPEDO_MISSILE&amp;quot;                         = {sort_order = 4372; script_info = {sortOrder = 4372;};}; // Torpedo&lt;br /&gt;
    &amp;quot;EQ_ARMOURY_TRACKER_MISSILE&amp;quot;                 = {sort_order = 4376; script_info = {sortOrder = 4376;};}; // Tracker Missile&lt;br /&gt;
    &amp;quot;EQ_AQUATICS_1_TRIDENT_MISSILE&amp;quot;              = {sort_order = 4380; script_info = {sortOrder = 4380;};}; // Trident Missile&lt;br /&gt;
    &amp;quot;EQ_AQUATICS_TRIDENT_MISSILE&amp;quot;                = {sort_order = 4384; script_info = {sortOrder = 4384;};}; // Trident Missile&lt;br /&gt;
    &amp;quot;EQ_ARMOURY_UNIBOMB_MINE&amp;quot;                    = {sort_order = 4388; script_info = {sortOrder = 4388;};}; // Uni Bomb&lt;br /&gt;
    &amp;quot;EQ_ARMOURY_VOID_MINE&amp;quot;                       = {sort_order = 4392; script_info = {sortOrder = 4392;};}; // Void Bomb&lt;br /&gt;
&lt;br /&gt;
    //** EQ_REORDERING_CARGO --------------------------------------------------------------------------------&lt;br /&gt;
    &amp;quot;EQ_EXTENSION_1&amp;quot;                             = {sort_order = 5000; script_info = {sortOrder = 5000;};}; // 1t Equipment Space Extension&lt;br /&gt;
    &amp;quot;EQ_EXTENSION_2&amp;quot;                             = {sort_order = 5004; script_info = {sortOrder = 5004;};}; // 2t Equipment Space Extension&lt;br /&gt;
    &amp;quot;EQ_EXTENSION_5&amp;quot;                             = {sort_order = 5008; script_info = {sortOrder = 5008;};}; // 5t Equipment Space Extension&lt;br /&gt;
    &amp;quot;EQ_BULK_CARGO_PROCESSOR&amp;quot;                    = {sort_order = 5012; script_info = {sortOrder = 5012;};}; // Bulk Cargo Processor&lt;br /&gt;
    &amp;quot;EQ_10TC_POD&amp;quot;                                = {sort_order = 5016; script_info = {sortOrder = 5016;};}; // Cargo Pod 10 TC&lt;br /&gt;
    &amp;quot;EQ_20TC_POD&amp;quot;                                = {sort_order = 5020; script_info = {sortOrder = 5020;};}; // Cargo Pod 20 TC&lt;br /&gt;
    &amp;quot;EQ_30TC_POD&amp;quot;                                = {sort_order = 5024; script_info = {sortOrder = 5024;};}; // Cargo Pod 30 TC&lt;br /&gt;
    &amp;quot;EQ_40TC_POD&amp;quot;                                = {sort_order = 5028; script_info = {sortOrder = 5028;};}; // Cargo Pod 40 TC&lt;br /&gt;
    &amp;quot;EQ_50TC_POD&amp;quot;                                = {sort_order = 5032; script_info = {sortOrder = 5032;};}; // Cargo Pod 50 TC&lt;br /&gt;
    &amp;quot;EQ_60TC_POD&amp;quot;                                = {sort_order = 5036; script_info = {sortOrder = 5036;};}; // Cargo Pod 60 TC&lt;br /&gt;
    &amp;quot;EQ_CARGO_SCOOPS&amp;quot;                            = {sort_order = 5040; script_info = {sortOrder = 5040;};}; // Cargo Scoops&lt;br /&gt;
    &amp;quot;EQ_CARGO_REFIT&amp;quot;                             = {sort_order = 5044; script_info = {sortOrder = 5044;};}; // Cargo Space Refit&lt;br /&gt;
    &amp;quot;EQ_GCM_CARGO_STOPPER&amp;quot;                       = {sort_order = 5048; script_info = {sortOrder = 5048;};}; // Cargo Stopper&lt;br /&gt;
    &amp;quot;EQ_GCM_EJECTION_DAMPER&amp;quot;                     = {sort_order = 5052; script_info = {sortOrder = 5052;};}; // Ejection Damper&lt;br /&gt;
    &amp;quot;EQ_FUEL_SCOOPS&amp;quot;                             = {sort_order = 5056; script_info = {sortOrder = 5056;};}; // Fuel Scoops&lt;br /&gt;
    &amp;quot;EQ_RRS_SCOOPS&amp;quot;                              = {sort_order = 5060; script_info = {sortOrder = 5060;};}; // Fuel Scoops (RRS discount)&lt;br /&gt;
    &amp;quot;EQ_FUEL_SCOOPS_TYPE1&amp;quot;                       = {sort_order = 5064; script_info = {sortOrder = 5064;};}; // Fuel Scoops Class 1&lt;br /&gt;
    &amp;quot;EQ_FUEL_SCOOPS_TYPE2&amp;quot;                       = {sort_order = 5068; script_info = {sortOrder = 5068;};}; // Fuel Scoops Class 2&lt;br /&gt;
    &amp;quot;EQ_FUEL_SCOOPS_TYPE3&amp;quot;                       = {sort_order = 5072; script_info = {sortOrder = 5072;};}; // Fuel Scoops Class 3&lt;br /&gt;
    &amp;quot;EQ_FUEL_SCOOPS_TYPE4&amp;quot;                       = {sort_order = 5076; script_info = {sortOrder = 5076;};}; // Fuel Scoops Class 4&lt;br /&gt;
    &amp;quot;EQ_GC1_MINE&amp;quot;                                = {sort_order = 5080; script_info = {sortOrder = 5080;};}; // Goods Container 10 TC&lt;br /&gt;
    &amp;quot;EQ_GC2_MINE&amp;quot;                                = {sort_order = 5084; script_info = {sortOrder = 5084;};}; // Goods Container 20 TC&lt;br /&gt;
    &amp;quot;EQ_GC3_MINE&amp;quot;                                = {sort_order = 5088; script_info = {sortOrder = 5088;};}; // Goods Container 30 TC&lt;br /&gt;
    &amp;quot;EQ_GC4_MINE&amp;quot;                                = {sort_order = 5092; script_info = {sortOrder = 5092;};}; // Goods Container 40 TC&lt;br /&gt;
    &amp;quot;EQ_GC5_MINE&amp;quot;                                = {sort_order = 5096; script_info = {sortOrder = 5096;};}; // Goods Container 50 TC&lt;br /&gt;
    &amp;quot;EQ_HARDWIRE_ORE_PROCESSOR&amp;quot;                  = {sort_order = 5100; script_info = {sortOrder = 5100;};}; // Hardwire Ore Processor&lt;br /&gt;
    &amp;quot;EQ_HYPERCARGO&amp;quot;                              = {sort_order = 5104; script_info = {sortOrder = 5104;};}; // HyperCargo System&lt;br /&gt;
    &amp;quot;EQ_HYPERCARGO_HACK&amp;quot;                         = {sort_order = 5108; script_info = {sortOrder = 5108;};}; // HyperCargo System Illicit Hack&lt;br /&gt;
    &amp;quot;EQ_CARGO_BAY&amp;quot;                               = {sort_order = 5112; script_info = {sortOrder = 5112;};}; // Large Cargo Bay&lt;br /&gt;
    &amp;quot;EQ_ORE_PROCESSOR&amp;quot;                           = {sort_order = 5116; script_info = {sortOrder = 5116;};}; // Ore Processor&lt;br /&gt;
    &amp;quot;EQ_BULK_CARGO_PROCESSOR_REMOVAL&amp;quot;            = {sort_order = 5120; script_info = {sortOrder = 5120;};}; // Remove Bulk Cargo Processor&lt;br /&gt;
    &amp;quot;EQ_10TC_POD_REM&amp;quot;                            = {sort_order = 5124; script_info = {sortOrder = 5124;};}; // Remove Cargo Pod 10 TC&lt;br /&gt;
    &amp;quot;EQ_20TC_POD_REM&amp;quot;                            = {sort_order = 5128; script_info = {sortOrder = 5128;};}; // Remove Cargo Pod 20 TC&lt;br /&gt;
    &amp;quot;EQ_30TC_POD_REM&amp;quot;                            = {sort_order = 5132; script_info = {sortOrder = 5132;};}; // Remove Cargo Pod 30 TC&lt;br /&gt;
    &amp;quot;EQ_40TC_POD_REM&amp;quot;                            = {sort_order = 5136; script_info = {sortOrder = 5136;};}; // Remove Cargo Pod 40 TC&lt;br /&gt;
    &amp;quot;EQ_50TC_POD_REM&amp;quot;                            = {sort_order = 5140; script_info = {sortOrder = 5140;};}; // Remove Cargo Pod 50 TC&lt;br /&gt;
    &amp;quot;EQ_60TC_POD_REM&amp;quot;                            = {sort_order = 5144; script_info = {sortOrder = 5144;};}; // Remove Cargo Pod 60 TC&lt;br /&gt;
    &amp;quot;EQ_GCM_CARGO_STOPPER_REMOVE&amp;quot;                = {sort_order = 5148; script_info = {sortOrder = 5148;};}; // Remove Cargo Stopper&lt;br /&gt;
    &amp;quot;EQ_GCM_EJECTION_DAMPER_REMOVE&amp;quot;              = {sort_order = 5152; script_info = {sortOrder = 5152;};}; // Remove Ejection Damper&lt;br /&gt;
    &amp;quot;EQ_FUEL_SCOOPS_REMOVAL&amp;quot;                     = {sort_order = 5156; script_info = {sortOrder = 5156;};}; // Sell Fuel Scoops&lt;br /&gt;
    &amp;quot;EQ_CARGO_BAY_REMOVAL&amp;quot;                       = {sort_order = 5160; script_info = {sortOrder = 5160;};}; // Sell Large Cargo Bay&lt;br /&gt;
    &amp;quot;EQ_ORE_PROCESSOR_REMOVAL&amp;quot;                   = {sort_order = 5164; script_info = {sortOrder = 5164;};}; // Sell Ore Processor&lt;br /&gt;
    &amp;quot;EQ_UNDO_HARDWIRE_ORE_PROCESSOR&amp;quot;             = {sort_order = 5168; script_info = {sortOrder = 5168;};}; // Undo Hardwiring from Ore Processor&lt;br /&gt;
    &amp;quot;EQ_VACUUM_PUMP&amp;quot;                             = {sort_order = 5172; script_info = {sortOrder = 5172;};}; // Vacuum Pump&lt;br /&gt;
&lt;br /&gt;
    //** EQ_REORDERING_LMSS --------------------------------------------------------------------------------&lt;br /&gt;
    &amp;quot;EQ_LMSS_ACTUATOR&amp;quot;                           = {sort_order = 6000; script_info = {sortOrder = 6000;};}; // LMSS - Actuator Upgrade&lt;br /&gt;
    &amp;quot;EQ_LMSS_AFT&amp;quot;                                = {sort_order = 6004; script_info = {sortOrder = 6004;};}; // LMSS - Aft Assembly&lt;br /&gt;
    &amp;quot;EQ_LMSS_FRONT&amp;quot;                              = {sort_order = 6008; script_info = {sortOrder = 6008;};}; // LMSS - Forward Assembly&lt;br /&gt;
    &amp;quot;EQ_LMSS_PORT&amp;quot;                               = {sort_order = 6012; script_info = {sortOrder = 6012;};}; // LMSS - Port Assembly&lt;br /&gt;
    &amp;quot;EQ_LMSS_STARBOARD&amp;quot;                          = {sort_order = 6016; script_info = {sortOrder = 6016;};}; // LMSS - Starboard Assembly&lt;br /&gt;
    &amp;quot;EQ_LMSS_ACTIVATOR&amp;quot;                          = {sort_order = 6020; script_info = {sortOrder = 6020;};}; // LMSS Activator&lt;br /&gt;
    &amp;quot;EQ_LMSS_ACTUATOR_REMOVAL&amp;quot;                   = {sort_order = 6024; script_info = {sortOrder = 6024;};}; // Remove LMSS - Actuator Upgrade&lt;br /&gt;
    &amp;quot;EQ_LMSS_AFT_REMOVAL&amp;quot;                        = {sort_order = 6028; script_info = {sortOrder = 6028;};}; // Remove LMSS - Aft Assembly&lt;br /&gt;
    &amp;quot;EQ_LMSS_FRONT_REMOVAL&amp;quot;                      = {sort_order = 6032; script_info = {sortOrder = 6032;};}; // Remove LMSS - Forward Assembly&lt;br /&gt;
    &amp;quot;EQ_LMSS_PORT_REMOVAL&amp;quot;                       = {sort_order = 6036; script_info = {sortOrder = 6036;};}; // Remove LMSS - Port Assembly&lt;br /&gt;
    &amp;quot;EQ_LMSS_STARBOARD_REMOVAL&amp;quot;                  = {sort_order = 6040; script_info = {sortOrder = 6040;};}; // Remove LMSS - Starboard Assembly&lt;br /&gt;
&lt;br /&gt;
    //** EQ_REORDERING_TRACTORBEAM --------------------------------------------------------------------------------&lt;br /&gt;
    &amp;quot;EQ_FULL_INSURANCE&amp;quot;                          = {sort_order = 7000; script_info = {sortOrder = 7000;};}; // Full Insurance&lt;br /&gt;
    &amp;quot;EQ_LASERREDUCTOR&amp;quot;                           = {sort_order = 7004; script_info = {sortOrder = 7004;};}; // Laser Reductor&lt;br /&gt;
    &amp;quot;EQ_LASERREDUCTOR_REFUND&amp;quot;                    = {sort_order = 7008; script_info = {sortOrder = 7008;};}; // Refund Laser Reductor&lt;br /&gt;
    &amp;quot;EQ_SHIPMINER_REFUND&amp;quot;                        = {sort_order = 7012; script_info = {sortOrder = 7012;};}; // Refund Ship Miner&lt;br /&gt;
    &amp;quot;EQ_SHIPMINERASSISTANT_REFUND&amp;quot;               = {sort_order = 7016; script_info = {sortOrder = 7016;};}; // Refund Ship Miner Assistant&lt;br /&gt;
    &amp;quot;EQ_TOWBAR_REFUND&amp;quot;                           = {sort_order = 7020; script_info = {sortOrder = 7020;};}; // Refund Towbar&lt;br /&gt;
    &amp;quot;EQ_TOWBARINJ_REFUND&amp;quot;                        = {sort_order = 7024; script_info = {sortOrder = 7024;};}; // Refund Towbar Compatible Injectors&lt;br /&gt;
    &amp;quot;EQ_TOWBARREPAIRBOT_REFUND&amp;quot;                  = {sort_order = 7028; script_info = {sortOrder = 7028;};}; // Refund Towbar Repair Bot&lt;br /&gt;
    &amp;quot;EQ_TOWBARSTAB_MINE_REFUND&amp;quot;                  = {sort_order = 7032; script_info = {sortOrder = 7032;};}; // Refund Towbar Stabilizer&lt;br /&gt;
    &amp;quot;EQ_TUGDRONE_MISSILE_REFUND&amp;quot;                 = {sort_order = 7036; script_info = {sortOrder = 7036;};}; // Refund Tug Drone&lt;br /&gt;
    &amp;quot;EQ_SHIPMINER&amp;quot;                               = {sort_order = 7040; script_info = {sortOrder = 7040;};}; // Ship Miner&lt;br /&gt;
    &amp;quot;EQ_SHIPMINERASSISTANT&amp;quot;                      = {sort_order = 7044; script_info = {sortOrder = 7044;};}; // Ship Miner Assistant&lt;br /&gt;
    &amp;quot;EQ_TOWBAR&amp;quot;                                  = {sort_order = 7048; script_info = {sortOrder = 7048;};}; // Towbar&lt;br /&gt;
    &amp;quot;EQ_TOWBARINJ&amp;quot;                               = {sort_order = 7052; script_info = {sortOrder = 7052;};}; // Towbar Compatible Injectors&lt;br /&gt;
    &amp;quot;EQ_TOWBARREPAIRBOT&amp;quot;                         = {sort_order = 7056; script_info = {sortOrder = 7056;};}; // Towbar Repair Bot&lt;br /&gt;
    &amp;quot;EQ_TOWBARSTAB_MINE&amp;quot;                         = {sort_order = 7060; script_info = {sortOrder = 7060;};}; // Towbar Stabilizer&lt;br /&gt;
    &amp;quot;EQ_TUGDRONE_MISSILE&amp;quot;                        = {sort_order = 7064; script_info = {sortOrder = 7064;};}; // Tug Drone&lt;br /&gt;
&lt;br /&gt;
    //** EQ_REORDERING_DEFENSIVE --------------------------------------------------------------------------------&lt;br /&gt;
    &amp;quot;EQ_AMS&amp;quot;                                     = {sort_order = 8000; script_info = {sortOrder = 8000;};}; // Anti-Missile System&lt;br /&gt;
    &amp;quot;EQ_ANTISAPPER&amp;quot;                              = {sort_order = 8004; script_info = {sortOrder = 8004;};}; // Anti-Sapper Equipment&lt;br /&gt;
    &amp;quot;EQ_AUTO_EJECT&amp;quot;                              = {sort_order = 8008; script_info = {sortOrder = 8008;};}; // Auto Eject Module&lt;br /&gt;
    &amp;quot;EQ_AUTO_SOS&amp;quot;                                = {sort_order = 8012; script_info = {sortOrder = 8012;};}; // Auto S.O.S.&lt;br /&gt;
    &amp;quot;EQ_AUTOECM&amp;quot;                                 = {sort_order = 8016; script_info = {sortOrder = 8016;};}; // Auto-ECM&lt;br /&gt;
    &amp;quot;EQ_BARREL_ROLL&amp;quot;                             = {sort_order = 8020; script_info = {sortOrder = 8020;};}; // Barrel Roll Governor&lt;br /&gt;
    &amp;quot;EQ_BEACONLAUNCHER_MINE&amp;quot;                     = {sort_order = 8024; script_info = {sortOrder = 8024;};}; // Beacon Launcher&lt;br /&gt;
    &amp;quot;EQ_RMB_CHAFF_LAUNCHER&amp;quot;                      = {sort_order = 8028; script_info = {sortOrder = 8028;};}; // Chaff Dispenser&lt;br /&gt;
    &amp;quot;EQ_RMB_CHAFF_MINE&amp;quot;                          = {sort_order = 8032; script_info = {sortOrder = 8032;};}; // Chaff Refill&lt;br /&gt;
    &amp;quot;EQ_AQUATICS_CLOAK&amp;quot;                          = {sort_order = 8036; script_info = {sortOrder = 8036;};}; // Cloaking Device&lt;br /&gt;
    &amp;quot;EQ_CRIPPLED_CLOAKING&amp;quot;                       = {sort_order = 8040; script_info = {sortOrder = 8040;};}; // Cloaking Device&lt;br /&gt;
    &amp;quot;EQ_RMB_DEFENCE_MINE&amp;quot;                        = {sort_order = 8044; script_info = {sortOrder = 8044;};}; // Defence Mine&lt;br /&gt;
    &amp;quot;EQ_RMB_DISTRESS_MINE&amp;quot;                       = {sort_order = 8048; script_info = {sortOrder = 8048;};}; // Distress Beacon&lt;br /&gt;
    &amp;quot;EQ_TCAT_ECM_JAMMER&amp;quot;                         = {sort_order = 8052; script_info = {sortOrder = 8052;};}; // E.C.M. Jammer&lt;br /&gt;
    &amp;quot;EQ_ECM&amp;quot;                                     = {sort_order = 8056; script_info = {sortOrder = 8056;};}; // E.C.M. System&lt;br /&gt;
    &amp;quot;EQ_AMS_8&amp;quot;                                   = {sort_order = 8060; script_info = {sortOrder = 8060;};}; // Eight AMS Darts&lt;br /&gt;
    &amp;quot;EQ_AMS_11&amp;quot;                                  = {sort_order = 8064; script_info = {sortOrder = 8064;};}; // Eleven AMS Darts&lt;br /&gt;
    &amp;quot;EQ_EMERGENCY_JUMP_INITIATOR&amp;quot;                = {sort_order = 8068; script_info = {sortOrder = 8068;};}; // Emergency Witchspace Initiator&lt;br /&gt;
    &amp;quot;EQ_ESCAPE_POD&amp;quot;                              = {sort_order = 8072; script_info = {sortOrder = 8072;};}; // Escape Pod&lt;br /&gt;
    &amp;quot;EQ_ESCAPE_POD_PLUS&amp;quot;                         = {sort_order = 8076; script_info = {sortOrder = 8076;};}; // Escape Pod Plus&lt;br /&gt;
    &amp;quot;EQ_AMS_15&amp;quot;                                  = {sort_order = 8080; script_info = {sortOrder = 8080;};}; // Fifteen AMS Darts&lt;br /&gt;
    &amp;quot;EQ_AMS_5&amp;quot;                                   = {sort_order = 8084; script_info = {sortOrder = 8084;};}; // Five AMS Darts&lt;br /&gt;
    &amp;quot;EQ_AMS_4&amp;quot;                                   = {sort_order = 8088; script_info = {sortOrder = 8088;};}; // Four AMS Darts&lt;br /&gt;
    &amp;quot;EQ_AMS_14&amp;quot;                                  = {sort_order = 8092; script_info = {sortOrder = 8092;};}; // Fourteen AMS Darts&lt;br /&gt;
    &amp;quot;EQ_CLOAKING_DEVICE&amp;quot;                         = {sort_order = 8096; script_info = {sortOrder = 8096;};}; // Hull Shroud&lt;br /&gt;
    &amp;quot;EQ_MISSILE_ANALYSER&amp;quot;                        = {sort_order = 8100; script_info = {sortOrder = 8100;};}; // Missile Analyser&lt;br /&gt;
    &amp;quot;EQ_AMS_9&amp;quot;                                   = {sort_order = 8104; script_info = {sortOrder = 8104;};}; // Nine AMS Darts&lt;br /&gt;
    &amp;quot;EQ_ANTISAPPER_REFUND&amp;quot;                       = {sort_order = 8108; script_info = {sortOrder = 8108;};}; // Refund Anti-Sapper Shield&lt;br /&gt;
    &amp;quot;EQ_AMS_REMOVAL&amp;quot;                             = {sort_order = 8112; script_info = {sortOrder = 8112;};}; // Remove AMS System&lt;br /&gt;
    &amp;quot;EQ_REMOVE_TCAT_ECM_JAMMER&amp;quot;                  = {sort_order = 8116; script_info = {sortOrder = 8116;};}; // Remove E.C.M. Jammer&lt;br /&gt;
    &amp;quot;EQ_MISSILE_ANALYSER_REMOVER&amp;quot;                = {sort_order = 8120; script_info = {sortOrder = 8120;};}; // Remove Missile Analyser&lt;br /&gt;
    &amp;quot;EQ_SAPPERNULLIFIER&amp;quot;                         = {sort_order = 8124; script_info = {sortOrder = 8124;};}; // Sapper Nullifier&lt;br /&gt;
    &amp;quot;EQ_CHAFF_LAUNCHER_REMOVAL&amp;quot;                  = {sort_order = 8128; script_info = {sortOrder = 8128;};}; // Sell Chaff Dispenser&lt;br /&gt;
    &amp;quot;EQ_CLOAKING_DEVICE_REMOVAL&amp;quot;                 = {sort_order = 8132; script_info = {sortOrder = 8132;};}; // Sell Cloaking Device&lt;br /&gt;
    &amp;quot;EQ_ECM_REMOVAL&amp;quot;                             = {sort_order = 8136; script_info = {sortOrder = 8136;};}; // Sell E.C.M. System&lt;br /&gt;
    &amp;quot;EQ_ESCAPE_POD_REMOVAL&amp;quot;                      = {sort_order = 8140; script_info = {sortOrder = 8140;};}; // Sell Escape Pod&lt;br /&gt;
    &amp;quot;EQ_AMS_7&amp;quot;                                   = {sort_order = 8144; script_info = {sortOrder = 8144;};}; // Seven AMS Darts&lt;br /&gt;
    &amp;quot;EQ_AMS_1&amp;quot;                                   = {sort_order = 8148; script_info = {sortOrder = 8148;};}; // Single AMS Dart&lt;br /&gt;
    &amp;quot;EQ_AMS_6&amp;quot;                                   = {sort_order = 8152; script_info = {sortOrder = 8152;};}; // Six AMS Darts&lt;br /&gt;
    &amp;quot;EQ_AMS_10&amp;quot;                                  = {sort_order = 8156; script_info = {sortOrder = 8156;};}; // Ten AMS Darts&lt;br /&gt;
    &amp;quot;EQ_AMS_13&amp;quot;                                  = {sort_order = 8160; script_info = {sortOrder = 8160;};}; // Thirteen AMS Darts&lt;br /&gt;
    &amp;quot;EQ_AMS_3&amp;quot;                                   = {sort_order = 8164; script_info = {sortOrder = 8164;};}; // Three AMS Darts&lt;br /&gt;
    &amp;quot;EQ_AMS_12&amp;quot;                                  = {sort_order = 8168; script_info = {sortOrder = 8168;};}; // Twelve AMS Darts&lt;br /&gt;
    &amp;quot;EQ_AMS_2&amp;quot;                                   = {sort_order = 8172; script_info = {sortOrder = 8172;};}; // Two AMS Darts&lt;br /&gt;
&lt;br /&gt;
    //** EQ_REORDERING_TARGETING --------------------------------------------------------------------------------&lt;br /&gt;
    &amp;quot;EQ_AUTO_CROSSHAIRS&amp;quot;                         = {sort_order = 9000; script_info = {sortOrder = 9000;};}; // Auto Crosshairs&lt;br /&gt;
    &amp;quot;EQ_TARGET_AUTOLOCK&amp;quot;                         = {sort_order = 9004; script_info = {sortOrder = 9004;};}; // Automatic Target Acquisition&lt;br /&gt;
    &amp;quot;EQ_CARGOSPOTTER&amp;quot;                            = {sort_order = 9008; script_info = {sortOrder = 9008;};}; // Cargo Spotter&lt;br /&gt;
    &amp;quot;EQ_TARGETSELECTOR&amp;quot;                          = {sort_order = 9012; script_info = {sortOrder = 9012;};}; // Fast Target Selector&lt;br /&gt;
    &amp;quot;EQ_TELESCOPE_FULLREPAIR&amp;quot;                    = {sort_order = 9016; script_info = {sortOrder = 9016;};}; // Finish Repair: Telescope&lt;br /&gt;
    &amp;quot;EQ_INTEGRATED_TARGETING_SYSTEM&amp;quot;             = {sort_order = 9020; script_info = {sortOrder = 9020;};}; // Integrated Targeting System&lt;br /&gt;
    &amp;quot;EQ_MULTI_TARGET&amp;quot;                            = {sort_order = 9024; script_info = {sortOrder = 9024;};}; // Multi-Targeting System&lt;br /&gt;
    &amp;quot;EQ_TELESCOPE_REFUND&amp;quot;                        = {sort_order = 9028; script_info = {sortOrder = 9028;};}; // Refund Telescope&lt;br /&gt;
    &amp;quot;EQ_TELESCOPEEXT_REFUND&amp;quot;                     = {sort_order = 9032; script_info = {sortOrder = 9032;};}; // Refund Telescope Extender&lt;br /&gt;
    &amp;quot;EQ_TARGETSELECTOR_REMOVAL&amp;quot;                  = {sort_order = 9036; script_info = {sortOrder = 9036;};}; // Remove Fast Target Selector&lt;br /&gt;
    &amp;quot;EQ_REMOVE_TARGET_AUTOLOCK&amp;quot;                  = {sort_order = 9040; script_info = {sortOrder = 9040;};}; // Remove Target Autolock&lt;br /&gt;
    &amp;quot;EQ_TELESCOPE_REPAIR&amp;quot;                        = {sort_order = 9044; script_info = {sortOrder = 9044;};}; // Repair: Telescope (targeting only)&lt;br /&gt;
    &amp;quot;EQ_TELESCOPEEXT_FULLREPAIR&amp;quot;                 = {sort_order = 9048; script_info = {sortOrder = 9048;};}; // Repair: Telescope Extender&lt;br /&gt;
    &amp;quot;EQ_SCANNER_ALERTING_ENHANCEMENT_TCA&amp;quot;        = {sort_order = 9052; script_info = {sortOrder = 9052;};}; // Scanner Alerting Enhancement&lt;br /&gt;
    &amp;quot;EQ_SCANNER_ALERTING_ENHANCEMENT&amp;quot;            = {sort_order = 9056; script_info = {sortOrder = 9056;};}; // Scanner Alerting Enhancement&lt;br /&gt;
    &amp;quot;EQ_RRS_SCANNER_SHOW_MISSILE_TARGET&amp;quot;         = {sort_order = 9060; script_info = {sortOrder = 9060;};}; // Scanner Targeting Enhancement&lt;br /&gt;
    &amp;quot;EQ_SCANNER_SHOW_MISSILE_TARGET&amp;quot;             = {sort_order = 9064; script_info = {sortOrder = 9064;};}; // Scanner Targeting Enhancement&lt;br /&gt;
    &amp;quot;EQ_RRS_SCANNER_SHOW_MISSILE_TARGET_DISCOUNT&amp;quot;= {sort_order = 9068; script_info = {sortOrder = 9068;};}; // Scanner Targeting Enhancement (RRS discount)&lt;br /&gt;
    &amp;quot;EQ_MULTI_TARGET_REMOVAL&amp;quot;                    = {sort_order = 9072; script_info = {sortOrder = 9072;};}; // Sell Multi-Targeting System&lt;br /&gt;
    &amp;quot;EQ_SCANNER_SHOW_MISSILE_TARGET_REMOVAL&amp;quot;     = {sort_order = 9076; script_info = {sortOrder = 9076;};}; // Sell Scanner Targeting Enhancement&lt;br /&gt;
    &amp;quot;EQ_TSP_SHORT_RANGE_SNAPSHOT_REMOVAL&amp;quot;        = {sort_order = 9080; script_info = {sortOrder = 9080;};}; // Sell Short Range Snapshot&lt;br /&gt;
    &amp;quot;EQ_SNIPERLOCK_REMOVAL&amp;quot;                      = {sort_order = 9084; script_info = {sortOrder = 9084;};}; // Sell SniperLock&lt;br /&gt;
    &amp;quot;EQ_SNIPERLOCK_PLUS_REMOVAL&amp;quot;                 = {sort_order = 9088; script_info = {sortOrder = 9088;};}; // Sell SniperLock Plus&lt;br /&gt;
    &amp;quot;EQ_TSP_TARGET_BANKING_MODULE_REMOVAL&amp;quot;       = {sort_order = 9092; script_info = {sortOrder = 9092;};}; // Sell Target Banking Module&lt;br /&gt;
    &amp;quot;EQ_TSP_TARGET_MEMORY_INTERFACE_REMOVAL&amp;quot;     = {sort_order = 9096; script_info = {sortOrder = 9096;};}; // Sell Target Memory Interface&lt;br /&gt;
    &amp;quot;EQ_TARGET_MEMORY_REMOVAL&amp;quot;                   = {sort_order = 9100; script_info = {sortOrder = 9100;};}; // Sell Target System Memory Expansion&lt;br /&gt;
    &amp;quot;EQ_ENEMY_TARGETER_UPGRADE_REMOVAL&amp;quot;          = {sort_order = 9104; script_info = {sortOrder = 9104;};}; // Sell Target System Upgrade&lt;br /&gt;
    &amp;quot;EQ_TARGET_FILTERING_SYSTEM_REMOVAL&amp;quot;         = {sort_order = 9108; script_info = {sortOrder = 9108;};}; // Sell TFSys&lt;br /&gt;
    &amp;quot;EQ_TSP_SHORT_RANGE_SNAPSHOT&amp;quot;                = {sort_order = 9112; script_info = {sortOrder = 9112;};}; // Short Range Snapshot&lt;br /&gt;
    &amp;quot;EQ_SNIPERLOCK_PLUS&amp;quot;                         = {sort_order = 9116; script_info = {sortOrder = 9116;};}; // SniperLock Plus Software &amp;amp; Control Interface&lt;br /&gt;
    &amp;quot;EQ_SNIPERLOCK&amp;quot;                              = {sort_order = 9120; script_info = {sortOrder = 9120;};}; // SniperLock Software &amp;amp; Control Interface&lt;br /&gt;
    &amp;quot;EQ_TSP_TARGET_BANKING_MODULE&amp;quot;               = {sort_order = 9124; script_info = {sortOrder = 9124;};}; // Target Banking Module&lt;br /&gt;
    &amp;quot;EQ_TSP_TARGET_MEMORY_INTERFACE&amp;quot;             = {sort_order = 9128; script_info = {sortOrder = 9128;};}; // Target Memory Interface&lt;br /&gt;
    &amp;quot;EQ_TARGET_MEMORY&amp;quot;                           = {sort_order = 9132; script_info = {sortOrder = 9132;};}; // Target System Memory Expansion&lt;br /&gt;
    &amp;quot;EQ_ENEMY_TARGETER_UPGRADE&amp;quot;                  = {sort_order = 9136; script_info = {sortOrder = 9136;};}; // Target System Upgrade&lt;br /&gt;
    &amp;quot;EQ_TELESCOPE&amp;quot;                               = {sort_order = 9140; script_info = {sortOrder = 9140;};}; // Telescope&lt;br /&gt;
    &amp;quot;EQ_TELESCOPEEXT&amp;quot;                            = {sort_order = 9144; script_info = {sortOrder = 9144;};}; // Telescope Extender&lt;br /&gt;
    &amp;quot;EQ_TARGET_FILTERING_SYSTEM&amp;quot;                 = {sort_order = 9148; script_info = {sortOrder = 9148;};}; // TFSys&lt;br /&gt;
    &amp;quot;EQ_TRACKER_TCA&amp;quot;                             = {sort_order = 9152; script_info = {sortOrder = 9152;};}; // Tracker&lt;br /&gt;
    &amp;quot;EQ_TRACKER&amp;quot;                                 = {sort_order = 9156; script_info = {sortOrder = 9156;};}; // Tracker&lt;br /&gt;
&lt;br /&gt;
    //** EQ_REORDERING_SHIELDS --------------------------------------------------------------------------------&lt;br /&gt;
    &amp;quot;EQ_SC_MANUAL_CONFIGURATOR_ADVANCED&amp;quot;         = {sort_order = 10000; script_info = {sortOrder = 10000;};}; // Advanced in-flight Shield Cycler configurator&lt;br /&gt;
    &amp;quot;EQ_SC_SHIELD_CYCLER_ADVANCED&amp;quot;               = {sort_order = 10004; script_info = {sortOrder = 10004;};}; // Advanced Shield Cycler&lt;br /&gt;
    &amp;quot;EQ_AFT_SHIELD_CAPACITOR&amp;quot;                    = {sort_order = 10008; script_info = {sortOrder = 10008;};}; // Aft Shield Capacitor&lt;br /&gt;
    &amp;quot;EQ_AFT_SHIELD_TYPE1&amp;quot;                        = {sort_order = 10012; script_info = {sortOrder = 10012;};}; // Aft Shields Class 1&lt;br /&gt;
    &amp;quot;EQ_AFT_SHIELD_TYPE2&amp;quot;                        = {sort_order = 10016; script_info = {sortOrder = 10016;};}; // Aft Shields Class 2&lt;br /&gt;
    &amp;quot;EQ_AFT_SHIELD_TYPE3&amp;quot;                        = {sort_order = 10020; script_info = {sortOrder = 10020;};}; // Aft Shields Class 3&lt;br /&gt;
    &amp;quot;EQ_AFT_SHIELD_TYPE4&amp;quot;                        = {sort_order = 10024; script_info = {sortOrder = 10024;};}; // Aft Shields Class 4&lt;br /&gt;
    &amp;quot;EQ_AFT_SHIELD_TYPE5&amp;quot;                        = {sort_order = 10028; script_info = {sortOrder = 10028;};}; // Aft Shields Class 5&lt;br /&gt;
    &amp;quot;EQ_AFT_SHIELD_COUPLING_TYPE1&amp;quot;               = {sort_order = 10032; script_info = {sortOrder = 10032;};}; // Aft Shields Power Coupling Class 1&lt;br /&gt;
    &amp;quot;EQ_AFT_SHIELD_COUPLING_TYPE2&amp;quot;               = {sort_order = 10036; script_info = {sortOrder = 10036;};}; // Aft Shields Power Coupling Class 2&lt;br /&gt;
    &amp;quot;EQ_AFT_SHIELD_COUPLING_TYPE3&amp;quot;               = {sort_order = 10040; script_info = {sortOrder = 10040;};}; // Aft Shields Power Coupling Class 3&lt;br /&gt;
    &amp;quot;EQ_AFT_SHIELD_COUPLING_TYPE4&amp;quot;               = {sort_order = 10044; script_info = {sortOrder = 10044;};}; // Aft Shields Power Coupling Class 4&lt;br /&gt;
    &amp;quot;EQ_AFT_SHIELD_COUPLING_TYPE5&amp;quot;               = {sort_order = 10048; script_info = {sortOrder = 10048;};}; // Aft Shields Power Coupling Class 5&lt;br /&gt;
    &amp;quot;EQ_SC_MANUAL_CONFIGURATOR_BASIC&amp;quot;            = {sort_order = 10052; script_info = {sortOrder = 10052;};}; // Basic in-flight Shield Cycler configurator&lt;br /&gt;
    &amp;quot;EQ_SC_SHIELD_CYCLER_BASIC&amp;quot;                  = {sort_order = 10056; script_info = {sortOrder = 10056;};}; // Basic Shield Cycler&lt;br /&gt;
    &amp;quot;EQ_BIGSHCAP&amp;quot;                                = {sort_order = 10060; script_info = {sortOrder = 10060;};}; // Big Shield Capacitors&lt;br /&gt;
    &amp;quot;EQ_BIGSHCAP2&amp;quot;                               = {sort_order = 10064; script_info = {sortOrder = 10064;};}; // Big Shield Capacitors 2&lt;br /&gt;
    &amp;quot;EQ_ESG&amp;quot;                                     = {sort_order = 10068; script_info = {sortOrder = 10068;};}; // Emergency Shield Generator&lt;br /&gt;
    &amp;quot;EQ_FORWARD_SHIELD_CAPACITOR&amp;quot;                = {sort_order = 10072; script_info = {sortOrder = 10072;};}; // Forward Shield Capacitor&lt;br /&gt;
    &amp;quot;EQ_FORWARD_SHIELD_TYPE1&amp;quot;                    = {sort_order = 10076; script_info = {sortOrder = 10076;};}; // Fwd Shields Class 1&lt;br /&gt;
    &amp;quot;EQ_FORWARD_SHIELD_TYPE2&amp;quot;                    = {sort_order = 10080; script_info = {sortOrder = 10080;};}; // Fwd Shields Class 2&lt;br /&gt;
    &amp;quot;EQ_FORWARD_SHIELD_TYPE3&amp;quot;                    = {sort_order = 10084; script_info = {sortOrder = 10084;};}; // Fwd Shields Class 3&lt;br /&gt;
    &amp;quot;EQ_FORWARD_SHIELD_TYPE4&amp;quot;                    = {sort_order = 10088; script_info = {sortOrder = 10088;};}; // Fwd Shields Class 4&lt;br /&gt;
    &amp;quot;EQ_FORWARD_SHIELD_TYPE5&amp;quot;                    = {sort_order = 10092; script_info = {sortOrder = 10092;};}; // Fwd Shields Class 5&lt;br /&gt;
    &amp;quot;EQ_FORWARD_SHIELD_COUPLING_TYPE1&amp;quot;           = {sort_order = 10096; script_info = {sortOrder = 10096;};}; // Fwd Shields Power Coupling Class 1&lt;br /&gt;
    &amp;quot;EQ_FORWARD_SHIELD_COUPLING_TYPE2&amp;quot;           = {sort_order = 10100; script_info = {sortOrder = 10100;};}; // Fwd Shields Power Coupling Class 2&lt;br /&gt;
    &amp;quot;EQ_FORWARD_SHIELD_COUPLING_TYPE3&amp;quot;           = {sort_order = 10104; script_info = {sortOrder = 10104;};}; // Fwd Shields Power Coupling Class 3&lt;br /&gt;
    &amp;quot;EQ_FORWARD_SHIELD_COUPLING_TYPE4&amp;quot;           = {sort_order = 10108; script_info = {sortOrder = 10108;};}; // Fwd Shields Power Coupling Class 4&lt;br /&gt;
    &amp;quot;EQ_FORWARD_SHIELD_COUPLING_TYPE5&amp;quot;           = {sort_order = 10112; script_info = {sortOrder = 10112;};}; // Fwd Shields Power Coupling Class 5&lt;br /&gt;
    &amp;quot;EQ_NAVAL_SHIELD_BOOSTER&amp;quot;                    = {sort_order = 10116; script_info = {sortOrder = 10116;};}; // Military Shield Enhancement&lt;br /&gt;
    &amp;quot;EQ_TCAT_DUMMY_SHIELDS&amp;quot;                      = {sort_order = 10120; script_info = {sortOrder = 10120;};}; // Military Shield Enhancement&lt;br /&gt;
    &amp;quot;EQ_QTHI_AntiZap&amp;quot;                            = {sort_order = 10124; script_info = {sortOrder = 10124;};}; // QTHI AntiZap&lt;br /&gt;
    &amp;quot;EQ_BIGSHCAP_REFUND&amp;quot;                         = {sort_order = 10128; script_info = {sortOrder = 10128;};}; // Refund Big Shield Capacitors&lt;br /&gt;
    &amp;quot;EQ_BIGSHCAP2_REFUND&amp;quot;                        = {sort_order = 10132; script_info = {sortOrder = 10132;};}; // Refund Big Shield Capacitors 2&lt;br /&gt;
    &amp;quot;EQ_ESG_REFUND&amp;quot;                              = {sort_order = 10136; script_info = {sortOrder = 10136;};}; // Refund Emergency Shield Generator&lt;br /&gt;
    &amp;quot;EQ_SC_SC_REPAIR&amp;quot;                            = {sort_order = 10140; script_info = {sortOrder = 10140;};}; // Repair SC devices&lt;br /&gt;
    &amp;quot;EQ_SC_MANUAL_CONFIGURATOR_INTERNAL&amp;quot;         = {sort_order = 10144; script_info = {sortOrder = 10144;};}; // SC Manual Configurator&lt;br /&gt;
    &amp;quot;EQ_AFT_SHIELD_CAPACITOR_REMOVAL&amp;quot;            = {sort_order = 10148; script_info = {sortOrder = 10148;};}; // Sell Aft Shield Capacitor&lt;br /&gt;
    &amp;quot;EQ_FORWARD_SHIELD_CAPACITOR_REMOVAL&amp;quot;        = {sort_order = 10152; script_info = {sortOrder = 10152;};}; // Sell Forward Shield Capacitor&lt;br /&gt;
    &amp;quot;EQ_SC_SELL_MANUAL_CONFIGURATOR&amp;quot;             = {sort_order = 10156; script_info = {sortOrder = 10156;};}; // Sell in-flight configurator&lt;br /&gt;
    &amp;quot;EQ_NAVAL_SHIELD_BOOSTER_REMOVAL&amp;quot;            = {sort_order = 10160; script_info = {sortOrder = 10160;};}; // Sell Military Shield Enhancement&lt;br /&gt;
    &amp;quot;EQ_QTHI_AntiZap_Sell&amp;quot;                       = {sort_order = 10164; script_info = {sortOrder = 10164;};}; // Sell QTHI AntiZap&lt;br /&gt;
    &amp;quot;EQ_SHIELD_BOOSTER_REMOVAL&amp;quot;                  = {sort_order = 10168; script_info = {sortOrder = 10168;};}; // Sell Shield Boosters&lt;br /&gt;
    &amp;quot;EQ_SC_SELL_SHIELD_CYCLER&amp;quot;                   = {sort_order = 10172; script_info = {sortOrder = 10172;};}; // Sell Shield Cycler&lt;br /&gt;
    &amp;quot;EQ_SHIELD_EQUALIZER_REMOVAL&amp;quot;                = {sort_order = 10176; script_info = {sortOrder = 10176;};}; // Sell Shield Equalizer&lt;br /&gt;
    &amp;quot;EQ_SHIELD_BOOSTER&amp;quot;                          = {sort_order = 10180; script_info = {sortOrder = 10180;};}; // Shield Boosters&lt;br /&gt;
    &amp;quot;EQ_SC_SHIELD_CYCLER_INTERNAL&amp;quot;               = {sort_order = 10184; script_info = {sortOrder = 10184;};}; // Shield Cycler&lt;br /&gt;
    &amp;quot;EQ_SHIELD_ENHANCER&amp;quot;                         = {sort_order = 10188; script_info = {sortOrder = 10188;};}; // Shield Enhancers&lt;br /&gt;
    &amp;quot;EQ_SHIELD_EQUALIZER&amp;quot;                        = {sort_order = 10192; script_info = {sortOrder = 10192;};}; // Shield Equalizer&lt;br /&gt;
    &amp;quot;EQ_SC_MANUAL_CONFIGURATOR_STANDARD&amp;quot;         = {sort_order = 10196; script_info = {sortOrder = 10196;};}; // Standard in-flight Shield Cycler configurator&lt;br /&gt;
    &amp;quot;EQ_SC_SHIELD_CYCLER_STANDARD&amp;quot;               = {sort_order = 10200; script_info = {sortOrder = 10200;};}; // Standard Shield Cycler&lt;br /&gt;
    &amp;quot;EQ_BIGSHCAP3&amp;quot;                               = {sort_order = 10204; script_info = {sortOrder = 10204;};}; // Station Shield Capacitors&lt;br /&gt;
&lt;br /&gt;
    //** EQ_REORDERING_ENERGY --------------------------------------------------------------------------------&lt;br /&gt;
    &amp;quot;EQ_QTHI_AuxEnergyGenerator&amp;quot;                 = {sort_order = 11000; script_info = {sortOrder = 11000;};}; // Auxiliary Energy Generator&lt;br /&gt;
    &amp;quot;EQ_ECD_MINE&amp;quot;                                = {sort_order = 11004; script_info = {sortOrder = 11004;};}; // Emergency Charge Device&lt;br /&gt;
    &amp;quot;EQ_EEG&amp;quot;                                     = {sort_order = 11008; script_info = {sortOrder = 11008;};}; // Emergency Energy Generator&lt;br /&gt;
    &amp;quot;EQ_EEU&amp;quot;                                     = {sort_order = 11012; script_info = {sortOrder = 11012;};}; // Emergency Energy Unit&lt;br /&gt;
    &amp;quot;EQ_ENERGYBANK_COUPLING_TYPE1&amp;quot;               = {sort_order = 11016; script_info = {sortOrder = 11016;};}; // Energy Bank Power Coupling Class 1&lt;br /&gt;
    &amp;quot;EQ_ENERGYBANK_COUPLING_TYPE2&amp;quot;               = {sort_order = 11020; script_info = {sortOrder = 11020;};}; // Energy Bank Power Coupling Class 2&lt;br /&gt;
    &amp;quot;EQ_ENERGYBANK_COUPLING_TYPE3&amp;quot;               = {sort_order = 11024; script_info = {sortOrder = 11024;};}; // Energy Bank Power Coupling Class 3&lt;br /&gt;
    &amp;quot;EQ_ENERGYBANK_COUPLING_TYPE4&amp;quot;               = {sort_order = 11028; script_info = {sortOrder = 11028;};}; // Energy Bank Power Coupling Class 4&lt;br /&gt;
    &amp;quot;EQ_ENERGYBANK_COUPLING_TYPE5&amp;quot;               = {sort_order = 11032; script_info = {sortOrder = 11032;};}; // Energy Bank Power Coupling Class 5&lt;br /&gt;
    &amp;quot;EQ_ENERGYBANK_COUPLING_TYPE6&amp;quot;               = {sort_order = 11036; script_info = {sortOrder = 11036;};}; // Energy Bank Power Coupling Class 6&lt;br /&gt;
    &amp;quot;EQ_ENERGYBANK_COUPLING_TYPE7&amp;quot;               = {sort_order = 11040; script_info = {sortOrder = 11040;};}; // Energy Bank Power Coupling Class 7&lt;br /&gt;
    &amp;quot;EQ_ENERGYBANK_COUPLING_TYPE8&amp;quot;               = {sort_order = 11044; script_info = {sortOrder = 11044;};}; // Energy Bank Power Coupling Class 8&lt;br /&gt;
    &amp;quot;EQ_ENERGYBANK_TYPE1&amp;quot;                        = {sort_order = 11048; script_info = {sortOrder = 11048;};}; // Energy Banks Class 1&lt;br /&gt;
    &amp;quot;EQ_ENERGYBANK_TYPE10&amp;quot;                       = {sort_order = 11052; script_info = {sortOrder = 11052;};}; // Energy Banks Class 10&lt;br /&gt;
    &amp;quot;EQ_ENERGYBANK_TYPE10A&amp;quot;                      = {sort_order = 11056; script_info = {sortOrder = 11056;};}; // Energy Banks Class 10A&lt;br /&gt;
    &amp;quot;EQ_ENERGYBANK_TYPE11&amp;quot;                       = {sort_order = 11060; script_info = {sortOrder = 11060;};}; // Energy Banks Class 11&lt;br /&gt;
    &amp;quot;EQ_ENERGYBANK_TYPE11A&amp;quot;                      = {sort_order = 11064; script_info = {sortOrder = 11064;};}; // Energy Banks Class 11A&lt;br /&gt;
    &amp;quot;EQ_ENERGYBANK_TYPE12&amp;quot;                       = {sort_order = 11068; script_info = {sortOrder = 11068;};}; // Energy Banks Class 12&lt;br /&gt;
    &amp;quot;EQ_ENERGYBANK_TYPE12A&amp;quot;                      = {sort_order = 11072; script_info = {sortOrder = 11072;};}; // Energy Banks Class 12A&lt;br /&gt;
    &amp;quot;EQ_ENERGYBANK_TYPE13&amp;quot;                       = {sort_order = 11076; script_info = {sortOrder = 11076;};}; // Energy Banks Class 13&lt;br /&gt;
    &amp;quot;EQ_ENERGYBANK_TYPE13A&amp;quot;                      = {sort_order = 11080; script_info = {sortOrder = 11080;};}; // Energy Banks Class 13A&lt;br /&gt;
    &amp;quot;EQ_ENERGYBANK_TYPE14&amp;quot;                       = {sort_order = 11084; script_info = {sortOrder = 11084;};}; // Energy Banks Class 14&lt;br /&gt;
    &amp;quot;EQ_ENERGYBANK_TYPE14A&amp;quot;                      = {sort_order = 11088; script_info = {sortOrder = 11088;};}; // Energy Banks Class 14A&lt;br /&gt;
    &amp;quot;EQ_ENERGYBANK_TYPE15&amp;quot;                       = {sort_order = 11092; script_info = {sortOrder = 11092;};}; // Energy Banks Class 15&lt;br /&gt;
    &amp;quot;EQ_ENERGYBANK_TYPE15A&amp;quot;                      = {sort_order = 11096; script_info = {sortOrder = 11096;};}; // Energy Banks Class 15A&lt;br /&gt;
    &amp;quot;EQ_ENERGYBANK_TYPE16&amp;quot;                       = {sort_order = 11100; script_info = {sortOrder = 11100;};}; // Energy Banks Class 16&lt;br /&gt;
    &amp;quot;EQ_ENERGYBANK_TYPE16A&amp;quot;                      = {sort_order = 11104; script_info = {sortOrder = 11104;};}; // Energy Banks Class 16A&lt;br /&gt;
    &amp;quot;EQ_ENERGYBANK_TYPE17&amp;quot;                       = {sort_order = 11108; script_info = {sortOrder = 11108;};}; // Energy Banks Class 17&lt;br /&gt;
    &amp;quot;EQ_ENERGYBANK_TYPE17A&amp;quot;                      = {sort_order = 11112; script_info = {sortOrder = 11112;};}; // Energy Banks Class 17A&lt;br /&gt;
    &amp;quot;EQ_ENERGYBANK_TYPE18&amp;quot;                       = {sort_order = 11116; script_info = {sortOrder = 11116;};}; // Energy Banks Class 18&lt;br /&gt;
    &amp;quot;EQ_ENERGYBANK_TYPE18A&amp;quot;                      = {sort_order = 11120; script_info = {sortOrder = 11120;};}; // Energy Banks Class 18A&lt;br /&gt;
    &amp;quot;EQ_ENERGYBANK_TYPE19&amp;quot;                       = {sort_order = 11124; script_info = {sortOrder = 11124;};}; // Energy Banks Class 19&lt;br /&gt;
    &amp;quot;EQ_ENERGYBANK_TYPE19A&amp;quot;                      = {sort_order = 11128; script_info = {sortOrder = 11128;};}; // Energy Banks Class 19A&lt;br /&gt;
    &amp;quot;EQ_ENERGYBANK_TYPE1A&amp;quot;                       = {sort_order = 11132; script_info = {sortOrder = 11132;};}; // Energy Banks Class 1A&lt;br /&gt;
    &amp;quot;EQ_ENERGYBANK_TYPE2&amp;quot;                        = {sort_order = 11136; script_info = {sortOrder = 11136;};}; // Energy Banks Class 2&lt;br /&gt;
    &amp;quot;EQ_ENERGYBANK_TYPE20&amp;quot;                       = {sort_order = 11140; script_info = {sortOrder = 11140;};}; // Energy Banks Class 20&lt;br /&gt;
    &amp;quot;EQ_ENERGYBANK_TYPE20A&amp;quot;                      = {sort_order = 11144; script_info = {sortOrder = 11144;};}; // Energy Banks Class 20A&lt;br /&gt;
    &amp;quot;EQ_ENERGYBANK_TYPE21&amp;quot;                       = {sort_order = 11148; script_info = {sortOrder = 11148;};}; // Energy Banks Class 21&lt;br /&gt;
    &amp;quot;EQ_ENERGYBANK_TYPE21A&amp;quot;                      = {sort_order = 11152; script_info = {sortOrder = 11152;};}; // Energy Banks Class 21A&lt;br /&gt;
    &amp;quot;EQ_ENERGYBANK_TYPE22&amp;quot;                       = {sort_order = 11156; script_info = {sortOrder = 11156;};}; // Energy Banks Class 22&lt;br /&gt;
    &amp;quot;EQ_ENERGYBANK_TYPE22A&amp;quot;                      = {sort_order = 11160; script_info = {sortOrder = 11160;};}; // Energy Banks Class 22A&lt;br /&gt;
    &amp;quot;EQ_ENERGYBANK_TYPE23&amp;quot;                       = {sort_order = 11164; script_info = {sortOrder = 11164;};}; // Energy Banks Class 23&lt;br /&gt;
    &amp;quot;EQ_ENERGYBANK_TYPE23A&amp;quot;                      = {sort_order = 11168; script_info = {sortOrder = 11168;};}; // Energy Banks Class 23A&lt;br /&gt;
    &amp;quot;EQ_ENERGYBANK_TYPE24&amp;quot;                       = {sort_order = 11172; script_info = {sortOrder = 11172;};}; // Energy Banks Class 24&lt;br /&gt;
    &amp;quot;EQ_ENERGYBANK_TYPE24A&amp;quot;                      = {sort_order = 11176; script_info = {sortOrder = 11176;};}; // Energy Banks Class 24A&lt;br /&gt;
    &amp;quot;EQ_ENERGYBANK_TYPE25&amp;quot;                       = {sort_order = 11180; script_info = {sortOrder = 11180;};}; // Energy Banks Class 25&lt;br /&gt;
    &amp;quot;EQ_ENERGYBANK_TYPE25A&amp;quot;                      = {sort_order = 11184; script_info = {sortOrder = 11184;};}; // Energy Banks Class 25A&lt;br /&gt;
    &amp;quot;EQ_ENERGYBANK_TYPE2A&amp;quot;                       = {sort_order = 11188; script_info = {sortOrder = 11188;};}; // Energy Banks Class 2A&lt;br /&gt;
    &amp;quot;EQ_ENERGYBANK_TYPE3&amp;quot;                        = {sort_order = 11192; script_info = {sortOrder = 11192;};}; // Energy Banks Class 3&lt;br /&gt;
    &amp;quot;EQ_ENERGYBANK_TYPE3A&amp;quot;                       = {sort_order = 11196; script_info = {sortOrder = 11196;};}; // Energy Banks Class 3A&lt;br /&gt;
    &amp;quot;EQ_ENERGYBANK_TYPE4&amp;quot;                        = {sort_order = 11200; script_info = {sortOrder = 11200;};}; // Energy Banks Class 4&lt;br /&gt;
    &amp;quot;EQ_ENERGYBANK_TYPE4A&amp;quot;                       = {sort_order = 11204; script_info = {sortOrder = 11204;};}; // Energy Banks Class 4A&lt;br /&gt;
    &amp;quot;EQ_ENERGYBANK_TYPE5&amp;quot;                        = {sort_order = 11208; script_info = {sortOrder = 11208;};}; // Energy Banks Class 5&lt;br /&gt;
    &amp;quot;EQ_ENERGYBANK_TYPE5A&amp;quot;                       = {sort_order = 11212; script_info = {sortOrder = 11212;};}; // Energy Banks Class 5A&lt;br /&gt;
    &amp;quot;EQ_ENERGYBANK_TYPE6&amp;quot;                        = {sort_order = 11216; script_info = {sortOrder = 11216;};}; // Energy Banks Class 6&lt;br /&gt;
    &amp;quot;EQ_ENERGYBANK_TYPE6A&amp;quot;                       = {sort_order = 11220; script_info = {sortOrder = 11220;};}; // Energy Banks Class 6A&lt;br /&gt;
    &amp;quot;EQ_ENERGYBANK_TYPE7&amp;quot;                        = {sort_order = 11224; script_info = {sortOrder = 11224;};}; // Energy Banks Class 7&lt;br /&gt;
    &amp;quot;EQ_ENERGYBANK_TYPE7A&amp;quot;                       = {sort_order = 11228; script_info = {sortOrder = 11228;};}; // Energy Banks Class 7A&lt;br /&gt;
    &amp;quot;EQ_ENERGYBANK_TYPE8&amp;quot;                        = {sort_order = 11232; script_info = {sortOrder = 11232;};}; // Energy Banks Class 8&lt;br /&gt;
    &amp;quot;EQ_ENERGYBANK_TYPE8A&amp;quot;                       = {sort_order = 11236; script_info = {sortOrder = 11236;};}; // Energy Banks Class 8A&lt;br /&gt;
    &amp;quot;EQ_ENERGYBANK_TYPE9&amp;quot;                        = {sort_order = 11240; script_info = {sortOrder = 11240;};}; // Energy Banks Class 9&lt;br /&gt;
    &amp;quot;EQ_ENERGYBANK_TYPE9A&amp;quot;                       = {sort_order = 11244; script_info = {sortOrder = 11244;};}; // Energy Banks Class 9A&lt;br /&gt;
    &amp;quot;EQ_ENERGY_GRID&amp;quot;                             = {sort_order = 11248; script_info = {sortOrder = 11248;};}; // Energy Grid&lt;br /&gt;
    &amp;quot;EQ_TCAT_EU_FIXGRADE&amp;quot;                        = {sort_order = 11252; script_info = {sortOrder = 11252;};}; // Energy Unit Upgrade&lt;br /&gt;
    &amp;quot;EQ_TCAT_EU_UPGRADE&amp;quot;                         = {sort_order = 11256; script_info = {sortOrder = 11256;};}; // Energy Unit Upgrade&lt;br /&gt;
    &amp;quot;EQ_ENERGY_UNIT&amp;quot;                             = {sort_order = 11260; script_info = {sortOrder = 11260;};}; // Extra Energy Unit&lt;br /&gt;
    &amp;quot;EQ_QTHI_AuxEnergyGeneratorHv&amp;quot;               = {sort_order = 11264; script_info = {sortOrder = 11264;};}; // Heavy Auxiliary Energy Generator&lt;br /&gt;
    &amp;quot;EQ_QTHI_AuxEnergyGeneratorHT&amp;quot;               = {sort_order = 11268; script_info = {sortOrder = 11268;};}; // High-Tech Auxiliary Energy Generator&lt;br /&gt;
    &amp;quot;EQ_QTHI_AuxEnergyGeneratorLt&amp;quot;               = {sort_order = 11272; script_info = {sortOrder = 11272;};}; // Light Auxiliary Energy Generator&lt;br /&gt;
    &amp;quot;EQ_NAVAL_GRID&amp;quot;                              = {sort_order = 11276; script_info = {sortOrder = 11276;};}; // Naval Energy Grid&lt;br /&gt;
    &amp;quot;EQ_NAVAL_ENERGY_UNIT&amp;quot;                       = {sort_order = 11280; script_info = {sortOrder = 11280;};}; // Naval Energy Unit&lt;br /&gt;
    &amp;quot;EQ_TCAT_DUMMY_NEU&amp;quot;                          = {sort_order = 11284; script_info = {sortOrder = 11284;};}; // Naval Energy Unit&lt;br /&gt;
    &amp;quot;EQ_TCAT_NEU_REPAIR&amp;quot;                         = {sort_order = 11288; script_info = {sortOrder = 11288;};}; // Naval Energy Unit Repair&lt;br /&gt;
    &amp;quot;EQ_EEG_REFUND&amp;quot;                              = {sort_order = 11292; script_info = {sortOrder = 11292;};}; // Refund Emergency Energy Generator&lt;br /&gt;
    &amp;quot;EQ_REG_REFUND&amp;quot;                              = {sort_order = 11296; script_info = {sortOrder = 11296;};}; // Refund Renewable Energy Generator&lt;br /&gt;
    &amp;quot;EQ_REG&amp;quot;                                     = {sort_order = 11300; script_info = {sortOrder = 11300;};}; // Renewable Energy Generator&lt;br /&gt;
    &amp;quot;EQ_QTHI_AuxEnergyGenerator_Sell&amp;quot;            = {sort_order = 11304; script_info = {sortOrder = 11304;};}; // Sell Auxiliary Energy Generator&lt;br /&gt;
    &amp;quot;EQ_EEU_REMOVAL&amp;quot;                             = {sort_order = 11308; script_info = {sortOrder = 11308;};}; // Sell Emergency Energy Unit&lt;br /&gt;
    &amp;quot;EQ_EEU_REMOVAL&amp;quot;                             = {sort_order = 11312; script_info = {sortOrder = 11312;};}; // Sell Emergency Energy Unit&lt;br /&gt;
    &amp;quot;EQ_SELL_ENERGY_GRID&amp;quot;                        = {sort_order = 11316; script_info = {sortOrder = 11316;};}; // Sell Energy Grid&lt;br /&gt;
    &amp;quot;EQ_ENERGY_UNIT_REMOVAL&amp;quot;                     = {sort_order = 11320; script_info = {sortOrder = 11320;};}; // Sell Extra Energy Unit&lt;br /&gt;
    &amp;quot;EQ_QTHI_AuxEnergyGeneratorHT_Sell&amp;quot;          = {sort_order = 11324; script_info = {sortOrder = 11324;};}; // Sell High-Tech Auxiliary Energy Generator&lt;br /&gt;
    &amp;quot;EQ_QTHI_AuxEnergyGeneratorHT_Sell&amp;quot;          = {sort_order = 11328; script_info = {sortOrder = 11328;};}; // Sell High-Tech Auxiliary Energy Generator&lt;br /&gt;
    &amp;quot;EQ_SELL_NAVAL_GRID&amp;quot;                         = {sort_order = 11332; script_info = {sortOrder = 11332;};}; // Sell Naval Energy Grid&lt;br /&gt;
    &amp;quot;EQ_NAVAL_ENERGY_UNIT_REMOVAL&amp;quot;               = {sort_order = 11336; script_info = {sortOrder = 11336;};}; // Sell Naval Energy Unit&lt;br /&gt;
    &amp;quot;EQ_QTHI_AuxEnergyGeneratorLt_Sell&amp;quot;          = {sort_order = 11340; script_info = {sortOrder = 11340;};}; // Uninstall High-Tech Light Auxiliary Energy Generator&lt;br /&gt;
&lt;br /&gt;
    //** EQ_REORDERING_ARMOUR --------------------------------------------------------------------------------&lt;br /&gt;
    &amp;quot;EQ_DUMMY100&amp;quot;                                = {sort_order = 12000; script_info = {sortOrder = 12000;};}; // 100t Dummy&lt;br /&gt;
    &amp;quot;EQ_DUMMY10&amp;quot;                                 = {sort_order = 12004; script_info = {sortOrder = 12004;};}; // 10t Dummy&lt;br /&gt;
    &amp;quot;EQ_DUMMY1&amp;quot;                                  = {sort_order = 12008; script_info = {sortOrder = 12008;};}; // 1t Dummy&lt;br /&gt;
    &amp;quot;EQ_DUMMY50&amp;quot;                                 = {sort_order = 12012; script_info = {sortOrder = 12012;};}; // 50t Dummy&lt;br /&gt;
    &amp;quot;EQ_DUMMY5&amp;quot;                                  = {sort_order = 12016; script_info = {sortOrder = 12016;};}; // 5t Dummy&lt;br /&gt;
    &amp;quot;EQ_ADDITIONAL_AFT_ARMOUR&amp;quot;                   = {sort_order = 12020; script_info = {sortOrder = 12020;};}; // Additional Aft Armour&lt;br /&gt;
    &amp;quot;EQ_ADDITIONAL_CORE_HULL&amp;quot;                    = {sort_order = 12024; script_info = {sortOrder = 12024;};}; // Additional Core Hull&lt;br /&gt;
    &amp;quot;EQ_ADDITIONAL_FRONT_ARMOUR&amp;quot;                 = {sort_order = 12028; script_info = {sortOrder = 12028;};}; // Additional Front Armour&lt;br /&gt;
    &amp;quot;EQ_ARMOUR_AFT_TYPE1&amp;quot;                        = {sort_order = 12032; script_info = {sortOrder = 12032;};}; // Aft Armour Plating Class 1&lt;br /&gt;
    &amp;quot;EQ_ARMOUR_AFT_TYPE2&amp;quot;                        = {sort_order = 12036; script_info = {sortOrder = 12036;};}; // Aft Armour Plating Class 2&lt;br /&gt;
    &amp;quot;EQ_ARMOUR_AFT_TYPE3&amp;quot;                        = {sort_order = 12040; script_info = {sortOrder = 12040;};}; // Aft Armour Plating Class 3&lt;br /&gt;
    &amp;quot;EQ_ARMOUR_AFT_TYPE4&amp;quot;                        = {sort_order = 12044; script_info = {sortOrder = 12044;};}; // Aft Armour Plating Class 4&lt;br /&gt;
    &amp;quot;EQ_ARMOUR_AFT_TYPE5&amp;quot;                        = {sort_order = 12048; script_info = {sortOrder = 12048;};}; // Aft Armour Plating Class 5&lt;br /&gt;
    &amp;quot;EQ_ARMOUR_AFT_TYPE6&amp;quot;                        = {sort_order = 12052; script_info = {sortOrder = 12052;};}; // Aft Armour Plating Class 6&lt;br /&gt;
    &amp;quot;EQ_ARMOUR_AFT_TYPE7&amp;quot;                        = {sort_order = 12056; script_info = {sortOrder = 12056;};}; // Aft Armour Plating Class 7&lt;br /&gt;
    &amp;quot;EQ_ELECTRONICS_BOX&amp;quot;                         = {sort_order = 12060; script_info = {sortOrder = 12060;};}; // Electronics Box&lt;br /&gt;
    &amp;quot;EQ_HULL_REPAIR&amp;quot;                             = {sort_order = 12064; script_info = {sortOrder = 12064;};}; // Emergency Hull Repairs&lt;br /&gt;
    &amp;quot;EQ_EQUIPMENT_BOX&amp;quot;                           = {sort_order = 12068; script_info = {sortOrder = 12068;};}; // Equipment Box&lt;br /&gt;
    &amp;quot;EQ_HEAT_SHIELD&amp;quot;                             = {sort_order = 12072; script_info = {sortOrder = 12072;};}; // External Heat Shielding&lt;br /&gt;
    &amp;quot;EQ_HEAT_SHIELD_TYPE1&amp;quot;                       = {sort_order = 12076; script_info = {sortOrder = 12076;};}; // External Heat Shielding Class 1&lt;br /&gt;
    &amp;quot;EQ_HEAT_SHIELD_TYPE2&amp;quot;                       = {sort_order = 12080; script_info = {sortOrder = 12080;};}; // External Heat Shielding Class 2&lt;br /&gt;
    &amp;quot;EQ_HEAT_SHIELD_TYPE3&amp;quot;                       = {sort_order = 12084; script_info = {sortOrder = 12084;};}; // External Heat Shielding Class 3&lt;br /&gt;
    &amp;quot;EQ_HEAT_SHIELD_TYPE4&amp;quot;                       = {sort_order = 12088; script_info = {sortOrder = 12088;};}; // External Heat Shielding Class 4&lt;br /&gt;
    &amp;quot;EQ_HEAT_SHIELD_TYPE5&amp;quot;                       = {sort_order = 12092; script_info = {sortOrder = 12092;};}; // External Heat Shielding Class 5&lt;br /&gt;
    &amp;quot;EQ_HEAT_SHIELD_TYPE6&amp;quot;                       = {sort_order = 12096; script_info = {sortOrder = 12096;};}; // External Heat Shielding Class 6&lt;br /&gt;
    &amp;quot;EQ_ARMOUR_FORWARD_TYPE1&amp;quot;                    = {sort_order = 12100; script_info = {sortOrder = 12100;};}; // Fwd Armour Plating Class 1&lt;br /&gt;
    &amp;quot;EQ_ARMOUR_FORWARD_TYPE2&amp;quot;                    = {sort_order = 12104; script_info = {sortOrder = 12104;};}; // Fwd Armour Plating Class 2&lt;br /&gt;
    &amp;quot;EQ_ARMOUR_FORWARD_TYPE3&amp;quot;                    = {sort_order = 12108; script_info = {sortOrder = 12108;};}; // Fwd Armour Plating Class 3&lt;br /&gt;
    &amp;quot;EQ_ARMOUR_FORWARD_TYPE4&amp;quot;                    = {sort_order = 12112; script_info = {sortOrder = 12112;};}; // Fwd Armour Plating Class 4&lt;br /&gt;
    &amp;quot;EQ_ARMOUR_FORWARD_TYPE5&amp;quot;                    = {sort_order = 12116; script_info = {sortOrder = 12116;};}; // Fwd Armour Plating Class 5&lt;br /&gt;
    &amp;quot;EQ_ARMOUR_FORWARD_TYPE6&amp;quot;                    = {sort_order = 12120; script_info = {sortOrder = 12120;};}; // Fwd Armour Plating Class 6&lt;br /&gt;
    &amp;quot;EQ_ARMOUR_FORWARD_TYPE7&amp;quot;                    = {sort_order = 12124; script_info = {sortOrder = 12124;};}; // Fwd Armour Plating Class 7&lt;br /&gt;
    &amp;quot;EQ_HARDARMOUR_III&amp;quot;                          = {sort_order = 12128; script_info = {sortOrder = 12128;};}; // Hard Armour&lt;br /&gt;
    &amp;quot;EQ_HARDARMOUR_V&amp;quot;                            = {sort_order = 12132; script_info = {sortOrder = 12132;};}; // Hard Armour V&lt;br /&gt;
    &amp;quot;EQ_HARDARMOUR_X&amp;quot;                            = {sort_order = 12136; script_info = {sortOrder = 12136;};}; // Hard Armour X&lt;br /&gt;
    &amp;quot;EQ_HARDNOSE&amp;quot;                                = {sort_order = 12140; script_info = {sortOrder = 12140;};}; // Hard Nose&lt;br /&gt;
    &amp;quot;EQ_HARDSHIELD_1&amp;quot;                            = {sort_order = 12144; script_info = {sortOrder = 12144;};}; // Hard Shield I&lt;br /&gt;
    &amp;quot;EQ_HARDSHIELD_2&amp;quot;                            = {sort_order = 12148; script_info = {sortOrder = 12148;};}; // Hard Shield II&lt;br /&gt;
    &amp;quot;EQ_HARDSHIELD_3&amp;quot;                            = {sort_order = 12152; script_info = {sortOrder = 12152;};}; // Hard Shield III&lt;br /&gt;
    &amp;quot;EQ_HARDSHIELD_4&amp;quot;                            = {sort_order = 12156; script_info = {sortOrder = 12156;};}; // Hard Shield IV&lt;br /&gt;
    &amp;quot;EQ_HARDSHIELD_9&amp;quot;                            = {sort_order = 12160; script_info = {sortOrder = 12160;};}; // Hard Shield IX&lt;br /&gt;
    &amp;quot;EQ_HARDSHIELD_5&amp;quot;                            = {sort_order = 12164; script_info = {sortOrder = 12164;};}; // Hard Shield V&lt;br /&gt;
    &amp;quot;EQ_HARDSHIELD_6&amp;quot;                            = {sort_order = 12168; script_info = {sortOrder = 12168;};}; // Hard Shield VI&lt;br /&gt;
    &amp;quot;EQ_HARDSHIELD_7&amp;quot;                            = {sort_order = 12172; script_info = {sortOrder = 12172;};}; // Hard Shield VII&lt;br /&gt;
    &amp;quot;EQ_HARDSHIELD_8&amp;quot;                            = {sort_order = 12176; script_info = {sortOrder = 12176;};}; // Hard Shield VIII&lt;br /&gt;
    &amp;quot;EQ_HARDSHIELD_10&amp;quot;                           = {sort_order = 12180; script_info = {sortOrder = 12180;};}; // Hard Shield X&lt;br /&gt;
    &amp;quot;EQ_RRS_HEAT_SHIELD&amp;quot;                         = {sort_order = 12184; script_info = {sortOrder = 12184;};}; // Heat shielding (RRS discount)&lt;br /&gt;
    &amp;quot;EQ_INJECTOR_BOX&amp;quot;                            = {sort_order = 12188; script_info = {sortOrder = 12188;};}; // Injector Box&lt;br /&gt;
    &amp;quot;EQ_IRONHIDE&amp;quot;                                = {sort_order = 12192; script_info = {sortOrder = 12192;};}; // IronHide Armour&lt;br /&gt;
    &amp;quot;EQ_IRONHIDE_MIL&amp;quot;                            = {sort_order = 12196; script_info = {sortOrder = 12196;};}; // IronHide Armour Military Upgrade&lt;br /&gt;
    &amp;quot;EQ_LIFE_BOX&amp;quot;                                = {sort_order = 12200; script_info = {sortOrder = 12200;};}; // Life Box&lt;br /&gt;
    &amp;quot;EQ_IRONHIDE_REPAIR&amp;quot;                         = {sort_order = 12204; script_info = {sortOrder = 12204;};}; // Quotation for repair of IronHide armour&lt;br /&gt;
    &amp;quot;EQ_DUMMY100_REFUND&amp;quot;                         = {sort_order = 12208; script_info = {sortOrder = 12208;};}; // Refund 100t Dummy&lt;br /&gt;
    &amp;quot;EQ_DUMMY10_REFUND&amp;quot;                          = {sort_order = 12212; script_info = {sortOrder = 12212;};}; // Refund 10t Dummy&lt;br /&gt;
    &amp;quot;EQ_DUMMY1_REFUND&amp;quot;                           = {sort_order = 12216; script_info = {sortOrder = 12216;};}; // Refund 1t Dummy&lt;br /&gt;
    &amp;quot;EQ_DUMMY50_REFUND&amp;quot;                          = {sort_order = 12220; script_info = {sortOrder = 12220;};}; // Refund 50t Dummy&lt;br /&gt;
    &amp;quot;EQ_DUMMY5_REFUND&amp;quot;                           = {sort_order = 12224; script_info = {sortOrder = 12224;};}; // Refund 5t Dummy&lt;br /&gt;
    &amp;quot;EQ_ADDITIONAL_AFT_ARMOUR_REFUND&amp;quot;            = {sort_order = 12228; script_info = {sortOrder = 12228;};}; // Refund Additional Aft Armour&lt;br /&gt;
    &amp;quot;EQ_ADDITIONAL_CORE_HULL_REFUND&amp;quot;             = {sort_order = 12232; script_info = {sortOrder = 12232;};}; // Refund Additional Core Hull&lt;br /&gt;
    &amp;quot;EQ_ADDITIONAL_FRONT_ARMOUR_REFUND&amp;quot;          = {sort_order = 12236; script_info = {sortOrder = 12236;};}; // Refund Additional Front Armour&lt;br /&gt;
    &amp;quot;EQ_EQUIPMENT_BOX_REFUND&amp;quot;                    = {sort_order = 12240; script_info = {sortOrder = 12240;};}; // Refund Equipment Box&lt;br /&gt;
    &amp;quot;EQ_HARDNOSE_REFUND&amp;quot;                         = {sort_order = 12244; script_info = {sortOrder = 12244;};}; // Refund Hard Nose&lt;br /&gt;
    &amp;quot;EQ_HARDSHIELD_1_REFUND&amp;quot;                     = {sort_order = 12248; script_info = {sortOrder = 12248;};}; // Refund Hard Shield I&lt;br /&gt;
    &amp;quot;EQ_ADDITIONAL_ARMOUR_REPAIR&amp;quot;                = {sort_order = 12252; script_info = {sortOrder = 12252;};}; // Repair Armours, Core Hull, Hard Nose and Energy Gen.&lt;br /&gt;
    &amp;quot;EQ_EQUIPMENT_BOX_REPAIR&amp;quot;                    = {sort_order = 12256; script_info = {sortOrder = 12256;};}; // Repair Boxes and Dummy Eqs in one step&lt;br /&gt;
    &amp;quot;EQ_HARDSHIELD_REPAIR&amp;quot;                       = {sort_order = 12260; script_info = {sortOrder = 12260;};}; // Repair Hard Shield&lt;br /&gt;
    &amp;quot;EQ_HEAT_SHIELD_REMOVAL&amp;quot;                     = {sort_order = 12264; script_info = {sortOrder = 12264;};}; // Sell External Heat Shielding&lt;br /&gt;
    &amp;quot;EQ_SHIELD_BOX&amp;quot;                              = {sort_order = 12268; script_info = {sortOrder = 12268;};}; // Shield Box&lt;br /&gt;
    &amp;quot;EQ_VERYHARDNOSE&amp;quot;                            = {sort_order = 12272; script_info = {sortOrder = 12272;};}; // Very Hard Nose&lt;br /&gt;
    &amp;quot;EQ_VERYVERYHARDNOSE&amp;quot;                        = {sort_order = 12276; script_info = {sortOrder = 12276;};}; // Very Very Hard Nose&lt;br /&gt;
&lt;br /&gt;
    //** EQ_REORDERING_REPAIRBOTS --------------------------------------------------------------------------------&lt;br /&gt;
    &amp;quot;EQ_REPAIRBOTS_CYLINDER_1&amp;quot;                   = {sort_order = 13000; script_info = {sortOrder = 13000;};}; // &lt;br /&gt;
    &amp;quot;EQ_REPAIRBOTS_CYLINDER_10&amp;quot;                  = {sort_order = 13004; script_info = {sortOrder = 13004;};}; // &lt;br /&gt;
    &amp;quot;EQ_REPAIRBOTS_CYLINDER_2&amp;quot;                   = {sort_order = 13008; script_info = {sortOrder = 13008;};}; // &lt;br /&gt;
    &amp;quot;EQ_REPAIRBOTS_CYLINDER_3&amp;quot;                   = {sort_order = 13012; script_info = {sortOrder = 13012;};}; // &lt;br /&gt;
    &amp;quot;EQ_REPAIRBOTS_CYLINDER_4&amp;quot;                   = {sort_order = 13016; script_info = {sortOrder = 13016;};}; // &lt;br /&gt;
    &amp;quot;EQ_REPAIRBOTS_CYLINDER_5&amp;quot;                   = {sort_order = 13020; script_info = {sortOrder = 13020;};}; // &lt;br /&gt;
    &amp;quot;EQ_REPAIRBOTS_CYLINDER_6&amp;quot;                   = {sort_order = 13024; script_info = {sortOrder = 13024;};}; // &lt;br /&gt;
    &amp;quot;EQ_REPAIRBOTS_CYLINDER_7&amp;quot;                   = {sort_order = 13028; script_info = {sortOrder = 13028;};}; // &lt;br /&gt;
    &amp;quot;EQ_REPAIRBOTS_CYLINDER_8&amp;quot;                   = {sort_order = 13032; script_info = {sortOrder = 13032;};}; // &lt;br /&gt;
    &amp;quot;EQ_REPAIRBOTS_CYLINDER_9&amp;quot;                   = {sort_order = 13036; script_info = {sortOrder = 13036;};}; // &lt;br /&gt;
    &amp;quot;EQ_ERB&amp;quot;                                     = {sort_order = 13040; script_info = {sortOrder = 13040;};}; // Engine Repair Bot&lt;br /&gt;
    &amp;quot;EQ_REPAIRBOTS_MINE&amp;quot;                         = {sort_order = 13044; script_info = {sortOrder = 13044;};}; // Repair Nanobots&lt;br /&gt;
    &amp;quot;EQ_REPAIRBOTS_CONTROLLER&amp;quot;                   = {sort_order = 13048; script_info = {sortOrder = 13048;};}; // Self-Repair System&lt;br /&gt;
    &amp;quot;EQ_REPAIRBOTS_CONTROLLER_LIGHT&amp;quot;             = {sort_order = 13052; script_info = {sortOrder = 13052;};}; // Self-Repair System Light&lt;br /&gt;
    &amp;quot;EQ_REPAIRBOTS_RECHARGE_10&amp;quot;                  = {sort_order = 13056; script_info = {sortOrder = 13056;};}; // Self-Repair System Recharge, 10-Pack&lt;br /&gt;
    &amp;quot;EQ_REPAIRBOTS_RECHARGE_5&amp;quot;                   = {sort_order = 13060; script_info = {sortOrder = 13060;};}; // Self-Repair System Recharge, 5-Pack&lt;br /&gt;
    &amp;quot;EQ_REPAIRBOTS_REMOVER&amp;quot;                      = {sort_order = 13064; script_info = {sortOrder = 13064;};}; // Sell Self-Repair System&lt;br /&gt;
&lt;br /&gt;
    //** EQ_REORDERING_SCANNERS --------------------------------------------------------------------------------&lt;br /&gt;
    &amp;quot;EQ_NS_SCANNER_SCAVENGER_HACK&amp;quot;               = {sort_order = 14000; script_info = {sortOrder = 14000;};}; // Apply Mining IFF Scanner Scavenger Hack&lt;br /&gt;
    &amp;quot;EQ_BOUNTY_INFORMER&amp;quot;                         = {sort_order = 14004; script_info = {sortOrder = 14004;};}; // Bounty Informer&lt;br /&gt;
    &amp;quot;EQ_FRAME_BOUNTY_SCANNER&amp;quot;                    = {sort_order = 14008; script_info = {sortOrder = 14008;};}; // Bounty Scanner&lt;br /&gt;
    &amp;quot;EQ_CARGO_SCANNER&amp;quot;                           = {sort_order = 14012; script_info = {sortOrder = 14012;};}; // Cargo Scanner&lt;br /&gt;
    &amp;quot;EQ_GCM_COMMS_RELAY_SWITCH&amp;quot;                  = {sort_order = 14016; script_info = {sortOrder = 14016;};}; // Comms Relay Beacon Switch&lt;br /&gt;
    &amp;quot;EQ_GCM_COMMS_RELAY_SWITCH_RECHARGE&amp;quot;         = {sort_order = 14020; script_info = {sortOrder = 14020;};}; // Comms Relay Beacon Switch Recharge&lt;br /&gt;
    &amp;quot;EQ_GRAVSCANNER2_FULLREPAIR&amp;quot;                 = {sort_order = 14024; script_info = {sortOrder = 14024;};}; // Finish Repair: 2nd Gravity Scanner&lt;br /&gt;
    &amp;quot;EQ_GRAVSCANNER_FULLREPAIR&amp;quot;                  = {sort_order = 14028; script_info = {sortOrder = 14028;};}; // Finish Repair: Gravity Scanner&lt;br /&gt;
    &amp;quot;EQ_LARGEDISH_FULLREPAIR&amp;quot;                    = {sort_order = 14032; script_info = {sortOrder = 14032;};}; // Finish Repair: Large Dish&lt;br /&gt;
    &amp;quot;EQ_SMALLDISH_FULLREPAIR&amp;quot;                    = {sort_order = 14036; script_info = {sortOrder = 14036;};}; // Finish Repair: Small Dish&lt;br /&gt;
    &amp;quot;EQ_GRAVSCANNER&amp;quot;                             = {sort_order = 14040; script_info = {sortOrder = 14040;};}; // Gravity Scanner&lt;br /&gt;
    &amp;quot;EQ_LARGEDISH&amp;quot;                               = {sort_order = 14044; script_info = {sortOrder = 14044;};}; // Large Dish&lt;br /&gt;
    &amp;quot;EQ_MANIF_SCANNER&amp;quot;                           = {sort_order = 14048; script_info = {sortOrder = 14048;};}; // Manifest Scanner&lt;br /&gt;
    &amp;quot;EQ_MILITARY_SCANNER_FILTER&amp;quot;                 = {sort_order = 14052; script_info = {sortOrder = 14052;};}; // Military Scanner Filtering&lt;br /&gt;
    &amp;quot;EQ_MC_DESCRAMBLER_TCA&amp;quot;                      = {sort_order = 14056; script_info = {sortOrder = 14056;};}; // Mining Beacon Descrambler&lt;br /&gt;
    &amp;quot;EQ_MC_DESCRAMBLER&amp;quot;                          = {sort_order = 14060; script_info = {sortOrder = 14060;};}; // Mining Beacon Descrambler&lt;br /&gt;
    &amp;quot;EQ_NS_MINING_SCANNER_UPGRADE&amp;quot;               = {sort_order = 14064; script_info = {sortOrder = 14064;};}; // Mining IFF Scanner Upgrade&lt;br /&gt;
    &amp;quot;EQ_MISJUMP_ANALYSER&amp;quot;                        = {sort_order = 14068; script_info = {sortOrder = 14068;};}; // Misjump Analyser&lt;br /&gt;
    &amp;quot;EQ_ORE_SCANNER&amp;quot;                             = {sort_order = 14072; script_info = {sortOrder = 14072;};}; // Ore Scanner&lt;br /&gt;
    &amp;quot;EQ_POLICE_SCANNER_UPGRADE&amp;quot;                  = {sort_order = 14076; script_info = {sortOrder = 14076;};}; // Police IFF Scanner Upgrade&lt;br /&gt;
    &amp;quot;EQ_QMINE_DETECTOR&amp;quot;                          = {sort_order = 14080; script_info = {sortOrder = 14080;};}; // Quirium Mine Detector&lt;br /&gt;
    &amp;quot;EQ_GRAVSCANNER2_REFUND&amp;quot;                     = {sort_order = 14084; script_info = {sortOrder = 14084;};}; // Refund 2nd Gravity Scanner&lt;br /&gt;
    &amp;quot;EQ_GRAVSCANNER_REFUND&amp;quot;                      = {sort_order = 14088; script_info = {sortOrder = 14088;};}; // Refund Gravity Scanner&lt;br /&gt;
    &amp;quot;EQ_LARGEDISH_REFUND&amp;quot;                        = {sort_order = 14092; script_info = {sortOrder = 14092;};}; // Refund Large Dish&lt;br /&gt;
    &amp;quot;EQ_SMALLDISH_REFUND&amp;quot;                        = {sort_order = 14096; script_info = {sortOrder = 14096;};}; // Refund Small Dish&lt;br /&gt;
    &amp;quot;EQ_GCM_COMMS_RELAY_SWITCH_REMOVE&amp;quot;           = {sort_order = 14100; script_info = {sortOrder = 14100;};}; // Remove Comms Relay Beacon Switch&lt;br /&gt;
    &amp;quot;EQ_MANIF_SCANNERX&amp;quot;                          = {sort_order = 14104; script_info = {sortOrder = 14104;};}; // Remove Manifest Scanner&lt;br /&gt;
    &amp;quot;EQ_MC_DESCRAMBLER_REMOVAL&amp;quot;                  = {sort_order = 14108; script_info = {sortOrder = 14108;};}; // Remove Mining Beacon Descrambler&lt;br /&gt;
    &amp;quot;EQ_QMINE_DETECTOR_REMOVER&amp;quot;                  = {sort_order = 14112; script_info = {sortOrder = 14112;};}; // Remove Quirium Mine Detector&lt;br /&gt;
    &amp;quot;EQ_REMOVE_TRAIL_DETECTOR&amp;quot;                   = {sort_order = 14116; script_info = {sortOrder = 14116;};}; // Remove Trail Detector&lt;br /&gt;
    &amp;quot;EQ_UPS_UNIVERSAL_SCANNER_REMOVER&amp;quot;           = {sort_order = 14120; script_info = {sortOrder = 14120;};}; // Remove Universal Scanner&lt;br /&gt;
    &amp;quot;EQ_WARRANT_SCANNER_REMOVAL&amp;quot;                 = {sort_order = 14124; script_info = {sortOrder = 14124;};}; // Remove Warrant Scanner&lt;br /&gt;
    &amp;quot;EQ_GRAVSCANNER2_REPAIR&amp;quot;                     = {sort_order = 14128; script_info = {sortOrder = 14128;};}; // Repair: 2nd Gravity Scanner with second-hand parts&lt;br /&gt;
    &amp;quot;EQ_GRAVSCANNER_REPAIR&amp;quot;                      = {sort_order = 14132; script_info = {sortOrder = 14132;};}; // Repair: Gravity Scanner with second-hand parts&lt;br /&gt;
    &amp;quot;EQ_LARGEDISH_REPAIR&amp;quot;                        = {sort_order = 14136; script_info = {sortOrder = 14136;};}; // Repair: Large Dish with wasted alloys&lt;br /&gt;
    &amp;quot;EQ_SMALLDISH_REPAIR&amp;quot;                        = {sort_order = 14140; script_info = {sortOrder = 14140;};}; // Repair: Small Dish with wasted alloys&lt;br /&gt;
    &amp;quot;EQ_NS_UNDO_SCANNER_SCAVENGER_HACK&amp;quot;          = {sort_order = 14144; script_info = {sortOrder = 14144;};}; // Restore Standard Mining IFF Scanner Code&lt;br /&gt;
    &amp;quot;EQ_ROCKHERMIT_SCANNER&amp;quot;                      = {sort_order = 14148; script_info = {sortOrder = 14148;};}; // Rock hermit scanner&lt;br /&gt;
    &amp;quot;EQ_GRAVSCANNER2&amp;quot;                            = {sort_order = 14152; script_info = {sortOrder = 14152;};}; // Secondary Gravity Scanner&lt;br /&gt;
    &amp;quot;EQ_GCM_SEISMIC_SCANNER&amp;quot;                     = {sort_order = 14156; script_info = {sortOrder = 14156;};}; // Seismic Resonance Scanner&lt;br /&gt;
    &amp;quot;EQ_BOUNTY_INFORMER_REMOVER&amp;quot;                 = {sort_order = 14160; script_info = {sortOrder = 14160;};}; // Sell Bounty Informer&lt;br /&gt;
    &amp;quot;EQ_FRAME_BOUNTY_SCANNER_REMOVAL&amp;quot;            = {sort_order = 14164; script_info = {sortOrder = 14164;};}; // Sell Bounty Scanner&lt;br /&gt;
    &amp;quot;EQ_CARGO_SCANNER_REMOVER&amp;quot;                   = {sort_order = 14168; script_info = {sortOrder = 14168;};}; // Sell Cargo Scanner&lt;br /&gt;
    &amp;quot;EQ_MILITARY_SCANNER_FILTER_REMOVAL&amp;quot;         = {sort_order = 14172; script_info = {sortOrder = 14172;};}; // Sell Military Scanner Filtering&lt;br /&gt;
    &amp;quot;EQ_NS_MINING_SCANNER_UPGRADE_REMOVAL&amp;quot;       = {sort_order = 14176; script_info = {sortOrder = 14176;};}; // Sell Mining IFF Scanner Upgrade&lt;br /&gt;
    &amp;quot;EQ_POLICE_SCANNER_UPGRADE_REMOVAL&amp;quot;          = {sort_order = 14180; script_info = {sortOrder = 14180;};}; // Sell Police IFF Scanner Upgrade&lt;br /&gt;
    &amp;quot;EQ_ROCKHERMIT_SCANNER_REMOVAL&amp;quot;              = {sort_order = 14184; script_info = {sortOrder = 14184;};}; // Sell Rock Hermit Locator&lt;br /&gt;
    &amp;quot;EQ_WORMHOLE_SCANNER_REMOVAL&amp;quot;                = {sort_order = 14188; script_info = {sortOrder = 14188;};}; // Sell Wormhole Scanner&lt;br /&gt;
    &amp;quot;EQ_SMALLDISH&amp;quot;                               = {sort_order = 14192; script_info = {sortOrder = 14192;};}; // Small Dish&lt;br /&gt;
    &amp;quot;EQ_GCM_SOLAR_SCANNER&amp;quot;                       = {sort_order = 14196; script_info = {sortOrder = 14196;};}; // Solar Activity Scanner&lt;br /&gt;
    &amp;quot;EQ_TRAIL_DETECTOR&amp;quot;                          = {sort_order = 14200; script_info = {sortOrder = 14200;};}; // Trail Detector&lt;br /&gt;
    &amp;quot;EQ_UPS_UNIVERSAL_SCANNER&amp;quot;                   = {sort_order = 14204; script_info = {sortOrder = 14204;};}; // Universal Scanner&lt;br /&gt;
    &amp;quot;EQ_WARRANT_SCANNER_PASSIVE&amp;quot;                 = {sort_order = 14208; script_info = {sortOrder = 14208;};}; // Warrant Scanner&lt;br /&gt;
    &amp;quot;EQ_WARRANT_SCANNER&amp;quot;                         = {sort_order = 14212; script_info = {sortOrder = 14212;};}; // Warrant Scanner&lt;br /&gt;
    &amp;quot;EQ_GCM_WBSA&amp;quot;                                = {sort_order = 14216; script_info = {sortOrder = 14216;};}; // Witchpoint Beacon Security Access&lt;br /&gt;
    &amp;quot;EQ_WORMHOLE_SCANNER_TCA&amp;quot;                    = {sort_order = 14220; script_info = {sortOrder = 14220;};}; // Wormhole Scanner&lt;br /&gt;
    &amp;quot;EQ_WORMHOLE_SCANNER&amp;quot;                        = {sort_order = 14224; script_info = {sortOrder = 14224;};}; // Wormhole Scanner&lt;br /&gt;
&lt;br /&gt;
    //** EQ_REORDERING_MFD --------------------------------------------------------------------------------&lt;br /&gt;
    &amp;quot;EQ_ADVANCED_SYSTEM_DATA_MFD&amp;quot;                = {sort_order = 15000; script_info = {sortOrder = 15000;};}; // Advanced System Data MFD&lt;br /&gt;
    &amp;quot;EQ_BROADCASTCOMMSMFD_TCA&amp;quot;                   = {sort_order = 15004; script_info = {sortOrder = 15004;};}; // Broadcast Comms MFD&lt;br /&gt;
    &amp;quot;EQ_BROADCASTCOMMSMFD&amp;quot;                       = {sort_order = 15008; script_info = {sortOrder = 15008;};}; // Broadcast Comms MFD&lt;br /&gt;
    &amp;quot;EQ_COMBATMFD&amp;quot;                               = {sort_order = 15012; script_info = {sortOrder = 15012;};}; // Combat MFD&lt;br /&gt;
    &amp;quot;EQ_COMMSLOGMFD_PASSIVE&amp;quot;                     = {sort_order = 15016; script_info = {sortOrder = 15016;};}; // CommsLog MFD&lt;br /&gt;
    &amp;quot;EQ_COMMSLOGMFD&amp;quot;                             = {sort_order = 15020; script_info = {sortOrder = 15020;};}; // CommsLog MFD&lt;br /&gt;
    &amp;quot;EQ_DAMAGE_REPORT_MFD_PASSIVE&amp;quot;               = {sort_order = 15024; script_info = {sortOrder = 15024;};}; // Damage Report MFD&lt;br /&gt;
    &amp;quot;EQ_DAMAGE_REPORT_MFD&amp;quot;                       = {sort_order = 15028; script_info = {sortOrder = 15028;};}; // Damage Report MFD&lt;br /&gt;
    &amp;quot;EQ_ALMANAC_UNIT_MFD&amp;quot;                        = {sort_order = 15032; script_info = {sortOrder = 15032;};}; // Galactic Almanac MFD Unit&lt;br /&gt;
    &amp;quot;EQ_MANIFEST_MFD&amp;quot;                            = {sort_order = 15036; script_info = {sortOrder = 15036;};}; // Manifest MFD&lt;br /&gt;
    &amp;quot;EQ_MARKET_INQUIRER_MFD&amp;quot;                     = {sort_order = 15040; script_info = {sortOrder = 15040;};}; // Market Inquirer MFD&lt;br /&gt;
    &amp;quot;EQ_MFD_FAST_CONFIG&amp;quot;                         = {sort_order = 15044; script_info = {sortOrder = 15044;};}; // MFD Fast Configuration&lt;br /&gt;
    &amp;quot;EQ_NAVBEACONS_MFD&amp;quot;                          = {sort_order = 15048; script_info = {sortOrder = 15048;};}; // Navigation Beacons MFD&lt;br /&gt;
    &amp;quot;EQ_NAVIGATION_MFD&amp;quot;                          = {sort_order = 15052; script_info = {sortOrder = 15052;};}; // Navigation MFD&lt;br /&gt;
    &amp;quot;EQ_GCM_RANGE_FINDER_EXTENDER_TCA&amp;quot;           = {sort_order = 15056; script_info = {sortOrder = 15056;};}; // Range Finder Extender&lt;br /&gt;
    &amp;quot;EQ_GCM_RANGE_FINDER_EXTENDER&amp;quot;               = {sort_order = 15060; script_info = {sortOrder = 15060;};}; // Range Finder Extender&lt;br /&gt;
    &amp;quot;EQ_GCM_RANGE_FINDER_MFD_TCA&amp;quot;                = {sort_order = 15064; script_info = {sortOrder = 15064;};}; // Range Finder MFD&lt;br /&gt;
    &amp;quot;EQ_GCM_RANGE_FINDER_MFD&amp;quot;                    = {sort_order = 15068; script_info = {sortOrder = 15068;};}; // Range Finder MFD&lt;br /&gt;
    &amp;quot;EQ_BROADCASTCOMMSMFD_REMOVAL_TCA&amp;quot;           = {sort_order = 15072; script_info = {sortOrder = 15072;};}; // Remove Broadcast Comms MFD&lt;br /&gt;
    &amp;quot;EQ_BROADCASTCOMMSMFD_REMOVAL&amp;quot;               = {sort_order = 15076; script_info = {sortOrder = 15076;};}; // Remove Broadcast Comms MFD&lt;br /&gt;
    &amp;quot;EQ_COMMSLOGMFD_PASSIVE_REMOVAL&amp;quot;             = {sort_order = 15080; script_info = {sortOrder = 15080;};}; // Remove CommsLog MFD&lt;br /&gt;
    &amp;quot;EQ_COMMSLOGMFD_REMOVAL&amp;quot;                     = {sort_order = 15084; script_info = {sortOrder = 15084;};}; // Remove CommsLog MFD&lt;br /&gt;
    &amp;quot;EQ_DAMAGE_REPORT_MFD_PASSIVE_REMOVAL&amp;quot;       = {sort_order = 15088; script_info = {sortOrder = 15088;};}; // Remove Damage Report MFD&lt;br /&gt;
    &amp;quot;EQ_DAMAGE_REPORT_MFD_REMOVAL&amp;quot;               = {sort_order = 15092; script_info = {sortOrder = 15092;};}; // Remove Damage Report MFD&lt;br /&gt;
    &amp;quot;EQ_MARKET_INQUIRER_MFD_REMOVE&amp;quot;              = {sort_order = 15096; script_info = {sortOrder = 15096;};}; // Remove Market Inquirer MFD&lt;br /&gt;
    &amp;quot;EQ_MFD_FAST_CONFIG_REMOVAL&amp;quot;                 = {sort_order = 15100; script_info = {sortOrder = 15100;};}; // Remove MFD Fast Configuration&lt;br /&gt;
    &amp;quot;EQ_GCM_RANGE_FINDER_EXT_REMOVAL_TCA&amp;quot;        = {sort_order = 15104; script_info = {sortOrder = 15104;};}; // Remove Range Finder MFD&lt;br /&gt;
    &amp;quot;EQ_GCM_RANGE_FINDER_EXT_REMOVAL&amp;quot;            = {sort_order = 15108; script_info = {sortOrder = 15108;};}; // Remove Range Finder MFD&lt;br /&gt;
    &amp;quot;EQ_GCM_RANGE_FINDER_REMOVAL_TCA&amp;quot;            = {sort_order = 15112; script_info = {sortOrder = 15112;};}; // Remove Range Finder MFD&lt;br /&gt;
    &amp;quot;EQ_GCM_RANGE_FINDER_REMOVAL&amp;quot;                = {sort_order = 15116; script_info = {sortOrder = 15116;};}; // Remove Range Finder MFD&lt;br /&gt;
    &amp;quot;EQ_TROPHY_MFD_REMOVE&amp;quot;                       = {sort_order = 15120; script_info = {sortOrder = 15120;};}; // Remove Trophy Log MFD&lt;br /&gt;
    &amp;quot;EQ_SSLI_MFD&amp;quot;                                = {sort_order = 15124; script_info = {sortOrder = 15124;};}; // Star System Lane Indicator MFD&lt;br /&gt;
    &amp;quot;EQ_TROPHY_MFD&amp;quot;                              = {sort_order = 15128; script_info = {sortOrder = 15128;};}; // Trophy Log MFD&lt;br /&gt;
&lt;br /&gt;
    //** EQ_REORDERING_ESCORTS --------------------------------------------------------------------------------&lt;br /&gt;
    &amp;quot;EQ_ESCORTDECK_adder&amp;quot;                        = {sort_order = 16000; script_info = {sortOrder = 16000;};}; // Adder Escort&lt;br /&gt;
    &amp;quot;EQ_ESCORTDECK_arachnid&amp;quot;                     = {sort_order = 16004; script_info = {sortOrder = 16004;};}; // Arachnid Escort&lt;br /&gt;
    &amp;quot;EQ_ESCORTDECK_sniper-arachnid&amp;quot;              = {sort_order = 16008; script_info = {sortOrder = 16008;};}; // Arachnid Sniper&lt;br /&gt;
    &amp;quot;EQ_ESCORTDECK_asp&amp;quot;                          = {sort_order = 16012; script_info = {sortOrder = 16012;};}; // Asp Escort&lt;br /&gt;
    &amp;quot;EQ_ESCORTDECK&amp;quot;                              = {sort_order = 16016; script_info = {sortOrder = 16016;};}; // Escort Deck&lt;br /&gt;
    &amp;quot;EQ_ESCORTDECKXL&amp;quot;                            = {sort_order = 16020; script_info = {sortOrder = 16020;};}; // Escort Deck XL&lt;br /&gt;
    &amp;quot;EQ_RRS_ESCORT_TARGETING_SYSTEM_WAYSTATION&amp;quot;  = {sort_order = 16024; script_info = {sortOrder = 16024;};}; // Escort Targeting System&lt;br /&gt;
    &amp;quot;EQ_RRS_ESCORT_TARGETING_SYSTEM&amp;quot;             = {sort_order = 16028; script_info = {sortOrder = 16028;};}; // Escort Targeting System&lt;br /&gt;
    &amp;quot;EQ_RRS_ESCORT_TARGETING_SYSTEM_DISCOUNT&amp;quot;    = {sort_order = 16032; script_info = {sortOrder = 16032;};}; // Escort Targeting System (RRS discount)&lt;br /&gt;
    &amp;quot;EQ_FIGHTERBAY&amp;quot;                              = {sort_order = 16036; script_info = {sortOrder = 16036;};}; // Fighter Bay&lt;br /&gt;
    &amp;quot;EQ_FIGHTERHANGAR&amp;quot;                           = {sort_order = 16040; script_info = {sortOrder = 16040;};}; // Fighter Hangar&lt;br /&gt;
    &amp;quot;EQ_FIGHTERSUPPORT&amp;quot;                          = {sort_order = 16044; script_info = {sortOrder = 16044;};}; // Fighter Support Center&lt;br /&gt;
    &amp;quot;EQ_RRS_FLIGHTFORM&amp;quot;                          = {sort_order = 16048; script_info = {sortOrder = 16048;};}; // Flight Formation Autopilot&lt;br /&gt;
    &amp;quot;EQ_RRS_FLIGHTFORM_DISCOUNT&amp;quot;                 = {sort_order = 16052; script_info = {sortOrder = 16052;};}; // Flight Formation Autopilot (RRS discount)&lt;br /&gt;
    &amp;quot;EQ_FIGHTER_GALTECH&amp;quot;                         = {sort_order = 16056; script_info = {sortOrder = 16056;};}; // GalTech Interceptor&lt;br /&gt;
    &amp;quot;EQ_ESCORTDECK_gecko&amp;quot;                        = {sort_order = 16060; script_info = {sortOrder = 16060;};}; // Gecko Escort&lt;br /&gt;
    &amp;quot;EQ_ESCORTDECK_ghavial&amp;quot;                      = {sort_order = 16064; script_info = {sortOrder = 16064;};}; // Ghavial Escort&lt;br /&gt;
    &amp;quot;EQ_HIREDGUN_HIGH&amp;quot;                           = {sort_order = 16068; script_info = {sortOrder = 16068;};}; // Hire Escorts&lt;br /&gt;
    &amp;quot;EQ_HIREDGUN_LOW&amp;quot;                            = {sort_order = 16072; script_info = {sortOrder = 16072;};}; // Hire Escorts&lt;br /&gt;
    &amp;quot;EQ_HIREDGUN_MID&amp;quot;                            = {sort_order = 16076; script_info = {sortOrder = 16076;};}; // Hire Escorts&lt;br /&gt;
    &amp;quot;EQ_FIGHTER_IRONKING&amp;quot;                        = {sort_order = 16080; script_info = {sortOrder = 16080;};}; // Iron King&lt;br /&gt;
    &amp;quot;EQ_FIGHTER_KING&amp;quot;                            = {sort_order = 16084; script_info = {sortOrder = 16084;};}; // King&lt;br /&gt;
    &amp;quot;EQ_FIGHTER_LIGHT&amp;quot;                           = {sort_order = 16088; script_info = {sortOrder = 16088;};}; // Light Fighter&lt;br /&gt;
    &amp;quot;EQ_ESCORTDECK_nightadder&amp;quot;                   = {sort_order = 16092; script_info = {sortOrder = 16092;};}; // Night Adder Escort&lt;br /&gt;
    &amp;quot;EQ_ESCORTDECK_ophidian&amp;quot;                     = {sort_order = 16096; script_info = {sortOrder = 16096;};}; // Ophidian Escort&lt;br /&gt;
    &amp;quot;EQ_UPS_PRIVATE_ESCORT&amp;quot;                      = {sort_order = 16100; script_info = {sortOrder = 16100;};}; // Private Escort&lt;br /&gt;
    &amp;quot;EQ_FIGHTER_RAIDER&amp;quot;                          = {sort_order = 16104; script_info = {sortOrder = 16104;};}; // Raider&lt;br /&gt;
    &amp;quot;REFUND_EQ_FIGHTER_GALTECH&amp;quot;                  = {sort_order = 16108; script_info = {sortOrder = 16108;};}; // Refund a GalTech Interceptor&lt;br /&gt;
    &amp;quot;REFUND_EQ_FIGHTER_KING&amp;quot;                     = {sort_order = 16112; script_info = {sortOrder = 16112;};}; // Refund a King&lt;br /&gt;
    &amp;quot;REFUND_EQ_FIGHTER_LIGHT&amp;quot;                    = {sort_order = 16116; script_info = {sortOrder = 16116;};}; // Refund a Light Fighter&lt;br /&gt;
    &amp;quot;REFUND_EQ_FIGHTER_RAIDER&amp;quot;                   = {sort_order = 16120; script_info = {sortOrder = 16120;};}; // Refund a Raider&lt;br /&gt;
    &amp;quot;REFUND_EQ_FIGHTER_ROBOT&amp;quot;                    = {sort_order = 16124; script_info = {sortOrder = 16124;};}; // Refund a Robot Fighter&lt;br /&gt;
    &amp;quot;REFUND_EQ_FIGHTER_SHARK&amp;quot;                    = {sort_order = 16128; script_info = {sortOrder = 16128;};}; // Refund a Shark&lt;br /&gt;
    &amp;quot;REFUND_EQ_FIGHTER_STEELSHARK&amp;quot;               = {sort_order = 16132; script_info = {sortOrder = 16132;};}; // Refund a Steel Shark&lt;br /&gt;
    &amp;quot;REFUND_EQ_FIGHTER_SWARM&amp;quot;                    = {sort_order = 16136; script_info = {sortOrder = 16136;};}; // Refund a Swarm Fighter Group&lt;br /&gt;
    &amp;quot;REFUND_EQ_FIGHTER_IRONKING&amp;quot;                 = {sort_order = 16140; script_info = {sortOrder = 16140;};}; // Refund an Iron King&lt;br /&gt;
    &amp;quot;EQ_FIGHTERSREMOVE&amp;quot;                          = {sort_order = 16144; script_info = {sortOrder = 16144;};}; // Remove all fighters and related equipments&lt;br /&gt;
    &amp;quot;EQ_FIGHTER_ROBOT&amp;quot;                           = {sort_order = 16148; script_info = {sortOrder = 16148;};}; // Robot Fighter&lt;br /&gt;
    &amp;quot;EQ_ESCORTDECK_s8&amp;quot;                           = {sort_order = 16152; script_info = {sortOrder = 16152;};}; // S8 Escort&lt;br /&gt;
    &amp;quot;EQ_ESCORTDECK_sniper-s8&amp;quot;                    = {sort_order = 16156; script_info = {sortOrder = 16156;};}; // S8 Sniper&lt;br /&gt;
    &amp;quot;EQ_FIGHTER_SHARK&amp;quot;                           = {sort_order = 16160; script_info = {sortOrder = 16160;};}; // Shark&lt;br /&gt;
    &amp;quot;EQ_ESCORTDECK_sidewinder&amp;quot;                   = {sort_order = 16164; script_info = {sortOrder = 16164;};}; // Sidewinder Escort&lt;br /&gt;
    &amp;quot;EQ_FIGHTER_STEELSHARK&amp;quot;                      = {sort_order = 16168; script_info = {sortOrder = 16168;};}; // Steel Shark&lt;br /&gt;
    &amp;quot;EQ_FIGHTER_SWARM&amp;quot;                           = {sort_order = 16172; script_info = {sortOrder = 16172;};}; // Swarm Fighter Group&lt;br /&gt;
    &amp;quot;EQ_TIE_F&amp;quot;                                   = {sort_order = 16176; script_info = {sortOrder = 16176;};}; // TIE Fighter&lt;br /&gt;
    &amp;quot;EQ_TIE_FF&amp;quot;                                  = {sort_order = 16180; script_info = {sortOrder = 16180;};}; // TIE Fighter Factory&lt;br /&gt;
    &amp;quot;EQ_TIE_I&amp;quot;                                   = {sort_order = 16184; script_info = {sortOrder = 16184;};}; // TIE Interceptor&lt;br /&gt;
    &amp;quot;EQ_TIE_IF&amp;quot;                                  = {sort_order = 16188; script_info = {sortOrder = 16188;};}; // TIE Interceptor Factory&lt;br /&gt;
    &amp;quot;EQ_ESCORTDECK_viper&amp;quot;                        = {sort_order = 16192; script_info = {sortOrder = 16192;};}; // Viper Escort&lt;br /&gt;
    &amp;quot;EQ_ESCORTDECK_wolf&amp;quot;                         = {sort_order = 16196; script_info = {sortOrder = 16196;};}; // Wolf MkI Escort&lt;br /&gt;
    &amp;quot;EQ_ESCORTDECK_sniper-wolf&amp;quot;                  = {sort_order = 16200; script_info = {sortOrder = 16200;};}; // Wolf MkI Sniper&lt;br /&gt;
&lt;br /&gt;
    //** EQ_REORDERING_LICENSES --------------------------------------------------------------------------------&lt;br /&gt;
    &amp;quot;EQ_EPT_HUNTER_LICENCE&amp;quot;                      = {sort_order = 17000; script_info = {sortOrder = 17000;};}; // Bounty Hunters Licence&lt;br /&gt;
    &amp;quot;EQ_HUNTER_LICENCE&amp;quot;                          = {sort_order = 17004; script_info = {sortOrder = 17004;};}; // Bounty Hunters Licence&lt;br /&gt;
    &amp;quot;EQ_HUNTER_LICENCE_RENEWAL&amp;quot;                  = {sort_order = 17008; script_info = {sortOrder = 17008;};}; // Bounty Hunters Licence Renewal&lt;br /&gt;
    &amp;quot;EQ_HOMESYSTEM_CLEAN&amp;quot;                        = {sort_order = 17012; script_info = {sortOrder = 17012;};}; // Home System Privileges&lt;br /&gt;
    &amp;quot;EQ_HOMESYSTEM_FUGITIVE&amp;quot;                     = {sort_order = 17016; script_info = {sortOrder = 17016;};}; // Home System Privileges&lt;br /&gt;
    &amp;quot;EQ_HOMESYSTEM_OFFENDER&amp;quot;                     = {sort_order = 17020; script_info = {sortOrder = 17020;};}; // Home System Privileges&lt;br /&gt;
    &amp;quot;EQ_ESCORTCONTRACTS&amp;quot;                         = {sort_order = 17024; script_info = {sortOrder = 17024;};}; // I.T.H.A Independent Escort License&lt;br /&gt;
    &amp;quot;EQ_IMPORT_PERMIT_NC&amp;quot;                        = {sort_order = 17028; script_info = {sortOrder = 17028;};}; // Import Permit&lt;br /&gt;
    &amp;quot;EQ_IMPORT_PERMIT&amp;quot;                           = {sort_order = 17032; script_info = {sortOrder = 17032;};}; // Import Permit&lt;br /&gt;
    &amp;quot;EQ_HOMESYSTEM_INVEST&amp;quot;                       = {sort_order = 17036; script_info = {sortOrder = 17036;};}; // Invest in Home System&lt;br /&gt;
    &amp;quot;EQ_HOMESYSTEM_REMOVE&amp;quot;                       = {sort_order = 17040; script_info = {sortOrder = 17040;};}; // Remove Home System Privileges&lt;br /&gt;
    &amp;quot;EQ_REPURCHASE_INSURANCE&amp;quot;                    = {sort_order = 17044; script_info = {sortOrder = 17044;};}; // Ship Repurchase Insurance&lt;br /&gt;
    &amp;quot;EQ_CTE_TRADERNET&amp;quot;                           = {sort_order = 17048; script_info = {sortOrder = 17048;};}; // TraderNet Monthly Subscription&lt;br /&gt;
    &amp;quot;EQ_CTE_TRADERNET_RENEWAL&amp;quot;                   = {sort_order = 17052; script_info = {sortOrder = 17052;};}; // TraderNet Monthly Subscription (Renewal)&lt;br /&gt;
&lt;br /&gt;
    //** EQ_REORDERING_ILLICIT --------------------------------------------------------------------------------&lt;br /&gt;
    &amp;quot;EQ_PHASE_SCANNER&amp;quot;                           = {sort_order = 18000; script_info = {sortOrder = 18000;};}; // Customs Phase Scanner&lt;br /&gt;
    &amp;quot;EQ_UPS_POLICE_SCANNER&amp;quot;                      = {sort_order = 18004; script_info = {sortOrder = 18004;};}; // GalCop Scanner&lt;br /&gt;
    &amp;quot;EQ_GCM_SOFTWARE&amp;quot;                            = {sort_order = 18008; script_info = {sortOrder = 18008;};}; // GalCop Station Security Software&lt;br /&gt;
    &amp;quot;EQ_MILITARY_JAMMER&amp;quot;                         = {sort_order = 18012; script_info = {sortOrder = 18012;};}; // Military Anti-Scanner Countermeasures (MASC'M)&lt;br /&gt;
    &amp;quot;EQ_MULTIPASSED_ID&amp;quot;                          = {sort_order = 18016; script_info = {sortOrder = 18016;};}; // Multi-Passed ID&lt;br /&gt;
    &amp;quot;EQ_MULTIPASS&amp;quot;                               = {sort_order = 18020; script_info = {sortOrder = 18020;};}; // Multipass&lt;br /&gt;
    &amp;quot;EQ_UPS_IDCLEANER&amp;quot;                           = {sort_order = 18024; script_info = {sortOrder = 18024;};}; // Pirate ID Cleaner&lt;br /&gt;
    &amp;quot;EQ_PHASE_SCANNER_REMOVAL&amp;quot;                   = {sort_order = 18028; script_info = {sortOrder = 18028;};}; // Remove Customs Phase Scanner&lt;br /&gt;
    &amp;quot;EQ_SMUGGLING_COMPARTMENT_REMOVAL&amp;quot;           = {sort_order = 18032; script_info = {sortOrder = 18032;};}; // Remove Smuggling Compartment&lt;br /&gt;
    &amp;quot;EQ_SMUGGLING_COMPARTMENT_REPAIR_1&amp;quot;          = {sort_order = 18036; script_info = {sortOrder = 18036;};}; // Repair: Smuggling Compartment&lt;br /&gt;
    &amp;quot;EQ_SMUGGLING_COMPARTMENT_REPAIR_10&amp;quot;         = {sort_order = 18040; script_info = {sortOrder = 18040;};}; // Repair: Smuggling Compartment&lt;br /&gt;
    &amp;quot;EQ_SMUGGLING_COMPARTMENT_REPAIR_11&amp;quot;         = {sort_order = 18044; script_info = {sortOrder = 18044;};}; // Repair: Smuggling Compartment&lt;br /&gt;
    &amp;quot;EQ_SMUGGLING_COMPARTMENT_REPAIR_12&amp;quot;         = {sort_order = 18048; script_info = {sortOrder = 18048;};}; // Repair: Smuggling Compartment&lt;br /&gt;
    &amp;quot;EQ_SMUGGLING_COMPARTMENT_REPAIR_13&amp;quot;         = {sort_order = 18052; script_info = {sortOrder = 18052;};}; // Repair: Smuggling Compartment&lt;br /&gt;
    &amp;quot;EQ_SMUGGLING_COMPARTMENT_REPAIR_14&amp;quot;         = {sort_order = 18056; script_info = {sortOrder = 18056;};}; // Repair: Smuggling Compartment&lt;br /&gt;
    &amp;quot;EQ_SMUGGLING_COMPARTMENT_REPAIR_15&amp;quot;         = {sort_order = 18060; script_info = {sortOrder = 18060;};}; // Repair: Smuggling Compartment&lt;br /&gt;
    &amp;quot;EQ_SMUGGLING_COMPARTMENT_REPAIR_16&amp;quot;         = {sort_order = 18064; script_info = {sortOrder = 18064;};}; // Repair: Smuggling Compartment&lt;br /&gt;
    &amp;quot;EQ_SMUGGLING_COMPARTMENT_REPAIR_17&amp;quot;         = {sort_order = 18068; script_info = {sortOrder = 18068;};}; // Repair: Smuggling Compartment&lt;br /&gt;
    &amp;quot;EQ_SMUGGLING_COMPARTMENT_REPAIR_18&amp;quot;         = {sort_order = 18072; script_info = {sortOrder = 18072;};}; // Repair: Smuggling Compartment&lt;br /&gt;
    &amp;quot;EQ_SMUGGLING_COMPARTMENT_REPAIR_19&amp;quot;         = {sort_order = 18076; script_info = {sortOrder = 18076;};}; // Repair: Smuggling Compartment&lt;br /&gt;
    &amp;quot;EQ_SMUGGLING_COMPARTMENT_REPAIR_2&amp;quot;          = {sort_order = 18080; script_info = {sortOrder = 18080;};}; // Repair: Smuggling Compartment&lt;br /&gt;
    &amp;quot;EQ_SMUGGLING_COMPARTMENT_REPAIR_20&amp;quot;         = {sort_order = 18084; script_info = {sortOrder = 18084;};}; // Repair: Smuggling Compartment&lt;br /&gt;
    &amp;quot;EQ_SMUGGLING_COMPARTMENT_REPAIR_3&amp;quot;          = {sort_order = 18088; script_info = {sortOrder = 18088;};}; // Repair: Smuggling Compartment&lt;br /&gt;
    &amp;quot;EQ_SMUGGLING_COMPARTMENT_REPAIR_4&amp;quot;          = {sort_order = 18092; script_info = {sortOrder = 18092;};}; // Repair: Smuggling Compartment&lt;br /&gt;
    &amp;quot;EQ_SMUGGLING_COMPARTMENT_REPAIR_5&amp;quot;          = {sort_order = 18096; script_info = {sortOrder = 18096;};}; // Repair: Smuggling Compartment&lt;br /&gt;
    &amp;quot;EQ_SMUGGLING_COMPARTMENT_REPAIR_6&amp;quot;          = {sort_order = 18100; script_info = {sortOrder = 18100;};}; // Repair: Smuggling Compartment&lt;br /&gt;
    &amp;quot;EQ_SMUGGLING_COMPARTMENT_REPAIR_7&amp;quot;          = {sort_order = 18104; script_info = {sortOrder = 18104;};}; // Repair: Smuggling Compartment&lt;br /&gt;
    &amp;quot;EQ_SMUGGLING_COMPARTMENT_REPAIR_8&amp;quot;          = {sort_order = 18108; script_info = {sortOrder = 18108;};}; // Repair: Smuggling Compartment&lt;br /&gt;
    &amp;quot;EQ_SMUGGLING_COMPARTMENT_REPAIR_9&amp;quot;          = {sort_order = 18112; script_info = {sortOrder = 18112;};}; // Repair: Smuggling Compartment&lt;br /&gt;
    &amp;quot;EQ_SDC_HACK_CHIP&amp;quot;                           = {sort_order = 18116; script_info = {sortOrder = 18116;};}; // SDC Hack Chip&lt;br /&gt;
    &amp;quot;EQ_MILITARY_JAMMER_REMOVAL&amp;quot;                 = {sort_order = 18120; script_info = {sortOrder = 18120;};}; // Sell Military Anti-Scanner Countermeasures (MASC'M)&lt;br /&gt;
    &amp;quot;EQ_SMUGGLING_COMPARTMENT&amp;quot;                   = {sort_order = 18124; script_info = {sortOrder = 18124;};}; // Smuggling Compartment&lt;br /&gt;
    &amp;quot;EQ_SMUGGLING_COMPARTMENT_10&amp;quot;                = {sort_order = 18128; script_info = {sortOrder = 18128;};}; // Smuggling Compartment (10t)&lt;br /&gt;
    &amp;quot;EQ_SMUGGLING_COMPARTMENT_11&amp;quot;                = {sort_order = 18132; script_info = {sortOrder = 18132;};}; // Smuggling Compartment (11t)&lt;br /&gt;
    &amp;quot;EQ_SMUGGLING_COMPARTMENT_12&amp;quot;                = {sort_order = 18136; script_info = {sortOrder = 18136;};}; // Smuggling Compartment (12t)&lt;br /&gt;
    &amp;quot;EQ_SMUGGLING_COMPARTMENT_13&amp;quot;                = {sort_order = 18140; script_info = {sortOrder = 18140;};}; // Smuggling Compartment (13t)&lt;br /&gt;
    &amp;quot;EQ_SMUGGLING_COMPARTMENT_14&amp;quot;                = {sort_order = 18144; script_info = {sortOrder = 18144;};}; // Smuggling Compartment (14t)&lt;br /&gt;
    &amp;quot;EQ_SMUGGLING_COMPARTMENT_15&amp;quot;                = {sort_order = 18148; script_info = {sortOrder = 18148;};}; // Smuggling Compartment (15t)&lt;br /&gt;
    &amp;quot;EQ_SMUGGLING_COMPARTMENT_16&amp;quot;                = {sort_order = 18152; script_info = {sortOrder = 18152;};}; // Smuggling Compartment (16t)&lt;br /&gt;
    &amp;quot;EQ_SMUGGLING_COMPARTMENT_17&amp;quot;                = {sort_order = 18156; script_info = {sortOrder = 18156;};}; // Smuggling Compartment (17t)&lt;br /&gt;
    &amp;quot;EQ_SMUGGLING_COMPARTMENT_18&amp;quot;                = {sort_order = 18160; script_info = {sortOrder = 18160;};}; // Smuggling Compartment (18t)&lt;br /&gt;
    &amp;quot;EQ_SMUGGLING_COMPARTMENT_19&amp;quot;                = {sort_order = 18164; script_info = {sortOrder = 18164;};}; // Smuggling Compartment (19t)&lt;br /&gt;
    &amp;quot;EQ_SMUGGLING_COMPARTMENT_1&amp;quot;                 = {sort_order = 18168; script_info = {sortOrder = 18168;};}; // Smuggling Compartment (1t)&lt;br /&gt;
    &amp;quot;EQ_SMUGGLING_COMPARTMENT_20&amp;quot;                = {sort_order = 18172; script_info = {sortOrder = 18172;};}; // Smuggling Compartment (20t)&lt;br /&gt;
    &amp;quot;EQ_SMUGGLING_COMPARTMENT_2&amp;quot;                 = {sort_order = 18176; script_info = {sortOrder = 18176;};}; // Smuggling Compartment (2t)&lt;br /&gt;
    &amp;quot;EQ_SMUGGLING_COMPARTMENT_3&amp;quot;                 = {sort_order = 18180; script_info = {sortOrder = 18180;};}; // Smuggling Compartment (3t)&lt;br /&gt;
    &amp;quot;EQ_SMUGGLING_COMPARTMENT_4&amp;quot;                 = {sort_order = 18184; script_info = {sortOrder = 18184;};}; // Smuggling Compartment (4t)&lt;br /&gt;
    &amp;quot;EQ_SMUGGLING_COMPARTMENT_5&amp;quot;                 = {sort_order = 18188; script_info = {sortOrder = 18188;};}; // Smuggling Compartment (5t)&lt;br /&gt;
    &amp;quot;EQ_SMUGGLING_COMPARTMENT_6&amp;quot;                 = {sort_order = 18192; script_info = {sortOrder = 18192;};}; // Smuggling Compartment (6t)&lt;br /&gt;
    &amp;quot;EQ_SMUGGLING_COMPARTMENT_7&amp;quot;                 = {sort_order = 18196; script_info = {sortOrder = 18196;};}; // Smuggling Compartment (7t)&lt;br /&gt;
    &amp;quot;EQ_SMUGGLING_COMPARTMENT_8&amp;quot;                 = {sort_order = 18200; script_info = {sortOrder = 18200;};}; // Smuggling Compartment (8t)&lt;br /&gt;
    &amp;quot;EQ_SMUGGLING_COMPARTMENT_9&amp;quot;                 = {sort_order = 18204; script_info = {sortOrder = 18204;};}; // Smuggling Compartment (9t)&lt;br /&gt;
    &amp;quot;EQ_SMUGGLING_PHASE_ADJUSTMENT&amp;quot;              = {sort_order = 18208; script_info = {sortOrder = 18208;};}; // Smuggling Compartment Phase Adjustment&lt;br /&gt;
    &amp;quot;EQ_SMUGGLING_INFLIGHT_STORAGE&amp;quot;              = {sort_order = 18212; script_info = {sortOrder = 18212;};}; // Smuggling Compartment Storage&lt;br /&gt;
    &amp;quot;EQ_SMUGGLING_VERSION_UPGRADE&amp;quot;               = {sort_order = 18216; script_info = {sortOrder = 18216;};}; // Smuggling Compartment Version Upgrade&lt;br /&gt;
&lt;br /&gt;
    //** EQ_REORDERING_SALVAGE --------------------------------------------------------------------------------&lt;br /&gt;
    &amp;quot;EQ_ADVANCED_NAVIGATIONAL_ARRAY_SALVAGED&amp;quot;    = {sort_order = 19000; script_info = {sortOrder = 19000;};}; // Advanced Navigational Array (salvaged)&lt;br /&gt;
    &amp;quot;EQ_ADVANCED_COMPASS_SALVAGED&amp;quot;               = {sort_order = 19004; script_info = {sortOrder = 19004;};}; // Advanced Space Compass (salvaged)&lt;br /&gt;
    &amp;quot;EQ_DOCK_COMP_SALVAGED&amp;quot;                      = {sort_order = 19008; script_info = {sortOrder = 19008;};}; // Docking Computers (salvaged)&lt;br /&gt;
    &amp;quot;EQ_ECM_SALVAGED&amp;quot;                            = {sort_order = 19012; script_info = {sortOrder = 19012;};}; // E.C.M. System (salvaged)&lt;br /&gt;
    &amp;quot;EQ_ENERGY_BOMB_SALVAGED&amp;quot;                    = {sort_order = 19016; script_info = {sortOrder = 19016;};}; // Energy Bomb (salvaged)&lt;br /&gt;
    &amp;quot;EQ_ESCAPE_POD_SALVAGED&amp;quot;                     = {sort_order = 19020; script_info = {sortOrder = 19020;};}; // Escape Pod (salvaged)&lt;br /&gt;
    &amp;quot;EQ_HEAT_SHIELD_SALVAGED&amp;quot;                    = {sort_order = 19024; script_info = {sortOrder = 19024;};}; // External Heat Shielding (salvaged)&lt;br /&gt;
    &amp;quot;EQ_ENERGY_UNIT_SALVAGED&amp;quot;                    = {sort_order = 19028; script_info = {sortOrder = 19028;};}; // Extra Energy Unit (salvaged)&lt;br /&gt;
    &amp;quot;EQ_FUEL_SCOOPS_SALVAGED&amp;quot;                    = {sort_order = 19032; script_info = {sortOrder = 19032;};}; // Fuel Scoops (salvaged)&lt;br /&gt;
    &amp;quot;EQ_GAL_DRIVE_SALVAGED&amp;quot;                      = {sort_order = 19036; script_info = {sortOrder = 19036;};}; // Galactic Hyperdrive (salvaged)&lt;br /&gt;
    &amp;quot;EQ_NAVAL_SHIELD_BOOSTER_SALVAGED&amp;quot;           = {sort_order = 19040; script_info = {sortOrder = 19040;};}; // Military Shield Enhancement (salvaged)&lt;br /&gt;
    &amp;quot;EQ_MULTI_TARGET_SALVAGED&amp;quot;                   = {sort_order = 19044; script_info = {sortOrder = 19044;};}; // Multi-Targeting System (salvaged)&lt;br /&gt;
    &amp;quot;EQ_NAVAL_ENERGY_UNIT_SALVAGED&amp;quot;              = {sort_order = 19048; script_info = {sortOrder = 19048;};}; // Naval Energy Unit (salvaged)&lt;br /&gt;
    &amp;quot;EQ_SCANNER_SHOW_MISSILE_TARGET_SALVAGED&amp;quot;    = {sort_order = 19052; script_info = {sortOrder = 19052;};}; // Scanner Targeting Enhancement (salvaged)&lt;br /&gt;
    &amp;quot;EQ_SHIELD_BOOSTER_SALVAGED&amp;quot;                 = {sort_order = 19056; script_info = {sortOrder = 19056;};}; // Shield Boosters (salvaged)&lt;br /&gt;
    &amp;quot;EQ_TARGET_MEMORY_SALVAGED&amp;quot;                  = {sort_order = 19060; script_info = {sortOrder = 19060;};}; // Target System Memory Expansion (salvaged)&lt;br /&gt;
    &amp;quot;EQ_FUEL_INJECTION_SALVAGED&amp;quot;                 = {sort_order = 19064; script_info = {sortOrder = 19064;};}; // Witchdrive Fuel Injectors (salvaged)&lt;br /&gt;
    &amp;quot;EQ_WORMHOLE_SCANNER_SALVAGED&amp;quot;               = {sort_order = 19068; script_info = {sortOrder = 19068;};}; // Wormhole Scanner (salvaged)&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[[equipment-overrides.plist]] overwrites the entries defined in equipment-overrides.plist&lt;br /&gt;
*[[descriptions.plist]] contains the instructions for drawing equipment icons&lt;br /&gt;
*[[Oolite JavaScript Reference: EquipmentInfo]] objects provide information about a type of equipment&lt;br /&gt;
*[[Oolite JavaScript Reference: Equipment scripts]] are used to handle primable equipment activations. &lt;br /&gt;
*[[Oolite JavaScript Reference: Condition scripts]] used to set conditions on the appearance of ships &amp;amp; equipment beyond the basics possible in [[shipdata.plist]], [[shipyard.plist]], [[shiplibrary.plist]] and equipment.plist&lt;br /&gt;
*[https://github.com/OoliteProject/oolite/blob/83bc901498397895d3f9451930a5a6db8dbe22ab/Resources/Config/equipment.plist#L184 The Vanilla Game equipment.plist]&lt;br /&gt;
=== Other Links ===&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=16265 A collection of four formulae] for mixing ''permanent'' (''eg'' unsellable) passenger berths and ''temporary'' passenger berths on a ship. (2014)&lt;br /&gt;
*[[Thargoid Witchspace Drive]] is scooped and then needs installation on a high TL anarchy world before it can be used.&lt;br /&gt;
&lt;br /&gt;
[[Category:Updated JavaScript features in Oolite 1.81]]&lt;br /&gt;
[[Category:Updated JavaScript features in Oolite 1.89]]&lt;br /&gt;
[[Category:Updated JavaScript features in Oolite 1.91]]&lt;br /&gt;
[[Category:Oolite]]&lt;br /&gt;
[[Category:Oolite scripting]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=OXP_howto_model&amp;diff=88457</id>
		<title>OXP howto model</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=OXP_howto_model&amp;diff=88457"/>
		<updated>2026-04-20T11:05:30Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: /* Links */ Added another&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Untextured Odyssey.png|thumb|right|400px|Maaarcooose's finished model of the Odyssey, prior to texturing]]&lt;br /&gt;
[[File:U31 odyssey.png|thumb|right|200px|Textured Odyssey]]&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Oolite draws its ships from models in the '''.dat''' format, but this is an Oolite-only format. The models made in modelling programs are most commonly in '''.obj''' files. Therefore, to see a home-made model appear in the game, one needs to convert the .obj file to a .dat, which can usually be done successfully with a python script (Obj2DatTex.py : see below).&lt;br /&gt;
&lt;br /&gt;
Therefore, to tweak someone else's game model, one takes the .dat from an OXP, and converts it back to an .obj with a different python script (Dat2ObjTex.py). This is not as reliable, [[User:Murgh|Murgh]] currently has a 60-70% success rate. Usually old models are no problem, but newer models often don't work. For instance, he's failed to convert the modern buoy. But has succeeded with all of his old models, and almost all of Aegidian's old models.&lt;br /&gt;
&lt;br /&gt;
But some of the old Aegidians can come with a twist. When you open them, the texture can be mirror-backwards, or even weirder, project itself from the inside out. Like taking a picture and stuffing it inside a goldfishbowl, you see it, but it's very wrong when you expect it to be on the outside. It turned out to be fixable in Wings. [https://bb.oolite.space/viewtopic.php?p=283166#p283166 Source (2022)]&lt;br /&gt;
&lt;br /&gt;
== Which programme? ==&lt;br /&gt;
'''Wings3D''' was probably the most popular programme for creating the early models. In recent years [[User:Gsagostinho|Gsagostinho]] moved to it from '''Blender''' in [https://bb.oolite.space/viewtopic.php?p=258574#p258574 2017]. On the other hand, [[Killer Wolf]] moved in [https://bb.oolite.space/viewtopic.php?p=285531#p285531 the opposite direction].&lt;br /&gt;
&lt;br /&gt;
If you have a windows computer, the old Truespace 4.3 is supposed to be very easy to learn to use. See discussion [https://bb.oolite.space/viewtopic.php?f=7&amp;amp;t=21327 here] and download [https://united3dartists.com/forum/viewtopic.php?t=6271 here].&lt;br /&gt;
&lt;br /&gt;
== Create your model ==&lt;br /&gt;
in [http://www.wings3d.com/ Wings3D] or a similar program.&lt;br /&gt;
&lt;br /&gt;
*For Blender specifically see [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=10041 Blender 3d Modeling Tutorials] (2011) - and see also [https://cgcookie.com/learn-blender cgcookie.com], and JackieBean on the [https://bb.oolite.space/viewtopic.php?p=255223#p255223 joys of Blender] (2017).&lt;br /&gt;
&lt;br /&gt;
How you do this is up to your creativity, but [[User:Aegidian|Aegidian]] has created the following tutorial for Wings3D.&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;border-spacing:5pt;&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Image:Sv_wings_mode_object.png|128px]]&lt;br /&gt;
| Launch Wings3D and select the object mode.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Image:Sv_wings_menue_object_cube.png|128px]]&lt;br /&gt;
| Right-click in the workspace to pop up the '''object menu'''. Select the options for the cube.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Image:Sv_wings_options_cube.png|128px]]&lt;br /&gt;
| Cubes created by Wings3D measure one unit on a side. In Oolite these units are meters and a 1m x 1m x 1m spaceship is a bit small, so we're going to scale it to 30m wide, 10m tall, and 30m long.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;	You'll need to dolly the camera away from your object a bit to be able to see it all in the view now. I use the scroll-wheel to do this, but ctrl-alt-[left mouse button] and up or down will also work.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Another approach is to create the standard sized cube and Right-click and choose '''.Scale Axis'''. Choose the '''.X'''. axis then press tab to allow numeric input, this is a percentage, so enter 3000 to scale the objects x-axis dimension to 30m. Do the same scaling on the '''.Y''' axis, scaling by 1000%. and on the '''.Z'''. axis scaling by 3000%.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Image:Sv_wings_workspace_cube.png|128px]]&lt;br /&gt;
| This gives us our basic shape, 30m wide by 30m long by 10m high.&amp;lt;br&amp;gt;Now some details, we'll add a bevel for the front viewscreen and some fins.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Image:Sv_wings_mode_edge.png|128px]]&lt;br /&gt;
| First the bevel, select the '''edges''' mode and press space to clear the current selection.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Image:Sv_wings_workspace_cube_edge.png|128px]]&lt;br /&gt;
| Select the upper front edge, Right-click to pop up the menu and choose '''Bevel'''.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Move the mouse until you've got the right look, then left-click to set the bevel. You can also press tab to allow numeric entry of the bevel amount again.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Image:Sv_wings_workspace_cube_bevel.png|128px]]&lt;br /&gt;
| Voila. The first step is done. Next the fins. These will be a bit trickier.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Image:Sv_wings_workspace_cube_edgeB.png|128px]]&lt;br /&gt;
| Select '''edges''' mode again and press space to clear the selection.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Then choose one of the two upper edges going from front to back.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Image:Sv_wings_options_cut.png|128px]]&lt;br /&gt;
| Right-click for the menu and then choose '''.Cut''' and choose '''2 2''' to cut the line into two pieces.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Do the same for the line on the other side. You'll find yourself in '''points''' mode, with the indicated point selected.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Image:Sv_wings_mode_face.png|128px]]&lt;br /&gt;
| Now we need a quick trick to make life easier - choose '''faces''' mode and press '''command-a''' to select all faces.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Image:Sv_wings_workspace_allfaces_tesselate.png|128px]]&lt;br /&gt;
| Right-click and choose '''Tesselate''' and then '''Triangulate''', which will make turn all the flat faces into bunches of triangles.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Image:Sv_wings_workspace_tesselated.png|128px]]&lt;br /&gt;
|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Image:Sv_wings_workspace_cube_edgeC.png|128px]]&lt;br /&gt;
| Return to '''edges''' modes and select the two edges to become fins.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Image:Sv_wings_options_extrude_normal.png|128px]]&lt;br /&gt;
| Right-click and choose '''.Extrude''' and '''Normal''' and move the mouse until you are pleased.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Image:Sv_wings_workspace_flying_brick.png|128px]]&lt;br /&gt;
| Tadaa&amp;amp;#33; A flying brick.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Sv_textut_part_1_01.png|thumb|right|100px|pic 1]]&lt;br /&gt;
[[File:Sv_textut_part_1_02.png|thumb|right|100px|pic 2]]&lt;br /&gt;
[[File:Sv_textut_part_1_03.png|thumb|right|100px|pic 3]]&lt;br /&gt;
[[File:Sv_textut_part_1_04.png|thumb|right|100px|pic 4]]&lt;br /&gt;
[[File:Sv_textut_part_1_05.png|thumb|right|100px|pic 5]]&lt;br /&gt;
[[File:Sv_textut_part_1_06.png|thumb|right|100px|pic 6]]&lt;br /&gt;
[[File:Sv_textut_part_1_07.png|thumb|right|100px|pic 7]]&lt;br /&gt;
If you've read the tutorial above it's time to think about a few more things.&lt;br /&gt;
&lt;br /&gt;
== Optimize ==&lt;br /&gt;
Optimizing models and textures for a game is no fun, specially if it's a model with lots of greebles and funny details.&lt;br /&gt;
&lt;br /&gt;
=== Simple example ===&lt;br /&gt;
So let's stick with a simple example - a simple cone combined with a cube. When creating the UV-Map in Wings3D this map is really in no way optimized. Doing optimizations as postprocess is a real pain, believe me .-)&lt;br /&gt;
&lt;br /&gt;
Let's say you have created a model in Wings3D ('''pic 1''') and created the UV-Map ('''pic 2'''). You can see that Wings3D does some preparations for you, e.g. the UV information is taking place in the maps area and the polygons are separated (in chunks), based on the method you've used to create the UV-Map. It's a good starting point but far away from a optimum for a game.&lt;br /&gt;
&lt;br /&gt;
=== Wasted texture informations ===&lt;br /&gt;
You can see in a few OXPs background images in the UV-Maps ('''pic 3'''). This is just wasted texture information, results in bigger filesizes and and makes optimization tools pretty senseless. These tools are using Deflate, LZ77, RLE (Run-length_encoding) and other algorithms to optimize the texture information streams in the maps. Better use a solid color (black, grey or white).&lt;br /&gt;
&lt;br /&gt;
=== Wasted faces ===&lt;br /&gt;
Wings3D is a box-modeller and creating objects in Wings3D always results in closed objects. Result is that quite a few faces are just wasted ('''pic 4'''), because they are not visible at all, but still eating memory and processing time. This can easily go in a few thousands of faces when a lot of models are used in installed OXPs. Luckily there's a way as Wings3D provides a hole material. This is a special feature to reduce the amount of data when exporting the model as .obj as the faces won't appear in the exported model and UV-Map.&lt;br /&gt;
&lt;br /&gt;
=== Resort the map ===&lt;br /&gt;
The next step is to resort (and sometimes scale) the polys in the UV-Mapper. Best practice is to leave a little bit space between polys ('''pic 5'''). This is a lesson I had to learn with my models. I was always wondering why some artifacts appeard at the edges and why the mipmapping doesn't work properly.&lt;br /&gt;
&lt;br /&gt;
=== Mipmapping ===&lt;br /&gt;
To get it working properly expand the areas with real texture information by a few pixels ('''pic 6'''). Oolite will do the mipmapping (if its available) automagically. Mipmapping or Level of Detail (LOD) is a antialiasing technique to improve the quality when textures are minified / magnified. See [http://en.wikipedia.org/wiki/Mipmap Mipmap] for more infos.&lt;br /&gt;
&lt;br /&gt;
===Tesselation is evil ===&lt;br /&gt;
And last but not least tesselation (or subdivision) is evil if its used to smooth objects appearance. We can see it in a growing number of released OXPs, and it is really the worst case. Tesselation ('''pic 7''') is a time eater for a game as it increases vertex and face counts a lot and often enough results in higher texture sizes. Both are adding time to the setup of entities whenever they are spawned in the game. Oolite handles smooth groups and hard/soft edges so in most cases there is absolutely no need to raise v/f counts. A really simple example how to use the smoothing option in combination with materials entries in Oolite can be found in the [[RVandGS|RVandGS.oxp]].&lt;br /&gt;
&lt;br /&gt;
===Details and Greebles===&lt;br /&gt;
Another point to consider is if a detail has to be done in the model itself or if this can be placed in a [[Materials_in_Oolite#Important_concepts|normal map]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Export the model ==&lt;br /&gt;
to obj( mtl texture) and convert to *.dat format.&lt;br /&gt;
[[Image:Obj2dattex.png|none|left|400px|3 steps]]&lt;br /&gt;
&lt;br /&gt;
The picture above shows 3 simple steps to export the model and use one of the converter scripts to get the .dat file.&lt;br /&gt;
&lt;br /&gt;
* If you have the Wings stuff ready for export (means a model with UV-Map), simply use the Wavefront (obj) exporter ('''Step 1+2'''). You'll need to configure it as shown in '''Step 2'''. Once exported you have three files (.obj, .mtl and .png).&lt;br /&gt;
* Copy the &amp;lt;code&amp;gt;Obj2DatTexNorm.py&amp;lt;/code&amp;gt; from [https://github.com/OoliteProject/oolite-mesh-converters/blob/master/Obj2DatTexNorm.py Github] to your folder where the model has been saved to.&lt;br /&gt;
* Open a shell and switch to the folder with the model (and script) and type in: &amp;lt;code&amp;gt;Obj2DatTexNorm.py mymodel.obj&amp;lt;/code&amp;gt; ('''Step 3''').&lt;br /&gt;
&lt;br /&gt;
===Python 2.5===&lt;br /&gt;
&amp;lt;code&amp;gt;Obj2DatTex.py&amp;lt;/code&amp;gt; still needs this version.&lt;br /&gt;
&lt;br /&gt;
===Python 2.7===&lt;br /&gt;
Please note that the converter script [[Oolite_converters|Obj2DatTexNorm.py]] needs Python 2.7 or higher (but doesn't work out of the box with 3.x!!). There is still &amp;lt;code&amp;gt;Obj2DatTex.py&amp;lt;/code&amp;gt; available which will work with Python 2.5, but the recommended tool is &amp;lt;code&amp;gt;Obj2DatTexNorm.py&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Python 3===&lt;br /&gt;
There is a branch python3 that should contain the necessary changes.&lt;br /&gt;
&lt;br /&gt;
== Add model to OXP  ==&lt;br /&gt;
Supply the in-game values relevant to your model into [[shipdata.plist]].&lt;br /&gt;
&lt;br /&gt;
:TODO: What values from the shipdata.plist reference are really required? What are recommended minimum values?&lt;br /&gt;
:TODO: What needs to be done to make a ship/station/... appear in the game?&lt;br /&gt;
:TODO: What needs to be done to make a ship player-flyable?&lt;br /&gt;
&lt;br /&gt;
Here are some good instructions to get started: https://bb.oolite.space/viewtopic.php?p=205930#p205930&lt;br /&gt;
Essentially, they are:&lt;br /&gt;
&lt;br /&gt;
:- locate the AddOns directory,&lt;br /&gt;
:- make a subdir named YourShip_0.1.oxp,&lt;br /&gt;
:- step into and make at least these subdirs: Config, Models and Textures,&lt;br /&gt;
:- copy a working [wiki]shipdata.plist[/wiki] and [wiki]shipyard.plist[/wiki] file into the Config folder from any playable ship OXP,&lt;br /&gt;
:- change at least the dataKey of the ship which is usually &amp;quot;shipname-player&amp;quot; in these files to &amp;quot;yourshipname-player&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
You can use the original model and textures: copy the contents of this directories also, or you can build your own model into the Models/yourship.dat file: [wiki]OXP_howto_model[/wiki].&lt;br /&gt;
&lt;br /&gt;
If you want to start the game in your ship then install [wiki]Start_Choices[/wiki] OXP and replace the dataKey of a ship, for example the &amp;quot;cobramk1-player&amp;quot; to &amp;quot;yourshipname-player&amp;quot; in AddOns/start_choices_1.4.oxp/Config/script.js (105. line) .&lt;br /&gt;
&lt;br /&gt;
Then start the game with holding down the Shift key and choose the replaced ship.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
Possibly the simplest OXP ship is the [[Strut]] - part of the older versions of the [[Illicit Unlock OXP]] (an old OXP introducing player versions of NPC ships, such as Vipers).&lt;br /&gt;
&lt;br /&gt;
It can be downloaded from [https://app.box.com/s/56729mc36t Box] or from [http://capnhack.com/hosting/oolite/Oolite/OoSat.html Oosat]&lt;br /&gt;
&lt;br /&gt;
=== Ideas ===&lt;br /&gt;
There a range of subentities which can be added to your ship/station - &lt;br /&gt;
&lt;br /&gt;
*[[Weeviloid Hunter]] (Aegidian's demonstration OXP)&lt;br /&gt;
*[[Imperial Courier (Oolite)]] with revolving nacelles&lt;br /&gt;
*[[Ramon's Anaconda]] with docking bay doors&lt;br /&gt;
*[[Deep Space Dredger]] with docking bay door&lt;br /&gt;
&lt;br /&gt;
*[[Z GrOovy HPC pack]] (Dertien - retractable landing gear &amp;amp; other goodies)&lt;br /&gt;
*Thargoid's writhing [[Stellar Serpents OXP]] &amp;amp; [[Animated Ships]] with flapping wings&lt;br /&gt;
&lt;br /&gt;
*[[Transhab station]] (revolving rotor)&lt;br /&gt;
*Zieman's [https://bb.oolite.space/viewtopic.php?p=214260#p214260 ZSuperIco station] - revolving shells within shells&lt;br /&gt;
*[[Wildships]] (lifts moving inside the arms of some of the various stations)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can also add personality!&lt;br /&gt;
*[[Missionaries OXP]] -  3 different OXP versions&lt;br /&gt;
*[[Hotrods OXP]] - gangs&lt;br /&gt;
*[[Refugee Adder]] - 3 different OXP versions&lt;br /&gt;
*[[BoyRacer]] - Bored, filthy-rich youths and their small fast luxury racers. &lt;br /&gt;
*[[Alien Systems OXZ]] - stations for non-human systems&lt;br /&gt;
*[[Solos Alt Stations]] - the newer 2022 versions have been re-imagined by Redspear&lt;br /&gt;
&lt;br /&gt;
== [[Shipdata.plist#subentities|Subentities]] ==&lt;br /&gt;
Entities can have sub-entities, which are defined by quaternions.&lt;br /&gt;
There are several types of SE:&lt;br /&gt;
*Model Entities: can be any model, with any properties.&lt;br /&gt;
*Turrets: are a specialised model entity.&lt;br /&gt;
*Flashers: blinking lights&lt;br /&gt;
*Exhausts: although they are defined seperate from subentities, they can be regarded as subentities.&lt;br /&gt;
&lt;br /&gt;
One important thing to remember is that [[Shipdata.plist#frangible|frangibility]] is defined for the main entity, not seperately for every SE.&lt;br /&gt;
&lt;br /&gt;
[[File:Lib MatFinder Pos01.png|right|320px]]&lt;br /&gt;
[[File:Lib MatFinder Pos02.png|right|320px]]&lt;br /&gt;
[[File:Lib MatFinder.png|right|320px]]&lt;br /&gt;
== Tool: Library MatFinder ==&lt;br /&gt;
Svengali wrote a special add-on for Library - &amp;quot;a helper to set and test materials entries&amp;quot; - which inter-alia enables locating the exhaust and weapons on your ship model.&lt;br /&gt;
&lt;br /&gt;
You need [[Library OXP|Library]] loaded as well. A new '''development''' sub-heading will appear on your docked F4 screen which will allow you to choose any ship model loaded and to analyse it.&lt;br /&gt;
&lt;br /&gt;
'''Warning''': this was cut and pasted here by an ignoramus who recognised its importance, but does not understand any of it!&lt;br /&gt;
&lt;br /&gt;
=== Version 1.0 ===&lt;br /&gt;
&amp;quot;It only works with the plain materials thing at the moment, because I wrote it to migrate from custom shaders to the default shader (as much as possible). Reason is that shader swapping is a 1st class performance killer and getting rid of a few custom shaders is surely a good thing. The tool also disables shaders in use to force use of Oolite's default shader, when the model gets shown on the main screens. It shows the shadered versions though when you can enter values. This is simply to show the difference between both version to give users a chance to get your material as close as possible to the 'original' version.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Multiple weapons are already supported, positions and orientations of subentities is on the to-do list.&lt;br /&gt;
&lt;br /&gt;
=== Version 1.1 ===&lt;br /&gt;
:- Added note by a_c about gloss+specular&lt;br /&gt;
:- Choices left aligned&lt;br /&gt;
:- Handling for disallowed models via conditions&lt;br /&gt;
:- Added Mode: Positions. Handling and logging for aft_eject_position, exhaust, missile_launch_position, scoop_position, view_position_aft, view_position_forward, view_position_port, view_position_starboard, weapon_position_aft, weapon_position_forward, weapon_position_port, weapon_position_starboard. The Positions mode requires shader support to visualize them.&lt;br /&gt;
:- Testmode for view_positions&lt;br /&gt;
:- Search for entity&lt;br /&gt;
&lt;br /&gt;
For details &amp;amp; download link see the BB thread for his Library.oxp [https://bb.oolite.space/viewtopic.php?p=265554#p265554 here] or try [[MatFinder]]&lt;br /&gt;
&lt;br /&gt;
== Important comment from a_c ==&lt;br /&gt;
 Decide what your ship should look like early on. Decide on the type of materials you need for each single part of it. Don't just go with it thinking that you just need to &amp;quot;dress it up&amp;quot; with a texture. If you do, it will most likely end up looking like the texture is a piece of coloured paper wrapped around a model. [https://bb.oolite.space/viewtopic.php?p=271594#p271594 Some lighting and material tips] ([[User:Another_commander|Another_commander]] 2020)&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
* [[List_of_software|List of software]] - useful tools.&lt;br /&gt;
* [[RELOP and PROHIP]]: Retro Low Poly and Progressive High Poly&lt;br /&gt;
* The number of Polygons used to be an issue in the old days. See [https://bb.oolite.space/viewtopic.php?p=38459#p38459 here] for 2007.&lt;br /&gt;
:For current advice see [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=21377 here] (2023).&lt;br /&gt;
* [[Oolite_converters|Converter scripts]] - helpers for models and plists.&lt;br /&gt;
:[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=6865 Cannot convert OBJ to DAT in both Win and Linux] (2009)&lt;br /&gt;
:[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=11589 Converting to .dat] (2012)&lt;br /&gt;
:[https://bb.oolite.space/viewtopic.php?t=13935 DAT Object Format.] (2013)&lt;br /&gt;
* [[Materials_in_Oolite]] - further information about textures in Oolite.&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?t=7436 Explicit normals discussion] (2009) - &amp;quot;face normals&amp;quot;, smoothing ''etc''.&lt;br /&gt;
* [[Quaternion]]&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=9305  Change Ship Size (Dimensions)] (2011)&lt;br /&gt;
* [[Viewing a Texture or Model]] - not edited since 2009&lt;br /&gt;
* [[Modifying a Model]] from 2009&lt;br /&gt;
* [[Library OXP]] has a couple of add-on tools ([[MatFinder]] &amp;amp; DevTools which enable visualisation of DAT files (2018)&lt;br /&gt;
* [[Test Ship Model‎‎]] - Phkb's utility for viewing models&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
* [https://www.youtube.com/watch?v=2UJ5yO_vhTc Top 5 Free Sci fi Kit Bashing Libraries] (YouTube: 2018)&lt;br /&gt;
* [https://www.solcommand.com/ SolCommand]: Free download sci fi 3D models of spaceships, stations, weapons and other designs&lt;br /&gt;
* [https://app.box.com/s/5xbksy48qr9cp31z2wpef6wjla05s3ih/folder/26357445023 Test Ship Model (2023)] by [[User:Phkb|Phkb]] for viewing new ships (needs Oolite v.1.91).&lt;br /&gt;
&lt;br /&gt;
=== Tutorials ===&lt;br /&gt;
* [[Modelling 101: Spreading the Wings of your Mind]] (2006) by [[User:Draco Caeles|Draco Caeles]]&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=12353 Indepth guide of ship concept creation for total idiots] by Commander Xairon (of [[RXSoftware]], 2012) with lively debate!&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=15156 noob: my own ship] (2013+) - getting started!&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?p=30982#p30982 Some tips] (2007) by [[User:Arexack|Arexack]]&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=9331 Create New Model] (2011) - see especially Dertien's post.&lt;br /&gt;
* [https://www.youtube.com/user/MrDertien/videos YouTube classes in Wings3D] (2013-4) by [[Dertien]]&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=16926 Newcomer and Possible New Ships] (2014-15) by Jona - avoiding probable pitfalls&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?p=264830#p264830 Putting it all together] (2018) by [[User:Phkb|Phkb]]&lt;br /&gt;
&lt;br /&gt;
=== Problems ===&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?t=21632 Moving Exhaust Trails] (2024) - Exhaust trails which begin at the ship's /exhaust's surface can ''move'' when viewed externally, leaving a gap between the ship and the beginning of the trail.&lt;br /&gt;
&lt;br /&gt;
=== Subentities (more advanced) ===&lt;br /&gt;
There are a number of oxp's featuring these:&lt;br /&gt;
*[[Z GrOovy HPC pack]] (2014) equipment appears on outside of ship when bought, and can be damaged in combat impairing its efficiency&lt;br /&gt;
*[[Refugee Adder]] (2006, XML) features a rotating rear-end&lt;br /&gt;
*[[Animated Ships]] (2010) has flapping wings&lt;br /&gt;
*[[Oolite Stations|stations]] - the docking bay for one thing - and some of the Kiota stations have moving escalators&lt;br /&gt;
:Also, the original versions of Smiv's [[BattleDamage]] merged with [[Smivs' ShipSet]] to show hull damage on the ships. &lt;br /&gt;
&lt;br /&gt;
=== Musings ===&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=9308 Why ships aren't round] (2011)&lt;br /&gt;
&lt;br /&gt;
=== Texturing ===&lt;br /&gt;
* [[OXP howto texture]] - texturing your new model&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite]] [[Category:Factual]] [[Category:Oolite scripting]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
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