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		<id>https://wiki.alioth.net/index.php?title=Elite_Trader_OXZ&amp;diff=88738</id>
		<title>Elite Trader OXZ</title>
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		<summary type="html">&lt;p&gt;Phkb: /* Download */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ETLaveGeckManifest-1.jpg|thumb|right|550px|Here you are at Lave, a Grocer (Grade 0) - destination: Zaonce, with furs. Your ship, this time, is a [[FE Ships OXZ|Gecko]].]]&lt;br /&gt;
&lt;br /&gt;
== Welcome to the Guild! ==&lt;br /&gt;
[[Image:Griff_krait.jpg|thumb|right|200px|[[FE Ships OXZ|The Krait]] is an excellent little craft - shockingly expandable with [[Goods Container OXZ|4&amp;amp;nbsp;Containers]] - to initiate your advance in Grade. Buying one nets you nearly &amp;lt;b&amp;gt;40,000 cr&amp;lt;/b&amp;gt; for essential upgrades.]]&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
''Esteemed Commander,''&lt;br /&gt;
&lt;br /&gt;
''The Galactic Guild of Elite Traders (G.E.T.) has studiously considered your application and is pleased to inform you of your admittance to our Order. We maintain Guild Houses in all systems of the Eight Charts, and you can be assured of a hearty welcome wherever your voyages now take&amp;amp;nbsp;you.''&lt;br /&gt;
&lt;br /&gt;
''May the '''GET'''TING exceed the Taking! - Eschew murder and assume our gentle mantle, and reward will be equally forthcoming.''&lt;br /&gt;
&lt;br /&gt;
''Yours most Truly,''&lt;br /&gt;
&lt;br /&gt;
''Grand Master Exoloön of Inera.''&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Brother Guilder,&lt;br /&gt;
&lt;br /&gt;
The storied intergalactic [[Elite Rating|'''Elite ranking''']] is attainable for ship Captains of ''every'' disposition, peaceful or warlike. Engage &amp;lt;u&amp;gt;anti-masslock systems&amp;lt;/u&amp;gt; on Station approach and watch your Grade soar as you dock with our Markets, trade skillfully, and doggedly ply the celestial Milk&amp;amp;nbsp;Run.&lt;br /&gt;
&lt;br /&gt;
Note well that Station Guild Masters do not countenance the recondite practices of many of today's free traders. We are traditionalists. Contracts are frowned upon, as is opportunistic scooping and the sale of mined minerals and the dealing in precious stones and metals. Though a Brother is never penalized for supplementing his private income in this manner, your Assessors will not credit you for such sales. We'll meet you on the Market floor or nowhere else. As one of our crasser pooker-playing Brothers once coined: &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;if it ain't paid, the score's not made&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;. We're about buying and selling.&lt;br /&gt;
&lt;br /&gt;
You may note with a sardonic smile that G.E.T. cares little whether Galcop deems your bought goods illegal... We have small truck with that legislative body but our stance is one of mutual tolerance. In brief, their police do not see us. Your record is always clean, and '''all trades legitimate''' in our eyes.&lt;br /&gt;
&lt;br /&gt;
Trade well! One day we'll meet for a toast in the Halls of Inera with the Exalted.&lt;br /&gt;
&lt;br /&gt;
Your friend and mentor,&lt;br /&gt;
&lt;br /&gt;
[[User:Reval|'''Dor Reval of Xexedi''']], Supreme, Serendipitous &amp;amp; Serene Space Grocer, Master Trader (Grade 3).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[File:CargoWreckBarrels.png|right|550px]]&lt;br /&gt;
&lt;br /&gt;
== The Galactic Guild of Elite Traders (GET) ==&lt;br /&gt;
&lt;br /&gt;
From [[Other fictitious magazines#SPACE|'''SPACE''']] magazine's '''THE GUILD - THE HIDDEN FACTS''':&lt;br /&gt;
&lt;br /&gt;
The strict and solemn vows of secrecy to which all Guild members adhere mean that rumours concerning their domination of various Corporate worlds, GalCop, and not a few seedier systems, abound in increasing number. '''Real&amp;amp;nbsp;facts''' are in short supply: But we have a few...&lt;br /&gt;
&lt;br /&gt;
An incoherently inebriated Guild-member, Cholmondeley the Craven, told me that there are '''Seven&amp;amp;nbsp;Strictures''' which all but the most senior Guild ''fratres'' are sworn to the death to follow:&lt;br /&gt;
&lt;br /&gt;
*    1) Brother! Keep double-entry ledgers using Darthavian Ixian-mode programming systems&lt;br /&gt;
*    2) Brother! Sign all entries with a Quoquivian quill using violet-tinged ink&lt;br /&gt;
*    3) Brother! Never fire missiles wantonly at miscreants&lt;br /&gt;
*    4) Brother! Use lasers only for defence: to warn off, not to kill&lt;br /&gt;
*    5) Brother! Should thou by chance kill a miscreant, slit thine own throat with an envenomed obsidian knife&lt;br /&gt;
*    6) Brother! Worship of [[Slang|Randomius Factoria]] must involve meaningful sacrifice&lt;br /&gt;
*    7) Brother! Obey without question every command of your Guild Superiors&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;This compares with the Partial List of Commandments as divulged by renegade Guild heavyweight Contratius Phlebor:&lt;br /&gt;
&lt;br /&gt;
*    Thou shalt keep double-entry ledgers using the Ixian programmes&lt;br /&gt;
*    Thou shalt sign all entries with a sharpened quill loaded with purple ink&lt;br /&gt;
*    Thou shalt only fire lasers in defence&lt;br /&gt;
*    Obey your betters completely&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The death of the senior Guild member Karachick Obolomov in a pirate raid some seven years ago in Galaxy 3 yielded the following '''list of membership grades''', badly smudged and singed, on a print-out in the wreckage of his personal cabin:&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Apprentice&amp;quot;,&lt;br /&gt;
*&amp;quot;Trader&amp;quot;,&lt;br /&gt;
*&amp;quot;Traveller&amp;quot;,&lt;br /&gt;
*&amp;quot;Perfected Master&amp;quot;,&lt;br /&gt;
*&amp;quot;Master of Brass and Bronze&amp;quot;,&lt;br /&gt;
*&amp;quot;Judge&amp;quot;,&lt;br /&gt;
*&amp;quot;Warden of the Orbital&amp;quot;,&lt;br /&gt;
*&amp;quot;Master of the Guild&amp;quot;,&lt;br /&gt;
*&amp;quot;Master Elect&amp;quot;,&lt;br /&gt;
*&amp;quot;Lord of Mercy&amp;quot;, &lt;br /&gt;
*&amp;quot;Master of the Seventh Gate,&lt;br /&gt;
*&amp;quot;Grand Master&amp;quot;,&lt;br /&gt;
*&amp;quot;Knight of the East&amp;quot;,&lt;br /&gt;
*&amp;quot;Prince of I… ''At this point the print-out was torn.''&lt;br /&gt;
&lt;br /&gt;
The ''Wardens of the Orbital'' would seem to be Masters of system Guild Houses (except in Corporate States, where a more senior figure has that position) and ''Mastery of the Seventh Gate'' is rumoured to involve the sacrifice of three Lobstoids of different genders (ejected from the Seventh Gate of Guild-controlled orbital stations), whilst the ''Grand Masters'' lord it over their separate Galactic Sectors, or Charts. &lt;br /&gt;
&lt;br /&gt;
According to Tea Mereso, G.E.T. apostate Contratius Phlebor said that a Guild splinter group - which he supports - styling themselves '''Galactic Overlords''', have the sector police in their pockets. &lt;br /&gt;
&lt;br /&gt;
Rumours continue to proliferate that senior Police officials are in cahoots with the Guild (or its splinter group), hence the complete lack of court cases with Guild members as defendants (except in the system of [[Sector1/Teorge|Teorge]], where the local clones have wrested back control from the Guild and their flunkies).&lt;br /&gt;
&lt;br /&gt;
Phlebor claims that the better [[Slang|Quarksmen]] are now Guild flunkies (hence the superior performance of their ships) and that they have also seduced the Supreme and Appellate Court Justices as well as most of the media (but '''not''' SPACE magazine). &lt;br /&gt;
&lt;br /&gt;
It is muttered over Anlian gin in the seedier space-bars that the '''Guild Princes''' have signed a secret contract with the Thargoids where they back down when Guild ships are present. This involves the capture of ordinary GalCop citizens, their enslavement and their sale to interstellar insectoid forces. &lt;br /&gt;
&lt;br /&gt;
''Adalbert the Argument, SPACE intra-system editor-in-chief.''&lt;br /&gt;
&lt;br /&gt;
== Confessions of a Guild Quisling ==&lt;br /&gt;
Contratius Phlebor of the Gerete systems, notorious and much-sought bounty hunter, once of elevated Grade in the Guild but now its bane, has let it be known that to the highest Grades is entrusted a secret of Galactic import. Phlebor implies that it takes the form of an object or tool, with a source of infinite energy. &lt;br /&gt;
&lt;br /&gt;
To this secret, he has stated, is owed the G.E.T.'s power, wealth, technical prowess, and present ascendancy throughout the Eight Charts. Phlebor has spoken gnomically of a 'Ninth Arch' (or Ark), upon which he refuses to elaborate.&lt;br /&gt;
[[Image:Griff_asp_mk2.jpg|thumb|right|200px|[[FE Ships OXZ|The Asp II]] - Phlebor's still-deadly interdictor, he tells me. Capable and capacious too, some have called it 'The&amp;amp;nbsp;Explorer'. I learned later that this &amp;lt;b&amp;gt;trader's chariot&amp;lt;/b&amp;gt; is also [[User:Reval|'Grocer'&amp;amp;nbsp;Dor's]] first and only(?) love.]]&lt;br /&gt;
&amp;quot;What is nearly certain is that the Guild traces a lineage back through myth to the Templar Order of the fabled Terra. It is recorded in their ''scriptoria'',&amp;quot; he hints, &amp;quot;that Templars once held sway on that near-forgotten planet, over its rulers and would-be hegemonites, in similar fashion to G.E.T. over Galcop and the Lawless Worlds. It is, they say, both Trust and Continuum.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Contratius is widely ridiculed (by those who dare, including the Guild itself) for these and further claims...&lt;br /&gt;
&lt;br /&gt;
The now ageing whistleblower of scarred and burned visage offered quite freely to this reporter that 'the Brothers' pay homage to a forgotten deity whose prime directive was: Do not kill. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Terra again,&amp;quot; he comments, &amp;quot;A philosophy I came to find I couldn't quite square myself&amp;amp;nbsp;with. The money was nice, though. And their miraculous ship upgrades, some of which my old Asp still has. Got away with a few of those still in place, though most 'bad Brothers' are stripped of everything. The true Brothers really won't kill, you know - won't press the trigger for that final burst. Some are galactic Elite rated too...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Persisting respect for his erstwhile masters written in his remaining eye, Contratius cut short our chat with the words: &amp;quot;I'd never betray them full-out. And they leave me alone.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
No Guild representative could be reached, or located, for comment. They seem to have no PR.&lt;br /&gt;
&lt;br /&gt;
Seeking expertise, I found confirmation of one of Phlebor's claims. Hild Fenwith of Xexe University:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Mythohistorians would not deny that such proto-chivalric Orders, blooming out of monasticism in ancient epochs, owning their own fleets, fortresses, and preceptories, did indeed count trading and banking among their keys to power, holding money and their arcane treasures over the heads of kings and Pontifs like edged weapons.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Identically so with the G.E.T. today, Phlebor contends.&lt;br /&gt;
&lt;br /&gt;
On shaking hands and parting, Hild urged me to remember what befell the Templars. I leave that as a research project for my tuners...&lt;br /&gt;
&lt;br /&gt;
Mild-mannered keepers of lost secrets, with an edge hard as military lasers. ''And they're everywhere'', my sometimes reticent source told me. &lt;br /&gt;
&lt;br /&gt;
Is the Galaxy the better for the Guild? &lt;br /&gt;
&lt;br /&gt;
You tell me.&lt;br /&gt;
&lt;br /&gt;
'''--Tea Mereso, Xexedi Enquirer'''.&lt;br /&gt;
&lt;br /&gt;
== On the Lane with a Master Traveller ==&lt;br /&gt;
''' and Tea Mereso, ''Xexedi Enquirer'' '''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fens Buber's holds are seldom empty. &lt;br /&gt;
&lt;br /&gt;
Except, as of this hauler's break of less than an hour, between the unloading of stack upon stack of odorous pods stuffed with Laeninian Erebear pelts and a supplement of their prized (at least on Lerelace) Mauve Gentian ''Cassis'' and the piling in of tech. &lt;br /&gt;
[[Image:Griff_NoShaders_Cobra3.png|thumb|right|200px|A massively stalwart ride, favoured by Master Traveller Fens Buber, the [[FE Ships OXZ|Cobra III FE]] carried him to where he is now - ascending the Grade ladder by leaps and bounds, not at all hindered by his vessel's expanded [[Goods Container OXZ|150-ton capacity]].]]&lt;br /&gt;
His (her? their? - for Fens, gender-states are bi-volitional) return load will be pristine hyperdrives. We are for a lightning stop-and-dock at the G.E.T.'s Octahedron, geostationary over Lerelace Prime - whose russet seas and impossible peaks have fast become a conundrum to a little-travelled Xexedian. (What must their sky be like? she wonders, querulous and witch-sick - for, yea, it is your faithful correspondent.)&lt;br /&gt;
&lt;br /&gt;
Perhaps this snub by the Guild Master of the establishment, who after nary a blink my way followed up with fulsome usherings-in of Master Traveller Fens to an inner sanctum, is to be forgiven. It is coldly apparent rather quickly that my last piece has not gone unremarked by Brotherhood nabobs.&lt;br /&gt;
&lt;br /&gt;
Apparently, we are being shown now what the Guild ''really'' does: and for a tour-guide one of my own (who by their frequent pulsations might even like to wed me). You're getting this only here, exclusive, with the Enquirer.&lt;br /&gt;
&lt;br /&gt;
Fens Buber emerges, seemingly refreshed, out into dock, across whose cavernous spaces they proceed to skip and float, while three Guild mechanics (technicians) bustle mysteriously about the craft's hull, wielding... what exactly? Fens arrives, touches a limb to one of mine, says, &amp;quot;We fly faster now, just a touch.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;And you're just&amp;quot;, I press opportunely, &amp;quot;teamsters. With nothing up the ceremonial sleeve?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Grocers. Spacehaulers. Buyers and sellers. Travellers in goods. Pick your term.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;OK,&amp;quot; I fire back so as not to lose the impetus, &amp;quot;I pick very ''odd'' traders with an impossibly long - like ancient Terran - pedigree.&amp;quot; At which Fens throws some glances at the Lerelacean leopardine attendants (now slinking away), plus several more, disquietingly, at me. &amp;quot;You really met that... arsehole Phlebor?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
We are forced to concede that we did, yes, confer in holopersons with Contratius Phlebor. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;And you know ''they'' fobbed me onto you, as being of my kind, to feed you the down-and-dirty on his fabrications... his fantasies.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I thought we met by chance in the bar.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Sent a triple wink, I allow that it seems ''they'' did, adding, &amp;quot;But wasn't he a much higher Grade than you, Fens? Can you be certain he is fantasizing? Are you not taught more of the Guild's inner workings the further up you rise?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Fens offers me endearing shrugs and we push through the Mark Three's drive-packed aisles into cabin-space. &amp;quot;Time to be off. Witch it to Laenin, and then it's home again for pretty old yous,&amp;quot; they simper, they try to make light. But your correspondent is not to be sidetracked.&lt;br /&gt;
&lt;br /&gt;
We launch and, something unusual, Fens engages J-drive immediately. Not a masslock siren to be heard nor a Viper in sight - they are left behind with the perplexing vermilion of Lerelace receding on rear viewscreens. I forbear to ask if this is an unconventional exit, well aware that it is. Instead, I say, &amp;quot;Tell us about your first run as a GETter, a Guilder...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Glad to, Tea - after witch. Brace and breathe - remember how you forgot to last time?&amp;quot; Tuners-in, I can tell you that was a bodily event your reporter will not soon forget. &lt;br /&gt;
&lt;br /&gt;
We burst, silent and sober, into Laenina's gravity-well, all my questions and purposes whirling in the purple void our wake makes. What is the Guild doing with these ships?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Grocer, in the before-time, Grade zero, probationer, acolyte, what you will. Made the run in this Cob--&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;''Flare of Xexe'' (for our tuners). Nice name.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The same. Unmodified then: drove the long-haul through Lave, Zaonce, Isinor, Qutiri, Aronar, Beusrior, Uscela, trading on route. Spaceway One. Those days were hard, before the Guild's perks kicked in, before rich milk began squirting from the Xexedi-Laenin-Lerelace teat. The three-skip we're doing now, Tea.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;And what a treat it's turning out to be.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hmm. Reaching this cluster for the first time, Qutirians had already fitted a Large Cargo Bay, and we were at 70 tons. Now she's 110 with four Goods Containers instead of missiles. But before any of that, before the Guild took note of us, hot hull every run, you know, shields gone, goods spoiled, locked and harried and menaced at the witchpoint by the likes of...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Contratius?&amp;quot; I prompt.&lt;br /&gt;
[[Image:Griff_mamba.jpg|thumb|right|200px|[[FE Ships OXZ|&amp;lt;b&amp;gt;Mamba&amp;lt;/b&amp;gt;]] - a little thing; a pesky insect. But we shudder when we call the word to mind. Yes, tuners, even now.]]&lt;br /&gt;
&amp;quot;His ilk. Miscreants - they who take life and living away without a thought. Like these here...&amp;quot; Fens flutters some digitals over five convergent red dots on our scanner. &amp;quot;Mambas. See, we're targetted, missiles about to fly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Do something!&amp;quot; your intrepid journo hears herselves squeak.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No, listen - &amp;quot; Unruffled, Buber is shoving a comms plug into one of my auriculars. He - for I'm sure it is that for the moment - mimes comically along with the raspy Galspeak synth-voc: ''&amp;quot;Forty barrels and we let you live, Xexedian pond-scum. Ten pulses and missiles away. Drop 'em!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;He means our auxiliary containers.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Buber is in paroxysms as I screech. &amp;quot;Just do what the... what are they?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Species-incompatible, he soothes, patting a flailing limb I seem to have no control over. &amp;quot;Does not bode well slavery-wise, if they scoop us after.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;After...?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;After they melt us.&amp;quot; Fens giggles. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Dump the cargo,&amp;quot; I implore. (But you hear all this, gentle tuner; you are with us... goodbye from your...)&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Time's up frogoids. Eat quirium.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Klaxons wail.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ahh, indeed it is, such a shame to leave the panto...&amp;quot; He drops a digit onto a blue button and scanners suddenly empty, are black. He doesn't need to say we are in J again, flitting toward rosy crescent Laenin to offload hardware at hefty profit and take on more furs and mauve Cassis for Xexedi - for we crave the sweet beverage now and could down a quart and sleep the sleep of...&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Nothing locks us you see, this is what the Guild does for me, and I'm happy to pay my dues.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
We pass the Laenin loading hour in silence, Buber turned a little sullen. We depart for home, and matters from there are swift.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You're Grade Four, a Master Traveller, Fens - you can leave the milk and skim off the cream. Our tuners have watched you. Back to Contratius a moment - he was a long way up the ladder you're climbing when he went bad.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Buber's skin-hues begin a rapid cycle, alerting me at last to his inner state. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I know what you want from me. We all know what you want: Phlebor was a Knight - of the Rosy Star, I believe. 18th Grade - a level most scarcely see themselves reaching. They say he was a paragon, until whatever happened happened to him. I'm authorised to say this: he still knows little. And we're very happy about that. Til we meet again, ''Sor''&amp;amp;nbsp;Mereso.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Nonplussed, we take leave of ''Fra'' Buber with more questions than we started out with.&lt;br /&gt;
&lt;br /&gt;
Relieved but unsatisfied, I'm able to say I've been co-opted as unofficial spokesperson for the Guild of Elite Traders. Alive and speaking to you from the Virgin Torus spacedock, G.E.T. aegis, this is Tea Mereso of the Xexedi Enquirer, at Xexedi, signing off until next time.&lt;br /&gt;
&lt;br /&gt;
== Overview: The Fat and the Skinny ==&lt;br /&gt;
&lt;br /&gt;
[[File:ET-Guild-Lodge-Docking-1.jpg|thumb|right|500px|What is this mysterious stellate pyramid? - Whatever it is, it has a docking port... Could this be the fabled Ninth Gate hinted at by Contratius? Tuners, you tell me.]]&lt;br /&gt;
On a subsequent meeting, Fens agreed, with Grand Master Exoloön's indulgence, to allay all &amp;quot;[[Elite Trader OXZ#The_Galactic_Guild_of_Elite_Traders_(GET)|'''grossly inflated rumour''']]&amp;quot; by allowing me to set down in succinct terms what the Guild offers its lower-echelon inductees.&lt;br /&gt;
&lt;br /&gt;
So to lay it out in plain Common Galspeak... The accomplished and non-belligerent G.E.T. Brother will witness various astrogational marvels in respect to his, her, its, or their spacecraft, to wit:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;anchor&amp;quot; id=&amp;quot;Guild-perks&amp;quot;&amp;gt;A continual upward evolution in&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Elite Rating|&amp;lt;u&amp;gt;Elite ranking&amp;lt;/u&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
* Speed&lt;br /&gt;
* Shield strength&lt;br /&gt;
* Shield recharge rate&lt;br /&gt;
* Energy recharge rate&lt;br /&gt;
* Energy levels&lt;br /&gt;
&lt;br /&gt;
In addition to&lt;br /&gt;
&lt;br /&gt;
* A ship forever in good repair&lt;br /&gt;
* Free fuelling (at the witchpoint too for good Brothers above the 3 Apprentice grades)&lt;br /&gt;
* Free fast-dock facilities at every station&lt;br /&gt;
* A permanently 'clean' Galcop record - the Guild refuses to divulge how they swing this but it's clear that in the face of all G.E.T. infractions, Galcop authorities just look the other way.&lt;br /&gt;
* A Trade Advisory, messaged from the system's Guild orbital to the witchpoint (to all initiates beyond probationary Grades)...&lt;br /&gt;
* An inscrutable device to counter Mass-lock, programmed to work on all objects except a Main Station. ''Weapons must be offline'' before hyperspace countdown, warns Fens, otherwise conventional mass-lock pertains. (he tells me that, due to a ballooning volume in Guild applications - of precipitating which he accuses yours truly - the devices are now reserved for Grade 1 Apprentices and upward).&lt;br /&gt;
* G.E.T. - in all its beneficence (I can scarcely believe I'm saying this, tuners) - will pay to every Guilder except Grocers a regular and periodic &amp;lt;b&amp;gt;Bonus&amp;lt;/b&amp;gt;. Guild bonuses are in gratitude, says Fens, for &amp;quot;service, devotion, and fortitude.&amp;quot; When asked to elaborate, he would only say, &amp;quot;Our Bonuses are time-, Grade-, and performance-dependant.&amp;quot; From which I surmise, the &amp;lt;u&amp;gt;higher you are in Grade&amp;lt;/u&amp;gt; and the more &amp;lt;u&amp;gt;credits you have banked&amp;lt;/u&amp;gt;, the larger will be your Bonus when it comes. But, tuners, don't quote me!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;''Unless'' the Brother strays&amp;lt;/b&amp;gt; - in which event none of the above apply, and he is, as Phlebor pithily put it, &amp;quot;stripped of everything&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The Guild's '''single''' Rule: '''Do not kill'''. &lt;br /&gt;
&lt;br /&gt;
If there are any other commandments, and according to Fens Buber, none are set down in writing, those are to act as friend and support to fellow Brothers by coming to their aid, and to revere and aspire earnestly to the Elevated and Exalted Grades - that is Grades above level 14. &lt;br /&gt;
&lt;br /&gt;
Divisions in what Fens calls &amp;quot;the ladder to the top&amp;quot; run as follows:&lt;br /&gt;
&lt;br /&gt;
*  0     : Probationary&lt;br /&gt;
*  1-2   : Apprentice&lt;br /&gt;
*  3-14  : Master&lt;br /&gt;
*  15-18 : Elevated&lt;br /&gt;
*  19-22 : Exalted&lt;br /&gt;
&lt;br /&gt;
He notes that Guild potentates of the Elevated and Exalted Grades never refer to themselves by their true (secret) Grade Titles, but simply as 'Grand Master'. Thus he - as a mere Master - is unable to tell us G.M. Exoloön's real Grade. So &amp;lt;i&amp;gt;now&amp;lt;/i&amp;gt; we know one of their 'secrets of success' - I always wondered why the likes of Phlebor hadn't done away with the entity at the top. The Top Grades are not only Exalted, but elusive.&lt;br /&gt;
&lt;br /&gt;
Guild protocols are taught - orally, ceremonially, and by example. Secrecy, an oath to which is sworn, is considered a necessity in politically volatile times and, says Buber, since conditions are invariably unstable, &amp;quot;generally always.&amp;quot; (a partial exception being made, it seems, for your intrepid correspondent).&lt;br /&gt;
&lt;br /&gt;
'''There are no injunctions against inflicting damage by laser''' on a miscreant's ship, even to the extreme of forcing him to abandon it. &amp;quot;The imperative, as ever, is to survive without killing,&amp;quot; says Buber. &amp;quot;You already know how we do that.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Unstated but willingly complied with is an obligation to support the Guild financially, to ensure its continued existence and ascendancy. Buber says this is accomplished through &amp;lt;b&amp;gt;donations&amp;lt;/b&amp;gt; - any non-Guilder would call that a 'tax' but Fens feigns outrage when I suggest it - plus &amp;lt;b&amp;gt;gifts&amp;lt;/b&amp;gt;: the former debited from the Brother's ship-account after every profitable trade and the latter a voluntary contribution. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Donations, above all, secure our upward progress within the Order: and gifts freely given, along with good deeds, earn special merit. Gifts always speed advancement.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;And no hidden agendas? No aspirations to Galactic domination? Trade is all there is to it?&amp;quot; I ask for the seventeenth time.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Not perhaps all. But all that is important, Tea. It will have to serve.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But you do guard certain secrets?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Fens Buber shakes their head, shrugs, presents me a hopeless smile. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Tea - as a lowly Traveller, I couldn't possibly comment.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''-- Tea Mereso, Xexedi Enquirer.''&lt;br /&gt;
&lt;br /&gt;
== Milk or Cream? - Buber's Beats ==&lt;br /&gt;
&lt;br /&gt;
Upon parting from what was to be a last encounter onstation, Fens Buber thrust into my surprised hands a paper penned in purple ink, apparently endorsed, annotated, undersigned and sealed by none other than G.M. Exoloön:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;''Salutations from the Hidden Halls!''&lt;br /&gt;
&lt;br /&gt;
''First, a word to our burgeoning cadre--and here we must acknowledge the digging of a certain persistent reporter--of Probationers (or might we more respectfully call you Neophytes?): If you are but a Grocer, &amp;lt;b&amp;gt;remain&amp;amp;nbsp;with&amp;amp;nbsp;us&amp;lt;/b&amp;gt; - you merely have to prove to us your ingenuity. There is no reason, at this delicate stage, why you must stay in the Lane!''&lt;br /&gt;
&lt;br /&gt;
''Our appointed liaison functionary will now continue:'' &lt;br /&gt;
&lt;br /&gt;
I, your Friend and Brother, Perfect&amp;amp;nbsp;Master &amp;amp; Scribe Fens&amp;amp;nbsp;Buber, offer you these notes with our exalted Grand&amp;amp;nbsp;Master's benison:&lt;br /&gt;
&lt;br /&gt;
Talk in the Halls of Inera has circled around what most might aid and further an initiate's progress. The Masters' consensus was 'solid&amp;amp;nbsp;guidance'. So I here present six starter Milk&amp;amp;nbsp;Runs to low-grade commanders leaving Lave with 1000 cr.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Spaceway L1/L2, Sector One, Galaxy One&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* 0. (Lave--&amp;gt;Zaonce--&amp;gt;Isinor--&amp;gt;)&lt;br /&gt;
* 1. Qutiri--&amp;gt;Isinor--&amp;gt;Ensoreus--&amp;gt;Ararus&lt;br /&gt;
* 2. Zarece--&amp;gt;Isence&lt;br /&gt;
* 3. Tiinlebi--&amp;gt;Anlama--&amp;gt;Begeabi&lt;br /&gt;
* 4. Xexedi--&amp;gt;Laenin--&amp;gt;Lerelace&lt;br /&gt;
* 5. Inera--&amp;gt;Sotiera&lt;br /&gt;
* 6. Razaar--&amp;gt;Zadies--&amp;gt;Anarlaqu--&amp;gt;Vetitice&lt;br /&gt;
&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Of these six remunerative runs, Zarece--&amp;gt;Isence is without doubt 'the&amp;amp;nbsp;cream'. But I must admit to bias - Zarece&amp;amp;nbsp;Prime has long been my adoptive home. However, my logs for these two stars usually show higher profits. &lt;br /&gt;
&lt;br /&gt;
Repeat and vary at will, or make the whole tour of these 18 systems. Buy Computers (+luxuries) in Rich Industrials and Furs (+liquor-wines) in Poor Agriculturals.&lt;br /&gt;
&lt;br /&gt;
By Qutiri, there'll be enough for a &amp;lt;b&amp;gt;Large&amp;amp;nbsp;Cargo&amp;amp;nbsp;Bay&amp;lt;/b&amp;gt;, and after hitting Xexedi and plying this my own favoured triple beat, 10 or 20 ton [[Goods Container OXZ|'''Goods&amp;amp;nbsp;Containers''']] will start gracing your pylons.&lt;br /&gt;
&lt;br /&gt;
(An Elite Trader--and I view all Guild membership such--taking business to our [[FE Ships OXZ|'''FE&amp;amp;nbsp;Shipyard''']] will find that the [[FE Ships OXZ|Cobra&amp;amp;nbsp;III&amp;amp;nbsp;FE]] can attain a capacity of 110 or 150 TC, depending which container tonnage was fitted).&lt;br /&gt;
&lt;br /&gt;
''Detecting, with our technical aid, [[Additional_Planets|Extra&amp;amp;nbsp;Planets]], [[Stations_for_Extra_Planets|Stations for Extra Planets]], seeking a [[TorusToSun|Torus to Sun Drive]], the [[Market_Inquirer|Market&amp;amp;nbsp;Inquirer]] and [[Market_Observer|Market&amp;amp;nbsp;Observer]], will accrue to every acolyte's advantage. Picking among the several orbitals and outposts insystem, excavating lucrative deals, and maximizing profits for rapid advancement then becomes not only gratifying, but also an engaging challenge. A Quest, might we even say, for the Sacred&amp;amp;nbsp;Payout.''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&amp;lt;b&amp;gt;Lave with 1000 credits&amp;lt;/b&amp;gt;? How?&amp;quot; a Grocer might ask. Why, sell your first Cobra! Exchange it for a 'standard customer model/clone' at the lowest price you can find; then sell its laser and '&amp;lt;b&amp;gt;unmount all pylon weapons&amp;lt;/b&amp;gt;'. A thousand cr is now yours to load pelts and alcoholic beverages. Head straight out for Zaonce and Isinor, buying cheap and selling dear as&amp;amp;nbsp;you&amp;amp;nbsp;go. &lt;br /&gt;
&lt;br /&gt;
A strategy some Grocers have adopted with success is to buy a &amp;lt;b&amp;gt;[[FE Ships OXZ|''Krait'']]&amp;lt;/b&amp;gt;. This agile craft's capacity is 17&amp;amp;nbsp;tons, but with &amp;lt;b&amp;gt;over&amp;amp;nbsp;30,000 credits&amp;lt;/b&amp;gt; to your account, you are able straight away to fit all [[Elite Trader OXZ#Essential OXPs|'''primary&amp;amp;nbsp;upgrades''']] at Lave and Zaonce, notably the &amp;lt;u&amp;gt;[[Goods Container OXZ|20-ton&amp;amp;nbsp;Goods&amp;amp;nbsp;container]]&amp;lt;/u&amp;gt;, leaving you three pylons to add more when funds&amp;amp;nbsp;permit.&lt;br /&gt;
&lt;br /&gt;
Trade Well!&lt;br /&gt;
&lt;br /&gt;
Blessings and clear lanes, Brothers -&lt;br /&gt;
&lt;br /&gt;
Fra Fens Buber of Zarece, &lt;br /&gt;
''Grand Master Sigfrid Exoloön of Inera''&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Heavens! - another turnout for the investigative books. It's obvious &amp;lt;i&amp;gt;they&amp;lt;/i&amp;gt; wish to be perceived in a favourable light. They want us to &amp;lt;i&amp;gt;like&amp;amp;nbsp;them&amp;lt;/i&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
We progress, we prosper... So, tuners, this gives your own ''freelance'' informer an idea: we'll secure a G.E.T. loan, finance ourselves a [[FE Ships OXZ|'''Viper&amp;amp;nbsp;II&amp;amp;nbsp;FE''']]&amp;amp;nbsp;Special (this darling jumped right out of the catalogue at me), christen her &amp;quot;Buber's&amp;amp;nbsp;Bane&amp;quot;, and light out on the Spaceway. &lt;br /&gt;
&lt;br /&gt;
Can it really be this easy? (and innocent)&lt;br /&gt;
&lt;br /&gt;
You'll be hearing.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;--Tea Mereso of Lerelace, Guild Mouthpiece, late of the Xexedi Enquirer, now soror&amp;amp;nbsp;&amp;amp;&amp;amp;nbsp;Grocer (Grade 0)&amp;lt;/i&amp;gt;&lt;br /&gt;
[[Image:Griff_viper_interceptor.jpg|thumb|right|200px|Our very own [[FE Ships OXZ|Viper II FE]] - still on Special Offer... Yours truly &amp;lt;i&amp;gt;sprinted&amp;lt;/i&amp;gt; to the FE Shipyards up at Xexedi Prime's Virgin Torus to claim &amp;lt;i&amp;gt;this&amp;lt;/i&amp;gt; baby!]]&lt;br /&gt;
&lt;br /&gt;
== Recommendations ==&lt;br /&gt;
[[File:Anarlaqu_Tea_Front-1.jpg|thumb|right|500px|And here &amp;lt;i&amp;gt;we&amp;lt;/i&amp;gt; are at Anarlaqu in &amp;quot;Buber's Bane&amp;quot; after our 30th run! - Viper II and GETter HUD have done us sterling service. Tuners, we pack &amp;lt;i&amp;gt;three&amp;lt;/i&amp;gt; 20-ton Containers... and that's our limit.]]&lt;br /&gt;
[[File:ManifestAnarlaquTM-1.jpg|thumb|right|500px|Oh and... our Anarlaqu Manifest, should any of you be waxing incredulous. See the byline of yours truly at the top! ... This is a new holo, &amp;lt;i&amp;gt;after&amp;lt;/i&amp;gt; the delightful Ladiv's 'persuasion' to upgrade. (see the shot of her own F5, below).]]&lt;br /&gt;
[[File:TMAnarlaquGender-1.jpg|thumb|right|500px|Oops... tuners, we forgot to register our species-gender - and as of course you know, your devoted informant is &amp;lt;b&amp;gt;bi-volitional&amp;lt;/b&amp;gt;, so &amp;lt;i&amp;gt;we&amp;lt;/i&amp;gt; shall become a 'Sibling' of the Guild...]]&lt;br /&gt;
=== Auxiliary Pylon ===&lt;br /&gt;
&amp;lt;b&amp;gt;[[Auxiliary Pylon OXZ]]&amp;lt;/b&amp;gt; - [https://wiki.alioth.net/img_auth.php/2/26/Auxiliary_Pylon.oxz '''Auxiliary Pylon download'''] - adds in a pylon to pylon-less ships. For [[Cargo Pods OXZ|&amp;lt;b&amp;gt;cargo&amp;amp;nbsp;pods&amp;lt;/b&amp;gt;]]&amp;amp;nbsp;only&amp;amp;nbsp;-&amp;amp;nbsp;not missiles! Full details [[Auxiliary Pylon OXZ|&amp;lt;b&amp;gt;HERE&amp;lt;/b&amp;gt;]].&lt;br /&gt;
&lt;br /&gt;
=== GETter HUD ===&lt;br /&gt;
[[File:GuildLodgeET-1.jpg|thumb|right|500px|Guild Lodges! Tuners, I had no idea, not even an inkling, that such things existed - until new BFF (with&amp;amp;nbsp;benefits) Erog&amp;amp;nbsp;Ladiv found&amp;amp;nbsp;one and holo'd it for my records. May the Guild's single&amp;amp;nbsp;deity bless her a millionfold!]][[File:ManifestIsinorLavid-1.jpg|thumb|right|500px|Our third Isinor-Qutiri run and we meet a fan - racy Lereloid leopardine Erog Ladiv in her nifty Krait &amp;quot;Purple Cloud&amp;quot;. She holo's me a shot of her newly updated G.E.T. Manifest (1.19)... she is enthusiastic, urging me to upgrade. We must admit, it's tempting, tuners, as in fact is Ladiv.]]&lt;br /&gt;
[[File:ETDorRevalManifest-1.jpg|thumb|right|500px|Dor Reval followed me to Anarlaqu - was it just to holo me his 1.19b Manifest, showing off his last (and first) huge Bonus payment from G.E.T.? Why haven't I had any? Perhaps I should upgrade, tuners.]]&lt;br /&gt;
[[Image:Griff_constrictor.jpg|thumb|right|300px|Tuners, I will confess I wasn't ignorant of this super-capable ship - Phlebor revealed its existence to me during our lengthy holo-chat. For those who don't know - and that's everyone outside the Guild's higher echelons, apparently - what you see here for the first time is FE&amp;amp;nbsp;Shipyards' very 'black' project - the &amp;lt;u&amp;gt;Constrictor II&amp;lt;/u&amp;gt;. I&amp;amp;nbsp;want&amp;amp;nbsp;one!]]&lt;br /&gt;
[http://wiki.alioth.net/index.php/File:GETter_HUD.oxz '''GETter HUD download'''] - the only HUD in the inventory designed ''by''&amp;amp;nbsp;Guilders ''for''&amp;amp;nbsp;Guilders, showing digital speed and cargo hold contents in place of missiles. [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=20813 BB&amp;amp;nbsp;thread]. &lt;br /&gt;
&lt;br /&gt;
Full details and illustrations&amp;amp;nbsp;[[GETter HUD OXZ|&amp;lt;b&amp;gt;HERE&amp;lt;/b&amp;gt;]].&lt;br /&gt;
&lt;br /&gt;
=== FE Ships ===&lt;br /&gt;
[http://wiki.alioth.net/index.php/File:FE_Ships.oxz '''FE Ships download'''] ([https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=20786 BB Thread]) and &lt;br /&gt;
=== FE Ships Player ===&lt;br /&gt;
[http://wiki.alioth.net/index.php/File:FE_Ships_Player.oxz '''FE Ships Player download'''] ([https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=20787 BB thread]) favour the Trader/Explorer and bring core ships into line with those of [[Frontier First Encounters]], expanding cargo-capacities across the board.&lt;br /&gt;
&lt;br /&gt;
=== Goods Containers 10-50&amp;amp;nbsp;TC ===&lt;br /&gt;
[[Goods Container OXZ#I-2 Trials|'''Goods Containers download''']], externally mounted 10-, 20-, 30-, 40- or 50-ton cargo cannisters, fitted to any spare missile pylons, will speed your course to riches and larger ships. [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=20810 BB Thread].&lt;br /&gt;
&lt;br /&gt;
=== More Moolah Market ===&lt;br /&gt;
&lt;br /&gt;
[[More Moolah OXZ|'''More Moolah''']] is an enhanced and extended &amp;lt;u&amp;gt;Market&amp;lt;/u&amp;gt; for the zealous merchanter. 5 (five) new commodities for industrial and agricultural economies; 9 (nine) recast display aliases for the Oolite goods. More variety, more realism, more trade possibilities, more moolah.&lt;br /&gt;
&lt;br /&gt;
=== Merchanter's Zeal ===&lt;br /&gt;
&lt;br /&gt;
Join the [[Merchanter's Zeal OXZ|'''Merchanters'&amp;amp;nbsp;League''']] for free, accurate, and succinct advice on buy- and sell-prices at every station in every system you visit. Advisories via the F4&amp;amp;nbsp;Interface as&amp;amp;nbsp;well&amp;amp;nbsp;as witchpoint in-flight&amp;amp;nbsp;comms. MZ uses your trading&amp;amp;nbsp;history as its basis for buy-advice, and for sell-advice your own hold's manifest. It makes an ideal&amp;amp;nbsp;pairing with the lucrative More&amp;amp;nbsp;Moolah&amp;amp;nbsp;Market (MZ&amp;amp;nbsp;+&amp;amp;nbsp;MM&amp;amp;nbsp;=&amp;amp;nbsp;$$$)&lt;br /&gt;
&lt;br /&gt;
=== Essential OXPs ===&lt;br /&gt;
[[MarketObserver|'''Market&amp;amp;nbsp;Observer''']], it goes without saying, enhances the E.T.&amp;amp;nbsp;experience greatly. Running with ''weapons&amp;amp;nbsp;offline'' is always to your advantage.&lt;br /&gt;
&lt;br /&gt;
For all-round good spacegrocership, G.E.T. regards the following basic upgrades as primary:&lt;br /&gt;
&lt;br /&gt;
* [[Cargo Bay Expansion]] (if available)&lt;br /&gt;
* [[Cargo Space Refit OXZ|'''Cargo Space Refit''']]&lt;br /&gt;
* [[Cargo Pods OXZ|'''Cargo Pod''']]&lt;br /&gt;
* [[Goods Container OXZ|'''Goods Containers''']] (pylons permitting)&lt;br /&gt;
* [[Overdrive OXZ|'''Overdrive''']]&lt;br /&gt;
* [[Teleportation Drive OXZ|'''Teleportation Drive''']]&lt;br /&gt;
* [[Auto S.O.S OXZ|'''Auto S.O.S.''']]&lt;br /&gt;
* [[Little Friends OXZ|'''Little Friends''']]&lt;br /&gt;
* [[Laser Reflector Shield OXZ|'''Laser Reflector Shields''']]: Arcane G.E.T. technology once again achieves its goal of keeping the innocent and honest trader &amp;lt;i&amp;gt;safe&amp;lt;/i&amp;gt;.&lt;br /&gt;
* [[Advanced Space Compass]]&lt;br /&gt;
* and a [[Beam Laser|beam laser]]: not for its destructive potential, but for the quality of its '''reticle'''!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;The Guild provides all other necessary systems and facilities&amp;lt;/u&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
== PREVIEW 1.19e ==&lt;br /&gt;
&lt;br /&gt;
Guilders, it's probably time to place a semi-colon after this ET iteration and call it &amp;quot;1.19 final&amp;quot;. You might even come across it in the Oolite Expansions Manager as an OXZ sometime in the days to come... But do look out for new 1.20 Preview OXPs both here and on the BB.&lt;br /&gt;
&lt;br /&gt;
[https://wiki.alioth.net/img_auth.php/6/65/Elite_Trader_1.19e.oxp.zip&amp;lt;b&amp;gt;&amp;lt;u&amp;gt;1.19e Dev OXP Preview download here!&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
Just unzip the OXP to your Oolite-&amp;gt;AddOns folder. It may be necessary to uninstall version 1.18 and/or delete the 1.19d Preview OXP first.&lt;br /&gt;
&lt;br /&gt;
Please note: this is a &amp;lt;u&amp;gt;development&amp;lt;/u&amp;gt; version of E.T. and there may be bugs or glitches. I'd be grateful if you would report any you find on the Bulletin Board under '(WIP) Elite Trader'. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Versions ==&lt;br /&gt;
&lt;br /&gt;
'''NEW IN VERSION 1.19'''&lt;br /&gt;
&lt;br /&gt;
* Upon docking at a Lodge, G.E.T. will pay a &amp;lt;b&amp;gt;Boon of 100&amp;amp;nbsp;cr&amp;lt;/b&amp;gt; in appreciation of your patronage of the system's principal Guild&amp;amp;nbsp;Home.&lt;br /&gt;
* A new &amp;lt;b&amp;gt;F4 Interface&amp;lt;/b&amp;gt; exclusive to the Lodge: the &amp;quot;&amp;lt;u&amp;gt;G.E.T. Guild Lodge Sales Advisory&amp;lt;/u&amp;gt;&amp;quot;, showing sell prices for the two most traded goods at all stations insystem. Those above the Apprentice grade may go on availing themselves of the &amp;lt;u&amp;gt;Witchpoint Trade Advisory&amp;lt;/u&amp;gt; (giving only the single most-traded commodity prices), still a somewhat quicker option for the impatient trader.&lt;br /&gt;
* NPC traffic will now be encountered going into and out of the Guild Lodge - assume most of these ships are Elite Traders!&lt;br /&gt;
* Lodge Guardian Constrictor IIg craft will now respond to &amp;lt;b&amp;gt;S.O.S. signals&amp;lt;/b&amp;gt; from beleaguered vessels, along with any Galcop police present.&lt;br /&gt;
* Lodge-tailored &amp;lt;b&amp;gt;welcome messages&amp;lt;/b&amp;gt; appear at the Guild Lodge after docking there.&lt;br /&gt;
* G.E.T. has done away with Arrivals Screen refuel/repair/enhancement summaries in favour of &amp;lt;u&amp;gt;more succinct console messages&amp;lt;/u&amp;gt;, facilitating swifter passage to the Market. The Guilder is directed now to the &amp;lt;b&amp;gt;F4 Interfaces&amp;lt;/b&amp;gt; for fuller data on recent ship enhancements under &amp;quot;&amp;lt;u&amp;gt;G.E.T. Ship Status Report&amp;lt;/u&amp;gt;&amp;quot;.&lt;br /&gt;
* Various persistent - and perhaps annoying - ET behavioural glitches have been remedied.&lt;br /&gt;
* At every system's witchpoint you will find a &amp;lt;b&amp;gt;Guild&amp;amp;nbsp;Lodge&amp;lt;/b&amp;gt;. In keeping with G.E.T.'s arcane and esoteric Order, these are small &amp;lt;u&amp;gt;pyramidal&amp;lt;/u&amp;gt;&amp;amp;nbsp;stations offering welcome, ceremonial, cameraderie, and a trading&amp;amp;nbsp;floor - but no shipyard. One of the Lodge's external faces sports Galcop insignia for obfuscatory purposes and to assure a small police&amp;amp;nbsp;presence. &amp;lt;u&amp;gt;Games may not be saved&amp;lt;/u&amp;gt; from inside a Lodge. The Guild Lodge flashes green and orange on your scanner.&lt;br /&gt;
* An ancient Guild tradition is the deployment of &amp;lt;b&amp;gt;three&amp;amp;nbsp;guardian&amp;amp;nbsp;ships&amp;lt;/b&amp;gt;. Today, these are well-equipped Constrictor&amp;amp;nbsp;IIg models. A guardian will do nothing but patrol near the Lodge, unless disturbed. Guardians, in addition to the small (suborned) police presence which all Lodges attract, make a Guild Lodge's vicinity one of the safest - if not &amp;lt;i&amp;gt;the&amp;lt;/i&amp;gt; safest - in the entire system. Guardian ships flash blue and orange on your scanner.&lt;br /&gt;
* The Guild accounts as a &amp;lt;b&amp;gt;gift&amp;lt;/b&amp;gt; the rescuing of any escape pod, be its occupant of the innocent or the guilty. Saving the helplessly adrift will gain a Guilder not only merit, but also, as befits a gift of this nature, a &amp;lt;b&amp;gt;5-point ship enhancement&amp;lt;/b&amp;gt; plus a real &amp;lt;b&amp;gt;Gift to the Guild of 1000 credits&amp;lt;/b&amp;gt; to further Grade advancement. This of course &amp;lt;u&amp;gt;on top of any bounty&amp;lt;/u&amp;gt; that Galcop deems you worthy of.&lt;br /&gt;
* &amp;quot;Cloaking technology&amp;quot; - that 'Galcop advance' much rumoured and whispered about - was, in fact, long ago an invention of the Guild. They called their device the &amp;lt;b&amp;gt;Hull Shroud&amp;lt;/b&amp;gt;. Needless to say, you, as a Guilder, can have it - at a price. Seek it at Stations with a high technological index.&lt;br /&gt;
* The &amp;lt;b&amp;gt;Constrictor II&amp;lt;/b&amp;gt; - FE&amp;amp;nbsp;Shipyards' 'black&amp;amp;nbsp;project' - is no longer the restricted perk only of Grand Masters. You, as a lowly Master will now find it available, if you look hard. And it's not at all expensive! [nominal specs: thrust = 26; speed = 350; pylons = 4; capacity = 80 TC. Please note: this &amp;lt;u&amp;gt;exclusive ET&amp;amp;nbsp;ship&amp;lt;/u&amp;gt; is designed for parity with &amp;lt;b&amp;gt;FE&amp;amp;nbsp;Ships&amp;lt;/b&amp;gt;, not vanilla Oolite ships.]&lt;br /&gt;
* G.E.T. will pay to all Guilders except Grocers a regular and periodic &amp;lt;b&amp;gt;Bonus&amp;lt;/b&amp;gt;. Guild bonuses are in gratitude for service, devotion, and fortitude. They are time-, Grade-, and performance-dependant: &amp;lt;u&amp;gt;the higher you are in Grade&amp;lt;/u&amp;gt; and the more &amp;lt;u&amp;gt;credits you have banked&amp;lt;/u&amp;gt;, the larger will be your Bonus when it comes.&lt;br /&gt;
* &amp;lt;b&amp;gt;Total Bonuses&amp;lt;/b&amp;gt; paid by G.E.T. (and their number) are displayed on the F5F5 Manifest.&lt;br /&gt;
* G.E.T. owns to a new &amp;lt;u&amp;gt;sensitivity&amp;lt;/u&amp;gt; to their Guilders' &amp;lt;b&amp;gt;species-gender&amp;lt;/b&amp;gt; - you can be addressed now as &amp;quot;Sister&amp;quot;, &amp;quot;Brother&amp;quot;, &amp;quot;Sibling&amp;quot; (bi-,&amp;amp;nbsp;tri-&amp;amp;nbsp;or null-sexed&amp;amp;nbsp;persons), or just 'Guilder' (the default).&lt;br /&gt;
* As well as speedier Grade advancement, your &amp;lt;b&amp;gt;gifts&amp;lt;/b&amp;gt; to the Guild bring with them &amp;lt;b&amp;gt;3-point ship enhancements&amp;lt;/b&amp;gt;.&lt;br /&gt;
* Practical &amp;lt;b&amp;gt;console advisories&amp;lt;/b&amp;gt; onstation for Grocers who have not yet made 4&amp;amp;nbsp;runs.&lt;br /&gt;
* G.E.T. begins to take account of &amp;lt;b&amp;gt;time&amp;lt;/b&amp;gt;...&lt;br /&gt;
* &amp;lt;b&amp;gt;Time spent as a Good Guilder&amp;lt;/b&amp;gt; is recorded on your F5F5 Manifest in &amp;lt;u&amp;gt;Lave days&amp;lt;/u&amp;gt; (and Lave years).&lt;br /&gt;
* &amp;lt;b&amp;gt;System-to-System Runs&amp;lt;/b&amp;gt; as a Good Guilder are numerically displayed on the F5F5 Manifest.&lt;br /&gt;
* Main Station no longer mass-locks your ship on approach (so please take care you don't slam into it!) (Grade 1 and above)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''NEW IN VERSION 1.18'''&lt;br /&gt;
&lt;br /&gt;
* In spite of the addition of the new F4 page '&amp;lt;b&amp;gt;Gift to Guild&amp;lt;/b&amp;gt;' (which speeds advancement in Grade), progression to the Elevated and Exalted Grades (10-22) has been made more arduous.&lt;br /&gt;
* Donations are no longer limited to one per system: they are cumulative within the system.&lt;br /&gt;
* &amp;quot;Buber's Beats&amp;quot; Milk Run guide for inductees on the F4 Interfaces screen.&lt;br /&gt;
* '&amp;lt;b&amp;gt;Milk or Cream? - Buber's Beats&amp;lt;/b&amp;gt;' - a comprehensive Wiki section with solid guidance, a truncated version of which appears in-game.&lt;br /&gt;
* Owing to a ballooning volume of Guild applications (blame TM!), the 'black box' anti-Masslock device is now reserved for Probationary Grade 1 and above. The result: a &amp;lt;b&amp;gt;rougher ride for Grocers&amp;lt;/b&amp;gt;, but this should be mercifully brief if they follow Buber's 'beats' and her/his/its/their (really must invent a new pronoun) Lave advice.&lt;br /&gt;
* Buying and selling from and to multiple stations insystem is facilitated.&lt;br /&gt;
* More data now appears on the G.E.T. F5 Mission screen.&lt;br /&gt;
* &amp;lt;b&amp;gt;Gifts&amp;lt;/b&amp;gt; and &amp;lt;b&amp;gt;Last Trade&amp;lt;/b&amp;gt; (with Star, Station, and Goods) added to F5 Mission screen.&lt;br /&gt;
* Since space allows it, a station's &amp;lt;b&amp;gt;secondary legal commodity&amp;lt;/b&amp;gt; is now listed by the F4 Master Advisory along with the primary, for all stations insystem.&lt;br /&gt;
* Much revision of the F4 Interfaces texts.&lt;br /&gt;
* More immersive comms messages geared to Grocers.&lt;br /&gt;
* Witchpoint Trade Advisory messages made more succinct.&lt;br /&gt;
* A slight re-ordering and renaming of the G.E.T. Grades.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
== Conflicts ==&lt;br /&gt;
&lt;br /&gt;
Certain OXPs will conflict or interfere with the rewards-system and special privileges of Elite Trader. Known to be problematic are '''Masslock Compensator''', '''Auto Refuel''', and possibly certain shield or energy enhancers. '''AutoDock''' has been made redundant by ET's own fast-dock privilege. The best advice is to experiment.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== ELITE TRADER META! ==&lt;br /&gt;
&lt;br /&gt;
Finally available, the &amp;lt;u&amp;gt;all-inclusive E.T. package&amp;lt;/u&amp;gt; brings you:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&lt;br /&gt;
* Elite Trader&lt;br /&gt;
* [[Auxiliary Pylon OXZ|Auxiliary Pylon]]&lt;br /&gt;
* [[Cargo Pods OXZ|Cargo Pods 10-50 TC]]&lt;br /&gt;
* [[Cargo Space Refit OXZ|Cargo Space Refit]]&lt;br /&gt;
* [[FE Ships OXZ|FE Ships Complete]]&lt;br /&gt;
* [[GETter HUD OXZ|GETter HUD]]&lt;br /&gt;
* [[Goods Container OXZ|Goods Containers 10-50 TC]]&lt;br /&gt;
* [[Overdrive OXZ|Overdrive]]&lt;br /&gt;
&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;lt;b&amp;gt;OXZ Version&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Available for download now through your Oolite in-game &amp;lt;u&amp;gt;Expansions Manager&amp;lt;/u&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Or unzip to &amp;lt;b&amp;gt;Oolite-&amp;gt;AddOns&amp;lt;/b&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[https://wiki.alioth.net/img_auth.php/4/40/Elite_Trader_Meta.oxz &amp;lt;b&amp;gt;Download Elite Trader Meta 1.19.2 OXZ&amp;lt;/b&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
== Dependencies ==&lt;br /&gt;
&lt;br /&gt;
Oolite v1.82 or later.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Required&amp;lt;/u&amp;gt; for the &amp;lt;b&amp;gt;Guild&amp;amp;nbsp;Lodge&amp;lt;/b&amp;gt; to be present at the witchpoint:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Stations for Extra Planets Base&amp;lt;/b&amp;gt;&lt;br /&gt;
* &amp;lt;b&amp;gt;Stations for Extra Planets - Stations&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you are downloading via the Expansions&amp;amp;nbsp;Manager in-game, these dependencies are flagged and can be installed along with Elite&amp;amp;nbsp;Trader.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Optional&amp;lt;/u&amp;gt; are extra planets (unless you are content with precious few trading opportunities):&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Additional Planets SR Base&amp;lt;/b&amp;gt;&lt;br /&gt;
* &amp;lt;b&amp;gt;Additional Planets SR Redux Pack&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Look for these two excellent Ambience packages in the Expansions Manager in-game.&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;lt;b&amp;gt;OXZ Version&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Download via the in-game Expansions Manager ''or'' below. Do not unzip the .oxz file, just move or copy the OXZ to &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Oolite-&amp;gt;AddOns&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Media:Elite_Trader.oxz | '''Download Elite Trader 1.19.3 OXZ''']]&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike License version&amp;amp;nbsp;4.0.&lt;br /&gt;
&lt;br /&gt;
''If you are re-using any piece of this OXP, please send a PM to [https://bb.oolite.space/memberlist.php?mode=viewprofile&amp;amp;u=40711 '''Reval'''] at the Oolite Bulletin board.&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=20784 Bulletin Board Discussion]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Quick Facts ==&lt;br /&gt;
{{IconOXP|ooVersion=&amp;quot;1.82&amp;quot;|oxpCPU=&amp;quot;Low&amp;quot;|oxpMEM=&amp;quot;Average&amp;quot;|oxpGPU=&amp;quot;Low&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
[[File:Tag-colour-blue.png]]&lt;br /&gt;
{{OXPLevel|1}}{{Infobox OXPb| title = Elite Trader&lt;br /&gt;
|version = 1.19.2&lt;br /&gt;
|release = 2022-12-06&lt;br /&gt;
|features = Enhances Trading&lt;br /&gt;
|license = CC BY-NC-SA 4&lt;br /&gt;
|category = Mechanics OXPs&lt;br /&gt;
|author = [[User:Reval|Reval]]&lt;br /&gt;
|feedback = [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=20784 BB-Link]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Mechanics-OXP}}&lt;br /&gt;
[[Category:Galactic Guild of Elite Traders (GET)| ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Appendices ==&lt;br /&gt;
&lt;br /&gt;
These are texts not expressly part of the Elite Trader 'Manual' but which may, nevertheless, throw some additional (entertaining) light on the Guild's meta-reality and the background and history of its sundry protagonists and antagonists.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== First Run ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;by Tea Mereso&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I didn't know they would send me an &amp;lt;i&amp;gt;instructor&amp;lt;/i&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Lerelace Prime - new homeworld - floats, a child's ball of ochre, white, and crimson, in my forward viewscreen. I have been &amp;lt;i&amp;gt;down&amp;lt;/i&amp;gt; there. Now I know all. Xexedi's overcast sheltered too much. It's high time now, tuners, and we feel ready.&lt;br /&gt;
&lt;br /&gt;
Lounging beside us is a very odd fish indeed. No, no, my own kind, but who of you could sort piscine from ranine? Dor Reval has a quirkish turn of phrase, and he is (for I suspect he 'dressed' just so for me) of a far from unpleasing aspect. A stark contrast with his friend and Brother Fens Buber.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I imagined you'd be disappointed after that one,&amp;quot; Dor had said diffidently, as we rode the brief ascent from umbilicals. &lt;br /&gt;
&lt;br /&gt;
I decided to say nothing - Buber is still a conundrum. Far, far away now.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;He's a climber. And they promoted him because of you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;So glad&amp;quot;, I murmured, &amp;quot;to have been of help. May I ask why exactly you're here?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Another's turn for silence.&lt;br /&gt;
&lt;br /&gt;
We made the Viper Two's cabin - ample, all gleam, and angled-back. He indicated the seat I was to take - the left. &amp;quot;Fresh out of the FE shipyards, this jewel,&amp;quot; he commented. &amp;quot;Superb.&amp;quot; And, tuners, Reval should know - he's their Director.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Leapt right out from the catalogue, Dor. And your people are &amp;lt;i&amp;gt;so&amp;lt;/i&amp;gt; free with the money.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dor's head bobbed several times. &amp;quot;My Asp was financed. I started just like you. Well, no, I stole mine. Later I came clean and got it on a G.E.T. stipend.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They &amp;lt;i&amp;gt;gave&amp;lt;/i&amp;gt; it to you?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
He chuckled. &amp;quot;Hardly! But... in a way they did. Now, something vital: this button - yes, the red - will stream an encrypted S.O.S. on a G.E.T. frequency - an all-station relay. None but Guild vessels and others in sympathy can receive it ungarbled - even Merchanters' League. Use it. Don't hesitate. But only when every instinct tells you you must.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I try a &amp;lt;i&amp;gt;steady&amp;lt;/i&amp;gt; laugh, unsure if I'm succeeding. &amp;quot;Understood. I'll sticky it - tattoo it on my wrist. Such a positive beginning! Are you even going to tell me if these things are easy to fly?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh. Fully automatic if you want. But I'm here to show you... a few tricks.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It's like being young again - my first sally out on the highway.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Lane. But another first sally. Nervous, Tea?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You'll find out. I will too, I suppose.&amp;quot; Why, tuners, am I avoiding his eyes? &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Welcome aboard 'Buber's Bane' - what did you call yours?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No need to be, really. And 'Laenina's Flux' is her name - truly my first love. But she's in dry while I perform instructional duties.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ahh, &amp;lt;i&amp;gt;that's&amp;lt;/i&amp;gt; what you are.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;For now, Tea. Where shall we go?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Tuners, this is something your born-again journo does not have to ponder. Reval indicates my galactic chart and, having seen Buber do it, I press a digit onto my sun of desire. &amp;quot;Laenina - we must see Laenina again.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Quite a star,&amp;quot; he agrees, with a strange gaze at me. &amp;quot;An equal first with Lerelace in the beauty stakes.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I feel my skin cycling through several nuances of red, mirroring the star we see and the star we will see, as Dor sets himself to fiddling with my attitude controls.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Set to yaw only,&amp;quot; he explains, &amp;quot;the roll function cancelled. Yaw to turn this darling, so she responds better to your wishes. Roll is a throwback to atmospheric flight, retained in new ships only as a respectful bow to history.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good to know.&amp;quot; (tuners, are you paying attention?)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Not that we'll be doing any manoevring - no acrobatics and definitely no ship-ship tangles. We leave that to those who don't trade.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Like handling a land-skimmer, then?&amp;quot; we say. &amp;quot;I drove &amp;lt;i&amp;gt;a&amp;amp;nbsp;lot&amp;lt;/i&amp;gt; downworld on Xexedi.&amp;quot; I test the give in the stick and we buck a little sideways, rectify smoothly.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Correct! Us spacehaulers are nothing if not expert drivers. Quickest path from point A to point B.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;And am I your 'Sister' as well as your 'Soror'?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If you like, &amp;lt;i&amp;gt;Sor&amp;lt;/i&amp;gt; Mereso. Sister, you are warmly welcomed to the Guild.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;And if I switch?&amp;quot; I switch.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I understand the Masters are working on pronoun protocol for us volitionals and the non-permanently gendered.&amp;quot; He shrugs and laughs, Buber-like, almost switching. &amp;quot;And the non-gendered - though I've never met one.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Lobstoids?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Tri-gendered.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Just call me Brother, Brother.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We drift out from Station in the absolute silence. &amp;lt;i&amp;gt;Lonely&amp;lt;/i&amp;gt; silence, I catch myself thinking. Inconsequential system chatter scrolls on a small screen in front of us. Hands free, we let 'Buber's Bane' follow her coded course. Why, tuners, can I quite not relax? Dor Reval starts humming a soft melody beside me, studiously intent on scanners.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If we're... attacked?&amp;quot; The words escape my lips reflexively. &amp;quot;Those Mambas in Laenin's outer reaches. They couldn't lock our mass because Fens had a black box - a device of some kind.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;And you're thinking we don't? And you're quite right.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Dor, my laser, am I allowed to use it? Maybe as a warning that I've got one?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
He quirks his lips - a sort of smile. &amp;quot;What laser, Tea?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What do you mean, 'what laser'? All Vipers have lasers don't they?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Only if your order specified one.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I let that sink in; it does after a few minutes. &amp;quot;And why in the nth random factor can't I hear anything? Are our drives even running? Are we even moving?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dor swivels to me and leans closer. Holding my eyes with his, he carefully - lightly - places the hands of his two main limbs on the tops of mine. He explains in calming tones that we can't hear our engines because they are situated far back behind the cargo holds - which, being packed tight now with pods jammed with unrecognizable tech under the general rubric 'computers', bought only because my Lerelacean Assessor told me to, her lichen eyes hosting inscrutable slits - insulate any and all sound in their otherwise vacuous spaces. He reminds me how &amp;lt;i&amp;gt;massive&amp;lt;/i&amp;gt;, by terrestrial measure, my ship really is; how perched high up here in our skimmer-like cockpit, &amp;lt;i&amp;gt;everything&amp;lt;/i&amp;gt; feels deceptive. And how easy it is to panic.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;And this is only your second time &amp;lt;i&amp;gt;seeing&amp;lt;/i&amp;gt; the controls of a powerful space vehicle. Feelings of disorientation are not in any way unusual. Everything is fine, and I'm here beside you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But... for how long?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A few days, a week maybe. Enough time to get you on the beat.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;And then? - it's a lonely life isn't it?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Tea, our life is station-to-station. Only the empty bits in between will tax you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
An eerie annunciator winds down its gamut, puncturing the quiet. I shiver, though it's not at all cold. Dor seems to collect himself, a new tenseness about him. &amp;quot;Now we jump - hyperspace. You've been through it before, I think.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I survived it twice. Yes.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;So you know what you have to do.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Brace and breathe.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Exactly. And you know what probably awaits us as we come in. Tea, you will watch carefully what I do, and you will do whatever I tell you, quickly, ok? And you will not panic, because I'm here. And you will never forget this day.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dor waits a few seconds for my confirmatory nod. Then points at the black button. &amp;quot;Your ship,&amp;quot; he says.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Viper out of witch - stop or we fire.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Galspeak rasps and crackles in Laenina's stellar wind. Dor had inserted my plug for me, and now inserts his.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Don't stop,&amp;quot; he says, &amp;quot;We'll make them work. Full speed. They won't use lasers yet...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You seem very sure.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Risk of damaging cargo, which is what they're going to want. Not us, we hope.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;What have we here - a Lereloid pussycat? We'll pod her out and have some fun, 'mates'.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Heavens to blazes, tuners, we don't want melting and scooping and... selling. Time to call the helpline.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Transmit our ID and... your registration,&amp;quot; Dor instructs. I do so, quickly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Kittycat, are you there - or have you fainted away? We'll revive you...&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Their own IDs bounce back at us - Mambas out of Reorte. Their comms fall silent for a stretch.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We don't try to run,&amp;quot; says Dor, &amp;quot;their ships have an edge on yours for the moment. And there are too many.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;So--&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Comms cuts me off.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Fifty barrels, tuney girl. Now. Lose 'em!&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Do what they say, Tea.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
My eyes scan the board, frantic for the Dump switch. I find it, about to press, but Reval stays my hand. &amp;quot;Give them our least valuable items. Hit 'cycle' until Alloys come up. No, better, toss them some firearms cases. They'll like those more.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cannisters leave our hold, readouts tell us. But we feel nothing, tuners. No movement. No sound of their going.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Oh won't you look at that, 'me hearties' - the famed stacked frogoid throws us a tip!&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If I expected them to swarm to the 'catch', I am mistaken. &amp;quot;Dor, why aren't they--&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Manifest, sweetness.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That's hold contents, systems status, credits, crew. Go on, send it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dor has to show me how, but I comply. Another deaf pause that feels like an hour.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Bang-up ship - I think we'll... ooh naughty naughty - what'll the Laenin constabulary say?&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reval punches 'transmit'. &amp;quot;Exactly nothing, arsehole. Now let's get on with it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For Nova's sake, don't provoke them, I'm thinking. Comms preludes again with stellar static. Tuners, are your hearts pounding as hard as mine? - Dor looks almost... nonchalant.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Babes - what say I drag you here to my snug ride and ransom you? ... after a time... Pod out quietly now and we won't incinerate your friend.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Laser flashes slice across our bow, glancing off shields with some interesting sparkles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Just teasing with the fireworks, candybuns - but you'll be wise to stop. You're wasting quirium, ours and yours.&amp;quot;&amp;lt;/i&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Dor, why is it I'm feeling your last instruction lacked merit?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I &amp;lt;i&amp;gt;will&amp;lt;/i&amp;gt; get us out of it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh you think?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Kill the drives.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I pull the lever full back. No sensation, except a faint churning in my innards. All stars still and in their eternal positions, Laenina more beautiful than ever in her bright indifference. Tuners, I'm realizing too late that it was all an error. Laenin system, it has dawned on me, is not a 'stable' one.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;All right friends - sensible. Thirty Lave seconds: if I don't see a womanned escape pod, it's out of my hands - my crew, you twig? ... We've decided we don't need your goods offering after all...&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Dor, Tuners,&amp;quot; I mutter, &amp;quot;I vow I'll deep-switch. Whoever, whatever... it is, they will &amp;lt;i&amp;gt;not&amp;lt;/i&amp;gt; be charmed by your devoted informant's un-womany side.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Second best idea you've had all day,&amp;quot; he says, rising abruptly. He goes aft and points at where I would never have imagined an escape hatch to be. That is, 'tastefully&amp;amp;nbsp;hidden', tuners.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Tea - they do mean business.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;And what about you?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I won't lose you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh I just love playing along. How d'you like my full Brother look?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
He pulls open the hatch for me. But I stay where I am.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Time's up stubborn tasty ranoid. Munch some laser!&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Searing rays lance in from all sides. No more pretty glitters over our shields. I feel dense fire boring through, shivering our Viper's carapace.&lt;br /&gt;
&lt;br /&gt;
Reval sprints back, wrenches the stick from my grasp, accelerates, shoves me out of my chair and yaws us hard left, so hard that I am propelled by the force into and against the back of the seat he had occupied. The yaw is followed by a vicious dive as my head hits the padded ceiling of the cabin. All this still, tuners, in utter silence. Not even the laser streaks, now mostly missing us, are heard.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Are you hurt? - Strap in and stay buckled.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
While scanners show Mambas re-forming their five-point attack, a sixth ship flashes into range. Absent, and now here, almost grazing our flanks. Out of witchspace, a mere ten minutes behind us.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Asp,&amp;quot; mutters Dor. &amp;quot;Or Asp II. But this one's no trader either.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I stammer, &amp;quot;Is it Guild?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;More... ex-Guild if I'm not wrong. They all know we have no weapons.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;So they're--&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Toying with us, yes. Deciding what to do with us. Calling friends.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
To scrap over the spoils, tuners - me.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Is 'toying' Guild-slang for 'frying'?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;He... it... won't let them go that far.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You do have the oddest faith, Reval.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Faith, yes - we all have Faith. It's what has been lost.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;And you keep it safe?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dor gifts me with a smile of what I keenly sense as true affection.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;So you &amp;lt;i&amp;gt;do&amp;lt;/i&amp;gt; know our Secret.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;What's this now, Miss Delectable - trying to even the odds?&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This time I key 'talk'.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;One day, one day,&amp;quot; I say, &amp;quot;I will have lasers - a big laser aft, an even bigger one front, a laser on each side. And I'll be &amp;lt;i&amp;gt;fast&amp;lt;/i&amp;gt; and I'll be &amp;lt;i&amp;gt;strong&amp;lt;/i&amp;gt; - faster and stronger than any of you, because that's what the Masters give me. And now I have your ID, Mamba-entity, you will one day wish you hadn't sent or spoken the way you have. This I swear.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Do I only imagine crackled laughter under the static?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;If. Think you're getting off, spunky Guild-girl? It's looking less and less likely every Lave second. Come on, just pod over and stop all the fuel waste - we'll talk. We'll both finish well. Me weller, but you alive and free.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After a swift silence, comms and mine, the mechanical words &amp;lt;i&amp;gt;&amp;quot;So be it. Time to die. Tea - such a loss...&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reval anticipates the firestorm with a crippling yawed climb. They get in more hits and I watch our shield-strength take a sudden fall into red. Somewhere the acrid smell of scorched circuitry. Do I feel warmer? What is it like, tuners, to burn? - You know I'll be with you every second until...&lt;br /&gt;
&lt;br /&gt;
The Asp II - I'd almost forgotten it - is no longer close. It starts manoeuvring. So rapid and snake-like its path that scanners lose it, find it, lose it, until I can't see it onscreen any more.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Is it joining... them?&amp;quot; I say.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Watch,&amp;quot; is all Dor answers.&lt;br /&gt;
&lt;br /&gt;
So I watch the Mambas blink out, one by one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;All stop. Tea - stupendous. You did us proud.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
We exchange seats again - tuners, mine feels almost &amp;lt;i&amp;gt;comfortable&amp;lt;/i&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I did nothing. It was all you and--&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Don't sell yourself short. Never do that. You're a treasure.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The yellow blip several times unseen by scan reappears, approaching.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What in the Random Void is it?&amp;quot; I say, still stunned. &amp;quot;Who is it?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dor treats me to a grin that I fancy is rare. &amp;quot;Don't you know? I thought you and he were pals. I have your holo - intriguing interview. Certainly hooked &amp;lt;i&amp;gt;you&amp;lt;/i&amp;gt;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Trying and failing to visualize in close-up the quick eradication of five Mambas, I watch the grimmer mass of the Asp shroud Laenina again. Too close again - isn't this dangerous? &amp;quot;Won't he--&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No. You saw the way he moves. You think he'd misjudge a hundred metres?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I slam my palm down on 'transmit', the Asp's band.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Contratius - Tea Mereso of 'Buber's Bane': you certainly give us our money's worth every time.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A deep, hoarse chuckle comes back over. &amp;quot;Always thrilled to be of service, Ms&amp;amp;nbsp;Mereso. Or must I call you &amp;lt;i&amp;gt;Sor&amp;lt;/i&amp;gt;? - and he is rather a bane isn't he? - or more, I think you'll agree, of a bind. Or a bore.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fens is that, true, but his heart's in the right place, as is Dor's.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Verily. Verily. I miss them sometimes, my 'Brothers'. Which is why I've come to you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Reval is shaking his head vehemently while I speak, lips pressed tight, skin cycling worlds of colour. He pulls my hand off 'transmit'. &amp;quot;Tea, people don't banter with Phlebor. Not any more. Don't 'let him in'. Leave it. Say goodbye and we go our way, offload our tech, and then to the bar or get a room and... really talk.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Contratius has turned his interdictor to face us flank-on. It happened in an instant, almost unnoted. Tuners, we are now able to make out her name - metallic grey symbols on matte black hull: &amp;lt;i&amp;gt;Continuum&amp;lt;/i&amp;gt;. If anyone has lasers, he does.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I've been following&amp;quot;, says Phlebor, as if the aforementioned hasn't taken place, &amp;quot;your... progress. And you could say I've developed quite a crush - after our delightful chat over holo and re-viewing your subsequent journalistic 'coups'. For now I take Dor. He will stay with me as my guest. My Asp's a small palace, you wouldn't believe.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;No! Why Reval, why take him? Take me. I can... help.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You, sweetheart, are doing just fine as you are. Stick at it now - rise high. Make many holocasts. And I'll be in touch again. Later, you'll put in a good word for me with the Perfect Master. I think you know who I mean.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You'll do whatever you like, Phlebor. How can we possibly prevent you? My ship is unarmed.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Then you should arm yourself, dear! If only for show...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I watch the &amp;lt;i&amp;gt;shadow&amp;lt;/i&amp;gt; of his Asp inch in so close it obscures my right viewscreen. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;To the pod now, Grocer - I look forward to many a stimulating conversation on... technical matters.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I glance at Dor. He looks back at me with that expression I still can't quite read. Then he presses my arm and goes to the hatch again. He steps inside, closes the seals. And, like the containers, is gone without sound or sensation.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Treat him well, or I swear...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh have no fear, we are old acquaintances. He was once my protégé, as you have been his.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It is not long, tuners, before I can no longer see my... flight tutor of one day. And after a few minutes more, the black ship called &amp;lt;i&amp;gt;Continuum&amp;lt;/i&amp;gt; pulls far out into an even blacker starscape.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Bond ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;by Tea Mereso&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The instant I saw her holo I knew this would be another face-to-face.&lt;br /&gt;
&lt;br /&gt;
I ran across her ship - an ageing but well-kept Cob III - on the famous Qutiri-Isinor neophyte beat... (are there &amp;lt;i&amp;gt;any&amp;lt;/i&amp;gt; traders who don't start earning there, tuners? - I've never met one.)&lt;br /&gt;
&lt;br /&gt;
And after glimpsing said vessel and hurriedly enquiring after her owner and if her regular on-station goto was Qutiri's Queer Lodge Grill, the inn I happen to find myself at whenever here - well, the rest, as they say, tuners, is history...&lt;br /&gt;
&lt;br /&gt;
This young, rather comely, humanoid native of Bemaera - not a stone's throw from Lave - does not hold back! But she made no demurral as I plonked a ranoid rear upon a seat in front of her without so much as a 'hello sister'. She did give me a quirkish and questioning smile, however, a smile that held in addition something of the knowing and familiar.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I watch your stuff, Tea - and that's the honest. I'm a fan and an addict.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Oh Random Gods! - another Grocer Dor!&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Super,&amp;quot; I simper, as I sip at my Anlian Rickey and do not unfix her with my gaze. &amp;quot;So you know me, but do I know you?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Zita,&amp;quot; she says, &amp;quot;Zita Lavre of 'Bemaera's Bond'.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Enchanting! Of &amp;quot;Buber's Bane&amp;quot;, we - a Viper II, and loving it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The 'Bond' was my Dad's and I grew up on her.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A home in every sense then?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Zita nods and takes half of her Sotieran screwdriver at a gulp.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You and me, of BB and BB - off to a strong start... delighting in our B's.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I try a wider smile and she mirrors it, encouraging. I run my pinking tongue over my teeth, begin to feel my skin cycling into worlds of the same.&lt;br /&gt;
&lt;br /&gt;
And then I just let Zita talk.&lt;br /&gt;
&lt;br /&gt;
She drains her tumbler and signals for another.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;When Gavros - that's my Dad - was taken, I did what any trader's daughter does - took over the 'Bond' as if she were mine: I have no sisters or brothers and never knew my mother... from another family's ship on route to the far edge of Galaxy One. These old trading ships are nothing complicated, unlike yours, and in any case I had watched Gav handle her from babyhood. The 'Bond' fits me like a glove and I fit her. We are truly one. I will never give her up, never abandon her - there is not even an escape pod because that's the one Gav closed the day they took him. They said it was either him, or me.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Her screwdriver arrives and she twiddles its stirrer a moment, eyes lost in the bitterweet drink. Her other hand is on the table so I lay one of mine over it and leave it there.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Tea...&amp;quot; She lets out far-off sighing breath. &amp;quot;He's gone. And I play and re-play your holocast, the one where Dor Reval of Xexedi was made to leave you alone on your new ship to face the dark and the stars without him.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I nod, increase my finger pressure on Zita's warm and very un-ranoid skin. Tuners, you'll know that there are times when the only thing to say is nothing.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I hate the Guild and I hate the League. I just do. I feel that one or the other was involved in what happened two Lave years ago.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Our own turn to let go a breath. &amp;quot;Why?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Why, Tea? - because I saw the ship's name in the star-shadow through viewscreen. The black Asp: &amp;lt;i&amp;gt;Continuum&amp;lt;/i&amp;gt;. But unlike you, I could hear nothing its master said to Gav. And I have not heard of that vessel since. Until your holocast.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I take her other hand in my other because she has forgotten about her drink. &amp;quot;That was only a week ago! I'm still not over it, Zita. My hearts fly out to you. Let's leave,&amp;quot; I say, &amp;quot;this is not the place.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
She needs no prompting to rise with me, her soft human hands still in mine, strong slim digits gripping and twining.&lt;br /&gt;
&lt;br /&gt;
We make spacedock - our ships tethered not too many berths apart - and I tell her that I have an idea. When did I ever not, Tuners?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I need to take you somewhere, Zita.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Zita drifts her body gently into mine and I feel the odorous mammalian warmth. &amp;quot;I'm yours,&amp;quot; she murmurs.&lt;br /&gt;
&lt;br /&gt;
Tuners, was it trite to say that I somehow knew that from the start? - But I did.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Just follow me through witch then, jewel, and we'll be close again when we reach where we're going.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You know I don't want to pull away don't you?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I say I do know. But she does anyway. We float apart, growing further apart, until we reach our hatches on the cold Qutirian dock, interstellar space a mere Lave meter from us both.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Esconced quickly in the Viper's cabin, softly leather-embraced in de-luxe pilot-seat upholstery, I lose not a second getting on holo with Zita. Is it pure chance, tuners, that she lets my good selves and your good selves catch her at the tail-end of a zero-G dry body shower, light-brown gossamer tresses drifting around her face and neck and shoulders? You should not be watching!&lt;br /&gt;
&lt;br /&gt;
Catching my thoughts, she emits a low giggle, mimes for us the eons-old gesture of modesty with both hands and forearm. &amp;quot;Tea, I know you are recording. When aren't you? - Your tuners want something to keep them 'hooked', and Zita Lavre wants them hooked, wants you hooked, so you will pursue what there is to pursue with me...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh believe me love,&amp;quot; I give back, &amp;quot;You are not the only one. The worlds are with us and will stay with us until we no longer want them to.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good.&amp;quot; Making a firm little nod, she reaches for the grey hauler's catsuit she had abandoned on a hook and slithers with some effort back into it. Zita sweeps fingers of both hands through her hair - no brush or comb for this trader's child. We follow her enticing motions forward into her own cabin space. Viewcreens and scanner, hers and mine, illuminate and we are glimmered now in muted orange flight-glow.&lt;br /&gt;
&lt;br /&gt;
Our holds are packed with cannisters of unspecified tech going under the general rubric 'computers', our manifests tell us. We catch one another smiling comfortably, both now back where we know we belong.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sending you the witch-jump sequence I want you to take with me,&amp;quot; I say.&lt;br /&gt;
&lt;br /&gt;
She chuckles. &amp;quot;And here is me thinking I know it all, Tea.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh there's always something else beyond scanner-range. What would life be otherwise?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Easier.&amp;quot; But she smirks as she says it.&lt;br /&gt;
&lt;br /&gt;
We unclamp in near-unison: The only loud noise we will hear until we dock again. The rest is silence.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Safely on auto for a time, and under Galcop vigil, flank on flank the Bond and the Bane, Zita and Tea, drift out from station toward their assigned jump-point. This is the time-honoured hour to take stock, the hour when some wonder why they are here and how they got to be here. The stories are so different, tuners, and I will tell them if the Random Void permits. With us, you know how it came to pass - you were with us, my dears.&lt;br /&gt;
&lt;br /&gt;
Zita has turned pensive and a little sullen, almost too Buber- or Dor-like, un-human, we feel and want to alleviate it. Is this a sign of something? The sign that I could begin to care just a touch too much for another being? Tuners, you tell me. I am a space virgin. Nearly.&lt;br /&gt;
&lt;br /&gt;
I ask this girl of an hour's acquaintance how she can be a 'native of Bemaera' while averring she was born and raised on the Cob.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh,&amp;quot; she comes back, &amp;quot;I didn't express that very well. I am of Bemaeran &amp;lt;i&amp;gt;ancestry&amp;lt;/i&amp;gt; - my Grandad was born planetside, but both Gav and I grew up on the 'Bond'.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Two generations on-ship!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;There are a thousand families with more, Tea.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Real generation-ships.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I meant in a Merchanter sense. Merchanters' lives are aboard. We are born and we die on our ships, all too often &amp;lt;i&amp;gt;with&amp;lt;/i&amp;gt; our ships. But we are not trying to reach any place special like the great ones the stories tell of. The Terrans and all that. I guess I am one of them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Indeed you are. I have heard there are no others like you in this Galaxy. And that Terra is or was a far far planet on a chart we no longer possess knowledge of...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh Guild-dung Tea!&amp;quot; Zita forms as near a snarl as she is able and then pouts.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;So let's leave that one aside. We have time in the between to hammer it out. Just you and me.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The only entity&amp;quot;, she avers, &amp;quot;this woman wants to take a hammer to is Contratius Phlebor.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I throw her a dour grin, nodding agreement. &amp;quot;And don't we have lasers for that?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I do,&amp;quot; she says, &amp;quot;but on your holo Dor said you don't.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Mine are Military, fore and aft - I took Phlebor's parting words of counsel and 'armed myself'.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I've fired mine many times,&amp;quot; Zita says as the eerie Jump klaxon keens. &amp;quot;Have you?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Never. And hope not to.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Leave it to me then.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Zita waits for me to start Hyperspace count. I hit the black button.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We have got the trick of 'bracing and breathing' down as near a fine art as a planet-born amphibioid ever will. Like to try it for yourselves, tuners? - Give &amp;lt;i&amp;gt;soror&amp;lt;/i&amp;gt; Tea Mereso of Lerelace a giggle for a change...&lt;br /&gt;
&lt;br /&gt;
Time folds itself over multiply when we enter witchspace and no scientist has ever fathomed, nor likely ever will fathom, how much &amp;lt;i&amp;gt;real time&amp;lt;/i&amp;gt; 'passes' in the between during Jump. It is all relative, in any case, tuners - and though our bodies feel the effects, we do not seem to age and the Universe is as it was for us when we emerge, witch-sick, back into real space.&lt;br /&gt;
&lt;br /&gt;
And all I need right at this moment is to pod over to &amp;quot;Bemaera's Bond&amp;quot; and curl up in Zita's body-warm berth. Groggily I tell her so and she woozily replies, &amp;quot;come right over!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Instead comm crackles and growls, &amp;lt;i&amp;gt;&amp;quot;Give us your cargo, darlings, or we immolate you.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Nothing we didn't expect.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;All in a day's work, my Tea,&amp;quot; soothes Zita and radiates the starlight of one of her smiles.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;So we're running?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You bet we are!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And this is only Isinor, tuners. And I have 'miles to go before I sleep', did not a near-forgotten poet once quietly intone in enwrapping snow among trees?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You have an account full of cash, if I'm not wrong?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You might put it that way, if you were coarse,&amp;quot; I say.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If we make Isinor Prime Aegis alive, you are hiring us some robot-driven escorts...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Comm preludes with more static from Isinora's stellar wind. Then the rasp of the pirate-entity's Galspeak synth-voc assails our auriculars. &amp;lt;i&amp;gt;&amp;quot;We're counting the Lave seconds, sweetnesses... You have 30 until our first missiles come a-calling... Let's see those tech goodies popping out of your holds! Now!&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Dump a quarter of it,&amp;quot; Zita commands. &amp;quot;I'm doing likewise. We'll break even. The quest - whatever that is - comes first. We're not on a trade-run, correct?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Correct, my soror.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Don't call me that! It's Guild-smoke. Have a little respect, or at least sympathy.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Baby, if Contratius wanted your Dad - your Gav - then your Gav was not at all what you thought he was. I'm inferring, but isn't it obvious?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Gav was Guild?&amp;quot; I hear her gasp behind the words. &amp;quot;It never occurred to me to ask myself &amp;lt;i&amp;gt;why&amp;lt;/i&amp;gt; what happened that day happened.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
We feel nothing as a dozen containers of what in a planet's gravity would be tons-heavy leave our holds. Neither do we see them on viewscreens. We have only the reduced manifest readouts to assure us we've lost costly items that would have brought impressive profit on Isinor.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Full speed now dear,&amp;quot; she orders, &amp;quot;We shoot offlane and angle straight in to the Station buoy. We refuel and sell our three-quarters cargo, then take a nap together in a pleasant and fragrant room with the softest bed we can find. And you will go off air for that part!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Zita Lavre, only daughter of Gavros Lavre, has spoken.&lt;br /&gt;
&lt;br /&gt;
So this is Tea Mereso, long ago of the Xexedi Enquirer, &amp;lt;i&amp;gt;en route&amp;lt;/i&amp;gt; to Isinorean bliss, signing off until next time.&lt;/div&gt;</summary>
		<author><name>Phkb</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=FE_Ships_OXZ&amp;diff=88737</id>
		<title>FE Ships OXZ</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=FE_Ships_OXZ&amp;diff=88737"/>
		<updated>2026-05-12T12:37:01Z</updated>

		<summary type="html">&lt;p&gt;Phkb: /* Downloads */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Griff_mamba.jpg|thumb|right|200px|Mamba in Griff's colours - fly it with FE&amp;amp;nbsp;Ships&amp;amp;nbsp;Player...]]&amp;amp;nbsp;[[Image:Griff_sidewinder.jpg|thumb|right|200px|Sidewinder in Griff's colours - fly it with FE&amp;amp;nbsp;Ships&amp;amp;nbsp;Player...]]&amp;amp;nbsp;[[Image:Griff_krait.jpg|thumb|right|200px|Krait in Griff's colours - fly it with FE&amp;amp;nbsp;Ships&amp;amp;nbsp;Player...]]&amp;amp;nbsp;[[Image:Griff_viper.jpg|thumb|right|200px|Viper in Griff's colours - fly it with FE&amp;amp;nbsp;Ships&amp;amp;nbsp;Player...]]&amp;amp;nbsp;[[Image:Griff_viper_interceptor.jpg|thumb|right|200px|Viper II in Griff's colours - fly it with FE&amp;amp;nbsp;Ships&amp;amp;nbsp;Player...]]&lt;br /&gt;
==FE Shipyards== &lt;br /&gt;
&lt;br /&gt;
The last major project of [[Elite Trader OXZ|G.E.T.'s]] Transport Arm, &amp;lt;b&amp;gt;FE Ships&amp;lt;/b&amp;gt; transforms the core Oolite craft into their &amp;lt;b&amp;gt;[[Frontier First Encounters]]&amp;lt;/b&amp;gt; equivalents and makes all of them flyable. The result: Larger hull capacities and an altered speed scale across the board. Every non-player (AI) ship is replaced by an FE ship, so that no 'unfair advantage' on either side occurs.&lt;br /&gt;
&lt;br /&gt;
Here's the breakdown:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;code&amp;gt;1.SHIP CLASS, 2. FE Thrust, 3. LM (speed), 4. TC (tonnage)&amp;lt;/code&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
         Adder      18.1     	0.240        15&lt;br /&gt;
      Anaconda       6.0     	0.080       400&lt;br /&gt;
           Asp      22.2     	0.294        75&lt;br /&gt;
           Boa       8.0     	0.106       700&lt;br /&gt;
       Cobra 1      16.1     	0.213        35&lt;br /&gt;
       Cobra 3      20.1     	0.267        55&lt;br /&gt;
   Constrictor      22.0     	0.292        65&lt;br /&gt;
  Fer-de-Lance      22.5     	0.298        10&lt;br /&gt;
         Gecko      16.0     	0.212         9&lt;br /&gt;
         Krait      20.1     	0.267        17&lt;br /&gt;
         Mamba      20.5     	0.272        20&lt;br /&gt;
         Moray      14.0     	0.186        45&lt;br /&gt;
        Python      10.0     	0.133       320&lt;br /&gt;
    Sidewinder      23.2     	0.308        15&lt;br /&gt;
         Viper      24.2     	0.321        25&lt;br /&gt;
       Viper 2      25.2     	0.334        30&lt;br /&gt;
&lt;br /&gt;
Frontier:FE ships' original &amp;lt;b&amp;gt;prices&amp;lt;/b&amp;gt; have also been taken into account.&lt;br /&gt;
&lt;br /&gt;
== Benefits ==&lt;br /&gt;
FE Ships will, above all, be of benefit to traders and explorers, since Frontier and First&amp;amp;nbsp;Encounters increased the cargo capacity of all the original Elite ships.&lt;br /&gt;
&lt;br /&gt;
For example, the Adder FE can boast a base 15 TC cargo hold, expandable to 30 TC with Oolite's cargo-bay extension. You will find this enhancement with FE ships across the board, including the now playable Gecko, Krait, Mamba, Sidewinder and Vipers. &lt;br /&gt;
&lt;br /&gt;
To fly the new lightweight ships, you will need to install &amp;lt;b&amp;gt;FE Ships Player&amp;lt;/b&amp;gt; alongside FE Ships.&lt;br /&gt;
&lt;br /&gt;
For the full FE experience, use Normal Start and sell your Cobra III pronto!&lt;br /&gt;
&lt;br /&gt;
At Lave, you will find available the Gecko, Krait, Sidewinder, Adder, and Cobra I. All will have the 'FE' suffix in-game.&lt;br /&gt;
&lt;br /&gt;
Recommended upgrade paths for FE Ships Player:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Hunter&amp;lt;/b&amp;gt;: Gecko, Krait, Sidewinder, Mamba, Fer-de-Lance, Viper.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Trader&amp;lt;/b&amp;gt;: Gecko, Adder, Krait, Cobra I, Cobra III, Asp Explorer, and onward...&lt;br /&gt;
&lt;br /&gt;
Geckos, Kraits, and Sidewinders have no docking computers, no military upgrades, no extra cargo holds, and all except the Krait no missiles. Their successful operation will prove a challenge. Enjoy!&lt;br /&gt;
&lt;br /&gt;
== Downloads ==&lt;br /&gt;
&lt;br /&gt;
Once downloaded, just move or copy the &amp;lt;b&amp;gt;two&amp;lt;/b&amp;gt; OXZs to &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Oolite-&amp;gt;AddOns&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
They will then appear as installed on your OXZ list in-game.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;b&amp;gt;easiest&amp;amp;nbsp;way&amp;lt;/b&amp;gt; by far of getting FE&amp;amp;nbsp;Ships is via your Oolite &amp;lt;b&amp;gt;Expansions&amp;amp;nbsp;Manager&amp;lt;/b&amp;gt;. Both components will be downloaded and installed together straight away.&lt;br /&gt;
&lt;br /&gt;
=== FE Ships ===&lt;br /&gt;
[http://wiki.alioth.net/index.php/File:FE_Ships.oxz '''FE Ships download'''] ([https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=20786 BB Thread]) and &lt;br /&gt;
=== FE Ships Player ===&lt;br /&gt;
[http://wiki.alioth.net/index.php/File:FE_Ships_Player.oxz '''FE Ships Player download'''] ([https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=20787 BB thread]) Fly the Gecko, Krait, Sidewinder, Mamba, Viper I, Viper II, and several more Frontier FE ships unflyable in 'vanilla' Oolite and Elite.&lt;br /&gt;
&lt;br /&gt;
== Quick Facts ==&lt;br /&gt;
&lt;br /&gt;
{{IconOXP|ooVersion=&amp;quot;1.82&amp;quot;|oxpCPU=&amp;quot;Low&amp;quot;|oxpMEM=&amp;quot;Average&amp;quot;|oxpGPU=&amp;quot;Low&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
[[File:Tag-colour-blue.png]]&lt;br /&gt;
{{OXPLevel|1}}{{Infobox OXPb| title = FE Ships&lt;br /&gt;
|version = 1.2&lt;br /&gt;
|release = 2020-12-16&lt;br /&gt;
|features = Enhances Trading&lt;br /&gt;
|license = CC BY-NC-SA 4&lt;br /&gt;
|category = Ships&lt;br /&gt;
|author = [[User:Reval|Reval]]&lt;br /&gt;
|feedback = see above&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Ship-OXP}}&lt;br /&gt;
[[Category:Galactic Guild of Elite Traders (GET)]]&lt;/div&gt;</summary>
		<author><name>Phkb</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Talk:NPB_Neutralizer_OXZ&amp;diff=88736</id>
		<title>Talk:NPB Neutralizer OXZ</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Talk:NPB_Neutralizer_OXZ&amp;diff=88736"/>
		<updated>2026-05-11T21:50:59Z</updated>

		<summary type="html">&lt;p&gt;Phkb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some points:&lt;br /&gt;
* Getting a &amp;quot;kill&amp;quot; using this weapon won't count for most mission OXP's - you will still need to keep firing until the ship is destroyed.&lt;br /&gt;
* Every weapon will end up working as an NPB Neutralizer, as long as you have one installed, as the code doesn't check which view is being used and what weapon is installed there.&lt;br /&gt;
* Info says you need to be clean, but code doesn't prevent an Offender/Fugitive install.&lt;br /&gt;
* Info also says Police have these retro fitted, but there's no code granting it specifically to police ships, and &amp;quot;available_to_NPCs = false;&amp;quot; in the equipment.plist&lt;br /&gt;
* Given the uber-ness of this weapon, I'm curious as to why you've rated it &amp;quot;Neutral&amp;quot;. I think this should be &amp;quot;Some bias in the players favour/Makes the game a little easier&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
phkb&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Yes, mostly valid comments (and thanks for making them!)&lt;br /&gt;
&lt;br /&gt;
The first thing by way of response is that Oolite pirate NPCs already have a vastly '''unfair advantage''' over the player and most of my OXPs are attempts to balance this core game failing out. &lt;br /&gt;
&lt;br /&gt;
I say 'most', because NPB Neutralizer is NOT one of these! It is no 'uber weapon', requiring, as it does, players to engage in normal combat, to keep an evading opponent in their sights and to fire a sustained burst to disable it. This burst amounts to '''at least 3 seconds''' for a weak-shielded and relatively low-energy Transporter, and substantially longer for a higher-energy ship. Thus my 'green' rating. It makes nothing in combat any easier.&lt;br /&gt;
&lt;br /&gt;
Your other points were already on my To Do list for version 1.1. This is merely an initial release - only the basic functional elements implemented. That's the way I work.&lt;br /&gt;
&lt;br /&gt;
First priority is the Clean record - prohibiting installation for Offenders, as included already in Defence Rider Drones (and to be fully fixed for version 1.3).&lt;br /&gt;
&lt;br /&gt;
Because of their existing unfair advantage, NPCs will never be given this piece of equipment! Not that it would necessarily make _their_ life any easier... In fact, it could make their operations more difficult, given the comparatively low hull damage inflicted by the Neutralizer (damage=3, compared to damage=12 for a standard Military Laser.) &lt;br /&gt;
&lt;br /&gt;
But it might indeed be a nice experiment to give some Police SDD Mambitas the Neutralizer NPB. Perhaps you can offer some suggestions as to how to allot the weapon _selectively_ for NPC Police ships like the Viper too, because I have no idea how this might be achieved during system population.&lt;br /&gt;
&lt;br /&gt;
This OXP is not intended for those who play missions - which would vastly complicate coding. Anyway, there is nothing to prevent you from 'keeping on firing' until the derelict explodes (you have already collected any bounty and had your score increased).&lt;br /&gt;
&lt;br /&gt;
Most players play with a forward laser. I have never used a Port, Starboard, or Rear one. But I suppose something could be worked out to satisfy those rare eccentrics who put beam weapons on all their facings!&lt;br /&gt;
&lt;br /&gt;
[[User:Reval|Reval]] ([[User talk:Reval|talk]]) 17:42, 11 May 2026 (BST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Re: Giving weapon to NPC's. The difficulty you face, as with any specialised weapon, is what happens to the player when they're hit by it. Will all the same criteria apply? And how will a player feel if they get a game over screen when they still had 90% of their shields? Will it feel like satisfying gameplay, or a bug? My recommendation is to leave it as a player-only weapon, rather than go down that rabbit hole.&lt;br /&gt;
&lt;br /&gt;
It's fine for it to be player-only. Just don't suggest the player will be coming up against it by saying it's being retro-fitted on Vipers. Don't say something that isn't true.&lt;br /&gt;
&lt;br /&gt;
Re: Most players play with a forward weapon only. In my experience, and from what I've read of other players methods, forward and rear lasers are actually quite common. Port and starboard are rarer. As a test, install the Neutralizer in the rear position, install a Military laser in the forward position, and see how the game play feels. One good solid hit by the military laser will quickly be converted into a kill by the Neutraliser, sub 1 second. &lt;br /&gt;
&lt;br /&gt;
Re: Not being intended for missions. That's fine - but it needs to be stated up front that using this weapon as designed is incompatible with all missions that require ship destruction. See the [[Railgun OXP]] where a similar problem is declared.&lt;br /&gt;
&lt;br /&gt;
As an aside, it might be worth testing the [[Derelicts don't count OXP]]. Your weapon is doing similar things and it's likely to be incompatible.&lt;br /&gt;
&lt;br /&gt;
[[User:phkb|phkb]] 7:52, 12 May 2026 (AEST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Theory ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;... Neutral Particle Beam weapon that works by accelerating hydrogen atoms to near-light speed and then neutralizing their charge. Upon hitting a target, the high-energy particles penetrate deep into a ship's structure, depositing their energy inside critical systems like electronics and power conduits.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Umm... neither hydrogen molecules or hydrogen atoms have a charge, as far as I know. Hydrogen ions ''do'' - either anions (for hydrogen: a proton with two electrons) or cations (for hydrogen: protons on their tod). &lt;br /&gt;
&lt;br /&gt;
See https://en.wikipedia.org/wiki/Ion#Anions_and_cations which talks about hydrogen in particular&lt;br /&gt;
&lt;br /&gt;
:''Cholmondeley 10:44, 11 May 2026 (BST)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Particle Beam Weapons Theory&lt;br /&gt;
&lt;br /&gt;
**Neutral particle beam (NPB) weapons** are directed-energy systems that accelerate subatomic particles, typically hydrogen ions, to near-light speed and neutralize them before firing to prevent deflection by magnetic fields. Unlike lasers that burn surfaces, NPBs penetrate deep into a target’s interior, causing catastrophic damage through **kinetic penetration, thermal superheating, and ionization** that destroys electronics or triggers nuclear fission.&lt;br /&gt;
&lt;br /&gt;
The theoretical mechanics involve three key stages:&lt;br /&gt;
*   **Acceleration and Neutralization:** Charged particles (like negative hydrogen ions) are accelerated to high energies (100–1000+ MeV) using particle accelerators. Before leaving the device, they pass through a neutralizer cell or gas stripper to remove an electron, creating a beam of electrically neutral atoms. This neutrality allows the beam to travel in a straight line without being deflected by the Earth’s magnetic field.&lt;br /&gt;
*   **Target Interaction:** Upon impact, the neutral particles capture electrons from the target material, becoming charged ions. This allows them to penetrate deeply into the vehicle’s shell or exterior, depositing their kinetic energy internally.&lt;br /&gt;
*   **Destructive Effects:** The energy deposition causes **near-instantaneous superheating** of the target material, potentially melting it, igniting fuel supplies, or frying onboard electronics. For nuclear warheads, the particles can induce fission processes and neutron generation, leading to premature detonation or structural failure.&lt;br /&gt;
&lt;br /&gt;
Historically, the U.S. Strategic Defense Initiative explored NPBs as **anti-satellite** and **anti-ballistic missile** weapons capable of intercepting targets in their boost phase. While the Beam Experiments Aboard Rocket (BEAR) project successfully tested a prototype in space in 1989, significant technical hurdles remain, including the need for **lightweight, high-power accelerators** and methods to maintain beam coherence over long distances. Despite recent interest in testing space-based variants, NPBs remain largely in the research stage due to the immense power requirements and engineering challenges involved in miniaturizing the necessary accelerator technology.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
(from Brave AI search)&lt;br /&gt;
&lt;br /&gt;
Learning the ins-and-outs of this form of potential space weaponry was in fact the inspiration for attempting to code it as an OXP. Even in embryonic 'version 1.0' form, NPB Neutralizer does what an NPB beam would do.&lt;br /&gt;
&lt;br /&gt;
But I concede your point that Hydrogen 'atoms' was somewhat inexact and even misleading. I will change it to 'ions'.&lt;br /&gt;
&lt;br /&gt;
The correct sequence is:&lt;br /&gt;
&lt;br /&gt;
* Hydrogen atoms are ionized to create negative hydrogen ions (H⁻).&lt;br /&gt;
 &lt;br /&gt;
* These ions are accelerated to near-light speed using a particle accelerator. &lt;br /&gt;
&lt;br /&gt;
* The accelerated ions are then neutralized (by stripping away the extra electron) to form a beam of neutral hydrogen atoms for firing. &lt;br /&gt;
&lt;br /&gt;
So, the beam is accelerated as charged '''ions''', not neutral atoms.  The neutralization happens after acceleration to allow the beam to travel in a straight line. (clarification via Brave AI Search).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:Reval|Reval]] ([[User talk:Reval|talk]]) 16:45, 11 May 2026 (BST)&lt;/div&gt;</summary>
		<author><name>Phkb</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Wireframe_Ship_Images&amp;diff=88722</id>
		<title>Wireframe Ship Images</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Wireframe_Ship_Images&amp;diff=88722"/>
		<updated>2026-05-11T12:55:14Z</updated>

		<summary type="html">&lt;p&gt;Phkb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image:wsi_cobra3.png|thumb|right|200px|Sample image of a Cobra Mark III]][[image:wsi_coriolis.png|thumb|right|200px|Sample image of a Coriolis Station]][[image:wsi_thargoid.png|thumb|right|200px|Sample image of a Thargoid Warship]]&lt;br /&gt;
==Overview==&lt;br /&gt;
This OXP contains a repository of almost 700 different ship images, linked to almost 2000 different ship entities, in wireframe form, that can be utilised by other OXP's. Each of the images is 512x512 pixels in size.&lt;br /&gt;
&lt;br /&gt;
It is a necessity for the [[Vimana-X HUD]].&lt;br /&gt;
&lt;br /&gt;
==Methodology==&lt;br /&gt;
The following example demonstrates how to use the OXP:&lt;br /&gt;
&lt;br /&gt;
  var wsi = worldScripts.WireFrameShipImages;&lt;br /&gt;
  var file = wsi.$getShipImage(ship);&lt;br /&gt;
&lt;br /&gt;
This function will return a filename, which will be the wireframe image of the ship. &amp;quot;ship&amp;quot; in this instance refers to an in-game ship object (for instance, using &amp;quot;player.ship.target&amp;quot;, or even &amp;quot;player.ship&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
If no ship image is found, the function will return wsi_blank.png, which is a valid file but contains no image.&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
Download [[Media:WireframeShipImages.oxz|WireframeShipImages.oxz]] (v1.11)&lt;br /&gt;
&lt;br /&gt;
==License==&lt;br /&gt;
Creative Commons Attribution Non-Commercial Share-Alike 4.0 (https://creativecommons.org/licenses/by-nc-sa/4.0/)&lt;br /&gt;
&lt;br /&gt;
==Version History==&lt;br /&gt;
1.11&lt;br /&gt;
* Added ships from Small Ships OXP.&lt;br /&gt;
* Added ships from Defence Rider Drones OXP.&lt;br /&gt;
&lt;br /&gt;
1.10&lt;br /&gt;
* Added new ships from Feudal States.&lt;br /&gt;
* Added ships from Nephthys (alternate).&lt;br /&gt;
&lt;br /&gt;
1.9&lt;br /&gt;
* Added extra station from Assassins Guild.&lt;br /&gt;
&lt;br /&gt;
1.8&lt;br /&gt;
* Added &amp;quot;Dual Torus Station&amp;quot; entry.&lt;br /&gt;
* Added extra ships from Feudal States.&lt;br /&gt;
* Updated Hydra images.&lt;br /&gt;
* Added extra ships from Military Fiasco.&lt;br /&gt;
* Added ships from Oo-Haul.&lt;br /&gt;
&lt;br /&gt;
1.7&lt;br /&gt;
* Updated Taxi Station.&lt;br /&gt;
&lt;br /&gt;
1.6&lt;br /&gt;
* Added missing pirate cove key.&lt;br /&gt;
&lt;br /&gt;
1.5&lt;br /&gt;
* Added image for PlanetFall2 Ground Control Interface points.&lt;br /&gt;
&lt;br /&gt;
1.4&lt;br /&gt;
* Added more images.&lt;br /&gt;
&lt;br /&gt;
1.3&lt;br /&gt;
* Added more images.&lt;br /&gt;
&lt;br /&gt;
1.2&lt;br /&gt;
* Added new images and references for Assassins Guild Rebooted OXP.&lt;br /&gt;
&lt;br /&gt;
1.1&lt;br /&gt;
* Cargo containers now have unique images.&lt;br /&gt;
* Metal fragments now have unique images.&lt;br /&gt;
* Wreckage now have unique images.&lt;br /&gt;
* Various other ship updates and tweaks.&lt;br /&gt;
&lt;br /&gt;
1.0&lt;br /&gt;
* Initial release&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=42386#p42386 First Wireframe ship] in Oolite ([[User:Griff|Griff]], 2007)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=3975 Wireframe Oolite]: Discussion about incorporation in the Vanilla game code (2007).&lt;br /&gt;
&lt;br /&gt;
==Quick Facts==&lt;br /&gt;
{{OXPLevel|0}}{{IconOXP|ooVersion=&amp;quot;1.80&amp;quot;|oxpCPU=&amp;quot;Low&amp;quot;|oxpMEM=&amp;quot;Low&amp;quot;|oxpGPU=&amp;quot;Low&amp;quot;|oxpIsAPI=true|oxpIsDocumented=true}}&lt;br /&gt;
{{Infobox OXPb| title = WireframeShipImages.oxz&lt;br /&gt;
|version = 1.11&lt;br /&gt;
|release = 2026-05-11&lt;br /&gt;
|license = CC BY-NC-SA 4.0&lt;br /&gt;
|features = Ship images&lt;br /&gt;
|category = Misc OXPs‏‎&lt;br /&gt;
|author = [[User:phkb|phkb]]&lt;br /&gt;
|feedback = [https://bb.oolite.space/viewtopic.php?t=21828 Oolite BB]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Phkb</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=File:WireframeShipImages.oxz&amp;diff=88721</id>
		<title>File:WireframeShipImages.oxz</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=File:WireframeShipImages.oxz&amp;diff=88721"/>
		<updated>2026-05-11T12:54:37Z</updated>

		<summary type="html">&lt;p&gt;Phkb: Phkb uploaded a new version of File:WireframeShipImages.oxz&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Phkb</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Expanded_Weapon_Info&amp;diff=88720</id>
		<title>Expanded Weapon Info</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Expanded_Weapon_Info&amp;diff=88720"/>
		<updated>2026-05-11T12:53:39Z</updated>

		<summary type="html">&lt;p&gt;Phkb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Expanded Weapon Info OXP.png|right|thumb|400px|This OXP adds in the second green line at the bottom]]&lt;br /&gt;
==Overview==&lt;br /&gt;
This expansion pack aims to help players in search of a new laser, by putting core specification information on the F3 Ship Outfitting screen. This allows the player to compare lasers and make more informed decisions.&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
Download [[Media:ExpandedWeaponInfo.oxz|ExpandedWeaponInfo.oxz]] v1.2 (downloaded {{#downloads:ExpandedWeaponInfo.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
==License==&lt;br /&gt;
Creative Commons Attribution Non-Commercial Share-Alike 4.0 (https://creativecommons.org/licenses/by-nc-sa/4.0/)&lt;br /&gt;
&lt;br /&gt;
==Version History==&lt;br /&gt;
1.2&lt;br /&gt;
* Added extra weapons.&lt;br /&gt;
&lt;br /&gt;
1.1&lt;br /&gt;
* Updated specifications based on user feedback.&lt;br /&gt;
&lt;br /&gt;
1.0&lt;br /&gt;
* Initial release&lt;br /&gt;
&lt;br /&gt;
== Quick Facts ==&lt;br /&gt;
{{OXPLevel}}{{IconOXP|ooVersion = &amp;quot;1.90&amp;quot;|oxpCPU = &amp;quot;Low&amp;quot;|oxpMEM = &amp;quot;Low&amp;quot;|oxpGPU = &amp;quot;Low&amp;quot;}}&lt;br /&gt;
{{Infobox OXPb| title = ExpandedWeaponInfo.oxz&lt;br /&gt;
|version = 1.2&lt;br /&gt;
|release = 2026-05-11&lt;br /&gt;
|license = CC BY-NC-SA 4.0&lt;br /&gt;
|features = Weapon Info&lt;br /&gt;
|category = Misc OXPs&lt;br /&gt;
|author = [[User:phkb|phkb]]&lt;br /&gt;
|feedback = [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=21504 Oolite BB]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay and Balance indicator ==&lt;br /&gt;
[[File:Tag-colour-green.png]]&lt;br /&gt;
[[Category:Oolite expansion packs]]&lt;br /&gt;
[[Category:Weapons OXPs‏‎]]&lt;/div&gt;</summary>
		<author><name>Phkb</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=File:ExpandedWeaponInfo.oxz&amp;diff=88719</id>
		<title>File:ExpandedWeaponInfo.oxz</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=File:ExpandedWeaponInfo.oxz&amp;diff=88719"/>
		<updated>2026-05-11T12:52:57Z</updated>

		<summary type="html">&lt;p&gt;Phkb: Phkb uploaded a new version of File:ExpandedWeaponInfo.oxz&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Phkb</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Ship_Configuration_OXP&amp;diff=88718</id>
		<title>Ship Configuration OXP</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Ship_Configuration_OXP&amp;diff=88718"/>
		<updated>2026-05-11T12:28:38Z</updated>

		<summary type="html">&lt;p&gt;Phkb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Ship Configuration F5 page.png|thumb|right|400px|F5 ''ship details'' screen showing extended list of ship equipment]]&lt;br /&gt;
[[File:Ship Configuration F3 page (1).png|thumb|right|400px|F3 screen (top level - white line at top enables access to configuration)]]&lt;br /&gt;
[[File:Ship Configuration F3 page (2).png|thumb|right|400px|F3 screen (second level - showing equipment categories) &amp;lt;br&amp;gt; &amp;quot;Engines&amp;quot; from the third level are detailed in the next screen shot]]&lt;br /&gt;
&lt;br /&gt;
==Special Notice==&lt;br /&gt;
'''&amp;lt;font color=&amp;quot;Purple&amp;quot;&amp;gt; This OXP makes significant changes to how the game works. &amp;lt;/font&amp;gt;''' Please take the time to read the documentation before you install it. &lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
This OXP aims to make the process of configuring your ship more deliberate. Instead of just adding more and more equipment without any implications, equipment will now use space, and the total weight of all equipment and cargo will have a bearing on performance. Decisions can now be made about how to best configure your ship for the role you want to play. If you want to configure your ship for trading, do you sacrifice engine performance or energy for cargo space? If you want to be a bounty hunter, what equipment do you swap out to make room for better shields, or do you change down to a beam laser to lighten the ship? Almost all equipment (including OXP equipment items) have space and weight considerations, and it is up to you to work out the best balance for the role you want to take.&lt;br /&gt;
&lt;br /&gt;
===Factors===&lt;br /&gt;
*'''Space''': there is only so much space in your space-ship!&lt;br /&gt;
&lt;br /&gt;
*'''Weight''': Weight increases result in slower turning rates (pitch, roll and yaw), and reduces the maximum speed.&lt;br /&gt;
&lt;br /&gt;
*'''Heat''' also plays a more important role in gameplay. Firing your lasers continually will slowly heat up your ship, as will using your injectors, using the cloaking device, and being hit with a laser blast when your shields are down. Care needs to be taken so that your ship doesn't overheat.&lt;br /&gt;
&lt;br /&gt;
:For instance, attempting to run away from an enemy ship on full injectors will heat up your ship to the point where you will begin to take damage.&lt;br /&gt;
&lt;br /&gt;
*'''Breakability''': Note that almost all of this equipment apart from Electricity buses is now '''breakable'''.&lt;br /&gt;
&lt;br /&gt;
==Important Note for New Players==&lt;br /&gt;
When you first load a saved game with this OXP installed, the calculated space for your installed equipment may require cargo space allocation. In this situation, any cargo in your hold may be removed. If the cargo needs to be removed to make way for equipment, it will be sold and the credits refunded to you.&lt;br /&gt;
&lt;br /&gt;
==Equipment Space and Cargo Space==&lt;br /&gt;
Each ship has a standard amount of equipment space available to it, with a maximum of 40t in the largest ships. Once that space is filled, some cargo space can be re-allocated as equipment space. In ships with small cargo holds (less than 10t) all the cargo space can be reallocated as equipment space. For larger vessels, up to 75% of their cargo hold can be allocated, to a maximum of 40t. The process of allocating cargo space to equipment space is automatic - when you install a piece of equipment that exceeds the standard equipment space, cargo space will automatically be allocated. The following table provides details on how much equipment space is available:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;150&amp;quot;&amp;gt;'''Ship type'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;'''Standard&amp;lt;br/&amp;gt;Equipment&amp;lt;br/&amp;gt;Space'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;'''Reallocated&amp;lt;br/&amp;gt;Cargo&amp;lt;br/&amp;gt;Space'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;'''Total'''&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Adder_(Oolite)|Adder]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15t&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2t&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;17t&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Anaconda_(Oolite)|Anaconda]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40t&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40t&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80t&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Asp_(Oolite)|Asp Mark II]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30t&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0t&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30t&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Boa_(Oolite)|Boa]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30t&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40t&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70t&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Boa_2_Class_Cruiser|Boa Class Cruiser]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;35t&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40t&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;75t&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Cobra_Mk.1_(Oolite)|Cobra Mark I]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15t&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10t&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25t&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Cobra_Mk.3_(Oolite)|Cobra Mark III]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20t&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15t&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;35t&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Cobra_Mk.3_(Oolite)|Cobra Mark III]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20t&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;26t&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;46t&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Fer_de_Lance_(Oolite)|Fer-de-Lance]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18t&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12t&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30t&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Gecko_(Oolite)|Gecko]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15t&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3t&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18t&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Krait_(Oolite)|Krait]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15t&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2t&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;17t&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Mamba_(Oolite)|Mamba]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15t&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4t&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;19t&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Moray_Star_Boat_(Oolite)|Moray Star Boat]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15t&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7t&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;22t&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Moray Medical Boat (Oolite)|Moray Medical Boat]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15t&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;11t&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;26t&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Python_(Oolite)|Python]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;24t&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40t&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;64t&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Shuttle_(Oolite)|Orbital Shuttle]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15t&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;22t&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;37t&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Sidewinder_(Oolite)|Sidewinder]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15t&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0t&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15t&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Transporter_(Oolite)|Transporter]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15t&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12t&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;27t&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Worm_(Oolite)|Worm]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15t&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5t&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20t&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Note: without cargo bay extension installed&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Note: with cargo bay extension installed.&lt;br /&gt;
&lt;br /&gt;
The [[Ship_Comparison|Ship Comparison OXP]] will display the equipment space and convertible cargo space values for most ships in the game.&lt;br /&gt;
&lt;br /&gt;
==Ship Configuration Screen==&lt;br /&gt;
To make changes to the configuration of your ship, go to the F3 Equip Ship screen and select the &amp;quot;Ship Configuration&amp;quot; item from the list. &lt;br /&gt;
[[File:Shipconfig_sample.png|500px|center|An example screenshot showing engine configuration options]]&lt;br /&gt;
At the top of the screen are a number of values which will change as you make configuration choices via the menus:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;200&amp;quot;&amp;gt;'''Cash'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;This is your current credit balance&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Equipment space'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The first number is the total amount of equipment space currently in use.&amp;lt;br/&amp;gt;The amount in brackets is the total amount of equipment space currently available on the ship.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Cargo space allocation'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The first number is the amount of cargo space currently being partitioned for equipment use.&amp;lt;br/&amp;gt;The amount in brackets is how much of the cargo hold can be partitioned for equipment use.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Total equipment weigh'''t&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;This is the total weight of all installed equipment items plus cargo. &lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Bus overload chance'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;This is the chance of encountering a bus overload situation with your current equipment loadout.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Thrust'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;This is the estimated maximum thrust your ship can achieve based on the current weight profile of your ship.&amp;lt;br/&amp;gt;The number in brackets is the standard thrust value for this ship as declared by the manufacturer.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Speed'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;This is the estimated maximum speed your ship can achieve based on the current weight profile of your ship.&amp;lt;br/&amp;gt;The number in brackets is the standard maximum speed value for this ship as declared by the manufacturer.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Pitch'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;This is the estimated maximum pitch value your ship can achieve based on the current weight profile of your ship.&amp;lt;br/&amp;gt;The number in brackets is the standard pitch value for this ship as declared by the manufacturer.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Roll'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;This is the estimated maximum roll value your ship can achieve based on the current weight profile of your ship.&amp;lt;br/&amp;gt;The number in brackets is the standard roll value for this ship as declared by the manufacturer.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As you make changes to various parts of your ship the values at the top of the screen will change to reflect the estimated performance.&lt;br /&gt;
&lt;br /&gt;
The configuration of your ship is divided up into 13 main areas: Engines, Hyperdrive, Thrusters, Boosters, Energy, Shields (forward and aft), Fuel Injection, Fuel Scoops, Heat Shields, Armour (forward and aft) and Electrical. The electrical system comprises of the main electrical bus, plus couplings for engines, hyperdrive, thrusters, boosters, energy banks, and forward and aft shields. Weapons are still installed via the F3 Equip Ship interfaces, but as you will see, your weapon choices will have a bearing on the performance of your ship. &lt;br /&gt;
&lt;br /&gt;
* Items in the list &amp;lt;span style=&amp;quot;color:orange; background-color:black&amp;quot;&amp;gt; colored orange &amp;lt;/span&amp;gt; can be installed.&lt;br /&gt;
* Items in the list &amp;lt;span style=&amp;quot;color:green; background-color:black&amp;quot;&amp;gt; colored green &amp;lt;/span&amp;gt; are the ones currently installed. The negative value in the &amp;quot;Cost&amp;quot; column indicates the refund you will receive when this item is swapped out for another.&lt;br /&gt;
* Items in the list &amp;lt;span style=&amp;quot;color:red; background-color:black&amp;quot;&amp;gt; colored red &amp;lt;/span&amp;gt; are the ones currently installed, but are damaged. You should get this item repaired as soon as possible. You will only get 50% of the cost of the item if you replace it.&lt;br /&gt;
* Items in the list &amp;lt;span style=&amp;quot;color:silver; background-color:black&amp;quot;&amp;gt; colored light grey &amp;lt;/span&amp;gt; can be installed, but are above the class level of the electrical coupling currently installed for that subsystem. There would be a risk of bus * overload by installing this item.&lt;br /&gt;
* Items in the list &amp;lt;span style=&amp;quot;color:gray; background-color:black&amp;quot;&amp;gt; colored dark grey &amp;lt;/span&amp;gt; can be installed only when the electrical coupling for that subsystem is upgraded.&lt;br /&gt;
&lt;br /&gt;
Please note that you must have sufficient credit to purchase a new item before any refund for existing equipment can be applied. The purchase happens before the refund, so you need to have enough credit for the purchase.&lt;br /&gt;
&lt;br /&gt;
Note that some configurations are not possible at some stations. The techlevel for each configuration item is noted below.&lt;br /&gt;
&lt;br /&gt;
===Engines===&lt;br /&gt;
Your engines control how fast your ship flies in normal space. Your level of thrust and maximum speed are dependant on your engines. When damaged, your thrust and speed will be reduced.&lt;br /&gt;
&lt;br /&gt;
Your engines are linked to the fuel injector system - if your engines are damaged, your fuel injectors will not function. &lt;br /&gt;
&lt;br /&gt;
There are 42 different classes of engine:&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;100&amp;quot;&amp;gt;'''Class 1A'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-20% thrust, -7% speed below manufacturers specs, but only uses 1t of space, weighs 1t. (TL1)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 1B'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-30% thrust, -3% speed below manufacturers specs, but only uses 1t of space, weighs 1t. (TL1)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 1C'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-10% thrust, -10% speed below manufacturers specs, but only uses 1t of space, weighs 1t. (TL1)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 1D'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-20% thrust, -7% speed below manufacturers specs, but only uses 0.5t of space, weighs 1t. (TL3)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 1E'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-30% thrust, -3% speed below manufacturers specs, but only uses 0.5t of space, weighs 1t. (TL3)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 1F'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-10% thrust, -10% speed below manufacturers specs, but only uses 0.5t of space, weighs 1t. (TL3)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 2A'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Standard factory-fitted engines, achieves published levels of speed and thrust, uses 2t of space, weighs 2t. (TL1)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 2B'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-10% thrust, +4% speed over manufacturers specs, uses 2t of space, weighs 2t. (TL1)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 2C'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+10% thrust, -4% speed on manufacturers specs, uses 2t of space, weighs 2t. (TL1)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 2D'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Standard factory-fitted engines, achieves published levels of speed and thrust, uses 1t of space, weighs 1t. (TL5)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 2E'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-10% thrust, +4% speed over manufacturers specs, uses 1t of space, weighs 1t. (TL5)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 2F'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+10% thrust, -4% speed on manufacturers specs, uses 1t of space, weighs 1t. (TL5)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 3A'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Standard levels of thrust, +7% speed over manufacturers specs, uses 3t of space, weighs 3t. (TL4)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 3B'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-10% thrust, +12% speed over manufacturers specs, uses 3t of space, weighs 3t. (TL4)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 3C'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+10% thrust, +3% speed over manufacturers specs, uses 3t of space, weighs 3t. (TL4)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 3D'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Standard levels of thrust, +7% speed over manufacturers specs, uses 1.5t of space, weighs 2t. (TL6)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 3E'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-10% thrust, +12% speed over manufacturers specs, uses 1.5t of space, weighs 2t. (TL6)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 3F'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+10% thrust, +3% speed over manufacturers specs, uses 1.5t of space, weighs 2t. (TL6)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 4A'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+20% thrust, +10% speed over manufacturers specs, uses 4t of space, weighs 4t. (TL5)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 4B'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+10% thrust, +15% speed over manufacturers specs, uses 4t of space, weighs 4t. (TL5)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 4C'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+30% thrust, +5% speed over manufacturers specs, uses 4t of space, weighs 4t. (TL5)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 4D'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+20% thrust, +10% speed over manufacturers specs, uses 2t of space, weighs 3t. (TL8)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 4E'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+10% thrust, +15% speed over manufacturers specs, uses 2t of space, weighs 3t. (TL8)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 4F'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+30% thrust, +5% speed over manufacturers specs, uses 2t of space, weighs 3t. (TL8)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 5A'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+20% thrust, +15% speed over manufacturers specs, uses 6t of space, weighs 6t. (TL6)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 5B'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+10% thrust, +20% speed over manufacturers specs, uses 6t of space, weighs 6t. (TL6)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 5C'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+30% thrust, +10% speed over manufacturers specs, uses 6t of space, weighs 6t. (TL6)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 5D'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+20% thrust, +15% speed over manufacturers specs, uses 3t of space, weighs 5t. (TL10)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 5E'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+10% thrust, +20% speed over manufacturers specs, uses 3t of space, weighs 5t. (TL10)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 5F'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+30% thrust, +10% speed over manufacturers specs, uses 3t of space, weighs 5t. (TL10)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 6A'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+40% thrust, +20% speed over manufacturers specs, uses 8t of space, weighs 8t. (TL7)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 6B'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+30% thrust, +25% speed over manufacturers specs, uses 8t of space, weighs 8t. (TL7)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 6C'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+50% thrust, +15% speed over manufacturers specs, uses 8t of space, weighs 8t. (TL7)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 6D'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+40% thrust, +20% speed over manufacturers specs, uses 4t of space, weighs 6t. (TL12)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 6E'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+30% thrust, +25% speed over manufacturers specs, uses 4t of space, weighs 6t. (TL12)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 6F'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+50% thrust, +15% speed over manufacturers specs, uses 4t of space, weighs 6t. (TL12)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 7A'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+40% thrust, +30% speed over manufacturers specs, uses 10t of space, weighs 10t. (TL9)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 7B'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+30% thrust, +35% speed over manufacturers specs, uses 10t of space, weighs 10t. (TL9)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 7C'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+50% thrust, +25% speed over manufacturers specs, uses 10t of space, weighs 10t. (TL9)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 7D'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+40% thrust, +30% speed over manufacturers specs, uses 5t of space, weighs 8t. (TL14)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 7E'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+30% thrust, +35% speed over manufacturers specs, uses 5t of space, weighs 8t. (TL14)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 7F'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+50% thrust, +25% speed over manufacturers specs, uses 5t of space, weighs 8t. (TL14)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Engines of class D, E and F will also contribute to cabin heat.&lt;br /&gt;
&lt;br /&gt;
===Hyperdrive===&lt;br /&gt;
Hyperdrives control your ability to jump to other systems. When damaged the hyperdrive might start leaking fuel, or it may fail to engage, or if it does engage it might cause a mis-jump.&lt;br /&gt;
&lt;br /&gt;
There are 4 different classes of hyperdrive:&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;100&amp;quot;&amp;gt;'''Class 1'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Takes only 1t of space, but takes 30 seconds to initiate a jump. (TL1)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 2'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Standard issue hyperdrive. Takes 2t of space, and takes 15 seconds to jump. (TL1)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 3'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Takes 5t of space, and takes 10 seconds to jump. (TL7)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 4'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Takes 8t of space, but only takes 5 seconds to jump. (TL13)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Thrusters===&lt;br /&gt;
Your thrusters control your manoeuvrability, how fast your ship can pitch and roll. When damaged, your pitch and roll rates will be reduced.&lt;br /&gt;
&lt;br /&gt;
There are 39 different classes of thrusters:&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;100&amp;quot;&amp;gt;'''Class 1'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-5% pitch, -3% roll below manufacturers specs, but uses no space and only weighs 1t. (TL1)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 2A'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Standard factory-fitted thrusters, uses 1t of space, weighs 2t. (TL1)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 2B'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+2% pitch, -2% roll on manufacturers specs, uses 1t of space, weighs 2t. (TL1)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 2C'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-2% pitch, +2% roll on manufacturers specs, uses 1t of space, weighs 2t. (TL1)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 2D'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Standard factory-fitted thrusters, uses 0.5t of space, weighs 2t. (TL3)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 2E'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+2% pitch, -2% roll on manufacturers specs, uses 0.5t of space, weighs 2t. (TL3)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 2F'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-2% pitch, +2% roll on manufacturers specs, uses 0.5t of space, weighs 2t. (TL3)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 3A'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+5% pitch, +5% roll over manufacturers specs, uses 2t of space, weighs 3t. (TL5)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 3B'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+7% pitch, +3% roll over manufacturers specs, uses 2t of space, weighs 3t. (TL5)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 3C'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+3% pitch, +7% roll over manufacturers specs, uses 2t of space, weighs 3t. (TL5)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 3D'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+5% pitch, +5% roll over manufacturers specs, uses 1t of space, weighs 3t. (TL7)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 3E'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+7% pitch, +3% roll over manufacturers specs, uses 1t of space, weighs 3t. (TL7)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 3F'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+3% pitch, +7% roll over manufacturers specs, uses 1t of space, weighs 3t. (TL7)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 4A'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+8% pitch, +8% roll over manufacturers specs, uses 3t of space, weighs 4t. (TL7)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 4B'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+10% pitch, +6% roll over manufacturers specs, uses 3t of space, weighs 4t. (TL7)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 4C'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+6% pitch, +10% roll over manufacturers specs, uses 3t of space, weighs 4t. (TL7)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 4D'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+8% pitch, +8% roll over manufacturers specs, uses 1.5t of space, weighs 4t. (TL9)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 4E'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+10% pitch, +6% roll over manufacturers specs, uses 1.5t of space, weighs 4t. (TL9)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 4F'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+6% pitch, +10% roll over manufacturers specs, uses 1.5t of space, weighs 4t. (TL9)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 5A'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+12% pitch, +12% roll over manufacturers specs, uses 4t of space, weighs 5t. (TL8)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 5B'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+14% pitch, +10% roll over manufacturers specs, uses 4t of space, weighs 5t. (TL8)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 5C'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+10% pitch, +14% roll over manufacturers specs, uses 4t of space, weighs 5t. (TL8)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 5D'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+12% pitch, +12% roll over manufacturers specs, uses 2t of space, weighs 5t. (TL10)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 5E'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+14% pitch, +10% roll over manufacturers specs, uses 2t of space, weighs 5t. (TL10)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 5F'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+10% pitch, +14% roll over manufacturers specs, uses 2t of space, weighs 5t. (TL10)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 6A'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+18% pitch, +18% roll over manufacturers specs, uses 6t of space, weighs 8t. (TL9)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 6B'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+20% pitch, +16% roll over manufacturers specs, uses 6t of space, weighs 8t. (TL9)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 6C'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+16% pitch, +20% roll over manufacturers specs, uses 6t of space, weighs 8t. (TL9)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 6D'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+18% pitch, +18% roll over manufacturers specs, uses 3t of space, weighs 8t. (TL12)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 6E'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+20% pitch, +16% roll over manufacturers specs, uses 3t of space, weighs 8t. (TL12)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 6F'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+16% pitch, +20% roll over manufacturers specs, uses 3t of space, weighs 8t. (TL12)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 7A'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+24% pitch, +24% roll over manufacturers specs, uses 8t of space, weighs 10t. (TL11)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 7B'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+26% pitch, +22% roll over manufacturers specs, uses 8t of space, weighs 10t. (TL11)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 7C'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+22% pitch, +26% roll over manufacturers specs, uses 8t of space, weighs 10t. (TL11)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 7D'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+24% pitch, +24% roll over manufacturers specs, uses 4t of space, weighs 10t. (TL14)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 7E'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+26% pitch, +22% roll over manufacturers specs, uses 4t of space, weighs 10t. (TL14)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 7F'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+22% pitch, +26% roll over manufacturers specs, uses 4t of space, weighs 10t. (TL14)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Thrusters of class D, E and F will also contribute to cabin heat.	&lt;br /&gt;
&lt;br /&gt;
===Boosters===&lt;br /&gt;
Boosters provide a performance increase to both your engines and thrusters. The downside is that you risk overheating your ship if you run over a certain percentage of your maximum speed. For instance, if you have Class 2 boosters installed, which build up heat from 93% of your throttle, then running your engines at more than 93% of their maximum speed will result in your cabin temperature rising. A warning tone will sound and a console message will be displayed when your reach this point during acceleration. When damaged any increase to engine or thruster performance will be lost.&lt;br /&gt;
&lt;br /&gt;
Boosters are only available from hi-tech worlds, and their cost is considerable.&lt;br /&gt;
&lt;br /&gt;
There are 7 different classes of boosters:&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;100&amp;quot;&amp;gt;'''Class 1'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+3% to speed, roll and pitch, uses 1t of space, heat buildup from 97% of throttle. (TL9)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 2'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+6% to speed, roll and pitch, uses 2t of space, heat buildup from 93% of throttle. (TL10)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 3'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+9% to speed, roll and pitch, uses 3t of space, heat buildup from 90% of throttle. (TL11)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 4'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+12% to speed, roll and pitch, uses 4t of space, heat buildup from 87% of throttle. (TL12)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 5'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+15% to speed, roll and pitch, uses 5t of space, heat buildup from 83% of throttle. (TL13)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 6'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+18% to speed, roll and pitch, uses 6t of space, heat buildup from 80% of throttle. (TL14)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 7'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+20% to speed, roll and pitch, uses 7t of space, heat buildup from 77% of throttle. (TL15)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Energy===&lt;br /&gt;
Your ship uses energy to fire lasers, operate the ECM system, and powers a number of other systems on your ship. When your energy falls to zero and your ship is hit by an unshielded laser or missile, your ship will be destroyed. More energy means the ability to absorb more damage before destruction. If your energy banks are damaged, items like the naval energy unit and the extra energy unit (both of which control how fast your energy banks are recharged) will not function. When your energy banks are damaged they will begin to drain until you have only emergency reserves remaining. You should dock immediately for repairs.&lt;br /&gt;
&lt;br /&gt;
Because energy banks are just additional energy storage compartments, and there are few complications with the technology, they can be installed and repaired at any station.&lt;br /&gt;
&lt;br /&gt;
You can install up to 25 energy banks in your ship, if you have space. Each bank of energy uses 1t of space and weighs 1t.&lt;br /&gt;
&lt;br /&gt;
Class &amp;quot;A&amp;quot; energy banks are available at TL13 stations or higher, for around double the cost of their standard class cousins. These energy banks utilise high-yield components to reduce the space required for each energy bank by half. That is, if a Class 9 energy bank uses 9t of space, a Class 9A energy bank will only use 4.5. The units will have the same weight, however.&lt;br /&gt;
&lt;br /&gt;
Also, cabin heat will be increased when using Class &amp;quot;A&amp;quot; energy banks.&lt;br /&gt;
&lt;br /&gt;
It is not possible to &amp;quot;mix-and-match&amp;quot; energy banks. You cannot have 1 set of class 4 energy banks, and another set of class 4A energy banks. They must all be of one type.&lt;br /&gt;
&lt;br /&gt;
The [[Extra_Energy_Unit|Extra Energy Unit]] equipment item increases the rate at which your energy banks recharge. It uses 3t of space.&amp;lt;br/&amp;gt;&lt;br /&gt;
The [[Naval_Energy_Unit|Naval Energy Unit]] equipment item also increases the rate at which your energy banks recharge. It uses 5t of space.&lt;br /&gt;
&lt;br /&gt;
===Shields (Forward and Aft)===&lt;br /&gt;
Shields absorb energy from lasers and missiles. Without shields lasers and missiles can damage and cripple your ship. Stronger shields means you can deflect more attacks, but stronger shields take more space. If your shields are damaged, the shield booster or military shield enhancement will not function, and the benefits they supply (stronger shields that recharge faster) will be lost. If your shield is damaged, the energy will drain away until there is no shield strength at all. &lt;br /&gt;
&lt;br /&gt;
However, you may decide to forgo the protection shields provide and remove them entirely. THIS IS NOT RECOMMENDED! GalCop advises all pilots to install shields as part of their standard setup. If you have either of the shield boosting equipment items installed, you will not be able to remove your shields. If you decide to remove your shields it is highly recommended that some form of armour is installed to compensate.&lt;br /&gt;
&lt;br /&gt;
Apart from the option of removing your shields entirely, there are 5 different classes of shields:&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;100&amp;quot;&amp;gt;'''Class 1'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Takes 64 points off the standard level of shields, but also reduces space to just 1t. (TL1)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 2'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Standard, factory-fitted shields, uses 2t of space. (TL1)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 3'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Adds 64 points to standard level of shields, uses 3t of space. (TL6)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 4'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Adds 128 points to standard level of shields, uses 4t of space. (TL9)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 5'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Adds 192 points to standard level of shields, uses 5t of space. (TL12)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[Shield_Boosters|Shield Booster]] equipment item adds 128 points to the shield strength. It uses 4t of space.&amp;lt;br/&amp;gt;&lt;br /&gt;
The [[Military_Shield_Enhancement|Military Shield Enhancement]] equipment item adds a further 128 points to the shields, and increases the rate at which they recharge. It uses 6t of space.&lt;br /&gt;
&lt;br /&gt;
Note that while the [[Shield_Boosters|Shield Booster]] and [[Military_Shield_Enhancement|Military Shield Enhancement]] have a cumulative effect (that is, if both are installed the total increase to the shields is 256 points), the various shield classes provide a single increase.&lt;br /&gt;
&lt;br /&gt;
===Fuel Injection===&lt;br /&gt;
Fuel injection systems dump unused Quirium fuel into your engines, giving you a massive boost in speed. If your engines are damaged any fuel injection system will not function. &lt;br /&gt;
&lt;br /&gt;
There are 4 different classes of fuel injection systems:&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;100&amp;quot;&amp;gt;'''Class 1'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Burns 50% more fuel per second, and only provides half the speed boost of Class 2 injectors. Uses 0.5t of space. (TL5)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 2'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Achieves manufacturers declared specifications with regard to fuel burn rate and speed boost. Uses 1t of space. (TL11)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 3'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Burns 40% less fuel per second, and gives a 20% speed improvement over standard Class 2 injectors. Uses 2t of space. (TL12)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 4'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Burns 60% less fuel per second, and gives a 40% speed improvement over standard Class 2 injectors. But uses 4t of space. (TL13)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fuel Scoops===&lt;br /&gt;
Fuel scoops give pilots a means of replenishing their fuel supply by scooping fuel gasses from the corona of the sun. Each fuel scoop contains an 'accumulator'. The fuel scoop accumulator is the storage area inside the scoop where gasses are held prior to being converted into fuel. The larger the accumulator, the faster fuel is scooped.&lt;br /&gt;
&lt;br /&gt;
There are 4 classes of fuel scoop available, each one having a different accumulator size:&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;100&amp;quot;&amp;gt;'''Class 1'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.10 ly accumulator. Weighs 2t. This is the standard type of fuel scoop. (TL6)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 2'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.15 ly accumulator. Weigh6 4t. (TL7)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 3'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.20 ly accumulator. Weighs 6t. (TL9)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 4'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.25 ly accumulator. Weight 8t. (TL11)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heat Shields===&lt;br /&gt;
Heat shielding protects your ship when flying close to the sun when skimming fuel. Without shielding your ship will heat up quickly and equipment and cargo can be damaged. Heat shielding will keep your ship cooler for longer, allowing you to easily skim fuel without needing to retreat to a safe distance too often. If your heat shield is damaged your ship will be unprotected from the heat of the sun.&lt;br /&gt;
&lt;br /&gt;
There are 4 different classes of heat shielding, none of which provide any protection from laser or missile attacks, but all of which add weight to your ship.&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;100&amp;quot;&amp;gt;'''Class 1'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Adds 0.5 points to the ships base level of protection, but only adds 1t of weight. (TL3)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 2'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Adds 1.0 point to the ships base level of protection. This is the general standard level of heat shielding. Adds 3t of weight. (TL5)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 3'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Adds 1.5 points to the ships base level of protection. Adds 6t of weight. (TL8)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 4'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Adds 2.0 points to the ships base level of protection. Adds 9t of weight. (TL11)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 5'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Adds 2.5 points to the ships base level of protection. Adds 12t of weight. (TL12)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 6'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Adds 3.0 points to the ships base level of protection. Adds 16t of weight. (TL13)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: If your ship comes equipped with manufacturer-fitted heat insulation above the industry standard level of 1.0, then installing additional heat shielding will effectively increase your total value. For instance, if your ship comes with a standard level of 6, and you install class 4 heat shields, your effective heat insulation rating is 10.&lt;br /&gt;
&lt;br /&gt;
===Armour (Forward and Aft)===&lt;br /&gt;
Adding armour to your ship can help protect the sensitive equipment contained within when your shields have fallen. Armour can be added to either the front or aft sections of your ship, and you can install different classes of armour in each section.&lt;br /&gt;
&lt;br /&gt;
In total, there are 7 classes of armour you can add to your ship, each with difference weight, strength and damage points. &lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;100&amp;quot;&amp;gt;'''Class 1'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Lightweight carbon-polymer coating. Armour strength of 100, damage point 85%. Weighs only 2t. (TL3)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 2'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Lightweight aluminium plating. Armour strength 125, damage point 80%. Weighs 7t. (TL5)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 3'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Polycarbonate casing. Armour strength 150, damage point 75%. Weighs 15t. (TL6)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 4'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Composite material. Armour strength 175, damage point 70%. Weighs 25t. (TL8)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 5'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Plasteel plating. Armour strength 200, damage point 60%. Weighs 40t. (TL9)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 6'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Durasteel plating. Armour strength 300, damage point 50%. Weighs 52t. (TL11)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 7'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Titanium plating. Armour strength 400, damage point 40%. Weighs 70t. (TL13)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The strength of the armour defines how well the armour will stand up to attack. When lasers strike unshielded armour, the strength value defines how much of the armour will be depleted. Higher strength values will mean less armour is removed.&lt;br /&gt;
&lt;br /&gt;
The damage point of the armour is the point at which damage to internal components will potentially start to occur. A rating of 85% means that the armour can withstand 15% of damage with no chance that damage will be passed on to equipment. When damage falls below 85%, the chance that equipment will be damaged increases.&lt;br /&gt;
&lt;br /&gt;
===Electrical===&lt;br /&gt;
The electrical subsystem of your ship consists of a main electrical bus, onto which each secondary system connects via a coupling. There are 7 classes of main bus, and different classes of coupling for each secondary system.&lt;br /&gt;
&lt;br /&gt;
High class level electrical buses are expensive and weigh a considerable amount. Most ships come equipped with at least class 2 electrical buses as standard.&lt;br /&gt;
&lt;br /&gt;
Electrical bus items cannot be damaged. If inappropriate couplings and buses are used and bus overload occurs, damage is instead passed through to any equipment using the bus.&lt;br /&gt;
&lt;br /&gt;
Fuel injectors are powered through the main engine, the engine's power coupling applies to the fuel injectors.&amp;lt;br/&amp;gt;&lt;br /&gt;
Heat shields are not powered, so do not require a coupling to the electrical system.&lt;br /&gt;
&lt;br /&gt;
====Main Electrical Bus====&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;100&amp;quot;&amp;gt;'''Class 1'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Can service class 1 couplings. No additional space requirements, and weighs only 1t. (TL1)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 2'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Can service up to class 2 couplings. No additional space requirements, weighs 4t. (TL1)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 3'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Can service up to class 3 couplings. Uses 2t of space, weighs 7t. (TL5)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 4'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Can service up to class 4 couplings. Uses 4t of space, weighs 12t. (TL7)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 5'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Can service up to class 5 couplings. Uses 6t of space, weighs 20t. (TL9)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 6'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Can service up to class 6 couplings. Uses 8t of space, weighs 30t. (TL11)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 7'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Can service up to class 7/8 couplings. Uses 10t of space, weighs 42t. (TL13)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Engine Power Couplings:====&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;100&amp;quot;&amp;gt;'''Class 1'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Can service class 1 engines. Weighs 0.1t. (TL1)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 2'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Can service up to class 2 engines. Weighs 0.2t. (TL1)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 3'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Can service up to class 3 engines. Weighs 0.3t. (TL4)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 4'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Can service up to class 4 engines. Weighs 0.4t. (TL5)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 5'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Can service up to class 5 engines. Weighs 0.5t. (TL6)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 6'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Can service up to class 6 engines. Weighs 0.6t. (TL7)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 7'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Can service up to class 7 engines. Weighs 0.7t. (TL9)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
====Hyperdrive Power Couplings:====&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;100&amp;quot;&amp;gt;'''Class 1'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Can service class 1 hyperdrives. Weighs 0.1t. (TL1)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 2'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Can service up to class 2 hyperdrives. Weighs 0.2t. (TL1)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 3'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Can service up to class 3 hyperdrives. Weighs 0.3t. (TL7)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 4'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Can service up to class 4 hyperdrives. Weighs 0.4t. (TL12)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Thruster Power Couplings:====&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;100&amp;quot;&amp;gt;'''Class 1'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Can service class 1 thrusters. Weighs 0.1t. (TL1)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 2'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Can service up to class 2 thrusters. Weighs 0.2t. (TL1)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 3'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Can service up to class 3 thrusters. Weighs 0.3t. (TL5)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 4'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Can service up to class 4 thrusters. Weighs 0.4t. (TL7)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 5'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Can service up to class 5 thrusters. Weighs 0.5t. (TL8)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 6'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Can service up to class 6 thrusters. Weighs 0.6t. (TL9)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 7'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Can service up to class 7 thrusters. Weighs 0.7t. (TL11)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Booster Power Couplings:====&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;100&amp;quot;&amp;gt;'''Class 1'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Can service class 1 boosters. Weighs 0.1t. (TL1)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 2'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Can service up to class 2 boosters. Weighs 0.2t. (TL1)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 3'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Can service up to class 3 boosters. Weighs 0.3t. (TL5)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 4'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Can service up to class 4 boosters. Weighs 0.4t. (TL7)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 5'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Can service up to class 5 boosters. Weighs 0.5t. (TL8)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 6'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Can service up to class 6 boosters. Weighs 0.6t. (TL9)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 7'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Can service up to class 7 boosters. Weighs 0.7t. (TL11)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Energy Bank Power Couplings:====&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;100&amp;quot;&amp;gt;'''Class 1'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Can service up to class 4 energy banks. Weighs 0.1t. (TL1)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 2'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Can service up to class 7 energy banks. Weighs 0.2t. (TL1)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 3'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Can service up to class 10 energy banks. Weighs 0.3t. (TL1)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 4'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Can service up to class 13 energy banks. Weighs 0.4t. (TL1)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 5'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Can service up to class 16 energy banks. Weighs 0.5t. (TL1)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 6'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Can service up to class 19 energy banks. Weighs 0.6t. (TL1)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 7'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Can service up to class 22 energy banks. Weighs 0.7t. (TL1)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 8'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Can service up to class 25 energy banks. Weighs 0.8t. (TL1)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Forward/Aft Shield Power Couplings:====&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;100&amp;quot;&amp;gt;'''Class 1'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Can service class 1 shields. Weighs 0.1t. (TL1)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 2'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Can service up to class 2 shields. Weighs 0.2t. (TL1)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 3'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Can service up to class 3 shields. Weighs 0.3t. (TL6)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 4'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Can service up to class 4 shields. Weighs 0.4t. (TL9)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Class 5'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Can service up to class 5 shields. Weighs 0.5t. (TL12)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bus Overload====&lt;br /&gt;
You can install equipment at +1 class level over the level of the coupling, which in turn can be +1 class level over your main bus. However, running equipment over the coupling or bus class levels runs the risk of energy damage being passed through to equipment, even with full shield strength. If a bus overload occurs, damage can be passed on to '''any''' equipment item, not just the core systems.&lt;br /&gt;
&lt;br /&gt;
==Equipment Space Extensions==&lt;br /&gt;
In high-tech worlds you can purchase an equipment space extension that does not use cargo space. This involves some reconfiguration of existing equipment racks to allow the extension to be fitted. Only small-to-medium-sized ships can have these extensions fitted, and while more than one can be fitted, there is a maximum allowance of two extensions in any ship.&lt;br /&gt;
&lt;br /&gt;
The extensions come in the following sizes:&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;70&amp;quot;&amp;gt;1t&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Adds 3t of weight (TL11)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;2t&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Adds 5t of weight (TL12)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;5t&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Adds 10t of weight (TL13)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: Because equipment extensions result in a more tightly arranged configuration of your equipment, there will be a noticeable increase in cabin temperature when these items are installed.&lt;br /&gt;
&lt;br /&gt;
==Selling Equipment==&lt;br /&gt;
An interface has been provided where all equipment that takes space or weight can be sold and removed from your ship. Only equipment items that do not have dependant items can be sold (eg. you can't sell the Extra Energy Unit if you have the Naval Energy Unit installed, you can't sell a passenger berth if you have a passenger inside it). Selling equipment can reduce the equipment space required as well as reducing weight profile of your ship. The sale price of equipment is 85% of the original price.&lt;br /&gt;
&lt;br /&gt;
==Storing Equipment and Cargo==&lt;br /&gt;
As an alternative to selling the equipment, every main station has a self-storage facility into which your excess equipment can be transferred. If you choose to store equipment, an F4 interface screen, &amp;quot;Storage facility management&amp;quot;, will be available that will show you all the equipment you have stored at this station or any other station. Equipment stored in the current station can be either sold or reinstalled. Equipment stored in other stations can be sold or transferred to the current station, after paying a transfer fee, but depending on the length of the trip and the number of dangerous systems the transfer ship must take to reach the current system, you may end up losing the equipment.&lt;br /&gt;
&lt;br /&gt;
Most cargo can also be stored in the facilities, and transferred between them. After selecting &amp;quot;Storage facility management&amp;quot;, you will have an option to transfer cargo from your hold into the facility.&lt;br /&gt;
&lt;br /&gt;
Note: Storage facilities are only available at the main station in each system.  If you dock at any other station the F4 interface screen will instead read &amp;quot;Storage facility information&amp;quot; and will provide details of what equipment and cargo you have in storage at the main station.&lt;br /&gt;
&lt;br /&gt;
Note: It is not possible to store upgrades to engines, thrusters, boosters, hyperdrive, shields, or any electrical equipment. Storage of these items is prohibited by station authorities due to safety considerations, as some untrained and unskilled pilots have taken it upon themselves to reinstall their equipment outside of station oversight with unfortunate results. &lt;br /&gt;
&lt;br /&gt;
Note: Slaves, firearms and narcotics cannot be stored in any facility, by GalCop law.&lt;br /&gt;
&lt;br /&gt;
==Current Equipment List==&lt;br /&gt;
This option lists all items installed in your ship that have either a space or weight requirement on your ship. The list is ordered with the largest items at the top, so you can always see what equipment is taking up the most space.&lt;br /&gt;
&lt;br /&gt;
==Equipment Specifications==&lt;br /&gt;
A new interface is now available on the F4 screen, entitled &amp;quot;View equipment specifications&amp;quot;. This interface screen lists all possible equipment items available to the player, and the tech level, space and weight requirements of each item. Note, however, these items may or may not be available for purchase at your station, or indeed even in the system. These items are purely available somewhere in the galaxy, and the list explains what you can expect in terms of space and weight.&lt;br /&gt;
&lt;br /&gt;
The following table lists all the standard equipment and the space/weight requirements for each:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;200&amp;quot;&amp;gt;'''Equipment Item'''&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;70&amp;quot;&amp;gt;'''Space'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;'''Weight'''&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Missile|Standard Missile]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.0t&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.1t&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[ECM_Hardened_Missile|ECM-Hardened Missile]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.0t&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.3t&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Quirium_Cascade_Mine|Quirium Cascade Mine]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.0t&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.2t&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Pulse_Laser|Pulse Laser]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.0t&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.0t&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Beam_Laser|Beam Laser]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.0t&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.0t&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Mining_Laser|Mining Laser]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.0t&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.5t&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Military_Laser|Military Laser]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.0t&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.0t&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[E.C.M._System|E.C.M. System]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.0t&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.0t&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Cargo_Bay_Expansion|Large Cargo Bay]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.0t&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5.0t&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Fuel_Scoops|Fuel Scoops]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.0t&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.0t&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Escape_Pod|Escape Pod]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.0t&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.0t&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Extra_Energy_Unit|Extra Energy Unit]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.0t&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.0t&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Naval_Energy_Unit|Naval Energy Unit]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5.0t&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5.0t&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Docking_Computers|Docking Computer]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.0t&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.0t&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Galactic_Hyperdrive|Galactic Hyperdrive]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.0t&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.0t&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Cloaking_device|Cloaking Device]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.0t&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.0t&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Advanced_Space_Compass|Advanced Space Compass]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.0t&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.0t&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Wormhole_Scanner|Wormhole Scanner]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.0t&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1.0t&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Shield_Boosters|Shield Boosters]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4.0t&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4.0t&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Military_Shield_Enhancement|Military Shield Enhancement]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6.0t&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6.0t&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Any standard equipment item not in this list will have zero space and weight requirements.&lt;br /&gt;
&lt;br /&gt;
Most OXP equipment has been categorised individually. If an item is not recognised by the system, it will assume a value of 1t of space, and 1t of weight. The spreadsheet file provided with the game package, &amp;quot;EquipmentSpecifications.ods&amp;quot; (OpenDocument format) contains a list of all known OXP equipment item keys and related space/weight requirements, as well as a list of all equipment keys that are considered to have no space/weight factor at all.&lt;br /&gt;
&lt;br /&gt;
==Cabin Temperature and Heat Sinks==&lt;br /&gt;
A number of different activities and events will now impact on cabin temperature. These are:&lt;br /&gt;
* Use of your hyperdrive&lt;br /&gt;
* Laser temperature&lt;br /&gt;
* Use of fuel injectors&lt;br /&gt;
* Use of cloaking device&lt;br /&gt;
* Laser hits on an unshielded hull&lt;br /&gt;
* Running your ship with an overloaded electrical bus&lt;br /&gt;
&lt;br /&gt;
Each of these things on their own probably won't cook your ship, but if you combine two or three of them at the same time you can expect to see your cabin temperature reach dangerous levels quickly.&lt;br /&gt;
&lt;br /&gt;
Therefore care must be taken to (a) select appropriate lasers, engines and thrusters for the roles you want to perform, and (b) be careful how you use your lasers, fuel injectors and the cloaking device to avoid overheating your cabin and potentially causing catastrophic damage to your ship.&lt;br /&gt;
&lt;br /&gt;
Note: Entering hyperspace with high levels of heat increases your chance of having a misjump.&lt;br /&gt;
&lt;br /&gt;
To help with controlling cabin temperature, heat sinks can be purchased at all tech level 2 systems and above. You can purchase several heat sinks, but each one takes up 1t of cargo space, and adds 2t of weight.&lt;br /&gt;
&lt;br /&gt;
To deploy a heat sink, first prime the &amp;quot;Heat Sink Control&amp;quot; item by using the Shift-N key sequence, then press &amp;quot;N&amp;quot; to activate it. Up to approximately 25% of your cabin temperature can be jettisoned in this way, dependant on the size of your ship. For larger ships this value will be closer to 10%.&lt;br /&gt;
&lt;br /&gt;
You can also set the heat sink control to automatically deploy heat sinks whenever your cabin temperature reaches 75% of maximum. To do this, prime the &amp;quot;Heat Sink Control&amp;quot; and then select &amp;quot;B&amp;quot; to change the mode from &amp;quot;Manual control&amp;quot; to &amp;quot;Automatic control&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Heat sinks can be damaged, and cannot be used when in a damaged state.&lt;br /&gt;
&lt;br /&gt;
Heat Shields also help with cabin heat. Higher levels of heat shield will slow the rate at which cabin temperature builds up.&lt;br /&gt;
&lt;br /&gt;
===Heat Sink Availability===&lt;br /&gt;
 Techlevel: 2&lt;br /&gt;
 Price: 30 cr. &lt;br /&gt;
==3rd Party Interfaces==&lt;br /&gt;
===Ships===&lt;br /&gt;
====Equipment Space and Power to Weight Ratio====&lt;br /&gt;
Overriding the calculation of equipment space and the power to weight ratio for a particular ship can be done in two ways.&lt;br /&gt;
&lt;br /&gt;
'''1. Via Javascript'''&amp;lt;br/&amp;gt;&lt;br /&gt;
To add an override for a particular ship type, add the code to a &amp;quot;startUp&amp;quot; script similar to the following:&lt;br /&gt;
&lt;br /&gt;
  var sc = worldScripts.ShipConfiguration_Core;&lt;br /&gt;
  if (sc) {&lt;br /&gt;
    sc._shipSpaceExceptions[&amp;quot;Fer-de-Lance&amp;quot;] = [18];&lt;br /&gt;
    sc._shipPowerToWeight[&amp;quot;Fer-de-Lance&amp;quot;] = [1.5];&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
'''2. Via scriptInfo in shipdata.plist'''&amp;lt;br/&amp;gt;&lt;br /&gt;
To add an override directly in the shipdata.plist file, add the following lines to the &amp;quot;script_info&amp;quot; section:&lt;br /&gt;
&lt;br /&gt;
  &amp;quot;script_info&amp;quot; = {&lt;br /&gt;
    &amp;quot;equipment_space&amp;quot; = 18; // how much default equipment space the ship has&lt;br /&gt;
    &amp;quot;power_to_weight&amp;quot; = 1.5; // how powerful is the ship compared to its weight? &lt;br /&gt;
      // default of 1, values of 2 or above will mean weight doesn't have as much effect&lt;br /&gt;
  };&lt;br /&gt;
&lt;br /&gt;
(You can change the &amp;quot;18&amp;quot; and &amp;quot;1.5&amp;quot; to whatever value is appropriate for the ship).&lt;br /&gt;
&lt;br /&gt;
====Non-standard primary roles====&lt;br /&gt;
If your ship is only ever spawned with a non-standard role (ie. your ship doesn't have one of the core roles attached to it when it is spawned), by default the ship will be given the standard, default level of equipment. However, you can still have the appropriate level of equipment for your ship by adding your unique ship role to the translation list in either of the following ways:&lt;br /&gt;
&lt;br /&gt;
'''1. Via Javascript'''&amp;lt;br/&amp;gt;&lt;br /&gt;
To add a translation for your primary role, add this code to a &amp;quot;startUp&amp;quot; script similar to the following:&lt;br /&gt;
&lt;br /&gt;
  var sc = worldScripts.ShipConfiguration_Core;&lt;br /&gt;
  if (sc) {&lt;br /&gt;
    // make the primary role &amp;quot;my_ship_role&amp;quot; be equivalent to the core role &amp;quot;trader&amp;quot;&lt;br /&gt;
    sc._NPCEquivalents[&amp;quot;my_ship_role&amp;quot;] = &amp;quot;trader&amp;quot;;&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
'''2. Via scriptInfo in shipdata.plist'''&amp;lt;br/&amp;gt;&lt;br /&gt;
To add an override directly in the shipdata.plist file, add the following lines to the &amp;quot;script_info&amp;quot; section:&lt;br /&gt;
&lt;br /&gt;
  &amp;quot;script_info&amp;quot; = {&lt;br /&gt;
    // make the primary role &amp;quot;my_ship_role&amp;quot; be equivalent to the core role &amp;quot;trader&amp;quot;&lt;br /&gt;
    &amp;quot;role_translation&amp;quot; = &amp;quot;my_ship_role|trader&amp;quot;;&lt;br /&gt;
  };&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
Overriding the definition of equipment space and weight for a particular piece of equipment can be done in two ways.&lt;br /&gt;
&lt;br /&gt;
'''1. Via Javascript'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Add the following code to a &amp;quot;startUp&amp;quot; script:&lt;br /&gt;
&lt;br /&gt;
  var sc = worldScripts.ShipConfiguration_Core;&lt;br /&gt;
  if (sc) sc._equipmentMatrix[&amp;quot;EQ_MY_EQUIPMENT_KEY&amp;quot;] = [2.0,2.0];&lt;br /&gt;
&lt;br /&gt;
The first value is space, the second is weight, both in tons.&lt;br /&gt;
&lt;br /&gt;
'''2. Via scriptInfo in equipment.plist'''&amp;lt;br/&amp;gt;&lt;br /&gt;
To add an override directly in the equipment.plist file, add the following lines to the &amp;quot;script_info&amp;quot; section:&lt;br /&gt;
&lt;br /&gt;
  &amp;quot;script_info&amp;quot; = {&lt;br /&gt;
    &amp;quot;equipment_space&amp;quot; = 2.0; // value in tons&lt;br /&gt;
    &amp;quot;equipment_weight&amp;quot; = 2.0; // value in tons&lt;br /&gt;
  };&lt;br /&gt;
&lt;br /&gt;
Setting both values to zero will mean the equipment is ignored by the system.&lt;br /&gt;
&lt;br /&gt;
Standard logic:&lt;br /&gt;
* Missiles take no space, but weigh at least 0.1t.&lt;br /&gt;
* Pylon mounted items take no space, but add weight.&lt;br /&gt;
* Equipment that uses cargo space won't use equipment space, but weight might not be 1:1. That is, a 5t cargo spot might weigh 8t.&lt;br /&gt;
* Weapons (lasers) generally take no space, but increasing power and/or range means more weight. Uber weapons (designed for capital ships) may actually use equipment space.&lt;br /&gt;
&lt;br /&gt;
===Equipment Heat===&lt;br /&gt;
It is possible to add a heat value into the heat calculation for when OXP equipment is in operation by using the &amp;quot;player.ship.script.$addHeat&amp;quot; and player.ship.script.$removeHeat&amp;quot; methods. The following script should be used as a template for OXP equipment scripts:&lt;br /&gt;
&lt;br /&gt;
  &amp;quot;use strict&amp;quot;;&lt;br /&gt;
  this.name        = &amp;quot;MyEquipmentOXP_ScriptName&amp;quot;;&lt;br /&gt;
  this.description = &amp;quot;Activation and control script for equipment with heat properties.&amp;quot;;&lt;br /&gt;
  this.licence     = &amp;quot;CC BY-NC-SA 3.0&amp;quot;;&lt;br /&gt;
  &lt;br /&gt;
  this._inOperation = false;    &lt;br /&gt;
  // the equipment may use a different method for determining when it is engaged or not.&lt;br /&gt;
  this._heatAmount = 0.8;       &lt;br /&gt;
  // centralised value for heat exchange&lt;br /&gt;
  // 0.8 will make the cabin temp rise very slowly. &lt;br /&gt;
  // lower numbers may not be visible on their own.&lt;br /&gt;
  // ie if this is the only piece of equipment generating heat.&lt;br /&gt;
  // higher numbers will make heat rise more quickly.&lt;br /&gt;
  &lt;br /&gt;
  this.playerWillEnterWitchspace = function() {&lt;br /&gt;
    // assuming the equipment will cease operation during a jump&lt;br /&gt;
    if (this._inOperation == true) {&lt;br /&gt;
      this._inOperation = false;&lt;br /&gt;
      if (player.ship.script.thirdPartyHeat &amp;gt; 0) &lt;br /&gt;
        player.ship.script.$removeHeat(this._heatAmount);&lt;br /&gt;
    }&lt;br /&gt;
  }&lt;br /&gt;
  &lt;br /&gt;
  this.equipmentDamaged = function(equipKey) {&lt;br /&gt;
    if (equipKey == &amp;quot;EQ_MY_EQUIPMENT_KEY&amp;quot; &amp;amp;&amp;amp; this._inOperation == true &amp;amp;&amp;amp; &lt;br /&gt;
      player.ship.script.thirdPartyHeat &amp;gt; 0) {&lt;br /&gt;
      this._inOperation = false;&lt;br /&gt;
      if (player.ship.script.thirdPartyHeat &amp;gt; 0) &lt;br /&gt;
        player.ship.script.$removeHeat(this._heatAmount);&lt;br /&gt;
    }&lt;br /&gt;
  }&lt;br /&gt;
  &lt;br /&gt;
  this.activated = function() {&lt;br /&gt;
    // assuming the equipment is started and stopped by the &amp;quot;n&amp;quot; Activate key&lt;br /&gt;
    if (this._InOperation == true) {&lt;br /&gt;
      this._inOperation = false;&lt;br /&gt;
      if (player.ship.script.thirdPartyHeat &amp;gt; 0) &lt;br /&gt;
        player.ship.script.$removeHeat(this._heatAmount);&lt;br /&gt;
      return;&lt;br /&gt;
    }&lt;br /&gt;
    this._inOperation = true;&lt;br /&gt;
    if (player.ship.script.thirdPartyHeat &amp;gt;= 0) &lt;br /&gt;
      player.ship.script.$addHeat(this._heatAmount);&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
==Special Note==&lt;br /&gt;
Parts of this OXP borrows heavily from Capt Murphy's set of [[Breakable_'Standard'_Equipment_OXPs|Breakable equipment OXP's]], specifically:&lt;br /&gt;
* Breakable Energy Unit&lt;br /&gt;
* Breakable Engines&lt;br /&gt;
* Breakable Shield Generators&lt;br /&gt;
* Breakable Witchdrive&lt;br /&gt;
Most of the logic from those OXP's is incorporated in this OXP, and therefore those OXP's have been flagged as incompatible with this one. To use this OXP you must remove those OXP's from your AddOns folder, or via the in-game manager.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
The [[Equipment Storage OXP]] is a requirement for this pack.&amp;lt;br&amp;gt;&lt;br /&gt;
The Ship's Library OXP is also a requirement, so the Handbook can be viewed in game.&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
Download [[Media:ShipConfiguration.oxz|ShipConfiguration.oxz]] v1.5.5 (downloaded {{#downloads:ShipConfiguration.oxz}} times).&amp;lt;br/&amp;gt;&lt;br /&gt;
Download [https://app.box.com/s/h2ryncdmcjlt5vndkf88k94swmlcwpp0 ShipConfiguration.zip] v1.5.5 (extract OXP folder to AddOns)&lt;br /&gt;
&lt;br /&gt;
==License==&lt;br /&gt;
This OXP is released under the Creative Commons Attribution - Non-Commercial - Share Alike 3.0 license. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/3.0/&lt;br /&gt;
&lt;br /&gt;
Thanks to Redspear, Norby, Devium, Venator Dha, Day, Ngalo, Astrobe and tsoj for their excellent suggestions and testing reports.&amp;lt;br/&amp;gt;&lt;br /&gt;
Special thanks to Capt Murphy for his excellent set of Breakable equipment OXP's, the logic for which I have incorporated in this OXP.&amp;lt;br/&amp;gt;&lt;br /&gt;
Also thanks go to Thargoid for his IronHide armour code, which I've borrowed code from, as well as CommonSenseOTB's Custom Shields. You guys rock!&lt;br /&gt;
&lt;br /&gt;
Rocket image from http://simpleicon.com/rocket.html&amp;lt;br/&amp;gt;&lt;br /&gt;
Themometer image from http://simpleicon.com/temperature_3.html&amp;lt;br/&amp;gt;&lt;br /&gt;
Chat image from http://simpleicon.com/chat-2.html&amp;lt;br/&amp;gt;&lt;br /&gt;
Grating image courtesy of Milosh Andrich (Iratemus@yahoo.com) from http://milosh--andrich.deviantart.com/art/Sci-fi-Texure-pack-05-335817650&amp;lt;br/&amp;gt;&lt;br /&gt;
Heat sink deployed sound from &amp;quot;Big Door Closed&amp;quot; MP3, sourced from http://soundbible.com/1586-Big-Door-Closed.html Public Domain.&amp;lt;br/&amp;gt;&lt;br /&gt;
Booster heat warning sound from &amp;quot;School Fire Alarm&amp;quot; MP3, sourced from http://soundbible.com/2022-School-Fire-Alarm.html Attribution 3.0&lt;br /&gt;
&lt;br /&gt;
==Other Relevant OXPs==&lt;br /&gt;
*The [[Vimana-X HUD]] has been modified to easily manage the heat sink&lt;br /&gt;
&lt;br /&gt;
==Version History==&lt;br /&gt;
1.5.5&lt;br /&gt;
* Extra protection against NaN values when determining direction of attack on NPC's.&lt;br /&gt;
* Fixed conflict with Manual Witchspace Alignment, where heat build up could increase continually if a witchspace jump is manually cancelled when not aligned.&lt;br /&gt;
&lt;br /&gt;
1.5.4&lt;br /&gt;
* Darkened overlay images for better compatibility with Oolite 1.92.&lt;br /&gt;
&lt;br /&gt;
1.5.3&lt;br /&gt;
* Fixed reference error in equipment damage process.&lt;br /&gt;
* Update overlay images for 1.91.&lt;br /&gt;
&lt;br /&gt;
1.5.2&lt;br /&gt;
* Added some additional equipment items.&lt;br /&gt;
* Added option to suppress/hide the Equipment Specifications F4 interface screen.&lt;br /&gt;
* Fixed issue where older HUD's that don't define certain HUD elements would have the comms log and console log positions changed on launch after visiting the F3 Equip Ship screen.&lt;br /&gt;
&lt;br /&gt;
1.5.1&lt;br /&gt;
* Fixed bug where damage to heat shielding would make the cabin temperature zero degrees (brrrr).&lt;br /&gt;
* Fixed issue where yaw performance was not being impacted by the type of thruster installed.&lt;br /&gt;
&lt;br /&gt;
1.5&lt;br /&gt;
* Added &amp;quot;Ship Configuration Handbook&amp;quot; to the Ship's Library (which is now a requirement).&lt;br /&gt;
* Moved all text into descriptions.plist or missiontext.plist for easier localisation.&lt;br /&gt;
* Sound now plays when a fuel leak occurs.&lt;br /&gt;
* Improved method of turning HUD on/off.&lt;br /&gt;
* Fixed issue where sometimes equipment of the same type isn't removed when purchasing new items.&lt;br /&gt;
&lt;br /&gt;
1.4.4&lt;br /&gt;
* Small improvements to application of armour and booster variables to ship object.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  data-expandtext=&amp;quot;Show older&amp;quot; data-collapsetext=&amp;quot;Hide older&amp;quot; style=&amp;quot;overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
1.4.3&lt;br /&gt;
* Fixed invalid JS function name.&lt;br /&gt;
&lt;br /&gt;
1.4.2&lt;br /&gt;
* Added some additional items to the ignore equipment list.&lt;br /&gt;
&lt;br /&gt;
1.4.1&lt;br /&gt;
* Fixed issue for ships of mass &amp;gt; 500000, where dumping heat sinks would increase cabin temp instead of reducing it.&lt;br /&gt;
&lt;br /&gt;
1.4.0&lt;br /&gt;
* Added check for situation where the heat sync control mode becomes out of sync with the associate equipment item.&lt;br /&gt;
* Added two missing flags from config options to save game, so they will be restored on game load.&lt;br /&gt;
* Overridden default equipment items (Fuel Scoops, Heat Shields and Fuel Injectors), when added by other means, were not getting the additional Ship Configuration item at the same time.&lt;br /&gt;
* Fix for code that calculates the weight of weapons when no predefined weight is set (Oolite 1.90 now required).&lt;br /&gt;
* Moved core equipment overrides into defined plist.&lt;br /&gt;
* Added interface to allow 3rd party functions to be called back when Ship Config equipment is purchased.&lt;br /&gt;
* Bug fixes.&lt;br /&gt;
&lt;br /&gt;
1.3.8&lt;br /&gt;
* Added ShipVersion equipment items to exclusion lists.&lt;br /&gt;
* Fixed some issues where JS errors could occur if the player ship was destroyed.&lt;br /&gt;
&lt;br /&gt;
1.3.7&lt;br /&gt;
* Corrected compatibility issue with Email system and armour repair items being recorded as equipment removals.&lt;br /&gt;
&lt;br /&gt;
1.3.6&lt;br /&gt;
* Deploying the last heatsink was causing Oolite to crash.&lt;br /&gt;
* Fixed issue where HUD was not being restored after viewing the Ship Configuration screen.&lt;br /&gt;
&lt;br /&gt;
1.3.5&lt;br /&gt;
* Tweaks to the control of the F3 HUD for simpler integration with Xenon HUD (and any other HUD that might want to integrate with Ship Config).&lt;br /&gt;
* Identified &amp;quot;Masslock Compensators&amp;quot;, &amp;quot;Power to Engines&amp;quot; and &amp;quot;Hard Way&amp;quot; OXP's as conflicting, and marked them in the manifest.&lt;br /&gt;
&lt;br /&gt;
1.3.4&lt;br /&gt;
* Better use of new functions available in later versions of Oolite.&lt;br /&gt;
&lt;br /&gt;
1.3.3&lt;br /&gt;
* Correction to cabin heat buildup calculation broken by update 1.3.2 :(&lt;br /&gt;
&lt;br /&gt;
1.3.2&lt;br /&gt;
* Adjusted what happens to cabin heat in a nova system, to make it less deadly.&lt;br /&gt;
* More fixes for improved compatibility with Coluber CH01 HUD.&lt;br /&gt;
&lt;br /&gt;
1.3.1&lt;br /&gt;
* Fixed issue with the F3 HUD occasionally causing issues with Xenon UI and the Coluber CH01 HUD.&lt;br /&gt;
* Tweaks to some equipment item names to prevent text overlapping on the F5 screen.&lt;br /&gt;
&lt;br /&gt;
1.3.0&lt;br /&gt;
* Equipment storage system made into [[Equipment_Storage_OXP|separate OXP]], which is required by this one.&lt;br /&gt;
&lt;br /&gt;
1.2.8&lt;br /&gt;
* Bug fixes.&lt;br /&gt;
&lt;br /&gt;
1.2.7&lt;br /&gt;
* Ship energy is set to ship max energy whenever this value is updated.&lt;br /&gt;
* Tweaks to info string for settings in Library Config, to prevent text truncation.&lt;br /&gt;
* Updates to some zoom override values.&lt;br /&gt;
* Improved script protection for when the player ejects.&lt;br /&gt;
* Improved compatibility with [[Fuel Injection Cruise Control]] OXP.&lt;br /&gt;
&lt;br /&gt;
1.2.6&lt;br /&gt;
* Starting the docking computer while a hyperspace countdown is active will now successfully disengage the heat buildup.&lt;br /&gt;
* Cancelling and then restarting a jump countdown will now display the correct restart time value immediately when restarted.&lt;br /&gt;
* Fixed issue with current page number on equipment specifications screen.&lt;br /&gt;
* Fixed issue where selling equipment from storage was giving player a credit bonus in some circumstances.&lt;br /&gt;
* Fixed issue with &amp;quot;%%&amp;quot; appearing in messages relating to transferred equipment being lost to pirates.&lt;br /&gt;
* Fixed issue where selling equipment was not applying correct refund percentage.&lt;br /&gt;
* Added missing &amp;quot;+heat&amp;quot; notice for Class 19A energy banks.&lt;br /&gt;
* Location of stored equipment was not being displayed correctly after equipment transferred to local system.&lt;br /&gt;
* Added flag to Library Config to control whether restrictions will be applied to NPC ships.&lt;br /&gt;
&lt;br /&gt;
1.2.5&lt;br /&gt;
* Specialised HUD for the F3 screen will now only update the two custom HUD properties when the F3 screen is displayed.&lt;br /&gt;
&lt;br /&gt;
1.2.4&lt;br /&gt;
* Equipment that cannot be sold at a station because of its equivalent tech level will now be displayed in the sell equipment list, but unselectable and with &amp;quot;Low TL&amp;quot; in the cost column.&lt;br /&gt;
* Equipment that cannot be sold because other equipment depends on it will now be displayed in the sell equipment list, but unselectable and with &amp;quot;Required&amp;quot; in the cost column.&lt;br /&gt;
* Fixed bug with assessing cargo space of unknown equipment items that take up cargo space.&lt;br /&gt;
* More script protection for when the player ship is destroyed.&lt;br /&gt;
* Code refactoring.&lt;br /&gt;
&lt;br /&gt;
1.2.3&lt;br /&gt;
* Adjusted equipment space of Night Adder.&lt;br /&gt;
&lt;br /&gt;
1.2.1&lt;br /&gt;
* Removed debug message when selling equipment.&lt;br /&gt;
* Fixed HUD switching issue when using HUD Selector.&lt;br /&gt;
&lt;br /&gt;
1.2.0&lt;br /&gt;
* Improved handling of player ship death scenarios.&lt;br /&gt;
* Added extra equipment items to the ignore equipment list.&lt;br /&gt;
* Added specialised HUD for the F3 screen to show equipment and cargo space remaining. Can be disabled via Library Config.&lt;br /&gt;
* Updated EquipmentSpecifications.ods file with all current equipment keys specifically recognised.&lt;br /&gt;
* Value for &amp;quot;Disable booster sound&amp;quot; setting now saved between sessions.&lt;br /&gt;
&lt;br /&gt;
1.1.3&lt;br /&gt;
* Fixed transmit date on Storage Facility payment emails.&lt;br /&gt;
* Bug fixes.&lt;br /&gt;
&lt;br /&gt;
1.1.2&lt;br /&gt;
* Fixed issue with missing header text on Ship Configuration main menu.&lt;br /&gt;
* Adjusted default equipment space for Fer-de-Lance.&lt;br /&gt;
* Fixed some invalid ship reference errors during an escape pod sequence.&lt;br /&gt;
* Extended the length of time cabin heat warning messages are displayed for.&lt;br /&gt;
* Storing equipment for the first time at a station will now incur a deposit fee.&lt;br /&gt;
* Fixed issue with cargo weight/space not being including in storage costs.&lt;br /&gt;
* Fixed issue with incorrect/misleading labels on cargo storage menu items.&lt;br /&gt;
* Code refactoring.&lt;br /&gt;
&lt;br /&gt;
1.1.1&lt;br /&gt;
* Fixed bug that was preventing weapon in a starboard mount from being sold.&lt;br /&gt;
&lt;br /&gt;
1.1.0&lt;br /&gt;
* Fixed bugs with incorrect amounts being refunded to the player when equipment is sold.&lt;br /&gt;
* Fixed issue with incorrect refund amounts being displayed to the player on the &amp;quot;Sell Equipment&amp;quot; page.&lt;br /&gt;
* Fixed issue where the ship size price factor was being incorrectly applied to fuel scoops, injectors and heat shields, and all other standard or OXP equipment items on the &amp;quot;Sell Equipment&amp;quot; page.&lt;br /&gt;
* Equipment items can only be sold at stations where the can actually be bought as well.&lt;br /&gt;
* Non-removable Ship Config equipment (eg Engines, Thrusters), when swapped for another unit, will only refund the price of that unit at the main station, to prevent exploitation.&lt;br /&gt;
* Station equipment price factor was not being correctly applied to equipment buy/sell prices.&lt;br /&gt;
* Better handling of player ship destruction.&lt;br /&gt;
* Tweaks to weight values of engines, thrusters and electrical bus.&lt;br /&gt;
* Corrected equipment space values for Adder and Krait in readme and on Wiki page.&lt;br /&gt;
* Changed default equipment refund percentage back to 85%.&lt;br /&gt;
&lt;br /&gt;
1.0.0&lt;br /&gt;
* Scripted equipment damage was being aggressively repaired by the armour.&lt;br /&gt;
* Bus overload timer was being reset while running.&lt;br /&gt;
&lt;br /&gt;
0.9.2&lt;br /&gt;
* New equipment items (ie. equipment purchased but not yet exposed to space travel) that are sold/exchanged will now be refunded at 100% of their cost, rather than the default 90%. This means you can swap items in and out to see the impact on ship stats, without having to take a loss on every exchange.&lt;br /&gt;
* When setting a course to a target system, F7 screen will now display the new destination.&lt;br /&gt;
* Equipment specification interface screen now includes TL required for purchasing equipment, and all equipment items are now being shown (not just the ones available in the current system). Also removed some unnecessary items from the list.&lt;br /&gt;
&lt;br /&gt;
0.9.1&lt;br /&gt;
* Adjustment to Ore Processor equipment space requirements.&lt;br /&gt;
* Added missing equipment items from Ore Processor OXP.&lt;br /&gt;
* Added additional equipment items to the ignore list.&lt;br /&gt;
* Code refactoring.&lt;br /&gt;
&lt;br /&gt;
0.9.0&lt;br /&gt;
* Forward and aft armour can now be different classes.&lt;br /&gt;
* Fixed issue with the armour equipment item not being removed when 100% damaged.&lt;br /&gt;
* Purchasing other ship armour (eg IronHide) will now refund the cost of any existing Ship Config armour before removing it.&lt;br /&gt;
* Improved code for processing expended heat sinks.&lt;br /&gt;
* Bug fixes.&lt;br /&gt;
&lt;br /&gt;
0.8.2&lt;br /&gt;
* Corrected minor issue with equipment.plist and fuel scoops.&lt;br /&gt;
* Fixed issue with heat not being applied to NPC ships correctly. &lt;br /&gt;
* Consistency adjustments to equipment.plist.&lt;br /&gt;
* Added &amp;quot;display_color&amp;quot; property to some equipment items (Oolite v1.85/86 only).&lt;br /&gt;
* Bug fixes.&lt;br /&gt;
&lt;br /&gt;
0.8.1&lt;br /&gt;
* Fixed issue with cargo not being able to be scooped.&lt;br /&gt;
&lt;br /&gt;
0.8.0&lt;br /&gt;
* Added fuel scoop classes 1-4 to configuration menu.&lt;br /&gt;
* Armour repairs now won't generate an &amp;quot;Equipment removed&amp;quot; email.&lt;br /&gt;
* Code refactoring.&lt;br /&gt;
* Bug fixes.&lt;br /&gt;
&lt;br /&gt;
0.7.2&lt;br /&gt;
* Custom scripts will now be attached correctly when a new ship is purchased.&lt;br /&gt;
&lt;br /&gt;
0.7.1&lt;br /&gt;
* Fixed faulty LMSS integration.&lt;br /&gt;
&lt;br /&gt;
0.7.0&lt;br /&gt;
* Added ability to sell laser weapons from the &amp;quot;Sell Equipment&amp;quot; page.&lt;br /&gt;
* Added ability to put laser weapons into storage.&lt;br /&gt;
* Fixed script error that could occur when player ejects.&lt;br /&gt;
* Tweaked the amount of heat dumped with a heat sink.&lt;br /&gt;
* Fixed an issue with large player ships where heat could be added, rather than dumped, when a heat sink is deployed.&lt;br /&gt;
&lt;br /&gt;
0.6.7&lt;br /&gt;
* Fixed issue where the core &amp;quot;EQ_HEAT_SHIELD&amp;quot; equipment item was not being added to the ship, meaning that any equipment item that required a heat shield was not able to be installed via the F3 screen (eg PlanetFall Landing Capability).&lt;br /&gt;
* Adjusted the heat insulation factors for the heat shielding equipment.&lt;br /&gt;
&lt;br /&gt;
0.6.6&lt;br /&gt;
* Updated method for determining player's next target system, to use new property &amp;quot;nextSystem&amp;quot; (when available in 1.85/6).&lt;br /&gt;
* Bus overload chance will slowly decrease during flight the longer the player goes without being hit.&lt;br /&gt;
* Tweaked what happens when a bus overload occurs, making it less likely that 3-5 items are damaged almost all at once.&lt;br /&gt;
* Added ship roles from Keeper's YAH Haulers to NPC configuration.&lt;br /&gt;
* Added ship roles from YAH to NPC configuration.&lt;br /&gt;
* Added equipment from In-System Taxi OXP.&lt;br /&gt;
* Fixed issue with equipment items that take up cargo space causing mis-calculations of the available cargo space.&lt;br /&gt;
* Checking for an overloaded state now happens more frequently when docked, to cater for scenarios where equipment is added outside the equip ship screen (F3).&lt;br /&gt;
* Code refactoring and bug fixes.&lt;br /&gt;
&lt;br /&gt;
0.6.5&lt;br /&gt;
* Improvements to the heat sink deployment method.&lt;br /&gt;
* Correction to issues with the timer for heat sink detonation control.&lt;br /&gt;
&lt;br /&gt;
0.6.4&lt;br /&gt;
* Adjusted space/weight components of UPS Police Scanner and UPS Universal Scanner.&lt;br /&gt;
* Fixed issue with core heat shield equipment not being added in the background whenever one of the new heat shield items is purchased.&lt;br /&gt;
&lt;br /&gt;
0.6.3&lt;br /&gt;
* Removed some debug messages.&lt;br /&gt;
* Removed all unnecessary debug-mode checks.&lt;br /&gt;
* Added equipment items from &amp;quot;Vector&amp;quot; OXP.&lt;br /&gt;
* Added equipment items from &amp;quot;Ring Racers&amp;quot; OXP.&lt;br /&gt;
* Prevented sale of any equipment item that has a zero cost amount (as they are likely to be mission-OXP-related).&lt;br /&gt;
&lt;br /&gt;
0.6.2&lt;br /&gt;
* Added logic for NPC's to turn off cloaking devices if their cabin temperature gets too high.&lt;br /&gt;
* Added logic to check whether installing stored equipment has worked before removing it from the storage array.&lt;br /&gt;
* Fixed incorrect monkey patching on shipDied and shipRemoved events.&lt;br /&gt;
&lt;br /&gt;
0.6.1&lt;br /&gt;
* More equipment items can be transferred to storage, including things like MFD's and targeting enhancements.&lt;br /&gt;
* Removed incorrect restriction for the military shield enhancement (it is not actually dependant on the standard shield boosters).&lt;br /&gt;
* Added equipment space override for Asp Mark II Special.&lt;br /&gt;
* Armour repair amounts are now in-line with the original cost of the item.&lt;br /&gt;
* Fixed issue with equipment price in some OXP stations being ludicrously expensive.&lt;br /&gt;
&lt;br /&gt;
0.6.0&lt;br /&gt;
* Added class &amp;quot;A&amp;quot; energy banks, that only take half the space of standard units, but also increase cabin heat.&lt;br /&gt;
* Added class &amp;quot;D&amp;quot;, &amp;quot;E&amp;quot; and &amp;quot;F&amp;quot; engines that only take half the space of class &amp;quot;A&amp;quot;, &amp;quot;B&amp;quot; and &amp;quot;C&amp;quot; engines, but they also increase cabin heat.&lt;br /&gt;
* Added class &amp;quot;D&amp;quot;, &amp;quot;E&amp;quot; and &amp;quot;F&amp;quot; thrusters that only take half the space of class &amp;quot;A&amp;quot;, &amp;quot;B&amp;quot; and &amp;quot;C&amp;quot; thrusters, but they also increase cabin heat.&lt;br /&gt;
* Fixed Javascript error when escape pod is used.&lt;br /&gt;
* If the Email System is present, adjusted method used to send emails when selling equipment. &lt;br /&gt;
* Changed the equipment space setting for escape pods, as these would be built into the architecture of the ship, not in the equipment racks.&lt;br /&gt;
* Added a tech level factor to equipment prices, so equipment should be cheaper in hi-tech systems, and more expensive in low-tech systems.&lt;br /&gt;
* Adjusted the used equipment sale reduction from 15% to 10%.&lt;br /&gt;
* Adjusted the heat build up from using hyperdrives to be variable based on the class level of hyperdrive.&lt;br /&gt;
* Added conflicting status with Redspear's Equipment by Ship Class OXP.&lt;br /&gt;
* Made compatible with Hyperspace Hanger OXP.&lt;br /&gt;
* Fixed issue with multiple passenger berths not being correctly reflected in weight calculations or display screens.&lt;br /&gt;
* Fixed issue where damaged shields would continue to decharge even after repairing them.&lt;br /&gt;
* Fixed issue where, if the Military Shield Enhancement and the Shield Boosters were damaged, you couldn't repair the former without repairing the latter, but time and credits would be deducted if you tried.&lt;br /&gt;
* Fixed equipment naming convention issue.&lt;br /&gt;
* Bug fixes.&lt;br /&gt;
&lt;br /&gt;
0.5.0&lt;br /&gt;
* Added equipment space extensions to allow for more equipment without using cargo space, but with weight and cabin temp penalties.&lt;br /&gt;
* Adjusted equipment space settings for fuel injectors.&lt;br /&gt;
* Turned off some debug messages.&lt;br /&gt;
* Toned down colour of storage facility background overlay image.&lt;br /&gt;
* Fixed further compatibility issues with Ship Respray.&lt;br /&gt;
* Fixed further compatibility issues with Combat Simulator.&lt;br /&gt;
* Changed background overlay image during sell negotiations.&lt;br /&gt;
&lt;br /&gt;
0.4.4&lt;br /&gt;
* The impact of damaged boosters was not being applied correctly. It wasn't making any difference if they were damaged.&lt;br /&gt;
* Determination of player's hyperspace destination now considers the presence of the ANA.&lt;br /&gt;
* Fixed error when not checking if a timer exists before trying to turn it off.&lt;br /&gt;
* Adjusted weight/space settings for boosters.&lt;br /&gt;
* Made compatible with &amp;quot;Hyperdrives&amp;quot; OXP.&lt;br /&gt;
* Really really fixed the issue with the HUD disappearing after viewing the config screens.&lt;br /&gt;
&lt;br /&gt;
0.4.3&lt;br /&gt;
* Was not correctly reading values in script_info from shipdata.&lt;br /&gt;
&lt;br /&gt;
0.4.2&lt;br /&gt;
* Fixed spelling error in manifest.plist.&lt;br /&gt;
&lt;br /&gt;
0.4.1&lt;br /&gt;
* Fixed small bug that could occur if the amount of used equipment space exactly equals the available space.&lt;br /&gt;
* Removed debug message when purchasing a new ship.&lt;br /&gt;
* Fixed issue with HUD not becoming visible again when launching while viewing the ship configuration screen..&lt;br /&gt;
&lt;br /&gt;
0.4.0&lt;br /&gt;
* Adjusted heat shielding insulation strength for type 3 and 4 heat shields, making them more useful, particularly for sun-skimmers. Also added types 5 and 6 for additional heat shield options.&lt;br /&gt;
* Fixed issue where the default level of heat insulation was being reset if heat shield equipment was not specifically installed on a ship.&lt;br /&gt;
* Adjustments to manifest.plist.&lt;br /&gt;
* Changed short range chart selection range to 7.5ly, rather than 15.&lt;br /&gt;
* Better handling of interstellar space conditions.&lt;br /&gt;
* Disabled ship configuration F3 item at police/navy stations (repairs are still possible at these stations, though).&lt;br /&gt;
* Fixed issue with emails sent when selling equipment not displaying the correct refund amount.&lt;br /&gt;
* F3 &amp;quot;Ship configuration&amp;quot; item now has a cost of 0 (zero).&lt;br /&gt;
* Added the possibility of having a mis-jump when entering hyperspace with high heat levels.&lt;br /&gt;
* Fixed issue with equipment overload state when returning from a combat simulation.&lt;br /&gt;
&lt;br /&gt;
0.3.0&lt;br /&gt;
* Included the ability to store most equipment items in a local storage centre, and then retrieve that item at a later date. Also includes ability to sell equipment items directly from storage, or to transfer equipment items between storage facilities.&lt;br /&gt;
* Cargo can also be stored in the main station storage facility, and transferred between facilities.&lt;br /&gt;
* Included the ability to sell the cloaking device, or any equipment item that has an effective tech level &amp;gt;= 16, through a negotiation process.&lt;br /&gt;
* Added warning sounds/notifications when ship temperature reaches critical levels.&lt;br /&gt;
* Improved compatibility with the Single-Use witchdrive OXP.&lt;br /&gt;
* Added a random element to the process of adding equipment to NPC's, so not all ships of the same role will have the same equipment.&lt;br /&gt;
* Fixed issue where some column headings were not appearing correctly on the main Ship Config screen and the Electrical Bus sub-menu.&lt;br /&gt;
* Fixed issue with invalid reference error when energy equipment is damaged.&lt;br /&gt;
* Fixed issue with selling of passenger berths not working.&lt;br /&gt;
* Removed the Breakable Torus Drive code and the incompatibility flag, moved OXP reference to &amp;quot;optional_oxps&amp;quot;. If you like this feature you can install that OXP directly.&lt;br /&gt;
* Removed the station equipmentPriceFactor from equipment price calculations, to avoid the loophole of buying equipment at the main station and selling it at a Rock Hermit for massive profits.&lt;br /&gt;
* Fixed bug with armour damage-point calculations that was preventing any damage to equipment from taking place until armour was mostly gone.&lt;br /&gt;
* Prevented smuggling compartments from being stored.&lt;br /&gt;
* Added some additional role translations.&lt;br /&gt;
* Changed &amp;quot;==&amp;quot; comparisons to &amp;quot;===&amp;quot; for performance improvements.&lt;br /&gt;
* Equipment refund price set to 85% of original price.&lt;br /&gt;
* Turned off free upgrades, turned on equipment installation time.&lt;br /&gt;
* Added SniperLock equipment to ignore list.&lt;br /&gt;
&lt;br /&gt;
0.2.0&lt;br /&gt;
* Added new equipment configuration item &amp;quot;Boosters&amp;quot; which give a boost to engines and thrusters (allowing your ship to reach higher speeds), but also generate cabin heat.&lt;br /&gt;
* Now compatible with Ngalo's NShields and NPC Equipment Damage OXP's.&lt;br /&gt;
* Fixed issue where buying a new ship was not resetting the stored equipment values on the configuration display.&lt;br /&gt;
* Adjusted the weights of the electrical buses.&lt;br /&gt;
* NPC fuel injectors now won't be upgraded if the auto-weapons routine didn't install them in the first place.&lt;br /&gt;
* Added equipment items from Solar Harvester OXP and Single-Use Witchdrive OXP.&lt;br /&gt;
* Improved the equipment space calculation, so that ships with more than 35t of cargo space will get at least 20t of equipment space, plus some extra.&lt;br /&gt;
* Added means by which non-standard primary roles can be translated into core roles so that appropriate equipment is applied to each ship, rather than just the default equipment.&lt;br /&gt;
* Added some additional equipment space exceptions.&lt;br /&gt;
* Added some additional zoom factors for various ship types.&lt;br /&gt;
* Turned off debug messages.&lt;br /&gt;
* Adjustments to code design to allow for NPC equipment failure.&lt;br /&gt;
* Bug fixes.&lt;br /&gt;
&lt;br /&gt;
0.1.3&lt;br /&gt;
* Further adjustments to Separated Lasers and Sniper Gun space and weight amounts as supplied by Norby.&lt;br /&gt;
* Added more NPC config possibilities.&lt;br /&gt;
* Removed the &amp;quot;playerRescuedEscapePod&amp;quot; event, because it wasn't firing when I thought it would anyway.&lt;br /&gt;
* Fixed spelling mistake on F3 screen description.&lt;br /&gt;
* Added ability to allow third party OXP equipment to add their own heat delta value into the cabin heat calculation when in operation.&lt;br /&gt;
* Added witchdrive jump heat buildup to heat calculations.&lt;br /&gt;
&lt;br /&gt;
0.1.2&lt;br /&gt;
* Fixed issue with cabin temp when heat shield is damaged.&lt;br /&gt;
* Adjusted &amp;quot;Separated Lasers&amp;quot; weight values.&lt;br /&gt;
* Fixed issue with ships that have 0 cargo (eg Asp) attempting to be given EQ_EQUIPSPACE_0.&lt;br /&gt;
* Fixed issue with &amp;quot;thrust&amp;quot; not being set along with &amp;quot;maxThrust&amp;quot;.&lt;br /&gt;
* Fixed issue with JS objects not being available when player ejects.&lt;br /&gt;
&lt;br /&gt;
0.1.1&lt;br /&gt;
* Added some additional equipment items to the &amp;quot;No equipment space&amp;quot; list.&lt;br /&gt;
* Added equipment items from Separated Lasers, Multiple Lasers, Sniper Gun, Trail Detector, Tionisla Reporter, Headlights, FarPlanets.&lt;br /&gt;
* Configured the heat sink and the breakable torus drive entity to not get ship configuration.&lt;br /&gt;
* Adding in missing JS file for the breakable torus drive.&lt;br /&gt;
* Fixed issue with the cleanup routine for heatsinks causing a Javascript error.&lt;br /&gt;
* Added missing &amp;quot;;&amp;quot; in shipdata.plist.&lt;br /&gt;
* Code improvements.&lt;br /&gt;
&lt;br /&gt;
0.1.0&lt;br /&gt;
* Fixed display issues on config screen where one header line was being overwritten.&lt;br /&gt;
* Fixed NPC shield mechanics.&lt;br /&gt;
* Added a flag to allow use of previous NPC config setup, based on role inclusion. To switch back to using role inclusion, set &amp;quot;this._useExclusions = false&amp;quot; in &amp;quot;shipconfig_npc.js&amp;quot;.&lt;br /&gt;
* Selling damaged equipment items will now only refund half the cost of the item.&lt;br /&gt;
* Added bus overload chance to ship configuration screen.&lt;br /&gt;
* Included fuel injector class level in bus overload calculation, as they use the engines electrical bus.&lt;br /&gt;
* Added bus overload factor to temperature calculation.&lt;br /&gt;
* Added additional energy bank options, now going up to 25 banks.&lt;br /&gt;
* Rebalanced energy bank power couplings, reducing the number of classes to 8 (approx 3 banks per coupling level).&lt;br /&gt;
* Updated space/weight definition for Missile Machine from Armoury.oxp to better reflect what this device is.&lt;br /&gt;
* Tweaked TL availability for Class 4 Hyperdrives.&lt;br /&gt;
&lt;br /&gt;
0.0.13&lt;br /&gt;
* Fixes to NPC equipment routines and heat sink parameter location for consistency with player and NPC ships.&lt;br /&gt;
&lt;br /&gt;
0.0.12&lt;br /&gt;
* Config is now applied to all ships, including ones with &amp;quot;auto_weapons&amp;quot; set to false. Config can be switched off for a ship by adding a &amp;quot;no_config = 'yes'&amp;quot; to the script info for a ship.&lt;br /&gt;
* Laser use, laser strikes, fuel injector use and cloaking device use will now heat up the cabin, which applies to NPC's as well. New equipment &amp;quot;Heat Sinks&amp;quot; allow for a percentage of cabin temperature to be dumped.&lt;br /&gt;
* Added 7 classes of armour that will absorb damage before equipment. If IronHide armour or HardShips armour is installed, Ship Configuration armour items will not be available.&lt;br /&gt;
* Added integration with Custom Shields and NPC Shields.&lt;br /&gt;
* Fixed spelling mistake on &amp;quot;Equipment Specification&amp;quot; screen.&lt;br /&gt;
* Adjusted space/weight requirements for gravity scanners and small and large dishes, from Telescope OXP, based on descriptions.&lt;br /&gt;
* Moved most static text to descriptions.plist.&lt;br /&gt;
* Fixed missing variable declaration in bus overload code.&lt;br /&gt;
* Fixed issue on configuration screen where incorrect text was being displayed when no fuel injectors or heat shields were installed.&lt;br /&gt;
* Removed all the &amp;quot;EQ_*_REPAIR&amp;quot; items from equipment.plist, as I figured out how to make the core repair items display properly.&lt;br /&gt;
* Fixed issue with &amp;quot;getCargoCapacity&amp;quot; routine, which would return a &amp;quot;NaN&amp;quot; value for some ships.&lt;br /&gt;
* Fixed issue with &amp;quot;Unknown escape code in string&amp;quot; errors appearing in log file.&lt;br /&gt;
* Configured NPC equipment system, and created templates for most roles.&lt;br /&gt;
* Further fixes to the issue where equipment items that take up cargo space were throwing out the available space calculations.&lt;br /&gt;
* Updated screenID's to enable BGS background sounds.&lt;br /&gt;
* Cleaned up sound function to avoid the need to check for BGS.&lt;br /&gt;
* Updated check for &amp;quot;Allow Big GUI&amp;quot;.&lt;br /&gt;
* Toned down overlay images.&lt;br /&gt;
* Code refactoring.&lt;br /&gt;
&lt;br /&gt;
0.0.11&lt;br /&gt;
* Fixed Java script bug when dumping cargo.&lt;br /&gt;
* Added police roles to NPC list.&lt;br /&gt;
* Fixed spelling mistake for the heat shield when applying base equipment.&lt;br /&gt;
* Fixed issue where equipment items that take cargo space were incorrectly adjusting the maximum cargo space available for equipment.&lt;br /&gt;
* Added hyperdrive names, courtesy of Redspear.&lt;br /&gt;
* Added passenger berth equipment item to matrix (although it isn't necessary now that the bugs above have been fixed).&lt;br /&gt;
* Damaged core items now appear red on the Ship Configuration main menu.&lt;br /&gt;
* Code refactoring and cleanup.&lt;br /&gt;
&lt;br /&gt;
0.0.10&lt;br /&gt;
* Fixed issue with equipment space overload status showing with &amp;quot;0t&amp;quot; used cargo space.&lt;br /&gt;
* Fixed issue where, after purchasing class 3 or above fuel injectors or heat shields, then saving and loading the game, class 2 items would also be installed.&lt;br /&gt;
* Fixed issue where cargo space was being returned to the player after a save/load sequence.&lt;br /&gt;
&lt;br /&gt;
0.0.9&lt;br /&gt;
* Added more plumbing for doing specific NPC role configurations.&lt;br /&gt;
* Reworked the power to weight ratios to make larger ships harder to move, and smaller ships easier to move. So you can still put everything into an Anaconda, but you won't turn it into a Cobra.&lt;br /&gt;
* Fixed issue with adding default equipment, where the calculation for the engine power coupling was in some situations returning invalid configurations.&lt;br /&gt;
&lt;br /&gt;
0.0.8&lt;br /&gt;
* Fixed bug in $addEquipmentDataFromScriptInfo routine that was applying equipment weight value from script_info to equipment space and overwriting whatever had been entered for space.&lt;br /&gt;
* Fixed issue where some Cobra Mark III models have a different mass.&lt;br /&gt;
* Fixed issue with Ship Respray, where cargo space was disappearing when a respray was purchased.&lt;br /&gt;
* Added current class levels to main menu items to make current installed items more visible.&lt;br /&gt;
&lt;br /&gt;
0.0.7&lt;br /&gt;
* In an &amp;quot;overloaded&amp;quot; state, you can now switch between selling equipment and changing configuration in order to free up space.&lt;br /&gt;
* Fixed issue with the installed equipment list, where player ships with no missiles defined was causing an error.&lt;br /&gt;
* Fixed issue where you could install a much lower power coupling regardless of the equipment attached to it.&lt;br /&gt;
* Adjusted layout of interface screen.&lt;br /&gt;
* Adjusted position of &amp;quot;Ship Configuration&amp;quot; item on F3 screen so that fuel will come before it.&lt;br /&gt;
* Adjusted the thruster percentages to give them more range.&lt;br /&gt;
&lt;br /&gt;
0.0.6&lt;br /&gt;
* Fixed issue where NPC's were not getting adjustments applied, and where occasionally the wrong piece of kit was showing up on the player.&lt;br /&gt;
* Changed minimum techlevel for doing configuration changes to 2, so you can't do config changes at Rock Hermits.&lt;br /&gt;
* Fixed incorrect text on repair item for breakable torus drive.&lt;br /&gt;
* Code refactoring.&lt;br /&gt;
&lt;br /&gt;
0.0.5&lt;br /&gt;
* Added equipment items from &amp;quot;Laser Cannons&amp;quot;.&lt;br /&gt;
* Added better checking for unknown lasers.&lt;br /&gt;
&lt;br /&gt;
0.0.4&lt;br /&gt;
* Really fixed the energy draining away issue.&lt;br /&gt;
&lt;br /&gt;
0.0.3&lt;br /&gt;
* Disabled the &amp;quot;overheating engine&amp;quot; code as it wasn't working as intended.&lt;br /&gt;
* Fixed issue (hopefully this time for sure!) where energy was being drained away.&lt;br /&gt;
* Fixed issue (hopefully) with being able to purchase multiple items of the same type.&lt;br /&gt;
* Adjusted engine upgrade speed values.&lt;br /&gt;
* Fixed missing &amp;quot;;&amp;quot; in shipdata.plist.&lt;br /&gt;
&lt;br /&gt;
0.0.2&lt;br /&gt;
* Price of upgrades now scaled to ship size (so an engine upgrade for a Boa costs more than an engine upgrade for a Transporter).&lt;br /&gt;
* Changed layout of ship config screen to be more intuitive.&lt;br /&gt;
* Added a flag to make all upgrades free during testing period.&lt;br /&gt;
* Fixed issue (hopefully!) where energy was being drained away on launch.&lt;br /&gt;
* Adjusted thrust and speed values for engine upgrades to be more noticeable.&lt;br /&gt;
* When cargo is removed to make space for equipment, it will now be sold, rather than just removed.&lt;br /&gt;
* Changed power-to-weight ratio for Transporters.&lt;br /&gt;
* Changed shield upgrades to be in multiples of 64.&lt;br /&gt;
* Changed Class 4 hyperdrive spin time to 5 seconds.&lt;br /&gt;
* Moved salvaged equipment (from Anarchies OXP) into the ignore list, as these items are removed on purchase anyway.&lt;br /&gt;
* IF BGS is in use, now using the BGS hull bang noise when damage occurs.&lt;br /&gt;
* Added logic to cool engines down if you've run them in overload for a period of time.&lt;br /&gt;
* Bug fixes.&lt;br /&gt;
* Code refactoring.&lt;br /&gt;
&lt;br /&gt;
0.0.1&lt;br /&gt;
* Initial Alpha release&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
=== Other Ship Customisation OXPs ===&lt;br /&gt;
==== Retexturing ====&lt;br /&gt;
*[[Respray for Griffs]] Capt Murphy's original Respray oxp (2012)&lt;br /&gt;
*[[Ship Respray OXP]] by Phkb&lt;br /&gt;
*[[Decal]] by Griff&lt;br /&gt;
*[[:Category:Retextures OXPs]] - explanation of regular/alternate/replacement ship retexture oxp's&lt;br /&gt;
==== Ship Configuration ====&lt;br /&gt;
*[[Stranger's Set]] includes Stranger's simpler version of Ship Configuration OXP&lt;br /&gt;
*[[SOTL Altmap]] is cim's original OXP/alternative scenario which introduced Ship Configuration&lt;br /&gt;
&lt;br /&gt;
== Quick Facts ==&lt;br /&gt;
{{OXPLevel|3}}{{IconOXP|ooVersion=&amp;quot;1.82&amp;quot;|oxpCPU=&amp;quot;Average&amp;quot;|oxpMEM=&amp;quot;Average&amp;quot;|oxpGPU=&amp;quot;Low&amp;quot;|oxpIsAPI=true|oxpIsDocumented=true|oxpIsConfigurable=true}}&lt;br /&gt;
[[Image:IconLib.png|48px|right|link=Library OXP|alt=Config options available through 'Library']]&lt;br /&gt;
{{Infobox OXPb| title = ShipConfiguration.oxz&lt;br /&gt;
|version = 1.5.5&lt;br /&gt;
|release = 2026-05-11&lt;br /&gt;
|license = CC BY-NC-SA 3.0&lt;br /&gt;
|features = Ship customisation, equipment&lt;br /&gt;
|category = Mechanics OXPs&lt;br /&gt;
|author = [[User:phkb|phkb]]&lt;br /&gt;
|feedback = [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=17842 Oolite BB]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay and Balance indicator ==&lt;br /&gt;
[[File:Tag-colour-red.png]]&lt;/div&gt;</summary>
		<author><name>Phkb</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=File:ShipConfiguration.oxz&amp;diff=88717</id>
		<title>File:ShipConfiguration.oxz</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=File:ShipConfiguration.oxz&amp;diff=88717"/>
		<updated>2026-05-11T12:25:19Z</updated>

		<summary type="html">&lt;p&gt;Phkb: Phkb uploaded a new version of File:ShipConfiguration.oxz&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Version 0.1.0&lt;/div&gt;</summary>
		<author><name>Phkb</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Talk:NPB_Neutralizer_OXZ&amp;diff=88714</id>
		<title>Talk:NPB Neutralizer OXZ</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Talk:NPB_Neutralizer_OXZ&amp;diff=88714"/>
		<updated>2026-05-11T07:14:45Z</updated>

		<summary type="html">&lt;p&gt;Phkb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some points:&lt;br /&gt;
* Getting a &amp;quot;kill&amp;quot; using this weapon won't count for most mission OXP's - you will still need to keep firing until the ship is destroyed.&lt;br /&gt;
* Every weapon will end up working as an NPB Neutralizer, as long as you have one installed, as the code doesn't check which view is being used and what weapon is installed there.&lt;br /&gt;
* Info says you need to be clean, but code doesn't prevent an Offender/Fugitive install.&lt;br /&gt;
* Info also says Police have these retro fitted, but there's no code granting it specifically to police ships, and &amp;quot;available_to_NPCs = false;&amp;quot; in the equipment.plist&lt;br /&gt;
* Given the uber-ness of this weapon, I'm curious as to why you've rated it &amp;quot;Neutral&amp;quot;. I think this should be &amp;quot;Some bias in the players favour/Makes the game a little easier&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
phkb&lt;/div&gt;</summary>
		<author><name>Phkb</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Talk:NPB_Neutralizer_OXZ&amp;diff=88713</id>
		<title>Talk:NPB Neutralizer OXZ</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Talk:NPB_Neutralizer_OXZ&amp;diff=88713"/>
		<updated>2026-05-11T07:14:29Z</updated>

		<summary type="html">&lt;p&gt;Phkb: Created page with &amp;quot;Some points: - Getting a &amp;quot;kill&amp;quot; using this weapon won't count for most mission OXP's - you will still need to keep firing until the ship is destroyed. - Every weapon will end...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some points:&lt;br /&gt;
- Getting a &amp;quot;kill&amp;quot; using this weapon won't count for most mission OXP's - you will still need to keep firing until the ship is destroyed.&lt;br /&gt;
- Every weapon will end up working as an NPB Neutralizer, as long as you have one installed, as the code doesn't check which view is being used and what weapon is installed there.&lt;br /&gt;
- Info says you need to be clean, but code doesn't prevent an Offender/Fugitive install.&lt;br /&gt;
- Info also says Police have these retro fitted, but there's no code granting it specifically to police ships, and &amp;quot;available_to_NPCs = false;&amp;quot; in the equipment.plist&lt;br /&gt;
- Given the uber-ness of this weapon, I'm curious as to why you've rated it &amp;quot;Neutral&amp;quot;. I think this should be &amp;quot;Some bias in the players favour/Makes the game a little easier&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
phkb&lt;/div&gt;</summary>
		<author><name>Phkb</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=File:LoadoutByCategory_190.oxz&amp;diff=88712</id>
		<title>File:LoadoutByCategory 190.oxz</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=File:LoadoutByCategory_190.oxz&amp;diff=88712"/>
		<updated>2026-05-11T05:10:53Z</updated>

		<summary type="html">&lt;p&gt;Phkb: Phkb uploaded a new version of File:LoadoutByCategory 190.oxz&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Phkb</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=File:LoadoutByCategory.oxz&amp;diff=88711</id>
		<title>File:LoadoutByCategory.oxz</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=File:LoadoutByCategory.oxz&amp;diff=88711"/>
		<updated>2026-05-11T05:10:38Z</updated>

		<summary type="html">&lt;p&gt;Phkb: Phkb uploaded a new version of File:LoadoutByCategory.oxz&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Phkb</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=New_Cargoes&amp;diff=88700</id>
		<title>New Cargoes</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=New_Cargoes&amp;diff=88700"/>
		<updated>2026-05-11T02:00:45Z</updated>

		<summary type="html">&lt;p&gt;Phkb: /* Change log */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:New_Cargoes.png|thumb|600px|right|The specialist market is found on the F4 ship/station interface]]&lt;br /&gt;
New Cargoes adds over 100 new trade goods to the 8 galaxies. Each new good is a more specific variety of one of the generic cargoes: valuable to the right buyer, largely worthless otherwise. &lt;br /&gt;
&lt;br /&gt;
In addition, a variety of new short-lived trading opportunities are available (you need TraderNet for these).&lt;br /&gt;
&lt;br /&gt;
New Cargoes was designed to allow other OXPs to add cargoes, traders, and events to the universe as a framework, in addition to the cargoes and opportunities including in New Cargoes itself.&lt;br /&gt;
&lt;br /&gt;
== Why? ==&lt;br /&gt;
[[File:New Cargoes icon.png|right]]&lt;br /&gt;
{{QuoteText|Text=I really enjoy the variety and deepness New Cargoes gives to the game.|Source=([https://bb.oolite.space/viewtopic.php?p=192210#p192210 Spara])}}&lt;br /&gt;
&lt;br /&gt;
One of the things that slightly disappointed me about the original Elite was that you couldn't really follow in the footsteps of the fictional traders. There's a bit in the [[Dark Wheel]] where Alex Ryder is at Xezaor looking for cargo, notices that Durassion ore is available at a good price, and might sell well at Lave. But it's a long journey, and the travel would be worthless if a better deposit was found. He decides it's too risky and looks elsewhere. Later fiction has continued much the same idea that your basic Agri-Ind pair of planets won't generally cover a trader's expenses, and so longer and riskier trade routes develop.&lt;br /&gt;
&lt;br /&gt;
In Elite, though, you could only buy general Minerals. And even if Xezaor has minerals at a good price, there's probably somewhere much closer than Lave to sell them for profit. Oolite - while a little more flexible in the cargo department - has much the same limitations ... but is extensible enough to work around them.&lt;br /&gt;
&lt;br /&gt;
So, introducing the New Cargoes OXP. Any cargo you can imagine - provided it can reasonably be described under one of the 14 generic headings of 1TC cargo - can be offered for sale at some main stations and some OXP stations, and be sold for profit at others. Market collapses and variation are included, so the trading involves a degree of risk. Any OXP can define cargo and other functionality for the New Cargoes framework&lt;br /&gt;
&lt;br /&gt;
==Installation==&lt;br /&gt;
*Downloadable through the in-game [[Expansions Manager]]&lt;br /&gt;
*The current version of New Cargoes is 2.2 [[Media:NewCargoes_2.2.oxz|NewCargoes_2.2.oxz]]&lt;br /&gt;
&lt;br /&gt;
*The previous version of New Cargoes is 1.2.3. [http://cim.sotl.org.uk/games/files/oolite/New_Cargoes_1.2.3.oxz Download 1.2.3] and install in the usual way. This moves access to the New Cargoes trading to the new Interfaces screen (F4)&lt;br /&gt;
&lt;br /&gt;
===Other OXPs===&lt;br /&gt;
*[[Famous Planets]] gives much of the F7 screen information which provides the clues for which systems export or require the various &amp;quot;new cargoes&amp;quot;.&lt;br /&gt;
*[[SothisTC|Sothis.oxp &amp;amp; SothisTC.oxp]] combined provide Sothis orbital stations in Corporate States only where one can read TraderNet for free and where there are more market opportunities for New Cargoes goods.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Other OXPs that affect cargo handling are compatible with New Cargoes.&lt;br /&gt;
* [[HyperCargo_OXP|HyperCargo]], if installed, should be at least version 1.07. If you take an open contract, you should take care to avoid placing the open contract's cargo in the HyperCargo at any time, as you may lose it if you do.&lt;br /&gt;
* [[Illegal_Goods_Tweak_OXP|Illegal Goods Tweak]], if installed, should be at least version 1.7&lt;br /&gt;
&lt;br /&gt;
Warning: [[Smugglers]] is incompatible with New Cargoes (they both involve licenses for regionally banned goods, and New Cargoes was never updated to the Trade-goods.plist, leading to issues with illegality). Version 2.0 is now compatible with Smugglers.&lt;br /&gt;
&lt;br /&gt;
[[File:NewCargoes Digebiti.png|thumb|right|600px|TraderNet newsflash]]&lt;br /&gt;
[[File:NewCargoes - Budget Tourists.png|thumb|right|600px|TraderNet &amp;quot;Know your goods&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Using New Cargoes==&lt;br /&gt;
Once New Cargoes is installed, load your saved game or start a new one. If this is the first time you have loaded the game since installing or upgrading New Cargoes, you should wait a couple of seconds before continuing, to ensure that all New Cargoes data is initialised properly.&lt;br /&gt;
&lt;br /&gt;
*'''In current versions''': At any supported station, press F4 to bring up the Interface screen, then select &amp;quot;Speciality Cargo Trading&amp;quot; from the &amp;quot;Commerce&amp;quot; category.&lt;br /&gt;
*'''In version 1.1.0 or earlier''': At a main station, press F8 three times to get to the New Cargoes trade interface. At a supported non-main station, press F2 then F8 instead. When you have finished, select &amp;quot;Exit specialist cargo trading&amp;quot; to return to your ship.&lt;br /&gt;
&lt;br /&gt;
===Buying and selling cargo===&lt;br /&gt;
&lt;br /&gt;
Your first option allows you to buy special cargo from the station's&lt;br /&gt;
market. This will be available in moderate quantities for a set price,&lt;br /&gt;
similar to the standard trade goods. As usual, you must have room in&lt;br /&gt;
your hold and enough credits on hand to buy the cargo. It will then&lt;br /&gt;
appear on your ship's manifest as 1TC of the appropriate generic cargo&lt;br /&gt;
type. For instance, if you buy &amp;quot;Goat Soup&amp;quot;, it will appear as &amp;quot;Food&amp;quot;&lt;br /&gt;
on your manifest.&lt;br /&gt;
&lt;br /&gt;
The second option allows you to sell carried cargo to buyers at the&lt;br /&gt;
station. Again, the price is set automatically for this service. Make&lt;br /&gt;
sure you sell special cargo in this way rather than through the&lt;br /&gt;
general F8 screen, or you will make a significant loss.&lt;br /&gt;
&lt;br /&gt;
The trick, of course, is to buy the cargo cheaply at a system where it&lt;br /&gt;
is plentiful, and then take it to sell for massive profits at a system&lt;br /&gt;
where it is rare but desired. For most goods there will only be a&lt;br /&gt;
small number of systems in each galaxy that really want to buy them.&lt;br /&gt;
&lt;br /&gt;
===Gathering trade route information===&lt;br /&gt;
&lt;br /&gt;
The third option tells you the exports and imports of the current system, and then takes you to the trader bars to gather&lt;br /&gt;
gossip about other systems. Traders are sometimes happy to chat about their recent&lt;br /&gt;
successes and failures, and intentionally giving misinformation is&lt;br /&gt;
rare. Do remember, however, that just because one trader made a&lt;br /&gt;
massive profit taking cargo from A to B doesn't mean you'll&lt;br /&gt;
automatically be able to do the same. Try to confirm any information&lt;br /&gt;
you pick up here before acting on it.&lt;br /&gt;
&lt;br /&gt;
===Trade deals===&lt;br /&gt;
&lt;br /&gt;
The fourth option takes you to the trade floor. In most main stations&lt;br /&gt;
there will be someone here offering a more interesting deal - an&lt;br /&gt;
auction, a special contract, a permit to legally carry controlled&lt;br /&gt;
goods, or something else. Be careful, as not everyone here will have&lt;br /&gt;
your best interests in mind. Make sure that you can fulfil your side&lt;br /&gt;
of the deal before signing any agreements.&lt;br /&gt;
&lt;br /&gt;
===Detailed manifest===&lt;br /&gt;
&lt;br /&gt;
The fifth option shows your manifest in more detail, on multiple pages&lt;br /&gt;
if needed. The origin of goods you have collected will be shown to aid&lt;br /&gt;
your memory and help you assess your profit margins.&lt;br /&gt;
&lt;br /&gt;
===Contracts and permits===&lt;br /&gt;
&lt;br /&gt;
The sixth option shows you details of the contracts you have entered&lt;br /&gt;
into, any permits you are carrying, and any special regulations&lt;br /&gt;
applying to trade in this system.&lt;br /&gt;
&lt;br /&gt;
===TraderNet===&lt;br /&gt;
&lt;br /&gt;
If you have bought a TraderNet subscription, you can view recent TraderNet bulletins with the seventh option. These contain information on places to buy and sell trade goods, upcoming events, and regional fluctuations in prices. Spara's [[SothisTC]] variant station allows free access to TraderNet (requires you to modify the SothisTC oxp).&lt;br /&gt;
&lt;br /&gt;
==How to trade well==&lt;br /&gt;
&lt;br /&gt;
The concise summary:&lt;br /&gt;
* Look at as many sources of information as you can about trade goods, and look for patterns in what can be bought and sold where. Have Famous Planets OXP loaded.&lt;br /&gt;
* Plan your route in advance. If you don't have a full hold, maybe there's a short detour that would be profitable on the way.&lt;br /&gt;
* Get a TraderNet subscription (from the shipyard), and keep it renewed. If you hear about something nearby, act quickly.&lt;br /&gt;
&lt;br /&gt;
[[New_Cargoes_Trading_Advice|Transcript of the introductory lecture in the &amp;quot;advanced trading&amp;quot; course]] at Lave Academy.&lt;br /&gt;
&lt;br /&gt;
==Difficulty==&lt;br /&gt;
&lt;br /&gt;
If you choose to trade mostly or exclusively in new cargoes,&lt;br /&gt;
then making a trading profit will become much less reliable (though&lt;br /&gt;
there are higher profits when you succeed), and may require you to&lt;br /&gt;
travel through more dangerous systems.&lt;br /&gt;
&lt;br /&gt;
Also, New Cargoes makes some OXP stations - the ones which are most friendly to GalCop - use GalCop's rules for import and export of illegal goods. This can surprise you even if you aren't carrying new cargoes, so be careful.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==New Cargoes for OXP writers==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;New Cargoes provides a flexible framework for other OXPs to add extra cargoes and trade opportunities. See the [[NewCargoesAPI|New Cargoes API reference]] for more information&amp;quot; (Cim, 2013).&lt;br /&gt;
&lt;br /&gt;
Sadly, New Cargoes was written ''before'' the introduction of the [[Trade-goods.plist]] with Oolite v.1.81, and never updated for it, so its utility in this regard is now somewhat spotty (Cholmondeley 2021). Version 2.0 now works with the current versions of Oolite.&lt;br /&gt;
&lt;br /&gt;
=== Disclaimer ===&lt;br /&gt;
&amp;quot;There are a few oxp's which I haven't maintained recently and probably don't work particularly well with the core changes since I wrote them. New Cargoes especially needs a ground-up rewrite to use the new commodity features (in the new Trade-goods.plist) properly (from https://cim.sotl.org.uk/games/)&amp;quot; (Cim 2015). One supposes that ideally it would work through the F8/F8F8 screens rather than the F4 screen!&lt;br /&gt;
&lt;br /&gt;
=== Comment ===&lt;br /&gt;
{{QuoteText|Text=New Cargoes attempts to rework all the legal/illegal configuration by turning everything legal at base, and then applying legal penalties via code, essentially bypassing the core game code. It is not certain that the method used to nullify the illegal goods actually works, which means you could be double-pinged for any infringement.&lt;br /&gt;
&lt;br /&gt;
And this is also one of the main reasons New Cargoes is incompatible with Phkb's [[Smugglers - The Galactic Underworld|Smugglers OXP]], which is making goods illegal left, right and centre.|Source=([https://bb.oolite.space/viewtopic.php?p=280346#p280346 Phkb (2021)])}}&lt;br /&gt;
&lt;br /&gt;
==Change log==&lt;br /&gt;
* 2.2:   Added &amp;quot;[[New Cargoes Trading Advice]]&amp;quot; to the [[Ship's Library]] (if installed)&lt;br /&gt;
* 2.1:   Fixed issue where F4 interface was not being added to the current station in all situations.&lt;br /&gt;
* 2.0:   Updated to work with current versions of Oolite.&lt;br /&gt;
&lt;br /&gt;
* 1.2.3: Fix bugs with save/load of regional data and pricing of fetch contracts. Thanks to Solonar and Keeper for reports.&lt;br /&gt;
* 1.2.2: Fix serious bug with losing cargo on launch. Thanks to Solonar for patient diagnosis.&lt;br /&gt;
* 1.2.1: Fix bug with permits&lt;br /&gt;
* 1.2.0: Oolite 1.77 required. Move access to the Interfaces screen. Some internal improvements, and a few more trade routes.&lt;br /&gt;
* 1.1.0: Removed Snoopers dependency, some interface improvements suggested by JazHaz, by popular demand introduced a few easier ways to find out where trade goods can be exported and imported at a decent profit, and made import prices slightly more generous.&lt;br /&gt;
* 1.0.6: Fix bugs with the handling of permits, Kiota stations, and open contracts found by Capt. Murphy, BuggyBY and XLA &lt;br /&gt;
* 1.0.5: Fix bug with world script startup order found by Eric Walch.&lt;br /&gt;
* 1.0.4: Fix bugs with Ore Processor and with open contracts; thanks to Wardy and BuggyBY&lt;br /&gt;
* 1.0.3: Fix bug with import/export laws at some OXP stations; add new API functions.&lt;br /&gt;
* 1.0.2: Fix bug with permits and misjumps; thanks to Capt. Murphy for report.&lt;br /&gt;
* 1.0.1: Extra API function for [[HyperCargo_OXP|HyperCargo]] compatibility&lt;br /&gt;
* 1.0.0: Initial release version&lt;br /&gt;
&lt;br /&gt;
==Musings==&lt;br /&gt;
This OXP is truly brilliant!&lt;br /&gt;
&lt;br /&gt;
It makes trading much more complex and realistic. For example, the new cargoes you find can be either cheap local products or more expensive items which have been imported - and you need to work out which! Prices also vary regionally. And the way that it works with the F7 screen (presuming that [[Famous Planets]] is loaded, is super!&lt;br /&gt;
&lt;br /&gt;
It brings some of the [[Lore]] to life.&lt;br /&gt;
&lt;br /&gt;
Sadly, &amp;lt;br&amp;gt;&lt;br /&gt;
1) it is clunky. Needing to shift backwards and forwards between the F4 &amp;amp; F8 screens is not great (one presumes that were thoughts of using the then new F8F8 screen, but they were never implemented). There is no obvious sign on the F8 screen that the new cargo ''is'' a much more expensive &amp;quot;new cargo&amp;quot;. &amp;lt;br&amp;gt;&lt;br /&gt;
2) There are a handful of oddities mentioned on the sector system pages which could do with being included ''eg'': [[Sector1/Digebiti|Digebitian duelling pistols]], [[Sector1/Tionisla|Tionislan hunting crossbows]] &amp;amp; [[Sector1/Lave|Lavese bacons]]. These seem to have originally come from [[The Traders Almanach]] - and there are a handful of others such as the Bemearean walnut wood used for the Fer-de-Lance dashboards.&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
*[[Economics]] (contains Cim's analysis of economics in Oolite)&lt;br /&gt;
*[[Oolite Trading]]&lt;br /&gt;
*[[New_Cargoes_Trading_Advice|Transcript of the introductory lecture in the &amp;quot;advanced trading&amp;quot; course]] at Lave Academy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=11498 Revamping the trade system?] includes Cim's early musings about this OXP (2012)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=18555 Auctions - How can you be at the right place at the right time?] (2017)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=21469 New Cargoes 2.0] Phkb's update - compatible with [[Smugglers]] ''etc''. (2023)&lt;br /&gt;
&lt;br /&gt;
== Relevant OXPs ==&lt;br /&gt;
*[[Famous Planets]] gives useful information on the F7 screen&lt;br /&gt;
*[[Hermitage]] links in with this OXP&lt;br /&gt;
*[[Riredi OXP]] adds in to this OXP&lt;br /&gt;
*[[Tianve OXP]] adds in to this OXP&lt;br /&gt;
&lt;br /&gt;
== Gameplay and Balance Indicator ==&lt;br /&gt;
{{OXPLevel|1}}&lt;br /&gt;
[[File:Tag-colour-orange.png|right]]&lt;br /&gt;
Trade becomes much more complex (and realistic).&lt;br /&gt;
&lt;br /&gt;
==Quick Facts==&lt;br /&gt;
{{Infobox OXPb| title = New Cargoes&lt;br /&gt;
|version = 2.2&lt;br /&gt;
|release = 2026-05-11&lt;br /&gt;
|features = New cargoes and trade contracts&lt;br /&gt;
|license = CC-BY-SA 3&lt;br /&gt;
|category = Mechanics OXPs&lt;br /&gt;
|author = [[User:cim|cim]]&lt;br /&gt;
|download = [[#Download|See Download]]&lt;br /&gt;
|feedback = [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=11519 BB-Link (v1.2.3)] [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=21469 BB-Link (v2.0)]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:The Dark Wheel]]&lt;/div&gt;</summary>
		<author><name>Phkb</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=New_Cargoes&amp;diff=88699</id>
		<title>New Cargoes</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=New_Cargoes&amp;diff=88699"/>
		<updated>2026-05-11T01:59:28Z</updated>

		<summary type="html">&lt;p&gt;Phkb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:New_Cargoes.png|thumb|600px|right|The specialist market is found on the F4 ship/station interface]]&lt;br /&gt;
New Cargoes adds over 100 new trade goods to the 8 galaxies. Each new good is a more specific variety of one of the generic cargoes: valuable to the right buyer, largely worthless otherwise. &lt;br /&gt;
&lt;br /&gt;
In addition, a variety of new short-lived trading opportunities are available (you need TraderNet for these).&lt;br /&gt;
&lt;br /&gt;
New Cargoes was designed to allow other OXPs to add cargoes, traders, and events to the universe as a framework, in addition to the cargoes and opportunities including in New Cargoes itself.&lt;br /&gt;
&lt;br /&gt;
== Why? ==&lt;br /&gt;
[[File:New Cargoes icon.png|right]]&lt;br /&gt;
{{QuoteText|Text=I really enjoy the variety and deepness New Cargoes gives to the game.|Source=([https://bb.oolite.space/viewtopic.php?p=192210#p192210 Spara])}}&lt;br /&gt;
&lt;br /&gt;
One of the things that slightly disappointed me about the original Elite was that you couldn't really follow in the footsteps of the fictional traders. There's a bit in the [[Dark Wheel]] where Alex Ryder is at Xezaor looking for cargo, notices that Durassion ore is available at a good price, and might sell well at Lave. But it's a long journey, and the travel would be worthless if a better deposit was found. He decides it's too risky and looks elsewhere. Later fiction has continued much the same idea that your basic Agri-Ind pair of planets won't generally cover a trader's expenses, and so longer and riskier trade routes develop.&lt;br /&gt;
&lt;br /&gt;
In Elite, though, you could only buy general Minerals. And even if Xezaor has minerals at a good price, there's probably somewhere much closer than Lave to sell them for profit. Oolite - while a little more flexible in the cargo department - has much the same limitations ... but is extensible enough to work around them.&lt;br /&gt;
&lt;br /&gt;
So, introducing the New Cargoes OXP. Any cargo you can imagine - provided it can reasonably be described under one of the 14 generic headings of 1TC cargo - can be offered for sale at some main stations and some OXP stations, and be sold for profit at others. Market collapses and variation are included, so the trading involves a degree of risk. Any OXP can define cargo and other functionality for the New Cargoes framework&lt;br /&gt;
&lt;br /&gt;
==Installation==&lt;br /&gt;
*Downloadable through the in-game [[Expansions Manager]]&lt;br /&gt;
*The current version of New Cargoes is 2.2 [[Media:NewCargoes_2.2.oxz|NewCargoes_2.2.oxz]]&lt;br /&gt;
&lt;br /&gt;
*The previous version of New Cargoes is 1.2.3. [http://cim.sotl.org.uk/games/files/oolite/New_Cargoes_1.2.3.oxz Download 1.2.3] and install in the usual way. This moves access to the New Cargoes trading to the new Interfaces screen (F4)&lt;br /&gt;
&lt;br /&gt;
===Other OXPs===&lt;br /&gt;
*[[Famous Planets]] gives much of the F7 screen information which provides the clues for which systems export or require the various &amp;quot;new cargoes&amp;quot;.&lt;br /&gt;
*[[SothisTC|Sothis.oxp &amp;amp; SothisTC.oxp]] combined provide Sothis orbital stations in Corporate States only where one can read TraderNet for free and where there are more market opportunities for New Cargoes goods.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Other OXPs that affect cargo handling are compatible with New Cargoes.&lt;br /&gt;
* [[HyperCargo_OXP|HyperCargo]], if installed, should be at least version 1.07. If you take an open contract, you should take care to avoid placing the open contract's cargo in the HyperCargo at any time, as you may lose it if you do.&lt;br /&gt;
* [[Illegal_Goods_Tweak_OXP|Illegal Goods Tweak]], if installed, should be at least version 1.7&lt;br /&gt;
&lt;br /&gt;
Warning: [[Smugglers]] is incompatible with New Cargoes (they both involve licenses for regionally banned goods, and New Cargoes was never updated to the Trade-goods.plist, leading to issues with illegality). Version 2.0 is now compatible with Smugglers.&lt;br /&gt;
&lt;br /&gt;
[[File:NewCargoes Digebiti.png|thumb|right|600px|TraderNet newsflash]]&lt;br /&gt;
[[File:NewCargoes - Budget Tourists.png|thumb|right|600px|TraderNet &amp;quot;Know your goods&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Using New Cargoes==&lt;br /&gt;
Once New Cargoes is installed, load your saved game or start a new one. If this is the first time you have loaded the game since installing or upgrading New Cargoes, you should wait a couple of seconds before continuing, to ensure that all New Cargoes data is initialised properly.&lt;br /&gt;
&lt;br /&gt;
*'''In current versions''': At any supported station, press F4 to bring up the Interface screen, then select &amp;quot;Speciality Cargo Trading&amp;quot; from the &amp;quot;Commerce&amp;quot; category.&lt;br /&gt;
*'''In version 1.1.0 or earlier''': At a main station, press F8 three times to get to the New Cargoes trade interface. At a supported non-main station, press F2 then F8 instead. When you have finished, select &amp;quot;Exit specialist cargo trading&amp;quot; to return to your ship.&lt;br /&gt;
&lt;br /&gt;
===Buying and selling cargo===&lt;br /&gt;
&lt;br /&gt;
Your first option allows you to buy special cargo from the station's&lt;br /&gt;
market. This will be available in moderate quantities for a set price,&lt;br /&gt;
similar to the standard trade goods. As usual, you must have room in&lt;br /&gt;
your hold and enough credits on hand to buy the cargo. It will then&lt;br /&gt;
appear on your ship's manifest as 1TC of the appropriate generic cargo&lt;br /&gt;
type. For instance, if you buy &amp;quot;Goat Soup&amp;quot;, it will appear as &amp;quot;Food&amp;quot;&lt;br /&gt;
on your manifest.&lt;br /&gt;
&lt;br /&gt;
The second option allows you to sell carried cargo to buyers at the&lt;br /&gt;
station. Again, the price is set automatically for this service. Make&lt;br /&gt;
sure you sell special cargo in this way rather than through the&lt;br /&gt;
general F8 screen, or you will make a significant loss.&lt;br /&gt;
&lt;br /&gt;
The trick, of course, is to buy the cargo cheaply at a system where it&lt;br /&gt;
is plentiful, and then take it to sell for massive profits at a system&lt;br /&gt;
where it is rare but desired. For most goods there will only be a&lt;br /&gt;
small number of systems in each galaxy that really want to buy them.&lt;br /&gt;
&lt;br /&gt;
===Gathering trade route information===&lt;br /&gt;
&lt;br /&gt;
The third option tells you the exports and imports of the current system, and then takes you to the trader bars to gather&lt;br /&gt;
gossip about other systems. Traders are sometimes happy to chat about their recent&lt;br /&gt;
successes and failures, and intentionally giving misinformation is&lt;br /&gt;
rare. Do remember, however, that just because one trader made a&lt;br /&gt;
massive profit taking cargo from A to B doesn't mean you'll&lt;br /&gt;
automatically be able to do the same. Try to confirm any information&lt;br /&gt;
you pick up here before acting on it.&lt;br /&gt;
&lt;br /&gt;
===Trade deals===&lt;br /&gt;
&lt;br /&gt;
The fourth option takes you to the trade floor. In most main stations&lt;br /&gt;
there will be someone here offering a more interesting deal - an&lt;br /&gt;
auction, a special contract, a permit to legally carry controlled&lt;br /&gt;
goods, or something else. Be careful, as not everyone here will have&lt;br /&gt;
your best interests in mind. Make sure that you can fulfil your side&lt;br /&gt;
of the deal before signing any agreements.&lt;br /&gt;
&lt;br /&gt;
===Detailed manifest===&lt;br /&gt;
&lt;br /&gt;
The fifth option shows your manifest in more detail, on multiple pages&lt;br /&gt;
if needed. The origin of goods you have collected will be shown to aid&lt;br /&gt;
your memory and help you assess your profit margins.&lt;br /&gt;
&lt;br /&gt;
===Contracts and permits===&lt;br /&gt;
&lt;br /&gt;
The sixth option shows you details of the contracts you have entered&lt;br /&gt;
into, any permits you are carrying, and any special regulations&lt;br /&gt;
applying to trade in this system.&lt;br /&gt;
&lt;br /&gt;
===TraderNet===&lt;br /&gt;
&lt;br /&gt;
If you have bought a TraderNet subscription, you can view recent TraderNet bulletins with the seventh option. These contain information on places to buy and sell trade goods, upcoming events, and regional fluctuations in prices. Spara's [[SothisTC]] variant station allows free access to TraderNet (requires you to modify the SothisTC oxp).&lt;br /&gt;
&lt;br /&gt;
==How to trade well==&lt;br /&gt;
&lt;br /&gt;
The concise summary:&lt;br /&gt;
* Look at as many sources of information as you can about trade goods, and look for patterns in what can be bought and sold where. Have Famous Planets OXP loaded.&lt;br /&gt;
* Plan your route in advance. If you don't have a full hold, maybe there's a short detour that would be profitable on the way.&lt;br /&gt;
* Get a TraderNet subscription (from the shipyard), and keep it renewed. If you hear about something nearby, act quickly.&lt;br /&gt;
&lt;br /&gt;
[[New_Cargoes_Trading_Advice|Transcript of the introductory lecture in the &amp;quot;advanced trading&amp;quot; course]] at Lave Academy.&lt;br /&gt;
&lt;br /&gt;
==Difficulty==&lt;br /&gt;
&lt;br /&gt;
If you choose to trade mostly or exclusively in new cargoes,&lt;br /&gt;
then making a trading profit will become much less reliable (though&lt;br /&gt;
there are higher profits when you succeed), and may require you to&lt;br /&gt;
travel through more dangerous systems.&lt;br /&gt;
&lt;br /&gt;
Also, New Cargoes makes some OXP stations - the ones which are most friendly to GalCop - use GalCop's rules for import and export of illegal goods. This can surprise you even if you aren't carrying new cargoes, so be careful.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==New Cargoes for OXP writers==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;New Cargoes provides a flexible framework for other OXPs to add extra cargoes and trade opportunities. See the [[NewCargoesAPI|New Cargoes API reference]] for more information&amp;quot; (Cim, 2013).&lt;br /&gt;
&lt;br /&gt;
Sadly, New Cargoes was written ''before'' the introduction of the [[Trade-goods.plist]] with Oolite v.1.81, and never updated for it, so its utility in this regard is now somewhat spotty (Cholmondeley 2021). Version 2.0 now works with the current versions of Oolite.&lt;br /&gt;
&lt;br /&gt;
=== Disclaimer ===&lt;br /&gt;
&amp;quot;There are a few oxp's which I haven't maintained recently and probably don't work particularly well with the core changes since I wrote them. New Cargoes especially needs a ground-up rewrite to use the new commodity features (in the new Trade-goods.plist) properly (from https://cim.sotl.org.uk/games/)&amp;quot; (Cim 2015). One supposes that ideally it would work through the F8/F8F8 screens rather than the F4 screen!&lt;br /&gt;
&lt;br /&gt;
=== Comment ===&lt;br /&gt;
{{QuoteText|Text=New Cargoes attempts to rework all the legal/illegal configuration by turning everything legal at base, and then applying legal penalties via code, essentially bypassing the core game code. It is not certain that the method used to nullify the illegal goods actually works, which means you could be double-pinged for any infringement.&lt;br /&gt;
&lt;br /&gt;
And this is also one of the main reasons New Cargoes is incompatible with Phkb's [[Smugglers - The Galactic Underworld|Smugglers OXP]], which is making goods illegal left, right and centre.|Source=([https://bb.oolite.space/viewtopic.php?p=280346#p280346 Phkb (2021)])}}&lt;br /&gt;
&lt;br /&gt;
==Change log==&lt;br /&gt;
* 2.2:   Added &amp;quot;New Cargoes Trading Advice&amp;quot; to the Ship's Library (if installed)&lt;br /&gt;
* 2.1:   Fixed issue where F4 interface was not being added to the current station in all situations.&lt;br /&gt;
* 2.0:   Updated to work with current versions of Oolite.&lt;br /&gt;
&lt;br /&gt;
* 1.2.3: Fix bugs with save/load of regional data and pricing of fetch contracts. Thanks to Solonar and Keeper for reports.&lt;br /&gt;
* 1.2.2: Fix serious bug with losing cargo on launch. Thanks to Solonar for patient diagnosis.&lt;br /&gt;
* 1.2.1: Fix bug with permits&lt;br /&gt;
* 1.2.0: Oolite 1.77 required. Move access to the Interfaces screen. Some internal improvements, and a few more trade routes.&lt;br /&gt;
* 1.1.0: Removed Snoopers dependency, some interface improvements suggested by JazHaz, by popular demand introduced a few easier ways to find out where trade goods can be exported and imported at a decent profit, and made import prices slightly more generous.&lt;br /&gt;
* 1.0.6: Fix bugs with the handling of permits, Kiota stations, and open contracts found by Capt. Murphy, BuggyBY and XLA &lt;br /&gt;
* 1.0.5: Fix bug with world script startup order found by Eric Walch.&lt;br /&gt;
* 1.0.4: Fix bugs with Ore Processor and with open contracts; thanks to Wardy and BuggyBY&lt;br /&gt;
* 1.0.3: Fix bug with import/export laws at some OXP stations; add new API functions.&lt;br /&gt;
* 1.0.2: Fix bug with permits and misjumps; thanks to Capt. Murphy for report.&lt;br /&gt;
* 1.0.1: Extra API function for [[HyperCargo_OXP|HyperCargo]] compatibility&lt;br /&gt;
* 1.0.0: Initial release version&lt;br /&gt;
&lt;br /&gt;
==Musings==&lt;br /&gt;
This OXP is truly brilliant!&lt;br /&gt;
&lt;br /&gt;
It makes trading much more complex and realistic. For example, the new cargoes you find can be either cheap local products or more expensive items which have been imported - and you need to work out which! Prices also vary regionally. And the way that it works with the F7 screen (presuming that [[Famous Planets]] is loaded, is super!&lt;br /&gt;
&lt;br /&gt;
It brings some of the [[Lore]] to life.&lt;br /&gt;
&lt;br /&gt;
Sadly, &amp;lt;br&amp;gt;&lt;br /&gt;
1) it is clunky. Needing to shift backwards and forwards between the F4 &amp;amp; F8 screens is not great (one presumes that were thoughts of using the then new F8F8 screen, but they were never implemented). There is no obvious sign on the F8 screen that the new cargo ''is'' a much more expensive &amp;quot;new cargo&amp;quot;. &amp;lt;br&amp;gt;&lt;br /&gt;
2) There are a handful of oddities mentioned on the sector system pages which could do with being included ''eg'': [[Sector1/Digebiti|Digebitian duelling pistols]], [[Sector1/Tionisla|Tionislan hunting crossbows]] &amp;amp; [[Sector1/Lave|Lavese bacons]]. These seem to have originally come from [[The Traders Almanach]] - and there are a handful of others such as the Bemearean walnut wood used for the Fer-de-Lance dashboards.&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
*[[Economics]] (contains Cim's analysis of economics in Oolite)&lt;br /&gt;
*[[Oolite Trading]]&lt;br /&gt;
*[[New_Cargoes_Trading_Advice|Transcript of the introductory lecture in the &amp;quot;advanced trading&amp;quot; course]] at Lave Academy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=11498 Revamping the trade system?] includes Cim's early musings about this OXP (2012)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=18555 Auctions - How can you be at the right place at the right time?] (2017)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=21469 New Cargoes 2.0] Phkb's update - compatible with [[Smugglers]] ''etc''. (2023)&lt;br /&gt;
&lt;br /&gt;
== Relevant OXPs ==&lt;br /&gt;
*[[Famous Planets]] gives useful information on the F7 screen&lt;br /&gt;
*[[Hermitage]] links in with this OXP&lt;br /&gt;
*[[Riredi OXP]] adds in to this OXP&lt;br /&gt;
*[[Tianve OXP]] adds in to this OXP&lt;br /&gt;
&lt;br /&gt;
== Gameplay and Balance Indicator ==&lt;br /&gt;
{{OXPLevel|1}}&lt;br /&gt;
[[File:Tag-colour-orange.png|right]]&lt;br /&gt;
Trade becomes much more complex (and realistic).&lt;br /&gt;
&lt;br /&gt;
==Quick Facts==&lt;br /&gt;
{{Infobox OXPb| title = New Cargoes&lt;br /&gt;
|version = 2.2&lt;br /&gt;
|release = 2026-05-11&lt;br /&gt;
|features = New cargoes and trade contracts&lt;br /&gt;
|license = CC-BY-SA 3&lt;br /&gt;
|category = Mechanics OXPs&lt;br /&gt;
|author = [[User:cim|cim]]&lt;br /&gt;
|download = [[#Download|See Download]]&lt;br /&gt;
|feedback = [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=11519 BB-Link (v1.2.3)] [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=21469 BB-Link (v2.0)]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:The Dark Wheel]]&lt;/div&gt;</summary>
		<author><name>Phkb</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=File:NewCargoes_2.2.oxz&amp;diff=88698</id>
		<title>File:NewCargoes 2.2.oxz</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=File:NewCargoes_2.2.oxz&amp;diff=88698"/>
		<updated>2026-05-11T01:56:47Z</updated>

		<summary type="html">&lt;p&gt;Phkb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Phkb</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Black_Market&amp;diff=88697</id>
		<title>Black Market</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Black_Market&amp;diff=88697"/>
		<updated>2026-05-10T12:22:38Z</updated>

		<summary type="html">&lt;p&gt;Phkb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Adds black markets to most Rock Hermits and some other stations.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
When docked at most non-GalCop stations (Rock Hermits, predominantly), and even GalCop stations in some systems, you will find a new interface screen called &amp;quot;Black Market&amp;quot;. This interface provides access to a number of options:&amp;lt;br/&amp;gt;&lt;br /&gt;
a. Noticeboard: View some of the messages from the black market news boards. Some are good, some aren't. You might even learn about some tasty abandoned cargo!&amp;lt;br/&amp;gt;&lt;br /&gt;
b. Smuggling contracts: These contracts will be smaller cargo quantities (less than 20t), and they will all be illegal at the destination system, so there will be a high degree of risk with each one. However, the rewards will be substantial, more than double what the cargo would be worth at the destination. ([[Smugglers - The Galactic Underworld|Smugglers OXP]] required)&amp;lt;br/&amp;gt;&lt;br /&gt;
c. Purchase fake import permits: You can purchase fake import permits that may or may not work at the destination system. The chance is only a slightly better than 50%. ([[Smugglers - The Galactic Underworld|Smugglers OXP]] required)&amp;lt;br/&amp;gt;&lt;br /&gt;
d. Purchase Rock Hermit waypoints: Finding Rock Hermits is important, as they are the primary location to access the Black Market. Waypoints can help you find a Rock Hermit in a given system.&amp;lt;br/&amp;gt;&lt;br /&gt;
e. Purchase phase scan settings: Not always available but occasionally a trader will offer their settings for a price. ([[Smugglers - The Galactic Underworld|Smugglers OXP]] required)&amp;lt;br/&amp;gt;&lt;br /&gt;
f. Sell phase scan settings: If you have discovered a phase scan setting, you can sell it for some real coin! This will only be available once you have purchased a phase scanner. ([[Smugglers - The Galactic Underworld|Smugglers OXP]] required)&amp;lt;br/&amp;gt;&lt;br /&gt;
g. Sell restricted equipment: If you've come into possession of some military grade equipment, you can potentially find a buyer on the black market.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Please be aware that GalCop have been known to run sting operations at some Black Markets. If you are caught buying illegal information or goods through a Black Market while a sting operation is in place, you will be penalised.&lt;br /&gt;
&lt;br /&gt;
==3rd Party Access To Black Market==&lt;br /&gt;
===Selling Custom Items===&lt;br /&gt;
It's possible for other OXP's to add items to be sold on the Black Market. You can add your item using the following method:&lt;br /&gt;
&lt;br /&gt;
    var sbm = worldScripts.Smugglers_BlackMarket;&lt;br /&gt;
    if (sbm) {&lt;br /&gt;
        sbm.$addSaleItem({&lt;br /&gt;
            key:&amp;quot;my_key_value&amp;quot;,                 // reference to be passed back to your worldscript when the item is sold, so you can know which item it was&lt;br /&gt;
            text:&amp;quot;A very exclusive item&amp;quot;,       // text to display on the sale screen&lt;br /&gt;
            cost:1000,                          // the base cost of the item. a system factor will be applied to this value, either increasing or decreasing it&lt;br /&gt;
            worldScript:&amp;quot;my_worldscript_name&amp;quot;,  // the name of your worldscript&lt;br /&gt;
            sellCallback:&amp;quot;$my_functionname&amp;quot;,    // the name of the function to be called in the item is sold&lt;br /&gt;
        });&lt;br /&gt;
    }&lt;br /&gt;
	&lt;br /&gt;
    this.$my_functionname = function(key, price) {&lt;br /&gt;
        // this is the function that will be called. the key name and the price are two parameters of the function&lt;br /&gt;
        // you can now do any additional functions that need to be done (eg removing special equipment or cargo)&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
Items added to the Black Market will stay there until the next witchspace jump. If you want to remove the item manually, you can use this function:&lt;br /&gt;
&lt;br /&gt;
    var sbm = worldScripts.Smugglers_BlackMarket;&lt;br /&gt;
    if (sbm) {&lt;br /&gt;
        sbm.$removeSaleItem(key);&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
You can also remove all sale items for your worldScript with this function:&lt;br /&gt;
&lt;br /&gt;
    var sbm = worldScripts.Smugglers_BlackMarket;&lt;br /&gt;
    if (sbm) {&lt;br /&gt;
        sbm.$removeWorldScriptItems(ws);&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
===Purchase Custom Items===&lt;br /&gt;
It's possible for other OXP's to add items to be purchased on the Black Market. You can add your item using the following method:&lt;br /&gt;
&lt;br /&gt;
    var sbm = worldScripts.Smugglers_BlackMarket;&lt;br /&gt;
    if (sbm) {&lt;br /&gt;
        sbm.$addPurchaseItem({&lt;br /&gt;
            key:&amp;quot;my_key_value&amp;quot;,                 // reference to be passed back to your worldscript when the item is bough, so you can know which item it was&lt;br /&gt;
            text:&amp;quot;A very exclusive item&amp;quot;,       // text to display on the sale screen&lt;br /&gt;
            cost:1000,                          // the base cost of the item. a system factor will be applied to this value, either increasing or decreasing it&lt;br /&gt;
            worldScript:&amp;quot;my_worldscript_name&amp;quot;,  // the name of your worldscript&lt;br /&gt;
            purchaseCallback:&amp;quot;$my_functionname&amp;quot;,// the name of the function to be called in the item is bought&lt;br /&gt;
        });&lt;br /&gt;
    }&lt;br /&gt;
	&lt;br /&gt;
    this.$my_functionname = function(key, price) {&lt;br /&gt;
        // this is the function that will be called. the key name and the price are two parameters of the function&lt;br /&gt;
        // you can now do any additional functions that need to be done (eg adding special equipment or cargo)&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
Items added to the Black Market will stay there until the next witchspace jump. If you want to remove the item manually, you can use this function:&lt;br /&gt;
&lt;br /&gt;
    var sbm = worldScripts.Smugglers_BlackMarket;&lt;br /&gt;
    if (sbm) {&lt;br /&gt;
        sbm.$removePurchaseItem(key);&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
You can also remove all purchase items for your worldScript with this function:&lt;br /&gt;
&lt;br /&gt;
    var sbm = worldScripts.Smugglers_BlackMarket;&lt;br /&gt;
    if (sbm) {&lt;br /&gt;
        sbm.$removePurchaseWorldScriptItems(ws);&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
==Developer Note==&lt;br /&gt;
This OXP used to reside inside the [[Smugglers - The Galactic Underworld|Smugglers OXP]], and so a lot of the code and descriptions are related to that OXP. However, I had the need of a Black Market for another project, and rather than force players to install Smugglers (which has a big impact on gameplay), I split out the functionality into a separate pack.&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
Download [[Media:BlackMarket_1.7.oxz|BlackMarket_1.7.oxz]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==License==&lt;br /&gt;
This OXP is released under the Creative Commons Attribution - Non-Commercial - Share Alike 3.0 license. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/3.0/&lt;br /&gt;
&lt;br /&gt;
Skull and crossbones image from http://simpleicon.com/dangerous_sign.html.&lt;br /&gt;
&lt;br /&gt;
==Version History==&lt;br /&gt;
1.7&lt;br /&gt;
* Added Pirate Coves to list of RH's that will have a Black Market.&lt;br /&gt;
* Black Market Info Booklet now only purchasable through the Black Market.&lt;br /&gt;
* Added new section on Black Market: &amp;quot;Buy Other Items&amp;quot;, with associated API calls.&lt;br /&gt;
* Added the buy/sell sound effects when buying/selling items.&lt;br /&gt;
* Switched to using logcontrol for debug messages.&lt;br /&gt;
&lt;br /&gt;
1.6&lt;br /&gt;
* Added Black Market Info Booklet to Ship's Library (if installed).&lt;br /&gt;
&lt;br /&gt;
1.5&lt;br /&gt;
* Darkened overlay images for better compatibility with Oolite 1.92.&lt;br /&gt;
&lt;br /&gt;
1.4&lt;br /&gt;
* Moved all text into descriptions.plist for easier localisation.&lt;br /&gt;
&lt;br /&gt;
1.3&lt;br /&gt;
* Added sound when a fuel leak occurs.&lt;br /&gt;
&lt;br /&gt;
1.2&lt;br /&gt;
* Added missing noticeboard items to descriptions.plist.&lt;br /&gt;
* Small code improvements.&lt;br /&gt;
&lt;br /&gt;
1.1&lt;br /&gt;
* Fixed issue that was displaying &amp;quot;You have a waypoint to a Rock Hermit in this system&amp;quot; on th F7 page for every system.&lt;br /&gt;
&lt;br /&gt;
1.0&lt;br /&gt;
* Initial release&lt;br /&gt;
&lt;br /&gt;
==Quick Facts==&lt;br /&gt;
{{OXPLevel|0}}{{IconOXP|ooVersion=&amp;quot;1.80&amp;quot;|oxpCPU=&amp;quot;Low&amp;quot;|oxpMEM=&amp;quot;Low&amp;quot;|oxpGPU=&amp;quot;Low&amp;quot;|oxpIsAPI=true|oxpIsDocumented=true}}&lt;br /&gt;
{{Infobox OXPb| title = BlackMarket.oxz&lt;br /&gt;
|version = 1.7&lt;br /&gt;
|release = 2026-05-10&lt;br /&gt;
|license = CC BY-NC-SA 4.0&lt;br /&gt;
|features = Rock Hermits&lt;br /&gt;
|category = Mechanics OXPs‏‎&lt;br /&gt;
|author = [[User:phkb|phkb]]&lt;br /&gt;
|feedback = [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=17723 Oolite BB]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Phkb</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Smugglers_-_The_Galactic_Underworld&amp;diff=88696</id>
		<title>Smugglers - The Galactic Underworld</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Smugglers_-_The_Galactic_Underworld&amp;diff=88696"/>
		<updated>2026-05-10T12:18:44Z</updated>

		<summary type="html">&lt;p&gt;Phkb: /* Download */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Smugglers' News Flash.png|right|500px]]&lt;br /&gt;
Makes any commodity potentially illegal to import in various systems, and adds equipment and contracts for those interested in smuggling goods outside normal legal channels.&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
Historically, in both the original Elite and therefore in Oolite, there were three illegal goods: slaves, narcotics and firearms. These were illegal to export from all GalCop stations, and there was no variation or flexibility in those items. This OXP aims to expand what goods are illegal, making it far more variable. There are new interface screens to show what items are illegal and where, a new Black Market available from Rock Hermits and other stations, and new equipment items to aid in smuggling cargo.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
It started with a single system.&lt;br /&gt;
&lt;br /&gt;
[[Sector1/Ceedra|Ceedra]], an insignificant confederacy in an unfrequented arm of galactic sector 1. They had been receiving some contaminated imported food from the nearby Anarchy system [[Sector1/Isdibi|Isdibi]], possibly random or possibly intentional as a way to destabilise the government, it was difficult to tell. But a request was made to [[GalCop]] to put an import ban on food and force any traders that bring food to the station to hand it over for destruction.&lt;br /&gt;
&lt;br /&gt;
The impact was almost immediate. Traders were outraged that their harmless cargo of wheat and grains were being taken away, which had never before happened in GalCop history, plus they received a bounty for doing so, doubling the pain. Messages were sent, trade delegations made an outward show of force, but GalCop's hands were tied. This was the decision of the planet in question, and under GalCop law they were perfectly entitled to impose import restrictions, beyond the export restrictions that had long been in place for slaves or narcotics. &lt;br /&gt;
&lt;br /&gt;
Suddenly the floodgates were opened. System after system found reason to ban goods, from basic staples like food or textiles, up to the traders standard fare of computers, furs and liquor. Even precious metals were banned in some systems, often for rather obscure reasons. And always, once a ban was in place, the price would hit the roof.&lt;br /&gt;
&lt;br /&gt;
Some commentators have suggested there is evidence that certain systems were requesting a good to be made illegal purely for the jump in price that naturally follows and the bump in traffic that accompanies extra profits. While GalCop have been sought for comment, none has been forthcoming, and nothing appears to be able to bring a halt to the practice. If systems are indeed creating spurious trade legalities, GalCop is not preventing them.&lt;br /&gt;
&lt;br /&gt;
Somewhat inevitably, at almost the same time, an entirely new market emerged, beneath the radar of GalCop's far-seeing eyes. As soon as a good was declared illegal to import the price of that good sky-rocketed, and the temptation to circumvent the restrictions GalCop was forced to impose was too great. Dock masters became a particular target, being offered high sums to fiddle manifest registries. Shadier stations began to offer customised smuggling compartments that provided a way to hide cargo from the customs scanning equipment. Contracts to move illicit cargo were also available from these locations.&lt;br /&gt;
&lt;br /&gt;
While it was always present in some form or another, now the Galactic Underworld became almost mainstream. The galaxy had changed.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
This OXP aims to broaden the scope and appeal of illegal goods in a number of ways.&lt;br /&gt;
&lt;br /&gt;
===1. Illegal goods===&lt;br /&gt;
Illegal goods can now be any of the 17 different commodity types. So food might be declared illegal on one planet, computers on another. These things might change as well, so computers might be illegal for a few months, and then conditions are lifted and they are back to normal again.&lt;br /&gt;
&lt;br /&gt;
Also, illegal trade goods will now be illegal to import(*). If you arrive at a GalCop station with visible illegal goods in your hold, you will be fined and your cargo will be confiscated. See also the section below on ''Bribing Officials''.&lt;br /&gt;
&lt;br /&gt;
Even if you plan to stay on the right side to the law, this OXP can add variety to the way illegal goods are handled by the game, and make the process of shipping cargo across the galaxy more interesting.&lt;br /&gt;
&lt;br /&gt;
Illegal goods notifications can be viewed on the F7 System Data screen, as well as via the F4 interface screen (see below). The F6 Galactic Chart will highlight systems within 7 LY that have illegal goods. Systems with just '''firearms''' as illegal will be shown with an '''orange diamond'''. Systems with other commodities, or with multiple commodities, will be shown with a '''yellow diamond'''.&lt;br /&gt;
&lt;br /&gt;
(*) '''Slaves''' remain illegal to export, and they are the only commodity that is illegal to export. The reason for this is that some escape capsules end up being transported as slaves, and it's unfair to penalise the player for potentially rescuing downed pilots. It is recommended the [[Illegal_Goods_Tweak_OXP|Illegal Goods Tweak OXP]] be installed so that captured slaves can be released. For other fixes see [[Escape Pod]].&lt;br /&gt;
&lt;br /&gt;
===2. Smuggling Compartment===&lt;br /&gt;
To help traders to work around these import restrictions a new piece of equipment, the smuggling compartment, can be purchased at non-GalCop stations (Rock Hermits in particular, but also other docking ports) in TL4 or greater systems. &lt;br /&gt;
&lt;br /&gt;
Cargo can be moved into and out of the smuggling compartment via an F4 Interface screen &amp;quot;Smuggling Compartment Configuration&amp;quot;. During flight, the &amp;quot;Smuggling Compartment Storage&amp;quot; primable equipment item allows for the transfer of cargo from the standard hold to the smuggling compartment. Cargo cannot be transferred out of the smuggling compartment during flight.&lt;br /&gt;
&lt;br /&gt;
The smuggling compartment has, in most circumstances, around a 25-40% chance of being detected, based on tech level. GalCop is always improving their detection equipment, which means that the scanner resistant technology of the smuggling compartment needs to be updated regularly to cope. About every 30 days a &amp;quot;Version Upgrade&amp;quot; should be purchased (at TL5 or greater systems) for your smuggling compartment, which will install the latest scanner resistant technology and keep the chance of detection as good as it possibly can be.&lt;br /&gt;
&lt;br /&gt;
This chance improves slightly once the &amp;quot;Phase Adjustment&amp;quot; equipment (available at TL7 or greater systems) is installed. With the phase adjustment equipment installed the phase setting of the hold can be adjusted, which can reduce the chance of being detected considerably. Phase settings can be picked up at Black Market noticeboard (which might be unreliable), or they can be purchased for a considerable cost. See also the Phase Scanner (below).&lt;br /&gt;
&lt;br /&gt;
If your compartment is damaged during a battle, cargo may be lost, the same as with normal cargo. You will need to find a non-GalCop station to repair the damage, otherwise the entire compartment will be discovered and removed, and you will receive a bounty. If you have a ship overhaul performed at a GalCop station with the smuggling compartment, it will be discovered and removed, and you will receive a bounty. See also the section below on Bribing Officials.&lt;br /&gt;
&lt;br /&gt;
===3. New equipment===&lt;br /&gt;
Apart from the smuggling compartment and phase adjustment tool, this OXP also introduces the following equipment items.&lt;br /&gt;
&lt;br /&gt;
'''** Phase Scanner **'''&amp;lt;br/&amp;gt;&lt;br /&gt;
TL8 or greater Anarchy systems will sometimes have a Phase Scanner available for purchase. The scanner can, when aimed at GalCop main stations, detect what phase setting the manifest scanners will be susceptible to. Once you know what the phase setting is for a particular government and tech level they can set the phase of their smuggling compartment and it will be almost undetectable to GalCop manifest scanners.&lt;br /&gt;
&lt;br /&gt;
The Phase scanner is used by targeting the main station, priming the equipment and then activating it. It will take a few seconds to perform its job, and will consume a large amount of energy in the process - a naval energy unit is required. If you are too close to the station, or you are moving too slowly, the station will detect the scan and a bounty will be placed on you. If you then dock at the station the scanner will be removed. If you are too far away from the main station the scanner will not operate. If a police vessel catches you performing a scan you will receive a bounty and may find yourself under fire.&lt;br /&gt;
&lt;br /&gt;
If your scanner is damaged you must get it repaired at a non-GalCop station, otherwise the equipment will be confiscated and you will receive a bounty. If you have a ship overhaul performed at a GalCop station while the equipment is on board, it will be removed as part of the overhaul and you will receive a bounty. But see also &amp;quot;Bribing Officials&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
'''** Tech version upgrades **'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Technology improves every day, and the scanner resistant technology used in the smuggling compartment needs to be updated to keep in step with the times. So, the tech version upgrade will keep your smuggling compartment up-to-date. Available at TL5 or greater systems.&lt;br /&gt;
&lt;br /&gt;
'''** Import Permits **'''&amp;lt;br/&amp;gt;&lt;br /&gt;
While some goods might be declared illegal, you can still purchase a permit to import that good from the planet in question. Usually these permits are quite expensive. &lt;br /&gt;
&lt;br /&gt;
Permits can only be used once, and will automatically be removed after use.&lt;br /&gt;
&lt;br /&gt;
===4. Bribing Officials===&lt;br /&gt;
If your smuggling compartment is discovered during a renovation or when damaged, or you dock with illegal cargo in your hold, you can attempt to bribe the station officials. You will be asked to enter the amount of the bribe. If you pay attention to what the official says you can get an idea on whether a smaller amount will be required, but larger amounts will have a greater chance of being successful. If you are successful you will be able to keep all your cargo and equipment. If you are unsuccessful you will lose all smuggling-related equipment and may end up increasing the bounty on your head.&lt;br /&gt;
&lt;br /&gt;
The Black Market noticeboard (see below) can be useful in finding systems where the dock master and other customs officials can be bribed for a reasonable amount.&lt;br /&gt;
&lt;br /&gt;
===5. New Interfaces screens===&lt;br /&gt;
'''** Black market **'''&amp;lt;br/&amp;gt;&lt;br /&gt;
See the [[Black Market]] page for more information about the Black Market.&lt;br /&gt;
&lt;br /&gt;
'''** Dock master **'''&amp;lt;br/&amp;gt;&lt;br /&gt;
When docked at a main station, and when the dock master is available (he doesn't work 24/7!) from this interface you can ask him about any good milk runs he/she is aware of, or you can try to bribe them into changing your cargo manifest for you.&lt;br /&gt;
&lt;br /&gt;
'''** Illegal goods information **'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Illegal goods are changing all the time. To try to keep track of the potential chaos, this interface screen will initially show you the latest changes to illegal goods in the sector, plus it offers the following options:&amp;lt;br/&amp;gt;&lt;br /&gt;
a. List of all illegal goods in the galaxy. Here you can see it all.&amp;lt;br/&amp;gt;&lt;br /&gt;
b. List of all illegal goods within 7LY of your current system.&amp;lt;br/&amp;gt;&lt;br /&gt;
c. List of illegal goods on your current course. If you have a long, cross-chart trip planned, this option will tell you what's illegal on the way, and flagging which ones you have a permit for (if any).&amp;lt;br/&amp;gt;&lt;br /&gt;
d. List of all import permits. This is what you are authorised (legally or not) to import.&amp;lt;br/&amp;gt;&lt;br /&gt;
e. List of all Rock Hermit waypoints purchased.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
One now needs to keep abreast of developments in the systems one is about to visit. This ''can'' be done using the new F4 choices. And it can ''also'' be done using the F7 screen - and if one's route has been plotted using the [[ANA]], one can view the different systems along the route in F7 using the left/right arrow keys.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Adding additional commodities==&lt;br /&gt;
Additional commodities can be added to the system by doing the following:&lt;br /&gt;
* '''Adding the commodity permit cost, and price factors.'''&lt;br /&gt;
&lt;br /&gt;
  var sbi = worldScripts.Smugglers_Illegal;&amp;lt;br/&amp;gt;&lt;br /&gt;
  sbi._commodityInfo[&amp;quot;my_commodity_key&amp;quot;] = [permitCost, factorIncIllegal, factorIncBM];&lt;br /&gt;
  // permitCost        = How much an import permit will cost for this commodity (eg 2000)&lt;br /&gt;
  // factorIncIllegal  = The factor to increase this commodity by when it is flagged as illegal (eg 2.5 = 2.5 times original price)&lt;br /&gt;
  // factorIncBM       = The factor to increase this commodity by at a black market &lt;br /&gt;
  //                         when it is flagged illegal at the main station (eg 1.4 = 1.4 times standard price)&lt;br /&gt;
&lt;br /&gt;
* '''Adding illegal possibilities for this commodity to the pool'''&lt;br /&gt;
&lt;br /&gt;
  var sbi = worldScripts.Smugglers_Illegal;&lt;br /&gt;
  sbi._possibilities.push({&lt;br /&gt;
    govTypes:&amp;quot;0,3&amp;quot;, &lt;br /&gt;
    commodity:&amp;quot;my_commodity_key&amp;quot;, &lt;br /&gt;
    properties:&amp;quot;&amp;quot;, &lt;br /&gt;
    permit:1, &lt;br /&gt;
    scale:1, &lt;br /&gt;
    period:30, &lt;br /&gt;
    chance:0.5, &lt;br /&gt;
    description:&amp;quot;A brief description of the in-game reason for making this commodity illegal.&amp;quot;});&lt;br /&gt;
  /* &lt;br /&gt;
    govTypes:     Comma-separated list of government types (0-7) this definition can apply to eg (&amp;quot;0,1,2&amp;quot;)&lt;br /&gt;
    commodity:    Comma-separated list of commodity names this definition will apply to (eg &amp;quot;food,my_commodity_key&amp;quot;).&lt;br /&gt;
    properties:   Comma-separated list of text search strings to use against the planetary description.&lt;br /&gt;
                        For instance, &amp;quot;civil war&amp;quot; would only select planets that have &amp;quot;civil war&amp;quot; in their description.&lt;br /&gt;
                        &amp;quot;drink|brew&amp;quot; would only select planets that have &amp;quot;drink&amp;quot; or &amp;quot;brew&amp;quot; in their description.&lt;br /&gt;
    permit:       Boolean value (0 or 1) indicating whether a permit can be purchased for this commodity&lt;br /&gt;
    scale:        The legality scale to apply to this commodity. &lt;br /&gt;
                        The scale will apply when calculating the bounty to apply to a player caught smuggling &lt;br /&gt;
                        illegal goods as a multiplier. Most illegal goods have a scale of 1. Slaves have 2.&lt;br /&gt;
    period:       The period (in days) this definition will be active for.&lt;br /&gt;
    chance:       A chance factor, between 0 (never) and 1 (very often), to apply when selecting this definition&lt;br /&gt;
    description:  The description to display for this definition.&lt;br /&gt;
  */&lt;br /&gt;
&lt;br /&gt;
* '''Add the [[Market Script Interface]] market script to your commodity.'''&lt;br /&gt;
The [[Market Script Interface]] OXP enables multi-OXP interfaces to the same market script, and is how Smugglers enables the legal/illegal flags to be set for each commodity.&lt;br /&gt;
&lt;br /&gt;
In the commodity definition in your &amp;quot;trade-goods.plist&amp;quot; file, add the following line:&lt;br /&gt;
&lt;br /&gt;
  &amp;quot;market_script&amp;quot; = &amp;quot;msi_tradegoods_market.js&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Note: If your commodity definition already has a &amp;quot;market_script&amp;quot; defined, you will need to interface your code with [[Market Script Interface]], to enable it to work with the Smugglers version.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* This OXP updates the &amp;quot;oolite-contracts-cargo.js&amp;quot; file with a new version of the _initialiseCargoContractsForSystem function that excludes illegal goods from being selected for standard cargo contracts.&lt;br /&gt;
* Related to the previous note, this OXP also updates the _initialiseCargoContractsForSystem function of Switech's Cargo-Contract-Mod, to exclcude illegal goods from being selected for standard cargo contracts.&lt;br /&gt;
* This OXP also changes the logic of the &amp;quot;Legal&amp;quot; column on the F8 Market screen. Previously, goods that were illegal to export were marked with &amp;quot;Im&amp;quot;, and goods illegal to import were marked with &amp;quot;Ex&amp;quot;. This logic has been reversed, and the column relabelled as &amp;quot;Ban&amp;quot; to indicate what type of ban is in place.&lt;br /&gt;
&lt;br /&gt;
==Special Note==&lt;br /&gt;
Because of the complex nature of this OXP, the possibility for conflicts is great, so please report any bugs or unexpected outcomes. Don't assume someone else has noticed it - if two people report a bug it makes tracking the bug down so much easier!&lt;br /&gt;
&lt;br /&gt;
And it goes without saying that I'd like to hear from you if you have any suggestions on how the OXP could be improved. &lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
The [[Market Script Interface]] OXP is a requirement for this pack.&amp;lt;br/&amp;gt;&lt;br /&gt;
The [[Black Market]] OXP is a requirement for this pack.&lt;br /&gt;
&lt;br /&gt;
==Incompatible OXP's==&lt;br /&gt;
At present, this OXP is incompatible with the following OXPs:&lt;br /&gt;
* [[New_Cargoes|New Cargoes]] v1.2.3: The system of permits, how it stores cargo, and how it controls illegal goods are all potentially conflicting. See New Cargoes for a link to a detailed analysis. &lt;br /&gt;
However, version 2 of New Cargoes is compatible with Smugglers.&lt;br /&gt;
&lt;br /&gt;
This conflict has been recorded in the manifest file, so if you have New Cargoes installed the &amp;quot;Smugglers&amp;quot; OXP will not load.&lt;br /&gt;
&lt;br /&gt;
==Installation==&lt;br /&gt;
Place the 'Smugglers_2.11.oxz' or 'Smugglers.oxp' (extracted from the ZIP file download) into your 'AddOns' folder and when you start the game, hold down 'Shift' until you see the spinning Cobra.&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
Download [[Media:Smugglers_2.12.oxz|Smugglers_2.12.oxz]] v2.12 (downloaded {{#downloads:Smugglers_2.12.oxz}} times).&amp;lt;br/&amp;gt;&lt;br /&gt;
Download [https://app.box.com/s/9zwazfe98cg2z89bmpn7mmhypm24d3zj Smugglers.zip] v2.12 (extract OXP folder to AddOns)&lt;br /&gt;
&lt;br /&gt;
==License==&lt;br /&gt;
This OXP is released under the Creative Commons Attribution - Non-Commercial - Share Alike 3.0 license. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/3.0/&lt;br /&gt;
&lt;br /&gt;
Skull and crossbones image from https://commons.wikimedia.org/wiki/File:Skull_and_crossbones.png.&amp;lt;br/&amp;gt;&lt;br /&gt;
Warning image from http://simpleicon.com/warning-3.html.&amp;lt;br/&amp;gt;&lt;br /&gt;
Chat image from http://simpleicon.com/chat-2.html.&amp;lt;br/&amp;gt;&lt;br /&gt;
ID image from http://simpleicon.com/id_card.html.&amp;lt;br/&amp;gt;&lt;br /&gt;
Lock image from http://simpleicon.com/lock-2.html.&amp;lt;br/&amp;gt;&lt;br /&gt;
Cupboard image from http://simpleicon.com/cupboard_4.html&amp;lt;br/&amp;gt;&lt;br /&gt;
Candle image from http://simpleicon.com/candle-2.html.&amp;lt;br/&amp;gt;&lt;br /&gt;
Form image from http://simpleicon.com/admite_form_1.html.&amp;lt;br/&amp;gt;&lt;br /&gt;
Map marker image from http://simpleicon.com/map_marker.html.&lt;br /&gt;
&lt;br /&gt;
With the help of:&amp;lt;br/&amp;gt;&lt;br /&gt;
Layne, Stormrider, Norby, cim, Diziet Sma, Cody, and all the people on the BB who offered suggestions and ideas to make this OXP as good as it could be. If the OXP fails in any way, is it because of my limitations as a programmer, not because of the paucity of your ideas and contributions!&lt;br /&gt;
&lt;br /&gt;
==Version History==&lt;br /&gt;
2.12&lt;br /&gt;
* Smugglers Guidebook now only purchasable through the Black Market.&lt;br /&gt;
&lt;br /&gt;
2.11&lt;br /&gt;
* Added Smuggler's Guidebook to the Ship's Library (if installed).&lt;br /&gt;
* Added check for the Market Screen Legal Column mod.&lt;br /&gt;
* Tweaked some mission screens for better positioning.&lt;br /&gt;
* The initial entry point to &amp;quot;Import Permits&amp;quot; and &amp;quot;Smuggling Compartments&amp;quot; is now free, so you no longer need a minimum cash balance to see what permits are available or what the Smuggling Compartment options are. If using Oolite 1.92, the amount and install time columns will also be suppressed for these items.&lt;br /&gt;
&lt;br /&gt;
2.10&lt;br /&gt;
* Fixed issue with inverted logic check in monkey-patch for Switech's cargo contract mod.&lt;br /&gt;
&lt;br /&gt;
2.9&lt;br /&gt;
* Updated monkey-patch for Switech's cargo contract mod.&lt;br /&gt;
&lt;br /&gt;
2.8&lt;br /&gt;
* Fixed issue with cargo storage when New Cargoes not installed.&lt;br /&gt;
&lt;br /&gt;
2.7&lt;br /&gt;
* Darkened overlay images for better compatibility with Oolite 1.92.&lt;br /&gt;
&lt;br /&gt;
2.6&lt;br /&gt;
* Moved all text into descriptions.plist or missiontext.plist for easier localisation.&lt;br /&gt;
* Corrected information in readme.txt.&lt;br /&gt;
* Pushed out tech upgrades to every 60 days (rather than every 30).&lt;br /&gt;
* When asked about milkruns, the Dock Master will now show a short range chart or the run, rather than a long range chart.&lt;br /&gt;
&lt;br /&gt;
2.5&lt;br /&gt;
* Tokenised descriptions to reduce size of save file.&lt;br /&gt;
* Added shortcut keys to short &amp;amp; long range charts.&lt;br /&gt;
* Added text to Contextual Help.&lt;br /&gt;
&lt;br /&gt;
2.4&lt;br /&gt;
* Bug Fixes.&lt;br /&gt;
&lt;br /&gt;
2.3&lt;br /&gt;
* Fixed bug introduced when changing over to use the Market Script Interface.&lt;br /&gt;
* Fixed syntax error in Dock Master script.&lt;br /&gt;
&lt;br /&gt;
2.2&lt;br /&gt;
* Allows color and shape of chart markers for illegal goods to be changed via Library Config.&lt;br /&gt;
* Tweaked the returns and time frames for gold, platinum and gem stones, to not be quite so generous or easy to exploit.&lt;br /&gt;
* Fixed issue where illegal goods were not being created if starting a new game with the &amp;quot;Easy Start&amp;quot; option.&lt;br /&gt;
* Code refactoring.&lt;br /&gt;
&lt;br /&gt;
2.1.1&lt;br /&gt;
* Removed reference to blackmarket script from world-scripts.plist.&lt;br /&gt;
&lt;br /&gt;
2.1&lt;br /&gt;
* Enabled equipment conditions, which had been turned off for testing.&lt;br /&gt;
&lt;br /&gt;
2.0&lt;br /&gt;
* Updated market script process to use new [[Market Script Interface]] OXP.&lt;br /&gt;
* Switched pricing change to be inside market script callbacks (so they will now show up on sample price calculations).&lt;br /&gt;
* Made compatible with [[New Cargoes]] OXP (version 2.0)&lt;br /&gt;
* Split off [[Black Market]] into its own OXP, and made it a requirement of this OXP.&lt;br /&gt;
&lt;br /&gt;
1.5.8&lt;br /&gt;
* Fixed some potential referencing errors with mission screens.&lt;br /&gt;
&lt;br /&gt;
1.5.7&lt;br /&gt;
* Added extra facility for removing the Black Market on stations.&lt;br /&gt;
&lt;br /&gt;
1.5.6&lt;br /&gt;
* Better use of new functions available in later versions of Oolite.&lt;br /&gt;
* Removed code that was deleting TL1 phase scan settings.&lt;br /&gt;
* Bug fixes.&lt;br /&gt;
&lt;br /&gt;
1.5.5&lt;br /&gt;
* List of illegal goods displayed on F7 system data screen will now be shown inflight, but without reasons (ie just a list of illegal goods).&lt;br /&gt;
* Additional checking types added to ship condition checking routine.&lt;br /&gt;
* Bug fixes.&lt;br /&gt;
&lt;br /&gt;
1.5.4&lt;br /&gt;
* Moving kg or g type commodities will now force the Manifest MFD to update.&lt;br /&gt;
* Better integration with Escape Pod Tweaks. Scooped escape pods can no longer be transferred to the smuggling compartment.&lt;br /&gt;
* Equipment.plist corrections. &lt;br /&gt;
* Updates to readme.txt file.&lt;br /&gt;
&lt;br /&gt;
1.5.3&lt;br /&gt;
* Removed 1t cargo space requirement for in-flight storage equipment, to ensure it is always available when a smuggling compartment is installed.&lt;br /&gt;
* Removed incorrect Naval Energy Unit requirement for in-flight storage equipment.&lt;br /&gt;
* Code refactoring.&lt;br /&gt;
&lt;br /&gt;
1.5.2&lt;br /&gt;
* Fixed issue with the in-flight storage function not handling all conditions when checking scooped cargo.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  data-expandtext=&amp;quot;Show older&amp;quot; data-collapsetext=&amp;quot;Hide older&amp;quot; style=&amp;quot;overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
1.5.1&lt;br /&gt;
* Fixed broken integration with &amp;quot;Escape Pod Tweaks&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
1.5.0&lt;br /&gt;
* Added new options for when player is caught in a sting operation: pay a fine amount, accept a legal penalty, or attempt to bribe their way out of trouble.&lt;br /&gt;
* System productivity now has an influence on the amount you need to offer when bribing officials.&lt;br /&gt;
* Calculation of the maximum smuggling compartment size now factors in current smuggling compartment size so all downgrade options are available (not just the ones that would fix in the current available space).&lt;br /&gt;
* Fixed damage/repair process.&lt;br /&gt;
* Fixed issue with smuggling compartment damage resetting the tech level of the compartment.&lt;br /&gt;
* Fixed incorrect description lookup key.&lt;br /&gt;
* Improved integration with the &amp;quot;Escape Pod Tweaks&amp;quot; OXP.&lt;br /&gt;
* Code cleanup.&lt;br /&gt;
&lt;br /&gt;
1.4.2&lt;br /&gt;
* Systems with illegal goods marked on the map will now have their marks removed after loading the game if the setting switch is turned off via Library Config.&lt;br /&gt;
&lt;br /&gt;
1.4.1&lt;br /&gt;
* Primable equipment now given to player who already had a smuggling compartment installed.&lt;br /&gt;
&lt;br /&gt;
1.4.0&lt;br /&gt;
* Added primable equipment which allows cargo to be moved to the smuggling compartment during flight.&lt;br /&gt;
* Fixed issue on &amp;quot;Move cargo out&amp;quot; screen, showing &amp;quot;[avail]&amp;quot; instead of available compartment space.&lt;br /&gt;
* Removed decimal point values from showing for available compartment space.&lt;br /&gt;
* Better handling of kg and g commodities.&lt;br /&gt;
* Fixed issue with outrageous amounts being offered for narcotics and slaves on the Black Market.&lt;br /&gt;
&lt;br /&gt;
1.3.2&lt;br /&gt;
* Better handling of interstellar space conditions.&lt;br /&gt;
&lt;br /&gt;
1.3.1&lt;br /&gt;
* Added options to [[Library OXP|Library]] Config to control whether systems with illegal goods are marked on the galaxy map.&lt;br /&gt;
&lt;br /&gt;
1.3.0&lt;br /&gt;
* It is now possible to add new commodities to the list of illegal goods possibilities.&lt;br /&gt;
* The dock master can now relabel cargo as new (ie. non-core) commodities.&lt;br /&gt;
* System map will now be shown when the dock master informs player of a milk run, highlighting the two systems.&lt;br /&gt;
* Illegal goods on route will now handle not having the Advanced Navigation Array correctly.&lt;br /&gt;
* Cleaned up overlay images.&lt;br /&gt;
&lt;br /&gt;
1.2.2&lt;br /&gt;
* Added &amp;quot;display_color&amp;quot; property to some equipment items (Oolite v1.85/86 only).&lt;br /&gt;
* Added integration options for &amp;quot;Bounty System - Most Wanted&amp;quot; OXP.&lt;br /&gt;
* Better handling of interstellar space.&lt;br /&gt;
* Code refactoring.&lt;br /&gt;
&lt;br /&gt;
1.2.1&lt;br /&gt;
* Fix for crazy prices being applied after a saved game is reloaded.&lt;br /&gt;
&lt;br /&gt;
1.2.0&lt;br /&gt;
* Changed method of adjusting prices to work better with other OXP's that adjust prices.&lt;br /&gt;
* Fixed Javascript error when attempting to sell illegal cargo through the Black Market.&lt;br /&gt;
* Added console message confirming sale of illegal cargo through the Black Market.&lt;br /&gt;
* Code cleanup.&lt;br /&gt;
&lt;br /&gt;
1.1.4&lt;br /&gt;
* Arranged data on illegal goods lists to be in columns.&lt;br /&gt;
* Removed hard-coded scanner range values.&lt;br /&gt;
&lt;br /&gt;
1.1.3&lt;br /&gt;
* Fixed error where function to remove sting ship monkey patches wasn't being passed the correct parameter.&lt;br /&gt;
&lt;br /&gt;
1.1.2&lt;br /&gt;
* Added code for putting smuggling contracts on the Bulletin board system if the Contracts On BB OXP is also installed.&lt;br /&gt;
* Code refactoring.&lt;br /&gt;
&lt;br /&gt;
1.1.1&lt;br /&gt;
* Fixed some spelling mistakes.&lt;br /&gt;
* Added &amp;quot;machinery&amp;quot; to list of commodities the &amp;quot;Visible As&amp;quot; property of a smuggling compartment can be set to.&lt;br /&gt;
* Fixed issue with not being able to move machinery into or out of the smuggling compartment.&lt;br /&gt;
* Fixed issue with not being able to purchase or sell machinery directly from the smuggling compartment.&lt;br /&gt;
&lt;br /&gt;
1.1.0&lt;br /&gt;
* Additional info on F7 screen is now only available when docked to stop the information from overrunning the HUD.&lt;br /&gt;
* Corrected use of &amp;quot;techLevel&amp;quot;/&amp;quot;techlevel&amp;quot; on systemInfo objects.&lt;br /&gt;
* Re-fixed issue with amount of gold, platinum and gemstones taking up the same amount of smuggling cargo space as normal cargo space.&lt;br /&gt;
&lt;br /&gt;
1.0.0&lt;br /&gt;
* Bug fixes.&lt;br /&gt;
&lt;br /&gt;
0.9.0&lt;br /&gt;
* Added new Black Market option, enabling the sale of rare or expensive equipment items (eg naval-sourced equipment)&lt;br /&gt;
* Added ability for 3rd party OXP's to add items for sale to the Black Market.&lt;br /&gt;
* Fixed incorrect label in descriptions.plist.&lt;br /&gt;
* Fixed issue where a smuggling compartment repair item was being displayed when the unit wasn't damaged.&lt;br /&gt;
* Add ability for sting ship to respond to cloaked attacks.&lt;br /&gt;
* Better handling of interstellar space conditions.&lt;br /&gt;
* Some values were not being reset correctly after a galactic jump.&lt;br /&gt;
* Police ship model used on all police-related screens displayed at that station will now be the same model.&lt;br /&gt;
* Sound effects added for mode/activate functions of phase scanner.&lt;br /&gt;
&lt;br /&gt;
0.8.1&lt;br /&gt;
* Fixed issue where opening the &amp;quot;Purchase Smuggling Compartment&amp;quot; screen was turning off the HUD and not turning it back on again.&lt;br /&gt;
&lt;br /&gt;
0.8.0&lt;br /&gt;
* Fixed Javascript error when opening the market info details screen for a commodity in interstellar space.&lt;br /&gt;
* Added $isGoodIllegal function to Smugglers_Illegal.&lt;br /&gt;
&lt;br /&gt;
0.7.9&lt;br /&gt;
* Fixed issue where docking will illegal goods and rescued escape pods was not allowing the player to bribe the station officials.&lt;br /&gt;
&lt;br /&gt;
0.7.8&lt;br /&gt;
* Fixed issue where illegal good definitions were not being applied correctly in every situation.&lt;br /&gt;
&lt;br /&gt;
0.7.7&lt;br /&gt;
* Fixed issue with smuggling compartments of various sizes appearing on the equipment screen.&lt;br /&gt;
&lt;br /&gt;
0.7.6&lt;br /&gt;
* Better handling of situation where another OXP removes the smuggling compartment.&lt;br /&gt;
* Fixed issue with contracts where a Javascript error could occur in rare circumstances.&lt;br /&gt;
* Fixed Javascript error with script attached to police sting ship.&lt;br /&gt;
* Improved sting ship compatibility with other worldScripts.&lt;br /&gt;
* Really (hopefully, maybe) fixed vector error in Blackmarket script.&lt;br /&gt;
* Changed &amp;quot;==&amp;quot; comparisons to &amp;quot;===&amp;quot; for performance improvements.&lt;br /&gt;
&lt;br /&gt;
0.7.5&lt;br /&gt;
* Fixed Javascript vector error in Blackmarket script.&lt;br /&gt;
* Added code to make use of enhanced F7 screen features in Oolite 1.83/4.&lt;br /&gt;
&lt;br /&gt;
0.7.4&lt;br /&gt;
* Reconfigured the cargo contracts fixes to work with the default contract code and with Switech's cargo contract mod OXP.&lt;br /&gt;
* Removed unnecessary &amp;quot;requires.plist&amp;quot; file.&lt;br /&gt;
* Extra checking for the presence of the sting ship to prevent null errors.&lt;br /&gt;
* Fixed issue where smuggling equipment was not being offered for sale anywhere.&lt;br /&gt;
* Fixed issue where the phase scanner was not being offered for sale at any time.&lt;br /&gt;
* Fixed issue where going into the smuggling compartment purchase page multiple times without actually purchasing something was deducting money anyway.&lt;br /&gt;
* Adjusted the price of the phase scanner.&lt;br /&gt;
* Tidying up of some equipment installation rules.&lt;br /&gt;
* F7 screen was turning off HUD when in flight in some circumstances.&lt;br /&gt;
&lt;br /&gt;
0.7.3&lt;br /&gt;
* Fixed issue with incorrect text showing on F8F8 commodity info screen.&lt;br /&gt;
* Included current system in list of planets shown on &amp;quot;Illegal imports on current course&amp;quot; option.&lt;br /&gt;
* Fixed issue with the Black Market welcome text, which was not being correctly reset upon docking.&lt;br /&gt;
&lt;br /&gt;
0.7.2&lt;br /&gt;
* Fixed loop variable pointer error in Black Market script.&lt;br /&gt;
&lt;br /&gt;
0.7.1&lt;br /&gt;
* Fixed timer setup bug in Black Market script.&lt;br /&gt;
&lt;br /&gt;
0.7.0&lt;br /&gt;
* Updated all bounty changes to use &amp;quot;setBounty&amp;quot;, rather than just updating the bounty directly, so a description can be passed to other OXP's.&lt;br /&gt;
* Expanded the use of the &amp;quot;properties&amp;quot; element of illegal definitions, so that multiple options can be entered (eg &amp;quot;cuisine,meat,steak&amp;quot;).&lt;br /&gt;
* Added a couple of extra illegal goods definitions.&lt;br /&gt;
* Added the ability to sell illegal cargo on the Black Market, for a reduced price. Plus some extra things...&lt;br /&gt;
* Added Seedy Space Bars to list of stations that have a Black Market.&lt;br /&gt;
* Moved a lot of static text into descriptions.plist and missiontext.plist.&lt;br /&gt;
* Fixed issue with only 500kg of gold or platinum taking up 1t of smuggling cargo space, and 500000g of gemstones.&lt;br /&gt;
* Removed redundant items from equipment.plist.&lt;br /&gt;
* Fixed bug when using a HUD that doesn't implement the &amp;quot;Big GUI&amp;quot; option, where the HUD was being turned off when displaying some mission screens, but wasn't being turned back on again.&lt;br /&gt;
* In Oolite 1.83 the bugfix relating to damaged equipment items that take up cargo space is resolved, so code has been added to switch to using the in-built repair methods, rather than keeping a long list of &amp;quot;Repair&amp;quot; equipment items. For backwards compatibility with 1.82, however, those items are still present.&lt;br /&gt;
* Adjusted the costs of repair items to be more in-line with how the core system handles repair costs.&lt;br /&gt;
* Improved integration with Illegal Goods Tweak. When docking with slaves, IGT will always run first, and Smugglers will be called afterwards.&lt;br /&gt;
* Updated screenID's to enable BGS background sounds.&lt;br /&gt;
* Renamed background overlay images to prevent possibility of future duplication.&lt;br /&gt;
* Added checks for null value in station allegiance.&lt;br /&gt;
* Updated the check for &amp;quot;Allow Big GUI&amp;quot;.&lt;br /&gt;
* Cleaned up sound function to avoid the need to check for BGS.&lt;br /&gt;
* Toned down overlay images.&lt;br /&gt;
* Code refactoring.&lt;br /&gt;
&lt;br /&gt;
0.6.2&lt;br /&gt;
* Fixed bug with checking for and removing used permits.&lt;br /&gt;
* Fixed issue where Constrictor hunt mission hints were being pushed off the System Data screen by all the illegal goods notifications.&lt;br /&gt;
* Added extra overlay image for purchasing Permits.&lt;br /&gt;
* Added extra overlay image for Rock Hermit waypoint list.&lt;br /&gt;
&lt;br /&gt;
0.6.1&lt;br /&gt;
* Using escape pod will now empty smuggler's compartment.&lt;br /&gt;
* Pared down &amp;quot;trade-goods.plist&amp;quot; to only contain required information, hopefully making it compatible with &amp;quot;Risk based economy&amp;quot; v2 OXP and BlOomberg Markets OXP.&lt;br /&gt;
* Removing the smuggling compartment or phase scanner at a Rock Hermit (or other non-GalCop station) will now refund the full cost, rather than just 70%.&lt;br /&gt;
* Changing the size of the smuggling compartment will refund the full price of the old size first, before purchasing the new size.&lt;br /&gt;
* Fixed bug when starting new game.&lt;br /&gt;
* Fixed issue where the message about delivering illegal goods via a cargo contract was appearing incorrectly.&lt;br /&gt;
&lt;br /&gt;
0.6.0&lt;br /&gt;
* Fixed issue where illegal flags were not appearing on secondary stations, removed need to have planetinfo.plist.&lt;br /&gt;
* Removed log file debug code.&lt;br /&gt;
&lt;br /&gt;
0.5.0&lt;br /&gt;
* Fixed bug with selling relabelled cargo.&lt;br /&gt;
* Fixed issue with delivering a standard cargo contract to a system where the cargo has become illegal after accepting the contract. The player was not being given the opportunity to bribe a docking official to clear their bounty.&lt;br /&gt;
* Fixed issue where, after using the phase scanner and being discovered using it, and then docking, the player was not being given the opportunity to bribe their way out of trouble.&lt;br /&gt;
* Added emails for various actions, when the Email System OXP is in use.&lt;br /&gt;
* Changed skull and crossbones background image for Black Market.&lt;br /&gt;
* Improved integration with [[Illegal_Goods_Tweak_OXP|Illegal Goods Tweak OXP]] (v2.2.0). The inital screen IGT displays will now look like an Amnesty Intergalactic screen, rather than a GalCop one, and the player has only two choices: hand over the slaves, or work with GalCop. If they choose the latter, Smugglers will include slaves as part of its import restrictions and the player can bribe as normal if they choose to.&lt;br /&gt;
&lt;br /&gt;
0.4.0&lt;br /&gt;
* Fixed issue where you could purchase any smuggling compartment, regardless of how much credit you have.&lt;br /&gt;
* Added player credit balance to smuggling compartment purchase screen.&lt;br /&gt;
* Added player credit balance to Black Market purchasing screens.&lt;br /&gt;
* Tightened up which stations will have a Black Market.&lt;br /&gt;
* Added government icon and TL to all purchase screens in Black Market.&lt;br /&gt;
* Tweaks to the calculation of phase scan noticeboard items.&lt;br /&gt;
* Improvements to the page handling for illegal goods.&lt;br /&gt;
&lt;br /&gt;
0.3.1&lt;br /&gt;
* Fixed mangled manifest.plist file.&lt;br /&gt;
&lt;br /&gt;
0.3.0&lt;br /&gt;
* Tweaks to the minimum tech level for purchasing smuggling equipment items.&lt;br /&gt;
* Further adjustments to precious metals and gem stones illegal notifications for better economic balance.&lt;br /&gt;
* Added overlay background images to various interface screens.&lt;br /&gt;
* Smuggling compartment repair costs now linked to size of compartment.&lt;br /&gt;
* Arriving in a system where you have a permit but no cargo for that permit will no longer remove the permit.&lt;br /&gt;
* Routine to create new illegal goods will now exclude the current system, to prevent the issue where the engine understands a good is illegal, but the game interface doesn't.&lt;br /&gt;
* Added extra checks to the docking process to ensure a good that the engine understands is illegal is also marked as illegal on the market screen before penalising the player.&lt;br /&gt;
* Added police ship models to all the after-dock screens.&lt;br /&gt;
&lt;br /&gt;
0.2.0 &lt;br /&gt;
* Made the price of RH waypoints, fake permits and phase scans related to the station price factor.&lt;br /&gt;
* Bribing the same station multiple times will increase the required amount of the bribe (by 10 or 20 percent each time).&lt;br /&gt;
* Added the last successful bribe amount to the screen where you enter a bribe amount.&lt;br /&gt;
* Reduced the police vessel detection range for the phase scanner, as their ships wouldn't have the same range as the main station.&lt;br /&gt;
* Main station market quantity of illegal goods under contract now set to zero (so, when arriving short, the player can't just buy the difference, launch and redock to complete the contract).&lt;br /&gt;
* Fixed issue where you could purchase anything from the Black Market, regardless of how much credit you have.&lt;br /&gt;
* Limited smuggling compartment options to standard commodities only.&lt;br /&gt;
* Fixed issue where wrong illegal goods were being picked up if the player followed another ship through a wormhole.&lt;br /&gt;
* Rebalanced prices for precious metals and gem stones.&lt;br /&gt;
* Damaged smuggling compartments and phase scanners can now be repaired, and better handling of damaged equipment in general.&lt;br /&gt;
* Fixed issue where phase scanner would not show up for purchase anywhere.&lt;br /&gt;
* Fixed issue where having 0t available space would not allow transfer of precious metals from smuggling compartment to standard hold.&lt;br /&gt;
* Added a new item to the Illegal Goods interface screen that lists all purchased Rock Hermit waypoints.&lt;br /&gt;
* Fixed issue with tech upgrades, where the option to purchase new ones was always available, no matter how many times you purchased it.&lt;br /&gt;
* Adjusted the price of the tech upgrade.&lt;br /&gt;
* Bug fixes.&lt;br /&gt;
&lt;br /&gt;
0.1.2&lt;br /&gt;
* Added missing semi-colon to planetinfo.plist.&lt;br /&gt;
* Found additional spot where techlevel was showing 1 lower than actual.&lt;br /&gt;
* Fixed issue where phase scans for TL 1 systems would not show up in the list of discovered phase scans.&lt;br /&gt;
&lt;br /&gt;
0.1.1&lt;br /&gt;
* Tech levels on all displays were showing 1 lower than actual.&lt;br /&gt;
* Attempting to bribe a dock master to relabel cargo when you don't have any cargo that can be relabeled would put the game into a locked state.&lt;br /&gt;
* Spelling corrections.&lt;br /&gt;
&lt;br /&gt;
0.1.0&lt;br /&gt;
* Initial public release&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=17723 BB Thread for this OXP] &lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=17179 Idea for Smugglers OXP] (2015) Fons et origo of this OXP&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=17675 Legal column on Market screen] (2015) related discussion of the confusions inherent in the Legal column.&lt;br /&gt;
&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=204379#p204379 Expanded version of the smuggling proposal] (Elite: Dangerous - Design Decision Forum: 2013)&lt;br /&gt;
&lt;br /&gt;
==Quick Facts==&lt;br /&gt;
{{OXPLevel|2}}{{IconOXP|ooVersion=&amp;quot;1.82&amp;quot;|oxpCPU=&amp;quot;Average&amp;quot;|oxpMEM=&amp;quot;Average&amp;quot;|oxpGPU=&amp;quot;Low&amp;quot;|oxpIsAPI=true|oxpIsDocumented=true|oxpIsConfigurable=true}}&lt;br /&gt;
[[Image:IconLib.png|48px|right|link=Library OXP|alt=Config options available through 'Library']]&lt;br /&gt;
{{Infobox OXPb| title = Smugglers.oxz&lt;br /&gt;
|version = 2.12&lt;br /&gt;
|release = 2026-05-10&lt;br /&gt;
|license = CC BY-NC-SA 3.0&lt;br /&gt;
|features = Equipment, Commodities&lt;br /&gt;
|category = Mechanics OXPs&lt;br /&gt;
|author = [[User:phkb|phkb]]&lt;br /&gt;
|feedback = [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=17723 Oolite BB]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay and Balance indicator==&lt;br /&gt;
[[Image:tag-colour-orange.png]]&lt;/div&gt;</summary>
		<author><name>Phkb</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Smugglers_-_The_Galactic_Underworld&amp;diff=88695</id>
		<title>Smugglers - The Galactic Underworld</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Smugglers_-_The_Galactic_Underworld&amp;diff=88695"/>
		<updated>2026-05-10T12:18:29Z</updated>

		<summary type="html">&lt;p&gt;Phkb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Smugglers' News Flash.png|right|500px]]&lt;br /&gt;
Makes any commodity potentially illegal to import in various systems, and adds equipment and contracts for those interested in smuggling goods outside normal legal channels.&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
Historically, in both the original Elite and therefore in Oolite, there were three illegal goods: slaves, narcotics and firearms. These were illegal to export from all GalCop stations, and there was no variation or flexibility in those items. This OXP aims to expand what goods are illegal, making it far more variable. There are new interface screens to show what items are illegal and where, a new Black Market available from Rock Hermits and other stations, and new equipment items to aid in smuggling cargo.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
It started with a single system.&lt;br /&gt;
&lt;br /&gt;
[[Sector1/Ceedra|Ceedra]], an insignificant confederacy in an unfrequented arm of galactic sector 1. They had been receiving some contaminated imported food from the nearby Anarchy system [[Sector1/Isdibi|Isdibi]], possibly random or possibly intentional as a way to destabilise the government, it was difficult to tell. But a request was made to [[GalCop]] to put an import ban on food and force any traders that bring food to the station to hand it over for destruction.&lt;br /&gt;
&lt;br /&gt;
The impact was almost immediate. Traders were outraged that their harmless cargo of wheat and grains were being taken away, which had never before happened in GalCop history, plus they received a bounty for doing so, doubling the pain. Messages were sent, trade delegations made an outward show of force, but GalCop's hands were tied. This was the decision of the planet in question, and under GalCop law they were perfectly entitled to impose import restrictions, beyond the export restrictions that had long been in place for slaves or narcotics. &lt;br /&gt;
&lt;br /&gt;
Suddenly the floodgates were opened. System after system found reason to ban goods, from basic staples like food or textiles, up to the traders standard fare of computers, furs and liquor. Even precious metals were banned in some systems, often for rather obscure reasons. And always, once a ban was in place, the price would hit the roof.&lt;br /&gt;
&lt;br /&gt;
Some commentators have suggested there is evidence that certain systems were requesting a good to be made illegal purely for the jump in price that naturally follows and the bump in traffic that accompanies extra profits. While GalCop have been sought for comment, none has been forthcoming, and nothing appears to be able to bring a halt to the practice. If systems are indeed creating spurious trade legalities, GalCop is not preventing them.&lt;br /&gt;
&lt;br /&gt;
Somewhat inevitably, at almost the same time, an entirely new market emerged, beneath the radar of GalCop's far-seeing eyes. As soon as a good was declared illegal to import the price of that good sky-rocketed, and the temptation to circumvent the restrictions GalCop was forced to impose was too great. Dock masters became a particular target, being offered high sums to fiddle manifest registries. Shadier stations began to offer customised smuggling compartments that provided a way to hide cargo from the customs scanning equipment. Contracts to move illicit cargo were also available from these locations.&lt;br /&gt;
&lt;br /&gt;
While it was always present in some form or another, now the Galactic Underworld became almost mainstream. The galaxy had changed.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
This OXP aims to broaden the scope and appeal of illegal goods in a number of ways.&lt;br /&gt;
&lt;br /&gt;
===1. Illegal goods===&lt;br /&gt;
Illegal goods can now be any of the 17 different commodity types. So food might be declared illegal on one planet, computers on another. These things might change as well, so computers might be illegal for a few months, and then conditions are lifted and they are back to normal again.&lt;br /&gt;
&lt;br /&gt;
Also, illegal trade goods will now be illegal to import(*). If you arrive at a GalCop station with visible illegal goods in your hold, you will be fined and your cargo will be confiscated. See also the section below on ''Bribing Officials''.&lt;br /&gt;
&lt;br /&gt;
Even if you plan to stay on the right side to the law, this OXP can add variety to the way illegal goods are handled by the game, and make the process of shipping cargo across the galaxy more interesting.&lt;br /&gt;
&lt;br /&gt;
Illegal goods notifications can be viewed on the F7 System Data screen, as well as via the F4 interface screen (see below). The F6 Galactic Chart will highlight systems within 7 LY that have illegal goods. Systems with just '''firearms''' as illegal will be shown with an '''orange diamond'''. Systems with other commodities, or with multiple commodities, will be shown with a '''yellow diamond'''.&lt;br /&gt;
&lt;br /&gt;
(*) '''Slaves''' remain illegal to export, and they are the only commodity that is illegal to export. The reason for this is that some escape capsules end up being transported as slaves, and it's unfair to penalise the player for potentially rescuing downed pilots. It is recommended the [[Illegal_Goods_Tweak_OXP|Illegal Goods Tweak OXP]] be installed so that captured slaves can be released. For other fixes see [[Escape Pod]].&lt;br /&gt;
&lt;br /&gt;
===2. Smuggling Compartment===&lt;br /&gt;
To help traders to work around these import restrictions a new piece of equipment, the smuggling compartment, can be purchased at non-GalCop stations (Rock Hermits in particular, but also other docking ports) in TL4 or greater systems. &lt;br /&gt;
&lt;br /&gt;
Cargo can be moved into and out of the smuggling compartment via an F4 Interface screen &amp;quot;Smuggling Compartment Configuration&amp;quot;. During flight, the &amp;quot;Smuggling Compartment Storage&amp;quot; primable equipment item allows for the transfer of cargo from the standard hold to the smuggling compartment. Cargo cannot be transferred out of the smuggling compartment during flight.&lt;br /&gt;
&lt;br /&gt;
The smuggling compartment has, in most circumstances, around a 25-40% chance of being detected, based on tech level. GalCop is always improving their detection equipment, which means that the scanner resistant technology of the smuggling compartment needs to be updated regularly to cope. About every 30 days a &amp;quot;Version Upgrade&amp;quot; should be purchased (at TL5 or greater systems) for your smuggling compartment, which will install the latest scanner resistant technology and keep the chance of detection as good as it possibly can be.&lt;br /&gt;
&lt;br /&gt;
This chance improves slightly once the &amp;quot;Phase Adjustment&amp;quot; equipment (available at TL7 or greater systems) is installed. With the phase adjustment equipment installed the phase setting of the hold can be adjusted, which can reduce the chance of being detected considerably. Phase settings can be picked up at Black Market noticeboard (which might be unreliable), or they can be purchased for a considerable cost. See also the Phase Scanner (below).&lt;br /&gt;
&lt;br /&gt;
If your compartment is damaged during a battle, cargo may be lost, the same as with normal cargo. You will need to find a non-GalCop station to repair the damage, otherwise the entire compartment will be discovered and removed, and you will receive a bounty. If you have a ship overhaul performed at a GalCop station with the smuggling compartment, it will be discovered and removed, and you will receive a bounty. See also the section below on Bribing Officials.&lt;br /&gt;
&lt;br /&gt;
===3. New equipment===&lt;br /&gt;
Apart from the smuggling compartment and phase adjustment tool, this OXP also introduces the following equipment items.&lt;br /&gt;
&lt;br /&gt;
'''** Phase Scanner **'''&amp;lt;br/&amp;gt;&lt;br /&gt;
TL8 or greater Anarchy systems will sometimes have a Phase Scanner available for purchase. The scanner can, when aimed at GalCop main stations, detect what phase setting the manifest scanners will be susceptible to. Once you know what the phase setting is for a particular government and tech level they can set the phase of their smuggling compartment and it will be almost undetectable to GalCop manifest scanners.&lt;br /&gt;
&lt;br /&gt;
The Phase scanner is used by targeting the main station, priming the equipment and then activating it. It will take a few seconds to perform its job, and will consume a large amount of energy in the process - a naval energy unit is required. If you are too close to the station, or you are moving too slowly, the station will detect the scan and a bounty will be placed on you. If you then dock at the station the scanner will be removed. If you are too far away from the main station the scanner will not operate. If a police vessel catches you performing a scan you will receive a bounty and may find yourself under fire.&lt;br /&gt;
&lt;br /&gt;
If your scanner is damaged you must get it repaired at a non-GalCop station, otherwise the equipment will be confiscated and you will receive a bounty. If you have a ship overhaul performed at a GalCop station while the equipment is on board, it will be removed as part of the overhaul and you will receive a bounty. But see also &amp;quot;Bribing Officials&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
'''** Tech version upgrades **'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Technology improves every day, and the scanner resistant technology used in the smuggling compartment needs to be updated to keep in step with the times. So, the tech version upgrade will keep your smuggling compartment up-to-date. Available at TL5 or greater systems.&lt;br /&gt;
&lt;br /&gt;
'''** Import Permits **'''&amp;lt;br/&amp;gt;&lt;br /&gt;
While some goods might be declared illegal, you can still purchase a permit to import that good from the planet in question. Usually these permits are quite expensive. &lt;br /&gt;
&lt;br /&gt;
Permits can only be used once, and will automatically be removed after use.&lt;br /&gt;
&lt;br /&gt;
===4. Bribing Officials===&lt;br /&gt;
If your smuggling compartment is discovered during a renovation or when damaged, or you dock with illegal cargo in your hold, you can attempt to bribe the station officials. You will be asked to enter the amount of the bribe. If you pay attention to what the official says you can get an idea on whether a smaller amount will be required, but larger amounts will have a greater chance of being successful. If you are successful you will be able to keep all your cargo and equipment. If you are unsuccessful you will lose all smuggling-related equipment and may end up increasing the bounty on your head.&lt;br /&gt;
&lt;br /&gt;
The Black Market noticeboard (see below) can be useful in finding systems where the dock master and other customs officials can be bribed for a reasonable amount.&lt;br /&gt;
&lt;br /&gt;
===5. New Interfaces screens===&lt;br /&gt;
'''** Black market **'''&amp;lt;br/&amp;gt;&lt;br /&gt;
See the [[Black Market]] page for more information about the Black Market.&lt;br /&gt;
&lt;br /&gt;
'''** Dock master **'''&amp;lt;br/&amp;gt;&lt;br /&gt;
When docked at a main station, and when the dock master is available (he doesn't work 24/7!) from this interface you can ask him about any good milk runs he/she is aware of, or you can try to bribe them into changing your cargo manifest for you.&lt;br /&gt;
&lt;br /&gt;
'''** Illegal goods information **'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Illegal goods are changing all the time. To try to keep track of the potential chaos, this interface screen will initially show you the latest changes to illegal goods in the sector, plus it offers the following options:&amp;lt;br/&amp;gt;&lt;br /&gt;
a. List of all illegal goods in the galaxy. Here you can see it all.&amp;lt;br/&amp;gt;&lt;br /&gt;
b. List of all illegal goods within 7LY of your current system.&amp;lt;br/&amp;gt;&lt;br /&gt;
c. List of illegal goods on your current course. If you have a long, cross-chart trip planned, this option will tell you what's illegal on the way, and flagging which ones you have a permit for (if any).&amp;lt;br/&amp;gt;&lt;br /&gt;
d. List of all import permits. This is what you are authorised (legally or not) to import.&amp;lt;br/&amp;gt;&lt;br /&gt;
e. List of all Rock Hermit waypoints purchased.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
One now needs to keep abreast of developments in the systems one is about to visit. This ''can'' be done using the new F4 choices. And it can ''also'' be done using the F7 screen - and if one's route has been plotted using the [[ANA]], one can view the different systems along the route in F7 using the left/right arrow keys.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Adding additional commodities==&lt;br /&gt;
Additional commodities can be added to the system by doing the following:&lt;br /&gt;
* '''Adding the commodity permit cost, and price factors.'''&lt;br /&gt;
&lt;br /&gt;
  var sbi = worldScripts.Smugglers_Illegal;&amp;lt;br/&amp;gt;&lt;br /&gt;
  sbi._commodityInfo[&amp;quot;my_commodity_key&amp;quot;] = [permitCost, factorIncIllegal, factorIncBM];&lt;br /&gt;
  // permitCost        = How much an import permit will cost for this commodity (eg 2000)&lt;br /&gt;
  // factorIncIllegal  = The factor to increase this commodity by when it is flagged as illegal (eg 2.5 = 2.5 times original price)&lt;br /&gt;
  // factorIncBM       = The factor to increase this commodity by at a black market &lt;br /&gt;
  //                         when it is flagged illegal at the main station (eg 1.4 = 1.4 times standard price)&lt;br /&gt;
&lt;br /&gt;
* '''Adding illegal possibilities for this commodity to the pool'''&lt;br /&gt;
&lt;br /&gt;
  var sbi = worldScripts.Smugglers_Illegal;&lt;br /&gt;
  sbi._possibilities.push({&lt;br /&gt;
    govTypes:&amp;quot;0,3&amp;quot;, &lt;br /&gt;
    commodity:&amp;quot;my_commodity_key&amp;quot;, &lt;br /&gt;
    properties:&amp;quot;&amp;quot;, &lt;br /&gt;
    permit:1, &lt;br /&gt;
    scale:1, &lt;br /&gt;
    period:30, &lt;br /&gt;
    chance:0.5, &lt;br /&gt;
    description:&amp;quot;A brief description of the in-game reason for making this commodity illegal.&amp;quot;});&lt;br /&gt;
  /* &lt;br /&gt;
    govTypes:     Comma-separated list of government types (0-7) this definition can apply to eg (&amp;quot;0,1,2&amp;quot;)&lt;br /&gt;
    commodity:    Comma-separated list of commodity names this definition will apply to (eg &amp;quot;food,my_commodity_key&amp;quot;).&lt;br /&gt;
    properties:   Comma-separated list of text search strings to use against the planetary description.&lt;br /&gt;
                        For instance, &amp;quot;civil war&amp;quot; would only select planets that have &amp;quot;civil war&amp;quot; in their description.&lt;br /&gt;
                        &amp;quot;drink|brew&amp;quot; would only select planets that have &amp;quot;drink&amp;quot; or &amp;quot;brew&amp;quot; in their description.&lt;br /&gt;
    permit:       Boolean value (0 or 1) indicating whether a permit can be purchased for this commodity&lt;br /&gt;
    scale:        The legality scale to apply to this commodity. &lt;br /&gt;
                        The scale will apply when calculating the bounty to apply to a player caught smuggling &lt;br /&gt;
                        illegal goods as a multiplier. Most illegal goods have a scale of 1. Slaves have 2.&lt;br /&gt;
    period:       The period (in days) this definition will be active for.&lt;br /&gt;
    chance:       A chance factor, between 0 (never) and 1 (very often), to apply when selecting this definition&lt;br /&gt;
    description:  The description to display for this definition.&lt;br /&gt;
  */&lt;br /&gt;
&lt;br /&gt;
* '''Add the [[Market Script Interface]] market script to your commodity.'''&lt;br /&gt;
The [[Market Script Interface]] OXP enables multi-OXP interfaces to the same market script, and is how Smugglers enables the legal/illegal flags to be set for each commodity.&lt;br /&gt;
&lt;br /&gt;
In the commodity definition in your &amp;quot;trade-goods.plist&amp;quot; file, add the following line:&lt;br /&gt;
&lt;br /&gt;
  &amp;quot;market_script&amp;quot; = &amp;quot;msi_tradegoods_market.js&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Note: If your commodity definition already has a &amp;quot;market_script&amp;quot; defined, you will need to interface your code with [[Market Script Interface]], to enable it to work with the Smugglers version.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* This OXP updates the &amp;quot;oolite-contracts-cargo.js&amp;quot; file with a new version of the _initialiseCargoContractsForSystem function that excludes illegal goods from being selected for standard cargo contracts.&lt;br /&gt;
* Related to the previous note, this OXP also updates the _initialiseCargoContractsForSystem function of Switech's Cargo-Contract-Mod, to exclcude illegal goods from being selected for standard cargo contracts.&lt;br /&gt;
* This OXP also changes the logic of the &amp;quot;Legal&amp;quot; column on the F8 Market screen. Previously, goods that were illegal to export were marked with &amp;quot;Im&amp;quot;, and goods illegal to import were marked with &amp;quot;Ex&amp;quot;. This logic has been reversed, and the column relabelled as &amp;quot;Ban&amp;quot; to indicate what type of ban is in place.&lt;br /&gt;
&lt;br /&gt;
==Special Note==&lt;br /&gt;
Because of the complex nature of this OXP, the possibility for conflicts is great, so please report any bugs or unexpected outcomes. Don't assume someone else has noticed it - if two people report a bug it makes tracking the bug down so much easier!&lt;br /&gt;
&lt;br /&gt;
And it goes without saying that I'd like to hear from you if you have any suggestions on how the OXP could be improved. &lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
The [[Market Script Interface]] OXP is a requirement for this pack.&amp;lt;br/&amp;gt;&lt;br /&gt;
The [[Black Market]] OXP is a requirement for this pack.&lt;br /&gt;
&lt;br /&gt;
==Incompatible OXP's==&lt;br /&gt;
At present, this OXP is incompatible with the following OXPs:&lt;br /&gt;
* [[New_Cargoes|New Cargoes]] v1.2.3: The system of permits, how it stores cargo, and how it controls illegal goods are all potentially conflicting. See New Cargoes for a link to a detailed analysis. &lt;br /&gt;
However, version 2 of New Cargoes is compatible with Smugglers.&lt;br /&gt;
&lt;br /&gt;
This conflict has been recorded in the manifest file, so if you have New Cargoes installed the &amp;quot;Smugglers&amp;quot; OXP will not load.&lt;br /&gt;
&lt;br /&gt;
==Installation==&lt;br /&gt;
Place the 'Smugglers_2.11.oxz' or 'Smugglers.oxp' (extracted from the ZIP file download) into your 'AddOns' folder and when you start the game, hold down 'Shift' until you see the spinning Cobra.&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
Download [[Media:Smugglers_2.12.oxz|Smugglers_2.12.oxz]] v2.12 (downloaded {{#downloads:Smugglers_2.12.oxz}} times).&amp;lt;br/&amp;gt;&lt;br /&gt;
Download [https://app.box.com/s/9zwazfe98cg2z89bmpn7mmhypm24d3zj Smugglers.zip] v2.11 (extract OXP folder to AddOns)&lt;br /&gt;
&lt;br /&gt;
==License==&lt;br /&gt;
This OXP is released under the Creative Commons Attribution - Non-Commercial - Share Alike 3.0 license. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/3.0/&lt;br /&gt;
&lt;br /&gt;
Skull and crossbones image from https://commons.wikimedia.org/wiki/File:Skull_and_crossbones.png.&amp;lt;br/&amp;gt;&lt;br /&gt;
Warning image from http://simpleicon.com/warning-3.html.&amp;lt;br/&amp;gt;&lt;br /&gt;
Chat image from http://simpleicon.com/chat-2.html.&amp;lt;br/&amp;gt;&lt;br /&gt;
ID image from http://simpleicon.com/id_card.html.&amp;lt;br/&amp;gt;&lt;br /&gt;
Lock image from http://simpleicon.com/lock-2.html.&amp;lt;br/&amp;gt;&lt;br /&gt;
Cupboard image from http://simpleicon.com/cupboard_4.html&amp;lt;br/&amp;gt;&lt;br /&gt;
Candle image from http://simpleicon.com/candle-2.html.&amp;lt;br/&amp;gt;&lt;br /&gt;
Form image from http://simpleicon.com/admite_form_1.html.&amp;lt;br/&amp;gt;&lt;br /&gt;
Map marker image from http://simpleicon.com/map_marker.html.&lt;br /&gt;
&lt;br /&gt;
With the help of:&amp;lt;br/&amp;gt;&lt;br /&gt;
Layne, Stormrider, Norby, cim, Diziet Sma, Cody, and all the people on the BB who offered suggestions and ideas to make this OXP as good as it could be. If the OXP fails in any way, is it because of my limitations as a programmer, not because of the paucity of your ideas and contributions!&lt;br /&gt;
&lt;br /&gt;
==Version History==&lt;br /&gt;
2.12&lt;br /&gt;
* Smugglers Guidebook now only purchasable through the Black Market.&lt;br /&gt;
&lt;br /&gt;
2.11&lt;br /&gt;
* Added Smuggler's Guidebook to the Ship's Library (if installed).&lt;br /&gt;
* Added check for the Market Screen Legal Column mod.&lt;br /&gt;
* Tweaked some mission screens for better positioning.&lt;br /&gt;
* The initial entry point to &amp;quot;Import Permits&amp;quot; and &amp;quot;Smuggling Compartments&amp;quot; is now free, so you no longer need a minimum cash balance to see what permits are available or what the Smuggling Compartment options are. If using Oolite 1.92, the amount and install time columns will also be suppressed for these items.&lt;br /&gt;
&lt;br /&gt;
2.10&lt;br /&gt;
* Fixed issue with inverted logic check in monkey-patch for Switech's cargo contract mod.&lt;br /&gt;
&lt;br /&gt;
2.9&lt;br /&gt;
* Updated monkey-patch for Switech's cargo contract mod.&lt;br /&gt;
&lt;br /&gt;
2.8&lt;br /&gt;
* Fixed issue with cargo storage when New Cargoes not installed.&lt;br /&gt;
&lt;br /&gt;
2.7&lt;br /&gt;
* Darkened overlay images for better compatibility with Oolite 1.92.&lt;br /&gt;
&lt;br /&gt;
2.6&lt;br /&gt;
* Moved all text into descriptions.plist or missiontext.plist for easier localisation.&lt;br /&gt;
* Corrected information in readme.txt.&lt;br /&gt;
* Pushed out tech upgrades to every 60 days (rather than every 30).&lt;br /&gt;
* When asked about milkruns, the Dock Master will now show a short range chart or the run, rather than a long range chart.&lt;br /&gt;
&lt;br /&gt;
2.5&lt;br /&gt;
* Tokenised descriptions to reduce size of save file.&lt;br /&gt;
* Added shortcut keys to short &amp;amp; long range charts.&lt;br /&gt;
* Added text to Contextual Help.&lt;br /&gt;
&lt;br /&gt;
2.4&lt;br /&gt;
* Bug Fixes.&lt;br /&gt;
&lt;br /&gt;
2.3&lt;br /&gt;
* Fixed bug introduced when changing over to use the Market Script Interface.&lt;br /&gt;
* Fixed syntax error in Dock Master script.&lt;br /&gt;
&lt;br /&gt;
2.2&lt;br /&gt;
* Allows color and shape of chart markers for illegal goods to be changed via Library Config.&lt;br /&gt;
* Tweaked the returns and time frames for gold, platinum and gem stones, to not be quite so generous or easy to exploit.&lt;br /&gt;
* Fixed issue where illegal goods were not being created if starting a new game with the &amp;quot;Easy Start&amp;quot; option.&lt;br /&gt;
* Code refactoring.&lt;br /&gt;
&lt;br /&gt;
2.1.1&lt;br /&gt;
* Removed reference to blackmarket script from world-scripts.plist.&lt;br /&gt;
&lt;br /&gt;
2.1&lt;br /&gt;
* Enabled equipment conditions, which had been turned off for testing.&lt;br /&gt;
&lt;br /&gt;
2.0&lt;br /&gt;
* Updated market script process to use new [[Market Script Interface]] OXP.&lt;br /&gt;
* Switched pricing change to be inside market script callbacks (so they will now show up on sample price calculations).&lt;br /&gt;
* Made compatible with [[New Cargoes]] OXP (version 2.0)&lt;br /&gt;
* Split off [[Black Market]] into its own OXP, and made it a requirement of this OXP.&lt;br /&gt;
&lt;br /&gt;
1.5.8&lt;br /&gt;
* Fixed some potential referencing errors with mission screens.&lt;br /&gt;
&lt;br /&gt;
1.5.7&lt;br /&gt;
* Added extra facility for removing the Black Market on stations.&lt;br /&gt;
&lt;br /&gt;
1.5.6&lt;br /&gt;
* Better use of new functions available in later versions of Oolite.&lt;br /&gt;
* Removed code that was deleting TL1 phase scan settings.&lt;br /&gt;
* Bug fixes.&lt;br /&gt;
&lt;br /&gt;
1.5.5&lt;br /&gt;
* List of illegal goods displayed on F7 system data screen will now be shown inflight, but without reasons (ie just a list of illegal goods).&lt;br /&gt;
* Additional checking types added to ship condition checking routine.&lt;br /&gt;
* Bug fixes.&lt;br /&gt;
&lt;br /&gt;
1.5.4&lt;br /&gt;
* Moving kg or g type commodities will now force the Manifest MFD to update.&lt;br /&gt;
* Better integration with Escape Pod Tweaks. Scooped escape pods can no longer be transferred to the smuggling compartment.&lt;br /&gt;
* Equipment.plist corrections. &lt;br /&gt;
* Updates to readme.txt file.&lt;br /&gt;
&lt;br /&gt;
1.5.3&lt;br /&gt;
* Removed 1t cargo space requirement for in-flight storage equipment, to ensure it is always available when a smuggling compartment is installed.&lt;br /&gt;
* Removed incorrect Naval Energy Unit requirement for in-flight storage equipment.&lt;br /&gt;
* Code refactoring.&lt;br /&gt;
&lt;br /&gt;
1.5.2&lt;br /&gt;
* Fixed issue with the in-flight storage function not handling all conditions when checking scooped cargo.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  data-expandtext=&amp;quot;Show older&amp;quot; data-collapsetext=&amp;quot;Hide older&amp;quot; style=&amp;quot;overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
1.5.1&lt;br /&gt;
* Fixed broken integration with &amp;quot;Escape Pod Tweaks&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
1.5.0&lt;br /&gt;
* Added new options for when player is caught in a sting operation: pay a fine amount, accept a legal penalty, or attempt to bribe their way out of trouble.&lt;br /&gt;
* System productivity now has an influence on the amount you need to offer when bribing officials.&lt;br /&gt;
* Calculation of the maximum smuggling compartment size now factors in current smuggling compartment size so all downgrade options are available (not just the ones that would fix in the current available space).&lt;br /&gt;
* Fixed damage/repair process.&lt;br /&gt;
* Fixed issue with smuggling compartment damage resetting the tech level of the compartment.&lt;br /&gt;
* Fixed incorrect description lookup key.&lt;br /&gt;
* Improved integration with the &amp;quot;Escape Pod Tweaks&amp;quot; OXP.&lt;br /&gt;
* Code cleanup.&lt;br /&gt;
&lt;br /&gt;
1.4.2&lt;br /&gt;
* Systems with illegal goods marked on the map will now have their marks removed after loading the game if the setting switch is turned off via Library Config.&lt;br /&gt;
&lt;br /&gt;
1.4.1&lt;br /&gt;
* Primable equipment now given to player who already had a smuggling compartment installed.&lt;br /&gt;
&lt;br /&gt;
1.4.0&lt;br /&gt;
* Added primable equipment which allows cargo to be moved to the smuggling compartment during flight.&lt;br /&gt;
* Fixed issue on &amp;quot;Move cargo out&amp;quot; screen, showing &amp;quot;[avail]&amp;quot; instead of available compartment space.&lt;br /&gt;
* Removed decimal point values from showing for available compartment space.&lt;br /&gt;
* Better handling of kg and g commodities.&lt;br /&gt;
* Fixed issue with outrageous amounts being offered for narcotics and slaves on the Black Market.&lt;br /&gt;
&lt;br /&gt;
1.3.2&lt;br /&gt;
* Better handling of interstellar space conditions.&lt;br /&gt;
&lt;br /&gt;
1.3.1&lt;br /&gt;
* Added options to [[Library OXP|Library]] Config to control whether systems with illegal goods are marked on the galaxy map.&lt;br /&gt;
&lt;br /&gt;
1.3.0&lt;br /&gt;
* It is now possible to add new commodities to the list of illegal goods possibilities.&lt;br /&gt;
* The dock master can now relabel cargo as new (ie. non-core) commodities.&lt;br /&gt;
* System map will now be shown when the dock master informs player of a milk run, highlighting the two systems.&lt;br /&gt;
* Illegal goods on route will now handle not having the Advanced Navigation Array correctly.&lt;br /&gt;
* Cleaned up overlay images.&lt;br /&gt;
&lt;br /&gt;
1.2.2&lt;br /&gt;
* Added &amp;quot;display_color&amp;quot; property to some equipment items (Oolite v1.85/86 only).&lt;br /&gt;
* Added integration options for &amp;quot;Bounty System - Most Wanted&amp;quot; OXP.&lt;br /&gt;
* Better handling of interstellar space.&lt;br /&gt;
* Code refactoring.&lt;br /&gt;
&lt;br /&gt;
1.2.1&lt;br /&gt;
* Fix for crazy prices being applied after a saved game is reloaded.&lt;br /&gt;
&lt;br /&gt;
1.2.0&lt;br /&gt;
* Changed method of adjusting prices to work better with other OXP's that adjust prices.&lt;br /&gt;
* Fixed Javascript error when attempting to sell illegal cargo through the Black Market.&lt;br /&gt;
* Added console message confirming sale of illegal cargo through the Black Market.&lt;br /&gt;
* Code cleanup.&lt;br /&gt;
&lt;br /&gt;
1.1.4&lt;br /&gt;
* Arranged data on illegal goods lists to be in columns.&lt;br /&gt;
* Removed hard-coded scanner range values.&lt;br /&gt;
&lt;br /&gt;
1.1.3&lt;br /&gt;
* Fixed error where function to remove sting ship monkey patches wasn't being passed the correct parameter.&lt;br /&gt;
&lt;br /&gt;
1.1.2&lt;br /&gt;
* Added code for putting smuggling contracts on the Bulletin board system if the Contracts On BB OXP is also installed.&lt;br /&gt;
* Code refactoring.&lt;br /&gt;
&lt;br /&gt;
1.1.1&lt;br /&gt;
* Fixed some spelling mistakes.&lt;br /&gt;
* Added &amp;quot;machinery&amp;quot; to list of commodities the &amp;quot;Visible As&amp;quot; property of a smuggling compartment can be set to.&lt;br /&gt;
* Fixed issue with not being able to move machinery into or out of the smuggling compartment.&lt;br /&gt;
* Fixed issue with not being able to purchase or sell machinery directly from the smuggling compartment.&lt;br /&gt;
&lt;br /&gt;
1.1.0&lt;br /&gt;
* Additional info on F7 screen is now only available when docked to stop the information from overrunning the HUD.&lt;br /&gt;
* Corrected use of &amp;quot;techLevel&amp;quot;/&amp;quot;techlevel&amp;quot; on systemInfo objects.&lt;br /&gt;
* Re-fixed issue with amount of gold, platinum and gemstones taking up the same amount of smuggling cargo space as normal cargo space.&lt;br /&gt;
&lt;br /&gt;
1.0.0&lt;br /&gt;
* Bug fixes.&lt;br /&gt;
&lt;br /&gt;
0.9.0&lt;br /&gt;
* Added new Black Market option, enabling the sale of rare or expensive equipment items (eg naval-sourced equipment)&lt;br /&gt;
* Added ability for 3rd party OXP's to add items for sale to the Black Market.&lt;br /&gt;
* Fixed incorrect label in descriptions.plist.&lt;br /&gt;
* Fixed issue where a smuggling compartment repair item was being displayed when the unit wasn't damaged.&lt;br /&gt;
* Add ability for sting ship to respond to cloaked attacks.&lt;br /&gt;
* Better handling of interstellar space conditions.&lt;br /&gt;
* Some values were not being reset correctly after a galactic jump.&lt;br /&gt;
* Police ship model used on all police-related screens displayed at that station will now be the same model.&lt;br /&gt;
* Sound effects added for mode/activate functions of phase scanner.&lt;br /&gt;
&lt;br /&gt;
0.8.1&lt;br /&gt;
* Fixed issue where opening the &amp;quot;Purchase Smuggling Compartment&amp;quot; screen was turning off the HUD and not turning it back on again.&lt;br /&gt;
&lt;br /&gt;
0.8.0&lt;br /&gt;
* Fixed Javascript error when opening the market info details screen for a commodity in interstellar space.&lt;br /&gt;
* Added $isGoodIllegal function to Smugglers_Illegal.&lt;br /&gt;
&lt;br /&gt;
0.7.9&lt;br /&gt;
* Fixed issue where docking will illegal goods and rescued escape pods was not allowing the player to bribe the station officials.&lt;br /&gt;
&lt;br /&gt;
0.7.8&lt;br /&gt;
* Fixed issue where illegal good definitions were not being applied correctly in every situation.&lt;br /&gt;
&lt;br /&gt;
0.7.7&lt;br /&gt;
* Fixed issue with smuggling compartments of various sizes appearing on the equipment screen.&lt;br /&gt;
&lt;br /&gt;
0.7.6&lt;br /&gt;
* Better handling of situation where another OXP removes the smuggling compartment.&lt;br /&gt;
* Fixed issue with contracts where a Javascript error could occur in rare circumstances.&lt;br /&gt;
* Fixed Javascript error with script attached to police sting ship.&lt;br /&gt;
* Improved sting ship compatibility with other worldScripts.&lt;br /&gt;
* Really (hopefully, maybe) fixed vector error in Blackmarket script.&lt;br /&gt;
* Changed &amp;quot;==&amp;quot; comparisons to &amp;quot;===&amp;quot; for performance improvements.&lt;br /&gt;
&lt;br /&gt;
0.7.5&lt;br /&gt;
* Fixed Javascript vector error in Blackmarket script.&lt;br /&gt;
* Added code to make use of enhanced F7 screen features in Oolite 1.83/4.&lt;br /&gt;
&lt;br /&gt;
0.7.4&lt;br /&gt;
* Reconfigured the cargo contracts fixes to work with the default contract code and with Switech's cargo contract mod OXP.&lt;br /&gt;
* Removed unnecessary &amp;quot;requires.plist&amp;quot; file.&lt;br /&gt;
* Extra checking for the presence of the sting ship to prevent null errors.&lt;br /&gt;
* Fixed issue where smuggling equipment was not being offered for sale anywhere.&lt;br /&gt;
* Fixed issue where the phase scanner was not being offered for sale at any time.&lt;br /&gt;
* Fixed issue where going into the smuggling compartment purchase page multiple times without actually purchasing something was deducting money anyway.&lt;br /&gt;
* Adjusted the price of the phase scanner.&lt;br /&gt;
* Tidying up of some equipment installation rules.&lt;br /&gt;
* F7 screen was turning off HUD when in flight in some circumstances.&lt;br /&gt;
&lt;br /&gt;
0.7.3&lt;br /&gt;
* Fixed issue with incorrect text showing on F8F8 commodity info screen.&lt;br /&gt;
* Included current system in list of planets shown on &amp;quot;Illegal imports on current course&amp;quot; option.&lt;br /&gt;
* Fixed issue with the Black Market welcome text, which was not being correctly reset upon docking.&lt;br /&gt;
&lt;br /&gt;
0.7.2&lt;br /&gt;
* Fixed loop variable pointer error in Black Market script.&lt;br /&gt;
&lt;br /&gt;
0.7.1&lt;br /&gt;
* Fixed timer setup bug in Black Market script.&lt;br /&gt;
&lt;br /&gt;
0.7.0&lt;br /&gt;
* Updated all bounty changes to use &amp;quot;setBounty&amp;quot;, rather than just updating the bounty directly, so a description can be passed to other OXP's.&lt;br /&gt;
* Expanded the use of the &amp;quot;properties&amp;quot; element of illegal definitions, so that multiple options can be entered (eg &amp;quot;cuisine,meat,steak&amp;quot;).&lt;br /&gt;
* Added a couple of extra illegal goods definitions.&lt;br /&gt;
* Added the ability to sell illegal cargo on the Black Market, for a reduced price. Plus some extra things...&lt;br /&gt;
* Added Seedy Space Bars to list of stations that have a Black Market.&lt;br /&gt;
* Moved a lot of static text into descriptions.plist and missiontext.plist.&lt;br /&gt;
* Fixed issue with only 500kg of gold or platinum taking up 1t of smuggling cargo space, and 500000g of gemstones.&lt;br /&gt;
* Removed redundant items from equipment.plist.&lt;br /&gt;
* Fixed bug when using a HUD that doesn't implement the &amp;quot;Big GUI&amp;quot; option, where the HUD was being turned off when displaying some mission screens, but wasn't being turned back on again.&lt;br /&gt;
* In Oolite 1.83 the bugfix relating to damaged equipment items that take up cargo space is resolved, so code has been added to switch to using the in-built repair methods, rather than keeping a long list of &amp;quot;Repair&amp;quot; equipment items. For backwards compatibility with 1.82, however, those items are still present.&lt;br /&gt;
* Adjusted the costs of repair items to be more in-line with how the core system handles repair costs.&lt;br /&gt;
* Improved integration with Illegal Goods Tweak. When docking with slaves, IGT will always run first, and Smugglers will be called afterwards.&lt;br /&gt;
* Updated screenID's to enable BGS background sounds.&lt;br /&gt;
* Renamed background overlay images to prevent possibility of future duplication.&lt;br /&gt;
* Added checks for null value in station allegiance.&lt;br /&gt;
* Updated the check for &amp;quot;Allow Big GUI&amp;quot;.&lt;br /&gt;
* Cleaned up sound function to avoid the need to check for BGS.&lt;br /&gt;
* Toned down overlay images.&lt;br /&gt;
* Code refactoring.&lt;br /&gt;
&lt;br /&gt;
0.6.2&lt;br /&gt;
* Fixed bug with checking for and removing used permits.&lt;br /&gt;
* Fixed issue where Constrictor hunt mission hints were being pushed off the System Data screen by all the illegal goods notifications.&lt;br /&gt;
* Added extra overlay image for purchasing Permits.&lt;br /&gt;
* Added extra overlay image for Rock Hermit waypoint list.&lt;br /&gt;
&lt;br /&gt;
0.6.1&lt;br /&gt;
* Using escape pod will now empty smuggler's compartment.&lt;br /&gt;
* Pared down &amp;quot;trade-goods.plist&amp;quot; to only contain required information, hopefully making it compatible with &amp;quot;Risk based economy&amp;quot; v2 OXP and BlOomberg Markets OXP.&lt;br /&gt;
* Removing the smuggling compartment or phase scanner at a Rock Hermit (or other non-GalCop station) will now refund the full cost, rather than just 70%.&lt;br /&gt;
* Changing the size of the smuggling compartment will refund the full price of the old size first, before purchasing the new size.&lt;br /&gt;
* Fixed bug when starting new game.&lt;br /&gt;
* Fixed issue where the message about delivering illegal goods via a cargo contract was appearing incorrectly.&lt;br /&gt;
&lt;br /&gt;
0.6.0&lt;br /&gt;
* Fixed issue where illegal flags were not appearing on secondary stations, removed need to have planetinfo.plist.&lt;br /&gt;
* Removed log file debug code.&lt;br /&gt;
&lt;br /&gt;
0.5.0&lt;br /&gt;
* Fixed bug with selling relabelled cargo.&lt;br /&gt;
* Fixed issue with delivering a standard cargo contract to a system where the cargo has become illegal after accepting the contract. The player was not being given the opportunity to bribe a docking official to clear their bounty.&lt;br /&gt;
* Fixed issue where, after using the phase scanner and being discovered using it, and then docking, the player was not being given the opportunity to bribe their way out of trouble.&lt;br /&gt;
* Added emails for various actions, when the Email System OXP is in use.&lt;br /&gt;
* Changed skull and crossbones background image for Black Market.&lt;br /&gt;
* Improved integration with [[Illegal_Goods_Tweak_OXP|Illegal Goods Tweak OXP]] (v2.2.0). The inital screen IGT displays will now look like an Amnesty Intergalactic screen, rather than a GalCop one, and the player has only two choices: hand over the slaves, or work with GalCop. If they choose the latter, Smugglers will include slaves as part of its import restrictions and the player can bribe as normal if they choose to.&lt;br /&gt;
&lt;br /&gt;
0.4.0&lt;br /&gt;
* Fixed issue where you could purchase any smuggling compartment, regardless of how much credit you have.&lt;br /&gt;
* Added player credit balance to smuggling compartment purchase screen.&lt;br /&gt;
* Added player credit balance to Black Market purchasing screens.&lt;br /&gt;
* Tightened up which stations will have a Black Market.&lt;br /&gt;
* Added government icon and TL to all purchase screens in Black Market.&lt;br /&gt;
* Tweaks to the calculation of phase scan noticeboard items.&lt;br /&gt;
* Improvements to the page handling for illegal goods.&lt;br /&gt;
&lt;br /&gt;
0.3.1&lt;br /&gt;
* Fixed mangled manifest.plist file.&lt;br /&gt;
&lt;br /&gt;
0.3.0&lt;br /&gt;
* Tweaks to the minimum tech level for purchasing smuggling equipment items.&lt;br /&gt;
* Further adjustments to precious metals and gem stones illegal notifications for better economic balance.&lt;br /&gt;
* Added overlay background images to various interface screens.&lt;br /&gt;
* Smuggling compartment repair costs now linked to size of compartment.&lt;br /&gt;
* Arriving in a system where you have a permit but no cargo for that permit will no longer remove the permit.&lt;br /&gt;
* Routine to create new illegal goods will now exclude the current system, to prevent the issue where the engine understands a good is illegal, but the game interface doesn't.&lt;br /&gt;
* Added extra checks to the docking process to ensure a good that the engine understands is illegal is also marked as illegal on the market screen before penalising the player.&lt;br /&gt;
* Added police ship models to all the after-dock screens.&lt;br /&gt;
&lt;br /&gt;
0.2.0 &lt;br /&gt;
* Made the price of RH waypoints, fake permits and phase scans related to the station price factor.&lt;br /&gt;
* Bribing the same station multiple times will increase the required amount of the bribe (by 10 or 20 percent each time).&lt;br /&gt;
* Added the last successful bribe amount to the screen where you enter a bribe amount.&lt;br /&gt;
* Reduced the police vessel detection range for the phase scanner, as their ships wouldn't have the same range as the main station.&lt;br /&gt;
* Main station market quantity of illegal goods under contract now set to zero (so, when arriving short, the player can't just buy the difference, launch and redock to complete the contract).&lt;br /&gt;
* Fixed issue where you could purchase anything from the Black Market, regardless of how much credit you have.&lt;br /&gt;
* Limited smuggling compartment options to standard commodities only.&lt;br /&gt;
* Fixed issue where wrong illegal goods were being picked up if the player followed another ship through a wormhole.&lt;br /&gt;
* Rebalanced prices for precious metals and gem stones.&lt;br /&gt;
* Damaged smuggling compartments and phase scanners can now be repaired, and better handling of damaged equipment in general.&lt;br /&gt;
* Fixed issue where phase scanner would not show up for purchase anywhere.&lt;br /&gt;
* Fixed issue where having 0t available space would not allow transfer of precious metals from smuggling compartment to standard hold.&lt;br /&gt;
* Added a new item to the Illegal Goods interface screen that lists all purchased Rock Hermit waypoints.&lt;br /&gt;
* Fixed issue with tech upgrades, where the option to purchase new ones was always available, no matter how many times you purchased it.&lt;br /&gt;
* Adjusted the price of the tech upgrade.&lt;br /&gt;
* Bug fixes.&lt;br /&gt;
&lt;br /&gt;
0.1.2&lt;br /&gt;
* Added missing semi-colon to planetinfo.plist.&lt;br /&gt;
* Found additional spot where techlevel was showing 1 lower than actual.&lt;br /&gt;
* Fixed issue where phase scans for TL 1 systems would not show up in the list of discovered phase scans.&lt;br /&gt;
&lt;br /&gt;
0.1.1&lt;br /&gt;
* Tech levels on all displays were showing 1 lower than actual.&lt;br /&gt;
* Attempting to bribe a dock master to relabel cargo when you don't have any cargo that can be relabeled would put the game into a locked state.&lt;br /&gt;
* Spelling corrections.&lt;br /&gt;
&lt;br /&gt;
0.1.0&lt;br /&gt;
* Initial public release&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=17723 BB Thread for this OXP] &lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=17179 Idea for Smugglers OXP] (2015) Fons et origo of this OXP&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=17675 Legal column on Market screen] (2015) related discussion of the confusions inherent in the Legal column.&lt;br /&gt;
&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=204379#p204379 Expanded version of the smuggling proposal] (Elite: Dangerous - Design Decision Forum: 2013)&lt;br /&gt;
&lt;br /&gt;
==Quick Facts==&lt;br /&gt;
{{OXPLevel|2}}{{IconOXP|ooVersion=&amp;quot;1.82&amp;quot;|oxpCPU=&amp;quot;Average&amp;quot;|oxpMEM=&amp;quot;Average&amp;quot;|oxpGPU=&amp;quot;Low&amp;quot;|oxpIsAPI=true|oxpIsDocumented=true|oxpIsConfigurable=true}}&lt;br /&gt;
[[Image:IconLib.png|48px|right|link=Library OXP|alt=Config options available through 'Library']]&lt;br /&gt;
{{Infobox OXPb| title = Smugglers.oxz&lt;br /&gt;
|version = 2.12&lt;br /&gt;
|release = 2026-05-10&lt;br /&gt;
|license = CC BY-NC-SA 3.0&lt;br /&gt;
|features = Equipment, Commodities&lt;br /&gt;
|category = Mechanics OXPs&lt;br /&gt;
|author = [[User:phkb|phkb]]&lt;br /&gt;
|feedback = [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=17723 Oolite BB]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay and Balance indicator==&lt;br /&gt;
[[Image:tag-colour-orange.png]]&lt;/div&gt;</summary>
		<author><name>Phkb</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=File:BlackMarket_1.7.oxz&amp;diff=88694</id>
		<title>File:BlackMarket 1.7.oxz</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=File:BlackMarket_1.7.oxz&amp;diff=88694"/>
		<updated>2026-05-10T12:17:00Z</updated>

		<summary type="html">&lt;p&gt;Phkb: &lt;/p&gt;
&lt;hr /&gt;
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		<author><name>Phkb</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=File:Smugglers_2.12.oxz&amp;diff=88693</id>
		<title>File:Smugglers 2.12.oxz</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=File:Smugglers_2.12.oxz&amp;diff=88693"/>
		<updated>2026-05-10T12:16:16Z</updated>

		<summary type="html">&lt;p&gt;Phkb: &lt;/p&gt;
&lt;hr /&gt;
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		<author><name>Phkb</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Loadout_by_Category&amp;diff=88691</id>
		<title>Loadout by Category</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Loadout_by_Category&amp;diff=88691"/>
		<updated>2026-05-10T06:50:05Z</updated>

		<summary type="html">&lt;p&gt;Phkb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Equipordering3.png|thumb|right|300px|Effect on Oolite v.1.90 F3 Ship Outfitting Screen&amp;lt;br&amp;gt;The red &amp;quot;selling&amp;quot; lines come from the Equipment 'Sell Item' Color OXP]]&lt;br /&gt;
[[File:Reordering-headers.png|thumb|right|300px|Effect on Oolite &amp;quot;nightly&amp;quot; v.1.91 F3 Ship Outfitting Screen]]&lt;br /&gt;
Orders the F3 Ship Outfitting Screen and the F5 Commander's Status Screen.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Back in 2004 this was not needed. There were just 20 pieces of equipment! But some 20 years later, with almost 2,500 named pieces of equipment, this can be a necessity. The original ordering algorithm for the F3 and F5 screens made sense in the early days. Now, with too many OXPs, it engenders confusion.&lt;br /&gt;
&lt;br /&gt;
This mod categorizes all visible and purchasable equipment into the following categories:&lt;br /&gt;
=== Categories ===&lt;br /&gt;
*Fuel&lt;br /&gt;
*General/Miscellaneous&lt;br /&gt;
*Astrogation or Navigation&lt;br /&gt;
*Lasers&lt;br /&gt;
*Missiles&lt;br /&gt;
*Energy&lt;br /&gt;
*Defensive&lt;br /&gt;
*Shields&lt;br /&gt;
*Targeting&lt;br /&gt;
*Armour&lt;br /&gt;
*Scanners&lt;br /&gt;
*MFDs&lt;br /&gt;
*Cargo/Mining&lt;br /&gt;
*Laser Mount Switching System&lt;br /&gt;
*Towbar and Accessories&lt;br /&gt;
*Self-Repair System&lt;br /&gt;
*Escorts/Fighters&lt;br /&gt;
*Documentation&lt;br /&gt;
*Illicit&lt;br /&gt;
*Second-hand equipment&lt;br /&gt;
&lt;br /&gt;
Each of these categories will appear as a sub-heading on the F3 and F5 screens.&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
*For those running the latest Oolite version (that is, Oolite 1.91.0.7574-231217-e230e31, the one with PR #470 in it), you can use [[Media:LoadoutByCategory.oxz|LoadoutByCategory.oxz]].&lt;br /&gt;
*For Oolite v.1.90 or previous, use this version: [[Media:LoadoutByCategory_190.oxz|LoadoutByCategory_190.oxz]]&lt;br /&gt;
&lt;br /&gt;
=== Why two versions? ===&lt;br /&gt;
One difference is, with PR#470, things on the F3 screen can be ordered independently of things on the F5 screen. &lt;br /&gt;
&lt;br /&gt;
So, with the version for v1.90, everything is in reverse alphabetical order on the F5 screen, and the less important groups are shown first on the F5 screen (things like MFD's). With the latest Oolite version, one can (a) order each group alphabetically on both F3 and F5, and (b) put the more important groups first on the F5 screen.&lt;br /&gt;
&lt;br /&gt;
There is also no need to include a spurious cost and time for the equipment headings on the F3 screen.&lt;br /&gt;
&lt;br /&gt;
== The Dark Side ==&lt;br /&gt;
For more on this, see the entry under [[Equipment.plist]] which includes the lengthy sort order in this oxp's equipment-overrides.plist (there are ''c.'' 2,500 pieces of equipment in Oolite!)&lt;br /&gt;
&lt;br /&gt;
== Feedback ==&lt;br /&gt;
Categorisation can always be a problem. If you feel that a piece of equipment has been mis-categorised, post a note on the [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=21507 Bulletin Board thread].&lt;br /&gt;
&lt;br /&gt;
== Quick Facts ==&lt;br /&gt;
{{IconOXP|ooVersion=&amp;quot;1.90&amp;quot;|oxpCPU=&amp;quot;Low&amp;quot;|oxpMEM=&amp;quot;Low&amp;quot;|oxpIsConfigurable=true}}&lt;br /&gt;
[[Image:IconLib.png|48px|right|link=Library OXP|alt=Config options available through 'Library']]&lt;br /&gt;
{{Infobox OXPb| title = LoadoutByCategory.oxz&lt;br /&gt;
|version = 1.11&lt;br /&gt;
|release = 2026-05-10&lt;br /&gt;
|license = CC BY-NC-SA 4.0&lt;br /&gt;
|features = Reorders equipment on F3 &amp;amp; F5 screens&lt;br /&gt;
|category = Misc OXPs&lt;br /&gt;
|author = [[User:phkb|phkb]]&lt;br /&gt;
|feedback = [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=21507 Oolite BB]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Phkb</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Smugglers_-_The_Galactic_Underworld&amp;diff=88690</id>
		<title>Smugglers - The Galactic Underworld</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Smugglers_-_The_Galactic_Underworld&amp;diff=88690"/>
		<updated>2026-05-10T06:49:18Z</updated>

		<summary type="html">&lt;p&gt;Phkb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Smugglers' News Flash.png|right|500px]]&lt;br /&gt;
Makes any commodity potentially illegal to import in various systems, and adds equipment and contracts for those interested in smuggling goods outside normal legal channels.&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
Historically, in both the original Elite and therefore in Oolite, there were three illegal goods: slaves, narcotics and firearms. These were illegal to export from all GalCop stations, and there was no variation or flexibility in those items. This OXP aims to expand what goods are illegal, making it far more variable. There are new interface screens to show what items are illegal and where, a new Black Market available from Rock Hermits and other stations, and new equipment items to aid in smuggling cargo.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
It started with a single system.&lt;br /&gt;
&lt;br /&gt;
[[Sector1/Ceedra|Ceedra]], an insignificant confederacy in an unfrequented arm of galactic sector 1. They had been receiving some contaminated imported food from the nearby Anarchy system [[Sector1/Isdibi|Isdibi]], possibly random or possibly intentional as a way to destabilise the government, it was difficult to tell. But a request was made to [[GalCop]] to put an import ban on food and force any traders that bring food to the station to hand it over for destruction.&lt;br /&gt;
&lt;br /&gt;
The impact was almost immediate. Traders were outraged that their harmless cargo of wheat and grains were being taken away, which had never before happened in GalCop history, plus they received a bounty for doing so, doubling the pain. Messages were sent, trade delegations made an outward show of force, but GalCop's hands were tied. This was the decision of the planet in question, and under GalCop law they were perfectly entitled to impose import restrictions, beyond the export restrictions that had long been in place for slaves or narcotics. &lt;br /&gt;
&lt;br /&gt;
Suddenly the floodgates were opened. System after system found reason to ban goods, from basic staples like food or textiles, up to the traders standard fare of computers, furs and liquor. Even precious metals were banned in some systems, often for rather obscure reasons. And always, once a ban was in place, the price would hit the roof.&lt;br /&gt;
&lt;br /&gt;
Some commentators have suggested there is evidence that certain systems were requesting a good to be made illegal purely for the jump in price that naturally follows and the bump in traffic that accompanies extra profits. While GalCop have been sought for comment, none has been forthcoming, and nothing appears to be able to bring a halt to the practice. If systems are indeed creating spurious trade legalities, GalCop is not preventing them.&lt;br /&gt;
&lt;br /&gt;
Somewhat inevitably, at almost the same time, an entirely new market emerged, beneath the radar of GalCop's far-seeing eyes. As soon as a good was declared illegal to import the price of that good sky-rocketed, and the temptation to circumvent the restrictions GalCop was forced to impose was too great. Dock masters became a particular target, being offered high sums to fiddle manifest registries. Shadier stations began to offer customised smuggling compartments that provided a way to hide cargo from the customs scanning equipment. Contracts to move illicit cargo were also available from these locations.&lt;br /&gt;
&lt;br /&gt;
While it was always present in some form or another, now the Galactic Underworld became almost mainstream. The galaxy had changed.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
This OXP aims to broaden the scope and appeal of illegal goods in a number of ways.&lt;br /&gt;
&lt;br /&gt;
===1. Illegal goods===&lt;br /&gt;
Illegal goods can now be any of the 17 different commodity types. So food might be declared illegal on one planet, computers on another. These things might change as well, so computers might be illegal for a few months, and then conditions are lifted and they are back to normal again.&lt;br /&gt;
&lt;br /&gt;
Also, illegal trade goods will now be illegal to import(*). If you arrive at a GalCop station with visible illegal goods in your hold, you will be fined and your cargo will be confiscated. See also the section below on ''Bribing Officials''.&lt;br /&gt;
&lt;br /&gt;
Even if you plan to stay on the right side to the law, this OXP can add variety to the way illegal goods are handled by the game, and make the process of shipping cargo across the galaxy more interesting.&lt;br /&gt;
&lt;br /&gt;
Illegal goods notifications can be viewed on the F7 System Data screen, as well as via the F4 interface screen (see below). The F6 Galactic Chart will highlight systems within 7 LY that have illegal goods. Systems with just '''firearms''' as illegal will be shown with an '''orange diamond'''. Systems with other commodities, or with multiple commodities, will be shown with a '''yellow diamond'''.&lt;br /&gt;
&lt;br /&gt;
(*) '''Slaves''' remain illegal to export, and they are the only commodity that is illegal to export. The reason for this is that some escape capsules end up being transported as slaves, and it's unfair to penalise the player for potentially rescuing downed pilots. It is recommended the [[Illegal_Goods_Tweak_OXP|Illegal Goods Tweak OXP]] be installed so that captured slaves can be released. For other fixes see [[Escape Pod]].&lt;br /&gt;
&lt;br /&gt;
===2. Smuggling Compartment===&lt;br /&gt;
To help traders to work around these import restrictions a new piece of equipment, the smuggling compartment, can be purchased at non-GalCop stations (Rock Hermits in particular, but also other docking ports) in TL4 or greater systems. &lt;br /&gt;
&lt;br /&gt;
Cargo can be moved into and out of the smuggling compartment via an F4 Interface screen &amp;quot;Smuggling Compartment Configuration&amp;quot;. During flight, the &amp;quot;Smuggling Compartment Storage&amp;quot; primable equipment item allows for the transfer of cargo from the standard hold to the smuggling compartment. Cargo cannot be transferred out of the smuggling compartment during flight.&lt;br /&gt;
&lt;br /&gt;
The smuggling compartment has, in most circumstances, around a 25-40% chance of being detected, based on tech level. GalCop is always improving their detection equipment, which means that the scanner resistant technology of the smuggling compartment needs to be updated regularly to cope. About every 30 days a &amp;quot;Version Upgrade&amp;quot; should be purchased (at TL5 or greater systems) for your smuggling compartment, which will install the latest scanner resistant technology and keep the chance of detection as good as it possibly can be.&lt;br /&gt;
&lt;br /&gt;
This chance improves slightly once the &amp;quot;Phase Adjustment&amp;quot; equipment (available at TL7 or greater systems) is installed. With the phase adjustment equipment installed the phase setting of the hold can be adjusted, which can reduce the chance of being detected considerably. Phase settings can be picked up at Black Market noticeboard (which might be unreliable), or they can be purchased for a considerable cost. See also the Phase Scanner (below).&lt;br /&gt;
&lt;br /&gt;
If your compartment is damaged during a battle, cargo may be lost, the same as with normal cargo. You will need to find a non-GalCop station to repair the damage, otherwise the entire compartment will be discovered and removed, and you will receive a bounty. If you have a ship overhaul performed at a GalCop station with the smuggling compartment, it will be discovered and removed, and you will receive a bounty. See also the section below on Bribing Officials.&lt;br /&gt;
&lt;br /&gt;
===3. New equipment===&lt;br /&gt;
Apart from the smuggling compartment and phase adjustment tool, this OXP also introduces the following equipment items.&lt;br /&gt;
&lt;br /&gt;
'''** Phase Scanner **'''&amp;lt;br/&amp;gt;&lt;br /&gt;
TL8 or greater Anarchy systems will sometimes have a Phase Scanner available for purchase. The scanner can, when aimed at GalCop main stations, detect what phase setting the manifest scanners will be susceptible to. Once you know what the phase setting is for a particular government and tech level they can set the phase of their smuggling compartment and it will be almost undetectable to GalCop manifest scanners.&lt;br /&gt;
&lt;br /&gt;
The Phase scanner is used by targeting the main station, priming the equipment and then activating it. It will take a few seconds to perform its job, and will consume a large amount of energy in the process - a naval energy unit is required. If you are too close to the station, or you are moving too slowly, the station will detect the scan and a bounty will be placed on you. If you then dock at the station the scanner will be removed. If you are too far away from the main station the scanner will not operate. If a police vessel catches you performing a scan you will receive a bounty and may find yourself under fire.&lt;br /&gt;
&lt;br /&gt;
If your scanner is damaged you must get it repaired at a non-GalCop station, otherwise the equipment will be confiscated and you will receive a bounty. If you have a ship overhaul performed at a GalCop station while the equipment is on board, it will be removed as part of the overhaul and you will receive a bounty. But see also &amp;quot;Bribing Officials&amp;quot; below.&lt;br /&gt;
&lt;br /&gt;
'''** Tech version upgrades **'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Technology improves every day, and the scanner resistant technology used in the smuggling compartment needs to be updated to keep in step with the times. So, the tech version upgrade will keep your smuggling compartment up-to-date. Available at TL5 or greater systems.&lt;br /&gt;
&lt;br /&gt;
'''** Import Permits **'''&amp;lt;br/&amp;gt;&lt;br /&gt;
While some goods might be declared illegal, you can still purchase a permit to import that good from the planet in question. Usually these permits are quite expensive. &lt;br /&gt;
&lt;br /&gt;
Permits can only be used once, and will automatically be removed after use.&lt;br /&gt;
&lt;br /&gt;
===4. Bribing Officials===&lt;br /&gt;
If your smuggling compartment is discovered during a renovation or when damaged, or you dock with illegal cargo in your hold, you can attempt to bribe the station officials. You will be asked to enter the amount of the bribe. If you pay attention to what the official says you can get an idea on whether a smaller amount will be required, but larger amounts will have a greater chance of being successful. If you are successful you will be able to keep all your cargo and equipment. If you are unsuccessful you will lose all smuggling-related equipment and may end up increasing the bounty on your head.&lt;br /&gt;
&lt;br /&gt;
The Black Market noticeboard (see below) can be useful in finding systems where the dock master and other customs officials can be bribed for a reasonable amount.&lt;br /&gt;
&lt;br /&gt;
===5. New Interfaces screens===&lt;br /&gt;
'''** Black market **'''&amp;lt;br/&amp;gt;&lt;br /&gt;
See the [[Black Market]] page for more information about the Black Market.&lt;br /&gt;
&lt;br /&gt;
'''** Dock master **'''&amp;lt;br/&amp;gt;&lt;br /&gt;
When docked at a main station, and when the dock master is available (he doesn't work 24/7!) from this interface you can ask him about any good milk runs he/she is aware of, or you can try to bribe them into changing your cargo manifest for you.&lt;br /&gt;
&lt;br /&gt;
'''** Illegal goods information **'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Illegal goods are changing all the time. To try to keep track of the potential chaos, this interface screen will initially show you the latest changes to illegal goods in the sector, plus it offers the following options:&amp;lt;br/&amp;gt;&lt;br /&gt;
a. List of all illegal goods in the galaxy. Here you can see it all.&amp;lt;br/&amp;gt;&lt;br /&gt;
b. List of all illegal goods within 7LY of your current system.&amp;lt;br/&amp;gt;&lt;br /&gt;
c. List of illegal goods on your current course. If you have a long, cross-chart trip planned, this option will tell you what's illegal on the way, and flagging which ones you have a permit for (if any).&amp;lt;br/&amp;gt;&lt;br /&gt;
d. List of all import permits. This is what you are authorised (legally or not) to import.&amp;lt;br/&amp;gt;&lt;br /&gt;
e. List of all Rock Hermit waypoints purchased.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
One now needs to keep abreast of developments in the systems one is about to visit. This ''can'' be done using the new F4 choices. And it can ''also'' be done using the F7 screen - and if one's route has been plotted using the [[ANA]], one can view the different systems along the route in F7 using the left/right arrow keys.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Adding additional commodities==&lt;br /&gt;
Additional commodities can be added to the system by doing the following:&lt;br /&gt;
* '''Adding the commodity permit cost, and price factors.'''&lt;br /&gt;
&lt;br /&gt;
  var sbi = worldScripts.Smugglers_Illegal;&amp;lt;br/&amp;gt;&lt;br /&gt;
  sbi._commodityInfo[&amp;quot;my_commodity_key&amp;quot;] = [permitCost, factorIncIllegal, factorIncBM];&lt;br /&gt;
  // permitCost        = How much an import permit will cost for this commodity (eg 2000)&lt;br /&gt;
  // factorIncIllegal  = The factor to increase this commodity by when it is flagged as illegal (eg 2.5 = 2.5 times original price)&lt;br /&gt;
  // factorIncBM       = The factor to increase this commodity by at a black market &lt;br /&gt;
  //                         when it is flagged illegal at the main station (eg 1.4 = 1.4 times standard price)&lt;br /&gt;
&lt;br /&gt;
* '''Adding illegal possibilities for this commodity to the pool'''&lt;br /&gt;
&lt;br /&gt;
  var sbi = worldScripts.Smugglers_Illegal;&lt;br /&gt;
  sbi._possibilities.push({&lt;br /&gt;
    govTypes:&amp;quot;0,3&amp;quot;, &lt;br /&gt;
    commodity:&amp;quot;my_commodity_key&amp;quot;, &lt;br /&gt;
    properties:&amp;quot;&amp;quot;, &lt;br /&gt;
    permit:1, &lt;br /&gt;
    scale:1, &lt;br /&gt;
    period:30, &lt;br /&gt;
    chance:0.5, &lt;br /&gt;
    description:&amp;quot;A brief description of the in-game reason for making this commodity illegal.&amp;quot;});&lt;br /&gt;
  /* &lt;br /&gt;
    govTypes:     Comma-separated list of government types (0-7) this definition can apply to eg (&amp;quot;0,1,2&amp;quot;)&lt;br /&gt;
    commodity:    Comma-separated list of commodity names this definition will apply to (eg &amp;quot;food,my_commodity_key&amp;quot;).&lt;br /&gt;
    properties:   Comma-separated list of text search strings to use against the planetary description.&lt;br /&gt;
                        For instance, &amp;quot;civil war&amp;quot; would only select planets that have &amp;quot;civil war&amp;quot; in their description.&lt;br /&gt;
                        &amp;quot;drink|brew&amp;quot; would only select planets that have &amp;quot;drink&amp;quot; or &amp;quot;brew&amp;quot; in their description.&lt;br /&gt;
    permit:       Boolean value (0 or 1) indicating whether a permit can be purchased for this commodity&lt;br /&gt;
    scale:        The legality scale to apply to this commodity. &lt;br /&gt;
                        The scale will apply when calculating the bounty to apply to a player caught smuggling &lt;br /&gt;
                        illegal goods as a multiplier. Most illegal goods have a scale of 1. Slaves have 2.&lt;br /&gt;
    period:       The period (in days) this definition will be active for.&lt;br /&gt;
    chance:       A chance factor, between 0 (never) and 1 (very often), to apply when selecting this definition&lt;br /&gt;
    description:  The description to display for this definition.&lt;br /&gt;
  */&lt;br /&gt;
&lt;br /&gt;
* '''Add the [[Market Script Interface]] market script to your commodity.'''&lt;br /&gt;
The [[Market Script Interface]] OXP enables multi-OXP interfaces to the same market script, and is how Smugglers enables the legal/illegal flags to be set for each commodity.&lt;br /&gt;
&lt;br /&gt;
In the commodity definition in your &amp;quot;trade-goods.plist&amp;quot; file, add the following line:&lt;br /&gt;
&lt;br /&gt;
  &amp;quot;market_script&amp;quot; = &amp;quot;msi_tradegoods_market.js&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Note: If your commodity definition already has a &amp;quot;market_script&amp;quot; defined, you will need to interface your code with [[Market Script Interface]], to enable it to work with the Smugglers version.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* This OXP updates the &amp;quot;oolite-contracts-cargo.js&amp;quot; file with a new version of the _initialiseCargoContractsForSystem function that excludes illegal goods from being selected for standard cargo contracts.&lt;br /&gt;
* Related to the previous note, this OXP also updates the _initialiseCargoContractsForSystem function of Switech's Cargo-Contract-Mod, to exclcude illegal goods from being selected for standard cargo contracts.&lt;br /&gt;
* This OXP also changes the logic of the &amp;quot;Legal&amp;quot; column on the F8 Market screen. Previously, goods that were illegal to export were marked with &amp;quot;Im&amp;quot;, and goods illegal to import were marked with &amp;quot;Ex&amp;quot;. This logic has been reversed, and the column relabelled as &amp;quot;Ban&amp;quot; to indicate what type of ban is in place.&lt;br /&gt;
&lt;br /&gt;
==Special Note==&lt;br /&gt;
Because of the complex nature of this OXP, the possibility for conflicts is great, so please report any bugs or unexpected outcomes. Don't assume someone else has noticed it - if two people report a bug it makes tracking the bug down so much easier!&lt;br /&gt;
&lt;br /&gt;
And it goes without saying that I'd like to hear from you if you have any suggestions on how the OXP could be improved. &lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
The [[Market Script Interface]] OXP is a requirement for this pack.&amp;lt;br/&amp;gt;&lt;br /&gt;
The [[Black Market]] OXP is a requirement for this pack.&lt;br /&gt;
&lt;br /&gt;
==Incompatible OXP's==&lt;br /&gt;
At present, this OXP is incompatible with the following OXPs:&lt;br /&gt;
* [[New_Cargoes|New Cargoes]] v1.2.3: The system of permits, how it stores cargo, and how it controls illegal goods are all potentially conflicting. See New Cargoes for a link to a detailed analysis. &lt;br /&gt;
However, version 2 of New Cargoes is compatible with Smugglers.&lt;br /&gt;
&lt;br /&gt;
This conflict has been recorded in the manifest file, so if you have New Cargoes installed the &amp;quot;Smugglers&amp;quot; OXP will not load.&lt;br /&gt;
&lt;br /&gt;
==Installation==&lt;br /&gt;
Place the 'Smugglers_2.11.oxz' or 'Smugglers.oxp' (extracted from the ZIP file download) into your 'AddOns' folder and when you start the game, hold down 'Shift' until you see the spinning Cobra.&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
Download [[Media:Smugglers_2.11.oxz|Smugglers_2.11.oxz]] v2.11 (downloaded {{#downloads:Smugglers_2.11.oxz}} times).&amp;lt;br/&amp;gt;&lt;br /&gt;
Download [https://app.box.com/s/9zwazfe98cg2z89bmpn7mmhypm24d3zj Smugglers.zip] v2.11 (extract OXP folder to AddOns)&lt;br /&gt;
&lt;br /&gt;
==License==&lt;br /&gt;
This OXP is released under the Creative Commons Attribution - Non-Commercial - Share Alike 3.0 license. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/3.0/&lt;br /&gt;
&lt;br /&gt;
Skull and crossbones image from https://commons.wikimedia.org/wiki/File:Skull_and_crossbones.png.&amp;lt;br/&amp;gt;&lt;br /&gt;
Warning image from http://simpleicon.com/warning-3.html.&amp;lt;br/&amp;gt;&lt;br /&gt;
Chat image from http://simpleicon.com/chat-2.html.&amp;lt;br/&amp;gt;&lt;br /&gt;
ID image from http://simpleicon.com/id_card.html.&amp;lt;br/&amp;gt;&lt;br /&gt;
Lock image from http://simpleicon.com/lock-2.html.&amp;lt;br/&amp;gt;&lt;br /&gt;
Cupboard image from http://simpleicon.com/cupboard_4.html&amp;lt;br/&amp;gt;&lt;br /&gt;
Candle image from http://simpleicon.com/candle-2.html.&amp;lt;br/&amp;gt;&lt;br /&gt;
Form image from http://simpleicon.com/admite_form_1.html.&amp;lt;br/&amp;gt;&lt;br /&gt;
Map marker image from http://simpleicon.com/map_marker.html.&lt;br /&gt;
&lt;br /&gt;
With the help of:&amp;lt;br/&amp;gt;&lt;br /&gt;
Layne, Stormrider, Norby, cim, Diziet Sma, Cody, and all the people on the BB who offered suggestions and ideas to make this OXP as good as it could be. If the OXP fails in any way, is it because of my limitations as a programmer, not because of the paucity of your ideas and contributions!&lt;br /&gt;
&lt;br /&gt;
==Version History==&lt;br /&gt;
2.11&lt;br /&gt;
* Added Smuggler's Guidebook to the Ship's Library (if installed).&lt;br /&gt;
* Added check for the Market Screen Legal Column mod.&lt;br /&gt;
* Tweaked some mission screens for better positioning.&lt;br /&gt;
* The initial entry point to &amp;quot;Import Permits&amp;quot; and &amp;quot;Smuggling Compartments&amp;quot; is now free, so you no longer need a minimum cash balance to see what permits are available or what the Smuggling Compartment options are. If using Oolite 1.92, the amount and install time columns will also be suppressed for these items.&lt;br /&gt;
&lt;br /&gt;
2.10&lt;br /&gt;
* Fixed issue with inverted logic check in monkey-patch for Switech's cargo contract mod.&lt;br /&gt;
&lt;br /&gt;
2.9&lt;br /&gt;
* Updated monkey-patch for Switech's cargo contract mod.&lt;br /&gt;
&lt;br /&gt;
2.8&lt;br /&gt;
* Fixed issue with cargo storage when New Cargoes not installed.&lt;br /&gt;
&lt;br /&gt;
2.7&lt;br /&gt;
* Darkened overlay images for better compatibility with Oolite 1.92.&lt;br /&gt;
&lt;br /&gt;
2.6&lt;br /&gt;
* Moved all text into descriptions.plist or missiontext.plist for easier localisation.&lt;br /&gt;
* Corrected information in readme.txt.&lt;br /&gt;
* Pushed out tech upgrades to every 60 days (rather than every 30).&lt;br /&gt;
* When asked about milkruns, the Dock Master will now show a short range chart or the run, rather than a long range chart.&lt;br /&gt;
&lt;br /&gt;
2.5&lt;br /&gt;
* Tokenised descriptions to reduce size of save file.&lt;br /&gt;
* Added shortcut keys to short &amp;amp; long range charts.&lt;br /&gt;
* Added text to Contextual Help.&lt;br /&gt;
&lt;br /&gt;
2.4&lt;br /&gt;
* Bug Fixes.&lt;br /&gt;
&lt;br /&gt;
2.3&lt;br /&gt;
* Fixed bug introduced when changing over to use the Market Script Interface.&lt;br /&gt;
* Fixed syntax error in Dock Master script.&lt;br /&gt;
&lt;br /&gt;
2.2&lt;br /&gt;
* Allows color and shape of chart markers for illegal goods to be changed via Library Config.&lt;br /&gt;
* Tweaked the returns and time frames for gold, platinum and gem stones, to not be quite so generous or easy to exploit.&lt;br /&gt;
* Fixed issue where illegal goods were not being created if starting a new game with the &amp;quot;Easy Start&amp;quot; option.&lt;br /&gt;
* Code refactoring.&lt;br /&gt;
&lt;br /&gt;
2.1.1&lt;br /&gt;
* Removed reference to blackmarket script from world-scripts.plist.&lt;br /&gt;
&lt;br /&gt;
2.1&lt;br /&gt;
* Enabled equipment conditions, which had been turned off for testing.&lt;br /&gt;
&lt;br /&gt;
2.0&lt;br /&gt;
* Updated market script process to use new [[Market Script Interface]] OXP.&lt;br /&gt;
* Switched pricing change to be inside market script callbacks (so they will now show up on sample price calculations).&lt;br /&gt;
* Made compatible with [[New Cargoes]] OXP (version 2.0)&lt;br /&gt;
* Split off [[Black Market]] into its own OXP, and made it a requirement of this OXP.&lt;br /&gt;
&lt;br /&gt;
1.5.8&lt;br /&gt;
* Fixed some potential referencing errors with mission screens.&lt;br /&gt;
&lt;br /&gt;
1.5.7&lt;br /&gt;
* Added extra facility for removing the Black Market on stations.&lt;br /&gt;
&lt;br /&gt;
1.5.6&lt;br /&gt;
* Better use of new functions available in later versions of Oolite.&lt;br /&gt;
* Removed code that was deleting TL1 phase scan settings.&lt;br /&gt;
* Bug fixes.&lt;br /&gt;
&lt;br /&gt;
1.5.5&lt;br /&gt;
* List of illegal goods displayed on F7 system data screen will now be shown inflight, but without reasons (ie just a list of illegal goods).&lt;br /&gt;
* Additional checking types added to ship condition checking routine.&lt;br /&gt;
* Bug fixes.&lt;br /&gt;
&lt;br /&gt;
1.5.4&lt;br /&gt;
* Moving kg or g type commodities will now force the Manifest MFD to update.&lt;br /&gt;
* Better integration with Escape Pod Tweaks. Scooped escape pods can no longer be transferred to the smuggling compartment.&lt;br /&gt;
* Equipment.plist corrections. &lt;br /&gt;
* Updates to readme.txt file.&lt;br /&gt;
&lt;br /&gt;
1.5.3&lt;br /&gt;
* Removed 1t cargo space requirement for in-flight storage equipment, to ensure it is always available when a smuggling compartment is installed.&lt;br /&gt;
* Removed incorrect Naval Energy Unit requirement for in-flight storage equipment.&lt;br /&gt;
* Code refactoring.&lt;br /&gt;
&lt;br /&gt;
1.5.2&lt;br /&gt;
* Fixed issue with the in-flight storage function not handling all conditions when checking scooped cargo.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  data-expandtext=&amp;quot;Show older&amp;quot; data-collapsetext=&amp;quot;Hide older&amp;quot; style=&amp;quot;overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
1.5.1&lt;br /&gt;
* Fixed broken integration with &amp;quot;Escape Pod Tweaks&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
1.5.0&lt;br /&gt;
* Added new options for when player is caught in a sting operation: pay a fine amount, accept a legal penalty, or attempt to bribe their way out of trouble.&lt;br /&gt;
* System productivity now has an influence on the amount you need to offer when bribing officials.&lt;br /&gt;
* Calculation of the maximum smuggling compartment size now factors in current smuggling compartment size so all downgrade options are available (not just the ones that would fix in the current available space).&lt;br /&gt;
* Fixed damage/repair process.&lt;br /&gt;
* Fixed issue with smuggling compartment damage resetting the tech level of the compartment.&lt;br /&gt;
* Fixed incorrect description lookup key.&lt;br /&gt;
* Improved integration with the &amp;quot;Escape Pod Tweaks&amp;quot; OXP.&lt;br /&gt;
* Code cleanup.&lt;br /&gt;
&lt;br /&gt;
1.4.2&lt;br /&gt;
* Systems with illegal goods marked on the map will now have their marks removed after loading the game if the setting switch is turned off via Library Config.&lt;br /&gt;
&lt;br /&gt;
1.4.1&lt;br /&gt;
* Primable equipment now given to player who already had a smuggling compartment installed.&lt;br /&gt;
&lt;br /&gt;
1.4.0&lt;br /&gt;
* Added primable equipment which allows cargo to be moved to the smuggling compartment during flight.&lt;br /&gt;
* Fixed issue on &amp;quot;Move cargo out&amp;quot; screen, showing &amp;quot;[avail]&amp;quot; instead of available compartment space.&lt;br /&gt;
* Removed decimal point values from showing for available compartment space.&lt;br /&gt;
* Better handling of kg and g commodities.&lt;br /&gt;
* Fixed issue with outrageous amounts being offered for narcotics and slaves on the Black Market.&lt;br /&gt;
&lt;br /&gt;
1.3.2&lt;br /&gt;
* Better handling of interstellar space conditions.&lt;br /&gt;
&lt;br /&gt;
1.3.1&lt;br /&gt;
* Added options to [[Library OXP|Library]] Config to control whether systems with illegal goods are marked on the galaxy map.&lt;br /&gt;
&lt;br /&gt;
1.3.0&lt;br /&gt;
* It is now possible to add new commodities to the list of illegal goods possibilities.&lt;br /&gt;
* The dock master can now relabel cargo as new (ie. non-core) commodities.&lt;br /&gt;
* System map will now be shown when the dock master informs player of a milk run, highlighting the two systems.&lt;br /&gt;
* Illegal goods on route will now handle not having the Advanced Navigation Array correctly.&lt;br /&gt;
* Cleaned up overlay images.&lt;br /&gt;
&lt;br /&gt;
1.2.2&lt;br /&gt;
* Added &amp;quot;display_color&amp;quot; property to some equipment items (Oolite v1.85/86 only).&lt;br /&gt;
* Added integration options for &amp;quot;Bounty System - Most Wanted&amp;quot; OXP.&lt;br /&gt;
* Better handling of interstellar space.&lt;br /&gt;
* Code refactoring.&lt;br /&gt;
&lt;br /&gt;
1.2.1&lt;br /&gt;
* Fix for crazy prices being applied after a saved game is reloaded.&lt;br /&gt;
&lt;br /&gt;
1.2.0&lt;br /&gt;
* Changed method of adjusting prices to work better with other OXP's that adjust prices.&lt;br /&gt;
* Fixed Javascript error when attempting to sell illegal cargo through the Black Market.&lt;br /&gt;
* Added console message confirming sale of illegal cargo through the Black Market.&lt;br /&gt;
* Code cleanup.&lt;br /&gt;
&lt;br /&gt;
1.1.4&lt;br /&gt;
* Arranged data on illegal goods lists to be in columns.&lt;br /&gt;
* Removed hard-coded scanner range values.&lt;br /&gt;
&lt;br /&gt;
1.1.3&lt;br /&gt;
* Fixed error where function to remove sting ship monkey patches wasn't being passed the correct parameter.&lt;br /&gt;
&lt;br /&gt;
1.1.2&lt;br /&gt;
* Added code for putting smuggling contracts on the Bulletin board system if the Contracts On BB OXP is also installed.&lt;br /&gt;
* Code refactoring.&lt;br /&gt;
&lt;br /&gt;
1.1.1&lt;br /&gt;
* Fixed some spelling mistakes.&lt;br /&gt;
* Added &amp;quot;machinery&amp;quot; to list of commodities the &amp;quot;Visible As&amp;quot; property of a smuggling compartment can be set to.&lt;br /&gt;
* Fixed issue with not being able to move machinery into or out of the smuggling compartment.&lt;br /&gt;
* Fixed issue with not being able to purchase or sell machinery directly from the smuggling compartment.&lt;br /&gt;
&lt;br /&gt;
1.1.0&lt;br /&gt;
* Additional info on F7 screen is now only available when docked to stop the information from overrunning the HUD.&lt;br /&gt;
* Corrected use of &amp;quot;techLevel&amp;quot;/&amp;quot;techlevel&amp;quot; on systemInfo objects.&lt;br /&gt;
* Re-fixed issue with amount of gold, platinum and gemstones taking up the same amount of smuggling cargo space as normal cargo space.&lt;br /&gt;
&lt;br /&gt;
1.0.0&lt;br /&gt;
* Bug fixes.&lt;br /&gt;
&lt;br /&gt;
0.9.0&lt;br /&gt;
* Added new Black Market option, enabling the sale of rare or expensive equipment items (eg naval-sourced equipment)&lt;br /&gt;
* Added ability for 3rd party OXP's to add items for sale to the Black Market.&lt;br /&gt;
* Fixed incorrect label in descriptions.plist.&lt;br /&gt;
* Fixed issue where a smuggling compartment repair item was being displayed when the unit wasn't damaged.&lt;br /&gt;
* Add ability for sting ship to respond to cloaked attacks.&lt;br /&gt;
* Better handling of interstellar space conditions.&lt;br /&gt;
* Some values were not being reset correctly after a galactic jump.&lt;br /&gt;
* Police ship model used on all police-related screens displayed at that station will now be the same model.&lt;br /&gt;
* Sound effects added for mode/activate functions of phase scanner.&lt;br /&gt;
&lt;br /&gt;
0.8.1&lt;br /&gt;
* Fixed issue where opening the &amp;quot;Purchase Smuggling Compartment&amp;quot; screen was turning off the HUD and not turning it back on again.&lt;br /&gt;
&lt;br /&gt;
0.8.0&lt;br /&gt;
* Fixed Javascript error when opening the market info details screen for a commodity in interstellar space.&lt;br /&gt;
* Added $isGoodIllegal function to Smugglers_Illegal.&lt;br /&gt;
&lt;br /&gt;
0.7.9&lt;br /&gt;
* Fixed issue where docking will illegal goods and rescued escape pods was not allowing the player to bribe the station officials.&lt;br /&gt;
&lt;br /&gt;
0.7.8&lt;br /&gt;
* Fixed issue where illegal good definitions were not being applied correctly in every situation.&lt;br /&gt;
&lt;br /&gt;
0.7.7&lt;br /&gt;
* Fixed issue with smuggling compartments of various sizes appearing on the equipment screen.&lt;br /&gt;
&lt;br /&gt;
0.7.6&lt;br /&gt;
* Better handling of situation where another OXP removes the smuggling compartment.&lt;br /&gt;
* Fixed issue with contracts where a Javascript error could occur in rare circumstances.&lt;br /&gt;
* Fixed Javascript error with script attached to police sting ship.&lt;br /&gt;
* Improved sting ship compatibility with other worldScripts.&lt;br /&gt;
* Really (hopefully, maybe) fixed vector error in Blackmarket script.&lt;br /&gt;
* Changed &amp;quot;==&amp;quot; comparisons to &amp;quot;===&amp;quot; for performance improvements.&lt;br /&gt;
&lt;br /&gt;
0.7.5&lt;br /&gt;
* Fixed Javascript vector error in Blackmarket script.&lt;br /&gt;
* Added code to make use of enhanced F7 screen features in Oolite 1.83/4.&lt;br /&gt;
&lt;br /&gt;
0.7.4&lt;br /&gt;
* Reconfigured the cargo contracts fixes to work with the default contract code and with Switech's cargo contract mod OXP.&lt;br /&gt;
* Removed unnecessary &amp;quot;requires.plist&amp;quot; file.&lt;br /&gt;
* Extra checking for the presence of the sting ship to prevent null errors.&lt;br /&gt;
* Fixed issue where smuggling equipment was not being offered for sale anywhere.&lt;br /&gt;
* Fixed issue where the phase scanner was not being offered for sale at any time.&lt;br /&gt;
* Fixed issue where going into the smuggling compartment purchase page multiple times without actually purchasing something was deducting money anyway.&lt;br /&gt;
* Adjusted the price of the phase scanner.&lt;br /&gt;
* Tidying up of some equipment installation rules.&lt;br /&gt;
* F7 screen was turning off HUD when in flight in some circumstances.&lt;br /&gt;
&lt;br /&gt;
0.7.3&lt;br /&gt;
* Fixed issue with incorrect text showing on F8F8 commodity info screen.&lt;br /&gt;
* Included current system in list of planets shown on &amp;quot;Illegal imports on current course&amp;quot; option.&lt;br /&gt;
* Fixed issue with the Black Market welcome text, which was not being correctly reset upon docking.&lt;br /&gt;
&lt;br /&gt;
0.7.2&lt;br /&gt;
* Fixed loop variable pointer error in Black Market script.&lt;br /&gt;
&lt;br /&gt;
0.7.1&lt;br /&gt;
* Fixed timer setup bug in Black Market script.&lt;br /&gt;
&lt;br /&gt;
0.7.0&lt;br /&gt;
* Updated all bounty changes to use &amp;quot;setBounty&amp;quot;, rather than just updating the bounty directly, so a description can be passed to other OXP's.&lt;br /&gt;
* Expanded the use of the &amp;quot;properties&amp;quot; element of illegal definitions, so that multiple options can be entered (eg &amp;quot;cuisine,meat,steak&amp;quot;).&lt;br /&gt;
* Added a couple of extra illegal goods definitions.&lt;br /&gt;
* Added the ability to sell illegal cargo on the Black Market, for a reduced price. Plus some extra things...&lt;br /&gt;
* Added Seedy Space Bars to list of stations that have a Black Market.&lt;br /&gt;
* Moved a lot of static text into descriptions.plist and missiontext.plist.&lt;br /&gt;
* Fixed issue with only 500kg of gold or platinum taking up 1t of smuggling cargo space, and 500000g of gemstones.&lt;br /&gt;
* Removed redundant items from equipment.plist.&lt;br /&gt;
* Fixed bug when using a HUD that doesn't implement the &amp;quot;Big GUI&amp;quot; option, where the HUD was being turned off when displaying some mission screens, but wasn't being turned back on again.&lt;br /&gt;
* In Oolite 1.83 the bugfix relating to damaged equipment items that take up cargo space is resolved, so code has been added to switch to using the in-built repair methods, rather than keeping a long list of &amp;quot;Repair&amp;quot; equipment items. For backwards compatibility with 1.82, however, those items are still present.&lt;br /&gt;
* Adjusted the costs of repair items to be more in-line with how the core system handles repair costs.&lt;br /&gt;
* Improved integration with Illegal Goods Tweak. When docking with slaves, IGT will always run first, and Smugglers will be called afterwards.&lt;br /&gt;
* Updated screenID's to enable BGS background sounds.&lt;br /&gt;
* Renamed background overlay images to prevent possibility of future duplication.&lt;br /&gt;
* Added checks for null value in station allegiance.&lt;br /&gt;
* Updated the check for &amp;quot;Allow Big GUI&amp;quot;.&lt;br /&gt;
* Cleaned up sound function to avoid the need to check for BGS.&lt;br /&gt;
* Toned down overlay images.&lt;br /&gt;
* Code refactoring.&lt;br /&gt;
&lt;br /&gt;
0.6.2&lt;br /&gt;
* Fixed bug with checking for and removing used permits.&lt;br /&gt;
* Fixed issue where Constrictor hunt mission hints were being pushed off the System Data screen by all the illegal goods notifications.&lt;br /&gt;
* Added extra overlay image for purchasing Permits.&lt;br /&gt;
* Added extra overlay image for Rock Hermit waypoint list.&lt;br /&gt;
&lt;br /&gt;
0.6.1&lt;br /&gt;
* Using escape pod will now empty smuggler's compartment.&lt;br /&gt;
* Pared down &amp;quot;trade-goods.plist&amp;quot; to only contain required information, hopefully making it compatible with &amp;quot;Risk based economy&amp;quot; v2 OXP and BlOomberg Markets OXP.&lt;br /&gt;
* Removing the smuggling compartment or phase scanner at a Rock Hermit (or other non-GalCop station) will now refund the full cost, rather than just 70%.&lt;br /&gt;
* Changing the size of the smuggling compartment will refund the full price of the old size first, before purchasing the new size.&lt;br /&gt;
* Fixed bug when starting new game.&lt;br /&gt;
* Fixed issue where the message about delivering illegal goods via a cargo contract was appearing incorrectly.&lt;br /&gt;
&lt;br /&gt;
0.6.0&lt;br /&gt;
* Fixed issue where illegal flags were not appearing on secondary stations, removed need to have planetinfo.plist.&lt;br /&gt;
* Removed log file debug code.&lt;br /&gt;
&lt;br /&gt;
0.5.0&lt;br /&gt;
* Fixed bug with selling relabelled cargo.&lt;br /&gt;
* Fixed issue with delivering a standard cargo contract to a system where the cargo has become illegal after accepting the contract. The player was not being given the opportunity to bribe a docking official to clear their bounty.&lt;br /&gt;
* Fixed issue where, after using the phase scanner and being discovered using it, and then docking, the player was not being given the opportunity to bribe their way out of trouble.&lt;br /&gt;
* Added emails for various actions, when the Email System OXP is in use.&lt;br /&gt;
* Changed skull and crossbones background image for Black Market.&lt;br /&gt;
* Improved integration with [[Illegal_Goods_Tweak_OXP|Illegal Goods Tweak OXP]] (v2.2.0). The inital screen IGT displays will now look like an Amnesty Intergalactic screen, rather than a GalCop one, and the player has only two choices: hand over the slaves, or work with GalCop. If they choose the latter, Smugglers will include slaves as part of its import restrictions and the player can bribe as normal if they choose to.&lt;br /&gt;
&lt;br /&gt;
0.4.0&lt;br /&gt;
* Fixed issue where you could purchase any smuggling compartment, regardless of how much credit you have.&lt;br /&gt;
* Added player credit balance to smuggling compartment purchase screen.&lt;br /&gt;
* Added player credit balance to Black Market purchasing screens.&lt;br /&gt;
* Tightened up which stations will have a Black Market.&lt;br /&gt;
* Added government icon and TL to all purchase screens in Black Market.&lt;br /&gt;
* Tweaks to the calculation of phase scan noticeboard items.&lt;br /&gt;
* Improvements to the page handling for illegal goods.&lt;br /&gt;
&lt;br /&gt;
0.3.1&lt;br /&gt;
* Fixed mangled manifest.plist file.&lt;br /&gt;
&lt;br /&gt;
0.3.0&lt;br /&gt;
* Tweaks to the minimum tech level for purchasing smuggling equipment items.&lt;br /&gt;
* Further adjustments to precious metals and gem stones illegal notifications for better economic balance.&lt;br /&gt;
* Added overlay background images to various interface screens.&lt;br /&gt;
* Smuggling compartment repair costs now linked to size of compartment.&lt;br /&gt;
* Arriving in a system where you have a permit but no cargo for that permit will no longer remove the permit.&lt;br /&gt;
* Routine to create new illegal goods will now exclude the current system, to prevent the issue where the engine understands a good is illegal, but the game interface doesn't.&lt;br /&gt;
* Added extra checks to the docking process to ensure a good that the engine understands is illegal is also marked as illegal on the market screen before penalising the player.&lt;br /&gt;
* Added police ship models to all the after-dock screens.&lt;br /&gt;
&lt;br /&gt;
0.2.0 &lt;br /&gt;
* Made the price of RH waypoints, fake permits and phase scans related to the station price factor.&lt;br /&gt;
* Bribing the same station multiple times will increase the required amount of the bribe (by 10 or 20 percent each time).&lt;br /&gt;
* Added the last successful bribe amount to the screen where you enter a bribe amount.&lt;br /&gt;
* Reduced the police vessel detection range for the phase scanner, as their ships wouldn't have the same range as the main station.&lt;br /&gt;
* Main station market quantity of illegal goods under contract now set to zero (so, when arriving short, the player can't just buy the difference, launch and redock to complete the contract).&lt;br /&gt;
* Fixed issue where you could purchase anything from the Black Market, regardless of how much credit you have.&lt;br /&gt;
* Limited smuggling compartment options to standard commodities only.&lt;br /&gt;
* Fixed issue where wrong illegal goods were being picked up if the player followed another ship through a wormhole.&lt;br /&gt;
* Rebalanced prices for precious metals and gem stones.&lt;br /&gt;
* Damaged smuggling compartments and phase scanners can now be repaired, and better handling of damaged equipment in general.&lt;br /&gt;
* Fixed issue where phase scanner would not show up for purchase anywhere.&lt;br /&gt;
* Fixed issue where having 0t available space would not allow transfer of precious metals from smuggling compartment to standard hold.&lt;br /&gt;
* Added a new item to the Illegal Goods interface screen that lists all purchased Rock Hermit waypoints.&lt;br /&gt;
* Fixed issue with tech upgrades, where the option to purchase new ones was always available, no matter how many times you purchased it.&lt;br /&gt;
* Adjusted the price of the tech upgrade.&lt;br /&gt;
* Bug fixes.&lt;br /&gt;
&lt;br /&gt;
0.1.2&lt;br /&gt;
* Added missing semi-colon to planetinfo.plist.&lt;br /&gt;
* Found additional spot where techlevel was showing 1 lower than actual.&lt;br /&gt;
* Fixed issue where phase scans for TL 1 systems would not show up in the list of discovered phase scans.&lt;br /&gt;
&lt;br /&gt;
0.1.1&lt;br /&gt;
* Tech levels on all displays were showing 1 lower than actual.&lt;br /&gt;
* Attempting to bribe a dock master to relabel cargo when you don't have any cargo that can be relabeled would put the game into a locked state.&lt;br /&gt;
* Spelling corrections.&lt;br /&gt;
&lt;br /&gt;
0.1.0&lt;br /&gt;
* Initial public release&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=17723 BB Thread for this OXP] &lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=17179 Idea for Smugglers OXP] (2015) Fons et origo of this OXP&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=17675 Legal column on Market screen] (2015) related discussion of the confusions inherent in the Legal column.&lt;br /&gt;
&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=204379#p204379 Expanded version of the smuggling proposal] (Elite: Dangerous - Design Decision Forum: 2013)&lt;br /&gt;
&lt;br /&gt;
==Quick Facts==&lt;br /&gt;
{{OXPLevel|2}}{{IconOXP|ooVersion=&amp;quot;1.82&amp;quot;|oxpCPU=&amp;quot;Average&amp;quot;|oxpMEM=&amp;quot;Average&amp;quot;|oxpGPU=&amp;quot;Low&amp;quot;|oxpIsAPI=true|oxpIsDocumented=true|oxpIsConfigurable=true}}&lt;br /&gt;
[[Image:IconLib.png|48px|right|link=Library OXP|alt=Config options available through 'Library']]&lt;br /&gt;
{{Infobox OXPb| title = Smugglers.oxz&lt;br /&gt;
|version = 2.11&lt;br /&gt;
|release = 2026-05-10&lt;br /&gt;
|license = CC BY-NC-SA 3.0&lt;br /&gt;
|features = Equipment, Commodities&lt;br /&gt;
|category = Mechanics OXPs&lt;br /&gt;
|author = [[User:phkb|phkb]]&lt;br /&gt;
|feedback = [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=17723 Oolite BB]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay and Balance indicator==&lt;br /&gt;
[[Image:tag-colour-orange.png]]&lt;/div&gt;</summary>
		<author><name>Phkb</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Black_Market&amp;diff=88689</id>
		<title>Black Market</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Black_Market&amp;diff=88689"/>
		<updated>2026-05-10T06:48:03Z</updated>

		<summary type="html">&lt;p&gt;Phkb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Adds black markets to most Rock Hermits and some other stations.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
When docked at most non-GalCop stations (Rock Hermits, predominantly), and even GalCop stations in some systems, you will find a new interface screen called &amp;quot;Black Market&amp;quot;. This interface provides access to a number of options:&amp;lt;br/&amp;gt;&lt;br /&gt;
a. Noticeboard: View some of the messages from the black market news boards. Some are good, some aren't. You might even learn about some tasty abandoned cargo!&amp;lt;br/&amp;gt;&lt;br /&gt;
b. Smuggling contracts: These contracts will be smaller cargo quantities (less than 20t), and they will all be illegal at the destination system, so there will be a high degree of risk with each one. However, the rewards will be substantial, more than double what the cargo would be worth at the destination. ([[Smugglers - The Galactic Underworld|Smugglers OXP]] required)&amp;lt;br/&amp;gt;&lt;br /&gt;
c. Purchase fake import permits: You can purchase fake import permits that may or may not work at the destination system. The chance is only a slightly better than 50%. ([[Smugglers - The Galactic Underworld|Smugglers OXP]] required)&amp;lt;br/&amp;gt;&lt;br /&gt;
d. Purchase Rock Hermit waypoints: Finding Rock Hermits is important, as they are the primary location to access the Black Market. Waypoints can help you find a Rock Hermit in a given system.&amp;lt;br/&amp;gt;&lt;br /&gt;
e. Purchase phase scan settings: Not always available but occasionally a trader will offer their settings for a price. ([[Smugglers - The Galactic Underworld|Smugglers OXP]] required)&amp;lt;br/&amp;gt;&lt;br /&gt;
f. Sell phase scan settings: If you have discovered a phase scan setting, you can sell it for some real coin! This will only be available once you have purchased a phase scanner. ([[Smugglers - The Galactic Underworld|Smugglers OXP]] required)&amp;lt;br/&amp;gt;&lt;br /&gt;
g. Sell restricted equipment: If you've come into possession of some military grade equipment, you can potentially find a buyer on the black market.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Please be aware that GalCop have been known to run sting operations at some Black Markets. If you are caught buying illegal information or goods through a Black Market while a sting operation is in place, you will be penalised.&lt;br /&gt;
&lt;br /&gt;
==3rd Party Access To Black Market==&lt;br /&gt;
It's possible for other OXP's to add items to be sold on the Black Market. You can add your item using the following method:&lt;br /&gt;
&lt;br /&gt;
    var sbm = worldScripts.Smugglers_BlackMarket;&lt;br /&gt;
    if (sbm) {&lt;br /&gt;
        sbm.$addSaleItem({&lt;br /&gt;
            key:&amp;quot;my_key_value&amp;quot;,		            // reference to be passed back to your worldscript when the item is sold, so you can know which item it was&lt;br /&gt;
            text:&amp;quot;A very exclusive item&amp;quot;,       // text to display on the sale screen&lt;br /&gt;
            cost:1000,				            // the base cost of the item. a system factor will be applied to this value, either increasing or decreasing it&lt;br /&gt;
            worldScript:&amp;quot;my_worldscript_name&amp;quot;,  // the name of your worldscript&lt;br /&gt;
            sellCallback:&amp;quot;$my_functionname&amp;quot;,    // the name of the function to be called in the item is sold&lt;br /&gt;
        });&lt;br /&gt;
    }&lt;br /&gt;
	&lt;br /&gt;
    this.$my_functionname = function(key, price) {&lt;br /&gt;
        // this is the function that will be called. the key name and the price are two parameters of the function&lt;br /&gt;
        // you can now do any additional functions that need to be done (eg removing special equipment or cargo)&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
Items added to the Black Market will stay there until the next witchspace jump. If you want to remove the item manually, you can use this function:&lt;br /&gt;
&lt;br /&gt;
    var sbm = worldScripts.Smugglers_BlackMarket;&lt;br /&gt;
    if (sbm) {&lt;br /&gt;
        sbm.$removeSaleItem(key);&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
You can also remove all sale items for your worldScript with this function:&lt;br /&gt;
&lt;br /&gt;
    var sbm = worldScripts.Smugglers_BlackMarket;&lt;br /&gt;
    if (sbm) {&lt;br /&gt;
        sbm.$removeWorldScriptItems(ws);&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
==Developer Note==&lt;br /&gt;
This OXP used to reside inside the [[Smugglers - The Galactic Underworld|Smugglers OXP]], and so a lot of the code and descriptions are related to that OXP. However, I had the need of a Black Market for another project, and rather than force players to install Smugglers (which has a big impact on gameplay), I split out the functionality into a separate pack.&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
Download [[Media:BlackMarket_1.6.oxz|BlackMarket_1.6.oxz]]&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==License==&lt;br /&gt;
This OXP is released under the Creative Commons Attribution - Non-Commercial - Share Alike 3.0 license. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/3.0/&lt;br /&gt;
&lt;br /&gt;
Skull and crossbones image from http://simpleicon.com/dangerous_sign.html.&lt;br /&gt;
&lt;br /&gt;
==Version History==&lt;br /&gt;
1.6&lt;br /&gt;
* Added Black Market Info Booklet to Ship's Library (if installed).&lt;br /&gt;
&lt;br /&gt;
1.5&lt;br /&gt;
* Darkened overlay images for better compatibility with Oolite 1.92.&lt;br /&gt;
&lt;br /&gt;
1.4&lt;br /&gt;
* Moved all text into descriptions.plist for easier localisation.&lt;br /&gt;
&lt;br /&gt;
1.3&lt;br /&gt;
* Added sound when a fuel leak occurs.&lt;br /&gt;
&lt;br /&gt;
1.2&lt;br /&gt;
* Added missing noticeboard items to descriptions.plist.&lt;br /&gt;
* Small code improvements.&lt;br /&gt;
&lt;br /&gt;
1.1&lt;br /&gt;
* Fixed issue that was displaying &amp;quot;You have a waypoint to a Rock Hermit in this system&amp;quot; on th F7 page for every system.&lt;br /&gt;
&lt;br /&gt;
1.0&lt;br /&gt;
* Initial release&lt;br /&gt;
&lt;br /&gt;
==Quick Facts==&lt;br /&gt;
{{OXPLevel|0}}{{IconOXP|ooVersion=&amp;quot;1.80&amp;quot;|oxpCPU=&amp;quot;Low&amp;quot;|oxpMEM=&amp;quot;Low&amp;quot;|oxpGPU=&amp;quot;Low&amp;quot;|oxpIsAPI=true|oxpIsDocumented=true}}&lt;br /&gt;
{{Infobox OXPb| title = BlackMarket.oxz&lt;br /&gt;
|version = 1.6&lt;br /&gt;
|release = 2026-05-10&lt;br /&gt;
|license = CC BY-NC-SA 4.0&lt;br /&gt;
|features = Rock Hermits&lt;br /&gt;
|category = Mechanics OXPs‏‎&lt;br /&gt;
|author = [[User:phkb|phkb]]&lt;br /&gt;
|feedback = [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=17723 Oolite BB]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Phkb</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Ship_Repurchase&amp;diff=88688</id>
		<title>Ship Repurchase</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Ship_Repurchase&amp;diff=88688"/>
		<updated>2026-05-10T06:47:10Z</updated>

		<summary type="html">&lt;p&gt;Phkb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
This OXP aims to make the experience of using an escape pod a bit more interesting and realistic. The first change is that the player will be auto-ejected from their ship just before it is destroyed, in almost all cases&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;, even if they don't have an escape pod. If the player has not fitted an escape pod, they will eject from their ship in a life-support suit only, which provides a means of keeping the pilot in stasis until they can be recovered. If an escape pod is fitted, it will auto-eject the player when it is clear the ship can no longer support life. Players can also choose when they eject if they have an escape pod, rather than waiting for the auto-eject process to kick in. Also, any parcels or passengers currently on board, and any gold, platinum or gem-stones will not fit into the life-support suit, and so will be lost with the rest of the cargo and ship. If an escape pod is fitted, these items will be preserved.&lt;br /&gt;
&lt;br /&gt;
Once the player has been recovered, they then need to decide what to do about replacing their ship. They will be given (at most) three options:&amp;lt;br/&amp;gt;&lt;br /&gt;
# to replace their previous ship plus all the equipment on it;&lt;br /&gt;
# to just replace their existing ship, leaving out any equipment; or&lt;br /&gt;
# choosing a lower cost ship as a replacement.&lt;br /&gt;
&lt;br /&gt;
For options (1) and (2) there is a cost involved: 10% of the original cost. If, however, you have purchased an escape pod, there is an insurance component to the purchase that reduces the amount to be only 5% of the original cost. A more expensive escape pod option, named &amp;quot;Escape Pod Plus&amp;quot;, will reduce the amount further, to 2.5% of the original cost. &lt;br /&gt;
&lt;br /&gt;
Option (3) is always free. Potentially two ships will be offered, depending on the base value of your current ship. The following table outlines the ships that will be offered (Offer 1 ships are generally trader-type ships, while Offer 2 ships are generally hunter-type ships):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;120px&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Current ship&amp;lt;br/&amp;gt;Base Value&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;170px&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Offer 1&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;170px&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Offer 2&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;650001+&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Anaconda&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Fer-de-Lance&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;495001-650000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Boa Class Cruiser&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Fer-de-Lance&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;485001-495000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Boa&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Fer-de-Lance&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;450001-485000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Boa&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Asp Mark II&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;375001-450000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Python&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Asp Mark II&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;200001-375000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Python&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cobra Mark III&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;150001-200000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cobra Mark III&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;145001-150000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Moray Medical Boat&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Moray Star Boat&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;125001-145000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Moray Star Boat&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;100001-125000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cobra Mark I&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;0-100000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Adder&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If a full ship plus equipment replacement is chosen, the ship will arrive in a fully working condition. That is, any equipment that was damaged at the time of destruction will be in a working order on the replacement&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;, and the ship will not be in need of an overhaul. &lt;br /&gt;
&lt;br /&gt;
If the player has insufficient funds to purchase either the full replacement, or the stock replacement ship, they will be forced to accept the lower value ship as their free ship to continue their galactic journey.&lt;br /&gt;
&lt;br /&gt;
Note that, if you have passengers on board, choosing option (2) or (3) will result in those passengers being abandoned at the station and the contracts terminated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Note: If your ship is caught in a cascade explosion, the auto-eject process cannot eject you to a safe distance, meaning any life-suit or escape pod will also be destroyed. &amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Note: The one exception to this rule is the cloaking device, which, because of the nature of the device and how it came to be in your posession, constitutes a real problem for insurance repair coverage. However, if you are rescued at a station that has a suitably high tech level, the device will be repaired.&lt;br /&gt;
&lt;br /&gt;
==Frequent Ejecting Penalty==&lt;br /&gt;
In order to curb misuse (for instance, ejecting from a badly damaged ship to avoid repair bills), players who eject frequently will suffer a repurchase penalty. The calculation is (1 + ((monthly_eject_count - 1) x 2) / 10) x original_percentage. So, ejecting 2 times in a month will increase the percentage to 12%. Ejecting 3 times in a month will increase the percentages to 14%. If you were to eject 16 times in a month, that would change the 10% of original cost of the ship to be 40%.&lt;br /&gt;
&lt;br /&gt;
As a player progresses through the game, the length of time used for picking up ejecting events in the calculation will increase. Players with less than 32 kills will stay at the 30 day mark. After 32 kills, the period increases to 60 days (2 months). At 64 kills, the period is 90 days (3 months); at 128 kills, the period is 4 months; at 512 kills the period is 6 months; at 2560 kills, the period is 9 months; and at 6400+ kills, the period is 1 year.&lt;br /&gt;
&lt;br /&gt;
==Insurance==&lt;br /&gt;
Due to the high number of total-loss payments insurance providers have been forced to make over the last decade, no-cost replacement insurance is no longer a complimentary part of an escape pod purchase. Instead, as noted above, any escape pod purchase will instead reduce the cost of any repurchase event. &lt;br /&gt;
&lt;br /&gt;
However, many clients still find even the reduced costs difficult to bear. So insurance providers have introduced &amp;quot;Ship Repurchase Insurance&amp;quot;, which covers the holder of the policy for a maximum of 30 days from date of purchase, and will reduce the cost of any ship plus equipment replacement to just 1000cr. A ship-only replacement will cost just 500cr. This insurance can be purchased at any GalCop-aligned station in all systems. The insurance is a once-only policy - if the policy is invoked, the terms state that the policy is then terminated.&lt;br /&gt;
&lt;br /&gt;
==New Jamesons==&lt;br /&gt;
Insurance providers understand that new pilots need more protection than experienced ones. To help new pilots on their way, these payments will only be required for pilots who have attained an Elite rank of &amp;quot;Poor&amp;quot;. If a &amp;quot;Harmless&amp;quot; or &amp;quot;Mostly Harmless&amp;quot; pilot ejects, the cost of a full replacement ship will be greatly reduced: 200cr for a full ship and equipment replacement, 100cr for a ship-only replacement.&lt;br /&gt;
&lt;br /&gt;
==Interstellar space==&lt;br /&gt;
Ejecting in interstellar space is generally fatal - there is usually no one close enough to your location to render assistance, and the limited fuel on the escape pod is insufficient to enable a return to normal space. &lt;br /&gt;
&lt;br /&gt;
Occasionally, though, there are rescue options even in interstellar space. If one of these options is close by (like a naval station or carrier), there is a chance a rescue will take place. However, insurance operators cannot provide replacement ships in this situation. Instead, the player will be given a used ship and will have to make their way back to normal space in this. When they dock at a GalCop station they will at that time be presented with options for ship replacement.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The standard escape pod in the core game operates in a strange way. While the description indicates there is some sort of insurance policy involved in purchasing the pod, if you eject with a ship full of damaged equipment, you will be given a replacement ship with the same damaged equipment in it. This reflects what happened in the 8-bit versions of Elite, and was likely a result of limited resources to do anything more complex.&lt;br /&gt;
&lt;br /&gt;
==Required OXP's==&lt;br /&gt;
This OXP uses the [[Ship Storage Helper]] OXP to store and recover the players ship.&lt;br /&gt;
&lt;br /&gt;
==Compatibility==&lt;br /&gt;
This OXP should be fully compatible with the [[Auto_eject_OXP|Auto-Eject OXP]] by Commander McLane. The &amp;quot;Auto-Eject&amp;quot; equipment will eject the player ahead of the auto-eject function of this pack, and the repurchasing process will apply in both situations.&lt;br /&gt;
&lt;br /&gt;
It should also be fully compatible with the [[Interstellar Tweaks]] OXP by UK Eliter. When ejecting in interstellar space, the recovery options of this OXP will ceed control to Interstellar Tweaks, allowing it to choose the destination. The repurchasing process will apply after recovery.&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
Download [[Media:ShipRepurchase.oxz|ShipRepurchase.oxz]] v0.7 (downloaded {{#downloads:ShipRepurchase.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
==License==&lt;br /&gt;
This work is licensed under the Creative Commons Attribution-Noncommercial-Share Alike 4.0 Unported License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/4.0/&lt;br /&gt;
&lt;br /&gt;
Rocket image from http://simpleicon.com/rocket.html&amp;lt;br/&amp;gt;&lt;br /&gt;
Shield image from https://www.iconfinder.com/icons/175318/shield_icon#size=512&lt;br /&gt;
&lt;br /&gt;
==Version History==&lt;br /&gt;
0.7&lt;br /&gt;
* Added &amp;quot;Ship Repurchasing Information&amp;quot; book to Ship's Library (if installed).&lt;br /&gt;
&lt;br /&gt;
0.6.4&lt;br /&gt;
* Darkened overlay images for better compatibility with Oolite 1.92.&lt;br /&gt;
&lt;br /&gt;
0.6.3&lt;br /&gt;
* Moved all text into descriptions.plist for easier localisation.&lt;br /&gt;
&lt;br /&gt;
0.6.2&lt;br /&gt;
* Preventing recovery from a Generation ship.&lt;br /&gt;
&lt;br /&gt;
0.6.1&lt;br /&gt;
* Increased required version level for Ship Storage Helper.&lt;br /&gt;
&lt;br /&gt;
0.6&lt;br /&gt;
* Adjusted the method for determining when the ship is about to die, to allow for other OXP's to potentially change the player ship energy before ejecting the player.&lt;br /&gt;
* Changed insurance premium coverage period to 60 days.&lt;br /&gt;
* If insurance lapses while in transit, it will still be valid at next dock if the player needs to use it.&lt;br /&gt;
* Reduced cost of Escape Pod Plus to 3000 credits, and set techlevel requirement to same as for a normal escape pod.&lt;br /&gt;
* If the Escape Pod Plus is installed, rescue time will be reduced to less than 12 hours. Also, 50% of cargo will be recovered.&lt;br /&gt;
* Cost of Repurchase Insurance reduced to 2500 credits.&lt;br /&gt;
* Removed the frequent ejection penalty calculation (although it could be returned based on feedback).&lt;br /&gt;
* Raised minimum Oolite version to 1.89 (now utilising equipment-overrides.plist file and new escape pod rescue time property).&lt;br /&gt;
&lt;br /&gt;
0.5&lt;br /&gt;
* Better handling of multiple damage events taking place at the same time.&lt;br /&gt;
&lt;br /&gt;
0.4&lt;br /&gt;
* Better integration with Ship Configuration OXP armour settings.&lt;br /&gt;
* Better integration with Battle Damage OXP.&lt;br /&gt;
* Code refactoring.&lt;br /&gt;
&lt;br /&gt;
0.3&lt;br /&gt;
* Added integration with Email System, so contract termination emails are sent if the player loses parcel or passenger contracts due to using the life-support suit when ejecting.&lt;br /&gt;
&lt;br /&gt;
0.2&lt;br /&gt;
* Now considering player score when determining how far back to include ejecting events in the frequent ejecting penalty calculation.&lt;br /&gt;
* Free ship offer can be one of 2 types: a trader ship, or a hunter/assassin ship.&lt;br /&gt;
* Fixed issue where equipment items that can be multiple were not all being repaired after an eject event.&lt;br /&gt;
* Enforced consistency with Cobra Mark III and Mark I base prices.&lt;br /&gt;
* Fixed issue where interstellar space mode was being activated incorrectly.&lt;br /&gt;
&lt;br /&gt;
0.1&lt;br /&gt;
* Initial version.&lt;br /&gt;
&lt;br /&gt;
== Quick Facts ==&lt;br /&gt;
{{OXPLevel|3}}{{IconOXP|ooVersion=&amp;quot;1.90&amp;quot;|oxpCPU=&amp;quot;Average&amp;quot;|oxpMEM=&amp;quot;Low&amp;quot;|oxpGPU=&amp;quot;Low&amp;quot;|oxpIsChild=true}}&lt;br /&gt;
{{Infobox OXPb| title = ShipRepurchase.oxz&lt;br /&gt;
|version = 0.7&lt;br /&gt;
|release = 2026-05-10&lt;br /&gt;
|license = CC BY-NC-SA 4.0&lt;br /&gt;
|features = Escape Pods, Insurance&lt;br /&gt;
|category = Mechanics OXPs&lt;br /&gt;
|author = [[User:phkb|phkb]]&lt;br /&gt;
|feedback = [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=19239 Oolite BB]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay and Balance indicator ==&lt;br /&gt;
[[File:Tag-colour-red.png]]&lt;/div&gt;</summary>
		<author><name>Phkb</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=XenonUI&amp;diff=88687</id>
		<title>XenonUI</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=XenonUI&amp;diff=88687"/>
		<updated>2026-05-10T06:46:09Z</updated>

		<summary type="html">&lt;p&gt;Phkb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image:XenonUI_sample.png|thumb|right|700px|Sample screenshot using Dangerous Square Font and Resource Pack E, combined with the Xenon HUD&amp;lt;br&amp;gt;&lt;br /&gt;
Note Sub-Commands given on left &amp;amp; right of main screen]]&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Still forgetting what &amp;quot;?&amp;quot; does on the F8 screen? Or &amp;quot;^&amp;quot; on the F6 screen? XenonUI gives you all the information on your screen!&lt;br /&gt;
&lt;br /&gt;
This OXP replaces all background UI screens with a new look and feel, based on the assumption that the Oolite UI screens are accessed through some form of computer terminal. The layout will change based on whether the HUD is on or off, in the ship is in space or docked, and (if in space), is in a red alert condition or not. The &amp;quot;Sub-Commands&amp;quot; section will show some important key codes and descriptions that are relevant on that page.&lt;br /&gt;
&lt;br /&gt;
Also provided in this OXP is some new title screen theme music.&lt;br /&gt;
&lt;br /&gt;
[[File:XenonUI (Expansions Manager).png|thumb|right|500px|Stop-Press! XenonUI now adds this guide for your in-game [[Expansions Manager]]!&amp;lt;br&amp;gt;&lt;br /&gt;
On the left (Sub-Commands): filter/information/extract contents&amp;lt;br&amp;gt;&lt;br /&gt;
On the right: guide to colours]]&lt;br /&gt;
== Features ==&lt;br /&gt;
The OXP is made up of two parts: the main XenonUI.oxz, which holds all the config, code and the music file, and a resources pack which holds all the images. This will allow fast updates to the code section, which is small, without having to download the large resources file regularly.&lt;br /&gt;
&lt;br /&gt;
There are different packs for screen ratios of 16:9 or 16:10 (also known as 8:5 ratio), and using different fonts for the text. &lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;'''Screen Ratio'''&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Font'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;'''16:9'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;'''16:10'''&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Oolite_Fonts#OCR_A_Extended|OCR A Extended]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Pack A&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Pack B&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Oolite_Fonts#Xolonium|Xolonium]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Pack C&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Pack D&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Oolite_Fonts#Dangerous_Square|Dangerous Square]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Pack E&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Pack F&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Default (Helvetica)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Pack G&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Pack H&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Oolite_Fonts#Dosis|Dosis/Dangerous]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Pack I&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Pack J&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Oolite_Fonts#Discognate|Discognate]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Pack K&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Pack L&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Oolite_Fonts#NovaSquare|NovaSquare]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Pack M&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Pack N&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*To compare the fonts see [[Fonts]]&lt;br /&gt;
&lt;br /&gt;
*For narrower screens, there is a &amp;quot;Redux&amp;quot; version, which removes all the sidebars, leaving only the grid background and main window outline. Because of this, the legend overlay on the F6 galactic chart display is not provided in this version.&lt;br /&gt;
&lt;br /&gt;
==Amber Color Style==&lt;br /&gt;
It is possible to switch between the default blue color style, and an amber color style, using [[Library OXP|Library Config]]. &lt;br /&gt;
[[image:XenonUI_amber_sample.png|centre|700px|Sample amber screenshot using Dangerous Square Font and Resource Pack E, combined with the Xenon HUD]]&lt;br /&gt;
&lt;br /&gt;
== F6 Overlay integration == &lt;br /&gt;
A facility has been provided for other OXP's to supply the overlays on the F6 screen which describe the economy, government, techlevel and sun colors. To use it, add the following code to your startUpComplete world script:&lt;br /&gt;
&lt;br /&gt;
    var xui = worldScripts.XenonUI;&lt;br /&gt;
    // &amp;quot;economy&amp;quot;:   this defines which section the callback applies to, either economy, government, techlevel or suncolor&lt;br /&gt;
    // this.name:   this defines the name of your world script where the function can be found&lt;br /&gt;
    // &amp;quot;$returnF6EconomyOverlay&amp;quot;:   this defines the name of the function that will be called when the F6 overlay is required.&lt;br /&gt;
    xui.$setF6OverlayLookup(&amp;quot;economy&amp;quot;, this.name, &amp;quot;$returnF6EconomyOverlay&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
Then create the function that will be called when the various F6 overlays are requested. &lt;br /&gt;
The parameters &amp;quot;ratio&amp;quot; and &amp;quot;font&amp;quot; will be passed to your function.&lt;br /&gt;
&amp;quot;ratio&amp;quot; will be either &amp;quot;16_9&amp;quot; or &amp;quot;16_10&amp;quot;, referring to screen ratio of the Xenon UI images currently active.&lt;br /&gt;
&amp;quot;font&amp;quot; will be the font name of the font type associated with the Xenon UI resources currently active. Will be either &amp;quot;default&amp;quot;, &amp;quot;dangeroussquare&amp;quot;, &amp;quot;discognate&amp;quot;, &amp;quot;dosis&amp;quot;, &amp;quot;novasquare&amp;quot;, &amp;quot;ocraextended&amp;quot; or &amp;quot;xolonium&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
    this.$returnF6EconomyOverlay = function(ratio, font) {&lt;br /&gt;
        return &amp;quot;my_f6-overlay-economy_&amp;quot; + ratio + &amp;quot;_&amp;quot; + font + &amp;quot;.png&amp;quot;;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
== Conflicts ==&lt;br /&gt;
The method used to add the backgrounds will mean that the background images of most other OXP's, if they set a background, will be overridden with the Xenon UI images. This is by design, in order to maintain the illusion that the player is looking at the game world through a computer monitor with a standard interface. &lt;br /&gt;
&lt;br /&gt;
If an OXP uses background images to convey important information to the player, and the &amp;quot;mission.runScreen&amp;quot; command in the OXP has a &amp;quot;screenID&amp;quot; parameter attached, it is possible to add exceptions to the override by adding the following code to a worldScript:&lt;br /&gt;
&lt;br /&gt;
  var w = worldScripts.XenonUI;&lt;br /&gt;
  if (w) w.$addMissionScreenException(&amp;quot;mymissionscreenid&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
(See Version History below: 3.3, 2.0.1, 1.3.3, ''etc'')&lt;br /&gt;
&lt;br /&gt;
===Conflicts: BackGroundSet (BGS) 1.0 Compatibility===&lt;br /&gt;
Xenon UI is compatible with [[BGS]], but depending on where each one is installed, one OXP may end up taking priority over the other when backgrounds are selected and displayed. When BGS has priority, its images will be displayed ahead of the Xenon UI images. This will be particularly apparent on screens like the title page or the load/save page.&lt;br /&gt;
&lt;br /&gt;
* If both OXP's (Xenon UI and BGS) are installed in the Addons folder, Xenon UI will normally take priority over BGS.&lt;br /&gt;
* If both OXP's are installed via the download manager, again, Xenon UI will normally take priority over BGS.&lt;br /&gt;
* If BGS is installed via the download manager, and Xenon UI is installed in the AddOns folder, Xenon UI will take priority over BGS.&lt;br /&gt;
* If Xenon UI is installed via the download manager, and BGS is installed in the AddOns folder, BGS will take priority over Xenon UI.&lt;br /&gt;
&lt;br /&gt;
To ensure the Xenon UI backgrounds appear, the best approach is to make sure they are both installed in the same location.&lt;br /&gt;
&lt;br /&gt;
If you encounter issues where the BGS backgrounds are being displayed rather than the Xenon UI ones, you will need to open the BGS OXP folder, then open the Config folder. Inside Config you will find a 'screenbackgrounds.plist' file. Either remove this or re-name it - perhaps re-name it to 'screenbackgrounds.Xplist' - and the Xenon UI backgrounds will be used without affecting any other aspect of BGS. By re-naming 'screenbackgrounds.plist' rather than removing it you have the option of switching back easily if required.&lt;br /&gt;
&lt;br /&gt;
===Conflicts: BackGroundSet 2.0 Compatibility===&lt;br /&gt;
Xenon UI will hook into [[Library OXP|Library]] GUI to register itself as a GUI set. Therefore, you can go to the [[Library OXP|Library]] GUI settings and change between BGS 2.0 and Xenon UI anytime you like. &lt;br /&gt;
&lt;br /&gt;
Because of the way the images are created, Xenon UI is still utilising settings in &amp;quot;screenbackgrounds.plist&amp;quot;, which may lead to some inconsistencies. For instance, if Xenon UI and BGS 2.0 are installed, when you start Oolite and select the option to open a saved commander, the background will likely be Xenon UI. Once you have loaded a game where BGS 2.0 is the specified GUI, if you then press F2 to load a new game, you will see the BGS background.&lt;br /&gt;
&lt;br /&gt;
==Changing Keyboard commands==&lt;br /&gt;
If you have changed any of the keyboard commands for gui screens (''eg'' changing the filtering or sorting key on the F8 Market screen, or the system name/info key on the F6 chart screen), XenonUI will '''not''' show these changes. Only the [[Vanilla game]] gui key-commands are displayed.&lt;br /&gt;
&lt;br /&gt;
==Installation==&lt;br /&gt;
===Main Version===&lt;br /&gt;
There are two components to the installation: The first part contains all the config and code. The second part contains all the image and music resources. &lt;br /&gt;
Place the 'XenonUI.oxz' and one of the resource packs (A through N) into your 'AddOns' folder and when you start the game, hold down 'Shift' until you see the spinning Cobra.&lt;br /&gt;
&amp;lt;br/&amp;gt;Alternatively, you can download the expansion using the expansion pack manager in the game itself.&lt;br /&gt;
===Redux Version (for narrower eg 4:3 screens)===&lt;br /&gt;
There are two components to the installation: The first part contains all the config and code. The second part contains all the image and music resources. &lt;br /&gt;
Place the 'XenonReduxUI.oxz' and 'XenonReduxUIResources.oxz' into your 'AddOns' folder and when you start the game, hold down 'Shift' until you see the spinning Cobra.&lt;br /&gt;
&amp;lt;br/&amp;gt;Alternatively, you can download the expansion using the expansion pack manager in the game itself.&lt;br /&gt;
&lt;br /&gt;
Note: The &amp;quot;Redux&amp;quot; version does not have any sidebars or Galactic chart legend overlays.&lt;br /&gt;
&lt;br /&gt;
===AddOns===&lt;br /&gt;
There is an addon pack for Xenon UI, &amp;quot;Xenon UI SW Economy Addition&amp;quot;, which adjusts the economy descriptions on the F6 page to match the definitions in [[SW Economy]]. This addon will only work with the Xenon UI pack (not the redux version).&amp;lt;br&amp;gt;&lt;br /&gt;
This is no longer required if you have the latest version of SW Economy.&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
===Main Version===&lt;br /&gt;
Download [[Media:XenonUI.oxz|XenonUI.oxz]] v3.14 (downloaded {{#downloads:XenonUI.oxz}} times).&lt;br /&gt;
&amp;lt;br/&amp;gt;Download resources pack A (16:9 screens) [[Oolite_Fonts#OCR_A_Extended|OCR A Extended font]] v2.1 [[Media:XenonUIResourcesA.oxz|XenonUIResourcesA.oxz]] (downloaded {{#downloads:XenonUIResourcesA.oxz}} times).&lt;br /&gt;
&amp;lt;br/&amp;gt;Download resources pack B (16:10 screens) [[Oolite_Fonts#OCR_A_Extended|OCR A Extended font]] v2.1 [[Media:XenonUIResourcesB.oxz|XenonUIResourcesB.oxz]] (downloaded {{#downloads:XenonUIResourcesB.oxz}} times).&lt;br /&gt;
&amp;lt;br/&amp;gt;Download resources pack C (16:9 screens) [[Oolite_Fonts#Xolonium|Xolonium font]] v2.1 [[Media:XenonUIResourcesC.oxz|XenonUIResourcesC.oxz]] (downloaded {{#downloads:XenonUIResourcesC.oxz}} times).&lt;br /&gt;
&amp;lt;br/&amp;gt;Download resources pack D (16:10 screens) [[Oolite_Fonts#Xolonium|Xolonium font]] v2.1 [[Media:XenonUIResourcesD.oxz|XenonUIResourcesD.oxz]] (downloaded {{#downloads:XenonUIResourcesD.oxz}} times).&lt;br /&gt;
&amp;lt;br/&amp;gt;Download resources pack E (16:9 screens) [[Oolite_Fonts#Dangerous_Square|Dangerous Square font]] v2.1 [[Media:XenonUIResourcesE.oxz|XenonUIResourcesE.oxz]] (downloaded {{#downloads:XenonUIResourcesE.oxz}} times).&lt;br /&gt;
&amp;lt;br/&amp;gt;Download resources pack F (16:10 screens) [[Oolite_Fonts#Dangerous_Square|Dangerous Square font]] v2.1 [[Media:XenonUIResourcesF.oxz|XenonUIResourcesF.oxz]] (downloaded {{#downloads:XenonUIResourcesF.oxz}} times).&lt;br /&gt;
&amp;lt;br/&amp;gt;Download resources pack G (16:9 screens) Default (Helvetica) font v2.1 [[Media:XenonUIResourcesG.oxz|XenonUIResourcesG.oxz]] (downloaded {{#downloads:XenonUIResourcesG.oxz}} times).&lt;br /&gt;
&amp;lt;br/&amp;gt;Download resources pack H (16:10 screens) Default (Helvetica) font v2.1 [[Media:XenonUIResourcesH.oxz|XenonUIResourcesH.oxz]] (downloaded {{#downloads:XenonUIResourcesH.oxz}} times).&lt;br /&gt;
&amp;lt;br/&amp;gt;Download resources pack I (16:9 screens) [[Oolite_Fonts#Dosis|Dosis (Dangerous) font]] v2.1 [[Media:XenonUIResourcesI.oxz|XenonUIResourcesI.oxz]] (downloaded {{#downloads:XenonUIResourcesI.oxz}} times).&lt;br /&gt;
&amp;lt;br/&amp;gt;Download resources pack J (16:10 screens) [[Oolite_Fonts#Dosis|Dosis (Dangerous) font]] v2.1 [[Media:XenonUIResourcesJ.oxz|XenonUIResourcesJ.oxz]] (downloaded {{#downloads:XenonUIResourcesJ.oxz}} times).&lt;br /&gt;
&amp;lt;br/&amp;gt;Download resources pack K (16:9 screens) [[Oolite_Fonts#Discognate|Discognate font]] v2.1 [[Media:XenonUIResourcesK.oxz|XenonUIResourcesK.oxz]] (downloaded {{#downloads:XenonUIResourcesK.oxz}} times).&lt;br /&gt;
&amp;lt;br/&amp;gt;Download resources pack L (16:10 screens) [[Oolite_Fonts#Discognate|Discognate font]] v2.1 [[Media:XenonUIResourcesL.oxz|XenonUIResourcesL.oxz]] (downloaded {{#downloads:XenonUIResourcesL.oxz}} times).&lt;br /&gt;
&amp;lt;br/&amp;gt;Download resources pack M (16:9 screens) [[Oolite_Fonts#NovaSquare|NovaSquare font]] v2.1 [[Media:XenonUIResourcesM.oxz|XenonUIResourcesM.oxz]] (downloaded {{#downloads:XenonUIResourcesM.oxz}} times).&lt;br /&gt;
&amp;lt;br/&amp;gt;Download resources pack N (16:10 screens) [[Oolite_Fonts#NovaSquare|NovaSquare font]] v2.1 [[Media:XenonUIResourcesN.oxz|XenonUIResourcesN.oxz]] (downloaded {{#downloads:XenonUIResourcesN.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
Download SWEconomy Additions: [[Media:XenonUI_SWEconomy_Addition.oxz|XenonUI_SWEconomy_Addition.oxz]] v1.0 (This is no longer required if you have the latest version of SW Economy)&lt;br /&gt;
&lt;br /&gt;
===Redux Version (for narrower eg 4:3 screens)===&lt;br /&gt;
Download [[Media:XenonReduxUI.oxz|XenonReduxUI.oxz]] v3.10 (downloaded {{#downloads:XenonReduxUI.oxz}} times).&lt;br /&gt;
&amp;lt;br/&amp;gt;Download [[Media:XenonReduxUIResources.oxz|XenonReduxUIResources.oxz]] v2.0 (downloaded {{#downloads:XenonReduxUIResources.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
==Licence/Author==&lt;br /&gt;
This work is licensed under the Creative Commons Attribution-Noncommercial-Share Alike 3.0 Unported License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/3.0/ or send a letter to Creative Commons, 171 Second Street, Suite 300, San Francisco, California, 94105, USA.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The expansion pack was developed by phkb.&lt;br /&gt;
&lt;br /&gt;
==Version History==&lt;br /&gt;
3.14&lt;br /&gt;
* Further improved compatibility with Market Ads and Library GUI.&lt;br /&gt;
&lt;br /&gt;
3.13&lt;br /&gt;
* Further improved compatibility with OXP's that turn the HUD on/off on the System Data screen.&lt;br /&gt;
&lt;br /&gt;
3.12&lt;br /&gt;
* Improved compatibility with Market Ads and Library GUI.&lt;br /&gt;
&lt;br /&gt;
3.11&lt;br /&gt;
* Darkened overlay images for better compatibility with Oolite 1.92.&lt;br /&gt;
&lt;br /&gt;
3.10&lt;br /&gt;
* Fixed issue where mission chart screens had the wrong background if Library is installed.&lt;br /&gt;
* Fixed some small graphic artefacts in some of the overlay images.&lt;br /&gt;
* Moved text into descriptions.plist for easier localisation.&lt;br /&gt;
&lt;br /&gt;
3.9&lt;br /&gt;
* Added fix for issue where the wrong F6 screen overlay could be shown when the screen is first displayed.&lt;br /&gt;
* Added new start menu background.&lt;br /&gt;
&lt;br /&gt;
3.8&lt;br /&gt;
* Added fix for issue where the HUD being turned on/off could result in the wrong size UI screen being shown.&lt;br /&gt;
&lt;br /&gt;
3.7&lt;br /&gt;
* Added custom background for the OXZ Manager screen, with helper text.&lt;br /&gt;
&lt;br /&gt;
3.6.1&lt;br /&gt;
* Fixed for issue where the game is saved while Overlays are disabled and HDBG OXP is installed, and the game is then reloaded.&lt;br /&gt;
&lt;br /&gt;
3.6&lt;br /&gt;
* Added facility to allow for 3rd party OXP's to provide the F6 overlay images.&lt;br /&gt;
&lt;br /&gt;
3.5&lt;br /&gt;
* Bug fixes.&lt;br /&gt;
&lt;br /&gt;
3.4&lt;br /&gt;
* Bug fixes.&lt;br /&gt;
&lt;br /&gt;
3.3&lt;br /&gt;
* Fixes for [[Ship's_Library_OXP|Ships Library]], [[SothisTC|Sothis TC]], [[New_Cargoes|New Cargoes]] and [[Iron_Raven|Iron Raven]] to restore background images.&lt;br /&gt;
&lt;br /&gt;
3.2&lt;br /&gt;
* Improvements into [[BGS]] compatibility.&lt;br /&gt;
&lt;br /&gt;
3.1&lt;br /&gt;
* Small tweak for potential performance improvements.&lt;br /&gt;
* Updated compatibility with Library 1.7.&lt;br /&gt;
&lt;br /&gt;
3.0&lt;br /&gt;
* Added &amp;quot;Amber&amp;quot; background option (selectable via Library Config).&lt;br /&gt;
* Code refactoring.&lt;br /&gt;
&lt;br /&gt;
2.2.1&lt;br /&gt;
* Improvements in Library GUI integration.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  data-expandtext=&amp;quot;Show older&amp;quot; data-collapsetext=&amp;quot;Hide older&amp;quot; style=&amp;quot;overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
2.2.0&lt;br /&gt;
* Added functions to enable different chart legend overlays to be displayed, based on what the player has selected. (Oolite 1.87/88 required)&lt;br /&gt;
&lt;br /&gt;
2.1.4&lt;br /&gt;
* Improved coverage of different mission screen sequencing scenarios. (Oolite 1.85/86 required)&lt;br /&gt;
* Improved integration with XenonReduxUI via Library GUI.&lt;br /&gt;
* Added new screenbackgrounds added in v1.87 (&amp;quot;custom_chart_mission&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
2.1.3&lt;br /&gt;
* Fixed incorrect key lookup with mission screen overlays.&lt;br /&gt;
* Fixed issue with turning off overlay images with Library GUI.&lt;br /&gt;
* Disabling background images on a mission screen will now also disable any overlays as well.&lt;br /&gt;
&lt;br /&gt;
2.1.2&lt;br /&gt;
* Bug fixes.&lt;br /&gt;
&lt;br /&gt;
2.1.1&lt;br /&gt;
* Rejigged connection to Library GUI for nicer handovers when GUI's change.&lt;br /&gt;
&lt;br /&gt;
2.1.0&lt;br /&gt;
* Updated for simpler integration with Library GUI.&lt;br /&gt;
* Code refactoring.&lt;br /&gt;
&lt;br /&gt;
2.0.4&lt;br /&gt;
* Adjusted the Random Hits screen ID exception.&lt;br /&gt;
&lt;br /&gt;
2.0.2&lt;br /&gt;
* Updated title screen image.&lt;br /&gt;
* F5 Cmdr Profile and F5F5 Manifest were swapped around when using Library GUI.&lt;br /&gt;
&lt;br /&gt;
2.0.1&lt;br /&gt;
* Fixed compatibility issue with [[HDBG]] when using Library GUI.&lt;br /&gt;
&lt;br /&gt;
2.0.0&lt;br /&gt;
* Made compatible with [[Library OXP|Library]] GUI.&lt;br /&gt;
* Added some configuration settings to Library Config.&lt;br /&gt;
* Added additional overlays to various data screens.&lt;br /&gt;
* Code cleanup.&lt;br /&gt;
&lt;br /&gt;
1.4.2&lt;br /&gt;
* Corrected error in Nova Mission runScreen command parameters (caused by me, not the core code!) that was causing the Yes/No option to not display.&lt;br /&gt;
&lt;br /&gt;
1.4.1&lt;br /&gt;
* Updated check for &amp;quot;Allow Big GUI&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
1.4.0&lt;br /&gt;
* Changed new game background to the 'no hud' variant.&lt;br /&gt;
* New title screen image.&lt;br /&gt;
* Added mission screen overlays. Can be disabled by setting &amp;quot;this._disableOverlays = true;&amp;quot; in &amp;quot;xenonui.js&amp;quot;.&lt;br /&gt;
* Fixed issue with BGS where the F6 overlay image was being removed.&lt;br /&gt;
* Fixed issue where exiting the Ship Library screen would sometimes show the wrong background.&lt;br /&gt;
* Added mission screen exception for Random Hits.&lt;br /&gt;
&lt;br /&gt;
1.3.3&lt;br /&gt;
* Added screenID exceptions for UPS Courier.&lt;br /&gt;
* Added screenID exceptions for Escort Contracts (v1.6.3).&lt;br /&gt;
* Added routine to use 1.83/4 code to check for big GUI HUD's.&lt;br /&gt;
&lt;br /&gt;
1.3.2&lt;br /&gt;
* Fixed Javascript bug.&lt;br /&gt;
&lt;br /&gt;
1.3.1&lt;br /&gt;
* Added screenID exceptions for Blackmonks.&lt;br /&gt;
* Fixed issue where all components were not being disabled correctly when no resource packs are installed.&lt;br /&gt;
&lt;br /&gt;
1.3.0&lt;br /&gt;
* Checks for the &amp;quot;allow_big_gui&amp;quot; option on HUD's. Uses the &amp;quot;nohud&amp;quot; background variations when found.&lt;br /&gt;
* Fixed issue where the wrong background was being selected going to or from the F8 Market screen if Market Observer is installed.&lt;br /&gt;
* Added screenID exceptions for Rescue Stations.&lt;br /&gt;
&lt;br /&gt;
1.2.0&lt;br /&gt;
* Updated all images to be 2048x1024 to stop Oolite from rescaling them. Results in a much cleaner image&lt;br /&gt;
* Fixed issue with mission screens that exit to the short or long range chart, where the wrong background was being displayed.&lt;br /&gt;
* Added screenID's to nova mission screens.&lt;br /&gt;
* Moved the music file back into the main OXP so it doesn't have to be in all the resource packs.&lt;br /&gt;
* Added a paused overlay.&lt;br /&gt;
* Added a legend overlay to the Galactic chart screens to aid in understanding the various highlight modes.&lt;br /&gt;
* Added a routine to check for the presence of resource pack, and output an error to the log if no pack is found.&lt;br /&gt;
* Added a &amp;quot;requires_oxp&amp;quot; section to all resource packs to require the main OXP.&lt;br /&gt;
&lt;br /&gt;
1.1.4&lt;br /&gt;
* Adjusted the main title colour to match with the background.&lt;br /&gt;
* Adjusted graphical elements to line up better between screens, as noted by Tichy.&lt;br /&gt;
* Fixed issue with Trumbles and Nova missions not showing proper background image.&lt;br /&gt;
* Changed license of code section to CC-BY-NC-SA 3.0 due to inclusion of trumbles and nova mission code.&lt;br /&gt;
&lt;br /&gt;
1.1.3&lt;br /&gt;
* Updated manifest to remove required OXP, as there are now two different resource packs available.&lt;br /&gt;
&lt;br /&gt;
1.1.2&lt;br /&gt;
* Changed manifest identifier to try and position the OXP at the bottom of the install list&lt;br /&gt;
&lt;br /&gt;
1.1.1&lt;br /&gt;
* Fixed bug where &amp;quot;.&amp;quot; is missing before &amp;quot;indexOf&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
1.1.0&lt;br /&gt;
* Split OXZ into two, one for resources (music and images), one for the code and config.&lt;br /&gt;
* Fixed file name issue for one of the files.&lt;br /&gt;
* Code improvements as suggested by Wildeblood.&lt;br /&gt;
* Added exception for Norby's OXP ([[HDBG]])&lt;br /&gt;
* Added some BGS override exceptions&lt;br /&gt;
&lt;br /&gt;
1.0&lt;br /&gt;
* Initial release&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Quick Facts==&lt;br /&gt;
{{OXPLevel|0}}{{IconOXP|ooVersion=&amp;quot;1.80&amp;quot;|oxpCPU=&amp;quot;Low&amp;quot;|oxpMEM=&amp;quot;Low&amp;quot;|oxpGPU=&amp;quot;Average&amp;quot;|oxpIsAPI=true|oxpIsDocumented=true|oxpIsConfigurable=true}}&lt;br /&gt;
[[Image:IconLib.png|48px|right|link=Library OXP|alt=Config options available through 'Library']]&lt;br /&gt;
{{Infobox OXPb| title = XenonUI.oxz&lt;br /&gt;
|version = 3.14&lt;br /&gt;
|release = 2026-05-10&lt;br /&gt;
|license = CC BY-NC-SA 3.0&lt;br /&gt;
|features = Backgrounds Music&lt;br /&gt;
|category = Ambience OXPs&lt;br /&gt;
|author = [[User:phkb|phkb]]&lt;br /&gt;
|feedback = [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=17511 Oolite BB]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay and Balance indicator==&lt;br /&gt;
&lt;br /&gt;
[[Image:tag-colour-blue.png|right]]&lt;br /&gt;
This OXP is crucial for new players, giving vital information on-screen. A must!&lt;br /&gt;
&lt;br /&gt;
[[Category:Sound Sets OXPs]]&lt;/div&gt;</summary>
		<author><name>Phkb</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Planetfall2_OXP&amp;diff=88686</id>
		<title>Planetfall2 OXP</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Planetfall2_OXP&amp;diff=88686"/>
		<updated>2026-05-10T06:45:01Z</updated>

		<summary type="html">&lt;p&gt;Phkb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:IconPF2.png|100px|right]]&lt;br /&gt;
[[File:PlanetFall2 city 7.png|300px|thumb|right|Landing at a city]]&lt;br /&gt;
[[File:PlanetFall2 moon 5.png|300px|thumb|right|Landing on a moon]]&lt;br /&gt;
== Overview ==&lt;br /&gt;
{{Infobox EquipStats Oolite| title = PlanetFall2 OXP&lt;br /&gt;
|image = &lt;br /&gt;
|equipName =  Atmospheric Stabilisers&lt;br /&gt;
|equipCost = 5,000₢&lt;br /&gt;
|equipTL = 9&lt;br /&gt;
}}&lt;br /&gt;
An OXP which allows the Commander to land at specific locations on planets and moons (but not suns, even at night). Each main planet has up to 5 designated landing sites, while additional planets can have 3, and each moon can have 2 (configurable via [[Library OXP|Library Config]]). Pick your landing site and point your ship at the flashing marker near the surface that indicates the Ground Control Interface Point for the landing zone. Ensure your flight path is not too steep, otherwise you may sustain damage when the automated landing protocol engages. &lt;br /&gt;
&lt;br /&gt;
Be careful of turbulence as you enter the atmosphere. To assist with atmospheric turbulence, the &amp;quot;Atmospheric Stabilisers&amp;quot; can be purchased at any TL9+ system for 5000cr. When equipped, this will reduce the impact of turbulence on your ship. Speed will have an impact on how much your ship is effected by turbulence. Slowing down will decrease the effect.&lt;br /&gt;
&lt;br /&gt;
Your approach will trigger an automatic landing request. You should receive a response after a few seconds, indicating you are either cleared for landing or not. If you have clearance, continue towards the Ground Control Interface Point at less than 100 m/s until the automated system engages, captures your ship and lowers you to a landing pad. &lt;br /&gt;
&lt;br /&gt;
Planetary take-off is via a launch booster, with control being returned to the Commander once orbital insertion is achieved.&lt;br /&gt;
&lt;br /&gt;
=== A suite of OXPs ===&lt;br /&gt;
This OXP is currently a suite of 3 OXPs with another 2 optional OXPs: &lt;br /&gt;
*'''PlanetFall2''' (the coding)&lt;br /&gt;
*'''PlanetFall Resources A''' } individual planetary images part 1&lt;br /&gt;
*'''PlanetFall Resources B''' } individual planetary images part 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Optional: '''Feudal PlanetFall2''' (linking PlanetFall2 with [[Feudal States]] which is currently the only OXP which does much on the planet surface).&lt;br /&gt;
:&amp;lt;s&amp;gt;At time of writing PlanetFall2 is only compatible with Feudal States v.1 (and the ''alpha'' Feudal States v.2 is only compatible with PlanetFall v.1)!&amp;lt;/s&amp;gt; It should now be compatible with both versions of Feudal States.&lt;br /&gt;
*Optional: [[Planet Rotation Cosmetics OXP]] slows down the planet's rotation as you approach it and are captured by the planet's gravity.&lt;br /&gt;
&lt;br /&gt;
[[File:Planetfall2 Transit system.png|right|300px]]&lt;br /&gt;
&lt;br /&gt;
=== Gaming changes from Thargoid's PlanetFall v1 (2008-13) ===&lt;br /&gt;
*You can now land on a planet without purchasing &amp;quot;planetary landing capabilities&amp;quot;/&amp;quot;atmospheric stabilisers&amp;quot; - but it is rather more dangerous&lt;br /&gt;
::If you have already bought &amp;quot;planetary landing capabilities&amp;quot;, PF2 will convert them to &amp;quot;atmospheric stabilisers&amp;quot;&lt;br /&gt;
*There are now specific landing sites on the planet&lt;br /&gt;
*Commodity Markets are now included (''ie'' PlanetFall Markets OXP is redundant).&lt;br /&gt;
*When landed you can transit from one landing site to another (and pay good money to transit your ship, too!).&lt;br /&gt;
*[[Maintenance]] overhauls are now performed on the planet surface rather than in the orbital station (they will tell you this on the station!)&lt;br /&gt;
*There are other changes to be discovered!&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
*Oolite v.1.90 or better&lt;br /&gt;
*[[GNN]]&lt;br /&gt;
*[[Library OXP]]&lt;br /&gt;
*[[Market Script Interface]]&lt;br /&gt;
*[[External Docking System]]&lt;br /&gt;
&lt;br /&gt;
While it isn’t a requirement, the [[Planet Rotation Cosmetics OXP]] is a highly recommended addition for PlanetFall 2.&lt;br /&gt;
&lt;br /&gt;
== Options ==&lt;br /&gt;
There are a '''lot''' of options available to help configure the system the way you want it. The list is long, so if you want to see everything, ''click'' the link on the right.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  data-expandtext=&amp;quot;Show me everything!&amp;quot; data-collapsetext=&amp;quot;Turn it off! Turn it off!&amp;quot; style=&amp;quot;overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Library Config has the following sections for PlanetFall2:&lt;br /&gt;
* General settings&lt;br /&gt;
* Main planet settings&lt;br /&gt;
** F3/F8 access&lt;br /&gt;
** Spawn chances&lt;br /&gt;
* Extra Planet settings&lt;br /&gt;
** F3/F8 access&lt;br /&gt;
** Spawn chances&lt;br /&gt;
* Moon settings&lt;br /&gt;
** F3/F8 access&lt;br /&gt;
** Spawn chances&lt;br /&gt;
* Spawn chances: TL factors&lt;br /&gt;
* Transit costs&lt;br /&gt;
* Ship transfer costs&lt;br /&gt;
&lt;br /&gt;
=== General settings ===&lt;br /&gt;
'''Flags'''&lt;br /&gt;
* '''Move shipyards to planet:''' Controls whether shipyards are moved to planet-side locations.&lt;br /&gt;
* '''Move maintenance to planet:''' Controls whether the &amp;quot;Maintenance Overhaul&amp;quot; item is moved to only be offered on planet-side locations.&lt;br /&gt;
* '''Atmosphere turbulence:''' Controls whether the turbulence effect, when entering the atmosphere of a planet, is active or not.&lt;br /&gt;
* '''Shallow approach:''' Controls whether a shallow approach angle is required when landing on a surface location.&lt;br /&gt;
* '''Use landing images:''' Controls whether the images displayed after landing at a planetary site are displayed.&lt;br /&gt;
* '''Use Almanac names:''' Controls whether the names of planetary locations are given names based on the methodology from the Galactic Almanac.&lt;br /&gt;
* '''Allow planetary transit:''' Controls whether it is possible to fast travel to other planetary sites after landing.&lt;br /&gt;
&lt;br /&gt;
'''Values'''&lt;br /&gt;
* '''Main planet max:''' Maximum number of locations that could be spawned on the main planet.&lt;br /&gt;
* '''Extra planet max:''' Maximum number of locations that could be spawned on a secondary planet with an atmosphere.&lt;br /&gt;
* '''Moon max:''' Maximum number of locations that could be spawned on a moon with no atmosphere.&lt;br /&gt;
* '''Atmosphere max altitude:''' Maximum height (in km) of the atmosphere of a planet.&lt;br /&gt;
* '''Beacon range:''' Max distance (in km) that planetary beacons become visible to the player.&lt;br /&gt;
* '''Service Level dec:''' Amount that service level will be reduced by when launching from a planet.&lt;br /&gt;
* '''Transfer Time:''' Amount of time (in hours) that will pass when transferring player ship to the current location.&lt;br /&gt;
* '''Train speed:''' Base average speed of trains (in kph), which is scaled up or down based on the TL of the system.&lt;br /&gt;
* '''Turbulence impact scale:''' Scales the impact of turbulence, where 1.0 means no change to the default, 0.5 halves the impact, and 0.0 means no impact (same as turning turbulence off).&lt;br /&gt;
&lt;br /&gt;
=== Main planet settings ===&lt;br /&gt;
==== F3/F8 Access ====&lt;br /&gt;
'''Flags'''&lt;br /&gt;
* '''Capital cities:''' Whether capital cities will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Military bases:''' Whether military bases will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Leisure complexes:''' Whether leisure complexes will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Factories:''' Whether factories will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Rubbish dumps:''' Whether rubbish dumps will have access to the F3 Equip Ship screen.&lt;br /&gt;
&lt;br /&gt;
'''Values'''&lt;br /&gt;
* '''Capital cities:''' What type of market will be available at capital cities.&lt;br /&gt;
* '''Military bases:''' What type of market will be available at military bases.&lt;br /&gt;
* '''Leisure complexes:''' What type of market will be available at military bases.&lt;br /&gt;
* '''Factories:''' What type of market will be available at factories.&lt;br /&gt;
* '''Rubbish dumps:''' What type of market will be available at rubbish dumps.&lt;br /&gt;
Market type key:&lt;br /&gt;
* 0 = No market; &lt;br /&gt;
* 1 = Default market, which will likely be the main station market; &lt;br /&gt;
* 2 = SFEP (Stations for Extra Planets) method, which adjusts prices and quantities based on the distance of the site from the main station.&lt;br /&gt;
* 3 = Original market, as defined in PlanetFall v1.51. (but pre-Oolite 1.84).&lt;br /&gt;
&lt;br /&gt;
==== Spawn chances ====&lt;br /&gt;
'''Values'''&lt;br /&gt;
* '''Spawn city:''' Chance of spawning a capital city.&lt;br /&gt;
* '''Spawn military base:''' Chance of spawning a military base.&lt;br /&gt;
* '''Spawn leisure complex:''' Chance of spawning a leisure complex.&lt;br /&gt;
* '''Spawn factory:''' Chance of spawning a factory.&lt;br /&gt;
* '''Spawn rubbish dump:''' Chance of spawning a rubbish dump.&lt;br /&gt;
&lt;br /&gt;
eg 0.4 = 40% chance. The chance will be adjusted slightly by the TechLevel factor (see below).&lt;br /&gt;
&lt;br /&gt;
=== Extra planet Settings ===&lt;br /&gt;
==== F3/F8 Access ====&lt;br /&gt;
'''Flags'''&lt;br /&gt;
* '''Colony cities:''' Whether colony cities will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Military bases:''' Whether military bases will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Leisure complexes:''' Whether leisure complexes will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Factories:''' Whether factories will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Rubbish dumps:''' Whether rubbish dumps will have access to the F3 Equip Ship screen.&lt;br /&gt;
&lt;br /&gt;
'''Values'''&lt;br /&gt;
* '''Colony cities:''' What type of market will be available at colony cities.&lt;br /&gt;
* '''Military bases:''' What type of market will be available at military bases.&lt;br /&gt;
* '''Leisure complexes:''' What type of market will be available at leisure complexes.&lt;br /&gt;
* '''Factories:''' What type of market will be available at factories.&lt;br /&gt;
* '''Rubbish dumps:''' What type of market will be available at rubbish dumps.&lt;br /&gt;
Market type key:&lt;br /&gt;
* 0 = No market; &lt;br /&gt;
* 1 = Default market, which will likely be the main station market; &lt;br /&gt;
* 2 = SFEP (Stations for Extra Planets) method, which adjusts prices and quantities based on the distance of the site from the main station.&lt;br /&gt;
* 3 = Original market, as defined in PlanetFall v1.51 (but pre-Oolite 1.84).&lt;br /&gt;
&lt;br /&gt;
==== Spawn chances ====&lt;br /&gt;
'''Values'''&lt;br /&gt;
* '''Spawn colony city:''' Chance of spawning a colony city.&lt;br /&gt;
* '''Spawn military base:''' Chance of spawning a military base.&lt;br /&gt;
* '''Spawn leisure complex:''' Chance of spawning a leisure complex.&lt;br /&gt;
* '''Spawn factory:''' Chance of spawning a factory.&lt;br /&gt;
* '''Spawn rubbish dump:''' Chance of spawning a rubbish dump.&lt;br /&gt;
&lt;br /&gt;
eg 0.4 = 40% chance. The chance will be adjusted slightly by the TechLevel factor (see below).&lt;br /&gt;
&lt;br /&gt;
=== Moons ===&lt;br /&gt;
==== F3/F8 Access ====&lt;br /&gt;
'''Flags'''&lt;br /&gt;
* '''Colony domes:''' Whether colony domes will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Mines:''' Whether mines will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Prisons:''' Whether prisons will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Leisure domes:''' Whether leisure domes will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Robot factories:''' Whether robot factories will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Research complexes:''' Whether research complexes will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Wastelands:''' Whether wastelands will have access to the F3 Equip Ship screen.&lt;br /&gt;
&lt;br /&gt;
'''Values'''&lt;br /&gt;
* '''Colony domes:''' What type of market will be available at colony domes.&lt;br /&gt;
* '''Mines:''' What type of market will be available at mines.&lt;br /&gt;
* '''Prison:''' What type of market will be available at prisons.&lt;br /&gt;
* '''Leisure domes:''' What type of market will be available at leisure domes.&lt;br /&gt;
* '''Robot factories:''' What type of market will be available at robot factories.&lt;br /&gt;
* '''Research complexes:''' What type of market will be available at research complexes.&lt;br /&gt;
* '''Wastelands:''' What type of market will be available at wastelands.&lt;br /&gt;
Market type key:&lt;br /&gt;
* 0 = No market; &lt;br /&gt;
* 1 = Default market, which will likely be the main station market; &lt;br /&gt;
* 2 = SFEP (Stations for Extra Planets) method, which adjusts prices and quantities based on the distance of the site from the main station.&lt;br /&gt;
* 3 = Original market, as defined in PlanetFall v1.51 (but pre-Oolite 1.84).&lt;br /&gt;
&lt;br /&gt;
==== Spawn chances ====&lt;br /&gt;
'''Values'''&lt;br /&gt;
* '''Spawn colony dome:''' Chance of spawning a colony dome.&lt;br /&gt;
* '''Spawn mine:''' Chance of spawning a mine.&lt;br /&gt;
* '''Spawn prison:''' Chance of spawning a prison.&lt;br /&gt;
* '''Spawn leisure dome:''' Chance of spawning a leisure dome.&lt;br /&gt;
* '''Spawn robot factory:''' Chance of spawning a robot factory.&lt;br /&gt;
* '''Spawn research complex:''' Chance of spawning a research complex.&lt;br /&gt;
* '''Spawn wasteland:''' Chance of spawning a wasteland.&lt;br /&gt;
&lt;br /&gt;
eg 0.4 = 40% chance. The chance will be adjusted slightly by the TechLevel factor (see below).&lt;br /&gt;
&lt;br /&gt;
=== Spawn chances: TL factors ===&lt;br /&gt;
'''Values'''&lt;br /&gt;
* '''Main planet min/max:''' Factor to apply to spawn chance of main planet locations based on the TL of the system.&lt;br /&gt;
* '''Extra planets min/max:''' Factor to apply to spawn chance of extra planet locations based on the TL of the system.&lt;br /&gt;
* '''Moons min/max:''' Factor to apply to spawn chance of moon locations based on the TL of the system.&lt;br /&gt;
&lt;br /&gt;
The min value would be applied at the lowest TL, while the max value would apply to the highest TL.&amp;lt;br&amp;gt;&lt;br /&gt;
TL's in between would get a scaled value between min and max.&lt;br /&gt;
&lt;br /&gt;
=== Transit costs ===&lt;br /&gt;
'''Values'''&lt;br /&gt;
* '''Fee:''' Base cost for a single trip (cr).&lt;br /&gt;
* '''Anarchy factor:''' Factor applied to fee in Anarchy systems&lt;br /&gt;
* '''Feudal factor:''' Factor applied to fee in Feudal systems.&lt;br /&gt;
* '''Multi-government factor:''' Factor applied to fee in Multi-Government systems.&lt;br /&gt;
* '''Dictatorship factor:''' Factor applied to fee in Dictatorship systems.&lt;br /&gt;
* '''Communist factor:''' Factor applied to fee in Communist systems.&lt;br /&gt;
* '''Confederacy factor:''' Factor applied to fee in Confederacy systems.&lt;br /&gt;
* '''Democracy factor:''' Factor applied to fee in Democracy systems.&lt;br /&gt;
* '''Corporate State factor:''' Factor applied to fee in Corporate State systems.&lt;br /&gt;
&lt;br /&gt;
eg 0.0 = All trips are free; 1.0 = Use base cost; 0.5 = 50% of base cost.&lt;br /&gt;
&lt;br /&gt;
=== Ship transfer costs ===&lt;br /&gt;
'''Values'''&lt;br /&gt;
* '''Fee:''' Base cost for ship transfer (cr).&lt;br /&gt;
* '''Anarchy factor:''' Factor applied to fee in Anarchy systems&lt;br /&gt;
* '''Feudal factor:''' Factor applied to fee in Feudal systems.&lt;br /&gt;
* '''Multi-government factor:''' Factor applied to fee in Multi-Government systems.&lt;br /&gt;
* '''Dictatorship factor:''' Factor applied to fee in Dictatorship systems.&lt;br /&gt;
* '''Communist factor:''' Factor applied to fee in Communist systems.&lt;br /&gt;
* '''Confederacy factor:''' Factor applied to fee in Confederacy systems.&lt;br /&gt;
* '''Democracy factor:''' Factor applied to fee in Democracy systems.&lt;br /&gt;
* '''Corporate State factor:''' Factor applied to fee in Corporate State systems.&lt;br /&gt;
&lt;br /&gt;
eg 0.0 = Ship transfers are free; 1.0 = Use base cost; 1.5 = 150% base cost.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Downloads ==&lt;br /&gt;
All components are downloadable through the in-game [[Expansions Manager]]&amp;lt;br/&amp;gt;&lt;br /&gt;
Direct download here&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Media:PlanetFall2_2.32.oxz|PlanetFall2_2.32.oxz]] (downloaded {{#downloads:PlanetFall2_2.32.oxz}} times).&lt;br /&gt;
* [[Media:PlanetFall2_ResourcesA.oxz|PlanetFall2_ResourcesA.oxz]] v1.1&lt;br /&gt;
* [[Media:PlanetFall2_ResourcesB.oxz|PlanetFall2_ResourcesB.oxz]] v1.0&lt;br /&gt;
* [[Media:Feudal_PlanetFall2_1.5.oxz|Feudal_PlanetFall2.oxz]] v1.5 (downloaded {{#downloads:Feudal_PlanetFall2_1.5.oxz}} times).&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
* [[Media:PlanetFall2_BlackMonks.oxz|PlanetFall2_BlackMonks.oxz]] v2.1 - Adds Bank of the Black Monks to the planet surface locations, providing all the normal bank facilities. The [[Black_Monk_Monastery|Bank of the Black Monks]] also needs to be installed.&lt;br /&gt;
* [[Media:PlanetFall2_HoopyCasino.oxz|PlanetFall2_HoopyCasino.oxz]] v2.5 - Adds HOopy casinos to the planet surface locations, complete with gaming opportunities. The [[HOopy_Casino|HOopy Casino OXP]] also needs to be installed.&lt;br /&gt;
* [[Media:PlanetFall2_Oo-Haul.oxz|PlanetFall2_Oo-Haul.oxz]] v2.1 - Adds an Oo-Haul distribution centre to the main planet, and a mission to escort a hauler from it out to either the witchpoint or constore. The [[Your_Ad_Here!|YAH/Your Ad Here!]] OXP and [[Oo-Haul]] need to be installed.&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
*Author (PF v.2): [[User:Phkb|Phkb]]&lt;br /&gt;
*Author (PF v.1): [[User:Thargoid|Thargoid]]&lt;br /&gt;
&lt;br /&gt;
This OXP is released under the Creative Commons Attribution - Non-Commercial - Share Alike 3.0 license with the following clauses:&lt;br /&gt;
&lt;br /&gt;
* Whilst you are free (and encouraged) to re-use any of the scripting, models or texturing in this OXP, the usage must be distinct from that within this OXP. Unique identifiers such as (but not limited to) unique shipdata.plist entity keys, mission variables, script names (this.name), equipment identity strings (EQ_), description list arrays and entity roles must not be re-used without prior agreement. Basically if it's unique or would identify or overwrite anything in the original OXP, then you may not re-use it (for obvious compatibility reasons).&lt;br /&gt;
* rebundling of this OXP within another distribution is permitted as long as it is unchanged. The following derivates however are permitted and except from the above:&lt;br /&gt;
** the conversion of files between XML and openStep.&lt;br /&gt;
** the merging of files with other files of the same type from other OXPs.&lt;br /&gt;
* The license information (either as this file or merged into a larger one) must be included in the OXP.&lt;br /&gt;
* Even though it is not compulsory, if you are re-using any sizable or recognisable piece of this OXP, please let me know :)&lt;br /&gt;
&lt;br /&gt;
---&amp;gt; (Details of images used) ---&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;
'''Image files:'''&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-photo/empty-dark-room-modern-futuristic-sci-fi-background-3d-illustration_20850610.htm Image by user6702303 on Freepik&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-photo/empty-dark-room-modern-futuristic-sci-fi-background-3d-illustration_21988050.htm Image by user6702303 on Freepik&amp;lt;br&amp;gt;&lt;br /&gt;
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https://www.freepik.com/free-photo/empty-dark-room-modern-futuristic-sci-fi-background-3d-illustration_21835246.htm Image by user6702303 on Freepik&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
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https://www.freepik.com/free-vector/20-vehicles-outline-icon-presentation_38543743.htm Image by flatart on Freepik&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;/div&amp;gt;&lt;br /&gt;
Some images were generated by AI at https://www.freepik.com/pikaso/ai-image-generator&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Sound files:'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;e train 140kmh 04 190613_0029.wav&amp;quot; by klankbeeld -- https://freesound.org/s/476298/ -- License: Attribution 4.0&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Arrival of a passenger electric train.1950km station_2(Eq,lmtr).wav&amp;quot; by newlocknew -- https://freesound.org/s/580464/ -- License: Attribution 4.0&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
2.32&lt;br /&gt;
* Fixed issue where a excessive number of Colony Domes were being spawned (and possibly Colony Cities as well).&lt;br /&gt;
* Citizens of a system can now use the transit system for free. (Requires Diplomacy OXP)&lt;br /&gt;
* Home System members with enough standing can now use the transit system for free. (Requires Home System OXP).&lt;br /&gt;
&lt;br /&gt;
2.31&lt;br /&gt;
* Added GNN interface to some planetary surface locations.&lt;br /&gt;
* Fixed null reference error that could occur during transits.&lt;br /&gt;
* Added screenID's to all mission screens.&lt;br /&gt;
* Speed of the landing FX now scales with system performance.&lt;br /&gt;
* Switched to using logcontrol.plist for debug output.&lt;br /&gt;
&lt;br /&gt;
2.30&lt;br /&gt;
* Changed manifest title from &amp;quot;PlanetFall&amp;quot; to &amp;quot;PlanetFall2&amp;quot;.&lt;br /&gt;
* Changed Library Config aliases to &amp;quot;PlanetFall2&amp;quot;.&lt;br /&gt;
* Changed category to &amp;quot;Systems&amp;quot;.&lt;br /&gt;
* Fixed issue with adding OXP locations to custom systems, where some keys were being added to the list twice.&lt;br /&gt;
&lt;br /&gt;
2.29&lt;br /&gt;
* Shuttles that choose to land on a planet will now do so at one of the landing sites.&lt;br /&gt;
* Shuttles will also launch from the landing sites.&lt;br /&gt;
&lt;br /&gt;
2.28&lt;br /&gt;
* Fixed method of detecting when two landing sites are too close together.&lt;br /&gt;
* Changed calculation method for positioning landing sites to ensure good separation from others.&lt;br /&gt;
&lt;br /&gt;
2.27&lt;br /&gt;
* Fixed issue where stored names were not being restored from missionVariables reliably.&lt;br /&gt;
* Fixed issue with naming system for Oo-Haul sites, which wasn't including &amp;quot;(Distribution Centre)&amp;quot; in the name.&lt;br /&gt;
* Fixed issue with naming HOopy Casino sites, which wasn't including &amp;quot;(HOopy Casino)&amp;quot; in the name.&lt;br /&gt;
* OXP planet locations defined via the ship role &amp;quot;planetFall2_???_externalOXP&amp;quot; are now attempted to be added to custom systems. Random factors and spawn conditions can then come in to play to limit the number of spawns.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  data-expandtext=&amp;quot;Show older&amp;quot; data-collapsetext=&amp;quot;Hide older&amp;quot; style=&amp;quot;overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
2.26&lt;br /&gt;
* Darkened overlay images for better compatibility with Oolite 1.92.&lt;br /&gt;
&lt;br /&gt;
2.25&lt;br /&gt;
* Moved more text into missiontext.plist.&lt;br /&gt;
* Fixed issue with ship transfer fee not being calculated correctly when being deducted from the players account.&lt;br /&gt;
&lt;br /&gt;
2.24&lt;br /&gt;
* Added check for, and warning message of, PlanetLand OXP conflict.&lt;br /&gt;
&lt;br /&gt;
2.23&lt;br /&gt;
* Fixed issue where shipyards were not viewable on stations that have overridden the &amp;quot;move shipyards to planet&amp;quot; option.&lt;br /&gt;
&lt;br /&gt;
2.22 &lt;br /&gt;
* Display a message when attempting to access shipyards on stations when they are located on planetary surfaces.&lt;br /&gt;
* Added option to disable the shallow approach angle requirement when landing on a surface location.&lt;br /&gt;
* Tweaked spawning logic so planetary locations can't be too close together, increasing the distance from the previous fix.&lt;br /&gt;
&lt;br /&gt;
2.21&lt;br /&gt;
* Change to manifest file to match with split of resources pack into two.&lt;br /&gt;
&lt;br /&gt;
2.20&lt;br /&gt;
* Added a function, $getSystemLocations, which returns an object containing the ship keys and place names of all planetary locations in a given system.&lt;br /&gt;
&lt;br /&gt;
2.19&lt;br /&gt;
* Setting beacon range to zero will make all beacons visible all the time.&lt;br /&gt;
* Added ability to scale the maximum turbulence factor per planet.&lt;br /&gt;
&lt;br /&gt;
2.18&lt;br /&gt;
* Added a &amp;quot;turbulence impact scale&amp;quot; option so the effect of turbulence can be scaled to taste.&lt;br /&gt;
* Allowed for blank entries in location overrides to switch to randomised location types and naming.&lt;br /&gt;
* Fixed issues when checking roles to determine the type of VFX to show for landing.&lt;br /&gt;
* Added ability to override the landing clouds, docks and overlays on a per-planet basis.&lt;br /&gt;
* Some code refactoring.&lt;br /&gt;
&lt;br /&gt;
2.17&lt;br /&gt;
* Moved most text into missiontext.plist for easier localisation.&lt;br /&gt;
* Removed monkey patch on Marker Inquirer as no longer required.&lt;br /&gt;
&lt;br /&gt;
2.16&lt;br /&gt;
* Tweak to prevent LMSS and Laser Arrangement interfaces disappearing on non-PlanetFall locations.&lt;br /&gt;
&lt;br /&gt;
2.15&lt;br /&gt;
* Increased the number of shipdata entities to better handle high values for the number of planetary landing points.&lt;br /&gt;
&lt;br /&gt;
2.14&lt;br /&gt;
* Added protection for instances where a planet or moon has no air color value set.&lt;br /&gt;
* Fixed issue where the reason for the denial of a landing request was not being transmitted to the player.&lt;br /&gt;
&lt;br /&gt;
2.13&lt;br /&gt;
* Further fixes to linkage between landing sites and planets.&lt;br /&gt;
&lt;br /&gt;
2.12&lt;br /&gt;
* Fixed incorrect property setting in shipdata.&lt;br /&gt;
* Changed allegiance setting for research complexes to be neutral.&lt;br /&gt;
* Fixed issue where landing sites could spawn too close together.&lt;br /&gt;
&lt;br /&gt;
2.11&lt;br /&gt;
* Fixed issue where link between landing sites and planets could occasionally break due to rounding errors.&lt;br /&gt;
&lt;br /&gt;
2.10&lt;br /&gt;
* Prevented things like &amp;quot;Immigration Control&amp;quot; from appearing in Anarchy systems.&lt;br /&gt;
* Prevented turbulence frame callback from being started twice.&lt;br /&gt;
* Fixed error: this.serviceLevelDecrease is not a function.&lt;br /&gt;
* Tweaks to hopefully permanently fix issue where turbulence effect keeps running after a witchspace jump or docking.&lt;br /&gt;
&lt;br /&gt;
2.9&lt;br /&gt;
* Fixed JS error in transit process code.&lt;br /&gt;
* Fixed issue where Vimana-X HUD was not resetting correctly on launch after using transit system.&lt;br /&gt;
&lt;br /&gt;
2.8&lt;br /&gt;
* Split off planet rotation slowing into separate OXP, and made optional for this OXP.&lt;br /&gt;
&lt;br /&gt;
2.7&lt;br /&gt;
* Dying while turbulence is active will now stop the frame callback.&lt;br /&gt;
* Added tweak to planet rotation when approaching planet, slowing it down to make scale issues less obvious (can be configured with Library Config).&lt;br /&gt;
* Code refactoring.&lt;br /&gt;
&lt;br /&gt;
2.6&lt;br /&gt;
* Small tweak to the market script.&lt;br /&gt;
* Small fix to the name generation process for Capital Cities.&lt;br /&gt;
&lt;br /&gt;
2.5&lt;br /&gt;
* Refined some text in messages for better understanding and integration with the built in voice.&lt;br /&gt;
* Added a pre-spawn check for a condition script on custom (ie non-built-in) surface locations.&lt;br /&gt;
* Fixed issue that was preventing custom names from being applied to custom system setups.&lt;br /&gt;
* Added a PDF document outlining how to create custom systems, for non-coders.&lt;br /&gt;
* Updates for the PlanetFall Oo-haul mission pack.&lt;br /&gt;
* Added conflict with PlanetFallMarketSaver - this OXP shouldn't be necessary with PlanetFall2.&lt;br /&gt;
* Added conflict with PlanetFall Markets - this OXP shouldn't be necessary with PlanetFall2.&lt;br /&gt;
* Removed some unused settings in config.&lt;br /&gt;
* Split off graphical assets into separate OXP, to make updating the core code easier for everyone.&lt;br /&gt;
* Added a second train FX image, so that the second animation doesn't just look completely like the first.&lt;br /&gt;
* Tweaked train FX images to make them more centred.&lt;br /&gt;
* Added scan class to station entities.&lt;br /&gt;
&lt;br /&gt;
2.4&lt;br /&gt;
* Adjusted calculations to make landing when pointing at the GCIP more consistent.&lt;br /&gt;
&lt;br /&gt;
2.3&lt;br /&gt;
* Added a planet-side transit system, so you don't have to launch and re-dock to visit another landing site on the same planet.&lt;br /&gt;
* Transit costs are adjusted based on government types. Configurable via Library Config.&lt;br /&gt;
* Ship transfer costs are adjusted based on government types. Configurable via Library Config.&lt;br /&gt;
* Fixed shipyard transfer process to not run more than once per system.&lt;br /&gt;
* Added fragment and vertex shaders to ensure all break patterns appear clearly and without shadow.&lt;br /&gt;
* Removed yaw turbulence factor. Only pitch and roll turbulence will be now be set.&lt;br /&gt;
* Fixed issue that was preventing subSurface colonies and moonSurface domes from being spawned.&lt;br /&gt;
* Amount of reduction to service level is now configurable via Library Config.&lt;br /&gt;
* Added a function (PlanetFall2.playerShipIsLocal) that can be called to determine if the player is near their ship or not.&lt;br /&gt;
* Removed the Blackmonks and HoOpy Casino config options, and incorporated spawn chances in script_info object of shipdata and condition script.&lt;br /&gt;
&lt;br /&gt;
2.2&lt;br /&gt;
* Fixed issue where, if &amp;quot;Additional Planets&amp;quot; doesn't create any planets, no landing sites are created on the main planet.&lt;br /&gt;
* Reapplied monkey match for Market Inquirer to address issue with beacons not showing when more than 100000m from the player when docked.&lt;br /&gt;
* Removed conflicts with SW Planetary Systems and Moons, although it is unlikely any created moons will get landing sites.&lt;br /&gt;
&lt;br /&gt;
2.1&lt;br /&gt;
* Added methods to allow for a fully customised system to be defined (with multiple sites per planet/moon).&lt;br /&gt;
* Moved Feudal States override code into a separate OXP.&lt;br /&gt;
* Fixed missing semi-colon in shipdata.plist.&lt;br /&gt;
* Switched ground control interface point to be a normal ship object (rather than a visual effect) to gain better compatibility with OXP's like Telescope.&lt;br /&gt;
* Made the ground control interface points more visible.&lt;br /&gt;
* Reduced the number of monkey patches required.&lt;br /&gt;
* Made the maximum range at which the space compass will detect ground control interface points configurable via Library Config, and changed the default value to 200km.&lt;br /&gt;
* Added some conflict oxps (&amp;quot;Planetary Systems&amp;quot; and &amp;quot;Moons&amp;quot; by stranger).&lt;br /&gt;
* Improved compatibility with Market Inquirer.&lt;br /&gt;
* Tweaked spawning methods to better reflect the original PlanetFall results, where OXP station roles are not added unless override flag is set.&lt;br /&gt;
* Added a warning screen for players, informing them that ship maintenance services are only available on the planet.&lt;br /&gt;
* Added a chance of a misjump when executing a witchspace jump inside the atmosphere.&lt;br /&gt;
* Fixed issue where entering witchspace while the turbulence effect is still active would result in it staying active.&lt;br /&gt;
* Fixed bug that was setting service level to the minimum value when launching from a planetary location.&lt;br /&gt;
* Turbulence now doesn't end when speed is zero.&lt;br /&gt;
* Added a config item to manage how much the service level of the player ship is reduced.&lt;br /&gt;
* Added shipdata entries to allow for multiple military bases, leisure complexes, factories and dumps on the main planet in custom systems. &lt;br /&gt;
* Fixed issues where NaN, NaN, Nan is calculated for a vector.&lt;br /&gt;
* Log messages now controllable via a debug flag.&lt;br /&gt;
* Removed some unused code.&lt;br /&gt;
&lt;br /&gt;
2.0&lt;br /&gt;
* Updated landing FX, with clouds and landing pads.&lt;br /&gt;
* Updated launching FX.&lt;br /&gt;
* Changed docking method to have a fixed location (rather than just descending towards the planet surface anywhere), which means you can now save your game at planetary locations.&lt;br /&gt;
* Access to equipment sales (F3 Equip Ship) configuration via Library Config.&lt;br /&gt;
* Updated market information to allow for 3 different methods to be applied to any of the locations. (Configurable via Library Config)&lt;br /&gt;
* Added a variety of arrival report screen backgrounds. (Can be turned off via Library Config)&lt;br /&gt;
* Added a turbulence effect when in the atmosphere of a planet. (Can be turned off via Library Config)&lt;br /&gt;
* Equipment item renamed to &amp;quot;Atmospheric Stabilisers&amp;quot;, but is optional for planetary landings.&lt;br /&gt;
* Moved ships from shipyards on other stations to planetary locations. (Configurable via Library Config)&lt;br /&gt;
* Moved &amp;quot;Maintenance Overhaul&amp;quot; to only be available on the main planet. (Configurable via Library Config)&lt;br /&gt;
* Added script updates to Feudal Systems, Aquatics, Market Inquirer, Galactic Almanac and In-System cargo delivery to maintain compatibility.&lt;br /&gt;
* Additional compatibility settings updated via shipdata-overrides.plist.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Dark Side ==&lt;br /&gt;
=== Custom designing a system ===&lt;br /&gt;
You can now custom design a system:&lt;br /&gt;
:specifically naming landing sites (see inside Lave.oxp)&lt;br /&gt;
:adding tweaks for entering the atmosphere: storms, haze, colours, and [[OXP_howto_texture#Planet_textures|city night-lights]] (see inside Famous Planets v.3 &amp;amp; see inside Lave.oxp)&lt;br /&gt;
:tweaking landing: images and haze ((see inside DGill's newest Feudal Systems suite &amp;amp; Famous Planets v.3)&lt;br /&gt;
:tweaking the space port &amp;quot;experience&amp;quot;: things to do (see inside DGill's newest Feudal Systems suite)&lt;br /&gt;
&lt;br /&gt;
To tweak a system see the &amp;quot;Creating Custom Systems.pdf&amp;quot; &amp;amp; the &amp;quot;Developer's ReadMe&amp;quot; hidden inside the oxp and then also the example [https://app.box.com/s/5xbksy48qr9cp31z2wpef6wjla05s3ih/file/1505969925081 SuperSystem.oxp]&lt;br /&gt;
:There is more detail [https://bb.oolite.space/viewtopic.php?p=301011#p301011 here] (runs on for several pages) and [https://bb.oolite.space/viewtopic.php?p=301065#p301065 here]&lt;br /&gt;
&lt;br /&gt;
=== Problems with the Oolite game engine ===&lt;br /&gt;
*Planets were never meant to be interacted with in Oolite - there's a lot of hand-waving going on with PF2 when it comes to landing on the surface. [https://bb.oolite.space/viewtopic.php?p=301396#p301396 Phkb (2025)]&lt;br /&gt;
*The Oolite game engine does support larger planets and stars - I put together an OXP a while ago which uses them - but not necessarily particularly well. (Editor: [[SOTL Altmap]]? [[SOTL Exploration]]?)&amp;lt;br&amp;gt;&lt;br /&gt;
:You would have noticeable &amp;quot;corners&amp;quot; on the planets at 'real-world' sizes, as a 20,000 triangle polygon gets too large. You can already see these if you go as low as you can on a planet and look at the horizon. Similarly, the way planet texturing works would need to be significantly changed to avoid pixels tens of kilometres wide. There are display issues with large stars at high distances. There's a bit of a hack in the display code to avoid the worst of it, but there can still be strange issues with which objects are displayed in front of which. (You would probably need a higher Open GL version to solve these, which may or may not be practical to hide behind a graphics setting toggle) [https://bb.oolite.space/viewtopic.php?p=263420#p263420 Cim (2018)]&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=21606 BB thread] (2024)&lt;br /&gt;
*[[Planetfall OXP]] PF v.1 original wiki page&lt;br /&gt;
&lt;br /&gt;
== Quick Facts ==&lt;br /&gt;
{{OXPLevel|0|2}}{{IconOXP|ooVersion=&amp;quot;1.90&amp;quot;|oxpCPU=&amp;quot;Average&amp;quot;|oxpMEM=&amp;quot;Low&amp;quot;|oxpGPU=&amp;quot;Average&amp;quot;|oxpIsAPI=true|oxpIsDocumented=true|oxpIsConfigurable=true}}&lt;br /&gt;
[[Image:IconLib.png|48px|right|link=Library OXP|alt=Config options available through 'Library']]&lt;br /&gt;
{{Infobox OXPb| title = PlanetFall2.oxz&lt;br /&gt;
|version = 2.32&lt;br /&gt;
|release = 2026-05-10&lt;br /&gt;
|license = CC BY-NC-SA 3.0&lt;br /&gt;
|features = Planetary landings&lt;br /&gt;
|category = Systems OXPs&lt;br /&gt;
|author = [[User:Thargoid|Thargoid]], [[User:phkb|phkb]]&lt;br /&gt;
|feedback = [https://bb.oolite.space/viewtopic.php?t=21606 Oolite BB]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay and Balance indicator ==&lt;br /&gt;
[[File:Tag-colour-orange.png|right]]&lt;br /&gt;
By default, planetary landings are harder than they were in V1. However, if you don't land on or approach planets, gameplay is largely unaffected (or it can be).&lt;/div&gt;</summary>
		<author><name>Phkb</name></author>
		
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	<entry>
		<id>https://wiki.alioth.net/index.php?title=File:PlanetFall2_2.32.oxz&amp;diff=88685</id>
		<title>File:PlanetFall2 2.32.oxz</title>
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		<summary type="html">&lt;p&gt;Phkb: &lt;/p&gt;
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		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=File:XenonUI.oxz&amp;diff=88684"/>
		<updated>2026-05-10T06:42:20Z</updated>

		<summary type="html">&lt;p&gt;Phkb: Phkb uploaded a new version of File:XenonUI.oxz&lt;/p&gt;
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		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=File:XenonReduxUI.oxz&amp;diff=88682"/>
		<updated>2026-05-10T06:41:51Z</updated>

		<summary type="html">&lt;p&gt;Phkb: Phkb uploaded a new version of File:XenonReduxUI.oxz&lt;/p&gt;
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		<updated>2026-05-10T06:41:23Z</updated>

		<summary type="html">&lt;p&gt;Phkb: Phkb uploaded a new version of File:LoadoutByCategory.oxz&lt;/p&gt;
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		<title>File:LoadoutByCategory 190.oxz</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=File:LoadoutByCategory_190.oxz&amp;diff=88680"/>
		<updated>2026-05-10T06:41:04Z</updated>

		<summary type="html">&lt;p&gt;Phkb: Phkb uploaded a new version of File:LoadoutByCategory 190.oxz&lt;/p&gt;
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	<entry>
		<id>https://wiki.alioth.net/index.php?title=File:ShipRepurchase.oxz&amp;diff=88678</id>
		<title>File:ShipRepurchase.oxz</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=File:ShipRepurchase.oxz&amp;diff=88678"/>
		<updated>2026-05-10T06:40:34Z</updated>

		<summary type="html">&lt;p&gt;Phkb: Phkb uploaded a new version of File:ShipRepurchase.oxz&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Version 0.2&lt;/div&gt;</summary>
		<author><name>Phkb</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=File:Smugglers_2.11.oxz&amp;diff=88677</id>
		<title>File:Smugglers 2.11.oxz</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=File:Smugglers_2.11.oxz&amp;diff=88677"/>
		<updated>2026-05-10T06:39:37Z</updated>

		<summary type="html">&lt;p&gt;Phkb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Phkb</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=File:BlackMarket_1.6.oxz&amp;diff=88676</id>
		<title>File:BlackMarket 1.6.oxz</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=File:BlackMarket_1.6.oxz&amp;diff=88676"/>
		<updated>2026-05-10T06:38:59Z</updated>

		<summary type="html">&lt;p&gt;Phkb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Phkb</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Library_OXP&amp;diff=88646</id>
		<title>Library OXP</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Library_OXP&amp;diff=88646"/>
		<updated>2026-05-08T08:20:37Z</updated>

		<summary type="html">&lt;p&gt;Phkb: /* Quick Facts */&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 &amp;quot;Risky Business&amp;quot; or the &amp;quot;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 ==&lt;br /&gt;
=== Config for AddOns ===&lt;br /&gt;
Over 60 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 three 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;
&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;
&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 &amp;amp; Star Map functions.''&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>Phkb</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Library_OXP&amp;diff=88645</id>
		<title>Library OXP</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Library_OXP&amp;diff=88645"/>
		<updated>2026-05-08T08:20:09Z</updated>

		<summary type="html">&lt;p&gt;Phkb: /* Download */&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 &amp;quot;Risky Business&amp;quot; or the &amp;quot;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 ==&lt;br /&gt;
=== Config for AddOns ===&lt;br /&gt;
Over 60 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 three 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;
&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;
&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 &amp;amp; Star Map functions.''&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&lt;br /&gt;
|release = 2026-04-20&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>Phkb</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=File:Library_1.9.1.oxz&amp;diff=88644</id>
		<title>File:Library 1.9.1.oxz</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=File:Library_1.9.1.oxz&amp;diff=88644"/>
		<updated>2026-05-08T07:16:18Z</updated>

		<summary type="html">&lt;p&gt;Phkb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Phkb</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Planetfall2_OXP&amp;diff=88614</id>
		<title>Planetfall2 OXP</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Planetfall2_OXP&amp;diff=88614"/>
		<updated>2026-05-07T06:40:00Z</updated>

		<summary type="html">&lt;p&gt;Phkb: /* Version History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:IconPF2.png|100px|right]]&lt;br /&gt;
[[File:PlanetFall2 city 7.png|300px|thumb|right|Landing at a city]]&lt;br /&gt;
[[File:PlanetFall2 moon 5.png|300px|thumb|right|Landing on a moon]]&lt;br /&gt;
== Overview ==&lt;br /&gt;
{{Infobox EquipStats Oolite| title = PlanetFall2 OXP&lt;br /&gt;
|image = &lt;br /&gt;
|equipName =  Atmospheric Stabilisers&lt;br /&gt;
|equipCost = 5,000₢&lt;br /&gt;
|equipTL = 9&lt;br /&gt;
}}&lt;br /&gt;
An OXP which allows the Commander to land at specific locations on planets and moons (but not suns, even at night). Each main planet has up to 5 designated landing sites, while additional planets can have 3, and each moon can have 2 (configurable via [[Library OXP|Library Config]]). Pick your landing site and point your ship at the flashing marker near the surface that indicates the Ground Control Interface Point for the landing zone. Ensure your flight path is not too steep, otherwise you may sustain damage when the automated landing protocol engages. &lt;br /&gt;
&lt;br /&gt;
Be careful of turbulence as you enter the atmosphere. To assist with atmospheric turbulence, the &amp;quot;Atmospheric Stabilisers&amp;quot; can be purchased at any TL9+ system for 5000cr. When equipped, this will reduce the impact of turbulence on your ship. Speed will have an impact on how much your ship is effected by turbulence. Slowing down will decrease the effect.&lt;br /&gt;
&lt;br /&gt;
Your approach will trigger an automatic landing request. You should receive a response after a few seconds, indicating you are either cleared for landing or not. If you have clearance, continue towards the Ground Control Interface Point at less than 100 m/s until the automated system engages, captures your ship and lowers you to a landing pad. &lt;br /&gt;
&lt;br /&gt;
Planetary take-off is via a launch booster, with control being returned to the Commander once orbital insertion is achieved.&lt;br /&gt;
&lt;br /&gt;
=== A suite of OXPs ===&lt;br /&gt;
This OXP is currently a suite of 3 OXPs with another 2 optional OXPs: &lt;br /&gt;
*'''PlanetFall2''' (the coding)&lt;br /&gt;
*'''PlanetFall Resources A''' } individual planetary images part 1&lt;br /&gt;
*'''PlanetFall Resources B''' } individual planetary images part 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Optional: '''Feudal PlanetFall2''' (linking PlanetFall2 with [[Feudal States]] which is currently the only OXP which does much on the planet surface).&lt;br /&gt;
:&amp;lt;s&amp;gt;At time of writing PlanetFall2 is only compatible with Feudal States v.1 (and the ''alpha'' Feudal States v.2 is only compatible with PlanetFall v.1)!&amp;lt;/s&amp;gt; It should now be compatible with both versions of Feudal States.&lt;br /&gt;
*Optional: [[Planet Rotation Cosmetics OXP]] slows down the planet's rotation as you approach it and are captured by the planet's gravity.&lt;br /&gt;
&lt;br /&gt;
[[File:Planetfall2 Transit system.png|right|300px]]&lt;br /&gt;
&lt;br /&gt;
=== Gaming changes from Thargoid's PlanetFall v1 (2008-13) ===&lt;br /&gt;
*You can now land on a planet without purchasing &amp;quot;planetary landing capabilities&amp;quot;/&amp;quot;atmospheric stabilisers&amp;quot; - but it is rather more dangerous&lt;br /&gt;
::If you have already bought &amp;quot;planetary landing capabilities&amp;quot;, PF2 will convert them to &amp;quot;atmospheric stabilisers&amp;quot;&lt;br /&gt;
*There are now specific landing sites on the planet&lt;br /&gt;
*Commodity Markets are now included (''ie'' PlanetFall Markets OXP is redundant).&lt;br /&gt;
*When landed you can transit from one landing site to another (and pay good money to transit your ship, too!).&lt;br /&gt;
*[[Maintenance]] overhauls are now performed on the planet surface rather than in the orbital station (they will tell you this on the station!)&lt;br /&gt;
*There are other changes to be discovered!&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
*Oolite v.1.90 or better&lt;br /&gt;
*[[GNN]]&lt;br /&gt;
*[[Library OXP]]&lt;br /&gt;
*[[Market Script Interface]]&lt;br /&gt;
*[[External Docking System]]&lt;br /&gt;
&lt;br /&gt;
While it isn’t a requirement, the [[Planet Rotation Cosmetics OXP]] is a highly recommended addition for PlanetFall 2.&lt;br /&gt;
&lt;br /&gt;
== Options ==&lt;br /&gt;
There are a '''lot''' of options available to help configure the system the way you want it. The list is long, so if you want to see everything, ''click'' the link on the right.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  data-expandtext=&amp;quot;Show me everything!&amp;quot; data-collapsetext=&amp;quot;Turn it off! Turn it off!&amp;quot; style=&amp;quot;overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Library Config has the following sections for PlanetFall2:&lt;br /&gt;
* General settings&lt;br /&gt;
* Main planet settings&lt;br /&gt;
** F3/F8 access&lt;br /&gt;
** Spawn chances&lt;br /&gt;
* Extra Planet settings&lt;br /&gt;
** F3/F8 access&lt;br /&gt;
** Spawn chances&lt;br /&gt;
* Moon settings&lt;br /&gt;
** F3/F8 access&lt;br /&gt;
** Spawn chances&lt;br /&gt;
* Spawn chances: TL factors&lt;br /&gt;
* Transit costs&lt;br /&gt;
* Ship transfer costs&lt;br /&gt;
&lt;br /&gt;
=== General settings ===&lt;br /&gt;
'''Flags'''&lt;br /&gt;
* '''Move shipyards to planet:''' Controls whether shipyards are moved to planet-side locations.&lt;br /&gt;
* '''Move maintenance to planet:''' Controls whether the &amp;quot;Maintenance Overhaul&amp;quot; item is moved to only be offered on planet-side locations.&lt;br /&gt;
* '''Atmosphere turbulence:''' Controls whether the turbulence effect, when entering the atmosphere of a planet, is active or not.&lt;br /&gt;
* '''Shallow approach:''' Controls whether a shallow approach angle is required when landing on a surface location.&lt;br /&gt;
* '''Use landing images:''' Controls whether the images displayed after landing at a planetary site are displayed.&lt;br /&gt;
* '''Use Almanac names:''' Controls whether the names of planetary locations are given names based on the methodology from the Galactic Almanac.&lt;br /&gt;
* '''Allow planetary transit:''' Controls whether it is possible to fast travel to other planetary sites after landing.&lt;br /&gt;
&lt;br /&gt;
'''Values'''&lt;br /&gt;
* '''Main planet max:''' Maximum number of locations that could be spawned on the main planet.&lt;br /&gt;
* '''Extra planet max:''' Maximum number of locations that could be spawned on a secondary planet with an atmosphere.&lt;br /&gt;
* '''Moon max:''' Maximum number of locations that could be spawned on a moon with no atmosphere.&lt;br /&gt;
* '''Atmosphere max altitude:''' Maximum height (in km) of the atmosphere of a planet.&lt;br /&gt;
* '''Beacon range:''' Max distance (in km) that planetary beacons become visible to the player.&lt;br /&gt;
* '''Service Level dec:''' Amount that service level will be reduced by when launching from a planet.&lt;br /&gt;
* '''Transfer Time:''' Amount of time (in hours) that will pass when transferring player ship to the current location.&lt;br /&gt;
* '''Train speed:''' Base average speed of trains (in kph), which is scaled up or down based on the TL of the system.&lt;br /&gt;
* '''Turbulence impact scale:''' Scales the impact of turbulence, where 1.0 means no change to the default, 0.5 halves the impact, and 0.0 means no impact (same as turning turbulence off).&lt;br /&gt;
&lt;br /&gt;
=== Main planet settings ===&lt;br /&gt;
==== F3/F8 Access ====&lt;br /&gt;
'''Flags'''&lt;br /&gt;
* '''Capital cities:''' Whether capital cities will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Military bases:''' Whether military bases will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Leisure complexes:''' Whether leisure complexes will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Factories:''' Whether factories will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Rubbish dumps:''' Whether rubbish dumps will have access to the F3 Equip Ship screen.&lt;br /&gt;
&lt;br /&gt;
'''Values'''&lt;br /&gt;
* '''Capital cities:''' What type of market will be available at capital cities.&lt;br /&gt;
* '''Military bases:''' What type of market will be available at military bases.&lt;br /&gt;
* '''Leisure complexes:''' What type of market will be available at military bases.&lt;br /&gt;
* '''Factories:''' What type of market will be available at factories.&lt;br /&gt;
* '''Rubbish dumps:''' What type of market will be available at rubbish dumps.&lt;br /&gt;
Market type key:&lt;br /&gt;
* 0 = No market; &lt;br /&gt;
* 1 = Default market, which will likely be the main station market; &lt;br /&gt;
* 2 = SFEP (Stations for Extra Planets) method, which adjusts prices and quantities based on the distance of the site from the main station.&lt;br /&gt;
* 3 = Original market, as defined in PlanetFall v1.51. (but pre-Oolite 1.84).&lt;br /&gt;
&lt;br /&gt;
==== Spawn chances ====&lt;br /&gt;
'''Values'''&lt;br /&gt;
* '''Spawn city:''' Chance of spawning a capital city.&lt;br /&gt;
* '''Spawn military base:''' Chance of spawning a military base.&lt;br /&gt;
* '''Spawn leisure complex:''' Chance of spawning a leisure complex.&lt;br /&gt;
* '''Spawn factory:''' Chance of spawning a factory.&lt;br /&gt;
* '''Spawn rubbish dump:''' Chance of spawning a rubbish dump.&lt;br /&gt;
&lt;br /&gt;
eg 0.4 = 40% chance. The chance will be adjusted slightly by the TechLevel factor (see below).&lt;br /&gt;
&lt;br /&gt;
=== Extra planet Settings ===&lt;br /&gt;
==== F3/F8 Access ====&lt;br /&gt;
'''Flags'''&lt;br /&gt;
* '''Colony cities:''' Whether colony cities will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Military bases:''' Whether military bases will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Leisure complexes:''' Whether leisure complexes will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Factories:''' Whether factories will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Rubbish dumps:''' Whether rubbish dumps will have access to the F3 Equip Ship screen.&lt;br /&gt;
&lt;br /&gt;
'''Values'''&lt;br /&gt;
* '''Colony cities:''' What type of market will be available at colony cities.&lt;br /&gt;
* '''Military bases:''' What type of market will be available at military bases.&lt;br /&gt;
* '''Leisure complexes:''' What type of market will be available at leisure complexes.&lt;br /&gt;
* '''Factories:''' What type of market will be available at factories.&lt;br /&gt;
* '''Rubbish dumps:''' What type of market will be available at rubbish dumps.&lt;br /&gt;
Market type key:&lt;br /&gt;
* 0 = No market; &lt;br /&gt;
* 1 = Default market, which will likely be the main station market; &lt;br /&gt;
* 2 = SFEP (Stations for Extra Planets) method, which adjusts prices and quantities based on the distance of the site from the main station.&lt;br /&gt;
* 3 = Original market, as defined in PlanetFall v1.51 (but pre-Oolite 1.84).&lt;br /&gt;
&lt;br /&gt;
==== Spawn chances ====&lt;br /&gt;
'''Values'''&lt;br /&gt;
* '''Spawn colony city:''' Chance of spawning a colony city.&lt;br /&gt;
* '''Spawn military base:''' Chance of spawning a military base.&lt;br /&gt;
* '''Spawn leisure complex:''' Chance of spawning a leisure complex.&lt;br /&gt;
* '''Spawn factory:''' Chance of spawning a factory.&lt;br /&gt;
* '''Spawn rubbish dump:''' Chance of spawning a rubbish dump.&lt;br /&gt;
&lt;br /&gt;
eg 0.4 = 40% chance. The chance will be adjusted slightly by the TechLevel factor (see below).&lt;br /&gt;
&lt;br /&gt;
=== Moons ===&lt;br /&gt;
==== F3/F8 Access ====&lt;br /&gt;
'''Flags'''&lt;br /&gt;
* '''Colony domes:''' Whether colony domes will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Mines:''' Whether mines will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Prisons:''' Whether prisons will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Leisure domes:''' Whether leisure domes will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Robot factories:''' Whether robot factories will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Research complexes:''' Whether research complexes will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Wastelands:''' Whether wastelands will have access to the F3 Equip Ship screen.&lt;br /&gt;
&lt;br /&gt;
'''Values'''&lt;br /&gt;
* '''Colony domes:''' What type of market will be available at colony domes.&lt;br /&gt;
* '''Mines:''' What type of market will be available at mines.&lt;br /&gt;
* '''Prison:''' What type of market will be available at prisons.&lt;br /&gt;
* '''Leisure domes:''' What type of market will be available at leisure domes.&lt;br /&gt;
* '''Robot factories:''' What type of market will be available at robot factories.&lt;br /&gt;
* '''Research complexes:''' What type of market will be available at research complexes.&lt;br /&gt;
* '''Wastelands:''' What type of market will be available at wastelands.&lt;br /&gt;
Market type key:&lt;br /&gt;
* 0 = No market; &lt;br /&gt;
* 1 = Default market, which will likely be the main station market; &lt;br /&gt;
* 2 = SFEP (Stations for Extra Planets) method, which adjusts prices and quantities based on the distance of the site from the main station.&lt;br /&gt;
* 3 = Original market, as defined in PlanetFall v1.51 (but pre-Oolite 1.84).&lt;br /&gt;
&lt;br /&gt;
==== Spawn chances ====&lt;br /&gt;
'''Values'''&lt;br /&gt;
* '''Spawn colony dome:''' Chance of spawning a colony dome.&lt;br /&gt;
* '''Spawn mine:''' Chance of spawning a mine.&lt;br /&gt;
* '''Spawn prison:''' Chance of spawning a prison.&lt;br /&gt;
* '''Spawn leisure dome:''' Chance of spawning a leisure dome.&lt;br /&gt;
* '''Spawn robot factory:''' Chance of spawning a robot factory.&lt;br /&gt;
* '''Spawn research complex:''' Chance of spawning a research complex.&lt;br /&gt;
* '''Spawn wasteland:''' Chance of spawning a wasteland.&lt;br /&gt;
&lt;br /&gt;
eg 0.4 = 40% chance. The chance will be adjusted slightly by the TechLevel factor (see below).&lt;br /&gt;
&lt;br /&gt;
=== Spawn chances: TL factors ===&lt;br /&gt;
'''Values'''&lt;br /&gt;
* '''Main planet min/max:''' Factor to apply to spawn chance of main planet locations based on the TL of the system.&lt;br /&gt;
* '''Extra planets min/max:''' Factor to apply to spawn chance of extra planet locations based on the TL of the system.&lt;br /&gt;
* '''Moons min/max:''' Factor to apply to spawn chance of moon locations based on the TL of the system.&lt;br /&gt;
&lt;br /&gt;
The min value would be applied at the lowest TL, while the max value would apply to the highest TL.&amp;lt;br&amp;gt;&lt;br /&gt;
TL's in between would get a scaled value between min and max.&lt;br /&gt;
&lt;br /&gt;
=== Transit costs ===&lt;br /&gt;
'''Values'''&lt;br /&gt;
* '''Fee:''' Base cost for a single trip (cr).&lt;br /&gt;
* '''Anarchy factor:''' Factor applied to fee in Anarchy systems&lt;br /&gt;
* '''Feudal factor:''' Factor applied to fee in Feudal systems.&lt;br /&gt;
* '''Multi-government factor:''' Factor applied to fee in Multi-Government systems.&lt;br /&gt;
* '''Dictatorship factor:''' Factor applied to fee in Dictatorship systems.&lt;br /&gt;
* '''Communist factor:''' Factor applied to fee in Communist systems.&lt;br /&gt;
* '''Confederacy factor:''' Factor applied to fee in Confederacy systems.&lt;br /&gt;
* '''Democracy factor:''' Factor applied to fee in Democracy systems.&lt;br /&gt;
* '''Corporate State factor:''' Factor applied to fee in Corporate State systems.&lt;br /&gt;
&lt;br /&gt;
eg 0.0 = All trips are free; 1.0 = Use base cost; 0.5 = 50% of base cost.&lt;br /&gt;
&lt;br /&gt;
=== Ship transfer costs ===&lt;br /&gt;
'''Values'''&lt;br /&gt;
* '''Fee:''' Base cost for ship transfer (cr).&lt;br /&gt;
* '''Anarchy factor:''' Factor applied to fee in Anarchy systems&lt;br /&gt;
* '''Feudal factor:''' Factor applied to fee in Feudal systems.&lt;br /&gt;
* '''Multi-government factor:''' Factor applied to fee in Multi-Government systems.&lt;br /&gt;
* '''Dictatorship factor:''' Factor applied to fee in Dictatorship systems.&lt;br /&gt;
* '''Communist factor:''' Factor applied to fee in Communist systems.&lt;br /&gt;
* '''Confederacy factor:''' Factor applied to fee in Confederacy systems.&lt;br /&gt;
* '''Democracy factor:''' Factor applied to fee in Democracy systems.&lt;br /&gt;
* '''Corporate State factor:''' Factor applied to fee in Corporate State systems.&lt;br /&gt;
&lt;br /&gt;
eg 0.0 = Ship transfers are free; 1.0 = Use base cost; 1.5 = 150% base cost.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Downloads ==&lt;br /&gt;
All components are downloadable through the in-game [[Expansions Manager]]&amp;lt;br/&amp;gt;&lt;br /&gt;
Direct download here&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Media:PlanetFall2_2.31.oxz|PlanetFall2_2.31.oxz]] (downloaded {{#downloads:PlanetFall2_2.31.oxz}} times).&lt;br /&gt;
* [[Media:PlanetFall2_ResourcesA.oxz|PlanetFall2_ResourcesA.oxz]] v1.1&lt;br /&gt;
* [[Media:PlanetFall2_ResourcesB.oxz|PlanetFall2_ResourcesB.oxz]] v1.0&lt;br /&gt;
* [[Media:Feudal_PlanetFall2_1.5.oxz|Feudal_PlanetFall2.oxz]] v1.5 (downloaded {{#downloads:Feudal_PlanetFall2_1.5.oxz}} times).&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
* [[Media:PlanetFall2_BlackMonks.oxz|PlanetFall2_BlackMonks.oxz]] v2.1 - Adds Bank of the Black Monks to the planet surface locations, providing all the normal bank facilities. The [[Black_Monk_Monastery|Bank of the Black Monks]] also needs to be installed.&lt;br /&gt;
* [[Media:PlanetFall2_HoopyCasino.oxz|PlanetFall2_HoopyCasino.oxz]] v2.5 - Adds HOopy casinos to the planet surface locations, complete with gaming opportunities. The [[HOopy_Casino|HOopy Casino OXP]] also needs to be installed.&lt;br /&gt;
* [[Media:PlanetFall2_Oo-Haul.oxz|PlanetFall2_Oo-Haul.oxz]] v2.1 - Adds an Oo-Haul distribution centre to the main planet, and a mission to escort a hauler from it out to either the witchpoint or constore. The [[Your_Ad_Here!|YAH/Your Ad Here!]] OXP and [[Oo-Haul]] need to be installed.&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
*Author (PF v.2): [[User:Phkb|Phkb]]&lt;br /&gt;
*Author (PF v.1): [[User:Thargoid|Thargoid]]&lt;br /&gt;
&lt;br /&gt;
This OXP is released under the Creative Commons Attribution - Non-Commercial - Share Alike 3.0 license with the following clauses:&lt;br /&gt;
&lt;br /&gt;
* Whilst you are free (and encouraged) to re-use any of the scripting, models or texturing in this OXP, the usage must be distinct from that within this OXP. Unique identifiers such as (but not limited to) unique shipdata.plist entity keys, mission variables, script names (this.name), equipment identity strings (EQ_), description list arrays and entity roles must not be re-used without prior agreement. Basically if it's unique or would identify or overwrite anything in the original OXP, then you may not re-use it (for obvious compatibility reasons).&lt;br /&gt;
* rebundling of this OXP within another distribution is permitted as long as it is unchanged. The following derivates however are permitted and except from the above:&lt;br /&gt;
** the conversion of files between XML and openStep.&lt;br /&gt;
** the merging of files with other files of the same type from other OXPs.&lt;br /&gt;
* The license information (either as this file or merged into a larger one) must be included in the OXP.&lt;br /&gt;
* Even though it is not compulsory, if you are re-using any sizable or recognisable piece of this OXP, please let me know :)&lt;br /&gt;
&lt;br /&gt;
---&amp;gt; (Details of images used) ---&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;
'''Image files:'''&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-photo/empty-dark-room-modern-futuristic-sci-fi-background-3d-illustration_20850610.htm Image by user6702303 on Freepik&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-photo/empty-dark-room-modern-futuristic-sci-fi-background-3d-illustration_21988050.htm Image by user6702303 on Freepik&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-photo/empty-dark-room-modern-futuristic-sci-fi-background-3d-illustration_23326348.htm Image by user6702303 on Freepik&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-photo/empty-dark-room-modern-futuristic-sci-fi-background-3d-illustration_21988072.htm Image by user6702303 on Freepik&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-photo/empty-dark-room-modern-futuristic-sci-fi-background-3d-illustration_23326337.htm Image by user6702303 on Freepik&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-photo/empty-dark-room-modern-futuristic-sci-fi-background-3d-illustration_21835246.htm Image by user6702303 on Freepik&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-photo/blue-sky-with-scattered-white-clouds_12110221.htm Freepik&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-photo/beautiful-skyscape-during-daytime_22542965.htm Freepik&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-photo/cloudy-sky-daylight-background_19380968.htm Freepik&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-photo/beautiful-skyscape-during-daytime_22543011.htm Freepik&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-photo/blue-sky-with-cloud-closeup_6133056.htm Image by photogenia on Freepik&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-photo/beautiful-skyscape-during-daytime_22542943.htm Freepik&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-vector/20-vehicles-outline-icon-presentation_38543743.htm Image by flatart on Freepik&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-ai-image/subway-dark-atmosphere_76653967.htm Image by freepik&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-ai-image/new-york-city-subway-train-motion_69844323.htm Image by freepik&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-photo/motion-blur-automatic-train-moving-inside-tunnel-tokyo-japan_10824408.htm Image by tawatchai07 on Freepik&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Some images were generated by AI at https://www.freepik.com/pikaso/ai-image-generator&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Sound files:'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;e train 140kmh 04 190613_0029.wav&amp;quot; by klankbeeld -- https://freesound.org/s/476298/ -- License: Attribution 4.0&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Arrival of a passenger electric train.1950km station_2(Eq,lmtr).wav&amp;quot; by newlocknew -- https://freesound.org/s/580464/ -- License: Attribution 4.0&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
2.31&lt;br /&gt;
* Added GNN interface to some planetary surface locations.&lt;br /&gt;
* Fixed null reference error that could occur during transits.&lt;br /&gt;
* Added screenID's to all mission screens.&lt;br /&gt;
* Speed of the landing FX now scales with system performance.&lt;br /&gt;
* Switched to using logcontrol.plist for debug output.&lt;br /&gt;
&lt;br /&gt;
2.30&lt;br /&gt;
* Changed manifest title from &amp;quot;PlanetFall&amp;quot; to &amp;quot;PlanetFall2&amp;quot;.&lt;br /&gt;
* Changed Library Config aliases to &amp;quot;PlanetFall2&amp;quot;.&lt;br /&gt;
* Changed category to &amp;quot;Systems&amp;quot;.&lt;br /&gt;
* Fixed issue with adding OXP locations to custom systems, where some keys were being added to the list twice.&lt;br /&gt;
&lt;br /&gt;
2.29&lt;br /&gt;
* Shuttles that choose to land on a planet will now do so at one of the landing sites.&lt;br /&gt;
* Shuttles will also launch from the landing sites.&lt;br /&gt;
&lt;br /&gt;
2.28&lt;br /&gt;
* Fixed method of detecting when two landing sites are too close together.&lt;br /&gt;
* Changed calculation method for positioning landing sites to ensure good separation from others.&lt;br /&gt;
&lt;br /&gt;
2.27&lt;br /&gt;
* Fixed issue where stored names were not being restored from missionVariables reliably.&lt;br /&gt;
* Fixed issue with naming system for Oo-Haul sites, which wasn't including &amp;quot;(Distribution Centre)&amp;quot; in the name.&lt;br /&gt;
* Fixed issue with naming HOopy Casino sites, which wasn't including &amp;quot;(HOopy Casino)&amp;quot; in the name.&lt;br /&gt;
* OXP planet locations defined via the ship role &amp;quot;planetFall2_???_externalOXP&amp;quot; are now attempted to be added to custom systems. Random factors and spawn conditions can then come in to play to limit the number of spawns.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  data-expandtext=&amp;quot;Show older&amp;quot; data-collapsetext=&amp;quot;Hide older&amp;quot; style=&amp;quot;overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
2.26&lt;br /&gt;
* Darkened overlay images for better compatibility with Oolite 1.92.&lt;br /&gt;
&lt;br /&gt;
2.25&lt;br /&gt;
* Moved more text into missiontext.plist.&lt;br /&gt;
* Fixed issue with ship transfer fee not being calculated correctly when being deducted from the players account.&lt;br /&gt;
&lt;br /&gt;
2.24&lt;br /&gt;
* Added check for, and warning message of, PlanetLand OXP conflict.&lt;br /&gt;
&lt;br /&gt;
2.23&lt;br /&gt;
* Fixed issue where shipyards were not viewable on stations that have overridden the &amp;quot;move shipyards to planet&amp;quot; option.&lt;br /&gt;
&lt;br /&gt;
2.22 &lt;br /&gt;
* Display a message when attempting to access shipyards on stations when they are located on planetary surfaces.&lt;br /&gt;
* Added option to disable the shallow approach angle requirement when landing on a surface location.&lt;br /&gt;
* Tweaked spawning logic so planetary locations can't be too close together, increasing the distance from the previous fix.&lt;br /&gt;
&lt;br /&gt;
2.21&lt;br /&gt;
* Change to manifest file to match with split of resources pack into two.&lt;br /&gt;
&lt;br /&gt;
2.20&lt;br /&gt;
* Added a function, $getSystemLocations, which returns an object containing the ship keys and place names of all planetary locations in a given system.&lt;br /&gt;
&lt;br /&gt;
2.19&lt;br /&gt;
* Setting beacon range to zero will make all beacons visible all the time.&lt;br /&gt;
* Added ability to scale the maximum turbulence factor per planet.&lt;br /&gt;
&lt;br /&gt;
2.18&lt;br /&gt;
* Added a &amp;quot;turbulence impact scale&amp;quot; option so the effect of turbulence can be scaled to taste.&lt;br /&gt;
* Allowed for blank entries in location overrides to switch to randomised location types and naming.&lt;br /&gt;
* Fixed issues when checking roles to determine the type of VFX to show for landing.&lt;br /&gt;
* Added ability to override the landing clouds, docks and overlays on a per-planet basis.&lt;br /&gt;
* Some code refactoring.&lt;br /&gt;
&lt;br /&gt;
2.17&lt;br /&gt;
* Moved most text into missiontext.plist for easier localisation.&lt;br /&gt;
* Removed monkey patch on Marker Inquirer as no longer required.&lt;br /&gt;
&lt;br /&gt;
2.16&lt;br /&gt;
* Tweak to prevent LMSS and Laser Arrangement interfaces disappearing on non-PlanetFall locations.&lt;br /&gt;
&lt;br /&gt;
2.15&lt;br /&gt;
* Increased the number of shipdata entities to better handle high values for the number of planetary landing points.&lt;br /&gt;
&lt;br /&gt;
2.14&lt;br /&gt;
* Added protection for instances where a planet or moon has no air color value set.&lt;br /&gt;
* Fixed issue where the reason for the denial of a landing request was not being transmitted to the player.&lt;br /&gt;
&lt;br /&gt;
2.13&lt;br /&gt;
* Further fixes to linkage between landing sites and planets.&lt;br /&gt;
&lt;br /&gt;
2.12&lt;br /&gt;
* Fixed incorrect property setting in shipdata.&lt;br /&gt;
* Changed allegiance setting for research complexes to be neutral.&lt;br /&gt;
* Fixed issue where landing sites could spawn too close together.&lt;br /&gt;
&lt;br /&gt;
2.11&lt;br /&gt;
* Fixed issue where link between landing sites and planets could occasionally break due to rounding errors.&lt;br /&gt;
&lt;br /&gt;
2.10&lt;br /&gt;
* Prevented things like &amp;quot;Immigration Control&amp;quot; from appearing in Anarchy systems.&lt;br /&gt;
* Prevented turbulence frame callback from being started twice.&lt;br /&gt;
* Fixed error: this.serviceLevelDecrease is not a function.&lt;br /&gt;
* Tweaks to hopefully permanently fix issue where turbulence effect keeps running after a witchspace jump or docking.&lt;br /&gt;
&lt;br /&gt;
2.9&lt;br /&gt;
* Fixed JS error in transit process code.&lt;br /&gt;
* Fixed issue where Vimana-X HUD was not resetting correctly on launch after using transit system.&lt;br /&gt;
&lt;br /&gt;
2.8&lt;br /&gt;
* Split off planet rotation slowing into separate OXP, and made optional for this OXP.&lt;br /&gt;
&lt;br /&gt;
2.7&lt;br /&gt;
* Dying while turbulence is active will now stop the frame callback.&lt;br /&gt;
* Added tweak to planet rotation when approaching planet, slowing it down to make scale issues less obvious (can be configured with Library Config).&lt;br /&gt;
* Code refactoring.&lt;br /&gt;
&lt;br /&gt;
2.6&lt;br /&gt;
* Small tweak to the market script.&lt;br /&gt;
* Small fix to the name generation process for Capital Cities.&lt;br /&gt;
&lt;br /&gt;
2.5&lt;br /&gt;
* Refined some text in messages for better understanding and integration with the built in voice.&lt;br /&gt;
* Added a pre-spawn check for a condition script on custom (ie non-built-in) surface locations.&lt;br /&gt;
* Fixed issue that was preventing custom names from being applied to custom system setups.&lt;br /&gt;
* Added a PDF document outlining how to create custom systems, for non-coders.&lt;br /&gt;
* Updates for the PlanetFall Oo-haul mission pack.&lt;br /&gt;
* Added conflict with PlanetFallMarketSaver - this OXP shouldn't be necessary with PlanetFall2.&lt;br /&gt;
* Added conflict with PlanetFall Markets - this OXP shouldn't be necessary with PlanetFall2.&lt;br /&gt;
* Removed some unused settings in config.&lt;br /&gt;
* Split off graphical assets into separate OXP, to make updating the core code easier for everyone.&lt;br /&gt;
* Added a second train FX image, so that the second animation doesn't just look completely like the first.&lt;br /&gt;
* Tweaked train FX images to make them more centred.&lt;br /&gt;
* Added scan class to station entities.&lt;br /&gt;
&lt;br /&gt;
2.4&lt;br /&gt;
* Adjusted calculations to make landing when pointing at the GCIP more consistent.&lt;br /&gt;
&lt;br /&gt;
2.3&lt;br /&gt;
* Added a planet-side transit system, so you don't have to launch and re-dock to visit another landing site on the same planet.&lt;br /&gt;
* Transit costs are adjusted based on government types. Configurable via Library Config.&lt;br /&gt;
* Ship transfer costs are adjusted based on government types. Configurable via Library Config.&lt;br /&gt;
* Fixed shipyard transfer process to not run more than once per system.&lt;br /&gt;
* Added fragment and vertex shaders to ensure all break patterns appear clearly and without shadow.&lt;br /&gt;
* Removed yaw turbulence factor. Only pitch and roll turbulence will be now be set.&lt;br /&gt;
* Fixed issue that was preventing subSurface colonies and moonSurface domes from being spawned.&lt;br /&gt;
* Amount of reduction to service level is now configurable via Library Config.&lt;br /&gt;
* Added a function (PlanetFall2.playerShipIsLocal) that can be called to determine if the player is near their ship or not.&lt;br /&gt;
* Removed the Blackmonks and HoOpy Casino config options, and incorporated spawn chances in script_info object of shipdata and condition script.&lt;br /&gt;
&lt;br /&gt;
2.2&lt;br /&gt;
* Fixed issue where, if &amp;quot;Additional Planets&amp;quot; doesn't create any planets, no landing sites are created on the main planet.&lt;br /&gt;
* Reapplied monkey match for Market Inquirer to address issue with beacons not showing when more than 100000m from the player when docked.&lt;br /&gt;
* Removed conflicts with SW Planetary Systems and Moons, although it is unlikely any created moons will get landing sites.&lt;br /&gt;
&lt;br /&gt;
2.1&lt;br /&gt;
* Added methods to allow for a fully customised system to be defined (with multiple sites per planet/moon).&lt;br /&gt;
* Moved Feudal States override code into a separate OXP.&lt;br /&gt;
* Fixed missing semi-colon in shipdata.plist.&lt;br /&gt;
* Switched ground control interface point to be a normal ship object (rather than a visual effect) to gain better compatibility with OXP's like Telescope.&lt;br /&gt;
* Made the ground control interface points more visible.&lt;br /&gt;
* Reduced the number of monkey patches required.&lt;br /&gt;
* Made the maximum range at which the space compass will detect ground control interface points configurable via Library Config, and changed the default value to 200km.&lt;br /&gt;
* Added some conflict oxps (&amp;quot;Planetary Systems&amp;quot; and &amp;quot;Moons&amp;quot; by stranger).&lt;br /&gt;
* Improved compatibility with Market Inquirer.&lt;br /&gt;
* Tweaked spawning methods to better reflect the original PlanetFall results, where OXP station roles are not added unless override flag is set.&lt;br /&gt;
* Added a warning screen for players, informing them that ship maintenance services are only available on the planet.&lt;br /&gt;
* Added a chance of a misjump when executing a witchspace jump inside the atmosphere.&lt;br /&gt;
* Fixed issue where entering witchspace while the turbulence effect is still active would result in it staying active.&lt;br /&gt;
* Fixed bug that was setting service level to the minimum value when launching from a planetary location.&lt;br /&gt;
* Turbulence now doesn't end when speed is zero.&lt;br /&gt;
* Added a config item to manage how much the service level of the player ship is reduced.&lt;br /&gt;
* Added shipdata entries to allow for multiple military bases, leisure complexes, factories and dumps on the main planet in custom systems. &lt;br /&gt;
* Fixed issues where NaN, NaN, Nan is calculated for a vector.&lt;br /&gt;
* Log messages now controllable via a debug flag.&lt;br /&gt;
* Removed some unused code.&lt;br /&gt;
&lt;br /&gt;
2.0&lt;br /&gt;
* Updated landing FX, with clouds and landing pads.&lt;br /&gt;
* Updated launching FX.&lt;br /&gt;
* Changed docking method to have a fixed location (rather than just descending towards the planet surface anywhere), which means you can now save your game at planetary locations.&lt;br /&gt;
* Access to equipment sales (F3 Equip Ship) configuration via Library Config.&lt;br /&gt;
* Updated market information to allow for 3 different methods to be applied to any of the locations. (Configurable via Library Config)&lt;br /&gt;
* Added a variety of arrival report screen backgrounds. (Can be turned off via Library Config)&lt;br /&gt;
* Added a turbulence effect when in the atmosphere of a planet. (Can be turned off via Library Config)&lt;br /&gt;
* Equipment item renamed to &amp;quot;Atmospheric Stabilisers&amp;quot;, but is optional for planetary landings.&lt;br /&gt;
* Moved ships from shipyards on other stations to planetary locations. (Configurable via Library Config)&lt;br /&gt;
* Moved &amp;quot;Maintenance Overhaul&amp;quot; to only be available on the main planet. (Configurable via Library Config)&lt;br /&gt;
* Added script updates to Feudal Systems, Aquatics, Market Inquirer, Galactic Almanac and In-System cargo delivery to maintain compatibility.&lt;br /&gt;
* Additional compatibility settings updated via shipdata-overrides.plist.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Dark Side ==&lt;br /&gt;
=== Custom designing a system ===&lt;br /&gt;
You can now custom design a system:&lt;br /&gt;
:specifically naming landing sites (see inside Lave.oxp)&lt;br /&gt;
:adding tweaks for entering the atmosphere: storms, haze, colours, and [[OXP_howto_texture#Planet_textures|city night-lights]] (see inside Famous Planets v.3 &amp;amp; see inside Lave.oxp)&lt;br /&gt;
:tweaking landing: images and haze ((see inside DGill's newest Feudal Systems suite &amp;amp; Famous Planets v.3)&lt;br /&gt;
:tweaking the space port &amp;quot;experience&amp;quot;: things to do (see inside DGill's newest Feudal Systems suite)&lt;br /&gt;
&lt;br /&gt;
To tweak a system see the &amp;quot;Creating Custom Systems.pdf&amp;quot; &amp;amp; the &amp;quot;Developer's ReadMe&amp;quot; hidden inside the oxp and then also the example [https://app.box.com/s/5xbksy48qr9cp31z2wpef6wjla05s3ih/file/1505969925081 SuperSystem.oxp]&lt;br /&gt;
:There is more detail [https://bb.oolite.space/viewtopic.php?p=301011#p301011 here] (runs on for several pages) and [https://bb.oolite.space/viewtopic.php?p=301065#p301065 here]&lt;br /&gt;
&lt;br /&gt;
=== Problems with the Oolite game engine ===&lt;br /&gt;
*Planets were never meant to be interacted with in Oolite - there's a lot of hand-waving going on with PF2 when it comes to landing on the surface. [https://bb.oolite.space/viewtopic.php?p=301396#p301396 Phkb (2025)]&lt;br /&gt;
*The Oolite game engine does support larger planets and stars - I put together an OXP a while ago which uses them - but not necessarily particularly well. (Editor: [[SOTL Altmap]]? [[SOTL Exploration]]?)&amp;lt;br&amp;gt;&lt;br /&gt;
:You would have noticeable &amp;quot;corners&amp;quot; on the planets at 'real-world' sizes, as a 20,000 triangle polygon gets too large. You can already see these if you go as low as you can on a planet and look at the horizon. Similarly, the way planet texturing works would need to be significantly changed to avoid pixels tens of kilometres wide. There are display issues with large stars at high distances. There's a bit of a hack in the display code to avoid the worst of it, but there can still be strange issues with which objects are displayed in front of which. (You would probably need a higher Open GL version to solve these, which may or may not be practical to hide behind a graphics setting toggle) [https://bb.oolite.space/viewtopic.php?p=263420#p263420 Cim (2018)]&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=21606 BB thread] (2024)&lt;br /&gt;
*[[Planetfall OXP]] PF v.1 original wiki page&lt;br /&gt;
&lt;br /&gt;
== Quick Facts ==&lt;br /&gt;
{{OXPLevel|0|2}}{{IconOXP|ooVersion=&amp;quot;1.90&amp;quot;|oxpCPU=&amp;quot;Average&amp;quot;|oxpMEM=&amp;quot;Low&amp;quot;|oxpGPU=&amp;quot;Average&amp;quot;|oxpIsAPI=true|oxpIsDocumented=true|oxpIsConfigurable=true}}&lt;br /&gt;
[[Image:IconLib.png|48px|right|link=Library OXP|alt=Config options available through 'Library']]&lt;br /&gt;
{{Infobox OXPb| title = PlanetFall2.oxz&lt;br /&gt;
|version = 2.31&lt;br /&gt;
|release = 2026-05-07&lt;br /&gt;
|license = CC BY-NC-SA 3.0&lt;br /&gt;
|features = Planetary landings&lt;br /&gt;
|category = Systems OXPs&lt;br /&gt;
|author = [[User:Thargoid|Thargoid]], [[User:phkb|phkb]]&lt;br /&gt;
|feedback = [https://bb.oolite.space/viewtopic.php?t=21606 Oolite BB]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay and Balance indicator ==&lt;br /&gt;
[[File:Tag-colour-orange.png|right]]&lt;br /&gt;
By default, planetary landings are harder than they were in V1. However, if you don't land on or approach planets, gameplay is largely unaffected (or it can be).&lt;/div&gt;</summary>
		<author><name>Phkb</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Planetfall2_OXP&amp;diff=88613</id>
		<title>Planetfall2 OXP</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Planetfall2_OXP&amp;diff=88613"/>
		<updated>2026-05-07T02:59:56Z</updated>

		<summary type="html">&lt;p&gt;Phkb: /* A suite of OXPs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:IconPF2.png|100px|right]]&lt;br /&gt;
[[File:PlanetFall2 city 7.png|300px|thumb|right|Landing at a city]]&lt;br /&gt;
[[File:PlanetFall2 moon 5.png|300px|thumb|right|Landing on a moon]]&lt;br /&gt;
== Overview ==&lt;br /&gt;
{{Infobox EquipStats Oolite| title = PlanetFall2 OXP&lt;br /&gt;
|image = &lt;br /&gt;
|equipName =  Atmospheric Stabilisers&lt;br /&gt;
|equipCost = 5,000₢&lt;br /&gt;
|equipTL = 9&lt;br /&gt;
}}&lt;br /&gt;
An OXP which allows the Commander to land at specific locations on planets and moons (but not suns, even at night). Each main planet has up to 5 designated landing sites, while additional planets can have 3, and each moon can have 2 (configurable via [[Library OXP|Library Config]]). Pick your landing site and point your ship at the flashing marker near the surface that indicates the Ground Control Interface Point for the landing zone. Ensure your flight path is not too steep, otherwise you may sustain damage when the automated landing protocol engages. &lt;br /&gt;
&lt;br /&gt;
Be careful of turbulence as you enter the atmosphere. To assist with atmospheric turbulence, the &amp;quot;Atmospheric Stabilisers&amp;quot; can be purchased at any TL9+ system for 5000cr. When equipped, this will reduce the impact of turbulence on your ship. Speed will have an impact on how much your ship is effected by turbulence. Slowing down will decrease the effect.&lt;br /&gt;
&lt;br /&gt;
Your approach will trigger an automatic landing request. You should receive a response after a few seconds, indicating you are either cleared for landing or not. If you have clearance, continue towards the Ground Control Interface Point at less than 100 m/s until the automated system engages, captures your ship and lowers you to a landing pad. &lt;br /&gt;
&lt;br /&gt;
Planetary take-off is via a launch booster, with control being returned to the Commander once orbital insertion is achieved.&lt;br /&gt;
&lt;br /&gt;
=== A suite of OXPs ===&lt;br /&gt;
This OXP is currently a suite of 3 OXPs with another 2 optional OXPs: &lt;br /&gt;
*'''PlanetFall2''' (the coding)&lt;br /&gt;
*'''PlanetFall Resources A''' } individual planetary images part 1&lt;br /&gt;
*'''PlanetFall Resources B''' } individual planetary images part 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Optional: '''Feudal PlanetFall2''' (linking PlanetFall2 with [[Feudal States]] which is currently the only OXP which does much on the planet surface).&lt;br /&gt;
:&amp;lt;s&amp;gt;At time of writing PlanetFall2 is only compatible with Feudal States v.1 (and the ''alpha'' Feudal States v.2 is only compatible with PlanetFall v.1)!&amp;lt;/s&amp;gt; It should now be compatible with both versions of Feudal States.&lt;br /&gt;
*Optional: [[Planet Rotation Cosmetics OXP]] slows down the planet's rotation as you approach it and are captured by the planet's gravity.&lt;br /&gt;
&lt;br /&gt;
[[File:Planetfall2 Transit system.png|right|300px]]&lt;br /&gt;
&lt;br /&gt;
=== Gaming changes from Thargoid's PlanetFall v1 (2008-13) ===&lt;br /&gt;
*You can now land on a planet without purchasing &amp;quot;planetary landing capabilities&amp;quot;/&amp;quot;atmospheric stabilisers&amp;quot; - but it is rather more dangerous&lt;br /&gt;
::If you have already bought &amp;quot;planetary landing capabilities&amp;quot;, PF2 will convert them to &amp;quot;atmospheric stabilisers&amp;quot;&lt;br /&gt;
*There are now specific landing sites on the planet&lt;br /&gt;
*Commodity Markets are now included (''ie'' PlanetFall Markets OXP is redundant).&lt;br /&gt;
*When landed you can transit from one landing site to another (and pay good money to transit your ship, too!).&lt;br /&gt;
*[[Maintenance]] overhauls are now performed on the planet surface rather than in the orbital station (they will tell you this on the station!)&lt;br /&gt;
*There are other changes to be discovered!&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
*Oolite v.1.90 or better&lt;br /&gt;
*[[GNN]]&lt;br /&gt;
*[[Library OXP]]&lt;br /&gt;
*[[Market Script Interface]]&lt;br /&gt;
*[[External Docking System]]&lt;br /&gt;
&lt;br /&gt;
While it isn’t a requirement, the [[Planet Rotation Cosmetics OXP]] is a highly recommended addition for PlanetFall 2.&lt;br /&gt;
&lt;br /&gt;
== Options ==&lt;br /&gt;
There are a '''lot''' of options available to help configure the system the way you want it. The list is long, so if you want to see everything, ''click'' the link on the right.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  data-expandtext=&amp;quot;Show me everything!&amp;quot; data-collapsetext=&amp;quot;Turn it off! Turn it off!&amp;quot; style=&amp;quot;overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Library Config has the following sections for PlanetFall2:&lt;br /&gt;
* General settings&lt;br /&gt;
* Main planet settings&lt;br /&gt;
** F3/F8 access&lt;br /&gt;
** Spawn chances&lt;br /&gt;
* Extra Planet settings&lt;br /&gt;
** F3/F8 access&lt;br /&gt;
** Spawn chances&lt;br /&gt;
* Moon settings&lt;br /&gt;
** F3/F8 access&lt;br /&gt;
** Spawn chances&lt;br /&gt;
* Spawn chances: TL factors&lt;br /&gt;
* Transit costs&lt;br /&gt;
* Ship transfer costs&lt;br /&gt;
&lt;br /&gt;
=== General settings ===&lt;br /&gt;
'''Flags'''&lt;br /&gt;
* '''Move shipyards to planet:''' Controls whether shipyards are moved to planet-side locations.&lt;br /&gt;
* '''Move maintenance to planet:''' Controls whether the &amp;quot;Maintenance Overhaul&amp;quot; item is moved to only be offered on planet-side locations.&lt;br /&gt;
* '''Atmosphere turbulence:''' Controls whether the turbulence effect, when entering the atmosphere of a planet, is active or not.&lt;br /&gt;
* '''Shallow approach:''' Controls whether a shallow approach angle is required when landing on a surface location.&lt;br /&gt;
* '''Use landing images:''' Controls whether the images displayed after landing at a planetary site are displayed.&lt;br /&gt;
* '''Use Almanac names:''' Controls whether the names of planetary locations are given names based on the methodology from the Galactic Almanac.&lt;br /&gt;
* '''Allow planetary transit:''' Controls whether it is possible to fast travel to other planetary sites after landing.&lt;br /&gt;
&lt;br /&gt;
'''Values'''&lt;br /&gt;
* '''Main planet max:''' Maximum number of locations that could be spawned on the main planet.&lt;br /&gt;
* '''Extra planet max:''' Maximum number of locations that could be spawned on a secondary planet with an atmosphere.&lt;br /&gt;
* '''Moon max:''' Maximum number of locations that could be spawned on a moon with no atmosphere.&lt;br /&gt;
* '''Atmosphere max altitude:''' Maximum height (in km) of the atmosphere of a planet.&lt;br /&gt;
* '''Beacon range:''' Max distance (in km) that planetary beacons become visible to the player.&lt;br /&gt;
* '''Service Level dec:''' Amount that service level will be reduced by when launching from a planet.&lt;br /&gt;
* '''Transfer Time:''' Amount of time (in hours) that will pass when transferring player ship to the current location.&lt;br /&gt;
* '''Train speed:''' Base average speed of trains (in kph), which is scaled up or down based on the TL of the system.&lt;br /&gt;
* '''Turbulence impact scale:''' Scales the impact of turbulence, where 1.0 means no change to the default, 0.5 halves the impact, and 0.0 means no impact (same as turning turbulence off).&lt;br /&gt;
&lt;br /&gt;
=== Main planet settings ===&lt;br /&gt;
==== F3/F8 Access ====&lt;br /&gt;
'''Flags'''&lt;br /&gt;
* '''Capital cities:''' Whether capital cities will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Military bases:''' Whether military bases will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Leisure complexes:''' Whether leisure complexes will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Factories:''' Whether factories will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Rubbish dumps:''' Whether rubbish dumps will have access to the F3 Equip Ship screen.&lt;br /&gt;
&lt;br /&gt;
'''Values'''&lt;br /&gt;
* '''Capital cities:''' What type of market will be available at capital cities.&lt;br /&gt;
* '''Military bases:''' What type of market will be available at military bases.&lt;br /&gt;
* '''Leisure complexes:''' What type of market will be available at military bases.&lt;br /&gt;
* '''Factories:''' What type of market will be available at factories.&lt;br /&gt;
* '''Rubbish dumps:''' What type of market will be available at rubbish dumps.&lt;br /&gt;
Market type key:&lt;br /&gt;
* 0 = No market; &lt;br /&gt;
* 1 = Default market, which will likely be the main station market; &lt;br /&gt;
* 2 = SFEP (Stations for Extra Planets) method, which adjusts prices and quantities based on the distance of the site from the main station.&lt;br /&gt;
* 3 = Original market, as defined in PlanetFall v1.51. (but pre-Oolite 1.84).&lt;br /&gt;
&lt;br /&gt;
==== Spawn chances ====&lt;br /&gt;
'''Values'''&lt;br /&gt;
* '''Spawn city:''' Chance of spawning a capital city.&lt;br /&gt;
* '''Spawn military base:''' Chance of spawning a military base.&lt;br /&gt;
* '''Spawn leisure complex:''' Chance of spawning a leisure complex.&lt;br /&gt;
* '''Spawn factory:''' Chance of spawning a factory.&lt;br /&gt;
* '''Spawn rubbish dump:''' Chance of spawning a rubbish dump.&lt;br /&gt;
&lt;br /&gt;
eg 0.4 = 40% chance. The chance will be adjusted slightly by the TechLevel factor (see below).&lt;br /&gt;
&lt;br /&gt;
=== Extra planet Settings ===&lt;br /&gt;
==== F3/F8 Access ====&lt;br /&gt;
'''Flags'''&lt;br /&gt;
* '''Colony cities:''' Whether colony cities will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Military bases:''' Whether military bases will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Leisure complexes:''' Whether leisure complexes will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Factories:''' Whether factories will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Rubbish dumps:''' Whether rubbish dumps will have access to the F3 Equip Ship screen.&lt;br /&gt;
&lt;br /&gt;
'''Values'''&lt;br /&gt;
* '''Colony cities:''' What type of market will be available at colony cities.&lt;br /&gt;
* '''Military bases:''' What type of market will be available at military bases.&lt;br /&gt;
* '''Leisure complexes:''' What type of market will be available at leisure complexes.&lt;br /&gt;
* '''Factories:''' What type of market will be available at factories.&lt;br /&gt;
* '''Rubbish dumps:''' What type of market will be available at rubbish dumps.&lt;br /&gt;
Market type key:&lt;br /&gt;
* 0 = No market; &lt;br /&gt;
* 1 = Default market, which will likely be the main station market; &lt;br /&gt;
* 2 = SFEP (Stations for Extra Planets) method, which adjusts prices and quantities based on the distance of the site from the main station.&lt;br /&gt;
* 3 = Original market, as defined in PlanetFall v1.51 (but pre-Oolite 1.84).&lt;br /&gt;
&lt;br /&gt;
==== Spawn chances ====&lt;br /&gt;
'''Values'''&lt;br /&gt;
* '''Spawn colony city:''' Chance of spawning a colony city.&lt;br /&gt;
* '''Spawn military base:''' Chance of spawning a military base.&lt;br /&gt;
* '''Spawn leisure complex:''' Chance of spawning a leisure complex.&lt;br /&gt;
* '''Spawn factory:''' Chance of spawning a factory.&lt;br /&gt;
* '''Spawn rubbish dump:''' Chance of spawning a rubbish dump.&lt;br /&gt;
&lt;br /&gt;
eg 0.4 = 40% chance. The chance will be adjusted slightly by the TechLevel factor (see below).&lt;br /&gt;
&lt;br /&gt;
=== Moons ===&lt;br /&gt;
==== F3/F8 Access ====&lt;br /&gt;
'''Flags'''&lt;br /&gt;
* '''Colony domes:''' Whether colony domes will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Mines:''' Whether mines will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Prisons:''' Whether prisons will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Leisure domes:''' Whether leisure domes will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Robot factories:''' Whether robot factories will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Research complexes:''' Whether research complexes will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Wastelands:''' Whether wastelands will have access to the F3 Equip Ship screen.&lt;br /&gt;
&lt;br /&gt;
'''Values'''&lt;br /&gt;
* '''Colony domes:''' What type of market will be available at colony domes.&lt;br /&gt;
* '''Mines:''' What type of market will be available at mines.&lt;br /&gt;
* '''Prison:''' What type of market will be available at prisons.&lt;br /&gt;
* '''Leisure domes:''' What type of market will be available at leisure domes.&lt;br /&gt;
* '''Robot factories:''' What type of market will be available at robot factories.&lt;br /&gt;
* '''Research complexes:''' What type of market will be available at research complexes.&lt;br /&gt;
* '''Wastelands:''' What type of market will be available at wastelands.&lt;br /&gt;
Market type key:&lt;br /&gt;
* 0 = No market; &lt;br /&gt;
* 1 = Default market, which will likely be the main station market; &lt;br /&gt;
* 2 = SFEP (Stations for Extra Planets) method, which adjusts prices and quantities based on the distance of the site from the main station.&lt;br /&gt;
* 3 = Original market, as defined in PlanetFall v1.51 (but pre-Oolite 1.84).&lt;br /&gt;
&lt;br /&gt;
==== Spawn chances ====&lt;br /&gt;
'''Values'''&lt;br /&gt;
* '''Spawn colony dome:''' Chance of spawning a colony dome.&lt;br /&gt;
* '''Spawn mine:''' Chance of spawning a mine.&lt;br /&gt;
* '''Spawn prison:''' Chance of spawning a prison.&lt;br /&gt;
* '''Spawn leisure dome:''' Chance of spawning a leisure dome.&lt;br /&gt;
* '''Spawn robot factory:''' Chance of spawning a robot factory.&lt;br /&gt;
* '''Spawn research complex:''' Chance of spawning a research complex.&lt;br /&gt;
* '''Spawn wasteland:''' Chance of spawning a wasteland.&lt;br /&gt;
&lt;br /&gt;
eg 0.4 = 40% chance. The chance will be adjusted slightly by the TechLevel factor (see below).&lt;br /&gt;
&lt;br /&gt;
=== Spawn chances: TL factors ===&lt;br /&gt;
'''Values'''&lt;br /&gt;
* '''Main planet min/max:''' Factor to apply to spawn chance of main planet locations based on the TL of the system.&lt;br /&gt;
* '''Extra planets min/max:''' Factor to apply to spawn chance of extra planet locations based on the TL of the system.&lt;br /&gt;
* '''Moons min/max:''' Factor to apply to spawn chance of moon locations based on the TL of the system.&lt;br /&gt;
&lt;br /&gt;
The min value would be applied at the lowest TL, while the max value would apply to the highest TL.&amp;lt;br&amp;gt;&lt;br /&gt;
TL's in between would get a scaled value between min and max.&lt;br /&gt;
&lt;br /&gt;
=== Transit costs ===&lt;br /&gt;
'''Values'''&lt;br /&gt;
* '''Fee:''' Base cost for a single trip (cr).&lt;br /&gt;
* '''Anarchy factor:''' Factor applied to fee in Anarchy systems&lt;br /&gt;
* '''Feudal factor:''' Factor applied to fee in Feudal systems.&lt;br /&gt;
* '''Multi-government factor:''' Factor applied to fee in Multi-Government systems.&lt;br /&gt;
* '''Dictatorship factor:''' Factor applied to fee in Dictatorship systems.&lt;br /&gt;
* '''Communist factor:''' Factor applied to fee in Communist systems.&lt;br /&gt;
* '''Confederacy factor:''' Factor applied to fee in Confederacy systems.&lt;br /&gt;
* '''Democracy factor:''' Factor applied to fee in Democracy systems.&lt;br /&gt;
* '''Corporate State factor:''' Factor applied to fee in Corporate State systems.&lt;br /&gt;
&lt;br /&gt;
eg 0.0 = All trips are free; 1.0 = Use base cost; 0.5 = 50% of base cost.&lt;br /&gt;
&lt;br /&gt;
=== Ship transfer costs ===&lt;br /&gt;
'''Values'''&lt;br /&gt;
* '''Fee:''' Base cost for ship transfer (cr).&lt;br /&gt;
* '''Anarchy factor:''' Factor applied to fee in Anarchy systems&lt;br /&gt;
* '''Feudal factor:''' Factor applied to fee in Feudal systems.&lt;br /&gt;
* '''Multi-government factor:''' Factor applied to fee in Multi-Government systems.&lt;br /&gt;
* '''Dictatorship factor:''' Factor applied to fee in Dictatorship systems.&lt;br /&gt;
* '''Communist factor:''' Factor applied to fee in Communist systems.&lt;br /&gt;
* '''Confederacy factor:''' Factor applied to fee in Confederacy systems.&lt;br /&gt;
* '''Democracy factor:''' Factor applied to fee in Democracy systems.&lt;br /&gt;
* '''Corporate State factor:''' Factor applied to fee in Corporate State systems.&lt;br /&gt;
&lt;br /&gt;
eg 0.0 = Ship transfers are free; 1.0 = Use base cost; 1.5 = 150% base cost.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Downloads ==&lt;br /&gt;
All components are downloadable through the in-game [[Expansions Manager]]&amp;lt;br/&amp;gt;&lt;br /&gt;
Direct download here&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Media:PlanetFall2_2.31.oxz|PlanetFall2_2.31.oxz]] (downloaded {{#downloads:PlanetFall2_2.31.oxz}} times).&lt;br /&gt;
* [[Media:PlanetFall2_ResourcesA.oxz|PlanetFall2_ResourcesA.oxz]] v1.1&lt;br /&gt;
* [[Media:PlanetFall2_ResourcesB.oxz|PlanetFall2_ResourcesB.oxz]] v1.0&lt;br /&gt;
* [[Media:Feudal_PlanetFall2_1.5.oxz|Feudal_PlanetFall2.oxz]] v1.5 (downloaded {{#downloads:Feudal_PlanetFall2_1.5.oxz}} times).&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
* [[Media:PlanetFall2_BlackMonks.oxz|PlanetFall2_BlackMonks.oxz]] v2.1 - Adds Bank of the Black Monks to the planet surface locations, providing all the normal bank facilities. The [[Black_Monk_Monastery|Bank of the Black Monks]] also needs to be installed.&lt;br /&gt;
* [[Media:PlanetFall2_HoopyCasino.oxz|PlanetFall2_HoopyCasino.oxz]] v2.5 - Adds HOopy casinos to the planet surface locations, complete with gaming opportunities. The [[HOopy_Casino|HOopy Casino OXP]] also needs to be installed.&lt;br /&gt;
* [[Media:PlanetFall2_Oo-Haul.oxz|PlanetFall2_Oo-Haul.oxz]] v2.1 - Adds an Oo-Haul distribution centre to the main planet, and a mission to escort a hauler from it out to either the witchpoint or constore. The [[Your_Ad_Here!|YAH/Your Ad Here!]] OXP and [[Oo-Haul]] need to be installed.&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
*Author (PF v.2): [[User:Phkb|Phkb]]&lt;br /&gt;
*Author (PF v.1): [[User:Thargoid|Thargoid]]&lt;br /&gt;
&lt;br /&gt;
This OXP is released under the Creative Commons Attribution - Non-Commercial - Share Alike 3.0 license with the following clauses:&lt;br /&gt;
&lt;br /&gt;
* Whilst you are free (and encouraged) to re-use any of the scripting, models or texturing in this OXP, the usage must be distinct from that within this OXP. Unique identifiers such as (but not limited to) unique shipdata.plist entity keys, mission variables, script names (this.name), equipment identity strings (EQ_), description list arrays and entity roles must not be re-used without prior agreement. Basically if it's unique or would identify or overwrite anything in the original OXP, then you may not re-use it (for obvious compatibility reasons).&lt;br /&gt;
* rebundling of this OXP within another distribution is permitted as long as it is unchanged. The following derivates however are permitted and except from the above:&lt;br /&gt;
** the conversion of files between XML and openStep.&lt;br /&gt;
** the merging of files with other files of the same type from other OXPs.&lt;br /&gt;
* The license information (either as this file or merged into a larger one) must be included in the OXP.&lt;br /&gt;
* Even though it is not compulsory, if you are re-using any sizable or recognisable piece of this OXP, please let me know :)&lt;br /&gt;
&lt;br /&gt;
---&amp;gt; (Details of images used) ---&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;
'''Image files:'''&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-photo/empty-dark-room-modern-futuristic-sci-fi-background-3d-illustration_20850610.htm Image by user6702303 on Freepik&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-photo/empty-dark-room-modern-futuristic-sci-fi-background-3d-illustration_21988050.htm Image by user6702303 on Freepik&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-photo/empty-dark-room-modern-futuristic-sci-fi-background-3d-illustration_23326348.htm Image by user6702303 on Freepik&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-photo/empty-dark-room-modern-futuristic-sci-fi-background-3d-illustration_21988072.htm Image by user6702303 on Freepik&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-photo/empty-dark-room-modern-futuristic-sci-fi-background-3d-illustration_23326337.htm Image by user6702303 on Freepik&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-photo/empty-dark-room-modern-futuristic-sci-fi-background-3d-illustration_21835246.htm Image by user6702303 on Freepik&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-photo/blue-sky-with-scattered-white-clouds_12110221.htm Freepik&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-photo/beautiful-skyscape-during-daytime_22542965.htm Freepik&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-photo/cloudy-sky-daylight-background_19380968.htm Freepik&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-photo/beautiful-skyscape-during-daytime_22543011.htm Freepik&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-photo/blue-sky-with-cloud-closeup_6133056.htm Image by photogenia on Freepik&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-photo/beautiful-skyscape-during-daytime_22542943.htm Freepik&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-vector/20-vehicles-outline-icon-presentation_38543743.htm Image by flatart on Freepik&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-ai-image/subway-dark-atmosphere_76653967.htm Image by freepik&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-ai-image/new-york-city-subway-train-motion_69844323.htm Image by freepik&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-photo/motion-blur-automatic-train-moving-inside-tunnel-tokyo-japan_10824408.htm Image by tawatchai07 on Freepik&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Some images were generated by AI at https://www.freepik.com/pikaso/ai-image-generator&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Sound files:'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;e train 140kmh 04 190613_0029.wav&amp;quot; by klankbeeld -- https://freesound.org/s/476298/ -- License: Attribution 4.0&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Arrival of a passenger electric train.1950km station_2(Eq,lmtr).wav&amp;quot; by newlocknew -- https://freesound.org/s/580464/ -- License: Attribution 4.0&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
2.31&lt;br /&gt;
* Added GNN interface to some planetary surface locations.&lt;br /&gt;
* Fixed null reference error that could occur during transits.&lt;br /&gt;
* Added screenID's to all mission screens.&lt;br /&gt;
* Speed of the landing FX now scales with system performance.&lt;br /&gt;
* Switched to using logcontrol.plist for debug output.&lt;br /&gt;
&lt;br /&gt;
2.30&lt;br /&gt;
* Changed manifest title from &amp;quot;PlanetFall&amp;quot; to &amp;quot;PlanetFall2&amp;quot;.&lt;br /&gt;
* Changed Library Config aliases to &amp;quot;PlanetFall2&amp;quot;.&lt;br /&gt;
* Changed category to &amp;quot;Systems&amp;quot;.&lt;br /&gt;
* Fixed issue with adding OXP locations to custom systems, where some keys were being added to the list twice.&lt;br /&gt;
&lt;br /&gt;
2.29&lt;br /&gt;
* Shuttles that choose to land on a planet will now do so at one of the landing sites.&lt;br /&gt;
* Shuttles will also launch from the landing sites.&lt;br /&gt;
&lt;br /&gt;
2.28&lt;br /&gt;
* Fixed method of detecting when two landing sites are too close together.&lt;br /&gt;
* Changed calculation method for positioning landing sites to ensure good separation from others.&lt;br /&gt;
&lt;br /&gt;
2.27&lt;br /&gt;
* Fixed issue where stored names were not being restored from missionVariables reliably.&lt;br /&gt;
* Fixed issue with naming system for Oo-Haul sites, which wasn't including &amp;quot;(Distribution Centre)&amp;quot; in the name.&lt;br /&gt;
* Fixed issue with naming HOopy Casino sites, which wasn't including &amp;quot;(HOopy Casino)&amp;quot; in the name.&lt;br /&gt;
* OXP planet locations defined via the ship role &amp;quot;planetFall2_???_externalOXP&amp;quot; are now attempted to be added to custom systems. Random factors and spawn conditions can then come in to play to limit the number of spawns.&lt;br /&gt;
&lt;br /&gt;
2.26&lt;br /&gt;
* Darkened overlay images for better compatibility with Oolite 1.92.&lt;br /&gt;
&lt;br /&gt;
2.25&lt;br /&gt;
* Moved more text into missiontext.plist.&lt;br /&gt;
* Fixed issue with ship transfer fee not being calculated correctly when being deducted from the players account.&lt;br /&gt;
&lt;br /&gt;
2.24&lt;br /&gt;
* Added check for, and warning message of, PlanetLand OXP conflict.&lt;br /&gt;
&lt;br /&gt;
2.23&lt;br /&gt;
* Fixed issue where shipyards were not viewable on stations that have overridden the &amp;quot;move shipyards to planet&amp;quot; option.&lt;br /&gt;
&lt;br /&gt;
2.22 &lt;br /&gt;
* Display a message when attempting to access shipyards on stations when they are located on planetary surfaces.&lt;br /&gt;
* Added option to disable the shallow approach angle requirement when landing on a surface location.&lt;br /&gt;
* Tweaked spawning logic so planetary locations can't be too close together, increasing the distance from the previous fix.&lt;br /&gt;
&lt;br /&gt;
2.21&lt;br /&gt;
* Change to manifest file to match with split of resources pack into two.&lt;br /&gt;
&lt;br /&gt;
2.20&lt;br /&gt;
* Added a function, $getSystemLocations, which returns an object containing the ship keys and place names of all planetary locations in a given system.&lt;br /&gt;
&lt;br /&gt;
2.19&lt;br /&gt;
* Setting beacon range to zero will make all beacons visible all the time.&lt;br /&gt;
* Added ability to scale the maximum turbulence factor per planet.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  data-expandtext=&amp;quot;Show older&amp;quot; data-collapsetext=&amp;quot;Hide older&amp;quot; style=&amp;quot;overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
2.18&lt;br /&gt;
* Added a &amp;quot;turbulence impact scale&amp;quot; option so the effect of turbulence can be scaled to taste.&lt;br /&gt;
* Allowed for blank entries in location overrides to switch to randomised location types and naming.&lt;br /&gt;
* Fixed issues when checking roles to determine the type of VFX to show for landing.&lt;br /&gt;
* Added ability to override the landing clouds, docks and overlays on a per-planet basis.&lt;br /&gt;
* Some code refactoring.&lt;br /&gt;
&lt;br /&gt;
2.17&lt;br /&gt;
* Moved most text into missiontext.plist for easier localisation.&lt;br /&gt;
* Removed monkey patch on Marker Inquirer as no longer required.&lt;br /&gt;
&lt;br /&gt;
2.16&lt;br /&gt;
* Tweak to prevent LMSS and Laser Arrangement interfaces disappearing on non-PlanetFall locations.&lt;br /&gt;
&lt;br /&gt;
2.15&lt;br /&gt;
* Increased the number of shipdata entities to better handle high values for the number of planetary landing points.&lt;br /&gt;
&lt;br /&gt;
2.14&lt;br /&gt;
* Added protection for instances where a planet or moon has no air color value set.&lt;br /&gt;
* Fixed issue where the reason for the denial of a landing request was not being transmitted to the player.&lt;br /&gt;
&lt;br /&gt;
2.13&lt;br /&gt;
* Further fixes to linkage between landing sites and planets.&lt;br /&gt;
&lt;br /&gt;
2.12&lt;br /&gt;
* Fixed incorrect property setting in shipdata.&lt;br /&gt;
* Changed allegiance setting for research complexes to be neutral.&lt;br /&gt;
* Fixed issue where landing sites could spawn too close together.&lt;br /&gt;
&lt;br /&gt;
2.11&lt;br /&gt;
* Fixed issue where link between landing sites and planets could occasionally break due to rounding errors.&lt;br /&gt;
&lt;br /&gt;
2.10&lt;br /&gt;
* Prevented things like &amp;quot;Immigration Control&amp;quot; from appearing in Anarchy systems.&lt;br /&gt;
* Prevented turbulence frame callback from being started twice.&lt;br /&gt;
* Fixed error: this.serviceLevelDecrease is not a function.&lt;br /&gt;
* Tweaks to hopefully permanently fix issue where turbulence effect keeps running after a witchspace jump or docking.&lt;br /&gt;
&lt;br /&gt;
2.9&lt;br /&gt;
* Fixed JS error in transit process code.&lt;br /&gt;
* Fixed issue where Vimana-X HUD was not resetting correctly on launch after using transit system.&lt;br /&gt;
&lt;br /&gt;
2.8&lt;br /&gt;
* Split off planet rotation slowing into separate OXP, and made optional for this OXP.&lt;br /&gt;
&lt;br /&gt;
2.7&lt;br /&gt;
* Dying while turbulence is active will now stop the frame callback.&lt;br /&gt;
* Added tweak to planet rotation when approaching planet, slowing it down to make scale issues less obvious (can be configured with Library Config).&lt;br /&gt;
* Code refactoring.&lt;br /&gt;
&lt;br /&gt;
2.6&lt;br /&gt;
* Small tweak to the market script.&lt;br /&gt;
* Small fix to the name generation process for Capital Cities.&lt;br /&gt;
&lt;br /&gt;
2.5&lt;br /&gt;
* Refined some text in messages for better understanding and integration with the built in voice.&lt;br /&gt;
* Added a pre-spawn check for a condition script on custom (ie non-built-in) surface locations.&lt;br /&gt;
* Fixed issue that was preventing custom names from being applied to custom system setups.&lt;br /&gt;
* Added a PDF document outlining how to create custom systems, for non-coders.&lt;br /&gt;
* Updates for the PlanetFall Oo-haul mission pack.&lt;br /&gt;
* Added conflict with PlanetFallMarketSaver - this OXP shouldn't be necessary with PlanetFall2.&lt;br /&gt;
* Added conflict with PlanetFall Markets - this OXP shouldn't be necessary with PlanetFall2.&lt;br /&gt;
* Removed some unused settings in config.&lt;br /&gt;
* Split off graphical assets into separate OXP, to make updating the core code easier for everyone.&lt;br /&gt;
* Added a second train FX image, so that the second animation doesn't just look completely like the first.&lt;br /&gt;
* Tweaked train FX images to make them more centred.&lt;br /&gt;
* Added scan class to station entities.&lt;br /&gt;
&lt;br /&gt;
2.4&lt;br /&gt;
* Adjusted calculations to make landing when pointing at the GCIP more consistent.&lt;br /&gt;
&lt;br /&gt;
2.3&lt;br /&gt;
* Added a planet-side transit system, so you don't have to launch and re-dock to visit another landing site on the same planet.&lt;br /&gt;
* Transit costs are adjusted based on government types. Configurable via Library Config.&lt;br /&gt;
* Ship transfer costs are adjusted based on government types. Configurable via Library Config.&lt;br /&gt;
* Fixed shipyard transfer process to not run more than once per system.&lt;br /&gt;
* Added fragment and vertex shaders to ensure all break patterns appear clearly and without shadow.&lt;br /&gt;
* Removed yaw turbulence factor. Only pitch and roll turbulence will be now be set.&lt;br /&gt;
* Fixed issue that was preventing subSurface colonies and moonSurface domes from being spawned.&lt;br /&gt;
* Amount of reduction to service level is now configurable via Library Config.&lt;br /&gt;
* Added a function (PlanetFall2.playerShipIsLocal) that can be called to determine if the player is near their ship or not.&lt;br /&gt;
* Removed the Blackmonks and HoOpy Casino config options, and incorporated spawn chances in script_info object of shipdata and condition script.&lt;br /&gt;
&lt;br /&gt;
2.2&lt;br /&gt;
* Fixed issue where, if &amp;quot;Additional Planets&amp;quot; doesn't create any planets, no landing sites are created on the main planet.&lt;br /&gt;
* Reapplied monkey match for Market Inquirer to address issue with beacons not showing when more than 100000m from the player when docked.&lt;br /&gt;
* Removed conflicts with SW Planetary Systems and Moons, although it is unlikely any created moons will get landing sites.&lt;br /&gt;
&lt;br /&gt;
2.1&lt;br /&gt;
* Added methods to allow for a fully customised system to be defined (with multiple sites per planet/moon).&lt;br /&gt;
* Moved Feudal States override code into a separate OXP.&lt;br /&gt;
* Fixed missing semi-colon in shipdata.plist.&lt;br /&gt;
* Switched ground control interface point to be a normal ship object (rather than a visual effect) to gain better compatibility with OXP's like Telescope.&lt;br /&gt;
* Made the ground control interface points more visible.&lt;br /&gt;
* Reduced the number of monkey patches required.&lt;br /&gt;
* Made the maximum range at which the space compass will detect ground control interface points configurable via Library Config, and changed the default value to 200km.&lt;br /&gt;
* Added some conflict oxps (&amp;quot;Planetary Systems&amp;quot; and &amp;quot;Moons&amp;quot; by stranger).&lt;br /&gt;
* Improved compatibility with Market Inquirer.&lt;br /&gt;
* Tweaked spawning methods to better reflect the original PlanetFall results, where OXP station roles are not added unless override flag is set.&lt;br /&gt;
* Added a warning screen for players, informing them that ship maintenance services are only available on the planet.&lt;br /&gt;
* Added a chance of a misjump when executing a witchspace jump inside the atmosphere.&lt;br /&gt;
* Fixed issue where entering witchspace while the turbulence effect is still active would result in it staying active.&lt;br /&gt;
* Fixed bug that was setting service level to the minimum value when launching from a planetary location.&lt;br /&gt;
* Turbulence now doesn't end when speed is zero.&lt;br /&gt;
* Added a config item to manage how much the service level of the player ship is reduced.&lt;br /&gt;
* Added shipdata entries to allow for multiple military bases, leisure complexes, factories and dumps on the main planet in custom systems. &lt;br /&gt;
* Fixed issues where NaN, NaN, Nan is calculated for a vector.&lt;br /&gt;
* Log messages now controllable via a debug flag.&lt;br /&gt;
* Removed some unused code.&lt;br /&gt;
&lt;br /&gt;
2.0&lt;br /&gt;
* Updated landing FX, with clouds and landing pads.&lt;br /&gt;
* Updated launching FX.&lt;br /&gt;
* Changed docking method to have a fixed location (rather than just descending towards the planet surface anywhere), which means you can now save your game at planetary locations.&lt;br /&gt;
* Access to equipment sales (F3 Equip Ship) configuration via Library Config.&lt;br /&gt;
* Updated market information to allow for 3 different methods to be applied to any of the locations. (Configurable via Library Config)&lt;br /&gt;
* Added a variety of arrival report screen backgrounds. (Can be turned off via Library Config)&lt;br /&gt;
* Added a turbulence effect when in the atmosphere of a planet. (Can be turned off via Library Config)&lt;br /&gt;
* Equipment item renamed to &amp;quot;Atmospheric Stabilisers&amp;quot;, but is optional for planetary landings.&lt;br /&gt;
* Moved ships from shipyards on other stations to planetary locations. (Configurable via Library Config)&lt;br /&gt;
* Moved &amp;quot;Maintenance Overhaul&amp;quot; to only be available on the main planet. (Configurable via Library Config)&lt;br /&gt;
* Added script updates to Feudal Systems, Aquatics, Market Inquirer, Galactic Almanac and In-System cargo delivery to maintain compatibility.&lt;br /&gt;
* Additional compatibility settings updated via shipdata-overrides.plist.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Dark Side ==&lt;br /&gt;
=== Custom designing a system ===&lt;br /&gt;
You can now custom design a system:&lt;br /&gt;
:specifically naming landing sites (see inside Lave.oxp)&lt;br /&gt;
:adding tweaks for entering the atmosphere: storms, haze, colours, and [[OXP_howto_texture#Planet_textures|city night-lights]] (see inside Famous Planets v.3 &amp;amp; see inside Lave.oxp)&lt;br /&gt;
:tweaking landing: images and haze ((see inside DGill's newest Feudal Systems suite &amp;amp; Famous Planets v.3)&lt;br /&gt;
:tweaking the space port &amp;quot;experience&amp;quot;: things to do (see inside DGill's newest Feudal Systems suite)&lt;br /&gt;
&lt;br /&gt;
To tweak a system see the &amp;quot;Creating Custom Systems.pdf&amp;quot; &amp;amp; the &amp;quot;Developer's ReadMe&amp;quot; hidden inside the oxp and then also the example [https://app.box.com/s/5xbksy48qr9cp31z2wpef6wjla05s3ih/file/1505969925081 SuperSystem.oxp]&lt;br /&gt;
:There is more detail [https://bb.oolite.space/viewtopic.php?p=301011#p301011 here] (runs on for several pages) and [https://bb.oolite.space/viewtopic.php?p=301065#p301065 here]&lt;br /&gt;
&lt;br /&gt;
=== Problems with the Oolite game engine ===&lt;br /&gt;
*Planets were never meant to be interacted with in Oolite - there's a lot of hand-waving going on with PF2 when it comes to landing on the surface. [https://bb.oolite.space/viewtopic.php?p=301396#p301396 Phkb (2025)]&lt;br /&gt;
*The Oolite game engine does support larger planets and stars - I put together an OXP a while ago which uses them - but not necessarily particularly well. (Editor: [[SOTL Altmap]]? [[SOTL Exploration]]?)&amp;lt;br&amp;gt;&lt;br /&gt;
:You would have noticeable &amp;quot;corners&amp;quot; on the planets at 'real-world' sizes, as a 20,000 triangle polygon gets too large. You can already see these if you go as low as you can on a planet and look at the horizon. Similarly, the way planet texturing works would need to be significantly changed to avoid pixels tens of kilometres wide. There are display issues with large stars at high distances. There's a bit of a hack in the display code to avoid the worst of it, but there can still be strange issues with which objects are displayed in front of which. (You would probably need a higher Open GL version to solve these, which may or may not be practical to hide behind a graphics setting toggle) [https://bb.oolite.space/viewtopic.php?p=263420#p263420 Cim (2018)]&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=21606 BB thread] (2024)&lt;br /&gt;
*[[Planetfall OXP]] PF v.1 original wiki page&lt;br /&gt;
&lt;br /&gt;
== Quick Facts ==&lt;br /&gt;
{{OXPLevel|0|2}}{{IconOXP|ooVersion=&amp;quot;1.90&amp;quot;|oxpCPU=&amp;quot;Average&amp;quot;|oxpMEM=&amp;quot;Low&amp;quot;|oxpGPU=&amp;quot;Average&amp;quot;|oxpIsAPI=true|oxpIsDocumented=true|oxpIsConfigurable=true}}&lt;br /&gt;
[[Image:IconLib.png|48px|right|link=Library OXP|alt=Config options available through 'Library']]&lt;br /&gt;
{{Infobox OXPb| title = PlanetFall2.oxz&lt;br /&gt;
|version = 2.31&lt;br /&gt;
|release = 2026-05-07&lt;br /&gt;
|license = CC BY-NC-SA 3.0&lt;br /&gt;
|features = Planetary landings&lt;br /&gt;
|category = Systems OXPs&lt;br /&gt;
|author = [[User:Thargoid|Thargoid]], [[User:phkb|phkb]]&lt;br /&gt;
|feedback = [https://bb.oolite.space/viewtopic.php?t=21606 Oolite BB]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay and Balance indicator ==&lt;br /&gt;
[[File:Tag-colour-orange.png|right]]&lt;br /&gt;
By default, planetary landings are harder than they were in V1. However, if you don't land on or approach planets, gameplay is largely unaffected (or it can be).&lt;/div&gt;</summary>
		<author><name>Phkb</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Planetfall2_OXP&amp;diff=88612</id>
		<title>Planetfall2 OXP</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Planetfall2_OXP&amp;diff=88612"/>
		<updated>2026-05-07T02:46:01Z</updated>

		<summary type="html">&lt;p&gt;Phkb: /* Quick Facts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:IconPF2.png|100px|right]]&lt;br /&gt;
[[File:PlanetFall2 city 7.png|300px|thumb|right|Landing at a city]]&lt;br /&gt;
[[File:PlanetFall2 moon 5.png|300px|thumb|right|Landing on a moon]]&lt;br /&gt;
== Overview ==&lt;br /&gt;
{{Infobox EquipStats Oolite| title = PlanetFall2 OXP&lt;br /&gt;
|image = &lt;br /&gt;
|equipName =  Atmospheric Stabilisers&lt;br /&gt;
|equipCost = 5,000₢&lt;br /&gt;
|equipTL = 9&lt;br /&gt;
}}&lt;br /&gt;
An OXP which allows the Commander to land at specific locations on planets and moons (but not suns, even at night). Each main planet has up to 5 designated landing sites, while additional planets can have 3, and each moon can have 2 (configurable via [[Library OXP|Library Config]]). Pick your landing site and point your ship at the flashing marker near the surface that indicates the Ground Control Interface Point for the landing zone. Ensure your flight path is not too steep, otherwise you may sustain damage when the automated landing protocol engages. &lt;br /&gt;
&lt;br /&gt;
Be careful of turbulence as you enter the atmosphere. To assist with atmospheric turbulence, the &amp;quot;Atmospheric Stabilisers&amp;quot; can be purchased at any TL9+ system for 5000cr. When equipped, this will reduce the impact of turbulence on your ship. Speed will have an impact on how much your ship is effected by turbulence. Slowing down will decrease the effect.&lt;br /&gt;
&lt;br /&gt;
Your approach will trigger an automatic landing request. You should receive a response after a few seconds, indicating you are either cleared for landing or not. If you have clearance, continue towards the Ground Control Interface Point at less than 100 m/s until the automated system engages, captures your ship and lowers you to a landing pad. &lt;br /&gt;
&lt;br /&gt;
Planetary take-off is via a launch booster, with control being returned to the Commander once orbital insertion is achieved.&lt;br /&gt;
&lt;br /&gt;
=== A suite of OXPs ===&lt;br /&gt;
This OXP is currently a suite of 2 OXPs with another 2 optional OXPs: &lt;br /&gt;
*'''PlanetFall2''' (the coding)&lt;br /&gt;
*'''PlanetFall Resources''' (the individual planetary images)&lt;br /&gt;
&lt;br /&gt;
*Optional: '''Feudal PlanetFall2''' (linking PlanetFall2 with [[Feudal States]] which is currently the only OXP which does much on the planet surface).&lt;br /&gt;
:&amp;lt;s&amp;gt;At time of writing PlanetFall2 is only compatible with Feudal States v.1 (and the ''alpha'' Feudal States v.2 is only compatible with PlanetFall v.1)!&amp;lt;/s&amp;gt; It should now be compatible with both versions of Feudal States.&lt;br /&gt;
*Optional: [[Planet Rotation Cosmetics OXP]] slows down the planet's rotation as you approach it and are captured by the planet's gravity.&lt;br /&gt;
&lt;br /&gt;
[[File:Planetfall2 Transit system.png|right|300px]]&lt;br /&gt;
&lt;br /&gt;
=== Gaming changes from Thargoid's PlanetFall v1 (2008-13) ===&lt;br /&gt;
*You can now land on a planet without purchasing &amp;quot;planetary landing capabilities&amp;quot;/&amp;quot;atmospheric stabilisers&amp;quot; - but it is rather more dangerous&lt;br /&gt;
::If you have already bought &amp;quot;planetary landing capabilities&amp;quot;, PF2 will convert them to &amp;quot;atmospheric stabilisers&amp;quot;&lt;br /&gt;
*There are now specific landing sites on the planet&lt;br /&gt;
*Commodity Markets are now included (''ie'' PlanetFall Markets OXP is redundant).&lt;br /&gt;
*When landed you can transit from one landing site to another (and pay good money to transit your ship, too!).&lt;br /&gt;
*[[Maintenance]] overhauls are now performed on the planet surface rather than in the orbital station (they will tell you this on the station!)&lt;br /&gt;
*There are other changes to be discovered!&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
*Oolite v.1.90 or better&lt;br /&gt;
*[[GNN]]&lt;br /&gt;
*[[Library OXP]]&lt;br /&gt;
*[[Market Script Interface]]&lt;br /&gt;
*[[External Docking System]]&lt;br /&gt;
&lt;br /&gt;
While it isn’t a requirement, the [[Planet Rotation Cosmetics OXP]] is a highly recommended addition for PlanetFall 2.&lt;br /&gt;
&lt;br /&gt;
== Options ==&lt;br /&gt;
There are a '''lot''' of options available to help configure the system the way you want it. The list is long, so if you want to see everything, ''click'' the link on the right.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  data-expandtext=&amp;quot;Show me everything!&amp;quot; data-collapsetext=&amp;quot;Turn it off! Turn it off!&amp;quot; style=&amp;quot;overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Library Config has the following sections for PlanetFall2:&lt;br /&gt;
* General settings&lt;br /&gt;
* Main planet settings&lt;br /&gt;
** F3/F8 access&lt;br /&gt;
** Spawn chances&lt;br /&gt;
* Extra Planet settings&lt;br /&gt;
** F3/F8 access&lt;br /&gt;
** Spawn chances&lt;br /&gt;
* Moon settings&lt;br /&gt;
** F3/F8 access&lt;br /&gt;
** Spawn chances&lt;br /&gt;
* Spawn chances: TL factors&lt;br /&gt;
* Transit costs&lt;br /&gt;
* Ship transfer costs&lt;br /&gt;
&lt;br /&gt;
=== General settings ===&lt;br /&gt;
'''Flags'''&lt;br /&gt;
* '''Move shipyards to planet:''' Controls whether shipyards are moved to planet-side locations.&lt;br /&gt;
* '''Move maintenance to planet:''' Controls whether the &amp;quot;Maintenance Overhaul&amp;quot; item is moved to only be offered on planet-side locations.&lt;br /&gt;
* '''Atmosphere turbulence:''' Controls whether the turbulence effect, when entering the atmosphere of a planet, is active or not.&lt;br /&gt;
* '''Shallow approach:''' Controls whether a shallow approach angle is required when landing on a surface location.&lt;br /&gt;
* '''Use landing images:''' Controls whether the images displayed after landing at a planetary site are displayed.&lt;br /&gt;
* '''Use Almanac names:''' Controls whether the names of planetary locations are given names based on the methodology from the Galactic Almanac.&lt;br /&gt;
* '''Allow planetary transit:''' Controls whether it is possible to fast travel to other planetary sites after landing.&lt;br /&gt;
&lt;br /&gt;
'''Values'''&lt;br /&gt;
* '''Main planet max:''' Maximum number of locations that could be spawned on the main planet.&lt;br /&gt;
* '''Extra planet max:''' Maximum number of locations that could be spawned on a secondary planet with an atmosphere.&lt;br /&gt;
* '''Moon max:''' Maximum number of locations that could be spawned on a moon with no atmosphere.&lt;br /&gt;
* '''Atmosphere max altitude:''' Maximum height (in km) of the atmosphere of a planet.&lt;br /&gt;
* '''Beacon range:''' Max distance (in km) that planetary beacons become visible to the player.&lt;br /&gt;
* '''Service Level dec:''' Amount that service level will be reduced by when launching from a planet.&lt;br /&gt;
* '''Transfer Time:''' Amount of time (in hours) that will pass when transferring player ship to the current location.&lt;br /&gt;
* '''Train speed:''' Base average speed of trains (in kph), which is scaled up or down based on the TL of the system.&lt;br /&gt;
* '''Turbulence impact scale:''' Scales the impact of turbulence, where 1.0 means no change to the default, 0.5 halves the impact, and 0.0 means no impact (same as turning turbulence off).&lt;br /&gt;
&lt;br /&gt;
=== Main planet settings ===&lt;br /&gt;
==== F3/F8 Access ====&lt;br /&gt;
'''Flags'''&lt;br /&gt;
* '''Capital cities:''' Whether capital cities will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Military bases:''' Whether military bases will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Leisure complexes:''' Whether leisure complexes will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Factories:''' Whether factories will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Rubbish dumps:''' Whether rubbish dumps will have access to the F3 Equip Ship screen.&lt;br /&gt;
&lt;br /&gt;
'''Values'''&lt;br /&gt;
* '''Capital cities:''' What type of market will be available at capital cities.&lt;br /&gt;
* '''Military bases:''' What type of market will be available at military bases.&lt;br /&gt;
* '''Leisure complexes:''' What type of market will be available at military bases.&lt;br /&gt;
* '''Factories:''' What type of market will be available at factories.&lt;br /&gt;
* '''Rubbish dumps:''' What type of market will be available at rubbish dumps.&lt;br /&gt;
Market type key:&lt;br /&gt;
* 0 = No market; &lt;br /&gt;
* 1 = Default market, which will likely be the main station market; &lt;br /&gt;
* 2 = SFEP (Stations for Extra Planets) method, which adjusts prices and quantities based on the distance of the site from the main station.&lt;br /&gt;
* 3 = Original market, as defined in PlanetFall v1.51. (but pre-Oolite 1.84).&lt;br /&gt;
&lt;br /&gt;
==== Spawn chances ====&lt;br /&gt;
'''Values'''&lt;br /&gt;
* '''Spawn city:''' Chance of spawning a capital city.&lt;br /&gt;
* '''Spawn military base:''' Chance of spawning a military base.&lt;br /&gt;
* '''Spawn leisure complex:''' Chance of spawning a leisure complex.&lt;br /&gt;
* '''Spawn factory:''' Chance of spawning a factory.&lt;br /&gt;
* '''Spawn rubbish dump:''' Chance of spawning a rubbish dump.&lt;br /&gt;
&lt;br /&gt;
eg 0.4 = 40% chance. The chance will be adjusted slightly by the TechLevel factor (see below).&lt;br /&gt;
&lt;br /&gt;
=== Extra planet Settings ===&lt;br /&gt;
==== F3/F8 Access ====&lt;br /&gt;
'''Flags'''&lt;br /&gt;
* '''Colony cities:''' Whether colony cities will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Military bases:''' Whether military bases will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Leisure complexes:''' Whether leisure complexes will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Factories:''' Whether factories will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Rubbish dumps:''' Whether rubbish dumps will have access to the F3 Equip Ship screen.&lt;br /&gt;
&lt;br /&gt;
'''Values'''&lt;br /&gt;
* '''Colony cities:''' What type of market will be available at colony cities.&lt;br /&gt;
* '''Military bases:''' What type of market will be available at military bases.&lt;br /&gt;
* '''Leisure complexes:''' What type of market will be available at leisure complexes.&lt;br /&gt;
* '''Factories:''' What type of market will be available at factories.&lt;br /&gt;
* '''Rubbish dumps:''' What type of market will be available at rubbish dumps.&lt;br /&gt;
Market type key:&lt;br /&gt;
* 0 = No market; &lt;br /&gt;
* 1 = Default market, which will likely be the main station market; &lt;br /&gt;
* 2 = SFEP (Stations for Extra Planets) method, which adjusts prices and quantities based on the distance of the site from the main station.&lt;br /&gt;
* 3 = Original market, as defined in PlanetFall v1.51 (but pre-Oolite 1.84).&lt;br /&gt;
&lt;br /&gt;
==== Spawn chances ====&lt;br /&gt;
'''Values'''&lt;br /&gt;
* '''Spawn colony city:''' Chance of spawning a colony city.&lt;br /&gt;
* '''Spawn military base:''' Chance of spawning a military base.&lt;br /&gt;
* '''Spawn leisure complex:''' Chance of spawning a leisure complex.&lt;br /&gt;
* '''Spawn factory:''' Chance of spawning a factory.&lt;br /&gt;
* '''Spawn rubbish dump:''' Chance of spawning a rubbish dump.&lt;br /&gt;
&lt;br /&gt;
eg 0.4 = 40% chance. The chance will be adjusted slightly by the TechLevel factor (see below).&lt;br /&gt;
&lt;br /&gt;
=== Moons ===&lt;br /&gt;
==== F3/F8 Access ====&lt;br /&gt;
'''Flags'''&lt;br /&gt;
* '''Colony domes:''' Whether colony domes will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Mines:''' Whether mines will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Prisons:''' Whether prisons will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Leisure domes:''' Whether leisure domes will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Robot factories:''' Whether robot factories will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Research complexes:''' Whether research complexes will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Wastelands:''' Whether wastelands will have access to the F3 Equip Ship screen.&lt;br /&gt;
&lt;br /&gt;
'''Values'''&lt;br /&gt;
* '''Colony domes:''' What type of market will be available at colony domes.&lt;br /&gt;
* '''Mines:''' What type of market will be available at mines.&lt;br /&gt;
* '''Prison:''' What type of market will be available at prisons.&lt;br /&gt;
* '''Leisure domes:''' What type of market will be available at leisure domes.&lt;br /&gt;
* '''Robot factories:''' What type of market will be available at robot factories.&lt;br /&gt;
* '''Research complexes:''' What type of market will be available at research complexes.&lt;br /&gt;
* '''Wastelands:''' What type of market will be available at wastelands.&lt;br /&gt;
Market type key:&lt;br /&gt;
* 0 = No market; &lt;br /&gt;
* 1 = Default market, which will likely be the main station market; &lt;br /&gt;
* 2 = SFEP (Stations for Extra Planets) method, which adjusts prices and quantities based on the distance of the site from the main station.&lt;br /&gt;
* 3 = Original market, as defined in PlanetFall v1.51 (but pre-Oolite 1.84).&lt;br /&gt;
&lt;br /&gt;
==== Spawn chances ====&lt;br /&gt;
'''Values'''&lt;br /&gt;
* '''Spawn colony dome:''' Chance of spawning a colony dome.&lt;br /&gt;
* '''Spawn mine:''' Chance of spawning a mine.&lt;br /&gt;
* '''Spawn prison:''' Chance of spawning a prison.&lt;br /&gt;
* '''Spawn leisure dome:''' Chance of spawning a leisure dome.&lt;br /&gt;
* '''Spawn robot factory:''' Chance of spawning a robot factory.&lt;br /&gt;
* '''Spawn research complex:''' Chance of spawning a research complex.&lt;br /&gt;
* '''Spawn wasteland:''' Chance of spawning a wasteland.&lt;br /&gt;
&lt;br /&gt;
eg 0.4 = 40% chance. The chance will be adjusted slightly by the TechLevel factor (see below).&lt;br /&gt;
&lt;br /&gt;
=== Spawn chances: TL factors ===&lt;br /&gt;
'''Values'''&lt;br /&gt;
* '''Main planet min/max:''' Factor to apply to spawn chance of main planet locations based on the TL of the system.&lt;br /&gt;
* '''Extra planets min/max:''' Factor to apply to spawn chance of extra planet locations based on the TL of the system.&lt;br /&gt;
* '''Moons min/max:''' Factor to apply to spawn chance of moon locations based on the TL of the system.&lt;br /&gt;
&lt;br /&gt;
The min value would be applied at the lowest TL, while the max value would apply to the highest TL.&amp;lt;br&amp;gt;&lt;br /&gt;
TL's in between would get a scaled value between min and max.&lt;br /&gt;
&lt;br /&gt;
=== Transit costs ===&lt;br /&gt;
'''Values'''&lt;br /&gt;
* '''Fee:''' Base cost for a single trip (cr).&lt;br /&gt;
* '''Anarchy factor:''' Factor applied to fee in Anarchy systems&lt;br /&gt;
* '''Feudal factor:''' Factor applied to fee in Feudal systems.&lt;br /&gt;
* '''Multi-government factor:''' Factor applied to fee in Multi-Government systems.&lt;br /&gt;
* '''Dictatorship factor:''' Factor applied to fee in Dictatorship systems.&lt;br /&gt;
* '''Communist factor:''' Factor applied to fee in Communist systems.&lt;br /&gt;
* '''Confederacy factor:''' Factor applied to fee in Confederacy systems.&lt;br /&gt;
* '''Democracy factor:''' Factor applied to fee in Democracy systems.&lt;br /&gt;
* '''Corporate State factor:''' Factor applied to fee in Corporate State systems.&lt;br /&gt;
&lt;br /&gt;
eg 0.0 = All trips are free; 1.0 = Use base cost; 0.5 = 50% of base cost.&lt;br /&gt;
&lt;br /&gt;
=== Ship transfer costs ===&lt;br /&gt;
'''Values'''&lt;br /&gt;
* '''Fee:''' Base cost for ship transfer (cr).&lt;br /&gt;
* '''Anarchy factor:''' Factor applied to fee in Anarchy systems&lt;br /&gt;
* '''Feudal factor:''' Factor applied to fee in Feudal systems.&lt;br /&gt;
* '''Multi-government factor:''' Factor applied to fee in Multi-Government systems.&lt;br /&gt;
* '''Dictatorship factor:''' Factor applied to fee in Dictatorship systems.&lt;br /&gt;
* '''Communist factor:''' Factor applied to fee in Communist systems.&lt;br /&gt;
* '''Confederacy factor:''' Factor applied to fee in Confederacy systems.&lt;br /&gt;
* '''Democracy factor:''' Factor applied to fee in Democracy systems.&lt;br /&gt;
* '''Corporate State factor:''' Factor applied to fee in Corporate State systems.&lt;br /&gt;
&lt;br /&gt;
eg 0.0 = Ship transfers are free; 1.0 = Use base cost; 1.5 = 150% base cost.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Downloads ==&lt;br /&gt;
All components are downloadable through the in-game [[Expansions Manager]]&amp;lt;br/&amp;gt;&lt;br /&gt;
Direct download here&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Media:PlanetFall2_2.31.oxz|PlanetFall2_2.31.oxz]] (downloaded {{#downloads:PlanetFall2_2.31.oxz}} times).&lt;br /&gt;
* [[Media:PlanetFall2_ResourcesA.oxz|PlanetFall2_ResourcesA.oxz]] v1.1&lt;br /&gt;
* [[Media:PlanetFall2_ResourcesB.oxz|PlanetFall2_ResourcesB.oxz]] v1.0&lt;br /&gt;
* [[Media:Feudal_PlanetFall2_1.5.oxz|Feudal_PlanetFall2.oxz]] v1.5 (downloaded {{#downloads:Feudal_PlanetFall2_1.5.oxz}} times).&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
* [[Media:PlanetFall2_BlackMonks.oxz|PlanetFall2_BlackMonks.oxz]] v2.1 - Adds Bank of the Black Monks to the planet surface locations, providing all the normal bank facilities. The [[Black_Monk_Monastery|Bank of the Black Monks]] also needs to be installed.&lt;br /&gt;
* [[Media:PlanetFall2_HoopyCasino.oxz|PlanetFall2_HoopyCasino.oxz]] v2.5 - Adds HOopy casinos to the planet surface locations, complete with gaming opportunities. The [[HOopy_Casino|HOopy Casino OXP]] also needs to be installed.&lt;br /&gt;
* [[Media:PlanetFall2_Oo-Haul.oxz|PlanetFall2_Oo-Haul.oxz]] v2.1 - Adds an Oo-Haul distribution centre to the main planet, and a mission to escort a hauler from it out to either the witchpoint or constore. The [[Your_Ad_Here!|YAH/Your Ad Here!]] OXP and [[Oo-Haul]] need to be installed.&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
*Author (PF v.2): [[User:Phkb|Phkb]]&lt;br /&gt;
*Author (PF v.1): [[User:Thargoid|Thargoid]]&lt;br /&gt;
&lt;br /&gt;
This OXP is released under the Creative Commons Attribution - Non-Commercial - Share Alike 3.0 license with the following clauses:&lt;br /&gt;
&lt;br /&gt;
* Whilst you are free (and encouraged) to re-use any of the scripting, models or texturing in this OXP, the usage must be distinct from that within this OXP. Unique identifiers such as (but not limited to) unique shipdata.plist entity keys, mission variables, script names (this.name), equipment identity strings (EQ_), description list arrays and entity roles must not be re-used without prior agreement. Basically if it's unique or would identify or overwrite anything in the original OXP, then you may not re-use it (for obvious compatibility reasons).&lt;br /&gt;
* rebundling of this OXP within another distribution is permitted as long as it is unchanged. The following derivates however are permitted and except from the above:&lt;br /&gt;
** the conversion of files between XML and openStep.&lt;br /&gt;
** the merging of files with other files of the same type from other OXPs.&lt;br /&gt;
* The license information (either as this file or merged into a larger one) must be included in the OXP.&lt;br /&gt;
* Even though it is not compulsory, if you are re-using any sizable or recognisable piece of this OXP, please let me know :)&lt;br /&gt;
&lt;br /&gt;
---&amp;gt; (Details of images used) ---&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;
'''Image files:'''&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-photo/empty-dark-room-modern-futuristic-sci-fi-background-3d-illustration_20850610.htm Image by user6702303 on Freepik&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-photo/empty-dark-room-modern-futuristic-sci-fi-background-3d-illustration_21988050.htm Image by user6702303 on Freepik&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-photo/empty-dark-room-modern-futuristic-sci-fi-background-3d-illustration_23326348.htm Image by user6702303 on Freepik&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-photo/empty-dark-room-modern-futuristic-sci-fi-background-3d-illustration_21988072.htm Image by user6702303 on Freepik&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-photo/empty-dark-room-modern-futuristic-sci-fi-background-3d-illustration_23326337.htm Image by user6702303 on Freepik&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-photo/empty-dark-room-modern-futuristic-sci-fi-background-3d-illustration_21835246.htm Image by user6702303 on Freepik&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-photo/blue-sky-with-scattered-white-clouds_12110221.htm Freepik&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-photo/beautiful-skyscape-during-daytime_22542965.htm Freepik&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-photo/cloudy-sky-daylight-background_19380968.htm Freepik&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-photo/beautiful-skyscape-during-daytime_22543011.htm Freepik&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-photo/blue-sky-with-cloud-closeup_6133056.htm Image by photogenia on Freepik&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-photo/beautiful-skyscape-during-daytime_22542943.htm Freepik&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-vector/20-vehicles-outline-icon-presentation_38543743.htm Image by flatart on Freepik&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-ai-image/subway-dark-atmosphere_76653967.htm Image by freepik&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-ai-image/new-york-city-subway-train-motion_69844323.htm Image by freepik&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-photo/motion-blur-automatic-train-moving-inside-tunnel-tokyo-japan_10824408.htm Image by tawatchai07 on Freepik&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Some images were generated by AI at https://www.freepik.com/pikaso/ai-image-generator&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Sound files:'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;e train 140kmh 04 190613_0029.wav&amp;quot; by klankbeeld -- https://freesound.org/s/476298/ -- License: Attribution 4.0&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Arrival of a passenger electric train.1950km station_2(Eq,lmtr).wav&amp;quot; by newlocknew -- https://freesound.org/s/580464/ -- License: Attribution 4.0&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
2.31&lt;br /&gt;
* Added GNN interface to some planetary surface locations.&lt;br /&gt;
* Fixed null reference error that could occur during transits.&lt;br /&gt;
* Added screenID's to all mission screens.&lt;br /&gt;
* Speed of the landing FX now scales with system performance.&lt;br /&gt;
* Switched to using logcontrol.plist for debug output.&lt;br /&gt;
&lt;br /&gt;
2.30&lt;br /&gt;
* Changed manifest title from &amp;quot;PlanetFall&amp;quot; to &amp;quot;PlanetFall2&amp;quot;.&lt;br /&gt;
* Changed Library Config aliases to &amp;quot;PlanetFall2&amp;quot;.&lt;br /&gt;
* Changed category to &amp;quot;Systems&amp;quot;.&lt;br /&gt;
* Fixed issue with adding OXP locations to custom systems, where some keys were being added to the list twice.&lt;br /&gt;
&lt;br /&gt;
2.29&lt;br /&gt;
* Shuttles that choose to land on a planet will now do so at one of the landing sites.&lt;br /&gt;
* Shuttles will also launch from the landing sites.&lt;br /&gt;
&lt;br /&gt;
2.28&lt;br /&gt;
* Fixed method of detecting when two landing sites are too close together.&lt;br /&gt;
* Changed calculation method for positioning landing sites to ensure good separation from others.&lt;br /&gt;
&lt;br /&gt;
2.27&lt;br /&gt;
* Fixed issue where stored names were not being restored from missionVariables reliably.&lt;br /&gt;
* Fixed issue with naming system for Oo-Haul sites, which wasn't including &amp;quot;(Distribution Centre)&amp;quot; in the name.&lt;br /&gt;
* Fixed issue with naming HOopy Casino sites, which wasn't including &amp;quot;(HOopy Casino)&amp;quot; in the name.&lt;br /&gt;
* OXP planet locations defined via the ship role &amp;quot;planetFall2_???_externalOXP&amp;quot; are now attempted to be added to custom systems. Random factors and spawn conditions can then come in to play to limit the number of spawns.&lt;br /&gt;
&lt;br /&gt;
2.26&lt;br /&gt;
* Darkened overlay images for better compatibility with Oolite 1.92.&lt;br /&gt;
&lt;br /&gt;
2.25&lt;br /&gt;
* Moved more text into missiontext.plist.&lt;br /&gt;
* Fixed issue with ship transfer fee not being calculated correctly when being deducted from the players account.&lt;br /&gt;
&lt;br /&gt;
2.24&lt;br /&gt;
* Added check for, and warning message of, PlanetLand OXP conflict.&lt;br /&gt;
&lt;br /&gt;
2.23&lt;br /&gt;
* Fixed issue where shipyards were not viewable on stations that have overridden the &amp;quot;move shipyards to planet&amp;quot; option.&lt;br /&gt;
&lt;br /&gt;
2.22 &lt;br /&gt;
* Display a message when attempting to access shipyards on stations when they are located on planetary surfaces.&lt;br /&gt;
* Added option to disable the shallow approach angle requirement when landing on a surface location.&lt;br /&gt;
* Tweaked spawning logic so planetary locations can't be too close together, increasing the distance from the previous fix.&lt;br /&gt;
&lt;br /&gt;
2.21&lt;br /&gt;
* Change to manifest file to match with split of resources pack into two.&lt;br /&gt;
&lt;br /&gt;
2.20&lt;br /&gt;
* Added a function, $getSystemLocations, which returns an object containing the ship keys and place names of all planetary locations in a given system.&lt;br /&gt;
&lt;br /&gt;
2.19&lt;br /&gt;
* Setting beacon range to zero will make all beacons visible all the time.&lt;br /&gt;
* Added ability to scale the maximum turbulence factor per planet.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  data-expandtext=&amp;quot;Show older&amp;quot; data-collapsetext=&amp;quot;Hide older&amp;quot; style=&amp;quot;overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
2.18&lt;br /&gt;
* Added a &amp;quot;turbulence impact scale&amp;quot; option so the effect of turbulence can be scaled to taste.&lt;br /&gt;
* Allowed for blank entries in location overrides to switch to randomised location types and naming.&lt;br /&gt;
* Fixed issues when checking roles to determine the type of VFX to show for landing.&lt;br /&gt;
* Added ability to override the landing clouds, docks and overlays on a per-planet basis.&lt;br /&gt;
* Some code refactoring.&lt;br /&gt;
&lt;br /&gt;
2.17&lt;br /&gt;
* Moved most text into missiontext.plist for easier localisation.&lt;br /&gt;
* Removed monkey patch on Marker Inquirer as no longer required.&lt;br /&gt;
&lt;br /&gt;
2.16&lt;br /&gt;
* Tweak to prevent LMSS and Laser Arrangement interfaces disappearing on non-PlanetFall locations.&lt;br /&gt;
&lt;br /&gt;
2.15&lt;br /&gt;
* Increased the number of shipdata entities to better handle high values for the number of planetary landing points.&lt;br /&gt;
&lt;br /&gt;
2.14&lt;br /&gt;
* Added protection for instances where a planet or moon has no air color value set.&lt;br /&gt;
* Fixed issue where the reason for the denial of a landing request was not being transmitted to the player.&lt;br /&gt;
&lt;br /&gt;
2.13&lt;br /&gt;
* Further fixes to linkage between landing sites and planets.&lt;br /&gt;
&lt;br /&gt;
2.12&lt;br /&gt;
* Fixed incorrect property setting in shipdata.&lt;br /&gt;
* Changed allegiance setting for research complexes to be neutral.&lt;br /&gt;
* Fixed issue where landing sites could spawn too close together.&lt;br /&gt;
&lt;br /&gt;
2.11&lt;br /&gt;
* Fixed issue where link between landing sites and planets could occasionally break due to rounding errors.&lt;br /&gt;
&lt;br /&gt;
2.10&lt;br /&gt;
* Prevented things like &amp;quot;Immigration Control&amp;quot; from appearing in Anarchy systems.&lt;br /&gt;
* Prevented turbulence frame callback from being started twice.&lt;br /&gt;
* Fixed error: this.serviceLevelDecrease is not a function.&lt;br /&gt;
* Tweaks to hopefully permanently fix issue where turbulence effect keeps running after a witchspace jump or docking.&lt;br /&gt;
&lt;br /&gt;
2.9&lt;br /&gt;
* Fixed JS error in transit process code.&lt;br /&gt;
* Fixed issue where Vimana-X HUD was not resetting correctly on launch after using transit system.&lt;br /&gt;
&lt;br /&gt;
2.8&lt;br /&gt;
* Split off planet rotation slowing into separate OXP, and made optional for this OXP.&lt;br /&gt;
&lt;br /&gt;
2.7&lt;br /&gt;
* Dying while turbulence is active will now stop the frame callback.&lt;br /&gt;
* Added tweak to planet rotation when approaching planet, slowing it down to make scale issues less obvious (can be configured with Library Config).&lt;br /&gt;
* Code refactoring.&lt;br /&gt;
&lt;br /&gt;
2.6&lt;br /&gt;
* Small tweak to the market script.&lt;br /&gt;
* Small fix to the name generation process for Capital Cities.&lt;br /&gt;
&lt;br /&gt;
2.5&lt;br /&gt;
* Refined some text in messages for better understanding and integration with the built in voice.&lt;br /&gt;
* Added a pre-spawn check for a condition script on custom (ie non-built-in) surface locations.&lt;br /&gt;
* Fixed issue that was preventing custom names from being applied to custom system setups.&lt;br /&gt;
* Added a PDF document outlining how to create custom systems, for non-coders.&lt;br /&gt;
* Updates for the PlanetFall Oo-haul mission pack.&lt;br /&gt;
* Added conflict with PlanetFallMarketSaver - this OXP shouldn't be necessary with PlanetFall2.&lt;br /&gt;
* Added conflict with PlanetFall Markets - this OXP shouldn't be necessary with PlanetFall2.&lt;br /&gt;
* Removed some unused settings in config.&lt;br /&gt;
* Split off graphical assets into separate OXP, to make updating the core code easier for everyone.&lt;br /&gt;
* Added a second train FX image, so that the second animation doesn't just look completely like the first.&lt;br /&gt;
* Tweaked train FX images to make them more centred.&lt;br /&gt;
* Added scan class to station entities.&lt;br /&gt;
&lt;br /&gt;
2.4&lt;br /&gt;
* Adjusted calculations to make landing when pointing at the GCIP more consistent.&lt;br /&gt;
&lt;br /&gt;
2.3&lt;br /&gt;
* Added a planet-side transit system, so you don't have to launch and re-dock to visit another landing site on the same planet.&lt;br /&gt;
* Transit costs are adjusted based on government types. Configurable via Library Config.&lt;br /&gt;
* Ship transfer costs are adjusted based on government types. Configurable via Library Config.&lt;br /&gt;
* Fixed shipyard transfer process to not run more than once per system.&lt;br /&gt;
* Added fragment and vertex shaders to ensure all break patterns appear clearly and without shadow.&lt;br /&gt;
* Removed yaw turbulence factor. Only pitch and roll turbulence will be now be set.&lt;br /&gt;
* Fixed issue that was preventing subSurface colonies and moonSurface domes from being spawned.&lt;br /&gt;
* Amount of reduction to service level is now configurable via Library Config.&lt;br /&gt;
* Added a function (PlanetFall2.playerShipIsLocal) that can be called to determine if the player is near their ship or not.&lt;br /&gt;
* Removed the Blackmonks and HoOpy Casino config options, and incorporated spawn chances in script_info object of shipdata and condition script.&lt;br /&gt;
&lt;br /&gt;
2.2&lt;br /&gt;
* Fixed issue where, if &amp;quot;Additional Planets&amp;quot; doesn't create any planets, no landing sites are created on the main planet.&lt;br /&gt;
* Reapplied monkey match for Market Inquirer to address issue with beacons not showing when more than 100000m from the player when docked.&lt;br /&gt;
* Removed conflicts with SW Planetary Systems and Moons, although it is unlikely any created moons will get landing sites.&lt;br /&gt;
&lt;br /&gt;
2.1&lt;br /&gt;
* Added methods to allow for a fully customised system to be defined (with multiple sites per planet/moon).&lt;br /&gt;
* Moved Feudal States override code into a separate OXP.&lt;br /&gt;
* Fixed missing semi-colon in shipdata.plist.&lt;br /&gt;
* Switched ground control interface point to be a normal ship object (rather than a visual effect) to gain better compatibility with OXP's like Telescope.&lt;br /&gt;
* Made the ground control interface points more visible.&lt;br /&gt;
* Reduced the number of monkey patches required.&lt;br /&gt;
* Made the maximum range at which the space compass will detect ground control interface points configurable via Library Config, and changed the default value to 200km.&lt;br /&gt;
* Added some conflict oxps (&amp;quot;Planetary Systems&amp;quot; and &amp;quot;Moons&amp;quot; by stranger).&lt;br /&gt;
* Improved compatibility with Market Inquirer.&lt;br /&gt;
* Tweaked spawning methods to better reflect the original PlanetFall results, where OXP station roles are not added unless override flag is set.&lt;br /&gt;
* Added a warning screen for players, informing them that ship maintenance services are only available on the planet.&lt;br /&gt;
* Added a chance of a misjump when executing a witchspace jump inside the atmosphere.&lt;br /&gt;
* Fixed issue where entering witchspace while the turbulence effect is still active would result in it staying active.&lt;br /&gt;
* Fixed bug that was setting service level to the minimum value when launching from a planetary location.&lt;br /&gt;
* Turbulence now doesn't end when speed is zero.&lt;br /&gt;
* Added a config item to manage how much the service level of the player ship is reduced.&lt;br /&gt;
* Added shipdata entries to allow for multiple military bases, leisure complexes, factories and dumps on the main planet in custom systems. &lt;br /&gt;
* Fixed issues where NaN, NaN, Nan is calculated for a vector.&lt;br /&gt;
* Log messages now controllable via a debug flag.&lt;br /&gt;
* Removed some unused code.&lt;br /&gt;
&lt;br /&gt;
2.0&lt;br /&gt;
* Updated landing FX, with clouds and landing pads.&lt;br /&gt;
* Updated launching FX.&lt;br /&gt;
* Changed docking method to have a fixed location (rather than just descending towards the planet surface anywhere), which means you can now save your game at planetary locations.&lt;br /&gt;
* Access to equipment sales (F3 Equip Ship) configuration via Library Config.&lt;br /&gt;
* Updated market information to allow for 3 different methods to be applied to any of the locations. (Configurable via Library Config)&lt;br /&gt;
* Added a variety of arrival report screen backgrounds. (Can be turned off via Library Config)&lt;br /&gt;
* Added a turbulence effect when in the atmosphere of a planet. (Can be turned off via Library Config)&lt;br /&gt;
* Equipment item renamed to &amp;quot;Atmospheric Stabilisers&amp;quot;, but is optional for planetary landings.&lt;br /&gt;
* Moved ships from shipyards on other stations to planetary locations. (Configurable via Library Config)&lt;br /&gt;
* Moved &amp;quot;Maintenance Overhaul&amp;quot; to only be available on the main planet. (Configurable via Library Config)&lt;br /&gt;
* Added script updates to Feudal Systems, Aquatics, Market Inquirer, Galactic Almanac and In-System cargo delivery to maintain compatibility.&lt;br /&gt;
* Additional compatibility settings updated via shipdata-overrides.plist.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Dark Side ==&lt;br /&gt;
=== Custom designing a system ===&lt;br /&gt;
You can now custom design a system:&lt;br /&gt;
:specifically naming landing sites (see inside Lave.oxp)&lt;br /&gt;
:adding tweaks for entering the atmosphere: storms, haze, colours, and [[OXP_howto_texture#Planet_textures|city night-lights]] (see inside Famous Planets v.3 &amp;amp; see inside Lave.oxp)&lt;br /&gt;
:tweaking landing: images and haze ((see inside DGill's newest Feudal Systems suite &amp;amp; Famous Planets v.3)&lt;br /&gt;
:tweaking the space port &amp;quot;experience&amp;quot;: things to do (see inside DGill's newest Feudal Systems suite)&lt;br /&gt;
&lt;br /&gt;
To tweak a system see the &amp;quot;Creating Custom Systems.pdf&amp;quot; &amp;amp; the &amp;quot;Developer's ReadMe&amp;quot; hidden inside the oxp and then also the example [https://app.box.com/s/5xbksy48qr9cp31z2wpef6wjla05s3ih/file/1505969925081 SuperSystem.oxp]&lt;br /&gt;
:There is more detail [https://bb.oolite.space/viewtopic.php?p=301011#p301011 here] (runs on for several pages) and [https://bb.oolite.space/viewtopic.php?p=301065#p301065 here]&lt;br /&gt;
&lt;br /&gt;
=== Problems with the Oolite game engine ===&lt;br /&gt;
*Planets were never meant to be interacted with in Oolite - there's a lot of hand-waving going on with PF2 when it comes to landing on the surface. [https://bb.oolite.space/viewtopic.php?p=301396#p301396 Phkb (2025)]&lt;br /&gt;
*The Oolite game engine does support larger planets and stars - I put together an OXP a while ago which uses them - but not necessarily particularly well. (Editor: [[SOTL Altmap]]? [[SOTL Exploration]]?)&amp;lt;br&amp;gt;&lt;br /&gt;
:You would have noticeable &amp;quot;corners&amp;quot; on the planets at 'real-world' sizes, as a 20,000 triangle polygon gets too large. You can already see these if you go as low as you can on a planet and look at the horizon. Similarly, the way planet texturing works would need to be significantly changed to avoid pixels tens of kilometres wide. There are display issues with large stars at high distances. There's a bit of a hack in the display code to avoid the worst of it, but there can still be strange issues with which objects are displayed in front of which. (You would probably need a higher Open GL version to solve these, which may or may not be practical to hide behind a graphics setting toggle) [https://bb.oolite.space/viewtopic.php?p=263420#p263420 Cim (2018)]&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=21606 BB thread] (2024)&lt;br /&gt;
*[[Planetfall OXP]] PF v.1 original wiki page&lt;br /&gt;
&lt;br /&gt;
== Quick Facts ==&lt;br /&gt;
{{OXPLevel|0|2}}{{IconOXP|ooVersion=&amp;quot;1.90&amp;quot;|oxpCPU=&amp;quot;Average&amp;quot;|oxpMEM=&amp;quot;Low&amp;quot;|oxpGPU=&amp;quot;Average&amp;quot;|oxpIsAPI=true|oxpIsDocumented=true|oxpIsConfigurable=true}}&lt;br /&gt;
[[Image:IconLib.png|48px|right|link=Library OXP|alt=Config options available through 'Library']]&lt;br /&gt;
{{Infobox OXPb| title = PlanetFall2.oxz&lt;br /&gt;
|version = 2.31&lt;br /&gt;
|release = 2026-05-07&lt;br /&gt;
|license = CC BY-NC-SA 3.0&lt;br /&gt;
|features = Planetary landings&lt;br /&gt;
|category = Systems OXPs&lt;br /&gt;
|author = [[User:Thargoid|Thargoid]], [[User:phkb|phkb]]&lt;br /&gt;
|feedback = [https://bb.oolite.space/viewtopic.php?t=21606 Oolite BB]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay and Balance indicator ==&lt;br /&gt;
[[File:Tag-colour-orange.png|right]]&lt;br /&gt;
By default, planetary landings are harder than they were in V1. However, if you don't land on or approach planets, gameplay is largely unaffected (or it can be).&lt;/div&gt;</summary>
		<author><name>Phkb</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Planetfall2_OXP&amp;diff=88611</id>
		<title>Planetfall2 OXP</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Planetfall2_OXP&amp;diff=88611"/>
		<updated>2026-05-07T02:44:11Z</updated>

		<summary type="html">&lt;p&gt;Phkb: /* Downloads */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:IconPF2.png|100px|right]]&lt;br /&gt;
[[File:PlanetFall2 city 7.png|300px|thumb|right|Landing at a city]]&lt;br /&gt;
[[File:PlanetFall2 moon 5.png|300px|thumb|right|Landing on a moon]]&lt;br /&gt;
== Overview ==&lt;br /&gt;
{{Infobox EquipStats Oolite| title = PlanetFall2 OXP&lt;br /&gt;
|image = &lt;br /&gt;
|equipName =  Atmospheric Stabilisers&lt;br /&gt;
|equipCost = 5,000₢&lt;br /&gt;
|equipTL = 9&lt;br /&gt;
}}&lt;br /&gt;
An OXP which allows the Commander to land at specific locations on planets and moons (but not suns, even at night). Each main planet has up to 5 designated landing sites, while additional planets can have 3, and each moon can have 2 (configurable via [[Library OXP|Library Config]]). Pick your landing site and point your ship at the flashing marker near the surface that indicates the Ground Control Interface Point for the landing zone. Ensure your flight path is not too steep, otherwise you may sustain damage when the automated landing protocol engages. &lt;br /&gt;
&lt;br /&gt;
Be careful of turbulence as you enter the atmosphere. To assist with atmospheric turbulence, the &amp;quot;Atmospheric Stabilisers&amp;quot; can be purchased at any TL9+ system for 5000cr. When equipped, this will reduce the impact of turbulence on your ship. Speed will have an impact on how much your ship is effected by turbulence. Slowing down will decrease the effect.&lt;br /&gt;
&lt;br /&gt;
Your approach will trigger an automatic landing request. You should receive a response after a few seconds, indicating you are either cleared for landing or not. If you have clearance, continue towards the Ground Control Interface Point at less than 100 m/s until the automated system engages, captures your ship and lowers you to a landing pad. &lt;br /&gt;
&lt;br /&gt;
Planetary take-off is via a launch booster, with control being returned to the Commander once orbital insertion is achieved.&lt;br /&gt;
&lt;br /&gt;
=== A suite of OXPs ===&lt;br /&gt;
This OXP is currently a suite of 2 OXPs with another 2 optional OXPs: &lt;br /&gt;
*'''PlanetFall2''' (the coding)&lt;br /&gt;
*'''PlanetFall Resources''' (the individual planetary images)&lt;br /&gt;
&lt;br /&gt;
*Optional: '''Feudal PlanetFall2''' (linking PlanetFall2 with [[Feudal States]] which is currently the only OXP which does much on the planet surface).&lt;br /&gt;
:&amp;lt;s&amp;gt;At time of writing PlanetFall2 is only compatible with Feudal States v.1 (and the ''alpha'' Feudal States v.2 is only compatible with PlanetFall v.1)!&amp;lt;/s&amp;gt; It should now be compatible with both versions of Feudal States.&lt;br /&gt;
*Optional: [[Planet Rotation Cosmetics OXP]] slows down the planet's rotation as you approach it and are captured by the planet's gravity.&lt;br /&gt;
&lt;br /&gt;
[[File:Planetfall2 Transit system.png|right|300px]]&lt;br /&gt;
&lt;br /&gt;
=== Gaming changes from Thargoid's PlanetFall v1 (2008-13) ===&lt;br /&gt;
*You can now land on a planet without purchasing &amp;quot;planetary landing capabilities&amp;quot;/&amp;quot;atmospheric stabilisers&amp;quot; - but it is rather more dangerous&lt;br /&gt;
::If you have already bought &amp;quot;planetary landing capabilities&amp;quot;, PF2 will convert them to &amp;quot;atmospheric stabilisers&amp;quot;&lt;br /&gt;
*There are now specific landing sites on the planet&lt;br /&gt;
*Commodity Markets are now included (''ie'' PlanetFall Markets OXP is redundant).&lt;br /&gt;
*When landed you can transit from one landing site to another (and pay good money to transit your ship, too!).&lt;br /&gt;
*[[Maintenance]] overhauls are now performed on the planet surface rather than in the orbital station (they will tell you this on the station!)&lt;br /&gt;
*There are other changes to be discovered!&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
*Oolite v.1.90 or better&lt;br /&gt;
*[[GNN]]&lt;br /&gt;
*[[Library OXP]]&lt;br /&gt;
*[[Market Script Interface]]&lt;br /&gt;
*[[External Docking System]]&lt;br /&gt;
&lt;br /&gt;
While it isn’t a requirement, the [[Planet Rotation Cosmetics OXP]] is a highly recommended addition for PlanetFall 2.&lt;br /&gt;
&lt;br /&gt;
== Options ==&lt;br /&gt;
There are a '''lot''' of options available to help configure the system the way you want it. The list is long, so if you want to see everything, ''click'' the link on the right.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  data-expandtext=&amp;quot;Show me everything!&amp;quot; data-collapsetext=&amp;quot;Turn it off! Turn it off!&amp;quot; style=&amp;quot;overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Library Config has the following sections for PlanetFall2:&lt;br /&gt;
* General settings&lt;br /&gt;
* Main planet settings&lt;br /&gt;
** F3/F8 access&lt;br /&gt;
** Spawn chances&lt;br /&gt;
* Extra Planet settings&lt;br /&gt;
** F3/F8 access&lt;br /&gt;
** Spawn chances&lt;br /&gt;
* Moon settings&lt;br /&gt;
** F3/F8 access&lt;br /&gt;
** Spawn chances&lt;br /&gt;
* Spawn chances: TL factors&lt;br /&gt;
* Transit costs&lt;br /&gt;
* Ship transfer costs&lt;br /&gt;
&lt;br /&gt;
=== General settings ===&lt;br /&gt;
'''Flags'''&lt;br /&gt;
* '''Move shipyards to planet:''' Controls whether shipyards are moved to planet-side locations.&lt;br /&gt;
* '''Move maintenance to planet:''' Controls whether the &amp;quot;Maintenance Overhaul&amp;quot; item is moved to only be offered on planet-side locations.&lt;br /&gt;
* '''Atmosphere turbulence:''' Controls whether the turbulence effect, when entering the atmosphere of a planet, is active or not.&lt;br /&gt;
* '''Shallow approach:''' Controls whether a shallow approach angle is required when landing on a surface location.&lt;br /&gt;
* '''Use landing images:''' Controls whether the images displayed after landing at a planetary site are displayed.&lt;br /&gt;
* '''Use Almanac names:''' Controls whether the names of planetary locations are given names based on the methodology from the Galactic Almanac.&lt;br /&gt;
* '''Allow planetary transit:''' Controls whether it is possible to fast travel to other planetary sites after landing.&lt;br /&gt;
&lt;br /&gt;
'''Values'''&lt;br /&gt;
* '''Main planet max:''' Maximum number of locations that could be spawned on the main planet.&lt;br /&gt;
* '''Extra planet max:''' Maximum number of locations that could be spawned on a secondary planet with an atmosphere.&lt;br /&gt;
* '''Moon max:''' Maximum number of locations that could be spawned on a moon with no atmosphere.&lt;br /&gt;
* '''Atmosphere max altitude:''' Maximum height (in km) of the atmosphere of a planet.&lt;br /&gt;
* '''Beacon range:''' Max distance (in km) that planetary beacons become visible to the player.&lt;br /&gt;
* '''Service Level dec:''' Amount that service level will be reduced by when launching from a planet.&lt;br /&gt;
* '''Transfer Time:''' Amount of time (in hours) that will pass when transferring player ship to the current location.&lt;br /&gt;
* '''Train speed:''' Base average speed of trains (in kph), which is scaled up or down based on the TL of the system.&lt;br /&gt;
* '''Turbulence impact scale:''' Scales the impact of turbulence, where 1.0 means no change to the default, 0.5 halves the impact, and 0.0 means no impact (same as turning turbulence off).&lt;br /&gt;
&lt;br /&gt;
=== Main planet settings ===&lt;br /&gt;
==== F3/F8 Access ====&lt;br /&gt;
'''Flags'''&lt;br /&gt;
* '''Capital cities:''' Whether capital cities will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Military bases:''' Whether military bases will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Leisure complexes:''' Whether leisure complexes will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Factories:''' Whether factories will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Rubbish dumps:''' Whether rubbish dumps will have access to the F3 Equip Ship screen.&lt;br /&gt;
&lt;br /&gt;
'''Values'''&lt;br /&gt;
* '''Capital cities:''' What type of market will be available at capital cities.&lt;br /&gt;
* '''Military bases:''' What type of market will be available at military bases.&lt;br /&gt;
* '''Leisure complexes:''' What type of market will be available at military bases.&lt;br /&gt;
* '''Factories:''' What type of market will be available at factories.&lt;br /&gt;
* '''Rubbish dumps:''' What type of market will be available at rubbish dumps.&lt;br /&gt;
Market type key:&lt;br /&gt;
* 0 = No market; &lt;br /&gt;
* 1 = Default market, which will likely be the main station market; &lt;br /&gt;
* 2 = SFEP (Stations for Extra Planets) method, which adjusts prices and quantities based on the distance of the site from the main station.&lt;br /&gt;
* 3 = Original market, as defined in PlanetFall v1.51. (but pre-Oolite 1.84).&lt;br /&gt;
&lt;br /&gt;
==== Spawn chances ====&lt;br /&gt;
'''Values'''&lt;br /&gt;
* '''Spawn city:''' Chance of spawning a capital city.&lt;br /&gt;
* '''Spawn military base:''' Chance of spawning a military base.&lt;br /&gt;
* '''Spawn leisure complex:''' Chance of spawning a leisure complex.&lt;br /&gt;
* '''Spawn factory:''' Chance of spawning a factory.&lt;br /&gt;
* '''Spawn rubbish dump:''' Chance of spawning a rubbish dump.&lt;br /&gt;
&lt;br /&gt;
eg 0.4 = 40% chance. The chance will be adjusted slightly by the TechLevel factor (see below).&lt;br /&gt;
&lt;br /&gt;
=== Extra planet Settings ===&lt;br /&gt;
==== F3/F8 Access ====&lt;br /&gt;
'''Flags'''&lt;br /&gt;
* '''Colony cities:''' Whether colony cities will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Military bases:''' Whether military bases will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Leisure complexes:''' Whether leisure complexes will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Factories:''' Whether factories will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Rubbish dumps:''' Whether rubbish dumps will have access to the F3 Equip Ship screen.&lt;br /&gt;
&lt;br /&gt;
'''Values'''&lt;br /&gt;
* '''Colony cities:''' What type of market will be available at colony cities.&lt;br /&gt;
* '''Military bases:''' What type of market will be available at military bases.&lt;br /&gt;
* '''Leisure complexes:''' What type of market will be available at leisure complexes.&lt;br /&gt;
* '''Factories:''' What type of market will be available at factories.&lt;br /&gt;
* '''Rubbish dumps:''' What type of market will be available at rubbish dumps.&lt;br /&gt;
Market type key:&lt;br /&gt;
* 0 = No market; &lt;br /&gt;
* 1 = Default market, which will likely be the main station market; &lt;br /&gt;
* 2 = SFEP (Stations for Extra Planets) method, which adjusts prices and quantities based on the distance of the site from the main station.&lt;br /&gt;
* 3 = Original market, as defined in PlanetFall v1.51 (but pre-Oolite 1.84).&lt;br /&gt;
&lt;br /&gt;
==== Spawn chances ====&lt;br /&gt;
'''Values'''&lt;br /&gt;
* '''Spawn colony city:''' Chance of spawning a colony city.&lt;br /&gt;
* '''Spawn military base:''' Chance of spawning a military base.&lt;br /&gt;
* '''Spawn leisure complex:''' Chance of spawning a leisure complex.&lt;br /&gt;
* '''Spawn factory:''' Chance of spawning a factory.&lt;br /&gt;
* '''Spawn rubbish dump:''' Chance of spawning a rubbish dump.&lt;br /&gt;
&lt;br /&gt;
eg 0.4 = 40% chance. The chance will be adjusted slightly by the TechLevel factor (see below).&lt;br /&gt;
&lt;br /&gt;
=== Moons ===&lt;br /&gt;
==== F3/F8 Access ====&lt;br /&gt;
'''Flags'''&lt;br /&gt;
* '''Colony domes:''' Whether colony domes will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Mines:''' Whether mines will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Prisons:''' Whether prisons will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Leisure domes:''' Whether leisure domes will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Robot factories:''' Whether robot factories will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Research complexes:''' Whether research complexes will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Wastelands:''' Whether wastelands will have access to the F3 Equip Ship screen.&lt;br /&gt;
&lt;br /&gt;
'''Values'''&lt;br /&gt;
* '''Colony domes:''' What type of market will be available at colony domes.&lt;br /&gt;
* '''Mines:''' What type of market will be available at mines.&lt;br /&gt;
* '''Prison:''' What type of market will be available at prisons.&lt;br /&gt;
* '''Leisure domes:''' What type of market will be available at leisure domes.&lt;br /&gt;
* '''Robot factories:''' What type of market will be available at robot factories.&lt;br /&gt;
* '''Research complexes:''' What type of market will be available at research complexes.&lt;br /&gt;
* '''Wastelands:''' What type of market will be available at wastelands.&lt;br /&gt;
Market type key:&lt;br /&gt;
* 0 = No market; &lt;br /&gt;
* 1 = Default market, which will likely be the main station market; &lt;br /&gt;
* 2 = SFEP (Stations for Extra Planets) method, which adjusts prices and quantities based on the distance of the site from the main station.&lt;br /&gt;
* 3 = Original market, as defined in PlanetFall v1.51 (but pre-Oolite 1.84).&lt;br /&gt;
&lt;br /&gt;
==== Spawn chances ====&lt;br /&gt;
'''Values'''&lt;br /&gt;
* '''Spawn colony dome:''' Chance of spawning a colony dome.&lt;br /&gt;
* '''Spawn mine:''' Chance of spawning a mine.&lt;br /&gt;
* '''Spawn prison:''' Chance of spawning a prison.&lt;br /&gt;
* '''Spawn leisure dome:''' Chance of spawning a leisure dome.&lt;br /&gt;
* '''Spawn robot factory:''' Chance of spawning a robot factory.&lt;br /&gt;
* '''Spawn research complex:''' Chance of spawning a research complex.&lt;br /&gt;
* '''Spawn wasteland:''' Chance of spawning a wasteland.&lt;br /&gt;
&lt;br /&gt;
eg 0.4 = 40% chance. The chance will be adjusted slightly by the TechLevel factor (see below).&lt;br /&gt;
&lt;br /&gt;
=== Spawn chances: TL factors ===&lt;br /&gt;
'''Values'''&lt;br /&gt;
* '''Main planet min/max:''' Factor to apply to spawn chance of main planet locations based on the TL of the system.&lt;br /&gt;
* '''Extra planets min/max:''' Factor to apply to spawn chance of extra planet locations based on the TL of the system.&lt;br /&gt;
* '''Moons min/max:''' Factor to apply to spawn chance of moon locations based on the TL of the system.&lt;br /&gt;
&lt;br /&gt;
The min value would be applied at the lowest TL, while the max value would apply to the highest TL.&amp;lt;br&amp;gt;&lt;br /&gt;
TL's in between would get a scaled value between min and max.&lt;br /&gt;
&lt;br /&gt;
=== Transit costs ===&lt;br /&gt;
'''Values'''&lt;br /&gt;
* '''Fee:''' Base cost for a single trip (cr).&lt;br /&gt;
* '''Anarchy factor:''' Factor applied to fee in Anarchy systems&lt;br /&gt;
* '''Feudal factor:''' Factor applied to fee in Feudal systems.&lt;br /&gt;
* '''Multi-government factor:''' Factor applied to fee in Multi-Government systems.&lt;br /&gt;
* '''Dictatorship factor:''' Factor applied to fee in Dictatorship systems.&lt;br /&gt;
* '''Communist factor:''' Factor applied to fee in Communist systems.&lt;br /&gt;
* '''Confederacy factor:''' Factor applied to fee in Confederacy systems.&lt;br /&gt;
* '''Democracy factor:''' Factor applied to fee in Democracy systems.&lt;br /&gt;
* '''Corporate State factor:''' Factor applied to fee in Corporate State systems.&lt;br /&gt;
&lt;br /&gt;
eg 0.0 = All trips are free; 1.0 = Use base cost; 0.5 = 50% of base cost.&lt;br /&gt;
&lt;br /&gt;
=== Ship transfer costs ===&lt;br /&gt;
'''Values'''&lt;br /&gt;
* '''Fee:''' Base cost for ship transfer (cr).&lt;br /&gt;
* '''Anarchy factor:''' Factor applied to fee in Anarchy systems&lt;br /&gt;
* '''Feudal factor:''' Factor applied to fee in Feudal systems.&lt;br /&gt;
* '''Multi-government factor:''' Factor applied to fee in Multi-Government systems.&lt;br /&gt;
* '''Dictatorship factor:''' Factor applied to fee in Dictatorship systems.&lt;br /&gt;
* '''Communist factor:''' Factor applied to fee in Communist systems.&lt;br /&gt;
* '''Confederacy factor:''' Factor applied to fee in Confederacy systems.&lt;br /&gt;
* '''Democracy factor:''' Factor applied to fee in Democracy systems.&lt;br /&gt;
* '''Corporate State factor:''' Factor applied to fee in Corporate State systems.&lt;br /&gt;
&lt;br /&gt;
eg 0.0 = Ship transfers are free; 1.0 = Use base cost; 1.5 = 150% base cost.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Downloads ==&lt;br /&gt;
All components are downloadable through the in-game [[Expansions Manager]]&amp;lt;br/&amp;gt;&lt;br /&gt;
Direct download here&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Media:PlanetFall2_2.31.oxz|PlanetFall2_2.31.oxz]] (downloaded {{#downloads:PlanetFall2_2.31.oxz}} times).&lt;br /&gt;
* [[Media:PlanetFall2_ResourcesA.oxz|PlanetFall2_ResourcesA.oxz]] v1.1&lt;br /&gt;
* [[Media:PlanetFall2_ResourcesB.oxz|PlanetFall2_ResourcesB.oxz]] v1.0&lt;br /&gt;
* [[Media:Feudal_PlanetFall2_1.5.oxz|Feudal_PlanetFall2.oxz]] v1.5 (downloaded {{#downloads:Feudal_PlanetFall2_1.5.oxz}} times).&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
* [[Media:PlanetFall2_BlackMonks.oxz|PlanetFall2_BlackMonks.oxz]] v2.1 - Adds Bank of the Black Monks to the planet surface locations, providing all the normal bank facilities. The [[Black_Monk_Monastery|Bank of the Black Monks]] also needs to be installed.&lt;br /&gt;
* [[Media:PlanetFall2_HoopyCasino.oxz|PlanetFall2_HoopyCasino.oxz]] v2.5 - Adds HOopy casinos to the planet surface locations, complete with gaming opportunities. The [[HOopy_Casino|HOopy Casino OXP]] also needs to be installed.&lt;br /&gt;
* [[Media:PlanetFall2_Oo-Haul.oxz|PlanetFall2_Oo-Haul.oxz]] v2.1 - Adds an Oo-Haul distribution centre to the main planet, and a mission to escort a hauler from it out to either the witchpoint or constore. The [[Your_Ad_Here!|YAH/Your Ad Here!]] OXP and [[Oo-Haul]] need to be installed.&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
*Author (PF v.2): [[User:Phkb|Phkb]]&lt;br /&gt;
*Author (PF v.1): [[User:Thargoid|Thargoid]]&lt;br /&gt;
&lt;br /&gt;
This OXP is released under the Creative Commons Attribution - Non-Commercial - Share Alike 3.0 license with the following clauses:&lt;br /&gt;
&lt;br /&gt;
* Whilst you are free (and encouraged) to re-use any of the scripting, models or texturing in this OXP, the usage must be distinct from that within this OXP. Unique identifiers such as (but not limited to) unique shipdata.plist entity keys, mission variables, script names (this.name), equipment identity strings (EQ_), description list arrays and entity roles must not be re-used without prior agreement. Basically if it's unique or would identify or overwrite anything in the original OXP, then you may not re-use it (for obvious compatibility reasons).&lt;br /&gt;
* rebundling of this OXP within another distribution is permitted as long as it is unchanged. The following derivates however are permitted and except from the above:&lt;br /&gt;
** the conversion of files between XML and openStep.&lt;br /&gt;
** the merging of files with other files of the same type from other OXPs.&lt;br /&gt;
* The license information (either as this file or merged into a larger one) must be included in the OXP.&lt;br /&gt;
* Even though it is not compulsory, if you are re-using any sizable or recognisable piece of this OXP, please let me know :)&lt;br /&gt;
&lt;br /&gt;
---&amp;gt; (Details of images used) ---&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;
'''Image files:'''&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-photo/empty-dark-room-modern-futuristic-sci-fi-background-3d-illustration_20850610.htm Image by user6702303 on Freepik&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-photo/empty-dark-room-modern-futuristic-sci-fi-background-3d-illustration_21988050.htm Image by user6702303 on Freepik&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-photo/empty-dark-room-modern-futuristic-sci-fi-background-3d-illustration_23326348.htm Image by user6702303 on Freepik&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-photo/empty-dark-room-modern-futuristic-sci-fi-background-3d-illustration_21988072.htm Image by user6702303 on Freepik&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-photo/empty-dark-room-modern-futuristic-sci-fi-background-3d-illustration_23326337.htm Image by user6702303 on Freepik&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-photo/empty-dark-room-modern-futuristic-sci-fi-background-3d-illustration_21835246.htm Image by user6702303 on Freepik&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-photo/blue-sky-with-scattered-white-clouds_12110221.htm Freepik&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-photo/beautiful-skyscape-during-daytime_22542965.htm Freepik&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-photo/cloudy-sky-daylight-background_19380968.htm Freepik&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-photo/beautiful-skyscape-during-daytime_22543011.htm Freepik&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-photo/blue-sky-with-cloud-closeup_6133056.htm Image by photogenia on Freepik&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-photo/beautiful-skyscape-during-daytime_22542943.htm Freepik&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-vector/20-vehicles-outline-icon-presentation_38543743.htm Image by flatart on Freepik&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-ai-image/subway-dark-atmosphere_76653967.htm Image by freepik&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-ai-image/new-york-city-subway-train-motion_69844323.htm Image by freepik&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-photo/motion-blur-automatic-train-moving-inside-tunnel-tokyo-japan_10824408.htm Image by tawatchai07 on Freepik&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Some images were generated by AI at https://www.freepik.com/pikaso/ai-image-generator&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Sound files:'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;e train 140kmh 04 190613_0029.wav&amp;quot; by klankbeeld -- https://freesound.org/s/476298/ -- License: Attribution 4.0&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Arrival of a passenger electric train.1950km station_2(Eq,lmtr).wav&amp;quot; by newlocknew -- https://freesound.org/s/580464/ -- License: Attribution 4.0&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
2.31&lt;br /&gt;
* Added GNN interface to some planetary surface locations.&lt;br /&gt;
* Fixed null reference error that could occur during transits.&lt;br /&gt;
* Added screenID's to all mission screens.&lt;br /&gt;
* Speed of the landing FX now scales with system performance.&lt;br /&gt;
* Switched to using logcontrol.plist for debug output.&lt;br /&gt;
&lt;br /&gt;
2.30&lt;br /&gt;
* Changed manifest title from &amp;quot;PlanetFall&amp;quot; to &amp;quot;PlanetFall2&amp;quot;.&lt;br /&gt;
* Changed Library Config aliases to &amp;quot;PlanetFall2&amp;quot;.&lt;br /&gt;
* Changed category to &amp;quot;Systems&amp;quot;.&lt;br /&gt;
* Fixed issue with adding OXP locations to custom systems, where some keys were being added to the list twice.&lt;br /&gt;
&lt;br /&gt;
2.29&lt;br /&gt;
* Shuttles that choose to land on a planet will now do so at one of the landing sites.&lt;br /&gt;
* Shuttles will also launch from the landing sites.&lt;br /&gt;
&lt;br /&gt;
2.28&lt;br /&gt;
* Fixed method of detecting when two landing sites are too close together.&lt;br /&gt;
* Changed calculation method for positioning landing sites to ensure good separation from others.&lt;br /&gt;
&lt;br /&gt;
2.27&lt;br /&gt;
* Fixed issue where stored names were not being restored from missionVariables reliably.&lt;br /&gt;
* Fixed issue with naming system for Oo-Haul sites, which wasn't including &amp;quot;(Distribution Centre)&amp;quot; in the name.&lt;br /&gt;
* Fixed issue with naming HOopy Casino sites, which wasn't including &amp;quot;(HOopy Casino)&amp;quot; in the name.&lt;br /&gt;
* OXP planet locations defined via the ship role &amp;quot;planetFall2_???_externalOXP&amp;quot; are now attempted to be added to custom systems. Random factors and spawn conditions can then come in to play to limit the number of spawns.&lt;br /&gt;
&lt;br /&gt;
2.26&lt;br /&gt;
* Darkened overlay images for better compatibility with Oolite 1.92.&lt;br /&gt;
&lt;br /&gt;
2.25&lt;br /&gt;
* Moved more text into missiontext.plist.&lt;br /&gt;
* Fixed issue with ship transfer fee not being calculated correctly when being deducted from the players account.&lt;br /&gt;
&lt;br /&gt;
2.24&lt;br /&gt;
* Added check for, and warning message of, PlanetLand OXP conflict.&lt;br /&gt;
&lt;br /&gt;
2.23&lt;br /&gt;
* Fixed issue where shipyards were not viewable on stations that have overridden the &amp;quot;move shipyards to planet&amp;quot; option.&lt;br /&gt;
&lt;br /&gt;
2.22 &lt;br /&gt;
* Display a message when attempting to access shipyards on stations when they are located on planetary surfaces.&lt;br /&gt;
* Added option to disable the shallow approach angle requirement when landing on a surface location.&lt;br /&gt;
* Tweaked spawning logic so planetary locations can't be too close together, increasing the distance from the previous fix.&lt;br /&gt;
&lt;br /&gt;
2.21&lt;br /&gt;
* Change to manifest file to match with split of resources pack into two.&lt;br /&gt;
&lt;br /&gt;
2.20&lt;br /&gt;
* Added a function, $getSystemLocations, which returns an object containing the ship keys and place names of all planetary locations in a given system.&lt;br /&gt;
&lt;br /&gt;
2.19&lt;br /&gt;
* Setting beacon range to zero will make all beacons visible all the time.&lt;br /&gt;
* Added ability to scale the maximum turbulence factor per planet.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  data-expandtext=&amp;quot;Show older&amp;quot; data-collapsetext=&amp;quot;Hide older&amp;quot; style=&amp;quot;overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
2.18&lt;br /&gt;
* Added a &amp;quot;turbulence impact scale&amp;quot; option so the effect of turbulence can be scaled to taste.&lt;br /&gt;
* Allowed for blank entries in location overrides to switch to randomised location types and naming.&lt;br /&gt;
* Fixed issues when checking roles to determine the type of VFX to show for landing.&lt;br /&gt;
* Added ability to override the landing clouds, docks and overlays on a per-planet basis.&lt;br /&gt;
* Some code refactoring.&lt;br /&gt;
&lt;br /&gt;
2.17&lt;br /&gt;
* Moved most text into missiontext.plist for easier localisation.&lt;br /&gt;
* Removed monkey patch on Marker Inquirer as no longer required.&lt;br /&gt;
&lt;br /&gt;
2.16&lt;br /&gt;
* Tweak to prevent LMSS and Laser Arrangement interfaces disappearing on non-PlanetFall locations.&lt;br /&gt;
&lt;br /&gt;
2.15&lt;br /&gt;
* Increased the number of shipdata entities to better handle high values for the number of planetary landing points.&lt;br /&gt;
&lt;br /&gt;
2.14&lt;br /&gt;
* Added protection for instances where a planet or moon has no air color value set.&lt;br /&gt;
* Fixed issue where the reason for the denial of a landing request was not being transmitted to the player.&lt;br /&gt;
&lt;br /&gt;
2.13&lt;br /&gt;
* Further fixes to linkage between landing sites and planets.&lt;br /&gt;
&lt;br /&gt;
2.12&lt;br /&gt;
* Fixed incorrect property setting in shipdata.&lt;br /&gt;
* Changed allegiance setting for research complexes to be neutral.&lt;br /&gt;
* Fixed issue where landing sites could spawn too close together.&lt;br /&gt;
&lt;br /&gt;
2.11&lt;br /&gt;
* Fixed issue where link between landing sites and planets could occasionally break due to rounding errors.&lt;br /&gt;
&lt;br /&gt;
2.10&lt;br /&gt;
* Prevented things like &amp;quot;Immigration Control&amp;quot; from appearing in Anarchy systems.&lt;br /&gt;
* Prevented turbulence frame callback from being started twice.&lt;br /&gt;
* Fixed error: this.serviceLevelDecrease is not a function.&lt;br /&gt;
* Tweaks to hopefully permanently fix issue where turbulence effect keeps running after a witchspace jump or docking.&lt;br /&gt;
&lt;br /&gt;
2.9&lt;br /&gt;
* Fixed JS error in transit process code.&lt;br /&gt;
* Fixed issue where Vimana-X HUD was not resetting correctly on launch after using transit system.&lt;br /&gt;
&lt;br /&gt;
2.8&lt;br /&gt;
* Split off planet rotation slowing into separate OXP, and made optional for this OXP.&lt;br /&gt;
&lt;br /&gt;
2.7&lt;br /&gt;
* Dying while turbulence is active will now stop the frame callback.&lt;br /&gt;
* Added tweak to planet rotation when approaching planet, slowing it down to make scale issues less obvious (can be configured with Library Config).&lt;br /&gt;
* Code refactoring.&lt;br /&gt;
&lt;br /&gt;
2.6&lt;br /&gt;
* Small tweak to the market script.&lt;br /&gt;
* Small fix to the name generation process for Capital Cities.&lt;br /&gt;
&lt;br /&gt;
2.5&lt;br /&gt;
* Refined some text in messages for better understanding and integration with the built in voice.&lt;br /&gt;
* Added a pre-spawn check for a condition script on custom (ie non-built-in) surface locations.&lt;br /&gt;
* Fixed issue that was preventing custom names from being applied to custom system setups.&lt;br /&gt;
* Added a PDF document outlining how to create custom systems, for non-coders.&lt;br /&gt;
* Updates for the PlanetFall Oo-haul mission pack.&lt;br /&gt;
* Added conflict with PlanetFallMarketSaver - this OXP shouldn't be necessary with PlanetFall2.&lt;br /&gt;
* Added conflict with PlanetFall Markets - this OXP shouldn't be necessary with PlanetFall2.&lt;br /&gt;
* Removed some unused settings in config.&lt;br /&gt;
* Split off graphical assets into separate OXP, to make updating the core code easier for everyone.&lt;br /&gt;
* Added a second train FX image, so that the second animation doesn't just look completely like the first.&lt;br /&gt;
* Tweaked train FX images to make them more centred.&lt;br /&gt;
* Added scan class to station entities.&lt;br /&gt;
&lt;br /&gt;
2.4&lt;br /&gt;
* Adjusted calculations to make landing when pointing at the GCIP more consistent.&lt;br /&gt;
&lt;br /&gt;
2.3&lt;br /&gt;
* Added a planet-side transit system, so you don't have to launch and re-dock to visit another landing site on the same planet.&lt;br /&gt;
* Transit costs are adjusted based on government types. Configurable via Library Config.&lt;br /&gt;
* Ship transfer costs are adjusted based on government types. Configurable via Library Config.&lt;br /&gt;
* Fixed shipyard transfer process to not run more than once per system.&lt;br /&gt;
* Added fragment and vertex shaders to ensure all break patterns appear clearly and without shadow.&lt;br /&gt;
* Removed yaw turbulence factor. Only pitch and roll turbulence will be now be set.&lt;br /&gt;
* Fixed issue that was preventing subSurface colonies and moonSurface domes from being spawned.&lt;br /&gt;
* Amount of reduction to service level is now configurable via Library Config.&lt;br /&gt;
* Added a function (PlanetFall2.playerShipIsLocal) that can be called to determine if the player is near their ship or not.&lt;br /&gt;
* Removed the Blackmonks and HoOpy Casino config options, and incorporated spawn chances in script_info object of shipdata and condition script.&lt;br /&gt;
&lt;br /&gt;
2.2&lt;br /&gt;
* Fixed issue where, if &amp;quot;Additional Planets&amp;quot; doesn't create any planets, no landing sites are created on the main planet.&lt;br /&gt;
* Reapplied monkey match for Market Inquirer to address issue with beacons not showing when more than 100000m from the player when docked.&lt;br /&gt;
* Removed conflicts with SW Planetary Systems and Moons, although it is unlikely any created moons will get landing sites.&lt;br /&gt;
&lt;br /&gt;
2.1&lt;br /&gt;
* Added methods to allow for a fully customised system to be defined (with multiple sites per planet/moon).&lt;br /&gt;
* Moved Feudal States override code into a separate OXP.&lt;br /&gt;
* Fixed missing semi-colon in shipdata.plist.&lt;br /&gt;
* Switched ground control interface point to be a normal ship object (rather than a visual effect) to gain better compatibility with OXP's like Telescope.&lt;br /&gt;
* Made the ground control interface points more visible.&lt;br /&gt;
* Reduced the number of monkey patches required.&lt;br /&gt;
* Made the maximum range at which the space compass will detect ground control interface points configurable via Library Config, and changed the default value to 200km.&lt;br /&gt;
* Added some conflict oxps (&amp;quot;Planetary Systems&amp;quot; and &amp;quot;Moons&amp;quot; by stranger).&lt;br /&gt;
* Improved compatibility with Market Inquirer.&lt;br /&gt;
* Tweaked spawning methods to better reflect the original PlanetFall results, where OXP station roles are not added unless override flag is set.&lt;br /&gt;
* Added a warning screen for players, informing them that ship maintenance services are only available on the planet.&lt;br /&gt;
* Added a chance of a misjump when executing a witchspace jump inside the atmosphere.&lt;br /&gt;
* Fixed issue where entering witchspace while the turbulence effect is still active would result in it staying active.&lt;br /&gt;
* Fixed bug that was setting service level to the minimum value when launching from a planetary location.&lt;br /&gt;
* Turbulence now doesn't end when speed is zero.&lt;br /&gt;
* Added a config item to manage how much the service level of the player ship is reduced.&lt;br /&gt;
* Added shipdata entries to allow for multiple military bases, leisure complexes, factories and dumps on the main planet in custom systems. &lt;br /&gt;
* Fixed issues where NaN, NaN, Nan is calculated for a vector.&lt;br /&gt;
* Log messages now controllable via a debug flag.&lt;br /&gt;
* Removed some unused code.&lt;br /&gt;
&lt;br /&gt;
2.0&lt;br /&gt;
* Updated landing FX, with clouds and landing pads.&lt;br /&gt;
* Updated launching FX.&lt;br /&gt;
* Changed docking method to have a fixed location (rather than just descending towards the planet surface anywhere), which means you can now save your game at planetary locations.&lt;br /&gt;
* Access to equipment sales (F3 Equip Ship) configuration via Library Config.&lt;br /&gt;
* Updated market information to allow for 3 different methods to be applied to any of the locations. (Configurable via Library Config)&lt;br /&gt;
* Added a variety of arrival report screen backgrounds. (Can be turned off via Library Config)&lt;br /&gt;
* Added a turbulence effect when in the atmosphere of a planet. (Can be turned off via Library Config)&lt;br /&gt;
* Equipment item renamed to &amp;quot;Atmospheric Stabilisers&amp;quot;, but is optional for planetary landings.&lt;br /&gt;
* Moved ships from shipyards on other stations to planetary locations. (Configurable via Library Config)&lt;br /&gt;
* Moved &amp;quot;Maintenance Overhaul&amp;quot; to only be available on the main planet. (Configurable via Library Config)&lt;br /&gt;
* Added script updates to Feudal Systems, Aquatics, Market Inquirer, Galactic Almanac and In-System cargo delivery to maintain compatibility.&lt;br /&gt;
* Additional compatibility settings updated via shipdata-overrides.plist.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Dark Side ==&lt;br /&gt;
=== Custom designing a system ===&lt;br /&gt;
You can now custom design a system:&lt;br /&gt;
:specifically naming landing sites (see inside Lave.oxp)&lt;br /&gt;
:adding tweaks for entering the atmosphere: storms, haze, colours, and [[OXP_howto_texture#Planet_textures|city night-lights]] (see inside Famous Planets v.3 &amp;amp; see inside Lave.oxp)&lt;br /&gt;
:tweaking landing: images and haze ((see inside DGill's newest Feudal Systems suite &amp;amp; Famous Planets v.3)&lt;br /&gt;
:tweaking the space port &amp;quot;experience&amp;quot;: things to do (see inside DGill's newest Feudal Systems suite)&lt;br /&gt;
&lt;br /&gt;
To tweak a system see the &amp;quot;Creating Custom Systems.pdf&amp;quot; &amp;amp; the &amp;quot;Developer's ReadMe&amp;quot; hidden inside the oxp and then also the example [https://app.box.com/s/5xbksy48qr9cp31z2wpef6wjla05s3ih/file/1505969925081 SuperSystem.oxp]&lt;br /&gt;
:There is more detail [https://bb.oolite.space/viewtopic.php?p=301011#p301011 here] (runs on for several pages) and [https://bb.oolite.space/viewtopic.php?p=301065#p301065 here]&lt;br /&gt;
&lt;br /&gt;
=== Problems with the Oolite game engine ===&lt;br /&gt;
*Planets were never meant to be interacted with in Oolite - there's a lot of hand-waving going on with PF2 when it comes to landing on the surface. [https://bb.oolite.space/viewtopic.php?p=301396#p301396 Phkb (2025)]&lt;br /&gt;
*The Oolite game engine does support larger planets and stars - I put together an OXP a while ago which uses them - but not necessarily particularly well. (Editor: [[SOTL Altmap]]? [[SOTL Exploration]]?)&amp;lt;br&amp;gt;&lt;br /&gt;
:You would have noticeable &amp;quot;corners&amp;quot; on the planets at 'real-world' sizes, as a 20,000 triangle polygon gets too large. You can already see these if you go as low as you can on a planet and look at the horizon. Similarly, the way planet texturing works would need to be significantly changed to avoid pixels tens of kilometres wide. There are display issues with large stars at high distances. There's a bit of a hack in the display code to avoid the worst of it, but there can still be strange issues with which objects are displayed in front of which. (You would probably need a higher Open GL version to solve these, which may or may not be practical to hide behind a graphics setting toggle) [https://bb.oolite.space/viewtopic.php?p=263420#p263420 Cim (2018)]&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=21606 BB thread] (2024)&lt;br /&gt;
*[[Planetfall OXP]] PF v.1 original wiki page&lt;br /&gt;
&lt;br /&gt;
== Quick Facts ==&lt;br /&gt;
{{OXPLevel|0|2}}{{IconOXP|ooVersion=&amp;quot;1.90&amp;quot;|oxpCPU=&amp;quot;Average&amp;quot;|oxpMEM=&amp;quot;Low&amp;quot;|oxpGPU=&amp;quot;Average&amp;quot;|oxpIsAPI=true|oxpIsDocumented=true|oxpIsConfigurable=true}}&lt;br /&gt;
[[Image:IconLib.png|48px|right|link=Library OXP|alt=Config options available through 'Library']]&lt;br /&gt;
{{Infobox OXPb| title = PlanetFall2.oxz&lt;br /&gt;
|version = 2.30&lt;br /&gt;
|release = 2026-04-11&lt;br /&gt;
|license = CC BY-NC-SA 3.0&lt;br /&gt;
|features = Planetary landings&lt;br /&gt;
|category = Systems OXPs&lt;br /&gt;
|author = [[User:Thargoid|Thargoid]], [[User:phkb|phkb]]&lt;br /&gt;
|feedback = [https://bb.oolite.space/viewtopic.php?t=21606 Oolite BB]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay and Balance indicator ==&lt;br /&gt;
[[File:Tag-colour-orange.png|right]]&lt;br /&gt;
By default, planetary landings are harder than they were in V1. However, if you don't land on or approach planets, gameplay is largely unaffected (or it can be).&lt;/div&gt;</summary>
		<author><name>Phkb</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Planetfall2_OXP&amp;diff=88610</id>
		<title>Planetfall2 OXP</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Planetfall2_OXP&amp;diff=88610"/>
		<updated>2026-05-07T02:43:38Z</updated>

		<summary type="html">&lt;p&gt;Phkb: /* Version History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:IconPF2.png|100px|right]]&lt;br /&gt;
[[File:PlanetFall2 city 7.png|300px|thumb|right|Landing at a city]]&lt;br /&gt;
[[File:PlanetFall2 moon 5.png|300px|thumb|right|Landing on a moon]]&lt;br /&gt;
== Overview ==&lt;br /&gt;
{{Infobox EquipStats Oolite| title = PlanetFall2 OXP&lt;br /&gt;
|image = &lt;br /&gt;
|equipName =  Atmospheric Stabilisers&lt;br /&gt;
|equipCost = 5,000₢&lt;br /&gt;
|equipTL = 9&lt;br /&gt;
}}&lt;br /&gt;
An OXP which allows the Commander to land at specific locations on planets and moons (but not suns, even at night). Each main planet has up to 5 designated landing sites, while additional planets can have 3, and each moon can have 2 (configurable via [[Library OXP|Library Config]]). Pick your landing site and point your ship at the flashing marker near the surface that indicates the Ground Control Interface Point for the landing zone. Ensure your flight path is not too steep, otherwise you may sustain damage when the automated landing protocol engages. &lt;br /&gt;
&lt;br /&gt;
Be careful of turbulence as you enter the atmosphere. To assist with atmospheric turbulence, the &amp;quot;Atmospheric Stabilisers&amp;quot; can be purchased at any TL9+ system for 5000cr. When equipped, this will reduce the impact of turbulence on your ship. Speed will have an impact on how much your ship is effected by turbulence. Slowing down will decrease the effect.&lt;br /&gt;
&lt;br /&gt;
Your approach will trigger an automatic landing request. You should receive a response after a few seconds, indicating you are either cleared for landing or not. If you have clearance, continue towards the Ground Control Interface Point at less than 100 m/s until the automated system engages, captures your ship and lowers you to a landing pad. &lt;br /&gt;
&lt;br /&gt;
Planetary take-off is via a launch booster, with control being returned to the Commander once orbital insertion is achieved.&lt;br /&gt;
&lt;br /&gt;
=== A suite of OXPs ===&lt;br /&gt;
This OXP is currently a suite of 2 OXPs with another 2 optional OXPs: &lt;br /&gt;
*'''PlanetFall2''' (the coding)&lt;br /&gt;
*'''PlanetFall Resources''' (the individual planetary images)&lt;br /&gt;
&lt;br /&gt;
*Optional: '''Feudal PlanetFall2''' (linking PlanetFall2 with [[Feudal States]] which is currently the only OXP which does much on the planet surface).&lt;br /&gt;
:&amp;lt;s&amp;gt;At time of writing PlanetFall2 is only compatible with Feudal States v.1 (and the ''alpha'' Feudal States v.2 is only compatible with PlanetFall v.1)!&amp;lt;/s&amp;gt; It should now be compatible with both versions of Feudal States.&lt;br /&gt;
*Optional: [[Planet Rotation Cosmetics OXP]] slows down the planet's rotation as you approach it and are captured by the planet's gravity.&lt;br /&gt;
&lt;br /&gt;
[[File:Planetfall2 Transit system.png|right|300px]]&lt;br /&gt;
&lt;br /&gt;
=== Gaming changes from Thargoid's PlanetFall v1 (2008-13) ===&lt;br /&gt;
*You can now land on a planet without purchasing &amp;quot;planetary landing capabilities&amp;quot;/&amp;quot;atmospheric stabilisers&amp;quot; - but it is rather more dangerous&lt;br /&gt;
::If you have already bought &amp;quot;planetary landing capabilities&amp;quot;, PF2 will convert them to &amp;quot;atmospheric stabilisers&amp;quot;&lt;br /&gt;
*There are now specific landing sites on the planet&lt;br /&gt;
*Commodity Markets are now included (''ie'' PlanetFall Markets OXP is redundant).&lt;br /&gt;
*When landed you can transit from one landing site to another (and pay good money to transit your ship, too!).&lt;br /&gt;
*[[Maintenance]] overhauls are now performed on the planet surface rather than in the orbital station (they will tell you this on the station!)&lt;br /&gt;
*There are other changes to be discovered!&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
*Oolite v.1.90 or better&lt;br /&gt;
*[[GNN]]&lt;br /&gt;
*[[Library OXP]]&lt;br /&gt;
*[[Market Script Interface]]&lt;br /&gt;
*[[External Docking System]]&lt;br /&gt;
&lt;br /&gt;
While it isn’t a requirement, the [[Planet Rotation Cosmetics OXP]] is a highly recommended addition for PlanetFall 2.&lt;br /&gt;
&lt;br /&gt;
== Options ==&lt;br /&gt;
There are a '''lot''' of options available to help configure the system the way you want it. The list is long, so if you want to see everything, ''click'' the link on the right.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  data-expandtext=&amp;quot;Show me everything!&amp;quot; data-collapsetext=&amp;quot;Turn it off! Turn it off!&amp;quot; style=&amp;quot;overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Library Config has the following sections for PlanetFall2:&lt;br /&gt;
* General settings&lt;br /&gt;
* Main planet settings&lt;br /&gt;
** F3/F8 access&lt;br /&gt;
** Spawn chances&lt;br /&gt;
* Extra Planet settings&lt;br /&gt;
** F3/F8 access&lt;br /&gt;
** Spawn chances&lt;br /&gt;
* Moon settings&lt;br /&gt;
** F3/F8 access&lt;br /&gt;
** Spawn chances&lt;br /&gt;
* Spawn chances: TL factors&lt;br /&gt;
* Transit costs&lt;br /&gt;
* Ship transfer costs&lt;br /&gt;
&lt;br /&gt;
=== General settings ===&lt;br /&gt;
'''Flags'''&lt;br /&gt;
* '''Move shipyards to planet:''' Controls whether shipyards are moved to planet-side locations.&lt;br /&gt;
* '''Move maintenance to planet:''' Controls whether the &amp;quot;Maintenance Overhaul&amp;quot; item is moved to only be offered on planet-side locations.&lt;br /&gt;
* '''Atmosphere turbulence:''' Controls whether the turbulence effect, when entering the atmosphere of a planet, is active or not.&lt;br /&gt;
* '''Shallow approach:''' Controls whether a shallow approach angle is required when landing on a surface location.&lt;br /&gt;
* '''Use landing images:''' Controls whether the images displayed after landing at a planetary site are displayed.&lt;br /&gt;
* '''Use Almanac names:''' Controls whether the names of planetary locations are given names based on the methodology from the Galactic Almanac.&lt;br /&gt;
* '''Allow planetary transit:''' Controls whether it is possible to fast travel to other planetary sites after landing.&lt;br /&gt;
&lt;br /&gt;
'''Values'''&lt;br /&gt;
* '''Main planet max:''' Maximum number of locations that could be spawned on the main planet.&lt;br /&gt;
* '''Extra planet max:''' Maximum number of locations that could be spawned on a secondary planet with an atmosphere.&lt;br /&gt;
* '''Moon max:''' Maximum number of locations that could be spawned on a moon with no atmosphere.&lt;br /&gt;
* '''Atmosphere max altitude:''' Maximum height (in km) of the atmosphere of a planet.&lt;br /&gt;
* '''Beacon range:''' Max distance (in km) that planetary beacons become visible to the player.&lt;br /&gt;
* '''Service Level dec:''' Amount that service level will be reduced by when launching from a planet.&lt;br /&gt;
* '''Transfer Time:''' Amount of time (in hours) that will pass when transferring player ship to the current location.&lt;br /&gt;
* '''Train speed:''' Base average speed of trains (in kph), which is scaled up or down based on the TL of the system.&lt;br /&gt;
* '''Turbulence impact scale:''' Scales the impact of turbulence, where 1.0 means no change to the default, 0.5 halves the impact, and 0.0 means no impact (same as turning turbulence off).&lt;br /&gt;
&lt;br /&gt;
=== Main planet settings ===&lt;br /&gt;
==== F3/F8 Access ====&lt;br /&gt;
'''Flags'''&lt;br /&gt;
* '''Capital cities:''' Whether capital cities will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Military bases:''' Whether military bases will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Leisure complexes:''' Whether leisure complexes will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Factories:''' Whether factories will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Rubbish dumps:''' Whether rubbish dumps will have access to the F3 Equip Ship screen.&lt;br /&gt;
&lt;br /&gt;
'''Values'''&lt;br /&gt;
* '''Capital cities:''' What type of market will be available at capital cities.&lt;br /&gt;
* '''Military bases:''' What type of market will be available at military bases.&lt;br /&gt;
* '''Leisure complexes:''' What type of market will be available at military bases.&lt;br /&gt;
* '''Factories:''' What type of market will be available at factories.&lt;br /&gt;
* '''Rubbish dumps:''' What type of market will be available at rubbish dumps.&lt;br /&gt;
Market type key:&lt;br /&gt;
* 0 = No market; &lt;br /&gt;
* 1 = Default market, which will likely be the main station market; &lt;br /&gt;
* 2 = SFEP (Stations for Extra Planets) method, which adjusts prices and quantities based on the distance of the site from the main station.&lt;br /&gt;
* 3 = Original market, as defined in PlanetFall v1.51. (but pre-Oolite 1.84).&lt;br /&gt;
&lt;br /&gt;
==== Spawn chances ====&lt;br /&gt;
'''Values'''&lt;br /&gt;
* '''Spawn city:''' Chance of spawning a capital city.&lt;br /&gt;
* '''Spawn military base:''' Chance of spawning a military base.&lt;br /&gt;
* '''Spawn leisure complex:''' Chance of spawning a leisure complex.&lt;br /&gt;
* '''Spawn factory:''' Chance of spawning a factory.&lt;br /&gt;
* '''Spawn rubbish dump:''' Chance of spawning a rubbish dump.&lt;br /&gt;
&lt;br /&gt;
eg 0.4 = 40% chance. The chance will be adjusted slightly by the TechLevel factor (see below).&lt;br /&gt;
&lt;br /&gt;
=== Extra planet Settings ===&lt;br /&gt;
==== F3/F8 Access ====&lt;br /&gt;
'''Flags'''&lt;br /&gt;
* '''Colony cities:''' Whether colony cities will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Military bases:''' Whether military bases will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Leisure complexes:''' Whether leisure complexes will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Factories:''' Whether factories will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Rubbish dumps:''' Whether rubbish dumps will have access to the F3 Equip Ship screen.&lt;br /&gt;
&lt;br /&gt;
'''Values'''&lt;br /&gt;
* '''Colony cities:''' What type of market will be available at colony cities.&lt;br /&gt;
* '''Military bases:''' What type of market will be available at military bases.&lt;br /&gt;
* '''Leisure complexes:''' What type of market will be available at leisure complexes.&lt;br /&gt;
* '''Factories:''' What type of market will be available at factories.&lt;br /&gt;
* '''Rubbish dumps:''' What type of market will be available at rubbish dumps.&lt;br /&gt;
Market type key:&lt;br /&gt;
* 0 = No market; &lt;br /&gt;
* 1 = Default market, which will likely be the main station market; &lt;br /&gt;
* 2 = SFEP (Stations for Extra Planets) method, which adjusts prices and quantities based on the distance of the site from the main station.&lt;br /&gt;
* 3 = Original market, as defined in PlanetFall v1.51 (but pre-Oolite 1.84).&lt;br /&gt;
&lt;br /&gt;
==== Spawn chances ====&lt;br /&gt;
'''Values'''&lt;br /&gt;
* '''Spawn colony city:''' Chance of spawning a colony city.&lt;br /&gt;
* '''Spawn military base:''' Chance of spawning a military base.&lt;br /&gt;
* '''Spawn leisure complex:''' Chance of spawning a leisure complex.&lt;br /&gt;
* '''Spawn factory:''' Chance of spawning a factory.&lt;br /&gt;
* '''Spawn rubbish dump:''' Chance of spawning a rubbish dump.&lt;br /&gt;
&lt;br /&gt;
eg 0.4 = 40% chance. The chance will be adjusted slightly by the TechLevel factor (see below).&lt;br /&gt;
&lt;br /&gt;
=== Moons ===&lt;br /&gt;
==== F3/F8 Access ====&lt;br /&gt;
'''Flags'''&lt;br /&gt;
* '''Colony domes:''' Whether colony domes will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Mines:''' Whether mines will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Prisons:''' Whether prisons will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Leisure domes:''' Whether leisure domes will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Robot factories:''' Whether robot factories will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Research complexes:''' Whether research complexes will have access to the F3 Equip Ship screen.&lt;br /&gt;
* '''Wastelands:''' Whether wastelands will have access to the F3 Equip Ship screen.&lt;br /&gt;
&lt;br /&gt;
'''Values'''&lt;br /&gt;
* '''Colony domes:''' What type of market will be available at colony domes.&lt;br /&gt;
* '''Mines:''' What type of market will be available at mines.&lt;br /&gt;
* '''Prison:''' What type of market will be available at prisons.&lt;br /&gt;
* '''Leisure domes:''' What type of market will be available at leisure domes.&lt;br /&gt;
* '''Robot factories:''' What type of market will be available at robot factories.&lt;br /&gt;
* '''Research complexes:''' What type of market will be available at research complexes.&lt;br /&gt;
* '''Wastelands:''' What type of market will be available at wastelands.&lt;br /&gt;
Market type key:&lt;br /&gt;
* 0 = No market; &lt;br /&gt;
* 1 = Default market, which will likely be the main station market; &lt;br /&gt;
* 2 = SFEP (Stations for Extra Planets) method, which adjusts prices and quantities based on the distance of the site from the main station.&lt;br /&gt;
* 3 = Original market, as defined in PlanetFall v1.51 (but pre-Oolite 1.84).&lt;br /&gt;
&lt;br /&gt;
==== Spawn chances ====&lt;br /&gt;
'''Values'''&lt;br /&gt;
* '''Spawn colony dome:''' Chance of spawning a colony dome.&lt;br /&gt;
* '''Spawn mine:''' Chance of spawning a mine.&lt;br /&gt;
* '''Spawn prison:''' Chance of spawning a prison.&lt;br /&gt;
* '''Spawn leisure dome:''' Chance of spawning a leisure dome.&lt;br /&gt;
* '''Spawn robot factory:''' Chance of spawning a robot factory.&lt;br /&gt;
* '''Spawn research complex:''' Chance of spawning a research complex.&lt;br /&gt;
* '''Spawn wasteland:''' Chance of spawning a wasteland.&lt;br /&gt;
&lt;br /&gt;
eg 0.4 = 40% chance. The chance will be adjusted slightly by the TechLevel factor (see below).&lt;br /&gt;
&lt;br /&gt;
=== Spawn chances: TL factors ===&lt;br /&gt;
'''Values'''&lt;br /&gt;
* '''Main planet min/max:''' Factor to apply to spawn chance of main planet locations based on the TL of the system.&lt;br /&gt;
* '''Extra planets min/max:''' Factor to apply to spawn chance of extra planet locations based on the TL of the system.&lt;br /&gt;
* '''Moons min/max:''' Factor to apply to spawn chance of moon locations based on the TL of the system.&lt;br /&gt;
&lt;br /&gt;
The min value would be applied at the lowest TL, while the max value would apply to the highest TL.&amp;lt;br&amp;gt;&lt;br /&gt;
TL's in between would get a scaled value between min and max.&lt;br /&gt;
&lt;br /&gt;
=== Transit costs ===&lt;br /&gt;
'''Values'''&lt;br /&gt;
* '''Fee:''' Base cost for a single trip (cr).&lt;br /&gt;
* '''Anarchy factor:''' Factor applied to fee in Anarchy systems&lt;br /&gt;
* '''Feudal factor:''' Factor applied to fee in Feudal systems.&lt;br /&gt;
* '''Multi-government factor:''' Factor applied to fee in Multi-Government systems.&lt;br /&gt;
* '''Dictatorship factor:''' Factor applied to fee in Dictatorship systems.&lt;br /&gt;
* '''Communist factor:''' Factor applied to fee in Communist systems.&lt;br /&gt;
* '''Confederacy factor:''' Factor applied to fee in Confederacy systems.&lt;br /&gt;
* '''Democracy factor:''' Factor applied to fee in Democracy systems.&lt;br /&gt;
* '''Corporate State factor:''' Factor applied to fee in Corporate State systems.&lt;br /&gt;
&lt;br /&gt;
eg 0.0 = All trips are free; 1.0 = Use base cost; 0.5 = 50% of base cost.&lt;br /&gt;
&lt;br /&gt;
=== Ship transfer costs ===&lt;br /&gt;
'''Values'''&lt;br /&gt;
* '''Fee:''' Base cost for ship transfer (cr).&lt;br /&gt;
* '''Anarchy factor:''' Factor applied to fee in Anarchy systems&lt;br /&gt;
* '''Feudal factor:''' Factor applied to fee in Feudal systems.&lt;br /&gt;
* '''Multi-government factor:''' Factor applied to fee in Multi-Government systems.&lt;br /&gt;
* '''Dictatorship factor:''' Factor applied to fee in Dictatorship systems.&lt;br /&gt;
* '''Communist factor:''' Factor applied to fee in Communist systems.&lt;br /&gt;
* '''Confederacy factor:''' Factor applied to fee in Confederacy systems.&lt;br /&gt;
* '''Democracy factor:''' Factor applied to fee in Democracy systems.&lt;br /&gt;
* '''Corporate State factor:''' Factor applied to fee in Corporate State systems.&lt;br /&gt;
&lt;br /&gt;
eg 0.0 = Ship transfers are free; 1.0 = Use base cost; 1.5 = 150% base cost.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Downloads ==&lt;br /&gt;
All components are downloadable through the in-game [[Expansions Manager]]&amp;lt;br/&amp;gt;&lt;br /&gt;
Direct download here&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Media:PlanetFall2_2.30.oxz|PlanetFall2_2.30.oxz]] (downloaded {{#downloads:PlanetFall2_2.30.oxz}} times).&lt;br /&gt;
* [[Media:PlanetFall2_ResourcesA.oxz|PlanetFall2_ResourcesA.oxz]] v1.1&lt;br /&gt;
* [[Media:PlanetFall2_ResourcesB.oxz|PlanetFall2_ResourcesB.oxz]] v1.0&lt;br /&gt;
* [[Media:Feudal_PlanetFall2_1.5.oxz|Feudal_PlanetFall2.oxz]] v1.5 (downloaded {{#downloads:Feudal_PlanetFall2_1.5.oxz}} times).&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
* [[Media:PlanetFall2_BlackMonks.oxz|PlanetFall2_BlackMonks.oxz]] v2.1 - Adds Bank of the Black Monks to the planet surface locations, providing all the normal bank facilities. The [[Black_Monk_Monastery|Bank of the Black Monks]] also needs to be installed.&lt;br /&gt;
* [[Media:PlanetFall2_HoopyCasino.oxz|PlanetFall2_HoopyCasino.oxz]] v2.5 - Adds HOopy casinos to the planet surface locations, complete with gaming opportunities. The [[HOopy_Casino|HOopy Casino OXP]] also needs to be installed.&lt;br /&gt;
* [[Media:PlanetFall2_Oo-Haul.oxz|PlanetFall2_Oo-Haul.oxz]] v2.1 - Adds an Oo-Haul distribution centre to the main planet, and a mission to escort a hauler from it out to either the witchpoint or constore. The [[Your_Ad_Here!|YAH/Your Ad Here!]] OXP and [[Oo-Haul]] need to be installed.&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
*Author (PF v.2): [[User:Phkb|Phkb]]&lt;br /&gt;
*Author (PF v.1): [[User:Thargoid|Thargoid]]&lt;br /&gt;
&lt;br /&gt;
This OXP is released under the Creative Commons Attribution - Non-Commercial - Share Alike 3.0 license with the following clauses:&lt;br /&gt;
&lt;br /&gt;
* Whilst you are free (and encouraged) to re-use any of the scripting, models or texturing in this OXP, the usage must be distinct from that within this OXP. Unique identifiers such as (but not limited to) unique shipdata.plist entity keys, mission variables, script names (this.name), equipment identity strings (EQ_), description list arrays and entity roles must not be re-used without prior agreement. Basically if it's unique or would identify or overwrite anything in the original OXP, then you may not re-use it (for obvious compatibility reasons).&lt;br /&gt;
* rebundling of this OXP within another distribution is permitted as long as it is unchanged. The following derivates however are permitted and except from the above:&lt;br /&gt;
** the conversion of files between XML and openStep.&lt;br /&gt;
** the merging of files with other files of the same type from other OXPs.&lt;br /&gt;
* The license information (either as this file or merged into a larger one) must be included in the OXP.&lt;br /&gt;
* Even though it is not compulsory, if you are re-using any sizable or recognisable piece of this OXP, please let me know :)&lt;br /&gt;
&lt;br /&gt;
---&amp;gt; (Details of images used) ---&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;
'''Image files:'''&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-photo/empty-dark-room-modern-futuristic-sci-fi-background-3d-illustration_20850610.htm Image by user6702303 on Freepik&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-photo/empty-dark-room-modern-futuristic-sci-fi-background-3d-illustration_21988050.htm Image by user6702303 on Freepik&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-photo/empty-dark-room-modern-futuristic-sci-fi-background-3d-illustration_23326348.htm Image by user6702303 on Freepik&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-photo/empty-dark-room-modern-futuristic-sci-fi-background-3d-illustration_21988072.htm Image by user6702303 on Freepik&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-photo/empty-dark-room-modern-futuristic-sci-fi-background-3d-illustration_23326337.htm Image by user6702303 on Freepik&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-photo/empty-dark-room-modern-futuristic-sci-fi-background-3d-illustration_21835246.htm Image by user6702303 on Freepik&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-photo/blue-sky-with-scattered-white-clouds_12110221.htm Freepik&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-photo/beautiful-skyscape-during-daytime_22542965.htm Freepik&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-photo/cloudy-sky-daylight-background_19380968.htm Freepik&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-photo/beautiful-skyscape-during-daytime_22543011.htm Freepik&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-photo/blue-sky-with-cloud-closeup_6133056.htm Image by photogenia on Freepik&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-photo/beautiful-skyscape-during-daytime_22542943.htm Freepik&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-vector/20-vehicles-outline-icon-presentation_38543743.htm Image by flatart on Freepik&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-ai-image/subway-dark-atmosphere_76653967.htm Image by freepik&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-ai-image/new-york-city-subway-train-motion_69844323.htm Image by freepik&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.freepik.com/free-photo/motion-blur-automatic-train-moving-inside-tunnel-tokyo-japan_10824408.htm Image by tawatchai07 on Freepik&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Some images were generated by AI at https://www.freepik.com/pikaso/ai-image-generator&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Sound files:'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;e train 140kmh 04 190613_0029.wav&amp;quot; by klankbeeld -- https://freesound.org/s/476298/ -- License: Attribution 4.0&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Arrival of a passenger electric train.1950km station_2(Eq,lmtr).wav&amp;quot; by newlocknew -- https://freesound.org/s/580464/ -- License: Attribution 4.0&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
2.31&lt;br /&gt;
* Added GNN interface to some planetary surface locations.&lt;br /&gt;
* Fixed null reference error that could occur during transits.&lt;br /&gt;
* Added screenID's to all mission screens.&lt;br /&gt;
* Speed of the landing FX now scales with system performance.&lt;br /&gt;
* Switched to using logcontrol.plist for debug output.&lt;br /&gt;
&lt;br /&gt;
2.30&lt;br /&gt;
* Changed manifest title from &amp;quot;PlanetFall&amp;quot; to &amp;quot;PlanetFall2&amp;quot;.&lt;br /&gt;
* Changed Library Config aliases to &amp;quot;PlanetFall2&amp;quot;.&lt;br /&gt;
* Changed category to &amp;quot;Systems&amp;quot;.&lt;br /&gt;
* Fixed issue with adding OXP locations to custom systems, where some keys were being added to the list twice.&lt;br /&gt;
&lt;br /&gt;
2.29&lt;br /&gt;
* Shuttles that choose to land on a planet will now do so at one of the landing sites.&lt;br /&gt;
* Shuttles will also launch from the landing sites.&lt;br /&gt;
&lt;br /&gt;
2.28&lt;br /&gt;
* Fixed method of detecting when two landing sites are too close together.&lt;br /&gt;
* Changed calculation method for positioning landing sites to ensure good separation from others.&lt;br /&gt;
&lt;br /&gt;
2.27&lt;br /&gt;
* Fixed issue where stored names were not being restored from missionVariables reliably.&lt;br /&gt;
* Fixed issue with naming system for Oo-Haul sites, which wasn't including &amp;quot;(Distribution Centre)&amp;quot; in the name.&lt;br /&gt;
* Fixed issue with naming HOopy Casino sites, which wasn't including &amp;quot;(HOopy Casino)&amp;quot; in the name.&lt;br /&gt;
* OXP planet locations defined via the ship role &amp;quot;planetFall2_???_externalOXP&amp;quot; are now attempted to be added to custom systems. Random factors and spawn conditions can then come in to play to limit the number of spawns.&lt;br /&gt;
&lt;br /&gt;
2.26&lt;br /&gt;
* Darkened overlay images for better compatibility with Oolite 1.92.&lt;br /&gt;
&lt;br /&gt;
2.25&lt;br /&gt;
* Moved more text into missiontext.plist.&lt;br /&gt;
* Fixed issue with ship transfer fee not being calculated correctly when being deducted from the players account.&lt;br /&gt;
&lt;br /&gt;
2.24&lt;br /&gt;
* Added check for, and warning message of, PlanetLand OXP conflict.&lt;br /&gt;
&lt;br /&gt;
2.23&lt;br /&gt;
* Fixed issue where shipyards were not viewable on stations that have overridden the &amp;quot;move shipyards to planet&amp;quot; option.&lt;br /&gt;
&lt;br /&gt;
2.22 &lt;br /&gt;
* Display a message when attempting to access shipyards on stations when they are located on planetary surfaces.&lt;br /&gt;
* Added option to disable the shallow approach angle requirement when landing on a surface location.&lt;br /&gt;
* Tweaked spawning logic so planetary locations can't be too close together, increasing the distance from the previous fix.&lt;br /&gt;
&lt;br /&gt;
2.21&lt;br /&gt;
* Change to manifest file to match with split of resources pack into two.&lt;br /&gt;
&lt;br /&gt;
2.20&lt;br /&gt;
* Added a function, $getSystemLocations, which returns an object containing the ship keys and place names of all planetary locations in a given system.&lt;br /&gt;
&lt;br /&gt;
2.19&lt;br /&gt;
* Setting beacon range to zero will make all beacons visible all the time.&lt;br /&gt;
* Added ability to scale the maximum turbulence factor per planet.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  data-expandtext=&amp;quot;Show older&amp;quot; data-collapsetext=&amp;quot;Hide older&amp;quot; style=&amp;quot;overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
2.18&lt;br /&gt;
* Added a &amp;quot;turbulence impact scale&amp;quot; option so the effect of turbulence can be scaled to taste.&lt;br /&gt;
* Allowed for blank entries in location overrides to switch to randomised location types and naming.&lt;br /&gt;
* Fixed issues when checking roles to determine the type of VFX to show for landing.&lt;br /&gt;
* Added ability to override the landing clouds, docks and overlays on a per-planet basis.&lt;br /&gt;
* Some code refactoring.&lt;br /&gt;
&lt;br /&gt;
2.17&lt;br /&gt;
* Moved most text into missiontext.plist for easier localisation.&lt;br /&gt;
* Removed monkey patch on Marker Inquirer as no longer required.&lt;br /&gt;
&lt;br /&gt;
2.16&lt;br /&gt;
* Tweak to prevent LMSS and Laser Arrangement interfaces disappearing on non-PlanetFall locations.&lt;br /&gt;
&lt;br /&gt;
2.15&lt;br /&gt;
* Increased the number of shipdata entities to better handle high values for the number of planetary landing points.&lt;br /&gt;
&lt;br /&gt;
2.14&lt;br /&gt;
* Added protection for instances where a planet or moon has no air color value set.&lt;br /&gt;
* Fixed issue where the reason for the denial of a landing request was not being transmitted to the player.&lt;br /&gt;
&lt;br /&gt;
2.13&lt;br /&gt;
* Further fixes to linkage between landing sites and planets.&lt;br /&gt;
&lt;br /&gt;
2.12&lt;br /&gt;
* Fixed incorrect property setting in shipdata.&lt;br /&gt;
* Changed allegiance setting for research complexes to be neutral.&lt;br /&gt;
* Fixed issue where landing sites could spawn too close together.&lt;br /&gt;
&lt;br /&gt;
2.11&lt;br /&gt;
* Fixed issue where link between landing sites and planets could occasionally break due to rounding errors.&lt;br /&gt;
&lt;br /&gt;
2.10&lt;br /&gt;
* Prevented things like &amp;quot;Immigration Control&amp;quot; from appearing in Anarchy systems.&lt;br /&gt;
* Prevented turbulence frame callback from being started twice.&lt;br /&gt;
* Fixed error: this.serviceLevelDecrease is not a function.&lt;br /&gt;
* Tweaks to hopefully permanently fix issue where turbulence effect keeps running after a witchspace jump or docking.&lt;br /&gt;
&lt;br /&gt;
2.9&lt;br /&gt;
* Fixed JS error in transit process code.&lt;br /&gt;
* Fixed issue where Vimana-X HUD was not resetting correctly on launch after using transit system.&lt;br /&gt;
&lt;br /&gt;
2.8&lt;br /&gt;
* Split off planet rotation slowing into separate OXP, and made optional for this OXP.&lt;br /&gt;
&lt;br /&gt;
2.7&lt;br /&gt;
* Dying while turbulence is active will now stop the frame callback.&lt;br /&gt;
* Added tweak to planet rotation when approaching planet, slowing it down to make scale issues less obvious (can be configured with Library Config).&lt;br /&gt;
* Code refactoring.&lt;br /&gt;
&lt;br /&gt;
2.6&lt;br /&gt;
* Small tweak to the market script.&lt;br /&gt;
* Small fix to the name generation process for Capital Cities.&lt;br /&gt;
&lt;br /&gt;
2.5&lt;br /&gt;
* Refined some text in messages for better understanding and integration with the built in voice.&lt;br /&gt;
* Added a pre-spawn check for a condition script on custom (ie non-built-in) surface locations.&lt;br /&gt;
* Fixed issue that was preventing custom names from being applied to custom system setups.&lt;br /&gt;
* Added a PDF document outlining how to create custom systems, for non-coders.&lt;br /&gt;
* Updates for the PlanetFall Oo-haul mission pack.&lt;br /&gt;
* Added conflict with PlanetFallMarketSaver - this OXP shouldn't be necessary with PlanetFall2.&lt;br /&gt;
* Added conflict with PlanetFall Markets - this OXP shouldn't be necessary with PlanetFall2.&lt;br /&gt;
* Removed some unused settings in config.&lt;br /&gt;
* Split off graphical assets into separate OXP, to make updating the core code easier for everyone.&lt;br /&gt;
* Added a second train FX image, so that the second animation doesn't just look completely like the first.&lt;br /&gt;
* Tweaked train FX images to make them more centred.&lt;br /&gt;
* Added scan class to station entities.&lt;br /&gt;
&lt;br /&gt;
2.4&lt;br /&gt;
* Adjusted calculations to make landing when pointing at the GCIP more consistent.&lt;br /&gt;
&lt;br /&gt;
2.3&lt;br /&gt;
* Added a planet-side transit system, so you don't have to launch and re-dock to visit another landing site on the same planet.&lt;br /&gt;
* Transit costs are adjusted based on government types. Configurable via Library Config.&lt;br /&gt;
* Ship transfer costs are adjusted based on government types. Configurable via Library Config.&lt;br /&gt;
* Fixed shipyard transfer process to not run more than once per system.&lt;br /&gt;
* Added fragment and vertex shaders to ensure all break patterns appear clearly and without shadow.&lt;br /&gt;
* Removed yaw turbulence factor. Only pitch and roll turbulence will be now be set.&lt;br /&gt;
* Fixed issue that was preventing subSurface colonies and moonSurface domes from being spawned.&lt;br /&gt;
* Amount of reduction to service level is now configurable via Library Config.&lt;br /&gt;
* Added a function (PlanetFall2.playerShipIsLocal) that can be called to determine if the player is near their ship or not.&lt;br /&gt;
* Removed the Blackmonks and HoOpy Casino config options, and incorporated spawn chances in script_info object of shipdata and condition script.&lt;br /&gt;
&lt;br /&gt;
2.2&lt;br /&gt;
* Fixed issue where, if &amp;quot;Additional Planets&amp;quot; doesn't create any planets, no landing sites are created on the main planet.&lt;br /&gt;
* Reapplied monkey match for Market Inquirer to address issue with beacons not showing when more than 100000m from the player when docked.&lt;br /&gt;
* Removed conflicts with SW Planetary Systems and Moons, although it is unlikely any created moons will get landing sites.&lt;br /&gt;
&lt;br /&gt;
2.1&lt;br /&gt;
* Added methods to allow for a fully customised system to be defined (with multiple sites per planet/moon).&lt;br /&gt;
* Moved Feudal States override code into a separate OXP.&lt;br /&gt;
* Fixed missing semi-colon in shipdata.plist.&lt;br /&gt;
* Switched ground control interface point to be a normal ship object (rather than a visual effect) to gain better compatibility with OXP's like Telescope.&lt;br /&gt;
* Made the ground control interface points more visible.&lt;br /&gt;
* Reduced the number of monkey patches required.&lt;br /&gt;
* Made the maximum range at which the space compass will detect ground control interface points configurable via Library Config, and changed the default value to 200km.&lt;br /&gt;
* Added some conflict oxps (&amp;quot;Planetary Systems&amp;quot; and &amp;quot;Moons&amp;quot; by stranger).&lt;br /&gt;
* Improved compatibility with Market Inquirer.&lt;br /&gt;
* Tweaked spawning methods to better reflect the original PlanetFall results, where OXP station roles are not added unless override flag is set.&lt;br /&gt;
* Added a warning screen for players, informing them that ship maintenance services are only available on the planet.&lt;br /&gt;
* Added a chance of a misjump when executing a witchspace jump inside the atmosphere.&lt;br /&gt;
* Fixed issue where entering witchspace while the turbulence effect is still active would result in it staying active.&lt;br /&gt;
* Fixed bug that was setting service level to the minimum value when launching from a planetary location.&lt;br /&gt;
* Turbulence now doesn't end when speed is zero.&lt;br /&gt;
* Added a config item to manage how much the service level of the player ship is reduced.&lt;br /&gt;
* Added shipdata entries to allow for multiple military bases, leisure complexes, factories and dumps on the main planet in custom systems. &lt;br /&gt;
* Fixed issues where NaN, NaN, Nan is calculated for a vector.&lt;br /&gt;
* Log messages now controllable via a debug flag.&lt;br /&gt;
* Removed some unused code.&lt;br /&gt;
&lt;br /&gt;
2.0&lt;br /&gt;
* Updated landing FX, with clouds and landing pads.&lt;br /&gt;
* Updated launching FX.&lt;br /&gt;
* Changed docking method to have a fixed location (rather than just descending towards the planet surface anywhere), which means you can now save your game at planetary locations.&lt;br /&gt;
* Access to equipment sales (F3 Equip Ship) configuration via Library Config.&lt;br /&gt;
* Updated market information to allow for 3 different methods to be applied to any of the locations. (Configurable via Library Config)&lt;br /&gt;
* Added a variety of arrival report screen backgrounds. (Can be turned off via Library Config)&lt;br /&gt;
* Added a turbulence effect when in the atmosphere of a planet. (Can be turned off via Library Config)&lt;br /&gt;
* Equipment item renamed to &amp;quot;Atmospheric Stabilisers&amp;quot;, but is optional for planetary landings.&lt;br /&gt;
* Moved ships from shipyards on other stations to planetary locations. (Configurable via Library Config)&lt;br /&gt;
* Moved &amp;quot;Maintenance Overhaul&amp;quot; to only be available on the main planet. (Configurable via Library Config)&lt;br /&gt;
* Added script updates to Feudal Systems, Aquatics, Market Inquirer, Galactic Almanac and In-System cargo delivery to maintain compatibility.&lt;br /&gt;
* Additional compatibility settings updated via shipdata-overrides.plist.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Dark Side ==&lt;br /&gt;
=== Custom designing a system ===&lt;br /&gt;
You can now custom design a system:&lt;br /&gt;
:specifically naming landing sites (see inside Lave.oxp)&lt;br /&gt;
:adding tweaks for entering the atmosphere: storms, haze, colours, and [[OXP_howto_texture#Planet_textures|city night-lights]] (see inside Famous Planets v.3 &amp;amp; see inside Lave.oxp)&lt;br /&gt;
:tweaking landing: images and haze ((see inside DGill's newest Feudal Systems suite &amp;amp; Famous Planets v.3)&lt;br /&gt;
:tweaking the space port &amp;quot;experience&amp;quot;: things to do (see inside DGill's newest Feudal Systems suite)&lt;br /&gt;
&lt;br /&gt;
To tweak a system see the &amp;quot;Creating Custom Systems.pdf&amp;quot; &amp;amp; the &amp;quot;Developer's ReadMe&amp;quot; hidden inside the oxp and then also the example [https://app.box.com/s/5xbksy48qr9cp31z2wpef6wjla05s3ih/file/1505969925081 SuperSystem.oxp]&lt;br /&gt;
:There is more detail [https://bb.oolite.space/viewtopic.php?p=301011#p301011 here] (runs on for several pages) and [https://bb.oolite.space/viewtopic.php?p=301065#p301065 here]&lt;br /&gt;
&lt;br /&gt;
=== Problems with the Oolite game engine ===&lt;br /&gt;
*Planets were never meant to be interacted with in Oolite - there's a lot of hand-waving going on with PF2 when it comes to landing on the surface. [https://bb.oolite.space/viewtopic.php?p=301396#p301396 Phkb (2025)]&lt;br /&gt;
*The Oolite game engine does support larger planets and stars - I put together an OXP a while ago which uses them - but not necessarily particularly well. (Editor: [[SOTL Altmap]]? [[SOTL Exploration]]?)&amp;lt;br&amp;gt;&lt;br /&gt;
:You would have noticeable &amp;quot;corners&amp;quot; on the planets at 'real-world' sizes, as a 20,000 triangle polygon gets too large. You can already see these if you go as low as you can on a planet and look at the horizon. Similarly, the way planet texturing works would need to be significantly changed to avoid pixels tens of kilometres wide. There are display issues with large stars at high distances. There's a bit of a hack in the display code to avoid the worst of it, but there can still be strange issues with which objects are displayed in front of which. (You would probably need a higher Open GL version to solve these, which may or may not be practical to hide behind a graphics setting toggle) [https://bb.oolite.space/viewtopic.php?p=263420#p263420 Cim (2018)]&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=21606 BB thread] (2024)&lt;br /&gt;
*[[Planetfall OXP]] PF v.1 original wiki page&lt;br /&gt;
&lt;br /&gt;
== Quick Facts ==&lt;br /&gt;
{{OXPLevel|0|2}}{{IconOXP|ooVersion=&amp;quot;1.90&amp;quot;|oxpCPU=&amp;quot;Average&amp;quot;|oxpMEM=&amp;quot;Low&amp;quot;|oxpGPU=&amp;quot;Average&amp;quot;|oxpIsAPI=true|oxpIsDocumented=true|oxpIsConfigurable=true}}&lt;br /&gt;
[[Image:IconLib.png|48px|right|link=Library OXP|alt=Config options available through 'Library']]&lt;br /&gt;
{{Infobox OXPb| title = PlanetFall2.oxz&lt;br /&gt;
|version = 2.30&lt;br /&gt;
|release = 2026-04-11&lt;br /&gt;
|license = CC BY-NC-SA 3.0&lt;br /&gt;
|features = Planetary landings&lt;br /&gt;
|category = Systems OXPs&lt;br /&gt;
|author = [[User:Thargoid|Thargoid]], [[User:phkb|phkb]]&lt;br /&gt;
|feedback = [https://bb.oolite.space/viewtopic.php?t=21606 Oolite BB]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay and Balance indicator ==&lt;br /&gt;
[[File:Tag-colour-orange.png|right]]&lt;br /&gt;
By default, planetary landings are harder than they were in V1. However, if you don't land on or approach planets, gameplay is largely unaffected (or it can be).&lt;/div&gt;</summary>
		<author><name>Phkb</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=File:Yah_constores_only_1.0.3.oxz&amp;diff=88609</id>
		<title>File:Yah constores only 1.0.3.oxz</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=File:Yah_constores_only_1.0.3.oxz&amp;diff=88609"/>
		<updated>2026-05-07T01:44:33Z</updated>

		<summary type="html">&lt;p&gt;Phkb: Phkb uploaded a new version of File:Yah constores only 1.0.3.oxz&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Phkb</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=File:Random_player_1.0.1.oxz&amp;diff=88608</id>
		<title>File:Random player 1.0.1.oxz</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=File:Random_player_1.0.1.oxz&amp;diff=88608"/>
		<updated>2026-05-07T01:42:06Z</updated>

		<summary type="html">&lt;p&gt;Phkb: Phkb uploaded a new version of File:Random player 1.0.1.oxz&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Phkb</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=File:PlanetFall2_2.31.oxz&amp;diff=88607</id>
		<title>File:PlanetFall2 2.31.oxz</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=File:PlanetFall2_2.31.oxz&amp;diff=88607"/>
		<updated>2026-05-07T01:39:39Z</updated>

		<summary type="html">&lt;p&gt;Phkb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Phkb</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=File:SimonB%27s_Ships1.0.oxz&amp;diff=88606</id>
		<title>File:SimonB's Ships1.0.oxz</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=File:SimonB%27s_Ships1.0.oxz&amp;diff=88606"/>
		<updated>2026-05-07T00:22:30Z</updated>

		<summary type="html">&lt;p&gt;Phkb: Phkb uploaded a new version of File:SimonB's Ships1.0.oxz&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Phkb</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=File:Oolite.oxp.davidkroc.sidewinder-ng.oxz&amp;diff=88605</id>
		<title>File:Oolite.oxp.davidkroc.sidewinder-ng.oxz</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=File:Oolite.oxp.davidkroc.sidewinder-ng.oxz&amp;diff=88605"/>
		<updated>2026-05-07T00:21:55Z</updated>

		<summary type="html">&lt;p&gt;Phkb: Phkb uploaded a new version of File:Oolite.oxp.davidkroc.sidewinder-ng.oxz&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Sidewinder NG&lt;/div&gt;</summary>
		<author><name>Phkb</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=File:FarstarMurderer1.2.oxz&amp;diff=88604</id>
		<title>File:FarstarMurderer1.2.oxz</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=File:FarstarMurderer1.2.oxz&amp;diff=88604"/>
		<updated>2026-05-07T00:21:30Z</updated>

		<summary type="html">&lt;p&gt;Phkb: Phkb uploaded a new version of File:FarstarMurderer1.2.oxz&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;v1.2&lt;br /&gt;
CC-by-nc-sa 4.0&lt;/div&gt;</summary>
		<author><name>Phkb</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=File:Cougar_ST1.5.oxz&amp;diff=88603</id>
		<title>File:Cougar ST1.5.oxz</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=File:Cougar_ST1.5.oxz&amp;diff=88603"/>
		<updated>2026-05-07T00:21:19Z</updated>

		<summary type="html">&lt;p&gt;Phkb: Phkb uploaded a new version of File:Cougar ST1.5.oxz&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Phkb</name></author>
		
	</entry>
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