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	<id>https://wiki.alioth.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Cholmondely</id>
	<title>Elite Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.alioth.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Cholmondely"/>
	<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php/Special:Contributions/Cholmondely"/>
	<updated>2026-06-28T07:58:52Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.alioth.net/index.php?title=File:Zoom.zip&amp;diff=89607</id>
		<title>File:Zoom.zip</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=File:Zoom.zip&amp;diff=89607"/>
		<updated>2026-06-26T13:48:27Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Added note&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
[[Distant Space]] Zoom Transitions&amp;lt;br&amp;gt;&lt;br /&gt;
Buggy, broken script I'm just uploading for Cholly's collection of &amp;quot;Lost OXPs&amp;quot;&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Pirate_Coves_OXP&amp;diff=89606</id>
		<title>Pirate Coves OXP</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Pirate_Coves_OXP&amp;diff=89606"/>
		<updated>2026-06-26T13:29:39Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Better phrasing for non-English readers.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Griff Rock Hermit.jpg|right|thumb|300px|Is this Rock Hermit actually a pirate cove?]]&lt;br /&gt;
==Pirate Coves==&lt;br /&gt;
Some exceptional pirates manage to gather up a band of cutthroats and take over either abandoned or manned [[Rock Hermit]]s, slaughtering or inducting those who they find inhabiting them. From this point, the Rock Hermit is referred to as a Pirate Cove and are considered real navigational hazards to trade shipping. The normal tactic of a Pirate Cove is to remain powered down until a likely target comes onto their scanners, then the pirate ships power up, mass-locking the target's in-system hyperspeed drive. From this point, only the most skillful or lucky pilots can fend off or escape them. The usual result is the target is overwhelmed and destroyed, their cargo scooped and any evidence of the combat cleared away before the police arrive on the scene.&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
Latest version v2.1 [[Media:PirateCoves_2.1.oxz|PirateCoves_2.1.oxz]] (or download via the Download Manager).&lt;br /&gt;
&lt;br /&gt;
Old version of [https://app.box.com/shared/d3y1c004ic6jmv56itpm Pirate Coves 1.4.2 OXP] that needs version Oolite 1.74 or newer. (Updated 12 May 2013)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
{{OXPLevel|1|3}}&lt;br /&gt;
* v 2.1 Moved all text to descriptions.plist for easier localisation.&lt;br /&gt;
&lt;br /&gt;
* v 2.0.2 Ensured pirate coves don't replace Hermitages.&lt;br /&gt;
&lt;br /&gt;
* v 2.0.1 Fixed JS error when arriving in Diso.&lt;br /&gt;
&lt;br /&gt;
* v2.0 Update to version 2.0&lt;br /&gt;
** Reworked populator script to allow the game to be saved at Pirate Coves.&lt;br /&gt;
** Moved the location of Pirate Coves to be a little bit away from the main space lane.&lt;br /&gt;
** Made all the spawning rules for Pirate Coves configurable via Library Config, including:&lt;br /&gt;
*** Whether single Pirate Coves should be spawned at all&lt;br /&gt;
*** Whether to include a sample Pirate Cove at Diso (G1)&lt;br /&gt;
*** Controlling how close to the space lanes a single Pirate Cove should be spawned.&lt;br /&gt;
*** Whether Pirate Coves should replace standard Rock Hermits, in any of their 3 varieties (neutral, chaotic or pirate), and what the chance of the replacement should be&lt;br /&gt;
&lt;br /&gt;
* v 1.4.2 Pirate Coves are now always mostly at the same position. There will be variation after long periods.  Killed pirate coves will not be rebuild within a certain time (about 20 days).&lt;br /&gt;
&lt;br /&gt;
* v 1.3.2 Escorts, launching from the pirate cove, now also have a bounty.&lt;br /&gt;
&lt;br /&gt;
* v 1.3.1 No trader launches from rotating pirate coves.&lt;br /&gt;
&lt;br /&gt;
* v 1.3 Now any installed hermit can become a pirate cove. Also they contain more pirates when used by more experienced players. Minimum Oolite raised to 1.74&lt;br /&gt;
&lt;br /&gt;
* v 1.2.2 Minor update. You can't shoot away the dock now.&lt;br /&gt;
&lt;br /&gt;
* v 1.2.1 Adapted to Oolite 1.73. On older Oolite versions it just behaves like version 1.1&lt;br /&gt;
&lt;br /&gt;
* v 1.1 Added java scrip to this oxp. Removed some minor bugs.&lt;br /&gt;
&lt;br /&gt;
* v 1.0 Original release by Lazy Gun:  [http://capnhack.com/hosting/oolite/Oolite/OXPs/pirate_coves.zip Pirate Coves 1.0 OXP]&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
[[Image:IconLib.png|48px|right|link=Library OXP|alt=Config options available through 'Library']]&lt;br /&gt;
For more info you can look at the [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=6579 Pirate Cove topic] at the bulletin board.&lt;br /&gt;
&lt;br /&gt;
{{station-OXP}}{{mechanics-OXP}}&lt;br /&gt;
[[Category:Oolite stations]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Pirate_Coves_OXP&amp;diff=89604</id>
		<title>Pirate Coves OXP</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Pirate_Coves_OXP&amp;diff=89604"/>
		<updated>2026-06-26T13:11:07Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Added pretty picture&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Griff Rock Hermit.jpg|right|thumb|300px|Is this Rock Hermit really a pirate cove?]]&lt;br /&gt;
==Pirate Coves==&lt;br /&gt;
Some exceptional pirates manage to gather up a band of cutthroats and take over either abandoned or manned [[Rock Hermit]]s, slaughtering or inducting those who they find inhabiting them. From this point, the Rock Hermit is referred to as a Pirate Cove and are considered real navigational hazards to trade shipping. The normal tactic of a Pirate Cove is to remain powered down until a likely target comes onto their scanners, then the pirate ships power up, mass-locking the target's in-system hyperspeed drive. From this point, only the most skillful or lucky pilots can fend off or escape them. The usual result is the target is overwhelmed and destroyed, their cargo scooped and any evidence of the combat cleared away before the police arrive on the scene.&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
Latest version v2.1 [[Media:PirateCoves_2.1.oxz|PirateCoves_2.1.oxz]] (or download via the Download Manager).&lt;br /&gt;
&lt;br /&gt;
Old version of [https://app.box.com/shared/d3y1c004ic6jmv56itpm Pirate Coves 1.4.2 OXP] that needs version Oolite 1.74 or newer. (Updated 12 May 2013)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
{{OXPLevel|1|3}}&lt;br /&gt;
* v 2.1 Moved all text to descriptions.plist for easier localisation.&lt;br /&gt;
&lt;br /&gt;
* v 2.0.2 Ensured pirate coves don't replace Hermitages.&lt;br /&gt;
&lt;br /&gt;
* v 2.0.1 Fixed JS error when arriving in Diso.&lt;br /&gt;
&lt;br /&gt;
* v2.0 Update to version 2.0&lt;br /&gt;
** Reworked populator script to allow the game to be saved at Pirate Coves.&lt;br /&gt;
** Moved the location of Pirate Coves to be a little bit away from the main space lane.&lt;br /&gt;
** Made all the spawning rules for Pirate Coves configurable via Library Config, including:&lt;br /&gt;
*** Whether single Pirate Coves should be spawned at all&lt;br /&gt;
*** Whether to include a sample Pirate Cove at Diso (G1)&lt;br /&gt;
*** Controlling how close to the space lanes a single Pirate Cove should be spawned.&lt;br /&gt;
*** Whether Pirate Coves should replace standard Rock Hermits, in any of their 3 varieties (neutral, chaotic or pirate), and what the chance of the replacement should be&lt;br /&gt;
&lt;br /&gt;
* v 1.4.2 Pirate Coves are now always mostly at the same position. There will be variation after long periods.  Killed pirate coves will not be rebuild within a certain time (about 20 days).&lt;br /&gt;
&lt;br /&gt;
* v 1.3.2 Escorts, launching from the pirate cove, now also have a bounty.&lt;br /&gt;
&lt;br /&gt;
* v 1.3.1 No trader launches from rotating pirate coves.&lt;br /&gt;
&lt;br /&gt;
* v 1.3 Now any installed hermit can become a pirate cove. Also they contain more pirates when used by more experienced players. Minimum Oolite raised to 1.74&lt;br /&gt;
&lt;br /&gt;
* v 1.2.2 Minor update. You can't shoot away the dock now.&lt;br /&gt;
&lt;br /&gt;
* v 1.2.1 Adapted to Oolite 1.73. On older Oolite versions it just behaves like version 1.1&lt;br /&gt;
&lt;br /&gt;
* v 1.1 Added java scrip to this oxp. Removed some minor bugs.&lt;br /&gt;
&lt;br /&gt;
* v 1.0 Original release by Lazy Gun:  [http://capnhack.com/hosting/oolite/Oolite/OXPs/pirate_coves.zip Pirate Coves 1.0 OXP]&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
[[Image:IconLib.png|48px|right|link=Library OXP|alt=Config options available through 'Library']]&lt;br /&gt;
For more info you can look at the [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=6579 Pirate Cove topic] at the bulletin board.&lt;br /&gt;
&lt;br /&gt;
{{station-OXP}}{{mechanics-OXP}}&lt;br /&gt;
[[Category:Oolite stations]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Trade-goods.plist&amp;diff=89601</id>
		<title>Trade-goods.plist</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Trade-goods.plist&amp;diff=89601"/>
		<updated>2026-06-25T20:18:21Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: /* sort_order */ Added a list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For a more ''readable'' version, try [[Trade-goods (abridged)]] - then come back to this one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Note: this page describes functionality currently only in the 1.81 development code. It may change further before being part of a stable release.''' ''Should this note be deleted? (non-programming editor)''&lt;br /&gt;
&lt;br /&gt;
[[File:Map (ClymAngus).png|thumb|right|400px|[[Darkside Moonshine Distillery]] OXP creates a new commodity - &amp;quot;Wichfire Whiskey&amp;quot; which is produced by a handful of distilleries in the Tortuga Expanse on the far right of the map. The further one is from the Expanse, the more expensive the whiskey is! This is mostly done by javascript coding.]]&lt;br /&gt;
&lt;br /&gt;
== Preamble ==&lt;br /&gt;
This merely re-defines the trade commodities in the game (''eg'' introducing new ones, or changing elements of the vanilla game ones). See [[SW Economy]] for an example of what can be done. &lt;br /&gt;
&lt;br /&gt;
The trade-goods.plist file replaces and extends the old [[commodities.plist]] and [[illegal_goods.plist]] files from Oolite 1.81 onwards to allow greater flexibility in trade good definitions, including defining entirely new goods. But it does not remove slaves from a particular station or make them cost twice as much as they do at the main orbital station.&lt;br /&gt;
&lt;br /&gt;
To do other things, ''eg''. to tweak the pricing/availability of commodities in a particular station, you need to define the market inside that station's [[Shipdata.plist]] - or include a &amp;quot;hook&amp;quot; inside that shipdata.plist to a javascript [[Oolite_Market_Scripts|Oolite Market Script]] (which allows more complex definitions).&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Trade-goods.plist file is a dictionary, with keys as commodity keys, and values defining the quantities, prices and other properties of those commodities.&lt;br /&gt;
&lt;br /&gt;
 {&lt;br /&gt;
 	&amp;quot;food&amp;quot; = {&lt;br /&gt;
 		&amp;quot;name&amp;quot; = &amp;quot;[commodity-name food]&amp;quot;;&lt;br /&gt;
 		&amp;quot;classes&amp;quot; = (&amp;quot;oolite-consumer&amp;quot;,&amp;quot;oolite-edible&amp;quot;,&amp;quot;oolite-farming&amp;quot;);&lt;br /&gt;
 		&amp;quot;quantity_unit&amp;quot; = 0;  // 0=t&lt;br /&gt;
 		&amp;quot;peak_export&amp;quot; = 7; // Poor Ag&lt;br /&gt;
 		&amp;quot;peak_import&amp;quot; = 0; // Rich Ind&lt;br /&gt;
 		&amp;quot;price_average&amp;quot; = 50; // decicredits&lt;br /&gt;
 		// fraction of average ~= 2.75 credits&lt;br /&gt;
 		&amp;quot;price_economic&amp;quot; = 0.55;&lt;br /&gt;
 		// fraction of average ~= 0.2 credits&lt;br /&gt;
 		&amp;quot;price_random&amp;quot; = 0.04;&lt;br /&gt;
 		&amp;quot;quantity_average&amp;quot; = 13.5; // gets rounded&lt;br /&gt;
 		&amp;quot;quantity_economic&amp;quot; = 0.52;&lt;br /&gt;
 		&amp;quot;quantity_random&amp;quot; = 0.04;&lt;br /&gt;
 		&amp;quot;legality_export&amp;quot; = 0;&lt;br /&gt;
 		&amp;quot;legality_import&amp;quot; = 0;&lt;br /&gt;
 		&amp;quot;trumble_opinion&amp;quot; = 1.0;&lt;br /&gt;
 		&amp;quot;sort_order&amp;quot; = 100;&lt;br /&gt;
 	};&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
The following keys are accepted within a commodity definition&lt;br /&gt;
&lt;br /&gt;
== Property keys ==&lt;br /&gt;
&lt;br /&gt;
=== capacity ===&lt;br /&gt;
The maximum amount of this good which can be held at a main station market. The default is 127 units.&lt;br /&gt;
&lt;br /&gt;
=== classes ===&lt;br /&gt;
An array of good class names. Good classes can be used by secondary stations to set pricing rules for groups of goods.&lt;br /&gt;
&lt;br /&gt;
The following classes are defined by Oolite, with the core goods in those classes also listed. OXPs should usually add these classes as appropriate to custom trade goods they create, and may also define their own classes (which should be given an OXP-specific prefix). Some built-in classes only contain one built-in good, to allow for easier sub-typing by OXPs.&lt;br /&gt;
&lt;br /&gt;
* '''oolite-alien''': goods which were not made by a Cooperative species (Alien Items)&lt;br /&gt;
* '''oolite-animalproduct''': goods which are obtained from animals but are not themselves animals (Furs)&lt;br /&gt;
* '''oolite-business''': goods which are usually obtained for industrial or other corporate use (Computers, Machinery, Alloys, Minerals, Gold, Platinum)&lt;br /&gt;
* '''oolite-consumer''': goods often obtained for personal use (Food, Textiles, Liquor/Wines, Luxuries, Narcotics, Furs, Gold, Platinum, Gem Stones)&lt;br /&gt;
* '''oolite-dangerous''': goods which may be hazardous (Radioactives, Narcotics, Firearms)&lt;br /&gt;
* '''oolite-edible''': goods which can be eaten reasonably safely (Food, Liquor/Wines)&lt;br /&gt;
* '''oolite-farming''': goods which are produced by farming or similar agricultural processes (Food, Textiles, Liquor/Wines, Furs)&lt;br /&gt;
* '''oolite-living''': goods which contain living creatures (Slaves)&lt;br /&gt;
* '''oolite-luxury''': goods which are luxuries, usually a subset of oolite-consumer (Luxuries)&lt;br /&gt;
* '''oolite-machinery''': goods which are industrial machinery (Machinery)&lt;br /&gt;
* '''oolite-medical''': goods which may have a medical purpose (Narcotics)&lt;br /&gt;
* '''oolite-metals''': goods which are largely or entirely made of metal (Alloys, Gold, Platinum)&lt;br /&gt;
* '''oolite-military''': goods which are of interest to the military (Firearms, Alien Items)&lt;br /&gt;
* '''oolite-mining''': goods which are produced by mining operations or similar extraction processes (Radioactives, Minerals, Gold, Platinum, Gem Stones)&lt;br /&gt;
* '''oolite-rawmaterials''': goods which are raw materials needing refining to be used further (Minerals)&lt;br /&gt;
* '''oolite-restricted''': goods which are subject to restrictions on trade (Slaves, Narcotics, Firearms)&lt;br /&gt;
* '''oolite-salvage''': goods which are often retrieved from space battles (Slaves, Alloys)&lt;br /&gt;
* '''oolite-shipyard''': goods used in the production of space ships (Computers, Alloys)&lt;br /&gt;
* '''oolite-slaves''': goods which are slaves (Slaves)&lt;br /&gt;
* '''oolite-technological''': goods requiring a high-tech process to produce (Computers, Machinery)&lt;br /&gt;
* '''oolite-thargoid''': goods of Thargoid origin (Alien Items)&lt;br /&gt;
* '''oolite-weapons''': goods which are weapons (Firearms)&lt;br /&gt;
* '''oolite-wearable''': goods which are or can be used to make clothes (Textiles, Furs)&lt;br /&gt;
&lt;br /&gt;
=== comment ===&lt;br /&gt;
A string that will be displayed on the F8 F8 commodity detail screen to describe the commodity. This can be modified later by [[Oolite_JavaScript_Reference:_Manifest#setComment|manifest.setComment()]]&lt;br /&gt;
&lt;br /&gt;
=== legality_export ===&lt;br /&gt;
This number will be multiplied by the number of units carried when leaving a main station (or another station which enforces Cooperative market laws). This value will be ORed with the player's bounty.&lt;br /&gt;
&lt;br /&gt;
=== legality_import ===&lt;br /&gt;
This number will be multiplied by the number of units carried when entering a main station (or another station which enforces Cooperative market laws). This value will be ORed with the player's bounty.&lt;br /&gt;
&lt;br /&gt;
No core game good is illegal to import.&lt;br /&gt;
&lt;br /&gt;
=== market_script ===&lt;br /&gt;
The name of a Javascript file to use as a [[Oolite Market Scripts|market script]] for this trade good when calculating main station quantities and prices.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' [https://bb.oolite.space/viewtopic.php?p=235837#p235837 What's the difference between the market script specified in planetinfo.plist and the one called for by trade-goods.plist?] (2015)&lt;br /&gt;
&lt;br /&gt;
=== name ===&lt;br /&gt;
A string containing the name of the trade good. This may contain [keys]s for [[descriptions.plist]] expansion. But see &amp;quot;comment&amp;quot; just above&lt;br /&gt;
&lt;br /&gt;
=== peak_export ===&lt;br /&gt;
A number from 0 to 7 identifying the economy which will give the best price for buying this good. Economies closer to this economy than the peak_import will also have below-average prices.&lt;br /&gt;
&lt;br /&gt;
=== peak_import ===&lt;br /&gt;
A number from 0 to 7 identifying the economy which will give the best price for selling this good. Economies closer to this economy than the peak_export will also have above-average prices.&lt;br /&gt;
&lt;br /&gt;
=== price_average ===&lt;br /&gt;
The average price of this trade good at a main system station which neither imports nor exports, in decicredits.&lt;br /&gt;
&lt;br /&gt;
=== price_economic ===&lt;br /&gt;
The proportion of the price affected by the system economy. A value of 0 means that this good does not change in price depending on system economy. A value of 0.3 means that the good would be 0.7 times price_average in an ideal exporting system, and 1.3 times price_average in an ideal importing system. While values greater than 1 may be used, in general much lower values are better.&lt;br /&gt;
&lt;br /&gt;
=== price_random ===&lt;br /&gt;
The proportion of the price affected by random factors. A value of 0.6 means that the actual price of the good in a system which neither imports nor exports may be between 0.4 and 1.6 times the price_average.&lt;br /&gt;
&lt;br /&gt;
If this value is larger than price_economic, this means that even an ideal trade run from the best exporter to the best importer is not guaranteed to make a profit.&lt;br /&gt;
&lt;br /&gt;
=== quantity_average ===&lt;br /&gt;
The average quantity of this trade good at a main system station which neither imports nor exports, in decicredits. If the calculated quantity exceeds the capacity, it will be capped.&lt;br /&gt;
&lt;br /&gt;
=== quantity_economic ===&lt;br /&gt;
The proportion of the quantity affected by the system economy. A value of 0 means that this good does not change in quantity depending on system economy. A value of 0.3 means that the good would be 0.7 times as frequent in an ideal importing system, and 1.3 times as frequent in an ideal exporting system. A value of 1 or greater will make the good never or rarely (depending on quantity_random) available in systems which import the good.&lt;br /&gt;
&lt;br /&gt;
=== quantity_random ===&lt;br /&gt;
The proportion of the quantity affected by random factors. A value of 0.6 means that the actual quantity of the good in a system which neither imports nor exports may be between 0.4 and 1.6 times the quantity_average.&lt;br /&gt;
&lt;br /&gt;
If this value is greater than 1, then systems may often entirely lack this good. If this value is greater than 1 + quantity_economic, then even an ideal exporter may not have any in stock.&lt;br /&gt;
&lt;br /&gt;
=== quantity_unit ===&lt;br /&gt;
The size of container one unit of this good represents. 0 = tonne; 1 = kilogram; 2 = gram. The default is zero.&lt;br /&gt;
&lt;br /&gt;
=== short_comment ===&lt;br /&gt;
A string that will be displayed on the F8 commodity list screen in the optional extra column. This can be modified later by [[Oolite_JavaScript_Reference:_Manifest#setShortComment|manifest.setShortComment()]]. As the meaning of this value will depend on the OXPs installed, it is unlikely to be useful to specify an initial value in the plist.&lt;br /&gt;
&lt;br /&gt;
=== sort_order ===&lt;br /&gt;
A number positioning the item on the F8 screen when goods are sorted in the default order. The core goods have values 100 to 1700 in steps of 100.&lt;br /&gt;
&lt;br /&gt;
See button on right for list of vanilla game/OXP sort_orders -&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  data-expandtext=&amp;quot;Show sort_orders&amp;quot; data-collapsetext=&amp;quot;Hide&amp;quot; style=&amp;quot;overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
[[Vanilla Game]]&lt;br /&gt;
:100 Food&lt;br /&gt;
:200 Textiles&lt;br /&gt;
:300 Radioactives&lt;br /&gt;
:400 Slaves&lt;br /&gt;
:500 Liquor/Wines&lt;br /&gt;
:600 Luxuries&lt;br /&gt;
:700 Narcotics&lt;br /&gt;
:800 Computers&lt;br /&gt;
:900 Machinery&lt;br /&gt;
:1000 Alloys&lt;br /&gt;
:1100 Firearms&lt;br /&gt;
:1200 Furs&lt;br /&gt;
:1300 Minerals&lt;br /&gt;
:1400 Gold&lt;br /&gt;
:1500 Platinum&lt;br /&gt;
:1600 Gemstones&lt;br /&gt;
:1700 Alien Items&lt;br /&gt;
&lt;br /&gt;
[[Fuel Tweaks]]&lt;br /&gt;
:90 Quirium Fuel &lt;br /&gt;
&lt;br /&gt;
[[Darkside Moonshine Distillery]]&lt;br /&gt;
:521 Witchfire Whisky &lt;br /&gt;
&lt;br /&gt;
[[Montanas Resource Pack 01]]&lt;br /&gt;
:1610 Quirium Crystal&lt;br /&gt;
&lt;br /&gt;
[[Solar Harvest OXP]]&lt;br /&gt;
:2250 Quirium Plasma&lt;br /&gt;
:2350 Coronal Plasma&lt;br /&gt;
&lt;br /&gt;
[[SW Economy]] adds to, but also reorders the vanilla game commodities too&lt;br /&gt;
:100 Food&lt;br /&gt;
:200 Textiles&lt;br /&gt;
:300 Liquor/Wines&lt;br /&gt;
:400 Furs&lt;br /&gt;
:500 Medicine&lt;br /&gt;
:600 Luxuries&lt;br /&gt;
:700 Alloys&lt;br /&gt;
:800 Machinery&lt;br /&gt;
:900 Computers&lt;br /&gt;
:1000 Fresh Water&lt;br /&gt;
:1100 Oxygen&lt;br /&gt;
:1200 Minerals&lt;br /&gt;
:1300 Radioactives&lt;br /&gt;
:1400 Gold&lt;br /&gt;
:1500 Platinum&lt;br /&gt;
:1600 Gemstones&lt;br /&gt;
:1700 Alien Items&lt;br /&gt;
:1800 Slaves&lt;br /&gt;
:1900 Narcotics&lt;br /&gt;
:2000 Firearms&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== trumble_opinion ===&lt;br /&gt;
How likely is a hungry trumble to consider eating this good? Goods with a value of 0 for this will never be eaten by trumbles; other goods may be eaten depending on the value of this parameter and the values for other goods on board.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Secondary Market Definitions ==&lt;br /&gt;
&lt;br /&gt;
The Primary market is that of the main orbital station of the system. The Secondary markets are other station/dockable markets (which are influenced by the primary market), ''eg'' that of a local Rock Hermit, or a visiting liner or another orbital station. Both quantities and prices will be influenced by those of the primary market. Needless to say, the primary market is randomly recalculated each time the system is visited.&lt;br /&gt;
&lt;br /&gt;
Secondary market definitions are entered in the [[shipdata.plist#market_definition|market_definition]] key in shipdata.plist, which is an array of dictionaries, each defining rules which modify the prices and quantities from the main station market, and possibly adjust the market capacity and legality of the good. The following modifications are applied for each trade good, assuming no market_script is defined:&lt;br /&gt;
&lt;br /&gt;
# The market definition array is searched from top to bottom for the first element matching the trade good&lt;br /&gt;
# The market quantity is scaled in proportion to the relative capacities for that good in the two markets.&lt;br /&gt;
# Otherwise, the price and quantity modifications defined in the plist are used.&lt;br /&gt;
&lt;br /&gt;
=== Secondary Market Matching ===&lt;br /&gt;
&lt;br /&gt;
This uses the 'type' and 'name' properties. Type has three possible values&lt;br /&gt;
&lt;br /&gt;
* type = 'good': the good with the key in trade-goods.plist exactly matching the name property&lt;br /&gt;
* type = 'class': any good in trade-goods.plist with an entry in its [[#classes|classes]] list exactly matching the name property&lt;br /&gt;
* type = 'default': any good. The name property is ignored if present.&lt;br /&gt;
&lt;br /&gt;
'default' should generally only be used for the last entry in the market definition.&lt;br /&gt;
&lt;br /&gt;
=== Secondary Market Modifications ===&lt;br /&gt;
&lt;br /&gt;
The following keys in the chosen market definition are then used to modify the good&lt;br /&gt;
&lt;br /&gt;
==== capacity ====&lt;br /&gt;
The market capacity for this good or set of goods. If omitted, the [[shipdata.plist#market_capacity|default capacity for the station]] will be used.&lt;br /&gt;
&lt;br /&gt;
==== legality_import, legality_export ====&lt;br /&gt;
If present, these keys override the keys of the same name in the basic trade good definition. If omitted, the station will use the same rules as the main station, provided that [[shipdata.plist#market_monitored|its market is monitored at all]]&lt;br /&gt;
&lt;br /&gt;
==== price_adder, price_multiplier, price_randomiser ====&lt;br /&gt;
These keys modify the price in the secondary market. The formula is (in decicredits):&lt;br /&gt;
 rnd = -1..1 // random number in range -1 to +1, slightly biased towards zero&lt;br /&gt;
 secondary_price = MAX(1, (primary_price + price_adder) * (price_multiplier + (price_randomiser * rnd)))&lt;br /&gt;
As an exception, if price_adder and price_multiplier are both &amp;lt;= 0, then the result is always 0 regardless of price_random.&lt;br /&gt;
&lt;br /&gt;
==== quantity_adder, quantity_multiplier, quantity_randomiser ====&lt;br /&gt;
These keys together with the capacity modify the quantity in the secondary market. The formula is:&lt;br /&gt;
 rnd = -1..1 // random number in range -1 to +1, slightly biased towards zero&lt;br /&gt;
 adjusted_quantity = (local_capacity / primary_capacity) * primary_quantity;&lt;br /&gt;
 secondary_quantity = (adjusted_quantity + quantity_adder) * (quantity_multiplier + (quantity_randomiser * rnd)))&lt;br /&gt;
As an exception, if quantity_adder and quantity_multiplier are both &amp;lt;= 0, then the result is always 0 regardless of quantity_random.&lt;br /&gt;
&lt;br /&gt;
=== Links ===&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=21512 Secondary Market Definitions Defined] (2023)&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
Hardly anybody ended up using this! And cim never even put it into his [[New Cargoes]] oxp! Spara wrote a conversion script for the old commodities.plist, and everybody seems to have used that instead for determining markets for new stations.&lt;br /&gt;
&lt;br /&gt;
=== From the vanilla game: Rock Hermits ===&lt;br /&gt;
The &amp;quot;market_definition&amp;quot; from the shipdata.plist in the config folder&lt;br /&gt;
&lt;br /&gt;
 	&amp;quot;oolite_template_rock-hermit&amp;quot; = &lt;br /&gt;
 	{	....&lt;br /&gt;
 		is_carrier = 1;&lt;br /&gt;
 		is_template = 1;&lt;br /&gt;
 		&amp;quot;market_capacity&amp;quot; = 31; // maximum capacity for any good&lt;br /&gt;
 		&amp;quot;market_definition&amp;quot; = (&lt;br /&gt;
 			{&lt;br /&gt;
 				// export cheap mining products&lt;br /&gt;
 				&amp;quot;type&amp;quot; = &amp;quot;class&amp;quot;;&lt;br /&gt;
 				&amp;quot;name&amp;quot; = &amp;quot;oolite-mining&amp;quot;;&lt;br /&gt;
 				&amp;quot;price_multiplier&amp;quot; = 0.8;&lt;br /&gt;
 				&amp;quot;price_randomiser&amp;quot; = 0.1;&lt;br /&gt;
 				&amp;quot;quantity_multiplier&amp;quot; = 3.5;&lt;br /&gt;
 				&amp;quot;quantity_randomiser&amp;quot; = 3.0;&lt;br /&gt;
 			},&lt;br /&gt;
 			{&lt;br /&gt;
 				// import supplies a bit&lt;br /&gt;
 				&amp;quot;type&amp;quot; = &amp;quot;class&amp;quot;;&lt;br /&gt;
 				&amp;quot;name&amp;quot; = &amp;quot;oolite-edible&amp;quot;;&lt;br /&gt;
 				&amp;quot;price_multiplier&amp;quot; = 1.05;&lt;br /&gt;
 				&amp;quot;price_randomiser&amp;quot; = 0.05;&lt;br /&gt;
 				&amp;quot;quantity_multiplier&amp;quot; = 0.0;&lt;br /&gt;
 				&amp;quot;capacity&amp;quot; = 15;&lt;br /&gt;
 			},&lt;br /&gt;
 			{&lt;br /&gt;
 				// sometimes need clothes, but usually have enough already&lt;br /&gt;
 				&amp;quot;type&amp;quot; = &amp;quot;class&amp;quot;;&lt;br /&gt;
 				&amp;quot;name&amp;quot; = &amp;quot;oolite-wearable&amp;quot;;&lt;br /&gt;
 				&amp;quot;price_multiplier&amp;quot; = 0.8;&lt;br /&gt;
 				&amp;quot;price_randomiser&amp;quot; = 0.4;&lt;br /&gt;
 				&amp;quot;quantity_multiplier&amp;quot; = 0.0;&lt;br /&gt;
 				&amp;quot;capacity&amp;quot; = 7;&lt;br /&gt;
 			},&lt;br /&gt;
 			{&lt;br /&gt;
 				// sometimes need new mining equipment&lt;br /&gt;
 				&amp;quot;type&amp;quot; = &amp;quot;class&amp;quot;;&lt;br /&gt;
 				&amp;quot;name&amp;quot; = &amp;quot;oolite-machinery&amp;quot;;&lt;br /&gt;
 				&amp;quot;price_multiplier&amp;quot; = 0.8;&lt;br /&gt;
 				&amp;quot;price_randomiser&amp;quot; = 0.4;&lt;br /&gt;
 				&amp;quot;quantity_multiplier&amp;quot; = 0.0;&lt;br /&gt;
 				&amp;quot;capacity&amp;quot; = 7;&lt;br /&gt;
 			},&lt;br /&gt;
 			{&lt;br /&gt;
 				// not really interested&lt;br /&gt;
 				&amp;quot;type&amp;quot; = &amp;quot;default&amp;quot;;&lt;br /&gt;
 				&amp;quot;price_multiplier&amp;quot; = 0.55;&lt;br /&gt;
 				&amp;quot;price_randomiser&amp;quot; = 0.25;&lt;br /&gt;
 				&amp;quot;quantity_multiplier&amp;quot; = 0.0;&lt;br /&gt;
 				&amp;quot;capacity&amp;quot; = 3;&lt;br /&gt;
 			}&lt;br /&gt;
 		);&lt;br /&gt;
 		&amp;quot;market_monitored&amp;quot; = no;&lt;br /&gt;
 		....&lt;br /&gt;
 	};&lt;br /&gt;
&lt;br /&gt;
=== From Cim's oxp: Risk-based Economy (v.2.0: the Trade-goods.plist updated from the original commodities.plist) ===&lt;br /&gt;
 {&lt;br /&gt;
 	&amp;quot;food&amp;quot; = {&lt;br /&gt;
 		&amp;quot;price_random&amp;quot; = 0.15;&lt;br /&gt;
 	};&lt;br /&gt;
 	&lt;br /&gt;
 	&amp;quot;radioactives&amp;quot; = {&lt;br /&gt;
 		&amp;quot;price_random&amp;quot; = 0.12;&lt;br /&gt;
 	};&lt;br /&gt;
 &lt;br /&gt;
 	&amp;quot;liquor_wines&amp;quot; = {&lt;br /&gt;
 		&amp;quot;price_random&amp;quot; = 0.15;&lt;br /&gt;
 	};&lt;br /&gt;
 	&lt;br /&gt;
 	&amp;quot;luxuries&amp;quot; = {&lt;br /&gt;
 		&amp;quot;price_random&amp;quot; = 0.08;&lt;br /&gt;
 	};&lt;br /&gt;
 &lt;br /&gt;
 	&amp;quot;luxuries&amp;quot; = {&lt;br /&gt;
 		&amp;quot;price_random&amp;quot; = 0.08;&lt;br /&gt;
 	};&lt;br /&gt;
 &lt;br /&gt;
 	&amp;quot;computers&amp;quot; = {&lt;br /&gt;
 		&amp;quot;price_random&amp;quot; = 0.12;&lt;br /&gt;
 	};&lt;br /&gt;
 &lt;br /&gt;
 	&amp;quot;machinery&amp;quot; = {&lt;br /&gt;
 		&amp;quot;price_random&amp;quot; = 0.05;&lt;br /&gt;
 	};&lt;br /&gt;
 &lt;br /&gt;
 	&amp;quot;alloys&amp;quot; = {&lt;br /&gt;
 		&amp;quot;price_average&amp;quot; = 158;&lt;br /&gt;
 		&amp;quot;price_economic&amp;quot; = 0.10;&lt;br /&gt;
 		&amp;quot;price_random&amp;quot; = 0.06;&lt;br /&gt;
 	};&lt;br /&gt;
 &lt;br /&gt;
 	&amp;quot;firearms&amp;quot; = {&lt;br /&gt;
 		&amp;quot;price_random&amp;quot; = 0.20;&lt;br /&gt;
 	};&lt;br /&gt;
 &lt;br /&gt;
 	&amp;quot;furs&amp;quot; = {&lt;br /&gt;
 		&amp;quot;price_random&amp;quot; = 0.25;&lt;br /&gt;
 	};&lt;br /&gt;
 &lt;br /&gt;
 	&amp;quot;alien_items&amp;quot; = {&lt;br /&gt;
 		&amp;quot;price_economic&amp;quot; = 0.05;&lt;br /&gt;
 		&amp;quot;price_random&amp;quot; = 0.45;&lt;br /&gt;
 	};&lt;br /&gt;
 &lt;br /&gt;
 }&lt;br /&gt;
=== A new commodity (from the Trade-goods.plist inside &amp;quot;SW Economy&amp;quot;) ===&lt;br /&gt;
 	&amp;quot;medicine&amp;quot; = {&lt;br /&gt;
 		&amp;quot;name&amp;quot; = &amp;quot;[commodity-name medicine]&amp;quot;;&lt;br /&gt;
 		&amp;quot;classes&amp;quot; = (&amp;quot;oolite-consumer&amp;quot;,&amp;quot;oolite-medical&amp;quot;);&lt;br /&gt;
 		&amp;quot;quantity_unit&amp;quot; = 1;&lt;br /&gt;
 		&amp;quot;peak_export&amp;quot; = 7;&lt;br /&gt;
 		&amp;quot;peak_import&amp;quot; = 0;&lt;br /&gt;
 		&amp;quot;price_average&amp;quot; = 640;&lt;br /&gt;
 		&amp;quot;price_economic&amp;quot; = 0.25;&lt;br /&gt;
 		&amp;quot;price_random&amp;quot; = 0.15;&lt;br /&gt;
 		&amp;quot;quantity_average&amp;quot; = 5;&lt;br /&gt;
 		&amp;quot;quantity_economic&amp;quot; = 1.5;&lt;br /&gt;
 		&amp;quot;quantity_random&amp;quot; = 1.0;&lt;br /&gt;
 		&amp;quot;legality_export&amp;quot; = 0;&lt;br /&gt;
 		&amp;quot;legality_import&amp;quot; = 0;&lt;br /&gt;
 		&amp;quot;trumble_opinion&amp;quot; = 0.50;&lt;br /&gt;
 		&amp;quot;sort_order&amp;quot; = 500;&lt;br /&gt;
        &amp;quot;comment&amp;quot; = &amp;quot;[oolite-commodity-medicine]&amp;quot;;&lt;br /&gt;
 	};&lt;br /&gt;
&lt;br /&gt;
=== Setting an orbital main station's slaves on sale to zero ===&lt;br /&gt;
[[User:Phkb|Phkb]] provided this example which requires a ''planetinfo.plist'' &amp;amp; a new ''.js file'' - there are other ways to achieve the same result&lt;br /&gt;
====  1) planetinfo.plist (to invoke the market script) ====&lt;br /&gt;
(in the &amp;quot;Config&amp;quot; folder) &lt;br /&gt;
&lt;br /&gt;
 {&lt;br /&gt;
     &amp;quot;0 96&amp;quot; = {market_script = &amp;quot;digebiti_noslaves.js&amp;quot;;};&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
==== 2) Market script: digebiti_noslaves.js ====&lt;br /&gt;
(in the &amp;quot;Scripts&amp;quot; folder) - note the complex name, which prevents confusion with other snippets of script&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;use strict&amp;quot;;&lt;br /&gt;
 this.name           = &amp;quot;digebiti_noslaves&amp;quot;;&lt;br /&gt;
 this.author         = &amp;quot;Phkb&amp;quot;;&lt;br /&gt;
 this.copyright      = &amp;quot;(C) 2022 Phkb&amp;quot;;&lt;br /&gt;
 this.licence        = &amp;quot;CC-NC-by-SA 4.0&amp;quot;;&lt;br /&gt;
 this.description    = &amp;quot;Removes slaves for sale in Digebiti&amp;quot;;&lt;br /&gt;
 this.version        = &amp;quot;1.0&amp;quot;;&lt;br /&gt;
 &lt;br /&gt;
 this.updateLocalCommodityDefinition = function(goodDefinition, station, systemID) {&lt;br /&gt;
     if (goodDefinition.key == &amp;quot;slaves&amp;quot; &amp;amp;&amp;amp; station &amp;amp;&amp;amp; station.isMainStation) {&lt;br /&gt;
         goodDefinition.quantity = 0;&lt;br /&gt;
     }&lt;br /&gt;
     return goodDefinition;&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
This method will work, so long as no other OXP changes the market_script property of the Digebiti system in the same way.&lt;br /&gt;
&lt;br /&gt;
=== Creating an invariant market independent of the local system economy (agricultural/industrial) ===&lt;br /&gt;
If you just use a market_definition in shipdata.plist for the station, then you're merely setting variations on the primary system market.&lt;br /&gt;
&lt;br /&gt;
If you want the station prices to be independent of (or more loosely tied to) the system it's in, then you need to use a [[Oolite_Market_Scripts|market script]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So what you'd have is something like this - let's say it's a hydroponics station, so it always sells food and nothing else, regardless of whether the general system economy is industrial or agricultural:&lt;br /&gt;
&lt;br /&gt;
 // this is going to get called once for each trade good on the market&lt;br /&gt;
 function updateLocalCommodityDefinition (goodDefinition, station, system) {&lt;br /&gt;
   	// at this point, goodDefinition will contain the trade-goods.plist information on the commodity itself&lt;br /&gt;
 	// and a price and quantity key to say what the processing so far has done in mutating the default system market&lt;br /&gt;
 	// so that might say &amp;quot;price&amp;quot; = 35; &amp;quot;quantity&amp;quot; = 50;&lt;br /&gt;
        // the important thing is that we can just ignore that entirely if we want&lt;br /&gt;
        if (goodDefinition.key == &amp;quot;food&amp;quot;) {&lt;br /&gt;
                // are we calculating the basic Oolite &amp;quot;food&amp;quot; trade good right now? If yes, set our own static prices&lt;br /&gt;
        	goodDefinition.price = 25; // 2.5 credits&lt;br /&gt;
        	goodDefinition.quantity = 80; // lots of food&lt;br /&gt;
        } else {&lt;br /&gt;
                // if not, don't buy or sell any other commodity&lt;br /&gt;
                // TODO: work out what we should import&lt;br /&gt;
        	goodDefinition.price = 0;&lt;br /&gt;
        	goodDefinition.quantity = 0;&lt;br /&gt;
        	goodDefinition.capacity = 0;&lt;br /&gt;
        }&lt;br /&gt;
        return goodDefinition;&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
Now ... the reason that market definitions are preferred to be mutators of the system economy is for two reasons.&lt;br /&gt;
1) it means you can avoid the situation where you end up with two adjacent stations with wildly different prices ... but you can of course handle that in other ways too, station positioning, restricted access, ''etc''.&lt;br /&gt;
2) it makes it easier to handle OXP trade goods:&lt;br /&gt;
 - other OXPs might have added more &amp;quot;food&amp;quot; type goods, ''e.g.'' &amp;quot;Meat&amp;quot; or &amp;quot;Cheese&amp;quot;&lt;br /&gt;
 - you can learn about those and handle them specifically&lt;br /&gt;
&lt;br /&gt;
 } else if (goodDefinition.key == &amp;quot;bobsfoodoxp_cheese&amp;quot;) {&lt;br /&gt;
   // set price and quantity here&lt;br /&gt;
&lt;br /&gt;
... but that means a lot of keeping up with what everyone else is doing with custom goods.&lt;br /&gt;
&lt;br /&gt;
The idea was that for your hydroponics station what you might do instead is something like this&lt;br /&gt;
&lt;br /&gt;
 // this is going to get called once for each trade good on the market&lt;br /&gt;
 function updateLocalCommodityDefinition (goodDefinition, station, system) {&lt;br /&gt;
  	// at this point, goodDefinition will contain the trade-goods.plist information on the commodity itself&lt;br /&gt;
 	// and a price and quantity key to say what the processing so far has done in mutating the default system market&lt;br /&gt;
 	// so that might say &amp;quot;price&amp;quot; = 35; &amp;quot;quantity&amp;quot; = 50;&lt;br /&gt;
        // the important thing is that we can just ignore that entirely if we want&lt;br /&gt;
        if (goodDefinition.classes.indexOf(&amp;quot;oolite-edible&amp;quot;) &amp;gt;= 0) {&lt;br /&gt;
                // has this commodity been declared either by Oolite Core or by the OXP that added it as&lt;br /&gt;
                // some sort of food?&lt;br /&gt;
        	goodDefinition.price = goodDefinition.price * 0.6; // big discount for buying at source&lt;br /&gt;
        	goodDefinition.quantity = 10 + (goodDefinition.quantity * 2); // lots of it, and at least 10t even in heavily industrial systems&lt;br /&gt;
        } else {&lt;br /&gt;
                // if not, don't buy or sell any other commodity&lt;br /&gt;
                // TODO: work out what we should import&lt;br /&gt;
        	goodDefinition.price = 0;&lt;br /&gt;
        	goodDefinition.quantity = 0;&lt;br /&gt;
        	goodDefinition.capacity = 0;&lt;br /&gt;
        }&lt;br /&gt;
        return goodDefinition;&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
So now if another OXP adds Cheese, provided they declare it as &amp;quot;edible&amp;quot;, your station will sell it in high quantities at a big discount, but you don't need to know exactly what the baseline price or quantity was set - so if a food-focused OXP was to add &amp;quot;Wine&amp;quot;, &amp;quot;Fine Wine&amp;quot; and &amp;quot;Vintage Wine&amp;quot; at a range of prices and quantities, you'd be automatically handling those in reasonable line with a combination of the Wine OXP's basic pricing structure and your station OXP's &amp;quot;food primary source market&amp;quot; style, without necessarily needing to know about every future Wine OXP there might be and explicitly set compatibility.&lt;br /&gt;
&lt;br /&gt;
Note in this example we're still zeroing out all non-food goods - OXP included! - regardless of the local economy. Maybe at this point we'd want to include and document a &amp;quot;hydroponicsoxp-agriculturalequipment&amp;quot; trade good class that other OXPs could use, which this station would buy up at higher demand and prices than normal.&lt;br /&gt;
&lt;br /&gt;
 // this is going to get called once for each trade good on the market&lt;br /&gt;
 function updateLocalCommodityDefinition (goodDefinition, station, system) {&lt;br /&gt;
  	// at this point, goodDefinition will contain the trade-goods.plist information on the commodity itself&lt;br /&gt;
 	// and a price and quantity key to say what the processing so far has done in mutating the default system market&lt;br /&gt;
 	// so that might say &amp;quot;price&amp;quot; = 35; &amp;quot;quantity&amp;quot; = 50;&lt;br /&gt;
        // the important thing is that we can just ignore that entirely if we want&lt;br /&gt;
        if (goodDefinition.classes.indexOf(&amp;quot;oolite-edible&amp;quot;) &amp;gt;= 0) {&lt;br /&gt;
                // has this commodity been declared either by Oolite Core or by the OXP that added it as&lt;br /&gt;
                // some sort of food?&lt;br /&gt;
        	goodDefinition.price = goodDefinition.price * 0.6; // big discount for buying at source&lt;br /&gt;
        	goodDefinition.quantity = 10 + (goodDefinition.quantity * 2); // lots of it, and at least 10t even in heavily industrial systems&lt;br /&gt;
        } else if (goodDefinition.classes.indexOf(&amp;quot;hydroponicsoxp-agriculturalequipment&amp;quot;) &amp;gt;= 0) {     	&lt;br /&gt;
        	// custom class for other OXPs to add specific agricultural equipment e.g. combine harvesters, compost, fertiliser&lt;br /&gt;
        	goodDefinition.price = goodDefinition.price * 1.3; // better prices here&lt;br /&gt;
        	goodDefinition.capacity = 16; // buy a small amount only // TODO: raise capacity if price per tonne is low&lt;br /&gt;
         	goodDefinition.quantity = 0; // not selling this&lt;br /&gt;
        } else if (goodDefinition.key == &amp;quot;machinery&amp;quot;) {&lt;br /&gt;
        	// the basic Oolite Machinery commodity isn't in the custom class but we need to buy something if&lt;br /&gt;
        	// no OXPs adding it are installed&lt;br /&gt;
        	goodDefinition.price = goodDefinition.price * 1.3; // better prices here&lt;br /&gt;
        	goodDefinition.quantity = 0; // not selling&lt;br /&gt;
        	goodDefinition.capacity = 16; // small capacity to buy&lt;br /&gt;
        } else {&lt;br /&gt;
                // don't buy or sell any other commodity&lt;br /&gt;
        	goodDefinition.price = 0;&lt;br /&gt;
        	goodDefinition.quantity = 0;&lt;br /&gt;
        	goodDefinition.capacity = 0;&lt;br /&gt;
        }&lt;br /&gt;
        return goodDefinition;&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
So you can see this one has a mix of using, mutating and overruling the definitions set by the system market and OXP commodity definitions ... with this method you could have a whole bunch of OXPs setting up themed stations, and a whole different bunch adding their own custom commodities, and they'd barely have to know about each other to ensure reasonable consistency and compatibility from someone installing any combination of them. (- by [[User:Cim|Cim]], 2023)&lt;br /&gt;
&lt;br /&gt;
Note: this gives examples for 1 commodity at a time, but not how to easily do that for ALL the commodities on ALL the extra stations in a system.&lt;br /&gt;
&lt;br /&gt;
== Using the new Trade-goods.plist ==&lt;br /&gt;
The original commodities.plist was really not very good - it was based very strongly on the original Elite 84 pricing algorithm, which was written to use peculiarities of 8-bit Maths to its advantage. So one ended up with a series of fairly incomprehensible integers defining each market.&lt;br /&gt;
&lt;br /&gt;
The trade-goods.plist was designed to make that simpler, by:&lt;br /&gt;
:1) Making it a dictionary rather than an unlabelled array so one could tell which parameter was which&lt;br /&gt;
:2) Making the price range for a trade good dependent on more sensible variables, so rather than setting the price range with a bitmask, one set the price and quantity variations dependent on the economy and on random chance.&lt;br /&gt;
&lt;br /&gt;
Compare the v.1.81 trade-goods.plist with a v.1.80 commodities.plist - they were designed to give near-identical market behaviour for the built-in trade goods.&lt;br /&gt;
&lt;br /&gt;
But - that only made it more comprehensible. It didn't really let one do anything particularly different to Elite 84 markets - mostly including the &amp;quot;Rich Industrial -&amp;gt; Poor Agricultural&amp;quot; single spectrum. One can tweak that a bit with peak_export and peak_import to get slightly different shapes (so a good might peak at Poor Industrial rather than Rich Industrial) but it doesn't really give one the option of a third economy type still.&lt;br /&gt;
&lt;br /&gt;
''So how does one introduce a new economic pole, such as a mining industry?''&lt;br /&gt;
&lt;br /&gt;
For that, one needs the scripting support. [[Oolite JavaScript Reference: Market Scripts]]. &amp;lt;br&amp;gt;&lt;br /&gt;
One can quite literally do whatever one likes with the prices that way. One could have every *system* have its own separate economy, which varied over time according to events, what the player had previously traded, ''etc. etc.'' to produce something comparable to Elite Dangerous' economic sim, if that's the route one wanted to go down. Obviously the more complexity one adds the harder it gets to script up, but it's now all possible.&lt;br /&gt;
&lt;br /&gt;
[[File:SOTL Altmap F8.png|thumb|right|200px|SOTL Altmap F8 commodities market]]&lt;br /&gt;
[[SOTL Altmap]] does have an example of it, which basically throws out the original Elite-like algorithm of trade-goods.plist and starts over. It goes *way* beyond just adding a third economy, too.&lt;br /&gt;
&lt;br /&gt;
Basically in SOTL every trade good is tagged in the trade-goods.plist with a bunch of classes&lt;br /&gt;
''e.g.''&lt;br /&gt;
 classes = (&amp;quot;sotl-ex-salvage&amp;quot;,&amp;quot;sotl-im-refining&amp;quot;,&amp;quot;sotl-quantity-high&amp;quot;,&amp;quot;sotl-priceband-3&amp;quot;,&amp;quot;sotl-demand-medium&amp;quot;,&amp;quot;sotl-supply-medium&amp;quot;,&amp;quot;sotl-volatility-low&amp;quot;);&lt;br /&gt;
So that means:&lt;br /&gt;
 - exported by salvage economies&lt;br /&gt;
 - imported by refining economies&lt;br /&gt;
 - high quantity, moderate price, low price volatility&lt;br /&gt;
&lt;br /&gt;
Then the market script uses those classes, rather than the standard pricing variables, to define the economic behaviour.&lt;br /&gt;
:So line 69-74ish: get the current economy description, convert that to the format used in the class name&lt;br /&gt;
:...line 85-90: check for the import and export classes for that economy and see if it's imported or exported&lt;br /&gt;
:...lines 100-120: apply various special conditions, so e.g. the sotl-ims-radiation class checks the planet surface radiation levels (custom property in sysinfo) and if the radiation level is high, imports these goods even if the basic economy isn't interested (e.g. &amp;quot;sotl-ceramics-ind&amp;quot; in the plist)&lt;br /&gt;
:...and then it uses those calculations (and a bunch more of the classes) in the rest of the script to set the price and quantity depending on whether it's an import, an export, or neither&lt;br /&gt;
&lt;br /&gt;
That's massive overkill for just adding a third mining economy, but one would need to work on a similar principle.&lt;br /&gt;
&lt;br /&gt;
:1) Tag every commodity with classes for (import|export|none)-(agricultural|industrial|mining) as appropriate&lt;br /&gt;
:2) Adjust the economy names (there are a few different ways one could do that) so that the 8 economy IDs were allocated to agricultural, industrial and mining economies&lt;br /&gt;
:3) Have a price script which like the SOTL one gets the current economy, looks at the classes list to find out if the commodity is imported or exported or neither, and sets the price and quantity accordingly. One could use the standard price_economic, price_average, price_random properties in the plist to give baseline data to the script if one was not planning to do anything too weird.&lt;br /&gt;
&lt;br /&gt;
{Technically one doesn't need the classes - just have the price script contain a list of goods internally for each economy - but this way if other people add extra trade goods in their own OXPs, they can tag them up for mining economy support too}&lt;br /&gt;
&lt;br /&gt;
All fairly straightforward theoretically.&lt;br /&gt;
&lt;br /&gt;
''The biggest impediment to doing a wholesale reworking of the economic system, is just how incompatible it makes lots and lots of OXP's. In order to override the vanilla commodities as in SOTL, requires setting a script for each in trade-goods.plist. Which is fine if it's the only OXP that wants to play around with commodity prices. As soon as two OXP's try to do the same thing, one gets a conflict and no longer knows which OXP pricing model is in play.''&lt;br /&gt;
&lt;br /&gt;
''For SOTL it's fine, because it uses the scenario system to forcibly eject all other OXP's from use while it's running. But if one wants the OXP to go in the general playing pool set of OXP's, it becomes much more complicated. [[User:Phkb|Phkb]] spent a long time trying to work out why his market script wasn't running, only to find that [[UPS Courier]] was quietly adjusting the markets in certain systems via the planetinfo.plist file. And there are a lot of OXP's that want to play in this space, tweaking prices up or down.''&lt;br /&gt;
&lt;br /&gt;
''Hence one usually abandons using any of the script options, and just tweaks the price after all the scripts have finished playing, ''eg'' in [[Smugglers]]. It was the only way to guarantee getting some sort of bump in a price when wanted.''&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[[Oolite JavaScript Reference: Market Scripts]]&lt;br /&gt;
*[[Commodities.plist]] - the precursor (which still mostly works!). If it doesn't see [https://bb.oolite.space/viewtopic.php?p=246145#p246145 here] (2015)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=16828 Proposal for 1.82: support for economic changes] ([[User:Cim|Cim]], 2014)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=16735 Cim on introducing the Trade-goods.plist and deprecating the commodities.plist] (2014)&lt;br /&gt;
{{QuoteText|Text=Trade goods work is coming along fairly well. As well as plist-coded prices for trade goods, which should handle the simple cases (including a few things not possible with commodities.plist), you can now specify a &amp;quot;market script&amp;quot; which allows you to set prices per trade-good, per station, or per system. If you try to do all three, the following happens: &amp;lt;br&amp;gt;&lt;br /&gt;
1) The per-trade good script sets a standard price and quantity for the system's economy and any other data it considers &amp;lt;br&amp;gt;&lt;br /&gt;
2) The per-system script can then modify this price and quantity &amp;lt;br&amp;gt;&lt;br /&gt;
3) The station takes the price and quantity from the system, and scales the quantity to the capacity of the station market &amp;lt;br&amp;gt;&lt;br /&gt;
4) The per-trade good script runs again in &amp;quot;secondary station&amp;quot; mode, to modify the price and quantity again &amp;lt;br&amp;gt;&lt;br /&gt;
5) The per-station script runs to make final adjustments to price and quantity &amp;lt;br&amp;gt;&lt;br /&gt;
Generally one OXP wouldn't do all three, though.|Source=([https://bb.oolite.space/viewtopic.php?p=226722#p226722 Cim in Progress Thread (2014)])}}&lt;br /&gt;
=== Using the Trade-goods.plist ===&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=20576 How to get the displayName for a commodity in the Main Station Market?] (2020)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=6&amp;amp;t=17269 Thinking about Planet Income classification] (2015)&lt;br /&gt;
=== OXPs doing unusual things ===&lt;br /&gt;
*[[SOTL Altmap]] - cim's experimental scenario - with 3 1/2 pages of commodities (and uses the F8F8 screen)&lt;br /&gt;
*[[Darkside Moonshine Distillery]] - price of new whiskey commodity depends on distance from distilleries&lt;br /&gt;
*[[SW Economy]] - introduces a 3rd economic pole (mining worlds), commodities, ''and'' economy size, TL &amp;amp; planet radius affect commodity production&lt;br /&gt;
*Javascript code for decaying Radioactives is currently here: [[Talk:Radioactives]]&lt;br /&gt;
&lt;br /&gt;
{{QuoteText|Text=&lt;br /&gt;
In 1.81 this is a lot easier to OXP - you can introduce as many economies as you like, though you are limited to eight economy symbols (so if you wanted lots of economy types, you might end up with Poor Industrial, Avg Industrial and Rich Industrial sharing a symbol on the map). The trade good pricing scripts can then be used to set up different price categories in different economies (and introduce additional trade goods, or split an existing good into multiple categories, which may be necessary if you're adding more economies).&lt;br /&gt;
&lt;br /&gt;
Resetting economies across the planets is a big change in terms of lines of code, but is also very easy to automate. If OXPers are looking for a scripting tool to use for this sort of automation, then NodeJS or io.js is free and also uses Javascript as its language, so you don't need to learn a new one - and may even be able to share code between your build scripts and your OXP, though I haven't tried that yet.|Source=([https://bb.oolite.space/viewtopic.php?f=6&amp;amp;t=17269 Cim in Planet Income thread (2015)])}}&lt;br /&gt;
&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=AristoShares&amp;diff=89582</id>
		<title>AristoShares</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=AristoShares&amp;diff=89582"/>
		<updated>2026-06-24T14:22:27Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Added Links &amp;amp; Gameplay and Balance Indicator&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:AristoShares_cover_art.png|thumb|right|240px|Stockbroker to the Stars.]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Stockbroker to the Stars.&amp;quot; (tm)&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
'''AristoShares''' introduces a hybrid economic model to Oolite, blending traditional cargo trading with long-term financial investment. This OXP adds three new commodities to the Co-operative trading markets: one premium physical good, and two high-value financial instruments. &lt;br /&gt;
&lt;br /&gt;
By purchasing bearer shares in fictional corporations, players can speculate on market prices as dividend dates approach, or hold onto their investments to collect variable quarterly payouts—introducing a compelling new time-based gameplay loop to the Ooniverse.&lt;br /&gt;
&lt;br /&gt;
== New Commodities ==&lt;br /&gt;
&lt;br /&gt;
=== Aristo-Cheese ===&lt;br /&gt;
* '''Type:''' Standard Cargo (Consumer / Luxury)&lt;br /&gt;
* '''Unit:''' Kilograms (kg)&lt;br /&gt;
* '''Description:''' The finest [[Sector1/Digebiti|Digebitian]] Aristo-Cheese, gently infused with the quintessence of aristocracy.&lt;br /&gt;
* '''Mechanics:''' Aristo-Cheese functions as a standard, high-value trading good. Its price fluctuates based on the standard supply and demand of the station's economy. Buy low, sell high.&lt;br /&gt;
&lt;br /&gt;
=== Cholzburton ===&lt;br /&gt;
* '''Type:''' Financial Instrument (Bearer Shares)&lt;br /&gt;
* '''Unit:''' Grams (g)&lt;br /&gt;
* '''Description:''' Cholzburton Dairies class B non-voting bearer shares.&lt;br /&gt;
* '''Mechanics:''' Represents a stake in the very company that manufactures Aristo-Cheese. Weighs virtually nothing (1g), similar to gem-stones. Subject to dynamic market pricing and pays a variable dividend every quarter.&lt;br /&gt;
&lt;br /&gt;
=== Hoopy ===&lt;br /&gt;
* '''Type:''' Financial Instrument (Bearer Shares)&lt;br /&gt;
* '''Unit:''' Grams (g)&lt;br /&gt;
* '''Description:''' [[HOopy Casino]]s class B non-voting bearer shares.&lt;br /&gt;
* '''Mechanics:''' Represents a stake in the popular casino ship chain. Like Cholzburton, it is a lightweight, high-value financial asset with its own unique dividend cycle and dynamic pricing.&lt;br /&gt;
&lt;br /&gt;
== How Investment Works ==&lt;br /&gt;
&lt;br /&gt;
AristoShares fundamentally changes how you interact with certain cargo items. Shares are not meant to be traded across systems for arbitrage; they are time-based investments.&lt;br /&gt;
&lt;br /&gt;
=== The Dividend Cycle ===&lt;br /&gt;
Corporations pay out dividends to shareholders every '''90 days'''. If you are holding shares in your cargo hold when the pay-out day arrives, you will receive a direct credit to your bank account. You do not need to be docked to receive your money.&lt;br /&gt;
&lt;br /&gt;
* '''Variable Pay-outs:''' Dividends are not a fixed amount. Each quarter, the pay-out is multiplied by a random market factor (ranging from 0.8x to 1.2x of the base dividend), meaning some quarters are exceptionally profitable, while others are more modest.&lt;br /&gt;
* '''Staggered Paydays:''' Corporations operate on different fiscal calendars. They do not pay out on the same day!&lt;br /&gt;
    * '''Cholzburton''' pays out **7 days *before*** the standard 90-day quarter mark.&lt;br /&gt;
    * '''Hoopy''' pays out **14 days *after*** the standard 90-day quarter mark.&lt;br /&gt;
    * This creates a rolling cycle of potential income throughout the quarter.&lt;br /&gt;
&lt;br /&gt;
=== Market Speculation (Dynamic Pricing) ===&lt;br /&gt;
The market price of shares is not static. It is driven by the time remaining until the next dividend payout, simulating real-world &amp;quot;buying before the ex-dividend date.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* '''Early in the cycle:''' Right after a dividend has been paid, shares settle back to their base market price. This is the best time to '''buy'''.&lt;br /&gt;
* '''Approaching the pay-out:''' As the dividend day gets closer, market speculation drives the price up exponentially. The closer you get to the pay-out, the more expensive the shares become.&lt;br /&gt;
* '''The Choice:''' You can choose to hold your shares to collect the dividend, or you can exploit the price spike and '''sell''' your shares at a massive premium right before the pay-out occurs. &lt;br /&gt;
&lt;br /&gt;
=== Smart Notifications &amp;amp; UI Feedback ===&lt;br /&gt;
The OXP uses your ship's standard interfaces to keep you informed of your portfolio's status without requiring any special equipment:&lt;br /&gt;
&lt;br /&gt;
* '''Cargo Manifest:''' When a dividend is less than 10 days away, the short description of the share on the market screen will change to '''&amp;quot;Div. soon&amp;quot;''' as an alert.&lt;br /&gt;
* '''Detailed Projections:''' Highlighting a share in your manifest will display the long description, which dynamically updates to tell you the estimated dividend amount and the exact number of days until payout (e.g., *&amp;quot;Next Dividend: ~120 Cr in 7 days.&amp;quot;*).&lt;br /&gt;
* '''In-Flight Payouts:''' If a dividend pays out while you are flying, the message is logged to your **Docking Report** so it doesn't block your screen during combat. If you are docked, it prints immediately to your console.&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
&lt;br /&gt;
=== Download ===&lt;br /&gt;
&lt;br /&gt;
[[File:AristoShares.oxz]]&lt;br /&gt;
&lt;br /&gt;
To install AristoShares, simply place the `AristoShares.oxz` file into your Oolite `AddOns` directory.&lt;br /&gt;
&lt;br /&gt;
=== OXP Structure ===&lt;br /&gt;
If you are modifying or inspecting the pack, the folder structure is as follows:&lt;br /&gt;
&lt;br /&gt;
 AristoShares.oxz/&lt;br /&gt;
 ├── manifest.plist&lt;br /&gt;
 ├── Config/&lt;br /&gt;
 │   ├── descriptions.plist&lt;br /&gt;
 │   ├── trade-goods.plist&lt;br /&gt;
 │   └── world-scripts.plist&lt;br /&gt;
 └── Scripts/&lt;br /&gt;
     └── aristo_financial_commodities.js&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
* '''Concept &amp;amp; Design:''' Wildeblood&lt;br /&gt;
* '''Implementation:''' Wildeblood &amp;amp; GLM-5.1&lt;br /&gt;
* '''Special Thanks:''' The Oolite community and wiki contributors for scripting references.&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=22120 BB Thread]&lt;br /&gt;
*Author: [[User:Wildeblood|Wildeblood]]&lt;br /&gt;
&lt;br /&gt;
== Gameplay and Balance Indicator ==&lt;br /&gt;
[[File:Tag-colour-blue.png|right]]&lt;br /&gt;
More opportunities to make money!&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Saleza_Aeronautics&amp;diff=89581</id>
		<title>Saleza Aeronautics</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Saleza_Aeronautics&amp;diff=89581"/>
		<updated>2026-06-24T12:20:19Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Tagged as Fictional organisation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Saleza Aeronautics is a small independent design bureau specialising in military assault craft.  It is currently best known for its ''Orion'' series of ships, which are seeing service with a number of governments and private security organisations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Saleza Aeronautics first made its name during the Corporate Wars.  Supplying the belligerent states with cheap but serviceable combat vessels, Saleza gained invaluable experience in materials and engine technology, using each battle as a proving ground for its latest designs.  With the onset of peace, the company invested its considerable profits into weapons development, and over time the company grew into a fully-integrated design and manufacturing concern specialising in assault and defence vessels.  &lt;br /&gt;
&lt;br /&gt;
This unique history has made the company a particular favourite amongst private security organisations, who tend to avoid the larger manufacturers because of their close affiliations with GalCop.  &lt;br /&gt;
&lt;br /&gt;
== The ''Orion'' Series==&lt;br /&gt;
&lt;br /&gt;
Through its experience of interplanetary conflict, Saleza had identified a clear need for a series of dedicated planetary assault craft.  Despite being equipped with all the latest space-capable combat vessels, the warring factions frequently found themselves in a stalemate because of a lack of atmosphere-capable combat ships. Hastily-modified shuttles and transports, sent without escort the surface as landing craft, fell prey to modern planetary defence networks, resulting in the loss of hundreds of troops and thousands of tons of equipment. In a bid to break the impasse the corporations attempted to modify some of their existing ships for full atmospheric, in-gravity flight, but all attempts were unsuccessful.  Saleza Aeronatics, having been squeezed out of the conventional market by larger competitors, spotted the window and offered its solution.&lt;br /&gt;
&lt;br /&gt;
=== Gallery ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Rigel Oolite.png | Rigel Tactical Bomber&lt;br /&gt;
Image:Saiph Oolite.png | Saiph Interceptor&lt;br /&gt;
Image:Bellatrix oolite.jpg | Bellatrix Cruiser&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [[Rigel_Bomber|Rigel Tactical Bomber]] ==&lt;br /&gt;
&lt;br /&gt;
The Rigel is an assault vessel designed to operate against space stations, large cruisers and planetary defences.  Its wide, flattened body is designed to present a small cross-section to incoming fire while providing adequate capacity for missiles and shield boosters.  The Rigel was originally intended to be fitted with a pair of uprated heavy mining lasers optimised for penetration against armour and embedded surface targets.  However, this approach did not deliver the desired rate of fire, even with the use of the latest heat sink technology, and so the production version is equipped with a standard military laser armament.&lt;br /&gt;
&lt;br /&gt;
Although possessing good speed and manoeuvrability for a ship of its size, during combat operations the Rigel is usually deployed with an escort of Saiph Interceptors.  This allows the Rigel to focus on its close-support role and avoid being distracted by enemy fighters.  &lt;br /&gt;
&lt;br /&gt;
== [[Saiph_Interceptor|Saiph Interceptor]] ==&lt;br /&gt;
&lt;br /&gt;
The Saiph is a super-agile fighter-interceptor developed in parallel with the Rigel.  Built around a large fuel-injecting engine unit, the Saiph relies on speed and manoeuvrability for defence, its small size preventing the installation of the kind of energy units and shield enhancements usually found in military ships.  The Saiph’s unusual control surfaces serve to provide stability during atmospheric flight, while in space they are used to deflect thrust from retro-rockets to further increase the ship’s agility.&lt;br /&gt;
&lt;br /&gt;
Despite being developed as a fleet combat craft, ex-service models are occasionally seen in private hands, where they have become an attractive option for wealthy bounty hunters. Saleza frowns upon the use of any of their ships for acts of piracy or murder, and rumours abound that the company will pay handsome rewards for any information about the misuse of their intellectual property in this way. &lt;br /&gt;
&lt;br /&gt;
== [[Bellatrix_Cruiser|Bellatrix Cruiser]] ==&lt;br /&gt;
&lt;br /&gt;
The Bellatrix is a heavy cruiser designed to act as a command and control vessel, spearheading battle fleets in large-scale assault operations.  Its flying wing design offers maximises the ship's internal stores capacity while at the same time minimises its fronal cross-section, making the Bellatrix a difficult target for enemy defences.  The main armament is a slow-repeating heavy disruptor laser capable of destroying planetary targets from positions within the upper atmosphere; in space the weapon is used against stations and enemy cruisers.  The upper-rear fuselage is fitted with a turret mounted plasma cannon, which can by used to break up enermy formations and act as a last line of defence against incoming missiles.&lt;br /&gt;
&lt;br /&gt;
A typical Bellatrix battle group consists of the cruiser itself, two Rigel bombers and an advanced fighter sweep of four Saiph interceptors.  Such groups are currently in service with a number of high-tech Corporate States, where they are used by the security forces to patrol the outer reaches of GalCop-controlled space.&lt;br /&gt;
&lt;br /&gt;
== Other Projects ==&lt;br /&gt;
&lt;br /&gt;
Rumours persist that a fourth ship in the ''Orion'' class, the Betelgeuse, is in development; however this has consistently been denied by Saleza’s press officers, and the role that such an additional ship would have is unclear.  However, the company has confirmed that it is currently working on a set of next-generation munitions, with a test programme involving large laydown bombs and stand-off missiles already under way.&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
&lt;br /&gt;
Download v2.3.4 in OXZ format [[Media:Saleza_Aeronautics_2.3.4.oxz|here]] for Oolite 1.79 or later (downloaded {{#downloads:Saleza_Aeronautics_2.3.4.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
Download v2.3.3 in OXZ format [[Media:Saleza_Aeronautics_2.3.3.oxz|here]] for Oolite 1.79 or later (downloaded {{#downloads:Saleza_Aeronautics_2.3.3.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
Download v2.3.2 in OXZ format [[Media:Saleza_Aeronautics_2.3.2.oxz|here]] for Oolite 1.79 or later (downloaded {{#downloads:Saleza_Aeronautics_2.3.2.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
Previous v2.3 is [[Media:Saleza_Aeronautics_2.3.oxz|here]] (downloaded {{#downloads:Saleza_Aeronautics_2.3.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{ship-OXP}} [[Category:Navies]] [[Category:Fictional organisations]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=System_Map&amp;diff=89580</id>
		<title>System Map</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=System_Map&amp;diff=89580"/>
		<updated>2026-06-24T12:03:14Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: /* For Practitioners of the Dark Arts */ Added link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:System Map OXP.png|thumb|right|450px|System Map (Oolite v.1.92+) Accessed through F7 screen (while docked) - press &amp;quot;s&amp;quot;&amp;lt;br&amp;gt;'''Sun''' = yellow S&amp;lt;br&amp;gt;'''Planet''' = green P (if purple, planet is a gas giant; hexagon shows presence of Planet Fall landing sites)&amp;lt;br&amp;gt;'''Moon''' = brown M&amp;lt;br&amp;gt;'''Your ship''' = red loop&amp;lt;br&amp;gt;'''Witchpoint Beacon''' = blue hourglass&amp;lt;br&amp;gt;'''Main Orbital Station''' = blue waffle (other stations = white waffle)]]&lt;br /&gt;
Adds a local system map, showing sun, planets, moons and main stations. &lt;br /&gt;
[[File:System Map OXP (v.1.90).png|thumb|right|450px|System Map (Oolite v.1.90) Accessed through F4 screen (ship and system interfaces)]]&lt;br /&gt;
== Overview ==&lt;br /&gt;
The System Map is a rotatable 2D map of the local solar system. As well as the components of the system (sun, planets, moons), local astrogatory beacons are also shown: to whit, GalCop stations &amp;amp; most other stations and the Witchpoint Beacon.&lt;br /&gt;
&lt;br /&gt;
=== Notes on Usage ===&lt;br /&gt;
==== Oolite v.1.92+ ====&lt;br /&gt;
Access the System Map through pressing &amp;quot;s&amp;quot; while on the [[F7 page (data on &amp;quot;system&amp;quot;)]].&lt;br /&gt;
&lt;br /&gt;
==== Oolite v.1.90 ====&lt;br /&gt;
Access the System Map through the [[F4 page (ship and system interfaces)]] - look under the ''informational'' entries.&lt;br /&gt;
&lt;br /&gt;
==== Map Focus ====&lt;br /&gt;
Changing the map focus will change the color of all entities to grey except for the focused entity. The name of the focused entity will be displayed at the top of the screen. &lt;br /&gt;
&lt;br /&gt;
Repeating the focus command will cycle through all entities and then return to &amp;quot;None&amp;quot;, when no entities are the focus. Resetting the view will also reset the focus.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt; &amp;lt;/div&amp;gt; &lt;br /&gt;
[[Image:IconLib.png|100px|right]]&lt;br /&gt;
=== Library OXP ===&lt;br /&gt;
This OXP runs off functionality embedded inside [[Library OXP]] which must be present for System Map OXP to work.&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
*Author: [[User:Phkb|Phkb]]	&lt;br /&gt;
*License: CC-BY-SA-NC 4.0&lt;br /&gt;
*Required oolite version: 1.90 (better with 1.92+)&lt;br /&gt;
&lt;br /&gt;
== For Practitioners of the Dark Arts ==&lt;br /&gt;
:---&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  data-expandtext=&amp;quot;Reveal Dark Secrets&amp;quot; data-collapsetext=&amp;quot;Conceal Dark Secrets&amp;quot; style=&amp;quot;overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Lib Starmap02.png|thumb|right|300px|Svengali's Starmap Demo OXP]]&lt;br /&gt;
'''Starmap Demo OXP'''&lt;br /&gt;
This OXP also works in-flight and also shows moving ships for mission settings. See [[Library OXP]] for the download link.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''3rd Party access'''&lt;br /&gt;
&lt;br /&gt;
It is possible for other OXPs to add extra points of interest to the map. To do so, use the following code:&lt;br /&gt;
&lt;br /&gt;
 var sm = worldScripts.SystemMap;&lt;br /&gt;
  &lt;br /&gt;
  // if you have an ship/station entity you want to show&lt;br /&gt;
  sm.$addCustomMarker({&lt;br /&gt;
    ent: myCustomShip,&lt;br /&gt;
    map: &amp;quot;markerimage.png&amp;quot;,&lt;br /&gt;
    col: 1&lt;br /&gt;
  });&lt;br /&gt;
  &lt;br /&gt;
  // if you just want to mark a position&lt;br /&gt;
  var myPos = Vector3D(0.0, 0.0, 0.5).fromCoordinateSystem(&amp;quot;wpu&amp;quot;)&lt;br /&gt;
  sm.$addCustomMarker({&lt;br /&gt;
    pos: myPos,&lt;br /&gt;
    map: &amp;quot;markerimage.png&amp;quot;,&lt;br /&gt;
    col: 2&lt;br /&gt;
  });&lt;br /&gt;
&lt;br /&gt;
When using the &amp;quot;ent&amp;quot; (entity) option, and this item becomes the map focus, the text displayed for it will follow the following logic:&lt;br /&gt;
:If a &amp;quot;displayName&amp;quot; property has been included in the definition for the marker, that will be used.&lt;br /&gt;
:If the entity has a displayName, that will be used.&lt;br /&gt;
:Otherwise, the entity name will be used.&lt;br /&gt;
&lt;br /&gt;
When using the &amp;quot;pos&amp;quot; (position) option, and this item becomes the map focus, the text displayed for it will follow the following logic:&lt;br /&gt;
:if a &amp;quot;displayName&amp;quot; property has been included in the definition for the marker, that will be used.&lt;br /&gt;
:The text &amp;quot;Point of interest&amp;quot; will be used.&lt;br /&gt;
&lt;br /&gt;
When included, the &amp;quot;map&amp;quot; should be an image in the Textures folder, 128x128 in size. Included with the System Map OXP are:&lt;br /&gt;
:map_planet.png&lt;br /&gt;
:map_planet_1-9.png&lt;br /&gt;
:map_planet_pf1-9.png&lt;br /&gt;
:map_moon.png&lt;br /&gt;
:map_moon_pf.png&lt;br /&gt;
:map_point.png&lt;br /&gt;
:map_question.png&lt;br /&gt;
:map_station.png&lt;br /&gt;
&lt;br /&gt;
Some others can be found in the Library OXP.&lt;br /&gt;
&lt;br /&gt;
If &amp;quot;map&amp;quot; is not included, it will default to &amp;quot;map_station.png&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
When included, the &amp;quot;col&amp;quot; should be a number between 0-12&lt;br /&gt;
:0 or not included: white&lt;br /&gt;
:1: red&lt;br /&gt;
:2: green&lt;br /&gt;
:3: blue&lt;br /&gt;
:4: purple&lt;br /&gt;
:5: gray&lt;br /&gt;
:6: aqua&lt;br /&gt;
:7: amber&lt;br /&gt;
:8: gold&lt;br /&gt;
:9: UV&lt;br /&gt;
:10: brown&lt;br /&gt;
:11: dark gray&lt;br /&gt;
:12: yellow&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
&lt;br /&gt;
*0.5&lt;br /&gt;
:- Added some more error checks for the custom markers.&lt;br /&gt;
:- Reordered the way items are added to the array, so similar items (eg planets, stations) are always grouped together.&lt;br /&gt;
:- Added compatibility with PlanetFall v1.&lt;br /&gt;
&lt;br /&gt;
*0.4&lt;br /&gt;
:- Tweak to script name to try to fix missing interface entry.&lt;br /&gt;
&lt;br /&gt;
*0.3&lt;br /&gt;
:- Initial release.&lt;br /&gt;
&lt;br /&gt;
== Gameplay and Balance Indicator ==&lt;br /&gt;
[[File:Tag-colour-blue.png|right]]&lt;br /&gt;
Information to help discover your current Solar System.&lt;br /&gt;
&lt;br /&gt;
{{misc-OXP}}&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=System_Map&amp;diff=89579</id>
		<title>System Map</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=System_Map&amp;diff=89579"/>
		<updated>2026-06-24T12:02:04Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: /* For Practitioners of the Dark Arts */ Updated&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:System Map OXP.png|thumb|right|450px|System Map (Oolite v.1.92+) Accessed through F7 screen (while docked) - press &amp;quot;s&amp;quot;&amp;lt;br&amp;gt;'''Sun''' = yellow S&amp;lt;br&amp;gt;'''Planet''' = green P (if purple, planet is a gas giant; hexagon shows presence of Planet Fall landing sites)&amp;lt;br&amp;gt;'''Moon''' = brown M&amp;lt;br&amp;gt;'''Your ship''' = red loop&amp;lt;br&amp;gt;'''Witchpoint Beacon''' = blue hourglass&amp;lt;br&amp;gt;'''Main Orbital Station''' = blue waffle (other stations = white waffle)]]&lt;br /&gt;
Adds a local system map, showing sun, planets, moons and main stations. &lt;br /&gt;
[[File:System Map OXP (v.1.90).png|thumb|right|450px|System Map (Oolite v.1.90) Accessed through F4 screen (ship and system interfaces)]]&lt;br /&gt;
== Overview ==&lt;br /&gt;
The System Map is a rotatable 2D map of the local solar system. As well as the components of the system (sun, planets, moons), local astrogatory beacons are also shown: to whit, GalCop stations &amp;amp; most other stations and the Witchpoint Beacon.&lt;br /&gt;
&lt;br /&gt;
=== Notes on Usage ===&lt;br /&gt;
==== Oolite v.1.92+ ====&lt;br /&gt;
Access the System Map through pressing &amp;quot;s&amp;quot; while on the [[F7 page (data on &amp;quot;system&amp;quot;)]].&lt;br /&gt;
&lt;br /&gt;
==== Oolite v.1.90 ====&lt;br /&gt;
Access the System Map through the [[F4 page (ship and system interfaces)]] - look under the ''informational'' entries.&lt;br /&gt;
&lt;br /&gt;
==== Map Focus ====&lt;br /&gt;
Changing the map focus will change the color of all entities to grey except for the focused entity. The name of the focused entity will be displayed at the top of the screen. &lt;br /&gt;
&lt;br /&gt;
Repeating the focus command will cycle through all entities and then return to &amp;quot;None&amp;quot;, when no entities are the focus. Resetting the view will also reset the focus.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt; &amp;lt;/div&amp;gt; &lt;br /&gt;
[[Image:IconLib.png|100px|right]]&lt;br /&gt;
=== Library OXP ===&lt;br /&gt;
This OXP runs off functionality embedded inside [[Library OXP]] which must be present for System Map OXP to work.&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
*Author: [[User:Phkb|Phkb]]	&lt;br /&gt;
*License: CC-BY-SA-NC 4.0&lt;br /&gt;
*Required oolite version: 1.90 (better with 1.92+)&lt;br /&gt;
&lt;br /&gt;
== For Practitioners of the Dark Arts ==&lt;br /&gt;
:---&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  data-expandtext=&amp;quot;Reveal Dark Secrets&amp;quot; data-collapsetext=&amp;quot;Conceal Dark Secrets&amp;quot; style=&amp;quot;overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Lib Starmap02.png|thumb|right|300px|Svengali's Starmap Demo OXP]]&lt;br /&gt;
'''Starmap Demo OXP'''&lt;br /&gt;
This OXP also works in-flight and also shows moving ships for mission settings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''3rd Party access'''&lt;br /&gt;
&lt;br /&gt;
It is possible for other OXPs to add extra points of interest to the map. To do so, use the following code:&lt;br /&gt;
&lt;br /&gt;
 var sm = worldScripts.SystemMap;&lt;br /&gt;
  &lt;br /&gt;
  // if you have an ship/station entity you want to show&lt;br /&gt;
  sm.$addCustomMarker({&lt;br /&gt;
    ent: myCustomShip,&lt;br /&gt;
    map: &amp;quot;markerimage.png&amp;quot;,&lt;br /&gt;
    col: 1&lt;br /&gt;
  });&lt;br /&gt;
  &lt;br /&gt;
  // if you just want to mark a position&lt;br /&gt;
  var myPos = Vector3D(0.0, 0.0, 0.5).fromCoordinateSystem(&amp;quot;wpu&amp;quot;)&lt;br /&gt;
  sm.$addCustomMarker({&lt;br /&gt;
    pos: myPos,&lt;br /&gt;
    map: &amp;quot;markerimage.png&amp;quot;,&lt;br /&gt;
    col: 2&lt;br /&gt;
  });&lt;br /&gt;
&lt;br /&gt;
When using the &amp;quot;ent&amp;quot; (entity) option, and this item becomes the map focus, the text displayed for it will follow the following logic:&lt;br /&gt;
:If a &amp;quot;displayName&amp;quot; property has been included in the definition for the marker, that will be used.&lt;br /&gt;
:If the entity has a displayName, that will be used.&lt;br /&gt;
:Otherwise, the entity name will be used.&lt;br /&gt;
&lt;br /&gt;
When using the &amp;quot;pos&amp;quot; (position) option, and this item becomes the map focus, the text displayed for it will follow the following logic:&lt;br /&gt;
:if a &amp;quot;displayName&amp;quot; property has been included in the definition for the marker, that will be used.&lt;br /&gt;
:The text &amp;quot;Point of interest&amp;quot; will be used.&lt;br /&gt;
&lt;br /&gt;
When included, the &amp;quot;map&amp;quot; should be an image in the Textures folder, 128x128 in size. Included with the System Map OXP are:&lt;br /&gt;
:map_planet.png&lt;br /&gt;
:map_planet_1-9.png&lt;br /&gt;
:map_planet_pf1-9.png&lt;br /&gt;
:map_moon.png&lt;br /&gt;
:map_moon_pf.png&lt;br /&gt;
:map_point.png&lt;br /&gt;
:map_question.png&lt;br /&gt;
:map_station.png&lt;br /&gt;
&lt;br /&gt;
Some others can be found in the Library OXP.&lt;br /&gt;
&lt;br /&gt;
If &amp;quot;map&amp;quot; is not included, it will default to &amp;quot;map_station.png&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
When included, the &amp;quot;col&amp;quot; should be a number between 0-12&lt;br /&gt;
:0 or not included: white&lt;br /&gt;
:1: red&lt;br /&gt;
:2: green&lt;br /&gt;
:3: blue&lt;br /&gt;
:4: purple&lt;br /&gt;
:5: gray&lt;br /&gt;
:6: aqua&lt;br /&gt;
:7: amber&lt;br /&gt;
:8: gold&lt;br /&gt;
:9: UV&lt;br /&gt;
:10: brown&lt;br /&gt;
:11: dark gray&lt;br /&gt;
:12: yellow&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
&lt;br /&gt;
*0.5&lt;br /&gt;
:- Added some more error checks for the custom markers.&lt;br /&gt;
:- Reordered the way items are added to the array, so similar items (eg planets, stations) are always grouped together.&lt;br /&gt;
:- Added compatibility with PlanetFall v1.&lt;br /&gt;
&lt;br /&gt;
*0.4&lt;br /&gt;
:- Tweak to script name to try to fix missing interface entry.&lt;br /&gt;
&lt;br /&gt;
*0.3&lt;br /&gt;
:- Initial release.&lt;br /&gt;
&lt;br /&gt;
== Gameplay and Balance Indicator ==&lt;br /&gt;
[[File:Tag-colour-blue.png|right]]&lt;br /&gt;
Information to help discover your current Solar System.&lt;br /&gt;
&lt;br /&gt;
{{misc-OXP}}&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Library_OXP&amp;diff=89578</id>
		<title>Library OXP</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Library_OXP&amp;diff=89578"/>
		<updated>2026-06-24T12:00:44Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Updated&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This page is about the OXP helper expansion pack, Library, for other uses, see [[Library (disambiguation)]].''&lt;br /&gt;
&lt;br /&gt;
[[Image:IconLib.png|100px|right]]&lt;br /&gt;
[[Image:Library (Config for AddOns Settings List).png|320px|thumb|Config for AddOns (List of OXPs with settings)]]&lt;br /&gt;
[[Image:Library (BGS Config Flags).png|320px|thumb|Config for AddOns (example: BGS flags settings)&amp;lt;br&amp;gt;'''Flags''' are On/Off options, Values give a numerical range. (Old Hyperspace is added by Tsoj's newest version of BGS)]]&lt;br /&gt;
[[Image:Library (BGS Config Values).png|320px|thumb|Config for AddOns (example: BGS values settings)&amp;lt;br&amp;gt;'''Values''' ('''D''' is the default setting, '''R''' shows the range)]]&lt;br /&gt;
[[Image:Sv pad03.jpg|320px|thumb|right|PAD: GalCop (showing Galactic Navy integration)]]&lt;br /&gt;
[[Image:Lib_PAD01.png|320px|thumb|right|PAD: Persons (showing Vanilla game integration)]]&lt;br /&gt;
[[File:Sv pad08.jpg|320px|thumb|right|PAD: Player data]]&lt;br /&gt;
[[Image:Lib_Animator01.png|320px|thumb|right|Demos: Animator]]&lt;br /&gt;
[[Image:Lib_Starmap02.png|320px|thumb|right|Demos: Starmap]]&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Reinventing the wheel is not everybody's taste, so here comes a collection of useful snippets and helpers.&lt;br /&gt;
&lt;br /&gt;
Library OXP's main function is to simplify or unify some common tasks used by OXPers. Library is the successor to [[CCL]], [[Hyperradio]] and [[OXPConfig]]. The library does not alter any native JS objects (like Array or String) to avoid clashes, and does not clutter the global namespace.&lt;br /&gt;
&lt;br /&gt;
*Adds '''Config for AddOns'''  to the [[F4 page (ship and system interfaces)|F4 ship-station interface]] screen (allowing in-game tweaking of compatible OXPs)&lt;br /&gt;
*Adds a '''PAD''' to the [[F4 page (ship and system interfaces)|F4 ship-station interface]] screen (for personal details, recalling (GNN) news flashes, storing data, ''etc''.)&lt;br /&gt;
*Plays music during your game (which can be contextual, changing if inside the [[aegis]] or if attacked) - but needs a compatible music .oxp installed - see below for list&lt;br /&gt;
&lt;br /&gt;
*''Can'' be used by mission OXPs to display instructions (see Starmap below)&lt;br /&gt;
*''Can'' be used to show an animated display and possibly even a [[Cutscene]] (see Animator below)&lt;br /&gt;
*''Can'' be used by other OXPs to display information on the PAD about Guild memberships, NPC's met, peculiarities of systems, ''etc''. It already does this for the [[Galactic Navy OXP]].&lt;br /&gt;
*''Can'' be used by OXP ship designers to help display ships, exhausts, materials ''etc''. (see MatFinder and devtools below).&lt;br /&gt;
&lt;br /&gt;
=== Config for AddOns ===&lt;br /&gt;
'''Config for AddOns''' (Library Config) appears on your Docked F4 screen &amp;quot;AddOns&amp;quot; category.&lt;br /&gt;
:for tweaking OXPs while ''inside'' the game (and docked!) - ''here are some examples''&lt;br /&gt;
*[[BGS]]: (see the 3 screen shots on top right), where one select the effects one desires - station chatter, graphics for hyperspace jump ''etc''.).&lt;br /&gt;
*[[Email System OXP]] - listed as &amp;quot;GalCop Admin Services&amp;quot; - one can select categories of e-mails which one wishes not to be sent&lt;br /&gt;
*[[Risky Business]] - one can select either or both of the [[Risky Business]] or the [[Risk_Based_Economy_OXP|Risk Based Economy]] effects to alter the trading profits in one's game.&lt;br /&gt;
*[[Satellites]] - one can select the planets at which they appear, and the number appearing&lt;br /&gt;
*[[Station Dock Control]] - one can control many aspects of what information is presented about docking/docked ships&lt;br /&gt;
*[[Xenon UI]] - one can select the amber background alternative instead of the blue&lt;br /&gt;
&lt;br /&gt;
=== PAD (Personal Assistance Device) ===&lt;br /&gt;
[[Lib PAD|PAD]] (Captain's Log category) - a Personal Assistance Device with details of your [[Galactic Navy OXP]] career, people met, ''etc''.&lt;br /&gt;
&lt;br /&gt;
:The P.A.D. (or Personal Assistance Device) ships functionality to display different sorts of data, sorted by categories. Every category may contain several pages (or subcategories) - which can also be implemented by AddOns. Currently there are categories for&lt;br /&gt;
:: GALCOP: A standard entry, but after doing specific jobs it will contain an entry for the Navy as well. Other AddOns may add more.&lt;br /&gt;
:: GUILDS: An empty entry at the moment. Could be used e.g. by RandomHits, Feudal States and other AddOns which do have a membership.&lt;br /&gt;
:: INFOS: A category for special events, news, etc. Could be useful e.g. for BloombergMarkets, ''etc''.&lt;br /&gt;
:: LOGBOOK: A category for standard events like rescued escape pods, bailed out, fined, etc. Could be used for contracts as well.&lt;br /&gt;
:: PERSONS: A category for characters you have met. Currently only used for the vanilla game missions.&lt;br /&gt;
:: SYSTEMS: An empty category at the moment. Usable for special systems like Tianve, Tionisla, ''etc''.&lt;br /&gt;
:: SEARCH&lt;br /&gt;
:: PLAYER DATA&lt;br /&gt;
:The PAD also ships with search functionality and some categories do allow the player to add custom notes. The display of these pages is based on templates, so all pages in a category will have the same layout. AddOns can add data easily to existing pages or add a new page in existing categories. Another feature is to set player specific data, like origin, species, gender, age and a custom picture.&lt;br /&gt;
&lt;br /&gt;
 Note: there are currently several oxp's that allow for configuring other oxp's:&lt;br /&gt;
 *Library (the most recent, done via the F4 page when docked) by Svengali&lt;br /&gt;
 *[[OXPConfig]] (done via the F2 page - press F7 when told to) by Svengali&lt;br /&gt;
 *[[Station Options]] by cag: this one is actually comprehensible! But the fabulous flood of detail for [[Telescope]]...&lt;br /&gt;
&lt;br /&gt;
== Ancillary OXPs ==&lt;br /&gt;
Library OXP acts as an enabler for a huge range of other OXPs (see below). There are also some Demos (see below) showing how abilities of Library OXP can be instantiated in Oolite.&amp;lt;br&amp;gt;&lt;br /&gt;
These ''Ancillary OXPs'' instead tweak aspects of Library OXP itself.&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;
&lt;br /&gt;
==Features==&lt;br /&gt;
For Documentation just follow the links. There is more material tucked inside the Library OXZ - and some examples in the Demos&lt;br /&gt;
* ''Lib_2DCollision.js'' - Methods for checking if point is in bounding-box, on line or in poly.&lt;br /&gt;
* ''Lib_Animator.js'' - Tool to create animations on missionscreens (see [[#Demos|Demos]]).&lt;br /&gt;
* ''Lib_BinSearch.js'' - Instantiated search tree.&lt;br /&gt;
* ''[[Lib_Config|Lib_Config.js]]'' - Configuration interface for AddOns.&lt;br /&gt;
* ''Lib_Crypt.js'' - De-/Encryption for strings.&lt;br /&gt;
* ''[[Lib_GUI|Lib_GUI.js]]'' - Unified GUI image, sound and music handling.&lt;br /&gt;
* ''Lib_Main.js'' - Generic functions for various tasks.&lt;br /&gt;
* ''[[Lib_Music|Lib_Music.js]]'' - Unified event driven and generic music handling (see [[#Demos|Demos]]).&lt;br /&gt;
* ''[[Lib_PAD|Lib_PAD.js]]'' - Unified logbook, mission-log, diary and interface. {{AV|1.7}}&lt;br /&gt;
* ''[[Lib_Starmap|Lib_Starmap.js]]'' - In-System-Maps in 3D (docked and inflight) (see [[#Demos|Demos]]). {{AV|1.7}}&lt;br /&gt;
&lt;br /&gt;
=== More on the workings of Library.oxp ===&lt;br /&gt;
Making sense of Library. &lt;br /&gt;
::Click to the right if you want the gory details -----&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  data-expandtext=&amp;quot;Show gory details&amp;quot; data-collapsetext=&amp;quot;Hide gory details&amp;quot; style=&amp;quot;overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
[[Cabal Common Library OXP]] - Library's precursor - had these scripts&lt;br /&gt;
* [[Cabal_Common_Library_Doc_2DCollision|Cabal_Common_2DCollision]], 2D checks&lt;br /&gt;
* [[Cabal_Common_Library_Doc_BinSearch|Cabal_Common_BinSearch]], binary search tree&lt;br /&gt;
* [[Cabal_Common_Library_Doc_Briefing|Cabal_Common_Briefing]], enhance mission screens&lt;br /&gt;
[[File:CCL Briefing01.jpg|300px|thumb|CCL Briefing]]&lt;br /&gt;
* [[Cabal_Common_Library_Doc_Comms|Cabal_Common_Comms]], inflight communication&lt;br /&gt;
* [[Cabal_Common_Library_Doc_Functions|Cabal_Common_Functions]], generic function library&lt;br /&gt;
* [[Cabal_Common_Library_Doc_Keyboard|Cabal_Common_Keyboard]], user input&lt;br /&gt;
[[File:CCL Keyboard01.jpg|300px|thumb|CCL Keyboard]]&lt;br /&gt;
* [[Cabal_Common_Library_Doc_MissionHandling|Cabal_Common_MissionHandling]], start OXPs based on system descriptions&lt;br /&gt;
* [[Cabal_Common_Library_Doc_Music|Cabal_Common_Music]], inflight event driven music (=&amp;gt; Lib_Music)&lt;br /&gt;
* [[Cabal_Common_Library_Doc_Overlay|Cabal_Common_Overlay]], inflight overlays&lt;br /&gt;
[[File:Vector inflightoverlays.jpg|300px|thumb|CCL Overlay]]&lt;br /&gt;
* [[Cabal_Common_Library_Doc_PhraseGen|Cabal_Common_PhraseGen]], generator (v1.8)&lt;br /&gt;
* [[Cabal_Common_Library_Doc_SpecialMarkets|Cabal_Common_SpecialMarkets]], trading special goods&lt;br /&gt;
* [[Cabal_Common_Library_Doc_OXPStrength|Cabal_Common_Strength]], environment control&lt;br /&gt;
&lt;br /&gt;
:1) In the CCL era, PAD was part of the [[Vector OXP]] which needed CCL to work.&lt;br /&gt;
:2) Cabal_Common_Overlay/Inflight overlays are presumably these:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Library has these:&lt;br /&gt;
:? Lib_2DCollision.js - Methods for checking if point is in bounding-box, on line or in poly.&lt;br /&gt;
:x Lib_Animator.js - Tool to create animations on mission screens (see Demos). - Animator Demo: Cutscenes?&lt;br /&gt;
:? Lib_BinSearch.js - Instantiated search tree.&lt;br /&gt;
:√ Lib_Config.js - Configuration interface for AddOns. (Widely used by many OXPs)&lt;br /&gt;
:? Lib_Crypt.js - De-/Encryption for strings.&lt;br /&gt;
:? Lib_GUI.js - Unified GUI image, sound and music handling.&lt;br /&gt;
:? Lib_Main.js - Generic functions for various tasks.&lt;br /&gt;
:√ Lib_Music.js - Unified event driven and generic music handling (see Demos). Orchestral Demo &amp;amp; Contextual Jukebox.&lt;br /&gt;
:√ Lib_PAD.js - Unified logbook, mission-log, diary and interface. Added in v1.7&lt;br /&gt;
:√ Lib_Starmap.js - In-System-Maps in 3D (docked and inflight) (see Demos). Added in v1.7 - Starmap Demo&lt;br /&gt;
&lt;br /&gt;
and there are more:&lt;br /&gt;
:x Lib_Cubecode.js (the Vector display above?)&lt;br /&gt;
:x Lib_EntityStrength.js (seems to check for weapons, shield strength &amp;amp; recharge rates, NPCs in system)&lt;br /&gt;
:x lib_fx.js&lt;br /&gt;
:x Lib_MissionCoord.js&lt;br /&gt;
:- Lib_PAD_Events.js (unsure about this one - is it what adds the GNN newsflashes into the PAD? Or new data cards such as NPCs or systems?)&lt;br /&gt;
:? lib_shield.js&lt;br /&gt;
:? lib_starmap12.js&lt;br /&gt;
:? lib_test.js (Detect changes in custom role entity?)&lt;br /&gt;
&lt;br /&gt;
Decoder:&lt;br /&gt;
:√ - used by our community in other OXPs&lt;br /&gt;
:x - not used&lt;br /&gt;
:? - not even understood!&lt;br /&gt;
&lt;br /&gt;
=== Comments ===&lt;br /&gt;
Phkb who is the only one to have updated parts of Library.oxp in the past 7 years wrote this:&lt;br /&gt;
 I've really only used Lib Config, Lib GUI and Lib PAD. Lib PAD events is just a feeder into Lib PAD - it takes some standard game events and records them in the PAD, similar to what I did with the Email System, where I added a whole bunch of automatic emails when the player does certain things. I think I understand Lib GUI pretty well, but it's probably not going to be used very much outside of Xenon UI and BGS.&lt;br /&gt;
 &lt;br /&gt;
 I have a suspicion Lib Test was in response to my [[Ship Configuration OXP]] - my logic for that OXP was that, if I'm penalising the player by making their ship slower or harder to steer based on the equipment and weight, then it should be applied to *all* NPC ships as well, otherwise the balance of the game would be skewed. But by applying the changes to things like mission ships, it moves those ships away from a particular performance rating a mission author was aiming for. I might be overthinking it, and it's too late to ask now.&lt;br /&gt;
  &lt;br /&gt;
  One of the issues I have with the code in Library suite is that it's so *dense*, in that everything is reduced to the smallest possible space. A lot of the code uses single letter variable names, which makes reading it a real chore. Whenever I have to dive into it, I spend a lot of time asking questions like &amp;quot;So, what's 'c' in this context? What's 's'? And 't'? And 'z'?&amp;quot;, and having to follow the flow of the code back to the origin to work it out for each one. The code is super clever, and it does some pretty amazing things, but it's written in a way that makes maintaining it, for anyone other that the original author, super hard. And the little documentation left behind is not always very helpful, even for a programmer. Several times I've read the documentation and I'm still left with questions about the implementation, which means the only way to actually work it out is trial and error - feeding data in to see what you get out. And that's for the easy stuff, like PAD. The animator, starmap, those things are several levels up from what we're doing with PAD. [https://bb.oolite.space/viewtopic.php?p=301809#p301809 Phkb, 2025]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Integration with other OXPs ==&lt;br /&gt;
=== Config for AddOns ===&lt;br /&gt;
Over 70 OXP's use Library's &amp;quot;Config for AddOns&amp;quot; option on the F4 screen to allow configuration. Click [[File:IconLib.png|30px]] for a partial list.&lt;br /&gt;
&lt;br /&gt;
=== Music ===&lt;br /&gt;
Library can introduce music (as well as sound effects). For a full list of all such OXP's see [[:Category:Sound Sets OXPs]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Music for playing the game to (these need Library to function):&lt;br /&gt;
*[https://app.box.com/s/xd9hnscxrjlb0p5suz8t00e7m5qo743d Lib Music Orchestral Demo]: [[User:Svengali|Svengali]]'s original classical 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;
*DIY kit: [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=21127 Dangerous Background Music OXP]: [[User:Tsoj|Tsoj]] (2021)&lt;br /&gt;
*[[Hyperradio js OXP|HyperRadio™]] - your on-board radio music station&lt;br /&gt;
&lt;br /&gt;
Version of Library.oxp incorporating Tsoj's changes for music&lt;br /&gt;
*[https://app.box.com/s/ra79jgfe154y9gvsviyl7kow6eng7yli Download]&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=280702#p280702 Discussion] (2021)&lt;br /&gt;
&lt;br /&gt;
=== OXP's &amp;amp; Vanilla game integration for P.A.D. ===&lt;br /&gt;
*[[Vanilla game]] missions have been integrated into Library.oxp&lt;br /&gt;
*[[Galactic Navy OXP]] has been integrated into Library.oxp&lt;br /&gt;
*[[GNN]] has been integrated into Library.oxp (the most recent new item is displayed on the PAD)&lt;br /&gt;
*[[User:Phkb|Phkb]] has updated the [[Cataclysm OXP]] mission and included Library integration - ''this'' is where to look to see how to do it!&lt;br /&gt;
*DGill's [[Feudal States]] suite of 4 OXPs uses P.A.D.&lt;br /&gt;
&lt;br /&gt;
=== Maps ===&lt;br /&gt;
*[[System Map]] runs off Library.oxp&lt;br /&gt;
&lt;br /&gt;
=== Demos ===&lt;br /&gt;
Designed to show how to integrate other OXP's with Library; Install like any other [[OXP]].&lt;br /&gt;
* [https://app.box.com/s/59vqswqh0wxiccerk7wgxerl0m0wmx20 Animator Demo] (zip, 2.8 MiB): a helper for animations on mission screens&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;
* [https://app.box.com/s/0enjeiuyzjkyg36yxc5j04sdjhx9s7aa Starmap Demo] (oxz, 2.4 KB) - see [https://bb.oolite.space/viewtopic.php?p=264969#p264969 explanation]: Lib_Starmap introduces In-System-Maps in 3D (or 2.5D *sigh*). These maps can be shown on missionScreens and inflight. On missionScreens they can be animated (''eg'' through Lib_Animator). Inflight users can control them via the Advanced Space Compass. Usage for OXP's is easy.&lt;br /&gt;
&lt;br /&gt;
''Apart from the demos, nothing yet uses Library's Animator function.''&lt;br /&gt;
&lt;br /&gt;
=== Tools ===&lt;br /&gt;
There are two tools tucked away in diverse locations:&lt;br /&gt;
&lt;br /&gt;
* 1) [https://app.box.com/s/pwttg9nrqvvpqzya0wcpqpc4ly9bov1r Lib_MatFinder 1.1] (oxz, 39.7 KB) - A developer-tool to work out materials entries.&lt;br /&gt;
 The whole thing started when I looked in some older OXPs. Pretty often they don't have later implemented stuff (materials, custom views), but creating these entries eats a lot of time and needs a lot of testruns/finetuning. It was meant for my personal use only to speed up the updating orgy I've had in mind, but in the end it got better than expected, so I released it as helper. [https://bb.oolite.space/viewtopic.php?p=154692#p154692 Svengali 2011]&lt;br /&gt;
:See [[MatFinder]] for more detail (culled from BB and put in order)&lt;br /&gt;
:See [https://bb.oolite.space/viewtopic.php?p=265566#p265566 here] for original BB description. (2 pages, 2018).&lt;br /&gt;
&lt;br /&gt;
::Once you load the .oxp, see your F4 screen (if you have Library.oxp running too) under &amp;quot;Developer&amp;quot; to access this tool.&lt;br /&gt;
[[File:Lib MatFinder Pos01.png|150px]]&lt;br /&gt;
[[File:Lib MatFinder Pos02.png|150px]]&lt;br /&gt;
[[File:Lib MatFinder.png|150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::On your F4 screen under &amp;quot;Lib_MatEditor&amp;quot;:&lt;br /&gt;
[[File:Lib_MatEditor_%281%29.png|150px]]&lt;br /&gt;
[[File:Lib_MatEditor_%282%29.png|150px]]&lt;br /&gt;
&lt;br /&gt;
* 2) [[DevTools]] (oxz) - Tests for all kind of things. Useless for gaming but still funny.&lt;br /&gt;
&lt;br /&gt;
::On starting a game (if you have Library running too):&lt;br /&gt;
[[File:Library_devtools_switches.png|150px]]&lt;br /&gt;
[[File:Library_devtools.png|150px]]&lt;br /&gt;
[[File:Library_devtools.values.png|150px]]&lt;br /&gt;
&lt;br /&gt;
::On your F4 screen under &amp;quot;Lib_MatEditor&amp;quot;:&lt;br /&gt;
[[File:Lib DevTools 1.png|150px]]&lt;br /&gt;
[[File:Lib DevTools 2.png|150px]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== ID ==&lt;br /&gt;
identifier = &amp;quot;oolite.oxp.Svengali.Library&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
* Latest version needs Oolite v1.88.&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
Install like any other [[OXP]]. Library is on the in-game [[Expansions Manager]]. Or, if you prefer, [[media:Library_1.9.1.oxz|Library_1.9.1.oxz]]&lt;br /&gt;
&lt;br /&gt;
=== Previous Verions ===&lt;br /&gt;
* [https://app.box.com/s/gqfc5nxse0k9yipm93wrjra7nqjzy89y Library 1.7.1] (oxz, 4.9 MiB)&lt;br /&gt;
&lt;br /&gt;
== Tweaks ==&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=252499#p252499 To add a radio channel]&lt;br /&gt;
&lt;br /&gt;
*Possible Error&lt;br /&gt;
:[https://bb.oolite.space/viewtopic.php?p=270334#p270334 Error followed by Phkb's fix] (2020)&lt;br /&gt;
 Replace Lib_GUI code, line 311 with&lt;br /&gt;
 	ex = (this.$noEx.indexOf(id)===-1 &amp;amp;&amp;amp; this.$IDsExt[id]?this.$IDsExt[id]:null),&lt;br /&gt;
&lt;br /&gt;
== Musings ==&lt;br /&gt;
[[User:Cholmondely|Cholmondely]] writes: '''this OXP is a tragedy'''. It is ''so'' powerful and can add ''so'' much to the game and nobody did anything with it. [[User:Svengali|Svengali]] died before he could update his old broken missions ([[Vector]] &amp;amp; [[Localhero OXP]]) to run on the newer versions of Oolite and to use it (''all'' the necessary elements are already built in for them). And nobody else has used it either - apart from the &amp;quot;Config for AddOns&amp;quot; element. In 2022 one music .oxp appeared which uses it (as does another DIY oxp), but the other elements languish in the dust.&lt;br /&gt;
&lt;br /&gt;
There are also a number of abilities lurking in the precursor CCL which were probably inherited by Library.oxp:&lt;br /&gt;
:[[Cabal_Common_Library_Doc_Briefing|Cabal_Common_Briefing]], enhance mission screens&lt;br /&gt;
:[[Cabal_Common_Library_Doc_Comms|Cabal_Common_Comms]], inflight communication&lt;br /&gt;
:[[Cabal_Common_Library_Doc_Functions|Cabal_Common_Functions]], generic function library&lt;br /&gt;
:[[Cabal_Common_Library_Doc_Keyboard|Cabal_Common_Keyboard]], user input&lt;br /&gt;
:[[Cabal_Common_Library_Doc_MissionHandling|Cabal_Common_MissionHandling]], start OXPs based on system descriptions&lt;br /&gt;
:[[Cabal_Common_Library_Doc_Music|Cabal_Common_Music]], inflight event driven music&lt;br /&gt;
:[[Cabal_Common_Library_Doc_Overlay|Cabal_Common_Overlay]], inflight overlays&lt;br /&gt;
:[[Cabal_Common_Library_Doc_SpecialMarkets|Cabal_Common_SpecialMarkets]], trading special goods&lt;br /&gt;
:[[Cabal_Common_Library_Doc_OXPStrength|Cabal_Common_Strength]], environment control&lt;br /&gt;
:''somewhere in all this is a ''random integer function'' which is used by [[Factions OXP]] and is presumably still in Library somewhere... (like https://wiki.alioth.net/index.php/Cabal_Common_Library_Doc_Functions#rand.28.29)&lt;br /&gt;
&lt;br /&gt;
The one change which ''would'' be very useful would be the ability to recall more than just the ''one'' most recent GNN news broadcast in the PAD.&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=21449 Library OXP logos and images] (2023-34)&lt;br /&gt;
&lt;br /&gt;
==Quick Facts==&lt;br /&gt;
{{OXPLevel|0}}{{IconOXP&lt;br /&gt;
|ooVersion = &amp;quot;1.88&amp;quot;&lt;br /&gt;
|oxpCPU = &amp;quot;Medium&amp;quot;&lt;br /&gt;
|oxpMEM = &amp;quot;Average&amp;quot;&lt;br /&gt;
|oxpGPU = &amp;quot;Average&amp;quot;&lt;br /&gt;
|oxpIsParent = true&lt;br /&gt;
|oxpIsChild =&lt;br /&gt;
|oxpIsAPI = true&lt;br /&gt;
|oxpIsDocumented = true&lt;br /&gt;
|oxpIsConfigurable = true&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox OXPb| title = Library&lt;br /&gt;
|image = [[Image:IconLib.png|100px]]&lt;br /&gt;
|version = 1.9.1&lt;br /&gt;
|release = 2026-05-08&lt;br /&gt;
|license = CC-by-nc-sa-4.0&lt;br /&gt;
|features = Helper for OXPs&lt;br /&gt;
|category = Misc OXPs&lt;br /&gt;
|author = BlackWolf &amp;amp; Svengali&lt;br /&gt;
|download = [[#Download|See Download]]&lt;br /&gt;
|feedback = [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=18248 BB-Link]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite utilities]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Library_OXP&amp;diff=89577</id>
		<title>Library OXP</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Library_OXP&amp;diff=89577"/>
		<updated>2026-06-24T11:46:55Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: /* Demos */ Corrected assumption&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This page is about the OXP helper expansion pack, Library, for other uses, see [[Library (disambiguation)]].''&lt;br /&gt;
&lt;br /&gt;
[[Image:IconLib.png|100px|right]]&lt;br /&gt;
[[Image:Library (Config for AddOns Settings List).png|320px|thumb|Config for AddOns (List of OXPs with settings)]]&lt;br /&gt;
[[Image:Library (BGS Config Flags).png|320px|thumb|Config for AddOns (example: BGS flags settings)&amp;lt;br&amp;gt;'''Flags''' are On/Off options, Values give a numerical range. (Old Hyperspace is added by Tsoj's newest version of BGS)]]&lt;br /&gt;
[[Image:Library (BGS Config Values).png|320px|thumb|Config for AddOns (example: BGS values settings)&amp;lt;br&amp;gt;'''Values''' ('''D''' is the default setting, '''R''' shows the range)]]&lt;br /&gt;
[[Image:Sv pad03.jpg|320px|thumb|right|PAD: GalCop (showing Galactic Navy integration)]]&lt;br /&gt;
[[Image:Lib_PAD01.png|320px|thumb|right|PAD: Persons (showing Vanilla game integration)]]&lt;br /&gt;
[[File:Sv pad08.jpg|320px|thumb|right|PAD: Player data]]&lt;br /&gt;
[[Image:Lib_Animator01.png|320px|thumb|right|Demos: Animator]]&lt;br /&gt;
[[Image:Lib_Starmap02.png|320px|thumb|right|Demos: Starmap]]&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Reinventing the wheel is not everybody's taste, so here comes a collection of useful snippets and helpers.&lt;br /&gt;
&lt;br /&gt;
Library OXP's main function is to simplify or unify some common tasks used by OXPers. Library is the successor to [[CCL]], [[Hyperradio]] and [[OXPConfig]]. The library does not alter any native JS objects (like Array or String) to avoid clashes, and does not clutter the global namespace.&lt;br /&gt;
&lt;br /&gt;
*Adds '''Config for AddOns'''  to the [[F4 page (ship and system interfaces)|F4 ship-station interface]] screen (allowing in-game tweaking of compatible OXPs)&lt;br /&gt;
*Adds a '''PAD''' to the [[F4 page (ship and system interfaces)|F4 ship-station interface]] screen (for personal details, recalling (GNN) news flashes, storing data, ''etc''.)&lt;br /&gt;
*Plays music during your game (which can be contextual, changing if inside the [[aegis]] or if attacked) - but needs a compatible music .oxp installed - see below for list&lt;br /&gt;
&lt;br /&gt;
*''Can'' be used by mission OXPs to display instructions (see Starmap below)&lt;br /&gt;
*''Can'' be used to show an animated display and possibly even a [[Cutscene]] (see Animator below)&lt;br /&gt;
*''Can'' be used by other OXPs to display information on the PAD about Guild memberships, NPC's met, peculiarities of systems, ''etc''. It already does this for the [[Galactic Navy OXP]].&lt;br /&gt;
*''Can'' be used by OXP ship designers to help display ships, exhausts, materials ''etc''. (see MatFinder and devtools below).&lt;br /&gt;
&lt;br /&gt;
=== Config for AddOns ===&lt;br /&gt;
'''Config for AddOns''' (Library Config) appears on your Docked F4 screen &amp;quot;AddOns&amp;quot; category.&lt;br /&gt;
:for tweaking OXPs while ''inside'' the game (and docked!) - ''here are some examples''&lt;br /&gt;
*[[BGS]]: (see the 3 screen shots on top right), where one select the effects one desires - station chatter, graphics for hyperspace jump ''etc''.).&lt;br /&gt;
*[[Email System OXP]] - listed as &amp;quot;GalCop Admin Services&amp;quot; - one can select categories of e-mails which one wishes not to be sent&lt;br /&gt;
*[[Risky Business]] - one can select either or both of the [[Risky Business]] or the [[Risk_Based_Economy_OXP|Risk Based Economy]] effects to alter the trading profits in one's game.&lt;br /&gt;
*[[Satellites]] - one can select the planets at which they appear, and the number appearing&lt;br /&gt;
*[[Station Dock Control]] - one can control many aspects of what information is presented about docking/docked ships&lt;br /&gt;
*[[Xenon UI]] - one can select the amber background alternative instead of the blue&lt;br /&gt;
&lt;br /&gt;
=== PAD (Personal Assistance Device) ===&lt;br /&gt;
[[Lib PAD|PAD]] (Captain's Log category) - a Personal Assistance Device with details of your [[Galactic Navy OXP]] career, people met, ''etc''.&lt;br /&gt;
&lt;br /&gt;
:The P.A.D. (or Personal Assistance Device) ships functionality to display different sorts of data, sorted by categories. Every category may contain several pages (or subcategories) - which can also be implemented by AddOns. Currently there are categories for&lt;br /&gt;
:: GALCOP: A standard entry, but after doing specific jobs it will contain an entry for the Navy as well. Other AddOns may add more.&lt;br /&gt;
:: GUILDS: An empty entry at the moment. Could be used e.g. by RandomHits, Feudal States and other AddOns which do have a membership.&lt;br /&gt;
:: INFOS: A category for special events, news, etc. Could be useful e.g. for BloombergMarkets, ''etc''.&lt;br /&gt;
:: LOGBOOK: A category for standard events like rescued escape pods, bailed out, fined, etc. Could be used for contracts as well.&lt;br /&gt;
:: PERSONS: A category for characters you have met. Currently only used for the vanilla game missions.&lt;br /&gt;
:: SYSTEMS: An empty category at the moment. Usable for special systems like Tianve, Tionisla, ''etc''.&lt;br /&gt;
:: SEARCH&lt;br /&gt;
:: PLAYER DATA&lt;br /&gt;
:The PAD also ships with search functionality and some categories do allow the player to add custom notes. The display of these pages is based on templates, so all pages in a category will have the same layout. AddOns can add data easily to existing pages or add a new page in existing categories. Another feature is to set player specific data, like origin, species, gender, age and a custom picture.&lt;br /&gt;
&lt;br /&gt;
 Note: there are currently several oxp's that allow for configuring other oxp's:&lt;br /&gt;
 *Library (the most recent, done via the F4 page when docked) by Svengali&lt;br /&gt;
 *[[OXPConfig]] (done via the F2 page - press F7 when told to) by Svengali&lt;br /&gt;
 *[[Station Options]] by cag: this one is actually comprehensible! But the fabulous flood of detail for [[Telescope]]...&lt;br /&gt;
&lt;br /&gt;
== Ancillary OXPs ==&lt;br /&gt;
Library OXP acts as an enabler for a huge range of other OXPs (see below). There are also some Demos (see below) showing how abilities of Library OXP can be instantiated in Oolite.&amp;lt;br&amp;gt;&lt;br /&gt;
These ''Ancillary OXPs'' instead tweak aspects of Library OXP itself.&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;
&lt;br /&gt;
==Features==&lt;br /&gt;
For Documentation just follow the links. There is more material tucked inside the Library OXZ - and some examples in the Demos&lt;br /&gt;
* ''Lib_2DCollision.js'' - Methods for checking if point is in bounding-box, on line or in poly.&lt;br /&gt;
* ''Lib_Animator.js'' - Tool to create animations on missionscreens (see [[#Demos|Demos]]).&lt;br /&gt;
* ''Lib_BinSearch.js'' - Instantiated search tree.&lt;br /&gt;
* ''[[Lib_Config|Lib_Config.js]]'' - Configuration interface for AddOns.&lt;br /&gt;
* ''Lib_Crypt.js'' - De-/Encryption for strings.&lt;br /&gt;
* ''[[Lib_GUI|Lib_GUI.js]]'' - Unified GUI image, sound and music handling.&lt;br /&gt;
* ''Lib_Main.js'' - Generic functions for various tasks.&lt;br /&gt;
* ''[[Lib_Music|Lib_Music.js]]'' - Unified event driven and generic music handling (see [[#Demos|Demos]]).&lt;br /&gt;
* ''[[Lib_PAD|Lib_PAD.js]]'' - Unified logbook, mission-log, diary and interface. {{AV|1.7}}&lt;br /&gt;
* ''[[Lib_Starmap|Lib_Starmap.js]]'' - In-System-Maps in 3D (docked and inflight) (see [[#Demos|Demos]]). {{AV|1.7}}&lt;br /&gt;
&lt;br /&gt;
=== More on the workings of Library.oxp ===&lt;br /&gt;
Making sense of Library. &lt;br /&gt;
::Click to the right if you want the gory details -----&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  data-expandtext=&amp;quot;Show gory details&amp;quot; data-collapsetext=&amp;quot;Hide gory details&amp;quot; style=&amp;quot;overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
[[Cabal Common Library OXP]] - Library's precursor - had these scripts&lt;br /&gt;
* [[Cabal_Common_Library_Doc_2DCollision|Cabal_Common_2DCollision]], 2D checks&lt;br /&gt;
* [[Cabal_Common_Library_Doc_BinSearch|Cabal_Common_BinSearch]], binary search tree&lt;br /&gt;
* [[Cabal_Common_Library_Doc_Briefing|Cabal_Common_Briefing]], enhance mission screens&lt;br /&gt;
[[File:CCL Briefing01.jpg|300px|thumb|CCL Briefing]]&lt;br /&gt;
* [[Cabal_Common_Library_Doc_Comms|Cabal_Common_Comms]], inflight communication&lt;br /&gt;
* [[Cabal_Common_Library_Doc_Functions|Cabal_Common_Functions]], generic function library&lt;br /&gt;
* [[Cabal_Common_Library_Doc_Keyboard|Cabal_Common_Keyboard]], user input&lt;br /&gt;
[[File:CCL Keyboard01.jpg|300px|thumb|CCL Keyboard]]&lt;br /&gt;
* [[Cabal_Common_Library_Doc_MissionHandling|Cabal_Common_MissionHandling]], start OXPs based on system descriptions&lt;br /&gt;
* [[Cabal_Common_Library_Doc_Music|Cabal_Common_Music]], inflight event driven music (=&amp;gt; Lib_Music)&lt;br /&gt;
* [[Cabal_Common_Library_Doc_Overlay|Cabal_Common_Overlay]], inflight overlays&lt;br /&gt;
[[File:Vector inflightoverlays.jpg|300px|thumb|CCL Overlay]]&lt;br /&gt;
* [[Cabal_Common_Library_Doc_PhraseGen|Cabal_Common_PhraseGen]], generator (v1.8)&lt;br /&gt;
* [[Cabal_Common_Library_Doc_SpecialMarkets|Cabal_Common_SpecialMarkets]], trading special goods&lt;br /&gt;
* [[Cabal_Common_Library_Doc_OXPStrength|Cabal_Common_Strength]], environment control&lt;br /&gt;
&lt;br /&gt;
:1) In the CCL era, PAD was part of the [[Vector OXP]] which needed CCL to work.&lt;br /&gt;
:2) Cabal_Common_Overlay/Inflight overlays are presumably these:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Library has these:&lt;br /&gt;
:? Lib_2DCollision.js - Methods for checking if point is in bounding-box, on line or in poly.&lt;br /&gt;
:x Lib_Animator.js - Tool to create animations on mission screens (see Demos). - Animator Demo: Cutscenes?&lt;br /&gt;
:? Lib_BinSearch.js - Instantiated search tree.&lt;br /&gt;
:√ Lib_Config.js - Configuration interface for AddOns. (Widely used by many OXPs)&lt;br /&gt;
:? Lib_Crypt.js - De-/Encryption for strings.&lt;br /&gt;
:? Lib_GUI.js - Unified GUI image, sound and music handling.&lt;br /&gt;
:? Lib_Main.js - Generic functions for various tasks.&lt;br /&gt;
:√ Lib_Music.js - Unified event driven and generic music handling (see Demos). Orchestral Demo &amp;amp; Contextual Jukebox.&lt;br /&gt;
:√ Lib_PAD.js - Unified logbook, mission-log, diary and interface. Added in v1.7&lt;br /&gt;
:x Lib_Starmap.js - In-System-Maps in 3D (docked and inflight) (see Demos). Added in v1.7 - Starmap Demo&lt;br /&gt;
&lt;br /&gt;
and there are more:&lt;br /&gt;
:x Lib_Cubecode.js (the Vector display above?)&lt;br /&gt;
:x Lib_EntityStrength.js (seems to check for weapons, shield strength &amp;amp; recharge rates, NPCs in system)&lt;br /&gt;
:x lib_fx.js&lt;br /&gt;
:x Lib_MissionCoord.js&lt;br /&gt;
:- Lib_PAD_Events.js (unsure about this one - is it what adds the GNN newsflashes into the PAD? Or new data cards such as NPCs or systems?)&lt;br /&gt;
:? lib_shield.js&lt;br /&gt;
:? lib_starmap12.js&lt;br /&gt;
:? lib_test.js (Detect changes in custom role entity?)&lt;br /&gt;
&lt;br /&gt;
Decoder:&lt;br /&gt;
:√ - used by our community in other OXPs&lt;br /&gt;
:x - not used&lt;br /&gt;
:? - not even understood!&lt;br /&gt;
&lt;br /&gt;
=== Comments ===&lt;br /&gt;
Phkb who is the only one to have updated parts of Library.oxp in the past 7 years wrote this:&lt;br /&gt;
 I've really only used Lib Config, Lib GUI and Lib PAD. Lib PAD events is just a feeder into Lib PAD - it takes some standard game events and records them in the PAD, similar to what I did with the Email System, where I added a whole bunch of automatic emails when the player does certain things. I think I understand Lib GUI pretty well, but it's probably not going to be used very much outside of Xenon UI and BGS.&lt;br /&gt;
 &lt;br /&gt;
 I have a suspicion Lib Test was in response to my [[Ship Configuration OXP]] - my logic for that OXP was that, if I'm penalising the player by making their ship slower or harder to steer based on the equipment and weight, then it should be applied to *all* NPC ships as well, otherwise the balance of the game would be skewed. But by applying the changes to things like mission ships, it moves those ships away from a particular performance rating a mission author was aiming for. I might be overthinking it, and it's too late to ask now.&lt;br /&gt;
  &lt;br /&gt;
  One of the issues I have with the code in Library suite is that it's so *dense*, in that everything is reduced to the smallest possible space. A lot of the code uses single letter variable names, which makes reading it a real chore. Whenever I have to dive into it, I spend a lot of time asking questions like &amp;quot;So, what's 'c' in this context? What's 's'? And 't'? And 'z'?&amp;quot;, and having to follow the flow of the code back to the origin to work it out for each one. The code is super clever, and it does some pretty amazing things, but it's written in a way that makes maintaining it, for anyone other that the original author, super hard. And the little documentation left behind is not always very helpful, even for a programmer. Several times I've read the documentation and I'm still left with questions about the implementation, which means the only way to actually work it out is trial and error - feeding data in to see what you get out. And that's for the easy stuff, like PAD. The animator, starmap, those things are several levels up from what we're doing with PAD. [https://bb.oolite.space/viewtopic.php?p=301809#p301809 Phkb, 2025]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Integration with other OXPs ==&lt;br /&gt;
=== Config for AddOns ===&lt;br /&gt;
Over 70 OXP's use Library's &amp;quot;Config for AddOns&amp;quot; option on the F4 screen to allow configuration. Click [[File:IconLib.png|30px]] for a partial list.&lt;br /&gt;
&lt;br /&gt;
=== Music ===&lt;br /&gt;
Library can introduce music (as well as sound effects). For a full list of all such OXP's see [[:Category:Sound Sets OXPs]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Music for playing the game to (these need Library to function):&lt;br /&gt;
*[https://app.box.com/s/xd9hnscxrjlb0p5suz8t00e7m5qo743d Lib Music Orchestral Demo]: [[User:Svengali|Svengali]]'s original classical 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;
*DIY kit: [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=21127 Dangerous Background Music OXP]: [[User:Tsoj|Tsoj]] (2021)&lt;br /&gt;
*[[Hyperradio js OXP|HyperRadio™]] - your on-board radio music station&lt;br /&gt;
&lt;br /&gt;
Version of Library.oxp incorporating Tsoj's changes for music&lt;br /&gt;
*[https://app.box.com/s/ra79jgfe154y9gvsviyl7kow6eng7yli Download]&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=280702#p280702 Discussion] (2021)&lt;br /&gt;
&lt;br /&gt;
=== OXP's &amp;amp; Vanilla game integration for P.A.D. ===&lt;br /&gt;
*[[Vanilla game]] missions have been integrated into Library.oxp&lt;br /&gt;
*[[Galactic Navy OXP]] has been integrated into Library.oxp&lt;br /&gt;
*[[GNN]] has been integrated into Library.oxp (the most recent new item is displayed on the PAD)&lt;br /&gt;
*[[User:Phkb|Phkb]] has updated the [[Cataclysm OXP]] mission and included Library integration - ''this'' is where to look to see how to do it!&lt;br /&gt;
*DGill's [[Feudal States]] suite of 4 OXPs uses P.A.D.&lt;br /&gt;
&lt;br /&gt;
=== Maps ===&lt;br /&gt;
*[[System Map]] runs off Library.oxp&lt;br /&gt;
&lt;br /&gt;
=== Demos ===&lt;br /&gt;
Designed to show how to integrate other OXP's with Library; Install like any other [[OXP]].&lt;br /&gt;
* [https://app.box.com/s/59vqswqh0wxiccerk7wgxerl0m0wmx20 Animator Demo] (zip, 2.8 MiB): a helper for animations on mission screens&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;
* [https://app.box.com/s/0enjeiuyzjkyg36yxc5j04sdjhx9s7aa Starmap Demo] (oxz, 2.4 KB) - see [https://bb.oolite.space/viewtopic.php?p=264969#p264969 explanation]: Lib_Starmap introduces In-System-Maps in 3D (or 2.5D *sigh*). These maps can be shown on missionScreens and inflight. On missionScreens they can be animated (''eg'' through Lib_Animator). Inflight users can control them via the Advanced Space Compass. Usage for OXP's is easy. &amp;lt;br&amp;gt;'''Note''': There ''may'' be issues running this together with the System Map OXP and the newer versions of Library on AppleMacs.&lt;br /&gt;
&lt;br /&gt;
''Apart from the demos, nothing yet uses Library's Animator function.''&lt;br /&gt;
&lt;br /&gt;
=== Tools ===&lt;br /&gt;
There are two tools tucked away in diverse locations:&lt;br /&gt;
&lt;br /&gt;
* 1) [https://app.box.com/s/pwttg9nrqvvpqzya0wcpqpc4ly9bov1r Lib_MatFinder 1.1] (oxz, 39.7 KB) - A developer-tool to work out materials entries.&lt;br /&gt;
 The whole thing started when I looked in some older OXPs. Pretty often they don't have later implemented stuff (materials, custom views), but creating these entries eats a lot of time and needs a lot of testruns/finetuning. It was meant for my personal use only to speed up the updating orgy I've had in mind, but in the end it got better than expected, so I released it as helper. [https://bb.oolite.space/viewtopic.php?p=154692#p154692 Svengali 2011]&lt;br /&gt;
:See [[MatFinder]] for more detail (culled from BB and put in order)&lt;br /&gt;
:See [https://bb.oolite.space/viewtopic.php?p=265566#p265566 here] for original BB description. (2 pages, 2018).&lt;br /&gt;
&lt;br /&gt;
::Once you load the .oxp, see your F4 screen (if you have Library.oxp running too) under &amp;quot;Developer&amp;quot; to access this tool.&lt;br /&gt;
[[File:Lib MatFinder Pos01.png|150px]]&lt;br /&gt;
[[File:Lib MatFinder Pos02.png|150px]]&lt;br /&gt;
[[File:Lib MatFinder.png|150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::On your F4 screen under &amp;quot;Lib_MatEditor&amp;quot;:&lt;br /&gt;
[[File:Lib_MatEditor_%281%29.png|150px]]&lt;br /&gt;
[[File:Lib_MatEditor_%282%29.png|150px]]&lt;br /&gt;
&lt;br /&gt;
* 2) [[DevTools]] (oxz) - Tests for all kind of things. Useless for gaming but still funny.&lt;br /&gt;
&lt;br /&gt;
::On starting a game (if you have Library running too):&lt;br /&gt;
[[File:Library_devtools_switches.png|150px]]&lt;br /&gt;
[[File:Library_devtools.png|150px]]&lt;br /&gt;
[[File:Library_devtools.values.png|150px]]&lt;br /&gt;
&lt;br /&gt;
::On your F4 screen under &amp;quot;Lib_MatEditor&amp;quot;:&lt;br /&gt;
[[File:Lib DevTools 1.png|150px]]&lt;br /&gt;
[[File:Lib DevTools 2.png|150px]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== ID ==&lt;br /&gt;
identifier = &amp;quot;oolite.oxp.Svengali.Library&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
* Latest version needs Oolite v1.88.&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
Install like any other [[OXP]]. Library is on the in-game [[Expansions Manager]]. Or, if you prefer, [[media:Library_1.9.1.oxz|Library_1.9.1.oxz]]&lt;br /&gt;
&lt;br /&gt;
=== Previous Verions ===&lt;br /&gt;
* [https://app.box.com/s/gqfc5nxse0k9yipm93wrjra7nqjzy89y Library 1.7.1] (oxz, 4.9 MiB)&lt;br /&gt;
&lt;br /&gt;
== Tweaks ==&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=252499#p252499 To add a radio channel]&lt;br /&gt;
&lt;br /&gt;
*Possible Error&lt;br /&gt;
:[https://bb.oolite.space/viewtopic.php?p=270334#p270334 Error followed by Phkb's fix] (2020)&lt;br /&gt;
 Replace Lib_GUI code, line 311 with&lt;br /&gt;
 	ex = (this.$noEx.indexOf(id)===-1 &amp;amp;&amp;amp; this.$IDsExt[id]?this.$IDsExt[id]:null),&lt;br /&gt;
&lt;br /&gt;
== Musings ==&lt;br /&gt;
[[User:Cholmondely|Cholmondely]] writes: '''this OXP is a tragedy'''. It is ''so'' powerful and can add ''so'' much to the game and nobody did anything with it. [[User:Svengali|Svengali]] died before he could update his old broken missions ([[Vector]] &amp;amp; [[Localhero OXP]]) to run on the newer versions of Oolite and to use it (''all'' the necessary elements are already built in for them). And nobody else has used it either - apart from the &amp;quot;Config for AddOns&amp;quot; element. In 2022 one music .oxp appeared which uses it (as does another DIY oxp), but the other elements languish in the dust.&lt;br /&gt;
&lt;br /&gt;
There are also a number of abilities lurking in the precursor CCL which were probably inherited by Library.oxp:&lt;br /&gt;
:[[Cabal_Common_Library_Doc_Briefing|Cabal_Common_Briefing]], enhance mission screens&lt;br /&gt;
:[[Cabal_Common_Library_Doc_Comms|Cabal_Common_Comms]], inflight communication&lt;br /&gt;
:[[Cabal_Common_Library_Doc_Functions|Cabal_Common_Functions]], generic function library&lt;br /&gt;
:[[Cabal_Common_Library_Doc_Keyboard|Cabal_Common_Keyboard]], user input&lt;br /&gt;
:[[Cabal_Common_Library_Doc_MissionHandling|Cabal_Common_MissionHandling]], start OXPs based on system descriptions&lt;br /&gt;
:[[Cabal_Common_Library_Doc_Music|Cabal_Common_Music]], inflight event driven music&lt;br /&gt;
:[[Cabal_Common_Library_Doc_Overlay|Cabal_Common_Overlay]], inflight overlays&lt;br /&gt;
:[[Cabal_Common_Library_Doc_SpecialMarkets|Cabal_Common_SpecialMarkets]], trading special goods&lt;br /&gt;
:[[Cabal_Common_Library_Doc_OXPStrength|Cabal_Common_Strength]], environment control&lt;br /&gt;
:''somewhere in all this is a ''random integer function'' which is used by [[Factions OXP]] and is presumably still in Library somewhere... (like https://wiki.alioth.net/index.php/Cabal_Common_Library_Doc_Functions#rand.28.29)&lt;br /&gt;
&lt;br /&gt;
The one change which ''would'' be very useful would be the ability to recall more than just the ''one'' most recent GNN news broadcast in the PAD.&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=21449 Library OXP logos and images] (2023-34)&lt;br /&gt;
&lt;br /&gt;
==Quick Facts==&lt;br /&gt;
{{OXPLevel|0}}{{IconOXP&lt;br /&gt;
|ooVersion = &amp;quot;1.88&amp;quot;&lt;br /&gt;
|oxpCPU = &amp;quot;Medium&amp;quot;&lt;br /&gt;
|oxpMEM = &amp;quot;Average&amp;quot;&lt;br /&gt;
|oxpGPU = &amp;quot;Average&amp;quot;&lt;br /&gt;
|oxpIsParent = true&lt;br /&gt;
|oxpIsChild =&lt;br /&gt;
|oxpIsAPI = true&lt;br /&gt;
|oxpIsDocumented = true&lt;br /&gt;
|oxpIsConfigurable = true&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox OXPb| title = Library&lt;br /&gt;
|image = [[Image:IconLib.png|100px]]&lt;br /&gt;
|version = 1.9.1&lt;br /&gt;
|release = 2026-05-08&lt;br /&gt;
|license = CC-by-nc-sa-4.0&lt;br /&gt;
|features = Helper for OXPs&lt;br /&gt;
|category = Misc OXPs&lt;br /&gt;
|author = BlackWolf &amp;amp; Svengali&lt;br /&gt;
|download = [[#Download|See Download]]&lt;br /&gt;
|feedback = [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=18248 BB-Link]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite utilities]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=System_Map&amp;diff=89576</id>
		<title>System Map</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=System_Map&amp;diff=89576"/>
		<updated>2026-06-24T11:44:19Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Corrected assumption&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:System Map OXP.png|thumb|right|450px|System Map (Oolite v.1.92+) Accessed through F7 screen (while docked) - press &amp;quot;s&amp;quot;&amp;lt;br&amp;gt;'''Sun''' = yellow S&amp;lt;br&amp;gt;'''Planet''' = green P (if purple, planet is a gas giant; hexagon shows presence of Planet Fall landing sites)&amp;lt;br&amp;gt;'''Moon''' = brown M&amp;lt;br&amp;gt;'''Your ship''' = red loop&amp;lt;br&amp;gt;'''Witchpoint Beacon''' = blue hourglass&amp;lt;br&amp;gt;'''Main Orbital Station''' = blue waffle (other stations = white waffle)]]&lt;br /&gt;
Adds a local system map, showing sun, planets, moons and main stations. &lt;br /&gt;
[[File:System Map OXP (v.1.90).png|thumb|right|450px|System Map (Oolite v.1.90) Accessed through F4 screen (ship and system interfaces)]]&lt;br /&gt;
== Overview ==&lt;br /&gt;
The System Map is a rotatable 2D map of the local solar system. As well as the components of the system (sun, planets, moons), local astrogatory beacons are also shown: to whit, GalCop stations &amp;amp; most other stations and the Witchpoint Beacon.&lt;br /&gt;
&lt;br /&gt;
=== Notes on Usage ===&lt;br /&gt;
==== Oolite v.1.92+ ====&lt;br /&gt;
Access the System Map through pressing &amp;quot;s&amp;quot; while on the [[F7 page (data on &amp;quot;system&amp;quot;)]].&lt;br /&gt;
&lt;br /&gt;
==== Oolite v.1.90 ====&lt;br /&gt;
Access the System Map through the [[F4 page (ship and system interfaces)]] - look under the ''informational'' entries.&lt;br /&gt;
&lt;br /&gt;
==== Map Focus ====&lt;br /&gt;
Changing the map focus will change the color of all entities to grey except for the focused entity. The name of the focused entity will be displayed at the top of the screen. &lt;br /&gt;
&lt;br /&gt;
Repeating the focus command will cycle through all entities and then return to &amp;quot;None&amp;quot;, when no entities are the focus. Resetting the view will also reset the focus.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt; &amp;lt;/div&amp;gt; &lt;br /&gt;
[[Image:IconLib.png|100px|right]]&lt;br /&gt;
=== Library OXP ===&lt;br /&gt;
This OXP runs off functionality embedded inside [[Library OXP]] which must be present for System Map OXP to work.&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
*Author: [[User:Phkb|Phkb]]	&lt;br /&gt;
*License: CC-BY-SA-NC 4.0&lt;br /&gt;
*Required oolite version: 1.90 (better with 1.92+)&lt;br /&gt;
&lt;br /&gt;
== For Practitioners of the Dark Arts ==&lt;br /&gt;
:---&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  data-expandtext=&amp;quot;Reveal Dark Secrets&amp;quot; data-collapsetext=&amp;quot;Conceal Dark Secrets&amp;quot; style=&amp;quot;overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Lib Starmap02.png|thumb|right|300px|Svengali's Starmap Demo OXP]]&lt;br /&gt;
'''Starmap Demo OXP'''&lt;br /&gt;
This OXP (and the more recent versions of Library required to run it) may conflict with Svengali's original Starmap Demo OXP (see the [[Library OXP]] wiki page) - this has happened on at least one older AppleMac running Oolite v.1.90. His OXP also works in-flight and shows moving ships for mission settings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''3rd Party access'''&lt;br /&gt;
&lt;br /&gt;
It is possible for other OXPs to add extra points of interest to the map. To do so, use the following code:&lt;br /&gt;
&lt;br /&gt;
 var sm = worldScripts.SystemMap;&lt;br /&gt;
  &lt;br /&gt;
  // if you have an ship/station entity you want to show&lt;br /&gt;
  sm.$addCustomMarker({&lt;br /&gt;
    ent: myCustomShip,&lt;br /&gt;
    map: &amp;quot;markerimage.png&amp;quot;,&lt;br /&gt;
    col: 1&lt;br /&gt;
  });&lt;br /&gt;
  &lt;br /&gt;
  // if you just want to mark a position&lt;br /&gt;
  var myPos = Vector3D(0.0, 0.0, 0.5).fromCoordinateSystem(&amp;quot;wpu&amp;quot;)&lt;br /&gt;
  sm.$addCustomMarker({&lt;br /&gt;
    pos: myPos,&lt;br /&gt;
    map: &amp;quot;markerimage.png&amp;quot;,&lt;br /&gt;
    col: 2&lt;br /&gt;
  });&lt;br /&gt;
&lt;br /&gt;
When using the &amp;quot;ent&amp;quot; (entity) option, and this item becomes the map focus, the text displayed for it will follow the following logic:&lt;br /&gt;
:If a &amp;quot;displayName&amp;quot; property has been included in the definition for the marker, that will be used.&lt;br /&gt;
:If the entity has a displayName, that will be used.&lt;br /&gt;
:Otherwise, the entity name will be used.&lt;br /&gt;
&lt;br /&gt;
When using the &amp;quot;pos&amp;quot; (position) option, and this item becomes the map focus, the text displayed for it will follow the following logic:&lt;br /&gt;
:if a &amp;quot;displayName&amp;quot; property has been included in the definition for the marker, that will be used.&lt;br /&gt;
:The text &amp;quot;Point of interest&amp;quot; will be used.&lt;br /&gt;
&lt;br /&gt;
When included, the &amp;quot;map&amp;quot; should be an image in the Textures folder, 128x128 in size. Included with the System Map OXP are:&lt;br /&gt;
:map_planet.png&lt;br /&gt;
:map_planet_1-9.png&lt;br /&gt;
:map_planet_pf1-9.png&lt;br /&gt;
:map_moon.png&lt;br /&gt;
:map_moon_pf.png&lt;br /&gt;
:map_point.png&lt;br /&gt;
:map_question.png&lt;br /&gt;
:map_station.png&lt;br /&gt;
&lt;br /&gt;
Some others can be found in the Library OXP.&lt;br /&gt;
&lt;br /&gt;
If &amp;quot;map&amp;quot; is not included, it will default to &amp;quot;map_station.png&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
When included, the &amp;quot;col&amp;quot; should be a number between 0-12&lt;br /&gt;
:0 or not included: white&lt;br /&gt;
:1: red&lt;br /&gt;
:2: green&lt;br /&gt;
:3: blue&lt;br /&gt;
:4: purple&lt;br /&gt;
:5: gray&lt;br /&gt;
:6: aqua&lt;br /&gt;
:7: amber&lt;br /&gt;
:8: gold&lt;br /&gt;
:9: UV&lt;br /&gt;
:10: brown&lt;br /&gt;
:11: dark gray&lt;br /&gt;
:12: yellow&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
&lt;br /&gt;
*0.5&lt;br /&gt;
:- Added some more error checks for the custom markers.&lt;br /&gt;
:- Reordered the way items are added to the array, so similar items (eg planets, stations) are always grouped together.&lt;br /&gt;
:- Added compatibility with PlanetFall v1.&lt;br /&gt;
&lt;br /&gt;
*0.4&lt;br /&gt;
:- Tweak to script name to try to fix missing interface entry.&lt;br /&gt;
&lt;br /&gt;
*0.3&lt;br /&gt;
:- Initial release.&lt;br /&gt;
&lt;br /&gt;
== Gameplay and Balance Indicator ==&lt;br /&gt;
[[File:Tag-colour-blue.png|right]]&lt;br /&gt;
Information to help discover your current Solar System.&lt;br /&gt;
&lt;br /&gt;
{{misc-OXP}}&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Library_OXP&amp;diff=89575</id>
		<title>Library OXP</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Library_OXP&amp;diff=89575"/>
		<updated>2026-06-24T09:45:35Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: /* Integration */ Update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This page is about the OXP helper expansion pack, Library, for other uses, see [[Library (disambiguation)]].''&lt;br /&gt;
&lt;br /&gt;
[[Image:IconLib.png|100px|right]]&lt;br /&gt;
[[Image:Library (Config for AddOns Settings List).png|320px|thumb|Config for AddOns (List of OXPs with settings)]]&lt;br /&gt;
[[Image:Library (BGS Config Flags).png|320px|thumb|Config for AddOns (example: BGS flags settings)&amp;lt;br&amp;gt;'''Flags''' are On/Off options, Values give a numerical range. (Old Hyperspace is added by Tsoj's newest version of BGS)]]&lt;br /&gt;
[[Image:Library (BGS Config Values).png|320px|thumb|Config for AddOns (example: BGS values settings)&amp;lt;br&amp;gt;'''Values''' ('''D''' is the default setting, '''R''' shows the range)]]&lt;br /&gt;
[[Image:Sv pad03.jpg|320px|thumb|right|PAD: GalCop (showing Galactic Navy integration)]]&lt;br /&gt;
[[Image:Lib_PAD01.png|320px|thumb|right|PAD: Persons (showing Vanilla game integration)]]&lt;br /&gt;
[[File:Sv pad08.jpg|320px|thumb|right|PAD: Player data]]&lt;br /&gt;
[[Image:Lib_Animator01.png|320px|thumb|right|Demos: Animator]]&lt;br /&gt;
[[Image:Lib_Starmap02.png|320px|thumb|right|Demos: Starmap]]&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Reinventing the wheel is not everybody's taste, so here comes a collection of useful snippets and helpers.&lt;br /&gt;
&lt;br /&gt;
Library OXP's main function is to simplify or unify some common tasks used by OXPers. Library is the successor to [[CCL]], [[Hyperradio]] and [[OXPConfig]]. The library does not alter any native JS objects (like Array or String) to avoid clashes, and does not clutter the global namespace.&lt;br /&gt;
&lt;br /&gt;
*Adds '''Config for AddOns'''  to the [[F4 page (ship and system interfaces)|F4 ship-station interface]] screen (allowing in-game tweaking of compatible OXPs)&lt;br /&gt;
*Adds a '''PAD''' to the [[F4 page (ship and system interfaces)|F4 ship-station interface]] screen (for personal details, recalling (GNN) news flashes, storing data, ''etc''.)&lt;br /&gt;
*Plays music during your game (which can be contextual, changing if inside the [[aegis]] or if attacked) - but needs a compatible music .oxp installed - see below for list&lt;br /&gt;
&lt;br /&gt;
*''Can'' be used by mission OXPs to display instructions (see Starmap below)&lt;br /&gt;
*''Can'' be used to show an animated display and possibly even a [[Cutscene]] (see Animator below)&lt;br /&gt;
*''Can'' be used by other OXPs to display information on the PAD about Guild memberships, NPC's met, peculiarities of systems, ''etc''. It already does this for the [[Galactic Navy OXP]].&lt;br /&gt;
*''Can'' be used by OXP ship designers to help display ships, exhausts, materials ''etc''. (see MatFinder and devtools below).&lt;br /&gt;
&lt;br /&gt;
=== Config for AddOns ===&lt;br /&gt;
'''Config for AddOns''' (Library Config) appears on your Docked F4 screen &amp;quot;AddOns&amp;quot; category.&lt;br /&gt;
:for tweaking OXPs while ''inside'' the game (and docked!) - ''here are some examples''&lt;br /&gt;
*[[BGS]]: (see the 3 screen shots on top right), where one select the effects one desires - station chatter, graphics for hyperspace jump ''etc''.).&lt;br /&gt;
*[[Email System OXP]] - listed as &amp;quot;GalCop Admin Services&amp;quot; - one can select categories of e-mails which one wishes not to be sent&lt;br /&gt;
*[[Risky Business]] - one can select either or both of the [[Risky Business]] or the [[Risk_Based_Economy_OXP|Risk Based Economy]] effects to alter the trading profits in one's game.&lt;br /&gt;
*[[Satellites]] - one can select the planets at which they appear, and the number appearing&lt;br /&gt;
*[[Station Dock Control]] - one can control many aspects of what information is presented about docking/docked ships&lt;br /&gt;
*[[Xenon UI]] - one can select the amber background alternative instead of the blue&lt;br /&gt;
&lt;br /&gt;
=== PAD (Personal Assistance Device) ===&lt;br /&gt;
[[Lib PAD|PAD]] (Captain's Log category) - a Personal Assistance Device with details of your [[Galactic Navy OXP]] career, people met, ''etc''.&lt;br /&gt;
&lt;br /&gt;
:The P.A.D. (or Personal Assistance Device) ships functionality to display different sorts of data, sorted by categories. Every category may contain several pages (or subcategories) - which can also be implemented by AddOns. Currently there are categories for&lt;br /&gt;
:: GALCOP: A standard entry, but after doing specific jobs it will contain an entry for the Navy as well. Other AddOns may add more.&lt;br /&gt;
:: GUILDS: An empty entry at the moment. Could be used e.g. by RandomHits, Feudal States and other AddOns which do have a membership.&lt;br /&gt;
:: INFOS: A category for special events, news, etc. Could be useful e.g. for BloombergMarkets, ''etc''.&lt;br /&gt;
:: LOGBOOK: A category for standard events like rescued escape pods, bailed out, fined, etc. Could be used for contracts as well.&lt;br /&gt;
:: PERSONS: A category for characters you have met. Currently only used for the vanilla game missions.&lt;br /&gt;
:: SYSTEMS: An empty category at the moment. Usable for special systems like Tianve, Tionisla, ''etc''.&lt;br /&gt;
:: SEARCH&lt;br /&gt;
:: PLAYER DATA&lt;br /&gt;
:The PAD also ships with search functionality and some categories do allow the player to add custom notes. The display of these pages is based on templates, so all pages in a category will have the same layout. AddOns can add data easily to existing pages or add a new page in existing categories. Another feature is to set player specific data, like origin, species, gender, age and a custom picture.&lt;br /&gt;
&lt;br /&gt;
 Note: there are currently several oxp's that allow for configuring other oxp's:&lt;br /&gt;
 *Library (the most recent, done via the F4 page when docked) by Svengali&lt;br /&gt;
 *[[OXPConfig]] (done via the F2 page - press F7 when told to) by Svengali&lt;br /&gt;
 *[[Station Options]] by cag: this one is actually comprehensible! But the fabulous flood of detail for [[Telescope]]...&lt;br /&gt;
&lt;br /&gt;
== Ancillary OXPs ==&lt;br /&gt;
Library OXP acts as an enabler for a huge range of other OXPs (see below). There are also some Demos (see below) showing how abilities of Library OXP can be instantiated in Oolite.&amp;lt;br&amp;gt;&lt;br /&gt;
These ''Ancillary OXPs'' instead tweak aspects of Library OXP itself.&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;
&lt;br /&gt;
==Features==&lt;br /&gt;
For Documentation just follow the links. There is more material tucked inside the Library OXZ - and some examples in the Demos&lt;br /&gt;
* ''Lib_2DCollision.js'' - Methods for checking if point is in bounding-box, on line or in poly.&lt;br /&gt;
* ''Lib_Animator.js'' - Tool to create animations on missionscreens (see [[#Demos|Demos]]).&lt;br /&gt;
* ''Lib_BinSearch.js'' - Instantiated search tree.&lt;br /&gt;
* ''[[Lib_Config|Lib_Config.js]]'' - Configuration interface for AddOns.&lt;br /&gt;
* ''Lib_Crypt.js'' - De-/Encryption for strings.&lt;br /&gt;
* ''[[Lib_GUI|Lib_GUI.js]]'' - Unified GUI image, sound and music handling.&lt;br /&gt;
* ''Lib_Main.js'' - Generic functions for various tasks.&lt;br /&gt;
* ''[[Lib_Music|Lib_Music.js]]'' - Unified event driven and generic music handling (see [[#Demos|Demos]]).&lt;br /&gt;
* ''[[Lib_PAD|Lib_PAD.js]]'' - Unified logbook, mission-log, diary and interface. {{AV|1.7}}&lt;br /&gt;
* ''[[Lib_Starmap|Lib_Starmap.js]]'' - In-System-Maps in 3D (docked and inflight) (see [[#Demos|Demos]]). {{AV|1.7}}&lt;br /&gt;
&lt;br /&gt;
=== More on the workings of Library.oxp ===&lt;br /&gt;
Making sense of Library. &lt;br /&gt;
::Click to the right if you want the gory details -----&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  data-expandtext=&amp;quot;Show gory details&amp;quot; data-collapsetext=&amp;quot;Hide gory details&amp;quot; style=&amp;quot;overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
[[Cabal Common Library OXP]] - Library's precursor - had these scripts&lt;br /&gt;
* [[Cabal_Common_Library_Doc_2DCollision|Cabal_Common_2DCollision]], 2D checks&lt;br /&gt;
* [[Cabal_Common_Library_Doc_BinSearch|Cabal_Common_BinSearch]], binary search tree&lt;br /&gt;
* [[Cabal_Common_Library_Doc_Briefing|Cabal_Common_Briefing]], enhance mission screens&lt;br /&gt;
[[File:CCL Briefing01.jpg|300px|thumb|CCL Briefing]]&lt;br /&gt;
* [[Cabal_Common_Library_Doc_Comms|Cabal_Common_Comms]], inflight communication&lt;br /&gt;
* [[Cabal_Common_Library_Doc_Functions|Cabal_Common_Functions]], generic function library&lt;br /&gt;
* [[Cabal_Common_Library_Doc_Keyboard|Cabal_Common_Keyboard]], user input&lt;br /&gt;
[[File:CCL Keyboard01.jpg|300px|thumb|CCL Keyboard]]&lt;br /&gt;
* [[Cabal_Common_Library_Doc_MissionHandling|Cabal_Common_MissionHandling]], start OXPs based on system descriptions&lt;br /&gt;
* [[Cabal_Common_Library_Doc_Music|Cabal_Common_Music]], inflight event driven music (=&amp;gt; Lib_Music)&lt;br /&gt;
* [[Cabal_Common_Library_Doc_Overlay|Cabal_Common_Overlay]], inflight overlays&lt;br /&gt;
[[File:Vector inflightoverlays.jpg|300px|thumb|CCL Overlay]]&lt;br /&gt;
* [[Cabal_Common_Library_Doc_PhraseGen|Cabal_Common_PhraseGen]], generator (v1.8)&lt;br /&gt;
* [[Cabal_Common_Library_Doc_SpecialMarkets|Cabal_Common_SpecialMarkets]], trading special goods&lt;br /&gt;
* [[Cabal_Common_Library_Doc_OXPStrength|Cabal_Common_Strength]], environment control&lt;br /&gt;
&lt;br /&gt;
:1) In the CCL era, PAD was part of the [[Vector OXP]] which needed CCL to work.&lt;br /&gt;
:2) Cabal_Common_Overlay/Inflight overlays are presumably these:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Library has these:&lt;br /&gt;
:? Lib_2DCollision.js - Methods for checking if point is in bounding-box, on line or in poly.&lt;br /&gt;
:x Lib_Animator.js - Tool to create animations on mission screens (see Demos). - Animator Demo: Cutscenes?&lt;br /&gt;
:? Lib_BinSearch.js - Instantiated search tree.&lt;br /&gt;
:√ Lib_Config.js - Configuration interface for AddOns. (Widely used by many OXPs)&lt;br /&gt;
:? Lib_Crypt.js - De-/Encryption for strings.&lt;br /&gt;
:? Lib_GUI.js - Unified GUI image, sound and music handling.&lt;br /&gt;
:? Lib_Main.js - Generic functions for various tasks.&lt;br /&gt;
:√ Lib_Music.js - Unified event driven and generic music handling (see Demos). Orchestral Demo &amp;amp; Contextual Jukebox.&lt;br /&gt;
:√ Lib_PAD.js - Unified logbook, mission-log, diary and interface. Added in v1.7&lt;br /&gt;
:x Lib_Starmap.js - In-System-Maps in 3D (docked and inflight) (see Demos). Added in v1.7 - Starmap Demo&lt;br /&gt;
&lt;br /&gt;
and there are more:&lt;br /&gt;
:x Lib_Cubecode.js (the Vector display above?)&lt;br /&gt;
:x Lib_EntityStrength.js (seems to check for weapons, shield strength &amp;amp; recharge rates, NPCs in system)&lt;br /&gt;
:x lib_fx.js&lt;br /&gt;
:x Lib_MissionCoord.js&lt;br /&gt;
:- Lib_PAD_Events.js (unsure about this one - is it what adds the GNN newsflashes into the PAD? Or new data cards such as NPCs or systems?)&lt;br /&gt;
:? lib_shield.js&lt;br /&gt;
:? lib_starmap12.js&lt;br /&gt;
:? lib_test.js (Detect changes in custom role entity?)&lt;br /&gt;
&lt;br /&gt;
Decoder:&lt;br /&gt;
:√ - used by our community in other OXPs&lt;br /&gt;
:x - not used&lt;br /&gt;
:? - not even understood!&lt;br /&gt;
&lt;br /&gt;
=== Comments ===&lt;br /&gt;
Phkb who is the only one to have updated parts of Library.oxp in the past 7 years wrote this:&lt;br /&gt;
 I've really only used Lib Config, Lib GUI and Lib PAD. Lib PAD events is just a feeder into Lib PAD - it takes some standard game events and records them in the PAD, similar to what I did with the Email System, where I added a whole bunch of automatic emails when the player does certain things. I think I understand Lib GUI pretty well, but it's probably not going to be used very much outside of Xenon UI and BGS.&lt;br /&gt;
 &lt;br /&gt;
 I have a suspicion Lib Test was in response to my [[Ship Configuration OXP]] - my logic for that OXP was that, if I'm penalising the player by making their ship slower or harder to steer based on the equipment and weight, then it should be applied to *all* NPC ships as well, otherwise the balance of the game would be skewed. But by applying the changes to things like mission ships, it moves those ships away from a particular performance rating a mission author was aiming for. I might be overthinking it, and it's too late to ask now.&lt;br /&gt;
  &lt;br /&gt;
  One of the issues I have with the code in Library suite is that it's so *dense*, in that everything is reduced to the smallest possible space. A lot of the code uses single letter variable names, which makes reading it a real chore. Whenever I have to dive into it, I spend a lot of time asking questions like &amp;quot;So, what's 'c' in this context? What's 's'? And 't'? And 'z'?&amp;quot;, and having to follow the flow of the code back to the origin to work it out for each one. The code is super clever, and it does some pretty amazing things, but it's written in a way that makes maintaining it, for anyone other that the original author, super hard. And the little documentation left behind is not always very helpful, even for a programmer. Several times I've read the documentation and I'm still left with questions about the implementation, which means the only way to actually work it out is trial and error - feeding data in to see what you get out. And that's for the easy stuff, like PAD. The animator, starmap, those things are several levels up from what we're doing with PAD. [https://bb.oolite.space/viewtopic.php?p=301809#p301809 Phkb, 2025]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Integration with other OXPs ==&lt;br /&gt;
=== Config for AddOns ===&lt;br /&gt;
Over 70 OXP's use Library's &amp;quot;Config for AddOns&amp;quot; option on the F4 screen to allow configuration. Click [[File:IconLib.png|30px]] for a partial list.&lt;br /&gt;
&lt;br /&gt;
=== Music ===&lt;br /&gt;
Library can introduce music (as well as sound effects). For a full list of all such OXP's see [[:Category:Sound Sets OXPs]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Music for playing the game to (these need Library to function):&lt;br /&gt;
*[https://app.box.com/s/xd9hnscxrjlb0p5suz8t00e7m5qo743d Lib Music Orchestral Demo]: [[User:Svengali|Svengali]]'s original classical 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;
*DIY kit: [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=21127 Dangerous Background Music OXP]: [[User:Tsoj|Tsoj]] (2021)&lt;br /&gt;
*[[Hyperradio js OXP|HyperRadio™]] - your on-board radio music station&lt;br /&gt;
&lt;br /&gt;
Version of Library.oxp incorporating Tsoj's changes for music&lt;br /&gt;
*[https://app.box.com/s/ra79jgfe154y9gvsviyl7kow6eng7yli Download]&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=280702#p280702 Discussion] (2021)&lt;br /&gt;
&lt;br /&gt;
=== OXP's &amp;amp; Vanilla game integration for P.A.D. ===&lt;br /&gt;
*[[Vanilla game]] missions have been integrated into Library.oxp&lt;br /&gt;
*[[Galactic Navy OXP]] has been integrated into Library.oxp&lt;br /&gt;
*[[GNN]] has been integrated into Library.oxp (the most recent new item is displayed on the PAD)&lt;br /&gt;
*[[User:Phkb|Phkb]] has updated the [[Cataclysm OXP]] mission and included Library integration - ''this'' is where to look to see how to do it!&lt;br /&gt;
*DGill's [[Feudal States]] suite of 4 OXPs uses P.A.D.&lt;br /&gt;
&lt;br /&gt;
=== Maps ===&lt;br /&gt;
*[[System Map]] runs off Library.oxp&lt;br /&gt;
&lt;br /&gt;
=== Demos ===&lt;br /&gt;
Designed to show how to integrate other OXP's with Library; Install like any other [[OXP]].&lt;br /&gt;
* [https://app.box.com/s/59vqswqh0wxiccerk7wgxerl0m0wmx20 Animator Demo] (zip, 2.8 MiB): a helper for animations on mission screens&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;
* [https://app.box.com/s/0enjeiuyzjkyg36yxc5j04sdjhx9s7aa Starmap Demo] (oxz, 2.4 KB) - see [https://bb.oolite.space/viewtopic.php?p=264969#p264969 explanation]: Lib_Starmap introduces In-System-Maps in 3D (or 2.5D *sigh*). These maps can be shown on missionScreens and inflight. On missionScreens they can be animated (''eg'' through Lib_Animator). Inflight users can control them via the Advanced Space Compass. Usage for OXP's is easy. &amp;lt;br&amp;gt;'''Note''': This now only works with older versions of Library.oxp (ie.: v.1.9.1 (May 2026) or earlier). &lt;br /&gt;
&lt;br /&gt;
''Apart from the demos, nothing yet uses Library's Animator function.''&lt;br /&gt;
&lt;br /&gt;
=== Tools ===&lt;br /&gt;
There are two tools tucked away in diverse locations:&lt;br /&gt;
&lt;br /&gt;
* 1) [https://app.box.com/s/pwttg9nrqvvpqzya0wcpqpc4ly9bov1r Lib_MatFinder 1.1] (oxz, 39.7 KB) - A developer-tool to work out materials entries.&lt;br /&gt;
 The whole thing started when I looked in some older OXPs. Pretty often they don't have later implemented stuff (materials, custom views), but creating these entries eats a lot of time and needs a lot of testruns/finetuning. It was meant for my personal use only to speed up the updating orgy I've had in mind, but in the end it got better than expected, so I released it as helper. [https://bb.oolite.space/viewtopic.php?p=154692#p154692 Svengali 2011]&lt;br /&gt;
:See [[MatFinder]] for more detail (culled from BB and put in order)&lt;br /&gt;
:See [https://bb.oolite.space/viewtopic.php?p=265566#p265566 here] for original BB description. (2 pages, 2018).&lt;br /&gt;
&lt;br /&gt;
::Once you load the .oxp, see your F4 screen (if you have Library.oxp running too) under &amp;quot;Developer&amp;quot; to access this tool.&lt;br /&gt;
[[File:Lib MatFinder Pos01.png|150px]]&lt;br /&gt;
[[File:Lib MatFinder Pos02.png|150px]]&lt;br /&gt;
[[File:Lib MatFinder.png|150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::On your F4 screen under &amp;quot;Lib_MatEditor&amp;quot;:&lt;br /&gt;
[[File:Lib_MatEditor_%281%29.png|150px]]&lt;br /&gt;
[[File:Lib_MatEditor_%282%29.png|150px]]&lt;br /&gt;
&lt;br /&gt;
* 2) [[DevTools]] (oxz) - Tests for all kind of things. Useless for gaming but still funny.&lt;br /&gt;
&lt;br /&gt;
::On starting a game (if you have Library running too):&lt;br /&gt;
[[File:Library_devtools_switches.png|150px]]&lt;br /&gt;
[[File:Library_devtools.png|150px]]&lt;br /&gt;
[[File:Library_devtools.values.png|150px]]&lt;br /&gt;
&lt;br /&gt;
::On your F4 screen under &amp;quot;Lib_MatEditor&amp;quot;:&lt;br /&gt;
[[File:Lib DevTools 1.png|150px]]&lt;br /&gt;
[[File:Lib DevTools 2.png|150px]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== ID ==&lt;br /&gt;
identifier = &amp;quot;oolite.oxp.Svengali.Library&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
* Latest version needs Oolite v1.88.&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
Install like any other [[OXP]]. Library is on the in-game [[Expansions Manager]]. Or, if you prefer, [[media:Library_1.9.1.oxz|Library_1.9.1.oxz]]&lt;br /&gt;
&lt;br /&gt;
=== Previous Verions ===&lt;br /&gt;
* [https://app.box.com/s/gqfc5nxse0k9yipm93wrjra7nqjzy89y Library 1.7.1] (oxz, 4.9 MiB)&lt;br /&gt;
&lt;br /&gt;
== Tweaks ==&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=252499#p252499 To add a radio channel]&lt;br /&gt;
&lt;br /&gt;
*Possible Error&lt;br /&gt;
:[https://bb.oolite.space/viewtopic.php?p=270334#p270334 Error followed by Phkb's fix] (2020)&lt;br /&gt;
 Replace Lib_GUI code, line 311 with&lt;br /&gt;
 	ex = (this.$noEx.indexOf(id)===-1 &amp;amp;&amp;amp; this.$IDsExt[id]?this.$IDsExt[id]:null),&lt;br /&gt;
&lt;br /&gt;
== Musings ==&lt;br /&gt;
[[User:Cholmondely|Cholmondely]] writes: '''this OXP is a tragedy'''. It is ''so'' powerful and can add ''so'' much to the game and nobody did anything with it. [[User:Svengali|Svengali]] died before he could update his old broken missions ([[Vector]] &amp;amp; [[Localhero OXP]]) to run on the newer versions of Oolite and to use it (''all'' the necessary elements are already built in for them). And nobody else has used it either - apart from the &amp;quot;Config for AddOns&amp;quot; element. In 2022 one music .oxp appeared which uses it (as does another DIY oxp), but the other elements languish in the dust.&lt;br /&gt;
&lt;br /&gt;
There are also a number of abilities lurking in the precursor CCL which were probably inherited by Library.oxp:&lt;br /&gt;
:[[Cabal_Common_Library_Doc_Briefing|Cabal_Common_Briefing]], enhance mission screens&lt;br /&gt;
:[[Cabal_Common_Library_Doc_Comms|Cabal_Common_Comms]], inflight communication&lt;br /&gt;
:[[Cabal_Common_Library_Doc_Functions|Cabal_Common_Functions]], generic function library&lt;br /&gt;
:[[Cabal_Common_Library_Doc_Keyboard|Cabal_Common_Keyboard]], user input&lt;br /&gt;
:[[Cabal_Common_Library_Doc_MissionHandling|Cabal_Common_MissionHandling]], start OXPs based on system descriptions&lt;br /&gt;
:[[Cabal_Common_Library_Doc_Music|Cabal_Common_Music]], inflight event driven music&lt;br /&gt;
:[[Cabal_Common_Library_Doc_Overlay|Cabal_Common_Overlay]], inflight overlays&lt;br /&gt;
:[[Cabal_Common_Library_Doc_SpecialMarkets|Cabal_Common_SpecialMarkets]], trading special goods&lt;br /&gt;
:[[Cabal_Common_Library_Doc_OXPStrength|Cabal_Common_Strength]], environment control&lt;br /&gt;
:''somewhere in all this is a ''random integer function'' which is used by [[Factions OXP]] and is presumably still in Library somewhere... (like https://wiki.alioth.net/index.php/Cabal_Common_Library_Doc_Functions#rand.28.29)&lt;br /&gt;
&lt;br /&gt;
The one change which ''would'' be very useful would be the ability to recall more than just the ''one'' most recent GNN news broadcast in the PAD.&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=21449 Library OXP logos and images] (2023-34)&lt;br /&gt;
&lt;br /&gt;
==Quick Facts==&lt;br /&gt;
{{OXPLevel|0}}{{IconOXP&lt;br /&gt;
|ooVersion = &amp;quot;1.88&amp;quot;&lt;br /&gt;
|oxpCPU = &amp;quot;Medium&amp;quot;&lt;br /&gt;
|oxpMEM = &amp;quot;Average&amp;quot;&lt;br /&gt;
|oxpGPU = &amp;quot;Average&amp;quot;&lt;br /&gt;
|oxpIsParent = true&lt;br /&gt;
|oxpIsChild =&lt;br /&gt;
|oxpIsAPI = true&lt;br /&gt;
|oxpIsDocumented = true&lt;br /&gt;
|oxpIsConfigurable = true&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox OXPb| title = Library&lt;br /&gt;
|image = [[Image:IconLib.png|100px]]&lt;br /&gt;
|version = 1.9.1&lt;br /&gt;
|release = 2026-05-08&lt;br /&gt;
|license = CC-by-nc-sa-4.0&lt;br /&gt;
|features = Helper for OXPs&lt;br /&gt;
|category = Misc OXPs&lt;br /&gt;
|author = BlackWolf &amp;amp; Svengali&lt;br /&gt;
|download = [[#Download|See Download]]&lt;br /&gt;
|feedback = [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=18248 BB-Link]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite utilities]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=F4_page_(ship_and_system_interfaces)&amp;diff=89573</id>
		<title>F4 page (ship and system interfaces)</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=F4_page_(ship_and_system_interfaces)&amp;diff=89573"/>
		<updated>2026-06-24T09:30:45Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Added in System Map&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:F4 screen (Vanilla game).png|thumb|right|450px|F4 screen from the [[Vanilla game]]]]&lt;br /&gt;
&lt;br /&gt;
[[File:F4 screen (OXP'd).png|thumb|right|450px|F4 screen after being OXP'd &amp;lt;br&amp;gt;&lt;br /&gt;
*''Docked HUDs'' removes the HUD from the bottom of the screen leaving just the fuel bar &amp;amp; missile display &amp;lt;br&amp;gt;&lt;br /&gt;
*''BGS'' adds the monitor surround - and the backdrop behind it&amp;lt;br&amp;gt;&lt;br /&gt;
*The list on this page has been added to by OXPs (in order): Library, Market Inquirer, Diplomancy, GalCop Galactic Registry, Commanders Log, CommsLog MFD, Email System &amp;amp; Flight Log]]&lt;br /&gt;
&lt;br /&gt;
[[File:F4 (2) with BGS old &amp;amp; Dangerous HUD.png|thumb|right|450px|Second page of F4 screen ornamented by the ''older BGS'' (v.1.10.9).&amp;lt;br&amp;gt;&lt;br /&gt;
*Dangerous HUD (Blue) has changed the text colour to blue and provides the docked HUD at the bottom of the screen. Note the green missiles!&amp;lt;br&amp;gt;&lt;br /&gt;
*The list on ''this'' page has been added to by (in order): Station Dock Control, Explorer's Club, the Vanilla game code, &lt;br /&gt;
HUD Selector, ]]&lt;br /&gt;
&lt;br /&gt;
[[File:F4 screen (gratuitous category creation).png|thumb|right|450px|F4 screen after some Dutch fellow decided his tale really needed to be top of the list. Please eschew gratuitous creation of new categories]]&lt;br /&gt;
&lt;br /&gt;
This page is only accessible while docked - naturally - it controls the interface between your ship and the station you are docked at. the station can be an orbital station, a rock hermit or even a dockable vessel such as a [[Liners|liner]].&lt;br /&gt;
The F4 page is where you can interface with the station, GalCop ''etc''.&lt;br /&gt;
&lt;br /&gt;
== Key-commands ==&lt;br /&gt;
*The &amp;quot;Arrow keys&amp;quot; navigate around &amp;amp; between the pages, while the &amp;quot;Enter&amp;quot; key selects the option in question. Depending on how many OXPs you have loaded, the ship-station interface can easily run to 3 or more pages!&lt;br /&gt;
*There is (as yet) no F4F4 page.&lt;br /&gt;
&lt;br /&gt;
== Number of options on offer ==&lt;br /&gt;
In the Vanilla game, as can be seen to the right there are only 5 options: the 3 Deliveries (Passenger contracts, Cargo contracts &amp;amp; Parcel contracts) and the 2 ship's systems - for changing your name from [[Jameson]] (and your next save file name) and for looking at ship statistics (''eg'' a Viper's speed, missile bays, ''etc'').&lt;br /&gt;
&lt;br /&gt;
The OXPs which you have loaded determine the number of options on offer!&lt;br /&gt;
&lt;br /&gt;
These are grouped by category:&lt;br /&gt;
&lt;br /&gt;
:'''Activity'''&lt;br /&gt;
::*Disembark from your ship: [[Life In The Frontier]] - explore the station! Visit the bar, the church, the opera, a park, ''etc''...&lt;br /&gt;
::*Log onto BBS: [[Life In The Frontier - Revival]] - job offers, lonely people, beggars ''etc''...&lt;br /&gt;
::*Visit the station bar: [[Hints]] - and possibly overhear some useful tips&lt;br /&gt;
::*Your online status: [[Life In The Frontier - Revival]] - Life in the Frontier Revival missions status&lt;br /&gt;
&lt;br /&gt;
:'''AddOns'''&lt;br /&gt;
::*Config for AddOns: [[Library OXP|Library]] - for tweaking OXPs&lt;br /&gt;
&lt;br /&gt;
:'''Captains Log'''&lt;br /&gt;
::*PAD: [[Library OXP|Library]] - a personal assistance device with details of naval career, people met, ''etc''.&lt;br /&gt;
&lt;br /&gt;
:'''Commerce'''&lt;br /&gt;
::*Commodity Markets: [[Market Inquirer]] - comparison of local market prices &amp;amp; quantities&lt;br /&gt;
::*Sell all cargo or find an alternative customer: [[SellAll OXP]]&lt;br /&gt;
::*Speciality Cargo Trading: [[New Cargoes]] - access to markets, auctions, gossip &amp;amp; purchase of permits&lt;br /&gt;
&lt;br /&gt;
:'''Contracts'''&lt;br /&gt;
::*GalCop bulletin board (# available): contains the vanilla game contract deliveries and whatever else is added by other OXPs&lt;br /&gt;
::*Mining Contracts: [[Mining Contracts OXP]] (available on [[Rock Hermit (Oolite)|Rock Hermits]] only). &lt;br /&gt;
::*Taxi Galactica bulletin board: [[Taxi Galactica]] OXP&lt;br /&gt;
&lt;br /&gt;
:'''Danger'''&lt;br /&gt;
::*Station self-destruct: [[Station Self-Destruction Codes]]&lt;br /&gt;
&lt;br /&gt;
:'''Deliveries'''&lt;br /&gt;
::(Phkb's [[Contracts On BB]] moves these contracts onto the Bulletin Board located under the Contracts category above)&lt;br /&gt;
::*Cargo contract deliveries (# available): [[Vanilla game]] code&lt;br /&gt;
::*In-System Cargo Delivery: [[In-System Cargo Delivery]]&lt;br /&gt;
::*In-System Taxi Delivery: (# available): [[In-System Taxi]]&lt;br /&gt;
::*Parcel contract deliveries (# available): [[Vanilla game]] code&lt;br /&gt;
::*Passenger contract deliveries (# available): [[Vanilla game]] code&lt;br /&gt;
&lt;br /&gt;
:'''Diplomacy'''&lt;br /&gt;
::This category is added by the [[Diplomancy]] OXZ&lt;br /&gt;
::*Embassy district - for buying visas (and seeing how much time you have left on your current visas)&lt;br /&gt;
::*Star Wars (also needs the [[ANA]] installed - toggles between Wars Map/Diplomancy Map/Warring Systems Map.&lt;br /&gt;
::*System History - history of wars &amp;amp; alliances with local systems&lt;br /&gt;
&lt;br /&gt;
:'''Game'''&lt;br /&gt;
::*Cheat Screen: [[OoCheat]] - for awarding yourself extra money, invulnerability, extra kills ''etc''.&lt;br /&gt;
&lt;br /&gt;
:'''Gambling'''&lt;br /&gt;
::This category (with a variety of different options) appears depending on which OXPs you have loaded, and where you have docked!&lt;br /&gt;
&lt;br /&gt;
:'''G.E.T.''' (''Guild of Elite Traders'')&lt;br /&gt;
::This category is added by the [[Elite Trader OXZ]]&lt;br /&gt;
::G.E.T. Best Trade Resetter: resets your &amp;quot;Best Trade&amp;quot; statistics&lt;br /&gt;
::G.E.T. Master Advisory: advice from the local guild master. If you had previously selected a commodity on the F8 markets page, you get information for that commodity for all markets in the system with a guild presence.&lt;br /&gt;
::G.E.T. Ship Status Report: report on how Guild engineers have improved your ship's performance&lt;br /&gt;
&lt;br /&gt;
:'''Info'''&lt;br /&gt;
::*[[Planner]] - a blank notebook for recording information. Thanks to the [[Vanilla game]] programming, using this is a pain in the unmentionables!&lt;br /&gt;
&lt;br /&gt;
:'''Informational'''&lt;br /&gt;
::*Galactic Almanac: [[The Galactic Almanac OXZ]] - gazetteer of what there is in your current star system&lt;br /&gt;
::*[[GalCop Galactic Registry]] - the vital in-game database of this galaxy - maps, systems, races, TL's ''etc''.&lt;br /&gt;
::*In-system distances: [[Market Inquirer]]&lt;br /&gt;
::*System Data Sheet: [[Sun Gear]] from the [[Strangers World]] oxp suite&lt;br /&gt;
::*System Map: This reveals the [[System Map]] for Oolite v.1.90&lt;br /&gt;
&lt;br /&gt;
:'''Loans'''&lt;br /&gt;
::*Loans Menu [[First Finance OXP]] - for managing the loan which bought your ship&lt;br /&gt;
&lt;br /&gt;
:'''Logs'''&lt;br /&gt;
::*[[Commanders Log|Commander's Log]] - short list of important events (maintenance overhauls, increase in [[Elite Rating]], jump to new Galaxy)&lt;br /&gt;
::*Communications log: [[MFD - CommsLog]] - collection of spoken/console messages received in flight&lt;br /&gt;
::*Coyote's Run History: [[Coyote's Run]] mission history (set in Galaxy 5)&lt;br /&gt;
::*Damage Report: [[Damage Report MFD]] - list of damaged items, TL &amp;amp; cost needed to fix, link to map showing closest repair yard.&lt;br /&gt;
::*[[Email System]] - allows receipt (but not sending) of emails announcing kills, awards, fines, equipment purchases, ''etc''&lt;br /&gt;
::*[[Flight Log]] - list of hyperjumps, and financial summary of profit/loss/money spent on equipment ''etc''.&lt;br /&gt;
::*Reputations and awards: [[GalCop Missions]] - shows improvement in reputation fulfilling missions ([[Library OXP|Library]] can also add in your other reputations from the F5F5 screen)&lt;br /&gt;
::*View GalCop station docking counts from [[Home System]]&lt;br /&gt;
&lt;br /&gt;
:'''Mission'''&lt;br /&gt;
::*Iron Raven Mission Log: [[Iron Raven]]&lt;br /&gt;
&lt;br /&gt;
:'''News'''&lt;br /&gt;
::*Galactic News Network: [[GNN]] - pops up when there is a newsflash.&lt;br /&gt;
&lt;br /&gt;
:'''Options'''&lt;br /&gt;
::*ZeroMap: [[Zero Map - Explore the galaxy]]&lt;br /&gt;
&lt;br /&gt;
:'''Organisations'''&lt;br /&gt;
::*[[Explorers' Club]] - lists of what has been visited, select what is marked on your F6 screen...&lt;br /&gt;
&lt;br /&gt;
:'''Ship'''&lt;br /&gt;
::*Access Hypercargo: - [[HyperCargo]] - only shows at some stations (otherwise you need to use the F5-F8 key sequence).&lt;br /&gt;
&lt;br /&gt;
[[File:Ship Library-View Ship Specifications.png|thumb|right|450px|View Ship Specifications (Vanilla game code)]]&lt;br /&gt;
:'''Ship Systems'''&lt;br /&gt;
::*Edit ship registration: [[Vanilla game]] code&lt;br /&gt;
::*Exhibitions (# visited): [[Gallery]] - select which exhibitions you wish to visit (hunters, escorts, pirates ''etc'')&lt;br /&gt;
::*Gallery of all objects (# objects): [[Gallery]] of everything which might exist in your game&lt;br /&gt;
::*Gallery of all encounters (# items stored): [[Gallery]] of what you have so far met&lt;br /&gt;
::*Heat sink control: [[Ship Configuration]] - this complex oxp makes the heating up of your ship a major game factor which can be combated by a one-use heat sink&lt;br /&gt;
::*HUD and MFD selector: [[HUD Selector]] - select which HUD you want to fly with (and select the dials to go with some of them)&lt;br /&gt;
::*[[Laser Arrangement|Laser arrangement]] - move your lasers around!&lt;br /&gt;
::*[[LMSS]] dockside services - move your lasers around!&lt;br /&gt;
::*Manage primable equipment: [[Vanilla game]] code - comes up when you have added primable equipment (''ie'' OXPs).&lt;br /&gt;
::*Remove Cargo Relabelling: [[Smugglers]] adds this in (only if some of your cargo has been relabelled). &lt;br /&gt;
::*Reorder Interfaces: [[Interface Reordering OXP]] - reorders your F4 screen to your taste.&lt;br /&gt;
::*Route Planning Interface: [[Route Planner OXP]] - for calculating more complex routes with the [[ANA]].&lt;br /&gt;
::*[[Ship's Library]] - allows you to read the books in your ship's library.&lt;br /&gt;
::*Smuggling Compartment Configuration: [[Smugglers]] &lt;br /&gt;
::*Telescope Options: [[Station Options|Telescope Station Options]] - for configuring the more sophisticated options on [[Telescope]] v2.&lt;br /&gt;
::*View equipment specifications: [[Ship Configuration]]&lt;br /&gt;
::*[[Ship Library|View ship specifications]]: [[Vanilla game]] code - a library allowing you to access details of ships &amp;amp; stations in the game.&lt;br /&gt;
::*[[Vimana-X HUD]] Settings - configures warning pop-ups, glare-proofing and special slots for this HUD.&lt;br /&gt;
::*Wildefire SE-X Drive: from [[SE-X Drive]] - for configuring the Special Equipment (experimental).&lt;br /&gt;
&lt;br /&gt;
:'''Station'''&lt;br /&gt;
::*Show Syllabus: [[Lave Academy OXP]] - list of extra-mural courses on offer (this also replaces the F8 page!).&lt;br /&gt;
&lt;br /&gt;
:'''Station Interfaces'''&lt;br /&gt;
::*Black Market: [[Smugglers]] - market &amp;amp; smugglers' noticeboard&lt;br /&gt;
::*Cargo Storage Facility: [[Hermitage]] - interface for managing your own Rock Hermit&lt;br /&gt;
::*Coriolis/Dodecahedron/Rock Hermit ''etc'' Station traffic control: [[Station Dock Control]] - allows you to see which ships are docked, arriving and leaving.&lt;br /&gt;
::*Dock Master: [[Smugglers]] - information about local [[Milkrun]]s&lt;br /&gt;
::*GalCop security kiosk: [[Bounty System]] - at a secondary GalCop-aligned station - buy licenses, see &amp;quot;most wanted list&amp;quot;, see notice board&lt;br /&gt;
::*GalCop security office: [[Bounty System]] - at the system's main GalCop orbital station - as above&lt;br /&gt;
::*Illegal goods information: [[Smugglers]] - details of import and export bans&lt;br /&gt;
::*Mineral Refinery: [[Hermitage]] - interface for managing your own Rock Hermit&lt;br /&gt;
::*Personal Ship Hanger: [[Hermitage]] - interface for managing your own Rock Hermit&lt;br /&gt;
::*Rock Hermit Management: [[Hermitage]] - interface for managing your own Rock Hermit&lt;br /&gt;
::*Storage facility management: [[Equipment Storage]] - for storing equipment and cargo&lt;br /&gt;
::*Telescope Options: [[Station Options]] - for setting the more complex options for [[Telescope]]&lt;br /&gt;
::*Transfer Cargo to Market: [[Hermitage]] - interface for managing your own Rock Hermit&lt;br /&gt;
&lt;br /&gt;
:'''Statistical'''&lt;br /&gt;
::*Station Spotter: [[Stations for Extra Planets]]&lt;br /&gt;
::*Trophy Collection Log: [[Trophy Collector]] - list of defeated ships&lt;br /&gt;
&lt;br /&gt;
:'''Training'''&lt;br /&gt;
::*[[Combat Simulator]]: allows combat practice against pre-selected opponents&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
*you will never get all of the above. For example ''Smugglers'' and ''New Cargoes'' clash, so you will only get the entries from one or the other. Ditto for ''Life on the Frontier'' and ''Life on the Frontier - Revival''.&lt;br /&gt;
*If the categories show ?? before each of them, then you have [[User:Alnivel]]'s Interface Reordering OXZ loaded, and have yet to reorder your F4 screen!&lt;br /&gt;
&lt;br /&gt;
== Changing the page ==&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=278096#p278096 AdjustPrimableEquipmentManager.oxz] makes the Primable Equipment page more comprehensible&lt;br /&gt;
*[[Interface Reordering OXP]] reorders the categories and their contents on the [[F4 page (ship and system interfaces)]] - so you could (for example) unify the &amp;quot;info&amp;quot;, &amp;quot;informational&amp;quot; and &amp;quot;atlas&amp;quot; categories.&lt;br /&gt;
&lt;br /&gt;
*[[BGS]] 2.5.1 provides a backdrop of your ship's bridge - and appropriate station noises!&lt;br /&gt;
*[[BGS]] 1.10.9 provides a more visible backdrop - with a suitable cacophonic accompaniment. You may need to remove [[Library OXP|Library]] to be able to see it - which could nobble some of your other OXPs!&lt;br /&gt;
::It also provides a key on the left for the F1-F8 buttons.&lt;br /&gt;
*Several of [[Killer Wolf]]'s HUDs provide an alternate overlay&lt;br /&gt;
*[[The Galactic Almanac OXZ]] allows a choice of several overlays&lt;br /&gt;
*[[XenonUI]] provides an on-screen reference list of key commands for this and the other F4-F8 pages&lt;br /&gt;
*[[Docked HUDs]] removes your HUD from the bottom of the page, leaving only the fuel bar &amp;amp; missile display. Some of the more recent [[HUD]]s do this automatically.&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=6&amp;amp;t=12446 OXP Screens and special equipment keys] (2012-13)&lt;br /&gt;
*[[F? page combinations‎‎]] - ''eg'': F6 + F6 + F5&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&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=F7_page_(data_on_%22system%22)&amp;diff=89572</id>
		<title>F7 page (data on &quot;system&quot;)</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=F7_page_(data_on_%22system%22)&amp;diff=89572"/>
		<updated>2026-06-24T09:28:28Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Added in System Map&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:F7 screen (Vanilla game).png|thumb|right|450px|F7 screen from the [[Vanilla game]]&amp;lt;br&amp;gt;The green &amp;quot;world description&amp;quot; is from the [[Galactic Catalogue]] ]]&lt;br /&gt;
&lt;br /&gt;
[[File:F7 screen (oxp'd) .png|thumb|right|450px|F7 screen after being OXP'd! &amp;lt;br&amp;gt;&lt;br /&gt;
*[[FPO Lave]] not only changes the look of the planet in the viewscreens, but also here. &amp;lt;br&amp;gt;&lt;br /&gt;
*''System Data Config'' compresses the text at the top, leaving room for more data beneath &amp;lt;br&amp;gt;&lt;br /&gt;
*''Lave OXP'' bumps the Tech Level from 5 up to 8(!) and adds the extra green text description &amp;lt;br&amp;gt;&lt;br /&gt;
*''Sun Gear'' adds the first yellow star text description &amp;lt;br&amp;gt;&lt;br /&gt;
*''Diplomancy'' adds the second yellow text taxes description &amp;lt;br&amp;gt;&lt;br /&gt;
*''XenonUI'' adds the text in the margins - the helpful functional menu &amp;amp; sub-commands &amp;lt;br&amp;gt;&lt;br /&gt;
*The HUD shown is the CRR-HUD (Coluber Red Racer): see [[Guide to Unlisted OXPs]] &amp;lt;br&amp;gt;&lt;br /&gt;
*''Smugglers'' would add details of trade embargoes (not shown) &amp;lt;br&amp;gt;&lt;br /&gt;
*''Bugs, glorious bugs'' would a bug purely to systems populated with insects (not shown) &amp;lt;br&amp;gt;&lt;br /&gt;
The early HUD (2012) does not fit well with the later XenonUI, as can be seen]]&lt;br /&gt;
&lt;br /&gt;
This page is accessible both while docked ''and'' in flight. It gives you information about a star system. The left and right arrow keys toggle between the current system you are in, and whichever other system you have selected on the F6 Galactic map screen.&lt;br /&gt;
&lt;br /&gt;
The keys will also toggle between other systems on your route if you have bought ''and'' have just used the [[ANA]] (Advanced Navigational Array) to select more than just two systems.&lt;br /&gt;
&lt;br /&gt;
== Key-commands ==&lt;br /&gt;
This screen is primarily an information screen, rather than one where you make decisions.&lt;br /&gt;
*The &amp;quot;Left &amp;amp; Right Arrow keys&amp;quot; navigate between the selected systems (the one you are currently in and whichever one has been selected on the F6 Galactic map screen).&lt;br /&gt;
*Pressing the F6 button takes you back to the Galactic map&lt;br /&gt;
&lt;br /&gt;
*Pressing &amp;quot;s&amp;quot; reveals the local System Map (if [[System Map OXP]] is loaded, and your version of Oolite is newer than v.1.90)&lt;br /&gt;
&lt;br /&gt;
== Changing the page ==&lt;br /&gt;
=== Overlays ===&lt;br /&gt;
*[[BGS]] 2.5.1 provides an overlay displaying the F7 data within a monitor and against a backdrop of a ship's bridge.&lt;br /&gt;
*Several of [[Killer Wolf]]'s HUDs provide an alternate overlay&lt;br /&gt;
*[[The Galactic Almanac OXZ]] allows a choice of several overlays&lt;br /&gt;
*[[XenonUI]] provides an on-screen reference list of key commands for this and the other F4-F8 pages&lt;br /&gt;
=== Managing the information ===&lt;br /&gt;
*[[System Data Config]] &amp;amp; [[Compressed F7 Layout]] rearrange the page and bring in data from other OXPs&lt;br /&gt;
*[[Combo F7 Layout]] does the same - but is specially tailored to the [[User:Stranger|Strangers World]] OXP suite.&lt;br /&gt;
&lt;br /&gt;
The gallery below shows options for managing the F7 screen. ''Click'' on an image to expand it.&lt;br /&gt;
&lt;br /&gt;
A number of OXPs adding data to the screen are present: [[Lave OXP]], the [[Strangers World]] suite of OXPs, &amp;amp; [[Smugglers]] OXP.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Image:F7 Vanilla.png | &amp;lt;center&amp;gt;Vanilla (without F7 screen management)&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Image:F7 SystemDataConfig.oxp (Phkb).png | &amp;lt;center&amp;gt;[[System Data Config]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Image:F7 ComboF7Layout (Stranger).png | &amp;lt;center&amp;gt;[[Combo F7 Layout]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Removing information: [[Here be Dragons]], [[Zero Map - Explore the galaxy]] &amp;amp; [[Buyable map]] all ''remove'' information for unexplored systems&lt;br /&gt;
&lt;br /&gt;
=== Adding to the page ===&lt;br /&gt;
:'''Star Descriptions'''&lt;br /&gt;
*[[Distant Suns]] adds details of the star type&lt;br /&gt;
*[[Sun Gear]] adds details of the star type (Strangers World suite of OXPs)&lt;br /&gt;
*[[The Galactic Almanac OXZ]] adds both star type details and its name.&lt;br /&gt;
:'''Planet Descriptions'''&lt;br /&gt;
*[[Famous Planets]] adds an extra text description for a good percentage of the planets in G1, G2 &amp;amp; G7&lt;br /&gt;
*Some individual star system OXPs also change the planet description:&lt;br /&gt;
::[[Lave OXP]] not only adds a description but also increases the TL from 5 to 8&lt;br /&gt;
::[[Riredi OXP]]&lt;br /&gt;
::[[Tianve OXP]]&lt;br /&gt;
::And some of the other OXPs also change things, such as the [[Ionics OXP]] in G2 and [[Aquatics]] in G3&lt;br /&gt;
:'''Revolving planet textures'''&lt;br /&gt;
*See [[Guide to Ambience OXPs]] for OXPs which change the ''texture'' of some/all planets in the Galaxy - and thus also on this page.&lt;br /&gt;
:'''Trade details'''&lt;br /&gt;
*[[Demand Driven Economy]] adds a line hinting the trade demands of the system (''eg'': &amp;quot;Here bars of all kinds serve to distract the typical citizen from the daily grind of industrialised work&amp;quot;).&lt;br /&gt;
*[[Real-Life Economics]] adds a Local Economic Balance indicator to this page.&lt;br /&gt;
*[[Smugglers]] adds details of import &amp;amp; export restrictions.&lt;br /&gt;
:'''Other details'''&lt;br /&gt;
*[[Diplomancy]] adds details of tax levels and the local treasury. (Local wars and alliances are found on the F4 screen)&lt;br /&gt;
*[[Galactic Navy OXP]] adds mention of the system being a local Sector Command system (if it is)&lt;br /&gt;
&lt;br /&gt;
=== HUD at page bottom ===&lt;br /&gt;
*[[Docked HUDs]] removes your HUD from the bottom of the page, leaving only the fuel bar &amp;amp; missile display. Some of the more recent [[HUD]]s do this automatically. Other HUDs leave the space clear (''eg'' Numerical HUD &amp;amp; Aad-HUD‎).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=7762 Inhabitants' images on system data screen] Discussion (2010) includes link to an old Elite F7 screen&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=6&amp;amp;t=1431 Docked Screens] Earlier discussion (2006) - broader, but with more detail on showing inhabitants' images.&lt;br /&gt;
*[[F? page combinations‎‎]] - ''eg'': F6 + F6 + F5&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= F7F7 =&lt;br /&gt;
There is no such page.&lt;br /&gt;
&lt;br /&gt;
Various proposals have been put forwards over the years (including a [https://bb.oolite.space/viewtopic.php?f=6&amp;amp;t=18154 screen of information] about the system - planets, moons ''etc.''), but ... nothing yet! This might involve something like this: [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=12841 Alternative compass implementation] (2012).&lt;br /&gt;
&lt;br /&gt;
This sort of information is currently available on the [[F4 page (ship and system interfaces)]] - provided by OXPs such as LittleBear's [[Galactic Almanac]], the [[Strangers World]] OXP suite and Spara's [[Market Inquirer]]. But there is no map/description showing where things are - merely distances.&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=System_Map&amp;diff=89571</id>
		<title>System Map</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=System_Map&amp;diff=89571"/>
		<updated>2026-06-24T09:05:05Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Oops!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:System Map OXP.png|thumb|right|450px|System Map (Oolite v.1.92+) Accessed through F7 screen (while docked) - press &amp;quot;s&amp;quot;&amp;lt;br&amp;gt;'''Sun''' = yellow S&amp;lt;br&amp;gt;'''Planet''' = green P (if purple, planet is a gas giant; hexagon shows presence of Planet Fall landing sites)&amp;lt;br&amp;gt;'''Moon''' = brown M&amp;lt;br&amp;gt;'''Your ship''' = red loop&amp;lt;br&amp;gt;'''Witchpoint Beacon''' = blue hourglass&amp;lt;br&amp;gt;'''Main Orbital Station''' = blue waffle (other stations = white waffle)]]&lt;br /&gt;
Adds a local system map, showing sun, planets, moons and main stations. &lt;br /&gt;
[[File:System Map OXP (v.1.90).png|thumb|right|450px|System Map (Oolite v.1.90) Accessed through F4 screen (ship and system interfaces)]]&lt;br /&gt;
== Overview ==&lt;br /&gt;
The System Map is a rotatable 2D map of the local solar system. As well as the components of the system (sun, planets, moons), local astrogatory beacons are also shown: to whit, GalCop stations &amp;amp; most other stations and the Witchpoint Beacon.&lt;br /&gt;
&lt;br /&gt;
=== Notes on Usage ===&lt;br /&gt;
==== Oolite v.1.92+ ====&lt;br /&gt;
Access the System Map through pressing &amp;quot;s&amp;quot; while on the [[F7 page (data on &amp;quot;system&amp;quot;)]].&lt;br /&gt;
&lt;br /&gt;
==== Oolite v.1.90 ====&lt;br /&gt;
Access the System Map through the [[F4 page (ship and system interfaces)]] - look under the ''informational'' entries.&lt;br /&gt;
&lt;br /&gt;
==== Map Focus ====&lt;br /&gt;
Changing the map focus will change the color of all entities to grey except for the focused entity. The name of the focused entity will be displayed at the top of the screen. &lt;br /&gt;
&lt;br /&gt;
Repeating the focus command will cycle through all entities and then return to &amp;quot;None&amp;quot;, when no entities are the focus. Resetting the view will also reset the focus.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt; &amp;lt;/div&amp;gt; &lt;br /&gt;
[[Image:IconLib.png|100px|right]]&lt;br /&gt;
=== Library OXP ===&lt;br /&gt;
This OXP runs off functionality embedded inside [[Library OXP]] which must be present for System Map OXP to work.&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
*Author: [[User:Phkb|Phkb]]	&lt;br /&gt;
*License: CC-BY-SA-NC 4.0&lt;br /&gt;
*Required oolite version: 1.90 (better with 1.92+)&lt;br /&gt;
&lt;br /&gt;
== For Practitioners of the Dark Arts ==&lt;br /&gt;
:---&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  data-expandtext=&amp;quot;Reveal Dark Secrets&amp;quot; data-collapsetext=&amp;quot;Conceal Dark Secrets&amp;quot; style=&amp;quot;overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Lib Starmap02.png|thumb|right|300px|Svengali's Starmap Demo OXP]]&lt;br /&gt;
'''Starmap Demo OXP'''&lt;br /&gt;
This OXP (and the more recent versions of Library required to run it) conflict with Svengali's original Starmap Demo OXP (see the [[Library OXP]] wiki page). His OXP also works in-flight and shows moving ships for mission settings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''3rd Party access'''&lt;br /&gt;
&lt;br /&gt;
It is possible for other OXPs to add extra points of interest to the map. To do so, use the following code:&lt;br /&gt;
&lt;br /&gt;
 var sm = worldScripts.SystemMap;&lt;br /&gt;
  &lt;br /&gt;
  // if you have an ship/station entity you want to show&lt;br /&gt;
  sm.$addCustomMarker({&lt;br /&gt;
    ent: myCustomShip,&lt;br /&gt;
    map: &amp;quot;markerimage.png&amp;quot;,&lt;br /&gt;
    col: 1&lt;br /&gt;
  });&lt;br /&gt;
  &lt;br /&gt;
  // if you just want to mark a position&lt;br /&gt;
  var myPos = Vector3D(0.0, 0.0, 0.5).fromCoordinateSystem(&amp;quot;wpu&amp;quot;)&lt;br /&gt;
  sm.$addCustomMarker({&lt;br /&gt;
    pos: myPos,&lt;br /&gt;
    map: &amp;quot;markerimage.png&amp;quot;,&lt;br /&gt;
    col: 2&lt;br /&gt;
  });&lt;br /&gt;
&lt;br /&gt;
When using the &amp;quot;ent&amp;quot; (entity) option, and this item becomes the map focus, the text displayed for it will follow the following logic:&lt;br /&gt;
:If a &amp;quot;displayName&amp;quot; property has been included in the definition for the marker, that will be used.&lt;br /&gt;
:If the entity has a displayName, that will be used.&lt;br /&gt;
:Otherwise, the entity name will be used.&lt;br /&gt;
&lt;br /&gt;
When using the &amp;quot;pos&amp;quot; (position) option, and this item becomes the map focus, the text displayed for it will follow the following logic:&lt;br /&gt;
:if a &amp;quot;displayName&amp;quot; property has been included in the definition for the marker, that will be used.&lt;br /&gt;
:The text &amp;quot;Point of interest&amp;quot; will be used.&lt;br /&gt;
&lt;br /&gt;
When included, the &amp;quot;map&amp;quot; should be an image in the Textures folder, 128x128 in size. Included with the System Map OXP are:&lt;br /&gt;
:map_planet.png&lt;br /&gt;
:map_planet_1-9.png&lt;br /&gt;
:map_planet_pf1-9.png&lt;br /&gt;
:map_moon.png&lt;br /&gt;
:map_moon_pf.png&lt;br /&gt;
:map_point.png&lt;br /&gt;
:map_question.png&lt;br /&gt;
:map_station.png&lt;br /&gt;
&lt;br /&gt;
Some others can be found in the Library OXP.&lt;br /&gt;
&lt;br /&gt;
If &amp;quot;map&amp;quot; is not included, it will default to &amp;quot;map_station.png&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
When included, the &amp;quot;col&amp;quot; should be a number between 0-9&lt;br /&gt;
:0 or not included: white&lt;br /&gt;
:1: red&lt;br /&gt;
:2: green&lt;br /&gt;
:3: blue&lt;br /&gt;
:4: purple&lt;br /&gt;
:5: gray&lt;br /&gt;
:6: aqua&lt;br /&gt;
:7: amber&lt;br /&gt;
:8: gold&lt;br /&gt;
:9: UV&lt;br /&gt;
:10: brown&lt;br /&gt;
:11: dark gray&lt;br /&gt;
:12: yellow&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
&lt;br /&gt;
*0.5&lt;br /&gt;
:- Added some more error checks for the custom markers.&lt;br /&gt;
:- Reordered the way items are added to the array, so similar items (eg planets, stations) are always grouped together.&lt;br /&gt;
:- Added compatibility with PlanetFall v1.&lt;br /&gt;
&lt;br /&gt;
*0.4&lt;br /&gt;
:- Tweak to script name to try to fix missing interface entry.&lt;br /&gt;
&lt;br /&gt;
*0.3&lt;br /&gt;
:- Initial release.&lt;br /&gt;
&lt;br /&gt;
== Gameplay and Balance Indicator ==&lt;br /&gt;
[[File:Tag-colour-blue.png|right]]&lt;br /&gt;
Information to help discover your current Solar System.&lt;br /&gt;
&lt;br /&gt;
{{misc-OXP}}&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=System_Map&amp;diff=89570</id>
		<title>System Map</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=System_Map&amp;diff=89570"/>
		<updated>2026-06-24T09:03:50Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Page created&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:System Map OXP.png|thumb|right|450px|System Map (Oolite v.1.92+) Accessed through F7 screen (while docked) - press &amp;quot;s&amp;quot;&amp;lt;br&amp;gt;'''Sun''' = yellow S&amp;lt;br&amp;gt;'''Planet''' = green P (if purple, planet is a gas giant; hexagon shows presence of Planet Fall landing sites)&amp;lt;br&amp;gt;'''Moon''' = brown M&amp;lt;br&amp;gt;'''Your ship''' = red loop&amp;lt;br&amp;gt;'''Witchpoint Beacon''' = blue hourglass&amp;lt;br&amp;gt;'''Main Orbital Station''' = blue waffle (other stations = white waffle)]]&lt;br /&gt;
Adds a local system map, showing sun, planets, moons and main stations. &lt;br /&gt;
[[File:System Map OXP (v.1.90).png|thumb|right|450px|System Map (Oolite v.1.90) Accessed through F4 screen (ship and system interfaces)]]&lt;br /&gt;
== Overview ==&lt;br /&gt;
The System Map is a rotatable 2D map of the local solar system. As well as the components of the system (sun, planets, moons), local astrogatory beacons are also shown: to whit, GalCop stations &amp;amp; most other stations and the Witchpoint Beacon.&lt;br /&gt;
&lt;br /&gt;
=== Notes on Usage ===&lt;br /&gt;
==== Oolite v.1.92+ ====&lt;br /&gt;
Access the System Map through pressing &amp;quot;s&amp;quot; while on the [[F7 page (data on &amp;quot;system&amp;quot;)]].&lt;br /&gt;
&lt;br /&gt;
==== Oolite v.1.90 ====&lt;br /&gt;
Access the System Map through the [[F4 page (ship and system interfaces)]] - look under the ''informational'' entries.&lt;br /&gt;
&lt;br /&gt;
==== Map Focus ====&lt;br /&gt;
Changing the map focus will change the color of all entities to grey except for the focused entity. The name of the focused entity will be displayed at the top of the screen. &lt;br /&gt;
&lt;br /&gt;
Repeating the focus command will cycle through all entities and then return to &amp;quot;None&amp;quot;, when no entities are the focus. Resetting the view will also reset the focus.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt; &amp;lt;/div&amp;gt; &lt;br /&gt;
[[Image:IconLib.png|100px|right]]&lt;br /&gt;
=== Library OXP ===&lt;br /&gt;
This OXP runs off functionality embedded inside [[Library OXP]] which must be present for System Map OXP to work.&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
*Author: [[User:Phkb|Phkb]]	&lt;br /&gt;
*License: CC-BY-SA-NC 4.0&lt;br /&gt;
*Required oolite version: 1.90 (better with 1.92+)&lt;br /&gt;
&lt;br /&gt;
== For Practitioners of the Dark Arts ==&lt;br /&gt;
:---&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  data-expandtext=&amp;quot;Reveal Dark Secrets&amp;quot; data-collapsetext=&amp;quot;Conceal Dark Secrets&amp;quot; style=&amp;quot;overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Lib Starmap02.png|thumb|right|300px|Svengali's Starmap Demo OXP]]&lt;br /&gt;
'''Starmap Demo OXP'''&lt;br /&gt;
This OXP (and the more recent versions of Library required to run it) conflict with Svengali's original Starmap Demo OXP (see the [[Library OXP wiki page]]). His OXP also works in-flight and shows moving ships for mission settings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''3rd Party access'''&lt;br /&gt;
&lt;br /&gt;
It is possible for other OXPs to add extra points of interest to the map. To do so, use the following code:&lt;br /&gt;
&lt;br /&gt;
 var sm = worldScripts.SystemMap;&lt;br /&gt;
  &lt;br /&gt;
  // if you have an ship/station entity you want to show&lt;br /&gt;
  sm.$addCustomMarker({&lt;br /&gt;
    ent: myCustomShip,&lt;br /&gt;
    map: &amp;quot;markerimage.png&amp;quot;,&lt;br /&gt;
    col: 1&lt;br /&gt;
  });&lt;br /&gt;
  &lt;br /&gt;
  // if you just want to mark a position&lt;br /&gt;
  var myPos = Vector3D(0.0, 0.0, 0.5).fromCoordinateSystem(&amp;quot;wpu&amp;quot;)&lt;br /&gt;
  sm.$addCustomMarker({&lt;br /&gt;
    pos: myPos,&lt;br /&gt;
    map: &amp;quot;markerimage.png&amp;quot;,&lt;br /&gt;
    col: 2&lt;br /&gt;
  });&lt;br /&gt;
&lt;br /&gt;
When using the &amp;quot;ent&amp;quot; (entity) option, and this item becomes the map focus, the text displayed for it will follow the following logic:&lt;br /&gt;
:If a &amp;quot;displayName&amp;quot; property has been included in the definition for the marker, that will be used.&lt;br /&gt;
:If the entity has a displayName, that will be used.&lt;br /&gt;
:Otherwise, the entity name will be used.&lt;br /&gt;
&lt;br /&gt;
When using the &amp;quot;pos&amp;quot; (position) option, and this item becomes the map focus, the text displayed for it will follow the following logic:&lt;br /&gt;
:if a &amp;quot;displayName&amp;quot; property has been included in the definition for the marker, that will be used.&lt;br /&gt;
:The text &amp;quot;Point of interest&amp;quot; will be used.&lt;br /&gt;
&lt;br /&gt;
When included, the &amp;quot;map&amp;quot; should be an image in the Textures folder, 128x128 in size. Included with the System Map OXP are:&lt;br /&gt;
:map_planet.png&lt;br /&gt;
:map_planet_1-9.png&lt;br /&gt;
:map_planet_pf1-9.png&lt;br /&gt;
:map_moon.png&lt;br /&gt;
:map_moon_pf.png&lt;br /&gt;
:map_point.png&lt;br /&gt;
:map_question.png&lt;br /&gt;
:map_station.png&lt;br /&gt;
&lt;br /&gt;
Some others can be found in the Library OXP.&lt;br /&gt;
&lt;br /&gt;
If &amp;quot;map&amp;quot; is not included, it will default to &amp;quot;map_station.png&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
When included, the &amp;quot;col&amp;quot; should be a number between 0-9&lt;br /&gt;
:0 or not included: white&lt;br /&gt;
:1: red&lt;br /&gt;
:2: green&lt;br /&gt;
:3: blue&lt;br /&gt;
:4: purple&lt;br /&gt;
:5: gray&lt;br /&gt;
:6: aqua&lt;br /&gt;
:7: amber&lt;br /&gt;
:8: gold&lt;br /&gt;
:9: UV&lt;br /&gt;
:10: brown&lt;br /&gt;
:11: dark gray&lt;br /&gt;
:12: yellow&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
&lt;br /&gt;
*0.5&lt;br /&gt;
:- Added some more error checks for the custom markers.&lt;br /&gt;
:- Reordered the way items are added to the array, so similar items (eg planets, stations) are always grouped together.&lt;br /&gt;
:- Added compatibility with PlanetFall v1.&lt;br /&gt;
&lt;br /&gt;
*0.4&lt;br /&gt;
:- Tweak to script name to try to fix missing interface entry.&lt;br /&gt;
&lt;br /&gt;
*0.3&lt;br /&gt;
:- Initial release.&lt;br /&gt;
&lt;br /&gt;
== Gameplay and Balance Indicator ==&lt;br /&gt;
[[File:Tag-colour-blue.png|right]]&lt;br /&gt;
Information to help discover your current Solar System.&lt;br /&gt;
&lt;br /&gt;
{{misc-OXP}}&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=File:System_Map_OXP_(v.1.90).png&amp;diff=89569</id>
		<title>File:System Map OXP (v.1.90).png</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=File:System_Map_OXP_(v.1.90).png&amp;diff=89569"/>
		<updated>2026-06-24T08:46:57Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: From https://bb.oolite.space/viewtopic.php?t=22147&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
From https://bb.oolite.space/viewtopic.php?t=22147&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=File:System_Map_OXP.png&amp;diff=89567</id>
		<title>File:System Map OXP.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=File:System_Map_OXP.png&amp;diff=89567"/>
		<updated>2026-06-24T08:05:21Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: From https://bb.oolite.space/viewtopic.php?t=22147&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
From https://bb.oolite.space/viewtopic.php?t=22147&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Fresh_water&amp;diff=89566</id>
		<title>Fresh water</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Fresh_water&amp;diff=89566"/>
		<updated>2026-06-23T15:26:26Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Added Eric Walsh's problem&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A commodity found on the F8 markets screen (if you have installed [[SW Economy]] OXZ).&lt;br /&gt;
&lt;br /&gt;
Traded in TCs &amp;amp; stored in the [[Cargo Hold]] for trade.&lt;br /&gt;
&lt;br /&gt;
It is sold on all agricultural worlds irrespective of size, GDP or TL.&lt;br /&gt;
&lt;br /&gt;
It is dirt cheap in agricultural worlds, and more expensive in industrial worlds.&lt;br /&gt;
&lt;br /&gt;
    Water is an abundant material in our known Universe. Water/ice can exist in such unexpected places as the polar regions of our Moon and Mercury, so there can’t be a shortage of water in our fictional Ooniverses, right?&lt;br /&gt;
    Ironically (and sadly) there are too many places with a deficiency of fresh water on our blue and green Earth. It seems reasonable that water will be deficient on remote space objects, such as orbital stations. On the other hand, water is cheap if you have an agricultural planet with plenty of water. Distillation and bottling are not very expensive and you have no need for a high TL to do it. So fresh water can be a valuable export product in addition to other agricultural goods. Industrial systems with harsh living conditions will have a demand for fresh water.&lt;br /&gt;
    Cheap fresh water in my economy is similar to cheap food in the vanilla economy – you can trade it for an initial profit when you are too poor to trade in more expensive goods. And you can take some cheap fresh water to eject in battle, fooling the pirates until you have enough cash to purchase fuel injectors.&lt;br /&gt;
&lt;br /&gt;
== Problem ==&lt;br /&gt;
 Yeh, take for instance the 1-Ton barrels. They are roughly 9 meters long and 5 meters wide. When you would fill such large things with water they would each weigh over 200 tons. It is just a waste of space to fill it only with 1 ton of something. [https://bb.oolite.space/viewtopic.php?p=53997#p53997 Eric Walch (2008)]&lt;br /&gt;
&lt;br /&gt;
For manifold musings on this point, see these:&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;
== Links ==&lt;br /&gt;
* [[SW Economy]] - for more details of trading in (fresh) water&lt;br /&gt;
* [[Economics]]&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=Water&amp;diff=89565</id>
		<title>Water</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Water&amp;diff=89565"/>
		<updated>2026-06-23T14:53:15Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Page created (redirect)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Fresh water]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Talk:Trade-goods_(abridged)&amp;diff=89564</id>
		<title>Talk:Trade-goods (abridged)</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Talk:Trade-goods_(abridged)&amp;diff=89564"/>
		<updated>2026-06-23T14:50:13Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Added note on quoting from the BB&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Quotations from the BB:&lt;br /&gt;
&lt;br /&gt;
click on the grey box on the top left (just before &amp;quot;by Switeck&amp;quot; - you can click the appropriate Gadzooks! below to see it)&lt;br /&gt;
&lt;br /&gt;
This gives you the url for ''that specific post''.&lt;br /&gt;
&lt;br /&gt;
This is what you need for the reference which goes in ''single'' square brackets:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Look at this first as it is, and then in &amp;quot;edit&amp;quot; / &amp;quot;view source&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
Compare [https://bb.oolite.space/viewtopic.php?p=306192#p306192] with [https://bb.oolite.space/viewtopic.php?p=306192#p306192 Gadzooks!] with [Gadzooks!]&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;!-- (&amp;lt;- this starts the invisible comment!                                                                                  ^ note this space&lt;br /&gt;
&lt;br /&gt;
                                                                                                                                                ^ not a url&lt;br /&gt;
     (ending the invisible comment)    --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Trade-goods_(abridged)&amp;diff=89563</id>
		<title>Trade-goods (abridged)</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Trade-goods_(abridged)&amp;diff=89563"/>
		<updated>2026-06-23T14:33:53Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: /* What methods might lurk in any damned script? */ Fixed quote&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''You are probably looking for [[Trade-goods.plist]]''', rather than this page.&lt;br /&gt;
&lt;br /&gt;
[[File:Distant Riches.png|thumb|right|200px|MORE THAN FIFTY NEW TRADE GOODS]]&lt;br /&gt;
&lt;br /&gt;
== F.A.Q. ==&lt;br /&gt;
&lt;br /&gt;
The goal of this page is to answer the following questions.&lt;br /&gt;
&lt;br /&gt;
=== How many different places can market influences be hiding? ===&lt;br /&gt;
&lt;br /&gt;
In plists, in market scripts, and in station methods in ''any damned script''.&lt;br /&gt;
&lt;br /&gt;
==== Which plists exactly? ====&lt;br /&gt;
&lt;br /&gt;
At least trade-goods.plist , shipdata.plist , shipdata-overrides.plist , planetinfo.plist can set '''market definitions''' directly.&lt;br /&gt;
&lt;br /&gt;
At least trade-goods.plist , shipdata.plist , shipdata-overrides.plist , planetinfo.plist can set links to '''market scripts'''.&lt;br /&gt;
&lt;br /&gt;
==== Which market scripts exactly? ====&lt;br /&gt;
&lt;br /&gt;
See below.&lt;br /&gt;
&lt;br /&gt;
==== What methods might lurk in ''any damned script''? ====&lt;br /&gt;
&lt;br /&gt;
station.setMarketPrice() or &lt;br /&gt;
station.setMarketQuantity()&lt;br /&gt;
&lt;br /&gt;
 The commodities markets for each add-on station is another issue -- often using fixed scripting instead of borrowing the main station's prices and quantities, or worse...completely broken (0 prices, 0 quantities) [https://bb.oolite.space/viewtopic.php?p=306192#p306192 Switeck (2026)]&lt;br /&gt;
&lt;br /&gt;
=== How do we define a new &amp;quot;trade-good&amp;quot; (commodity) '''non-bogusly?''' ===&lt;br /&gt;
&lt;br /&gt;
With trade-goods.plist &lt;br /&gt;
&lt;br /&gt;
=== How will sub-standard OXPs thwart us? ===&lt;br /&gt;
&lt;br /&gt;
By careless use of &amp;quot;default&amp;quot; in market influences to destroy things they don't even know exist.&lt;br /&gt;
&lt;br /&gt;
==== Can we move the world-script in AristoShares OXP into a market script? ====&lt;br /&gt;
&lt;br /&gt;
That would prevent deadbeat scripts from interfering with it. Good idea, research required.&lt;br /&gt;
&lt;br /&gt;
=== Can we define new properties for commodities? ===&lt;br /&gt;
&lt;br /&gt;
Where can we set &amp;quot;aita_image&amp;quot; values?&lt;br /&gt;
&lt;br /&gt;
=== Is the economy 0&amp;lt;-&amp;gt;7 dipole set in stone? ===&lt;br /&gt;
&lt;br /&gt;
Does it really require javascript to overcome this?&lt;br /&gt;
&lt;br /&gt;
If so, what is the actual function of the peak_import &amp;amp; peak_export properties?&lt;br /&gt;
&lt;br /&gt;
== Preamble ==&lt;br /&gt;
&lt;br /&gt;
The trade-goods.plist file defines &amp;quot;trade goods&amp;quot; (commodities/cargo). But, it does not ''e.g.'' remove slaves from a particular station or make them cost twice as much as they do at the main orbital station. To do such things, ''i.e.'' to tweak the pricing/availability of commodities in a particular station, you need to define the market inside that station, either within its [[Shipdata.plist]] or within a [[Oolite_Market_Scripts|market script]] linked from its shipdata.plist.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The '''trade-goods.plist''' file is a dictionary of dictionaries, with (canonical) commodity names as keys to dictionaries of key-value pairs defining the quantities, prices and other properties of those commodities.&lt;br /&gt;
&lt;br /&gt;
 {&lt;br /&gt;
 	&amp;quot;food&amp;quot; = {&lt;br /&gt;
 		&amp;quot;name&amp;quot; = &amp;quot;[commodity-name food]&amp;quot;;&lt;br /&gt;
 		&amp;quot;classes&amp;quot; = (&amp;quot;oolite-consumer&amp;quot;,&amp;quot;oolite-edible&amp;quot;,&amp;quot;oolite-farming&amp;quot;);&lt;br /&gt;
 		&amp;quot;quantity_unit&amp;quot; = 0;  // 0=t&lt;br /&gt;
 		&amp;quot;peak_export&amp;quot; = 7; // Poor Ag&lt;br /&gt;
 		&amp;quot;peak_import&amp;quot; = 0; // Rich Ind&lt;br /&gt;
 		&amp;quot;price_average&amp;quot; = 50; // decicredits&lt;br /&gt;
 		// fraction of average ~= 2.75 credits&lt;br /&gt;
 		&amp;quot;price_economic&amp;quot; = 0.55;&lt;br /&gt;
 		// fraction of average ~= 0.2 credits&lt;br /&gt;
 		&amp;quot;price_random&amp;quot; = 0.04;&lt;br /&gt;
 		&amp;quot;quantity_average&amp;quot; = 13.5; // gets rounded&lt;br /&gt;
 		&amp;quot;quantity_economic&amp;quot; = 0.52;&lt;br /&gt;
 		&amp;quot;quantity_random&amp;quot; = 0.04;&lt;br /&gt;
 		&amp;quot;legality_export&amp;quot; = 0;&lt;br /&gt;
 		&amp;quot;legality_import&amp;quot; = 0;&lt;br /&gt;
 		&amp;quot;trumble_opinion&amp;quot; = 1.0;&lt;br /&gt;
 		&amp;quot;sort_order&amp;quot; = 100;&lt;br /&gt;
 	};&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
The following keys are accepted within a commodity definition&lt;br /&gt;
&lt;br /&gt;
== Property keys (listed thematically, not alphabetically) ==&lt;br /&gt;
&lt;br /&gt;
=== classes ===&lt;br /&gt;
An array of commodity class names. Classes can be used by secondary stations (only secondary markets?) to set pricing rules for groups of commodities.&lt;br /&gt;
&lt;br /&gt;
=== market_script ===&lt;br /&gt;
The name of a Javascript file to use as a [[Oolite Market Scripts|market script]] for this trade good when calculating main station quantities and prices.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' [https://bb.oolite.space/viewtopic.php?p=235837#p235837 What's the difference between the market script specified in planetinfo.plist and the one called for by trade-goods.plist?] (2015)&lt;br /&gt;
&lt;br /&gt;
=== Display on market screens ===&lt;br /&gt;
&lt;br /&gt;
==== name ====&lt;br /&gt;
A string containing the name of the trade good. This may contain [keys]s for [[descriptions.plist]] expansion.&lt;br /&gt;
&lt;br /&gt;
==== comment ====&lt;br /&gt;
A string that will be displayed on the F8 F8 commodity detail screen to describe the commodity. This can be modified later by [[Oolite_JavaScript_Reference:_Manifest#setComment|manifest.setComment()]]&lt;br /&gt;
&lt;br /&gt;
==== short_comment ====&lt;br /&gt;
A string that will be displayed on the F8 commodity list screen in the optional extra column. This can be modified later by [[Oolite_JavaScript_Reference:_Manifest#setShortComment|manifest.setShortComment()]]. As the meaning of this value will depend on the OXPs installed, it is unlikely to be useful to specify an initial value in the plist.&lt;br /&gt;
&lt;br /&gt;
==== sort_order ====&lt;br /&gt;
A number positioning the item on the F8 screen when goods are sorted in the default order. The core goods have values 100 to 1700 in steps of 100.&lt;br /&gt;
&lt;br /&gt;
=== Aboard ship ===&lt;br /&gt;
&lt;br /&gt;
==== quantity_unit ====&lt;br /&gt;
The size of container one unit of this good represents. 0 = tonne; 1 = kilogram; 2 = gram. The default is zero.&lt;br /&gt;
&lt;br /&gt;
==== trumble_opinion ====&lt;br /&gt;
How likely is a hungry trumble to consider eating this good? Goods with a value of 0 for this will never be eaten by trumbles; other goods may be eaten depending on the value of this parameter and the values for other goods on board.&lt;br /&gt;
&lt;br /&gt;
=== Legality ===&lt;br /&gt;
&lt;br /&gt;
==== legality_export ====&lt;br /&gt;
This number will be multiplied by the number of units carried when leaving a main station (or another station which enforces Cooperative market laws). This value will be ORed with the player's bounty.&lt;br /&gt;
&lt;br /&gt;
==== legality_import ====&lt;br /&gt;
This number will be multiplied by the number of units carried when entering a main station (or another station which enforces Cooperative market laws). This value will be ORed with the player's bounty.&lt;br /&gt;
&lt;br /&gt;
No core game good is illegal to import.&lt;br /&gt;
&lt;br /&gt;
=== Economic biases ===&lt;br /&gt;
&lt;br /&gt;
==== peak_export ====&lt;br /&gt;
A number from 0 to 7 identifying the economy which will give the best price for buying this good. Economies closer to this economy than the peak_import will also have below-average prices.&lt;br /&gt;
&lt;br /&gt;
==== peak_import ====&lt;br /&gt;
A number from 0 to 7 identifying the economy which will give the best price for selling this good. Economies closer to this economy than the peak_export will also have above-average prices.&lt;br /&gt;
&lt;br /&gt;
=== Prices ===&lt;br /&gt;
&lt;br /&gt;
==== price_average ====&lt;br /&gt;
The average price of this trade good at a main system station which neither imports nor exports, in decicredits.&lt;br /&gt;
&lt;br /&gt;
==== price_economic ====&lt;br /&gt;
The proportion of the price affected by the system economy. A value of 0 means that this good does not change in price depending on system economy. A value of 0.3 means that the good would be 0.7 times price_average in an ideal exporting system, and 1.3 times price_average in an ideal importing system. While values greater than 1 may be used, in general much lower values are better.&lt;br /&gt;
&lt;br /&gt;
==== price_random ====&lt;br /&gt;
The proportion of the price affected by random factors. A value of 0.6 means that the actual price of the good in a system which neither imports nor exports may be between 0.4 and 1.6 times the price_average.&lt;br /&gt;
&lt;br /&gt;
If this value is larger than price_economic, this means that even an ideal trade run from the best exporter to the best importer is not guaranteed to make a profit.&lt;br /&gt;
&lt;br /&gt;
=== Quantities ===&lt;br /&gt;
&lt;br /&gt;
==== capacity ====&lt;br /&gt;
The maximum amount of this good which can be held at a main station market. The default is 127 units.&lt;br /&gt;
&lt;br /&gt;
==== quantity_average ====&lt;br /&gt;
The average quantity of this trade good at a main system station which neither imports nor exports, in decicredits. '''If the calculated quantity exceeds the capacity, it will be capped.''' (Is this true? ''cf.'' Thargoidifier)&lt;br /&gt;
&lt;br /&gt;
==== quantity_economic ====&lt;br /&gt;
The proportion of the quantity affected by the system economy. A value of 0 means that this good does not change in quantity depending on system economy. A value of 0.3 means that the good would be 0.7 times as frequent in an ideal importing system, and 1.3 times as frequent in an ideal exporting system. A value of 1 or greater will make the good never or rarely (depending on quantity_random) available in systems which import the good.&lt;br /&gt;
&lt;br /&gt;
==== quantity_random ====&lt;br /&gt;
The proportion of the quantity affected by random factors. A value of 0.6 means that the actual quantity of the good in a system which neither imports nor exports may be between 0.4 and 1.6 times the quantity_average.&lt;br /&gt;
&lt;br /&gt;
If this value is greater than 1, then systems may often entirely lack this good. If this value is greater than 1 + quantity_economic, then even an ideal exporter may not have any in stock.&lt;br /&gt;
&lt;br /&gt;
=== Discussion of classes ===&lt;br /&gt;
&lt;br /&gt;
The following classes are defined by Oolite, with the core goods in those classes also listed. OXPs should usually add these classes as appropriate to custom trade goods they create, and may also define their own classes (which should be given an OXP-specific prefix). Some built-in classes only contain one built-in good, to allow for easier sub-typing by OXPs.&lt;br /&gt;
&lt;br /&gt;
* '''oolite-alien''': goods which were not made by a Cooperative species (Alien Items)&lt;br /&gt;
* '''oolite-animalproduct''': goods which are obtained from animals but are not themselves animals (Furs)&lt;br /&gt;
* '''oolite-business''': goods which are usually obtained for industrial or other corporate use (Computers, Machinery, Alloys, Minerals, Gold, Platinum)&lt;br /&gt;
* '''oolite-consumer''': goods often obtained for personal use (Food, Textiles, Liquor/Wines, Luxuries, Narcotics, Furs, Gold, Platinum, Gem Stones)&lt;br /&gt;
* '''oolite-dangerous''': goods which may be hazardous (Radioactives, Narcotics, Firearms)&lt;br /&gt;
* '''oolite-edible''': goods which can be eaten reasonably safely (Food, Liquor/Wines)&lt;br /&gt;
* '''oolite-farming''': goods which are produced by farming or similar agricultural processes (Food, Textiles, Liquor/Wines, Furs)&lt;br /&gt;
* '''oolite-living''': goods which contain living creatures (Slaves)&lt;br /&gt;
* '''oolite-luxury''': goods which are luxuries, usually a subset of oolite-consumer (Luxuries)&lt;br /&gt;
* '''oolite-machinery''': goods which are industrial machinery (Machinery)&lt;br /&gt;
* '''oolite-medical''': goods which may have a medical purpose (Narcotics)&lt;br /&gt;
* '''oolite-metals''': goods which are largely or entirely made of metal (Alloys, Gold, Platinum)&lt;br /&gt;
* '''oolite-military''': goods which are of interest to the military (Firearms, Alien Items)&lt;br /&gt;
* '''oolite-mining''': goods which are produced by mining operations or similar extraction processes (Radioactives, Minerals, Gold, Platinum, Gem Stones)&lt;br /&gt;
* '''oolite-rawmaterials''': goods which are raw materials needing refining to be used further (Minerals)&lt;br /&gt;
* '''oolite-restricted''': goods which are subject to restrictions on trade (Slaves, Narcotics, Firearms)&lt;br /&gt;
* '''oolite-salvage''': goods which are often retrieved from space battles (Slaves, Alloys)&lt;br /&gt;
* '''oolite-shipyard''': goods used in the production of space ships (Computers, Alloys)&lt;br /&gt;
* '''oolite-slaves''': goods which are slaves (Slaves)&lt;br /&gt;
* '''oolite-technological''': goods requiring a high-tech process to produce (Computers, Machinery)&lt;br /&gt;
* '''oolite-thargoid''': goods of Thargoid origin (Alien Items)&lt;br /&gt;
* '''oolite-weapons''': goods which are weapons (Firearms)&lt;br /&gt;
* '''oolite-wearable''': goods which are or can be used to make clothes (Textiles, Furs)&lt;br /&gt;
&lt;br /&gt;
== Secondary Market Definitions ==&lt;br /&gt;
&lt;br /&gt;
The primary market is that of the system's main station (''i.e.'' the javascript object system.mainStation.market ) Secondary markets are other markets, which are influenced by the primary market, ''e.g.'' that of a local Rock Hermit, or a visiting liner or another orbital station. Both quantities and prices will be influenced by those of the primary market. Needless to say, the primary market is randomly recalculated each time the system is visited.&lt;br /&gt;
&lt;br /&gt;
Secondary market definitions are entered in the [[shipdata.plist#market_definition|market_definition]] key in shipdata.plist, which is an array of dictionaries, each defining rules which modify the prices and quantities from the main station market, and possibly adjust the market capacity and legality of the good. The following modifications are applied for each trade good, '''assuming no market_script is defined''':&lt;br /&gt;
&lt;br /&gt;
# The market definition array is searched from top to bottom for the first element matching the trade good&lt;br /&gt;
# The market quantity is scaled in proportion to the relative capacities for that good in the two markets.&lt;br /&gt;
# Otherwise, the price and quantity modifications defined in the plist are used.&lt;br /&gt;
&lt;br /&gt;
=== Secondary Market Matching ===&lt;br /&gt;
&lt;br /&gt;
This uses the 'type' and 'name' properties. Type has three possible values&lt;br /&gt;
&lt;br /&gt;
* type = 'good': the good with the key in trade-goods.plist exactly matching the name property&lt;br /&gt;
* type = 'class': any good in trade-goods.plist with an entry in its [[#classes|classes]] list exactly matching the name property&lt;br /&gt;
* type = 'default': any good. The name property is ignored if present.&lt;br /&gt;
&lt;br /&gt;
'default' should generally only be used for the last entry in the market definition.&lt;br /&gt;
&lt;br /&gt;
=== Secondary Market Modifications ===&lt;br /&gt;
&lt;br /&gt;
The following keys in the chosen market definition are then used to modify the good&lt;br /&gt;
&lt;br /&gt;
==== capacity ====&lt;br /&gt;
The market capacity for this good or set of goods. If omitted, the [[shipdata.plist#market_capacity|default capacity for the station]] will be used.&lt;br /&gt;
&lt;br /&gt;
==== legality_import, legality_export ====&lt;br /&gt;
If present, these keys override the keys of the same name in the basic trade good definition. If omitted, the station will use the same rules as the main station, provided that [[shipdata.plist#market_monitored|its market is monitored at all]]&lt;br /&gt;
&lt;br /&gt;
==== price_adder, price_multiplier, price_randomiser ====&lt;br /&gt;
These keys modify the price in the secondary market. The formula is (in decicredits):&lt;br /&gt;
 rnd = -1..1 // random number in range -1 to +1, slightly biased towards zero&lt;br /&gt;
 secondary_price = MAX(1, (primary_price + price_adder) * (price_multiplier + (price_randomiser * rnd)))&lt;br /&gt;
As an exception, if price_adder and price_multiplier are both &amp;lt;= 0, then the result is always 0 regardless of price_random.&lt;br /&gt;
&lt;br /&gt;
==== quantity_adder, quantity_multiplier, quantity_randomiser ====&lt;br /&gt;
These keys together with the capacity modify the quantity in the secondary market. The formula is:&lt;br /&gt;
 rnd = -1..1 // random number in range -1 to +1, slightly biased towards zero&lt;br /&gt;
 adjusted_quantity = (local_capacity / primary_capacity) * primary_quantity;&lt;br /&gt;
 secondary_quantity = (adjusted_quantity + quantity_adder) * (quantity_multiplier + (quantity_randomiser * rnd)))&lt;br /&gt;
As an exception, if quantity_adder and quantity_multiplier are both &amp;lt;= 0, then the result is always 0 regardless of quantity_random.&lt;br /&gt;
&lt;br /&gt;
=== Links ===&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=21512 Secondary Market Definitions Defined] (2023)&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
Hardly anybody ended up using this! And cim never even put it into his [[New Cargoes]] oxp! Spara wrote a conversion script for the old commodities.plist, and everybody seems to have used that instead for determining markets for new stations.&lt;br /&gt;
&lt;br /&gt;
=== From the vanilla game: Rock Hermits ===&lt;br /&gt;
The &amp;quot;market_definition&amp;quot; from the shipdata.plist in the config folder&lt;br /&gt;
&lt;br /&gt;
 	&amp;quot;oolite_template_rock-hermit&amp;quot; = &lt;br /&gt;
 	{	....&lt;br /&gt;
 		is_carrier = 1;&lt;br /&gt;
 		is_template = 1;&lt;br /&gt;
 		&amp;quot;market_capacity&amp;quot; = 31; // maximum capacity for any good&lt;br /&gt;
 		&amp;quot;market_definition&amp;quot; = (&lt;br /&gt;
 			{&lt;br /&gt;
 				// export cheap mining products&lt;br /&gt;
 				&amp;quot;type&amp;quot; = &amp;quot;class&amp;quot;;&lt;br /&gt;
 				&amp;quot;name&amp;quot; = &amp;quot;oolite-mining&amp;quot;;&lt;br /&gt;
 				&amp;quot;price_multiplier&amp;quot; = 0.8;&lt;br /&gt;
 				&amp;quot;price_randomiser&amp;quot; = 0.1;&lt;br /&gt;
 				&amp;quot;quantity_multiplier&amp;quot; = 3.5;&lt;br /&gt;
 				&amp;quot;quantity_randomiser&amp;quot; = 3.0;&lt;br /&gt;
 			},&lt;br /&gt;
 			{&lt;br /&gt;
 				// import supplies a bit&lt;br /&gt;
 				&amp;quot;type&amp;quot; = &amp;quot;class&amp;quot;;&lt;br /&gt;
 				&amp;quot;name&amp;quot; = &amp;quot;oolite-edible&amp;quot;;&lt;br /&gt;
 				&amp;quot;price_multiplier&amp;quot; = 1.05;&lt;br /&gt;
 				&amp;quot;price_randomiser&amp;quot; = 0.05;&lt;br /&gt;
 				&amp;quot;quantity_multiplier&amp;quot; = 0.0;&lt;br /&gt;
 				&amp;quot;capacity&amp;quot; = 15;&lt;br /&gt;
 			},&lt;br /&gt;
 			{&lt;br /&gt;
 				// sometimes need clothes, but usually have enough already&lt;br /&gt;
 				&amp;quot;type&amp;quot; = &amp;quot;class&amp;quot;;&lt;br /&gt;
 				&amp;quot;name&amp;quot; = &amp;quot;oolite-wearable&amp;quot;;&lt;br /&gt;
 				&amp;quot;price_multiplier&amp;quot; = 0.8;&lt;br /&gt;
 				&amp;quot;price_randomiser&amp;quot; = 0.4;&lt;br /&gt;
 				&amp;quot;quantity_multiplier&amp;quot; = 0.0;&lt;br /&gt;
 				&amp;quot;capacity&amp;quot; = 7;&lt;br /&gt;
 			},&lt;br /&gt;
 			{&lt;br /&gt;
 				// sometimes need new mining equipment&lt;br /&gt;
 				&amp;quot;type&amp;quot; = &amp;quot;class&amp;quot;;&lt;br /&gt;
 				&amp;quot;name&amp;quot; = &amp;quot;oolite-machinery&amp;quot;;&lt;br /&gt;
 				&amp;quot;price_multiplier&amp;quot; = 0.8;&lt;br /&gt;
 				&amp;quot;price_randomiser&amp;quot; = 0.4;&lt;br /&gt;
 				&amp;quot;quantity_multiplier&amp;quot; = 0.0;&lt;br /&gt;
 				&amp;quot;capacity&amp;quot; = 7;&lt;br /&gt;
 			},&lt;br /&gt;
 			{&lt;br /&gt;
 				// not really interested&lt;br /&gt;
 				&amp;quot;type&amp;quot; = &amp;quot;default&amp;quot;;&lt;br /&gt;
 				&amp;quot;price_multiplier&amp;quot; = 0.55;&lt;br /&gt;
 				&amp;quot;price_randomiser&amp;quot; = 0.25;&lt;br /&gt;
 				&amp;quot;quantity_multiplier&amp;quot; = 0.0;&lt;br /&gt;
 				&amp;quot;capacity&amp;quot; = 3;&lt;br /&gt;
 			}&lt;br /&gt;
 		);&lt;br /&gt;
 		&amp;quot;market_monitored&amp;quot; = no;&lt;br /&gt;
 		....&lt;br /&gt;
 	};&lt;br /&gt;
&lt;br /&gt;
=== From Cim's oxp: Risk-based Economy (v.2.0: the Trade-goods.plist updated from the original commodities.plist) ===&lt;br /&gt;
 {&lt;br /&gt;
 	&amp;quot;food&amp;quot; = {&lt;br /&gt;
 		&amp;quot;price_random&amp;quot; = 0.15;&lt;br /&gt;
 	};&lt;br /&gt;
 	&lt;br /&gt;
 	&amp;quot;radioactives&amp;quot; = {&lt;br /&gt;
 		&amp;quot;price_random&amp;quot; = 0.12;&lt;br /&gt;
 	};&lt;br /&gt;
 &lt;br /&gt;
 	&amp;quot;liquor_wines&amp;quot; = {&lt;br /&gt;
 		&amp;quot;price_random&amp;quot; = 0.15;&lt;br /&gt;
 	};&lt;br /&gt;
 	&lt;br /&gt;
 	&amp;quot;luxuries&amp;quot; = {&lt;br /&gt;
 		&amp;quot;price_random&amp;quot; = 0.08;&lt;br /&gt;
 	};&lt;br /&gt;
 &lt;br /&gt;
 	&amp;quot;luxuries&amp;quot; = {&lt;br /&gt;
 		&amp;quot;price_random&amp;quot; = 0.08;&lt;br /&gt;
 	};&lt;br /&gt;
 &lt;br /&gt;
 	&amp;quot;computers&amp;quot; = {&lt;br /&gt;
 		&amp;quot;price_random&amp;quot; = 0.12;&lt;br /&gt;
 	};&lt;br /&gt;
 &lt;br /&gt;
 	&amp;quot;machinery&amp;quot; = {&lt;br /&gt;
 		&amp;quot;price_random&amp;quot; = 0.05;&lt;br /&gt;
 	};&lt;br /&gt;
 &lt;br /&gt;
 	&amp;quot;alloys&amp;quot; = {&lt;br /&gt;
 		&amp;quot;price_average&amp;quot; = 158;&lt;br /&gt;
 		&amp;quot;price_economic&amp;quot; = 0.10;&lt;br /&gt;
 		&amp;quot;price_random&amp;quot; = 0.06;&lt;br /&gt;
 	};&lt;br /&gt;
 &lt;br /&gt;
 	&amp;quot;firearms&amp;quot; = {&lt;br /&gt;
 		&amp;quot;price_random&amp;quot; = 0.20;&lt;br /&gt;
 	};&lt;br /&gt;
 &lt;br /&gt;
 	&amp;quot;furs&amp;quot; = {&lt;br /&gt;
 		&amp;quot;price_random&amp;quot; = 0.25;&lt;br /&gt;
 	};&lt;br /&gt;
 &lt;br /&gt;
 	&amp;quot;alien_items&amp;quot; = {&lt;br /&gt;
 		&amp;quot;price_economic&amp;quot; = 0.05;&lt;br /&gt;
 		&amp;quot;price_random&amp;quot; = 0.45;&lt;br /&gt;
 	};&lt;br /&gt;
 &lt;br /&gt;
 }&lt;br /&gt;
=== A new commodity (from the trade-goods.plist inside &amp;quot;SW Economy&amp;quot;) ===&lt;br /&gt;
 	&amp;quot;medicine&amp;quot; = {&lt;br /&gt;
 		&amp;quot;name&amp;quot; = &amp;quot;[commodity-name medicine]&amp;quot;;&lt;br /&gt;
 		&amp;quot;classes&amp;quot; = (&amp;quot;oolite-consumer&amp;quot;,&amp;quot;oolite-medical&amp;quot;);&lt;br /&gt;
 		&amp;quot;quantity_unit&amp;quot; = 1;&lt;br /&gt;
 		&amp;quot;peak_export&amp;quot; = 7;&lt;br /&gt;
 		&amp;quot;peak_import&amp;quot; = 0;&lt;br /&gt;
 		&amp;quot;price_average&amp;quot; = 640;&lt;br /&gt;
 		&amp;quot;price_economic&amp;quot; = 0.25;&lt;br /&gt;
 		&amp;quot;price_random&amp;quot; = 0.15;&lt;br /&gt;
 		&amp;quot;quantity_average&amp;quot; = 5;&lt;br /&gt;
 		&amp;quot;quantity_economic&amp;quot; = 1.5;&lt;br /&gt;
 		&amp;quot;quantity_random&amp;quot; = 1.0;&lt;br /&gt;
 		&amp;quot;legality_export&amp;quot; = 0;&lt;br /&gt;
 		&amp;quot;legality_import&amp;quot; = 0;&lt;br /&gt;
 		&amp;quot;trumble_opinion&amp;quot; = 0.50;&lt;br /&gt;
 		&amp;quot;sort_order&amp;quot; = 500;&lt;br /&gt;
        &amp;quot;comment&amp;quot; = &amp;quot;[oolite-commodity-medicine]&amp;quot;;&lt;br /&gt;
 	};&lt;br /&gt;
&lt;br /&gt;
=== Setting an orbital main station's slaves on sale to zero ===&lt;br /&gt;
[[User:Phkb|Phkb]] provided this example which requires a ''planetinfo.plist'' &amp;amp; a new ''.js file'' - there are other ways to achieve the same result&lt;br /&gt;
====  1) planetinfo.plist (to invoke the market script) ====&lt;br /&gt;
(in the &amp;quot;Config&amp;quot; folder) &lt;br /&gt;
&lt;br /&gt;
 {&lt;br /&gt;
     &amp;quot;0 96&amp;quot; = {market_script = &amp;quot;digebiti_noslaves.js&amp;quot;;};&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
==== 2) Market script: digebiti_noslaves.js ====&lt;br /&gt;
(in the &amp;quot;Scripts&amp;quot; folder) - note the complex name, which prevents confusion with other snippets of script&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;use strict&amp;quot;;&lt;br /&gt;
 this.name           = &amp;quot;digebiti_noslaves&amp;quot;;&lt;br /&gt;
 this.author         = &amp;quot;Phkb&amp;quot;;&lt;br /&gt;
 this.copyright      = &amp;quot;(C) 2022 Phkb&amp;quot;;&lt;br /&gt;
 this.licence        = &amp;quot;CC-NC-by-SA 4.0&amp;quot;;&lt;br /&gt;
 this.description    = &amp;quot;Removes slaves for sale in Digebiti&amp;quot;;&lt;br /&gt;
 this.version        = &amp;quot;1.0&amp;quot;;&lt;br /&gt;
 &lt;br /&gt;
 this.updateLocalCommodityDefinition = function(goodDefinition, station, systemID) {&lt;br /&gt;
     if (goodDefinition.key == &amp;quot;slaves&amp;quot; &amp;amp;&amp;amp; station &amp;amp;&amp;amp; station.isMainStation) {&lt;br /&gt;
         goodDefinition.quantity = 0;&lt;br /&gt;
     }&lt;br /&gt;
     return goodDefinition;&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
This method will work, so long as no other OXP changes the market_script property of the Digebiti system in the same way.&lt;br /&gt;
&lt;br /&gt;
=== Creating an invariant market independent of the local system economy (agricultural/industrial) ===&lt;br /&gt;
If you just use a market_definition in shipdata.plist for the station, then you're merely setting variations on the primary system market.&lt;br /&gt;
&lt;br /&gt;
If you want the station prices to be independent of (or more loosely tied to) the system it's in, then you need to use a [[Oolite_Market_Scripts|market script]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So what you'd have is something like this - let's say it's a hydroponics station, so it always sells food and nothing else, regardless of whether the general system economy is industrial or agricultural:&lt;br /&gt;
&lt;br /&gt;
 // this is going to get called once for each trade good on the market&lt;br /&gt;
 function updateLocalCommodityDefinition (goodDefinition, station, system) {&lt;br /&gt;
   	// at this point, goodDefinition will contain the trade-goods.plist information on the commodity itself&lt;br /&gt;
 	// and a price and quantity key to say what the processing so far has done in mutating the default system market&lt;br /&gt;
 	// so that might say &amp;quot;price&amp;quot; = 35; &amp;quot;quantity&amp;quot; = 50;&lt;br /&gt;
        // the important thing is that we can just ignore that entirely if we want&lt;br /&gt;
        if (goodDefinition.key == &amp;quot;food&amp;quot;) {&lt;br /&gt;
                // are we calculating the basic Oolite &amp;quot;food&amp;quot; trade good right now? If yes, set our own static prices&lt;br /&gt;
        	goodDefinition.price = 25; // 2.5 credits&lt;br /&gt;
        	goodDefinition.quantity = 80; // lots of food&lt;br /&gt;
        } else {&lt;br /&gt;
                // if not, don't buy or sell any other commodity&lt;br /&gt;
                // TODO: work out what we should import&lt;br /&gt;
        	goodDefinition.price = 0;&lt;br /&gt;
        	goodDefinition.quantity = 0;&lt;br /&gt;
        	goodDefinition.capacity = 0;&lt;br /&gt;
        }&lt;br /&gt;
        return goodDefinition;&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
Now ... the reason that market definitions are preferred to be mutators of the system economy is for two reasons.&lt;br /&gt;
1) it means you can avoid the situation where you end up with two adjacent stations with wildly different prices ... but you can of course handle that in other ways too, station positioning, restricted access, ''etc''.&lt;br /&gt;
2) it makes it easier to handle OXP trade goods:&lt;br /&gt;
 - other OXPs might have added more &amp;quot;food&amp;quot; type goods, ''e.g.'' &amp;quot;Meat&amp;quot; or &amp;quot;Cheese&amp;quot;&lt;br /&gt;
 - you can learn about those and handle them specifically&lt;br /&gt;
&lt;br /&gt;
 } else if (goodDefinition.key == &amp;quot;bobsfoodoxp_cheese&amp;quot;) {&lt;br /&gt;
   // set price and quantity here&lt;br /&gt;
&lt;br /&gt;
... but that means a lot of keeping up with what everyone else is doing with custom goods.&lt;br /&gt;
&lt;br /&gt;
The idea was that for your hydroponics station what you might do instead is something like this&lt;br /&gt;
&lt;br /&gt;
 // this is going to get called once for each trade good on the market&lt;br /&gt;
 function updateLocalCommodityDefinition (goodDefinition, station, system) {&lt;br /&gt;
  	// at this point, goodDefinition will contain the trade-goods.plist information on the commodity itself&lt;br /&gt;
 	// and a price and quantity key to say what the processing so far has done in mutating the default system market&lt;br /&gt;
 	// so that might say &amp;quot;price&amp;quot; = 35; &amp;quot;quantity&amp;quot; = 50;&lt;br /&gt;
        // the important thing is that we can just ignore that entirely if we want&lt;br /&gt;
        if (goodDefinition.classes.indexOf(&amp;quot;oolite-edible&amp;quot;) &amp;gt;= 0) {&lt;br /&gt;
                // has this commodity been declared either by Oolite Core or by the OXP that added it as&lt;br /&gt;
                // some sort of food?&lt;br /&gt;
        	goodDefinition.price = goodDefinition.price * 0.6; // big discount for buying at source&lt;br /&gt;
        	goodDefinition.quantity = 10 + (goodDefinition.quantity * 2); // lots of it, and at least 10t even in heavily industrial systems&lt;br /&gt;
        } else {&lt;br /&gt;
                // if not, don't buy or sell any other commodity&lt;br /&gt;
                // TODO: work out what we should import&lt;br /&gt;
        	goodDefinition.price = 0;&lt;br /&gt;
        	goodDefinition.quantity = 0;&lt;br /&gt;
        	goodDefinition.capacity = 0;&lt;br /&gt;
        }&lt;br /&gt;
        return goodDefinition;&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
So now if another OXP adds Cheese, provided they declare it as &amp;quot;edible&amp;quot;, your station will sell it in high quantities at a big discount, but you don't need to know exactly what the baseline price or quantity was set - so if a food-focused OXP was to add &amp;quot;Wine&amp;quot;, &amp;quot;Fine Wine&amp;quot; and &amp;quot;Vintage Wine&amp;quot; at a range of prices and quantities, you'd be automatically handling those in reasonable line with a combination of the Wine OXP's basic pricing structure and your station OXP's &amp;quot;food primary source market&amp;quot; style, without necessarily needing to know about every future Wine OXP there might be and explicitly set compatibility.&lt;br /&gt;
&lt;br /&gt;
Note in this example we're still zeroing out all non-food goods - OXP included! - regardless of the local economy. Maybe at this point we'd want to include and document a &amp;quot;hydroponicsoxp-agriculturalequipment&amp;quot; trade good class that other OXPs could use, which this station would buy up at higher demand and prices than normal.&lt;br /&gt;
&lt;br /&gt;
 // this is going to get called once for each trade good on the market&lt;br /&gt;
 function updateLocalCommodityDefinition (goodDefinition, station, system) {&lt;br /&gt;
  	// at this point, goodDefinition will contain the trade-goods.plist information on the commodity itself&lt;br /&gt;
 	// and a price and quantity key to say what the processing so far has done in mutating the default system market&lt;br /&gt;
 	// so that might say &amp;quot;price&amp;quot; = 35; &amp;quot;quantity&amp;quot; = 50;&lt;br /&gt;
        // the important thing is that we can just ignore that entirely if we want&lt;br /&gt;
        if (goodDefinition.classes.indexOf(&amp;quot;oolite-edible&amp;quot;) &amp;gt;= 0) {&lt;br /&gt;
                // has this commodity been declared either by Oolite Core or by the OXP that added it as&lt;br /&gt;
                // some sort of food?&lt;br /&gt;
        	goodDefinition.price = goodDefinition.price * 0.6; // big discount for buying at source&lt;br /&gt;
        	goodDefinition.quantity = 10 + (goodDefinition.quantity * 2); // lots of it, and at least 10t even in heavily industrial systems&lt;br /&gt;
        } else if (goodDefinition.classes.indexOf(&amp;quot;hydroponicsoxp-agriculturalequipment&amp;quot;) &amp;gt;= 0) {     	&lt;br /&gt;
        	// custom class for other OXPs to add specific agricultural equipment e.g. combine harvesters, compost, fertiliser&lt;br /&gt;
        	goodDefinition.price = goodDefinition.price * 1.3; // better prices here&lt;br /&gt;
        	goodDefinition.capacity = 16; // buy a small amount only // TODO: raise capacity if price per tonne is low&lt;br /&gt;
         	goodDefinition.quantity = 0; // not selling this&lt;br /&gt;
        } else if (goodDefinition.key == &amp;quot;machinery&amp;quot;) {&lt;br /&gt;
        	// the basic Oolite Machinery commodity isn't in the custom class but we need to buy something if&lt;br /&gt;
        	// no OXPs adding it are installed&lt;br /&gt;
        	goodDefinition.price = goodDefinition.price * 1.3; // better prices here&lt;br /&gt;
        	goodDefinition.quantity = 0; // not selling&lt;br /&gt;
        	goodDefinition.capacity = 16; // small capacity to buy&lt;br /&gt;
        } else {&lt;br /&gt;
                // don't buy or sell any other commodity&lt;br /&gt;
        	goodDefinition.price = 0;&lt;br /&gt;
        	goodDefinition.quantity = 0;&lt;br /&gt;
        	goodDefinition.capacity = 0;&lt;br /&gt;
        }&lt;br /&gt;
        return goodDefinition;&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
So you can see this one has a mix of using, mutating and overruling the definitions set by the system market and OXP commodity definitions ... with this method you could have a whole bunch of OXPs setting up themed stations, and a whole different bunch adding their own custom commodities, and they'd barely have to know about each other to ensure reasonable consistency and compatibility from someone installing any combination of them. (- by [[User:Cim|Cim]], 2023)&lt;br /&gt;
&lt;br /&gt;
Note: this gives examples for 1 commodity at a time, but not how to easily do that for ALL the commodities on ALL the extra stations in a system.&lt;br /&gt;
&lt;br /&gt;
== Using the trade-goods.plist ==&lt;br /&gt;
The trade-goods.plist was designed to make commodities simpler, but only made it more comprehensible. It didn't really let one do anything particularly different to Elite 84 markets - mostly including the &amp;quot;Rich Industrial -&amp;gt; Poor Agricultural&amp;quot; single spectrum. One can tweak that a bit with peak_export and peak_import to get slightly different shapes (so a commodity might peak at Poor Industrial rather than Rich Industrial) but it doesn't really give one the option of a third economy type still.&lt;br /&gt;
&lt;br /&gt;
''So how does one introduce a new economic pole, such as a mining industry?''&lt;br /&gt;
&lt;br /&gt;
For that, one needs the scripting support. [[Oolite JavaScript Reference: Market Scripts]]. &amp;lt;br&amp;gt;&lt;br /&gt;
One can quite literally do whatever one likes with the prices that way. One could have every *system* have its own separate economy, which varied over time according to events, what the player had previously traded, ''etc. etc.'' to produce something comparable to Elite Dangerous' economic sim, if that's the route one wanted to go down. Obviously the more complexity one adds the harder it gets to script up, but it's now all possible.&lt;br /&gt;
&lt;br /&gt;
[[File:SOTL Altmap F8.png|thumb|right|200px|SOTL Altmap F8 commodities market]]&lt;br /&gt;
[[SOTL Altmap]] does have an example of it, which basically throws out the original Elite-like algorithm of trade-goods.plist and starts over. It goes *way* beyond just adding a third economy, too.&lt;br /&gt;
&lt;br /&gt;
Basically in SOTL every trade good is tagged in the trade-goods.plist with a bunch of classes&lt;br /&gt;
''e.g.''&lt;br /&gt;
 classes = (&amp;quot;sotl-ex-salvage&amp;quot;,&amp;quot;sotl-im-refining&amp;quot;,&amp;quot;sotl-quantity-high&amp;quot;,&amp;quot;sotl-priceband-3&amp;quot;,&amp;quot;sotl-demand-medium&amp;quot;,&amp;quot;sotl-supply-medium&amp;quot;,&amp;quot;sotl-volatility-low&amp;quot;);&lt;br /&gt;
So that means:&lt;br /&gt;
 - exported by salvage economies&lt;br /&gt;
 - imported by refining economies&lt;br /&gt;
 - high quantity, moderate price, low price volatility&lt;br /&gt;
&lt;br /&gt;
Then the market script uses those classes, rather than the standard pricing variables, to define the economic behaviour.&lt;br /&gt;
:So line 69-74ish: get the current economy description, convert that to the format used in the class name&lt;br /&gt;
:...line 85-90: check for the import and export classes for that economy and see if it's imported or exported&lt;br /&gt;
:...lines 100-120: apply various special conditions, so e.g. the sotl-ims-radiation class checks the planet surface radiation levels (custom property in sysinfo) and if the radiation level is high, imports these goods even if the basic economy isn't interested (e.g. &amp;quot;sotl-ceramics-ind&amp;quot; in the plist)&lt;br /&gt;
:...and then it uses those calculations (and a bunch more of the classes) in the rest of the script to set the price and quantity depending on whether it's an import, an export, or neither&lt;br /&gt;
&lt;br /&gt;
That's massive overkill for just adding a third mining economy, but one would need to work on a similar principle.&lt;br /&gt;
&lt;br /&gt;
:1) Tag every commodity with classes for (import|export|none)-(agricultural|industrial|mining) as appropriate&lt;br /&gt;
:2) Adjust the economy names (there are a few different ways one could do that) so that the 8 economy IDs were allocated to agricultural, industrial and mining economies&lt;br /&gt;
:3) Have a price script which like the SOTL one gets the current economy, looks at the classes list to find out if the commodity is imported or exported or neither, and sets the price and quantity accordingly. One could use the standard price_economic, price_average, price_random properties in the plist to give baseline data to the script if one was not planning to do anything too weird.&lt;br /&gt;
&lt;br /&gt;
{Technically one doesn't need the classes - just have the price script contain a list of goods internally for each economy - but this way if other people add extra trade goods in their own OXPs, they can tag them up for mining economy support too}&lt;br /&gt;
&lt;br /&gt;
All fairly straightforward theoretically.&lt;br /&gt;
&lt;br /&gt;
''The biggest impediment to doing a wholesale reworking of the economic system, is just how incompatible it makes lots and lots of OXP's. In order to override the vanilla commodities as in SOTL, requires setting a script for each in trade-goods.plist. Which is fine if it's the only OXP that wants to play around with commodity prices. As soon as two OXP's try to do the same thing, one gets a conflict and no longer knows which OXP pricing model is in play.''&lt;br /&gt;
&lt;br /&gt;
''For SOTL it's fine, because it uses the scenario system to forcibly eject all other OXP's from use while it's running. But if one wants the OXP to go in the general playing pool set of OXP's, it becomes much more complicated. [[User:Phkb|Phkb]] spent a long time trying to work out why his market script wasn't running, only to find that [[UPS Courier]] was quietly adjusting the markets in certain systems via the planetinfo.plist file. And there are a lot of OXP's that want to play in this space, tweaking prices up or down.''&lt;br /&gt;
&lt;br /&gt;
''Hence one usually abandons using any of the script options, and just tweaks the price after all the scripts have finished playing, ''eg'' in [[Smugglers]]. It was the only way to guarantee getting some sort of bump in a price when wanted.''&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[[Oolite JavaScript Reference: Market Scripts]]&lt;br /&gt;
*[[Commodities.plist]] - the precursor (which still mostly works!). If it doesn't see [https://bb.oolite.space/viewtopic.php?p=246145#p246145 here] (2015)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=16828 Proposal for 1.82: support for economic changes] ([[User:Cim|Cim]], 2014)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=16735 Cim on introducing the Trade-goods.plist and deprecating the commodities.plist] (2014)&lt;br /&gt;
{{QuoteText|Text=Trade goods work is coming along fairly well. As well as plist-coded prices for trade goods, which should handle the simple cases (including a few things not possible with commodities.plist), you can now specify a &amp;quot;market script&amp;quot; which allows you to set prices per trade-good, per station, or per system. If you try to do all three, the following happens: &amp;lt;br&amp;gt;&lt;br /&gt;
1) The per-trade good script sets a standard price and quantity for the system's economy and any other data it considers &amp;lt;br&amp;gt;&lt;br /&gt;
2) The per-system script can then modify this price and quantity &amp;lt;br&amp;gt;&lt;br /&gt;
3) The station takes the price and quantity from the system, and scales the quantity to the capacity of the station market &amp;lt;br&amp;gt;&lt;br /&gt;
4) The per-trade good script runs again in &amp;quot;secondary station&amp;quot; mode, to modify the price and quantity again &amp;lt;br&amp;gt;&lt;br /&gt;
5) The per-station script runs to make final adjustments to price and quantity &amp;lt;br&amp;gt;&lt;br /&gt;
Generally one OXP wouldn't do all three, though.|Source=([https://bb.oolite.space/viewtopic.php?p=226722#p226722 Cim in Progress Thread (2014)])}}&lt;br /&gt;
=== Using the Trade-goods.plist ===&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=20576 How to get the displayName for a commodity in the Main Station Market?] (2020)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=6&amp;amp;t=17269 Thinking about Planet Income classification] (2015)&lt;br /&gt;
&lt;br /&gt;
{{QuoteText|Text=&lt;br /&gt;
In 1.81 this is a lot easier to OXP - you can introduce as many economies as you like, though you are limited to eight economy symbols (so if you wanted lots of economy types, you might end up with Poor Industrial, Avg Industrial and Rich Industrial sharing a symbol on the map). The trade good pricing scripts can then be used to set up different price categories in different economies (and introduce additional trade goods, or split an existing good into multiple categories, which may be necessary if you're adding more economies).&lt;br /&gt;
&lt;br /&gt;
Resetting economies across the planets is a big change in terms of lines of code, but is also very easy to automate. If OXPers are looking for a scripting tool to use for this sort of automation, then NodeJS or io.js is free and also uses Javascript as its language, so you don't need to learn a new one - and may even be able to share code between your build scripts and your OXP, though I haven't tried that yet.|Source=([https://bb.oolite.space/viewtopic.php?f=6&amp;amp;t=17269 Cim in Planet Income thread (2015)])}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Preamble ==&lt;br /&gt;
To tweak the pricing/availability of commodities in (''eg''.) a station, you need to define the market inside the station's Shipdata.plist - or include a &amp;quot;hook&amp;quot; inside that shipdata.plist to a javascript Oolite Market Script (which allows more complex definitions). &lt;br /&gt;
&lt;br /&gt;
From Oolite 1.81 it is possible for Javascript to be used to modify station, system and trade good prices. It is possible that a single trade good price/quantity calculation may be affected by more than one script. The order of events in the calculation is as follows:&lt;br /&gt;
&lt;br /&gt;
# Firstly, the primary system market is calculated&lt;br /&gt;
## The trade good price and quantity are generated from the values in [[trade-goods.plist]]&lt;br /&gt;
## The &amp;lt;code&amp;gt;updateGeneralCommodityDefinition&amp;lt;/code&amp;gt; handler of the commodity's [[Trade-goods.plist#market_script|market_script]] will be called to set primary market data for the trade good&lt;br /&gt;
## The &amp;lt;code&amp;gt;updateLocalCommodityDefinition&amp;lt;/code&amp;gt; handler of the system's [[Planetinfo.plist#market_script|market_script]] will be called to modify primary market data for the trade good.&lt;br /&gt;
# Secondary markets are then calculated for each non-main station&lt;br /&gt;
## The primary system market is copied into the secondary market, and then quantities are scaled to the station's market capacity&lt;br /&gt;
## If the station does not have a market script, the rules in its [[shipdata.plist#market_definition|market_definition]] are applied.&lt;br /&gt;
## The &amp;lt;code&amp;gt;updateGeneralCommodityDefinition&amp;lt;/code&amp;gt; handler of the commodity's [[Trade-goods.plist#market_script|market_script]] will be called again to set secondary market data for the trade good.&lt;br /&gt;
## The &amp;lt;code&amp;gt;updateLocalCommodityDefinition&amp;lt;/code&amp;gt; handler of the station's [[shipdata.plist#market_script|market_script]] will be called to modify secondary market data for the trade good.&lt;br /&gt;
&lt;br /&gt;
== Handlers ==&lt;br /&gt;
&lt;br /&gt;
=== updateGeneralCommodityDefinition ===&lt;br /&gt;
{{oolite-method-added|1.81}}&lt;br /&gt;
 function updateGeneralCommodityDefinition (goodDefinition : Object, station : [[Oolite_JavaScript_Reference:_Station|Station]], system : Int) : Object&lt;br /&gt;
This method takes an object containing the current good definition (keys as in [[trade-goods.plist]], with an additional &amp;quot;price&amp;quot; key for the current price, &amp;quot;quantity&amp;quot; for the current quantity, and &amp;quot;key&amp;quot; for the identifier of the trade good in the plist), carries out modifications to it based on the station and system, and returns the object in the same format.&lt;br /&gt;
&lt;br /&gt;
In general this method should only modify the &amp;quot;price&amp;quot;, &amp;quot;quantity&amp;quot;, &amp;quot;capacity&amp;quot;, &amp;quot;legality_export&amp;quot; and &amp;quot;legality_import&amp;quot; keys of the goodDefinition object. Modifying other keys is possible but significant caution should be used when doing so.&lt;br /&gt;
&lt;br /&gt;
This method is called for scripts defined for the trade good, and is applied once for each market that good appears at. It may be called twice for the same good - once with station = &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; to set the primary market, and once with station = (Station) for each secondary market. In general distinguishing between these two cases and performing different modifications will be necessary.&lt;br /&gt;
&lt;br /&gt;
=== updateLocalCommodityDefinition ===&lt;br /&gt;
{{oolite-method-added|1.81}}&lt;br /&gt;
 function updateLocalCommodityDefinition (goodDefinition : Object, station : [[Oolite_JavaScript_Reference:_Station|Station]], system : Int) : Object&lt;br /&gt;
This method takes an object containing the current good definition (keys as in [[trade-goods.plist]], with an additional &amp;quot;price&amp;quot; key for the current price, &amp;quot;quantity&amp;quot; for the current quantity, and &amp;quot;key&amp;quot; for the identifier of the trade good in the plist), carries out modifications to it based on the station and system, and returns the object in the same format.&lt;br /&gt;
&lt;br /&gt;
In general this method should only modify the &amp;quot;price&amp;quot;, &amp;quot;quantity&amp;quot;, &amp;quot;capacity&amp;quot;, &amp;quot;legality_export&amp;quot; and &amp;quot;legality_import&amp;quot; keys of the goodDefinition object. Modifying other keys is possible but significant caution should be used when doing so.&lt;br /&gt;
&lt;br /&gt;
This method is called for scripts defined for the system or station, and is called once for each good in that market. To allow the same script to be applied to multiple systems or stations, the station and system parameters will give the current context.&lt;br /&gt;
&lt;br /&gt;
[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=17621#p239979 Here is an example] of how to use this method.&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
*Phkb's update of [[SW_Economy]] (v.3.10) creates new economies for &amp;quot;mining worlds&amp;quot; (hewn out from some low tech poor agricultural worlds) with utterly different price scales for mineral, agricultural &amp;amp; industrial goods, as well as medicine.&lt;br /&gt;
&lt;br /&gt;
''These others will be found at the bottom of the wiki page on the'' [[Trade-goods.plist]]. &lt;br /&gt;
*Setting an orbital main station's slaves on sale to zero&lt;br /&gt;
*Creating an invariant market independent of the local system economy (agricultural/industrial)&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Distance_(Oolite)&amp;diff=89562</id>
		<title>Distance (Oolite)</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Distance_(Oolite)&amp;diff=89562"/>
		<updated>2026-06-23T14:28:15Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Added a couple of new quotes from &amp;quot;Realism&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Oolite-341.png|thumb|right|Planet, station, ship. Sizes a problem!]]&lt;br /&gt;
[[File:Cobrafootball.png|thumb|right|Cobras &amp;amp; Football Fields]]&lt;br /&gt;
'''Distances in Oolite can be problematic.'''&amp;lt;br&amp;gt;&lt;br /&gt;
The two short rules of thumb are: (1) ships are very much oversized, and everything else is very much undersized; and (2) none of the sizes makes sense in relation to human size.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*If you work out the size of your Cobra Mk.III (130m×30m×65m), it is as big as a football field (105mx68m)!&lt;br /&gt;
*According to the lore, ''thousands'' of ships can fit into an Orbital Station (1km&amp;amp;sup3;).&lt;br /&gt;
*This station hovers some 40-60 km over the surface of the planet (while in reality, the International Space Station hovers some 400km over the earth).&lt;br /&gt;
*The ship is too big for the station. The station is too big for the planet. The planet is too big for the star.&lt;br /&gt;
*The planet is a mere 1,000 km from the star (while the sun is 150 ''million'' km from the earth).&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Why?'''&lt;br /&gt;
&lt;br /&gt;
Playability trumps realism in the Vanilla game:&lt;br /&gt;
&lt;br /&gt;
 [[User:Ahruman|Ahruman]]: All the ships in Oolite are ridiculously large, even when you don’t take the tiny planets into account. Weren’t they at some stage converted from ''n'' feet to ''n'' metres instead of 0.3048 x ''n'' metres? If so, the sizes in feet were merely surprising, not silly. :-p&lt;br /&gt;
 &lt;br /&gt;
 [[User:Aegidian|Aegidian]]: Agreeing here!&lt;br /&gt;
 &lt;br /&gt;
 The adjustment from feet to meters was necessitated by the increase in scale of the space station to its full 1km diameter glory. If the ships had stayed scaled by feet then they'd almost all fit in the docking slit sideways - and docking is such an important part of the ''(original [[Classic Elite]])'' experience that it was necessary to scale ships to match.&lt;br /&gt;
 &lt;br /&gt;
 The Cobra 3 is particularly huge! ([https://bb.oolite.space/viewtopic.php?p=13236#p13236 Aegidian, Feb 2006])&lt;br /&gt;
&lt;br /&gt;
 ... all planets are 100 times smaller than shown. When the F7 screen says a planet is 6,000,000 m in radius, the radius is actually drawn at 60,000 meters in size. So planets are too small and ships too big, all this to get a workable game were it doesn't take ages to fly around the planet. [https://bb.oolite.space/viewtopic.php?p=53997#p53997 Eric Walch (2008)]&lt;br /&gt;
&lt;br /&gt;
 Apparently Giles made a quick testrun with a never-published Oolite version in which he made all solar system distances and sun &amp;amp; planet radii + scanner range 100 times bigger and the speeds 100 times faster. He reported that he could no longer even find ships, they would just whooosh past and never be seen by the naked eye ... [https://bb.oolite.space/viewtopic.php?p=54000#p54000 Lestradae (2008)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''There are five possible solutions.'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''1) Ignore the discrepancies and focus on enjoying the game.'''&lt;br /&gt;
{{QuoteText|Text=First of all, remember that Oolite is a ''game'', not a space simulation. This is because it wants to be a game, not a sim. So yes, sizes and distances are all messed up. Ships and stations are too big, planets and suns are too small, and too close to each other. But this is deliberately so, and we are not going to change it.&amp;lt;br&amp;gt;&lt;br /&gt;
The reason is simple: Realistic sizes and distances don't make a good game. In reality space is so huge that you never would meet anybody else on your journey. Imagine the dozen or so ships you meet in the 500 or so kilometers between witchpoint and planet spread over the realistic 150 million kilometers between Sun and Earth. Even if your direction is only one degree off the perfect line, you would miss them all. And how interesting would that be for the gameplay? And finally, if you had a realistically sized station in front of a realistically sized planet, how would you ever even notice it? A grain of sand in front of a, well, planet. The result would be players in complete loneliness and virtually no interaction with NPCs. An utterly, utterly boring game. Therefore it was the right decision to screw realism in the layout of the planetary systems in Elite and Oolite.|Source=([[Oolite FAQ]])}} &lt;br /&gt;
&lt;br /&gt;
[[File:Market inquirer2.png|thumb|right|[[Market Inquirer]] uses OU's rather than km's]]&lt;br /&gt;
[[File:GalacticAlmanacLave3.png|thumb|right|[[The Galactic Almanac OXZ]] allows a choice of km's, miles, cavezzi, Torans &amp;amp; OU's]]&lt;br /&gt;
'''2) Abandon the kilometre.''' &lt;br /&gt;
Use [[Astronomical Unit]]s (OU's) instead (some OXPs facilitate this: [[Strangers World]], [[Navigation MFD]], ''etc''). &amp;lt;br&amp;gt;&lt;br /&gt;
Or adopt Byzantine plethrons or Venetian cavezzi! [[The Galactic Almanac OXZ]] allows a choice of units in both its F4 screen database and its MFD - as does the [[Navigation Beacons MFD]] &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''3) Redefine the kilometre.'''&lt;br /&gt;
{{QuoteText|Text=Ah, the km, pronounced koom (kuː ʊm) of course! An ancient unit the origins of which are long since lost. Legends tell of prehistoric origins, early scientists trying to express distance in terms of wavelengths of light and indeed some planets, most notably Teceinre, have a celebration to honour the legend which consists of pacing up and down in period costume, holding glass balls (representing ancient light sources) and using a so called &amp;quot;foot rule&amp;quot; and eyeglass to admire the wavelengths whilst reciting poetry. Claims that this was started by Teceinre marketeers as a way of selling more of their poetry have consistently been denied.&amp;lt;br&amp;gt;&lt;br /&gt;
The ludicrous fractions and ratios needed to shoehorn this theory into accepted history or science are however simply not credible and most leading historians hold that it was once defined as a multiple of the average step length of aristos in Old Paris. Sadly through various reformations, rationalisations and standardisation efforts it no longer bears any meaningful relation to its origins and now used mostly by spacers as an indicator of distance generally taken to be the distance a ship would travel in one second when travelling at 0.001 LM or, less formally, half the distance a typical spacer can throw an Ou fruit at standard Isqueder gravity after a few glasses of Tibediedian Arma brandy.|Source=([https://bb.oolite.space/viewtopic.php?p=273439#p273439 Commander James 2020])}}&lt;br /&gt;
&lt;br /&gt;
'''4) OXPs'''&lt;br /&gt;
There are a number of OXPs which move the sun further away from the planet. See [[Guide to Ambience OXPs]].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''5) Join the [[Rescaling experiment]] which is trying to solve this issue.'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''You will notice that all the solutions are partial. The Rescaling experiment is probably the best bet to sort it all out (or at least most of it!).''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Links (a small selection) ==&lt;br /&gt;
*BB Discussion thread [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=20762 2020] - general&lt;br /&gt;
*BB Discussion thread [https://bb.oolite.space/viewtopic.php?f=6&amp;amp;t=18303 2016] - see Norby's concluding post&lt;br /&gt;
*BB Discussion thread [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=15242 2013] - general&lt;br /&gt;
*BB Discussion thread [https://bb.oolite.space/viewtopic.php?p=197457#p197457 2013] - fitting cargo in ships&lt;br /&gt;
*BB Pithy Post [https://bb.oolite.space/viewtopic.php?p=163759#p163759 2012] - Commander McLane&lt;br /&gt;
*BB Discussion thread [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=11102 2011] - what is 1TC of cargo?&lt;br /&gt;
*BB Discussion thread [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=7503 2010] - ship dimensions&lt;br /&gt;
*BB Discussion thread [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=5613 2009] - fitting pilots in ships&lt;br /&gt;
*BB Discussion thread [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=4917 2008] - general&lt;br /&gt;
*BB Discussion thread [https://bb.oolite.space/viewtopic.php?f=6&amp;amp;t=5443 2008/9] A step towards solving the f*&amp;amp;%§d-up distances conunundrum (has a good analysis of the problem).&lt;br /&gt;
&lt;br /&gt;
*Co-ordinates gotten from shift-F [https://bb.oolite.space/viewtopic.php?t=1760 2006]&lt;br /&gt;
*Note on distances derived from co-ordinates  [https://bb.oolite.space/viewtopic.php?p=87268#p87268 2009]&lt;br /&gt;
&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=6777 Going the long way] (2009) See Daddyhoggy's overnight exploits on C64 Elite&lt;br /&gt;
&lt;br /&gt;
*BB Rescaling Discussion thread [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=16159 2013-date]&lt;br /&gt;
&lt;br /&gt;
[[File:Adder plan to scale (by Selezen).png|thumb|right|Selezen's spacecraft scales (scale plan of an Adder)]]&lt;br /&gt;
*[[Guide to Ambience OXPs]] - compares the OXPs which tweak the sun-planet distances&lt;br /&gt;
*[[Rescaling experiment]]&lt;br /&gt;
*[[Jane's Galactic Shipset]]‎ - rescales the [[Shipset]] of the [[Vanilla game]], based on [[Classic Elite]] sources&lt;br /&gt;
*[https://daftworks.co.uk/elite/index.php/Spacecraft_Scales Selezen on spacecraft scales] with links to a discussion thread (2011)&lt;br /&gt;
&lt;br /&gt;
*[[Realism]] - issues of scale, laws of physics, astronomy, etc.&lt;br /&gt;
*[[Newtonian modelling]]&lt;br /&gt;
*[[Relative Gravity]]&lt;br /&gt;
&lt;br /&gt;
*[[Light Mach]] - this unit has similar issues!&lt;br /&gt;
*[[Time]] - and there are issues here too!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite]]&lt;br /&gt;
[[Category:Factual]]&lt;br /&gt;
[[Category:Concepts]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Realism&amp;diff=89561</id>
		<title>Realism</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Realism&amp;diff=89561"/>
		<updated>2026-06-23T14:22:47Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: /* Issues with scale */ Oops!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Oolite is modelled on Classic Elite - a very simplistic but very playable game published in 1984. Realism is often seen as conflicting with playability.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;[[File:Oolite-304.png|right|600px]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Oolite is modelled on Classic Elite - a very simplistic but very playable game published in 1984.&lt;br /&gt;
&lt;br /&gt;
Realism is often seen as conflicting with playability. More realism requires suitable oxps. More playability is often accompanied by [[Handwavium]].&lt;br /&gt;
&lt;br /&gt;
== Issues with scale ==&lt;br /&gt;
 If you're new to Oolite's internal workings you should know that sizes and distances are totally messed up. The two short rules of thumb are: (1) ships are very much oversized, and everything else is very much undersized; and (2) none of the sizes makes sense in relation to human size...&lt;br /&gt;
 The scales of sizes in Oolite are bent deliberately because of playability. Ships are much bigger than it would seem sensible in order to allow the player to see them (and hit them). Realistically sized ships would practically always be just single pixels on your screen. Almost impossible to see any detail, almost impossible to hit. A waste of beautiful models. Planets and distances between bodies in space, on the other hand, are much, much smaller than it would seem sensible in order to allow the player to ever interact with anybody. A realistically sized space would be so huge and empty that you would spend most of your time completely on your own on very boring journeys. Both would make for terrible gameplay. Thus the lack of realism is the price we have to pay for making Oolite a playable game in the first place. [https://bb.oolite.space/viewtopic.php?p=163759#p163759 Commander McLane (2012)]&lt;br /&gt;
&lt;br /&gt;
 Yeh, take for instance the 1-Ton barrels. They are roughly 9 meters long and 5 meters wide. When you would fill such large thing with water they would weigh over 200 tons. Just a waste of space to fill it only with 1 ton of something.&lt;br /&gt;
 &lt;br /&gt;
 On the other hand, all planets are 100 times smaller than shown. When the F7 screen says a planet is 6,000,000 m in radius, the radius is actually drawn at 60,000 meter in size. So planets are too small and ships too big, all this to get a workable game were it doesn't take ages to fly around the planet. [https://bb.oolite.space/viewtopic.php?p=53997#p53997 Eric Walch (2008)]&lt;br /&gt;
&lt;br /&gt;
 Apparently Giles made a quick testrun with a never-published Oolite version in which he made all solar system distances and sun &amp;amp; planet radii + scanner range 100 times bigger and the speeds 100 times faster. He reported that he could no longer even find ships, they would just whooosh past and never be seen by the naked eye ... [https://bb.oolite.space/viewtopic.php?p=54000#p54000 Lestradae (2008)]&lt;br /&gt;
&lt;br /&gt;
== Issues with Physics/Science &amp;amp; Economics ==&lt;br /&gt;
[[Classic Elite]] was written for early computers. David Braben's [[Frontier]] series (written a decade later for more powerful computers) tried to import more real-world physics and astronomy into gaming. But Oolite, being a copy of Classic Elite, suffered from the simplicity inherent in the early game. Thus the astronomy, the physics and the economics are all unreal simplifications which, however, combine to make a much more playable game.&lt;br /&gt;
&lt;br /&gt;
As the years have gone by, there have been those pushing for a more realistic approach (originally, some who came to Oolite through Frontier), and other pushing for a more game-focused approach (perhaps those who preferred Classic Elite - Frontier had playability problems). The arguments on each side are good, and the open nature of Oolite means that there are a plethora of OXPs which modify the game in one's desired direction.&lt;br /&gt;
&lt;br /&gt;
But restrictions in the coding mean that there are no black holes, no binary stars, no asteroid rings (this ''might'' be oxp-able) and no realistic solar texturing. There is no ability to fly from one solar system to another without a hyperspace jump (not even the 0ly jumps from [[Sector5/Lazaso|Lazaso]] to Zaenza or [[Sector5/Tetiri|Tetiri]]/Orlaed). &lt;br /&gt;
&lt;br /&gt;
== Issues with Equipment ==&lt;br /&gt;
There are no 3D depictions of the eight galaxies. Nor any accurate way of giving direction (when docked), just distance.&lt;br /&gt;
&lt;br /&gt;
There are no depictions at all of what is in the solar systems (other than the ViewScreen views and the scanner - [[Telescope]] adds to this). Lists of distances, yes. Maps, no.&lt;br /&gt;
&lt;br /&gt;
== Issues with Gameplay ==&lt;br /&gt;
There is no ability to do anything inside one's ship other than pilot it (use the mediStim bay, sleep, eat, ''etc''.). There is as yet no ability to perform an [https://bb.oolite.space/viewtopic.php?f=6&amp;amp;t=21339 EVA]. Interaction with the Orbital Stations is minimal - as is the ability to do anything different on the planet's surface (except for [[Feudal States]]). The [[crew]] for the larger ships do not exist in any meaningful manner.&lt;br /&gt;
=== Player centrism ===&lt;br /&gt;
There are also issues with player centrism.&lt;br /&gt;
*1) Tweaks to the vanilla game to make it more playable: giving a speed boost to the player's ship to help it escape mass-locks; not giving shields to NPCs to compensate for their lack of breakable equipment, no Torus drive for NPCs, ''etc''.&lt;br /&gt;
*2) There are long-standing arguments about the extent to which the player ought to be able to really affect things in the game. See the [https://bb.oolite.space/viewtopic.php?f=6&amp;amp;t=18018 System Populator Memory] thread.&lt;br /&gt;
&lt;br /&gt;
== Realistic Solutions ==&lt;br /&gt;
[[File:Scale Oolite-011.jpg|right|320px]]&lt;br /&gt;
=== Astronomy/Physics ===&lt;br /&gt;
*[[Strangers World]] deals with a large number of these: to whit, some of the issues of scale/distance, astronomy, fuel-less travel, visible laser beams ''etc''.&lt;br /&gt;
*[[Ship Configuration OXP]] implements the impact of equipment volume, weight, heat production and breakability.&lt;br /&gt;
*The [[Rescaling experiment]] attempts to sort out some of the [[Distance (Oolite)|distance/size]] issues.&lt;br /&gt;
*[[Guide to Ambience OXPs]] details a number of OXPs addressing issues of astronomy.&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=255314#p255314 Astrobe's Inertia.oxp] (2017)&lt;br /&gt;
*[[Gravitation OXP]] by Tch from Roolite (2013)&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
In Oolite when you get hit, your shields absorb the damage. When your shields are gone, the damage impacts directly on your ship, and may damage equipment or trade goods. It never ''destroys'' equipment. It never causes damage to your hull, or fuel leaks, ''etc''. This is remedied by these oxp's:&lt;br /&gt;
*[[BattleDamage]] designed just to make damage more realistic (Smivs)&lt;br /&gt;
*[[CustomShields]] shows visually the effects of damage - including fuel leaks&lt;br /&gt;
*[[HardShips]] adds physical armour to the ships in the game - but also increases chances of ''eg'' fuel leaks&lt;br /&gt;
&lt;br /&gt;
=== Player centrism ===&lt;br /&gt;
*[[Cheating]] - despite being less player-centred than the original Classic Elite, there are still a handful of areas where the game code gives players an unfair advantage over NPC's. See the collection of &amp;quot;anti-cheating oxp's&amp;quot; listed here.&lt;br /&gt;
&lt;br /&gt;
=== Death ===&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=12439 Penalize Death.oxp] Making death hurt (2012). By Spara.&lt;br /&gt;
&lt;br /&gt;
=== Economics ===&lt;br /&gt;
*See [[Economics]] for a number of attempts to sort out issues with trade and markets.&lt;br /&gt;
&lt;br /&gt;
=== Time ===&lt;br /&gt;
* [[Cargo Handling OXP]]- by [[User:Phkb|Phkb]] (2018): Loading/unloading cargo now takes time rather than being instantaneous!&lt;br /&gt;
&lt;br /&gt;
[[File:Ooniversal Cooling YAH C 19.png|right|320px]]&lt;br /&gt;
&lt;br /&gt;
== Discussions ==&lt;br /&gt;
=== Here on the wiki ===&lt;br /&gt;
*[[Newtonian modelling]]&lt;br /&gt;
*[[Cheating]] - see the anti-cheating discussion&lt;br /&gt;
*[[Handwavium]] - explaining away unrealistic elements&lt;br /&gt;
*[[Viewscreen vs Window debate]] - what are you looking at when you are flying?&lt;br /&gt;
=== On the BB ===&lt;br /&gt;
==== Laws of Physics ====&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=21096 Oolite essay: game lore, features and mechanics] Stranger's Essay for [[Roolite]] (the Russian Oolite web-site)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=18664 Is it possible to add in Gravity/Inertia?] (2017) ...with [[User:Astrobe|Astrobe]]'s .oxp link&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=10238 GAME CHANGER - A little overlooked law of aerospace science.] (2011) The dynamics of travel in space. Friction, cosmic ray secondary muons, Bermuda Triangle, absolute zero, achilles' heels in ship designs, [[Ubership]]s...&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=11476 Artificial Gravity and Space Stations] (2012)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=111579#p111579 Calculating the mass of Oolite ships] (2010]&lt;br /&gt;
&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=57695#p57695 Selezen's take on physics] - leading on to Captain Hesperus on the courses at Lave Academy (2008)&lt;br /&gt;
&lt;br /&gt;
==== Astronomy ====&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=283299#p283299 Asteroids in clumps] rather than in belts (2006/22).&lt;br /&gt;
&lt;br /&gt;
==== Ships ====&lt;br /&gt;
*[[Ubership]] has links to a number of BB threads on unrealistic ships&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=10174 Dance the Balance] has an analysis of ship size (''ie'' cargo hold size) vs speed.&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=1346 Aegidian's explanation of the super-sized ships] (2006)&lt;br /&gt;
&lt;br /&gt;
==== Trade ====&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=6&amp;amp;t=17366 Commodity sub-types] (2015+): note [[User:Redspear|Redspear]]'s powerful defence of the playable Oolite trade model.&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=21219 Perfectly balanced economics?] (2022): szaum-ix's thread on making Oolites trade model more realistic.&lt;br /&gt;
&lt;br /&gt;
==== Other ====&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=8581 A moment of existential angst] (2010) - Religion, Food&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=6&amp;amp;t=18018 System Populator Memory] (2016) - to what extent should the player's actions affect what will happen in the system?&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=6&amp;amp;t=21339 Enabling EVA's in Oolite] (2022)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=21325 Using the ship's mediStim Bay] (2022)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=281794#p281794 Resuscitatory Project for Life in the Frontier] (2022)&lt;br /&gt;
*[[Crew]]&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=67367#p67367 Size of crewmember vs. size of Cobra Mk.3 &amp;quot;window&amp;quot;] - there is much discussion whether these are windows or something else.&lt;br /&gt;
&lt;br /&gt;
==== On the Other Hand... ====&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=19518 Superstitious Behaviour?] (2018)&lt;br /&gt;
&lt;br /&gt;
=== Elsewhere ===&lt;br /&gt;
*[https://childrenofadeadearth.wordpress.com/2016/04/29/misconceptions-about-space-warfare/ Misconceptions about Space Warfare] (2016: Children of a Dead Earth - realistic space game)&lt;br /&gt;
&lt;br /&gt;
==Gameplay and Balance indicator==&lt;br /&gt;
Sadly, making the game more realistic almost invariably involves making it tougher (often ''much'' tougher) to play!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Factual]] [[Category:Concepts]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=CCL&amp;diff=89560</id>
		<title>CCL</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=CCL&amp;diff=89560"/>
		<updated>2026-06-23T14:19:04Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Updated redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Cabal Common Library OXP]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Kiche_Emergency_Shields_OXP&amp;diff=89559</id>
		<title>Kiche Emergency Shields OXP</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Kiche_Emergency_Shields_OXP&amp;diff=89559"/>
		<updated>2026-06-23T11:14:25Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Oops!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;One time shield increase for use in emergencies&lt;br /&gt;
&lt;br /&gt;
{{Infobox EquipStats Oolite| title = Kiche Emergency Shields OXP&lt;br /&gt;
|image = &lt;br /&gt;
|equipName =  Emergency Shield (Forward or Aft)&lt;br /&gt;
|equipCost = 100₢&lt;br /&gt;
|equipTL = 3&lt;br /&gt;
}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
A one-time boost for either your forwards or your aft shields. Useful for emergency get-aways whilst being scragged by the McNasties!&lt;br /&gt;
&lt;br /&gt;
Note that these stack, so that you can have more than one boost installed (up to 8).&lt;br /&gt;
&lt;br /&gt;
Also note that each ''additional'' boost requires equipment occupying 2TC of cargo space.&lt;br /&gt;
&lt;br /&gt;
=== Usage ===&lt;br /&gt;
Kiche is fully automatic. As an emergency device it needs to be reliable without requiring manual action. There's still a chance of surprise though : KES devices can be damaged before being used.&lt;br /&gt;
&lt;br /&gt;
=== Lore ===&lt;br /&gt;
''White Fang'' is a book about Alaska &amp;amp; Yukon during the gold rush by Jack London (d.1916). White Fang is a wolf (1/4 dog, 3/4 wolf) and Kiche (half dog, half wolf) is his mother. In one of the best scenes in the book Kiche fights a lynx to protect her pups . Typically such fights end badly for the wolf, this one is different.&lt;br /&gt;
&lt;br /&gt;
The idea of a mother defending her offspring against a stronger opponent matches well with Lone Wolf's view of these emergency shields.&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
*License: GNU General Public License (Version 2, June 1991)&lt;br /&gt;
*Version: 0.1/0&lt;br /&gt;
*Oolite version: v.1.90&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
Download from here: [[File:KicheEmergencyShields-0.1.0.oxp.zip]] - unzip, and drop into your &amp;quot;AddOns&amp;quot; folder. (See [[OXP]] if you need more details)&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=21983 BB Thread] (2025-date)&lt;br /&gt;
*Author: [[User:Lone Wolf|Lone Wolf]]&lt;br /&gt;
&lt;br /&gt;
&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=Kiche_Emergency_Shields_OXP&amp;diff=89558</id>
		<title>Kiche Emergency Shields OXP</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Kiche_Emergency_Shields_OXP&amp;diff=89558"/>
		<updated>2026-06-23T11:13:33Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: /* Overview */ Tweaks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;One time shield increase for use in emergencies&lt;br /&gt;
&lt;br /&gt;
{{Infobox EquipStats Oolite| title = Kiche Emergency Shields OXP&lt;br /&gt;
|image = &lt;br /&gt;
|equipName =  Emergency Shield (Forward or Aft)&lt;br /&gt;
|equipCost = 100₢&lt;br /&gt;
|equipTL = 3&lt;br /&gt;
}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
A one-time boost for either your forwards or your aft shields. Useful for emergency get-aways whilst being scragged by the McNasties!&lt;br /&gt;
&lt;br /&gt;
Note that these stack, so that you can have more than one boost installed (up to 8).&lt;br /&gt;
&lt;br /&gt;
Also note that each ''additional'' boost requires equipment occupying 2TC of cargo space.&lt;br /&gt;
&lt;br /&gt;
=== Usage ===&lt;br /&gt;
Kiche is fully automatic. As an emergency device it needs to be reliable without requiring manual action. There's still a chance of surprise though : KES devices can be damaged before being used.&lt;br /&gt;
&lt;br /&gt;
=== Lore ===&lt;br /&gt;
''White Fang'' is a book about Alaska &amp;amp; Yukon during the gold rush by Jack London (d.1916). White Fang is a wolf (1/4 dog, 3/4 wolf) and Kiche (half dog, half wolf) is his mother. In one of the best scenes in the book Kiche fights a lynx to protect her pups . Typically such fights end badly for the wolf, this one is different.&lt;br /&gt;
&lt;br /&gt;
The idea of a mother defending her offspring against a stronger opponent matches well with Lone Wolf's view of these emergency shields.&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
License: GNU General Public License (Version 2, June 1991)&lt;br /&gt;
Version: 0.1/0&lt;br /&gt;
Oolite version: v.1.90&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
Download from here: [[File:KicheEmergencyShields-0.1.0.oxp.zip]] - unzip, and drop into your &amp;quot;AddOns&amp;quot; folder. (See [[OXP]] if you need more details)&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=21983 BB Thread] (2025-date)&lt;br /&gt;
*Author: [[User:Lone Wolf|Lone Wolf]]&lt;br /&gt;
&lt;br /&gt;
&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=Shields&amp;diff=89555</id>
		<title>Shields</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Shields&amp;diff=89555"/>
		<updated>2026-06-23T08:14:17Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Added Kiche Emergency Shields OXP&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Oolite-numbered-hud.png|thumb|right|Vanilla game HUD&amp;lt;br&amp;gt;1 - strength of fore/aft shields&amp;lt;br&amp;gt;12 - four energy banks (which power shield generators)]]&lt;br /&gt;
The Cobra comes with twin Zieman deflector shields. These shields absorb energy by reflecting it with an equivalent charge of inverse energy. There are two generators for these shields, one forward and one aft. The green indicators showing the strength of the shields are labelled &amp;quot;1&amp;quot; on the HUD on the right. The four yellow energy banks which together power the generators are labelled &amp;quot;12&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
There are two considerations regarding the functioning of your shields - ''firstly'', how strong they are, and ''secondly'', how quickly they recharge. The Shield Boosters and Military Shield Enhancement further strengthen your shields. The Extra Energy Unit quickens the recharge rate instead.&lt;br /&gt;
&lt;br /&gt;
Two standard upgrades can be purchased for your Shields: &lt;br /&gt;
*[[Shield Boosters]]: 14,750₢ and bought in a System with a TL of 11+ (almost doubles the strength of your shields)&lt;br /&gt;
*[[Military Shield Enhancement]]: 47,550₢ and bought in a System with a TL of 14+ (there are only 5 such systems in Galaxy 1!).&lt;br /&gt;
&lt;br /&gt;
The recharge rate is improved by the following equipment:&lt;br /&gt;
*[[Extra Energy Unit]]: 1500₢ and a System with a TL of 9+ - in effect adds an extra power generator, improving the rate of recharge of depleted shields&lt;br /&gt;
*[[Naval Energy Unit]]: only available to Navy personnel - adds a ''massive'' extra power generator...&lt;br /&gt;
&lt;br /&gt;
== OXPs ==&lt;br /&gt;
*[[Kiche Emergency Shields OXP]] - a one-time boost to either the front or back shields. Lone Wolf (2026)&lt;br /&gt;
*[[NavalGrid OXP]] provides two upgrades (civilian &amp;amp; naval) to the energy bus linking the energy units to the [[Shields]]. In effect, the energy units provide much more energy to recharge depleted shields, so recharging happens faster. The grids speed up the recharge still further by increasing the rate at which this extra energy reaches the shields.&lt;br /&gt;
*[[ShieldCycler]] transfers energy between your forward and aft shields (3 versions with 3 addons).&lt;br /&gt;
*[[Shield Equalizer And Capacitors OXP]] Equalizer recharges the shield under attack, Capacitors provides a battery for the shields.&lt;br /&gt;
*[[Energy Rebalance]] rebalances energy between shields and energy banks.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
''There are two OXPs which provide extra physical shielding for your ship:''&lt;br /&gt;
*[[IronHide OXP]]&lt;br /&gt;
*[[HardShips]] a complex OXP with over a dozen options&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
''The following OXPs all make the game harder (and more realistic).'' &lt;br /&gt;
*[[Breakable 'Standard' Equipment OXPs|Breakable Shield Generators]] OXP allows your Shield Generators to be disabled by a direct hit in combat&lt;br /&gt;
*[[Hard Way]], a complex OXP, hammers your shields down to 25% when you are using your [[Torus Drive]]. This has major consequences on returning to normal speed. Depending on your mix of extra energy units ''etc'', you can end up with low shields whose recharge then depletes your energy. This will inevitably affect your style of piloting (''eg'' leaving Torus early before reaching dangerous destinations to allow shields/energy banks to fully recharge).&lt;br /&gt;
&lt;br /&gt;
*[[Ship Configuration OXP]] adds another 4 strengths of shield to choose from. A ''very'' complex .oxp.&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[[Pilot's Reference Manual]]&lt;br /&gt;
*[[Oolite Equipment]]&lt;br /&gt;
&lt;br /&gt;
{{NavBox - Oolite Equipment}}[[Category:Equipment]]&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=89554</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=89554"/>
		<updated>2026-06-23T08:13:05Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: /* Equipment */ Added Kiche Emergency Shields 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;
* [[AristoShares]] OXP adds dividend-paying shares to the F8 commodities market screen. By [[User:Wildeblood|Wildeblood]] (2026)&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;
*[[Kiche Emergency Shields OXP]] - a one-time boost to either the front or back shields. Lone Wolf (2026)&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 Dock Control]] allows you to see scheduled departures/arrivals at an orbital station. Immersive. By [[Phkb|Phkb]] (2015-2025)&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 (See [[Eagle Transporter]] for a finished version of this)&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;
::[[Oresrati Challenge OXP]]: For escaping from [[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=Kiche_Emergency_Shields_OXP&amp;diff=89553</id>
		<title>Kiche Emergency Shields OXP</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Kiche_Emergency_Shields_OXP&amp;diff=89553"/>
		<updated>2026-06-23T08:03:15Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Page created&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;One time shield increase for use in emergencies&lt;br /&gt;
&lt;br /&gt;
{{Infobox EquipStats Oolite| title = Kiche Emergency Shields OXP&lt;br /&gt;
|image = &lt;br /&gt;
|equipName =  Emergency Shield (Forward or Aft)&lt;br /&gt;
|equipCost = 100₢&lt;br /&gt;
|equipTL = 3&lt;br /&gt;
}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
A one-time boost for either your forwards or your aft shields. Useful for emergency get-aways whilst being scragged by the McNasties!&lt;br /&gt;
&lt;br /&gt;
Note that these stack, so that you can have more than one boost installed (up to 8).&lt;br /&gt;
&lt;br /&gt;
Also note that each boost requires equipment occupying 2TC of cargo space.&lt;br /&gt;
&lt;br /&gt;
=== Usage ===&lt;br /&gt;
This is a primed equipment (uses the &amp;quot;N&amp;quot; &amp;amp; &amp;quot;n&amp;quot; keys). For more detail see [[Priming Equipment]].&lt;br /&gt;
&lt;br /&gt;
=== Lore ===&lt;br /&gt;
''White Fang'' is a book about Alaska &amp;amp; Yukon during the gold rush by Jack London (d.1916). White Fang is a wolf (1/4 dog, 3/4 wolf) and Kiche (half dog, half wolf) is his mother. In one of the best scenes in the book Kiche fights a lynx to protect her pups . Typically such fights end badly for the wolf, this one is different.&lt;br /&gt;
&lt;br /&gt;
The idea of a mother defending her offspring against a stronger opponent matches well with Lone Wolf's view of these emergency shields.&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
License: GNU General Public License (Version 2, June 1991)&lt;br /&gt;
Version: 0.1/0&lt;br /&gt;
Oolite version: v.1.90&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
Download from here: [[File:KicheEmergencyShields-0.1.0.oxp.zip]] - unzip, and drop into your &amp;quot;AddOns&amp;quot; folder. (See [[OXP]] if you need more details)&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=21983 BB Thread] (2025-date)&lt;br /&gt;
*Author: [[User:Lone Wolf|Lone Wolf]]&lt;br /&gt;
&lt;br /&gt;
&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=Oolite_Equipment_Images&amp;diff=89552</id>
		<title>Oolite Equipment Images</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Oolite_Equipment_Images&amp;diff=89552"/>
		<updated>2026-06-23T07:46:35Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Added divider&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are images created intended for inclusion in Wildeblood's unfinished Distant Space (F3) OXP.&lt;br /&gt;
&lt;br /&gt;
Each depicts an optional equipment item, newly unpacked from its shipping container, as it appeared immediately prior to being installed onto a player's spaceship. Photographic evidence of equipment particulars aids greatly in any insurance claim.&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
&lt;br /&gt;
[[File:EQ DOCK COMP.jpg|400px|thumb|left|Docking Computers]]&lt;br /&gt;
&lt;br /&gt;
[[File:EQ ADVANCED COMPASS.jpg|400px|thumb|left|Advanced Space Compass]]&lt;br /&gt;
&lt;br /&gt;
[[File:EQ ADVANCED NAVIGATIONAL ARRAY.jpg|400px|thumb|left|Advanced Navigational Array]]&lt;br /&gt;
&lt;br /&gt;
[[File:EQ SEX DRIVE CONTROLLER.jpg|800px|thumb|left|SE-X Drive Controller]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt; &amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
&lt;br /&gt;
[[File:EQ WEAPON PULSE LASER.jpg|800px|thumb|left|Pulse Laser]]&lt;br /&gt;
&lt;br /&gt;
[[File:EQ WEAPON MINING LASER.jpg|800px|thumb|left|Mining Laser]]&lt;br /&gt;
&lt;br /&gt;
[[File:EQ WEAPON BEAM LASER.jpg|800px|thumb|left|Beam Laser]]&lt;br /&gt;
&lt;br /&gt;
[[File:EQ WEAPON MILITARY LASER.jpg|800px|thumb|left|Military Laser]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Equipment| ]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Fresh_water&amp;diff=89547</id>
		<title>Fresh water</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Fresh_water&amp;diff=89547"/>
		<updated>2026-06-22T17:10:04Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Oops!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A commodity found on the F8 markets screen (if you have installed [[SW Economy]] OXZ).&lt;br /&gt;
&lt;br /&gt;
Traded in TCs &amp;amp; stored in the [[Cargo Hold]] for trade.&lt;br /&gt;
&lt;br /&gt;
It is sold on all agricultural worlds irrespective of size, GDP or TL.&lt;br /&gt;
&lt;br /&gt;
It is dirt cheap in agricultural worlds, and more expensive in industrial worlds.&lt;br /&gt;
&lt;br /&gt;
    Water is an abundant material in our known Universe. Water/ice can exist in such unexpected places as the polar regions of our Moon and Mercury, so there can’t be a shortage of water in our fictional Ooniverses, right?&lt;br /&gt;
    Ironically (and sadly) there are too many places with a deficiency of fresh water on our blue and green Earth. It seems reasonable that water will be deficient on remote space objects, such as orbital stations. On the other hand, water is cheap if you have an agricultural planet with plenty of water. Distillation and bottling are not very expensive and you have no need for a high TL to do it. So fresh water can be a valuable export product in addition to other agricultural goods. Industrial systems with harsh living conditions will have a demand for fresh water.&lt;br /&gt;
    Cheap fresh water in my economy is similar to cheap food in the vanilla economy – you can trade it for an initial profit when you are too poor to trade in more expensive goods. And you can take some cheap fresh water to eject in battle, fooling the pirates until you have enough cash to purchase fuel injectors.&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
* [[SW Economy]] - for more details of trading in (fresh) water&lt;br /&gt;
* [[Economics]]&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=Category:Commodities&amp;diff=89546</id>
		<title>Category:Commodities</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Category:Commodities&amp;diff=89546"/>
		<updated>2026-06-22T17:03:57Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Added note&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Smivs' cargo.jpg|thumb|right|[[Accessories OXP|an early cargo pod design]]]]&lt;br /&gt;
The 17 [[Vanilla game]] commodities have been added to over the years by [[OXP]] commodities.&lt;br /&gt;
&lt;br /&gt;
Note that the various Quirium/plasma commodities belong to different OXP's by different authors - and thus enjoy quite different rationales for their existence.&lt;br /&gt;
&lt;br /&gt;
The dozens of new commodities added by [[SOTL Altmap]] have been left off the list. Those from [[New Cargoes]] are listed under their &amp;quot;parent&amp;quot; commodities.&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[[Trade (Oolite)]] &amp;amp; [[Economics]] for links relevant to Oolite&lt;br /&gt;
*[[Trade (classic Elite)]] for classic Elite&lt;br /&gt;
*[[Trade (FE2/FFE)]] for links relevant to FE2/FFE&lt;br /&gt;
*[[:Category:Elite: Dangerous]] for E:D commodities&lt;br /&gt;
&lt;br /&gt;
*[[Milkrun]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Pirate_Clan_Blitzspears&amp;diff=89545</id>
		<title>Pirate Clan Blitzspears</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Pirate_Clan_Blitzspears&amp;diff=89545"/>
		<updated>2026-06-22T16:49:10Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Added more from the threads&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A pirate clan&lt;br /&gt;
== Introduction ==&lt;br /&gt;
The first of the Pan-Galaxy Outlaw clans to rise through the leadership of some diabolical criminal genius. What are his, or indeed hers or, further indeed, its future plans? Will their nefarious example be followed by others? The answers are out there... &lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
This expansion pack introduces the following ships, all of which are playable.&lt;br /&gt;
{| cellspacing=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot; border=&amp;quot;0&amp;quot; text-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;center&amp;quot; width=&amp;quot;200&amp;quot; height=&amp;quot;175&amp;quot;|[[Image:Assassin.png |link= Assassin Blitzspear |100px|]]&amp;lt;br&amp;gt;[[Assassin Blitzspear|Assassin]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot; width=&amp;quot;200&amp;quot; height=&amp;quot;175&amp;quot;|[[Image:Hoodlum.png |link= Hoodlum |100px|]]&amp;lt;br&amp;gt;[[Hoodlum]]  &lt;br /&gt;
|align=&amp;quot;center&amp;quot; width=&amp;quot;200&amp;quot; height=&amp;quot;175&amp;quot;|[[Image:Mugger.png |link= Mugger |100px|]]&amp;lt;br&amp;gt;[[Mugger]]&lt;br /&gt;
|align=&amp;quot;center&amp;quot; width=&amp;quot;200&amp;quot; height=&amp;quot;175&amp;quot;|[[Image:Scoundrel.png |link= Scoundrel |100px|]]&amp;lt;br&amp;gt;[[Scoundrel]] &lt;br /&gt;
|align=&amp;quot;center&amp;quot; width=&amp;quot;200&amp;quot; height=&amp;quot;175&amp;quot;|[[Image:Spiv.png |link= Spiv |100px|]]&amp;lt;br&amp;gt;[[Spiv]] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The original idea was to have another two models - a pirate boss and a pirate base (the OXP contains a texture for a missing ship). And also to have a number of different pirate clans, each employing different tactics. &lt;br /&gt;
&lt;br /&gt;
The models were originally to be insects:&lt;br /&gt;
*Grasshopper Light Fighter: Single man fighter. I wanted to explore the idea of ships on the vertical plane, rather than the more usual horizontal. This is about the size of a Krait/Sidewinder&lt;br /&gt;
*Ant Tug/Light Transport Ship (empty of cargo)&lt;br /&gt;
*Hornet Cruiser: A bit bigger than a cobra.&lt;br /&gt;
*Beetle Heavy Cargo Transport: The 'scarring' is from earlier attempts at uv mapping.&lt;br /&gt;
*Mosquito Independent Laser Missile (as discussed in the Thargoid Reverse Engineering Thread).&lt;br /&gt;
== Download Link ==&lt;br /&gt;
&lt;br /&gt;
[http://app.box.net/shared/p9wjemvoc8 Pirate Clan One: The Blitzspears]&lt;br /&gt;
&lt;br /&gt;
== Difficulty Rating ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Medium&amp;quot; to &amp;quot;Hard&amp;quot;. This OXP adds powerful new ships, which might also spawn in the role &amp;quot;pirate&amp;quot;. At the same time, you get the opportunity to buy one of these ships for yourself. If you chose to install this OXP, more variety is added to the game. This OXP adds more variety to the ships you will encounter in the space lanes and find for sale in Shipyards. Due to their very high energy recharge rate, high speeds, agility and often small size, these ships can prove to be very hard to kill even for experienced commanders, and probably even impossible to kill if the player has not outfitted his ship with powerful offensive weaponry like military lasers. But since avoiding combat and fleeing is always an option, and the ships added by this oxp have no higher offensive capabilities than other ships, this oxp is still suited for commanders with average experience, while at the same time it proves to be a challenge for deadly commanders if they choose to fight. This OXP is a SHIPS OXP.{{OXPLevel|3|5}}&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
v1.0 Original release&amp;lt;br&amp;gt;&lt;br /&gt;
v1.1 Mainly graphical changes&lt;br /&gt;
&lt;br /&gt;
Chaky's rejig is separate.&lt;br /&gt;
&lt;br /&gt;
== Installing and Playing ==&lt;br /&gt;
&lt;br /&gt;
To play the OXP, unzip the download file. This will create a file named &amp;quot;AAACrooks.OXP&amp;quot;. Move this file into Oolite's AddOns folder, these ships will then be available the next time Oolite is started.&lt;br /&gt;
&lt;br /&gt;
=== Chaky's rejig ===&lt;br /&gt;
This is a light redux of Amen Brick's Pirate Clan One - The Blitzspears.oxp. a.k.a AAACroocks.oxp&lt;br /&gt;
This package contains replacement ships.&lt;br /&gt;
&lt;br /&gt;
:- the ship models are oriented correctly and centered (no more flying sideways or backwards)&lt;br /&gt;
:- all weapon mountpoints are actual model's points (no more firing lasers from 50 m away from ship)&lt;br /&gt;
:- all viewpoints are attached to ships (no more 100 m away, some are realistically placed where the cockpit should be, making part of the hull visible)&lt;br /&gt;
:- added several lights (constantly lit flashers). Some models have, what can best be described as headlights or missile pylons, so I've placed flashers inside them.&lt;br /&gt;
:- exhausts are correctly placed and more-or-less realistic. I added more where originally there was only one, according to the actual model.&lt;br /&gt;
:- repositioned cargo and missile launch positions close to ship hulls, making them appear as if the cargo/missiles are coming from the ship, and not from nowhere (appearing 50 m behind the ship).&lt;br /&gt;
:- reorganised shipdata.plist. Made use of &amp;quot;like_ship&amp;quot; redirection.&lt;br /&gt;
&lt;br /&gt;
To install, you need the original (http://www.box.net/shared/p9wjemvoc8) and replace the older files with the equivalent files from my pack.&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*This OXP was written by [https://bb.oolite.space/memberlist.php?mode=viewprofile&amp;amp;u=2095 Amen Brick].&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=4797 Pirate Clan One] (2008)&lt;br /&gt;
*[https://app.box.com/s/p9wjemvoc8 Blitzspears Clan.oxp download] (2008) [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=4750 BB thread]&lt;br /&gt;
:Chaky's [https://app.box.net/s/meopusv4fd rejig of Blitzspears] (open and tweak!): [https://bb.oolite.space/viewtopic.php?p=86468#p86468 I had to... I just had to... I couldn't help it.. It was chasing me and it was too fast.]&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=4667 AB's earlier development thread (initially to be a &amp;quot;Beetles&amp;quot; OXP)]&lt;br /&gt;
&lt;br /&gt;
*See [[Hotrods OXP]] for another unfinished pirate OXP.&lt;br /&gt;
&lt;br /&gt;
=== Amen Brick's other oxp ===&lt;br /&gt;
*[[Amen Bricks Megaships]]&lt;br /&gt;
&lt;br /&gt;
{{ship-OXP}}&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Cloaking_device&amp;diff=89544</id>
		<title>Cloaking device</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Cloaking_device&amp;diff=89544"/>
		<updated>2026-06-22T15:51:14Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Added Smivs' advice, and re-hid the original advice&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Cloaking Device.png|right]]&lt;br /&gt;
== Cloaking Device ==&lt;br /&gt;
A cloaking device is an item gained from one of the native [[Vanilla game|vanilla game]] missions. Below is a spoiler 'how to' for users who do not wish to go about things under the cloak of ignorance.&lt;br /&gt;
&lt;br /&gt;
The device cannot be bought. &lt;br /&gt;
&lt;br /&gt;
It forces your ship to flicker and be removed from radar scanners so people upon whom you fire or even follow can't see you. It also allow users to attack GalCop vipers without fear of fugitive rating.&lt;br /&gt;
&lt;br /&gt;
However, the cloaking device slowly ebbs away at your energy banks, therefore rendering it not only temporary, but also a danger if it runs out in the midst of laser fire. (It is your energy banks which allow you to survive shield failure).&lt;br /&gt;
&lt;br /&gt;
Note also that any kills you make while cloaked do not add to your [[Elite Rating]].&lt;br /&gt;
&lt;br /&gt;
=== Activation ===&lt;br /&gt;
This is now a regular primeable piece of equipment. See [[Priming Equipment]].&lt;br /&gt;
&lt;br /&gt;
=== Activation on old versions of Oolite ===&lt;br /&gt;
It is activated by the number 0 above the letters O and P on a standard qwerty keyboard (default settings).&lt;br /&gt;
&lt;br /&gt;
In the older versions, this OXP was more effective, as the NPCs acted in utter ignorance of your existence. Since v.1.80 they are less stupid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;Red&amp;quot;&amp;gt;'''=== SPOILER ALERT ------- SPOILER ALERT ==='''&amp;lt;/font&amp;gt; &amp;lt;br&amp;gt;&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;Show secret tip&amp;quot; data-collapsetext=&amp;quot;Hide secret tip&amp;quot; style=&amp;quot;overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
The cloaking device mission is informal in the sense you do not get a display screen hinting that it is a mission. &lt;br /&gt;
&lt;br /&gt;
On roughly your sixth jump through the 5th galaxy, you shall arrive to meet normally 3 happy vessels. Suddenly, one shall fire at you whilst the other just sits there idly. The one that fires on you then turns away - still orange. You could kill them, but better still is to wonder where the third ship went? They will start firing on you soon and will flicker visibly, but not on radar. They will be untargetable. Kill them carefully and scoop up the cargo. You then have the cloaking device. &lt;br /&gt;
&lt;br /&gt;
WARNING - IF YOU MISS THIS MISSION (death, destruction of the device, they got away) YOU MUST RE-LOAD YOUR GAME AND TRY AGAIN. THE MISSION DOES NOT COME TWICE!&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Usage ===&lt;br /&gt;
if you are being attacked on two or three fronts, a good tactic is to cloak, move a bit, target one of your assailants, un-cloak and fire, then repeat this for the other enemy ships. The enemy usually take a second or two to find you and they're usually dead by then if you're quick enough. Also note that you don't score a 'Kill' if you destroy another ship while cloaked [https://bb.oolite.space/viewtopic.php?p=102562#p102562 Smivs (2010)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Repair ==&lt;br /&gt;
Repairing the Cloaking Device is not easy. &lt;br /&gt;
OXP's which help include &lt;br /&gt;
*[[RepairBots]] OXP&lt;br /&gt;
*[[Cloak Repair]] OXP &lt;br /&gt;
*visiting a [[Hacker Outpost]] from the [[Anarchies]] OXP&lt;br /&gt;
*visiting the [[Aquatics]] Corp HQ in Aqualina and doing them a favour (they might just do you one in return!)&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
* [[Oolite_Keyboard_Controls]]&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=6501 I feel very guilty] (2009)&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=8363 Cloaking device non-quirks] (2010)&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?p=154366#p154366 Start of Discussion] comparing Cloaking Device with Military Anti-Scanner Countermeasures (2011)&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?t=7574 Escape capsule &amp;quot;Insurance&amp;quot;] (2010) Issues: is it covered by Escape Capsule insurance? Fixing it. Using lasers. Avoiding hardheads.&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=17573 Cloaking Device] (2017) altering the effects by altering the Vanilla game code (remember to back-up first!)&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=21076 Cloaking Device is not working] (2021)&lt;br /&gt;
&lt;br /&gt;
[[Category:Factual]][[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Oolite_Equipment_Images&amp;diff=89543</id>
		<title>Oolite Equipment Images</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Oolite_Equipment_Images&amp;diff=89543"/>
		<updated>2026-06-22T14:09:31Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Tagged as Equipment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are images created intended for inclusion in Wildeblood's unfinished Distant Space (F3) OXP.&lt;br /&gt;
&lt;br /&gt;
Each depicts an optional equipment item, newly unpacked from its shipping container, as it appeared immediately prior to being installed onto a player's spaceship. Photographic evidence of equipment particulars aids greatly in any insurance claim.&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
&lt;br /&gt;
[[File:EQ DOCK COMP.jpg|400px|thumb|left|Docking Computers]]&lt;br /&gt;
&lt;br /&gt;
[[File:EQ ADVANCED COMPASS.jpg|400px|thumb|left|Advanced Space Compass]]&lt;br /&gt;
&lt;br /&gt;
[[File:EQ ADVANCED NAVIGATIONAL ARRAY.jpg|400px|thumb|left|Advanced Navigational Array]]&lt;br /&gt;
&lt;br /&gt;
[[File:EQ SEX DRIVE CONTROLLER.jpg|800px|thumb|left|SE-X Drive Controller]]&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
&lt;br /&gt;
[[File:EQ WEAPON PULSE LASER.jpg|800px|thumb|left|Pulse Laser]]&lt;br /&gt;
&lt;br /&gt;
[[File:EQ WEAPON MINING LASER.jpg|800px|thumb|left|Mining Laser]]&lt;br /&gt;
&lt;br /&gt;
[[File:EQ WEAPON BEAM LASER.jpg|800px|thumb|left|Beam Laser]]&lt;br /&gt;
&lt;br /&gt;
[[File:EQ WEAPON MILITARY LASER.jpg|800px|thumb|left|Military Laser]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Equipment| ]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Realism&amp;diff=89542</id>
		<title>Realism</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Realism&amp;diff=89542"/>
		<updated>2026-06-22T09:15:45Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Added two good quotes on scale&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Oolite is modelled on Classic Elite - a very simplistic but very playable game published in 1984. Realism is often seen as conflicting with playability.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;[[File:Oolite-304.png|right|600px]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Oolite is modelled on Classic Elite - a very simplistic but very playable game published in 1984.&lt;br /&gt;
&lt;br /&gt;
Realism is often seen as conflicting with playability. More realism requires suitable oxps. More playability is often accompanied by [[Handwavium]].&lt;br /&gt;
&lt;br /&gt;
== Issues with scale ==&lt;br /&gt;
 If you're new to Oolite's internal workings you should know that sizes and distances are totally messed up. The two short rules of thumb are: (1) ships are very much oversized, and everything else is very much undersized; and (2) none of the sizes makes sense in relation to human size...&lt;br /&gt;
 The scales of sizes in Oolite are bent deliberately because of playability. Ships are much bigger than it would seem sensible in order to allow the player to see them (and hit them). Realistically sized ships would practically always be just single pixels on your screen. Almost impossible to see any detail, almost impossible to hit. A waste of beautiful models. Planets and distances between bodies in space, on the other hand, are much, much smaller than it would seem sensible in order to allow the player to ever interact with anybody. A realistically sized space would be so huge and empty that you would spend most of your time completely on your own on very boring journeys. Both would make for terrible gameplay. Thus the lack of realism is the price we have to pay for making Oolite a playable game in the first place. [https://bb.oolite.space/viewtopic.php?p=163759#p163759 Commander McLane (2012)]&lt;br /&gt;
&lt;br /&gt;
 Yeh, take for instance the 1-Ton barrels. They are roughly 9 meters long and 5 meters wide. When you would fill such large thing with water they would weigh over 200 tons. Just a waste of space to fill it only with 1 ton of something.&lt;br /&gt;
 &lt;br /&gt;
 On the other hand are all planets 100 times smaller than shown. When the F7 screen says a planet is 6,000,000 m in radius, the radius is actually drawn at 60,000 meter in size. So planets are too small and ships too big, all this to get a workable game were it doesn't take ages to fly around the planet. [https://bb.oolite.space/viewtopic.php?p=53997#p53997 Eric Walch (2008)]&lt;br /&gt;
&lt;br /&gt;
 Apparently Giles made a quick testrun with a never-published Oolite version in which he made all solar system distances and sun &amp;amp; planet radii + scanner range 100 times bigger and the speeds 100 times faster. He reported that he could no longer even find ships, they would just whooosh past and never be seen by the naked eye ... [https://bb.oolite.space/viewtopic.php?p=54000#p54000 Lestradae (2008)]&lt;br /&gt;
&lt;br /&gt;
== Issues with Physics/Science &amp;amp; Economics ==&lt;br /&gt;
[[Classic Elite]] was written for early computers. David Braben's [[Frontier]] series (written a decade later for more powerful computers) tried to import more real-world physics and astronomy into gaming. But Oolite, being a copy of Classic Elite, suffered from the simplicity inherent in the early game. Thus the astronomy, the physics and the economics are all unreal simplifications which, however, combine to make a much more playable game.&lt;br /&gt;
&lt;br /&gt;
As the years have gone by, there have been those pushing for a more realistic approach (originally, some who came to Oolite through Frontier), and other pushing for a more game-focused approach (perhaps those who preferred Classic Elite - Frontier had playability problems). The arguments on each side are good, and the open nature of Oolite means that there are a plethora of OXPs which modify the game in one's desired direction.&lt;br /&gt;
&lt;br /&gt;
But restrictions in the coding mean that there are no black holes, no binary stars, no asteroid rings (this ''might'' be oxp-able) and no realistic solar texturing. There is no ability to fly from one solar system to another without a hyperspace jump (not even the 0ly jumps from [[Sector5/Lazaso|Lazaso]] to Zaenza or [[Sector5/Tetiri|Tetiri]]/Orlaed). &lt;br /&gt;
&lt;br /&gt;
== Issues with Equipment ==&lt;br /&gt;
There are no 3D depictions of the eight galaxies. Nor any accurate way of giving direction (when docked), just distance.&lt;br /&gt;
&lt;br /&gt;
There are no depictions at all of what is in the solar systems (other than the ViewScreen views and the scanner - [[Telescope]] adds to this). Lists of distances, yes. Maps, no.&lt;br /&gt;
&lt;br /&gt;
== Issues with Gameplay ==&lt;br /&gt;
There is no ability to do anything inside one's ship other than pilot it (use the mediStim bay, sleep, eat, ''etc''.). There is as yet no ability to perform an [https://bb.oolite.space/viewtopic.php?f=6&amp;amp;t=21339 EVA]. Interaction with the Orbital Stations is minimal - as is the ability to do anything different on the planet's surface (except for [[Feudal States]]). The [[crew]] for the larger ships do not exist in any meaningful manner.&lt;br /&gt;
=== Player centrism ===&lt;br /&gt;
There are also issues with player centrism.&lt;br /&gt;
*1) Tweaks to the vanilla game to make it more playable: giving a speed boost to the player's ship to help it escape mass-locks; not giving shields to NPCs to compensate for their lack of breakable equipment, no Torus drive for NPCs, ''etc''.&lt;br /&gt;
*2) There are long-standing arguments about the extent to which the player ought to be able to really affect things in the game. See the [https://bb.oolite.space/viewtopic.php?f=6&amp;amp;t=18018 System Populator Memory] thread.&lt;br /&gt;
&lt;br /&gt;
== Realistic Solutions ==&lt;br /&gt;
[[File:Scale Oolite-011.jpg|right|320px]]&lt;br /&gt;
=== Astronomy/Physics ===&lt;br /&gt;
*[[Strangers World]] deals with a large number of these: to whit, some of the issues of scale/distance, astronomy, fuel-less travel, visible laser beams ''etc''.&lt;br /&gt;
*[[Ship Configuration OXP]] implements the impact of equipment volume, weight, heat production and breakability.&lt;br /&gt;
*The [[Rescaling experiment]] attempts to sort out some of the [[Distance (Oolite)|distance/size]] issues.&lt;br /&gt;
*[[Guide to Ambience OXPs]] details a number of OXPs addressing issues of astronomy.&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=255314#p255314 Astrobe's Inertia.oxp] (2017)&lt;br /&gt;
*[[Gravitation OXP]] by Tch from Roolite (2013)&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
In Oolite when you get hit, your shields absorb the damage. When your shields are gone, the damage impacts directly on your ship, and may damage equipment or trade goods. It never ''destroys'' equipment. It never causes damage to your hull, or fuel leaks, ''etc''. This is remedied by these oxp's:&lt;br /&gt;
*[[BattleDamage]] designed just to make damage more realistic (Smivs)&lt;br /&gt;
*[[CustomShields]] shows visually the effects of damage - including fuel leaks&lt;br /&gt;
*[[HardShips]] adds physical armour to the ships in the game - but also increases chances of ''eg'' fuel leaks&lt;br /&gt;
&lt;br /&gt;
=== Player centrism ===&lt;br /&gt;
*[[Cheating]] - despite being less player-centred than the original Classic Elite, there are still a handful of areas where the game code gives players an unfair advantage over NPC's. See the collection of &amp;quot;anti-cheating oxp's&amp;quot; listed here.&lt;br /&gt;
&lt;br /&gt;
=== Death ===&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=12439 Penalize Death.oxp] Making death hurt (2012). By Spara.&lt;br /&gt;
&lt;br /&gt;
=== Economics ===&lt;br /&gt;
*See [[Economics]] for a number of attempts to sort out issues with trade and markets.&lt;br /&gt;
&lt;br /&gt;
=== Time ===&lt;br /&gt;
* [[Cargo Handling OXP]]- by [[User:Phkb|Phkb]] (2018): Loading/unloading cargo now takes time rather than being instantaneous!&lt;br /&gt;
&lt;br /&gt;
[[File:Ooniversal Cooling YAH C 19.png|right|320px]]&lt;br /&gt;
&lt;br /&gt;
== Discussions ==&lt;br /&gt;
=== Here on the wiki ===&lt;br /&gt;
*[[Newtonian modelling]]&lt;br /&gt;
*[[Cheating]] - see the anti-cheating discussion&lt;br /&gt;
*[[Handwavium]] - explaining away unrealistic elements&lt;br /&gt;
*[[Viewscreen vs Window debate]] - what are you looking at when you are flying?&lt;br /&gt;
=== On the BB ===&lt;br /&gt;
==== Laws of Physics ====&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=21096 Oolite essay: game lore, features and mechanics] Stranger's Essay for [[Roolite]] (the Russian Oolite web-site)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=18664 Is it possible to add in Gravity/Inertia?] (2017) ...with [[User:Astrobe|Astrobe]]'s .oxp link&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=10238 GAME CHANGER - A little overlooked law of aerospace science.] (2011) The dynamics of travel in space. Friction, cosmic ray secondary muons, Bermuda Triangle, absolute zero, achilles' heels in ship designs, [[Ubership]]s...&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=11476 Artificial Gravity and Space Stations] (2012)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=111579#p111579 Calculating the mass of Oolite ships] (2010]&lt;br /&gt;
&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=57695#p57695 Selezen's take on physics] - leading on to Captain Hesperus on the courses at Lave Academy (2008)&lt;br /&gt;
&lt;br /&gt;
==== Astronomy ====&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=283299#p283299 Asteroids in clumps] rather than in belts (2006/22).&lt;br /&gt;
&lt;br /&gt;
==== Ships ====&lt;br /&gt;
*[[Ubership]] has links to a number of BB threads on unrealistic ships&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=10174 Dance the Balance] has an analysis of ship size (''ie'' cargo hold size) vs speed.&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=1346 Aegidian's explanation of the super-sized ships] (2006)&lt;br /&gt;
&lt;br /&gt;
==== Trade ====&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=6&amp;amp;t=17366 Commodity sub-types] (2015+): note [[User:Redspear|Redspear]]'s powerful defence of the playable Oolite trade model.&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=21219 Perfectly balanced economics?] (2022): szaum-ix's thread on making Oolites trade model more realistic.&lt;br /&gt;
&lt;br /&gt;
==== Other ====&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=8581 A moment of existential angst] (2010) - Religion, Food&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=6&amp;amp;t=18018 System Populator Memory] (2016) - to what extent should the player's actions affect what will happen in the system?&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=6&amp;amp;t=21339 Enabling EVA's in Oolite] (2022)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=21325 Using the ship's mediStim Bay] (2022)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=281794#p281794 Resuscitatory Project for Life in the Frontier] (2022)&lt;br /&gt;
*[[Crew]]&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=67367#p67367 Size of crewmember vs. size of Cobra Mk.3 &amp;quot;window&amp;quot;] - there is much discussion whether these are windows or something else.&lt;br /&gt;
&lt;br /&gt;
==== On the Other Hand... ====&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=19518 Superstitious Behaviour?] (2018)&lt;br /&gt;
&lt;br /&gt;
=== Elsewhere ===&lt;br /&gt;
*[https://childrenofadeadearth.wordpress.com/2016/04/29/misconceptions-about-space-warfare/ Misconceptions about Space Warfare] (2016: Children of a Dead Earth - realistic space game)&lt;br /&gt;
&lt;br /&gt;
==Gameplay and Balance indicator==&lt;br /&gt;
Sadly, making the game more realistic almost invariably involves making it tougher (often ''much'' tougher) to play!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Factual]] [[Category:Concepts]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Immersion&amp;diff=89502</id>
		<title>Immersion</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Immersion&amp;diff=89502"/>
		<updated>2026-06-19T11:55:46Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Added OXP pictures&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OXPNote|This Page is under construction!}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Immersion.png|right|320px]]&lt;br /&gt;
{{QuoteText|Text=Immersion occurs when the gamer’s point of view is shifted to be within the game world.|Source=&lt;br /&gt;
([http://www.gmsmagazine.com/inmersion-in-games/ Brad Talton Jr.])}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[File:TFlight HOTAS 4.png|thumb|right|300px|Joystick &amp;amp; Throttle (TFlight HOTAS 4) - ''really'' helps you feel that you are piloting a spaceship]]&lt;br /&gt;
[[File:One armed man-0988.jpg|thumb|right|300px|[[Buttonboxes#Links|Build your own Cobra]] for ''real'' immersion!]]&lt;br /&gt;
[[File:Classic Elite - Flight Trader's Manual.png|thumb|right|300px|[[The Space Traders Flight Training Manual]] - an incredibly immersive introduction to Classic Elite/&amp;quot;Strict&amp;quot; Oolite]]&lt;br /&gt;
[[File:Bgs hyper effect.jpg|thumb|right|300px|[[BGS]]'s &amp;quot;old&amp;quot; hyperspace jump sequence]]&lt;br /&gt;
[[File:F6 oops (oxp'd).png|thumb|right|300px|[[XenonUI]] adds immersive context around your screens]]&lt;br /&gt;
[[File:Sdc sample02.png|thumb|right|300px|[[Station Dock Control]]'s information about a docked NPC]]&lt;br /&gt;
[[File:DeeperSpaceHUD.png|thumb|right|300px|[[Deeper Space HUD]] ]]&lt;br /&gt;
[[File:Vimanax hud.png|thumb|right|300px|[[Vimana-X HUD]]: 12 [[MFD]]s and everything going wrong!]]&lt;br /&gt;
[[File:Commies slapu.png|thumb|right|300px|A Solar Laboratory And Production Unit (SLAPU) from a high-tech [[Commies]] system]]&lt;br /&gt;
[[File:Diplomancy Wars Map.png|thumb|right|300px|Map showing warring systems ([[Diplomancy OXP]] - red lines between warring systems, green between allies)]]&lt;br /&gt;
[[File:Tianve Pulsar v2.0.png|thumb|right|300px|[[Tianve OXP]]'s Pulsar]]&lt;br /&gt;
A lot of work has been done in this area.&lt;br /&gt;
&lt;br /&gt;
As videogaming becomes more and more significant, economically speaking, more and more resources are invested in finding out why the popular games are so popular and how to make more immersive games. This leads to new approaches (as the development of technology permits) which in turn engenders new analyses! Just look at how the philosophy of art has changed since Plato, as developments in art and in its philosophy feed off each other! So what is written here will inevitably become dated.&lt;br /&gt;
&lt;br /&gt;
== Flow ==&lt;br /&gt;
Early analyses back in the 1990's focused on ''flow'': a mental state when one deeply concentrates on a particular task ''and'' enjoys it, thus losing oneself in the activity.&lt;br /&gt;
&lt;br /&gt;
== Gameplay and Narrative ==&lt;br /&gt;
Other early analyses focused either on immersion related to a ''ludological approach'': '''gameplay''' (getting absorbed in meeting the game's challenges - such as in Space Invaders or PacMan) or a ''narratological approach'': looking at '''narrative''' (the building up of the story of one's avatar); and the relationship between these two factors.&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[http://www.designersnotebook.com/Lectures/Roots/roots.htm The Philosophical Roots of Computer Game Design] by Ernest W. Adams (2004), Game Developers' Conference, San Jose, California.&lt;br /&gt;
:'''Abstract''': This lecture is a theoretical discussion of the historical, social and technological forces that produced the contemporary culture of computer game design and development. Although game design might seem to be primarily about making successful commercial products, in fact the subjects we choose to explore in our games are not necessarily dictated by the market, but are the product of our own peculiar philosophical origins. As digital technologists we work with the ''classical'' tools of logic and order; as creative people we strive for the expression of ''romantic'' ideals. This tension between the classic and the romantic sides of our medium is the source of some of our more intractable creative problems. This lecture is not intended to offer specific solutions, but to enlighten and entertain.&lt;br /&gt;
:[http://www.designersnotebook.com/Lectures/lectures.htm Other lectures by Ernest W Adams] (1998-2014)&lt;br /&gt;
 &lt;br /&gt;
*[https://core.ac.uk/download/pdf/41537975.pdf In The Game : An Exploration of the Concept of Immersion in Video-Games and its Usage in Game Design] by CMS Ojeda (2007)&lt;br /&gt;
:'''Abstract''': This thesis outlines a research project whose aim was to develop a design taxonomy for the creation of immersion in video-games. These guidelines can then be used in-sync with different stages in video-game design and development to ensure an immersive experience. Integral to this is the 'suspension of disbelief' the end user experiences when fully immersed in a video-game (Holland, 2002; Mediacollage.com, 2006).&lt;br /&gt;
&lt;br /&gt;
*[https://www.youtube.com/@sora_sakurai_en Masahiro Sakurai on Creating Games] (2022-date) - short lectures on improving various aspects of games.&lt;br /&gt;
&lt;br /&gt;
==== More simplistic ====&lt;br /&gt;
*[https://www.gamedesigning.org/learn/game-immersion/ www.gamedesigning.org] (for video games).&lt;br /&gt;
*[http://www.gmsmagazine.com/inmersion-in-games/ gms.magazine.com] (for role-playing games).&lt;br /&gt;
:Tangential but fun!&lt;br /&gt;
*[https://mud.co.uk/richard/hcds.htm HEARTS, CLUBS, DIAMONDS, SPADES] (1996): different types of players: achievers, explorers, socialisers and killers&lt;br /&gt;
&lt;br /&gt;
==== Our own ====&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=10427 Why is Oolite so addictive?] (2011)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=16153 Help us make Oolite more immersive!] (2013-14) - stuff to do during mass-lock, giving NPC's personalities, communications,...&lt;br /&gt;
&lt;br /&gt;
==== Oolite Issues ====&lt;br /&gt;
*[[Distance (Oolite)]]&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=11476 Artificial Gravity and Space Stations] (2012)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=279708#p279708 Issues with realistic responses] (2021)&lt;br /&gt;
&lt;br /&gt;
==== Thoughts ====&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=4392 Eye Candy vs. Imagination] (2008: For more information on the arguments over Sung's textures see [[License]] - Sung Affair)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=6&amp;amp;t=8585 Restaurants, bars, sightseeing] (2010)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=6&amp;amp;t=10368 Lifestyles of the rich and elite] (2011)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=8724 More interactive adventures/missions] (2010)&lt;br /&gt;
*See the discussion [https://bb.oolite.space/viewtopic.php?p=274564#p274564 here] (uses for a second monitor) and [https://bb.oolite.space/viewtopic.php?p=275198#p275198 here] (things to do en-route from Witchpoint to Station).&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=248873#p248873 More on things to do en-route from Witchpoint to Station] (Several posts, 2016).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== Improving Immersion in Oolite ==&lt;br /&gt;
There are at least three different areas where things can be improved: &lt;br /&gt;
:1) '''External stuff'''. Your computer screen. Too slow a processor to cope with your version of the game (which oxp's you want to load...). Using a controller or a joystick. Using a button box or an external screen. The chair you sit in. Etc., etc.&lt;br /&gt;
:2) '''Context'''. Adding context by reading some of the OoFiction, for example.&lt;br /&gt;
:3) '''OXP's'''. With over 1000 of these, you can easily choose those important to you: go for better graphics, or more realistic physics or economics, or accentuate differences between political systems, or add more equipment which you would expect, etc.&lt;br /&gt;
&lt;br /&gt;
=== External Stuff ===&lt;br /&gt;
[[Joysticks and Gamepads]] can make a massive difference to immersion - if you can find one with works with Oolite, your computer, fits the size of your hands, and feels right to you. [[Buttonboxes]] can also help (and make things easier by not having to remember that &amp;quot;b&amp;quot; changes mode for a primed equipment).&lt;br /&gt;
&lt;br /&gt;
=== Context ===&lt;br /&gt;
*The Elite classic literature consists of [[The Space Traders Flight Training Manual]], [[The Dark Wheel]] &amp;amp; [[Imprint]]&lt;br /&gt;
*Look at the [[List of Oolite stories]] (there is an essay on the different conceptual approaches in [[Lore]]).&lt;br /&gt;
&lt;br /&gt;
=== OXP's ===&lt;br /&gt;
Different things work for different people. Some which have been found to impact massively are:&lt;br /&gt;
==== The player environment ====&lt;br /&gt;
*[[BGS]] (either version) &amp;amp; [[XenonUI]]: more believable surrounds for the GUI screens, and BGS adds better launch/docking/witchspace sequences, and sounds&lt;br /&gt;
*[[Station Dock Control]] - a little thing - but see which ships are docking or launching (and where some of them are going in case you want to follow!).&lt;br /&gt;
*HUDs: [[Deeper Space HUD]], [[Trek HUD]], [[Vimana HUD]], [[Z-GrOovY MiLHUD]]&lt;br /&gt;
&lt;br /&gt;
==== The galaxies ====&lt;br /&gt;
*The [[Strangers World]] suite - for more realism&lt;br /&gt;
*[[Home System]], [[Smugglers]] &amp;amp; [[Diplomancy]] - for making solar systems more individual&lt;br /&gt;
*The [[:Category:Systems OXPs|Systems OXPs]]  (Anarchies, Feudal States, Commies etc.) - as above&lt;br /&gt;
*The individual world OXPs ([[Lave OXP]] &amp;amp; [[Lave Academy]], the 4 [[Sector1/Tionisla|Tionisla]] .oxp's, [[Riredi OXP]], [[Tianve OXP]] ''etc'') - as above&lt;br /&gt;
*A Navy OXP: Either [[Galactic Navy]] or [[HIMSN]]&lt;br /&gt;
==== Others in space ====&lt;br /&gt;
*The various [[Communication]] .oxp's.&lt;br /&gt;
==== Better mechanics ====&lt;br /&gt;
*Mechanics changes which make things more believable: [https://bb.oolite.space/viewtopic.php?f=6&amp;amp;t=20189 MaintenanceTuneUp.oxp], [[Remove Individual Pylon]], and either [[Manual Witchspace Alignment]] (manual) or [[Deep Horizon Advanced Navigation Computer]] (automatic)&lt;br /&gt;
*[[Telescope]] &amp;amp; [[Station Options]]&lt;br /&gt;
==== More realistic trade ====&lt;br /&gt;
*[[Market Observer]] and the various [[Economics]] oxp's. Also [[Smugglers]] &amp;amp; [[Illegal Goods Tweak OXP]].&lt;br /&gt;
==== Missions ====&lt;br /&gt;
See [[:Category:Missions OXPs]] for a list of what is available&lt;br /&gt;
&lt;br /&gt;
=== Musings ===&lt;br /&gt;
There are various related musings sprinkled about hither and yon&lt;br /&gt;
*[[Exploration]] - how to emphasise exploration within Oolite&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=21096 Oolite essay: game lore, features and mechanics] with added comments [https://bb.oolite.space/viewtopic.php?p=279615#p279615 here]&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=10857 New Idea : &amp;quot;House Rools&amp;quot;] (2011) - OXPs and House rools for various in-game personae: the smuggler, flawless victory, freestyle oolite (Yah-Ta-Hey Variant), Commander Smivs, the regulator, the gentleman, ''etc''.&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=21055 Pre-flight checks] - would these add or detract?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Factual]][[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=89501</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=89501"/>
		<updated>2026-06-19T10:55:55Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: /* Mechanics */ Added &amp;quot;Station Dock Control&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;
* [[AristoShares]] OXP adds dividend-paying shares to the F8 commodities market screen. By [[User:Wildeblood|Wildeblood]] (2026)&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 Dock Control]] allows you to see scheduled departures/arrivals at an orbital station. Immersive. By [[Phkb|Phkb]] (2015-2025)&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 (See [[Eagle Transporter]] for a finished version of this)&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;
::[[Oresrati Challenge OXP]]: For escaping from [[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=AristoShares&amp;diff=89500</id>
		<title>AristoShares</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=AristoShares&amp;diff=89500"/>
		<updated>2026-06-19T10:52:30Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Added in links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:AristoShares_cover_art.png|thumb|right|240px|Stockbroker to the Stars.]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Stockbroker to the Stars.&amp;quot; (tm)&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
'''AristoShares''' introduces a hybrid economic model to Oolite, blending traditional cargo trading with long-term financial investment. This OXP adds three new commodities to the Co-operative trading markets: one premium physical good, and two high-value financial instruments. &lt;br /&gt;
&lt;br /&gt;
By purchasing bearer shares in fictional corporations, players can speculate on market prices as dividend dates approach, or hold onto their investments to collect variable quarterly payouts—introducing a compelling new time-based gameplay loop to the Ooniverse.&lt;br /&gt;
&lt;br /&gt;
== New Commodities ==&lt;br /&gt;
&lt;br /&gt;
=== Aristo-Cheese ===&lt;br /&gt;
* '''Type:''' Standard Cargo (Consumer / Luxury)&lt;br /&gt;
* '''Unit:''' Kilograms (kg)&lt;br /&gt;
* '''Description:''' The finest [[Sector1/Digebiti|Digebitian]] Aristo-Cheese, gently infused with the quintessence of aristocracy.&lt;br /&gt;
* '''Mechanics:''' Aristo-Cheese functions as a standard, high-value trading good. Its price fluctuates based on the standard supply and demand of the station's economy. Buy low, sell high.&lt;br /&gt;
&lt;br /&gt;
=== Cholzburton ===&lt;br /&gt;
* '''Type:''' Financial Instrument (Bearer Shares)&lt;br /&gt;
* '''Unit:''' Grams (g)&lt;br /&gt;
* '''Description:''' Cholzburton Dairies class B non-voting bearer shares.&lt;br /&gt;
* '''Mechanics:''' Represents a stake in the very company that manufactures Aristo-Cheese. Weighs virtually nothing (1g), similar to gem-stones. Subject to dynamic market pricing and pays a variable dividend every quarter.&lt;br /&gt;
&lt;br /&gt;
=== Hoopy ===&lt;br /&gt;
* '''Type:''' Financial Instrument (Bearer Shares)&lt;br /&gt;
* '''Unit:''' Grams (g)&lt;br /&gt;
* '''Description:''' [[HOopy Casino]]s class B non-voting bearer shares.&lt;br /&gt;
* '''Mechanics:''' Represents a stake in the popular casino ship chain. Like Cholzburton, it is a lightweight, high-value financial asset with its own unique dividend cycle and dynamic pricing.&lt;br /&gt;
&lt;br /&gt;
== How Investment Works ==&lt;br /&gt;
&lt;br /&gt;
AristoShares fundamentally changes how you interact with certain cargo items. Shares are not meant to be traded across systems for arbitrage; they are time-based investments.&lt;br /&gt;
&lt;br /&gt;
=== The Dividend Cycle ===&lt;br /&gt;
Corporations pay out dividends to shareholders every '''90 days'''. If you are holding shares in your cargo hold when the pay-out day arrives, you will receive a direct credit to your bank account. You do not need to be docked to receive your money.&lt;br /&gt;
&lt;br /&gt;
* '''Variable Pay-outs:''' Dividends are not a fixed amount. Each quarter, the pay-out is multiplied by a random market factor (ranging from 0.8x to 1.2x of the base dividend), meaning some quarters are exceptionally profitable, while others are more modest.&lt;br /&gt;
* '''Staggered Paydays:''' Corporations operate on different fiscal calendars. They do not pay out on the same day!&lt;br /&gt;
    * '''Cholzburton''' pays out **7 days *before*** the standard 90-day quarter mark.&lt;br /&gt;
    * '''Hoopy''' pays out **14 days *after*** the standard 90-day quarter mark.&lt;br /&gt;
    * This creates a rolling cycle of potential income throughout the quarter.&lt;br /&gt;
&lt;br /&gt;
=== Market Speculation (Dynamic Pricing) ===&lt;br /&gt;
The market price of shares is not static. It is driven by the time remaining until the next dividend payout, simulating real-world &amp;quot;buying before the ex-dividend date.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* '''Early in the cycle:''' Right after a dividend has been paid, shares settle back to their base market price. This is the best time to '''buy'''.&lt;br /&gt;
* '''Approaching the pay-out:''' As the dividend day gets closer, market speculation drives the price up exponentially. The closer you get to the pay-out, the more expensive the shares become.&lt;br /&gt;
* '''The Choice:''' You can choose to hold your shares to collect the dividend, or you can exploit the price spike and '''sell''' your shares at a massive premium right before the pay-out occurs. &lt;br /&gt;
&lt;br /&gt;
=== Smart Notifications &amp;amp; UI Feedback ===&lt;br /&gt;
The OXP uses your ship's standard interfaces to keep you informed of your portfolio's status without requiring any special equipment:&lt;br /&gt;
&lt;br /&gt;
* '''Cargo Manifest:''' When a dividend is less than 10 days away, the short description of the share on the market screen will change to '''&amp;quot;Div. soon&amp;quot;''' as an alert.&lt;br /&gt;
* '''Detailed Projections:''' Highlighting a share in your manifest will display the long description, which dynamically updates to tell you the estimated dividend amount and the exact number of days until payout (e.g., *&amp;quot;Next Dividend: ~120 Cr in 7 days.&amp;quot;*).&lt;br /&gt;
* '''In-Flight Payouts:''' If a dividend pays out while you are flying, the message is logged to your **Docking Report** so it doesn't block your screen during combat. If you are docked, it prints immediately to your console.&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
&lt;br /&gt;
=== Download ===&lt;br /&gt;
&lt;br /&gt;
[[File:AristoShares.oxz]]&lt;br /&gt;
&lt;br /&gt;
To install AristoShares, simply place the `AristoShares.oxz` file into your Oolite `AddOns` directory.&lt;br /&gt;
&lt;br /&gt;
=== OXP Structure ===&lt;br /&gt;
If you are modifying or inspecting the pack, the folder structure is as follows:&lt;br /&gt;
&lt;br /&gt;
 AristoShares.oxz/&lt;br /&gt;
 ├── manifest.plist&lt;br /&gt;
 ├── Config/&lt;br /&gt;
 │   ├── descriptions.plist&lt;br /&gt;
 │   ├── trade-goods.plist&lt;br /&gt;
 │   └── world-scripts.plist&lt;br /&gt;
 └── Scripts/&lt;br /&gt;
     └── aristo_financial_commodities.js&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
* '''Concept &amp;amp; Design:''' Wildeblood&lt;br /&gt;
* '''Implementation:''' Wildeblood &amp;amp; GLM-5.1&lt;br /&gt;
* '''Special Thanks:''' The Oolite community and wiki contributors for scripting references.&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=89499</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=89499"/>
		<updated>2026-06-19T10:50:10Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: /* • Economics &amp;amp; Trade */ Updated link&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;
* [[AristoShares]] OXP adds dividend-paying shares to the F8 commodities market screen. By [[User:Wildeblood|Wildeblood]] (2026)&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 (See [[Eagle Transporter]] for a finished version of this)&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;
::[[Oresrati Challenge OXP]]: For escaping from [[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=Sector1/Digebiti&amp;diff=89498</id>
		<title>Sector1/Digebiti</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Sector1/Digebiti&amp;diff=89498"/>
		<updated>2026-06-19T10:43:34Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Added Aristoshares OXP&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{System|Name=Digebiti|Sector=1|System=96|XPos=117|YPos=192|Location=in the medium six o'clock direction|Government=1|Economy=2|Techlevel=8|Population=3.2|Inhabitants=Human Colonials|Productivity=10240|PlanetRadius=6261|MapX=117|MapY=96}}&lt;br /&gt;
&amp;lt;!-- Copy and edit the following box for a smaller &amp;quot;System Box&amp;quot; for fictions or OXPs&lt;br /&gt;
{{SmallSystem|Name=Digebiti|Sector=1|System=96|XPos=117|YPos=192|Location=in the medium six o'clock direction|Government=1|Economy=2|Techlevel=8|Population=3.2|Inhabitants=Human Colonials|Productivity=10240|PlanetRadius=6261}}&lt;br /&gt;
End of the small system box --&amp;gt;&lt;br /&gt;
{{GalacticCatalogueEntry|Name=Digebiti|Sector=1|System=96|Description=Digebiti is cursed by killer mountain Seoids.}}&lt;br /&gt;
== Witchspace Routes ==&lt;br /&gt;
There are 4 direct Witchspace Routes from/to Digebiti:&lt;br /&gt;
{{WitchspaceHeader}}&lt;br /&gt;
{{WitchspaceEntry|Name=Geerra|Sector=1|System=77|Distance=5.6|Government=6|Economy=6|Techlevel=5|Population=2.9|Productivity=9280|Routes=}}&lt;br /&gt;
{{WitchspaceEntry|Name=Inonri|Sector=1|System=139|Distance=6.0|Government=4|Economy=1|Techlevel=11|Population=4.6|Productivity=26496|Routes=}}&lt;br /&gt;
{{WitchspaceEntry|Name=Anxebiza|Sector=1|System=178|Distance=5.2|Government=7|Economy=5|Techlevel=7|Population=3.7|Productivity=16280|Routes=}}&lt;br /&gt;
{{WitchspaceEntry|Name=Rateedar|Sector=1|System=253|Distance=6.0|Government=2|Economy=1|Techlevel=10|Population=4.0|Productivity=17280|Routes=}}&lt;br /&gt;
{{WitchspaceFooter}}&lt;br /&gt;
{{LocalAreaMapHeader|Name=Digebiti|Sector=1|X=117|Y=192|Radius=5}}{{LocalAreaMapEntry|Name=Geerra|RX=-9|RY=22|Radius=3}}{{LocalAreaMapEntry|Name=Inonri|RX=-3|RY=-31|Radius=5}}{{LocalAreaMapEntry|Name=Anxebiza|RX=-13|RY=-3|Radius=4}}{{LocalAreaMapEntry|Name=Rateedar|RX=-15|RY=1|Radius=4}}{{LocalAreaMapFooter}}&lt;br /&gt;
== Trade ==&lt;br /&gt;
{{PricelistEconomy2|LuxuriesNote=Translucent sculptures|FirearmsNote=Digebitian duel pistols}}&lt;br /&gt;
[[File:Killer Mountain Seoid.jpg|thumb|300px|left|[[Killer Mountain Seoid]]]]&lt;br /&gt;
[[File:Digebiti.png|thumb|800px|right| Digebiti ([[PovrayPlanets OXP]]) ''taken by Sir Cody of El Viejo, Officer of the Order of the Opulent Ooniverse'']]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
== OXPs ==&lt;br /&gt;
&lt;br /&gt;
=== The Feudal States ===&lt;br /&gt;
[[File:Digebiti (Coat of Arms).png|right]]Digebiti is a member of [[Sector1/The Royal Houses of Santaari|The Royal Houses of Santaari]]. The nobility of Digebiti is of English descent. ([[Feudal States|Feudal States OXP]]) [[Category:The Feudal States|Digebiti]].&lt;br /&gt;
The knight on the charger is, of course, Sir Ffoliot Frederick Cary, the Right Honourable Viscount Falkland, the golden hues emphasising his nobility and honour (see below for his importance in the settling of the planet). The &amp;quot;true blue&amp;quot; background represents his loyalty to his feal vassals.&lt;br /&gt;
&lt;br /&gt;
=== Ebortsa's lucky charm ===&lt;br /&gt;
See [[Ebortsa's lucky charm]] for details of the Grand Cathedral &amp;amp; local celebrations&lt;br /&gt;
&lt;br /&gt;
=== MFD Broadcast Comms: Digebiti variant ===&lt;br /&gt;
A Digebitian variant of [[BroadcastComms MFD]] now exists. Downloadable through the in-game [[Expansions Manager]] in the HUDs section (BroadcastComms Digebiti Variations). For those in search of a more genteel mode of expression.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Galactic Navy ===&lt;br /&gt;
[[Image:Sector1 Navy Sector Command 5 SmallNavySectorMap.png|right]]This system falls under the responsibility of the [[Sector1/Navy Command Station 5|Navy Command Station 5]] in [[Sector1/Encereso|Encereso]]. ([[Galactic Navy OXP]])&lt;br /&gt;
&lt;br /&gt;
=== Digebiti.oxp Planet Texture ===&lt;br /&gt;
Experimental Planet Texture by Phkb with city lights! See [https://app.box.com/s/5njpxamao62p56mun0knqbiykj9yfb2o here] for download (6Mb, 2023).&lt;br /&gt;
&lt;br /&gt;
=== Digebiti Subject ===&lt;br /&gt;
*[[File:DigebitiSubject.0.92.oxp.zip|DigebitiSubject.oxp]] grants subjecthood of Digebiti for users of [[Diplomancy OXP]]&lt;br /&gt;
&lt;br /&gt;
=== AristoShares OXP ===&lt;br /&gt;
[[AristoShares]] allows one to invest in both Aristo-Cheese (sold in Kilograms (kg)): The finest Digebitian Aristo-Cheese, gently infused with the quintessence of aristocracy. But also in Cholzburton Dairies the very company that manufactures Aristo-Cheese. The Cholzburton Dairies class B non-voting bearer shares pay a dividend every quarter.&lt;br /&gt;
&lt;br /&gt;
== Fiction ==&lt;br /&gt;
[[File:Digebiti.oxp.png|thumb|right|300px|Phkb's Digebiti.oxp Planet Texture]]&lt;br /&gt;
[[File:Feudal inter Digebiti.png|thumb|right|300px|Digebiti (From DGill's Feudal States Images OXP)]]&lt;br /&gt;
Digebiti can be pronounced either Dih-'''djee'''-bih-tee or '''Die'''-djih-bih-tee depending on where on the planet one hails from.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The '''Supreme Ruler of Digebiti, Prince-Elector Rupert XIX of the House of Lancaster''', reigns over the system from the Cocktail Throne in the capital, Lesser Walsingham. He took the throne after the death of his older brother, Desmond, the then heir, during a game of Real Tennis. This unhappy event led to Rupert's eschewal of Tennis for Extreme Dominoes. He is understood to be much concerned with the constant diplomatic friction between Digebiti and Inonri (and their compatriots in Vetitice) to the north. There are many worries about possible Inonrian agents working to undermine the political system here in Digebiti, fomenting instability and disloyalty.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Real Tennis''' had been brought to Digebiti by the Right Honourable Viscount Falkland's [[Generation Ships OXP|Generation ship]] which uniquely contained two [https://en.wikipedia.org/wiki/Real_tennis Real Tennis Courts]. Attempts to export Real Tennis equipment (the hand-crafted balls wrapped in tempered Seoid-skin, the angulated racquets) have been hampered by the lack of interest in other systems (possibly due to the extreme convolution of the rules and the vast expense involved in building Real Tennis courts: the colonnades and their roofing, the trenches, the golden bells...). The most prestigious court is that in the Cathedral in Greater Walsingham, lovingly instated there in the cloisters directly from Falkland's ship itself. Some local wags aver that the cathedral was built specially to house the tennis court. It is interesting to note that the usage of the building has indeed changed over the millennia: it was originally dedicated to quite a different church (the autocephalous Scottish Catholic Church which split from Roman Catholicism over the Pope's failure to embrace Jacobitism: it is still influential in the Tews &amp;amp; the Falkland demesne (the &amp;quot;Latin country&amp;quot;), just to the west of the Dismal Desert).&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Other failed exports include the silk top hat, the tricorn and the pith helmet. Whilst hat-wearing is all the rage on Digebiti itself, and hats are worn by gentlemen of all ranks and none (not to mention the ladies), the particular fashions currently in vogue have proved of little interest to the sartorially inclined in other systems. There ''was'' a run on tricorns on some of the lobstoid worlds, but when the House of Lords came to understand that they were being used as knee-protectors, the trade was interdicted in a flurry of disgust and disbelief.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The most dignified of the Orders of Chivalry, and Digebiti's highest ranking honour, is the '''Order of the Opulent Ooniverse'''. Admissions to the Order are few - it is limited to a mere dozen Grand Commanders (mostly Royals), a half-dozen Knight Commanders, 13 Knights, 248 Officers and 613 Members. The rank of Knight Commander has traditionally been reserved for the five Marcher Lords whose lands border the mountains and who must fend off the depredations of the Killer Mountain Seoids. The occasional vanquishers of Seoids in combat may also merit this honour.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Mention must be made at this point of the '''House of Lords''' itself. Built in revival gothic style, the edifice is mostly constructed of a deep blue marble extracted from the mountain ranges north of Greater Walsingham. The golden veins running through the stone yield a scintillating shimmer at dawn, when the sun rises over the horizon and first strikes the facade. A popular sight for the tourists. Several hoteliers have redeveloped some of the local buildings to enable their patrons to witness this from their terraces. The tower of the Holy Jens contains the bells which mark the parliamentary divisions. Each marks a particular event: one for example is sounded only at the death of the Supreme Ruler, another at the elimination of a Seoid. The major political parties are the Adullamites, the Liberal Conservatives and the Conservative Liberals. These espouse a number of political positions along the Tory-Whig political spectrum.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The '''University of Old Salisbury''' is renowned for the long-standing debate between the department of the History of the Philosophy of History and the department for the Philosophy of the History of Philosophy - the growing heat of the debate (concerning the relationship between time, space &amp;amp; thought) has led to several duels over the past century, usually in hot-air balloons and featuring the famous duelling pistols (rather than the blunderbusses which were used in antiquity). These heated debates pass by the subjects of the Supreme Ruler who are much more concerned with the rival claims of Afternoon Tea and High Tea to cultural supremacy. Afternoon Tea is preferred in the capital and to the west, High Tea in the orient. Tiffin has been making inroads in the Tews. It is usually best to avoid the subject if one finds oneself in polite company. No such debates exist regarding the crucial importance of [https://en.wikipedia.org/wiki/Elevenses Elevenses].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Tea dances''' are a very popular form of social entertainment. Whilst attempts to import the better varieties of tea from [[Isence (Rough Guide)|Isence]] have been conspicuous in their lack of success (it just will ''not'' travel), this has been more than compensated by the growing interest in developing the perfect tea-cake. Spices and fruits from far-flung systems and galaxies have been combined in a veritable cocktail of combinations in order to vie for this honour. While open-topped sandwiches are ''de rigeur'' as an accompaniment, there has yet to be much interest shown in their possibilities. Whilst the gavotte is the most popular of the dances at such events, it is being challenged by the Viennese Waltz and the Rhumba. A new Digebitian variant of the rhumba has emerged, and is proving very popular in the region south of the Walsinghams, and around the city of Lancaster.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Extreme Dominoes.png|right|300px]]&lt;br /&gt;
'''Digebitian sculpture''' is justly renowned. Often using translucent greywacke carved from the mountain ranges bordering the Dismal Desert, the sculptors have famously developed a traditional style which is oft-termed (per-) Phidian. The most famous such is the Schemata of Noblesse Oblige, a rendering of the Feudal Principle using principles of numerological symbolism derived from Saint Phibo Nacci's majestic treatise on Theological Arithmetics. Placed above the cocktail throne in the capital, it inspires the gathered nobility with the representation of the source of their authority. Mention here should also be made of '''Arbuthnot of Digebiti''', the renowned artist, whose works adorn a number of royal and noble manses across the systems of Santaari. He was fond of painting the heavens as seen from different locations. His masterpiece, the Maximal Occultation of the Ordinator of Octoid Reality, is displayed in the Fifth Apse of the Grand Cathedral of Digebiti, located in Greater Walsingham (some 300 miles from the capital). It shows Saint Giles slowly fading from immanence into transcendence. The Art Historians debate the precise location of the heavens therein depicted. The cathedral is also famous for the painting of the [[Ebortsa's lucky charm|The Hounding of Ebortsa]], displayed in the nave.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The current craze for '''Extreme Dominoes''' involves large dominoes crafted from Bemearan Walnut Wood and imported at great expense. The Dominoes are half again as big as a chap. Players usually stand on galleries surrounding the courtyards where the games are played, issuing instructions to those moving the pieces. The current champion is the Dowager Margravine of Outer Snoring, whose grasp of the deficiencies of her opponents is second to none. The larger households have already deputised some of their heftier footmen for this task, and a new guild of domino dominators is being formed. Attempts by the Guild of Sculptors to replace the wood with carved local stone have yet to achieve any success.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
One of the local peculiarities are the '''catacombs''' of Greater Walsingham. A web of tunnels runs under the old city walls which contain elaborate catacombs from the time of landings. Carved into the solid rock, the tunnels run for miles and contain a number of underground rivers and waterfalls. Some of the catacombs are quite magnificent and professional guides offer tours with baritones chanting threnodies: the subterranean acoustics can be rather overwhelming.&lt;br /&gt;
&lt;br /&gt;
=== The Digebiti Debates: Metafiction: Dialogues on the Lore of Xlite ===&lt;br /&gt;
[[File:Digebiti-Melina.png|right|600px]]&lt;br /&gt;
{{QuoteText|Text=The dramatic date of the dialogue is set around 3150 CE, on the expansive polo fields of the Duchy of the Dark Desert of Digebiti, littered with broken sedan chairs, inter-city palanquins and a functioning cocktail bar. The chairmen have gone home. One lonely barman is waving his cocktail shaker lackadaisically over the till. It is early evening and the star of Lave has just risen over the horizon.&lt;br /&gt;
&lt;br /&gt;
Characters in the dialogue:&lt;br /&gt;
* User2357, a peripatetic pyrrhonist investigating the mysteries of meta-physics&lt;br /&gt;
* Cholmondeley of Digebiti, a strident sophist&lt;br /&gt;
* [[User:Disembodied|Disembodied]], the learned savant, Supreme Exponent of the Serene Science of [[Handwavium]]&lt;br /&gt;
* Nite Owl, Lector of the Dark Arts for the Neophytes in the Outer Darkness&lt;br /&gt;
* [[User:Redspear|Redspear]], Master Artificier and Weaponsmith&lt;br /&gt;
* [[User:Cody|Sir Cody (Bart.) of El Viejo O.O.O.O.]]&lt;br /&gt;
* [[User:Stranger|Stranger]], Authoritative Adjustor of Galaxies and Master Economist, Rider on the Winds.&lt;br /&gt;
|Source=([https://bb.oolite.space/viewtopic.php?f=11&amp;amp;t=20806 Metafiction])}}&lt;br /&gt;
*For More: [https://bb.oolite.space/viewtopic.php?f=11&amp;amp;t=20806 Metafiction: Dialogues on the Lore of Xlite] (2020)&lt;br /&gt;
&lt;br /&gt;
Debate includes the Cody-Stranger solution to the issue of why one can only travel in one direction around [[The Eight]].&lt;br /&gt;
&lt;br /&gt;
=== The Traders Almanach ===&lt;br /&gt;
{{QuoteText|Text=If you can spend some cash, try this: Best would be to buy memory chips or hand-made Digebitian sculptures and move them to Geerra. I once sold 25 tons of the memory chips in Geerra, and reaped a profit of 560 Credits. On another thought, the memory chips can also be sold well enough in Anxebiza.|Source=(Excerpt from: [[The Traders Almanach]] entry for 1:96)}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=HOopy_Casino&amp;diff=89497</id>
		<title>HOopy Casino</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=HOopy_Casino&amp;diff=89497"/>
		<updated>2026-06-19T10:26:02Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Added Aristoshares OXP, clobbered typo&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_2.3.3.oxz|HOopyCasino_2.3.3.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 2.3.3 by phkb and Captain Beatnik, May 2026&lt;br /&gt;
** Removed Hoopy logo from hoops background images, as it was interfering with the menu.&lt;br /&gt;
** Animated the lights on the opening menu background image.&lt;br /&gt;
** Random version of &amp;quot;Hoopy&amp;quot; used in most locations.&lt;br /&gt;
** Tweaks to shipdata.&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: Aegidian, 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;
== AristoShares OXP ==&lt;br /&gt;
[[AristoShares]] allows one to invest in the &amp;quot;Hoopy Casinos class B non-voting bearer shares&amp;quot;. There is a regular dividend!&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=Trade-goods_(abridged)&amp;diff=89496</id>
		<title>Trade-goods (abridged)</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Trade-goods_(abridged)&amp;diff=89496"/>
		<updated>2026-06-19T10:17:50Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: /* Which plists exactly? */ Death to typos!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''You are probably looking for [[Trade-goods.plist]]''', rather than this page.&lt;br /&gt;
&lt;br /&gt;
[[File:Distant Riches.png|thumb|right|200px|MORE THAN FIFTY NEW TRADE GOODS]]&lt;br /&gt;
&lt;br /&gt;
== F.A.Q. ==&lt;br /&gt;
&lt;br /&gt;
The goal of this page is to answer the following questions.&lt;br /&gt;
&lt;br /&gt;
=== How many different places can market influences be hiding? ===&lt;br /&gt;
&lt;br /&gt;
In plists, in market scripts, and in station methods in ''any damned script''.&lt;br /&gt;
&lt;br /&gt;
==== Which plists exactly? ====&lt;br /&gt;
&lt;br /&gt;
At least trade-goods.plist , shipdata.plist , shipdata-overrides.plist , planetinfo.plist can set '''market definitions''' directly.&lt;br /&gt;
&lt;br /&gt;
At least trade-goods.plist , shipdata.plist , shipdata-overrides.plist , planetinfo.plist can set links to '''market scripts'''.&lt;br /&gt;
&lt;br /&gt;
==== Which market scripts exactly? ====&lt;br /&gt;
&lt;br /&gt;
See below.&lt;br /&gt;
&lt;br /&gt;
==== What methods might lurk in ''any damned script''? ====&lt;br /&gt;
&lt;br /&gt;
station.setMarketPrice() or &lt;br /&gt;
station.setMarketQuantity()&lt;br /&gt;
&lt;br /&gt;
=== How do we define a new &amp;quot;trade-good&amp;quot; (commodity) '''non-bogusly?''' ===&lt;br /&gt;
&lt;br /&gt;
With trade-goods.plist &lt;br /&gt;
&lt;br /&gt;
=== How will sub-standard OXPs thwart us? ===&lt;br /&gt;
&lt;br /&gt;
By careless use of &amp;quot;default&amp;quot; in market influences to destroy things they don't even know exist.&lt;br /&gt;
&lt;br /&gt;
==== Can we move the world-script in AristoShares OXP into a market script? ====&lt;br /&gt;
&lt;br /&gt;
That would prevent deadbeat scripts from interfering with it. Good idea, research required.&lt;br /&gt;
&lt;br /&gt;
=== Can we define new properties for commodities? ===&lt;br /&gt;
&lt;br /&gt;
Where can we set &amp;quot;aita_image&amp;quot; values?&lt;br /&gt;
&lt;br /&gt;
=== Is the economy 0&amp;lt;-&amp;gt;7 dipole set in stone? ===&lt;br /&gt;
&lt;br /&gt;
Does it really require javascript to overcome this?&lt;br /&gt;
&lt;br /&gt;
If so, what is the actual function of the peak_import &amp;amp; peak_export properties?&lt;br /&gt;
&lt;br /&gt;
== Preamble ==&lt;br /&gt;
&lt;br /&gt;
The trade-goods.plist file defines &amp;quot;trade goods&amp;quot; (commodities/cargo). But, it does not ''e.g.'' remove slaves from a particular station or make them cost twice as much as they do at the main orbital station. To do such things, ''i.e.'' to tweak the pricing/availability of commodities in a particular station, you need to define the market inside that station, either within its [[Shipdata.plist]] or within a [[Oolite_Market_Scripts|market script]] linked from its shipdata.plist.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The '''trade-goods.plist''' file is a dictionary of dictionaries, with (canonical) commodity names as keys to dictionaries of key-value pairs defining the quantities, prices and other properties of those commodities.&lt;br /&gt;
&lt;br /&gt;
 {&lt;br /&gt;
 	&amp;quot;food&amp;quot; = {&lt;br /&gt;
 		&amp;quot;name&amp;quot; = &amp;quot;[commodity-name food]&amp;quot;;&lt;br /&gt;
 		&amp;quot;classes&amp;quot; = (&amp;quot;oolite-consumer&amp;quot;,&amp;quot;oolite-edible&amp;quot;,&amp;quot;oolite-farming&amp;quot;);&lt;br /&gt;
 		&amp;quot;quantity_unit&amp;quot; = 0;  // 0=t&lt;br /&gt;
 		&amp;quot;peak_export&amp;quot; = 7; // Poor Ag&lt;br /&gt;
 		&amp;quot;peak_import&amp;quot; = 0; // Rich Ind&lt;br /&gt;
 		&amp;quot;price_average&amp;quot; = 50; // decicredits&lt;br /&gt;
 		// fraction of average ~= 2.75 credits&lt;br /&gt;
 		&amp;quot;price_economic&amp;quot; = 0.55;&lt;br /&gt;
 		// fraction of average ~= 0.2 credits&lt;br /&gt;
 		&amp;quot;price_random&amp;quot; = 0.04;&lt;br /&gt;
 		&amp;quot;quantity_average&amp;quot; = 13.5; // gets rounded&lt;br /&gt;
 		&amp;quot;quantity_economic&amp;quot; = 0.52;&lt;br /&gt;
 		&amp;quot;quantity_random&amp;quot; = 0.04;&lt;br /&gt;
 		&amp;quot;legality_export&amp;quot; = 0;&lt;br /&gt;
 		&amp;quot;legality_import&amp;quot; = 0;&lt;br /&gt;
 		&amp;quot;trumble_opinion&amp;quot; = 1.0;&lt;br /&gt;
 		&amp;quot;sort_order&amp;quot; = 100;&lt;br /&gt;
 	};&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
The following keys are accepted within a commodity definition&lt;br /&gt;
&lt;br /&gt;
== Property keys (listed thematically, not alphabetically) ==&lt;br /&gt;
&lt;br /&gt;
=== capacity ===&lt;br /&gt;
The maximum amount of this good which can be held at a main station market. The default is 127 units.&lt;br /&gt;
&lt;br /&gt;
=== classes ===&lt;br /&gt;
An array of commodity class names. Classes can be used by secondary stations (only secondary markets?) to set pricing rules for groups of commodities.&lt;br /&gt;
&lt;br /&gt;
=== comment ===&lt;br /&gt;
A string that will be displayed on the F8 F8 commodity detail screen to describe the commodity. This can be modified later by [[Oolite_JavaScript_Reference:_Manifest#setComment|manifest.setComment()]]&lt;br /&gt;
&lt;br /&gt;
=== legality_export ===&lt;br /&gt;
This number will be multiplied by the number of units carried when leaving a main station (or another station which enforces Cooperative market laws). This value will be ORed with the player's bounty.&lt;br /&gt;
&lt;br /&gt;
=== legality_import ===&lt;br /&gt;
This number will be multiplied by the number of units carried when entering a main station (or another station which enforces Cooperative market laws). This value will be ORed with the player's bounty.&lt;br /&gt;
&lt;br /&gt;
No core game good is illegal to import.&lt;br /&gt;
&lt;br /&gt;
=== market_script ===&lt;br /&gt;
The name of a Javascript file to use as a [[Oolite Market Scripts|market script]] for this trade good when calculating main station quantities and prices.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' [https://bb.oolite.space/viewtopic.php?p=235837#p235837 What's the difference between the market script specified in planetinfo.plist and the one called for by trade-goods.plist?] (2015)&lt;br /&gt;
&lt;br /&gt;
=== name ===&lt;br /&gt;
A string containing the name of the trade good. This may contain [keys]s for [[descriptions.plist]] expansion.&lt;br /&gt;
&lt;br /&gt;
=== peak_export ===&lt;br /&gt;
A number from 0 to 7 identifying the economy which will give the best price for buying this good. Economies closer to this economy than the peak_import will also have below-average prices.&lt;br /&gt;
&lt;br /&gt;
=== peak_import ===&lt;br /&gt;
A number from 0 to 7 identifying the economy which will give the best price for selling this good. Economies closer to this economy than the peak_export will also have above-average prices.&lt;br /&gt;
&lt;br /&gt;
=== price_average ===&lt;br /&gt;
The average price of this trade good at a main system station which neither imports nor exports, in decicredits.&lt;br /&gt;
&lt;br /&gt;
=== price_economic ===&lt;br /&gt;
The proportion of the price affected by the system economy. A value of 0 means that this good does not change in price depending on system economy. A value of 0.3 means that the good would be 0.7 times price_average in an ideal exporting system, and 1.3 times price_average in an ideal importing system. While values greater than 1 may be used, in general much lower values are better.&lt;br /&gt;
&lt;br /&gt;
=== price_random ===&lt;br /&gt;
The proportion of the price affected by random factors. A value of 0.6 means that the actual price of the good in a system which neither imports nor exports may be between 0.4 and 1.6 times the price_average.&lt;br /&gt;
&lt;br /&gt;
If this value is larger than price_economic, this means that even an ideal trade run from the best exporter to the best importer is not guaranteed to make a profit.&lt;br /&gt;
&lt;br /&gt;
=== quantity_average ===&lt;br /&gt;
The average quantity of this trade good at a main system station which neither imports nor exports, in decicredits. If the calculated quantity exceeds the capacity, it will be capped.&lt;br /&gt;
&lt;br /&gt;
=== quantity_economic ===&lt;br /&gt;
The proportion of the quantity affected by the system economy. A value of 0 means that this good does not change in quantity depending on system economy. A value of 0.3 means that the good would be 0.7 times as frequent in an ideal importing system, and 1.3 times as frequent in an ideal exporting system. A value of 1 or greater will make the good never or rarely (depending on quantity_random) available in systems which import the good.&lt;br /&gt;
&lt;br /&gt;
=== quantity_random ===&lt;br /&gt;
The proportion of the quantity affected by random factors. A value of 0.6 means that the actual quantity of the good in a system which neither imports nor exports may be between 0.4 and 1.6 times the quantity_average.&lt;br /&gt;
&lt;br /&gt;
If this value is greater than 1, then systems may often entirely lack this good. If this value is greater than 1 + quantity_economic, then even an ideal exporter may not have any in stock.&lt;br /&gt;
&lt;br /&gt;
=== quantity_unit ===&lt;br /&gt;
The size of container one unit of this good represents. 0 = tonne; 1 = kilogram; 2 = gram. The default is zero.&lt;br /&gt;
&lt;br /&gt;
=== short_comment ===&lt;br /&gt;
A string that will be displayed on the F8 commodity list screen in the optional extra column. This can be modified later by [[Oolite_JavaScript_Reference:_Manifest#setShortComment|manifest.setShortComment()]]. As the meaning of this value will depend on the OXPs installed, it is unlikely to be useful to specify an initial value in the plist.&lt;br /&gt;
&lt;br /&gt;
=== sort_order ===&lt;br /&gt;
A number positioning the item on the F8 screen when goods are sorted in the default order. The core goods have values 100 to 1700 in steps of 100.&lt;br /&gt;
&lt;br /&gt;
=== trumble_opinion ===&lt;br /&gt;
How likely is a hungry trumble to consider eating this good? Goods with a value of 0 for this will never be eaten by trumbles; other goods may be eaten depending on the value of this parameter and the values for other goods on board.&lt;br /&gt;
&lt;br /&gt;
=== Discussion of classes ===&lt;br /&gt;
&lt;br /&gt;
The following classes are defined by Oolite, with the core goods in those classes also listed. OXPs should usually add these classes as appropriate to custom trade goods they create, and may also define their own classes (which should be given an OXP-specific prefix). Some built-in classes only contain one built-in good, to allow for easier sub-typing by OXPs.&lt;br /&gt;
&lt;br /&gt;
* '''oolite-alien''': goods which were not made by a Cooperative species (Alien Items)&lt;br /&gt;
* '''oolite-animalproduct''': goods which are obtained from animals but are not themselves animals (Furs)&lt;br /&gt;
* '''oolite-business''': goods which are usually obtained for industrial or other corporate use (Computers, Machinery, Alloys, Minerals, Gold, Platinum)&lt;br /&gt;
* '''oolite-consumer''': goods often obtained for personal use (Food, Textiles, Liquor/Wines, Luxuries, Narcotics, Furs, Gold, Platinum, Gem Stones)&lt;br /&gt;
* '''oolite-dangerous''': goods which may be hazardous (Radioactives, Narcotics, Firearms)&lt;br /&gt;
* '''oolite-edible''': goods which can be eaten reasonably safely (Food, Liquor/Wines)&lt;br /&gt;
* '''oolite-farming''': goods which are produced by farming or similar agricultural processes (Food, Textiles, Liquor/Wines, Furs)&lt;br /&gt;
* '''oolite-living''': goods which contain living creatures (Slaves)&lt;br /&gt;
* '''oolite-luxury''': goods which are luxuries, usually a subset of oolite-consumer (Luxuries)&lt;br /&gt;
* '''oolite-machinery''': goods which are industrial machinery (Machinery)&lt;br /&gt;
* '''oolite-medical''': goods which may have a medical purpose (Narcotics)&lt;br /&gt;
* '''oolite-metals''': goods which are largely or entirely made of metal (Alloys, Gold, Platinum)&lt;br /&gt;
* '''oolite-military''': goods which are of interest to the military (Firearms, Alien Items)&lt;br /&gt;
* '''oolite-mining''': goods which are produced by mining operations or similar extraction processes (Radioactives, Minerals, Gold, Platinum, Gem Stones)&lt;br /&gt;
* '''oolite-rawmaterials''': goods which are raw materials needing refining to be used further (Minerals)&lt;br /&gt;
* '''oolite-restricted''': goods which are subject to restrictions on trade (Slaves, Narcotics, Firearms)&lt;br /&gt;
* '''oolite-salvage''': goods which are often retrieved from space battles (Slaves, Alloys)&lt;br /&gt;
* '''oolite-shipyard''': goods used in the production of space ships (Computers, Alloys)&lt;br /&gt;
* '''oolite-slaves''': goods which are slaves (Slaves)&lt;br /&gt;
* '''oolite-technological''': goods requiring a high-tech process to produce (Computers, Machinery)&lt;br /&gt;
* '''oolite-thargoid''': goods of Thargoid origin (Alien Items)&lt;br /&gt;
* '''oolite-weapons''': goods which are weapons (Firearms)&lt;br /&gt;
* '''oolite-wearable''': goods which are or can be used to make clothes (Textiles, Furs)&lt;br /&gt;
&lt;br /&gt;
== Secondary Market Definitions ==&lt;br /&gt;
&lt;br /&gt;
The primary market is that of the system's main station (''i.e.'' the javascript object system.mainStation.market ) Secondary markets are other markets, which are influenced by the primary market, ''e.g.'' that of a local Rock Hermit, or a visiting liner or another orbital station. Both quantities and prices will be influenced by those of the primary market. Needless to say, the primary market is randomly recalculated each time the system is visited.&lt;br /&gt;
&lt;br /&gt;
Secondary market definitions are entered in the [[shipdata.plist#market_definition|market_definition]] key in shipdata.plist, which is an array of dictionaries, each defining rules which modify the prices and quantities from the main station market, and possibly adjust the market capacity and legality of the good. The following modifications are applied for each trade good, '''assuming no market_script is defined''':&lt;br /&gt;
&lt;br /&gt;
# The market definition array is searched from top to bottom for the first element matching the trade good&lt;br /&gt;
# The market quantity is scaled in proportion to the relative capacities for that good in the two markets.&lt;br /&gt;
# Otherwise, the price and quantity modifications defined in the plist are used.&lt;br /&gt;
&lt;br /&gt;
=== Secondary Market Matching ===&lt;br /&gt;
&lt;br /&gt;
This uses the 'type' and 'name' properties. Type has three possible values&lt;br /&gt;
&lt;br /&gt;
* type = 'good': the good with the key in trade-goods.plist exactly matching the name property&lt;br /&gt;
* type = 'class': any good in trade-goods.plist with an entry in its [[#classes|classes]] list exactly matching the name property&lt;br /&gt;
* type = 'default': any good. The name property is ignored if present.&lt;br /&gt;
&lt;br /&gt;
'default' should generally only be used for the last entry in the market definition.&lt;br /&gt;
&lt;br /&gt;
=== Secondary Market Modifications ===&lt;br /&gt;
&lt;br /&gt;
The following keys in the chosen market definition are then used to modify the good&lt;br /&gt;
&lt;br /&gt;
==== capacity ====&lt;br /&gt;
The market capacity for this good or set of goods. If omitted, the [[shipdata.plist#market_capacity|default capacity for the station]] will be used.&lt;br /&gt;
&lt;br /&gt;
==== legality_import, legality_export ====&lt;br /&gt;
If present, these keys override the keys of the same name in the basic trade good definition. If omitted, the station will use the same rules as the main station, provided that [[shipdata.plist#market_monitored|its market is monitored at all]]&lt;br /&gt;
&lt;br /&gt;
==== price_adder, price_multiplier, price_randomiser ====&lt;br /&gt;
These keys modify the price in the secondary market. The formula is (in decicredits):&lt;br /&gt;
 rnd = -1..1 // random number in range -1 to +1, slightly biased towards zero&lt;br /&gt;
 secondary_price = MAX(1, (primary_price + price_adder) * (price_multiplier + (price_randomiser * rnd)))&lt;br /&gt;
As an exception, if price_adder and price_multiplier are both &amp;lt;= 0, then the result is always 0 regardless of price_random.&lt;br /&gt;
&lt;br /&gt;
==== quantity_adder, quantity_multiplier, quantity_randomiser ====&lt;br /&gt;
These keys together with the capacity modify the quantity in the secondary market. The formula is:&lt;br /&gt;
 rnd = -1..1 // random number in range -1 to +1, slightly biased towards zero&lt;br /&gt;
 adjusted_quantity = (local_capacity / primary_capacity) * primary_quantity;&lt;br /&gt;
 secondary_quantity = (adjusted_quantity + quantity_adder) * (quantity_multiplier + (quantity_randomiser * rnd)))&lt;br /&gt;
As an exception, if quantity_adder and quantity_multiplier are both &amp;lt;= 0, then the result is always 0 regardless of quantity_random.&lt;br /&gt;
&lt;br /&gt;
=== Links ===&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=21512 Secondary Market Definitions Defined] (2023)&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
Hardly anybody ended up using this! And cim never even put it into his [[New Cargoes]] oxp! Spara wrote a conversion script for the old commodities.plist, and everybody seems to have used that instead for determining markets for new stations.&lt;br /&gt;
&lt;br /&gt;
=== From the vanilla game: Rock Hermits ===&lt;br /&gt;
The &amp;quot;market_definition&amp;quot; from the shipdata.plist in the config folder&lt;br /&gt;
&lt;br /&gt;
 	&amp;quot;oolite_template_rock-hermit&amp;quot; = &lt;br /&gt;
 	{	....&lt;br /&gt;
 		is_carrier = 1;&lt;br /&gt;
 		is_template = 1;&lt;br /&gt;
 		&amp;quot;market_capacity&amp;quot; = 31; // maximum capacity for any good&lt;br /&gt;
 		&amp;quot;market_definition&amp;quot; = (&lt;br /&gt;
 			{&lt;br /&gt;
 				// export cheap mining products&lt;br /&gt;
 				&amp;quot;type&amp;quot; = &amp;quot;class&amp;quot;;&lt;br /&gt;
 				&amp;quot;name&amp;quot; = &amp;quot;oolite-mining&amp;quot;;&lt;br /&gt;
 				&amp;quot;price_multiplier&amp;quot; = 0.8;&lt;br /&gt;
 				&amp;quot;price_randomiser&amp;quot; = 0.1;&lt;br /&gt;
 				&amp;quot;quantity_multiplier&amp;quot; = 3.5;&lt;br /&gt;
 				&amp;quot;quantity_randomiser&amp;quot; = 3.0;&lt;br /&gt;
 			},&lt;br /&gt;
 			{&lt;br /&gt;
 				// import supplies a bit&lt;br /&gt;
 				&amp;quot;type&amp;quot; = &amp;quot;class&amp;quot;;&lt;br /&gt;
 				&amp;quot;name&amp;quot; = &amp;quot;oolite-edible&amp;quot;;&lt;br /&gt;
 				&amp;quot;price_multiplier&amp;quot; = 1.05;&lt;br /&gt;
 				&amp;quot;price_randomiser&amp;quot; = 0.05;&lt;br /&gt;
 				&amp;quot;quantity_multiplier&amp;quot; = 0.0;&lt;br /&gt;
 				&amp;quot;capacity&amp;quot; = 15;&lt;br /&gt;
 			},&lt;br /&gt;
 			{&lt;br /&gt;
 				// sometimes need clothes, but usually have enough already&lt;br /&gt;
 				&amp;quot;type&amp;quot; = &amp;quot;class&amp;quot;;&lt;br /&gt;
 				&amp;quot;name&amp;quot; = &amp;quot;oolite-wearable&amp;quot;;&lt;br /&gt;
 				&amp;quot;price_multiplier&amp;quot; = 0.8;&lt;br /&gt;
 				&amp;quot;price_randomiser&amp;quot; = 0.4;&lt;br /&gt;
 				&amp;quot;quantity_multiplier&amp;quot; = 0.0;&lt;br /&gt;
 				&amp;quot;capacity&amp;quot; = 7;&lt;br /&gt;
 			},&lt;br /&gt;
 			{&lt;br /&gt;
 				// sometimes need new mining equipment&lt;br /&gt;
 				&amp;quot;type&amp;quot; = &amp;quot;class&amp;quot;;&lt;br /&gt;
 				&amp;quot;name&amp;quot; = &amp;quot;oolite-machinery&amp;quot;;&lt;br /&gt;
 				&amp;quot;price_multiplier&amp;quot; = 0.8;&lt;br /&gt;
 				&amp;quot;price_randomiser&amp;quot; = 0.4;&lt;br /&gt;
 				&amp;quot;quantity_multiplier&amp;quot; = 0.0;&lt;br /&gt;
 				&amp;quot;capacity&amp;quot; = 7;&lt;br /&gt;
 			},&lt;br /&gt;
 			{&lt;br /&gt;
 				// not really interested&lt;br /&gt;
 				&amp;quot;type&amp;quot; = &amp;quot;default&amp;quot;;&lt;br /&gt;
 				&amp;quot;price_multiplier&amp;quot; = 0.55;&lt;br /&gt;
 				&amp;quot;price_randomiser&amp;quot; = 0.25;&lt;br /&gt;
 				&amp;quot;quantity_multiplier&amp;quot; = 0.0;&lt;br /&gt;
 				&amp;quot;capacity&amp;quot; = 3;&lt;br /&gt;
 			}&lt;br /&gt;
 		);&lt;br /&gt;
 		&amp;quot;market_monitored&amp;quot; = no;&lt;br /&gt;
 		....&lt;br /&gt;
 	};&lt;br /&gt;
&lt;br /&gt;
=== From Cim's oxp: Risk-based Economy (v.2.0: the Trade-goods.plist updated from the original commodities.plist) ===&lt;br /&gt;
 {&lt;br /&gt;
 	&amp;quot;food&amp;quot; = {&lt;br /&gt;
 		&amp;quot;price_random&amp;quot; = 0.15;&lt;br /&gt;
 	};&lt;br /&gt;
 	&lt;br /&gt;
 	&amp;quot;radioactives&amp;quot; = {&lt;br /&gt;
 		&amp;quot;price_random&amp;quot; = 0.12;&lt;br /&gt;
 	};&lt;br /&gt;
 &lt;br /&gt;
 	&amp;quot;liquor_wines&amp;quot; = {&lt;br /&gt;
 		&amp;quot;price_random&amp;quot; = 0.15;&lt;br /&gt;
 	};&lt;br /&gt;
 	&lt;br /&gt;
 	&amp;quot;luxuries&amp;quot; = {&lt;br /&gt;
 		&amp;quot;price_random&amp;quot; = 0.08;&lt;br /&gt;
 	};&lt;br /&gt;
 &lt;br /&gt;
 	&amp;quot;luxuries&amp;quot; = {&lt;br /&gt;
 		&amp;quot;price_random&amp;quot; = 0.08;&lt;br /&gt;
 	};&lt;br /&gt;
 &lt;br /&gt;
 	&amp;quot;computers&amp;quot; = {&lt;br /&gt;
 		&amp;quot;price_random&amp;quot; = 0.12;&lt;br /&gt;
 	};&lt;br /&gt;
 &lt;br /&gt;
 	&amp;quot;machinery&amp;quot; = {&lt;br /&gt;
 		&amp;quot;price_random&amp;quot; = 0.05;&lt;br /&gt;
 	};&lt;br /&gt;
 &lt;br /&gt;
 	&amp;quot;alloys&amp;quot; = {&lt;br /&gt;
 		&amp;quot;price_average&amp;quot; = 158;&lt;br /&gt;
 		&amp;quot;price_economic&amp;quot; = 0.10;&lt;br /&gt;
 		&amp;quot;price_random&amp;quot; = 0.06;&lt;br /&gt;
 	};&lt;br /&gt;
 &lt;br /&gt;
 	&amp;quot;firearms&amp;quot; = {&lt;br /&gt;
 		&amp;quot;price_random&amp;quot; = 0.20;&lt;br /&gt;
 	};&lt;br /&gt;
 &lt;br /&gt;
 	&amp;quot;furs&amp;quot; = {&lt;br /&gt;
 		&amp;quot;price_random&amp;quot; = 0.25;&lt;br /&gt;
 	};&lt;br /&gt;
 &lt;br /&gt;
 	&amp;quot;alien_items&amp;quot; = {&lt;br /&gt;
 		&amp;quot;price_economic&amp;quot; = 0.05;&lt;br /&gt;
 		&amp;quot;price_random&amp;quot; = 0.45;&lt;br /&gt;
 	};&lt;br /&gt;
 &lt;br /&gt;
 }&lt;br /&gt;
=== A new commodity (from the trade-goods.plist inside &amp;quot;SW Economy&amp;quot;) ===&lt;br /&gt;
 	&amp;quot;medicine&amp;quot; = {&lt;br /&gt;
 		&amp;quot;name&amp;quot; = &amp;quot;[commodity-name medicine]&amp;quot;;&lt;br /&gt;
 		&amp;quot;classes&amp;quot; = (&amp;quot;oolite-consumer&amp;quot;,&amp;quot;oolite-medical&amp;quot;);&lt;br /&gt;
 		&amp;quot;quantity_unit&amp;quot; = 1;&lt;br /&gt;
 		&amp;quot;peak_export&amp;quot; = 7;&lt;br /&gt;
 		&amp;quot;peak_import&amp;quot; = 0;&lt;br /&gt;
 		&amp;quot;price_average&amp;quot; = 640;&lt;br /&gt;
 		&amp;quot;price_economic&amp;quot; = 0.25;&lt;br /&gt;
 		&amp;quot;price_random&amp;quot; = 0.15;&lt;br /&gt;
 		&amp;quot;quantity_average&amp;quot; = 5;&lt;br /&gt;
 		&amp;quot;quantity_economic&amp;quot; = 1.5;&lt;br /&gt;
 		&amp;quot;quantity_random&amp;quot; = 1.0;&lt;br /&gt;
 		&amp;quot;legality_export&amp;quot; = 0;&lt;br /&gt;
 		&amp;quot;legality_import&amp;quot; = 0;&lt;br /&gt;
 		&amp;quot;trumble_opinion&amp;quot; = 0.50;&lt;br /&gt;
 		&amp;quot;sort_order&amp;quot; = 500;&lt;br /&gt;
        &amp;quot;comment&amp;quot; = &amp;quot;[oolite-commodity-medicine]&amp;quot;;&lt;br /&gt;
 	};&lt;br /&gt;
&lt;br /&gt;
=== Setting an orbital main station's slaves on sale to zero ===&lt;br /&gt;
[[User:Phkb|Phkb]] provided this example which requires a ''planetinfo.plist'' &amp;amp; a new ''.js file'' - there are other ways to achieve the same result&lt;br /&gt;
====  1) planetinfo.plist (to invoke the market script) ====&lt;br /&gt;
(in the &amp;quot;Config&amp;quot; folder) &lt;br /&gt;
&lt;br /&gt;
 {&lt;br /&gt;
     &amp;quot;0 96&amp;quot; = {market_script = &amp;quot;digebiti_noslaves.js&amp;quot;;};&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
==== 2) Market script: digebiti_noslaves.js ====&lt;br /&gt;
(in the &amp;quot;Scripts&amp;quot; folder) - note the complex name, which prevents confusion with other snippets of script&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;use strict&amp;quot;;&lt;br /&gt;
 this.name           = &amp;quot;digebiti_noslaves&amp;quot;;&lt;br /&gt;
 this.author         = &amp;quot;Phkb&amp;quot;;&lt;br /&gt;
 this.copyright      = &amp;quot;(C) 2022 Phkb&amp;quot;;&lt;br /&gt;
 this.licence        = &amp;quot;CC-NC-by-SA 4.0&amp;quot;;&lt;br /&gt;
 this.description    = &amp;quot;Removes slaves for sale in Digebiti&amp;quot;;&lt;br /&gt;
 this.version        = &amp;quot;1.0&amp;quot;;&lt;br /&gt;
 &lt;br /&gt;
 this.updateLocalCommodityDefinition = function(goodDefinition, station, systemID) {&lt;br /&gt;
     if (goodDefinition.key == &amp;quot;slaves&amp;quot; &amp;amp;&amp;amp; station &amp;amp;&amp;amp; station.isMainStation) {&lt;br /&gt;
         goodDefinition.quantity = 0;&lt;br /&gt;
     }&lt;br /&gt;
     return goodDefinition;&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
This method will work, so long as no other OXP changes the market_script property of the Digebiti system in the same way.&lt;br /&gt;
&lt;br /&gt;
=== Creating an invariant market independent of the local system economy (agricultural/industrial) ===&lt;br /&gt;
If you just use a market_definition in shipdata.plist for the station, then you're merely setting variations on the primary system market.&lt;br /&gt;
&lt;br /&gt;
If you want the station prices to be independent of (or more loosely tied to) the system it's in, then you need to use a [[Oolite_Market_Scripts|market script]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So what you'd have is something like this - let's say it's a hydroponics station, so it always sells food and nothing else, regardless of whether the general system economy is industrial or agricultural:&lt;br /&gt;
&lt;br /&gt;
 // this is going to get called once for each trade good on the market&lt;br /&gt;
 function updateLocalCommodityDefinition (goodDefinition, station, system) {&lt;br /&gt;
   	// at this point, goodDefinition will contain the trade-goods.plist information on the commodity itself&lt;br /&gt;
 	// and a price and quantity key to say what the processing so far has done in mutating the default system market&lt;br /&gt;
 	// so that might say &amp;quot;price&amp;quot; = 35; &amp;quot;quantity&amp;quot; = 50;&lt;br /&gt;
        // the important thing is that we can just ignore that entirely if we want&lt;br /&gt;
        if (goodDefinition.key == &amp;quot;food&amp;quot;) {&lt;br /&gt;
                // are we calculating the basic Oolite &amp;quot;food&amp;quot; trade good right now? If yes, set our own static prices&lt;br /&gt;
        	goodDefinition.price = 25; // 2.5 credits&lt;br /&gt;
        	goodDefinition.quantity = 80; // lots of food&lt;br /&gt;
        } else {&lt;br /&gt;
                // if not, don't buy or sell any other commodity&lt;br /&gt;
                // TODO: work out what we should import&lt;br /&gt;
        	goodDefinition.price = 0;&lt;br /&gt;
        	goodDefinition.quantity = 0;&lt;br /&gt;
        	goodDefinition.capacity = 0;&lt;br /&gt;
        }&lt;br /&gt;
        return goodDefinition;&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
Now ... the reason that market definitions are preferred to be mutators of the system economy is for two reasons.&lt;br /&gt;
1) it means you can avoid the situation where you end up with two adjacent stations with wildly different prices ... but you can of course handle that in other ways too, station positioning, restricted access, ''etc''.&lt;br /&gt;
2) it makes it easier to handle OXP trade goods:&lt;br /&gt;
 - other OXPs might have added more &amp;quot;food&amp;quot; type goods, ''e.g.'' &amp;quot;Meat&amp;quot; or &amp;quot;Cheese&amp;quot;&lt;br /&gt;
 - you can learn about those and handle them specifically&lt;br /&gt;
&lt;br /&gt;
 } else if (goodDefinition.key == &amp;quot;bobsfoodoxp_cheese&amp;quot;) {&lt;br /&gt;
   // set price and quantity here&lt;br /&gt;
&lt;br /&gt;
... but that means a lot of keeping up with what everyone else is doing with custom goods.&lt;br /&gt;
&lt;br /&gt;
The idea was that for your hydroponics station what you might do instead is something like this&lt;br /&gt;
&lt;br /&gt;
 // this is going to get called once for each trade good on the market&lt;br /&gt;
 function updateLocalCommodityDefinition (goodDefinition, station, system) {&lt;br /&gt;
  	// at this point, goodDefinition will contain the trade-goods.plist information on the commodity itself&lt;br /&gt;
 	// and a price and quantity key to say what the processing so far has done in mutating the default system market&lt;br /&gt;
 	// so that might say &amp;quot;price&amp;quot; = 35; &amp;quot;quantity&amp;quot; = 50;&lt;br /&gt;
        // the important thing is that we can just ignore that entirely if we want&lt;br /&gt;
        if (goodDefinition.classes.indexOf(&amp;quot;oolite-edible&amp;quot;) &amp;gt;= 0) {&lt;br /&gt;
                // has this commodity been declared either by Oolite Core or by the OXP that added it as&lt;br /&gt;
                // some sort of food?&lt;br /&gt;
        	goodDefinition.price = goodDefinition.price * 0.6; // big discount for buying at source&lt;br /&gt;
        	goodDefinition.quantity = 10 + (goodDefinition.quantity * 2); // lots of it, and at least 10t even in heavily industrial systems&lt;br /&gt;
        } else {&lt;br /&gt;
                // if not, don't buy or sell any other commodity&lt;br /&gt;
                // TODO: work out what we should import&lt;br /&gt;
        	goodDefinition.price = 0;&lt;br /&gt;
        	goodDefinition.quantity = 0;&lt;br /&gt;
        	goodDefinition.capacity = 0;&lt;br /&gt;
        }&lt;br /&gt;
        return goodDefinition;&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
So now if another OXP adds Cheese, provided they declare it as &amp;quot;edible&amp;quot;, your station will sell it in high quantities at a big discount, but you don't need to know exactly what the baseline price or quantity was set - so if a food-focused OXP was to add &amp;quot;Wine&amp;quot;, &amp;quot;Fine Wine&amp;quot; and &amp;quot;Vintage Wine&amp;quot; at a range of prices and quantities, you'd be automatically handling those in reasonable line with a combination of the Wine OXP's basic pricing structure and your station OXP's &amp;quot;food primary source market&amp;quot; style, without necessarily needing to know about every future Wine OXP there might be and explicitly set compatibility.&lt;br /&gt;
&lt;br /&gt;
Note in this example we're still zeroing out all non-food goods - OXP included! - regardless of the local economy. Maybe at this point we'd want to include and document a &amp;quot;hydroponicsoxp-agriculturalequipment&amp;quot; trade good class that other OXPs could use, which this station would buy up at higher demand and prices than normal.&lt;br /&gt;
&lt;br /&gt;
 // this is going to get called once for each trade good on the market&lt;br /&gt;
 function updateLocalCommodityDefinition (goodDefinition, station, system) {&lt;br /&gt;
  	// at this point, goodDefinition will contain the trade-goods.plist information on the commodity itself&lt;br /&gt;
 	// and a price and quantity key to say what the processing so far has done in mutating the default system market&lt;br /&gt;
 	// so that might say &amp;quot;price&amp;quot; = 35; &amp;quot;quantity&amp;quot; = 50;&lt;br /&gt;
        // the important thing is that we can just ignore that entirely if we want&lt;br /&gt;
        if (goodDefinition.classes.indexOf(&amp;quot;oolite-edible&amp;quot;) &amp;gt;= 0) {&lt;br /&gt;
                // has this commodity been declared either by Oolite Core or by the OXP that added it as&lt;br /&gt;
                // some sort of food?&lt;br /&gt;
        	goodDefinition.price = goodDefinition.price * 0.6; // big discount for buying at source&lt;br /&gt;
        	goodDefinition.quantity = 10 + (goodDefinition.quantity * 2); // lots of it, and at least 10t even in heavily industrial systems&lt;br /&gt;
        } else if (goodDefinition.classes.indexOf(&amp;quot;hydroponicsoxp-agriculturalequipment&amp;quot;) &amp;gt;= 0) {     	&lt;br /&gt;
        	// custom class for other OXPs to add specific agricultural equipment e.g. combine harvesters, compost, fertiliser&lt;br /&gt;
        	goodDefinition.price = goodDefinition.price * 1.3; // better prices here&lt;br /&gt;
        	goodDefinition.capacity = 16; // buy a small amount only // TODO: raise capacity if price per tonne is low&lt;br /&gt;
         	goodDefinition.quantity = 0; // not selling this&lt;br /&gt;
        } else if (goodDefinition.key == &amp;quot;machinery&amp;quot;) {&lt;br /&gt;
        	// the basic Oolite Machinery commodity isn't in the custom class but we need to buy something if&lt;br /&gt;
        	// no OXPs adding it are installed&lt;br /&gt;
        	goodDefinition.price = goodDefinition.price * 1.3; // better prices here&lt;br /&gt;
        	goodDefinition.quantity = 0; // not selling&lt;br /&gt;
        	goodDefinition.capacity = 16; // small capacity to buy&lt;br /&gt;
        } else {&lt;br /&gt;
                // don't buy or sell any other commodity&lt;br /&gt;
        	goodDefinition.price = 0;&lt;br /&gt;
        	goodDefinition.quantity = 0;&lt;br /&gt;
        	goodDefinition.capacity = 0;&lt;br /&gt;
        }&lt;br /&gt;
        return goodDefinition;&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
So you can see this one has a mix of using, mutating and overruling the definitions set by the system market and OXP commodity definitions ... with this method you could have a whole bunch of OXPs setting up themed stations, and a whole different bunch adding their own custom commodities, and they'd barely have to know about each other to ensure reasonable consistency and compatibility from someone installing any combination of them. (- by [[User:Cim|Cim]], 2023)&lt;br /&gt;
&lt;br /&gt;
Note: this gives examples for 1 commodity at a time, but not how to easily do that for ALL the commodities on ALL the extra stations in a system.&lt;br /&gt;
&lt;br /&gt;
== Using the trade-goods.plist ==&lt;br /&gt;
The trade-goods.plist was designed to make commodities simpler, by:&lt;br /&gt;
:1) Making it a dictionary rather than an unlabelled array so one could tell which parameter was which&lt;br /&gt;
:2) Making the price range for a trade good dependent on more sensible variables, so rather than setting the price range with a bitmask, one set the price and quantity variations dependent on the economy and on random chance.&lt;br /&gt;
&lt;br /&gt;
Compare the v.1.81 trade-goods.plist with a v.1.80 commodities.plist - they were designed to give near-identical market behaviour for the built-in trade goods.&lt;br /&gt;
&lt;br /&gt;
But - that only made it more comprehensible. It didn't really let one do anything particularly different to Elite 84 markets - mostly including the &amp;quot;Rich Industrial -&amp;gt; Poor Agricultural&amp;quot; single spectrum. One can tweak that a bit with peak_export and peak_import to get slightly different shapes (so a good might peak at Poor Industrial rather than Rich Industrial) but it doesn't really give one the option of a third economy type still.&lt;br /&gt;
&lt;br /&gt;
''So how does one introduce a new economic pole, such as a mining industry?''&lt;br /&gt;
&lt;br /&gt;
For that, one needs the scripting support. [[Oolite JavaScript Reference: Market Scripts]]. &amp;lt;br&amp;gt;&lt;br /&gt;
One can quite literally do whatever one likes with the prices that way. One could have every *system* have its own separate economy, which varied over time according to events, what the player had previously traded, ''etc. etc.'' to produce something comparable to Elite Dangerous' economic sim, if that's the route one wanted to go down. Obviously the more complexity one adds the harder it gets to script up, but it's now all possible.&lt;br /&gt;
&lt;br /&gt;
[[File:SOTL Altmap F8.png|thumb|right|200px|SOTL Altmap F8 commodities market]]&lt;br /&gt;
[[SOTL Altmap]] does have an example of it, which basically throws out the original Elite-like algorithm of trade-goods.plist and starts over. It goes *way* beyond just adding a third economy, too.&lt;br /&gt;
&lt;br /&gt;
Basically in SOTL every trade good is tagged in the trade-goods.plist with a bunch of classes&lt;br /&gt;
''e.g.''&lt;br /&gt;
 classes = (&amp;quot;sotl-ex-salvage&amp;quot;,&amp;quot;sotl-im-refining&amp;quot;,&amp;quot;sotl-quantity-high&amp;quot;,&amp;quot;sotl-priceband-3&amp;quot;,&amp;quot;sotl-demand-medium&amp;quot;,&amp;quot;sotl-supply-medium&amp;quot;,&amp;quot;sotl-volatility-low&amp;quot;);&lt;br /&gt;
So that means:&lt;br /&gt;
 - exported by salvage economies&lt;br /&gt;
 - imported by refining economies&lt;br /&gt;
 - high quantity, moderate price, low price volatility&lt;br /&gt;
&lt;br /&gt;
Then the market script uses those classes, rather than the standard pricing variables, to define the economic behaviour.&lt;br /&gt;
:So line 69-74ish: get the current economy description, convert that to the format used in the class name&lt;br /&gt;
:...line 85-90: check for the import and export classes for that economy and see if it's imported or exported&lt;br /&gt;
:...lines 100-120: apply various special conditions, so e.g. the sotl-ims-radiation class checks the planet surface radiation levels (custom property in sysinfo) and if the radiation level is high, imports these goods even if the basic economy isn't interested (e.g. &amp;quot;sotl-ceramics-ind&amp;quot; in the plist)&lt;br /&gt;
:...and then it uses those calculations (and a bunch more of the classes) in the rest of the script to set the price and quantity depending on whether it's an import, an export, or neither&lt;br /&gt;
&lt;br /&gt;
That's massive overkill for just adding a third mining economy, but one would need to work on a similar principle.&lt;br /&gt;
&lt;br /&gt;
:1) Tag every commodity with classes for (import|export|none)-(agricultural|industrial|mining) as appropriate&lt;br /&gt;
:2) Adjust the economy names (there are a few different ways one could do that) so that the 8 economy IDs were allocated to agricultural, industrial and mining economies&lt;br /&gt;
:3) Have a price script which like the SOTL one gets the current economy, looks at the classes list to find out if the commodity is imported or exported or neither, and sets the price and quantity accordingly. One could use the standard price_economic, price_average, price_random properties in the plist to give baseline data to the script if one was not planning to do anything too weird.&lt;br /&gt;
&lt;br /&gt;
{Technically one doesn't need the classes - just have the price script contain a list of goods internally for each economy - but this way if other people add extra trade goods in their own OXPs, they can tag them up for mining economy support too}&lt;br /&gt;
&lt;br /&gt;
All fairly straightforward theoretically.&lt;br /&gt;
&lt;br /&gt;
''The biggest impediment to doing a wholesale reworking of the economic system, is just how incompatible it makes lots and lots of OXP's. In order to override the vanilla commodities as in SOTL, requires setting a script for each in trade-goods.plist. Which is fine if it's the only OXP that wants to play around with commodity prices. As soon as two OXP's try to do the same thing, one gets a conflict and no longer knows which OXP pricing model is in play.''&lt;br /&gt;
&lt;br /&gt;
''For SOTL it's fine, because it uses the scenario system to forcibly eject all other OXP's from use while it's running. But if one wants the OXP to go in the general playing pool set of OXP's, it becomes much more complicated. [[User:Phkb|Phkb]] spent a long time trying to work out why his market script wasn't running, only to find that [[UPS Courier]] was quietly adjusting the markets in certain systems via the planetinfo.plist file. And there are a lot of OXP's that want to play in this space, tweaking prices up or down.''&lt;br /&gt;
&lt;br /&gt;
''Hence one usually abandons using any of the script options, and just tweaks the price after all the scripts have finished playing, ''eg'' in [[Smugglers]]. It was the only way to guarantee getting some sort of bump in a price when wanted.''&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[[Oolite JavaScript Reference: Market Scripts]]&lt;br /&gt;
*[[Commodities.plist]] - the precursor (which still mostly works!). If it doesn't see [https://bb.oolite.space/viewtopic.php?p=246145#p246145 here] (2015)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=16828 Proposal for 1.82: support for economic changes] ([[User:Cim|Cim]], 2014)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=16735 Cim on introducing the Trade-goods.plist and deprecating the commodities.plist] (2014)&lt;br /&gt;
{{QuoteText|Text=Trade goods work is coming along fairly well. As well as plist-coded prices for trade goods, which should handle the simple cases (including a few things not possible with commodities.plist), you can now specify a &amp;quot;market script&amp;quot; which allows you to set prices per trade-good, per station, or per system. If you try to do all three, the following happens: &amp;lt;br&amp;gt;&lt;br /&gt;
1) The per-trade good script sets a standard price and quantity for the system's economy and any other data it considers &amp;lt;br&amp;gt;&lt;br /&gt;
2) The per-system script can then modify this price and quantity &amp;lt;br&amp;gt;&lt;br /&gt;
3) The station takes the price and quantity from the system, and scales the quantity to the capacity of the station market &amp;lt;br&amp;gt;&lt;br /&gt;
4) The per-trade good script runs again in &amp;quot;secondary station&amp;quot; mode, to modify the price and quantity again &amp;lt;br&amp;gt;&lt;br /&gt;
5) The per-station script runs to make final adjustments to price and quantity &amp;lt;br&amp;gt;&lt;br /&gt;
Generally one OXP wouldn't do all three, though.|Source=([https://bb.oolite.space/viewtopic.php?p=226722#p226722 Cim in Progress Thread (2014)])}}&lt;br /&gt;
=== Using the Trade-goods.plist ===&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=20576 How to get the displayName for a commodity in the Main Station Market?] (2020)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=6&amp;amp;t=17269 Thinking about Planet Income classification] (2015)&lt;br /&gt;
&lt;br /&gt;
{{QuoteText|Text=&lt;br /&gt;
In 1.81 this is a lot easier to OXP - you can introduce as many economies as you like, though you are limited to eight economy symbols (so if you wanted lots of economy types, you might end up with Poor Industrial, Avg Industrial and Rich Industrial sharing a symbol on the map). The trade good pricing scripts can then be used to set up different price categories in different economies (and introduce additional trade goods, or split an existing good into multiple categories, which may be necessary if you're adding more economies).&lt;br /&gt;
&lt;br /&gt;
Resetting economies across the planets is a big change in terms of lines of code, but is also very easy to automate. If OXPers are looking for a scripting tool to use for this sort of automation, then NodeJS or io.js is free and also uses Javascript as its language, so you don't need to learn a new one - and may even be able to share code between your build scripts and your OXP, though I haven't tried that yet.|Source=([https://bb.oolite.space/viewtopic.php?f=6&amp;amp;t=17269 Cim in Planet Income thread (2015)])}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Preamble ==&lt;br /&gt;
To tweak the pricing/availability of commodities in (''eg''.) a station, you need to define the market inside the station's Shipdata.plist - or include a &amp;quot;hook&amp;quot; inside that shipdata.plist to a javascript Oolite Market Script (which allows more complex definitions). &lt;br /&gt;
&lt;br /&gt;
From Oolite 1.81 it is possible for Javascript to be used to modify station, system and trade good prices. It is possible that a single trade good price/quantity calculation may be affected by more than one script. The order of events in the calculation is as follows:&lt;br /&gt;
&lt;br /&gt;
# Firstly, the primary system market is calculated&lt;br /&gt;
## The trade good price and quantity are generated from the values in [[trade-goods.plist]]&lt;br /&gt;
## The &amp;lt;code&amp;gt;updateGeneralCommodityDefinition&amp;lt;/code&amp;gt; handler of the commodity's [[Trade-goods.plist#market_script|market_script]] will be called to set primary market data for the trade good&lt;br /&gt;
## The &amp;lt;code&amp;gt;updateLocalCommodityDefinition&amp;lt;/code&amp;gt; handler of the system's [[Planetinfo.plist#market_script|market_script]] will be called to modify primary market data for the trade good.&lt;br /&gt;
# Secondary markets are then calculated for each non-main station&lt;br /&gt;
## The primary system market is copied into the secondary market, and then quantities are scaled to the station's market capacity&lt;br /&gt;
## If the station does not have a market script, the rules in its [[shipdata.plist#market_definition|market_definition]] are applied.&lt;br /&gt;
## The &amp;lt;code&amp;gt;updateGeneralCommodityDefinition&amp;lt;/code&amp;gt; handler of the commodity's [[Trade-goods.plist#market_script|market_script]] will be called again to set secondary market data for the trade good.&lt;br /&gt;
## The &amp;lt;code&amp;gt;updateLocalCommodityDefinition&amp;lt;/code&amp;gt; handler of the station's [[shipdata.plist#market_script|market_script]] will be called to modify secondary market data for the trade good.&lt;br /&gt;
&lt;br /&gt;
== Handlers ==&lt;br /&gt;
&lt;br /&gt;
=== updateGeneralCommodityDefinition ===&lt;br /&gt;
{{oolite-method-added|1.81}}&lt;br /&gt;
 function updateGeneralCommodityDefinition (goodDefinition : Object, station : [[Oolite_JavaScript_Reference:_Station|Station]], system : Int) : Object&lt;br /&gt;
This method takes an object containing the current good definition (keys as in [[trade-goods.plist]], with an additional &amp;quot;price&amp;quot; key for the current price, &amp;quot;quantity&amp;quot; for the current quantity, and &amp;quot;key&amp;quot; for the identifier of the trade good in the plist), carries out modifications to it based on the station and system, and returns the object in the same format.&lt;br /&gt;
&lt;br /&gt;
In general this method should only modify the &amp;quot;price&amp;quot;, &amp;quot;quantity&amp;quot;, &amp;quot;capacity&amp;quot;, &amp;quot;legality_export&amp;quot; and &amp;quot;legality_import&amp;quot; keys of the goodDefinition object. Modifying other keys is possible but significant caution should be used when doing so.&lt;br /&gt;
&lt;br /&gt;
This method is called for scripts defined for the trade good, and is applied once for each market that good appears at. It may be called twice for the same good - once with station = &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; to set the primary market, and once with station = (Station) for each secondary market. In general distinguishing between these two cases and performing different modifications will be necessary.&lt;br /&gt;
&lt;br /&gt;
=== updateLocalCommodityDefinition ===&lt;br /&gt;
{{oolite-method-added|1.81}}&lt;br /&gt;
 function updateLocalCommodityDefinition (goodDefinition : Object, station : [[Oolite_JavaScript_Reference:_Station|Station]], system : Int) : Object&lt;br /&gt;
This method takes an object containing the current good definition (keys as in [[trade-goods.plist]], with an additional &amp;quot;price&amp;quot; key for the current price, &amp;quot;quantity&amp;quot; for the current quantity, and &amp;quot;key&amp;quot; for the identifier of the trade good in the plist), carries out modifications to it based on the station and system, and returns the object in the same format.&lt;br /&gt;
&lt;br /&gt;
In general this method should only modify the &amp;quot;price&amp;quot;, &amp;quot;quantity&amp;quot;, &amp;quot;capacity&amp;quot;, &amp;quot;legality_export&amp;quot; and &amp;quot;legality_import&amp;quot; keys of the goodDefinition object. Modifying other keys is possible but significant caution should be used when doing so.&lt;br /&gt;
&lt;br /&gt;
This method is called for scripts defined for the system or station, and is called once for each good in that market. To allow the same script to be applied to multiple systems or stations, the station and system parameters will give the current context.&lt;br /&gt;
&lt;br /&gt;
[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=17621#p239979 Here is an example] of how to use this method.&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
*Phkb's update of [[SW_Economy]] (v.3.10) creates new economies for &amp;quot;mining worlds&amp;quot; (hewn out from some low tech poor agricultural worlds) with utterly different price scales for mineral, agricultural &amp;amp; industrial goods, as well as medicine.&lt;br /&gt;
&lt;br /&gt;
''These others will be found at the bottom of the wiki page on the'' [[Trade-goods.plist]]. &lt;br /&gt;
*Setting an orbital main station's slaves on sale to zero&lt;br /&gt;
*Creating an invariant market independent of the local system economy (agricultural/industrial)&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Effectdata.plist&amp;diff=89482</id>
		<title>Effectdata.plist</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Effectdata.plist&amp;diff=89482"/>
		<updated>2026-06-18T23:08:25Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: /* Examples */ Added another&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;effectdata.plist is used to define visual effects. Visual effects are made up of models with materials and shaders and/or flashers, and have the same appearance as a normal ship. However, they are completely immaterial and cannot collide with or interact with other entities in any way. They also have no AI, and so must always be explicitly positioned and oriented by script.&lt;br /&gt;
&lt;br /&gt;
Many of the keys have the same name as a key in shipdata.plist, and behave in the same way.&lt;br /&gt;
&lt;br /&gt;
== Effect keys ==&lt;br /&gt;
&lt;br /&gt;
=== beacon ===&lt;br /&gt;
The beacon code of the effect - the first letter is what's displayed in the advanced space compass.&lt;br /&gt;
&lt;br /&gt;
Identical in behaviour to the property of the same name in [[Shipdata.plist#beacon|shipdata.plist]]&lt;br /&gt;
&lt;br /&gt;
===is_break_pattern===&lt;br /&gt;
If this key is set to yes, the effect is a replacement or supplementary break pattern. Normally the display of all objects except the break pattern is suppressed on launch, but if this is set to yes, then the object will be displayed as normal. The display of the object outside of the break pattern sequence will be unaffected.&lt;br /&gt;
&lt;br /&gt;
This can be combined with the ability to disable the standard break pattern through script to create an entirely new break pattern effect.&lt;br /&gt;
&lt;br /&gt;
===is_external_dependency===&lt;br /&gt;
This key should be added to effects that use like_effect references to effects in other OXPs but don't depend on them. Normally Oolite will write errors in the log when it can't resolve a like_effect reference. When this key is set to YES, it will suppress the error generation.&amp;lt;br&amp;gt;This is probably only useful for visual effects which use models from other OXPs.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;is_external_dependency&amp;quot; = yes;&lt;br /&gt;
&lt;br /&gt;
===is_template===&lt;br /&gt;
Set this to yes for effects which are only used through like_effect and are not intended to be used directly.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;is_template&amp;quot; = yes;&lt;br /&gt;
&lt;br /&gt;
=== like_effect ===&lt;br /&gt;
Allows an effectdata entry (of an effect with many matching characteristics to another) to be short and sweet. With '''like_effect''' you can reference to another existing effectdata entry, and then only specify the differences to the 'original'. It takes the unique '''entry-identifier''' as argument. Of course you have to make sure that the 'original' you are referring to actually exists, or Oolite won't be able to create your visual effect.&lt;br /&gt;
&lt;br /&gt;
Works well together with the [[#is_template|is_template]]-key.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;my_effect&amp;quot; = {&lt;br /&gt;
   &amp;quot;like_effect&amp;quot; = &amp;quot;other_effect&amp;quot;;&lt;br /&gt;
   &amp;quot;smooth&amp;quot; = &amp;quot;yes&amp;quot;;&lt;br /&gt;
 },&lt;br /&gt;
&lt;br /&gt;
=== materials ===&lt;br /&gt;
See [[Materials in Oolite]].&lt;br /&gt;
&lt;br /&gt;
=== model ===&lt;br /&gt;
Assigns the effect's corresponding '''.dat''' file that will be found with the exact same name in the ''Models'' folder. Unlike ships, visual effects are not required to have a main model - they can consist solely of subentities if desired.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;model&amp;quot; = &amp;quot;example_effect.dat&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
=== scanner_display_color1 ===&lt;br /&gt;
Sets a scanner colour. If neither this nor scanner_display_color2 is set, the effect will be invisible on scanners.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;scanner_display_color1&amp;quot; = &amp;quot;greenColor&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
=== scanner_display_color2 ===&lt;br /&gt;
Sets a second scanner colour. If this is set, the effect will flash between the two colours.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;scanner_display_color2&amp;quot; = &amp;quot;redColor&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
=== script ===&lt;br /&gt;
Specifies a [[Scripting Oolite with JavaScript|JavaScript script]] to attach to the effect. [[Oolite_JavaScript_Reference:_VisualEffect#Effect_Scripts|Effect scripts]] only have a few event handlers but provide a convenient place to store timers and frame callbacks associated with the effect.&lt;br /&gt;
&lt;br /&gt;
=== script_info ===&lt;br /&gt;
A property list whose contents are available to JavaScript scripts, for whatever use they desire. It is exposed to JavaScript as the scriptInfo property of VisualEffect objects.&lt;br /&gt;
&lt;br /&gt;
Take note that when using an ascii plist, the JS engine will read in all entries as strings. When you need an entry as number, you might need to explicitly convert it to a number. This is specially true for booleans as a &amp;quot;NO&amp;quot; string will be read as true. For all normal keys it is Oolite that does the conversion for you. &lt;br /&gt;
&lt;br /&gt;
=== shaders ===&lt;br /&gt;
The ''shaders'' dictionary has the same structure as the ''[[#materials|materials]]'' dictionary. When [[Shaders in Oolite|shaders]] are available, the contents of the ''shaders'' dictionary are used in preference to those in ''materials''. If shaders are not available, the ''shaders'' dictionary is ignored.&lt;br /&gt;
&lt;br /&gt;
=== smooth ===&lt;br /&gt;
Determines if the model will use glLightModel(GL_FLAT) or glLightModel(GL_SMOOTH).&lt;br /&gt;
&lt;br /&gt;
If true, then lighting effects will be interpolated across the polygons of the model, giving a more 'rounded' effect.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 &amp;quot;smooth&amp;quot; = yes;&lt;br /&gt;
&lt;br /&gt;
=== subentities ===&lt;br /&gt;
An array of ''subentity definitions''. Equivalent in format to the array in [[shipdata.plist#subentities|shipdata.plist]] except that neither ball turrets nor docks may be created. Both old-style and new-style subentity definitions are supported.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== Examples ==&lt;br /&gt;
See [[BGS]] and [[PlanetFall]] - especially [[Planetfall2 OXP]]&lt;br /&gt;
&lt;br /&gt;
----&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=Customsounds.plist&amp;diff=89481</id>
		<title>Customsounds.plist</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Customsounds.plist&amp;diff=89481"/>
		<updated>2026-06-18T23:05:06Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: /* Links */ Added more&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
The customsounds.[[plist]] is organized as dictionary with pairs of key and value strings.&lt;br /&gt;
The used keynames are enclosed in square brackets. Values can be filenames with filextension (e.g. &amp;quot;scoop.ogg&amp;quot;),&lt;br /&gt;
references to other keys (e.g. &amp;quot;[buy-commodity]&amp;quot;) or arrays in which case Oolite picks a value randomly.&lt;br /&gt;
&lt;br /&gt;
Keynames starting with &amp;quot;@...&amp;quot; are (by convention) only used within customsounds.plist, not directly by the game&lt;br /&gt;
and can be used as reference.&lt;br /&gt;
&lt;br /&gt;
== Keys ==&lt;br /&gt;
=== aegis-planet ===&lt;br /&gt;
Triggered when player enters the planets aegis. Unused by Oolite itself.&lt;br /&gt;
&lt;br /&gt;
=== aegis-station ===&lt;br /&gt;
Triggered when player enters the stations aegis. Unused by Oolite itself.&lt;br /&gt;
&lt;br /&gt;
=== alert-condition-red ===&lt;br /&gt;
&lt;br /&gt;
=== autopilot-cannot-dock-with-target ===&lt;br /&gt;
&lt;br /&gt;
=== autopilot-denied ===&lt;br /&gt;
Station refuses docking clearance.&lt;br /&gt;
&lt;br /&gt;
=== autopilot-off ===&lt;br /&gt;
&lt;br /&gt;
=== autopilot-on ===&lt;br /&gt;
&lt;br /&gt;
=== autopilot-out-of-range ===&lt;br /&gt;
&lt;br /&gt;
=== buy-commodity ===&lt;br /&gt;
&lt;br /&gt;
=== buy-ship ===&lt;br /&gt;
&lt;br /&gt;
=== cargo-jettisoned ===&lt;br /&gt;
&lt;br /&gt;
=== changed-option ===&lt;br /&gt;
Player made a change on options screen.&lt;br /&gt;
&lt;br /&gt;
=== cloaking-device-insufficent-energy ===&lt;br /&gt;
&lt;br /&gt;
=== cloaking-device-off ===&lt;br /&gt;
&lt;br /&gt;
=== cloaking-device-on ===&lt;br /&gt;
&lt;br /&gt;
=== contract-accepted ===&lt;br /&gt;
&lt;br /&gt;
=== contract-rejected ===&lt;br /&gt;
&lt;br /&gt;
=== could-not-buy-commodity ===&lt;br /&gt;
&lt;br /&gt;
=== could-not-buy-ship ===&lt;br /&gt;
&lt;br /&gt;
=== could-not-sell-commodity ===&lt;br /&gt;
&lt;br /&gt;
=== dismissed-mission-screen ===&lt;br /&gt;
No way to differentiate between mission options&lt;br /&gt;
&lt;br /&gt;
=== dismissed-report-screen ===&lt;br /&gt;
&lt;br /&gt;
=== energy-bomb-fired ===&lt;br /&gt;
&lt;br /&gt;
=== energy-low ===&lt;br /&gt;
Energy below 25% - may occur repeatedly. Unused by Oolite itself.&lt;br /&gt;
&lt;br /&gt;
=== escape-pod-scooped ===&lt;br /&gt;
Unused by Oolite itself.&lt;br /&gt;
&lt;br /&gt;
=== fuel-leak ===&lt;br /&gt;
&lt;br /&gt;
=== galactic-hyperspace-countdown-begun ===&lt;br /&gt;
&lt;br /&gt;
=== game-over ===&lt;br /&gt;
&lt;br /&gt;
=== hold-full ===&lt;br /&gt;
&lt;br /&gt;
=== hostile-warning ===&lt;br /&gt;
&lt;br /&gt;
=== hyperspace-countdown-aborted ===&lt;br /&gt;
&lt;br /&gt;
=== hyperspace-countdown-begun ===&lt;br /&gt;
&lt;br /&gt;
=== ident-locked-on ===&lt;br /&gt;
Ident targeted ship&lt;br /&gt;
&lt;br /&gt;
=== ident-off ===&lt;br /&gt;
Turned off ident&lt;br /&gt;
&lt;br /&gt;
=== ident-on ===&lt;br /&gt;
Turned on ident&lt;br /&gt;
&lt;br /&gt;
=== incoming-missile ===&lt;br /&gt;
Help, help, they're shooting at us&lt;br /&gt;
&lt;br /&gt;
=== jump-mass-locked ===&lt;br /&gt;
Target memory expansion could not be used&lt;br /&gt;
&lt;br /&gt;
=== menu-navigation-down ===&lt;br /&gt;
&lt;br /&gt;
=== menu-navigation-not ===&lt;br /&gt;
Attempt to go past end of a menu. Unused by Oolite itself.&lt;br /&gt;
&lt;br /&gt;
=== menu-navigation-up ===&lt;br /&gt;
&lt;br /&gt;
=== menu-next-page ===&lt;br /&gt;
&lt;br /&gt;
=== menu-previous-page ===&lt;br /&gt;
&lt;br /&gt;
=== mine-armed ===&lt;br /&gt;
&lt;br /&gt;
=== mine-launched ===&lt;br /&gt;
Unused by Oolite itself.&lt;br /&gt;
&lt;br /&gt;
=== missile-armed ===&lt;br /&gt;
&lt;br /&gt;
=== missile-launched ===&lt;br /&gt;
&lt;br /&gt;
=== missile-locked-on ===&lt;br /&gt;
&lt;br /&gt;
=== missile-safe ===&lt;br /&gt;
&lt;br /&gt;
=== next-equipment-selected ===&lt;br /&gt;
&lt;br /&gt;
=== next-missile-selected ===&lt;br /&gt;
&lt;br /&gt;
=== no-target-in-memory ===&lt;br /&gt;
&lt;br /&gt;
=== player-direct-hit ===&lt;br /&gt;
Hit by weapon while shield down ([[#player-hit-by-weapon|player-hit-by-weapon]] and [[#player-direct-hit|player-direct-hit]] play at once).&lt;br /&gt;
&lt;br /&gt;
=== player-dock-with-station ===&lt;br /&gt;
&lt;br /&gt;
=== player-exit-witchspace ===&lt;br /&gt;
&lt;br /&gt;
=== player-fired-ecm ===&lt;br /&gt;
&lt;br /&gt;
=== player-hit-by-ecm ===&lt;br /&gt;
&lt;br /&gt;
=== player-hit-by-weapon ===&lt;br /&gt;
Hit by weapon.&lt;br /&gt;
&lt;br /&gt;
=== player-laser-hit ===&lt;br /&gt;
&lt;br /&gt;
=== player-laser-miss ===&lt;br /&gt;
&lt;br /&gt;
=== player-launch-from-station ===&lt;br /&gt;
&lt;br /&gt;
=== player-scrape-damage ===&lt;br /&gt;
Touched another ship (or docking bay).&lt;br /&gt;
&lt;br /&gt;
=== save-overwrite-no ===&lt;br /&gt;
Player selects Cancel on &amp;quot;are you sure you want to overwrite?&amp;quot; alert on save screen.&lt;br /&gt;
&lt;br /&gt;
=== save-overwrite-yes ===&lt;br /&gt;
Player selects Overwrite on &amp;quot;are you sure you want to overwrite?&amp;quot; alert on save screen.&lt;br /&gt;
&lt;br /&gt;
=== scoop ===&lt;br /&gt;
&lt;br /&gt;
=== sell-commodity ===&lt;br /&gt;
&lt;br /&gt;
=== target-lost ===&lt;br /&gt;
&lt;br /&gt;
=== target-switched ===&lt;br /&gt;
Target memory expansion used successfully.&lt;br /&gt;
&lt;br /&gt;
=== trumble-idle ===&lt;br /&gt;
&lt;br /&gt;
=== trumble-squeal ===&lt;br /&gt;
&lt;br /&gt;
=== weapon-overheat ===&lt;br /&gt;
Unused by Oolite itself.&lt;br /&gt;
&lt;br /&gt;
=== weapons-offline ===&lt;br /&gt;
&lt;br /&gt;
=== weapons-online ===&lt;br /&gt;
&lt;br /&gt;
=== witch-blocked-by-@ ===&lt;br /&gt;
&lt;br /&gt;
=== witch-no-fuel ===&lt;br /&gt;
&lt;br /&gt;
=== witch-no-fuel ===&lt;br /&gt;
&lt;br /&gt;
=== witch-no-target ===&lt;br /&gt;
&lt;br /&gt;
=== witch-too-far ===&lt;br /&gt;
&lt;br /&gt;
=== witchdrive-failure ===&lt;br /&gt;
Jump failed, internal damage (1/8 witchjump malfunctions; other 1/8 is fuel leak, see [[#fuel-leak|fuel-leak]]).&lt;br /&gt;
&lt;br /&gt;
=== witchdrive-malfunction ===&lt;br /&gt;
Misjump (3/4 witchjump malfunctions).&lt;br /&gt;
&lt;br /&gt;
=== wormhole-created ===&lt;br /&gt;
Unused by Oolite itself.&lt;br /&gt;
&lt;br /&gt;
== Ideas ==&lt;br /&gt;
=== Sounds for specific ships ===&lt;br /&gt;
*It would be lovely to see the first really complete oxp ship. That means:&lt;br /&gt;
:own 3d model&lt;br /&gt;
:own textures&lt;br /&gt;
:own shaders&lt;br /&gt;
:own hud &lt;br /&gt;
:own sound set.&amp;lt;br&amp;gt;&lt;br /&gt;
for complete immersion. (https://bb.oolite.space/viewtopic.php?p=114395#p114395 PAGroove 2010)&lt;br /&gt;
&lt;br /&gt;
*A Krait could sound pretty different from a Python... .-)&lt;br /&gt;
:The only thing you need is 3 soundfiles and then a small modification on your shipdata.plist:&lt;br /&gt;
&lt;br /&gt;
::script_info = {&amp;quot;engine&amp;quot; = &amp;quot;myengine.ogg&amp;quot;; &amp;quot;engineUp&amp;quot; = &amp;quot;myengineUp.ogg&amp;quot;; &amp;quot;engineDown&amp;quot; = &amp;quot;myengineDown.ogg&amp;quot;;};&lt;br /&gt;
&lt;br /&gt;
:engine is the basic mumbling sound, the other are for accelerating and decelerating (Svengali 2010 - a few posts down from the above)&lt;br /&gt;
&lt;br /&gt;
=== Chatter on the SpaceLanes ===&lt;br /&gt;
Well, there's a lot of possibilities for radio chatter, especially recorded in the voices of different community members..&lt;br /&gt;
:&amp;quot;Hey! Anybody want to buy a trumble? They're cute, cuddly and soooooper cheap for a limited time only!&amp;quot;&lt;br /&gt;
:&amp;quot;Keep your trumbles to yourself, buddy.&amp;quot;&lt;br /&gt;
:&amp;quot;Yeah, nobody wants to hear about your trumbles.&amp;quot;&lt;br /&gt;
:&amp;lt;singing&amp;gt; &amp;quot;Oh, pack up your trumbles in your old kit pack and smile, smile, smiiiiiile.&amp;quot;&lt;br /&gt;
.. but these might be more fun as random bits one hears when heading along the spacelane, mixed kinda low with some static to make them sound like distant signals of ships somewhere outside scanner or visual contact range.&lt;br /&gt;
([https://bb.oolite.space/viewtopic.php?p=116694#p116694 Ganelon, 2010] - followed by three more dialogue ideas)&lt;br /&gt;
&lt;br /&gt;
== Issues ==&lt;br /&gt;
*There are a number of things which can interfere with the timing&lt;br /&gt;
:*Pausing the game: &lt;br /&gt;
::Cody: Something I’ve noticed… the [[BGS]] background sounds continue when the game is paused.&lt;br /&gt;
::This includes the injector rumble and the hyperspace countdown (which puts the countdown out of step).&lt;br /&gt;
::Svengali: As the hyperspace countdown is defined in customsounds.plist, there's not much we can do. The only chance would be to create single sounds for the last five seconds and only keep a background layer in customsounds.plist. But as the BGS oxp is intended to be available as single packs too (customsounds, images and scriptcontrolled ambient/fx) it is no option. (''At this time BGS was a suite of 3 OXPs'').&lt;br /&gt;
::The other thing is the engine stuff. This is script controlled and to stop these sounds when the game gets paused would require to store the game clock and compare against the stored value. I'm a bit worried about adding additional checks as the script already needs quite a few milliseconds to run. I've spent a whole while in speeding it up, so it doesn't hit the timelimiter in Oolite anymore. And I'm also not sure what happens when the sounds are restarted then (gap? would be nasty.). (All from [https://bb.oolite.space/viewtopic.php?p=114900#p114900 2010])&lt;br /&gt;
::Ahruman: (This is doable in javascript).&lt;br /&gt;
::I pointed out quite some time ago that a fixed countdown sound does not work properly and never will. There are several reasons: pausing, the Time Acceleration Factor, and the fact that ships can have custom countdown periods spring to mind. The only way to get a countdown that sounds right is to set up a timer in response to the playerStartedJumpCountdown(time) event and play each word as a separate sound.&lt;br /&gt;
&lt;br /&gt;
:*Mission Screens (see the old 2010 discussion [https://bb.oolite.space/viewtopic.php?p=118850#p118850 here]).&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=17571 Split: Sound Effects] (2015-18) has a post by cim on new possibilities for sounds since the v.1.80 upgrade to the OpenAL sound library. &lt;br /&gt;
*See [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=17920 Sound effect OXPs] (2015) for a discussion of issues with programming sounds in Oolite.&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=6&amp;amp;t=5914 Random Sound Selection] (2009) for details of how to enable this&lt;br /&gt;
*[[Oolite JavaScript Reference: Sound]] &amp;amp; [[Oolite JavaScript Reference: SoundSource]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite]] [[Category:Oolite scripting]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Speech_pronunciation_guide.plist&amp;diff=89480</id>
		<title>Speech pronunciation guide.plist</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Speech_pronunciation_guide.plist&amp;diff=89480"/>
		<updated>2026-06-18T23:04:05Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Added more links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__FORCETOC__&lt;br /&gt;
== Overview ==&lt;br /&gt;
This .plist is rarely used. A mere handful of .oxps feature one including [[Behemoth]] and [[Recession OXP]]&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
The .plist in the vanilla game code is this:&lt;br /&gt;
&lt;br /&gt;
 (&lt;br /&gt;
 // Format:&lt;br /&gt;
 // (&lt;br /&gt;
 //   [required] Original text,&lt;br /&gt;
 //   [required] replacement text (Apple),&lt;br /&gt;
 //   [optional] replacement text (espeak) or &amp;quot;_&amp;quot; (original text is unchanged)&lt;br /&gt;
 // )&lt;br /&gt;
 	(&lt;br /&gt;
 		&amp;quot;\\n&amp;quot;,&lt;br /&gt;
 		&amp;quot; &amp;quot;&lt;br /&gt;
 	),&lt;br /&gt;
 	(&lt;br /&gt;
 		&amp;quot;\\t&amp;quot;,&lt;br /&gt;
 		&amp;quot; &amp;quot;&lt;br /&gt;
 	),&lt;br /&gt;
 	(&lt;br /&gt;
 		// must come before ' Cr'&lt;br /&gt;
 		Cruiser,&lt;br /&gt;
 		&amp;quot;[[inpt PHON]]kr1UWz2AXr[[inpt TEXT]]&amp;quot;,&lt;br /&gt;
 		&amp;quot;[[kr'u:z3]]&amp;quot;&lt;br /&gt;
 	),&lt;br /&gt;
 	(&lt;br /&gt;
 		&amp;quot; cr.&amp;quot;,&lt;br /&gt;
 		&amp;quot; credits.&amp;quot;&lt;br /&gt;
 	),&lt;br /&gt;
 	(&lt;br /&gt;
 		&amp;quot; Cr.&amp;quot;,&lt;br /&gt;
 		&amp;quot; credits&amp;quot;&lt;br /&gt;
 	),&lt;br /&gt;
 	(&lt;br /&gt;
 		&amp;quot; Cr &amp;quot;,&lt;br /&gt;
 		&amp;quot; credits&amp;quot;&lt;br /&gt;
 	),&lt;br /&gt;
 	(&lt;br /&gt;
 		&amp;quot; s.&amp;quot;,&lt;br /&gt;
 		&amp;quot; seconds&amp;quot;&lt;br /&gt;
 	),&lt;br /&gt;
 	(&lt;br /&gt;
 		Purse,&lt;br /&gt;
 		&amp;quot;, Total &amp;quot;&lt;br /&gt;
 	),&lt;br /&gt;
 	(	&amp;quot;Mark V&amp;quot;,	&amp;quot;Mark Five&amp;quot; ),&lt;br /&gt;
 	(	&amp;quot;Mark IV&amp;quot;,	&amp;quot;Mark Four&amp;quot; ),&lt;br /&gt;
 	(	&amp;quot;Mark III&amp;quot;,	&amp;quot;Mark Three&amp;quot; ),&lt;br /&gt;
 	(	&amp;quot;Mark II&amp;quot;,	&amp;quot;Mark Two&amp;quot; ),&lt;br /&gt;
 	(	&amp;quot;Mark I&amp;quot;,	&amp;quot;Mark One&amp;quot; ),&lt;br /&gt;
 	(	&amp;quot;MkV&amp;quot;,		&amp;quot;Mark Five&amp;quot; ),&lt;br /&gt;
 	(	&amp;quot;MkIV&amp;quot;,		&amp;quot;Mark Four&amp;quot; ),&lt;br /&gt;
 	(	&amp;quot;MkIII&amp;quot;,	&amp;quot;Mark Three&amp;quot; ),&lt;br /&gt;
 	(	&amp;quot;MkII&amp;quot;,		&amp;quot;Mark Two&amp;quot; ),&lt;br /&gt;
 	(	&amp;quot;MkI&amp;quot;,		&amp;quot;Mark One&amp;quot; ),&lt;br /&gt;
 	(	&amp;quot;Mk V&amp;quot;,		&amp;quot;Mark Five&amp;quot; ),&lt;br /&gt;
 	(	&amp;quot;Mk IV&amp;quot;,	&amp;quot;Mark Four&amp;quot; ),&lt;br /&gt;
 	(	&amp;quot;Mk III&amp;quot;,	&amp;quot;Mark Three&amp;quot; ),&lt;br /&gt;
 	(	&amp;quot;Mk II&amp;quot;,	&amp;quot;Mark Two&amp;quot; ),&lt;br /&gt;
 	(	&amp;quot;Mk I&amp;quot;,		&amp;quot;Mark One&amp;quot; ),&lt;br /&gt;
 	(&lt;br /&gt;
 		GalCop,&lt;br /&gt;
 		&amp;quot;[[inpt PHON]]g1AElkUXp[[inpt TEXT]]&amp;quot;,&lt;br /&gt;
 		_&lt;br /&gt;
 	),&lt;br /&gt;
 	(&lt;br /&gt;
 		Witchspace,&lt;br /&gt;
 		&amp;quot;[[inpt PHON]]w1IHCsp2EYs[[inpt TEXT]]&amp;quot;,&lt;br /&gt;
 		_&lt;br /&gt;
 	),&lt;br /&gt;
 	(&lt;br /&gt;
 		&amp;quot;Fer-de-Lance&amp;quot;,&lt;br /&gt;
 		&amp;quot;[[inpt PHON]]f1&amp;lt;EY&amp;lt;&amp;lt;AE=dEH=l2UXns[[inpt TEXT]]&amp;quot;,&lt;br /&gt;
 		&amp;quot;[[f'e3 d@ l'A:ns]]&amp;quot;&lt;br /&gt;
 	),&lt;br /&gt;
 	(&lt;br /&gt;
 		Sidewinder,&lt;br /&gt;
 		&amp;quot;[[inpt PHON]]s1AYdw2AYndAX[[inpt TEXT]]&amp;quot;,&lt;br /&gt;
 		_&lt;br /&gt;
 	),&lt;br /&gt;
 	(&lt;br /&gt;
 		Rebel,&lt;br /&gt;
 		&amp;quot;[[inpt PHON]]rEHbUXl[[inpt TEXT]]&amp;quot;,&lt;br /&gt;
 		_&lt;br /&gt;
 	),&lt;br /&gt;
 	(&lt;br /&gt;
 		&amp;quot;Metal fragment&amp;quot;,&lt;br /&gt;
 		&amp;quot;metal [[inpt PHON]]fr1AEgmUHnt[[inpt TEXT]]&amp;quot;,&lt;br /&gt;
 		_&lt;br /&gt;
 	),&lt;br /&gt;
 	(&lt;br /&gt;
 		Ident,&lt;br /&gt;
 		Identification&lt;br /&gt;
 	),&lt;br /&gt;
 	(&lt;br /&gt;
 		&amp;quot;©&amp;quot;,&lt;br /&gt;
 		&amp;quot;copyright &amp;quot;&lt;br /&gt;
 	),&lt;br /&gt;
 	(&lt;br /&gt;
 		&amp;quot;™&amp;quot;,&lt;br /&gt;
 		&amp;quot; trademark&amp;quot;&lt;br /&gt;
 	),&lt;br /&gt;
 	(&lt;br /&gt;
 		&amp;quot;®&amp;quot;,&lt;br /&gt;
 		&amp;quot; registered trademark&amp;quot;&lt;br /&gt;
 	),&lt;br /&gt;
 	(&lt;br /&gt;
 		&amp;quot;₢&amp;quot;,&lt;br /&gt;
 		&amp;quot; credits &amp;quot;&lt;br /&gt;
 	),&lt;br /&gt;
 	(&lt;br /&gt;
 		&amp;quot;€&amp;quot;,&lt;br /&gt;
 		&amp;quot; credits &amp;quot;&lt;br /&gt;
 	),&lt;br /&gt;
 	(&lt;br /&gt;
 		&amp;quot;×&amp;quot;,&lt;br /&gt;
 		&amp;quot; times &amp;quot;&lt;br /&gt;
 	),&lt;br /&gt;
 	(&lt;br /&gt;
 		&amp;quot;S.O.S.&amp;quot;,&lt;br /&gt;
 		&amp;quot;[[inpt PHON]]EHs ~OW +EHs. %[[inpt TEXT]]&amp;quot;,&lt;br /&gt;
 		&amp;quot;S O S&amp;quot;&lt;br /&gt;
 	)&lt;br /&gt;
 )&lt;br /&gt;
&lt;br /&gt;
That in ADCK's Behemoth.oxp is this:&lt;br /&gt;
&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 Computer//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;array&amp;gt; &lt;br /&gt;
 	&amp;lt;array&amp;gt; &lt;br /&gt;
 		&amp;lt;string&amp;gt;autopilot-docking&amp;lt;/string&amp;gt; &lt;br /&gt;
 		&amp;lt;string&amp;gt;[[inpt PHON]]AX1AOtUHUWpAYlAAt d1AAkIHN[[inpt TEXT]]&amp;lt;/string&amp;gt; &lt;br /&gt;
 	&amp;lt;/array&amp;gt; &lt;br /&gt;
 &amp;lt;/array&amp;gt; &lt;br /&gt;
 &amp;lt;/plist&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=3&amp;amp;t=16763 Text to speech idiosyncrasy] (2014-15)&lt;br /&gt;
*[[Oolite JavaScript Reference: Sound]] &amp;amp; [[Oolite JavaScript Reference: SoundSource]]&lt;br /&gt;
&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=Overview_of_all_p.lists&amp;diff=89479</id>
		<title>Overview of all p.lists</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Overview_of_all_p.lists&amp;diff=89479"/>
		<updated>2026-06-18T22:55:49Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Page created (redirect)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[OXP howto]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite]] [[Category:Oolite scripting]]&lt;/div&gt;</summary>
		<author><name>Cholmondely</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=BPlanets&amp;diff=89478</id>
		<title>BPlanets</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=BPlanets&amp;diff=89478"/>
		<updated>2026-06-18T20:25:20Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: Added notes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;BPlanets is an oxp attempt to bring in planet maps using the new features of composite maps (available in Oolite 1.89/1.90).&lt;br /&gt;
[[File:BPlanets Onrira.png|thumb|right|The new Onrira]]&lt;br /&gt;
[[File:Lave (BPlanets).png|thumb|right|The new Lave]]&lt;br /&gt;
'''A Work-In-Progress (See Note 2).'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Here are some details.''&lt;br /&gt;
&lt;br /&gt;
== Name ==&lt;br /&gt;
I named it BPlanets for two main reasons: first, the maps are generated with Blender, and second, Povray Planets are the &amp;quot;A&amp;quot; package as they are a source of inspiration for this, and the target for final coverage.&lt;br /&gt;
&lt;br /&gt;
== (1) Blender File ==&lt;br /&gt;
For the adventurous and courageous I can provide the Blender file used to generate these (it might need some sanitizing, as it's in a &amp;quot;personal ordered mess&amp;quot; status at this time :-D ).&lt;br /&gt;
&lt;br /&gt;
== (2) Only 119 Earth-like planets ==&lt;br /&gt;
The initial package has '''only Earth-like variants'''. As mentioned above, I used [[Povray Planets]] as a source of inspiration, and tried to cover this initial type of planet. &lt;br /&gt;
&lt;br /&gt;
*As a reference, I classified the G1 Povray Planets in 5 main types: &lt;br /&gt;
:Terran (119)&lt;br /&gt;
:Barren (115)&lt;br /&gt;
:Water (7)&lt;br /&gt;
:Winter (5)&lt;br /&gt;
:Gas Giants (10).&lt;br /&gt;
*This package has 4 different types of colour palettes for the planets.&lt;br /&gt;
&lt;br /&gt;
== (3) Technical aspects ==&lt;br /&gt;
* all the maps are cube maps 1024x6144 (yup, they are 6k, alright)&lt;br /&gt;
* the procedural maps are generated in '''Blender''' (2.8x - 2.83 at this time)&lt;br /&gt;
* the actual generation is done by '''baking''' - which is a sort of rendering, not &amp;quot;on&amp;quot; a camera view, but on a texture&lt;br /&gt;
* there are 4 baking steps, one for diffuse, one for specular, one for normal map, and one for city lights&lt;br /&gt;
* the actual process is scripted in Python (Blender's scripting engine), because the parameters are &amp;quot;changed by animation&amp;quot;, and although you can render an animation, there is no such option for baking&lt;br /&gt;
* the main inconvenience is that baking is only available for the '''Cycles''' engine (which can be used through GPU and/or CPU). The times it took for each of the steps was roughly 6 minutes per diffuse map, 6 minutes per normal map, 2 seconds per specular map, and 2 minutes per lights map (for the curious this happened on an NVidia GeForce RTX 2070 SUPER -- the newer OptiX facility doesn't do any good, as it doesn't support baking).&lt;br /&gt;
* the post-processing (for combining diffuse/city lights and normal/specular) was done using ImageMagick suite. The city lights and specular maps need to be inverted before inserted in the alpha channel of the diffuse and respectively normal map.&lt;br /&gt;
:''June 13th 2020''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* as with the initial set of maps, all the planets have ice caps (forgot to mention this there)&lt;br /&gt;
* the clouds have a swirl pattern around the planet, with a maximum effect at the equator&lt;br /&gt;
:''Added July 3rd 2020'' ('''version 0.4''')&lt;br /&gt;
&lt;br /&gt;
By Commander_X&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
[https://drive.google.com/drive/folders/1W6nW_Qkaucl1S1I0gwdT3fqm5UY97Kx4?usp=sharing BPlanets.oxp] (2.54 Gb)&lt;br /&gt;
&lt;br /&gt;
Note: this is an OXP not an OXZ and needs to be physically placed in your AddOns folder. &lt;br /&gt;
&lt;br /&gt;
See [[OXP]] for details of how to do this (and how to restart your game).&lt;br /&gt;
&lt;br /&gt;
== Problems ==&lt;br /&gt;
 I hit a blocker I'm not sure how to overcome. Any help would be useful, but some intensive knowledge of 3d-math and glsl programming principles, mostly.&lt;br /&gt;
 &lt;br /&gt;
 A quick overview of the blocker would be:&lt;br /&gt;
 1. in order to avoid stretching over any axes of the generated texture, I'm using a 3d noise algorithm&lt;br /&gt;
 2. all is well and dandy colour/specular/roughness wise&lt;br /&gt;
 3. the blocker is that all the (glsl) examples I could find on doing normal map out of texture presume the texture can be sampled, and/or is 2d generated; these don't work here, and all my hacking/adapting  attempts miserably failed [https://bb.oolite.space/viewtopic.php?p=284378#p284378 Post May 2022]&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
The 119 earth-like planets seem to be the first 119 on the [[Classic Elite planet descriptions]] list (which is also used by vanilla Oolite).&lt;br /&gt;
&lt;br /&gt;
BPlanets seems to be named after Blender, which was used for the textures (in the same way that Povray Planets was named after the Povray programme).&lt;br /&gt;
&lt;br /&gt;
== Quick Facts ==&lt;br /&gt;
{{IconOXP|ooVersion=&amp;quot;1.90&amp;quot;|oxpCPU=&amp;quot;?&amp;quot;|oxpMEM=&amp;quot;?&amp;quot;|oxpGPU=&amp;quot;?&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
[[File:Tag-colour-green.png]]&lt;br /&gt;
{{OXPLevel|0}}{{Infobox OXPb| title = BPlanets&lt;br /&gt;
|version = 0.4&lt;br /&gt;
|release = 2020-07-03&lt;br /&gt;
|features = Planet Textures&lt;br /&gt;
|license = '''None yet'''&lt;br /&gt;
|category = Ambience OXPs&lt;br /&gt;
|author = Commander_X&lt;br /&gt;
|feedback = [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=20639 BB-Link]&lt;br /&gt;
}}&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=Misc_plists&amp;diff=89477</id>
		<title>Misc plists</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Misc_plists&amp;diff=89477"/>
		<updated>2026-06-18T18:56:36Z</updated>

		<summary type="html">&lt;p&gt;Cholmondely: /* crosshairs.plist */ Added a little&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;
== Examples ==&lt;br /&gt;
[[SOTL Exploration]] has several different crosshairs for its prospecting &amp;amp; sampling lasers. There are also quite a number of different crosshairs tucked away inside the [[XenonHUD]]. These seem to combine both crosshair.plist definitions with .png images.&lt;br /&gt;
&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>
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