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	<updated>2026-08-14T15:18:09Z</updated>
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		<id>https://wiki.alioth.net/index.php?title=Fully_Annotated_HUD_Configuration_(hud.plist)_File&amp;diff=90143</id>
		<title>Fully Annotated HUD Configuration (hud.plist) File</title>
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		<updated>2026-08-11T12:09:27Z</updated>

		<summary type="html">&lt;p&gt;Phkb: Fixed code formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Origin-story.png|right|thumb|300px|x-origin &amp;amp; y-origin!]]&lt;br /&gt;
  {&lt;br /&gt;
    // =============================================================================&lt;br /&gt;
    // IMPORTANT: This is a PROPERTY LIST (.plist) file in OpenStep format.&lt;br /&gt;
    // =============================================================================&lt;br /&gt;
    // Please note that this file uses OpenStep format (not JSON, XML, or other formats).&lt;br /&gt;
    // When editing, be careful to preserve all punctuation, especially:&lt;br /&gt;
    // - Commas at the end of dictionary entries (except the last one)&lt;br /&gt;
    // - Semicolons after key-value pairs&lt;br /&gt;
    // - Proper use of quotes, parentheses, and braces&lt;br /&gt;
    // Incorrect punctuation will cause the file to fail to load in Oolite.&lt;br /&gt;
    //&lt;br /&gt;
    // =============================================================================&lt;br /&gt;
    // GLOBAL HUD SETTINGS&lt;br /&gt;
    // =============================================================================&lt;br /&gt;
    // These settings control the overall behavior and appearance of the entire HUD. (The parameters that control visibility of the HUD elements are not included)&lt;br /&gt;
    // Changes here affect all HUD elements globally.&lt;br /&gt;
    &lt;br /&gt;
    // --- CROSSHAIR SETTINGS ---&lt;br /&gt;
    // Controls the appearance of the targeting crosshair&lt;br /&gt;
    crosshair_scale      = 32.0;    // Size multiplier for the crosshair. Higher values = larger crosshair&lt;br /&gt;
    crosshair_width      = 1.5;      // Line thickness of the crosshair in pixels&lt;br /&gt;
    crosshair_color      = &amp;quot;greenColor&amp;quot;;  // Color of the crosshair. Can be named colors (&amp;quot;redColor&amp;quot;, &amp;quot;blueColor&amp;quot;) &lt;br /&gt;
                                     // or RGBA tuples like &amp;quot;(0.0, 1.0, 0.0, 1.0)&amp;quot; for green&lt;br /&gt;
    &lt;br /&gt;
    // --- SCANNER SETTINGS ---&lt;br /&gt;
    // Controls the behavior and appearance of the radar scanner&lt;br /&gt;
    scanner_minimalistic = no;       // If YES, uses a simplified scanner display with less detail&lt;br /&gt;
    scanner_non_linear   = no;       // If YES, scanner zoom is non-linear (more sensitive near center)&lt;br /&gt;
    scanner_ultra_zoom   = no;       // If YES, enables ultra zoom mode for the scanner&lt;br /&gt;
    &lt;br /&gt;
    // --- GUI AND DISPLAY SETTINGS ---&lt;br /&gt;
    // General interface settings&lt;br /&gt;
    allow_big_gui        = no;       // If YES, allows larger GUI elements (rarely used)&lt;br /&gt;
    overall_alpha        = 0.75;     // Global transparency for all HUD elements (0.0 = invisible, 1.0 = opaque)&lt;br /&gt;
    &lt;br /&gt;
    // --- SPECIAL INDICATOR SETTINGS ---&lt;br /&gt;
    // Controls specific HUD behaviors&lt;br /&gt;
    cloak_indicator_on_status_light = yes;  // If YES, shows cloak status on the status light instead of separate indicator&lt;br /&gt;
    reticle_target_sensitive = no;          // If YES, reticle changes color when hovering over targets&lt;br /&gt;
    &lt;br /&gt;
    // =============================================================================&lt;br /&gt;
    // POSITION SYSTEM DOCUMENTATION&lt;br /&gt;
    // =============================================================================&lt;br /&gt;
    // POSITION PARAMETERS:&lt;br /&gt;
    // All positioned elements use the following coordinate system:&lt;br /&gt;
    //&lt;br /&gt;
    // x: The x-position of the dial on screen.&lt;br /&gt;
    // y: The y-position of the dial on screen.&lt;br /&gt;
    //&lt;br /&gt;
    // x_origin:&lt;br /&gt;
    // - x_origin = 1.0: x co-ordinate is relative to the RIGHT hand side of the screen&lt;br /&gt;
    // - x_origin = 0 or unspecified: x is relative to the MIDDLE of the screen (default)&lt;br /&gt;
    // - x_origin = -1.0: x co-ordinate is relative to the LEFT hand side of the screen&lt;br /&gt;
    //&lt;br /&gt;
    // y_origin:&lt;br /&gt;
    // - y_origin = 1.0: y co-ordinate is relative to the TOP of the screen&lt;br /&gt;
    // - y_origin = 0 or unspecified: y is relative to the MIDDLE of the screen (default)&lt;br /&gt;
    // - y_origin = -1.0: y is relative to the BOTTOM of the screen&lt;br /&gt;
    //&lt;br /&gt;
    // BEST PRACTICE: It is preferable to define HUD elements relative to the screen &lt;br /&gt;
    // borders (x_origin = ±1.0, y_origin = ±1.0) rather than the center, so that HUD &lt;br /&gt;
    // elements fit better on all screen aspect ratios and resolutions.&lt;br /&gt;
    &lt;br /&gt;
    // =============================================================================&lt;br /&gt;
    // SPECIAL PARAMETERS DOCUMENTATION&lt;br /&gt;
    // =============================================================================&lt;br /&gt;
    // SPECIAL PARAMETERS:&lt;br /&gt;
    // Some parameters only work with specific dials and have unique behaviors:&lt;br /&gt;
    //&lt;br /&gt;
    // align:&lt;br /&gt;
    // - Only works with &amp;quot;drawASCTarget:&amp;quot; selector&lt;br /&gt;
    // - When set to 1, right-aligns the text to the X coordinate instead of standard left alignment&lt;br /&gt;
    // - Other values: 0 = left alignment (default), &amp;lt;s&amp;gt; 2 = center alignment &amp;lt;/s&amp;gt;&lt;br /&gt;
    //&lt;br /&gt;
    // labelled:&lt;br /&gt;
    // - Only works with &amp;quot;drawEnergyGauge:&amp;quot; selector&lt;br /&gt;
    // - When set to yes, adds bank numbers to the energy banks&lt;br /&gt;
    // - Has no effect on other dials&lt;br /&gt;
    //&lt;br /&gt;
    // n_bars:&lt;br /&gt;
    // - For &amp;quot;drawEnergyGauge:&amp;quot;: determines how many energy banks are drawn (default is 1)&lt;br /&gt;
    // - For &amp;quot;drawPrimedEquipment:&amp;quot;: if set to &amp;gt;1 (odd numbers work better than even),&lt;br /&gt;
    //   also shows some previous and next primable equipment in the cycle&lt;br /&gt;
    // - Ignored for all other dials&lt;br /&gt;
    //&lt;br /&gt;
    // spacing:&lt;br /&gt;
    // - Only works with &amp;quot;drawMissileDisplay:&amp;quot; selector&lt;br /&gt;
    // - Determines spacing between the missile icons in the display&lt;br /&gt;
    // - Does nothing for other dials&lt;br /&gt;
    &lt;br /&gt;
    // =============================================================================&lt;br /&gt;
    // DIALS SECTION&lt;br /&gt;
    // =============================================================================&lt;br /&gt;
    // The dials array defines all individual HUD elements (gauges, indicators, displays).&lt;br /&gt;
    // Elements are drawn in the order they appear here - later elements appear on top.&lt;br /&gt;
    // Each dial is a dictionary with properties defining its appearance and behavior.&lt;br /&gt;
    //&lt;br /&gt;
    // COLOR PARAMETER USAGE:&lt;br /&gt;
    // Many dials support color parameters that change appearance based on values:&lt;br /&gt;
    // - color_low: Color for low values/ranges&lt;br /&gt;
    // - color_medium: Color for medium values/ranges&lt;br /&gt;
    // - color_high: Color for high values/ranges&lt;br /&gt;
    // - color_critical: Color for critical/dangerous values (temperature, altitude)&lt;br /&gt;
    // - color_surround: Color for the border/frame around the dial&lt;br /&gt;
    // - color: Base color for dials that don't use range-based coloring&lt;br /&gt;
    //&lt;br /&gt;
    // All color parameters accept standard Oolite color formats:&lt;br /&gt;
    // - Named colors: &amp;quot;greenColor&amp;quot;, &amp;quot;redColor&amp;quot;, &amp;quot;yellowColor&amp;quot;, etc.&lt;br /&gt;
    // - RGB tuples: (1.0, 0.0, 0.0) for red&lt;br /&gt;
    // - RGBA tuples: (1.0, 0.0, 0.0, 0.5) for semi-transparent red&lt;br /&gt;
    // - Hex strings: &amp;quot;#FF0000&amp;quot; for red (less common in plist files)&lt;br /&gt;
    &lt;br /&gt;
    dials       = // these are drawn, in order, after the legends&lt;br /&gt;
    (&lt;br /&gt;
        // =============================================================================&lt;br /&gt;
        // TARGETING RETICLE&lt;br /&gt;
        // =============================================================================&lt;br /&gt;
        // The crosshair that appears when targeting missiles or objects&lt;br /&gt;
        {   // Targeting reticle&lt;br /&gt;
            equipment_required  = &amp;quot;EQ_SCANNER_SHOW_MISSILE_TARGET&amp;quot;;  // Only show if this equipment is installed&lt;br /&gt;
            selector            = &amp;quot;drawTargetReticle:&amp;quot;;              // Internal method that draws this element&lt;br /&gt;
            // reticle_scale     = 0.015625 /* 1/64 is default */    // Uncomment to override default scale&lt;br /&gt;
            target_rgba         = &amp;quot;greenColor&amp;quot;;                     // Color for normal targeting&lt;br /&gt;
            target_sensitive_rgba = &amp;quot;redColor&amp;quot;;                      // Color when crosshairs are over target&lt;br /&gt;
            wormhole_rgba       = &amp;quot;cyanColor&amp;quot;;                      // Color when targeting wormholes&lt;br /&gt;
            // Note: Moves about on screen - no position parameters needed&lt;br /&gt;
        },&lt;br /&gt;
        &lt;br /&gt;
        // =============================================================================&lt;br /&gt;
        // WAYPOINT DISPLAY&lt;br /&gt;
        // =============================================================================&lt;br /&gt;
        // Shows navigation waypoints when advanced compass is equipped&lt;br /&gt;
        {   // Waypoint display&lt;br /&gt;
            equipment_required  = &amp;quot;EQ_ADVANCED_COMPASS&amp;quot;;             // Only show with advanced compass&lt;br /&gt;
            selector            = &amp;quot;drawWaypoints:&amp;quot;;                  // Internal drawing method&lt;br /&gt;
            // Note: Moves about on screen - no position parameters needed&lt;br /&gt;
        },&lt;br /&gt;
        &lt;br /&gt;
        // =============================================================================&lt;br /&gt;
        // SCANNER (RADAR)&lt;br /&gt;
        // =============================================================================&lt;br /&gt;
        // The main radar display showing contacts around the ship&lt;br /&gt;
        {   // scanner&lt;br /&gt;
            alpha       = 1.0;           // Transparency (1.0 = fully opaque)&lt;br /&gt;
            selector    = &amp;quot;drawScanner:&amp;quot;; // Internal method to draw the scanner&lt;br /&gt;
            // POSITION PARAMETERS:&lt;br /&gt;
            x           = 0;             // Horizontal position: 0 = center of screen&lt;br /&gt;
            y           = 68;            // Vertical position: 68 pixels up from bottom&lt;br /&gt;
            x_origin    = 0;             // Horizontal origin: 0 = center of screen&lt;br /&gt;
            y_origin    = -1;            // Vertical origin: -1 = bottom of screen&lt;br /&gt;
            height      = 64.0;          // Height of scanner in pixels&lt;br /&gt;
            width       = 288.0;         // Width of scanner in pixels&lt;br /&gt;
            rgb_color   = (1.0, 0.0, 0.0); // RGB color: (red, green, blue) = bright red&lt;br /&gt;
        },&lt;br /&gt;
        &lt;br /&gt;
        // =============================================================================&lt;br /&gt;
        // SCANNER ZOOM INDICATOR&lt;br /&gt;
        // =============================================================================&lt;br /&gt;
        // Shows the current zoom level of the scanner&lt;br /&gt;
        {   // scanner zoom indicator&lt;br /&gt;
            alpha       = 1.0;           // Fully opaque&lt;br /&gt;
            selector    = &amp;quot;drawScannerZoomIndicator:&amp;quot;; // Drawing method&lt;br /&gt;
            // POSITION PARAMETERS:&lt;br /&gt;
            x           = 100;           // 100 pixels right of center&lt;br /&gt;
            y           = 36;            // 36 pixels up from bottom&lt;br /&gt;
            x_origin    = 0;             // Horizontal origin: 0 = center of screen&lt;br /&gt;
            y_origin    = -1;            // Vertical origin: -1 = bottom of screen&lt;br /&gt;
        },&lt;br /&gt;
        &lt;br /&gt;
        // =============================================================================&lt;br /&gt;
        // STICK SENSITIVITY INDICATOR&lt;br /&gt;
        // =============================================================================&lt;br /&gt;
        // Shows current joystick/control sensitivity setting&lt;br /&gt;
        {   // stick sensitivity indicator&lt;br /&gt;
            alpha       = 1.0;           // Fully opaque&lt;br /&gt;
            selector    = &amp;quot;drawStickSensitivityIndicator:&amp;quot;; // Drawing method&lt;br /&gt;
            // POSITION PARAMETERS:&lt;br /&gt;
            x           = 150;           // 150 pixels right of center&lt;br /&gt;
            y           = 75;            // 75 pixels up from bottom&lt;br /&gt;
            x_origin    = 0;             // Horizontal origin: 0 = center of screen&lt;br /&gt;
            y_origin    = -1;            // Vertical origin: -1 = bottom of screen&lt;br /&gt;
            height      = 12;            // 12 pixels tall&lt;br /&gt;
            width       = 12;            // 12 pixels wide&lt;br /&gt;
        },&lt;br /&gt;
        &lt;br /&gt;
        // =============================================================================&lt;br /&gt;
        // COMPASS&lt;br /&gt;
        // =============================================================================&lt;br /&gt;
        // Shows direction to target/station/waypoint&lt;br /&gt;
        {   // compass&lt;br /&gt;
            alpha       = 1.0;           // Fully opaque&lt;br /&gt;
            selector    = &amp;quot;drawCompass:&amp;quot;; // Drawing method&lt;br /&gt;
            // POSITION PARAMETERS:&lt;br /&gt;
            x           = 132;           // 132 pixels right of center&lt;br /&gt;
            y           = 32;            // 32 pixels up from bottom&lt;br /&gt;
            x_origin    = 0;             // Horizontal origin: 0 = center of screen&lt;br /&gt;
            y_origin    = -1;            // Vertical origin: -1 = bottom of screen&lt;br /&gt;
            rgb_color   = (0.0, 0.0, 1.0); // RGB color: blue&lt;br /&gt;
        },&lt;br /&gt;
        &lt;br /&gt;
        // =============================================================================&lt;br /&gt;
        // STATION AEGIS INDICATOR&lt;br /&gt;
        // =============================================================================&lt;br /&gt;
        // Shows when within station protection range&lt;br /&gt;
        {   // station aegis&lt;br /&gt;
            alpha       = 1.0;           // Fully opaque&lt;br /&gt;
            selector    = &amp;quot;drawAegis:&amp;quot;;   // Drawing method&lt;br /&gt;
            // POSITION PARAMETERS:&lt;br /&gt;
            x           = -132;          // 132 pixels left of center&lt;br /&gt;
            y           = 32;            // 32 pixels up from bottom&lt;br /&gt;
            x_origin    = 0;             // Horizontal origin: 0 = center of screen&lt;br /&gt;
            y_origin    = -1;            // Vertical origin: -1 = bottom of screen&lt;br /&gt;
        },&lt;br /&gt;
        &lt;br /&gt;
        // =============================================================================&lt;br /&gt;
        // FUEL SCOOP STATUS&lt;br /&gt;
        // =============================================================================&lt;br /&gt;
        // Shows when fuel scoop is active&lt;br /&gt;
        {   // fuel scoop status&lt;br /&gt;
            alpha       = 0.75;          // Semi-transparent (75% opaque)&lt;br /&gt;
            selector    = &amp;quot;drawScoopStatus:&amp;quot;; // Drawing method&lt;br /&gt;
            // POSITION PARAMETERS:&lt;br /&gt;
            x           = -132;          // 132 pixels left of center&lt;br /&gt;
            y           = 92;            // 92 pixels up from bottom&lt;br /&gt;
            x_origin    = 0;             // Horizontal origin: 0 = center of screen&lt;br /&gt;
            y_origin    = -1;            // Vertical origin: -1 = bottom of screen&lt;br /&gt;
        },&lt;br /&gt;
        &lt;br /&gt;
        // =============================================================================&lt;br /&gt;
        // SPEED BAR&lt;br /&gt;
        // =============================================================================&lt;br /&gt;
        // Shows current ship speed&lt;br /&gt;
        {   // speed bar, can draw a surround 2 units out from the dial size specified&lt;br /&gt;
            draw_surround   = yes;       // Draw a border around the bar (2 pixels larger than bar)&lt;br /&gt;
            height          = 8;         // Bar height in pixels&lt;br /&gt;
            selector        = &amp;quot;drawSpeedBar:&amp;quot;; // Drawing method&lt;br /&gt;
            width           = 80;        // Bar width in pixels&lt;br /&gt;
            // POSITION PARAMETERS:&lt;br /&gt;
            x               = 200;       // 200 pixels right of center&lt;br /&gt;
            y               = 95;        // 95 pixels up from bottom&lt;br /&gt;
            x_origin        = 0;         // Horizontal origin: 0 = center of screen&lt;br /&gt;
            y_origin        = -1;        // Vertical origin: -1 = bottom of screen&lt;br /&gt;
            // COLOR PARAMETERS:&lt;br /&gt;
            color_low       = &amp;quot;greenColor&amp;quot;;  // Color for low speed range&lt;br /&gt;
            color_medium    = &amp;quot;yellowColor&amp;quot;; // Color for medium speed range&lt;br /&gt;
            color_high      = &amp;quot;redColor&amp;quot;;    // Color for high speed range&lt;br /&gt;
            color_surround  = &amp;quot;whiteColor&amp;quot;;  // Color for the border around the bar&lt;br /&gt;
        },&lt;br /&gt;
        &lt;br /&gt;
        // =============================================================================&lt;br /&gt;
        // ROLL BAR&lt;br /&gt;
        // =============================================================================&lt;br /&gt;
        // Shows current roll rate&lt;br /&gt;
        {   // roll bar, can draw a surround 2 units out from the dial size specified&lt;br /&gt;
            draw_surround   = yes;       // Draw border around bar&lt;br /&gt;
            height          = 6;         // Bar height&lt;br /&gt;
            selector        = &amp;quot;drawRollBar:&amp;quot;; // Drawing method&lt;br /&gt;
            width           = 80;        // Bar width&lt;br /&gt;
            // POSITION PARAMETERS:&lt;br /&gt;
            x               = 200;       // 200 pixels right of center&lt;br /&gt;
            y               = 80;        // 80 pixels up from bottom&lt;br /&gt;
            x_origin        = 0;         // Horizontal origin: 0 = center of screen&lt;br /&gt;
            y_origin        = -1;        // Vertical origin: -1 = bottom of screen&lt;br /&gt;
            // COLOR PARAMETERS:&lt;br /&gt;
            color           = &amp;quot;greenColor&amp;quot;;  // Base color for the roll bar&lt;br /&gt;
            color_surround  = &amp;quot;whiteColor&amp;quot;;  // Color for the border around the bar&lt;br /&gt;
        },&lt;br /&gt;
        &lt;br /&gt;
        // =============================================================================&lt;br /&gt;
        // PITCH BAR&lt;br /&gt;
        // =============================================================================&lt;br /&gt;
        // Shows current pitch rate&lt;br /&gt;
        {   // pitch bar, can draw a surround 2 units out from the dial size specified&lt;br /&gt;
            draw_surround   = yes;       // Draw border around bar&lt;br /&gt;
            height          = 6;         // Bar height&lt;br /&gt;
            selector        = &amp;quot;drawPitchBar:&amp;quot;; // Drawing method&lt;br /&gt;
            width           = 80;        // Bar width&lt;br /&gt;
            // POSITION PARAMETERS:&lt;br /&gt;
            x               = 200;       // 200 pixels right of center&lt;br /&gt;
            y               = 70;        // 70 pixels up from bottom&lt;br /&gt;
            x_origin        = 0;         // Horizontal origin: 0 = center of screen&lt;br /&gt;
            y_origin        = -1;        // Vertical origin: -1 = bottom of screen&lt;br /&gt;
            // COLOR PARAMETERS:&lt;br /&gt;
            color           = &amp;quot;greenColor&amp;quot;;  // Base color for the pitch bar&lt;br /&gt;
            color_surround  = &amp;quot;whiteColor&amp;quot;;  // Color for the border around the bar&lt;br /&gt;
        },&lt;br /&gt;
        &lt;br /&gt;
        // =============================================================================&lt;br /&gt;
        // YAW BAR&lt;br /&gt;
        // =============================================================================&lt;br /&gt;
        // Shows current yaw rate&lt;br /&gt;
        {   // yaw bar, can draw a surround 2 units out from the dial size specified&lt;br /&gt;
            draw_surround   = yes;       // Draw border around bar&lt;br /&gt;
            height          = 8;         // Bar height&lt;br /&gt;
            selector        = &amp;quot;drawYawBar:&amp;quot;; // Drawing method&lt;br /&gt;
            width           = 80;        // Bar width&lt;br /&gt;
            // POSITION PARAMETERS:&lt;br /&gt;
            x               = 200;       // 200 pixels right of center&lt;br /&gt;
            y               = -130;      // 130 pixels down from center&lt;br /&gt;
            x_origin        = 0;         // Horizontal origin: 0 = center of screen&lt;br /&gt;
            y_origin        = 0;         // Vertical origin: 0 = center of screen (default)&lt;br /&gt;
            // COLOR PARAMETERS:&lt;br /&gt;
            color           = &amp;quot;greenColor&amp;quot;;  // Base color for the yaw bar&lt;br /&gt;
            color_surround  = &amp;quot;whiteColor&amp;quot;;  // Color for the border around the bar&lt;br /&gt;
        },&lt;br /&gt;
        &lt;br /&gt;
        // =============================================================================&lt;br /&gt;
        // ENERGY GAUGE&lt;br /&gt;
        // =============================================================================&lt;br /&gt;
        // Shows main energy bank levels&lt;br /&gt;
        {   // energy gauge&lt;br /&gt;
            draw_surround   = yes;       // Draw border around gauge&lt;br /&gt;
            height          = 48;        // Gauge height&lt;br /&gt;
            selector        = &amp;quot;drawEnergyGauge:&amp;quot;; // Drawing method&lt;br /&gt;
            width           = 80;        // Gauge width&lt;br /&gt;
            // POSITION PARAMETERS:&lt;br /&gt;
            x               = 200;       // 200 pixels right of center&lt;br /&gt;
            y               = 35;        // 35 pixels up from bottom&lt;br /&gt;
            x_origin        = 0;         // Horizontal origin: 0 = center of screen&lt;br /&gt;
            y_origin        = -1;        // Vertical origin: -1 = bottom of screen&lt;br /&gt;
            // SPECIAL PARAMETERS:&lt;br /&gt;
            labelled        = yes;       // Add bank numbers to the energy banks (only works with this selector)&lt;br /&gt;
            n_bars          = 3;         // Number of energy banks to display (only works with this selector)&lt;br /&gt;
            // COLOR PARAMETERS:&lt;br /&gt;
            color_low       = &amp;quot;redColor&amp;quot;;    // Color for low energy level&lt;br /&gt;
            color_medium    = &amp;quot;yellowColor&amp;quot;; // Color for medium energy level&lt;br /&gt;
            color_surround  = &amp;quot;whiteColor&amp;quot;;  // Color for the border around the gauge&lt;br /&gt;
        },&lt;br /&gt;
        &lt;br /&gt;
        // =============================================================================&lt;br /&gt;
        // FORWARD SHIELD BAR&lt;br /&gt;
        // =============================================================================&lt;br /&gt;
        // Shows forward shield strength&lt;br /&gt;
        {   // forward shield bar, can draw a surround 2 units out from the dial size specified&lt;br /&gt;
            draw_surround   = yes;       // Draw border around bar&lt;br /&gt;
            height          = 8;         // Bar height&lt;br /&gt;
            selector        = &amp;quot;drawForwardShieldBar:&amp;quot;; // Drawing method&lt;br /&gt;
            width           = 80;        // Bar width&lt;br /&gt;
            // POSITION PARAMETERS:&lt;br /&gt;
            x               = -200;      // 200 pixels left of center&lt;br /&gt;
            y               = 94;        // 94 pixels up from bottom&lt;br /&gt;
            x_origin        = 0;         // Horizontal origin: 0 = center of screen&lt;br /&gt;
            y_origin        = -1;        // Vertical origin: -1 = bottom of screen&lt;br /&gt;
            // COLOR PARAMETERS:&lt;br /&gt;
            color_low       = &amp;quot;redColor&amp;quot;;    // Color for low shield strength&lt;br /&gt;
            color_medium    = &amp;quot;yellowColor&amp;quot;; // Color for medium shield strength&lt;br /&gt;
            color_high      = &amp;quot;greenColor&amp;quot;;  // Color for high shield strength&lt;br /&gt;
            color_surround  = &amp;quot;whiteColor&amp;quot;;  // Color for the border around the bar&lt;br /&gt;
        },&lt;br /&gt;
        &lt;br /&gt;
        // =============================================================================&lt;br /&gt;
        // AFT SHIELD BAR&lt;br /&gt;
        // =============================================================================&lt;br /&gt;
        // Shows aft shield strength&lt;br /&gt;
        {   // aft shield bar, can draw a surround 2 units out from the dial size specified&lt;br /&gt;
            draw_surround   = yes;       // Draw border around bar&lt;br /&gt;
            height          = 8;         // Bar height&lt;br /&gt;
            selector        = &amp;quot;drawAftShieldBar:&amp;quot;; // Drawing method&lt;br /&gt;
            width           = 80;        // Bar width&lt;br /&gt;
            // POSITION PARAMETERS:&lt;br /&gt;
            x               = -200;      // 200 pixels left of center&lt;br /&gt;
            y               = 78;        // 78 pixels up from bottom&lt;br /&gt;
            x_origin        = 0;         // Horizontal origin: 0 = center of screen&lt;br /&gt;
            y_origin        = -1;        // Vertical origin: -1 = bottom of screen&lt;br /&gt;
            // COLOR PARAMETERS:&lt;br /&gt;
            color_low       = &amp;quot;redColor&amp;quot;;    // Color for low shield strength&lt;br /&gt;
            color_medium    = &amp;quot;yellowColor&amp;quot;; // Color for medium shield strength&lt;br /&gt;
            color_high      = &amp;quot;greenColor&amp;quot;;  // Color for high shield strength&lt;br /&gt;
            color_surround  = &amp;quot;whiteColor&amp;quot;;  // Color for the border around the bar&lt;br /&gt;
        },&lt;br /&gt;
        &lt;br /&gt;
        // =============================================================================&lt;br /&gt;
        // SURROUND (DECORATIVE)&lt;br /&gt;
        // =============================================================================&lt;br /&gt;
        // Draws a decorative border (used here for visual grouping)&lt;br /&gt;
        {   // just draws a surround 2 units around the selected size&lt;br /&gt;
            height          = 40;        // Height of surround area&lt;br /&gt;
            color           = &amp;quot;yellowColor&amp;quot;; // Color of the border&lt;br /&gt;
            selector        = &amp;quot;drawSurround:&amp;quot;; // Drawing method&lt;br /&gt;
            width           = 80;        // Width of surround area&lt;br /&gt;
            // POSITION PARAMETERS:&lt;br /&gt;
            x               = -200;      // 200 pixels left of center&lt;br /&gt;
            y               = 46;        // 46 pixels up from bottom&lt;br /&gt;
            x_origin        = 0;         // Horizontal origin: 0 = center of screen&lt;br /&gt;
            y_origin        = -1;        // Vertical origin: -1 = bottom of screen&lt;br /&gt;
        },&lt;br /&gt;
        &lt;br /&gt;
        // =============================================================================&lt;br /&gt;
        // FUEL BAR&lt;br /&gt;
        // =============================================================================&lt;br /&gt;
        // Shows current fuel level&lt;br /&gt;
        {   // fuel bar&lt;br /&gt;
            height          = 8;         // Bar height&lt;br /&gt;
            selector        = &amp;quot;drawFuelBar:&amp;quot;; // Drawing method&lt;br /&gt;
            width           = 80;        // Bar width&lt;br /&gt;
            // POSITION PARAMETERS:&lt;br /&gt;
            x               = -200;      // 200 pixels left of center&lt;br /&gt;
            y               = 61;        // 61 pixels up from bottom&lt;br /&gt;
            x_origin        = 0;         // Horizontal origin: 0 = center of screen&lt;br /&gt;
            y_origin        = -1;        // Vertical origin: -1 = bottom of screen&lt;br /&gt;
            // COLOR PARAMETERS:&lt;br /&gt;
            // Special case: 'medium' is used for the bar itself, while 'high' and 'low' &lt;br /&gt;
            // are used for the distance marker for the current destination system&lt;br /&gt;
            color_low       = &amp;quot;redColor&amp;quot;;    // Color for distance marker when fuel is insufficient&lt;br /&gt;
            color_medium    = &amp;quot;greenColor&amp;quot;;  // Color for the fuel bar itself&lt;br /&gt;
            color_high      = &amp;quot;yellowColor&amp;quot;; // Color for distance marker when fuel is sufficient&lt;br /&gt;
            color_surround  = &amp;quot;whiteColor&amp;quot;;  // Color for the border around the bar (if draw_surround is enabled)&lt;br /&gt;
        },&lt;br /&gt;
        &lt;br /&gt;
        // =============================================================================&lt;br /&gt;
        // WITCHSPACE DESTINATION LABEL&lt;br /&gt;
        // =============================================================================&lt;br /&gt;
        // Shows the destination system during hyperspace&lt;br /&gt;
        {   // witchspace destination label&lt;br /&gt;
            selector        = &amp;quot;drawWitchspaceDestination:&amp;quot;; // Drawing method&lt;br /&gt;
            height          = 10;        // Character height&lt;br /&gt;
            width           = 10;        // Character width&lt;br /&gt;
            // POSITION PARAMETERS:&lt;br /&gt;
            y               = 55;        // 55 pixels up from bottom&lt;br /&gt;
            x               = -240;      // 240 pixels left of center&lt;br /&gt;
            x_origin        = 0;         // Horizontal origin: 0 = center of screen&lt;br /&gt;
            y_origin        = -1;        // Vertical origin: -1 = bottom of screen&lt;br /&gt;
            color           = (0.25,0.25,1.0,1.0); // RGBA color: blue with full opacity&lt;br /&gt;
        },&lt;br /&gt;
        &lt;br /&gt;
        // =============================================================================&lt;br /&gt;
        // CABIN TEMPERATURE BAR&lt;br /&gt;
        // =============================================================================&lt;br /&gt;
        // Shows internal cabin temperature&lt;br /&gt;
        {   // cabin temperature bar&lt;br /&gt;
            height          = 8;         // Bar height&lt;br /&gt;
            selector        = &amp;quot;drawCabinTempBar:&amp;quot;; // Drawing method&lt;br /&gt;
            width           = 80;        // Bar width&lt;br /&gt;
            // POSITION PARAMETERS:&lt;br /&gt;
            x               = -200;      // 200 pixels left of center&lt;br /&gt;
            y               = 51;        // 51 pixels up from bottom&lt;br /&gt;
            x_origin        = 0;         // Horizontal origin: 0 = center of screen&lt;br /&gt;
            y_origin        = -1;        // Vertical origin: -1 = bottom of screen&lt;br /&gt;
            // COLOR PARAMETERS:&lt;br /&gt;
            color_low       = &amp;quot;greenColor&amp;quot;;   // Color for normal temperature range&lt;br /&gt;
            color_medium    = &amp;quot;yellowColor&amp;quot;;  // Color for elevated temperature range&lt;br /&gt;
            color_high      = &amp;quot;orangeColor&amp;quot;;  // Color for high temperature range&lt;br /&gt;
            color_critical  = &amp;quot;redColor&amp;quot;;     // Color for dangerous critical temperature&lt;br /&gt;
            color_surround  = &amp;quot;whiteColor&amp;quot;;   // Color for the border around the bar&lt;br /&gt;
        },&lt;br /&gt;
        &lt;br /&gt;
        // =============================================================================&lt;br /&gt;
        // WEAPON TEMPERATURE BAR&lt;br /&gt;
        // =============================================================================&lt;br /&gt;
        // Shows weapon system temperature&lt;br /&gt;
        {   // weapon temperature bar&lt;br /&gt;
            height          = 8;         // Bar height&lt;br /&gt;
            selector        = &amp;quot;drawWeaponTempBar:&amp;quot;; // Drawing method&lt;br /&gt;
            width           = 80;        // Bar width&lt;br /&gt;
            // POSITION PARAMETERS:&lt;br /&gt;
            x               = -200;      // 200 pixels left of center&lt;br /&gt;
            y               = 41;        // 41 pixels up from bottom&lt;br /&gt;
            x_origin        = 0;         // Horizontal origin: 0 = center of screen&lt;br /&gt;
            y_origin        = -1;        // Vertical origin: -1 = bottom of screen&lt;br /&gt;
            // Note: Weapon temperature bar doesn't support the standard color parameters&lt;br /&gt;
            // It uses the default temperature gradient coloring&lt;br /&gt;
        },&lt;br /&gt;
        &lt;br /&gt;
        // =============================================================================&lt;br /&gt;
        // ALTITUDE BAR&lt;br /&gt;
        // =============================================================================&lt;br /&gt;
        // Shows altitude when near planets&lt;br /&gt;
        {   // altitude bar&lt;br /&gt;
            height          = 8;         // Bar height&lt;br /&gt;
            selector        = &amp;quot;drawAltitudeBar:&amp;quot;; // Drawing method&lt;br /&gt;
            width           = 80;        // Bar width&lt;br /&gt;
            // POSITION PARAMETERS:&lt;br /&gt;
            x               = -200;      // 200 pixels left of center&lt;br /&gt;
            y               = 31;        // 31 pixels up from bottom&lt;br /&gt;
            x_origin        = 0;         // Horizontal origin: 0 = center of screen&lt;br /&gt;
            y_origin        = -1;        // Vertical origin: -1 = bottom of screen&lt;br /&gt;
            // COLOR PARAMETERS:&lt;br /&gt;
            color_low       = &amp;quot;greenColor&amp;quot;;   // Color for safe altitude range&lt;br /&gt;
            color_medium    = &amp;quot;yellowColor&amp;quot;;  // Color for caution altitude range&lt;br /&gt;
            color_high      = &amp;quot;orangeColor&amp;quot;;  // Color for warning altitude range&lt;br /&gt;
            color_critical  = &amp;quot;redColor&amp;quot;;     // Color for critical altitude (danger of crashing)&lt;br /&gt;
            color_surround  = &amp;quot;whiteColor&amp;quot;;   // Color for the border around the bar&lt;br /&gt;
        },&lt;br /&gt;
        &lt;br /&gt;
        // =============================================================================&lt;br /&gt;
        // MISSILE DISPLAY&lt;br /&gt;
        // =============================================================================&lt;br /&gt;
        // Shows status of mounted missiles&lt;br /&gt;
        {   // missile display, x and y give the location, the x-spacing is given by spacing, the size defines the icon size&lt;br /&gt;
            height          = 12;        // Icon height&lt;br /&gt;
            selector        = &amp;quot;drawMissileDisplay:&amp;quot;; // Drawing method&lt;br /&gt;
            spacing         = 16;        // Horizontal spacing between missile icons&lt;br /&gt;
            width           = 12;        // Icon width&lt;br /&gt;
            // POSITION PARAMETERS:&lt;br /&gt;
            x               = -228;      // 228 pixels left of center&lt;br /&gt;
            y               = 16;        // 16 pixels up from bottom&lt;br /&gt;
            x_origin        = 0;         // Horizontal origin: 0 = center of screen&lt;br /&gt;
            y_origin        = -1;        // Vertical origin: -1 = bottom of screen&lt;br /&gt;
        },&lt;br /&gt;
        &lt;br /&gt;
        // =============================================================================&lt;br /&gt;
        // STATUS INDICATOR LIGHT&lt;br /&gt;
        // =============================================================================&lt;br /&gt;
        // Shows general ship status (alert/warning/caution)&lt;br /&gt;
        {   // status indicator light, x and y give the location, the size defines the icon size&lt;br /&gt;
            height          = 8;         // Light height&lt;br /&gt;
            selector        = &amp;quot;drawStatusLight:&amp;quot;; // Drawing method&lt;br /&gt;
            width           = 8;         // Light width&lt;br /&gt;
            // POSITION PARAMETERS:&lt;br /&gt;
            x               = -108;      // 108 pixels left of center&lt;br /&gt;
            y               = 32;        // 32 pixels up from bottom&lt;br /&gt;
            x_origin        = 0;         // Horizontal origin: 0 = center of screen&lt;br /&gt;
            y_origin        = -1;        // Vertical origin: -1 = bottom of screen&lt;br /&gt;
        },&lt;br /&gt;
        &lt;br /&gt;
        // =============================================================================&lt;br /&gt;
        // SHIP'S CLOCK&lt;br /&gt;
        // =============================================================================&lt;br /&gt;
        // Shows current game time&lt;br /&gt;
        {   // ship's clock, x and y give the location, the size defines the character size&lt;br /&gt;
            height          = 12;        // Character height&lt;br /&gt;
            selector        = &amp;quot;drawClock:&amp;quot;; // Drawing method&lt;br /&gt;
            width           = 12;        // Character width&lt;br /&gt;
            // POSITION PARAMETERS:&lt;br /&gt;
            x               = -41;       // 41 pixels left of center&lt;br /&gt;
            y               = 18;        // 18 pixels up from bottom&lt;br /&gt;
            x_origin        = 0;         // Horizontal origin: 0 = center of screen&lt;br /&gt;
            y_origin        = -1;        // Vertical origin: -1 = bottom of screen&lt;br /&gt;
        },&lt;br /&gt;
        &lt;br /&gt;
        // =============================================================================&lt;br /&gt;
        // PRIMED EQUIPMENT DISPLAY&lt;br /&gt;
        // =============================================================================&lt;br /&gt;
        // Shows currently activated/primed equipment&lt;br /&gt;
        {   // primed equipment, x and y give the location, the size defines the character size&lt;br /&gt;
            selector        = &amp;quot;drawPrimedEquipment:&amp;quot;; // Drawing method&lt;br /&gt;
            // POSITION PARAMETERS:&lt;br /&gt;
            y_origin        = -1;        // Vertical origin: -1 = bottom of screen&lt;br /&gt;
            x               = 156;       // 156 pixels right of center&lt;br /&gt;
            y               = -2;        // 2 pixels down from center&lt;br /&gt;
            x_origin        = 0;         // Horizontal origin: 0 = center of screen&lt;br /&gt;
            width           = 10;        // Character width&lt;br /&gt;
            height          = 10;        // Character height&lt;br /&gt;
            // SPECIAL PARAMETERS:&lt;br /&gt;
            n_bars          = 3;         // Shows current and adjacent primable equipment (odd numbers work better)&lt;br /&gt;
        },&lt;br /&gt;
        &lt;br /&gt;
        // =============================================================================&lt;br /&gt;
        // COMPASS BEACON/WAYPOINT ID&lt;br /&gt;
        // =============================================================================&lt;br /&gt;
        // Shows the ID of targeted beacon or waypoint&lt;br /&gt;
        {   // compass beacon/waypoint ID, x and y give the location, the size defines the character size&lt;br /&gt;
            equipment_required  = &amp;quot;EQ_ADVANCED_COMPASS&amp;quot;; // Only with advanced compass&lt;br /&gt;
            selector            = &amp;quot;drawASCTarget:&amp;quot;; // Drawing method&lt;br /&gt;
            height              = 12;        // Character height&lt;br /&gt;
            width               = 12;        // Character width&lt;br /&gt;
            // POSITION PARAMETERS:&lt;br /&gt;
            x                   = 144;       // 144 pixels right of center&lt;br /&gt;
            y                   = 4;         // 4 pixels up from bottom&lt;br /&gt;
            x_origin            = 0;         // Horizontal origin: 0 = center of screen&lt;br /&gt;
            y_origin            = -1;        // Vertical origin: -1 = bottom of screen&lt;br /&gt;
            // SPECIAL PARAMETERS:&lt;br /&gt;
            align               = 1;         // Right-align text to X coordinate (only works with this selector)&lt;br /&gt;
        },&lt;br /&gt;
        &lt;br /&gt;
        // =============================================================================&lt;br /&gt;
        // WEAPONS SYSTEMS OFFLINE TEXT&lt;br /&gt;
        // =============================================================================&lt;br /&gt;
        // Shows warning when weapons are offline&lt;br /&gt;
        {   // weapons systems offline text, x and y give the location, the size defines the character size&lt;br /&gt;
            height          = 10;        // Character height&lt;br /&gt;
            selector        = &amp;quot;drawWeaponsOfflineText:&amp;quot;; // Drawing method&lt;br /&gt;
            width           = 10;        // Character width&lt;br /&gt;
            // POSITION PARAMETERS:&lt;br /&gt;
            x               = -51;       // 51 pixels left of center&lt;br /&gt;
            y               = -51;       // 51 pixels down from center&lt;br /&gt;
            x_origin        = 0;         // Horizontal origin: 0 = center of screen&lt;br /&gt;
            y_origin        = 0;         // Vertical origin: 0 = center of screen (default)&lt;br /&gt;
            rgb_color       = (0.0, 1.0, 0.0, 1.0); // RGBA color: green with full opacity&lt;br /&gt;
        },&lt;br /&gt;
        &lt;br /&gt;
        // =============================================================================&lt;br /&gt;
        // FPS COUNTER&lt;br /&gt;
        // =============================================================================&lt;br /&gt;
        // Shows frames per second (debug/development tool)&lt;br /&gt;
        {   // fps counter, x and y give the location, the size defines the character size&lt;br /&gt;
            height          = 18;        // Character height&lt;br /&gt;
            selector        = &amp;quot;drawFPSInfoCounter:&amp;quot;; // Drawing method&lt;br /&gt;
            width           = 18;        // Character width&lt;br /&gt;
            // POSITION PARAMETERS:&lt;br /&gt;
            x               = -300;      // 300 pixels left of center&lt;br /&gt;
            y               = -20;       // 20 pixels down from center&lt;br /&gt;
            x_origin        = 0;         // Horizontal origin: 0 = center of screen&lt;br /&gt;
            y_origin        = 1;         // Vertical origin: 1 = top of screen&lt;br /&gt;
            rgb_color       = (0.0, 1.0, 0.0, 1.0); // RGBA color: green with full opacity&lt;br /&gt;
        },&lt;br /&gt;
        &lt;br /&gt;
        // =============================================================================&lt;br /&gt;
        // CUSTOM BAR (EXAMPLE)&lt;br /&gt;
        // =============================================================================&lt;br /&gt;
        // Example of a custom bar that could be added for OXP-specific purposes&lt;br /&gt;
        // This is not in the original file but shows how drawCustomBar would work&lt;br /&gt;
        /*&lt;br /&gt;
        {   // custom bar example&lt;br /&gt;
            draw_surround   = yes;       // Draw border around bar&lt;br /&gt;
            height          = 8;         // Bar height&lt;br /&gt;
            selector        = &amp;quot;drawCustomBar:&amp;quot;; // Drawing method&lt;br /&gt;
            width           = 80;        // Bar width&lt;br /&gt;
            // POSITION PARAMETERS:&lt;br /&gt;
            x               = 0;         // Center of screen&lt;br /&gt;
            y               = -150;      // 150 pixels down from center&lt;br /&gt;
            x_origin        = 0;         // Horizontal origin: 0 = center of screen&lt;br /&gt;
            y_origin        = 0;         // Vertical origin: 0 = center of screen (default)&lt;br /&gt;
            // COLOR PARAMETERS:&lt;br /&gt;
            color_low       = &amp;quot;blueColor&amp;quot;;    // Color for low values&lt;br /&gt;
            color_medium    = &amp;quot;greenColor&amp;quot;;   // Color for medium values&lt;br /&gt;
            color_high      = &amp;quot;yellowColor&amp;quot;;  // Color for high values&lt;br /&gt;
            color_surround  = &amp;quot;whiteColor&amp;quot;;   // Color for the border around the bar&lt;br /&gt;
        },&lt;br /&gt;
        */&lt;br /&gt;
    );&lt;br /&gt;
    &lt;br /&gt;
    // =============================================================================&lt;br /&gt;
    // LEGENDS SECTION&lt;br /&gt;
    // =============================================================================&lt;br /&gt;
    // Legends are text labels that appear with dials. They are drawn BEFORE dials,&lt;br /&gt;
    // so text appears behind the graphics. Each legend can be linked to a specific&lt;br /&gt;
    // dial using the 'with_dial' property.&lt;br /&gt;
    //&lt;br /&gt;
    // COLOR PARAMETER:&lt;br /&gt;
    // Legends support a 'color' property to override the default text color:&lt;br /&gt;
    // - color: Sets the text color for the legend&lt;br /&gt;
    // - Accepts standard Oolite color formats (named colors, RGB/RGBA tuples)&lt;br /&gt;
    &lt;br /&gt;
    legends     = // these are drawn, in order, before the dials&lt;br /&gt;
    (&lt;br /&gt;
        // =============================================================================&lt;br /&gt;
        // LEFT SIDE LEGENDS&lt;br /&gt;
        // =============================================================================&lt;br /&gt;
        // Labels for dials on the left side of the screen&lt;br /&gt;
        &lt;br /&gt;
        {&lt;br /&gt;
            text        = &amp;quot;FWD&amp;quot;;         // Text to display: Forward shields&lt;br /&gt;
            align       = 1;             // Text alignment: 1 = center&lt;br /&gt;
            // POSITION PARAMETERS:&lt;br /&gt;
            x           = -245;          // 245 pixels left of center&lt;br /&gt;
            y           = 86;            // 86 pixels up from bottom&lt;br /&gt;
            x_origin    = 0;             // Horizontal origin: 0 = center of screen&lt;br /&gt;
            y_origin    = -1;            // Vertical origin: -1 = bottom of screen&lt;br /&gt;
            height      = 12;            // Font height&lt;br /&gt;
            width       = 12;            // Font width&lt;br /&gt;
            // COLOR PARAMETER:&lt;br /&gt;
            color       = &amp;quot;cyanColor&amp;quot;;   // Text color for this legend&lt;br /&gt;
            with_dial   = &amp;quot;drawForwardShieldBar:&amp;quot;; // Only show if this dial is visible&lt;br /&gt;
        },&lt;br /&gt;
        {   &lt;br /&gt;
            text        = &amp;quot;AFT&amp;quot;;         // Text to display: Aft shields&lt;br /&gt;
            align       = 1;             // Center alignment&lt;br /&gt;
            // POSITION PARAMETERS:&lt;br /&gt;
            x           = -245;          // 245 pixels left of center&lt;br /&gt;
            y           = 70;            // 70 pixels up from bottom&lt;br /&gt;
            x_origin    = 0;             // Horizontal origin: 0 = center of screen&lt;br /&gt;
            y_origin    = -1;            // Vertical origin: -1 = bottom of screen&lt;br /&gt;
            height      = 12;            // Font height&lt;br /&gt;
            width       = 12;            // Font width&lt;br /&gt;
            // COLOR PARAMETER:&lt;br /&gt;
            color       = &amp;quot;cyanColor&amp;quot;;   // Text color for this legend&lt;br /&gt;
            with_dial   = &amp;quot;drawAftShieldBar:&amp;quot;; // Link to aft shield bar&lt;br /&gt;
        },&lt;br /&gt;
        {&lt;br /&gt;
            text        = &amp;quot;FUEL&amp;quot;;        // Text to display: Fuel level&lt;br /&gt;
            align       = 1;             // Center alignment&lt;br /&gt;
            // POSITION PARAMETERS:&lt;br /&gt;
            x           = -245;          // 245 pixels left of center&lt;br /&gt;
            y           = 55;            // 55 pixels up from bottom&lt;br /&gt;
            x_origin    = 0;             // Horizontal origin: 0 = center of screen&lt;br /&gt;
            y_origin    = -1;            // Vertical origin: -1 = bottom of screen&lt;br /&gt;
            height      = 10;            // Font height&lt;br /&gt;
            width       = 10;            // Font width&lt;br /&gt;
            // COLOR PARAMETER:&lt;br /&gt;
            color       = &amp;quot;orangeColor&amp;quot;; // Text color for this legend&lt;br /&gt;
            with_dial   = &amp;quot;drawFuelBar:&amp;quot;; // Link to fuel bar&lt;br /&gt;
        },&lt;br /&gt;
        {&lt;br /&gt;
            text        = &amp;quot;CT&amp;quot;;          // Text to display: Cabin Temperature&lt;br /&gt;
            align       = 1;             // Center alignment&lt;br /&gt;
            // POSITION PARAMETERS:&lt;br /&gt;
            x           = -245;          // 245 pixels left of center&lt;br /&gt;
            y           = 45;            // 45 pixels up from bottom&lt;br /&gt;
            x_origin    = 0;             // Horizontal origin: 0 = center of screen&lt;br /&gt;
            y_origin    = -1;            // Vertical origin: -1 = bottom of screen&lt;br /&gt;
            height      = 10;            // Font height&lt;br /&gt;
            width       = 10;            // Font width&lt;br /&gt;
            // COLOR PARAMETER:&lt;br /&gt;
            color       = &amp;quot;yellowColor&amp;quot;; // Text color for this legend&lt;br /&gt;
            with_dial   = &amp;quot;drawCabinTempBar:&amp;quot;; // Link to cabin temp bar&lt;br /&gt;
        },&lt;br /&gt;
        {&lt;br /&gt;
            text        = &amp;quot;LT&amp;quot;;          // Text to display: Laser Temperature&lt;br /&gt;
            align       = 1;             // Center alignment&lt;br /&gt;
            // POSITION PARAMETERS:&lt;br /&gt;
            x           = -245;          // 245 pixels left of center&lt;br /&gt;
            y           = 34;            // 34 pixels up from bottom&lt;br /&gt;
            x_origin    = 0;             // Horizontal origin: 0 = center of screen&lt;br /&gt;
            y_origin    = -1;            // Vertical origin: -1 = bottom of screen&lt;br /&gt;
            height      = 10;            // Font height&lt;br /&gt;
            width       = 10;            // Font width&lt;br /&gt;
            // COLOR PARAMETER:&lt;br /&gt;
            color       = &amp;quot;yellowColor&amp;quot;; // Text color for this legend&lt;br /&gt;
            with_dial   = &amp;quot;drawWeaponTempBar:&amp;quot;; // Link to weapon temp bar&lt;br /&gt;
        },&lt;br /&gt;
        {&lt;br /&gt;
            text        = &amp;quot;ALT&amp;quot;;         // Text to display: Altitude&lt;br /&gt;
            align       = 1;             // Center alignment&lt;br /&gt;
            // POSITION PARAMETERS:&lt;br /&gt;
            x           = -245;          // 245 pixels left of center&lt;br /&gt;
            y           = 24;            // 24 pixels up from bottom&lt;br /&gt;
            x_origin    = 0;             // Horizontal origin: 0 = center of screen&lt;br /&gt;
            y_origin    = -1;            // Vertical origin: -1 = bottom of screen&lt;br /&gt;
            height      = 10;            // Font height&lt;br /&gt;
            width       = 10;            // Font width&lt;br /&gt;
            // COLOR PARAMETER:&lt;br /&gt;
            color       = &amp;quot;greenColor&amp;quot;;  // Text color for this legend&lt;br /&gt;
            with_dial   = &amp;quot;drawAltitudeBar:&amp;quot;; // Link to altitude bar&lt;br /&gt;
        },&lt;br /&gt;
        {&lt;br /&gt;
            text        = &amp;quot;MISS&amp;quot;;        // Text to display: Missiles&lt;br /&gt;
            align       = 1;             // Center alignment&lt;br /&gt;
            // POSITION PARAMETERS:&lt;br /&gt;
            x           = -245;          // 245 pixels left of center&lt;br /&gt;
            y           = 3;             // 3 pixels up from bottom&lt;br /&gt;
            x_origin    = 0;             // Horizontal origin: 0 = center of screen&lt;br /&gt;
            y_origin    = -1;            // Vertical origin: -1 = bottom of screen&lt;br /&gt;
            height      = 14;            // Font height&lt;br /&gt;
            width       = 14;            // Font width&lt;br /&gt;
            // COLOR PARAMETER:&lt;br /&gt;
            color       = &amp;quot;redColor&amp;quot;;    // Text color for this legend&lt;br /&gt;
            with_dial   = &amp;quot;drawMissileDisplay:&amp;quot;; // Link to missile display&lt;br /&gt;
        },&lt;br /&gt;
        &lt;br /&gt;
        // =============================================================================&lt;br /&gt;
        // RIGHT SIDE LEGENDS&lt;br /&gt;
        // =============================================================================&lt;br /&gt;
        // Labels for dials on the right side of the screen&lt;br /&gt;
        &lt;br /&gt;
        {&lt;br /&gt;
            text        = &amp;quot;SPD&amp;quot;;         // Text to display: Speed&lt;br /&gt;
            // POSITION PARAMETERS:&lt;br /&gt;
            x           = 242;           // 242 pixels right of center&lt;br /&gt;
            y           = 86;            // 86 pixels up from bottom&lt;br /&gt;
            x_origin    = 0;             // Horizontal origin: 0 = center of screen&lt;br /&gt;
            y_origin    = -1;            // Vertical origin: -1 = bottom of screen&lt;br /&gt;
            height      = 14;            // Font height&lt;br /&gt;
            width       = 14;            // Font width&lt;br /&gt;
            // COLOR PARAMETER:&lt;br /&gt;
            color       = &amp;quot;whiteColor&amp;quot;;  // Text color for this legend&lt;br /&gt;
            with_dial   = &amp;quot;drawSpeedBar:&amp;quot;; // Link to speed bar&lt;br /&gt;
        },&lt;br /&gt;
        {&lt;br /&gt;
            text        = &amp;quot;ROLL&amp;quot;;        // Text to display: Roll rate&lt;br /&gt;
            // POSITION PARAMETERS:&lt;br /&gt;
            x           = 242;           // 242 pixels right of center&lt;br /&gt;
            y           = 72;            // 72 pixels up from bottom&lt;br /&gt;
            x_origin    = 0;             // Horizontal origin: 0 = center of screen&lt;br /&gt;
            y_origin    = -1;            // Vertical origin: -1 = bottom of screen&lt;br /&gt;
            height      = 12;            // Font height&lt;br /&gt;
            width       = 12;            // Font width&lt;br /&gt;
            // COLOR PARAMETER:&lt;br /&gt;
            color       = &amp;quot;whiteColor&amp;quot;;  // Text color for this legend&lt;br /&gt;
            with_dial   = &amp;quot;drawRollBar:&amp;quot;; // Link to roll bar&lt;br /&gt;
        },&lt;br /&gt;
        {   // yaw bar legend&lt;br /&gt;
            text        = &amp;quot;YAW&amp;quot;;         // Text to display: Yaw rate&lt;br /&gt;
            // POSITION PARAMETERS:&lt;br /&gt;
            x           = 242;           // 242 pixels right of center&lt;br /&gt;
            y           = -138;          // 138 pixels down from center&lt;br /&gt;
            x_origin    = 0;             // Horizontal origin: 0 = center of screen&lt;br /&gt;
            y_origin    = 0;             // Vertical origin: 0 = center of screen (default)&lt;br /&gt;
            height      = 12;            // Font height&lt;br /&gt;
            width       = 12;            // Font width&lt;br /&gt;
            // COLOR PARAMETER:&lt;br /&gt;
            color       = &amp;quot;whiteColor&amp;quot;;  // Text color for this legend&lt;br /&gt;
            with_dial   = &amp;quot;drawYawBar:&amp;quot;; // Link to yaw bar&lt;br /&gt;
        },&lt;br /&gt;
        {&lt;br /&gt;
            text        = &amp;quot;PITCH&amp;quot;;       // Text to display: Pitch rate&lt;br /&gt;
            // POSITION PARAMETERS:&lt;br /&gt;
            x           = 242;           // 242 pixels right of center&lt;br /&gt;
            y           = 62;            // 62 pixels up from bottom&lt;br /&gt;
            x_origin    = 0;             // Horizontal origin: 0 = center of screen&lt;br /&gt;
            y_origin    = -1;            // Vertical origin: -1 = bottom of screen&lt;br /&gt;
            height      = 12;            // Font height&lt;br /&gt;
            width       = 12;            // Font width&lt;br /&gt;
            // COLOR PARAMETER:&lt;br /&gt;
            color       = &amp;quot;whiteColor&amp;quot;;  // Text color for this legend&lt;br /&gt;
            with_dial   = &amp;quot;drawPitchBar:&amp;quot;; // Link to pitch bar&lt;br /&gt;
        }&lt;br /&gt;
    );&lt;br /&gt;
    &lt;br /&gt;
    // =============================================================================&lt;br /&gt;
    // MULTI-FUNCTION DISPLAYS (MFDs)&lt;br /&gt;
    // =============================================================================&lt;br /&gt;
    // MFDs are customizable panels that can show various information like cargo,&lt;br /&gt;
    // manifest, map, etc. Players can cycle through different MFD modes in-game.&lt;br /&gt;
    // You can define up to 12 MFDs. They are typically positioned on the sides&lt;br /&gt;
    // of the screen to avoid interfering with the main HUD elements.&lt;br /&gt;
    //&lt;br /&gt;
    // COLOR PARAMETER:&lt;br /&gt;
    // MFDs support a 'color' property to change from the default green:&lt;br /&gt;
    // - color: Sets the color of the MFD display elements&lt;br /&gt;
    // - Accepts standard Oolite color formats (named colors, RGB/RGBA tuples)&lt;br /&gt;
    &lt;br /&gt;
    multi_function_displays = // can have 1 to 12 multi function displays&lt;br /&gt;
    (&lt;br /&gt;
        {&lt;br /&gt;
            width = 198;                // Panel width in pixels&lt;br /&gt;
            height = 132;               // Panel height in pixels&lt;br /&gt;
            // POSITION PARAMETERS:&lt;br /&gt;
            x = -156;                   // 156 pixels left of center&lt;br /&gt;
            y = -72;                    // 72 pixels down from center&lt;br /&gt;
            x_origin = 0;               // Horizontal origin: 0 = center of screen&lt;br /&gt;
            y_origin = 1;               // Vertical origin: 1 = top of screen&lt;br /&gt;
            // COLOR PARAMETER:&lt;br /&gt;
            color = &amp;quot;cyanColor&amp;quot;;         // Color for MFD display elements (default is green)&lt;br /&gt;
        },&lt;br /&gt;
        {&lt;br /&gt;
            width = 198;                // Panel width in pixels&lt;br /&gt;
            height = 132;               // Panel height in pixels&lt;br /&gt;
            // POSITION PARAMETERS:&lt;br /&gt;
            x = 156;                    // 156 pixels right of center&lt;br /&gt;
            y = -72;                    // 72 pixels down from center&lt;br /&gt;
            x_origin = 0;               // Horizontal origin: 0 = center of screen&lt;br /&gt;
            y_origin = 1;               // Vertical origin: 1 = top of screen&lt;br /&gt;
            // COLOR PARAMETER:&lt;br /&gt;
            color = &amp;quot;cyanColor&amp;quot;;         // Color for MFD display elements (default is green)&lt;br /&gt;
        }&lt;br /&gt;
    );&lt;br /&gt;
    &lt;br /&gt;
    // =============================================================================&lt;br /&gt;
    // MESSAGE GUI&lt;br /&gt;
    // =============================================================================&lt;br /&gt;
    // Controls the display of in-game messages (mission messages, alerts,&lt;br /&gt;
    // status updates, etc.). This is the main text display area for communications.&lt;br /&gt;
    &lt;br /&gt;
    message_gui = {&lt;br /&gt;
        width = 252;                    // Panel width in pixels&lt;br /&gt;
        height = 140;                   // Panel height in pixels&lt;br /&gt;
        // POSITION PARAMETERS:&lt;br /&gt;
        x = 128;                       // 128 pixels right of center&lt;br /&gt;
        y = -60;                       // 60 pixels down from center&lt;br /&gt;
        x_origin = 0;                   // Horizontal origin: 0 = center of screen&lt;br /&gt;
        y_origin = 0;                   // Vertical origin: 0 = center of screen (default)&lt;br /&gt;
        row_height = 14;                // Height of each message line in pixels&lt;br /&gt;
        permanent = no;                 // If NO, panel hides when no messages&lt;br /&gt;
        background_automatic = yes;      // If YES, background auto-hides when no messages&lt;br /&gt;
        // default background transparent&lt;br /&gt;
        background_rgba = &amp;quot;0.0 0.05 0.45 0.0&amp;quot;; // Background color (RGBA): dark blue, fully transparent&lt;br /&gt;
        text_color = &amp;quot;yellowColor&amp;quot;;     // Default text color for messages&lt;br /&gt;
        text_comms_color = &amp;quot;greenColor&amp;quot;; // Text color for communications messages&lt;br /&gt;
    };&lt;br /&gt;
    &lt;br /&gt;
    // =============================================================================&lt;br /&gt;
    // COMMUNICATIONS LOG GUI&lt;br /&gt;
    // =============================================================================&lt;br /&gt;
    // Shows the history of communications (radio chatter, station messages,&lt;br /&gt;
    // comms log, etc.). Typically positioned opposite the message GUI.&lt;br /&gt;
    &lt;br /&gt;
    comm_log_gui = {&lt;br /&gt;
        alpha = &amp;quot;0.75&amp;quot;;                 // Transparency: can be number or string&lt;br /&gt;
        width = 216;                    // Panel width in pixels&lt;br /&gt;
        height = 132;                   // Panel height in pixels&lt;br /&gt;
        // POSITION PARAMETERS:&lt;br /&gt;
        x = -156;                      // 156 pixels left of center&lt;br /&gt;
        y = -68;                       // 68 pixels down from center&lt;br /&gt;
        x_origin = 0;                   // Horizontal origin: 0 = center of screen&lt;br /&gt;
        y_origin = 0;                   // Vertical origin: 0 = center of screen (default)&lt;br /&gt;
        row_height = 12;                // Height of each log line in pixels&lt;br /&gt;
        permanent = no;                 // If NO, panel hides when inactive&lt;br /&gt;
        automatic = yes;                // If YES, auto-hides when no communications&lt;br /&gt;
        background_rgba = &amp;quot;0.0 0.05 0.45 0.5&amp;quot;; // Background color: dark blue, semi-transparent&lt;br /&gt;
    };&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
// See [https://wiki.alioth.net/index.php/HUD_Customisation_Guide HUD_Customisation_Guide]&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite scripting]]&lt;/div&gt;</summary>
		<author><name>Phkb</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=File:ToriB.png&amp;diff=90120</id>
		<title>File:ToriB.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=File:ToriB.png&amp;diff=90120"/>
		<updated>2026-08-05T10:33:17Z</updated>

		<summary type="html">&lt;p&gt;Phkb: Phkb uploaded a new version of File:ToriB.png&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=Torus_station&amp;diff=90119</id>
		<title>Torus station</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Torus_station&amp;diff=90119"/>
		<updated>2026-08-05T10:32:22Z</updated>

		<summary type="html">&lt;p&gt;Phkb: Updated version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox StationStats Oolite| title = Torus Station&lt;br /&gt;
|image = [[Image:Oolite-twintorus.jpg|280px]]&lt;br /&gt;
|dimensions =  5770 x 5770 x &amp;lt;br /&amp;gt;1000 ''single''&amp;lt;br /&amp;gt;2000 ''double''&lt;br /&gt;
|maneuverability = Roll: 4.0&amp;lt;br /&amp;gt;Pitch: 4.0&lt;br /&gt;
|isrotating = Yes&lt;br /&gt;
|energyrecharge = 100&lt;br /&gt;
|armaments = None&lt;br /&gt;
|defenders = Galcop&lt;br /&gt;
|isoxp = OXP&lt;br /&gt;
|beacon = N&lt;br /&gt;
}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
Colossal and majestic, '''Torus''' stations can be spotted at a great distance in space, and serve as a reminder that one is approaching the cream of technological advancement. Capable of containing vast resources and unorthodox space accommodation, they are usually lucrative centers of commerce.&lt;br /&gt;
&lt;br /&gt;
[[Image:Oolite-torusLS.jpg|320px|left|thumb|The ''virgin Torus'' at Onrira, early construction phase]]&lt;br /&gt;
==History==&lt;br /&gt;
When the first Torus station was unveiled in orbit of [[Sector1/Onrira|Onrira]] in 3129, it marked an event of political promise. As [[GASEC]] and [[GalCop]] had relied heavily on the services of [[Obnoxicorp]] in both the political lobbying and execution of the project, there were many champions to claim honours and declare directions for the future, and some confusion could not be disguised.&lt;br /&gt;
&lt;br /&gt;
As Onrira was at the time under a flawed Multi-Government system, caught up in the recurring [[Esonatoid]] calamity, there was solid cause to see the political instability resolved, especially considering the potential of the world's abundant resources. The Obnoxicorp strategy was intended to join the fragmented leadership in space, and shape a common prosperity through trade.  The Torus station made this possible.&lt;br /&gt;
&lt;br /&gt;
Early indications showed success as Onrira began to prosper, offering hope to similar systems who would benefit from a similar lift, but few of these figured in Obnoxicorp's elaborate plans. Torus stations began to appear on a galactic scale, but exclusively around planets of great commercial promise, and not where diplomatic efforts were needed. Although Galcop leadership were said to be displeased about the direction of the Torus program, any public acknowledgement of failure was suppressed.&lt;br /&gt;
&lt;br /&gt;
[[Image:TorusOniraApproach.jpg|320px|left|thumb|A modern Onrira Torus visible at great distance]]&lt;br /&gt;
==Design==&lt;br /&gt;
[[Image:ToriB.png|520px|thumb|right|The new Dual Torus 2.4]]&lt;br /&gt;
Although enormous in size, a Torus station is remarkably unproblematic to assemble compared to other space habitat. At the project's announcement, the modular design concept was praised for its simplicity of fabrication and genius of design. The prefabricated segments are transported with ease to the assembly site, where a Torus station is finalized according to specific needs and budget. &lt;br /&gt;
&lt;br /&gt;
It was all going so well, until the considerable self-satisfaction of the project's designers and economic backers was brutally snuffed out at the unveiling of the full scale prototype. Under embarrassing circumstances, a fatal design flaw was exposed, allowing a relatively minor collision to trigger the complete modular dissociation of its constituent parts, ending careers and causing years of delay until all errors were guaranteed to be corrected. &lt;br /&gt;
&lt;br /&gt;
Theoretically, there is no limit to the amount of rings a Torus can feature, though few have requested more than two. A single Torus supporting 8 times the population of a [[Coriolis station (Oolite)|Coriolis]] and unique controlled segment facilities, corporate opportunity dwells at the very heart of the design.&lt;br /&gt;
&lt;br /&gt;
Some years later Obnoxicorp Inc. has released a new and heavily modified version - the Tori2 - to counteract other companies designs and to reduce accidents with sleepy spaceship commanders crashing into this collossal structure, even though rumours say this attempt has failed completely.&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
:Chart 1: Onrira (23), Inera (33), Ceesxe (151)&lt;br /&gt;
:Chart 2: Onatbeza (66), Laribebi (98), Recexela (231)&lt;br /&gt;
:Chart 3: Lezaer (5), Orzaedve (42)&lt;br /&gt;
:Chart 4: Gebiisso (141), Dicebe (197)&lt;br /&gt;
:Chart 5: Tetiri (70), Xevera (198), Gesolaon (249)&lt;br /&gt;
:Chart 6: Bearrabe (40), Enqura (50), Diesanen (149)&lt;br /&gt;
:Chart 7: Quandixe (53), Maraus (66), Bionbiin (119), Articeso (229)&lt;br /&gt;
:Chart 8: Esusale (251)&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
* This [[OXP]] requires Oolite v1.76.1&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
*[[Media:Tori_2.4.oxz|Tori_2.4.oxz]]&lt;br /&gt;
&lt;br /&gt;
==Version history==&lt;br /&gt;
*January 2006, v1, [[User:Murgh|Murgh]], models&lt;br /&gt;
*October 2010, [[User:Svengali|Svengali]], overhaul&lt;br /&gt;
*October 2014, [[User:CaptSolo|CaptSolo]] with [[User:Griff|Griff]], overhaul, high definition textures, Griff docking bay&lt;br /&gt;
*August 2026, v2.4 [[User:phkb|phkb]], texture update, specular maps, Oolite 1.90/1.91 shader compatibility&lt;br /&gt;
&lt;br /&gt;
=== Older version downloads ===&lt;br /&gt;
* [[Media:Tori2.02.oxz | Tori2.02 OXZ]] (downloaded {{#downloads:Tori2.02.oxz}} times)&amp;lt;br&amp;gt;&lt;br /&gt;
* [https://app.box.com/s/11g8a0utw5xkjopyef91 Murghs_Stations2.0.zip] (1.3 MB) 2013-03-08.&lt;br /&gt;
* [http://app.box.com/shared/tc3ncj9xo6 Tori 2.01] (740.5KB) 2010-10-15&lt;br /&gt;
* [http://capnhack.com/hosting/oolite/Oolite/OXPs/tori.zip Tori.oxp v1] (556 KB)  via Oosat, containing the 4 original Torus variants. &lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=8592 Murgh - Obnoxicorp Inc.] (2010-14)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=21479 v2.1 BB thread]&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=3765 Torus space stations' sphere of influence] (2007-12) - from the days when NPCs would collide while docking&lt;br /&gt;
&lt;br /&gt;
== Gameplay and Balance Indicator ==&lt;br /&gt;
{{OXPLevel}}&lt;br /&gt;
[[File:Tag-colour-green.png]]&lt;br /&gt;
&lt;br /&gt;
{{station-OXP}}&lt;/div&gt;</summary>
		<author><name>Phkb</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Traffic_Control_OXP&amp;diff=90118</id>
		<title>Traffic Control OXP</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Traffic_Control_OXP&amp;diff=90118"/>
		<updated>2026-08-05T10:28:19Z</updated>

		<summary type="html">&lt;p&gt;Phkb: Updated version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
A little script which gives each system main station a traffic control department, whose job it is to guide new Commanders (and a few old hands who have become too reliant on docking computers) on the best route for manual approach and docking into the station. They oversee all traffic from station aegis and planetary approach right up until the actual docking itself. Also they keep an eye on ships leaving the station and wish people a bon voyage. Just don't dally in the approach lane and get in everyone's way, or you'll feel their wrath!&lt;br /&gt;
&lt;br /&gt;
Recommended for new players learning how to dock manually, and for experienced players who want a bit of extra ambience around main stations. It is fully integrated with the docking clearance protocols introduced in Oolite 1.72 (if the stations enable them). Most messages from this OXP will appear only if your ship does not have functional docking computers, but a few will appear regardless, for example: Clear the lane, Commander! If you see a message that starts with 'Traffic Control:' then it is probably from this OXP.&lt;br /&gt;
&lt;br /&gt;
In terms of balance, this OXP is neutral for beginners and slightly biased against the experienced player, because it enforces (with fines and small but escalating bounties) a sensible rule against the use of cloaking devices in proximity to main stations... however, to be fair, it will not impose any penalties if you pass undetected (or at least unidentified). Of course, requesting docking clearance or activating docking computers will transmit your identity to the station...&lt;br /&gt;
&lt;br /&gt;
This OXP is compatible with all other OXPs, and includes considerations for Buoy Repair, ILS and AutoDock if those OXPs are also installed.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
This OXP requires at least version 1.88 of Oolite. &lt;br /&gt;
&lt;br /&gt;
The traffic controllers also assume that any Commander's ship equipped with Docking Computers can look after itself in terms of approach and docking.&lt;br /&gt;
&lt;br /&gt;
==Version History==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
09/10/2008 - Version 1.00, Initial release.&lt;br /&gt;
04/11/2008 - Version 1.01, scripting update for v1.72+ compatibility.&lt;br /&gt;
24/05/2010 - Version 1.10, fortified equipment damage checking for 1.74&lt;br /&gt;
13/02/2011 - Version 1.11, removal of upper limit, to allow running with 1.75&lt;br /&gt;
08/07/2020 - Version 2.00, updated by Milo; set minimum Oolite version to 1.88; &lt;br /&gt;
*fixed errors if navigation buoy is destroyed; &lt;br /&gt;
*corrected planet approach guidance (follow green circle, not square, if ship has a basic compass); &lt;br /&gt;
*added additional hints for new players (until they buy docking computers); &lt;br /&gt;
*set up recurring reminders to &amp;quot;clear the lane&amp;quot; when not supposed to be there; &lt;br /&gt;
*integrated docking advice with docking clearance protocol for main stations that require clearance; &lt;br /&gt;
*added warning messages to fugitive players entering station aegis or requesting docking clearance; &lt;br /&gt;
*Cloaking Devices: added responses to being detected using cloaking devices in the station aegis (this OXP now declares it illegal to cloak within main station aegis and introduces a small bounty for the first offence, which will be increased for non-fugitive players each time they are detected still cloaked after the initial offence; however, entering the aegis cloaked and never interacting with the station will not impose a penalty as the traffic controllers are unaware of the trespass); added a 1000 credit fine (or equivalent bounty) to the arrival report when docking at main stations while cloaked (even if fast-docking is used); &lt;br /&gt;
*added considerations for nova systems (traffic control will leave a recording when sun has gone nova) and for Buoy Repair, ILS and AutoDock OXPs&lt;br /&gt;
07/11/2021 - Version 2.01, updated by Milo; fix bug reported by dybal (docking clearance &amp;quot;granted&amp;quot; status was not correctly detected, resulting in unintended behavior, particularly noticeable when combined with ILS OXP)&lt;br /&gt;
07/16/2021 - Version 2.02, updated by Milo; reduced the frequency of some messages, changed one word to be more situationally neutral, and fixed a log warning involving percent symbols; updated license from CC 3.0 to CC 4.0&lt;br /&gt;
07/06/2025 - Version 2.3, updated by phkb; Moved all text into descriptions.plist for easier localisation. Ensured all timers are stopped when docking at a station.&lt;br /&gt;
07/08/2025 - Version 2.3.1, updated by phkb; Added &amp;quot;use strict&amp;quot;; to main script file.&lt;br /&gt;
28/03/2026 - Version 2.4, updated by phkb; Reminders to leave the docking area are now not sent if player has docking clearance, improved handling of nova systems.&lt;br /&gt;
05/08/2026 - Version 2.5, updated by phkb; Reminders to leave the docking area are now really not sent if the player has docking clearance.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
The latest version, [[Media:TrafficControl_2.5.oxz|Traffic Control v2.5]], can be downloaded via the expansion manager or from the wiki by clicking on the link.&lt;br /&gt;
&lt;br /&gt;
An older version, [http://www.box.com/shared/qah2zp7sq2 '''Traffic Control v1.11'''], can be downloaded from Box.Net by clicking on the link.&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
*[[User:Thargoid|Thargoid's OXP page]].&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=20180 BB Thread] (2019-20)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=59662#p59662 Original thread] (2008)&lt;br /&gt;
&lt;br /&gt;
[[File:Tag-colour-blue.png]]{{OXPLevel|0}}&lt;br /&gt;
{{mechanics-OXP}}&lt;/div&gt;</summary>
		<author><name>Phkb</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Clippers&amp;diff=90117</id>
		<title>Clippers</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Clippers&amp;diff=90117"/>
		<updated>2026-08-05T10:27:22Z</updated>

		<summary type="html">&lt;p&gt;Phkb: Updated version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[Image:newClipperComp-750.png|right]]&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Inspired by the great Clipper ships of  Old Earth's 19th Century  the Boa II Clipper was developed by the Gerege Federation Space Works as a result of extensive market research carried out for them by respected pollsters Moori. The research indicated that there was an un-filled niche in the market for a very fast combat-capable transport, a ship capable of covering great distances comfortably, safely, but most of all, quickly.&lt;br /&gt;
&lt;br /&gt;
To keep development time and costs down it was decided to adapt the proven hull of the Boa Class Cruiser, rather than design a new ship from scratch. As the Boa CC was strong, capacious, and very manoeuvrable, little needed to be done other than increase the engine power. By enlarging the engine room they were able to shoe-horn in a third Stardrive, thus giving the Clipper an immediate 50% power increase over the Class Cruiser, and a top speed of a highly creditable 0.362 LM. The trade-off  is a 25 ton reduction in cargo space, but the remaining 150 tons capacity was considered more than adequate.&lt;br /&gt;
&lt;br /&gt;
Following the success of their Clipper upgrade to the Boa 2, the Gerege Federation SpaceWorks felt that a similar upgrade to a smaller freighter would also be worthwhile. Following negotiations with Whatt and Pritney, they obtained a licence to adapt Python hulls to 'Clipper' specification. &lt;br /&gt;
&lt;br /&gt;
Both Python and Boa Clippers have sacrificed some cargo space to allow fitment of extra drive units allowing higher top speeds. GFS favour the DeClapton and Layla Quark-scintillation StarDrive as these units are powerful yet compact and are extremely reliable.&lt;br /&gt;
&lt;br /&gt;
In keeping with their role as long distance express transports, both Clipper models are equipped as standard with Fuel Scoops and Heat Shielding to allow 'sunskimming', and with the introduction of the Python variant external secondary fuel tanks were introduced across the range. These hold 3LY of fuel and this can be moved into the main tanks when they are empty. &lt;br /&gt;
&lt;br /&gt;
These ships have custom HUDs, with a clear logical layout optimised for combat situations.&lt;br /&gt;
&lt;br /&gt;
If an NPC is severely damaged in battle and the pilot ejects the ship will progressively become derelict. The ship loses power and the navigation strobes will stop, the lights fade, followed by the engine glow, and finally the derelict is left gently tumbling in space.&lt;br /&gt;
&amp;lt;!--- Note that the next two commands include all the details of the 2 variants via transclusion, i.e. by importing it from their own pages. ---&amp;gt;&lt;br /&gt;
{{:Python Clipper Class}}{{:Boa II Clipper Class}} &lt;br /&gt;
&lt;br /&gt;
==Compatibility==&lt;br /&gt;
This OXP is compatible with [[ExtraFuelTanks]] OXP. Both OXPs can be installed together. If you fly a Boa or Python Clipper with External Fuel Tanks you will not see ExtraFuelTanks offered, but if you have several Commanders flying various ships and use ExtraFuelTanks these will continue to work normally.&lt;br /&gt;
&lt;br /&gt;
==Author==&lt;br /&gt;
&lt;br /&gt;
OXP by [[User:Smivs|Smivs]]&lt;br /&gt;
&lt;br /&gt;
==Credits== &lt;br /&gt;
&lt;br /&gt;
Many thanks to Griff for allowing me to 'borrow' the engine model from his 'Boa'.&lt;br /&gt;
&lt;br /&gt;
==Licence==&lt;br /&gt;
&lt;br /&gt;
This work is licensed under the Creative Commons Attribution-Noncommercial-Share Alike 3.0Unported License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/4.0/ or send a letter to Creative Commons, 171 Second Street, Suite 300, San Francisco, California, 94105, USA.&lt;br /&gt;
&lt;br /&gt;
==Version History==&lt;br /&gt;
Version 1.4.5 Released 5th August, 2026. Minor bugfix - shipdata.plist.&lt;br /&gt;
&lt;br /&gt;
Version 1.4.4 Released 3rd March, 2018. Minor bugfix - shipdata.plist.&lt;br /&gt;
&lt;br /&gt;
Version 1.4.3 Released 31st May, 2015. Bugfix to correct mis-named sub-entity key which was causing the OXP not to load.&lt;br /&gt;
&lt;br /&gt;
Version 1.4.2 Released 30th May, 2015. Bugfix to allow the game to recognise older Boa Clipper player ships.&lt;br /&gt;
&lt;br /&gt;
Version 1.4.1 Released 11th May, 2015. Bugfix release - code errors corrected for Mac compatibility and to fix 'derelict' feature for python.&lt;br /&gt;
&lt;br /&gt;
Version 1.4 Released 5th May, 2015. Complete overhaul for v1.82.&lt;br /&gt;
&lt;br /&gt;
Version 1.3.4 released 4th September, 2014. Updated custom HUDs and added normal and specular mapping, plus a few minor tweaks. Updated licence.&lt;br /&gt;
&lt;br /&gt;
Version 1.3.3 released 2nd July, 2014. OXZ release, fully updated for Oolite v1.80.&lt;br /&gt;
&lt;br /&gt;
Version 1.3.2 released 23rd January, 2013. Bugfixes to HUDs and requires.plist and made Oolite v1.77 compatible.&lt;br /&gt;
&lt;br /&gt;
Version 1.3.1 released 9th June, 2012 Corrected AI error in shipdata.plist.&lt;br /&gt;
&lt;br /&gt;
Version 1.3 released 18th may, 2012. Interactive features from Smivs'Shipset added. Now compatible with BattleDamage OXP&lt;br /&gt;
&lt;br /&gt;
Version 1.2 released 10th January, 2012. HUD upgrade.&lt;br /&gt;
&lt;br /&gt;
Version 1.1 released 3rd January, 2012. shipdata.plist error corrected - improvements to custom HUD&lt;br /&gt;
&lt;br /&gt;
Version 1.0 Released 22nd December, 2011.&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
Download [[Media:Clippers_1.4.5.oxz|Clippers_1.4.5 OXZ]] (downloaded {{#downloads:Clippers_1.4.5.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
===Previous Versions===&lt;br /&gt;
[http://www.smivsonline.co.uk/oxps_Clipper.htm  Clippers_v1.3.2 OXP] direct download from Smivsonline.&lt;br /&gt;
&lt;br /&gt;
==Installation==&lt;br /&gt;
&lt;br /&gt;
The latest OXZ can be downloaded/installed via the Expansions Manager.&lt;br /&gt;
To install the OXP version, unzip the download and place the .oxp folder in your Oolite AddOns folder. Please note that this is an older version, and that the current OXZ is recommended.&lt;br /&gt;
&lt;br /&gt;
[[File:Griff Clippers.png|thumb|right|600px|Griff Clippers retexture]]&lt;br /&gt;
== Griff Clippers OXZ (Griffificated Retexture) ==&lt;br /&gt;
*Download [[Media:GriffClippers_1.1.oxz|GriffClippers_1.1.oxz]] (Phkb, 2026).&lt;br /&gt;
*Discussion [https://bb.oolite.space/viewtopic.php?t=22130 here] &lt;br /&gt;
&lt;br /&gt;
==Oolite Forum thread==&lt;br /&gt;
&lt;br /&gt;
Any questions, problems or bug reports should be posted on this OXP's BB thread [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=11370 here]&lt;br /&gt;
&lt;br /&gt;
==Gameplay and Balance indicator==&lt;br /&gt;
&lt;br /&gt;
[[Image:tag-colour-blue.png]]&lt;br /&gt;
&lt;br /&gt;
{{ship-OXP}}&lt;/div&gt;</summary>
		<author><name>Phkb</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=File:Clippers_1.4.5.oxz&amp;diff=90116</id>
		<title>File:Clippers 1.4.5.oxz</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=File:Clippers_1.4.5.oxz&amp;diff=90116"/>
		<updated>2026-08-05T10:25:26Z</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:Tori_2.4.oxz&amp;diff=90115</id>
		<title>File:Tori 2.4.oxz</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=File:Tori_2.4.oxz&amp;diff=90115"/>
		<updated>2026-08-05T10:23:37Z</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:TrafficControl_2.5.oxz&amp;diff=90114</id>
		<title>File:TrafficControl 2.5.oxz</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=File:TrafficControl_2.5.oxz&amp;diff=90114"/>
		<updated>2026-08-05T10:22:49Z</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=Ship_Repurchase&amp;diff=90104</id>
		<title>Ship Repurchase</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Ship_Repurchase&amp;diff=90104"/>
		<updated>2026-08-03T06:08:27Z</updated>

		<summary type="html">&lt;p&gt;Phkb: Version update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:EscapeCapsule-Oolite.png|left|thumb|300px|''If'' you bought an escape pod]]&lt;br /&gt;
[[File:Escape Suit 01.PNG|right|thumb|300px|And ... ''if'' you didn't!]]&lt;br /&gt;
==Overview==&lt;br /&gt;
This OXP aims to make the experience of using an escape pod a bit more interesting and realistic. The first change is that the player will be auto-ejected from their ship just before it is destroyed, in almost all cases&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;, even if they don't have an escape pod. If the player has not fitted an escape pod, they will eject from their ship in a life-support suit only, which provides a means of keeping the pilot in stasis until they can be recovered. If an escape pod is fitted, it will auto-eject the player when it is clear the ship can no longer support life. Players can also choose when they eject if they have an escape pod, rather than waiting for the auto-eject process to kick in. Also, any parcels or passengers currently on board, and any gold, platinum or gem-stones will not fit into the life-support suit, and so will be lost with the rest of the cargo and ship. If an escape pod is fitted, these items will be preserved.&lt;br /&gt;
&lt;br /&gt;
Once the player has been recovered, they then need to decide what to do about replacing their ship. They will be given (at most) three options:&amp;lt;br/&amp;gt;&lt;br /&gt;
# to replace their previous ship plus all the equipment on it;&lt;br /&gt;
# to just replace their existing ship, leaving out any equipment; or&lt;br /&gt;
# choosing a lower cost ship as a replacement.&lt;br /&gt;
&lt;br /&gt;
For options (1) and (2) there is a cost involved: 10% of the original cost. If, however, you have purchased an escape pod, there is an insurance component to the purchase that reduces the amount to be only 5% of the original cost. A more expensive escape pod option, named &amp;quot;Escape Pod Plus&amp;quot;, will reduce the amount further, to 2.5% of the original cost. &lt;br /&gt;
&lt;br /&gt;
Option (3) is always free. Potentially two ships will be offered, depending on the base value of your current ship. The following table outlines the ships that will be offered (Offer 1 ships are generally trader-type ships, while Offer 2 ships are generally hunter-type ships):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;120px&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Current ship&amp;lt;br/&amp;gt;Base Value&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;170px&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Offer 1&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;170px&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Offer 2&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;650001+&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Anaconda&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Fer-de-Lance&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;495001-650000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Boa Class Cruiser&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Fer-de-Lance&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;485001-495000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Boa&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Fer-de-Lance&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;450001-485000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Boa&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Asp Mark II&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;375001-450000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Python&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Asp Mark II&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;200001-375000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Python&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cobra Mark III&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;150001-200000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cobra Mark III&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;145001-150000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Moray Medical Boat&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Moray Star Boat&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;125001-145000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Moray Star Boat&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;100001-125000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cobra Mark I&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;0-100000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Adder&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If a full ship plus equipment replacement is chosen, the ship will arrive in a fully working condition. That is, any equipment that was damaged at the time of destruction will be in a working order on the replacement&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;, and the ship will not be in need of an overhaul. &lt;br /&gt;
&lt;br /&gt;
If the player has insufficient funds to purchase either the full replacement, or the stock replacement ship, they will be forced to accept the lower value ship as their free ship to continue their galactic journey.&lt;br /&gt;
&lt;br /&gt;
Note that, if you have passengers on board, choosing option (2) or (3) will result in those passengers being abandoned at the station and the contracts terminated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Note: If your ship is caught in a cascade explosion, the auto-eject process cannot eject you to a safe distance, meaning any life-suit or escape pod will also be destroyed. &amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Note: The one exception to this rule is the cloaking device, which, because of the nature of the device and how it came to be in your posession, constitutes a real problem for insurance repair coverage. However, if you are rescued at a station that has a suitably high tech level, the device will be repaired.&lt;br /&gt;
&lt;br /&gt;
==Frequent Ejecting Penalty==&lt;br /&gt;
In order to curb misuse (for instance, ejecting from a badly damaged ship to avoid repair bills), players who eject frequently will suffer a repurchase penalty. The calculation is (1 + ((monthly_eject_count - 1) x 2) / 10) x original_percentage. So, ejecting 2 times in a month will increase the percentage to 12%. Ejecting 3 times in a month will increase the percentages to 14%. If you were to eject 16 times in a month, that would change the 10% of original cost of the ship to be 40%.&lt;br /&gt;
&lt;br /&gt;
As a player progresses through the game, the length of time used for picking up ejecting events in the calculation will increase. Players with less than 32 kills will stay at the 30 day mark. After 32 kills, the period increases to 60 days (2 months). At 64 kills, the period is 90 days (3 months); at 128 kills, the period is 4 months; at 512 kills the period is 6 months; at 2560 kills, the period is 9 months; and at 6400+ kills, the period is 1 year.&lt;br /&gt;
&lt;br /&gt;
==Insurance==&lt;br /&gt;
Due to the high number of total-loss payments insurance providers have been forced to make over the last decade, no-cost replacement insurance is no longer a complimentary part of an escape pod purchase. Instead, as noted above, any escape pod purchase will instead reduce the cost of any repurchase event. &lt;br /&gt;
&lt;br /&gt;
However, many clients still find even the reduced costs difficult to bear. So insurance providers have introduced &amp;quot;Ship Repurchase Insurance&amp;quot;, which covers the holder of the policy for a maximum of 30 days from date of purchase, and will reduce the cost of any ship plus equipment replacement to just 1000cr. A ship-only replacement will cost just 500cr. This insurance can be purchased at any GalCop-aligned station in all systems. The insurance is a once-only policy - if the policy is invoked, the terms state that the policy is then terminated.&lt;br /&gt;
&lt;br /&gt;
==New Jamesons==&lt;br /&gt;
Insurance providers understand that new pilots need more protection than experienced ones. To help new pilots on their way, these payments will only be required for pilots who have attained an Elite rank of &amp;quot;Poor&amp;quot;. If a &amp;quot;Harmless&amp;quot; or &amp;quot;Mostly Harmless&amp;quot; pilot ejects, the cost of a full replacement ship will be greatly reduced: 200cr for a full ship and equipment replacement, 100cr for a ship-only replacement.&lt;br /&gt;
&lt;br /&gt;
==Interstellar space==&lt;br /&gt;
Ejecting in interstellar space is generally fatal - there is usually no one close enough to your location to render assistance, and the limited fuel on the escape pod is insufficient to enable a return to normal space. &lt;br /&gt;
&lt;br /&gt;
Occasionally, though, there are rescue options even in interstellar space. If one of these options is close by (like a naval station or carrier), there is a chance a rescue will take place. However, insurance operators cannot provide replacement ships in this situation. Instead, the player will be given a used ship and will have to make their way back to normal space in this. When they dock at a GalCop station they will at that time be presented with options for ship replacement.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The standard escape pod in the core game operates in a strange way. While the description indicates there is some sort of insurance policy involved in purchasing the pod, if you eject with a ship full of damaged equipment, you will be given a replacement ship with the same damaged equipment in it. This reflects what happened in the 8-bit versions of Elite, and was likely a result of limited resources to do anything more complex.&lt;br /&gt;
&lt;br /&gt;
==Required OXP's==&lt;br /&gt;
This OXP uses the [[Ship Storage Helper]] OXP to store and recover the players ship.&lt;br /&gt;
&lt;br /&gt;
==Compatibility==&lt;br /&gt;
This OXP should be fully compatible with the [[Auto_eject_OXP|Auto-Eject OXP]] by Commander McLane. The &amp;quot;Auto-Eject&amp;quot; equipment will eject the player ahead of the auto-eject function of this pack, and the repurchasing process will apply in both situations.&lt;br /&gt;
&lt;br /&gt;
It should also be fully compatible with the [[Interstellar Tweaks]] OXP by UK Eliter. When ejecting in interstellar space, the recovery options of this OXP will ceed control to Interstellar Tweaks, allowing it to choose the destination. The repurchasing process will apply after recovery.&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
Download [[Media:ShipRepurchase.oxz|ShipRepurchase.oxz]] v0.9 (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;
0.9&lt;br /&gt;
* Fixed undefined reference error.&lt;br /&gt;
&lt;br /&gt;
0.8&lt;br /&gt;
* Tighter integration with Library.&lt;br /&gt;
* Improved integration with the Nova mission.&lt;br /&gt;
* Fixed issues where cargo was not being correctly handled when repurchasing a ship after an interstellar or nova bailout.&lt;br /&gt;
* Implemented logcontrol.plist for debug messages.&lt;br /&gt;
&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 = 0.9&lt;br /&gt;
|release = 2026-08-03&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=File:ShipRepurchase.oxz&amp;diff=90103</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=90103"/>
		<updated>2026-08-03T06:07:31Z</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=Planetfall2_OXP&amp;diff=90102</id>
		<title>Planetfall2 OXP</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Planetfall2_OXP&amp;diff=90102"/>
		<updated>2026-08-03T04:15:33Z</updated>

		<summary type="html">&lt;p&gt;Phkb: Version update&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]] v1.4&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_2.35.oxz|PlanetFall2_2.35.oxz]] (downloaded {{#downloads:PlanetFall2_2.35.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_1.7.oxz|Feudal_PlanetFall2_1.7.oxz]] v1.7 (downloaded {{#downloads:Feudal_PlanetFall2_1.7.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;
2.35&lt;br /&gt;
* Tighter integration with Library.&lt;br /&gt;
* Improved handling of nova conditions.&lt;br /&gt;
&lt;br /&gt;
2.34&lt;br /&gt;
* Shipyard not moved to planet in Anarchy systems.&lt;br /&gt;
* Made ship maintenance available from stations in Anarchy systems.&lt;br /&gt;
* Methods for creating random location names should now create the same name for the same location, every time. No more name switching.&lt;br /&gt;
* Added some additional place naming methods for potential future use.&lt;br /&gt;
* Fixed issue with naming function for Leisure Complexes, where some of the elements in brackets were not being returned.&lt;br /&gt;
* Corrections to some number extraction processes.&lt;br /&gt;
&lt;br /&gt;
2.33&lt;br /&gt;
* Fixed bug in $getPlanetFromLandingSite function.&lt;br /&gt;
* Tweak to monkey patch function.&lt;br /&gt;
&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 = 2.35&lt;br /&gt;
|release = 2026-08-03&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:PlanetFall2_2.35.oxz&amp;diff=90101</id>
		<title>File:PlanetFall2 2.35.oxz</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=File:PlanetFall2_2.35.oxz&amp;diff=90101"/>
		<updated>2026-08-03T04:13:42Z</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=Traffic_Control_OXP&amp;diff=90100</id>
		<title>Traffic Control OXP</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Traffic_Control_OXP&amp;diff=90100"/>
		<updated>2026-08-03T03:42:28Z</updated>

		<summary type="html">&lt;p&gt;Phkb: Version update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
A little script which gives each system main station a traffic control department, whose job it is to guide new Commanders (and a few old hands who have become too reliant on docking computers) on the best route for manual approach and docking into the station. They oversee all traffic from station aegis and planetary approach right up until the actual docking itself. Also they keep an eye on ships leaving the station and wish people a bon voyage. Just don't dally in the approach lane and get in everyone's way, or you'll feel their wrath!&lt;br /&gt;
&lt;br /&gt;
Recommended for new players learning how to dock manually, and for experienced players who want a bit of extra ambience around main stations. It is fully integrated with the docking clearance protocols introduced in Oolite 1.72 (if the stations enable them). Most messages from this OXP will appear only if your ship does not have functional docking computers, but a few will appear regardless, for example: Clear the lane, Commander! If you see a message that starts with 'Traffic Control:' then it is probably from this OXP.&lt;br /&gt;
&lt;br /&gt;
In terms of balance, this OXP is neutral for beginners and slightly biased against the experienced player, because it enforces (with fines and small but escalating bounties) a sensible rule against the use of cloaking devices in proximity to main stations... however, to be fair, it will not impose any penalties if you pass undetected (or at least unidentified). Of course, requesting docking clearance or activating docking computers will transmit your identity to the station...&lt;br /&gt;
&lt;br /&gt;
This OXP is compatible with all other OXPs, and includes considerations for Buoy Repair, ILS and AutoDock if those OXPs are also installed.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
This OXP requires at least version 1.88 of Oolite. &lt;br /&gt;
&lt;br /&gt;
The traffic controllers also assume that any Commander's ship equipped with Docking Computers can look after itself in terms of approach and docking.&lt;br /&gt;
&lt;br /&gt;
==Version History==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
09/10/2008 - Version 1.00, Initial release.&lt;br /&gt;
04/11/2008 - Version 1.01, scripting update for v1.72+ compatibility.&lt;br /&gt;
24/05/2010 - Version 1.10, fortified equipment damage checking for 1.74&lt;br /&gt;
13/02/2011 - Version 1.11, removal of upper limit, to allow running with 1.75&lt;br /&gt;
08/07/2020 - Version 2.00, updated by Milo; set minimum Oolite version to 1.88; &lt;br /&gt;
*fixed errors if navigation buoy is destroyed; &lt;br /&gt;
*corrected planet approach guidance (follow green circle, not square, if ship has a basic compass); &lt;br /&gt;
*added additional hints for new players (until they buy docking computers); &lt;br /&gt;
*set up recurring reminders to &amp;quot;clear the lane&amp;quot; when not supposed to be there; &lt;br /&gt;
*integrated docking advice with docking clearance protocol for main stations that require clearance; &lt;br /&gt;
*added warning messages to fugitive players entering station aegis or requesting docking clearance; &lt;br /&gt;
*Cloaking Devices: added responses to being detected using cloaking devices in the station aegis (this OXP now declares it illegal to cloak within main station aegis and introduces a small bounty for the first offence, which will be increased for non-fugitive players each time they are detected still cloaked after the initial offence; however, entering the aegis cloaked and never interacting with the station will not impose a penalty as the traffic controllers are unaware of the trespass); added a 1000 credit fine (or equivalent bounty) to the arrival report when docking at main stations while cloaked (even if fast-docking is used); &lt;br /&gt;
*added considerations for nova systems (traffic control will leave a recording when sun has gone nova) and for Buoy Repair, ILS and AutoDock OXPs&lt;br /&gt;
07/11/2021 - Version 2.01, updated by Milo; fix bug reported by dybal (docking clearance &amp;quot;granted&amp;quot; status was not correctly detected, resulting in unintended behavior, particularly noticeable when combined with ILS OXP)&lt;br /&gt;
07/16/2021 - Version 2.02, updated by Milo; reduced the frequency of some messages, changed one word to be more situationally neutral, and fixed a log warning involving percent symbols; updated license from CC 3.0 to CC 4.0&lt;br /&gt;
07/06/2025 - Version 2.3, updated by phkb; Moved all text into descriptions.plist for easier localisation. Ensured all timers are stopped when docking at a station.&lt;br /&gt;
07/08/2025 - Version 2.3.1, updated by phkb; Added &amp;quot;use strict&amp;quot;; to main script file.&lt;br /&gt;
28/03/2026 - Version 2.4, updated by phkb; Reminders to leave the docking area are now not sent if player has docking clearance, improved handling of nova systems.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
The latest version, [[Media:TrafficControl_2.4.oxz|Traffic Control v2.4]], can be downloaded via the expansion manager or from the wiki by clicking on the link.&lt;br /&gt;
&lt;br /&gt;
An older version, [http://www.box.com/shared/qah2zp7sq2 '''Traffic Control v1.11'''], can be downloaded from Box.Net by clicking on the link.&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
*[[User:Thargoid|Thargoid's OXP page]].&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=20180 BB Thread] (2019-20)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=59662#p59662 Original thread] (2008)&lt;br /&gt;
&lt;br /&gt;
[[File:Tag-colour-blue.png]]{{OXPLevel|0}}&lt;br /&gt;
{{mechanics-OXP}}&lt;/div&gt;</summary>
		<author><name>Phkb</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=GalCop_Missions&amp;diff=90099</id>
		<title>GalCop Missions</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=GalCop_Missions&amp;diff=90099"/>
		<updated>2026-08-03T03:41:01Z</updated>

		<summary type="html">&lt;p&gt;Phkb: Version update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image:gcm_mission_example.png|right|500px|Sample mission]]&lt;br /&gt;
Adds over 80 different types of missions.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
This OXP adds some local missions to the [[Bulletin Board System]], to hopefully add more things to do in and around each system. Very little by way of new ships, stations, equipment or AI's has been added to the game. The idea was to simply make use of the existing assets in new and (hopefully) interesting ways. &lt;br /&gt;
&lt;br /&gt;
There are a number of different missions available, and the availability of these missions depends on a number of factors (score, system tech level, government type, installed equipment etc). Missions can be offered in a number of ways: via the Bulletin Board, from scooped escape pods, from passing ships, or from emails.&lt;br /&gt;
&lt;br /&gt;
This OXP also includes the concept of &amp;quot;mission chains&amp;quot;, in that completing one mission may trigger a second mission, which could then trigger a third mission, and so on. Sometimes the player is given an option as to whether they want to perform the secondary mission, and sometimes they won't be.&lt;br /&gt;
&lt;br /&gt;
Generally, all the missions are optional. If you don't visit the Bulletin board, you won't see what's on offer, and very little in the game will change if you don't do the missions (although see the two sections below: Gameplay Impacts and Disease Outbreaks). You may occasionally be offered a mission when scooping escape capsules, and sometimes passing ships will pass on requests.&lt;br /&gt;
&lt;br /&gt;
===Gameplay impacts=== &lt;br /&gt;
Some of the missions in this pack can impact on other areas of the game. For instance, one type of mission, if completed successfully, will result in a higher frequency of mis-jumps to a particular system. Some missions can effect the commodities of a station, or the availability of equipment at a station. It will hopefully be obvious when these changes take place (ie as a result of completing a mission).&lt;br /&gt;
&lt;br /&gt;
===Disease Outbreaks===&lt;br /&gt;
Another potential impact is on systems that are reported to have disease outbreaks. If a major outbreak occurs, GalCop might choose to lock down the system, preventing the disease from spreading off-world. When this happens, you might find you can’t jump to a particular system without a permit. Some pilots have reported there are ways around GalCop’s restrictions, but even if you do, you might find that GalCop stations in that system will physically prevent you from docking, and inattentive pilots might find their ship taking damage rather than entering the docking slot. &lt;br /&gt;
&lt;br /&gt;
When a disease outbreak restriction is in effect, there might be missions you can undertake that will grant you the required permissions and passcodes to successfully enter the system and dock at the main station. These missions will likely be in systems close to where the outbreak is occurring.&lt;br /&gt;
&lt;br /&gt;
==Mission Categories==&lt;br /&gt;
This mission pack contains over 80 different missions and variations, but most of the missions fall into one of these general categories.&lt;br /&gt;
* '''Hunter''' - Hunt down and destroy certain ships (asteroids, pirates, traders, Thargoids, police, etc).&lt;br /&gt;
* '''Recovery''' - Find and collect certain items (cargo, derelicts, black boxes, data packets, etc).&lt;br /&gt;
* '''Rescue''' - Locate and collect escape pods, deliver critical equipment to stricken ships, deliver medical supplies.&lt;br /&gt;
* '''Delivery''' - Take cargo between one point and another, but outside the normal cargo mission system.&lt;br /&gt;
* '''Covert''' - Install spying software, disrupt station economies, hack witchpoint beacons.&lt;br /&gt;
* '''Donation''' - Donate money or cargo to charities to gain economic or legal advantages.&lt;br /&gt;
&lt;br /&gt;
==Required Equipment==&lt;br /&gt;
[[Fuel_Scoops|Fuel/Cargo scoops]] and the [[Advanced_Space_Compass|Advanced Space Compass]]  are required for many of the missions. If your ship lacks these items, certain missions will be unavailable.&lt;br /&gt;
&lt;br /&gt;
[[BroadcastComms_MFD|Broadcast Comms MFD]] is a requirement for many of the missions, as it provides an interface for ship-to-ship communications. If you have not purchased this item, some of the missions will be unavailable.&lt;br /&gt;
&lt;br /&gt;
==New Equipment==&lt;br /&gt;
Some new equipment has been added with this OXP.&lt;br /&gt;
[[File:Range Finder (1).png|right|320px]]&lt;br /&gt;
[[File:Range Finder (2).png|right|320px]]&lt;br /&gt;
===Range Finder MFD===&lt;br /&gt;
When this item is purchased, installed and primed, you can press the &amp;quot;b&amp;quot; key (Mode) to switch the mode between escape capsules, black boxes, asteroids, ships, communication relays and cargo pods. Pressing the &amp;quot;n&amp;quot; (Activate) key will initiate a scan of the local area, up to a distance of 200km. The scan will take approximately 2 seconds to run, but will be run continuously until deactivated with the &amp;quot;n&amp;quot; key again. Any objects of the selected type within range will be displayed, along with the distance to the object. A &amp;quot;+&amp;quot; or &amp;quot;-&amp;quot; indicator will be displayed next to each item, showing whether you are moving away from (+), or towards (-), the target. When the target is less than 50km away, a simplified directional indicator will be shown instead, but outside this distance, the range finder does not provide directional information. The information returned by the scan is displayed in an MFD, so you will need to select an MFD slot (using the &amp;quot;:&amp;quot; key) and then select the Range Finder MFD (using the &amp;quot;;&amp;quot; key).&lt;br /&gt;
&lt;br /&gt;
  Direction indicators when distance &amp;lt; 50km: &lt;br /&gt;
    O - Target is generally ahead of you&lt;br /&gt;
    o - Target is ahead of you.&lt;br /&gt;
    X - Target is directly ahead of you.&lt;br /&gt;
    &amp;lt; - Target is to the left&lt;br /&gt;
    &amp;gt; - Target is to the right&lt;br /&gt;
    ^ - Target is above you&lt;br /&gt;
    v - Target is below you&lt;br /&gt;
    A - Target is behind you (ie Aft)&lt;br /&gt;
&lt;br /&gt;
  Range Finder MFD&lt;br /&gt;
  Techlevel: 5&lt;br /&gt;
  Price: 250 cr&lt;br /&gt;
&lt;br /&gt;
Note: When the Range Finder is activated, there will be a drain on your ships energy. If the [[Ship Configuration OXP|Ship Configuration OXP]] is installed, engaging the Range Finder will also generate cabin heat.&lt;br /&gt;
&lt;br /&gt;
===Range Finder Extender===&lt;br /&gt;
An additional device, a Range Finder Extender, which increases the range of the scanner to 500km, as well as boosting the range for the simplified directional indicator to 75km.&lt;br /&gt;
&lt;br /&gt;
  Range Finder Extender&lt;br /&gt;
  Techlevel: 9&lt;br /&gt;
  Price: 2650 cr&lt;br /&gt;
&lt;br /&gt;
===Comms Relay Beacon Switch===&lt;br /&gt;
This device will be issued to the player when attempting particular missions, although it can also be purchased independently from TL3 systems for 60cr. It is a primable piece of equipment that will communicate with any communication relays in the system and request the beacon to be switched on for a short period of time. The device can be used 3 times before needing to be recharged. Using the device will incur a 5% penalty on whatever mission the communication relay relates to.&lt;br /&gt;
&lt;br /&gt;
  Comms Relay Beacon Switch&lt;br /&gt;
  Techlevel: 3&lt;br /&gt;
  Price: 60 cr&lt;br /&gt;
&lt;br /&gt;
===Comms Relay Beacon Switch Recharge===&lt;br /&gt;
This item will replace all the degraded parts of the switch, allowing it to be used 3 more times. The cost will vary, based on how degraded the current parts are. It is available in all systems.&lt;br /&gt;
&lt;br /&gt;
===Cargo Stopper===&lt;br /&gt;
This device makes use of the [[Tractor Beam|tractor beam]] which forms part of the cargo scoops. When your ship is aimed at cargo cannisters that are floating away, it will automatically use the tractor beam to bring the cargo to a stop. Cargo must be within 2km of your ship, and in the centre area of your front viewscreen, otherwise the tractor beam can't reach it.&lt;br /&gt;
&lt;br /&gt;
  Cargo Stopper&lt;br /&gt;
  Techlevel: 6&lt;br /&gt;
  Price: 30 cr&lt;br /&gt;
&lt;br /&gt;
===Ejection Damper===&lt;br /&gt;
This device attaches to the end of the cargo scoop, and when engaged, will apply some force to any ejected item so that it will slow to a stop within a short period of time, rather than floating away at a constant rate. &lt;br /&gt;
&lt;br /&gt;
Once purchased, the unit must be turned on before any cargo will be impacted. Prime the &amp;quot;Ejection Damper&amp;quot; equipment, and press either the &amp;quot;Mode&amp;quot; (b) or &amp;quot;Activate&amp;quot; (n) key to turn the unit on. Pressing those keys a second time will turn the unit off. The unit is automatically turned off whenever your ship docks. &lt;br /&gt;
&lt;br /&gt;
When the unit is on, all cargo ejected will be slowed to a stop. The device can be used on 50 ejected items before it needs to be replaced. &lt;br /&gt;
&lt;br /&gt;
  Ejection Damper&lt;br /&gt;
  Techlevel: 7&lt;br /&gt;
  Price: 100cr&lt;br /&gt;
&lt;br /&gt;
==Required OXP's==&lt;br /&gt;
The following OXP's are listed as required:&lt;br /&gt;
* [[Bulletin Board System]] - Required as all missions are accessed through this interface.&lt;br /&gt;
* [[BroadcastComms_MFD|BroadcastComms MFD]] - Required for missions that need ship-to-ship communications to take place. Also used for accepting or declining secondary missions.&lt;br /&gt;
* [[Email_System_OXP|Email System]] - Provides another interface for missions to be offered.&lt;br /&gt;
* [[GNN]] - Provides text randomisation system used for mission descriptions. Plus, some news items will be published periodically, which can add some flavour to game events.&lt;br /&gt;
&lt;br /&gt;
==Recommended OXP's==&lt;br /&gt;
The following OXP's are listed as recommended, in that additional text and/or gameplay options will become available if they are installed.&lt;br /&gt;
* [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=17846 Manifest Scanner] - Can aid with finding cargo in other ships, which can be very important if you are on a mission to steal certain cargo.&lt;br /&gt;
* [[Cargo_Scanner_OXP|Cargo Scanner]] - Can help with some missions to identify the contents of cargo containers.&lt;br /&gt;
* [[Black Market]] - Some additional opportunities are available through the Black Market interface in this OXP.&lt;br /&gt;
* [[Satellites]] - Some missions are available related to the various satellites created by this OXP.&lt;br /&gt;
&lt;br /&gt;
[[File:F4 Reputation.png|thumb|right|300px|After blasting some local pirates on a number of visits (no missions involved), this Jameson became a &amp;quot;Casual Acquaintance&amp;quot; of Ararus]]&lt;br /&gt;
==What else is in the box?==&lt;br /&gt;
'''Reputations:''' The missions available to the player originate from a number of different entities - governments, corporations, factions of every stripe. As missions are performed for these entities your reputation will increase. However, given the number of entities involved, a new F4 interface screen has been created that combines all reputation information into an easy to read display. Also, any awards received can be displayed as well.&lt;br /&gt;
&lt;br /&gt;
If you have the [[Library OXP]] installed, you additionally have the option of importing a variety of internal and OXP reputations into the screen, rather than having those reputations displayed on the F5F5 Manifest screen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  data-expandtext=&amp;quot;Spoiler: show mission list&amp;quot; data-collapsetext=&amp;quot;Hide list&amp;quot; style=&amp;quot;overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
This is Phkb's working list, taken from his GalCopBB_Missions.js (April 2026 version) with inclusions from the other scripts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There seem to be 81 fully functional missions (presumably those with the blue blobs!), with much code already written for the others (I have assumed that the satellite missions are all fully functional). (''Cholmondeley 12:19, 28 July 2026 (BST)'')&lt;br /&gt;
&lt;br /&gt;
''Mission types''&lt;br /&gt;
:*1 - &amp;quot;Cleanup the spaceways&amp;quot;: destroy x number of asteroids in the current system&lt;br /&gt;
:::any system, max of 1 mission of this type&lt;br /&gt;
:*2 - &amp;quot;Making the system safer&amp;quot;: destroy x number of pirates in system y.&lt;br /&gt;
:::any safe system within 7 LY of a feudal or anarchy&lt;br /&gt;
:::record when mission is accepted and only offer another one to the same system after 10 days&lt;br /&gt;
:*3 - &amp;quot;Disrupting trade (System authority)&amp;quot;: destroy x number of traders in system y.&lt;br /&gt;
:::any multi-gov or worse, near a safe system&lt;br /&gt;
:::record when mission is accepted and only offer another one to the same system after 10 days&lt;br /&gt;
:*4 - &amp;quot;Disrupting trade (Pirate authority)&amp;quot;: destroy x number of traders in system y.&lt;br /&gt;
:::record when mission is accepted and only offer another one to the same system after 10 days&lt;br /&gt;
:*5 - &amp;quot;Thargoid hunt&amp;quot; - intentionally misjump between system X and Y and destroy N number of thargoid motherships (not tharglets)&lt;br /&gt;
:*6 - &amp;quot;Collect the deposit&amp;quot; (System authority): find dumped cargo in system X, deliver to system Y.&lt;br /&gt;
:::- cargo will be guarded by x number of high quality ships&lt;br /&gt;
:*7 - &amp;quot;Collect the deposit&amp;quot; (Pirate authority)&lt;br /&gt;
:*8 - &amp;quot;Pirates for hire (System authority)&amp;quot;: attack trader ships in system X to get their cargo (n tons required), &lt;br /&gt;
:::return to system Y&lt;br /&gt;
:*9 - &amp;quot;Pirates for hire (Pirate authority)&amp;quot;: attack trader ships in system X to get their cargo (n tons required), return to system Y&lt;br /&gt;
:*10 - &amp;quot;Pirate specific commodity (System authority)&amp;quot;: find an amount of a particular commodity but only when in a particular system and only from piracy (not purchased from stations)&lt;br /&gt;
:*11 - &amp;quot;Pirate specific commodity (Pirate authority)&amp;quot;: find an amount of a particular commodity but only when in a particular system and only from piracy (not purchased from stations)	&lt;br /&gt;
:*12 - &amp;quot;Free slaves&amp;quot;: (if IGT is installed) target all ships entering Communist or higher system, and if carrying slaves, demand cargo.&lt;br /&gt;
:::(Recommend the &amp;quot;Manifest Scanner&amp;quot; be installed)&lt;br /&gt;
:::Use BroadcastCommsMFD to &amp;quot;Demand slaves&amp;quot;&lt;br /&gt;
:::Ship will then have the ability to respond: either &amp;quot;OK&amp;quot; (and slaves are dumped), or &amp;quot;I'm not carrying slaves&amp;quot;, or &amp;quot;Get lost&amp;quot;&lt;br /&gt;
:*13 - &amp;quot;Collect Thargoid wreckage&amp;quot; destroy thargoids and collect wreckage in interstellar space&lt;br /&gt;
:::add scenario where alloys are destroyed during flight&lt;br /&gt;
:::&amp;gt;&amp;gt; prevent thargoid alloys from being relabelled by Smugglers&lt;br /&gt;
:::&amp;gt;&amp;gt; prevent thargoid alloys from being put into storage by SC&lt;br /&gt;
:*14 - Gun runner: attack ships in target looking for firearms&lt;br /&gt;
:*15 - Drug dealer: attack ships in target looking for narcotics&lt;br /&gt;
:*16 - Civil unrest (pirate authority): destroy as many police ships in current system as you can&lt;br /&gt;
:*17 - Garbage scow: dump radioactive waste containers near sun so they are destroyed by heat&lt;br /&gt;
:*18 - Rival gang war (ie pirate hunt) (pirate authority)&lt;br /&gt;
&lt;br /&gt;
''Escape Pods, Black Boxes &amp;amp; Derelicts''&lt;br /&gt;
:*20 - Find escape pod in particular system and rescue occupant&lt;br /&gt;
:::- when in range, send out a distress signal to the player&lt;br /&gt;
:*21 - interstellar escape pod rescue&lt;br /&gt;
:*22 - Find black box in particular system and collect it &lt;br /&gt;
:::- make this different from Rescue Stations by making the black box be inside the hulk of a destroyed ship&lt;br /&gt;
:::- need some way of locating ship hulk - maybe an intermittent comms signal?&lt;br /&gt;
::::- have console message appear saying &amp;quot;Weak navigation beacon signal (&amp;quot;U&amp;quot;) being picked up.&amp;quot;&lt;br /&gt;
::::- player switches ASC to find &amp;quot;U&amp;quot;, gets a heading, then signal disappears. The further away the player is, the more inaccurate the ASC heading is.&lt;br /&gt;
::::- repeat until the player finds the hulk (ie is comes within scanner range)&lt;br /&gt;
::::- give player the option of selling black box on the black market	&lt;br /&gt;
:*23 - interstellar black box recovery&lt;br /&gt;
:*24 - Destroy derelict ship, scoop data cache (special cargo pod) and return it to station&lt;br /&gt;
:*25 - catch runaway escape pod - escape pod ended up with a massive ejection speed and is on it's way to interstellar space. &lt;br /&gt;
:::a regular waypoint will be set showing the pods last position&lt;br /&gt;
&lt;br /&gt;
''Ship-to-ship''	&lt;br /&gt;
:*30 - Find and meet a particular ship in a particular system, will lead to secondary mission&lt;br /&gt;
:::- via BB as a mission&lt;br /&gt;
:::- via email when created as a primary mission&lt;br /&gt;
:::- via a random trader along space lane or at witchpoint&lt;br /&gt;
:*31 - go to waypoint in system y, receive message from comms relay&lt;br /&gt;
:*32 - Meet ship in system X, give them info package&lt;br /&gt;
:*33 - intercept ship carrying stolen data cache,  (use Broadcast comms to demand data pack), which must then be scooped&lt;br /&gt;
:34 - track ship from witchpoint to station, then return&lt;br /&gt;
:::- if player gets with 25 km of target and appears to be following them (eg heading is roughly the same and the player is behind them) they will detect player and flee (mission failed)&lt;br /&gt;
:::- player can get closer if they are cloaked&lt;br /&gt;
:::this needs to be more interesting that just following them to the station. &lt;br /&gt;
:36 - Find ship in system X by sending a pass phrase to any/all ships - one of which will reply with a message with details of where to find special cargo to be returned to system Y&lt;br /&gt;
:37 - Find ship in system X by sending a pass phrase to any/all ships - one of which will reply with a message with details of where to find data point to be returned to system Y&lt;br /&gt;
&lt;br /&gt;
''Delivery-type missions''&lt;br /&gt;
:*40 - Special delivery - player given unique cargo (poss using Smugglers illegal goods) or equipment, must deliver to remote point in destination, paid in precious metals/gems given to the player at the drop point&lt;br /&gt;
:*41 - Special delivery - player given cargo or equipment, must go to system X to find a data point, to get location of drop point in system Y, paid in previous metals/gems given to the player at the drop point&lt;br /&gt;
:*42 - special delivery: transport special computer equipment to ship, without docking at a station (docking will render the mission void)&lt;br /&gt;
:*43	- transport vital equipment to stricken ship to enable it to continue flying&lt;br /&gt;
:::- have option of giving player secondary mission here&lt;br /&gt;
:*44	- transport vital equipment to stricken ship in interstellar space to enable it to continue flying and escape&lt;br /&gt;
:45 - Special delivery (only used for a secondary mission. similar to 40 but without giving cargo) - player told to get Xt of commodity, then deliver to a remote point in destination, paid is precious metals/gems&lt;br /&gt;
:46 - pickup cargo from waypoint, delivery to another waypoint&lt;br /&gt;
:::will need a cargo shepherd, cargo stopper for ejection damper&lt;br /&gt;
:::arrival at one or other of waypoints could result in an ambush&lt;br /&gt;
:47 - (only used for a secondary mission. similar to 41 but without giving cargo) - player told to get Xt of commodity, go to X to find data point to get location of drop point in Y, paid in precious metals/gems&lt;br /&gt;
	&lt;br /&gt;
''Medical missions''&lt;br /&gt;
:*50 - deliver critical medical supplies to systems with &amp;quot;disease&amp;quot; as part of their description&lt;br /&gt;
:::- each day do a check for&lt;br /&gt;
:::(a) is a disease outbreak starting on a system?&lt;br /&gt;
::::only have, at most 2-3 outbreaks at any one time&lt;br /&gt;
::::when starting the outbreak, send a news item to snoopers, and define the end point for the outbreak (2-3 months ahead), define propagation chance&lt;br /&gt;
::::if a player transports medical supplies, take a day off the end point, reduce the propagation chance&lt;br /&gt;
:::(b) is a disease outbreak stopping on a system?&lt;br /&gt;
::::send an item to snoopers&lt;br /&gt;
:::(c) is disease spreading to a neighbouring system&lt;br /&gt;
::::there is a chance disease will spread to a neighbouring system - add it to the outbreak list, with a news item and end point&lt;br /&gt;
::::- medical supply missions offered only from hi-tech worlds (TL 12 and above)&lt;br /&gt;
::::expiry time is based on the volatility of the antibiotics being carried.&lt;br /&gt;
:*51 - Transport critically ill patients from disease system to high tech level destination&lt;br /&gt;
:*52 - Transport virus specimens&lt;br /&gt;
:*53 - collect 3 components for an experimental antidote from different parts of the galaxy&lt;br /&gt;
&lt;br /&gt;
''Software hacking: Witchpoint beacons/stations''&lt;br /&gt;
:*60 - Hacking witchpoints&lt;br /&gt;
:::System authorities in system X are concerned about the flow of pirate traffic through their system. They want to hack into the witchpoint beacons of all systems within a 7LY range, that will enable them to monitor traffic flows into their system, outside of GalCop's purview.&lt;br /&gt;
:::- will require getting within 200m of witchpoint marker, targeting the marker and initiating the special equipment (prime, activate)&lt;br /&gt;
:*61 - Restoring witchpoints&lt;br /&gt;
:::GalCop has become aware of an illegal data stream emanating from witchpoint markers around system X. You need to go to each of the systems listed, and clean the illegal code from the units. &lt;br /&gt;
:::- will require getting within 200m of witchpoint marker, targeting the marker and initiating the special equipment (prime, activate)&lt;br /&gt;
:::- will only be available once mission 60 has been performed at a system&lt;br /&gt;
:*62 - deliver security software payload to pirate rock hermit that track all ships coming and going from the station&lt;br /&gt;
:::- need to use cloaking device to dock with hermit. going red alert within 50k of station will result in mission failure.&lt;br /&gt;
:::&amp;gt;&amp;gt; TEST	&lt;br /&gt;
:*63 - (from non galcop stations) deliver software payload to main station that will disrupt the trade computers (allowing all commodities to be purchased for 1 cr). (possible) for a period of 2 weeks&lt;br /&gt;
:::- when installing the software you will be asked what amount to set commodity prices to. You must enter the number specified in the mission description (either 1 or 99).&lt;br /&gt;
:::- you have to launch within 2 minutes of installing the software (and not redock again for 24 hours) otherwise GalCop will be able to trace the upload and you'll get hit with a massive fine (10000cr, 200 bounty)&lt;br /&gt;
:*64 - (from non galcop stations) deliver software payload to main station that will disrupt the equipment page, preventing any access for a period of 2 weeks.&lt;br /&gt;
:::- you have to launch within 2 minutes of installing the software (and not redock again for 24 hours) otherwise GalCop will be able to trace the upload and you'll get hit with a massive fine (10000cr, 200 bounty)&lt;br /&gt;
:*65 - get galcop system software &lt;br /&gt;
:::Player needs to do a multi-step process in order to get the software:&lt;br /&gt;
:::1. go to destination (a multi-gov of lower system with TL &amp;gt; 7) and pick up customised escape pod from any non-GalCop station (mission screen will inform player of installation)&lt;br /&gt;
:::2. return to system and use customised escape pod at more than 100000k from main station&lt;br /&gt;
:::3. after redocking, launch and wait for the next police ship to launch&lt;br /&gt;
:::4. follow police ship - it will self-destruct after 5-10 minutes, spewing an escape pod and a cargo item. &lt;br /&gt;
:::5. Scoop the cargo item and return it to the source station.&lt;br /&gt;
:66 - Perform scan of rock hermits, possibly while cloaked, return collected data&lt;br /&gt;
:::- need to create scanning equipment item&lt;br /&gt;
:::- harvest phase scanner code from Smugglers for general operating params&lt;br /&gt;
:67 - Perform scan of main station, possibly while cloaked, return collected data&lt;br /&gt;
	&lt;br /&gt;
''Solar activity system missions''&lt;br /&gt;
:*70 - Use scan equipment to take close up measurements of sun&lt;br /&gt;
:::get to fuel scoop dist = ((system.sun.collisionRadius * system.sun.collisionRadius) / system.sun.position.squaredDistanceTo(player.ship.position)) &amp;gt; 0.75;&lt;br /&gt;
:::prime scanning device, activate&lt;br /&gt;
:::await completion&lt;br /&gt;
:::If player retreats before scan is complete, scan will stop, but will restart automatically when in range again (ie it won't start from the beginning)&lt;br /&gt;
:*71 - Recover data cache in low orbit over sun&lt;br /&gt;
:::find data cache&lt;br /&gt;
:::transmit security code&lt;br /&gt;
:::await data package&lt;br /&gt;
:72 - Launch monitoring devices (special cargo or missiles)&lt;br /&gt;
:::must deploy 2 special cargo items from within fuel scoop range, one on the planet side, the other on the far side of the sun.&lt;br /&gt;
:*73 - Variation on 70: Go to another system to pick up new equipment, then bring it back and scan the sun&lt;br /&gt;
:*74 - Take solar data to hi-tech system for analysis&lt;br /&gt;
:75 - return analysed solar data to original system?&lt;br /&gt;
:76 - Recover derelict ship near the sun (derelict will be given a high heat shield rating to prevent destruction)&lt;br /&gt;
:::- Use DeepSpaceDredger for equipment/process of ship recovery?&lt;br /&gt;
&lt;br /&gt;
''Charity missions''&lt;br /&gt;
:*80/81/82/83 - Give credits to entity&lt;br /&gt;
:*84/85/86/87 - purchase and give commodity to entity (slaves for AI, any for the others)&lt;br /&gt;
:88 - purchase any commodity (not slaves, firearms or narcs) and give to AI&lt;br /&gt;
:89 - donation to nationalist entity of system&lt;br /&gt;
:::- reward of better commodity prices?&lt;br /&gt;
:::maybe just better prices on illegals?&lt;br /&gt;
:::- reward of better equipment prices?&lt;br /&gt;
:::- reward of better ship prices?&lt;br /&gt;
:? - donation to religious entity&lt;br /&gt;
&lt;br /&gt;
''War zone missions''&lt;br /&gt;
:*90 - evacuate refugees&lt;br /&gt;
:*91 - transfer injured&lt;br /&gt;
:92 - import weapons&lt;br /&gt;
&lt;br /&gt;
''Earthquake system missions''&lt;br /&gt;
:*100 - Use scan equipment (seismic resonance scanner) to scan planet in 3-4 locations&lt;br /&gt;
:::player must get in low enough orbit to perform scan successfully&lt;br /&gt;
:::have some way of informing the player where the scan points are - waypoints, must be within 2km of waypoints&lt;br /&gt;
:*101 - transport injured people to hi-techlevel system for treatment &lt;br /&gt;
:*102 - destroy a number of asteroids around the planet. The gravitational effect of the asteroids means instability on the surface&lt;br /&gt;
:103 - collect and deliver special equipment&lt;br /&gt;
:*104 - take seismic data to hi-techlevel system for data analysis &lt;br /&gt;
&lt;br /&gt;
''Satellite missions (when Satellites OXP is installed)''&lt;br /&gt;
:*110 - Extract data&lt;br /&gt;
:*111 - Install new firmware&lt;br /&gt;
:*112 - Destroy satellite&lt;br /&gt;
:*113 - Hack satellite&lt;br /&gt;
:*114 - insert data&lt;br /&gt;
&lt;br /&gt;
''Investigations''&lt;br /&gt;
:*130 - a stash of cargo pods with precious metals/gems&lt;br /&gt;
:*131 - a ship graveyard&lt;br /&gt;
:*132 - a damaged escape pod&lt;br /&gt;
:*133 - a pirate base&lt;br /&gt;
:*134 - a thargoid trap&lt;br /&gt;
:*135 - a proximity mine that causes a fuel leak&lt;br /&gt;
:*136 - a spooky noise/comms&lt;br /&gt;
:*137 - a pirate trap&lt;br /&gt;
:*138 - an asteroid field with blackbox&lt;br /&gt;
:139 - (currently unused)&lt;br /&gt;
:*140 - destroy pirate base&lt;br /&gt;
:*141 - deliver goodbye messages&lt;br /&gt;
&lt;br /&gt;
''Defence/escort missions''&lt;br /&gt;
:*150 - defend anaconda from pirates&lt;br /&gt;
:151 - defend liner from pirates (need liners OXP installed)&lt;br /&gt;
:*152 - defend main station from pirates&lt;br /&gt;
:153 - defend other galcop station from pirates (OXP required)&lt;br /&gt;
:*154 - defend main station from thargoids&lt;br /&gt;
:155 - defend other station from thargoids (OXP's required)&lt;br /&gt;
:*156 - defend witchpoint beacon from thargoids&lt;br /&gt;
&lt;br /&gt;
:160 Scan planet from low orbit&lt;br /&gt;
:::requires to maintain a low orbit for a certain amount of time, with some possibility of attack&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
Download [[Media:GalCopMissions_0.15.oxz|GalCopMissions_0.15.oxz]] (downloaded {{#downloads:GalCopMissions_0.15.oxz}} times).&amp;lt;br/&amp;gt;&lt;br /&gt;
Download [https://app.box.com/s/wo2nfn3j1xkkjinfu3ytgn810r7gkr2v GalCopMissions.zip] v0.15 (extract OXP folder to AddOns)&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;
Thanks to Svengali and Disembodied for their PhraseGen tool.&amp;lt;br/&amp;gt;&lt;br /&gt;
Thanks to Ramirez for his remote mine model (from the &amp;quot;Missiles and Bombs&amp;quot; OXP).&amp;lt;br/&amp;gt;&lt;br /&gt;
Thanks to these forum members who have submitted bug reports or suggestions that have helped make the OXP better: Nite Owl, herodotus, Astrobe, Damocles Edge, Cody, Bogatyr, pagroove, gsagostinho, Cmd. Northgate, Balisongdalo, javirodriguez, and lohcek.gsagostinho, Cmd. Northgate, Balisongdalo, javirodriguez, and lohcek.&amp;lt;br/&amp;gt;&lt;br /&gt;
Special thanks to cim who has very kindly given permission to include his &amp;quot;Black Box&amp;quot; model from [[RRS_Group|Rescue Stations]] in this OXP.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No entry sign image from http://simpleicon.com/no_entry_sign_1.html&amp;lt;br/&amp;gt;&lt;br /&gt;
Warning sign image from http://simpleicon.com/warning-2.html&amp;lt;br/&amp;gt;&lt;br /&gt;
Tick image from http://simpleicon.com/ok_1.html&amp;lt;br/&amp;gt;&lt;br /&gt;
Pill image from http://simpleicon.com/pill_3.html&amp;lt;br/&amp;gt;&lt;br /&gt;
Star badge from https://www.iconfinder.com/icons/1031361/award_badge_best_prize_reward_icon#size=512 (Free for commercial use)&amp;lt;br/&amp;gt;&lt;br /&gt;
Round badge from https://www.iconfinder.com/icons/465072/achievement_award_label_medal_politic_win_winner_icon#size=512 (Free for commercial use)&amp;lt;br/&amp;gt;&lt;br /&gt;
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Trophy image from http://simpleicon.com/trophy_1.html&amp;lt;br/&amp;gt;&lt;br /&gt;
Cup image from http://simpleicon.com/cup.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;
Family image from http://simpleicon.com/chat_10.html&amp;lt;br/&amp;gt;&lt;br /&gt;
Education image from http://simpleicon.com/wp-content/uploads/knowledge.png&amp;lt;br/&amp;gt;&lt;br /&gt;
Head image from https://www.shareicon.net/download/2016/04/17/751132_people_512x512.png&amp;lt;br/&amp;gt;&lt;br /&gt;
Raining image from http://simpleicon.com/wp-content/uploads/lightning__raining_2.png&amp;lt;br/&amp;gt;&lt;br /&gt;
Biohazard image from https://www.freepik.com/free-vector/biohazard-yellow-circle-sign-graphic-illustration_2631298.htm#fromView=search&amp;amp;page=1&amp;amp;position=0&amp;amp;uuid=040f7aab-af6b-4231-9d3d-7f20cc869cd0&amp;quot; Image by rawpixel.com on Freepik&amp;lt;br/&amp;gt;&lt;br /&gt;
Tractor beam sound effect by Finnolia Productions Inc from http://www.soundeffectsplus.com (see licence here: https://www.soundeffectsplus.com/content/license/)&amp;lt;br/&amp;gt;&lt;br /&gt;
Sound effect from https://freesound.org/people/jmorrisoncafe330/sounds/110097/ (license https://creativecommons.org/licenses/sampling+/1.0/)&amp;lt;br/&amp;gt;&lt;br /&gt;
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Sound effect from https://freesound.org/people/Robinhood76/sounds/219853/ (license https://creativecommons.org/licenses/by-nc/3.0/)&amp;lt;br/&amp;gt;&lt;br /&gt;
Sound effect from https://freesound.org/people/Robinhood76/sounds/333230/ (license https://creativecommons.org/licenses/by-nc/3.0/)&amp;lt;br/&amp;gt;&lt;br /&gt;
Sound effect from https://freesound.org/people/staticpony1/sounds/249597/ (license https://creativecommons.org/publicdomain/zero/1.0/)&amp;lt;br/&amp;gt;&lt;br /&gt;
Sound effect from https://freesound.org/people/TheBillinator3000/sounds/333845/ (license https://creativecommons.org/publicdomain/zero/1.0/)&amp;lt;br/&amp;gt;&lt;br /&gt;
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Sound effect from https://freesound.org/people/AlienXXX/sounds/168511/ (license https://creativecommons.org/licenses/by/3.0/)&lt;br /&gt;
&lt;br /&gt;
==Discussion==&lt;br /&gt;
This OXP is discussed at this forum link: https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=18745&lt;br /&gt;
&lt;br /&gt;
==Version History==&lt;br /&gt;
0.15&lt;br /&gt;
* Updated methods for third party heat application in Ship Configuration.&lt;br /&gt;
* Fixed issue with Nova mission detection for creating award.&lt;br /&gt;
&lt;br /&gt;
0.14&lt;br /&gt;
* Market prices on disease outbreak systems now boosted, and quantities reduced. If you can get there, it's probably worth it.&lt;br /&gt;
* Added a hint for the player if they attempt to jump into a quarantined system and are blocked by GalCop.&lt;br /&gt;
* Suppressed Rescue Stations ambience for disease systems, to prevent confusion over lockdowns.&lt;br /&gt;
&lt;br /&gt;
0.13&lt;br /&gt;
* Added ability to call functions when testing conditions.&lt;br /&gt;
&lt;br /&gt;
0.12&lt;br /&gt;
* Added Galactic Navy as a reputation entity, and added it to some missions.&lt;br /&gt;
&lt;br /&gt;
0.11&lt;br /&gt;
* Fixed issue with &amp;quot;Recover stolen items&amp;quot; mission, when recovering the stolen documents, where the mission could not be completed.&lt;br /&gt;
* Darkened overlay images for better compatibility with Oolite 1.92.&lt;br /&gt;
&lt;br /&gt;
0.10&lt;br /&gt;
* Fixed more issues with the Satellite missions.&lt;br /&gt;
&lt;br /&gt;
0.9&lt;br /&gt;
* Really corrected issue preventing some satellite missions from being completable if the Galactic Almanac OXP is installed.&lt;br /&gt;
* Sound now plays when a fuel leak occurs.&lt;br /&gt;
* Tweaks to the reputation system to allow for complete localisation through descriptions.plist.&lt;br /&gt;
* Made some reputations visible on the reputations screen, even if the actual reputation value is zero.&lt;br /&gt;
* Fixed issue where some missions with a minimum player score were being offered to players under that value.&lt;br /&gt;
* Moved as much text as possible into descriptions.plist for slightly easier localisation.&lt;br /&gt;
* Added prebuilt descriptions for each mission that uses PhraseGen, so PhraseGen can be avoided when translating text. See notes in descriptions.plist or galcopbb_missiondetails.js for details.&lt;br /&gt;
* Bug fixes.&lt;br /&gt;
&lt;br /&gt;
0.8.2&lt;br /&gt;
* Fixed referencing errors in spawning scripts for &amp;quot;Recover special cargo&amp;quot; (type 24) and &amp;quot;Black Box recovery&amp;quot; (type 22) missions.&lt;br /&gt;
* Fixed issue with mission state not being correctly recorded when the derelict is destroyed in black box recovery missions (types 22/23).&lt;br /&gt;
* Fixed issue with invalid functions calls for meet ship missions (type 30).&lt;br /&gt;
* Fixed issue with the meet ship mission, delivered by email (type 30), that wouldn't generate a second mission when you meet the target.&lt;br /&gt;
* Added clarity to &amp;quot;Computer Delivery&amp;quot; mission (type 42), so when the target ship is destroyed, the mission is failed.&lt;br /&gt;
* Removed &amp;quot;Computer Delivery&amp;quot; from being a follow-up mission.&lt;br /&gt;
* Fixed reference error bugs with investigation missions (types 130-138).&lt;br /&gt;
* Fixed issue with email missions causing a JS exception.&lt;br /&gt;
* Fixed invalid descriptions lookup key.&lt;br /&gt;
* Grammar corrections.&lt;br /&gt;
&lt;br /&gt;
0.8.1&lt;br /&gt;
* Fixed referencing error in data cache missions (type 41) that was preventing the mission from being completable.&lt;br /&gt;
&lt;br /&gt;
0.8&lt;br /&gt;
* Added a 10% penalty to cargo recovery missions (type 6) for each cargo pod the player destroys.&lt;br /&gt;
* Destroying a cargo pod in a &amp;quot;Cargo Recovery&amp;quot; mission will now trigger a mission status update.&lt;br /&gt;
* Fixed multiple issues with the descriptive text for &amp;quot;Cargo Recovery&amp;quot; missions (type 6).&lt;br /&gt;
* For type 6/7 missions, changed reward calculation to be based on the value of the commodity being collected.&lt;br /&gt;
* Excluded escape pods from being considered in the &amp;quot;Pirates for Hire&amp;quot; mission (type 8) when slaves are being sought.&lt;br /&gt;
* Adjusted spawning rules for ship with stolen items (type 33), to ensure they always spawn in scanner range of the player.&lt;br /&gt;
* Fixed bug in special delivery mission (type 40) that was preventing key information from being updated.&lt;br /&gt;
* Tweaked special delivery mission (type 40) so mission complete percentage doesn't go above 100%.&lt;br /&gt;
* Added missing position to a &amp;quot;Computer delivery&amp;quot; mission (type 42) description.&lt;br /&gt;
* Bug fixes in disease outbreak script (types 50-52).&lt;br /&gt;
* Fixed issue with disease outbreak systems, where system traffic wasn't being reduced, and GalCop station docking wasn't being prevented, in the case where the player doesn't have a valid permit.&lt;br /&gt;
* Added a screen displayed when docking at a station to inform player of disease lockdown systems with 7LY.&lt;br /&gt;
* Fixed grammar in descriptive text for &amp;quot;Hacking the witchpoint&amp;quot; mission (type 60).&lt;br /&gt;
* Fixed issues with mission details and grammar for station disrupt missions (type 63).&lt;br /&gt;
* Fixed issues preventing the disrupt station missions (type 63/64) from being completable.&lt;br /&gt;
* Reduced eject distance for the &amp;quot;Acquire GalCop Software&amp;quot; mission (type 65).&lt;br /&gt;
* Fixed issues preventing the &amp;quot;Acquire GalCop Software&amp;quot; mission (type 65) from being completable.&lt;br /&gt;
* Beacon labels are now turned off after collecting data from Solar Monitors (type 71).&lt;br /&gt;
* Updated manifest and BB status entries for donation missions (types 80-87) so that after a partial donation the status shows how much is remaining to donate.&lt;br /&gt;
* Removed waypoints from terminated or failed Seismic Scan missions (type 100).&lt;br /&gt;
* Fixed issue with manifest entry for &amp;quot;Asteroids in low orbit&amp;quot; mission (type 102), where it did not show progress towards completion.&lt;br /&gt;
* Fixed issue with completing the &amp;quot;Deliver Seismic Scan Data&amp;quot; mission (type 104), where the equipment item wasn't being removed.&lt;br /&gt;
* Destroying a satellite will now update the mission objectives (types 110-124).&lt;br /&gt;
* Corrected issue preventing some satellite missions from being completable if the Galactic Almanac OXP is installed.&lt;br /&gt;
* Fixed bug when spawning satellite defenders that was preventing the AI from being switched.&lt;br /&gt;
* Tweaked how far you have to go past the reference point before the unidentified signal is started in an Investigation mission (type 130-138).&lt;br /&gt;
* Tweaked descriptions for investigation missions to include a &amp;quot;reference point&amp;quot; past which a fair distance must be travelled in order to find the signal.&lt;br /&gt;
* Tweaked the location of unidentified signals in Investigation missions (type 130-138).&lt;br /&gt;
* Fixed spelling in &amp;quot;Defend station from attack&amp;quot; mission (type 152) description.&lt;br /&gt;
* Added some lurking pirates outside pirate bases.&lt;br /&gt;
* Added some extra details to manifest entry for missions that send to you a specific location in a system.&lt;br /&gt;
* Ejection damper now includes &amp;quot;uses left&amp;quot; in a console message when turned on and again when used.&lt;br /&gt;
* Switched a few mission types to stop the clock when complete.&lt;br /&gt;
* Switched a lot of mission types to be completable at any main station.&lt;br /&gt;
* Fixed issue that was preventing the Range Finder equipment from detecting mission-based escape pods.&lt;br /&gt;
* Fixed issue that was preventing the Range Finder equipment from detecting derelict ships.&lt;br /&gt;
* Added a simplified directional indicator to the Range Finder for when scanned items are less then 50km distant.&lt;br /&gt;
* Fixed issue where cargo collected for missions wasn't being handed over correctly and removed from the player's hold.&lt;br /&gt;
* Fixed issue where scooping more cargo than the mission requirement would cause some display and calculation irregularities.&lt;br /&gt;
* Fixed issue where the F5F5 manifest page wasn't getting updated correctly for missions that have multiple items to collect if items had been destroyed.&lt;br /&gt;
* Fixed various other grammar issues in mission text.&lt;br /&gt;
* Fixed grammar in readme.txt.&lt;br /&gt;
* Set global debug flag to false.&lt;br /&gt;
* Code refactoring.&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;
0.7.0&lt;br /&gt;
* Fixed bug in &amp;quot;Extract telescope data&amp;quot; mission, where the wrong satellite types were being used in the calculations.&lt;br /&gt;
&lt;br /&gt;
0.6.9&lt;br /&gt;
* Fixed issue where scooped Thargoid metal fragments were not being counted towards mission objective (type 13).&lt;br /&gt;
* Code refactoring.&lt;br /&gt;
&lt;br /&gt;
0.6.8&lt;br /&gt;
* Fixed referencing errors with hit team docking notifications.&lt;br /&gt;
* Fixed JS error when in interstellar space while a slave rescue mission is active.&lt;br /&gt;
* Fixed JS error for disease outbreak systems.&lt;br /&gt;
* Fixed description for blackbox secondary mission that wasn't putting location into the details.&lt;br /&gt;
* Will now try up to 10 times to create a secondary mission after meeting a ship.&lt;br /&gt;
* When no secondary mission can be created after meeting a ship, a message providing some explanation is now given.&lt;br /&gt;
* Improved process for detecting and flagging alloys as having come from Thargoid vessels (type 13).&lt;br /&gt;
* Hit teams bug fixes.&lt;br /&gt;
* Bug fixes.&lt;br /&gt;
&lt;br /&gt;
0.6.7&lt;br /&gt;
* Added mission type 18 to available missions.&lt;br /&gt;
* Fixed spelling error in function names for Collect ingredients mission (type 53).&lt;br /&gt;
* Fixed issue with possibly changing the status of the &amp;quot;defend the anaconda&amp;quot; mission (type 150) after completing it successfully.&lt;br /&gt;
&lt;br /&gt;
0.6.6&lt;br /&gt;
* Turned off debug flag on investigation missions.&lt;br /&gt;
&lt;br /&gt;
0.6.5&lt;br /&gt;
* Completing some missions will now reduce the players bounty.&lt;br /&gt;
&lt;br /&gt;
0.6.4&lt;br /&gt;
* Fixed issue with the Reputations screen not showing some items.&lt;br /&gt;
&lt;br /&gt;
0.6.3&lt;br /&gt;
* Removed customised PhraseGen code, made GNN a requirement for the OXP.&lt;br /&gt;
&lt;br /&gt;
0.6.2&lt;br /&gt;
* Fixed a bug with donation missions and integration with Market Observer.&lt;br /&gt;
&lt;br /&gt;
0.6.1&lt;br /&gt;
* Fixed error when repairing the Range Finder.&lt;br /&gt;
* Tweak to cargo stopper process for mild performance improvements when selecting targets.&lt;br /&gt;
* Fixes to the descriptions for slave repatriation missions (type 84).&lt;br /&gt;
* Fixes to the description for the Destroy Satellites mission (type 122).&lt;br /&gt;
* Donating cargo or slaves to charities will now update Market Observer (if installed).&lt;br /&gt;
* Adjusted time limit for satellite download missions.&lt;br /&gt;
* Tweaked manifest descriptions on satellite missions to better communicate distinct requirements for missions.&lt;br /&gt;
* Range Finder now compatible with GalTech Escape Pods.&lt;br /&gt;
&lt;br /&gt;
0.6.0&lt;br /&gt;
* Cargo stopper is now activated automatically when cargo is targeted, in front of the player ship and in range, negating the need for priming and activating the equipment.&lt;br /&gt;
* Fixed stealing cargo missions, where it was possible to hand in cargo at stations other than the originating station.&lt;br /&gt;
* Improved mission status messages for stealing cargo missions to show how much has been collected.&lt;br /&gt;
* Bug fixes.&lt;br /&gt;
&lt;br /&gt;
0.5.9&lt;br /&gt;
* Fixed some instances of timers being recycled while running.&lt;br /&gt;
&lt;br /&gt;
0.5.8&lt;br /&gt;
* Fixed issue with delivery missions, where comms relay was not being spawned due to a Javascript error.&lt;br /&gt;
&lt;br /&gt;
0.5.7&lt;br /&gt;
* Fixed some issues with retrieving data from stored settings used when the system populator runs.&lt;br /&gt;
* Cleaned up the process of setting ship scripts in all script files to prevent scripts not being present when required.&lt;br /&gt;
&lt;br /&gt;
0.5.6&lt;br /&gt;
* Bug fix in spawning routine for derelict ships for black box missions (type 22).&lt;br /&gt;
* Fix to (hopefully) prevent scenario where mission ships were not being spawned.&lt;br /&gt;
&lt;br /&gt;
0.5.5&lt;br /&gt;
* Small text adjustments for game consistency.&lt;br /&gt;
* Fix JS error in satellite missions.&lt;br /&gt;
&lt;br /&gt;
0.5.4&lt;br /&gt;
* Improved logic for adding ships to a system.&lt;br /&gt;
* Fixed invalid reference error when generating missions.&lt;br /&gt;
* Better use of new functions available in later versions of Oolite.&lt;br /&gt;
* Corrected use of samplePrice method.&lt;br /&gt;
&lt;br /&gt;
0.5.3&lt;br /&gt;
* The number of asteroids required to complete the Asteroid Removal missions (type 1) is now restricted to be less than the number of asteroids currently in the system.&lt;br /&gt;
* Fixed bug in the Hit Teams script where the definition of the &amp;quot;$initiateInvestigation&amp;quot; routine was inaccurately declared.&lt;br /&gt;
&lt;br /&gt;
0.5.2&lt;br /&gt;
* Fixed invalid variable reference error.&lt;br /&gt;
&lt;br /&gt;
0.5.1&lt;br /&gt;
* An email will now be sent to the player when they accept their first mission to Interstellar space, offering tips on how to enter interstellar space, and what to expect when they get there.&lt;br /&gt;
&lt;br /&gt;
0.5.0&lt;br /&gt;
* Added some civil warzone missions (types 90, 91).&lt;br /&gt;
* Added defence missions (types 150, 152, 154, 156).&lt;br /&gt;
* Added a new delivery mission (type 46), which involves collecting cargo from a waypoint, and dropping it at another waypoint.&lt;br /&gt;
* Added a new investigation mission (136). Be afraid...&lt;br /&gt;
* Added secondary mission (type 74) to solar activity missions (70, 71, 73).&lt;br /&gt;
* Fixed error in description for solar activity mission (74).&lt;br /&gt;
* Fixed issue preventing the &amp;quot;gather ingredients&amp;quot; mission (53) from being created.&lt;br /&gt;
* Fixed issue with the &amp;quot;Remove Ejection Damper&amp;quot; equipment item, which wasn't removing the ejection damper equipment.&lt;br /&gt;
* Fixed issue with cargo recovery missions (6, 7), where ejecting and re-scooping cargo pods would throw the mission status out of kilter.&lt;br /&gt;
* Fixed manifest entry for the upload surveillance data mission (118) which was showing the wrong destination.&lt;br /&gt;
* Fixed some missions that were not including a player-rated bonus in their payment amounts.&lt;br /&gt;
* Defend satellite missions (124) were not being created for players with more than 64 kills.&lt;br /&gt;
* Upgrade satellite firmware missions (115) now have proper pass codes to transmit to the satellites.&lt;br /&gt;
* Tweaked the payment amount, and completion time requirement for satellite firmware update missions (115).&lt;br /&gt;
* Completing the delivery of personal messages for a dead pilot (141, secondary mission after investigation mission 132) now done manually.&lt;br /&gt;
* Limited some Thargoid missions to only be available in frontier systems.&lt;br /&gt;
* Updated description of Range Finder MFD equipment on F3 screen to include mention of cargo pods mode.&lt;br /&gt;
* Tweaks to the custom assassin AI routines to eliminate null target conditions.&lt;br /&gt;
* Various adjustments to the manifest entry for many missions.&lt;br /&gt;
* Spelling corrections.&lt;br /&gt;
* Bug fixes and code refactoring.&lt;br /&gt;
* Added a method to main script to allow for any mission to be easily tested during runtime ($testMissionType).&lt;br /&gt;
&lt;br /&gt;
0.4.0&lt;br /&gt;
* Added &amp;quot;Cargo pod&amp;quot; mode to Range Finder.&lt;br /&gt;
* Fixed error with Range Finder when scanning for Black Boxes. If non-ship entities were in range (eg planet, sun), a Javascript error would occur.&lt;br /&gt;
* Changing the Range Finder mode will now clear the MFD of previous scan results.&lt;br /&gt;
&lt;br /&gt;
0.3.7&lt;br /&gt;
* Fixed bug with missing variable declaration in failed mission function call.&lt;br /&gt;
&lt;br /&gt;
0.3.6&lt;br /&gt;
* Removed debug flag that would cause a particular mission to always be generated.&lt;br /&gt;
&lt;br /&gt;
0.3.5&lt;br /&gt;
* Fixed issue with secondary mission after investigation mission (132) not having correct destination on manifest.&lt;br /&gt;
* Code refactoring.&lt;br /&gt;
&lt;br /&gt;
0.3.4&lt;br /&gt;
* Fixed title in manifest.plist file.&lt;br /&gt;
* Fixed missing reference error when completing data cache missions.&lt;br /&gt;
* Fixed missing reference error when completing black box missions.&lt;br /&gt;
* Fixed missing reference error when completing meet ship missions.&lt;br /&gt;
* Fixed missing reference error when completing hacking/restoring witchpoint beacon missions.&lt;br /&gt;
* Fixed missing reference error when completing some solar activity missions.&lt;br /&gt;
* Fixed missing reference error when completing some disease outbreak missions.&lt;br /&gt;
&lt;br /&gt;
0.3.3&lt;br /&gt;
* Added some fallback code in case cargo pods are not spawned with our preferred barrel type.&lt;br /&gt;
&lt;br /&gt;
0.3.2&lt;br /&gt;
* Fixed incorrect worldScript name references in Pirate Bases script.&lt;br /&gt;
* Added extra qualification to mission destination texts that refer to main planet, to help distinguish the main planet from any additional planets.&lt;br /&gt;
* Tweaked one investigation mission to limit its availability to more experienced players with an upgraded ship.&lt;br /&gt;
* Fixed issue with the Thargoid wreckage mission (13) which wasn't recognising wreckage collected in interstellar space.&lt;br /&gt;
* Removed debug log messages.&lt;br /&gt;
&lt;br /&gt;
0.3.1&lt;br /&gt;
* Fixed spawning issues for investigation missions (types 130-139).&lt;br /&gt;
* Tweaked the power of the proximity mine.&lt;br /&gt;
&lt;br /&gt;
0.3.0&lt;br /&gt;
* Added investigation missions (types 130-139).&lt;br /&gt;
* Switched from using a dummy alloy ship entity as a navigational beacon to using a visual effect.&lt;br /&gt;
* Code refactoring, improving code reuse.&lt;br /&gt;
* Split more mission specific functions out of general script file to associated script file.&lt;br /&gt;
* Fixed issue with some missions having a decimal amount as part of the payment. &lt;br /&gt;
* Performance improvements when generating new missions for a system.&lt;br /&gt;
* Fixed status message with drug dealer mission (15).&lt;br /&gt;
* Bug fixes.&lt;br /&gt;
&lt;br /&gt;
0.2.4&lt;br /&gt;
* Linked the MFD to Broadcast Comms MFD in the Auto-Prime Equipment OXP.&lt;br /&gt;
* Makes use of GNN OXP if installed.&lt;br /&gt;
* Improved handling of player ship death scenarios.&lt;br /&gt;
* Fixed linkage to [[Home System]].&lt;br /&gt;
&lt;br /&gt;
0.2.3&lt;br /&gt;
* Added the Ejection Damper equipment.&lt;br /&gt;
* Reduced the effective range of the Cargo Stopper to approximately 2km to make it slightly less OP.&lt;br /&gt;
* Added a sound effect for the tractor beam when activated.&lt;br /&gt;
&lt;br /&gt;
0.2.2&lt;br /&gt;
* Tweaks to the positioning of ships for &amp;quot;Special Delivery&amp;quot; missions (40/41).&lt;br /&gt;
* Fixed issue with &amp;quot;Special Delivery&amp;quot; mission (40), where the target ship was not responding to the &amp;quot;I don't have any more&amp;quot; comms message.&lt;br /&gt;
* Tweaks to the scavenger AI, so the target ship doesn't jump out of the system prematurely.&lt;br /&gt;
* Added Advanced Space Compass as a requirement for &amp;quot;Special Delivery&amp;quot; missions (40).&lt;br /&gt;
* Removed some debug messages.&lt;br /&gt;
&lt;br /&gt;
0.2.1&lt;br /&gt;
* Fixed issue with escape pod rescue missions (21, 22, 25) not being completable.&lt;br /&gt;
* Moved more interstellar populator routines into the correct methods.&lt;br /&gt;
* Removed some hard-coded scanner range values.&lt;br /&gt;
* Spelling corrections.&lt;br /&gt;
&lt;br /&gt;
0.2.0&lt;br /&gt;
* Fixed issues with the &amp;quot;Collect cargo&amp;quot; (6/7) missions, where scooped cargo was being counted as destroyed instead of collected.&lt;br /&gt;
* Fixed issue with &amp;quot;Special Delivery&amp;quot; (40) missions where, if cargo was dumped and then re-scooped because it was drifting out of range, when the cargo was re-dumped the target ship was ignoring it.&lt;br /&gt;
* Fixed issues with missions that have multiple stages (types 41, 63, 64, 65, and 73) that weren't being initialised correctly and so would never start.&lt;br /&gt;
* Fixed issues with escape pod rescue missions (20) and runaway escape pod missions (25) that was preventing the escape pods from being spawned.&lt;br /&gt;
* Added a new device, a Comms Relay Beacon Switch, that is issued to the player for any &amp;quot;Collect data cache&amp;quot; (31) or &amp;quot;Special delivery&amp;quot; (41) mission. This device will turn on the comms relay beacon again after the initial transmission period has expired, although using it will incur a 5% payment reduction.&lt;br /&gt;
* Added a new device, the &amp;quot;Cargo Stopper&amp;quot;, primable equipment available from TL6 systems, which, when pointed at moving cargo and then activated, will bring the cargo to a stop.&lt;br /&gt;
* Fixed issue where I.T.H.A. reputation was not being removed from the F5 page correctly when reputations were set to be moved to the &amp;quot;Reputations and Awards&amp;quot; page. &lt;br /&gt;
* Forced bonus payment calculations to return an integer, rather than a decimal.&lt;br /&gt;
* Some mission text tweaks.&lt;br /&gt;
&lt;br /&gt;
0.1.5&lt;br /&gt;
* Adjustments to the population routines for interstellar space.&lt;br /&gt;
* Fixed bug where reputation was not being applied correctly for missions where multiple reputation entities were defined.&lt;br /&gt;
* Fixed bug with distance calculation in the Disease Outbreak script.&lt;br /&gt;
* Adjusted time calculation for travel between threatened satellites during a satellite defend mission.&lt;br /&gt;
* Added reputation links to [[Home System]] OXP.&lt;br /&gt;
* Better handling of Combat Simulator.&lt;br /&gt;
&lt;br /&gt;
0.1.4&lt;br /&gt;
* Adjusted calculation of the number of deaths from a disease outbreak.&lt;br /&gt;
* Fixes to secondary missions sourced from black boxes or escape pods or passing ships having a termination penalty.&lt;br /&gt;
&lt;br /&gt;
0.1.3&lt;br /&gt;
* Reworked all the cargo collection mission types (8,9,10,11,13,14,15) so that mission updates happen when cargo is handed in, not when it is scooped (although a notification will still be given to the player that the cargo was suitable for the mission). Expiry time has also been removed, and maximum quantity can now be greater than the player's available cargo hold.&lt;br /&gt;
* Fixed issues with Thargoid wreckage collection missions, so alloys can now be successfully handed in, and (hopefully) alloys from any Thargoid warship (including OXP Thargoids) should now be acceptable.&lt;br /&gt;
* Applied some fixes for the &amp;quot;Stranded ship&amp;quot; mission to stop the ship from moving before receiving help.&lt;br /&gt;
* Code refactoring.&lt;br /&gt;
* Bug fixes.&lt;br /&gt;
&lt;br /&gt;
0.1.2&lt;br /&gt;
* Tweaked the energy drain of the Range Finder.&lt;br /&gt;
* Added sound for when the Range Finder scan is stopped.&lt;br /&gt;
* Removed debug flag from &amp;quot;Thargoid wreckage&amp;quot; missions, so they shouldn't appear as frequently.&lt;br /&gt;
* Fixed cargo dontation charity missions that were only being made available if the local market had slaves.&lt;br /&gt;
* Code refactoring and (hopefully) performance improvements.&lt;br /&gt;
&lt;br /&gt;
0.1.1&lt;br /&gt;
* Fixed bug with Thargoid wreckage mission that was preventing the wreckage from being recognised.&lt;br /&gt;
* Made the &amp;quot;Collect Thargoid wreckage&amp;quot; mission have no expiry, and provided a means by which you can hand over incomplete amounts and continue.&lt;br /&gt;
* Removed debug flag from &amp;quot;Interstellar escape pod rescue&amp;quot; missions, so they shouldn't appear as frequently.&lt;br /&gt;
&lt;br /&gt;
0.1.0&lt;br /&gt;
* Added some missions using Satellites OXP (types 110, 111, 113, 115, 122, 124).&lt;br /&gt;
* Fixed issue where emailed missions, or missions delivered via another ship, were not checking all the conditions, giving the player a mission they couldn't complete.&lt;br /&gt;
* Fixed issue with &amp;quot;Request for meeting&amp;quot; missions, where the target would not respond when the passcode was transmitted.&lt;br /&gt;
* Added additional text to mission briefing for missions that require an interstellar space destination to make it clearer this is required.&lt;br /&gt;
* Added additional text to mission briefing to make it clearer when a mission requires the player to return to the source system in order to complete it.&lt;br /&gt;
* Applied distance and player score bonuses to Special delivery missions (type 40).&lt;br /&gt;
* Fixed issue with the WBSA device not being startable when the beacon is targeted.&lt;br /&gt;
* Fixed issue with the Range Finder not creating an energy drain.&lt;br /&gt;
* Mission text tweaks.&lt;br /&gt;
&lt;br /&gt;
0.0.9&lt;br /&gt;
* Added &amp;quot;Gather ingredients&amp;quot; mission (type 53).&lt;br /&gt;
* Fixed issue where missions with a deposit could have a negative net payment if the player's reputation is low.&lt;br /&gt;
* Fixed issue with manifest entries not reflecting the state of progress correctly.&lt;br /&gt;
* Reworked how textures are specified in mission definitions.&lt;br /&gt;
* Added overlay images to charity missions.&lt;br /&gt;
* Added routines to control the creation of asteroid fields, so they will be created in the same place in each system, and reused for future missions.&lt;br /&gt;
* Fixed issues with mission descriptions missing some text elements.&lt;br /&gt;
* Fixed issue with cargo recovery mission text containing &amp;quot;&amp;gt;undefined&amp;quot;.&lt;br /&gt;
* Fixed issue with RRS reputations causing a JavaScript error when opening the &amp;quot;Reputation and Awards&amp;quot; F4 screen.&lt;br /&gt;
* Headings on the reputations page will now be suppressed if there are no related items to display.&lt;br /&gt;
* Converted text for mission types 74, 100, 101 and 102 to use the PhraseGen tool.&lt;br /&gt;
* Some tweaks/fixes to mission text.&lt;br /&gt;
* Code refactoring.&lt;br /&gt;
&lt;br /&gt;
0.0.8&lt;br /&gt;
* Better logic for determining what is a witchpoint buoy.&lt;br /&gt;
* Better client name generation using PhraseGen tool.&lt;br /&gt;
* Fixed minor text issue with the &amp;quot;decline mission&amp;quot; for escape pod messages.&lt;br /&gt;
* No mission accept/complete confirmation emails will be sent for secondary missions when the source of the mission is an NPC from an escape pod or a ship.&lt;br /&gt;
* If player ejects escape pod while in pod occupant is communicating, conversation will stop and mission offering will be correctly terminated.&lt;br /&gt;
* Fixed error when scooping escape pod with no &amp;quot;crew&amp;quot; set (ie equivalent to scooping 1t slaves)&lt;br /&gt;
* Improved robustness of &amp;quot;Rescue Stricken Ship&amp;quot; missions.&lt;br /&gt;
* Fixed issue where stricken ships were not communicating with player correctly.&lt;br /&gt;
* Fixed error when firing on the stricken ship after it was repaired.&lt;br /&gt;
&lt;br /&gt;
0.0.7&lt;br /&gt;
* Better logic for determining if a pirate ship has just been destroyed.&lt;br /&gt;
* Added a &amp;quot;+/-&amp;quot; indicator on the Range Finder MFD, to make it clearer in which direction the player is moving in relation to the target.&lt;br /&gt;
&lt;br /&gt;
0.0.6&lt;br /&gt;
* Prevented Cargo Shepherd magnets from being targeted by delivery ships.&lt;br /&gt;
* Corrected issues with intergrating to the Smugglers Black Market script.&lt;br /&gt;
&lt;br /&gt;
0.0.5&lt;br /&gt;
* Fixed mess left after code refactoring. :(&lt;br /&gt;
&lt;br /&gt;
0.0.4&lt;br /&gt;
* Fixed issue with escape pod missions not being complete-able.&lt;br /&gt;
* Turned off lights on derelict ships.&lt;br /&gt;
* Code refactoring to reduce the chance of scripts for various mission types conflicting with another.&lt;br /&gt;
* More robust logic for connecting with Smugglers Black Market.&lt;br /&gt;
* Bug fixes.&lt;br /&gt;
&lt;br /&gt;
0.0.3&lt;br /&gt;
* Made compatible with Oolite v1.84.&lt;br /&gt;
&lt;br /&gt;
0.0.2&lt;br /&gt;
* Initial public release.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Quick Facts ==&lt;br /&gt;
{{OXPLevel|1|4}}{{IconOXP|ooVersion=&amp;quot;1.84&amp;quot;|oxpCPU=&amp;quot;Average&amp;quot;|oxpMEM=&amp;quot;Average&amp;quot;|oxpGPU=&amp;quot;Low&amp;quot;|oxpIsConfigurable=true}}&lt;br /&gt;
{|class=&amp;quot;floatright&amp;quot; style=&amp;quot;alignment:right;margin: 0 auto;&amp;quot;&lt;br /&gt;
|[[Image:IconLib.png|48px|right|link=Library OXP|alt=Config options available through 'Library']]&lt;br /&gt;
|[[Image:IconBB.png|48px|right|link=Bulletin Board System|alt=Missions offered through the 'Bulletin Board System']]&lt;br /&gt;
|[[Image:IconGNN.png|48px|right|link=GNN|alt=News items displayed through GNN]]&lt;br /&gt;
|}&lt;br /&gt;
{{Infobox OXPb| title = GalCopMissions.oxz&lt;br /&gt;
|version = 0.15&lt;br /&gt;
|release = 2026-08-03&lt;br /&gt;
|license = CC BY-NC-SA 4.0&lt;br /&gt;
|features = Missions&lt;br /&gt;
|category = Missions OXPs&lt;br /&gt;
|author = [[User:phkb|phkb]]&lt;br /&gt;
|feedback = [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=18745 Oolite BB]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay and Balance indicator ==&lt;br /&gt;
[[File:Tag-colour-green.png]]&lt;/div&gt;</summary>
		<author><name>Phkb</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=System_Features_Rings&amp;diff=90098</id>
		<title>System Features Rings</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=System_Features_Rings&amp;diff=90098"/>
		<updated>2026-08-03T03:39:25Z</updated>

		<summary type="html">&lt;p&gt;Phkb: /* Quick Facts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This OXP adds some dust rings to a few planets in each galaxy. &lt;br /&gt;
[[File:Systemrings1.jpg|700px|right]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
This .oxp generates a wide variety of different ring systems which encircle the planets. &lt;br /&gt;
&lt;br /&gt;
There are a number of other effects (as for example when one enters the atmosphere of a planet and looks at the rings)&lt;br /&gt;
&lt;br /&gt;
If a system's main planet has rings, it will also be noted on the [[F7 screen (data on &amp;quot;system&amp;quot;)|F7 screen]].&lt;br /&gt;
&lt;br /&gt;
The rings can prove very useful for (''eg.'') helping locate rock hermits which are close to them &lt;br /&gt;
:Check out [[Sector1/Isinor|Isinor]] where the RH is between the rings (to which it is close) and the sun.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The original .oxp was crafted by [[User:cim|cim]] in 2013 and then upgraded by [[User:Gsagostinho|Gsagostinho]] in 2017-18 (with the improvements to Oolite's shaders).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style='clear:both'&amp;gt;&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:systemrings1.jpg|Rings as in version 2.9&lt;br /&gt;
Image:systemrings2.jpg|Transparency is now supported in Oolite 1.87 &lt;br /&gt;
Image:systemrings3.jpg|Close up of new rings&lt;br /&gt;
Image:Gsagostinho.SystemFeatures.Rings.2.3-screenie1.jpg|Previous version of rings&lt;br /&gt;
Image:Gsagostinho.SystemFeatures.Rings.2.3-screenie2.jpg|Rings now have different thickness&lt;br /&gt;
Image:Gsagostinho.SystemFeatures.Rings.2.3-screenie3.jpg|As well as different number of main gaps (in this case, 2)&lt;br /&gt;
Image:Gsagostinho.SystemFeatures.Rings.2.3-screenie4.jpg|As we get closer, their granular structure becomes visible&lt;br /&gt;
Image:Gsagostinho.SystemFeatures.Rings.2.6.screenie1.jpg|Close up detail&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
Download using the extension manager in the game, or using the following link: [http://wiki.alioth.net/img_auth.php/5/5d/Cim.gsagostinho.SystemFeatures.Rings.oxz System Features: Rings 2.10.4]. (Requires Oolite 1.84 or later)&lt;br /&gt;
&lt;br /&gt;
03/08/2026 - Version 2.10.4:&lt;br /&gt;
* Check for valid fcb before attempting to remove it.&lt;br /&gt;
&lt;br /&gt;
16/10/2018 - Version 2.10.3: &lt;br /&gt;
* Fixing a newly introduced bug in the visuals of the gaps in the rings.&lt;br /&gt;
&lt;br /&gt;
13/10/2018 - Version 2.10.2: &lt;br /&gt;
* some more minor optimizations.&lt;br /&gt;
&lt;br /&gt;
09/10/2018 - Version 2.10.1: &lt;br /&gt;
* more optimizations.&lt;br /&gt;
* rings get more transparent when entering an atmosphere.&lt;br /&gt;
&lt;br /&gt;
09/10/2018 - Version 2.10: &lt;br /&gt;
* optimized some of the shader's code (thanks Svengali!).&lt;br /&gt;
&lt;br /&gt;
07/10/2018 - Version 2.9: &lt;br /&gt;
* better handling of the alpha channel .&lt;br /&gt;
&lt;br /&gt;
23/09/2017 - Version 2.8.1: &lt;br /&gt;
* bug in the description text now properly solved, it was still present due to a small oversight (thanks again, Cody).&lt;br /&gt;
&lt;br /&gt;
23/09/2017 - Version 2.8: &lt;br /&gt;
* changed description text to &amp;quot;This planet has rings.&amp;quot;&lt;br /&gt;
* fixed a bug in which the description text appears many times (thanks Cody and Norby).&lt;br /&gt;
&lt;br /&gt;
19/09/2017 - Version 2.7: &lt;br /&gt;
* added &amp;quot;use strict&amp;quot;; to scripts which removes some warnings in the log.&lt;br /&gt;
* rings are now a little bit more common (1/8 of planets will have them).&lt;br /&gt;
* the description of a system will now tell whether it has rings or not (thanks phkb for the help implementing this!).&lt;br /&gt;
* close-up grain density now proportional to the colour intensity of the ring lane.&lt;br /&gt;
* fixed bug in which Ribior's main station would spawn inside rings (thanks to spara, cim and all others for the suggestions and spara for doing the all hard work for the fix).&lt;br /&gt;
&lt;br /&gt;
27/08/2017 - Version 2.6: &lt;br /&gt;
* the sinusoidal functions which create the variations of colour intensity now fade in one by one according to the distance, which solves the Moire pattern problems.&lt;br /&gt;
* shading applied at close distances so that the grains look like rocks.&lt;br /&gt;
&lt;br /&gt;
17/08/2017 - Version 2.5: &lt;br /&gt;
* fix for a small bug affecting certain cards (wrong type for second argument of pow).&lt;br /&gt;
&lt;br /&gt;
03/08/2017 - Version 2.4: &lt;br /&gt;
* change to shader to fix a bug with certain ATI cards.&lt;br /&gt;
&lt;br /&gt;
24/07/2017 - Version 2.3:&lt;br /&gt;
&lt;br /&gt;
* code refactoring.&lt;br /&gt;
* rings fade into blue when entering the atmosphere (such as when using PlanetFall).&lt;br /&gt;
&lt;br /&gt;
20/07/2017 - Version 2.2:&lt;br /&gt;
* smaller ring bands and grains only visible at closer distance.&lt;br /&gt;
* improved the issues with moire pattern, in particular at lower resolutions.&lt;br /&gt;
&lt;br /&gt;
20/07/2017 - Version 2.1:&lt;br /&gt;
* the large gaps in the rings are now randomized making each system more unique.&lt;br /&gt;
* the colour gradient function is also randomized for more unique rings.&lt;br /&gt;
* renamed the effect script.&lt;br /&gt;
&lt;br /&gt;
19/07/2017 - Version 2.0:&lt;br /&gt;
* rings now have different relative sizes to the planet.&lt;br /&gt;
* they also have different radial length.&lt;br /&gt;
* applied a slight yellow tint.&lt;br /&gt;
* applied ambient light.&lt;br /&gt;
* shadows are darker.&lt;br /&gt;
* changed the spawning algorithm which, among other things, make the rings more common.&lt;br /&gt;
* ring now uses a colour gradient instead of a texture (which is now only used to generate noise).&lt;br /&gt;
&lt;br /&gt;
Version 1.2:&lt;br /&gt;
* use 1.80 features, repackage.&lt;br /&gt;
&lt;br /&gt;
Version 1.1:&lt;br /&gt;
* improved ring texture and appearance contributed by ZygoUgo.&lt;br /&gt;
&lt;br /&gt;
Version 1.0:&lt;br /&gt;
* initial non-beta release.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
A shader-supporting graphics card is required, the more recent the better. Older shader-supporting cards may be too slow to render the rings at an adequate framerate.&lt;br /&gt;
&lt;br /&gt;
== Tweaks ==&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=223633#p223633 Remove rings from main planet but place them around additional planets] (DGill, 2014)&lt;br /&gt;
&lt;br /&gt;
You might need to consult [[How to tweak OXZ's]]&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=3460&amp;amp;p=264770#p264770 smcameron's ring generators] (2018 - Linux?)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=12544 (RELEASE) System Features: Sunspots and Rings OXPs] - (2012-13) for cim's original oxp - includes programming comments about adding collisions to this OXP...&lt;br /&gt;
*And see [[User:Frame|Frame]]'s 2017 [https://www.youtube.com/watch?v=e03qmsNYbkM YouTube film] where he mentions plans for asteroid rings (and other goodies).&lt;br /&gt;
&lt;br /&gt;
==Quick Facts==&lt;br /&gt;
{{OXPLevel|0}}{{Infobox OXPb| title = System Features: Rings&lt;br /&gt;
|version = 2.10.4&lt;br /&gt;
|release = 2026-08-03&lt;br /&gt;
|license = CC-BY-SA 3.0&lt;br /&gt;
|features = Ring system&lt;br /&gt;
|category = Ambience OXPs&lt;br /&gt;
|author = [[User:cim|cim]], [[User:Gsagostinho|gsagostinho]]&lt;br /&gt;
|download = [[#Download|See Download]]&lt;br /&gt;
|feedback = [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=18921&amp;amp;p=257815 Bulletin Board thread]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Phkb</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=System_Features_Rings&amp;diff=90097</id>
		<title>System Features Rings</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=System_Features_Rings&amp;diff=90097"/>
		<updated>2026-08-03T03:38:58Z</updated>

		<summary type="html">&lt;p&gt;Phkb: /* Download */ Version update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This OXP adds some dust rings to a few planets in each galaxy. &lt;br /&gt;
[[File:Systemrings1.jpg|700px|right]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
This .oxp generates a wide variety of different ring systems which encircle the planets. &lt;br /&gt;
&lt;br /&gt;
There are a number of other effects (as for example when one enters the atmosphere of a planet and looks at the rings)&lt;br /&gt;
&lt;br /&gt;
If a system's main planet has rings, it will also be noted on the [[F7 screen (data on &amp;quot;system&amp;quot;)|F7 screen]].&lt;br /&gt;
&lt;br /&gt;
The rings can prove very useful for (''eg.'') helping locate rock hermits which are close to them &lt;br /&gt;
:Check out [[Sector1/Isinor|Isinor]] where the RH is between the rings (to which it is close) and the sun.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The original .oxp was crafted by [[User:cim|cim]] in 2013 and then upgraded by [[User:Gsagostinho|Gsagostinho]] in 2017-18 (with the improvements to Oolite's shaders).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style='clear:both'&amp;gt;&lt;br /&gt;
==Images==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:systemrings1.jpg|Rings as in version 2.9&lt;br /&gt;
Image:systemrings2.jpg|Transparency is now supported in Oolite 1.87 &lt;br /&gt;
Image:systemrings3.jpg|Close up of new rings&lt;br /&gt;
Image:Gsagostinho.SystemFeatures.Rings.2.3-screenie1.jpg|Previous version of rings&lt;br /&gt;
Image:Gsagostinho.SystemFeatures.Rings.2.3-screenie2.jpg|Rings now have different thickness&lt;br /&gt;
Image:Gsagostinho.SystemFeatures.Rings.2.3-screenie3.jpg|As well as different number of main gaps (in this case, 2)&lt;br /&gt;
Image:Gsagostinho.SystemFeatures.Rings.2.3-screenie4.jpg|As we get closer, their granular structure becomes visible&lt;br /&gt;
Image:Gsagostinho.SystemFeatures.Rings.2.6.screenie1.jpg|Close up detail&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
Download using the extension manager in the game, or using the following link: [http://wiki.alioth.net/img_auth.php/5/5d/Cim.gsagostinho.SystemFeatures.Rings.oxz System Features: Rings 2.10.4]. (Requires Oolite 1.84 or later)&lt;br /&gt;
&lt;br /&gt;
03/08/2026 - Version 2.10.4:&lt;br /&gt;
* Check for valid fcb before attempting to remove it.&lt;br /&gt;
&lt;br /&gt;
16/10/2018 - Version 2.10.3: &lt;br /&gt;
* Fixing a newly introduced bug in the visuals of the gaps in the rings.&lt;br /&gt;
&lt;br /&gt;
13/10/2018 - Version 2.10.2: &lt;br /&gt;
* some more minor optimizations.&lt;br /&gt;
&lt;br /&gt;
09/10/2018 - Version 2.10.1: &lt;br /&gt;
* more optimizations.&lt;br /&gt;
* rings get more transparent when entering an atmosphere.&lt;br /&gt;
&lt;br /&gt;
09/10/2018 - Version 2.10: &lt;br /&gt;
* optimized some of the shader's code (thanks Svengali!).&lt;br /&gt;
&lt;br /&gt;
07/10/2018 - Version 2.9: &lt;br /&gt;
* better handling of the alpha channel .&lt;br /&gt;
&lt;br /&gt;
23/09/2017 - Version 2.8.1: &lt;br /&gt;
* bug in the description text now properly solved, it was still present due to a small oversight (thanks again, Cody).&lt;br /&gt;
&lt;br /&gt;
23/09/2017 - Version 2.8: &lt;br /&gt;
* changed description text to &amp;quot;This planet has rings.&amp;quot;&lt;br /&gt;
* fixed a bug in which the description text appears many times (thanks Cody and Norby).&lt;br /&gt;
&lt;br /&gt;
19/09/2017 - Version 2.7: &lt;br /&gt;
* added &amp;quot;use strict&amp;quot;; to scripts which removes some warnings in the log.&lt;br /&gt;
* rings are now a little bit more common (1/8 of planets will have them).&lt;br /&gt;
* the description of a system will now tell whether it has rings or not (thanks phkb for the help implementing this!).&lt;br /&gt;
* close-up grain density now proportional to the colour intensity of the ring lane.&lt;br /&gt;
* fixed bug in which Ribior's main station would spawn inside rings (thanks to spara, cim and all others for the suggestions and spara for doing the all hard work for the fix).&lt;br /&gt;
&lt;br /&gt;
27/08/2017 - Version 2.6: &lt;br /&gt;
* the sinusoidal functions which create the variations of colour intensity now fade in one by one according to the distance, which solves the Moire pattern problems.&lt;br /&gt;
* shading applied at close distances so that the grains look like rocks.&lt;br /&gt;
&lt;br /&gt;
17/08/2017 - Version 2.5: &lt;br /&gt;
* fix for a small bug affecting certain cards (wrong type for second argument of pow).&lt;br /&gt;
&lt;br /&gt;
03/08/2017 - Version 2.4: &lt;br /&gt;
* change to shader to fix a bug with certain ATI cards.&lt;br /&gt;
&lt;br /&gt;
24/07/2017 - Version 2.3:&lt;br /&gt;
&lt;br /&gt;
* code refactoring.&lt;br /&gt;
* rings fade into blue when entering the atmosphere (such as when using PlanetFall).&lt;br /&gt;
&lt;br /&gt;
20/07/2017 - Version 2.2:&lt;br /&gt;
* smaller ring bands and grains only visible at closer distance.&lt;br /&gt;
* improved the issues with moire pattern, in particular at lower resolutions.&lt;br /&gt;
&lt;br /&gt;
20/07/2017 - Version 2.1:&lt;br /&gt;
* the large gaps in the rings are now randomized making each system more unique.&lt;br /&gt;
* the colour gradient function is also randomized for more unique rings.&lt;br /&gt;
* renamed the effect script.&lt;br /&gt;
&lt;br /&gt;
19/07/2017 - Version 2.0:&lt;br /&gt;
* rings now have different relative sizes to the planet.&lt;br /&gt;
* they also have different radial length.&lt;br /&gt;
* applied a slight yellow tint.&lt;br /&gt;
* applied ambient light.&lt;br /&gt;
* shadows are darker.&lt;br /&gt;
* changed the spawning algorithm which, among other things, make the rings more common.&lt;br /&gt;
* ring now uses a colour gradient instead of a texture (which is now only used to generate noise).&lt;br /&gt;
&lt;br /&gt;
Version 1.2:&lt;br /&gt;
* use 1.80 features, repackage.&lt;br /&gt;
&lt;br /&gt;
Version 1.1:&lt;br /&gt;
* improved ring texture and appearance contributed by ZygoUgo.&lt;br /&gt;
&lt;br /&gt;
Version 1.0:&lt;br /&gt;
* initial non-beta release.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
A shader-supporting graphics card is required, the more recent the better. Older shader-supporting cards may be too slow to render the rings at an adequate framerate.&lt;br /&gt;
&lt;br /&gt;
== Tweaks ==&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=223633#p223633 Remove rings from main planet but place them around additional planets] (DGill, 2014)&lt;br /&gt;
&lt;br /&gt;
You might need to consult [[How to tweak OXZ's]]&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=3460&amp;amp;p=264770#p264770 smcameron's ring generators] (2018 - Linux?)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=12544 (RELEASE) System Features: Sunspots and Rings OXPs] - (2012-13) for cim's original oxp - includes programming comments about adding collisions to this OXP...&lt;br /&gt;
*And see [[User:Frame|Frame]]'s 2017 [https://www.youtube.com/watch?v=e03qmsNYbkM YouTube film] where he mentions plans for asteroid rings (and other goodies).&lt;br /&gt;
&lt;br /&gt;
==Quick Facts==&lt;br /&gt;
{{OXPLevel|0}}{{Infobox OXPb| title = System Features: Rings&lt;br /&gt;
|version = 2.8.1&lt;br /&gt;
|release = 2017-09-23&lt;br /&gt;
|license = CC-BY-SA 3.0&lt;br /&gt;
|features = Ring system&lt;br /&gt;
|category = Ambience OXPs&lt;br /&gt;
|author = [[User:cim|cim]], [[User:Gsagostinho|gsagostinho]]&lt;br /&gt;
|download = [[#Download|See Download]]&lt;br /&gt;
|feedback = [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=18921&amp;amp;p=257815 Bulletin Board thread]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Phkb</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Quick-Visa&amp;diff=90096</id>
		<title>Quick-Visa</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Quick-Visa&amp;diff=90096"/>
		<updated>2026-08-03T03:37:31Z</updated>

		<summary type="html">&lt;p&gt;Phkb: Version update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image:quickvisa.png|right|500px|Quick-Visa station]]&lt;br /&gt;
An add-on for the [[Diplomancy OXP]]&lt;br /&gt;
==Overview==&lt;br /&gt;
This mod does two things. Firstly, if the player doesn't have a citizenship or a valid visa when they arrive in a new system, it will warn the player that a visa is required for docking at system stations.&lt;br /&gt;
&lt;br /&gt;
Additionally, it adds &amp;quot;Quick-Visa Self-Service&amp;quot; stations near the witchpoint, which allow the player to purchase 24h, 48h or 72h visas for the current system, at a substantially inflated price.&lt;br /&gt;
&lt;br /&gt;
==Operation==&lt;br /&gt;
To use the Quick-Visa Self-Service station, bring your ship close to the station itself. When you are close enough, options will appear in your Broadcast Comms equipment: &lt;br /&gt;
* Purchase 24h Visa for {amt1}&lt;br /&gt;
* Purchase 48h Visa for {amt2}&lt;br /&gt;
* Purchase 72h Visa for {amt3}&lt;br /&gt;
&lt;br /&gt;
Use your Broadcast Comms equipment to select the desired option: Press &amp;quot;Shift-N&amp;quot; to prime the equipment, and then &amp;quot;b&amp;quot; to change the currently selected item in the list. When the desired option is selected, press &amp;quot;n&amp;quot; to transmit your request. You will be notified shortly thereafter if your request was successful.&lt;br /&gt;
&lt;br /&gt;
==Backstory==&lt;br /&gt;
It's the bane of many a pilot's life. In a hurry to reach a destination, they launch and jump into a new system, completely forgetting that a visa is required. They jet along the spacelane to the main station, only to discover, to their horror, that they would be denied entry.&lt;br /&gt;
&lt;br /&gt;
Into this dilemma came Quick-Visa, a startup conceived with this one issue in mind. Based in the Galaxy 4 system of Edorqu, the trio of entrepreneurs who funded the initial investment, discovered there could be a solution that was both beneficial to the systems requiring visas, and lucrative enough to fund the massive outlays envisaged. Initial tests confirmed their analysis that pilots would be willing to pay a significant amount over the normal visa cost to avoid the other hassles of not having one.&lt;br /&gt;
&lt;br /&gt;
They began by reaching out, through diplomatic channels, to many of the communist and dictatorship systems in their own corner of the galaxy. Would they be interested in getting additional income, at almost no cost to them, while providing a benefit to incoming traders? Understandably, given those terms, many were willing to participate in a trial.&lt;br /&gt;
&lt;br /&gt;
And so the rollout began. Old communication stations were repurposed, chosen largely because they were so cheap and had enough existing technology on board, given a shiny new coat of paint, and deposited near the witchpoint of some carefully selected systems.&lt;br /&gt;
&lt;br /&gt;
No one could have predicted just how effective they were. Within just a few days, not only had they been able to pay for the stations already purchased and issue massive payments to the governments they were deployed in, they were scrambling to answer all the diplomatic calls they were receiving. Could they deploy the system there? How quickly could they get it set up? &lt;br /&gt;
&lt;br /&gt;
Money was being thrown at them from a variety of directions, and in a short amount of time the system was rolled out across all the charts. The start-up out-grew it's original offices and moved to a private station of their own design in a far off (and secret) corner of the galaxy, and the money just continued to roll in.&lt;br /&gt;
&lt;br /&gt;
Everyone was happy - the governments, the investors, and, to a certain degree, the pilots who kept paying for the over-priced visas. It was certainly cheaper than getting a fine at the station, and quicker than doing a fuel-scooping run to the sun. &lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
The [[Diplomancy_OXP|Diplomacy OXP]] is required, as it is the mod which controls visas and citizenships.&amp;lt;br/&amp;gt;&lt;br /&gt;
The [[BroadcastComms_MFD|Broadcast Comms OXP]] is required to communicate with the Quick-Visa Self-Service stations.&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
Download [[Media:QuickVisa.oxz|QuickVisa.oxz]] v1.6 (downloaded {{#downloads:QuickVisa.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;
1.6&lt;br /&gt;
* Turned off &amp;quot;smooth&amp;quot; on ball turrets.&lt;br /&gt;
* Turned off greetings in nova systems.&lt;br /&gt;
&lt;br /&gt;
1.5&lt;br /&gt;
* Added some ball turrets to dissuade aggressors.&lt;br /&gt;
* Suppress player messages in condition red.&lt;br /&gt;
&lt;br /&gt;
1.4&lt;br /&gt;
* Fixed missing semi-colon in shipdata.plist file.&lt;br /&gt;
&lt;br /&gt;
1.3&lt;br /&gt;
* Fixed issue where moving away from the station would remove the BCC links, but not put them back if the player approaches for a second time.&lt;br /&gt;
* Quick-Visa stations no longer mass lock the player.&lt;br /&gt;
* Made station rotate for more visual interest.&lt;br /&gt;
&lt;br /&gt;
1.2&lt;br /&gt;
* Turned of station naming for the Quick-Visa stations.&lt;br /&gt;
* Fixed issue where visas purchased through Quick-Visa stations were not being recognised by PlanetFall2 locations.&lt;br /&gt;
&lt;br /&gt;
1.1&lt;br /&gt;
* Tweaks to the Quick-Visa Self-Service station model.&lt;br /&gt;
* Fixed invalid filename in shipdata.&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;
[[Image:IconLib.png|48px|right|link=Library OXP|alt=Config options available through 'Library']]&lt;br /&gt;
{{Infobox OXPb| title = QuickVisa.oxz&lt;br /&gt;
|version = 1.6&lt;br /&gt;
|release = 2026-08-03&lt;br /&gt;
|license = CC BY-NC-SA 4.0&lt;br /&gt;
|features = &lt;br /&gt;
|category = Misc OXPs&lt;br /&gt;
|author = [[User:phkb|phkb]]&lt;br /&gt;
|feedback = [https://bb.oolite.space/viewtopic.php?t=21866 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;/div&gt;</summary>
		<author><name>Phkb</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Docking_Fees&amp;diff=90095</id>
		<title>Docking Fees</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Docking_Fees&amp;diff=90095"/>
		<updated>2026-08-03T03:36:29Z</updated>

		<summary type="html">&lt;p&gt;Phkb: Version update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:HDBG1-full.png|thumb|600px|right|Docking message with [[HDBG]] background]]&lt;br /&gt;
Adds a small docking fee and docking messages to all [[GalCop]] stations based on system tech level. Many OXP stations are also given unique fees or docking messages.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
This is a minor OXP for Oolite-- it adds docking fees based on tech level to all GalCop stations (the fee is 1/2 the system's tech level, between 0.5₢ for a tech 1 to 7.5₢ at tech 15) as well as some colourful docking messages chosen at random.&lt;br /&gt;
&lt;br /&gt;
Rock hermits and many OXP stations are also included, either as no-cost landing stations (they either offer limited services or poor trading) or in some cases costing more than the main station to dock.(Astrofactories/commie factories cost a bribe to dock with because of the cheaper equipment prices, casinos cost twice as much as the main station because they're luxury retreats, ''etc''.)&lt;br /&gt;
&lt;br /&gt;
I have attempted to include as many OXP stations as I could find, but the list is by no means complete due to the number of additional stations that are mission-created or in older OXPs.  Thanks to additional station lists provided by Norby, I believe that all OXP stations that exist as of June 2015 have been at least accounted for (though not all have been given special messages or fees).&lt;br /&gt;
&lt;br /&gt;
This OXP integrates with [[HDBG]] (High Definition BackGrounds) to provide immersive backgrounds for arrival (see screen shot above).&lt;br /&gt;
&lt;br /&gt;
Note that in [[Classic Elite]] the [[The Space Traders Flight Training Manual]] stipulates that all taxes and fees are actually included in the market prices! This was also the logic in the early days of Oolite. Although exactly how this works when the buying and selling prices are identical, is a matter of some intrigue!&lt;br /&gt;
&lt;br /&gt;
== 3rd Party interface ==&lt;br /&gt;
To add a unique docking message for a specific station use the following code:&lt;br /&gt;
    worldScripts[&amp;quot;Docking Fees&amp;quot;].$addFee(&amp;quot;my_station_role&amp;quot;, {fee:20, message:&amp;quot;Welcome to my station, commander! Have a nice day, and thanks for paying your [fee_amt] fee.&amp;quot;});&lt;br /&gt;
&amp;quot;my_station_role&amp;quot; must be a role of the station in question.&lt;br /&gt;
&lt;br /&gt;
Possible parameters:&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''fee'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;the fee amount to deduct from the player&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''multiplier'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;a multiplier which is applied to the default fee calculation, allowing you to make your station more expensive (numbers greater than 1) or cheaper (numbers between 0 and 1) than the default.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''messageKey'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;the key name of the docking message from descriptions.plist.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''message'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;the text of the message to be displayed.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Text in &amp;quot;message&amp;quot;, and inside your descriptions.plist messageKey text, can include the following text inserts:&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''[fee_amt]'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;will be replaced by the fee paid by the player.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''[st_name]'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;will be replaced by the station name where the player is docking.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To disable docking fees for a particular station, use the following code:&lt;br /&gt;
    worldScripts[&amp;quot;Docking Fees&amp;quot;].$addFee(&amp;quot;my_station_role&amp;quot;, {messageKey:&amp;quot;&amp;quot;});&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
Download [[Media:DockingFees_2.3.oxz|DockingFees_2.3.oxz]] (downloaded {{#downloads:DockingFees_2.3.oxz}} times)&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
*License: CC-BY-NC-SA 4.0&lt;br /&gt;
*Authors: Layne, Eris, phkb&lt;br /&gt;
*Version: 2.3&lt;br /&gt;
*Required Oolite Version: 1.80&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
Special thanks to [[User:Phkb|Phkb]] for help understanding the structure of the message callbacks; my friend Eris (who does not play Oolite but knows her Javascript very well in-deed).  Thanks to everyone on the Oolite forum who gave me scripting pointers.  Thanks to [[User:Norby|Norby]] for the comprehensive list of OXP stations and additional suggestions.&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
*03-08-26 2.3&lt;br /&gt;
:No docking fees in systems going nova.&lt;br /&gt;
*30-11-23 2.2&lt;br /&gt;
:Fixed incorrect lookup key for RRS stations.&lt;br /&gt;
*8-1-22 2.1&lt;br /&gt;
:Added currency symbol to arrival text.&lt;br /&gt;
:Fixed issue of defaulting to main station fee when fee equals 0.&lt;br /&gt;
*7-6-21 2.0&lt;br /&gt;
:Reworked logic to allow for new stations to be added into the system without recoding.&lt;br /&gt;
:Code refactoring.&lt;br /&gt;
*7-2-18 1.6.2&lt;br /&gt;
:Fixed issue with long decimal values being displayed in arrival messages.&lt;br /&gt;
:Fixed issue with incorrect role being used for current Black Monks stations.&lt;br /&gt;
:Added message for Tionisla Orbital Graveyard station.&lt;br /&gt;
*7-27-15 1.6.1&lt;br /&gt;
:Bugfix to correct Escape Capsule misbehaviors!&lt;br /&gt;
*6-15-15 1.6&lt;br /&gt;
:Fee script changed to exclude any station not specifically included in the script (random OXP stations will no longer have docking fees assigned).  Many, many (and did I say many?) new stations have been added to the list, though most have only a generic docking message or none at all.&lt;br /&gt;
*6-9-15  1.5&lt;br /&gt;
:One additional docking message per tech level for a total of fifteen new messages!&lt;br /&gt;
*5-7-15  1.4&lt;br /&gt;
:Corrections to scripting for compatibility with Combat Simulator OXP.  Additional stations (Sentinel, Lave Academy, Training) added to script.  Minor typos corrected in docking report.&lt;br /&gt;
*4-26-15 1.3&lt;br /&gt;
:First public release of OXP package.&lt;br /&gt;
*4-23-15 1.2&lt;br /&gt;
:OXP (config files, ''etc''.) constructed and messages moved to docking report screen.  Multiple new messages written for galcop and more OXP stations (Commies, Dictators, Feudal, ''etc''.) added.&lt;br /&gt;
*4-23-15 1.1&lt;br /&gt;
:Changes to script by phkb to add support for non-galcop stations.&lt;br /&gt;
*4-22-15 1.0&lt;br /&gt;
:Initial version of script posted on Oolite forum.&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=6&amp;amp;t=17382 BB Thread] (2015+)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=2740 Docking Fees and General Running costs] (2006) Fons et origo of this .oxp?&lt;br /&gt;
&lt;br /&gt;
== Gameplay and Balance Indicator ==&lt;br /&gt;
[[File:Tag-colour-green.png|right]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ambience-OXP}}&lt;/div&gt;</summary>
		<author><name>Phkb</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Ship_Repurchase&amp;diff=90094</id>
		<title>Ship Repurchase</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Ship_Repurchase&amp;diff=90094"/>
		<updated>2026-08-03T03:35:12Z</updated>

		<summary type="html">&lt;p&gt;Phkb: Version update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:EscapeCapsule-Oolite.png|left|thumb|300px|''If'' you bought an escape pod]]&lt;br /&gt;
[[File:Escape Suit 01.PNG|right|thumb|300px|And ... ''if'' you didn't!]]&lt;br /&gt;
==Overview==&lt;br /&gt;
This OXP aims to make the experience of using an escape pod a bit more interesting and realistic. The first change is that the player will be auto-ejected from their ship just before it is destroyed, in almost all cases&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;, even if they don't have an escape pod. If the player has not fitted an escape pod, they will eject from their ship in a life-support suit only, which provides a means of keeping the pilot in stasis until they can be recovered. If an escape pod is fitted, it will auto-eject the player when it is clear the ship can no longer support life. Players can also choose when they eject if they have an escape pod, rather than waiting for the auto-eject process to kick in. Also, any parcels or passengers currently on board, and any gold, platinum or gem-stones will not fit into the life-support suit, and so will be lost with the rest of the cargo and ship. If an escape pod is fitted, these items will be preserved.&lt;br /&gt;
&lt;br /&gt;
Once the player has been recovered, they then need to decide what to do about replacing their ship. They will be given (at most) three options:&amp;lt;br/&amp;gt;&lt;br /&gt;
# to replace their previous ship plus all the equipment on it;&lt;br /&gt;
# to just replace their existing ship, leaving out any equipment; or&lt;br /&gt;
# choosing a lower cost ship as a replacement.&lt;br /&gt;
&lt;br /&gt;
For options (1) and (2) there is a cost involved: 10% of the original cost. If, however, you have purchased an escape pod, there is an insurance component to the purchase that reduces the amount to be only 5% of the original cost. A more expensive escape pod option, named &amp;quot;Escape Pod Plus&amp;quot;, will reduce the amount further, to 2.5% of the original cost. &lt;br /&gt;
&lt;br /&gt;
Option (3) is always free. Potentially two ships will be offered, depending on the base value of your current ship. The following table outlines the ships that will be offered (Offer 1 ships are generally trader-type ships, while Offer 2 ships are generally hunter-type ships):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;120px&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Current ship&amp;lt;br/&amp;gt;Base Value&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;170px&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Offer 1&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;170px&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Offer 2&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;650001+&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Anaconda&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Fer-de-Lance&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;495001-650000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Boa Class Cruiser&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Fer-de-Lance&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;485001-495000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Boa&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Fer-de-Lance&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;450001-485000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Boa&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Asp Mark II&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;375001-450000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Python&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Asp Mark II&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;200001-375000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Python&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cobra Mark III&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;150001-200000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cobra Mark III&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;145001-150000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Moray Medical Boat&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Moray Star Boat&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;125001-145000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Moray Star Boat&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;100001-125000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cobra Mark I&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;0-100000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Adder&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If a full ship plus equipment replacement is chosen, the ship will arrive in a fully working condition. That is, any equipment that was damaged at the time of destruction will be in a working order on the replacement&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;, and the ship will not be in need of an overhaul. &lt;br /&gt;
&lt;br /&gt;
If the player has insufficient funds to purchase either the full replacement, or the stock replacement ship, they will be forced to accept the lower value ship as their free ship to continue their galactic journey.&lt;br /&gt;
&lt;br /&gt;
Note that, if you have passengers on board, choosing option (2) or (3) will result in those passengers being abandoned at the station and the contracts terminated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Note: If your ship is caught in a cascade explosion, the auto-eject process cannot eject you to a safe distance, meaning any life-suit or escape pod will also be destroyed. &amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Note: The one exception to this rule is the cloaking device, which, because of the nature of the device and how it came to be in your posession, constitutes a real problem for insurance repair coverage. However, if you are rescued at a station that has a suitably high tech level, the device will be repaired.&lt;br /&gt;
&lt;br /&gt;
==Frequent Ejecting Penalty==&lt;br /&gt;
In order to curb misuse (for instance, ejecting from a badly damaged ship to avoid repair bills), players who eject frequently will suffer a repurchase penalty. The calculation is (1 + ((monthly_eject_count - 1) x 2) / 10) x original_percentage. So, ejecting 2 times in a month will increase the percentage to 12%. Ejecting 3 times in a month will increase the percentages to 14%. If you were to eject 16 times in a month, that would change the 10% of original cost of the ship to be 40%.&lt;br /&gt;
&lt;br /&gt;
As a player progresses through the game, the length of time used for picking up ejecting events in the calculation will increase. Players with less than 32 kills will stay at the 30 day mark. After 32 kills, the period increases to 60 days (2 months). At 64 kills, the period is 90 days (3 months); at 128 kills, the period is 4 months; at 512 kills the period is 6 months; at 2560 kills, the period is 9 months; and at 6400+ kills, the period is 1 year.&lt;br /&gt;
&lt;br /&gt;
==Insurance==&lt;br /&gt;
Due to the high number of total-loss payments insurance providers have been forced to make over the last decade, no-cost replacement insurance is no longer a complimentary part of an escape pod purchase. Instead, as noted above, any escape pod purchase will instead reduce the cost of any repurchase event. &lt;br /&gt;
&lt;br /&gt;
However, many clients still find even the reduced costs difficult to bear. So insurance providers have introduced &amp;quot;Ship Repurchase Insurance&amp;quot;, which covers the holder of the policy for a maximum of 30 days from date of purchase, and will reduce the cost of any ship plus equipment replacement to just 1000cr. A ship-only replacement will cost just 500cr. This insurance can be purchased at any GalCop-aligned station in all systems. The insurance is a once-only policy - if the policy is invoked, the terms state that the policy is then terminated.&lt;br /&gt;
&lt;br /&gt;
==New Jamesons==&lt;br /&gt;
Insurance providers understand that new pilots need more protection than experienced ones. To help new pilots on their way, these payments will only be required for pilots who have attained an Elite rank of &amp;quot;Poor&amp;quot;. If a &amp;quot;Harmless&amp;quot; or &amp;quot;Mostly Harmless&amp;quot; pilot ejects, the cost of a full replacement ship will be greatly reduced: 200cr for a full ship and equipment replacement, 100cr for a ship-only replacement.&lt;br /&gt;
&lt;br /&gt;
==Interstellar space==&lt;br /&gt;
Ejecting in interstellar space is generally fatal - there is usually no one close enough to your location to render assistance, and the limited fuel on the escape pod is insufficient to enable a return to normal space. &lt;br /&gt;
&lt;br /&gt;
Occasionally, though, there are rescue options even in interstellar space. If one of these options is close by (like a naval station or carrier), there is a chance a rescue will take place. However, insurance operators cannot provide replacement ships in this situation. Instead, the player will be given a used ship and will have to make their way back to normal space in this. When they dock at a GalCop station they will at that time be presented with options for ship replacement.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The standard escape pod in the core game operates in a strange way. While the description indicates there is some sort of insurance policy involved in purchasing the pod, if you eject with a ship full of damaged equipment, you will be given a replacement ship with the same damaged equipment in it. This reflects what happened in the 8-bit versions of Elite, and was likely a result of limited resources to do anything more complex.&lt;br /&gt;
&lt;br /&gt;
==Required OXP's==&lt;br /&gt;
This OXP uses the [[Ship Storage Helper]] OXP to store and recover the players ship.&lt;br /&gt;
&lt;br /&gt;
==Compatibility==&lt;br /&gt;
This OXP should be fully compatible with the [[Auto_eject_OXP|Auto-Eject OXP]] by Commander McLane. The &amp;quot;Auto-Eject&amp;quot; equipment will eject the player ahead of the auto-eject function of this pack, and the repurchasing process will apply in both situations.&lt;br /&gt;
&lt;br /&gt;
It should also be fully compatible with the [[Interstellar Tweaks]] OXP by UK Eliter. When ejecting in interstellar space, the recovery options of this OXP will ceed control to Interstellar Tweaks, allowing it to choose the destination. The repurchasing process will apply after recovery.&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
Download [[Media:ShipRepurchase.oxz|ShipRepurchase.oxz]] v0.8 (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;
0.8&lt;br /&gt;
* Tighter integration with Library.&lt;br /&gt;
* Improved integration with the Nova mission.&lt;br /&gt;
* Fixed issues where cargo was not being correctly handled when repurchasing a ship after an interstellar or nova bailout.&lt;br /&gt;
* Implemented logcontrol.plist for debug messages.&lt;br /&gt;
&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 = 0.8&lt;br /&gt;
|release = 2026-08-03&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=Risky_Business&amp;diff=90093</id>
		<title>Risky Business</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Risky_Business&amp;diff=90093"/>
		<updated>2026-08-03T03:34:06Z</updated>

		<summary type="html">&lt;p&gt;Phkb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:IconLib.png|right]]&lt;br /&gt;
Improves profits in pirate-ridden systems&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Risky Business aims to make Multi-Gov, Feudal and Anarchy systems more rewarding for traders, by tweaking prices on a few goods. Goods that are already over the average could be increased. Goods that are below the average could be reduced. Not all goods will be impacted at all locations. &lt;br /&gt;
&lt;br /&gt;
== Detail ==&lt;br /&gt;
RB doesn't look at the local systems so much as just assuming a dangerous system (ie. Anarchy, Feudal, Multi-Gov) will have some high-demand commodities. It will randomly pick a couple of commodities that are already above or below average and basically make them more so. So you might occasionally find computers for sale at well over the galactic average, or furs for well under. So computers in [[Sector1/Ararus|Ararus]] might sell for 120₢/TC.&lt;br /&gt;
&lt;br /&gt;
This contrasts with Cim's [[Risk Based Economy OXP]] which also tweaks the markets, but instead &amp;quot;adjusts prices according to trade volume - so safer systems have more 'centred' prices, and hub systems have more 'centred' prices.&amp;quot; It looks at how safe/dangerous a system is, based on the type of local systems surround it, and moves prices accordingly. R-BE's focus is on the market as a whole, rather than extreme pricing for just one or two commodities.&lt;br /&gt;
&lt;br /&gt;
This also contrasts, more markedly, with [[Real-Life Economics]] which is based on the assumption that traders would ignore the piracy and restore pricing equilibrium where extreme economic systems were close (eliminating the better [[Milkrun|milk-runs]]).&lt;br /&gt;
&lt;br /&gt;
== Two oxp's for the price of one! ==&lt;br /&gt;
=== Risk-based economy: choose with Library Config ===&lt;br /&gt;
The current version also incorporates Cim's [[Risk Based Economy OXP]].&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Risk-based economy&amp;quot; not only considers the politics of the system but also the hub-ishness of it (how many other trading systems are in the region), ''and'' affects prices in a more global fashion.&lt;br /&gt;
&lt;br /&gt;
You can choose to implement the one, the other or both through selecting Library oxp's ''Config for AddOns'' on the [[F4 screen (ship and system interfaces)]]. &lt;br /&gt;
&lt;br /&gt;
[[File:Supply &amp;amp; demand.png|right|320px]]&lt;br /&gt;
== License ==&lt;br /&gt;
*Author: Phkb&lt;br /&gt;
*License: CC-BY-SA-NC 4.0&lt;br /&gt;
*Version: 0.3&lt;br /&gt;
*Requires: Oolite v.1.81 or newer, [[Library OXP|Library]], [[Market Script Interface]]&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
*Downloadable through the in-game [[Expansions Manager]] &lt;br /&gt;
:or manually:&lt;br /&gt;
*[[Media:RiskyBusiness_0.3.oxz|RiskyBusiness_0.3.oxz]]&lt;br /&gt;
:Download, unzip and pop into your AddOns folder (see [[OXP]] if you need more detail).&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
Discussion can be found here: [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;p=271089 BB Link].&lt;br /&gt;
*Author: [[User:Phkb|Phkb]]&lt;br /&gt;
*[[Economics]]&lt;br /&gt;
*[[Oolite Trading]]&lt;br /&gt;
&lt;br /&gt;
== Gameplay and Balance Indicator ==&lt;br /&gt;
[[File:Tag-colour-blue.png|right]]&lt;br /&gt;
Better rewards for dangerous trading.&lt;br /&gt;
&lt;br /&gt;
{{mechanics-OXP}}&lt;/div&gt;</summary>
		<author><name>Phkb</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=File:RiskyBusiness_0.3.oxz&amp;diff=90092</id>
		<title>File:RiskyBusiness 0.3.oxz</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=File:RiskyBusiness_0.3.oxz&amp;diff=90092"/>
		<updated>2026-08-03T03:31:57Z</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:ShipRepurchase.oxz&amp;diff=90091</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=90091"/>
		<updated>2026-08-03T03:31:47Z</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:DockingFees_2.3.oxz&amp;diff=90090</id>
		<title>File:DockingFees 2.3.oxz</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=File:DockingFees_2.3.oxz&amp;diff=90090"/>
		<updated>2026-08-03T03:30:56Z</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:QuickVisa.oxz&amp;diff=90089</id>
		<title>File:QuickVisa.oxz</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=File:QuickVisa.oxz&amp;diff=90089"/>
		<updated>2026-08-03T03:30:43Z</updated>

		<summary type="html">&lt;p&gt;Phkb: Phkb uploaded a new version of File:QuickVisa.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:Cim.gsagostinho.SystemFeatures.Rings.oxz&amp;diff=90088</id>
		<title>File:Cim.gsagostinho.SystemFeatures.Rings.oxz</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=File:Cim.gsagostinho.SystemFeatures.Rings.oxz&amp;diff=90088"/>
		<updated>2026-08-03T03:30:04Z</updated>

		<summary type="html">&lt;p&gt;Phkb: /* System Features: Rings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== System Features: Rings ==&lt;br /&gt;
&lt;br /&gt;
Version: 2.10.4&lt;br /&gt;
&lt;br /&gt;
Required Oolite Version: 1.84&lt;br /&gt;
&lt;br /&gt;
Author: cim, Gilberto Agostinho (gsagostinho)&lt;br /&gt;
&lt;br /&gt;
License: CC-BY-SA 3.0&lt;/div&gt;</summary>
		<author><name>Phkb</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=File:Cim.gsagostinho.SystemFeatures.Rings.oxz&amp;diff=90087</id>
		<title>File:Cim.gsagostinho.SystemFeatures.Rings.oxz</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=File:Cim.gsagostinho.SystemFeatures.Rings.oxz&amp;diff=90087"/>
		<updated>2026-08-03T03:29:53Z</updated>

		<summary type="html">&lt;p&gt;Phkb: Phkb uploaded a new version of File:Cim.gsagostinho.SystemFeatures.Rings.oxz&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== System Features: Rings ==&lt;br /&gt;
&lt;br /&gt;
Version: 2.10.3&lt;br /&gt;
&lt;br /&gt;
Required Oolite Version: 1.84&lt;br /&gt;
&lt;br /&gt;
Author: cim, Gilberto Agostinho (gsagostinho)&lt;br /&gt;
&lt;br /&gt;
License: CC-BY-SA 3.0&lt;/div&gt;</summary>
		<author><name>Phkb</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=File:GalCopMissions_0.15.oxz&amp;diff=90086</id>
		<title>File:GalCopMissions 0.15.oxz</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=File:GalCopMissions_0.15.oxz&amp;diff=90086"/>
		<updated>2026-08-03T03:29:19Z</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:TrafficControl_2.4.oxz&amp;diff=90085</id>
		<title>File:TrafficControl 2.4.oxz</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=File:TrafficControl_2.4.oxz&amp;diff=90085"/>
		<updated>2026-08-03T03:28:31Z</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=SuperCobra&amp;diff=90072</id>
		<title>SuperCobra</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=SuperCobra&amp;diff=90072"/>
		<updated>2026-08-02T07:11:43Z</updated>

		<summary type="html">&lt;p&gt;Phkb: /* Download */ Added clarity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Semantic Infobox ShipStats Oolite| title=SuperCobra&lt;br /&gt;
|image = [[Image:SuperCobra.png|250px]]&lt;br /&gt;
|width = 131m&lt;br /&gt;
|height = 25.6m&lt;br /&gt;
|length = 59.4m&lt;br /&gt;
|capacity = 40 TC&lt;br /&gt;
|capacityext = 15 TC&lt;br /&gt;
|gunmounts = Fore, Aft, Starboard, Port&lt;br /&gt;
|maxspeed = 0.45 LM&lt;br /&gt;
|maneuverability = Roll: 2.2&amp;lt;br /&amp;gt;Pitch: 1.2&lt;br /&gt;
|missileslots = 4&lt;br /&gt;
|energybanks = 7&lt;br /&gt;
|energyrecharge = 7&lt;br /&gt;
|milshields = Yes&lt;br /&gt;
|shieldboost = Yes&lt;br /&gt;
|hyperspace = Yes&lt;br /&gt;
|isoxp =OXP&lt;br /&gt;
|isplayer = Yes&lt;br /&gt;
|baseprice = 1,622,000 ₢&lt;br /&gt;
}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[Image:SuperCobra-Thargoid.png|thumb|left|200px|A SuperCobra attacks a [[Thargoid Warship (Oolite)|Thargoid warship]]]]&lt;br /&gt;
The SuperCobra is the newest in the range of Cobra ships from [[Cowell &amp;amp; MgRath|Cowell &amp;amp; MgRath Shipyards]] of [[Lave]]. Intended as a follow-up to the enormously successful [[Cobra Mk.3 (Oolite)|Cobra Mk.3]], the ship is larger and faster with a stronger hull, with the ability to carry military shield enhancements and shield energy boosters. It exemplifies the latest generation of small multi-role ships that can be used for trading, military purposes, bounty hunting (and to the dismay of the [[GalCop|Police]], [[Piracy|piracy]]).&lt;br /&gt;
&lt;br /&gt;
== Notable features ==&lt;br /&gt;
The ship is most notable for being the Cobra Mk.3 replacement - and basically looks like a Cobra Mk.3, the differences only becoming obvious when the two ships are together, or when the SuperCobra lights up its engines trailing four bright plumes instead of two. Although its predecessor is still popular, most ship afficionados considered the Cobra range to be getting long in the tooth, and even becoming outclassed in most respects by newer designs such as the [[Python Class Cruiser]]. With 'What Spaceship' recommending the somewhat large and unweildy PCC over the Cobra Mk.3 in a recent issue, CMR shipyards decided to expedite bringing the SuperCobra design to market.&lt;br /&gt;
&lt;br /&gt;
Few of the ships have been seen in trader's hands; the increases in size and speed have made this a very expensive ship to buy. However, the ability to fit military shield enhancements and at the same time, fit shield boosters, have made this craft extremely attractive to well-heeled bounty hunters and pirates alike. Pirates in particular like the cavernous cargo area - extendable to 55 TC - and lone marauding SuperCobras have been spotted in the more dangerous systems. Bounty hunters have also discovered the advantages of a large cargo area as pirates will often spill copious quantities of loot - and bounty hunters returning with the cargo the pirate stole is no longer an uncommon sight (blurring even more the difference between a pirate and a bounty hunter). The ship is also used quite often by traders with not so legitimate cargo like firearms or narcotics. &lt;br /&gt;
&lt;br /&gt;
The ship is universally liked by those who have flown one - it is one of the most manoeuvrable ships in its size class, as well as having a good turn of speed. The addition of witch space fuel injectors make the ship a courier's dream.&lt;br /&gt;
&lt;br /&gt;
== Notable Pilots ==&lt;br /&gt;
The first prototype SuperCobra was flown in 3138, in an abortive coup to attack the capital of the Duval Empire at Achenar. The identities of the crew are restricted under the Galactic Cooperative Official Secrets Act. While destroyed, it proved itself in battle against an [[Imperial Courier]], as told in [[Status Quo]]. It is not known if the crew perished with the ship's destruction.&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
[https://app.box.com/shared/xsc8dq6z0x Download version 1.4.2] Updated on 12/10/2010.&lt;br /&gt;
&lt;br /&gt;
This ship is also found inside the [[Random Hits]] oxp.&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
* Version 1.4.2 Fixed casing error that affected Linux systems.&amp;lt;br&amp;gt;&lt;br /&gt;
* Version 1.4.1 Fixed some old spelling errors in messages.&amp;lt;br&amp;gt;&lt;br /&gt;
* Version 1.4  Prepared for Oolite 1.73. Now also reacts on attacks during docking. &lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
Any original threads will have been lost in the [[Great Deletion]] - but see here: [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=2069 Info request.... SuperCobra] (2006)&lt;br /&gt;
*Original [http://capnhack.com/hosting/oolite/Oolite/OoSat.html OoSat] version (2006)&lt;br /&gt;
*Author: [[8bitapocalypse]] (see also his [[Ixian Ships]])&lt;br /&gt;
&lt;br /&gt;
{{ship-OXP}}&lt;/div&gt;</summary>
		<author><name>Phkb</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Wireframe_Ship_Images&amp;diff=90050</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=90050"/>
		<updated>2026-07-27T06:15:25Z</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]] (v1.14)&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;
1.14&lt;br /&gt;
* Corrected filenames for Basilisk, Battle Cruiser and Thargoid Outpost.&lt;br /&gt;
* Corrected reference for Feudal Shuttle.&lt;br /&gt;
* Corrected reference for Transporter Escort.&lt;br /&gt;
* Corrected reference for Pteranodon.&lt;br /&gt;
&lt;br /&gt;
1.13&lt;br /&gt;
* Added various items from Xeptatl's Sword.&lt;br /&gt;
* Fixed size of a couple of ship images.&lt;br /&gt;
* Added correct image for the Cloaking device.&lt;br /&gt;
&lt;br /&gt;
1.12&lt;br /&gt;
* Added ships from PT BVRM.&lt;br /&gt;
&lt;br /&gt;
1.11&lt;br /&gt;
* Added ships from Small Ships OXP.&lt;br /&gt;
* Added ships from Defense 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 = 1.13&lt;br /&gt;
|release = 2026-07-27&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=90049</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=90049"/>
		<updated>2026-07-27T06:14:53Z</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=Test_Ship_Model&amp;diff=90048</id>
		<title>Test Ship Model</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Test_Ship_Model&amp;diff=90048"/>
		<updated>2026-07-27T01:11:21Z</updated>

		<summary type="html">&lt;p&gt;Phkb: /* For Oolite 1.92 */ clearer instructions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A utility for testing models of ships/stations ''et cetera''&lt;br /&gt;
[[File:Test Ship Model.png|thumb|right|600px||Viewing the Coriolis station model in Oolite 1.92]]&lt;br /&gt;
[[File:Test_ship_model_1.90.png|thumb|right|600px||Viewing the Coriolis station model in Oolite 1.90]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
This is a utility mod that allows you to quickly and easily view a ship model from the game. This utility uses features in Oolite 1.92&lt;br /&gt;
&lt;br /&gt;
=== Use ===&lt;br /&gt;
When docked at a station, an F4 interface will be available, called &amp;quot;Test Ship Model&amp;quot;. When you select this, you will be asked to enter the ship's data key to display. Enter that key, and press enter.&lt;br /&gt;
&lt;br /&gt;
At this point, you will be shown the ship. &lt;br /&gt;
&lt;br /&gt;
==== For Oolite 1.92 ====&lt;br /&gt;
You can now use the arrow keys, the page up/dn keys, and the yaw keys (&amp;quot;,&amp;quot; and &amp;quot;.&amp;quot;) to rotate and zoom the ship. Pressing Ctrl plus the arrow keys will move the model in that direction. You can increase or decrease how far one keypress will move the ship by using the &amp;quot;+&amp;quot; and &amp;quot;-&amp;quot; keys. Pressing Ctrl and the &amp;quot;+&amp;quot; and &amp;quot;-&amp;quot; keys will change the step by a small amount.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;R&amp;quot; will reset the view back to the initial position, including resetting sub-entity positions.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;N&amp;quot; will return to the screen where a new ship data key can be entered. Previous ships you have viewed will be listed as well. Use a number to select one of those ship keys instead of entering another data key. The last 15 ships will be displayed, and the list will be saved with the save game settings.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;H&amp;quot; will hide the instructions, which will be displayed with the ship model. Pressing &amp;quot;H&amp;quot; again will bring the instructions back.&lt;br /&gt;
&lt;br /&gt;
If the ship model uses the personality property to change the skin or colour of the ship, you can enter a personality number by pressing the number keys. As you do, the &amp;quot;New personality&amp;quot; item will show in the instructions. Once you have entered the desired number, press &amp;quot;P&amp;quot; to set the personality to this value.&lt;br /&gt;
&lt;br /&gt;
Pressing ESC will return you to the F4 Interfaces screen.&lt;br /&gt;
&lt;br /&gt;
==== For Oolite 1.90 ====&lt;br /&gt;
Use the menu on the left side to rotate the ship, zoom in and out, change the step amount, and reset the view.&lt;br /&gt;
&lt;br /&gt;
To switch between &amp;quot;Rotation&amp;quot; and &amp;quot;Movement&amp;quot; modes, select either &amp;quot;Rotation &amp;gt;&amp;quot; or &amp;quot;Movement &amp;gt;&amp;quot; at the top of the menu.&lt;br /&gt;
&lt;br /&gt;
===Sub-entities===&lt;br /&gt;
If the model being viewed has sub-entities, it is possible to select and then move/rotate each individual sub-entity. Press &amp;quot;s&amp;quot; (or select the &amp;quot;Select subent&amp;quot; menu) to cycle through the available subentities. As each sub-entity is selected, the index and either the name or data key of the subentity will be shown. &lt;br /&gt;
&lt;br /&gt;
In 1.92, use the Ctrl plus arrows keys and Ctrl + &amp;quot;,&amp;quot; and &amp;quot;.&amp;quot; to move the sub-entity, and use the arrow keys, &amp;quot;,&amp;quot; and &amp;quot;.&amp;quot; keys to rotate the sub-entity. &lt;br /&gt;
&lt;br /&gt;
In 1.90, use the menu to rotate and move the sub-entity.&lt;br /&gt;
&lt;br /&gt;
To see the updated definitions for all the sub-entities, press the &amp;quot;d&amp;quot; key (or select the &amp;quot;Dump subents&amp;quot; menu). This will write the updated sub-entity definitions to the log file.&lt;br /&gt;
&lt;br /&gt;
=== Shortcut ===&lt;br /&gt;
In Oolite 1.92, you can also press Ctrl-T on the F5 Ship Status screen to jump directly to the Test Ship Model screen.&lt;br /&gt;
&lt;br /&gt;
=== Extra Notes ===&lt;br /&gt;
* You can't display the model of anything with &amp;quot;is_template&amp;quot; set to yes/true/1. You would need the in-game version of the ship, ie. where &amp;quot;like_ship&amp;quot; has been set to the template key name.&lt;br /&gt;
&lt;br /&gt;
* Also, if there is a condition_script on the shipdata entry, those conditions will need to pass to display the model. For instance, attempting to view ships from the Commies mod will require you to be in a Communist system.&lt;br /&gt;
&lt;br /&gt;
And that's it, really. Nothing too fancy, but show-casing a bit of what we can now do with mission screens.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
Oolite 1.82 or later is required.&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
* [[Media:TestShipModel.oxz|TestShipModel.oxz]] (v1.4)&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;
== Version History ==&lt;br /&gt;
1.4&lt;br /&gt;
* Added ability to select a sub-entity and move/rotate it. Adjusted subentity information can then be output to the log file.&lt;br /&gt;
* Added ship name to displayed information.&lt;br /&gt;
* Added console messages to notify of some changes when instructions are hidden (Oolite 1.92 only).&lt;br /&gt;
* Added ability to change the step in small increments (Oolite 1.92 only).&lt;br /&gt;
* Improved integration with Library.&lt;br /&gt;
&lt;br /&gt;
1.3&lt;br /&gt;
* Added ability to move the model up/down/left/right.&lt;br /&gt;
&lt;br /&gt;
1.2&lt;br /&gt;
* Made compatible with Oolite version 1.90 (and back to 1.82 actually!).&lt;br /&gt;
* Added shortcut key to F5 Manifest screen (Ctrl-T) to open the test screen (available in Oolite 1.92 or later).&lt;br /&gt;
* The ship datakey is now shown at the top of the view model screen.&lt;br /&gt;
* Moved all text to descriptions.plist for easier localisation.&lt;br /&gt;
&lt;br /&gt;
1.1&lt;br /&gt;
* Switched &amp;quot;allowInterrupt&amp;quot; to false.&lt;br /&gt;
* Added option to clear the data key history.&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?f=4&amp;amp;t=21453 BB thread] (2023)&lt;br /&gt;
* Author: [[User:Phkb|Phkb]]&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=90047</id>
		<title>Library OXP</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Library_OXP&amp;diff=90047"/>
		<updated>2026-07-27T01:01:38Z</updated>

		<summary type="html">&lt;p&gt;Phkb: &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 screen (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 screen (ship and system interfaces)|F4 ship-station interface]] screen (for personal details, recalling (GNN) news flashes, storing data, ''etc''.)&lt;br /&gt;
*Plays music during your game (which can be contextual, changing if inside the [[aegis]] or if attacked) - but needs a compatible music .oxp installed - see below for list&lt;br /&gt;
&lt;br /&gt;
*''Can'' be used by mission OXPs to display instructions (see Starmap below)&lt;br /&gt;
*''Can'' be used to show an animated display and possibly even a [[Cutscene]] (see Animator below)&lt;br /&gt;
*''Can'' be used by other OXPs to display information on the PAD about Guild memberships, NPC's met, peculiarities of systems, ''etc''. It already does this for the [[Galactic Navy OXP]].&lt;br /&gt;
*''Can'' be used by OXP ship designers to help display ships, exhausts, materials ''etc''. (see MatFinder and devtools below).&lt;br /&gt;
&lt;br /&gt;
=== Config for AddOns ===&lt;br /&gt;
'''Config for AddOns''' (Library Config) appears on your Docked F4 screen &amp;quot;AddOns&amp;quot; category.&lt;br /&gt;
:for tweaking OXPs while ''inside'' the game (and docked!) - ''here are some examples''&lt;br /&gt;
*[[BGS]]: (see the 3 screen shots on top right), where one select the effects one desires - station chatter, graphics for hyperspace jump ''etc''.).&lt;br /&gt;
*[[Email System OXP]] - listed as &amp;quot;GalCop Admin Services&amp;quot; - one can select categories of e-mails which one wishes not to be sent&lt;br /&gt;
*[[Risky Business]] - one can select either or both of the [[Risky Business]] or the [[Risk_Based_Economy_OXP|Risk Based Economy]] effects to alter the trading profits in one's game.&lt;br /&gt;
*[[Satellites]] - one can select the planets at which they appear, and the number appearing&lt;br /&gt;
*[[Station Dock Control]] - one can control many aspects of what information is presented about docking/docked ships&lt;br /&gt;
*[[Xenon UI]] - one can select the amber background alternative instead of the blue&lt;br /&gt;
&lt;br /&gt;
=== PAD (Personal Assistance Device) ===&lt;br /&gt;
[[Lib PAD|PAD]] (Captain's Log category) - a Personal Assistance Device with details of your [[Galactic Navy OXP]] career, people met, ''etc''.&lt;br /&gt;
&lt;br /&gt;
:The P.A.D. (or Personal Assistance Device) ships functionality to display different sorts of data, sorted by categories. Every category may contain several pages (or subcategories) - which can also be implemented by AddOns. Currently there are categories for&lt;br /&gt;
:: GALCOP: A standard entry, but after doing specific jobs it will contain an entry for the Navy as well. Other AddOns may add more.&lt;br /&gt;
:: GUILDS: An empty entry at the moment. Could be used e.g. by RandomHits, Feudal States and other AddOns which do have a membership.&lt;br /&gt;
:: INFOS: A category for special events, news, etc. Could be useful e.g. for BloombergMarkets, ''etc''.&lt;br /&gt;
:: LOGBOOK: A category for standard events like rescued escape pods, bailed out, fined, etc. Could be used for contracts as well.&lt;br /&gt;
:: PERSONS: A category for characters you have met. Currently only used for the vanilla game missions.&lt;br /&gt;
:: SYSTEMS: An empty category at the moment. Usable for special systems like Tianve, Tionisla, ''etc''.&lt;br /&gt;
:: SEARCH&lt;br /&gt;
:: PLAYER DATA&lt;br /&gt;
:The PAD also ships with search functionality and some categories do allow the player to add custom notes. The display of these pages is based on templates, so all pages in a category will have the same layout. AddOns can add data easily to existing pages or add a new page in existing categories. Another feature is to set player specific data, like origin, species, gender, age and a custom picture.&lt;br /&gt;
&lt;br /&gt;
 Note: there are currently several oxp's that allow for configuring other oxp's:&lt;br /&gt;
 *Library (the most recent, done via the F4 screen when docked) by Svengali&lt;br /&gt;
 *[[OXPConfig]] (done via the F2 screen - press F7 when told to) by Svengali&lt;br /&gt;
 *[[Station Options]] by cag: this one is actually comprehensible! But the fabulous flood of detail for [[Telescope]]...&lt;br /&gt;
&lt;br /&gt;
== Ancillary OXPs ==&lt;br /&gt;
Library OXP acts as an enabler for a huge range of other OXPs (see below). There are also some Demos (see below) showing how abilities of Library OXP can be instantiated in Oolite.&amp;lt;br&amp;gt;&lt;br /&gt;
These ''Ancillary OXPs'' instead tweak aspects of Library OXP itself.&lt;br /&gt;
*[https://app.box.com/s/271jbpimu2jbs6au913ujkq3y7gcgkr4 LibraryConfigOnF2.oxz] relocates the anti-immersive &amp;quot;Config for AddOns&amp;quot; from the in-game docked F4 screen to the Game Options F2 screen (by Phkb 2025)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=301851#p301851 PADCustomAvatars.oxp] allows the (relatively) easy addition of custom player portraits to the choice in Library's P.A.D. (by Phkb 2025)&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
For Documentation just follow the links. There is more material tucked inside the Library OXZ - and some examples in the Demos&lt;br /&gt;
* ''Lib_2DCollision.js'' - Methods for checking if point is in bounding-box, on line or in poly.&lt;br /&gt;
* ''Lib_Animator.js'' - Tool to create animations on missionscreens (see [[#Demos|Demos]]).&lt;br /&gt;
* ''Lib_BinSearch.js'' - Instantiated search tree.&lt;br /&gt;
* ''[[Lib_Config|Lib_Config.js]]'' - Configuration interface for AddOns.&lt;br /&gt;
* ''Lib_Crypt.js'' - De-/Encryption for strings.&lt;br /&gt;
* ''[[Lib_GUI|Lib_GUI.js]]'' - Unified GUI image, sound and music handling.&lt;br /&gt;
* ''Lib_Main.js'' - Generic functions for various tasks.&lt;br /&gt;
* ''[[Lib_Music|Lib_Music.js]]'' - Unified event driven and generic music handling (see [[#Demos|Demos]]).&lt;br /&gt;
* ''[[Lib_PAD|Lib_PAD.js]]'' - Unified logbook, mission-log, diary and interface. {{AV|1.7}}&lt;br /&gt;
* ''[[Lib_Starmap|Lib_Starmap.js]]'' - In-System-Maps in 3D (docked and inflight) (see [[#Demos|Demos]]). {{AV|1.7}}&lt;br /&gt;
&lt;br /&gt;
=== More on the workings of Library.oxp ===&lt;br /&gt;
Making sense of Library. &lt;br /&gt;
::Click to the right if you want the gory details -----&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;  data-expandtext=&amp;quot;Show gory details&amp;quot; data-collapsetext=&amp;quot;Hide gory details&amp;quot; style=&amp;quot;overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
[[Cabal Common Library OXP]] - Library's precursor - had these scripts&lt;br /&gt;
* [[Cabal_Common_Library_Doc_2DCollision|Cabal_Common_2DCollision]], 2D checks&lt;br /&gt;
* [[Cabal_Common_Library_Doc_BinSearch|Cabal_Common_BinSearch]], binary search tree&lt;br /&gt;
* [[Cabal_Common_Library_Doc_Briefing|Cabal_Common_Briefing]], enhance mission screens&lt;br /&gt;
[[File:CCL Briefing01.jpg|300px|thumb|CCL Briefing]]&lt;br /&gt;
* [[Cabal_Common_Library_Doc_Comms|Cabal_Common_Comms]], inflight communication&lt;br /&gt;
* [[Cabal_Common_Library_Doc_Functions|Cabal_Common_Functions]], generic function library&lt;br /&gt;
* [[Cabal_Common_Library_Doc_Keyboard|Cabal_Common_Keyboard]], user input&lt;br /&gt;
[[File:CCL Keyboard01.jpg|300px|thumb|CCL Keyboard]]&lt;br /&gt;
* [[Cabal_Common_Library_Doc_MissionHandling|Cabal_Common_MissionHandling]], start OXPs based on system descriptions&lt;br /&gt;
* [[Cabal_Common_Library_Doc_Music|Cabal_Common_Music]], inflight event driven music (=&amp;gt; Lib_Music)&lt;br /&gt;
* [[Cabal_Common_Library_Doc_Overlay|Cabal_Common_Overlay]], inflight overlays&lt;br /&gt;
[[File:Vector inflightoverlays.jpg|300px|thumb|CCL Overlay]]&lt;br /&gt;
* [[Cabal_Common_Library_Doc_PhraseGen|Cabal_Common_PhraseGen]], generator (v1.8)&lt;br /&gt;
* [[Cabal_Common_Library_Doc_SpecialMarkets|Cabal_Common_SpecialMarkets]], trading special goods&lt;br /&gt;
* [[Cabal_Common_Library_Doc_OXPStrength|Cabal_Common_Strength]], environment control&lt;br /&gt;
&lt;br /&gt;
:1) In the CCL era, PAD was part of the [[Vector OXP]] which needed CCL to work.&lt;br /&gt;
:2) Cabal_Common_Overlay/Inflight overlays are presumably these:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Library has these:&lt;br /&gt;
:? Lib_2DCollision.js - Methods for checking if point is in bounding-box, on line or in poly.&lt;br /&gt;
:x Lib_Animator.js - Tool to create animations on mission screens (see Demos). - Animator Demo: Cutscenes?&lt;br /&gt;
:? Lib_BinSearch.js - Instantiated search tree.&lt;br /&gt;
:√ Lib_Config.js - Configuration interface for AddOns. (Widely used by many OXPs)&lt;br /&gt;
:? Lib_Crypt.js - De-/Encryption for strings.&lt;br /&gt;
:? Lib_GUI.js - Unified GUI image, sound and music handling.&lt;br /&gt;
:? Lib_Main.js - Generic functions for various tasks.&lt;br /&gt;
:√ Lib_Music.js - Unified event driven and generic music handling (see Demos). Orchestral Demo &amp;amp; Contextual Jukebox.&lt;br /&gt;
:√ Lib_PAD.js - Unified logbook, mission-log, diary and interface. Added in v1.7&lt;br /&gt;
:√ Lib_Starmap.js - In-System-Maps in 3D (docked and inflight) (see Demos). Added in v1.7 - Starmap Demo&lt;br /&gt;
&lt;br /&gt;
and there are more:&lt;br /&gt;
:x Lib_Cubecode.js (the Vector display above?)&lt;br /&gt;
:x Lib_EntityStrength.js (seems to check for weapons, shield strength &amp;amp; recharge rates, NPCs in system)&lt;br /&gt;
:x lib_fx.js&lt;br /&gt;
:x Lib_MissionCoord.js&lt;br /&gt;
:- Lib_PAD_Events.js (unsure about this one - is it what adds the GNN newsflashes into the PAD? Or new data cards such as NPCs or systems?)&lt;br /&gt;
:? lib_shield.js&lt;br /&gt;
:? lib_starmap12.js&lt;br /&gt;
:? lib_test.js (Detect changes in custom role entity?)&lt;br /&gt;
&lt;br /&gt;
Decoder:&lt;br /&gt;
:√ - used by our community in other OXPs&lt;br /&gt;
:x - not used&lt;br /&gt;
:? - not even understood!&lt;br /&gt;
&lt;br /&gt;
=== Comments ===&lt;br /&gt;
Phkb who is the only one to have updated parts of Library.oxp in the past 7 years wrote this:&lt;br /&gt;
 I've really only used Lib Config, Lib GUI and Lib PAD. Lib PAD events is just a feeder into Lib PAD - it takes some standard game events and records them in the PAD, similar to what I did with the Email System, where I added a whole bunch of automatic emails when the player does certain things. I think I understand Lib GUI pretty well, but it's probably not going to be used very much outside of Xenon UI and BGS.&lt;br /&gt;
 &lt;br /&gt;
 I have a suspicion Lib Test was in response to my [[Ship Configuration OXP]] - my logic for that OXP was that, if I'm penalising the player by making their ship slower or harder to steer based on the equipment and weight, then it should be applied to *all* NPC ships as well, otherwise the balance of the game would be skewed. But by applying the changes to things like mission ships, it moves those ships away from a particular performance rating a mission author was aiming for. I might be overthinking it, and it's too late to ask now.&lt;br /&gt;
  &lt;br /&gt;
  One of the issues I have with the code in Library suite is that it's so *dense*, in that everything is reduced to the smallest possible space. A lot of the code uses single letter variable names, which makes reading it a real chore. Whenever I have to dive into it, I spend a lot of time asking questions like &amp;quot;So, what's 'c' in this context? What's 's'? And 't'? And 'z'?&amp;quot;, and having to follow the flow of the code back to the origin to work it out for each one. The code is super clever, and it does some pretty amazing things, but it's written in a way that makes maintaining it, for anyone other that the original author, super hard. And the little documentation left behind is not always very helpful, even for a programmer. Several times I've read the documentation and I'm still left with questions about the implementation, which means the only way to actually work it out is trial and error - feeding data in to see what you get out. And that's for the easy stuff, like PAD. The animator, starmap, those things are several levels up from what we're doing with PAD. [https://bb.oolite.space/viewtopic.php?p=301809#p301809 Phkb, 2025]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Integration with other OXPs ==&lt;br /&gt;
=== Config for AddOns ===&lt;br /&gt;
Over 70 OXP's use Library's &amp;quot;Config for AddOns&amp;quot; option on the F4 screen to allow configuration. Click [[File:IconLib.png|30px]] for a partial list.&lt;br /&gt;
&lt;br /&gt;
=== Music ===&lt;br /&gt;
Library can introduce music (as well as sound effects). For a full list of all such OXP's see [[:Category:Sound Sets OXPs]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Music for playing the game to (these need Library to function):&lt;br /&gt;
*[https://app.box.com/s/xd9hnscxrjlb0p5suz8t00e7m5qo743d Lib Music Orchestral Demo]: [[User:Svengali|Svengali]]'s original classical music .oxp (2016: 22Mb)&lt;br /&gt;
*[[Contextual Jukebox OXP]] by Arquebus of [https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=21111  YouTube fame] (2021: 115Mb)&lt;br /&gt;
*DIY kit: [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=21127 Dangerous Background Music OXP]: [[User:Tsoj|Tsoj]] (2021)&lt;br /&gt;
*[[Hyperradio js OXP|HyperRadio™]] - your on-board radio music station&lt;br /&gt;
&lt;br /&gt;
Version of Library.oxp incorporating Tsoj's changes for music&lt;br /&gt;
*[https://app.box.com/s/ra79jgfe154y9gvsviyl7kow6eng7yli Download]&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=280702#p280702 Discussion] (2021)&lt;br /&gt;
&lt;br /&gt;
=== OXP's &amp;amp; Vanilla game integration for P.A.D. ===&lt;br /&gt;
*[[Vanilla game]] missions have been integrated into Library.oxp&lt;br /&gt;
*[[Galactic Navy OXP]] has been integrated into Library.oxp&lt;br /&gt;
*[[GNN]] has been integrated into Library.oxp (the most recent new item is displayed on the PAD)&lt;br /&gt;
*[[User:Phkb|Phkb]] has updated the [[Cataclysm OXP]] mission and included Library integration - ''this'' is where to look to see how to do it!&lt;br /&gt;
*DGill's [[Feudal States]] suite of 4 OXPs uses P.A.D.&lt;br /&gt;
&lt;br /&gt;
=== Maps ===&lt;br /&gt;
*[[System Map]] runs off Library.oxp&lt;br /&gt;
&lt;br /&gt;
=== Demos ===&lt;br /&gt;
Designed to show how to integrate other OXP's with Library; Install like any other [[OXP]].&lt;br /&gt;
* [https://app.box.com/s/59vqswqh0wxiccerk7wgxerl0m0wmx20 Animator Demo] (zip, 2.8 MiB): a helper for animations on mission screens&lt;br /&gt;
* [https://app.box.com/s/xd9hnscxrjlb0p5suz8t00e7m5qo743d Lib Music Orchestral Demo]: [[User:Svengali|Svengali]]'s original music .oxp (2016: 22Mb)&lt;br /&gt;
* [https://app.box.com/s/0enjeiuyzjkyg36yxc5j04sdjhx9s7aa Starmap Demo] (oxz, 2.4 KB) - see [https://bb.oolite.space/viewtopic.php?p=264969#p264969 explanation]: Lib_Starmap introduces In-System-Maps in 3D (or 2.5D *sigh*). These maps can be shown on missionScreens and inflight. On missionScreens they can be animated (''eg'' through Lib_Animator). Inflight users can control them via the Advanced Space Compass. Usage for OXP's is easy.&lt;br /&gt;
&lt;br /&gt;
''Apart from the demos, nothing yet uses Library's Animator function.''&lt;br /&gt;
&lt;br /&gt;
=== Tools ===&lt;br /&gt;
There are two tools tucked away in diverse locations:&lt;br /&gt;
&lt;br /&gt;
* 1) [https://app.box.com/s/pwttg9nrqvvpqzya0wcpqpc4ly9bov1r Lib_MatFinder 1.1] (oxz, 39.7 KB) - A developer-tool to work out materials entries.&lt;br /&gt;
 The whole thing started when I looked in some older OXPs. Pretty often they don't have later implemented stuff (materials, custom views), but creating these entries eats a lot of time and needs a lot of testruns/finetuning. It was meant for my personal use only to speed up the updating orgy I've had in mind, but in the end it got better than expected, so I released it as helper. [https://bb.oolite.space/viewtopic.php?p=154692#p154692 Svengali 2011]&lt;br /&gt;
:See [[MatFinder]] for more detail (culled from BB and put in order)&lt;br /&gt;
:See [https://bb.oolite.space/viewtopic.php?p=265566#p265566 here] for original BB description. (2 pages, 2018).&lt;br /&gt;
&lt;br /&gt;
::Once you load the .oxp, see your F4 screen (if you have Library.oxp running too) under &amp;quot;Developer&amp;quot; to access this tool.&lt;br /&gt;
[[File:Lib MatFinder Pos01.png|150px]]&lt;br /&gt;
[[File:Lib MatFinder Pos02.png|150px]]&lt;br /&gt;
[[File:Lib MatFinder.png|150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::On your F4 screen under &amp;quot;Lib_MatEditor&amp;quot;:&lt;br /&gt;
[[File:Lib_MatEditor_%281%29.png|150px]]&lt;br /&gt;
[[File:Lib_MatEditor_%282%29.png|150px]]&lt;br /&gt;
&lt;br /&gt;
* 2) [[DevTools]] (oxz) - Tests for all kind of things. Useless for gaming but still funny.&lt;br /&gt;
&lt;br /&gt;
::On starting a game (if you have Library running too):&lt;br /&gt;
[[File:Library_devtools_switches.png|150px]]&lt;br /&gt;
[[File:Library_devtools.png|150px]]&lt;br /&gt;
[[File:Library_devtools.values.png|150px]]&lt;br /&gt;
&lt;br /&gt;
::On your F4 screen under &amp;quot;Lib_MatEditor&amp;quot;:&lt;br /&gt;
[[File:Lib DevTools 1.png|150px]]&lt;br /&gt;
[[File:Lib DevTools 2.png|150px]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== ID ==&lt;br /&gt;
identifier = &amp;quot;oolite.oxp.Svengali.Library&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
* Latest version needs Oolite v1.88.&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
Install like any other [[OXP]]. Library is on the in-game [[Expansions Manager]]. Or, if you prefer, [[media:Library_1.10.5.oxz|Library_1.10.5.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 = 1.10.5&lt;br /&gt;
|release = 2026-07-27&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=Hyperradio_js_OXP&amp;diff=90046</id>
		<title>Hyperradio js OXP</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Hyperradio_js_OXP&amp;diff=90046"/>
		<updated>2026-07-27T01:00:00Z</updated>

		<summary type="html">&lt;p&gt;Phkb: /* Quick Facts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox EquipStats Oolite| title = Hyperradio&lt;br /&gt;
|image = [[Image:Hyperradio.png|80px]]&lt;br /&gt;
|equipName = EQ_HYPER_RADIO&lt;br /&gt;
|equipCost = 1.200&lt;br /&gt;
|equipTL = 7&lt;br /&gt;
}}&lt;br /&gt;
==Overview==&lt;br /&gt;
{{OXPNote|This AddOn has been updated to use [[Library OXP|Library]] for new AddOns&amp;lt;br&amp;gt;&lt;br /&gt;
Phkb has upgraded the Hyperradio OXPs to work with Library OXP - and has added another 6 channels}}&lt;br /&gt;
Trading goods between worlds is an extremely dangerous and hard job and a commander will need some relaxing moments. Listen to your radio station and enjoy Jazz, Folk, Rock or whatever you like. Use one station for all systems or expand it, so you will get different programs in different systems. You can even add your own music to the playlist. So rip your CDs, download songs, or install one or more of the available [[Hyperradio_Musicpacks|musicpacks]]. Everything is possible - and traveling will be much more fun - even 'milkruns' won't be boring business anymore. And with the capacity to be expanded by other users creating their own musicpacks it will always be the right investment.&lt;br /&gt;
&lt;br /&gt;
Additionally Frame has created a nice oxp for [[Random_Docking_Music_OXP|random docking music]].&lt;br /&gt;
&lt;br /&gt;
==Handling==&lt;br /&gt;
Adding own songs to the main playlist of the Hyperradio is simple. Please note that only ogg-vorbis is supported by Oolite.&lt;br /&gt;
&lt;br /&gt;
1. Just place your soundfiles in the OXPs Music-folder.&amp;lt;br&amp;gt;&lt;br /&gt;
2. Open hyperradio.js in the Scripts-folder (you can use a simple text-editor) and add your filenames to the array.&amp;lt;br&amp;gt;&lt;br /&gt;
Example:&lt;br /&gt;
  this.hyperradio_playListOriginal = [&lt;br /&gt;
    &amp;quot;Rage-Back_in_time.ogg&amp;quot;,&lt;br /&gt;
    &amp;quot;Stevie_Ray_Vaughan-Voodoo_Child.ogg&amp;quot;&lt;br /&gt;
  ];&lt;br /&gt;
Save your additions. That's it.&lt;br /&gt;
&lt;br /&gt;
3. Fire up Oolite and buy the Hyperradio license (it is not everywhere available).&lt;br /&gt;
* Launch from the station and select it via priming key (Shift + N).&lt;br /&gt;
* Select the station via activation key (n). You can cycle through the available stations.&lt;br /&gt;
* To start playing a station press the mode key (b).&lt;br /&gt;
&lt;br /&gt;
To get some more complexity it is possible to use different 'stations' with different playlists. There are a few [[Hyperradio_Musicpacks|musicpacks]] already available for you.&lt;br /&gt;
&lt;br /&gt;
If you are using one or more of the available musicpacks the Hyperradio preselects one of them or the main list.&lt;br /&gt;
&lt;br /&gt;
Documentation about creating own stations is available at the [[Hyperradio_Howto_Musicpacks|HowTo make a own station]] page.&lt;br /&gt;
&lt;br /&gt;
==Infos==&lt;br /&gt;
{{OXPConfig-small}}&lt;br /&gt;
The Hyperradio is your personal tool for playing music in the game. Before it was a bit tedious to run other applications (like Winamp) for this case, because these music-players are not really connected to Oolite and the user doesn't have control about it (or has to switch to this application). The Hyperradio jumps in here to play your songs and reacts on changes in Oolite.&lt;br /&gt;
&lt;br /&gt;
Additionally it is compatible and configurable via [[OXPConfig|OXPConfig2]] and [[Repair_Bots|Repair Bots]].&lt;br /&gt;
&lt;br /&gt;
Hyperradio can be configured (OXPConfig2 or editing):&lt;br /&gt;
* '''logging''': en/disables the extended logging. Default false.&lt;br /&gt;
* '''mergePacks''': en/disables copying musicpacks in mainlist. Default true.&lt;br /&gt;
* '''podMusic''': en/disables playing a short sample when player ejects. Default true.&lt;br /&gt;
* '''onlyMain''': en/disables using only the main playlist. Default false.&lt;br /&gt;
&lt;br /&gt;
* Extended features - if [[Snoopers|Snoopers2.4]] is installed&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
===Version 1.x===&lt;br /&gt;
* Oolite v1.77&lt;br /&gt;
* [[Cabal_Common_Library|Cabal_Common_Library1.7]]&lt;br /&gt;
* [[Snoopers|Snoopers2.4]] or [[Hyperradio_Musicpacks|musicpacks]] to enable extra functions.&lt;br /&gt;
===Version 2.x===&lt;br /&gt;
* Oolite 1.80&lt;br /&gt;
* [[Library OXP|Library OXP]]&lt;br /&gt;
* [[Hyperradio_Musicpacks|musicpacks]] to add available listening stations.&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
* Downloadable v1.x and v2.x through the in-game [[Expansions Manager]]&lt;br /&gt;
===Version 1.x===&lt;br /&gt;
* [http://deephorizonindustries.com/Downloads/Hyperradio1.26.1.zip Hyperradio1.26.1.zip] (741 KB).&lt;br /&gt;
* Download in OXZ format [[Media:Hyperradio_1.26.1.oxz|here]] for Oolite 1.79 or later (downloaded {{#downloads:Hyperradio_1.26.1.oxz}} times).&lt;br /&gt;
===Version 2.x===&lt;br /&gt;
* Download in OXZ format [[Media:HyperRadio_2.1.oxz|here]] for Oolite 1.79 or later (downloaded {{#downloads:HyperRadio_2.1.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
===For Oolite v1.76.1:===&lt;br /&gt;
* [http://deephorizonindustries.com/Downloads/Hyperradio1.25.zip Hyperradio1.25.zip] (742 KB).&lt;br /&gt;
&lt;br /&gt;
== Tweaks ==&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=216135#p216135 To extend Subscription time] (Diziet Sma, 2014)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=217617#p217617 To play when in red alert] (Capt Solo, 2014)&lt;br /&gt;
&lt;br /&gt;
You might need to consult [[How to tweak OXZ's]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Hyperradio_Musicpacks]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Hyperradio_Howto_Musicpacks]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Random_Docking_Music_OXP|Random docking music]]&lt;br /&gt;
=== BB Threads ===&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=6&amp;amp;t=16191 OXP idea: Seeking those with radio DJ/Announcer experience] (2013-14: adding DJ patter between the tracks - with links to various downloadable putative patter portions, and adverts too!)&lt;br /&gt;
==== Hyperradio 2 ====&lt;br /&gt;
[https://bb.oolite.space/viewtopic.php?t=21914 Phkb's update with new channels] (2025)&lt;br /&gt;
&lt;br /&gt;
==Quick Facts==&lt;br /&gt;
{{OXPLevel|0}}{{IconOXP&lt;br /&gt;
|ooVersion = &amp;quot;1.77&amp;quot;&lt;br /&gt;
|oxpCPU = &amp;quot;Average&amp;quot;&lt;br /&gt;
|oxpMEM = &amp;quot;Average&amp;quot;&lt;br /&gt;
|oxpGPU = &amp;quot;Low&amp;quot;&lt;br /&gt;
|oxpIsParent = true&lt;br /&gt;
|oxpIsChild = true&lt;br /&gt;
|oxpIsAPI =&lt;br /&gt;
|oxpIsDocumented = true&lt;br /&gt;
|oxpIsConfigurable = true&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox OXPb| title = Hyperradio&lt;br /&gt;
|image = [[Image:Hyperradio.png|220px]]&lt;br /&gt;
|version = 1.26.1&lt;br /&gt;
|release = 2013-01-22&lt;br /&gt;
|license = CC-by-nc-sa-3.0&lt;br /&gt;
|features = Equipment, Music&lt;br /&gt;
|category = Equipment OXPs&lt;br /&gt;
|author = Svengali&lt;br /&gt;
|download = [[#Download|See Download]]&lt;br /&gt;
|feedback = [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=4067 BB-Link]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{OXPLevel|0}}{{IconOXP&lt;br /&gt;
|ooVersion = &amp;quot;1.80&amp;quot;&lt;br /&gt;
|oxpCPU = &amp;quot;Average&amp;quot;&lt;br /&gt;
|oxpMEM = &amp;quot;Average&amp;quot;&lt;br /&gt;
|oxpGPU = &amp;quot;Low&amp;quot;&lt;br /&gt;
|oxpIsParent = true&lt;br /&gt;
|oxpIsChild = true&lt;br /&gt;
|oxpIsAPI =&lt;br /&gt;
|oxpIsDocumented = true&lt;br /&gt;
|oxpIsConfigurable = true&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox OXPb| title = HyperRadio 2.0&lt;br /&gt;
|image = [[Image:Hyperradio.png|220px]]&lt;br /&gt;
|version = 2.1&lt;br /&gt;
|release = 2026-07-27&lt;br /&gt;
|license = CC-by-nc-sa-3.0&lt;br /&gt;
|features = Equipment, Music&lt;br /&gt;
|category = Equipment OXPs&lt;br /&gt;
|author = [[User:Svengali|Svengali]], [[User:phkb|phkb]]&lt;br /&gt;
|download = [[#Download|See Download]]&lt;br /&gt;
|feedback = [https://bb.oolite.space/viewtopic.php?t=21914 BB-Link]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Required OXP|Cabal Common Library}}&lt;br /&gt;
{{Required OXP|Snoopers}}&lt;/div&gt;</summary>
		<author><name>Phkb</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Hyperradio_js_OXP&amp;diff=90045</id>
		<title>Hyperradio js OXP</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Hyperradio_js_OXP&amp;diff=90045"/>
		<updated>2026-07-27T00:59:33Z</updated>

		<summary type="html">&lt;p&gt;Phkb: /* Version 2.x */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox EquipStats Oolite| title = Hyperradio&lt;br /&gt;
|image = [[Image:Hyperradio.png|80px]]&lt;br /&gt;
|equipName = EQ_HYPER_RADIO&lt;br /&gt;
|equipCost = 1.200&lt;br /&gt;
|equipTL = 7&lt;br /&gt;
}}&lt;br /&gt;
==Overview==&lt;br /&gt;
{{OXPNote|This AddOn has been updated to use [[Library OXP|Library]] for new AddOns&amp;lt;br&amp;gt;&lt;br /&gt;
Phkb has upgraded the Hyperradio OXPs to work with Library OXP - and has added another 6 channels}}&lt;br /&gt;
Trading goods between worlds is an extremely dangerous and hard job and a commander will need some relaxing moments. Listen to your radio station and enjoy Jazz, Folk, Rock or whatever you like. Use one station for all systems or expand it, so you will get different programs in different systems. You can even add your own music to the playlist. So rip your CDs, download songs, or install one or more of the available [[Hyperradio_Musicpacks|musicpacks]]. Everything is possible - and traveling will be much more fun - even 'milkruns' won't be boring business anymore. And with the capacity to be expanded by other users creating their own musicpacks it will always be the right investment.&lt;br /&gt;
&lt;br /&gt;
Additionally Frame has created a nice oxp for [[Random_Docking_Music_OXP|random docking music]].&lt;br /&gt;
&lt;br /&gt;
==Handling==&lt;br /&gt;
Adding own songs to the main playlist of the Hyperradio is simple. Please note that only ogg-vorbis is supported by Oolite.&lt;br /&gt;
&lt;br /&gt;
1. Just place your soundfiles in the OXPs Music-folder.&amp;lt;br&amp;gt;&lt;br /&gt;
2. Open hyperradio.js in the Scripts-folder (you can use a simple text-editor) and add your filenames to the array.&amp;lt;br&amp;gt;&lt;br /&gt;
Example:&lt;br /&gt;
  this.hyperradio_playListOriginal = [&lt;br /&gt;
    &amp;quot;Rage-Back_in_time.ogg&amp;quot;,&lt;br /&gt;
    &amp;quot;Stevie_Ray_Vaughan-Voodoo_Child.ogg&amp;quot;&lt;br /&gt;
  ];&lt;br /&gt;
Save your additions. That's it.&lt;br /&gt;
&lt;br /&gt;
3. Fire up Oolite and buy the Hyperradio license (it is not everywhere available).&lt;br /&gt;
* Launch from the station and select it via priming key (Shift + N).&lt;br /&gt;
* Select the station via activation key (n). You can cycle through the available stations.&lt;br /&gt;
* To start playing a station press the mode key (b).&lt;br /&gt;
&lt;br /&gt;
To get some more complexity it is possible to use different 'stations' with different playlists. There are a few [[Hyperradio_Musicpacks|musicpacks]] already available for you.&lt;br /&gt;
&lt;br /&gt;
If you are using one or more of the available musicpacks the Hyperradio preselects one of them or the main list.&lt;br /&gt;
&lt;br /&gt;
Documentation about creating own stations is available at the [[Hyperradio_Howto_Musicpacks|HowTo make a own station]] page.&lt;br /&gt;
&lt;br /&gt;
==Infos==&lt;br /&gt;
{{OXPConfig-small}}&lt;br /&gt;
The Hyperradio is your personal tool for playing music in the game. Before it was a bit tedious to run other applications (like Winamp) for this case, because these music-players are not really connected to Oolite and the user doesn't have control about it (or has to switch to this application). The Hyperradio jumps in here to play your songs and reacts on changes in Oolite.&lt;br /&gt;
&lt;br /&gt;
Additionally it is compatible and configurable via [[OXPConfig|OXPConfig2]] and [[Repair_Bots|Repair Bots]].&lt;br /&gt;
&lt;br /&gt;
Hyperradio can be configured (OXPConfig2 or editing):&lt;br /&gt;
* '''logging''': en/disables the extended logging. Default false.&lt;br /&gt;
* '''mergePacks''': en/disables copying musicpacks in mainlist. Default true.&lt;br /&gt;
* '''podMusic''': en/disables playing a short sample when player ejects. Default true.&lt;br /&gt;
* '''onlyMain''': en/disables using only the main playlist. Default false.&lt;br /&gt;
&lt;br /&gt;
* Extended features - if [[Snoopers|Snoopers2.4]] is installed&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
===Version 1.x===&lt;br /&gt;
* Oolite v1.77&lt;br /&gt;
* [[Cabal_Common_Library|Cabal_Common_Library1.7]]&lt;br /&gt;
* [[Snoopers|Snoopers2.4]] or [[Hyperradio_Musicpacks|musicpacks]] to enable extra functions.&lt;br /&gt;
===Version 2.x===&lt;br /&gt;
* Oolite 1.80&lt;br /&gt;
* [[Library OXP|Library OXP]]&lt;br /&gt;
* [[Hyperradio_Musicpacks|musicpacks]] to add available listening stations.&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
* Downloadable v1.x and v2.x through the in-game [[Expansions Manager]]&lt;br /&gt;
===Version 1.x===&lt;br /&gt;
* [http://deephorizonindustries.com/Downloads/Hyperradio1.26.1.zip Hyperradio1.26.1.zip] (741 KB).&lt;br /&gt;
* Download in OXZ format [[Media:Hyperradio_1.26.1.oxz|here]] for Oolite 1.79 or later (downloaded {{#downloads:Hyperradio_1.26.1.oxz}} times).&lt;br /&gt;
===Version 2.x===&lt;br /&gt;
* Download in OXZ format [[Media:HyperRadio_2.1.oxz|here]] for Oolite 1.79 or later (downloaded {{#downloads:HyperRadio_2.1.oxz}} times).&lt;br /&gt;
&lt;br /&gt;
===For Oolite v1.76.1:===&lt;br /&gt;
* [http://deephorizonindustries.com/Downloads/Hyperradio1.25.zip Hyperradio1.25.zip] (742 KB).&lt;br /&gt;
&lt;br /&gt;
== Tweaks ==&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=216135#p216135 To extend Subscription time] (Diziet Sma, 2014)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=217617#p217617 To play when in red alert] (Capt Solo, 2014)&lt;br /&gt;
&lt;br /&gt;
You might need to consult [[How to tweak OXZ's]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Hyperradio_Musicpacks]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Hyperradio_Howto_Musicpacks]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Random_Docking_Music_OXP|Random docking music]]&lt;br /&gt;
=== BB Threads ===&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=6&amp;amp;t=16191 OXP idea: Seeking those with radio DJ/Announcer experience] (2013-14: adding DJ patter between the tracks - with links to various downloadable putative patter portions, and adverts too!)&lt;br /&gt;
==== Hyperradio 2 ====&lt;br /&gt;
[https://bb.oolite.space/viewtopic.php?t=21914 Phkb's update with new channels] (2025)&lt;br /&gt;
&lt;br /&gt;
==Quick Facts==&lt;br /&gt;
{{OXPLevel|0}}{{IconOXP&lt;br /&gt;
|ooVersion = &amp;quot;1.77&amp;quot;&lt;br /&gt;
|oxpCPU = &amp;quot;Average&amp;quot;&lt;br /&gt;
|oxpMEM = &amp;quot;Average&amp;quot;&lt;br /&gt;
|oxpGPU = &amp;quot;Low&amp;quot;&lt;br /&gt;
|oxpIsParent = true&lt;br /&gt;
|oxpIsChild = true&lt;br /&gt;
|oxpIsAPI =&lt;br /&gt;
|oxpIsDocumented = true&lt;br /&gt;
|oxpIsConfigurable = true&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox OXPb| title = Hyperradio&lt;br /&gt;
|image = [[Image:Hyperradio.png|220px]]&lt;br /&gt;
|version = 1.26.1&lt;br /&gt;
|release = 2013-01-22&lt;br /&gt;
|license = CC-by-nc-sa-3.0&lt;br /&gt;
|features = Equipment, Music&lt;br /&gt;
|category = Equipment OXPs&lt;br /&gt;
|author = Svengali&lt;br /&gt;
|download = [[#Download|See Download]]&lt;br /&gt;
|feedback = [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=4067 BB-Link]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{OXPLevel|0}}{{IconOXP&lt;br /&gt;
|ooVersion = &amp;quot;1.80&amp;quot;&lt;br /&gt;
|oxpCPU = &amp;quot;Average&amp;quot;&lt;br /&gt;
|oxpMEM = &amp;quot;Average&amp;quot;&lt;br /&gt;
|oxpGPU = &amp;quot;Low&amp;quot;&lt;br /&gt;
|oxpIsParent = true&lt;br /&gt;
|oxpIsChild = true&lt;br /&gt;
|oxpIsAPI =&lt;br /&gt;
|oxpIsDocumented = true&lt;br /&gt;
|oxpIsConfigurable = true&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox OXPb| title = HyperRadio 2.0&lt;br /&gt;
|image = [[Image:Hyperradio.png|220px]]&lt;br /&gt;
|version = 2.0&lt;br /&gt;
|release = 2025-08-04&lt;br /&gt;
|license = CC-by-nc-sa-3.0&lt;br /&gt;
|features = Equipment, Music&lt;br /&gt;
|category = Equipment OXPs&lt;br /&gt;
|author = [[User:Svengali|Svengali]], [[User:phkb|phkb]]&lt;br /&gt;
|download = [[#Download|See Download]]&lt;br /&gt;
|feedback = [https://bb.oolite.space/viewtopic.php?t=21914 BB-Link]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Required OXP|Cabal Common Library}}&lt;br /&gt;
{{Required OXP|Snoopers}}&lt;/div&gt;</summary>
		<author><name>Phkb</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Test_Ship_Model&amp;diff=90044</id>
		<title>Test Ship Model</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Test_Ship_Model&amp;diff=90044"/>
		<updated>2026-07-27T00:59:02Z</updated>

		<summary type="html">&lt;p&gt;Phkb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A utility for testing models of ships/stations ''et cetera''&lt;br /&gt;
[[File:Test Ship Model.png|thumb|right|600px||Viewing the Coriolis station model in Oolite 1.92]]&lt;br /&gt;
[[File:Test_ship_model_1.90.png|thumb|right|600px||Viewing the Coriolis station model in Oolite 1.90]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
This is a utility mod that allows you to quickly and easily view a ship model from the game. This utility uses features in Oolite 1.92&lt;br /&gt;
&lt;br /&gt;
=== Use ===&lt;br /&gt;
When docked at a station, an F4 interface will be available, called &amp;quot;Test Ship Model&amp;quot;. When you select this, you will be asked to enter the ship's data key to display. Enter that key, and press enter.&lt;br /&gt;
&lt;br /&gt;
At this point, you will be shown the ship. &lt;br /&gt;
&lt;br /&gt;
==== For Oolite 1.92 ====&lt;br /&gt;
You can now use the arrow keys, the page up/dn keys, and the yaw keys (&amp;quot;,&amp;quot; and &amp;quot;.&amp;quot;) to rotate and zoom the ship. Pressing Ctrl plus the arrow keys will move the model in that direction. You can increase or decrease how far one keypress will move the ship by using the &amp;quot;+&amp;quot; and &amp;quot;-&amp;quot; keys.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;R&amp;quot; will reset the view back to the initial position. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;N&amp;quot; will return to the screen where a new ship data key can be entered. Previous ships you have viewed will be listed as well. Use a number to select one of those ship keys instead of entering another data key. The last 15 ships will be displayed, and the list will be saved with the save game settings.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;H&amp;quot; will hide the instructions, which will be displayed with the ship model. Pressing &amp;quot;H&amp;quot; again will bring the instructions back.&lt;br /&gt;
&lt;br /&gt;
If the ship model uses the personality property to change the skin or colour of the ship, you can enter a personality number by pressing the number keys. As you do, the &amp;quot;New personality&amp;quot; item will show in the instructions. Once you have entered the desired number, press &amp;quot;P&amp;quot; to set the personality to this value.&lt;br /&gt;
&lt;br /&gt;
Pressing ESC will return you to the F4 Interfaces screen.&lt;br /&gt;
&lt;br /&gt;
==== For Oolite 1.90 ====&lt;br /&gt;
Use the menu on the left side to rotate the ship, zoom in and out, change the step amount, and reset the view.&lt;br /&gt;
&lt;br /&gt;
To switch between &amp;quot;Rotation&amp;quot; and &amp;quot;Movement&amp;quot; modes, select either &amp;quot;Rotation &amp;gt;&amp;quot; or &amp;quot;Movement &amp;gt;&amp;quot; at the top of the menu.&lt;br /&gt;
&lt;br /&gt;
===Sub-entities===&lt;br /&gt;
If the model being viewed has sub-entities, it is possible to select and then move/rotate each individual sub-entity. Press &amp;quot;s&amp;quot; (or select the &amp;quot;Select subent&amp;quot; menu) to cycle through the available subentities. As each sub-entity is selected, the index and either the name or data key of the subentity will be shown. &lt;br /&gt;
&lt;br /&gt;
In 1.92, use the Ctrl plus arrows keys and Ctrl + &amp;quot;,&amp;quot; and &amp;quot;.&amp;quot; to move the sub-entity, and use the arrow keys, &amp;quot;,&amp;quot; and &amp;quot;.&amp;quot; keys to rotate the sub-entity. &lt;br /&gt;
&lt;br /&gt;
In 1.90, use the menu to rotate and move the sub-entity.&lt;br /&gt;
&lt;br /&gt;
To see the updated definitions for all the sub-entities, press the &amp;quot;d&amp;quot; key (or select the &amp;quot;Dump subents&amp;quot; menu). This will write the updated sub-entity definitions to the log file.&lt;br /&gt;
&lt;br /&gt;
=== Shortcut ===&lt;br /&gt;
In Oolite 1.92, you can also press Ctrl-T on the F5 Ship Status screen to jump directly to the Test Ship Model screen.&lt;br /&gt;
&lt;br /&gt;
=== Extra Notes ===&lt;br /&gt;
* You can't display the model of anything with &amp;quot;is_template&amp;quot; set to yes/true/1. You would need the in-game version of the ship, ie. where &amp;quot;like_ship&amp;quot; has been set to the template key name.&lt;br /&gt;
&lt;br /&gt;
* Also, if there is a condition_script on the shipdata entry, those conditions will need to pass to display the model. For instance, attempting to view ships from the Commies mod will require you to be in a Communist system.&lt;br /&gt;
&lt;br /&gt;
And that's it, really. Nothing too fancy, but show-casing a bit of what we can now do with mission screens.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
Oolite 1.82 or later is required.&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
* [[Media:TestShipModel.oxz|TestShipModel.oxz]] (v1.4)&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;
== Version History ==&lt;br /&gt;
1.4&lt;br /&gt;
* Added ability to select a sub-entity and move/rotate it. Adjusted subentity information can then be output to the log file.&lt;br /&gt;
* Added ship name to displayed information.&lt;br /&gt;
* Added console messages to notify of some changes when instructions are hidden (Oolite 1.92 only).&lt;br /&gt;
* Added ability to change the step in small increments (Oolite 1.92 only).&lt;br /&gt;
* Improved integration with Library.&lt;br /&gt;
&lt;br /&gt;
1.3&lt;br /&gt;
* Added ability to move the model up/down/left/right.&lt;br /&gt;
&lt;br /&gt;
1.2&lt;br /&gt;
* Made compatible with Oolite version 1.90 (and back to 1.82 actually!).&lt;br /&gt;
* Added shortcut key to F5 Manifest screen (Ctrl-T) to open the test screen (available in Oolite 1.92 or later).&lt;br /&gt;
* The ship datakey is now shown at the top of the view model screen.&lt;br /&gt;
* Moved all text to descriptions.plist for easier localisation.&lt;br /&gt;
&lt;br /&gt;
1.1&lt;br /&gt;
* Switched &amp;quot;allowInterrupt&amp;quot; to false.&lt;br /&gt;
* Added option to clear the data key history.&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?f=4&amp;amp;t=21453 BB thread] (2023)&lt;br /&gt;
* Author: [[User:Phkb|Phkb]]&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=Loadout_by_Category&amp;diff=90043</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=90043"/>
		<updated>2026-07-27T00:56:13Z</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 = 1.14&lt;br /&gt;
|release = 2026-07-27&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=Vimana-X_HUD&amp;diff=90042</id>
		<title>Vimana-X HUD</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Vimana-X_HUD&amp;diff=90042"/>
		<updated>2026-07-27T00:55:29Z</updated>

		<summary type="html">&lt;p&gt;Phkb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Vimanax_hud.png|thumb|right|600px||VimanaX 12MFD HUD with all the lights on &amp;lt;br&amp;gt; •''additional'' warning signs (red exclamations marks inside dials) &amp;lt;br&amp;gt; •relevant &amp;quot;mode&amp;quot; now given for (e.g.) Market Inquirer MFD (above the left-hand dials) &amp;lt;br&amp;gt;•confusing fuel injector icon is now inside the speed dial on the left&amp;lt;br&amp;gt;•SRS (Ship repair system/repairbots) &amp;amp; AMS (Anti-missile system) status now replaceable with details of Elite rank status and Legal status (above the right-hand dials)&amp;lt;br&amp;gt;•''Incoming missile warning'' (red reticle icon to the bottom left of the green targetting box in the middle of the viewscreen)]]&lt;br /&gt;
Phkb's major update of the Vimana HUD. More compatibility (''eg'' with scanner options, fonts, equipment), a glare-proof option and more logical placement of icons.&lt;br /&gt;
== Overview ==&lt;br /&gt;
Gnievmir's original [[Vimana HUD]] has earned a lot of praise for the stylish layout of the graphical dials and other UI bells and whistles. However, I always struggled to choose it for a number of reasons:&lt;br /&gt;
* It seemed to be designed with a single font in mind. Using a different font leads to a lot of text overrunning the graphical bounds of the UI, or not aligning correctly.&lt;br /&gt;
* It also seemed to be designed with a very specific group of OXP's in mind. If those OXP's are missing then parts of the UI were effectively useless.&lt;br /&gt;
* When viewing any of the F5-F8 pages during flight, or when going to the F2 screen after pausing, the HUD would overlap parts of the screen, making some things difficult to read.&lt;br /&gt;
* The Ship info and Target info panels are useful, but only a limited number of ships would be shown as an image.&lt;br /&gt;
* The &amp;quot;Mode&amp;quot; information for certain primable OXP equipment items was limited in what it would show.&lt;br /&gt;
* The jump distance indicator on the fuel gauge would only show after the Travel Module was purchased.&lt;br /&gt;
* An &amp;quot;uber&amp;quot; laser was included in the original Vimana HUD, as well as a targeting equipment item. Both were better suited to separate OXP's.&lt;br /&gt;
&lt;br /&gt;
== What changed ==&lt;br /&gt;
So, I embarked on a tweaking session, which turned into a design/layout session, which turned into a much bigger update than I was expecting. However, I feel the result is worth it. Here's a complete breakdown of everything I did:&lt;br /&gt;
&lt;br /&gt;
[[File:Vimanax_options2.png|thumb|right|F4 interface page, showing all available options.]]&lt;br /&gt;
# I divided the UI up into two, with only the scanner and core dials and gauges showing whenever a non-viewscreen view is selected.&lt;br /&gt;
# I repositioned some components to allow for some greater flexibility with other items. I repositioned the injectors icon, the fuel scoop icon, and the fuel warning icon to be inside the speed, cargo and fuel gauges respectively, which allowed me to move the shield capacitors icon, shield cycler icon and EEU icons to the left side of the UI. This then allowed enough room to add an additional gauge which is used for aft armour (at present, this is only used by Ship Configuration, but if other OXP's deploy aft shields it can be configured to use that as well).&lt;br /&gt;
# I darkened the background of the UI substantially, making it less transparent, and therefore better able to cope with high-glare environments. But in case anyone was particularly attached to the &amp;quot;light&amp;quot; version, it can still be used as an option (selectable from an F4 interface screen).&lt;br /&gt;
# I reworked much of the text alignment code to ensure all the displays would work well with every font available. So columns will line up, text will be centred where required, and text items will not go beyond the bounds of the UI (mostly!).&lt;br /&gt;
# I looked at how it works with other OXP's and tried to expand the possibilities and remove the locked-in feeling with some of the UI elements. In particular, the Anti-missile system and the Self-Repair system, which had their own lines on the UI. I switched this for a customisable system to allow for future OXP integrations, and added a couple of extra options to select from. There is now a F4 interface page, &amp;quot;Vimana-X HUD Settings&amp;quot; where the different options can be selected.&lt;br /&gt;
# I expanded the &amp;quot;MODE&amp;quot; display for primable equipment, finding as many OXP's as I could that make use of this feature and adding the appropriate text.&lt;br /&gt;
# I added alert icons inside each of the items that can cause alerts (altitude, cabin temp, energy, shields), and a missile warning icon in the combat HUD, to complement the larger warnings that appear at the top of the screen. If you find the top screen icons too intrusive, they can be turned off via the interfaces page, leaving just the smaller alert icons on the HUD. Also, I removed the text from the alert images, leaving them as images, and added text to the HUD, so that the warnings will appear in whatever font the player has chosen to use.&lt;br /&gt;
# I added a bunch (500+!) of extra ship images from a variety of sources, so chances are a ship image will display in the left panel in the majority of cases. I also redid the existing images, because I couldn't reproduce the style of the original. What I've used is the wireframe version of all the ships, which carries a nice blueprint/schematic style to the ships. If I've left out your favourite ships, just let me know and I'll include them in a future release.&lt;br /&gt;
# I changed the way the &amp;quot;scan&amp;quot; component works. In the original HUD, different parts of your ship would be highlighted individually, as if a &amp;quot;scan&amp;quot; was taking place. However, given the number of new ship images I was adding, it would be a mammoth task to divide each one up into four to keep that system. So I implemented a new &amp;quot;scan&amp;quot; that will work for whatever ship is displayed.&lt;br /&gt;
# I changed the colour of the jump distance indicator in the fuel gauge, to make it stand out more. &lt;br /&gt;
# I changed the source of the targeted ship's weapon, taking it from Combat MFD's data, so that it matches what you see in that MFD, but also so that some information isn't revealed before the player has any right to know.&lt;br /&gt;
# I added an icon for the naval energy unit, to make it distinct from the normal one.&lt;br /&gt;
# To aid with startup timeout issues, I made the various timers start in sequence, and play a small sound when they turn on, to indicate the systems are starting up.&lt;br /&gt;
# I added a 10-MFD version of the HUD, as well as reducing the size of the lower left and right MFD's on the 12-MFD version, to prevent them from overlapping the UI on a 16:9 display. If you use the 12-MFD HUD, and your screen dimensions cause the lower left and right MFD's to overlap the UI, and it doesn't make your eyes twitch, then everything is fine! But if you find small details like that really annoying, and you really need all the MFD's you can get, I'd recommend the 10-MFD version. I won't judge.&lt;br /&gt;
# I turned on the non-linear scanner and ultra zoom options on the HUD. Plus added options to change these settings on the F4 interface page.&lt;br /&gt;
# The Alt gauge will now reset when entering interstellar space.&lt;br /&gt;
# Only equipment that is visible on the F5 page will be shown on any damaged equipment list.&lt;br /&gt;
# Lots of small bug fixes, code tweaks and performance improvements.&lt;br /&gt;
# I removed the targeting equipment item and the &amp;quot;uber&amp;quot; laser. It's now just a HUD. If you really want to keep those items, you should keep the original Vimana HUD OXP installed. There should be no conflicts between the HUDs.&lt;br /&gt;
&lt;br /&gt;
If you have previously used the Vimana HUD, and purchased the Target, Travel and Ship modules for it, you will have those modules added automatically when you install this HUD. However, be sure to keep both HUDs installed before you switch to Vimana-X. If you uninstall Vimana first, Vimana-X won't be able to know that you had those equipment items already, so you'll have to purchase them again.&lt;br /&gt;
&lt;br /&gt;
== Purchasable Additions ==&lt;br /&gt;
=== Travel Module ===&lt;br /&gt;
 (TL6 1,000₢) shows multiple witchspace destinations&lt;br /&gt;
&lt;br /&gt;
=== Ship Module ===&lt;br /&gt;
 (TL6 1,500₢) shows damage status of ship&lt;br /&gt;
&lt;br /&gt;
=== Target Module ===&lt;br /&gt;
 (TL6 2,500₢) shows combat or docking information with a nice icon of most of the probable targets&lt;br /&gt;
&lt;br /&gt;
==Required OXP's==&lt;br /&gt;
The following OXP's are listed as required:&lt;br /&gt;
* [[Combat MFD]] - Required for some aspects of the HUD.&lt;br /&gt;
* [[Wireframe Ship Images]] - Required for ship images shown in current target and player ship.&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
Available on the Expansion Manager or here: [[Media:VimanaX_HUD_1.87.oxz|VimanaX_HUD_1.28.oxz]]&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;
1.28&lt;br /&gt;
* Tighter integration with Library.&lt;br /&gt;
* Improved link to HyperRadio 2.0.&lt;br /&gt;
* Added missing &amp;quot;:&amp;quot; to target cargo text in descriptions.plist.&lt;br /&gt;
&lt;br /&gt;
1.27&lt;br /&gt;
* Added equipment link to Hyper Radio 2.&lt;br /&gt;
* Tweaks to how satellites are displayed in the target module.&lt;br /&gt;
&lt;br /&gt;
1.26&lt;br /&gt;
* Moved all text into descriptions.plist for easier localisation.&lt;br /&gt;
* Added code to clear the players target when switching between ident and missile target modes.&lt;br /&gt;
* Small tweak to logic for determining if a target is a ship or not.&lt;br /&gt;
* Hopefully some performance boost from refactoring code to make localisation easier.&lt;br /&gt;
&lt;br /&gt;
1.25&lt;br /&gt;
* Switched the custom name to be right aligned, rather than left aligned.&lt;br /&gt;
&lt;br /&gt;
1.24&lt;br /&gt;
* When a target entity has a custom name, it will now be put on a separate line, below the ship class name.&lt;br /&gt;
&lt;br /&gt;
1.23&lt;br /&gt;
* Refuelling stations now show energy and collision radius when targeted.&lt;br /&gt;
* Equipment damaged or repaired in dock will now longer generate an error.&lt;br /&gt;
&lt;br /&gt;
1.22&lt;br /&gt;
* Fixed bug that was causing the travel info to be calculated and displayed over and over.&lt;br /&gt;
* Fixed issue with globe image.&lt;br /&gt;
&lt;br /&gt;
1.21 &lt;br /&gt;
* Added rgba_background to message_gui element.&lt;br /&gt;
* Added individual images for all asteroids, boulders, fragments and splinters.&lt;br /&gt;
* Split off the ship images into a separate OXP ([[Wireframe Ship Images]]) to make it easier for other OXP authors to leverage the images, and so this OXP doesn't need to be updated as much.&lt;br /&gt;
* Re-enabled ship scan and shield graphics (forgot to turn them on again after testing!)&lt;br /&gt;
&lt;br /&gt;
1.20&lt;br /&gt;
* Performance improvements.&lt;br /&gt;
* Added image for Sidewinder NG&lt;br /&gt;
* Added more Thargoid/Tharglet images, and improved identification for various Thargoid Warships and Robot Fighters.&lt;br /&gt;
* Added/tweaked images for Thargoid vessels in TCAT 2.0.&lt;br /&gt;
* Added some missing Feudal States images.&lt;br /&gt;
* Added image for Cobra Mk IX.&lt;br /&gt;
* Max normal speed now always shown correctly on speed dial.&lt;br /&gt;
&lt;br /&gt;
1.19&lt;br /&gt;
* Added images for Revolutionary AstroFarms and Revolutionary Logistics.&lt;br /&gt;
&lt;br /&gt;
1.18&lt;br /&gt;
* Added image for Fruit Bat and Flying Fox.&lt;br /&gt;
* Added missing Rock Hermit disambiguation link for Pirate Coves.&lt;br /&gt;
* Carriers that are ships will now have their speed displayed in the left panel when targeted, instead of their collision radius.&lt;br /&gt;
&lt;br /&gt;
1.17&lt;br /&gt;
* Added images from Lave Academy.&lt;br /&gt;
* Added images from Coluber Racers.&lt;br /&gt;
* Added image from STE.&lt;br /&gt;
* Improved detection of Xenon UI amber mode on startup.&lt;br /&gt;
* Improved protection against missing data from Extra Rock Hermits.&lt;br /&gt;
&lt;br /&gt;
1.16&lt;br /&gt;
* Added images for Extra Rock Hermits.&lt;br /&gt;
&lt;br /&gt;
1.15&lt;br /&gt;
* Added images for Jump Gates.&lt;br /&gt;
* Added images for Nuit Vampires.&lt;br /&gt;
* Added images for Isis Interstellar.&lt;br /&gt;
&lt;br /&gt;
1.14&lt;br /&gt;
* Fixed for NaN showing in space compass distance when Manual Witchspace Alignment target is selected.&lt;br /&gt;
* Clock on docked HUD is now right-aligned to the game window no matter what font is used.&lt;br /&gt;
* Some code refactoring.&lt;br /&gt;
&lt;br /&gt;
1.13&lt;br /&gt;
* Small tweak to the compass target distance display, so &amp;quot;km&amp;quot; remains the scale up to 9999km before switching.&lt;br /&gt;
&lt;br /&gt;
1.12&lt;br /&gt;
* Fixed issue with missile warning system not working reliably,&lt;br /&gt;
* Added primable equipment info for Ejection Damper (from GalCop Missions OXP).&lt;br /&gt;
* Tweaked the distance to target element, so large values should fit into the UI bounds better.&lt;br /&gt;
* Space compass target distance made to stay within bounds.&lt;br /&gt;
* Speed value will now stay within bounds.&lt;br /&gt;
* Added disambiguation for Kiota Habitat Stations (could be 2 ring, 4 ring or 4 ring variant).&lt;br /&gt;
* Added code to read [[Telescope]] V2 mode (only available with Telescope v2.1.4).&lt;br /&gt;
&lt;br /&gt;
1.11&lt;br /&gt;
* Added some missing station image lookups.&lt;br /&gt;
* Rotated some station images for consistency.&lt;br /&gt;
* Tweaked the compass image for less graininess.&lt;br /&gt;
* Further improvements to the MFD background clearing process.&lt;br /&gt;
* Added extra system info to witchspace destination label when docked.&lt;br /&gt;
* Added station name and current system name and info to docked HUD.&lt;br /&gt;
* Missile data in the target information panel now only shows what type of missile the target has launched.&lt;br /&gt;
* Used cargo space of the target is now only visible if Manifest Scanner has scanned ship.&lt;br /&gt;
* Added missing Sidewinder image, now distinct from Sidewinder Escort.&lt;br /&gt;
* Added disambiguation keys for ships named &amp;quot;Sidewinder Scout Ships&amp;quot; (which could be Sidewinders or Sidewinder Escorts).&lt;br /&gt;
&lt;br /&gt;
1.10&lt;br /&gt;
* Better protection against undefined results when targeting ships.&lt;br /&gt;
&lt;br /&gt;
1.9&lt;br /&gt;
* Fixed issue with docked HUD not showing hyperspace destination unless a system map concealment OXP was active and systems had been revealed.&lt;br /&gt;
* Added docked HUD amber mode, which is auto-selected if XenonUI is active and has it's amber mode turned on.&lt;br /&gt;
* Fixed a number of errors with ship images (missing files, mis-named files and incorrect lookups).&lt;br /&gt;
&lt;br /&gt;
1.8&lt;br /&gt;
* Added ship images for Sniper Gun ships.&lt;br /&gt;
* Added ship images for Riredi OXP ships.&lt;br /&gt;
* Added ship speed to combat crosshairs.&lt;br /&gt;
&lt;br /&gt;
1.7&lt;br /&gt;
* Fixed issue where route information was not showing in left side panel unless a system map concealment OXP was active and systems had been revealed.&lt;br /&gt;
* Switched gauges for Alt, Energy, Front/Aft Shield, and Front/Aft Armour to have biggest dial segment for the smallest (and most critical) value.&lt;br /&gt;
* Fixed issue where Ironhide armour percentage could have excessive decimal points.&lt;br /&gt;
* Made flashing warning labels stay on screen for longer for better readability.&lt;br /&gt;
* Fixed issue preventing Shield Cycler icons from appearing.&lt;br /&gt;
* Removed incompatibility settings with Shield Cycler.&lt;br /&gt;
* Switched alerting function calculation of altitude to use Combat MFD's calculation, rather than doing it again.&lt;br /&gt;
* Linked up colour of the Manual Witchspace Alignment jump beacon to match UI colours.&lt;br /&gt;
* Some code refactoring.&lt;br /&gt;
&lt;br /&gt;
1.6&lt;br /&gt;
* Fixed issue with target speed values showing as &amp;quot;undefined&amp;quot;.&lt;br /&gt;
* More improvements to the MFD background clearing process.&lt;br /&gt;
* Fixed spelling error for Vampire Mk6 image.&lt;br /&gt;
* Fixed spelling error for Boomslang MkIII image.&lt;br /&gt;
* Fixed spelling error for Raptor Defense Interceptor image.&lt;br /&gt;
* Corrected station identification for Solo's Alt Stations.&lt;br /&gt;
* Fixed JS error when targeting a system that cannot be reached.&lt;br /&gt;
* Small tweak to the character width of the speed value, so it doesn't overflow the UI when speed is high and using wide fonts.&lt;br /&gt;
&lt;br /&gt;
1.5&lt;br /&gt;
* Added fuel leak warning.&lt;br /&gt;
* Cleaned up issue where MFD background images were not being removed when the MFD slot was cleared, in some cases.&lt;br /&gt;
* Fixed a couple of issues where JS errors would occur when the player ship was destroyed.&lt;br /&gt;
* Fixed issues where the witchspace destination would read &amp;quot;(Unknown)&amp;quot; when no destination had been set.&lt;br /&gt;
* Moved storage of missile monitoring array to somewhere where it shouldn't be overwritten or lost.&lt;br /&gt;
* Bug fixes.&lt;br /&gt;
&lt;br /&gt;
1.4&lt;br /&gt;
* Target info for escape pods now just shows speed and bounty.&lt;br /&gt;
* Fixed issue where not all cargo containers were getting an image in the target info.&lt;br /&gt;
* Made the background of MFD's a bit darker when in &amp;quot;dark&amp;quot; mode.&lt;br /&gt;
* Changed the color of the MFD's to green to match the rest of the UI.&lt;br /&gt;
* Switched to CombatMFD's target speed value, for consistency between that MFD and the target info displayed here.&lt;br /&gt;
* Switched to CombatMFD's altitude calculation, as there's no need to calculate the same number twice.&lt;br /&gt;
* Borrowed missile tracking system from XenonHUD for improved performance.&lt;br /&gt;
* Resized most of the image files to save Oolite time resizing them after starting.&lt;br /&gt;
* Made the HUD work properly without HUD Selector installed.&lt;br /&gt;
* Better integration with HUD Selector, particularly the number of MFD's shown as available.&lt;br /&gt;
* Added options to sell each of the mods.&lt;br /&gt;
* Witchspace destination and the travel mod now honour the concealment property on systems.&lt;br /&gt;
* Added more ship images.&lt;br /&gt;
* Code cleanup and refactoring.&lt;br /&gt;
&lt;br /&gt;
1.3&lt;br /&gt;
* Added ship images for the Accipiter, Boomslang Mk3 and Mk4, Constore buoys, Copperhead Yari, Escortdeck ships including the S8, Farstar Murderer, Far Arm ships, Firefly, King Cobra MkI, Metal alloys, Morrigan, Mosquito, Outrider, S9 Firefly, Shuriken, Shrike, Swift, Scimitar, Stingray, Scorpius, Tembo, Tepiu, Wyvern, Snark, YAH billboard, Montana05's resource pack items, plus a couple of items I missed from Armoury.&lt;br /&gt;
&lt;br /&gt;
1.2&lt;br /&gt;
* Stopped auto-awarding all mods to player, regardless of whether they'd purchased the Vimana HUD equivalents.&lt;br /&gt;
* Fixed a bug with checking route distance when no route set.&lt;br /&gt;
* Tweaks to the Heat sink special slot output. Will now display &amp;quot;0 avail&amp;quot; when no heat sinks are left, rather than a blank.&lt;br /&gt;
&lt;br /&gt;
1.1&lt;br /&gt;
* Adjusted the F4 options page to better handle all options being visible.&lt;br /&gt;
* Added options for setting Ultra Zoom and Non-Linear scanner to the options page.&lt;br /&gt;
* Added joystick sensitivity indicator to the HUD.&lt;br /&gt;
* Added ship images for FdL Lightspeeder, Stormbrewer, Kracken, Draven ships, Armory items, Phantom, Spectre, SKS Plasma Mk1, Heavy Metal ships, ADCK Bulk Haulers, Saiph Interceptor, Rigel Tactical Bomber, Star Destroyer, Star Destroyer Shuttle, Tie Fighter and Tie Interceptor.&lt;br /&gt;
* Some code refactoring.&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}}&lt;br /&gt;
{{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;}}&lt;br /&gt;
{{Infobox OXPb| title = Vimana-X HUD&lt;br /&gt;
|version = 1.28&lt;br /&gt;
|release = 2026-07-27&lt;br /&gt;
|features = Full featured HUD&lt;br /&gt;
|license = CC BY-NC-SA 4.0&lt;br /&gt;
|category = HUDs OXPs&lt;br /&gt;
|author = [[User:Gnievmir|Gnievmir]], [[User:phkb|phkb]]&lt;br /&gt;
|feedback = [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=21415 BB-Link]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:HUDs OXPs]]&lt;br /&gt;
[[Category:Oolite expansion packs]]&lt;/div&gt;</summary>
		<author><name>Phkb</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Anarchies_OXP&amp;diff=90041</id>
		<title>Anarchies OXP</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Anarchies_OXP&amp;diff=90041"/>
		<updated>2026-07-27T00:54:01Z</updated>

		<summary type="html">&lt;p&gt;Phkb: /* Version History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Anarchies Facelift.png|right|400px]]&lt;br /&gt;
Add flavour to the Anarchy systems. This oxp also affects the [[bounty]] system.&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
It's a dangerous Ooniverse out there. Especially if you choose the life of a &amp;quot;privateer&amp;quot;, looking for high profits without a special regard to your legal rating. A little trading in guns and drugs, a little racketeering, a little plundering of ships that hadn't been crippled before you arrived at the scene, some unfortunate confrontations with the police; and before long you find yourself on [[GalCop|GalCop's]] &amp;quot;most wanted&amp;quot;-list, a handsome sum on your head, hunted not only by your fellow pirates, but also by bounty hunters and the police. An uncomfortable position indeed.&lt;br /&gt;
&lt;br /&gt;
If you install this OXP things get worse.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Install this OXP, and the appearance of [[Powers_and_Organisations#Anarchy_Worlds|Anarchy-systems]] in Oolite will change. In certain Anarchy-systems you will find Hacker Outposts, Salvage Gangs, Sentinel Stations or Renegade Stations. Depending on your legal status these may be more or less useful to you, and docking with them may be more or less dangerous to you.&lt;br /&gt;
&lt;br /&gt;
Anarchies.oxp also modifies the way how the game deals with your legal status in general. First of all the bounty on your head—which translates into a bad legal status of 'Offender' or 'Fugitive'—will stick to you for a much longer time. If you don't commit more crimes, your status will get cleared after a while, just by jumping from system to system, as it was in the plain game. But once you are 'Fugitive' and the stations don't accept requests from your docking computer anymore, this will take much longer than without this OXP installed. It may take almost forever to get downrated to an 'Offender' rating again. The OXP also shuts the back-door of using your escape pod to become 'Clean' again. With Anarchies.oxp installed, your legal status travels with you even in your escape capsule, and is locked into your new ship's transponder, as soon as you arrive at a station.&lt;br /&gt;
&lt;br /&gt;
But the OXP offers also a variety of new ways of getting rid of an 'Offender'- or 'Fugitive'-status. These ways include the purchase of certain items on certain asteroids; but also bribing a GalCop official in the main station of an Anarchy-system is an option. You can even do something for your legal reputation if you choose to help the cops (but this will not prevent them from attacking you, as long as you still are 'Fugitive' or 'Offender' yourself).&lt;br /&gt;
&lt;br /&gt;
== Notable Features ==&lt;br /&gt;
[[File:Hacker Outpost.png|thumb|right|250px|Hacker Outpost]]&lt;br /&gt;
[[File:Salvager.png|thumb|right|250px|Salvage Gang]]&lt;br /&gt;
[[File:Adckstation.png|thumb|right|250px|Sentinel Station]]&lt;br /&gt;
[[File:Behe3.png|thumb|right|250px|2 variants of the Amnesty Offer Behemoths]]&lt;br /&gt;
&lt;br /&gt;
=== Hacker Outposts ===&lt;br /&gt;
In some Anarchies you will find a [[Hacker Outpost]]. These are huge inhabited asteroids, usually hidden in an asteroid field far away from the main station and GalCop's zone of influence. If you don't get a clue from one of their henchmen you won't find it. And if the henchman doesn't accept you as a fellow privateer you will have to &amp;quot;tease&amp;quot; him a little before he will share his information.&lt;br /&gt;
&lt;br /&gt;
Even though the Hackers prefer Anarchies with a higher tech level, they are still technologically far ahead of that themselves. The Hackers are welcoming to a pilot who is—for whatever reason—in some trouble with GalCop, and they have a solution to offer—for a price. If you want, they can hack into GalCop's central database and clear your whole legal record, provided you have enough money to maintain the quite expensive sub-ether broadband connection they need for their work.&lt;br /&gt;
&lt;br /&gt;
Apart from that you may be able to make some good deals with the Hackers. Living far away from the space lanes they are always in need of all every-day supplies. And they are happy to obtain the raw materials for their home-built computer systems. On the other hand there is not much pastime in the outpost apart from building sophisticated high-end soft- and hardware. So you may stumble over many an opportunity in the outpost's market-section.&lt;br /&gt;
&lt;br /&gt;
=== Salvage Gangs ===&lt;br /&gt;
In some Anarchies, and even in non-Anarchy-systems, usually in the medium-range tech level, you can't miss the local [[Salvage Gang]]. Again this is a huge, hollowed-out asteroid, which is home to a gang of salvagers. You will find them wherever there is something to salvage, i.e. usually in the middle of the main corridor. Most of their business is legal, or at least not illegal enough to draw too much of GalCop's attention towards them. A clever commander will find many a bargain on the asteroid's market, especially as far as used alloys and machinery are concerned.&lt;br /&gt;
&lt;br /&gt;
A visit to the Salvager's equipment store can perhaps be even more rewarding. Don't bother with the original, first-hand equipment. If they have any, it will be more expensive than in the system's main station. But quite often they manage to recover complete and (almost) unharmed equipment items from stranded shipwrecks. They refurbish and sell these items, and this is where you are in for some real bargains, if you feel the urge to fully equip your ship. The only question is: Can you trust the Salvager's advertising slogans? And what exactly is the One-Gunfight-Guarantee™? But anyway, it's cheap; so you can probably even afford to fix it, if it breaks.&lt;br /&gt;
&lt;br /&gt;
Finally for the not-quite-so-legal part of their business: If GalCop for some odd reason doesn't seem to like you, there will be a special piece of equipment, which you will be able to obtain in the more shady Salvage Gangs in Anarchy-systems; sort of under the counter, so-to-speak. It may or may not be helpful to you; you will find out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sentinel Stations ===&lt;br /&gt;
In some of the rougher Anarchy-systems, usually at the lower end of the tech level-spectrum, [[GalCop]] already feels that it is losing control of the space lanes to the pirates. That's the reason for the installation of a [[Military station|Sentinel Station]] at the outer end of the corridor, somewhere close to the witchpoint. Seeing a Sentinel Station guard his way has been a relief for many a trader who had underestimated the real danger of making business in Anarchy-systems.&lt;br /&gt;
&lt;br /&gt;
The Sentinel Station offers not only protection to honest pilots, but also a range of services in its equipment-section. Of course you're dealing with the military here, so don't expect shopping to be cheap. But on the other hand, the superior quality of the offered equipment is out of the question. A clever pilot, however, may make some good deals in the station's market.&lt;br /&gt;
&lt;br /&gt;
Oh, and don't even think about attacking a Sentinel Station. If you are in range of its plasma turrets, this will have been your last thought.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Renegade Stations ===&lt;br /&gt;
It should also be mentioned that in some cases GalCop's fears were justified. It ''has'' lost control to the pirates, who simply have overrun the military station and turned it into a [[Military station|Renegade Station]]. Unfortunately for harmless traders there is no way to tell from the distance whether the outlaws already have taken over the station. And once you are in scanner range it may be too late. The Renegades love to attack unsuspecting victims (and suspecting victims as well, for that matter). And even if they are busy attacking somebody else, or you have luckily slipped through their scanner grid, please don't attempt to dock with the Renegade Station. No, really; don't. And if you do, don't say I haven't warned you!&lt;br /&gt;
&lt;br /&gt;
On the other hand, if you feel you are one of them (and I'm not talking about some parking violations; what I mean is, if you are a real criminal), and have righteously earned a good bad reputation; well, in that case you should seriously consider to pay the Renegades a visit. Their station is as close to a safe haven for all sorts of racketeers as it gets. The equipment-department may not be worth a visit—in the fight following the initial attack on the Sentinel Station much of the stock was destroyed, and generally the Renegades are not very well-known for their particularly caring and careful attitude towards things anyway; so the few intact items remaining on the shelves are much sought after among the criminals on the station, and thus equally expensive. And that is, if you want to risk a gunfight with some awful-looking and heavily armed creatures in the first place, in order to even get to the store and bid for one of the rusty missiles. On the other hand, a visit to the Renegade Station's market may feel like pirates' paradise. It is here that you really appreciate why you chose this kind of career anyway.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Bribery and corruption ===&lt;br /&gt;
Even some main stations offer new opportunities hitherto unknown to not-so-law-abiding pilots. If you have managed to dock at all, which may require manual abilities, depending on your register of previous convictions, and have passed through the initial controls without being forced to lick the hangar clean—you know what I mean—then it may be worthwhile to hang around in the equipment department, and watch out for dubious [[GalCop]] personnel. Rumour has it that especially in stations in [[Powers_and_Organisations#Anarchy_Worlds|Anarchy-systems]] discipline among GalCop officials has become a little lax, and you might find an officer willing to take a bribe for clearing your legal status. Of course the conscience of an official of the Galactic Co-operative of Worlds, invested with a position of responsibility in an environment with a less-than-desirable amount of comfort and safety has its value, and therefore its price. A word of warning, though: It goes without saying that the attempt to bargain in such a delicate matter as bribing someone who has access to GalCop's central database will be at your own risk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Amnesty Offers ===&lt;br /&gt;
On the other hand, GalCop's military arm, the Galactic Navy, is always interested in skilled pilots with combat effectiveness. The ongoing war against the Thargoids means that the Navy sometimes can't be too picky in whom it calls to active reserve duty. Therefore GalCop issues an [[Amnesty Offers|Amnesty Order]] from time to time. Pilots willing to take the offer have to report at a naval Behemoth parked in a system close to a current war zone. The amnesty offer is announced foremost in all kinds of meeting points for commanders who have a legal record to clear, among them Hacker Outposts and Salvage Gangs. GalCop is only considering an amnesty for criminals in exchange for their help if the Navy is really in a tight spot, therefore expect the deadline until the offer expires to be equally tight. If you make it in time and find the Behemoth, you'll be given a naval assignment. You have to fulfill it—and come back in one piece—in order to get your legal record cleared. Just don't get yourself involved in criminal activities again! (NOTE: everything mentioned in this paragraph requires [[Behemoth|Behemoth.oxp]] to be installed. If you don't have it, you won't receive any amnesty offers.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Featured Stations and Ships ==&lt;br /&gt;
&lt;br /&gt;
1) The [[Hacker Outpost]]. Dockable Asteroid. Modeled by Killer Wolf for this OXP. Shader effects by Griff (v 2.0). Killer Wolf expresses his thanks to Charlie, Griff, Selezen, Arexack_Heretic, LittleBear, Dr. Nil, Ahruman and anybody else who has helped building it.&lt;br /&gt;
&lt;br /&gt;
2) The [[Salvage Gang]]. Dockable Asteroid. Modeled by Killer Wolf for this OXP. Shader effects by Griff (v 2.0). Credits see above.&lt;br /&gt;
&lt;br /&gt;
3) The [[Military station|Sentinel Station]]. Dockable Station. Modeled by Aegidian for gwxstations.oxp and taken from that OXP. Only the colour of the plasma bolts was altered.&lt;br /&gt;
&lt;br /&gt;
4) The [[Military station|Renegade Station]]. Clone of the Sentinel Station, again another colour of the plasma bolts.&lt;br /&gt;
&lt;br /&gt;
5) The [[Renegade Viper|Hacker Viper]]. Pirate ship, Hacker henchman and defense ship of Hacker Outpost and Renegade Station. Modeled by 8bitapocalypse for renegade_viper.oxp and taken from that OXP.&lt;br /&gt;
&lt;br /&gt;
6) The [[Phoenix|Salvager Phoenix]]. Defense ship of Salvage Gang and Renegade Station. Modeled by Cmdr Wyvern for phoenix.oxp and taken from that OXP. Salvager logo was added to the original texture.&lt;br /&gt;
&lt;br /&gt;
7) The [[Hognose Tugship|Salvager Tugger]]. Tugship of the Salvage Gang. Modeled by murgh for tugs.oxp and taken from that OXP. Salvager logo was added to the original texture.&lt;br /&gt;
&lt;br /&gt;
7b) A couple of tugged ships. A variety of ships from the original set, taken from murgh's tugs.oxp.&lt;br /&gt;
&lt;br /&gt;
8) Three bounty hunters. They will come after the player, as long as he is FUGITIVE. Asp, CobraMkIII and Fer-de-Lance from the original set, hardened and with custom AI.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Thanks ==&lt;br /&gt;
&lt;br /&gt;
Last but not least I want to give lots of thanks to all who have contributed so far: Julyy for the original idea, [[Killer Wolf]] for a couple of very good suggestions that I could incorporate and for two beautiful asteroid models, [[User:Griff|Griff]] for providing some beautiful shader effects for these asteroids, [[User:Arexack|Arexack_Heretic]] for a lot of very useful and practical advice, [[User:LittleBear|LittleBear]] for pointing me to BlackMonks as an example for some things I was trying to do, [[User:Eric Walch|Eric Walch]] for bringing some problems in the script to my attention and providing imaginative suggestions how to solve them, and for not only introducing me to the secrets of ship-scripts, but also providing ready-made scripts for whatever I wanted to do, Disembodied for the amnesty idea, the ship-designers whose work I took the liberty to use in this OXP, Cap'n Hack for still hosting Oosat1 (and for guest-starring in this OXP), [[User:Ahruman|Ahruman]], [[User:Another_commander|Another_commander]] and the others for improving Oolite, [[User:Aegidian|Aegidian]] for this wonderful game, and all the other members of the Oolite BB who contributed to this OXP!&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
An Anarchy system is defined as “a system where no diplomatic relations may be established”, generally due to a complete lack of recognisable government. Again, therefore, formal agreement to the Cooperative treaties is generally missing, though in practice there is often at least a vague acceptance of them by individuals.&lt;br /&gt;
&lt;br /&gt;
[[Sector6/Laxeti|Laxeti]] in Chart 6 is one typical example, where all larger governments have broken down, there is no planetary authority larger than a city, and all attempts to establish diplomatic communications with the Cooperative have failed, even on a multi-government model. Visitors to the planet must arrange their visits separately to each region, and similarly traders wishing to ship goods to the surface must barter carefully in the absence of any currency with worth outside the few hundred square kilometres it originates in.&lt;br /&gt;
&lt;br /&gt;
[[Sector1/Maesin|Maesin]] in Chart 1 is very different, but the result in space is the same. The original colonists were refugees from a harsh dictatorial system, and came to Maesin with the aim of having no hierarchies, no formal power structures, and no leaders, so that no-one could seize power in the same way. With persistent effort, they have succeeded in doing this, and the planet remains a peaceful voluntary collective of subsistence farmers to this day. Unfortunately, as a consequence, there is absolutely no authority which the Cooperative can deal with, and so the space above the planet is a haven for pirates and other criminals.&lt;br /&gt;
&lt;br /&gt;
[[Sector4/Isquinza|Isquinza]] in Chart 4 is a highly unusual Anarchy. The planetary government is a well-organised corporate dictatorship, well known for the manufacture of Zero-G Hockey sticks and other sporting goods. However, they are also extremely isolationist. Trade is carried out by a few trusted intermediaries, and direct communication between the surface and space is completely outlawed. Most of the facts about the government are only known through extremely careful anthropological research, as it refuses outright to talk to the Cooperative or visitors at all, and only allows the trusted intermediaries to land.&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
&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 the Creative Commons' website or send a letter to Creative Commons, 171 Second Street, Suite 300, San Fransisco, California, 94105, USA.&lt;br /&gt;
&lt;br /&gt;
Practically this means that you may rip it apart and use whatever seems useful to you, as long as you credit the original author (&amp;quot;Commander McLane&amp;quot;), and share your work under the same license. It would be nice—although by no means necessary—to give me a note (either on the Oolite BB, or via email), if you intend to use parts of it.&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
 &lt;br /&gt;
 version 2.10.2 (July 2026)&lt;br /&gt;
 - Fixed a script error.&lt;br /&gt;
 - Tighter integration with Library.&lt;br /&gt;
 &lt;br /&gt;
 version 2.10.1 (July 2026)&lt;br /&gt;
 - Fixed condition script that was preventing Renegade Vipers from spawning.&lt;br /&gt;
 &lt;br /&gt;
 version 2.10 (July 2026)&lt;br /&gt;
 - Spelling corrections&lt;br /&gt;
 - Moved all text into descriptions.plist or missiontext.plist for easier localisation.&lt;br /&gt;
 - When checking what station the player is at, switched to using station roles.&lt;br /&gt;
 - Removed extraneous entries in descriptions.plist&lt;br /&gt;
 - Converted missiontext.plist to OpenStep format.&lt;br /&gt;
 - Fixed JS error in henchman ship script.&lt;br /&gt;
 - Hacker Outpost will now spawn without a beacon, and when you find the henchman, the beacon will bee added. This allows for the game to be saved at Hacker Outposts.&lt;br /&gt;
 - Some scripting has been updated to use the latest Oolite functions.&lt;br /&gt;
 - File cleanup.&lt;br /&gt;
 &lt;br /&gt;
 version 2.9.5 (Feb 2026)&lt;br /&gt;
 - Updated some PNG files to remove invalid colour profile.&lt;br /&gt;
 &lt;br /&gt;
 version 2.9.4 (July 2020)&lt;br /&gt;
 - fixed conditions script so ships derived from anarchies-renegade_viper could be spawned.&lt;br /&gt;
 &lt;br /&gt;
 version‭ ‬2.9.3 (‬March ‬2017)&lt;br /&gt;
 - fixed semicolon problems in Mac, thanks to hoqllnq. &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;
 version‭ ‬2.9.2‭ (‬December‭ ‬2016‭)&lt;br /&gt;
 -‎ ‏updated all subentities to use new style&lt;br /&gt;
 -‎ ‏updated equipment.plist to OpenStep format.&lt;br /&gt;
 -‎ ‏updated shipdata.plist to OpenStep format.&lt;br /&gt;
 -‎ ‏changed‭ ‬’background‭’‬ properties of mission screens to‭ ‬’overlay‭’&lt;br /&gt;
 -‎ ‏added screen ID to all mission screens.&lt;br /&gt;
 -‎ ‏updated station market scripts to use new style.&lt;br /&gt;
 -‎ ‏updated equipment conditions to use a condition script.&lt;br /&gt;
 -‎ ‏updated shipdata.plist to use a condition script.&lt;br /&gt;
 -‎ ‏fixed incorrect texture reference in‭ ‬&amp;quot;afl-m-dock‭&amp;quot;‬ definition.&lt;br /&gt;
 &lt;br /&gt;
 version 2.9.1 (November 2016)&lt;br /&gt;
 - ﻿fixed issues with double Behemoths appearing in system&lt;br /&gt;
 - fixed issues with the amnesty mission not being triggered when docking at the Behemoth&lt;br /&gt;
 - fixed javascript &amp;quot;undefined&amp;quot; error relating to &amp;quot;bouy-witchspace&amp;quot;.&lt;br /&gt;
 &lt;br /&gt;
 version 2.9 (October 2014)&lt;br /&gt;
 - ﻿converted to OXZ format&lt;br /&gt;
 - contain the facelift by spara&lt;br /&gt;
 - you can save in the additional stations, except in the Hacker Outpost which is not stationary&lt;br /&gt;
 &lt;br /&gt;
 version 2.8 (April 2012)&lt;br /&gt;
 - fixed a problem that made the amnesty mission unfinishable if the game was saved and reloaded while doing it&lt;br /&gt;
 &lt;br /&gt;
 version 2.7 (March 2012)&lt;br /&gt;
 - fixed a problem that could limit other OXPs' (or the main game's) freedom to make the cloaking device repairable&lt;br /&gt;
 &lt;br /&gt;
 version 2.6 (January 2012)&lt;br /&gt;
 - moved some more previously overlooked methods to their own name space&lt;br /&gt;
 - fixed problem of vanishing Sentinel Asteroids with Oolite 1.76&lt;br /&gt;
 - fixed a small bug where removing the second henchman would give an error message&lt;br /&gt;
 - Sentinel and Renegade Stations are aligned with the planet again&lt;br /&gt;
 - Sentinel and Renegade Stations now are behaving like they're supposed to for the first time&lt;br /&gt;
 - Sentinel Stations now have patrol ships to secure the space lane&lt;br /&gt;
 - Oolite 1.76 required&lt;br /&gt;
 &lt;br /&gt;
 version 2.5 (March 2011)&lt;br /&gt;
 - changed all JS-scripts to strict mode&lt;br /&gt;
 - moved all self-defined methods into their own namespace&lt;br /&gt;
 - implemented another idea for coming clean: doing a Navy reserve mission and getting amnesty on completion&lt;br /&gt;
 - for this to fully work Oolite 1.75.1 is now required&lt;br /&gt;
 &lt;br /&gt;
 version 2.4 (February 2011)&lt;br /&gt;
 - Salvage Gangs' hails are now sent via ship script instead AI, giving more timing flexibility&lt;br /&gt;
 - Salvager Tugger is now part of the Salvage Gang's ship group, therefore it will be defended by the Gang&lt;br /&gt;
 - two of the tugged ship models included in the OXP&lt;br /&gt;
 - fixed another bug introduced with the shader bugfix in 2.3&lt;br /&gt;
 - Cloaking Device no longer buyable in Hacker Outpost by accident, but still repairable&lt;br /&gt;
 - fixed a nasty bug that removed the player's extra energy unit whenever he bought new equipment&lt;br /&gt;
 - replaced all instances of pseudo random with scrambledPseudoRandomNumber; this will change the distribution of Salvage Gangs across systems, but not the overall number of them&lt;br /&gt;
 - cleaning-up of AIs and shipdata&lt;br /&gt;
 - requires now Oolite 1.75&lt;br /&gt;
 &lt;br /&gt;
 version 2.3 (November 2009)&lt;br /&gt;
 - fixed the bugs introduced with the shader bugfix in 2.2 (thanks, Griff!)&lt;br /&gt;
 - JS: replaced all setOrientation and setPosition, as needed in Oolite 1.73&lt;br /&gt;
 - JS: changed the handling of defense groups according to the requirements of Oolite 1.73&lt;br /&gt;
 - requires Oolite 1.73&lt;br /&gt;
 &lt;br /&gt;
 version 2.2 (July 2009)&lt;br /&gt;
 - fixed a bug with the Salvage Gang's shaders (thanks, another_commander and Griff!)&lt;br /&gt;
 &lt;br /&gt;
 version 2.1 (January 2009)&lt;br /&gt;
 - fixed a bug that would let Salvager Tuggers not appear in version 2.0&lt;br /&gt;
 - fixed a bug with the Sentinel and Renegade Stations that would cause them to behave strangely when attacked&lt;br /&gt;
 &lt;br /&gt;
 version 2.0 (January 2009)&lt;br /&gt;
 - revised the Hacker Outpost model, closing the visible gaps around the tunnel exits&lt;br /&gt;
 - tunnels in both Hacker Outpost and Salvage Gang replaced with models that use shaders (thanks, Griff!)&lt;br /&gt;
 - docking bays in both Hacker Outpost and Salvage Gang replaced with Griff's models (ditto!)&lt;br /&gt;
 - tweaked tugger model a little&lt;br /&gt;
 - henchmen will no longer give the Hacker Outpost's location to everybody&lt;br /&gt;
 - simplified the Hacker Outpost spawning&lt;br /&gt;
 - Salvage Gang now aligning with the planet, and asteroid field spawned via ship script&lt;br /&gt;
 - fixed a bug that would give the bribe offer too often&lt;br /&gt;
 - fixed a bug that had replaced all Renegade Stations with Sentinel Stations in 1.1&lt;br /&gt;
 - fixed a bug that would not initialise some processes if a new commander was started&lt;br /&gt;
 - player's bounty now reduced 10% per jump if fugitive, instead of a 20 or 10 points&lt;br /&gt;
 - salvaged equipment is now installed on buying, instead of waiting for launch&lt;br /&gt;
 - equipment failure chance is now triggered through a timer, instead of a bunch of events; and now uses the new EquipmentInfo object&lt;br /&gt;
 - there is also a chance now that salvaged equipment will work just fine, removing the failure possibility&lt;br /&gt;
 - some minor tweaks in this readMe&lt;br /&gt;
 - JS: replaced player.ship.bounty with player.bounty, which wasn't supported in Oolite 1.72&lt;br /&gt;
 - JS: replaced all 'let' with 'var'&lt;br /&gt;
 - requires now Oolite 1.72.1&lt;br /&gt;
 &lt;br /&gt;
 version 1.1 (November 2008)&lt;br /&gt;
 - the main script is now completely in JavaScript&lt;br /&gt;
 - Hacker Outposts are now correctly facing the planet, via their new ship-script (thanks, Eric!)&lt;br /&gt;
 - as a bonus also their Sentinel Asteroids are finally placed correctly and work (thanks, Eric!)&lt;br /&gt;
 - added some flashers to the asteroid models&lt;br /&gt;
 - AIs improved&lt;br /&gt;
 - Hacker Outposts, Salvage Gangs and Renegade Stations have now their correct commodity prices&lt;br /&gt;
 - requires Oolite 1.72&lt;br /&gt;
 &lt;br /&gt;
 version 1.0 (February 2008)&lt;br /&gt;
 - fully functional version&lt;br /&gt;
 - requires Oolite 1.65&lt;br /&gt;
 &lt;br /&gt;
 version 0.1 (March 2007)&lt;br /&gt;
 - teaser with basic functionality&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Minimum Requirements ==&lt;br /&gt;
Anarchies requires at least Oolite 1.79. I recommend you upgrade to the latest stable release version of Oolite if you haven't yet. The amnesty mission also requires that you have [[Behemoth|Behemoth.oxp]] installed.&lt;br /&gt;
&lt;br /&gt;
== Other related OXPs ==&lt;br /&gt;
[[File:IconBGS.png|right]]&lt;br /&gt;
=== BGS ===&lt;br /&gt;
[[BGS]] enhances this OXP&lt;br /&gt;
&lt;br /&gt;
=== Famous Planets ===&lt;br /&gt;
[[Famous Planets]] transmogrifies Sori (a TL9 Dictatorship) into [[Ascension]] - a TL16 Anarchy (Utopian, if not for the pirates!). In vanilla Oolite there are no TL16 systems.&lt;br /&gt;
&lt;br /&gt;
This is particularly relevant for the [[Weapon Laws]] OXP which allows the more lethal weaponry to be sold only in the more piratic systems, where high [[TL]] tends to be quite rare.&lt;br /&gt;
&lt;br /&gt;
== Download Location ==&lt;br /&gt;
Download [[Media:Anarchies_2.10.2.oxz‎|Anarchies_2.10.2.oxz‎]] (downloaded {{#downloads:Anarchies_2.10.2.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
There is a facelift pack for v2.10 here: [[Media:Anarchies_Facelift.oxz|Anarchies_Facelift.oxz]] (80mb)&lt;br /&gt;
&lt;br /&gt;
[[Media:Anarchies_2.9.5.oxz‎|Anarchies_2.9.5.oxz‎]] (downloaded {{#downloads:Anarchies_2.9.5.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:Anarchies-2.9.4.oxz‎|Anarchies-2.9.4.oxz‎]] was downloaded {{#downloads:Anarchies-2.9.4.oxz‎}} times.&lt;br /&gt;
&lt;br /&gt;
[[Media:Anarchies_2.9.3.oxz‎|Anarchies_2.9.3.oxz‎]] was downloaded {{#downloads:Anarchies_2.9.3.oxz‎}} times.&lt;br /&gt;
&lt;br /&gt;
[[Media:Anarchies.2.9.oxz‎|Anarchies.2.9.oxz‎]] was downloaded {{#downloads:Anarchies.2.9.oxz‎}} times.&lt;br /&gt;
&lt;br /&gt;
[http://app.box.com/s/491d03d312b3623744e3 Anarchies2.8.oxp] is available for download via box.com.&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
The OXZ version is installable within the game from the expansion manager.&lt;br /&gt;
&lt;br /&gt;
Manual way for the OXP version: Unzip the download file. Then move or copy the file Anarchies2.8.oxp from its download folder to your AddOns folder. Restart Oolite. If you have a previous version installed, please remove it first.&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
There are more related topics, older ones also contain interesting descriptions and screenshots.&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=11508 Anarchies 2.8] (2012 - date)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=14184&amp;amp;p=201322 Anarchies facelift] (2013)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=7040&amp;amp;p=93298 Anarchies 2.3] (2009 - 11)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=4253&amp;amp;p=46606 Anarchies 1.0] (2008)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=3201&amp;amp;p=31763 Anarchies 0.1] (2007)&lt;br /&gt;
&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=30758#p30758 Original Idea] (2007)&lt;br /&gt;
*[[User:Commander McLane‎|Commander McLane‎]]&lt;br /&gt;
&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=16509 Anarchy in the Oolite universe] (2014) - arguments for anarchy and that it is &amp;quot;good&amp;quot;...&lt;br /&gt;
&lt;br /&gt;
*Phkb's ideas about an [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=21011 Anarchies Overhaul] - pirates capturing the main orbital station! (2021)&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite]]&lt;br /&gt;
{{system-OXP}}&lt;/div&gt;</summary>
		<author><name>Phkb</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Anarchies_OXP&amp;diff=90040</id>
		<title>Anarchies OXP</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Anarchies_OXP&amp;diff=90040"/>
		<updated>2026-07-27T00:52:01Z</updated>

		<summary type="html">&lt;p&gt;Phkb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Anarchies Facelift.png|right|400px]]&lt;br /&gt;
Add flavour to the Anarchy systems. This oxp also affects the [[bounty]] system.&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
It's a dangerous Ooniverse out there. Especially if you choose the life of a &amp;quot;privateer&amp;quot;, looking for high profits without a special regard to your legal rating. A little trading in guns and drugs, a little racketeering, a little plundering of ships that hadn't been crippled before you arrived at the scene, some unfortunate confrontations with the police; and before long you find yourself on [[GalCop|GalCop's]] &amp;quot;most wanted&amp;quot;-list, a handsome sum on your head, hunted not only by your fellow pirates, but also by bounty hunters and the police. An uncomfortable position indeed.&lt;br /&gt;
&lt;br /&gt;
If you install this OXP things get worse.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Install this OXP, and the appearance of [[Powers_and_Organisations#Anarchy_Worlds|Anarchy-systems]] in Oolite will change. In certain Anarchy-systems you will find Hacker Outposts, Salvage Gangs, Sentinel Stations or Renegade Stations. Depending on your legal status these may be more or less useful to you, and docking with them may be more or less dangerous to you.&lt;br /&gt;
&lt;br /&gt;
Anarchies.oxp also modifies the way how the game deals with your legal status in general. First of all the bounty on your head—which translates into a bad legal status of 'Offender' or 'Fugitive'—will stick to you for a much longer time. If you don't commit more crimes, your status will get cleared after a while, just by jumping from system to system, as it was in the plain game. But once you are 'Fugitive' and the stations don't accept requests from your docking computer anymore, this will take much longer than without this OXP installed. It may take almost forever to get downrated to an 'Offender' rating again. The OXP also shuts the back-door of using your escape pod to become 'Clean' again. With Anarchies.oxp installed, your legal status travels with you even in your escape capsule, and is locked into your new ship's transponder, as soon as you arrive at a station.&lt;br /&gt;
&lt;br /&gt;
But the OXP offers also a variety of new ways of getting rid of an 'Offender'- or 'Fugitive'-status. These ways include the purchase of certain items on certain asteroids; but also bribing a GalCop official in the main station of an Anarchy-system is an option. You can even do something for your legal reputation if you choose to help the cops (but this will not prevent them from attacking you, as long as you still are 'Fugitive' or 'Offender' yourself).&lt;br /&gt;
&lt;br /&gt;
== Notable Features ==&lt;br /&gt;
[[File:Hacker Outpost.png|thumb|right|250px|Hacker Outpost]]&lt;br /&gt;
[[File:Salvager.png|thumb|right|250px|Salvage Gang]]&lt;br /&gt;
[[File:Adckstation.png|thumb|right|250px|Sentinel Station]]&lt;br /&gt;
[[File:Behe3.png|thumb|right|250px|2 variants of the Amnesty Offer Behemoths]]&lt;br /&gt;
&lt;br /&gt;
=== Hacker Outposts ===&lt;br /&gt;
In some Anarchies you will find a [[Hacker Outpost]]. These are huge inhabited asteroids, usually hidden in an asteroid field far away from the main station and GalCop's zone of influence. If you don't get a clue from one of their henchmen you won't find it. And if the henchman doesn't accept you as a fellow privateer you will have to &amp;quot;tease&amp;quot; him a little before he will share his information.&lt;br /&gt;
&lt;br /&gt;
Even though the Hackers prefer Anarchies with a higher tech level, they are still technologically far ahead of that themselves. The Hackers are welcoming to a pilot who is—for whatever reason—in some trouble with GalCop, and they have a solution to offer—for a price. If you want, they can hack into GalCop's central database and clear your whole legal record, provided you have enough money to maintain the quite expensive sub-ether broadband connection they need for their work.&lt;br /&gt;
&lt;br /&gt;
Apart from that you may be able to make some good deals with the Hackers. Living far away from the space lanes they are always in need of all every-day supplies. And they are happy to obtain the raw materials for their home-built computer systems. On the other hand there is not much pastime in the outpost apart from building sophisticated high-end soft- and hardware. So you may stumble over many an opportunity in the outpost's market-section.&lt;br /&gt;
&lt;br /&gt;
=== Salvage Gangs ===&lt;br /&gt;
In some Anarchies, and even in non-Anarchy-systems, usually in the medium-range tech level, you can't miss the local [[Salvage Gang]]. Again this is a huge, hollowed-out asteroid, which is home to a gang of salvagers. You will find them wherever there is something to salvage, i.e. usually in the middle of the main corridor. Most of their business is legal, or at least not illegal enough to draw too much of GalCop's attention towards them. A clever commander will find many a bargain on the asteroid's market, especially as far as used alloys and machinery are concerned.&lt;br /&gt;
&lt;br /&gt;
A visit to the Salvager's equipment store can perhaps be even more rewarding. Don't bother with the original, first-hand equipment. If they have any, it will be more expensive than in the system's main station. But quite often they manage to recover complete and (almost) unharmed equipment items from stranded shipwrecks. They refurbish and sell these items, and this is where you are in for some real bargains, if you feel the urge to fully equip your ship. The only question is: Can you trust the Salvager's advertising slogans? And what exactly is the One-Gunfight-Guarantee™? But anyway, it's cheap; so you can probably even afford to fix it, if it breaks.&lt;br /&gt;
&lt;br /&gt;
Finally for the not-quite-so-legal part of their business: If GalCop for some odd reason doesn't seem to like you, there will be a special piece of equipment, which you will be able to obtain in the more shady Salvage Gangs in Anarchy-systems; sort of under the counter, so-to-speak. It may or may not be helpful to you; you will find out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sentinel Stations ===&lt;br /&gt;
In some of the rougher Anarchy-systems, usually at the lower end of the tech level-spectrum, [[GalCop]] already feels that it is losing control of the space lanes to the pirates. That's the reason for the installation of a [[Military station|Sentinel Station]] at the outer end of the corridor, somewhere close to the witchpoint. Seeing a Sentinel Station guard his way has been a relief for many a trader who had underestimated the real danger of making business in Anarchy-systems.&lt;br /&gt;
&lt;br /&gt;
The Sentinel Station offers not only protection to honest pilots, but also a range of services in its equipment-section. Of course you're dealing with the military here, so don't expect shopping to be cheap. But on the other hand, the superior quality of the offered equipment is out of the question. A clever pilot, however, may make some good deals in the station's market.&lt;br /&gt;
&lt;br /&gt;
Oh, and don't even think about attacking a Sentinel Station. If you are in range of its plasma turrets, this will have been your last thought.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Renegade Stations ===&lt;br /&gt;
It should also be mentioned that in some cases GalCop's fears were justified. It ''has'' lost control to the pirates, who simply have overrun the military station and turned it into a [[Military station|Renegade Station]]. Unfortunately for harmless traders there is no way to tell from the distance whether the outlaws already have taken over the station. And once you are in scanner range it may be too late. The Renegades love to attack unsuspecting victims (and suspecting victims as well, for that matter). And even if they are busy attacking somebody else, or you have luckily slipped through their scanner grid, please don't attempt to dock with the Renegade Station. No, really; don't. And if you do, don't say I haven't warned you!&lt;br /&gt;
&lt;br /&gt;
On the other hand, if you feel you are one of them (and I'm not talking about some parking violations; what I mean is, if you are a real criminal), and have righteously earned a good bad reputation; well, in that case you should seriously consider to pay the Renegades a visit. Their station is as close to a safe haven for all sorts of racketeers as it gets. The equipment-department may not be worth a visit—in the fight following the initial attack on the Sentinel Station much of the stock was destroyed, and generally the Renegades are not very well-known for their particularly caring and careful attitude towards things anyway; so the few intact items remaining on the shelves are much sought after among the criminals on the station, and thus equally expensive. And that is, if you want to risk a gunfight with some awful-looking and heavily armed creatures in the first place, in order to even get to the store and bid for one of the rusty missiles. On the other hand, a visit to the Renegade Station's market may feel like pirates' paradise. It is here that you really appreciate why you chose this kind of career anyway.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Bribery and corruption ===&lt;br /&gt;
Even some main stations offer new opportunities hitherto unknown to not-so-law-abiding pilots. If you have managed to dock at all, which may require manual abilities, depending on your register of previous convictions, and have passed through the initial controls without being forced to lick the hangar clean—you know what I mean—then it may be worthwhile to hang around in the equipment department, and watch out for dubious [[GalCop]] personnel. Rumour has it that especially in stations in [[Powers_and_Organisations#Anarchy_Worlds|Anarchy-systems]] discipline among GalCop officials has become a little lax, and you might find an officer willing to take a bribe for clearing your legal status. Of course the conscience of an official of the Galactic Co-operative of Worlds, invested with a position of responsibility in an environment with a less-than-desirable amount of comfort and safety has its value, and therefore its price. A word of warning, though: It goes without saying that the attempt to bargain in such a delicate matter as bribing someone who has access to GalCop's central database will be at your own risk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Amnesty Offers ===&lt;br /&gt;
On the other hand, GalCop's military arm, the Galactic Navy, is always interested in skilled pilots with combat effectiveness. The ongoing war against the Thargoids means that the Navy sometimes can't be too picky in whom it calls to active reserve duty. Therefore GalCop issues an [[Amnesty Offers|Amnesty Order]] from time to time. Pilots willing to take the offer have to report at a naval Behemoth parked in a system close to a current war zone. The amnesty offer is announced foremost in all kinds of meeting points for commanders who have a legal record to clear, among them Hacker Outposts and Salvage Gangs. GalCop is only considering an amnesty for criminals in exchange for their help if the Navy is really in a tight spot, therefore expect the deadline until the offer expires to be equally tight. If you make it in time and find the Behemoth, you'll be given a naval assignment. You have to fulfill it—and come back in one piece—in order to get your legal record cleared. Just don't get yourself involved in criminal activities again! (NOTE: everything mentioned in this paragraph requires [[Behemoth|Behemoth.oxp]] to be installed. If you don't have it, you won't receive any amnesty offers.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Featured Stations and Ships ==&lt;br /&gt;
&lt;br /&gt;
1) The [[Hacker Outpost]]. Dockable Asteroid. Modeled by Killer Wolf for this OXP. Shader effects by Griff (v 2.0). Killer Wolf expresses his thanks to Charlie, Griff, Selezen, Arexack_Heretic, LittleBear, Dr. Nil, Ahruman and anybody else who has helped building it.&lt;br /&gt;
&lt;br /&gt;
2) The [[Salvage Gang]]. Dockable Asteroid. Modeled by Killer Wolf for this OXP. Shader effects by Griff (v 2.0). Credits see above.&lt;br /&gt;
&lt;br /&gt;
3) The [[Military station|Sentinel Station]]. Dockable Station. Modeled by Aegidian for gwxstations.oxp and taken from that OXP. Only the colour of the plasma bolts was altered.&lt;br /&gt;
&lt;br /&gt;
4) The [[Military station|Renegade Station]]. Clone of the Sentinel Station, again another colour of the plasma bolts.&lt;br /&gt;
&lt;br /&gt;
5) The [[Renegade Viper|Hacker Viper]]. Pirate ship, Hacker henchman and defense ship of Hacker Outpost and Renegade Station. Modeled by 8bitapocalypse for renegade_viper.oxp and taken from that OXP.&lt;br /&gt;
&lt;br /&gt;
6) The [[Phoenix|Salvager Phoenix]]. Defense ship of Salvage Gang and Renegade Station. Modeled by Cmdr Wyvern for phoenix.oxp and taken from that OXP. Salvager logo was added to the original texture.&lt;br /&gt;
&lt;br /&gt;
7) The [[Hognose Tugship|Salvager Tugger]]. Tugship of the Salvage Gang. Modeled by murgh for tugs.oxp and taken from that OXP. Salvager logo was added to the original texture.&lt;br /&gt;
&lt;br /&gt;
7b) A couple of tugged ships. A variety of ships from the original set, taken from murgh's tugs.oxp.&lt;br /&gt;
&lt;br /&gt;
8) Three bounty hunters. They will come after the player, as long as he is FUGITIVE. Asp, CobraMkIII and Fer-de-Lance from the original set, hardened and with custom AI.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Thanks ==&lt;br /&gt;
&lt;br /&gt;
Last but not least I want to give lots of thanks to all who have contributed so far: Julyy for the original idea, [[Killer Wolf]] for a couple of very good suggestions that I could incorporate and for two beautiful asteroid models, [[User:Griff|Griff]] for providing some beautiful shader effects for these asteroids, [[User:Arexack|Arexack_Heretic]] for a lot of very useful and practical advice, [[User:LittleBear|LittleBear]] for pointing me to BlackMonks as an example for some things I was trying to do, [[User:Eric Walch|Eric Walch]] for bringing some problems in the script to my attention and providing imaginative suggestions how to solve them, and for not only introducing me to the secrets of ship-scripts, but also providing ready-made scripts for whatever I wanted to do, Disembodied for the amnesty idea, the ship-designers whose work I took the liberty to use in this OXP, Cap'n Hack for still hosting Oosat1 (and for guest-starring in this OXP), [[User:Ahruman|Ahruman]], [[User:Another_commander|Another_commander]] and the others for improving Oolite, [[User:Aegidian|Aegidian]] for this wonderful game, and all the other members of the Oolite BB who contributed to this OXP!&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
An Anarchy system is defined as “a system where no diplomatic relations may be established”, generally due to a complete lack of recognisable government. Again, therefore, formal agreement to the Cooperative treaties is generally missing, though in practice there is often at least a vague acceptance of them by individuals.&lt;br /&gt;
&lt;br /&gt;
[[Sector6/Laxeti|Laxeti]] in Chart 6 is one typical example, where all larger governments have broken down, there is no planetary authority larger than a city, and all attempts to establish diplomatic communications with the Cooperative have failed, even on a multi-government model. Visitors to the planet must arrange their visits separately to each region, and similarly traders wishing to ship goods to the surface must barter carefully in the absence of any currency with worth outside the few hundred square kilometres it originates in.&lt;br /&gt;
&lt;br /&gt;
[[Sector1/Maesin|Maesin]] in Chart 1 is very different, but the result in space is the same. The original colonists were refugees from a harsh dictatorial system, and came to Maesin with the aim of having no hierarchies, no formal power structures, and no leaders, so that no-one could seize power in the same way. With persistent effort, they have succeeded in doing this, and the planet remains a peaceful voluntary collective of subsistence farmers to this day. Unfortunately, as a consequence, there is absolutely no authority which the Cooperative can deal with, and so the space above the planet is a haven for pirates and other criminals.&lt;br /&gt;
&lt;br /&gt;
[[Sector4/Isquinza|Isquinza]] in Chart 4 is a highly unusual Anarchy. The planetary government is a well-organised corporate dictatorship, well known for the manufacture of Zero-G Hockey sticks and other sporting goods. However, they are also extremely isolationist. Trade is carried out by a few trusted intermediaries, and direct communication between the surface and space is completely outlawed. Most of the facts about the government are only known through extremely careful anthropological research, as it refuses outright to talk to the Cooperative or visitors at all, and only allows the trusted intermediaries to land.&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
&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 the Creative Commons' website or send a letter to Creative Commons, 171 Second Street, Suite 300, San Fransisco, California, 94105, USA.&lt;br /&gt;
&lt;br /&gt;
Practically this means that you may rip it apart and use whatever seems useful to you, as long as you credit the original author (&amp;quot;Commander McLane&amp;quot;), and share your work under the same license. It would be nice—although by no means necessary—to give me a note (either on the Oolite BB, or via email), if you intend to use parts of it.&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
&lt;br /&gt;
 version 2.10.1 (July 2026)&lt;br /&gt;
 - Fixed condition script that was preventing Renegade Vipers from spawning.&lt;br /&gt;
 &lt;br /&gt;
 version 2.10 (July 2026)&lt;br /&gt;
 - Spelling corrections&lt;br /&gt;
 - Moved all text into descriptions.plist or missiontext.plist for easier localisation.&lt;br /&gt;
 - When checking what station the player is at, switched to using station roles.&lt;br /&gt;
 - Removed extraneous entries in descriptions.plist&lt;br /&gt;
 - Converted missiontext.plist to OpenStep format.&lt;br /&gt;
 - Fixed JS error in henchman ship script.&lt;br /&gt;
 - Hacker Outpost will now spawn without a beacon, and when you find the henchman, the beacon will bee added. This allows for the game to be saved at Hacker Outposts.&lt;br /&gt;
 - Some scripting has been updated to use the latest Oolite functions.&lt;br /&gt;
 - File cleanup.&lt;br /&gt;
 &lt;br /&gt;
 version 2.9.5 (Feb 2026)&lt;br /&gt;
 - Updated some PNG files to remove invalid colour profile.&lt;br /&gt;
 &lt;br /&gt;
 version 2.9.4 (July 2020)&lt;br /&gt;
 - fixed conditions script so ships derived from anarchies-renegade_viper could be spawned.&lt;br /&gt;
 &lt;br /&gt;
 version‭ ‬2.9.3 (‬March ‬2017)&lt;br /&gt;
 - fixed semicolon problems in Mac, thanks to hoqllnq. &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;
 version‭ ‬2.9.2‭ (‬December‭ ‬2016‭)&lt;br /&gt;
 -‎ ‏updated all subentities to use new style&lt;br /&gt;
 -‎ ‏updated equipment.plist to OpenStep format.&lt;br /&gt;
 -‎ ‏updated shipdata.plist to OpenStep format.&lt;br /&gt;
 -‎ ‏changed‭ ‬’background‭’‬ properties of mission screens to‭ ‬’overlay‭’&lt;br /&gt;
 -‎ ‏added screen ID to all mission screens.&lt;br /&gt;
 -‎ ‏updated station market scripts to use new style.&lt;br /&gt;
 -‎ ‏updated equipment conditions to use a condition script.&lt;br /&gt;
 -‎ ‏updated shipdata.plist to use a condition script.&lt;br /&gt;
 -‎ ‏fixed incorrect texture reference in‭ ‬&amp;quot;afl-m-dock‭&amp;quot;‬ definition.&lt;br /&gt;
 &lt;br /&gt;
 version 2.9.1 (November 2016)&lt;br /&gt;
 - ﻿fixed issues with double Behemoths appearing in system&lt;br /&gt;
 - fixed issues with the amnesty mission not being triggered when docking at the Behemoth&lt;br /&gt;
 - fixed javascript &amp;quot;undefined&amp;quot; error relating to &amp;quot;bouy-witchspace&amp;quot;.&lt;br /&gt;
 &lt;br /&gt;
 version 2.9 (October 2014)&lt;br /&gt;
 - ﻿converted to OXZ format&lt;br /&gt;
 - contain the facelift by spara&lt;br /&gt;
 - you can save in the additional stations, except in the Hacker Outpost which is not stationary&lt;br /&gt;
 &lt;br /&gt;
 version 2.8 (April 2012)&lt;br /&gt;
 - fixed a problem that made the amnesty mission unfinishable if the game was saved and reloaded while doing it&lt;br /&gt;
 &lt;br /&gt;
 version 2.7 (March 2012)&lt;br /&gt;
 - fixed a problem that could limit other OXPs' (or the main game's) freedom to make the cloaking device repairable&lt;br /&gt;
 &lt;br /&gt;
 version 2.6 (January 2012)&lt;br /&gt;
 - moved some more previously overlooked methods to their own name space&lt;br /&gt;
 - fixed problem of vanishing Sentinel Asteroids with Oolite 1.76&lt;br /&gt;
 - fixed a small bug where removing the second henchman would give an error message&lt;br /&gt;
 - Sentinel and Renegade Stations are aligned with the planet again&lt;br /&gt;
 - Sentinel and Renegade Stations now are behaving like they're supposed to for the first time&lt;br /&gt;
 - Sentinel Stations now have patrol ships to secure the space lane&lt;br /&gt;
 - Oolite 1.76 required&lt;br /&gt;
 &lt;br /&gt;
 version 2.5 (March 2011)&lt;br /&gt;
 - changed all JS-scripts to strict mode&lt;br /&gt;
 - moved all self-defined methods into their own namespace&lt;br /&gt;
 - implemented another idea for coming clean: doing a Navy reserve mission and getting amnesty on completion&lt;br /&gt;
 - for this to fully work Oolite 1.75.1 is now required&lt;br /&gt;
 &lt;br /&gt;
 version 2.4 (February 2011)&lt;br /&gt;
 - Salvage Gangs' hails are now sent via ship script instead AI, giving more timing flexibility&lt;br /&gt;
 - Salvager Tugger is now part of the Salvage Gang's ship group, therefore it will be defended by the Gang&lt;br /&gt;
 - two of the tugged ship models included in the OXP&lt;br /&gt;
 - fixed another bug introduced with the shader bugfix in 2.3&lt;br /&gt;
 - Cloaking Device no longer buyable in Hacker Outpost by accident, but still repairable&lt;br /&gt;
 - fixed a nasty bug that removed the player's extra energy unit whenever he bought new equipment&lt;br /&gt;
 - replaced all instances of pseudo random with scrambledPseudoRandomNumber; this will change the distribution of Salvage Gangs across systems, but not the overall number of them&lt;br /&gt;
 - cleaning-up of AIs and shipdata&lt;br /&gt;
 - requires now Oolite 1.75&lt;br /&gt;
 &lt;br /&gt;
 version 2.3 (November 2009)&lt;br /&gt;
 - fixed the bugs introduced with the shader bugfix in 2.2 (thanks, Griff!)&lt;br /&gt;
 - JS: replaced all setOrientation and setPosition, as needed in Oolite 1.73&lt;br /&gt;
 - JS: changed the handling of defense groups according to the requirements of Oolite 1.73&lt;br /&gt;
 - requires Oolite 1.73&lt;br /&gt;
 &lt;br /&gt;
 version 2.2 (July 2009)&lt;br /&gt;
 - fixed a bug with the Salvage Gang's shaders (thanks, another_commander and Griff!)&lt;br /&gt;
 &lt;br /&gt;
 version 2.1 (January 2009)&lt;br /&gt;
 - fixed a bug that would let Salvager Tuggers not appear in version 2.0&lt;br /&gt;
 - fixed a bug with the Sentinel and Renegade Stations that would cause them to behave strangely when attacked&lt;br /&gt;
 &lt;br /&gt;
 version 2.0 (January 2009)&lt;br /&gt;
 - revised the Hacker Outpost model, closing the visible gaps around the tunnel exits&lt;br /&gt;
 - tunnels in both Hacker Outpost and Salvage Gang replaced with models that use shaders (thanks, Griff!)&lt;br /&gt;
 - docking bays in both Hacker Outpost and Salvage Gang replaced with Griff's models (ditto!)&lt;br /&gt;
 - tweaked tugger model a little&lt;br /&gt;
 - henchmen will no longer give the Hacker Outpost's location to everybody&lt;br /&gt;
 - simplified the Hacker Outpost spawning&lt;br /&gt;
 - Salvage Gang now aligning with the planet, and asteroid field spawned via ship script&lt;br /&gt;
 - fixed a bug that would give the bribe offer too often&lt;br /&gt;
 - fixed a bug that had replaced all Renegade Stations with Sentinel Stations in 1.1&lt;br /&gt;
 - fixed a bug that would not initialise some processes if a new commander was started&lt;br /&gt;
 - player's bounty now reduced 10% per jump if fugitive, instead of a 20 or 10 points&lt;br /&gt;
 - salvaged equipment is now installed on buying, instead of waiting for launch&lt;br /&gt;
 - equipment failure chance is now triggered through a timer, instead of a bunch of events; and now uses the new EquipmentInfo object&lt;br /&gt;
 - there is also a chance now that salvaged equipment will work just fine, removing the failure possibility&lt;br /&gt;
 - some minor tweaks in this readMe&lt;br /&gt;
 - JS: replaced player.ship.bounty with player.bounty, which wasn't supported in Oolite 1.72&lt;br /&gt;
 - JS: replaced all 'let' with 'var'&lt;br /&gt;
 - requires now Oolite 1.72.1&lt;br /&gt;
 &lt;br /&gt;
 version 1.1 (November 2008)&lt;br /&gt;
 - the main script is now completely in JavaScript&lt;br /&gt;
 - Hacker Outposts are now correctly facing the planet, via their new ship-script (thanks, Eric!)&lt;br /&gt;
 - as a bonus also their Sentinel Asteroids are finally placed correctly and work (thanks, Eric!)&lt;br /&gt;
 - added some flashers to the asteroid models&lt;br /&gt;
 - AIs improved&lt;br /&gt;
 - Hacker Outposts, Salvage Gangs and Renegade Stations have now their correct commodity prices&lt;br /&gt;
 - requires Oolite 1.72&lt;br /&gt;
 &lt;br /&gt;
 version 1.0 (February 2008)&lt;br /&gt;
 - fully functional version&lt;br /&gt;
 - requires Oolite 1.65&lt;br /&gt;
 &lt;br /&gt;
 version 0.1 (March 2007)&lt;br /&gt;
 - teaser with basic functionality&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Minimum Requirements ==&lt;br /&gt;
Anarchies requires at least Oolite 1.79. I recommend you upgrade to the latest stable release version of Oolite if you haven't yet. The amnesty mission also requires that you have [[Behemoth|Behemoth.oxp]] installed.&lt;br /&gt;
&lt;br /&gt;
== Other related OXPs ==&lt;br /&gt;
[[File:IconBGS.png|right]]&lt;br /&gt;
=== BGS ===&lt;br /&gt;
[[BGS]] enhances this OXP&lt;br /&gt;
&lt;br /&gt;
=== Famous Planets ===&lt;br /&gt;
[[Famous Planets]] transmogrifies Sori (a TL9 Dictatorship) into [[Ascension]] - a TL16 Anarchy (Utopian, if not for the pirates!). In vanilla Oolite there are no TL16 systems.&lt;br /&gt;
&lt;br /&gt;
This is particularly relevant for the [[Weapon Laws]] OXP which allows the more lethal weaponry to be sold only in the more piratic systems, where high [[TL]] tends to be quite rare.&lt;br /&gt;
&lt;br /&gt;
== Download Location ==&lt;br /&gt;
Download [[Media:Anarchies_2.10.2.oxz‎|Anarchies_2.10.2.oxz‎]] (downloaded {{#downloads:Anarchies_2.10.2.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
There is a facelift pack for v2.10 here: [[Media:Anarchies_Facelift.oxz|Anarchies_Facelift.oxz]] (80mb)&lt;br /&gt;
&lt;br /&gt;
[[Media:Anarchies_2.9.5.oxz‎|Anarchies_2.9.5.oxz‎]] (downloaded {{#downloads:Anarchies_2.9.5.oxz‎}} times).&lt;br /&gt;
&lt;br /&gt;
[[Media:Anarchies-2.9.4.oxz‎|Anarchies-2.9.4.oxz‎]] was downloaded {{#downloads:Anarchies-2.9.4.oxz‎}} times.&lt;br /&gt;
&lt;br /&gt;
[[Media:Anarchies_2.9.3.oxz‎|Anarchies_2.9.3.oxz‎]] was downloaded {{#downloads:Anarchies_2.9.3.oxz‎}} times.&lt;br /&gt;
&lt;br /&gt;
[[Media:Anarchies.2.9.oxz‎|Anarchies.2.9.oxz‎]] was downloaded {{#downloads:Anarchies.2.9.oxz‎}} times.&lt;br /&gt;
&lt;br /&gt;
[http://app.box.com/s/491d03d312b3623744e3 Anarchies2.8.oxp] is available for download via box.com.&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
The OXZ version is installable within the game from the expansion manager.&lt;br /&gt;
&lt;br /&gt;
Manual way for the OXP version: Unzip the download file. Then move or copy the file Anarchies2.8.oxp from its download folder to your AddOns folder. Restart Oolite. If you have a previous version installed, please remove it first.&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
There are more related topics, older ones also contain interesting descriptions and screenshots.&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=11508 Anarchies 2.8] (2012 - date)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=14184&amp;amp;p=201322 Anarchies facelift] (2013)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=7040&amp;amp;p=93298 Anarchies 2.3] (2009 - 11)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=4253&amp;amp;p=46606 Anarchies 1.0] (2008)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=3201&amp;amp;p=31763 Anarchies 0.1] (2007)&lt;br /&gt;
&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=30758#p30758 Original Idea] (2007)&lt;br /&gt;
*[[User:Commander McLane‎|Commander McLane‎]]&lt;br /&gt;
&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=2&amp;amp;t=16509 Anarchy in the Oolite universe] (2014) - arguments for anarchy and that it is &amp;quot;good&amp;quot;...&lt;br /&gt;
&lt;br /&gt;
*Phkb's ideas about an [https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=21011 Anarchies Overhaul] - pirates capturing the main orbital station! (2021)&lt;br /&gt;
&lt;br /&gt;
[[Category:Oolite]]&lt;br /&gt;
{{system-OXP}}&lt;/div&gt;</summary>
		<author><name>Phkb</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Cataclysm_OXP&amp;diff=90039</id>
		<title>Cataclysm OXP</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=Cataclysm_OXP&amp;diff=90039"/>
		<updated>2026-07-27T00:50:55Z</updated>

		<summary type="html">&lt;p&gt;Phkb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Thargoid-attacked-Oolite.png|thumb|right|320px]]&lt;br /&gt;
{{QuoteText|Text=    punkbohemian wrote: &amp;quot;... would it be possible to design a plot-driven campaign? &amp;quot;&lt;br /&gt;
&lt;br /&gt;
Yes. You can check out Cataclysm, which I consider a great example of a story-like mission set.|Source=([https://bb.oolite.space/viewtopic.php?p=78358#p78358 another_commander (2009)])}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Things aren't looking too good at the Thargoid front. The Thargoids don't confine themselves to intercepting ships in witchspace anymore. Attacks on the space lanes, on main stations, even on planets themselves have become more frequent.&lt;br /&gt;
&lt;br /&gt;
The Galactic Navy has tried to keep on par with the threat. The Behemoth and Leviathan class of capital ships—together with new and capable fighters—have been introduced, new and powerful anti-Thargoid weapons have been developed, Navy Sector Commands are sending battle groups on the space lanes and in interstellar space.&lt;br /&gt;
&lt;br /&gt;
But it seems the Thargoids are always one step ahead. The introduction of the Behemoths saw the advent of new classes of Thargoid Battleships, gigantic Thargoid Carriers have started threatening the GalCop worlds, and the Navy Frigates and their battle groups are now being countered by what seems to be a second wave of completely new Thargoid Ships, together with new and fearsome variants of Thargons.&lt;br /&gt;
&lt;br /&gt;
A while ago the Navy had obtained and—with the help of a certain fearless space commander—securely delivered some secret defense plans of the Thargoid Hive Worlds, and Naval Intelligence was confident that these would give the troops the means for a push against the Thargoid home system. But what has come out of that? Nothing seems to have happened since, no news of a main strike against a Thargoid home world have made it to the public. Or did it all end in a disaster, and this new and unprecedentedly angry wave of Thargoid attacks on GalCop worlds was only triggered by a failed invasion attempt on their space? The [[Tionisla Chronicle Array|Tionisla Chronicle]] does certainly not know.&lt;br /&gt;
&lt;br /&gt;
But now we are on the very brink of new and important developments. The atmosphere is highly charged with anxiety and anticipation, and somehow it is going to discharge violently. Veteran spacefarers can sense a cataclysmic event at the horizon. The future of the Galactic Co-operative of Worlds is at stake. Something has to happen, ... and indeed something has happened.&lt;br /&gt;
[[File:Captain Curruthers.png|thumb|right|150px|Captain Curruthers&amp;lt;br&amp;gt;from [[Library OXP|Library]]'s PAD ]]&lt;br /&gt;
It all starts when—after a particularly vicious wave of Thargoid attacks in the middle of Galaxy 1—a well known officer of Her Imperial Majesty's Space Navy contacts a certain fearless space commander, and asks for help. [[Captain Curruthers|Mission One - FAQ]] has made a rapid career and become Rear Admiral since the Constrictor incident, and he hasn't forgotten who got him out of the trouble with the stolen prototype. Nor have Captain Fortesque and Agent Blake — their unaltered ranks perhaps indicating that the Thargoid Plans plan didn't turn out as a huge success. But this new thing has all the prospect to become one...&lt;br /&gt;
&lt;br /&gt;
== Technical Overview ==&lt;br /&gt;
&lt;br /&gt;
Cataclysm.oxp is a mission OXP that takes up the threads of the native Constrictor Hunt and Thargoid Plans missions, and sends you on a mission far bigger than anything you have done for the Navy so far. It gives you the opportunity to re-visit places you have visited before, and re-meet people you had contact with during these missions. And of course it will let you meet various other people, and lead you to a lot of new places, some of which you probably haven't visited before.&lt;br /&gt;
&lt;br /&gt;
The mission starts in the middle of Galaxy 1, roughly in the area where the first part of the Constrictor Hunt took place. After a ruthless Thargoid attack on a main station, during which you once again excelled in the defense force, it is time for Rear Admiral Curruthers to contact you with an important news. (If you don't excel, you won't be contacted unless you excel.) From there on you are in the service of Her Imperial Majesty's Space Navy again, and soon find yourself on a quest that will lead you through most parts of the known Ooniverse. What are you going to find in the end? Only %R knows!&lt;br /&gt;
{{OXPLevel|5|6}}&lt;br /&gt;
The mission requires an able commander with an equally able ship. Therefore it is not suited for a beginner. Anyway, you will have to have finished both the Constrictor Hunt and the Thargoid Plans missions, and be in Galaxy 1 in order to get Cataclysm started, which means that you have to have cycled the eight galaxies at least once before you are offered this mission. So you will probably have been ☆ Deadly ☆ for quite a while before the events depicted here start to unfold. The OXP requires you to be 'twice deadly'—having at least 5120 kills—to get started. At the end of it you may well have come close to ★★★ E L I T E ★★★ ...&lt;br /&gt;
&lt;br /&gt;
[[Image:IconLib.png|48px|right|link=Library OXP|alt=Uses Library's P.A.D.]]&lt;br /&gt;
== Minimum Requirements ==&lt;br /&gt;
&lt;br /&gt;
Cataclysm.oxp requires at least Oolite v.1.72.1.&lt;br /&gt;
&lt;br /&gt;
The [[OXP]] doesn't require any other OXP for running; however your experience will get more varied, more exciting, and probably more difficult as well, if you play with some other OXPs installed (most of those mentioned in the introduction):&lt;br /&gt;
&lt;br /&gt;
* [[Thargorn Threat]] and [[Second Wave]] will give you a greater variety of Thargoid ships involved in the action.&lt;br /&gt;
&lt;br /&gt;
If you play with [[Thargoid Wars]] installed, the beginning of Cataclysm.oxp will blend naturally into the scenario you are used to from that OXP.&lt;br /&gt;
&lt;br /&gt;
* [[Behemoth]] and [[Military Fiasco]] will at some points add valuable reinforcements on your side.&lt;br /&gt;
&lt;br /&gt;
* [[Missiles and Bombs]] will give you a greater choice of weaponry.&lt;br /&gt;
&lt;br /&gt;
* [[Asteroid Storm]] will give you a greater variety in asteroid fields.&lt;br /&gt;
&lt;br /&gt;
* [[Galactic Navy]] will not be used in any specific way by this OXP, but may add to the atmosphere of being at war with the Thargoids. (Although there seems to be a strange bug in Oolite 1.72.1 that may lead to ships from Cataclysm not being created when Galactic Navy is installed as well; see below.)&lt;br /&gt;
&lt;br /&gt;
* [[Thargoid Carrier]] will also not interact specifically with this OXP, but may add to the atmosphere as well.&lt;br /&gt;
&lt;br /&gt;
* [[Stations for Extra Planets]] will give you many more stations that look like the added stations in this OXP, thereby unifying the design.&lt;br /&gt;
&lt;br /&gt;
* [[Additional Planets]] will just enhance the scenery. (If you usually play with Additional Planets, you will perhaps notice changes in a couple of systems. This is because the additional planets and moons have been partially disabled by this OXP, in order to prevent possible location clashes.)&lt;br /&gt;
&lt;br /&gt;
== Known Problems (Version 1.1) ==&lt;br /&gt;
Due to a not-yet-fully-understood bug in either Oolite or some OXPs there are some OXPs that will prevent other scripts from creating additional ships with role 'police'. Cataclysm wants to create a couple of those ships at one point in the story. However, the police ships are not a story necessity. The two OXPs that caused this behaviour on McLane's own system are [[Commies]] and [[Galactic Navy]]. He hoped that the developers would find and eliminate the problem.&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
*Author: Commander McLane&lt;br /&gt;
*License: CC BY-NC-SA 3.0&lt;br /&gt;
*Version: 2.6&lt;br /&gt;
*Requires: Oolite v.1.90&lt;br /&gt;
&lt;br /&gt;
== Download Location ==&lt;br /&gt;
You can download v2.6 from the Download Manager, or here: [[Media:Cataclysm_2.6.oxz|Cataclysm_2.6.oxz]]&lt;br /&gt;
&lt;br /&gt;
===Previous Versions===&lt;br /&gt;
It worked in 2009 (v.1.74?), it was broken by 2011 (v.1.76).&lt;br /&gt;
[http://app.box.com/shared/jnoh7v2lik Cataclysm1.1] is available for download through box.com.&lt;br /&gt;
Move or copy the file Cataclysm.oxp from the main folder to the AddOns folder inside the Oolite main folder. Restart Oolite.&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=21458 Cataclysm 2.0 BB Thread] (2023)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?f=4&amp;amp;t=5534 '''Cataclysm.oxp''' (1.1) now available] BB thread (2009-14).&lt;br /&gt;
*[[User:Commander McLane|Commander McLane]] (author)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?p=145551#p145551 Commander McLane] on not updating Cataclysm (2011)&lt;br /&gt;
*[https://bb.oolite.space/viewtopic.php?t=6893 Stuck in Cataclysm] (2009) - Problems in Galaxy 6 with the trail going cold&lt;br /&gt;
*For older versions of Oolite: see [[Oolite]] (Downloading Earlier versions)&lt;br /&gt;
&lt;br /&gt;
{{mission-OXP}}&lt;/div&gt;</summary>
		<author><name>Phkb</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alioth.net/index.php?title=Wireframe_Ship_Images&amp;diff=90038</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=90038"/>
		<updated>2026-07-27T00:50:21Z</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]] (v1.13)&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;
1.13&lt;br /&gt;
* Added various items from Xeptatl's Sword.&lt;br /&gt;
* Fixed size of a couple of ship images.&lt;br /&gt;
* Added correct image for the Cloaking device.&lt;br /&gt;
&lt;br /&gt;
1.12&lt;br /&gt;
* Added ships from PT BVRM.&lt;br /&gt;
&lt;br /&gt;
1.11&lt;br /&gt;
* Added ships from Small Ships OXP.&lt;br /&gt;
* Added ships from Defense 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 = 1.13&lt;br /&gt;
|release = 2026-07-27&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:Library_1.10.5.oxz&amp;diff=90037</id>
		<title>File:Library 1.10.5.oxz</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=File:Library_1.10.5.oxz&amp;diff=90037"/>
		<updated>2026-07-27T00:47:25Z</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:HyperRadio_2.1.oxz&amp;diff=90036</id>
		<title>File:HyperRadio 2.1.oxz</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=File:HyperRadio_2.1.oxz&amp;diff=90036"/>
		<updated>2026-07-27T00:46:54Z</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:TestShipModel.oxz&amp;diff=90035</id>
		<title>File:TestShipModel.oxz</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=File:TestShipModel.oxz&amp;diff=90035"/>
		<updated>2026-07-27T00:46:41Z</updated>

		<summary type="html">&lt;p&gt;Phkb: Phkb uploaded a new version of File:TestShipModel.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:RemoveIndividualPylon_1.1.oxz&amp;diff=90034</id>
		<title>File:RemoveIndividualPylon 1.1.oxz</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=File:RemoveIndividualPylon_1.1.oxz&amp;diff=90034"/>
		<updated>2026-07-27T00:46:06Z</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:LoadoutByCategory.oxz&amp;diff=90033</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=90033"/>
		<updated>2026-07-27T00:45:57Z</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=File:LoadoutByCategory_190.oxz&amp;diff=90032</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=90032"/>
		<updated>2026-07-27T00:45:45Z</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:WireframeShipImages.oxz&amp;diff=90031</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=90031"/>
		<updated>2026-07-27T00:45:20Z</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=File:VimanaX_HUD_1.28.oxz&amp;diff=90030</id>
		<title>File:VimanaX HUD 1.28.oxz</title>
		<link rel="alternate" type="text/html" href="https://wiki.alioth.net/index.php?title=File:VimanaX_HUD_1.28.oxz&amp;diff=90030"/>
		<updated>2026-07-27T00:42:52Z</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>
</feed>