Null Gate v0.8.80
A warpgate ...with only a minor plot and missions to go with it.
By Switeck

Copied the SuperHub v1.2...
Model, Idea and Texture: P.A. Groove
Shading: Griff
OXP structure and Scripting and docking area Thargoid

Later versions copy Thargoid's Warp Gates, which look more evil and foreboding and fit this OXP's setting better.

ONLY WORKS WITH Oolite v1.80 and later!

License:
-------
Creative Commons - Attribution-ShareAlike 3.0 United States
http://creativecommons.org/licenses/by-sa/3.0/us/


What the heck is this thing?
------------------------

This OXP adds a Null Gate to "special" systems. Suffice to say, you can find them at Tech Level 14 and 15 systems...and possibly elsewhere.
"Bad things" might happen if/when you try to fly through it!


I'm "blazing a trail" making this OXP, going so far off the rails as far as wormholes, jumping, and misjumping are concerned that this OXP merits its own special section.
Explorers normally go places.
This OXP jumps to and through VOIDS...in a manner (code-wise) that's so convoluted that you'll think it has an infinite improbability drive.

I know of nobody else that has ever tried to explorer witch-space itself.
I have...and discovered that some of the normal rules don't apply.


If you pump enough energy into a small enough volume of space, matter tends to get thrown out of it violently.
At even more extreme levels, remaining virtual particles will either polarize or also repel themselves out of this highly energetic region.
This is needed as a start to create a true void.


Legend has it that if you could create truly empty space with nothing in it, a perfect vacuum, a "null space" would be created where normal rules of reality wouldn't apply. Matter/energy could be created and destroyed so long as the net energy balance of the rest of the universe remained constant when done. String theory has it that all the dimensions of reality are actually rolled up into lines or even points and that if you could "roll" and "unroll" them, any point in the universe could be connected to any other directly. This includes moving matter/energy from one part of the universe to another...for no net energy cost.

But there is a catch...while the rules of reality may not apply, other realities or rules might (apply for the brief moment in-between) exist there. The methods used to harness this are unable to completely contain or control the results.
At best, you could say the results are sometimes unpredictable.
You could end up at the wrong destination.
You could end up at the wrong time.
You could end up at multiple places at once.
You could get stuck "inside" and never emerge from the jump.
Your ship could blow up from energy overload.
You could end up having an existence failure.
The universe could have an existence failure.
It is even possible to have more than one of these, even all at once, despite how contradictory that might sound.

But the Null Gates so far proves reliable enough after a fashion that I trust them even though I don't fully understand how they work...despite being their designer!


http://en.wikipedia.org/wiki/Null_hypersurface
In differential geometry, a null hypersurface of a Lorentzian manifold is a manifold of dimension one less than the Lorentzian manifold, such that the tangent space at any point contains vectors that are all space-like except in one direction, in which vectors have a null "length". The metric applied to such a vector and any other vector in the tangent space (including the vector itself) is null. Another way of saying this is that the pullback of the metric onto the tangent space is degenerate.

In space-time, a null hyperspace is a 3-dimensional manifold whose tangent spaces are space-like except that they contain one line corresponding to the world-line of a particle moving at the speed of light. For example, a light cone is a null hypersurface. Another example is a Killing horizon or the event horizon of a black hole.


"Anyone who has been to the higher dimensions will know that they're a pretty nasty heathen lot up there who should just be smashed and done in, and would be, too, if anyone could work out a way of firing missiles at right-angles to reality."	-- Hitchhiker's Guide to the Galaxy, by Douglas Adams.

The universe will be in even bigger trouble if they ever start firing back.


I hope to make this into a massive campaign and side-setting in Oolite which really takes off sometime after the Thargoid Plans mission starts.
There will be hints-and-touches of ideas from the Bermuda Triangle, various shipwrecks, Stargate tv series and movie/s, Event Horizon movie, X-files, Aliens movies, various detective series, and of course the Hitchhiker's Guide to the Galaxy.


************************************************
*EVERYTHING PAST THIS POINT IS A SPOILER!*
************************************************

I got some of the ideas for the Jump Gates from Schlock Mercenary web comic:

Jump Gates:
http://www.schlockmercenary.com/2003-09-19
http://www.schlockmercenary.com/2003-10-08
http://www.schlockmercenary.com/2003-10-09
http://www.schlockmercenary.com/2003-10-10
http://www.schlockmercenary.com/2003-10-11

Dark Matter attacks!:
http://www.schlockmercenary.com/2003-12-07
http://www.schlockmercenary.com/2003-12-08
http://www.schlockmercenary.com/2003-12-09
http://www.schlockmercenary.com/2003-12-10
http://www.schlockmercenary.com/2003-12-11
http://www.schlockmercenary.com/2003-12-12

(Note: My plot certainly won't follow theirs!)





markSystem

function markSystem(systemNumber : Number)

Mark a system on the long range chart. Multiple systems may be marked at once, as in mission.markSystem(4, 54, 222). In 1.76 and earlier a system cannot be marked twice, so:

mission.markSystem(7);
mission.markSystem(7);
mission.unmarkSystem(7);

will leave the system unmarked.

In 1.77 or later, the parameters may be objects instead of numbers. This allows control over the marker's appearance, and allows multiple markers to be placed on the same system. The object takes the following parameters:

    * system : The system ID. This is the only required parameter.
    * name : A string identifying the group this marker belongs to (which may be the script's name, or something more specific). If omitted, which is not recommended, this defaults to "__oolite_legacy_destinations" which is also used for marking with numbers and marking carried out by legacy scripts.
    * markerColor : A string specifying a colour. e.g. "redColor" or "1.0 0.5 0.0". If omitted, "redColor" will be used.
    * markerScale : A number between 0.5 and 2.0 specifying the relative size of the marker. Defaults to 1.0.
    * markerShape : A string describing the shape of the marker. Valid values are MARKER_X, MARKER_PLUS, MARKER_SQUARE and MARKER_DIAMOND. If this value is invalid or omitted, MARKER_X will be used.

Multiple markers may be placed on the same system, provided that they have different names. If a marker with the same system and name already exists, it will be replaced.

mission.markSystem({
   system: 55,
   name: "my_oxp",
   markerColor: "cyanColor",
   markerScale: 1.5,
   markerShape: "MARKER_DIAMOND"
});

See also: unmarkSystem()

unmarkSystem

function unmarkSystem(systemNumbers : Number)

Remove a mark set with markSystem(). Multiple systems may be unmarked at once, as in mission.unmarkSystem(4, 54, 222).

In 1.76 and earlier versions, any script can unmark a system, regardless of which script marked it or how many times it was previously marked.

In 1.77, each marker has a name, and if a system has multiple markers each marker must be removed separately. Parameters in 1.77 may be numbers or objects. Numbers remove the "__oolite_legacy_destinations" markers. Objects are the same format as in markSystem and remove the marker of the corresponding name (the marker style options are ignored when unmarking). In 1.77, this function will return true if all requested markers existed and were removed, or false if any of the requested markers did not exist.


Locations of Null Gates:
----------------------------

Worlds in Gal 1 to possibly add Null Gates to:
Lobster worlds:
# 19. Azaqu (6,110), {0,27,71,72,165,193,239} within 7.0 LY. Radius 6662 km. Democracy, Average Agri. Pop. 3.7 B, Prod. 11840 MCr. HC: 7, TL: 7, Red Slimy Lobsters.
# 58. Uscela (70,117), {37,48,64,89,101,111,140,188,222,250} within 7.0 LY. Radius 4934 km. Confederacy, Rich Agri. Pop. 3.9 B, Prod. 14040 MCr. HC: 10, TL: 8, Small Yellow Bony Lobsters.
#159. Edzaon (162,201), {1,5,20,40,187,194,240,242,243} within 7.0 LY. Radius 5026 km. Feudal, Mainly Ind. Pop. 3.3 B, Prod. 9240 MCr. HC: 9, TL: 8, Yellow Bony Lobsters.
#174. Xeesenri (230,127), {25,59,79,88,142,202,220} within 7.0 LY. Radius 3558 km. Anarchy, Poor Agri. Pop. 1.6 B, Prod. 1536 MCr. HC: 7, TL: 3, Large Yellow Bug-Eyed Lobsters.
#182. Diquxe (249,211), {15,117,170,238} within 7.0 LY. Radius 6393 km. Democracy, Mainly Ind. Pop. 4.2 B, Prod. 23520 MCr. HC: 4, TL: 9, Harmless Horned Lobsters.
#207. Bierle (233,64), {12,49,78,87,98,108,116,136} within 7.0 LY. Radius 4585 km. Confederacy, Rich Ind. Pop. 5.0 B, Prod. 36000 MCr. HC: 8, TL: 12, Fierce Blue Bug-Eyed Lobsters.
#211. Teorge (45,46), {68,226,245} within 7.0 LY. Radius 5933 km. Democracy, Average Agri. Pop. 3.3 B, Prod. 10560 MCr. HC: 3, TL: 6, Black Bony Lobsters.
#237. Aruszati (146,139), {41,62,110,145,150,198,230} within 7.0 LY. Radius 5522 km. Democracy, Mainly Ind. Pop. 4.6 B, Prod. 25760 MCr. HC: 7, TL: 10, Small Green Bug-Eyed Lobsters.
#238. Zaleriza (247,196), {15,170,182,223} within 7.0 LY. Radius 4087 km. Anarchy, Average Agri. Pop. 2.3 B, Prod. 2944 MCr. HC: 4, TL: 5, Fierce Bony Lobsters.

Ultra-High-Tech Worlds:
# 23. Onrira (22,232), {113,177,204,255} within 7.0 LY. Radius 6678 km. Corporate State, Rich Ind. Pop. 6.0 B, Prod. 52800 MCr. HC: 4, TL: 14, Blue Frogs.
# 33. Inera (82,16), {106,123,127,137,149,156,166,183,232} within 7.0 LY. Radius 5970 km. Corporate State, Rich Ind. Pop. 6.0 B, Prod. 52800 MCr. HC: 9, TL: 14, Blue Horned Lizards.
#151. Ceesxe (147,16), {81,92,97} within 7.0 LY. Radius 4243 km. Corporate State, Rich Ind. Pop. 6.4 B, Prod. 56320 MCr. HC: 3, TL: 15, Fierce Bony Birds.
#246. Tianve (227,0), {8,18,49,51,102,114,158,215,218} within 7.0 LY. Radius 4835 km. Democracy, Rich Ind. Pop. 5.9 B, Prod. 47200 MCr. HC: 9, TL: 14, Blue Bony Felines.
#250. Xexedi (71,88), {37,43,48,58,64,101,111,140,141,188,197} within 7.0 LY. Radius 3399 km. Confederacy, Rich Ind. Pop. 5.8 B, Prod. 41760 MCr. HC: 11, TL: 14, Large Green Frogs.

TL: 13 worlds:
#153. Aona (78,224), {2,3,6,94,128,132,146,196,212,228} within 7.0 LY. Radius 2894 km.    Confederacy, Rich Ind. Pop. 5.4 B, Prod. 38880 MCr. HC: 10, TL: 13, Human Colonials.
#158. Inines (239,16), {8,12,49,51,65,78,114,116,164,215,218,246} within 7.0 LY. Radius 6127 km.    Communist, Rich Ind. Pop. 5.3 B, Prod. 33920 MCr. HC: 12, TL: 13, Human Colonials.
#168. Enonla (99,106), {29,42,45,48,93,144,167,249} within 7.0 LY. Radius 3427 km.    Corporate State, Poor Ind. Pop. 5.8 B, Prod. 40832 MCr. HC: 8, TL: 13, Human Colonials.
#210. Riredi (47,82), {43,111,180,199,226} within 7.0 LY. Radius 6447 km.    Corporate State, Poor Ind. Pop. 5.8 B, Prod. 40832 MCr. HC: 5, TL: 13, Harmless Furry Insects.
#232. Rexebe (98,17), {11,33,52,61,106,109,123,127,149,152,156} within 7.0 LY. Radius 6498 km.    Corporate State, Average Ind. Pop. 5.7 B, Prod. 45144 MCr. HC: 11, TL: 13, Human Colonials.


Worlds in Gal 2 to possibly add Null Gates to:
Lobster worlds:
# 0. Ausis (4,180), {47,190,213,217} within 7.0 LY. Radius 6660 km.Multi-Government, Mainly Agri. Pop. 2.3 B, Prod. 6624 MCr. HC: 4, TL: 5, Blue Slimy Lobsters.
# 15. Aratusza (75,122), {40,68,129,150,201,209,242,244} within 7.0 LY. Radius 5451 km. Dictatorship, Poor Ind. Pop. 4.6 B, Prod. 20608 MCr. HC: 8, TL: 11, Small Black Bug-Eyed Lobsters.
# 29. Esrece (109,151), {13,19,33,94,97,102,113,149,178,252} within 7.0 LY. Radius 5229 km.Communist, Poor Agri. Pop. 2.4 B, Prod. 4608 MCr. HC: 10, TL: 4, Small Harmless Horned Lobsters.
# 43. Eninte (93,28), {17,89,138,143,176,182,222,247} within 7.0 LY. Radius 3421 km.Feudal, Average Agri. Pop. 2.0 B, Prod. 3200 MCr. HC: 8, TL: 4, Black Bug-Eyed Lobsters.
# 46. Ridivexe (106,99), {45,144,179,189,200} within 7.0 LY. Radius 6506 km.Feudal, Mainly Ind. Pop. 3.3 B, Prod. 9240 MCr. HC: 5, TL: 8, Harmless Bug-Eyed Lobsters.
# 85. Usmaso (83,208), {73,74,95,122,141,226,232} within 7.0 LY. Radius 4947 km.Anarchy, Poor Ind. Pop. 3.5 B, Prod. 8960 MCr. HC: 7, TL: 9, Small Red Bony Lobsters.
# 87. Zaedvera (121,218), {38,72,134,187,216} within 7.0 LY. Radius 3961 km. Corporate State, Poor Ind. Pop. 5.0 B, Prod. 35200 MCr. HC: 5, TL: 11, Fierce Harmless Bony Lobsters.
# 90. Errara (207,148), {168,177,180,238} within 7.0 LY. Radius 3023 km.Dictatorship, Mainly Agri. Pop. 4.0 B, Prod. 13440 MCr. HC: 4, TL: 9, Harmless Bony Lobsters.
#121. Arzace (53,4), {52,71,132} within 7.0 LY. Radius 5429 km.Multi-Government, Mainly Agri. Pop. 2.7 B, Prod. 7776 MCr. HC: 3, TL: 6, Small Red Bug-Eyed Lobsters.
#122. Riedin (84,197), {57,60,74,85,94,95,141,226,232} within 7.0 LY. Radius 6484 km.Dictatorship, Rich Agri. Pop. 2.5 B, Prod. 7000 MCr. HC: 9, TL: 5, Blue Bug-Eyed Lobsters.
#125. Inerra (150,141), {79,98,148} within 7.0 LY. Radius 6038 km.Communist, Rich Agri. Pop. 3.4 B, Prod. 10880 MCr. HC: 3, TL: 7, Harmless Bony Lobsters.
#136. Orrionti (167,93), {6,101,198,207,239} within 7.0 LY. Radius 5287 km.Democracy, Rich Agri. Pop. 4.4 B, Prod. 17600 MCr. HC: 5, TL: 9, Green Horned Lobsters.
#138. Levera (91,57), {17,41,43,84,143,152,182,189,212,249} within 7.0 LY. Radius 3163 km. Dictatorship, Average Ind. Pop. 4.9 B, Prod. 24696 MCr. HC: 10, TL: 12, Large Harmless Horned Lobsters.
#139. Tiedis (12,52), {16,34,157,159,205,248} within 7.0 LY. Radius 4620 km.Feudal, Average Agri. Pop. 1.6 B, Prod. 2560 MCr. HC: 6, TL: 3, Blue Slimy Lobsters.
#147. Quedle (110,47), {108,140,143,182,199,215,231,249} within 7.0 LY. Radius 5486 km.Confederacy, Poor Agri. Pop. 3.3 B, Prod. 7128 MCr. HC: 8, TL: 6, Harmless Bug-Eyed Lobsters.
#158. Orverace (35,25), {31,106,218} within 7.0 LY. Radius 5155 km.Feudal, Mainly Ind. Pop. 3.7 B, Prod. 10360 MCr. HC: 3, TL: 9, Yellow Horned Lobsters.
#168. Ceerdiza (214,148), {90,177,180,194,214,230,238,243} within 7.0 LY. Radius 4310 km.Democracy, Mainly Agri. Pop. 4.3 B, Prod. 20640 MCr. HC: 8, TL: 9, Fierce Green Horned Lobsters.
#175. Atragees (156,230), {44,62,155,185,220,227,235} within 7.0 LY. Radius 3228 km.Dictatorship, Average Agri. Pop. 2.2 B, Prod. 4928 MCr. HC: 7, TL: 4, Blue Horned Lobsters.
#176. Lerequ (105,3), {43,49,80,89,182,199,222,247} within 7.0 LY. Radius 3177 km.Multi-Government, Mainly Ind. Pop. 3.0 B, Prod. 10080 MCr. HC: 8, TL: 7, Large Blue Horned Lobsters.
#183. Diormaen (100,230), {72,73,95,141,216,232} within 7.0 LY. Radius 6244 km.Corporate State, Average Agri. Pop. 3.4 B, Prod. 11968 MCr. HC: 6, TL: 6, Yellow Horned Lobsters.
#216. Beedriar (114,242), {87,183,187} within 7.0 LY. Radius 3698 km.Democracy, Poor Ind. Pop. 4.9 B, Prod. 31360 MCr. HC: 3, TL: 11, Blue Slimy Lobsters.
#234. Anrain (60,252), {23,25,54,174,188,237} within 7.0 LY. Radius 5692 km.Dictatorship, Mainly Agri. Pop. 2.8 B, Prod. 9408 MCr. HC: 6, TL: 6, Harmless Slimy Lobsters.
#248. Aanteso (17,57), {16,34,59,139,157,205} within 7.0 LY. Radius 6673 km.Democracy, Average Ind. Pop. 4.8 B, Prod. 34560 MCr. HC: 6, TL: 11, Blue Slimy Lobsters.
#254. Oneded (24,232), {30,64,77,110,135,137} within 7.0 LY. Radius 6680 km.Feudal, Poor Ind. Pop. 2.8 B, Prod. 8960 MCr. HC: 6, TL: 7, Harmless Slimy Lobsters.

Ultra-High-Tech Worlds:
# 39. Tezaeded (151,16), {66,126,193,221,236,240} within 7.0 LY. Radius 6039 km. Corporate State, Rich Ind. Pop. 6.4 B, Prod. 56320 MCr. HC: 6, TL: 15, Human Colonials.
# 66. Onatbeza (162,16), {14,39,58,126,221,236,240} within 7.0 LY. Radius 6818 km. Corporate State, Rich Ind. Pop. 6.0 B, Prod. 52800 MCr. HC: 7, TL: 14, Human Colonials.
# 98. Laribebi (159,137), {6,79,96,125,148} within 7.0 LY. Radius 4255 km. Corporate State, Average Ind. Pop. 6.1 B, Prod. 48312 MCr. HC: 5, TL: 14, Human Colonials.
#231. Recexela (110,40), {80,108,140,143,147,182,199,215,249} within 7.0 LY. Radius 6510 km. Corporate State, Rich Ind. Pop. 6.0 B, Prod. 52800 MCr. HC: 9, TL: 14, Human Colonials.

172...to make for convenient crossing of the mini-rift.


Worlds in Gal 3 to possibly add Null Gates to:

Lobster worlds:
 42. Orzaedve (186,16), {87,135,157,163,174,188,194,198,212} within 7.0 LY. Radius 5306 km. Corporate State, Rich Ind. Pop. 6.0 B, Prod. 52800 MCr. HC: 9, TL: 14, Harmless Horned Lobsters.*
 54. Teedus (19,8), {118,121,161,165,185} within 7.0 LY. Radius 5907 km. Confederacy, Rich Ind. Pop. 5.8 B, Prod. 41760 MCr. HC: 5, TL: 14, Black Bony Lobsters.*
 62. Reenesma (232,27), {18,52,149,201,223} within 7.0 LY. Radius 6632 km. Feudal, Mainly Ind. Pop. 2.5 B, Prod. 7000 MCr. HC: 5, TL: 6, Human Colonials. This planet is mildly noted for the Reenesmaian mountain lobstoid but plagued by occasional solar activity.
 70. Tionrebi (247,207), {10,25,47,68,111,141,153,164,181,202,235} within 7.0 LY. Radius 4855 km. Confederacy, Poor Agri. Pop. 3.7 B, Prod. 7992 MCr. HC: 11, TL: 7, Slimy Lobsters.
 90. Artia (77,127), {12,35,51,61,84,86,143,146,158,203} within 7.0 LY. Radius 5453 km. Corporate State, Poor Agri. Pop. 3.5 B, Prod. 9240 MCr. HC: 10, TL: 6, Small Red Horned Birds. The world Artia is mildly fabled for the Artiaian mountain lobstoid but plagued by occasional civil war.
118. Uszale (20,39), {54,93,121,161,185} within 7.0 LY. Radius 4884 km. Confederacy, Poor Agri. Pop. 2.5 B, Prod. 5400 MCr. HC: 5, TL: 4, Small Bony Lobsters.
148. Ceenerus (56,212), {2,80,98,117,125,126,172,214,245,250} within 7.0 LY. Radius 4152 km. Democracy, Mainly Agri. Pop. 3.5 B, Prod. 16800 MCr. HC: 10, TL: 7, Fierce Fat Humanoids. Ceenerus is most noted for the Ceenerusian deadly lobstoid and the Ceenerusian spotted shrew.
159. Uscequus (204,143), {13,73,113,132,166,176} within 7.0 LY. Radius 5068 km. Democracy, Poor Agri. Pop. 2.6 B, Prod. 6240 MCr. HC: 6, TL: 4, Small Bony Lobsters.
170. Atinarus (12,142), {127,224,231} within 7.0 LY. Radius 3084 km. Corporate State, Average Agri. Pop. 3.4 B, Prod. 11968 MCr. HC: 3, TL: 6, Green Horned Lobsters.
181. Laorbila (246,236), {28,47,53,68,70,164,202,221} within 7.0 LY. Radius 4342 km. Corporate State, Mainly Agri. Pop. 4.8 B, Prod. 25344 MCr. HC: 8, TL: 10, Red Horned Lobsters.
182. Raerqu (149,70), {34,38,79,109,122,137,139,154,217,246} within 7.0 LY. Radius 3989 km. Confederacy, Average Agri. Pop. 3.2 B, Prod. 9216 MCr. HC: 10, TL: 6, Bony Lobsters.
235. Cearle (241,179), {10,25,37,70,81,85,111,141,153,180,204,240} within 7.0 LY. Radius 4337 km. Communist, Mainly Ind. Pop. 3.6 B, Prod. 16128 MCr. HC: 12, TL: 8, Fierce Harmless Horned Lobsters.
246. Tebe (150,101), {3,91,109,122,137,179,182,211,217,253} within 7.0 LY. Radius 2966 km. Confederacy, Rich Agri. Pop. 3.9 B, Prod. 14040 MCr. HC: 10, TL: 8, Large Red Bony Lobsters.
255. Esdicete (78,212), {2,15,39,193,208,214} within 7.0 LY. Radius 5198 km. Democracy, Mainly Agri. Pop. 4.3 B, Prod. 20640 MCr. HC: 6, TL: 9, Small Black Horned Lobsters.

High-Tech Worlds "appropriated" by humans:
 5. Lezaer (138,152), {7,22,56,58,66,110,140,150,175,177,179,228,253} within 7.0 LY. Radius 3210 km. Corporate State, Rich Ind. Pop. 6.0 B, Prod. 52800 MCr. HC: 13, TL: 14, Human Colonials.
 17. Bezaed (105,232), {9,16,24,41,44,59,147,151,209,218,238,254} within 7.0 LY. Radius 3689 km. Confederacy, Rich Ind. Pop. 5.0 B, Prod. 36000 MCr. HC: 12, TL: 12, Human Colonials.
 34. Usenlaer (154,48), {4,38,57,79,109,123,139,154,155,182,189,217} within 7.0 LY. Radius 5018 km. Dictatorship, Rich Ind. Pop. 4.8 B, Prod. 26880 MCr. HC: 12, TL: 12, Human Colonials.
 69. Tiera (167,81), {3,30,38,89,109,116,122,139,217,242} within 7.0 LY. Radius 4775 km. Corporate State, Average Ind. Pop. 6.1 B, Prod. 48312 MCr. HC: 10, TL: 14, Human Colonials.
 79. Cedile (143,56), {34,38,65,154,182,217,249} within 7.0 LY. Radius 4239 km. Democracy, Rich Ind. Pop. 5.9 B, Prod. 47200 MCr. HC: 7, TL: 14, Human Colonials.
 81. Oredonat (238,145), {10,37,85,128,204,220,225,235} within 7.0 LY. Radius 5358 km. Confederacy, Average Ind. Pop. 5.1 B, Prod. 33048 MCr. HC: 8, TL: 12, Human Colonials.
145. Oninriar (243,58), {52,201,223} within 7.0 LY. Radius 6899 km. Confederacy, Poor Ind. Pop. 5.2 B, Prod. 29952 MCr. HC: 3, TL: 12, Human Colonials.
155. Rieresed (154,24), {4,23,34,57,123,131,188,189} within 7.0 LY. Radius 6554 km. Communist, Rich Ind. Pop. 4.9 B, Prod. 31360 MCr. HC: 8, TL: 12, Human Colonials.
219. Zauseris (35,193), {8,106,172,233} within 7.0 LY. Radius 3875 km. Communist, Average Ind. Pop. 5.0 B, Prod. 28800 MCr. HC: 4, TL: 12, Human Colonials.

Other High-Tech worlds:
 6. Mabelala (214,176), {13,67,78,132,176,180,240} within 7.0 LY. Radius 5846 km. Confederacy, Rich Ind. Pop. 5.4 B, Prod. 38880 MCr. HC: 7, TL: 13, Small Red Frogs.
 10. Gearzaen (245,176), {25,70,81,85,111,141,204,220,235,240} within 7.0 LY. Radius 3829 km. Corporate State, Rich Ind. Pop. 5.6 B, Prod. 49280 MCr. HC: 10, TL: 13, Large Blue Furry Rodents.
 22. Bixein (130,120), {5,49,91,92,110,140,178,179,211,239} within 7.0 LY. Radius 4482 km. Confederacy, Rich Ind. Pop. 5.4 B, Prod. 38880 MCr. HC: 10, TL: 13, Fierce Horned Birds.
 36. Birera (63,72), {40,99,184,210} within 7.0 LY. Radius 4415 km. Democracy, Rich Ind. Pop. 5.9 B, Prod. 47200 MCr. HC: 4, TL: 14, Fierce Frogs.
 38. Leorendi (151,64), {34,69,79,109,137,139,154,182,217} within 7.0 LY. Radius 3223 km. Confederacy, Rich Ind. Pop. 5.8 B, Prod. 41760 MCr. HC: 9, TL: 14, Large Yellow Rodents.
 63. Soiserla (43,137), {115,120,136,196,233,237} within 7.0 LY. Radius 4651 km. Democracy, Average Ind. Pop. 5.6 B, Prod. 40320 MCr. HC: 6, TL: 13, Fierce Black Horned Humanoids.

NOT USED?:
 43. Bexein (54,248), {80,95,98,117,160,172,245,250} within 7.0 LY. Radius 3638 km. Communist, Rich Ind. Pop. 4.9 B, Prod. 31360 MCr. HC: 8, TL: 12, Harmless Frogs.
 58. Radiqu (152,160), {5,7,56,66,76,77,110,140,152,253} within 7.0 LY. Radius 3992 km. Corporate State, Rich Ind. Pop. 5.2 B, Prod. 45760 MCr. HC: 10, TL: 12, Green Slimy Rodents.
107. Orqube (159,225), {60,119,134,173,207,215,244} within 7.0 LY. Radius 5279 km. Communist, Average Ind. Pop. 5.0 B, Prod. 28800 MCr. HC: 7, TL: 12, Yellow Insects.
116. Beenbeor (173,112), {3,55,69,76,96,104,122,152,251} within 7.0 LY. Radius 3757 km. Democracy, Rich Ind. Pop. 5.1 B, Prod. 40800 MCr. HC: 9, TL: 12, Green Furry Rodents.
132. Teriar (207,178), {6,67,88,101,159,176} within 7.0 LY. Radius 6095 km. Democracy, Poor Ind. Pop. 5.3 B, Prod. 33920 MCr. HC: 6, TL: 12, Furry Humanoids.
149. Argeveza (232,16), {18,62,201,223} within 7.0 LY. Radius 5608 km. Corporate State, Rich Ind. Pop. 5.2 B, Prod. 45760 MCr. HC: 4, TL: 12, Small Slimy Lizards.
213. Alace (101,137), {51,92,124,178,243,252} within 7.0 LY. Radius 2917 km. Corporate State, Average Ind. Pop. 5.3 B, Prod. 41976 MCr. HC: 6, TL: 12, Large Yellow Fat Birds.
223. Rilalela (237,40), {52,62,145,149,201} within 7.0 LY. Radius 6637 km. Democracy, Rich Ind. Pop. 5.1 B, Prod. 40800 MCr. HC: 5, TL: 12, Harmless Furry Insects.

High-Tech Feline worlds:
 26. Rigebi (132,192), {7,56,75,150,171,175,177} within 7.0 LY. Radius 6532 km. Corporate State, Rich Ind. Pop. 5.2 B, Prod. 45760 MCr. HC: 7, TL: 12, Blue Fat Felines.
129. Lamare (45,8), {165,186,232} within 7.0 LY. Radius 4141 km. Confederacy, Rich Ind. Pop. 5.0 B, Prod. 36000 MCr. HC: 3, TL: 12, Blue Furry Felines.
193. Anondi (82,241), {15,39,59,208,218,254,255} within 7.0 LY. Radius 5714 km. Confederacy, Average Ind. Pop. 5.1 B, Prod. 33048 MCr. HC: 7, TL: 12, Harmless Bony Felines.


TL14 = 7
TL13 = 4
TL12 = 17 (too many?)
Lobster worlds will have the most Null Gates.
Humans, Felines, and Rodents will only have them at TL12 and up.
Others will only have them typically at TL13/14.

Looks like this will be the remains of the Feline empire...or the Lobsters?
Felines have too few high-tech worlds, so Lobsters it is!

The lower-tech Lobster worlds will have a derelict Null Gate, while those of TL ~8 and up will have a fully working Null Gate.
Derelict Null Gate won't have a working navigational beacon...and either won't allow you to use them to jump to other places, have to be activated via a special mission/equipment/conditions, or need to be destroyed/disabled to prevent a disaster.


Worlds in Gal 4 to possibly add Null Gates to:
High-Tech Lobster worlds:
NONE!

Other Lobster worlds:
# 0. Isrema (16,210), {39,46,118,130,223,244,250} within 7.0 LY. Radius 6160 km. Anarchy, Poor Ind. Pop. 2.3 B, Prod. 5888 MCr. HC: 7, TL: 6, Harmless Horned Lobsters.
# 8. Riedra (29,124), {91,123,153,175} within 7.0 LY. Radius 6429 km. Anarchy, Average Agri. Pop. 1.5 B, Prod. 1920 MCr. HC: 4, TL: 3, Harmless Bug-Eyed Lobsters.
# 23. Soisonza (59,58), {9,24,89,134,179,180,194,199,203,214,236,251} within 7.0 LY. Radius 4667 km. Communist, Poor Ind. Pop. 4.7 B, Prod. 24064 MCr. HC: 12, TL: 11, Human Colonials. The world Soisonza is mildly noted for the Soisonzaian mountain lobstoid but beset by deadly earthquakes.
# 24. Zaus (68,63), {9,23,25,58,134,194,196,199,203,214,219,236} within 7.0 LY. Radius 2884 km. Anarchy, Poor Agri. Pop. 0.8 B, Prod. 768 MCr. HC: 12, TL: 1, Large Yellow Bony Lobsters.
# 40. Xeis (122,67), {16,42,80,139,172,186,222,247} within 7.0 LY. Radius 3450 km. Anarchy, Mainly Ind. Pop. 2.8 B, Prod. 6272 MCr. HC: 8, TL: 7, Large Bug-Eyed Lobsters.
# 57. Raeddi (98,145), {12,35,78,125,159,191,234,242} within 7.0 LY. Radius 2914 km. Multi-Government, Average Ind. Pop. 4.0 B, Prod. 17280 MCr. HC: 8, TL: 10, Large Black Bony Lobsters.
# 62. Isxelave (85,47), {9,25,33,52,93,129,196,219} within 7.0 LY. Radius 6229 km. Multi-Government, Poor Agri. Pop. 1.8 B, Prod. 2592 MCr. HC: 8, TL: 3, Black Horned Lobsters.
# 64. Ceerla (234,224), {32,104,112,122,165,216,232} within 7.0 LY. Radius 4330 km. Anarchy, Poor Ind. Pop. 3.1 B, Prod. 7936 MCr. HC: 7, TL: 8, Fierce Horned Lobsters.
# 88. Usraqu (126,205), {37,53,73,82,117,176,237} within 7.0 LY. Radius 4990 km. Anarchy, Poor Agri. Pop. 1.6 B, Prod. 1536 MCr. HC: 7, TL: 3, Small Yellow Bony Lobsters.
#110. Onramaon (246,30), {68,71,79,90,151,158,171,220,224,231,248} within 7.0 LY. Radius 6902 km. Multi-Government, Average Agri. Pop. 2.5 B, Prod. 4800 MCr. HC: 11, TL: 5, Yellow Slimy Lobsters.
#126. Laqusoed (119,109), {13,29,83,139,168,186} within 7.0 LY. Radius 4215 km. Multi-Government, Rich Agri. Pop. 3.2 B, Prod. 7680 MCr. HC: 6, TL: 7, Blue Horned Lobsters.
#128. Dienon (196,238), {6,155,201,226,254} within 7.0 LY. Radius 6340 km. Anarchy, Average Agri. Pop. 1.1 B, Prod. 1408 MCr. HC: 5, TL: 2, Horned Lobsters.
#136. Reeded (17,152), {85,123,130,135,154,195,198,207,213,217,221} within 7.0 LY. Radius 6417 km. Anarchy, Poor Ind. Pop. 2.7 B, Prod. 6912 MCr. HC: 11, TL: 7, Bug-Eyed Lobsters.
#152. Erzain (184,91), {20,45,101,105,119,189,208,241} within 7.0 LY. Radius 3000 km. Anarchy, Mainly Ind. Pop. 2.0 B, Prod. 4480 MCr. HC: 8, TL: 5, Yellow Bony Lobsters.
#168. Enle (110,95), {29,126,133,139,186,243,247} within 7.0 LY. Radius 3438 km. Anarchy, Poor Agri. Pop. 1.6 B, Prod. 1536 MCr. HC: 7, TL: 3, Bug-Eyed Lobsters.
#175. Mamaed (33,125), {8,67,91,123,153,225} within 7.0 LY. Radius 5665 km. Communist, Rich Agri. Pop. 3.0 B, Prod. 9600 MCr. HC: 6, TL: 6, Small Green Fat Insects. Mamaed is most famous for the Mamaedian deadly lobstoid and the Mamaedian spotted shrew.
#185. Edzaraat (54,181), {86,116,132,157,163,184,204} within 7.0 LY. Radius 4918 km. Multi-Government, Rich Agri. Pop. 2.8 B, Prod. 6720 MCr. HC: 7, TL: 6, Green Bony Lobsters.
#190. Dienorqu (153,171), {2,21,30,54,75,76,77,111,149,249,255} within 7.0 LY. Radius 6297 km. Multi-Government, Mainly Ind. Pop. 3.0 B, Prod. 10080 MCr. HC: 11, TL: 7, Yellow Horned Lobsters.
#192. Laerzaes (158,252), {97,160,164} within 7.0 LY. Radius 4254 km. Anarchy, Average Agri. Pop. 1.9 B, Prod. 2432 MCr. HC: 3, TL: 4, Horned Lobsters.
#199. Cebima (64,35), {9,23,24,33,194,196,203,214,219,236,251} within 7.0 LY. Radius 2880 km. Communist, Mainly Ind. Pop. 3.2 B, Prod. 14336 MCr. HC: 11, TL: 7, Human Colonials. The world Cebima is mildly fabled for the Cebimaian mountain lobstoid but plagued by occasional civil war.
#216. Edrari (242,233), {60,64,104,112,232} within 7.0 LY. Radius 5106 km. Anarchy, Mainly Ind. Pop. 2.8 B, Prod. 6272 MCr. HC: 5, TL: 7, Yellow Bony Lobsters.
#219. Soar (78,52), {9,24,25,33,62,93,194,196,199,203,214} within 7.0 LY. Radius 4686 km. Anarchy, Average Agri. Pop. 1.9 B, Prod. 2432 MCr. HC: 11, TL: 4, Human Colonials. The world Soar is mildly noted for the Soarian mountain lobstoid but beset by dreadful earthquakes.
#220. Isarima (242,32), {68,79,90,110,151,158,171,224,231,248} within 7.0 LY. Radius 6386 km. Communist, Rich Ind. Pop. 4.9 B, Prod. 31360 MCr. HC: 10, TL: 12, Human Colonials. This planet is mildly noted for the Isarimaian mountain lobstoid but plagued by frequent solar activity.
#238. Azaage (186,154), {56,106} within 7.0 LY. Radius 6842 km. Multi-Government, Poor Ind. Pop. 3.7 B, Prod. 14208 MCr. HC: 2, TL: 9, Green Slimy Lobsters.
#251. Dixeso (55,29), {23,180,194,199,203,214} within 7.0 LY. Radius 6199 km. Anarchy, Poor Agri. Pop. 2.0 B, Prod. 1920 MCr. HC: 6, TL: 4, Human Colonials. The world Dixeso is mildly noted for the Dixesoian mountain lobstoid but beset by deadly solar activity.
#254. Cearmate (187,233), {6,128,141,155,201,226} within 7.0 LY. Radius 4283 km. Multi-Government, Average Ind. Pop. 4.4 B, Prod. 19008 MCr. HC: 6, TL: 11, Fierce Red Horned Lobsters.

Ultra-High-Tech Worlds:
#141. Gebiisso (179,208), {2,6,69,113,155,226,254} within 7.0 LY. Radius 3763 km. Democracy, Rich Ind. Pop. 5.9 B, Prod. 47200 MCr. HC: 7, TL: 14, Human Colonials.
#197. Dicebe (31,184), {85,118,132,135,187,195,223,244} within 7.0 LY. Radius 6175 km. Democracy, Rich Ind. Pop. 5.9 B, Prod. 47200 MCr. HC: 8, TL: 14, Rodents.


Worlds in Gal 5 to possibly add Null Gates to:
Lobster worlds:
# 11. Axeus (85,221), {25,54,115,132,157,158,189,201,227} within 7.0 LY. Radius 6741 km.Confederacy, Rich Agri. Pop. 3.5 B, Prod. 12600 MCr. HC: 9, TL: 7, Red Slimy Lobsters.
# 81. Veonquat (132,229), {12,67,117,178,204,213,236} within 7.0 LY. Radius 4484 km.Feudal, Poor Agri. Pop. 1.3 B, Prod. 1560 MCr. HC: 7, TL: 2, Black Bug-Eyed Lobsters.
# 92. Azaenbi (190,22), {29,82,86,123,196,229} within 7.0 LY. Radius 6846 km.Corporate State, Average Agri. Pop. 4.2 B, Prod. 14784 MCr. HC: 6, TL: 8, Slimy Lobsters.
# 98. Ceused (202,56), {18,29,36,43,86,123,223,229} within 7.0 LY. Radius 4298 km. Multi-Government, Rich Ind. Pop. 4.3 B, Prod. 20640 MCr. HC: 8, TL: 11, Fierce Harmless Horned Lobsters.
#106. Ceenge (235,161), {119,145,190,208,237,246} within 7.0 LY. Radius 4331 km. Communist, Average Ind. Pop. 5.0 B, Prod. 28800 MCr. HC: 6, TL: 12, Fierce Horned Lobsters.
#118. Uslain (110,125), {2,95,96,114,116,245} within 7.0 LY. Radius 4974 km.Dictatorship, Rich Agri. Pop. 3.3 B, Prod. 9240 MCr. HC: 6, TL: 7, Small Red Bony Lobsters.
#123. Quinmabe (196,45), {18,29,36,42,43,86,92,98,223,229} within 7.0 LY. Radius 5572 km.Feudal, Poor Agri. Pop. 1.3 B, Prod. 1560 MCr. HC: 10, TL: 2, Bug-Eyed Lobsters.
#143. Anrige (137,25), {15,27,214,217,234} within 7.0 LY. Radius 5769 km.Communist, Average Ind. Pop. 4.2 B, Prod. 24192 MCr. HC: 5, TL: 10, Slimy Lobsters.
#160. Anisat (152,232), {1,45,60,79,117,156,213,228} within 7.0 LY. Radius 5784 km.Anarchy, Poor Ind. Pop. 2.3 B, Prod. 5888 MCr. HC: 8, TL: 6, Slimy Lobsters.
#187. Bilecedi (61,124), {74,80,131,166,182,207,252} within 7.0 LY. Radius 4413 km.Feudal, Average Agri. Pop. 2.0 B, Prod. 3200 MCr. HC: 7, TL: 4, Fierce Harmless Bug-Eyed Lobsters.
#190. Diis (239,156), {21,106,119,145,167,208,237,246} within 7.0 LY. Radius 3055 km.Confederacy, Mainly Agri. Pop. 4.6 B, Prod. 19872 MCr. HC: 8, TL: 10, Large Yellow Bony Lobsters.
#203. Geerbi (82,58), {40,65,110,125,146,188,242} within 7.0 LY. Radius 3666 km. Confederacy, Poor Ind. Pop. 4.8 B, Prod. 27648 MCr. HC: 7, TL: 11, Large Green Slimy Lobsters.
#211. Maeser (122,162), {114,192,224,255} within 7.0 LY. Radius 5754 km.Dictatorship, Poor Ind. Pop. 4.2 B, Prod. 18816 MCr. HC: 4, TL: 10, Small Harmless Slimy Lobsters.
#238. Rizace (162,67), {27,34,73,107,121,130,142,149,162,195,234,250,254} within 7.0 LY. Radius 6562 km.Feudal, Mainly Ind. Pop. 3.3 B, Prod. 9240 MCr. HC: 13, TL: 8, Yellow Bug-Eyed Lobsters.
#254. Anraer (160,88), {34,51,107,130,142,149,162,183,195,238,250} within 7.0 LY. Radius 5792 km.Confederacy, Rich Ind. Pop. 4.6 B, Prod. 33120 MCr. HC: 11, TL: 11, Slimy Lobsters.

Ultra-High-Tech Worlds:
# 39. Zaeredre (35,104), {20,84,93,124,171,207,218,247} within 7.0 LY. Radius 3875 km. Democracy, Rich Ind. Pop. 5.9 B, Prod. 47200 MCr. HC: 8, TL: 14, Human Colonials.
# 70. Tetiri (10,208), {7,137,161,173,205} within 7.0 LY. Radius 5898 km. Corporate State, Rich Ind. Pop. 6.0 B, Prod. 52800 MCr. HC: 5, TL: 14, Green Horned Lizards.
# 99. Biceenon (102,24), {10,83,91,105,110,146,153,200,235} within 7.0 LY. Radius 4454 km. Corporate State, Rich Ind. Pop. 6.0 B, Prod. 52800 MCr. HC: 9, TL: 14, Fierce Red Rodents.
#126. Cecear (255,32), {72,100,185} within 7.0 LY. Radius 4351 km. Confederacy, Rich Ind. Pop. 5.8 B, Prod. 41760 MCr. HC: 3, TL: 14, Fierce Rodents.
#198. Xevera (91,152), {2,31,37,44,63,95,127,134} within 7.0 LY. Radius 3419 km. Corporate State, Rich Ind. Pop. 6.4 B, Prod. 56320 MCr. HC: 8, TL: 15, Large Harmless Bony Humanoids.
#249. Gesolaon (10,56), {16,32,48,52,59,155,176,218,232} within 7.0 LY. Radius 3594 km. Corporate State, Rich Ind. Pop. 6.0 B, Prod. 52800 MCr. HC: 9, TL: 14, Human Colonials.


Worlds in Gal 6 to possibly add Null Gates to:
Lobster worlds:
# 10. Essoza (243,202), {46,66,77,118,140,159,186} within 7.0 LY. Radius 5363 km. Feudal, Poor Ind. Pop. 4.0 B, Prod. 12800 MCr. HC: 7, TL: 10, Human Colonials. The planet Essoza is reasonably noted for mud tennis and the Essozaian mountain lobstoid.
# 21. Iscege (102,220), {16,22,53,98,102,109,130,139,191,229,243,248} within 7.0 LY. Radius 6246 km. Corporate State, Mainly Agri. Pop. 4.8 B, Prod. 25344 MCr. HC: 12, TL: 10, Green Horned Lobsters.
# 32. Rileisis (28,5), {56,119,128,200} within 7.0 LY. Radius 6428 km. Feudal, Poor Agri. Pop. 1.3 B, Prod. 1560 MCr. HC: 4, TL: 2, Bug-Eyed Lobsters.
# 80. Orbeen (69,243), {26,51,103,169,188,239,247} within 7.0 LY. Radius 5189 km. Confederacy, Mainly Ind. Pop. 4.1 B, Prod. 20664 MCr. HC: 7, TL: 9, Insects. The planet Orbeen is cursed by killer mountain lobstoids.
# 86. Ermati (59,96), {0,4,58,69,71,131,155,210,225,252,254} within 7.0 LY. Radius 2875 km. Multi-Government, Rich Ind. Pop. 4.7 B, Prod. 22560 MCr. HC: 11, TL: 12, Black Bony Lobsters.
#131. Usraar (76,95), {0,49,58,61,68,86,112,145,175,192,210,225,233,254} within 7.0 LY. Radius 4940 km. Democracy, Poor Agri. Pop. 2.6 B, Prod. 6240 MCr. HC: 14, TL: 4, Small Yellow Bony Lobsters.
#134. Sotean (246,62), {14,113,121,146,205,216,230,249} within 7.0 LY. Radius 4854 km. Democracy, Average Agri. Pop. 3.7 B, Prod. 11840 MCr. HC: 8, TL: 7, Fierce Red Slimy Lobsters.
#151. Teesso (12,47), {24,64,128,197,207} within 7.0 LY. Radius 2828 km. Corporate State, Poor Agri. Pop. 3.1 B, Prod. 8184 MCr. HC: 5, TL: 5, Large Blue Bony Lobsters.
#156. Teerbi (249,26), {14,113,146,171,230,245,249} within 7.0 LY. Radius 6137 km. Multi-Government, Poor Ind. Pop. 3.3 B, Prod. 12672 MCr. HC: 7, TL: 8, Bony Lobsters.
#158. Anen (118,133), {85,92,99,179} within 7.0 LY. Radius 2934 km. Anarchy, Poor Agri. Pop. 1.6 B, Prod. 1536 MCr. HC: 4, TL: 3, Large Harmless Bony Lobsters.
#178. Edlate (205,78), {82,116,141,165,218} within 7.0 LY. Radius 5069 km. Corporate State, Average Agri. Pop. 3.8 B, Prod. 13376 MCr. HC: 5, TL: 7, Bony Lobsters.
#212. Reinbixe (202,115), {72,90,95,132,137,141,198,218,251,255} within 7.0 LY. Radius 6602 km. Communist, Mainly Ind. Pop. 4.0 B, Prod. 17920 MCr. HC: 10, TL: 9, Bug-Eyed Lobsters.
#218. Matilati (210,89), {82,95,141,153,178,212,217} within 7.0 LY. Radius 5842 km. Confederacy, Average Ind. Pop. 5.1 B, Prod. 33048 MCr. HC: 7, TL: 12, Human Colonials. The planet Matilati is most famous for the Matilatiian deadly lobstoid.
#226. Zaesisma (238,149), {30,31,74,126,140,149,159,234,240,241} within 7.0 LY. Radius 4078 km. Dictatorship, Rich Agri. Pop. 3.3 B, Prod. 9240 MCr. HC: 10, TL: 7, Fierce Green Bony Lobsters.
#255. Atlaonbi (216,138), {72,90,95,132,137,149,153,212} within 7.0 LY. Radius 3288 km. Feudal, Poor Ind. Pop. 2.8 B, Prod. 8960 MCr. HC: 8, TL: 7, Horned Lobsters.

Ultra-High-Tech Worlds:
# 6. Oresmaa (39,168), {1,17,75,89,143,161,181,189,193,211} within 7.0 LY. Radius 5159 km. Democracy, Rich Ind. Pop. 5.9 B, Prod. 47200 MCr. HC: 10, TL: 14, Red Rodents.
# 40. Bearrabe (150,160), {9,79,133,164,215,237} within 7.0 LY. Radius 3734 km. Corporate State, Rich Ind. Pop. 6.0 B, Prod. 52800 MCr. HC: 6, TL: 14, Frogs.
# 50. Enqura (166,128), {7,9,79,81,93,110,120,124,232} within 7.0 LY. Radius 3494 km. Corporate State, Rich Ind. Pop. 6.0 B, Prod. 52800 MCr. HC: 9, TL: 14, Green Rodents.
#144. Arente (95,72), {13,19,49,52,61,68,70,97,136,145,180,192,253} within 7.0 LY. Radius 5471 km. Confederacy, Rich Ind. Pop. 5.8 B, Prod. 41760 MCr. HC: 13, TL: 14, Small Red Frogs.
#149. Diesanen (227,120), {31,90,153,217,226,241,255} within 7.0 LY. Radius 6371 km. Corporate State, Rich Ind. Pop. 6.4 B, Prod. 56320 MCr. HC: 7, TL: 15, Bony Birds.
#204. Radiesar (167,80), {7,25,45,120,154,163} within 7.0 LY. Radius 4007 km. Democracy, Rich Ind. Pop. 5.9 B, Prod. 47200 MCr. HC: 6, TL: 14, Yellow Insects.


Worlds in Gal 7 to possibly add Null Gates to:
Lobster worlds:
# 2. Ceor (128,242), {24,34,54} within 7.0 LY. Radius 4224 km. Corporate State, Poor Ind. Pop. 4.6 B, Prod. 32384 MCr. HC: 3, TL: 10, Fierce Red Horned Lobsters.
# 6. Raedre (99,200), {12,53,100,107,174,188,240} within 7.0 LY. Radius 3939 km. Confederacy, Rich Ind. Pop. 5.8 B, Prod. 41760 MCr. HC: 7, TL: 14, Yellow Bony Lobsters.*
# 57. Ausaso (184,224), {8,29,63,68,91,98,140,216,219,230,252} within 7.0 LY. Radius 6840 km.    Feudal, Poor Ind. Pop. 2.8 B, Prod. 8960 MCr. HC: 11, TL: 7, Red Slimy Lobsters.
# 74. Orrienar (57,43), {23,86,127,148,177,199,251} within 7.0 LY. Radius 5177 km.    Dictatorship, Mainly Ind. Pop. 3.5 B, Prod. 13720 MCr. HC: 7, TL: 8, Harmless Horned Lobsters.
# 83. Beerxe (62,94), {52,99,106} within 7.0 LY. Radius 3646 km.    Communist, Average Agri. Pop. 3.1 B, Prod. 7936 MCr. HC: 3, TL: 6, Black Slimy Lobsters.
# 88. Esrixear (187,89), {80,135,143,225,226,231} within 7.0 LY. Radius 5307 km. Democracy, Average Ind. Pop. 5.6 B, Prod. 40320 MCr. HC: 6, TL: 13, Small Yellow Horned Lobsters.*
# 89. Maedrebe (10,98), {56,67,132,163,194,198,209,250} within 7.0 LY. Radius 5642 km.    Feudal, Poor Ind. Pop. 3.6 B, Prod. 11520 MCr. HC: 8, TL: 9, Small Slimy Lobsters.
#114. Tezaxe (64,167), {36,46,85,154,187,192,210,212,213} within 7.0 LY. Radius 5952 km.    Corporate State, Poor Agri. Pop. 3.1 B, Prod. 8184 MCr. HC: 9, TL: 5, Human Colonials.    The world Tezaxe is mildly noted for the Tezaxeian mountain lobstoid but beset by dreadful earthquakes.
#127. Qulearbi (47,23), {40,74,86,128,158,165} within 7.0 LY. Radius 5423 km.    Multi-Government, Poor Agri. Pop. 2.6 B, Prod. 3744 MCr. HC: 6, TL: 5, Human Colonials.    The world Qulearbi is mildly noted for the Qulearbiian mountain lobstoid but beset by frequent solar activity.
#135. Aededle (176,88), {80,88,102,225,231} within 7.0 LY. Radius 6832 km. Democracy, Rich Ind. Pop. 4.7 B, Prod. 37600 MCr. HC: 5, TL: 11, Red Slimy Lobsters.
#163. Veis (5,68), {7,19,56,67,89,198,209,211,250} within 7.0 LY. Radius 4357 km.    Communist, Mainly Agri. Pop. 3.3 B, Prod. 12672 MCr. HC: 9, TL: 7, Black Bug-Eyed Lobsters.
#164. Becedibi (245,125), {37,112,133,179,183} within 7.0 LY. Radius 3829 km.    Anarchy, Poor Agri. Pop. 1.2 B, Prod. 1152 MCr. HC: 5, TL: 2, Human Colonials.    The planet Becedibi is most famous for the Becedibiian deadly lobstoid and its pink Inet plant plantations.
#180. Essoat (47,141), {5,36,46,99,151} within 7.0 LY. Radius 5167 km.    Anarchy, Poor Agri. Pop. 2.0 B, Prod. 1920 MCr. HC: 5, TL: 4, Small Horned Lobsters.
#190. Leveti (127,149), {0,25,33,55,66,82,93,105,119,168,170,254} within 7.0 LY. Radius 3199 km.    Feudal, Poor Agri. Pop. 2.5 B, Prod. 3000 MCr. HC: 12, TL: 5, Large Harmless Horned Lobsters.
#201. Esvesoso (103,133), {1,42} within 7.0 LY. Radius 5223 km.    Feudal, Poor Agri. Pop. 2.5 B, Prod. 3000 MCr. HC: 2, TL: 5, Small Red Horned Lobsters.
#211. Maarbi (16,46), {7,19,56,67,90,163,198,209,250} within 7.0 LY. Radius 5648 km.    Communist, Average Agri. Pop. 2.3 B, Prod. 5888 MCr. HC: 9, TL: 4, Small Red Frogs.    The planet Maarbi is most noted for the Maarbiian mountain lobstoid and the Maarbiian evil talking treeoid.
#220. Zaerma (117,22), {32,48,70,121,136,141} within 7.0 LY. Radius 3957 km.    Communist, Average Agri. Pop. 2.7 B, Prod. 6912 MCr. HC: 6, TL: 5, Fierce Green Bony Lobsters.
#224. Zaed (242,233), {4,222} within 7.0 LY. Radius 4082 km. Multi-Government, Average Ind. Pop. 4.0 B, Prod. 17280 MCr. HC: 2, TL: 10, Fierce Bony Lobsters.
#227. Xeisa (78,140), {36,38,42,85,154,210} within 7.0 LY. Radius 3406 km.    Communist, Mainly Agri. Pop. 3.7 B, Prod. 14208 MCr. HC: 6, TL: 8, Large Horned Birds.	Xeisa is most noted for the Xeisaian deadly lobstoid and its pink Xeisaian Enst Enstweed plantations.
#230. Cebeor (199,229), {8,28,57,68,69,91,96,98,140,216,219} within 7.0 LY. Radius 4295 km.    Confederacy, Rich Agri. Pop. 4.3 B, Prod. 15480 MCr. HC: 11, TL: 9, Fierce Horned Lobsters.
#247. Reesquen (225,152), {37,41,111,133,150,179,193,202} within 7.0 LY. Radius 6625 km. Democracy, Rich Ind. Pop. 5.1 B, Prod. 40800 MCr. HC: 8, TL: 12, Bug-Eyed Lobsters.

Ultra-High-Tech Worlds:
# 53. Quandixe (87,200), {6,12,77,100,107,187,188,240} within 7.0 LY. Radius 5463 km. Corporate State, Rich Ind. Pop. 6.4 B, Prod. 56320 MCr. HC: 8, TL: 15, Human Colonials.
# 66. Maraus (135,160), {0,25,55,82,93,103,105,119,168,170,190,197,217,254} within 7.0 LY. Radius 5767 km. Corporate State, Rich Ind. Pop. 6.4 B, Prod. 56320 MCr. HC: 14, TL: 15, Small Yellow Lizards.
# 71. Angeriri (159,8), {13,64,81,104,122,160,169,204,221} within 7.0 LY. Radius 5791 km. Democracy, Rich Ind. Pop. 5.9 B, Prod. 47200 MCr. HC: 9, TL: 14, Red Lizards.
# 87. Inlaoran (247,16), {75,108,118,147} within 7.0 LY. Radius 6135 km. Democracy, Rich Ind. Pop. 5.9 B, Prod. 47200 MCr. HC: 4, TL: 14, Red Insects.
#103. Cerianon (151,160), {10,55,58,66,170,203,217} within 7.0 LY. Radius 4247 km. Democracy, Rich Ind. Pop. 5.9 B, Prod. 47200 MCr. HC: 7, TL: 14, Fierce Harmless Rodents.
#119. Bionbiin (127,184), {0,66,93,168,190,197,249,254} within 7.0 LY. Radius 4479 km. Democracy, Rich Ind. Pop. 5.9 B, Prod. 47200 MCr. HC: 8, TL: 14, Fierce Harmless Frogs.
#184. Zarausxe (143,64), {21,51,64,124,129,162,208,242} within 7.0 LY. Radius 3983 km. Democracy, Rich Ind. Pop. 5.9 B, Prod. 47200 MCr. HC: 8, TL: 14, Fierce Red Insects.
#229. Articeso (3,137), {115,139,214} within 7.0 LY. Radius 5379 km. Corporate State, Average Ind. Pop. 6.1 B, Prod. 48312 MCr. HC: 3, TL: 14, Human Colonials.

Almost needed to cross Great Rift:
# 17. Esarxeve (45,211), {30,79,125,161,178,191,205} within 7.0 LY. Radius 5165 km.    Confederacy, Mainly Ind. Pop. 4.1 B, Prod. 20664 MCr. HC: 7, TL: 9, Small Green Insects.
#178. Xeonar (39,181), {17} within 7.0 LY. Radius 3367 km.    Corporate State, Rich Agri. Pop. 4.9 B, Prod. 21560 MCr. HC: 1, TL: 10, Human Colonials.



Worlds in Gal 8 to possibly add Null Gates to:
Lobster worlds:
# 16. Teescear (255,204), {161} within 7.0 LY. Radius 6143 km.    Anarchy, Average Agri. Pop. 2.3 B, Prod. 2944 MCr. HC: 1, TL: 5, Yellow Bony Lobsters.
# 33. Ceanquan (185,187), {47,55,78,113,145,158,220,254} within 7.0 LY. Radius 4281 km.    Dictatorship, Mainly Ind. Pop. 3.5 B, Prod. 13720 MCr. HC: 8, TL: 8, Fierce Green Horned Lobsters.
# 39. Aedis (116,116), {23,35,38,41,45,64,104,125,154,168,175,233,241} within 7.0 LY. Radius 6772 km.    Democracy, Mainly Agri. Pop. 3.5 B, Prod. 16800 MCr. HC: 13, TL: 7, Yellow Slimy Lobsters.
# 40. Anri (133,253), {59,80,105,232,252} within 7.0 LY. Radius 5765 km.    Democracy, Rich Agri. Pop. 3.6 B, Prod. 14400 MCr. HC: 5, TL: 7, Harmless Slimy Lobsters.
# 41. Orlaaror (122,128), {35,39,45,64,104,125,168,192,233} within 7.0 LY. Radius 5242 km. Confederacy, Rich Ind. Pop. 5.4 B, Prod. 38880 MCr. HC: 9, TL: 13, Red Horned Lobsters.*
# 42. Edandi (89,234), {6,57,65,66,81,126,159,250} within 7.0 LY. Radius 4953 km.    Feudal, Poor Ind. Pop. 3.2 B, Prod. 10240 MCr. HC: 8, TL: 8, Blue Bony Lobsters.
# 44. Quedbiqu (147,42), {8,56,70,91,150} within 7.0 LY. Radius 5523 km. Dictatorship, Poor Ind. Pop. 4.6 B, Prod. 20608 MCr. HC: 5, TL: 11, Green Bug-Eyed Lobsters.
# 59. Zainat (134,245), {29,40,80,105,153,232,252} within 7.0 LY. Radius 3974 km.    Corporate State, Rich Agri. Pop. 4.5 B, Prod. 19800 MCr. HC: 7, TL: 9, Fierce Harmless Bony Lobsters.
# 82. Inorle (59,80), {37,74,96,100,174,176,179,183} within 7.0 LY. Radius 5947 km. Dictatorship, Rich Ind. Pop. 5.2 B, Prod. 29120 MCr. HC: 8, TL: 13, Harmless Bony Lobsters.*
# 85. Uszasora (90,161), {5,12,133,142,222,241} within 7.0 LY. Radius 4954 km. Communist, Average Ind. Pop. 4.6 B, Prod. 26496 MCr. HC: 6, TL: 11, Small Yellow Bony Lobsters.
# 93. Arlale (193,72), {4,32,34,68,92,185,186,191,196,204} within 7.0 LY. Radius 5569 km. Democracy, Rich Ind. Pop. 5.1 B, Prod. 40800 MCr. HC: 10, TL: 12, Small Bug-Eyed Lobsters.
# 95. Ceened (172,215), {47,55,112,117,158,254} within 7.0 LY. Radius 2988 km.    Communist, Poor Agri. Pop. 2.0 B, Prod. 3840 MCr. HC: 6, TL: 3, Large Red Bony Lobsters.
#115. Bebima (177,1), {87,90,134,160,170,242} within 7.0 LY. Radius 3761 km. Confederacy, Average Ind. Pop. 4.7 B, Prod. 30456 MCr. HC: 6, TL: 11, Slimy Lobsters.
#122. Inusge (14,13), {14,18,25,26,31,83,108,152,163,190} within 7.0 LY. Radius 5902 km.    Confederacy, Rich Agri. Pop. 3.9 B, Prod. 14040 MCr. HC: 10, TL: 8, Green Bony Lobsters.
#152. Esinen (28,6), {18,25,26,51,108,122,163,189,224} within 7.0 LY. Radius 5148 km.    Multi-Government, Average Agri. Pop. 1.7 B, Prod. 3264 MCr. HC: 9, TL: 3, Small Horned Lobsters.
#153. Uszave (137,210), {10,59,72,75,219,248,252} within 7.0 LY. Radius 5001 km.    Feudal, Poor Ind. Pop. 3.2 B, Prod. 10240 MCr. HC: 7, TL: 8, Small Yellow Bony Lobsters.
#155. Birare (18,59), {25,31,51,60,71,83,106,111,188,206,209,236} within 7.0 LY. Radius 4370 km. Corporate State, Mainly Ind. Pop. 5.1 B, Prod. 31416 MCr. HC: 12, TL: 11, Fierce Harmless Bug-Eyed Lobsters.
#163. Rain (23,20), {14,18,25,26,51,83,108,122,152,189} within 7.0 LY. Radius 3863 km.    Feudal, Average Agri. Pop. 2.8 B, Prod. 4480 MCr. HC: 10, TL: 6, Harmless Bony Lobsters.
#176. Laedon (50,81), {24,37,74,82,96,174,183} within 7.0 LY. Radius 4146 km.    Anarchy, Mainly Ind. Pop. 2.8 B, Prod. 6272 MCr. HC: 7, TL: 7, Human Colonials.    The world Laedon is mildly noted for the Laedonian mountain lobstoid but beset by deadly earthquakes.
#183. Biinceor (50,51), {24,37,82,174,176,207,237} within 7.0 LY. Radius 4402 km.    Multi-Government, Mainly Ind. Pop. 3.4 B, Prod. 11424 MCr. HC: 7, TL: 8, Fierce Blue Bug-Eyed Lobsters.
#185. Letioned (198,47), {4,11,34,92,93,166,186,196,243,253} within 7.0 LY. Radius 3270 km.    Feudal, Poor Agri. Pop. 2.1 B, Prod. 2520 MCr. HC: 10, TL: 4, Human Colonials.    The world Letioned is fabled for its fabulous cuisine and the Letionedian mountain lobstoid.
#190. Biorle (1,17), {0,14,18,26,31,83,108,122,236} within 7.0 LY. Radius 4353 km.    Multi-Government, Average Ind. Pop. 3.6 B, Prod. 15552 MCr. HC: 9, TL: 9, Human Colonials.    This planet is mildly noted for the Biorleian mountain lobstoid but plagued by unpredictable civil war.
#196. Vezaorla (190,47), {4,11,34,92,93,185,186,253} within 7.0 LY. Radius 4542 km.    Feudal, Poor Agri. Pop. 2.1 B, Prod. 2520 MCr. HC: 8, TL: 4, Yellow Bug-Eyed Lobsters.
#212. Belabia (220,132), {49,52,97,138,148,180,198,238} within 7.0 LY. Radius 3804 km.    Confederacy, Mainly Agri. Pop. 3.4 B, Prod. 14688 MCr. HC: 8, TL: 7, Black Slimy Lobsters.
#222. Ondizaat (86,182), {85,142,156,165} within 7.0 LY. Radius 6742 km.    Multi-Government, Average Agri. Pop. 2.5 B, Prod. 4800 MCr. HC: 4, TL: 5, Black Slimy Lobsters.
#229. Beorsora (90,74), {28,36,58,89,109,140,143,234,235,246,251} within 7.0 LY. Radius 3674 km.    Anarchy, Poor Ind. Pop. 3.1 B, Prod. 7936 MCr. HC: 11, TL: 8, Black Slimy Lobsters.
#240. Edzaar (172,63), {34,56,62,91,149,186,194} within 7.0 LY. Radius 5036 km.    Anarchy, Poor Agri. Pop. 0.8 B, Prod. 768 MCr. HC: 7, TL: 1, Blue Bony Lobsters.
#244. Isaso (218,88), {54,61,68,69,116,138,198,243} within 7.0 LY. Radius 6362 km. Confederacy, Rich Ind. Pop. 5.4 B, Prod. 38880 MCr. HC: 8, TL: 13, Horned Lobsters.*

Ultra-High-Tech Worlds:
# 2. Ererso (38,249), {88,171,211,215} within 7.0 LY. Radius 2854 km.    Corporate State, Average Ind. Pop. 5.7 B, Prod. 45144 MCr. HC: 4, TL: 13, Human Colonials.
# 7. Vegedius (147,121), {73,102,110,120,127,177,184,193,201} within 7.0 LY. Radius 4499 km.    Democracy, Average Ind. Pop. 5.6 B, Prod. 40320 MCr. HC: 9, TL: 13, Red Horned Birds.
# 34. Enustien (187,58), {11,62,93,185,186,196,204,240} within 7.0 LY. Radius 3515 km.    Corporate State, Poor Ind. Pop. 5.8 B, Prod. 40832 MCr. HC: 8, TL: 13, Human Colonials.
# 83. Geintiso (7,33), {0,14,18,25,26,31,106,108,122,155,163,188,190,206,236} within 7.0 LY. Radius 3591 km.    Confederacy, Average Ind. Pop. 5.5 B, Prod. 35640 MCr. HC: 15, TL: 13, Human Colonials.
#125. Anrasoti (119,129), {35,39,41,45,64,104,133,168,192,233,241} within 7.0 LY. Radius 5751 km.    Democracy, Average Ind. Pop. 5.6 B, Prod. 40320 MCr. HC: 11, TL: 13, Human Colonials.
#137. Zarila (18,200), {9,118,121,147,216} within 7.0 LY. Radius 3858 km.    Confederacy, Rich Ind. Pop. 5.4 B, Prod. 38880 MCr. HC: 5, TL: 13, Human Colonials.
#145. Tevebebi (191,218), {1,33,112,214,217} within 7.0 LY. Radius 6079 km.    Corporate State, Poor Ind. Pop. 5.8 B, Prod. 40832 MCr. HC: 5, TL: 13, Human Colonials.
#147. Zaonrixe (26,192), {9,13,121,137,216} within 7.0 LY. Radius 3866 km.    Confederacy, Rich Ind. Pop. 5.4 B, Prod. 38880 MCr. HC: 5, TL: 13, Fierce Yellow Horned Lizards.
#180. Arance (223,145), {49,52,97,138,148,203,212,238} within 7.0 LY. Radius 5599 km.    Confederacy, Average Ind. Pop. 5.5 B, Prod. 35640 MCr. HC: 8, TL: 13, Human Colonials.
#187. Soceorbi (107,18), {63,79,103,146,167,178,181,205} within 7.0 LY. Radius 4715 km.    Corporate State, Poor Ind. Pop. 5.8 B, Prod. 40832 MCr. HC: 8, TL: 13, Fierce Red Bug-Eyed Birds.
#188. Bibirale (6,57), {0,14,31,60,83,106,111,155,206,236} within 7.0 LY. Radius 4358 km.    Corporate State, Average Ind. Pop. 5.7 B, Prod. 45144 MCr. HC: 10, TL: 13, Human Colonials.
#194. Quxege (166,33), {56,62,87,91,134,149,150,170,240,242} within 7.0 LY. Radius 5542 km.    Corporate State, Average Ind. Pop. 5.7 B, Prod. 45144 MCr. HC: 10, TL: 13, Green Frogs.
#200. Zabixedi (119,201), {10,72,75,86,208,219,231} within 7.0 LY. Radius 3959 km.    Democracy, Average Ind. Pop. 5.6 B, Prod. 40320 MCr. HC: 7, TL: 13, Fierce Felines.
#218. Xeoresce (14,104), {17,21,60,71,94,111,129,199,221} within 7.0 LY. Radius 3342 km.    Confederacy, Rich Ind. Pop. 5.4 B, Prod. 38880 MCr. HC: 9, TL: 13, Human Colonials.
#226. Tequenes (59,162), {27,99,156,164,228} within 7.0 LY. Radius 5947 km.    Corporate State, Poor Ind. Pop. 5.8 B, Prod. 40832 MCr. HC: 5, TL: 13, Blue Bug-Eyed Frogs.
#241. Veusbi (103,138), {12,35,39,85,125,133,154,192,233} within 7.0 LY. Radius 4455 km.    Corporate State, Poor Ind. Pop. 5.8 B, Prod. 40832 MCr. HC: 9, TL: 13, Yellow Furry Insects.

#251. Esusale (94,96), {23,30,58,131,143,154,173,229,233,234,235,246} within 7.0 LY. Radius 5214 km. Corporate State, Rich Ind. Pop. 6.0 B, Prod. 52800 MCr. HC: 12, TL: 14, Human Colonials.



[07:57]	<Switeck>	I'm doing some research on my current big project for Oolite. 8)
[07:57]	<Switeck>	...gotta find the appropriate places for some things/events.
[07:58]	<Smivs>	Hi Switeck
[07:59]	<Switeck>	Relics of an ancient empire...
[07:59]	<Switeck>	Which hide a terrible curse. XD
[08:01]	<Smivs>	Sounds cool :)
[08:02]	<Switeck>	Know a quick way I can find all the systems with certain population types (lobsters, rodents, felines, insects, humans, etc)?
[08:02]	<El_Viejo>	What type of appropriate' places?
[08:03]	<Switeck>	System info basis, system locations...
[08:03]	<El_Viejo>	Use the spreadsheet?
[08:03]	<Switeck>	never
[08:05]	<Switeck>	anyone know a link to the system info for all 8 Galaxy Charts?
[08:06]	<El_Viejo>	Only the long list on the wiki... not what you're after, I expect.
[08:06]	<Switeck>	it'll do
[08:07]	<El_Viejo>	This you mean: http://wiki.alioth.net/index.php/Oolite_planet_list
[08:11]	<Switeck>	I can do word searches on that, so it'll be quicker than what I'm currently doing (looking in-game using my autojumper)
[08:11]	<El_Viejo>	Is it a specific race you're looking for?
[08:12]	<Switeck>	yes, among other things...
[08:13]	<El_Viejo>	Gov type and location?
[08:13]	<Switeck>	This is barely emerging past idea stage atm...but possibly yes.
[08:14]	<Switeck>	location is important, gov type isn't.
[08:14]	<El_Viejo>	Tech level matters not?
[08:16]	<El_Viejo>	ClymAngus' vector pdfs may help as well.
[08:16]	<Switeck>	Tech Level will have some effect...
[08:17]	<Switeck>	I'm trying to decide what stats matter for what I'm trying to do/place as far as items/events.
[08:19]	<El_Viejo>	When I'm planning routes for Oofic (or oxps), I use Clym's maps (which tell you what races inhabit which planets) to find the places I need, then refer to the list for the full planet info.
[08:18]	<Switeck>	Seems there's a dearth of high TL worlds in Galaxy 3.
[08:19]	<Switeck>	That's where this will most likely be set at least in large part.
[08:20]	* El_Viejo	nods
[08:20]	<Switeck>	# 42. Orzaedve (186,16), {87,135,157,163,174,188,194,198,212} within 7.0 LY. Radius 5306 km. Corporate State, Rich Ind. Pop. 6.0 B, Prod. 52800 MCr. HC: 9, TL: 14, Harmless Horned Lobsters.
[08:20]	<Switeck>	# 54. Teedus (19,8), {118,121,161,165,185} within 7.0 LY. Radius 5907 km. Confederacy, Rich Ind. Pop. 5.8 B, Prod. 41760 MCr. HC: 5, TL: 14, Black Bony Lobsters.
[08:23]	<El_Viejo>	Lobstoids?
[08:24]	<Switeck>	just info atm...
[08:24]	<Switeck>	I might consider using Felines instead...but there's already a Lovecats OXP :P
[08:26]	<El_Viejo>	I make it ten systems inhabited by lobstoids in G3.
[08:28]	<Switeck>	I found 11 such worlds
[08:28]	<Smivs>	Lovelobstoids ? :P
[08:28]	<El_Viejo>	Hey, it was a quick count!
[08:28]	<Switeck>	This is the remains of their ancient empire that I'm trying to piece together.
[08:29]	<El_Viejo>	I'd use rodent, myself.
[08:29]	<Switeck>	To clue you in...it's for my Null Gates OXP.
[08:31]	<Switeck>	A very few "working" ones will be found in high tech systems of their old empire. A few "defunct" ones might be found elsewhere. And why they're not heavily used anymore will be included.
[08:36]	<Switeck>	In the distant past, they were predominately used to travel between the stars. They were thought of as nothing more than a link between systems...but it turns out they could be used to open a door to "beyond known space".
[08:36]	* Smivs	grins
[08:37]	<Switeck>	While I don't have a way to link to another Galaxy Chart (whether between 1-8 or "beyond"), I can already get these Null Gates to spit out ships of pretty much any kind that will fit.
[08:39]	<Switeck>	And I can also use them to move the player's ship (or even NPC ships) to other systems and/or misjump locations.
[08:39]	<Switeck>	It was just a matter of splicing my Autojumper OXP testing tool logic into them.
[08:41]	<Switeck>	(This includes reaching the unreachable systems in Galaxy Chart 3, though Null Gates placed in those systems wouldn't work for leaving them...)
[08:41]	<El_Viejo>	The search for G9 continues.
[08:43]	<Switeck>	One odd point of relative inaccessibility I got to in Gal Ch.3 has no systems within 5 LY of it and no normal jump paths any closer than that.
[08:46]	<Switeck>	It seems the perfect place for something special...
[08:49]	<Switeck>	Hacked savegames can create the illusion of other galaxy charts...but you can't escape them from what I understand.
[08:53]	* El_Viejo	nods
[08:56]	<Switeck>	Felines seems "out", they only have 3 systems in Gal3 over TL 11!
[09:04]	<Switeck>	There's 7 TL14 systems, but only 4 TL13 systems, and no TL15 systems...so unless I include some TL12 systems Null Gates will seem rare.
[09:14]	<Switeck>	mission.markSystem is letting me see visually ingame where these systems are located so I can thin them out or add more.


The setting seems best to be in Galaxy 3, where I can demonstrate the "Wyldride" path to the unreachable systems.
It can also be interleaved with the Thargoid Plans original mission...making Thargoids pour out of the (Null) Warp Gates if you're passing near one along the way.
Can also toss it in if other Thargoid-related missions are active. :)
Now goes active if Galactic Navy OXP is experiencing Thargoid invasions in a system.

I was intending it to only be used in Galaxy 8, lower left to reach the inaccessible system.
But that doesn't quite work correctly, so it's still just a proof-of-concept design.


At the TL13/14/15 worlds, are the remains of the region's previous great power...their warp gates. At their old capital world, they still maintain a working warp gate. For 250 credits, it can take you anywhere in the region.

--------

Copy relevant portions of BlOomberg Markets OXP/Snoopers OXP so Null Gates can post news of major events.
To prevent trying to run Snoopers news when Snoopers is unavailable, use this code:
   if(!worldScripts.snoopers) harakiri = true;

For actual posting of news, does this work?:
this.prepareScreen = function()
{
	var obj = new Object();
	if(missionVariables.SE_status === "RUNNING" && clock.days > missionVariables.SE_deadline){
		obj = {ID:this.name,Message:expandMissionText("SE_reset_event"),Pic:"SE-bloomberg.png",Music:"SE-stockmarket.ogg",Priority:2};
		this.passScreen(obj,null);
		return;
	}
}

Need to create a missiontext.plist file containing details...

These aren't so much mission briefings as they are reported EVENTS!

Snoopers News:
------------
Need to differentiate the Null Gates into 2 kinds:  "working" and "derelict" gates. The working ones look/act like stations, while the derelict ones are Thargoid role types so Thargoids won't attack them. Even getting near a Derelict Null Gate for too long can be hazardous...it may spit out a Thargoid warship every so often!

The "missions" should be event + player driven!
0.Just visiting Galaxy 3 for the first time should get the announcement briefing:
"nullgate_brief" = "In the distant past, before humans ever traveled to the stars, the Lobstoid Empire was at its peak.

1.Being even vaguely near system ID 54 (top left) should trigger this:
"nullgate_brief1" = "The massive Null Space Warp Gate at what was historically the Lobstoid Empire's secondary capital of Teedus (in Galaxy Chart 3) has been reactivated
...should happen quickly after visiting Gal 3!

2.Being near Uszale (ID=118) should trigger this:
"nullgate_brief2" = "An old Asteroid prospector in a Cobra 1 was in the low-tech system of Uszale
May be delayed due to slow actions by player, it's an important breadcrumb/clue to how to get to Ditere (ID=133)!

3.Being *AT* Systems 54 or 129 should trigger this:
"nullgate_brief3" = "The Exion Valdiaz, an Anaconda heavy hauler freighter, disappeared after passing through the Null Gate at Teedus along its regular scheduled route to Lamare

4.Re-visiting Systems 54 or 129 should trigger this:
"nullgate_brief4" = "The Exion Valdiaz has now been found at Ersodi
Can only be triggered some time AFTER the previous report that the Exion Valdiaz went missing.

5.If Constrictor Mission is active and/or completed...or worse, the Thargoid Plans mission is active and/or completed...
"nullgate_brief5" = "Thargoid attacks have been reported on the rise in-and-around...

6.Need to reveal the location of at least 1 derelict Null Gate.
...Get sent to locate and "examine" that Null Gate.
"Locate the Null Gate purportedly in system 118. Once near it, target the Null Gate and approach within 4 km of it but do not shoot it. We do not know how fragile that Null Gate is, so do not damage it. If anything unusual happens, please add that in your report as well."
(You could also complete this mission on your own initiative as a result of mission #2. This step needs to code for that possibility.)
Retrieve the traffic LOGS from the derelict Null Gate at 118...to explain what happened in the past.
Requires your ship to remain at 0 speed within ~4 km of the station for a full minute...but while that happen, the Null Gate treats this as an attack -- and launches Thargoid Warships to "defend" itself.

7.Humans in system XXX (change to a system later!) finally reactivated another derelict Null Gate. [This will have to be a TL12 system, so they slightly lack the expertise to get everything right/perfect.]
An unknown Moray Star Boat attacks the Null Gate with lasers and/or missiles.
Worst-case, it triggers a massive Thargoid attack out of the Null Gate.


In more "dangerous" systems, pirates might set up ambushes between the planet and the Null Gate. These need not be successful or long-lived, just part of the plot in some tiny way. Or more like *NOT* a significant part of the plot...just another red herring to confound the real plot.

The reason for the location of the Null Gates (closer to the parent star than the main planet) is because the star recharges it...and because in case of a gate disaster the planet is unlikely to be in danger. SO an "ordinary" Null Gate couldn't be in interstellar space, since it wouldn't have a nearby star to recharge it.
Currently, Null Gates are a little TOO close to the star -- my super ship slowly overheats just from being there!


Make the jump-chain timer only display the resulting time of all the jumps *IF* you've completed some of the missions above.
Maybe the timer is a special device from the Galactic Navy to record how these jumps work?

If Null Gates are used as a shortcut method for the "Thargoid Plans" mission, have the systems you pass through/end up in (using the Null Gate/s) get ambushed by an especially big Thargoid fleet.

Galactic Navy at some point seeks to find and neutralize the Thargoid concentration from which all these Thargoids are pouring through Null Gates from...
5 Navy Asp "Avengers" depart through the Null Gate in Uszale. (With their destinations set to Ditere and/or same system they're in...)
...They are never heard from again!

...cue to "Jacob's Ladder" location in interstellar space where a supermassive wormhole is being constantly "fed" Thargoids that are arriving regularly from "parts unknown".
Bad routes via NG (jumping with no destination set/same system) can trigger the route to the giant wormhole in interstellar space. May only happen at Null Gates within "X" light-years from the giant wormhole.
Player's next jump after getting NEAR the giant wormhole will be a misjump. (...unless they have Misjump Inducer OXP!)
Going through the supermassive wormhole should prove "interesting"...I don't know what to do there yet!




Visiting any active Null Gate system main station should "map out" all officially active Null Gates in Galaxy Chart 3!

Active Null Gates at systems: x, x, x, etc...
Derelict Null Gates at systems: x, x, x, etc...

All the Derelict Null Gates represent systems that managed to shut down their Null Gates before being completely overrun/overwhelmed by Thargoids. Once cut-off from the rest of their empire, their civilization in that system collapsed.
Unfortunately, since then...Thargoids have discovered a way to reactivate those Null Gates!
The Null Gates were converted from a 2-way (Gate-to-Gate) system to a 1-way (Gate-to-Witchpoint) system and reactivated -- thanks to help from human outsiders who brought with them a slightly different type of hyperspace technology. (Reg Hyperspace jumps, Misjumps, and Galactic Hyperdrives...)


Certain factions exist concerning the Null Gates:
1.Thargoids -- they seem able to use derelict Null Gates with impunity, possibly/probably in 2-way mode? Thargoid Warships, Thargons, primitive Thargoid Warship
2.Galactic Navy -- they want to co-opt and reactivate derelict Null Gates for their own use. Asp (fighter), Anaconda (transport/freighter), Boa 2 (Light Cruiser!), Shuttle/Transport/Worm (landing craft)
3.Lobstoid empire remanants -- they want to reactivate derelict Null Gates and use them how they did at the height of their power. Freighters/traders...some Morays...lots of mixed types. Basic Traders!
4.Lobstoid secret faction -- Derelict Null Gates should NOT be reactivated, or Thargoids will invade in full. Even still-active Null Gates should probably be shut down or even destroyed! Pilots Morays mostly.
5.Pirates -- opportunists in the area, hardly care about Null Gates one way or another...your cargo though, they want to make theirs! various craft...mostly pirate types.

Ships disappear all the time, what with pirates and collisions and even Thargoid attacks. Such events are not noteworthy.
So for the missing ones that used the Null Gates to be reported by the news...there has to be a reporting motive:
1.Entertainment by the standard news agencies (Snoopers!)
2."Travel Advisory" by local systems, because they're being wary.
3.Smear campaign against the Null Gates (and thus against the remains of the Lobstoid empire and also the Galactic Navy)
4.Confusion alert put out by the Galactic Navy, because they want more eyes/ears looking into the matter. (Free spying!)
5.Cover story for pirates in the area -- they think they can blame missing ships (due to their ambushes) on faulty Null Gates
----
"An old Asteroid prospector in a Cobra 1 was in a low-tech system between the sun and planet when he got jumped by pirates. He injected away from them, and far away from the usual shipping routes. In the distance and near the sun he spotted what appeared to be an immense station. After his shields regenerated, he took a look and saw that it was a derelict jump gate from a much earlier era. It had no lights and appeared inactive. Worried that the pirates might still find him, he abandoned his investigation and headed to the main station...via the 'long' route away from space lanes. At the station, nobody knew anything about it...or even that it existed."
--
When the player completes the examination conditions for the derelict Null Gate at Uszale...they get a message from the distant past coming from the gate's communication logs:
A message from the distant past:
"We are being invaded/attacked by the Null Gates themselves! Shut off the Null Gates! ...and go into hiding." ...the rest of the message is gibberish.

The Researcher said:
"invaded/attacked"? Maybe something was lost in translation?
Null Gates can't hyperspace themselves, so it's hard to imagine them "attacking".
...Unless they have hidden weapons such as lasers?
A bio-weapon?
Or...a cyber-weapon, such as a computer virus?

----
In case you're wondering where Thargoids came from, it would seem "not here" (Galaxy Charts 1-8) is a correct answer. However, due to the way Null Gates work, it might not be a stretch to say they come from nowhere/somewhere/everywhere else! It is not known if Thargoids are from this universe, from another distant part of regular space (another galaxy perhaps?), or from the universe's flipside...a dark matter counterpart? But they are too numerous and too spread out to annihilate them all now. They are effectively here to stay.

Null Gates aren't stations...for ships to come out of them, these ships had to start "nearby", such as trapped in their Null Space field "inside" the N-Gate. They are/were part of a 2-way Null Gate link -- a Thargoid invasion fleet. They've been stuck there since the NG 2-way network was turned off. An attack on the Null Gate "frees" them because of old failsafes to prevent an in-route ship from being stranded en-route if one side of the 2-way Null Gate link gets damaged or destroyed. So the Null Gate gets hit, and it randomly spits out whatever was in transit in the past that never arrived. This also means as bad as things might seem, the Thargoid invasion fleet is/was finite in size. (Except ONLY the amount trapped were finite, Thargoids have had many years of mass-production replenishment since then!)

"Regular" misjumps induced by Thargoids happen all around...only these have (slightly?) more Thargoids waiting in ambush in interstellar space. (maybe 4-10 instead of the usual 1-5?)

Isn't it odd that you never once see Thargoids make a wormhole of their own...but you often see them use others' wormholes?
So this super-huge Wormhole(tm) may not be made by them either. But if not by them, by what or who? ...And why?
That is a question to answer at another time.
The Super-Huge Wormhole could be scripted to "dump" you out of a random Null Gate in the same Galactic Chart. That would explain possibly how/why the Thargoids are using it...

The "end-game" has to be the Null Gates get reconfigured to block 2-way Thargoid passage through them. That can only be done after recovering lost data as well as high tech level help. They may even need to be "flushed" of all their contents...this means spitting out every Thargoid still caught between systems.
----

Isn't it odd that you never once see Thargoids make a wormhole of their own...but you often see them use others' wormholes?
Thargoids can also ride up-stream of a wormhole and come out where it formed rather than at its exit or middle.
This explains how they can appear in a system without arriving at the witchspace beacon like everyone else.
This is the secret that allowed them to break into Null Gate wormholes and come out at the Null Gates themselves.
Plus, multi-jump Null Gate routes can "pull" Thargoids along and makes it easy for them to mass at the destination with a relatively large fleet.

Thargoids need to get "smarter" as time goes on in this mod...
They'll quit shooting asteroids (most annoying at the Thargoid Beehive super-wormhole location!).
They'll start scooping cargo and escape pods...and Thargons!
They'll quit shooting derelict ships...and somehow capture them for study.
They'll attack together...may even focus-fire sometimes?
Thargoids could get more accurate with their lasers. (better kill levels) Thargons should still mostly suck.
Their ships don't need to get more powerful -- just better tactics and/or more of them!

Dialing up the risks by slowly making these changes may make players think they're slowly getting worse.

What if Thargoids also start using "stolen" tech?
Like shield boosters and fuel injectors.

----

"Isn't it odd that you never once see Thargoids make a wormhole of their own...but you often see them use others' wormholes?
Or how they can appear in a system without arriving at the witchspace beacon like everyone else?
The only reasonable answer for that which can also solve the problem of how Thargoids figured out how to come out of the Null Gates 2-way routes...

...is that they can ride up-stream of a wormhole and come out where it formed rather than at its exit or middle."

----

"Likely the Thargoids overran and totally control whatever globular cluster or galaxy they came from.
They effectively have a near-infinite supply of ships regardless what we do, since we have no means of reaching their 'homeworlds'.
We can never win...we can only keep fighting until we lose.

The best victory we can hope for is to find their route into our region of space...and destroy it if we are able."

----

[16:25]	<Switeck>	My campaign OXP plans seem to be spiraling beyond my ability. But that's what happens when you try to make a mini-universe inside another.
[16:28]	<Okti>	Stick to normal galaxies Switeck :D
[16:29]	<Switeck>	I can honestly say this is part of a normal Galaxy Chart (#3 to be exact, for various reasons)
[16:30]	<Switeck>	The issue is the mini-universe I mean is details, nuts-and-bolts-for-how-to-make-missions-work, and "plot-connecting devices"
[16:30]	<Switeck>	How does an OXP programmer check that the player searched a space lane?
[16:30]	<Svengali>	vector math
[16:31]	<Switeck>	um...ugh
[16:31]	<Switeck>	And how does one soften the blow when the search-and-rescue job you've been assigned is doomed to fail?
[16:31]	<Switeck>	that and the supermassive genocide and apocalypse...I'm still working on those details.
[16:31]	<Switeck>	you lose in that one too
[16:32]	<El_Viejo>	You don't 'soften the blow'... you tell the player they're useless!
[16:32]	* Fatleaf	grins
[16:33]	<Switeck>	It's more complicated than that.
[16:34]	<Switeck>	A ship that goes missing appears some 50 Light-Years away about a week later.
[16:34]	<Switeck>	you're looking where the ship was expected to be, not where it is.
[16:35]	<El_Viejo>	Tell the player they need to be more 'holistic' in their approach, then.
[16:35]	<PhantorGorth>	you basically want to make the player wander enough in the right area and then tell them that what they search for is not there
[16:36]	<Switeck>	yes!
[16:37]	<PhantorGorth>	you have to have a reason for them to think that it is not there.
[16:37]	<Switeck>	you're looking for various end-solutions for the missing ship: hijacking, pirate raid, ramming an asteroid, etc
[16:37]	<Switeck>	that at least I do not
[16:38]	<PhantorGorth>	?
[16:38]	<Switeck>	I just need to figure out how to frame/bracket the search area and tell them they just need to run down it once and maybe dock with all stations along the way.
[16:39]	<Switeck>	If you do that, then at the main station you get "the princess is not in this castle, try the next one" message
[16:39]	<Switeck>	there's going to be multiple missing ships, and I already have names for 2 of them
[16:40]	<Switeck>	Exion Valdiaz, an Anaconda heavy hauler freighter
[16:40]	<Switeck>	and "Ed's Mooned" Fitsgrald, a Boa freighter
[16:40]	<PhantorGorth>	you have to somehow let them know when they are veering away from the right area
[16:41]	<Switeck>	veering away from the space-lane, you mean?
[16:41]	<PhantorGorth>	yes
[16:42]	<Switeck>	I'm thinking about adding an option at the stations "ask locals/visitors if they've seen ____", which burns up an hour each time you click it. :P
[16:42]	<PhantorGorth>	will they start at one end?
[16:45]	<Switeck>	presumably, they arrive at the witchspace beacon and go to the main station.
[16:45]	<Switeck>	but it's possible the start of the particular mission could be from a system you'd need to go the OTHER way.
[16:46]	<PhantorGorth>	well I would suggest you put up a message saying how far they are from the line from beacon to main station
[16:47]	<Switeck>	ok, maybe there's an easier way...ask the witchspace beacon if it's seen the ship/s in question. :P
[16:49]	<PhantorGorth>	then test the distance to a string of points along the lane. The first time that distance from one these point is less than the radius of the space lane (I will let you decide that) then increment a number by one. when the number is high enough you can say that they have searched enough of the lane
[16:49]	<Switeck>	I think I can decipher the Deep Space Pirates logic for that.
[16:50]	<PhantorGorth>	does that make sense?
[16:50]	<Switeck>	yes, I've already played a LOT with a hacked DSP OXP
[16:50]	<Switeck>	never thought I'd end up using that for this tho XD
[16:50]	<Switeck>	var distanceToSpacelane = Math.sqrt(playerPosition.x * playerPosition.x + playerPosition.y * playerPosition.y);
[16:51]	<PhantorGorth>	though that is for the lane witchpoint to planet
[16:52]	<PhantorGorth>	a subtle difference
[16:52]	<Svengali>	yep
[16:52]	<Switeck>	that's good enough for what I want
[16:52]	<Switeck>	and I'm painfully aware of the differences
[16:53]	<Switeck>	You're not looking for a derelict ship, you're looking for when/where/if the ship went missing. It's presumably destroyed/hijacked
[16:54]	<Switeck>	fortunately, "All roads lead to Rome." the witchspace beacon is the only point of origin that is likely to be passed by a missing ship.
[16:55]	<El_Viejo>	"All roads lead to Rome." But it's an ill wind that blows against the empire!
[16:56]	<Switeck>	that empire was destroyed and so was this one in my plot.
[16:57]	<Switeck>	It's for Null Gates OXP...which at this rate will become more of a detective's mystery novel than a combat campaign. XD
[16:58]	<Switeck>	...but there will be lots of both incidental (random pirates and whatnot) and required fighting as well.
[16:58]	<El_Viejo>	A Poolice Proocedural?
[16:58]	<Switeck>	no, more like Stargate
[16:58]	<Switeck>	"The massive Null Space Warp Gate at what was historically the Lobstoid Empire's secondary capital of Teedus in Galaxy Chart 3 has been reactivated after a minor technical glitch left it offline for 3 months.
[16:59]	<Switeck>	If you want to risk hyperspace travel via a 1000 year old monstrosity...it is once again available to civilian ship traffic for the absurd price of 250 credits.
[16:59]	<Switeck>	Is it safe? Truth is, we don't know!"
[17:00]	<Switeck>	At this time, even I don't know what the "minor technical glitch" is...or how many ships/people it killed. :P
[17:01]	<Switeck>	But there are already both accidental and specially programmed "inherent flaws" in how the Null Gates work...one of which can destroy the universe.
[17:02]	<Switeck>	...at least from an Einsteinium perspective of time/space.
[17:02]	<Switeck>	I guess since it may crash the game too, that's another way it might destroy the universe.
[17:05]	<Switeck>	They're fun to use and really cool too! 8)
[17:08]	<Switeck>	A little gonzo reporting ( http://en.wikipedia.org/wiki/Gonzo_journalism ) along the way, possible courtesy of Snoopers OXP support, will save me the trouble of having to make this tale both believable and accurate.
[17:10]	<Switeck>	Starting with both the above and a "tall tale" by "An old Asteroid prospector in a Cobra 1...".
[17:11]	<Switeck>	(and yes I'm doing a shitload of research on how to make what I want.)

[17:35]	<Svengali>	btw Switeck - if you use Snoopers make sure to use Priority:1 for important messages
[17:36]	<Switeck>	it's an important part of the plot that if you're chasing 1 lead...you might miss another.
[17:37]	<Switeck>	and making concurrent mission goals, conditions, etc is what's really causing some heartburn.
[17:40]	<Svengali>	heh - that's OXPing and there are always different ways to reach the goal (scriptwise)
[17:43]	<Svengali>	but it helps to have a clear imagination of what you want and to organize/sort what you need
[17:50]	<Switeck>	I've still building on the plot, though this may result in many actors not actually getting any "stagetime".
----
Use this to tell when player has Witchspace Beacon targeted:
(Maybe have special equipment to work with it? ...such as a "Galactic Navy interrogator device"?)

this.checkForBuoy = function()
{
// check player has equipment and a buoy is on the scanner
	if(player.ship.target && system.entitiesWithScanClass("CLASS_BUOY", player.ship, 25600).length) if(player.ship.target.scanClass == "CLASS_BUOY" && player.ship.target.isBeacon) this.displayMessage();
}
"Checking traffic logs for ___ ..."
The Fuel Station OXP also has a way of handling targeting + refueling + messages from a stationary object.


Or for searching the space-lanes:
// first check planet-witchpoint spacelane cylinder.
	var playerPosition = player.ship.position;
	var distanceToSpacelane = Math.sqrt(playerPosition.x * playerPosition.x + playerPosition.y * playerPosition.y);
if(distanceToSpacelane > 50E3)
50E3 = 50 KM...then it's outside the normal space-lane.
----
[15:33]	<Switeck>	I've been working on Null Gates OXP for some time...it's not so much a mission/campaign so far as it is a setting and new type of station.
[15:38]	<Switeck>	The current "missions" in it are not organized or even visible per se, just accidental effects of adding very strange new stations to the universe.
[15:43]	<Switeck>	Which galaxy do you usually frequent in Oolite?
[15:44]	<Switeck>	currently, the setting is only Galaxy 3...but I will expand some bleed-over into other Galaxy Charts.
[16:06]	<Solo>	I am currently in Galaxy 7 but can be in 3 in short order
[16:07]	<Switeck>	Galaxy 7 is my strongest galaxy for my autojumper, due to its complexity (Great Rift!)
[16:07]	<Switeck>	Null Gates OXP is still an offshoot of that.
[16:08]	<Switeck>	I could sprinkle a couple Null Gates in Galaxy 7...but the logic to do so is ugly. gotta know each system's ID #.
[16:08]	<Solo>	No problem. I can get back to Galaxy 3
[16:09]	<Solo>	Sounds very interesting
[16:09]	<Switeck>	I discovered a way to hyperspace jump to many of the "unreachable" systems
[16:09]	<Solo>	Very good
[16:09]	<Switeck>	<- the original discover as far as I know of how to do that to get to Oresrati in Galaxy Chart 8.
[16:10]	<Switeck>	The 2 unreachable systems in Galaxy 3 are also reachable using this method...and currently the Null Gates are programmed to do that.
[16:10]	<Solo>	Oh right! Didn't know that
[16:12]	<Solo>	Null Gates OXP sounds very interesting indeed. I'd be glad to test it
[16:12]	<Switeck>	I have not publicly released the details on the routes to the unreachable systems in Gal 3. Nor have I elaborated fully on the methods...but said "too much" here XD
[16:13]	<Switeck>	"In the distant past, before humans ever traveled to the stars, the Lobstoid Empire was at its peak. They had slowly spread via Generation Ships to nearby systems and later established Faster-Than-Light (FTL) travel using giant Null Space Warp Gates between systems. But by the time humans came into the region, (circa 2700's) the Lobstoid Empire was in sharp decline and had effectively collapsed on all but a handful of systems. Throughout the region of Galaxy Chart 3, remains of this once-mighty empire can still be seen in the form of a handful of still-working Null Gates at high tech worlds."
[16:13]	<Solo>	Understood
[16:13]	<Switeck>	that is the backdrop and setting for the OXP
[16:13]	<Solo>	Fascinating
[16:13]	<Switeck>	I already have a complex background story for the whys and wherefores.
[16:14]	<Solo>	It is ready for testing?
[16:14]	<Switeck>	The Null Gates were originally 2-way jump gates -- in and out. But the coding difficulties made them 1-way: you go through and end up in a (distant?) system.
[16:14]	<Switeck>	it's ready enough to attempt tests
[16:15]	<Solo>	Very good
[16:15]	<Switeck>	I'm piecing together a couple of my other OXPs that are...helpful...to use with it.
[16:16]	<Switeck>	the readme with it currently is almost all my thoughts committed to "paper", so it's a HUGE spoiler.
[16:16]	<Switeck>	much/most/some of the stuff I wish to attempt I've never done before...and not sure anyone ever has.
[16:16]	<Solo>	Maybe I shouldn't read it then
[16:17]	<Switeck>	but just your feelings after testing the null gates themselves are very enlightening, since it's a major plot point how they work.
[16:17]	<Switeck>	In some sense, I broke the 7 Light-Year barrier
[16:17]	<Switeck>	after all, the unreachable systems in various Galaxy charts are called that for a reason.
[16:17]	<Solo>	Okay then, I'll get my Elite commander to galaxy 3 very soon
[16:17]	<Solo>	Yes
[16:18]	<Switeck>	I also found out ways to cross the galaxy using LESS time than the reported "best" route by route planner.
[16:18]	<Switeck>	Usually it only saves an hour out of 50...but on rare instances it can save maybe 10 hours out of 50.
[16:19]	<Solo>	Fascinating stuff!
[16:20]	<Switeck>	I do hyperspace research -- I discovered on accident (due to a bug in my coding!) that an NPC ship could make multiple wormholes *at once*.
[16:20]	<Solo>	You have done a lot and accidents often lead to new discoveries
[16:21]	<Switeck>	flying through stacked/overlapping wormholes results in hyperspace jumping while already in the middle of a jump.
[16:21]	<Solo>	I would never have guessed.
[16:22]	<Switeck>	it is a very delicate process to get controlled results and in earlier Oolite versions (pre ~v1.75) it would just crash the universe. :P
[16:22]	<Solo>	Do you have a timetable when you require feedback from me?
[16:22]	<Switeck>	well...could crash the universe
[16:22]	<Switeck>	not really, but feedback helps speed me up :)
[16:23]	<Switeck>	I do have ~5 "important" mission messages reported by Null Gates OXP when in Galaxy 3.
[16:23]	<Solo>	Will you need my email address or will pm suffice to send the files?
[16:23]	<Switeck>	But there's not really much attached to them atm
[16:23]	<Switeck>	I'm packaging it up to upload to mediafire.com so I can give you a download link to it.
[16:23]	<Switeck>	how "crowded" is your Oolite setup?
[16:23]	<Switeck>	lots of OXPs?
[16:24]	<Solo>	Roughly 20. Do you need a list?
[16:24]	<Switeck>	sure if you can get it simply/quickly
[16:24]	<Solo>	I'll be right back with it
[16:25]	<Switeck>	I run more like 50 myself, stuff like commies, dictators, deep space pirates, various stations, etc
[16:25]	<Switeck>	<- almost totally lacking ANY form of special ships
[16:26]	<Switeck>	Are you familiar with my Switeck's Shipping OXP?
[16:27]	<Solo>	Yes I kept AddOns to a minimum. Know about your Shipping OXP but have not installed it
[16:28]	<Switeck>	It has a huge and important effect which is almost a key part of Null Gates even though not in obvious ways.
[16:28]	<Solo>	I have 15 currently in AddOns:
[16:28]	<Solo>	Accessories Behemoth Console_HUD Copperhead (Ship OXP) Flight Log Fuel Tank Galactic Navy I-Missile IronHide Moccasin (Ship) Neolite shipset RepairBots System Redux Tough Guys 2 Wormhole Resoration
[16:29]	<Solo>	I will add your Shipping OXP in that case
[16:29]	<Switeck>	Behemoth, Galactic Navy, and Tough Guys 2 sadly do seriously interfere with Null Gate in the sense of making either regular or interstellar space RADICALLY different than what I'm using.
[16:29]	<Switeck>	Tough Guys 2 is somewhat ok, but makes it harder than shit :P
[16:30]	<Solo>	No Problem, I can divert them to a temporary folder
[16:30]	<Switeck>	but interstellar space getting "crowded" is a bad thing. :(
[16:30]	<Solo>	No kidding!
[16:30]	<Switeck>	I see more action there with them than I do in most systems
[16:30]	<Switeck>	If you're aware of the others changing interstellar space, that's potentially a problem too :(
[16:31]	<Switeck>	I've got a later version of Switeck's Shipping I'll add
[16:31]	<Solo>	How about Wormhole Restoration?
[16:31]	<Switeck>	since I am still tweaking NPC ship AIs
[16:31]	<Switeck>	yeah...that too
[16:31]	<Solo>	Actually that only came in handy once since installing it
[16:31]	<Switeck>	but thanks to "hitchhikers" in Switeck's Shipping, wormhole restoration isn't as needed
[16:31]	<Solo>	Making a note of OXP
[16:32]	<Solo>	to remove
[16:32]	<Switeck>	NPC ships often try to "borrow" other ship's wormholes
[16:32]	<Solo>	Yup
[16:32]	<Switeck>	and they almost always have fuel to jump out even if you don't
----
Null Gate Test...finally!

Here's the download link to the Null Gate Test:

The savegames are for my testing ship, the Omega. (Constrictor hack with stupidly-high stats.)
Doesn't much matter if you use it, but if you want to get somewhere fast...it helps.

Misjump Inducer v0.2.oxp = Equipment to allow you to misjump on-demand...or NOT misjump when you might otherwise do so.
NullGate v0.8.oxp = What this is all about :)
OMEGA.oxp = hacked Constrictor
Quantum Drive v0.2.oxp = If you need to get from 1 galaxy chart to the next AND go to the opposite corner, this is the tool for you. Quick but EXPENSIVE!
Switeck's Shipping v0.5.oxp = modified version to create a very weak "background setting" for the Null Gate/s.
Wormhole Bomb v0.2.oxp = yet more equipment, creates a wormhole to a system up to 7 LY away. Only works once and you only have about 45 seconds to enter it, so better be quick about it.
Wormhole maker v0.53.oxp = CHEATING equipment...simple version of the logic used in Null Gate OXP and my complex auto-jumper. You can tell it to jump to the opposite side of the map and it will make a wormhole chain to do so.

Use whatever fair means or foul of your choice to figure out everything you can about how the Null Gates work. And use it to go to Ditere at least once, though that's kind-of a one-way trip due to it being a dead end. Though I do request keeping the method to get to Ditere a bit of a secret. It's not supposed to be as easy as it is currently.

If I remember correctly, the usual 250 credit cost for using a Null Gate is currently removed...so at least those jumps are actually free.
----
[quote="CaptSolo"]Switeck,

Downloaded and will begin testing this weekend.

Cheers,

Solo[/quote]<Solo>	I am getting a message from Oolite 1.75.3 saying wormhole maker is not compatible with it

I've been using the v1.75.4 beta development builds of Oolite because of the huge number of bugfixes since v1.75.3
You can remove or edit the requires.plist file from Wormhole maker v0.53.oxp so you can try it with v1.75.3 ...but I can't guarantee there won't be problems due to already-fixed game bugs. :(

Null Gates OXP itself is probably even more vulnerable to bug fixes since then...because it's built around massive usage of wormholes.
----
Solo
[18:18]	<Solo>	Arrived in G3 with my own commander and get mission briefing once docked
[18:18]	<Switeck>	"so far, so good!"
[18:19]	<Solo>	Then went to TL 14 planet and found null gate and went through it which brings up a question
[18:19]	<Solo>	Should I select a system on the long range chart before going through the null gate?
[18:19]	<Switeck>	it helps to do so
[18:19]	<Switeck>	or even on the short ranged chart
[18:20]	<Switeck>	If one isn't selected, one is chosen at random for you...
[18:20]	<Solo>	Okay because I had a planet some 6 LY away selected and that is where I went which is why I asked
[18:20]	<Solo>	Also went through about two or three wormholes after going through the gate.
[18:21]	<Solo>	Oh... Is there a right way to go through the gate?
[18:21]	<Switeck>	heh, I was hoping you'd find that out the hard way. XD
[18:21]	<Switeck>	and the multiple wormholes is because it uses multiple "micro-jumps" to get to distant targets.
[18:21]	<Solo>	First time through did nothing which is why I asked
[18:22]	<Solo>	:)
[18:22]	<Switeck>	Sometimes the check for proximity to the Null Gate (which trigger the jumps) fails. Doesn't seem to happen at slow speed. And I found out that being cloaked has no effect either way on it.
[18:23]	<Solo>	First time I went through I was using the injectors
[18:24]	<Switeck>	yep, that's a good way to avoid tripping it...especially at lower framerates (which seems tied in how often checks are done).
[18:24]	<Solo>	My frame rates are high 60's
[18:24]	<Solo>	Nice looking Null Gate by the way
[18:25]	<Switeck>	ah, i guess it only checks about once per second. I copied that part pretty much verbatim from Thargoid's original Gates OXP.
[18:26]	<Solo>	So the purpose behind this OXP besides the interesting historical stuff is using the Null Gates to get places quicker?
[18:26]	<Switeck>	I really don't understand that part of the script...yet.
[18:26]	<Switeck>	yes, but it's only rather good for that for long distance jumps
[18:27]	<Switeck>	sometimes it can shave off a few minutes/hours on a jump out to 6-6.8 LY though.
[18:27]	<Switeck>	the shorter the jump, the typically less the savings.
[18:27]	<Solo>	One more thing. When playing with your Omega, the marked systems were places you had visited and had either working or non-working gates?
[18:28]	<Switeck>	the savegames had marked systems from other OXPs :(
[18:28]	<Solo>	Okay that explains that bit :-)
[18:29]	<Solo>	I'm going now to do some more with your OXP. Like your Shipping OXP, especially getting attacked by a pirate Boa
[18:29]	<Switeck>	It was only in late June this year that I finally coded a route to the unreachable systems and those marked systems are almost certainly related to that.
[18:29]	<Switeck>	My shipping OXP is basically a REALLY light version of Tough Guys.
[18:30]	<Solo>	Nice!
[18:30]	<Switeck>	but there are other AI behaviors not seen almost anywhere else.
[18:30]	<Solo>	Will check back in tomorrow about the same time
[18:31]	<Switeck>	first time you see JoyriderAI, you'll be "WTF?!"
[18:31]	<Solo>	Okay thanks for the warning
----
Solo
[14:01]	<Solo>	I been using null gates at high tech systems
[14:01]	<Switeck>	Found a Null Gate yet? XD
[14:01]	<Solo>	Oh yes plenty
[14:01]	<Switeck>	In Galaxy Chart 3, there's really not many systems with TL12 or higher and no TL15 ones.
[14:01]	<Solo>	The anaconda captain story seems concluded... I thought I might have to go looking forward to it
[14:02]	<Switeck>	In future versions, there will be a mini-mission to go track down his path.
[14:02]	<Solo>	err rather trying to find it
[14:02]	<Solo>	Cool
[14:02]	<Switeck>	All I've put in so far is the framework/idea.
[14:02]	<Switeck>	The Anaconda isn't really "lost", it's just not where it was expected.
[14:02]	<Solo>	Anyway here is what I discovered
[14:03]	<Solo>	I used a Null Gate to jump clear across the chart and had to stop a few times because my energy bars drained drastically
[14:04]	<Switeck>	what was draining them, and how did you stop?
[14:04]	<Solo>	I got messages during the process saying the "witchspace engine malfunction"
[14:04]	<Solo>	I came to a full stop before proceeding through another wormhole
[14:05]	<Switeck>	ah, future versions won't leave enough ROOM to stop before hitting the next wormhole.
[14:05]	<Switeck>	I forgotten I'd changed that so I could debug better.
[14:05]	<Solo>	Also ships maintenance occurs more frequently which may not be related... not sure about that
[14:06]	<Switeck>	I imagine your ship was damaged. Each jump increases the odds of needing maintenance...and after enough jumps it probably induces a bunch of misjumps and other weirdness from lack-of-repairs.
[14:06]	<Solo>	But your writing up about the anaconda captain I found very amusing
[14:06]	<Switeck>	Best I can tell, it's distance rather than number of jumps causing maintenance.
[14:07]	<Switeck>	You know the basis of the Anaconda's story?
[14:07]	<Solo>	That makes sense
[14:07]	<Solo>	Well I did notice your use of the Exxon Valdez
[14:07]	<Solo>	just re-worded it differently
[14:07]	<Solo>	or spelling rather
[14:08]	<Solo>	Unless there is another basis to it which I don't know
[14:08]	<Switeck>	that's correct
[14:09]	<Solo>	I didn't know the real captain was liquoured up though
[14:09]	<Solo>	I do think your OXP idea is terrific
[14:10]	<Switeck>	http://en.wikipedia.org/wiki/Exxon_Valdez_oil_spill
[14:10]	<Solo>	Is there anything else I should be doing?
[14:11]	<Solo>	reading that
[14:11]	<Switeck>	"Forget the drunken skipper fable. As to Captain Joe Hazelwood, he was below decks, sleeping off his bender. At the helm, the third mate never would have collided with Bligh Reef had he looked at his RAYCAS radar. But the radar was not turned on."
[14:11]	<Switeck>	"The 1989 tanker crew was half the size of the 1977 crew, worked 12-14 hour shifts, plus overtime. The crew was rushing to leave Valdez with a load of oil."
[14:11]	<Solo>	Oh man
[14:13]	<Switeck>	while my story was flippantly told (almost http://en.wikipedia.org/wiki/Gonzo_journalism ), it wasn't far from the true story. XD
[14:14]	<Solo>	I recall the huge spill but not the details behind it
[14:15]	<Switeck>	I'll be putting in at least 1 other missing ship tale into Null Gates...but it's still in flux how I do it.
[14:16]	<Switeck>	Missing ships in Oolite are not really noteworthy, so what makes these "special" is the circumstances -- firstly that they used a Null Gate and secondly because they were never seen again.
[14:17]	<Solo>	Yes it all adds to the interest
[14:18]	<Solo>	So in the final version a ship only goes through one wormhole to reach even a distant system
[14:18]	<Switeck>	sadly, not really
[14:19]	<Switeck>	the Null Gates *have* to create a wormhole chain to reach a distant system by the way the game works.
[14:19]	<Switeck>	and that takes some real time and lots of wormhole animations.
[14:19]	<Solo>	What happens if you go to a normally unreachable system and can't get back?
[14:19]	<Switeck>	there is a way to skip the animations, but it's UGLY and often just crashes the game...or crashes the OS!
[14:19]	<Solo>	Carry a galactic hyperdrive?
[14:20]	<Switeck>	yep, yep
[14:21]	<Switeck>	The in-story for going to an unreachable system is there is no Null Gates in such systems to get you back to other reachable systems. (...because even Null Gates are stopped by being at unreachable systems!)
[14:21]	<Solo>	The two isolated systems in G3 are fairly low tech are they not?
[14:21]	<Switeck>	yes, they are. One I think is TL10, which in theory has a remote chance of selling Galactic Hyperdrives...sometime.
[14:22]	<Switeck>	keep your ship repaired
[14:22]	<Switeck>	I'll do some extreme jumping testing with null gates to see if I get the same "bad things" results.
----
Solo
[13:19]	<Solo>	Oh btw Switeck, I made it to Ditere
[13:19]	<Switeck>	good, so no crashes?
[13:20]	<Solo>	No crashes but it took the long way around to get there lol
[13:20]	<Switeck>	long way around?
[13:20]	<Solo>	I wasn't that far away but it went left and up to get there
[13:21]	<Solo>	That planet where you had to deliver the thargoid plans -- Birera
[13:23]	<Solo>	Must have taken at least ten wormholes to get to Ditere
[13:23]	<Switeck>	from Birera, actually takes probably closer to 30 wormholes.
[13:24]	<Solo>	See what I mean lol
[13:24]	<Solo>	No Galactic Hyperdrive at Ditere either and no null gate on the ASC (Advanced Space Compass)
[13:24]	<Switeck>	It's not like the method I use can just jump straight through voids -- it has to follow almost exactly the same rules you'd use with "regular" hyperspace jumps.
[13:25]	<Solo>	Must have had to go to Lamare first
[13:25]	<Solo>	Question:
[13:25]	<Switeck>	Adding a Null Gate at Ditere wouldn't help. There's no system to jump TO that's within 7 LY that links to the rest of the map.
[13:26]	<Solo>	Why is the ASC icon only there after leaving station and not when one arrives at a system
[13:27]	<Solo>	Okay understand about Ditere then
[13:27]	<Switeck>	heh, because you're not supposed to be looking.
[13:27]	<Switeck>	if the Null Gate's wormholes were created as close to your ship as originally...you WOULDN'T be able to stop the chain
[13:27]	<Switeck>	so why slow it down to create a null gate you couldn't visit?
----
Work still needed to be done:
Make 2 types of Null Gates: friendly and unfriendly
Thargoids should come out of Null Gate facing the right orientation and with some speed to get clear before turning.

There's a jump that claims to be 7.2 LY according to my calculations that the game says is only 6.8 LY!

13:12:47.625 [swiDis ]: 6.8, 7.2,  swiLastJump , 186,  current loc , (11.6188, 11.1789, 0), current X,Y , 29, 56,  Destination X,Y , (16.8, 6, 0), (16.8, 6, 0),  ver 2 X,Y , 42, 30
13:12:50.500 [swiDis ]: 6.8, 6.8,  swiLastJump , 183,  current loc , (11.6188, 11.1789, 0), current X,Y , 29, 56,  Destination X,Y , (12.8, 18, 0), (12.8, 18, 0),  ver 2 X,Y , 32, 90

16:37:48.328 [swiDis ]: 6.8, 6.4,  swiLastJump , 186,  current loc , (11.6188, 11.1789, 0), current X,Y , 29.046875, 55.89453125,  Destination X,Y , (16.8, 6, 0), (16.8, 6, 0),  ver 2 X,Y , 42, 30
16:37:52.093 [swiDis ]: 6.8, 6.8,  swiLastJump , 183,  current loc , (11.6188, 11.1789, 0), current X,Y , 29.046875, 55.89453125,  Destination X,Y , (12.8, 18, 0), (12.8, 18, 0),  ver 2 X,Y , 32, 90

dX = 13
dY = 13

curX = Math.floor(player.ship.galaxyCoordinates.x);
curY = Math.floor(player.ship.galaxyCoordinates.y);
var nSX = System.infoForSystem(galaxyNumber,nextStop).internalCoordinates.x;
var nSY = System.infoForSystem(galaxyNumber,nextStop).internalCoordinates.y;
var xDif = Math.floor(Math.abs(curX - nSX));
var yDif = Math.floor(Math.abs(curY - nSY)*0.5); // was *0.5);
var aDis = 0.4*Math.floor(Math.sqrt(xDif*xDif + yDif*yDif));

var swiCurX = Number((player.ship.galaxyCoordinates.x).toFixed(0));
var swiCurY = Number((player.ship.galaxyCoordinates.y).toFixed(0));
var swiDestX = Number((player.ship.cursorCoordinates.x).toFixed(0));
var swiDestY = Number((player.ship.cursorCoordinates.y).toFixed(0));
var xDif =Math.floor(Math.abs(swiCurX - swiDestX));
var yDif = Math.floor(Math.abs(swiCurY - swiDestY)*0.5);
var swiDis = 0.4*Math.floor(Math.sqrt(xDif*xDif + yDif*yDif));
swiDis = Number(swiDis.toFixed(1));


// a method used to determine interplanetary distances,
// if accurate, it has to scale distance down by a factor of 7.15:7.0
// to allow routes navigable in the original!
OOINLINE double distanceBetweenPlanetPositions ( int x1, int y1, int x2, int y2)
{
	int dx = x1 - x2;
	int dy = (y1 - y2)/2;
	int dist = sqrtf(dx*dx + dy*dy);	// N.b. Rounding error due to truncation is desired.
	return 0.4 * dist;
}

// Elsewhere in the code to decide distances:
- (NSMutableArray *) nearbyDestinationsWithinRange:(double)range
{
	NSMutableArray *result = [NSMutableArray arrayWithCapacity:16];

	range = OOClamp_0_max_d(range, 7.0f); // limit to systems within 7LY
	NSPoint here = [PLAYER galaxy_coordinates];

	Random_Seed hereSeed = [self systemSeed];
	for (unsigned short i = 0; i < 256; i++)
	{
		Random_Seed system = systems[i];
		double dist = distanceBetweenPlanetPositions(here.x, here.y, system.d, system.b);
		if (dist <= range && (!equal_seeds(system, hereSeed) || [self inInterstellarSpace])) // if we are in interstellar space, it's OK to include the system we (mis)jumped from
		{
			[result addObject: [NSDictionary dictionaryWithObjectsAndKeys:
								StringFromRandomSeed(system), @"system_seed",
								[NSNumber numberWithDouble:dist], @"distance",
								[NSNumber numberWithInt:i], @"sysID",
								[[self generateSystemData:system] oo_stringForKey:@"sun_gone_nova" defaultValue:@"0"], @"nova",
								nil]];
		}
	}
	return result;
}

----
Need to make Null Gates
attacks from Derelicts?

One of the missions needs to be to knock the shielding down on a Derelict Null Gate, then sit in close proximity to it while "hacking" it.
First time will be just to retrieve its logs to find out what happened to it in the past.
Eventually, you'll have to come back and do it again for even longer to get it to become non-hostile until further work can be done on it.
----
Galaxy Chart 3, systems around the big VOID area:
1. Esgeer (99,54)
12. Lemadior (64,137)
35. Edriuson (80,117)
36. Birera (63,72)
40. Ersodi (53,65)
49. Vereza (123,92)
51. Xeines (90,111)
54. Teedus (19,8)
61. Xeesanus (79,119)
84. Leentima (67,141)
90. Artia (77,127)
92. Regeza (115,130)
93. Istimale (21,68)
99. Ribiara (73,62)
103. Aquusen (94,43)
115. Usraer (51,120)
118. Uszale (20,39)
120. Lacete (37,106)
121. Xeononle (28,32)
124. Maer (101,133)
129. Lamare (45,8)
130. Arusxeve (111,78)
133. Ditere (68,10)
136. Vegean (32,108)
161. Edcere (16,28)
165. Edxeri (35,6)
178. Maonle (118,126)
183. Mabiat (32,90)
184. Ordiesat (66,49)
185. Usgeriar (17,41)
186. Inlain (42,30)
187. Atininar (110,76)
206. Atlaar (66,1)
210. Lelebi (67,93)
232. Teonus (44,22)
237. Aarat (55,132)

From (16,1) to (123,141)
Graph Paper = 50 wide by 35 tall
----
http://aegidian.org/bb/viewtopic.php?p=279948#p279948
"Oolite as exploration game"

Let's face it, the potential of this open world is poorly realized. And here the claims are not against the developers of the game, but against the community of addon developers. At first, addon developers drew inspiration from the lore that grew out of Holdstock's Dark Wheel. In Ooniversum, in addition to the hermit asteroids, which are in the default game, there are deep space dredgers, generation ships, thargoid craft  all these legends of the old Elite have been brought to life. If anything, now, the legendary planet RAXXLA can be technically created  of course, linking its search with a non-trivial plot. There is a legendary space graveyard in the Tionisla system, there are three more systems with individual settings, and finally, there is a promising, but alas, abandoned project The Famous Planets. There are finally some epic missions like Trident Down. Alas, this is practically everything that now exists and almost all of this has become so outdated that it urgently needs at least a cosmetic update. Ooniversum is not attracted by the concept of world-exploration. The first meeting with the colossal generation ship, of course, is impressive, but only just  I saw it, took a screenshot as a souvenir, uploaded it into the gallery and forgot. This meeting gives neither answers to old secrets, nor ties to new plots. The pulsar in the Tianve system, the orbital cemetery in the Tionisla system  the same issue. The first time one look's it is interesting, but nothing more. There are no storylines for these locations.

Commander Vasig might remind us: well, since we are talking about Tionisla, the mission of Tionisla Reporter is connected with this system. Right. There are other missions that start when the gamer enters a certain system. But the fact is that in Tionisla herself there is absolutely nothing unique, anything unique which makes it possible to receive the mission only there  except that it is system number 124 in the First Sector. Now imagine that it is possible to get and pass a mission not just by being in the desired location, but by collecting and analyzing a bunch of information in order to catch a pattern and calculate this location. The default Ooniversum is an interesting world for a fighter or an achievement-oriented traveler. To be registered visiting all the Famous Planets or even all 2048 systems is quite a goal for yourself. But the researcher in this world, by and large, has almost nothing to do. There are secrets in the Ooniversum, but there is no mystery in it. What mystery can there be if Ooniversum is a densely populated world in which everyone knows about everyone? Gamers do not need to go on long expeditions to unexplored areas of the chart to find high-tech worlds in which to upgrade or purchase a new ship. There are no unexplored areas of the chart in Ooniversum  the entire chart is revealed immediately. All high-tech systems of 13+ level, all agricultural systems that need electronics, all anarchic pirate-infested systems  all this a gamer can discover right away without leaving Lave, and without any navigational database upgrades. I do not mean to say that Ooniversum is boring and does not provide food for the mind. Due to the stochastic behavior of the populator, even a routine trade trip in a well-known system can turn into a bright adventure, and, on occasion, an unplanned profit or loss, its as lucky. But skirmishes with pirates and raids of thargoids also become routine over time.

Could there be any terra incognita in this densely populated world? Why not? At the very least, there is a spacious solar system outside the well-trodden path of the entrance beacon  the planet, and in this spacious solar system you can place a lot of things, even while remaining within the canon. Ships and stations of aliens somewhere on the distant outskirts (other aliens, not thargoids), planets and moons, potentially suitable for industrial development and even for terraforming, and maybe even with their own xenobiology. There was a definite movement in this direction. Interesting planets and moons for the explorer, however, never appeared, but Smivs, with the help of other developers, was noted for his interesting packages Aliens and Star-jelly, in which there really are mysterious alien ships (possibly of organic nature) and huge organisms  inhabitants of open space ... Alas, the potential of these packages has not been developed. What's wrong with these packages? Yes, in principle, the same thing as with dredgers and with the generation ships: meeting with these seemingly unique creatures is in no way tied to certain locations that a gamer needs to calculate, find and explore. A meeting with them does not portend any mystery, but remains a pure whim of roulette.

I think the time has come, from grumbling this is all wrong, to finally move on to a concrete conversation: how, at least approximately, do I imagine the world of exploration? At least something like in the Star Trek universe. Something about the destination system is known, but only in general terms. There is information about the spectral class of the star and, possibly, about the presence of planets in it. It may be known that this system has a station or colony on the planet, but contact with it will need to be established upon arrival. The gamer arrives at the system, scans it in general terms, approaches the planet and scans it remotely. Launches drones for additional reconnaissance on the planet and finally lands himself (yes, I know, in Star Trek, the budget was poorly allocated for drones and planetary shuttles and we had to invent quantum teleportation, but the train of thought is clear).

And here the scope of imagination runs into tough reality. The problem is not even that such a scenario is far beyond the scope of Oolite's lore. Much worse is the fact that full-fledged development in Oolite occurs only in space. Landing on the surface of the planet as such, or extra-vehicle activity, the Oolite engine will not dare to process any of this  instead, a temporary port is created and the gamer's ship is docked with it. So, alas, no trips on an all-terrain vehicle and hiking with a geological hammer or tricoder, no survey of abandoned alien objects, no contact with local flora and fauna. All that can be done is to schematically illustrate the landing process with a package of prepared in advance pictures. With the generation of beautiful cryptic graphs, diagrams and something similar to the computer interfaces that captivate Hollywood scriptwriters, it is also a complete disappointment. But scientific reports in the form of texts and even in the form of tables can be created. Of course, they will look archaic, but why not give the gamer an extended passport of the planet, which he will see after exploring it? Not just the radius of the planet, but its equilibrium temperature, gravity on the surface, density and composition of the atmosphere, composition of the soil, the presence of water, the index of habitability.
----
Revisiting the "[url=http://en.wikipedia.org/wiki/Here_be_dragons]There be Dragons![/url]" concept, I fully intend to answer all the questions Commander McLane asked here:
http://aegidian.org/bb/viewtopic.php?f=4&t=9686&start=90#p139450
Consider this reply by me:
http://aegidian.org/bb/viewtopic.php?f=4&t=9686&start=90#p139470
...only a partial answer. 8)
And this:
http://aegidian.org/bb/viewtopic.php?f=4&t=9686&start=105#p139760
...is only a HINT.
----
http://aegidian.org/bb/viewtopic.php?p=139760#p139760
        DaddyHoggy wrote:
        Scatter these warp gates around the eight charts - ignored and unloved, decayed and decaying.

        Then have them burst into life and an ancient alien race explodes into the Ooniverse - mean and nasty and intent on setting up more gates or fully reactivating the most decayed gates which don't yet work. Perhaps an ancient foe of the Thargoids, long thought vanquished (by the Thargoids) who had a superior ship carried Wormhole Generating Trans-Dimensional Engine.

    Commander McLane wrote:
    But which role would the warp gates actually play in this scenario? What would be done with them which can't be done just as well without them?

    (I am not trying to shoot ideas down or something like that, so please bear with me. It's just that at this point there is only a model which could possibly be used for something like a warp gate. This model needs both a use (like a ship model needs a role) and a back story. And I currently feel that both are lacking somehow.

A point in favor of the warp gates is they act as a single point of strength/weakness of whoever/whatever is using them, acting as a nexus of their activity and concentrating their firepower to/from a system. Because the gates are not mobile...capturing/disabling/destroying it could represent a "serious setback for"...whatever faction has them. In a large universe with few boundaries and almost no "Keep Out!" signs, they represent doors. Even if these doors can't really go anywhere you can't already get other ways OR do anything that hasn't already been done...they are still different and special as a concept.

The closest equivalent to doors that strong would be destroying whole systems via novas to cut off other systems from the rest of the region. But I am very much opposed to the moral implications of an OXP that used that "tactic" especially against a minor faction. Even the Thargoids don't really merit such a response -- even destroying their homeworld would hardly matter now because of how spread out they are. Inducing stars to go nova seems very steep tech-wise...so novas should not be treated lightly if done at all.

For warp gates, it is up to us to create what lies beyond those doors. Or what tangled webs connect these doors. And whether we find out these doors should never have been (re)opened.

These warp gates could use misjump tricks to reach distant systems. They could even stay in a system but go far away from the system's sun and place items there. A mini-system hidden in interstellar space could easily be added...which only appears if you go through one of these "doors". Or they could be just meant as 2-way routes between known systems...but something went wrong...and then it got worse. Strange ships could start pouring through a warp gate. No response to hailing them. What started out as an opening ceremony (or sometime after regular use of these gates) could end up a funeral pyre. Were there even any survivors to report what really happened? These aren't new ideas to me, it's partly the reason why I didn't want Thargoids in interstellar space after multiple intentional misjumps.

I've been trying to make working warp gates since before I even found a way to do misjumps to reach Oresrati a few months ago. It seems that Thargoid was as well, but had to settle on making Gates OXP only "gates" that moved ships around in 1 system because of game limitations that prevented doing a lot more with them. Some of those limitations have been removed by Oolite v1.75.2. 1-way use of a warp gate to send ships to another system can already be done. I accomplished that much with my Null Gates OXP even if it only worked for the player's ship and was totally random which system it took you to. Far more can be done now. A combination of ideas from Gates OXP and OneWayTicket2Oresrati OXP would solve much of the problems. Instead of the gate hyperspacing itself, a ship "entering" it would use the Gates OXP trick of moving that ship to a distant part of the system (and unobserved due to distance) and from there a fake NPC ship is created directly in front of that ship which then hyperspaces out...forcing that ship through the resulting wormhole. The short-lived wormhole would disappear, leaving nothing behind at that distant part of the system even if you knew exactly where it was at. At the other end of the jump, the "transport" NPC ship is then removed from the game, as its only purpose was to create the wormhole. Going the other way, on arriving at whatever the destination system is...the traveling ship could be moved from the witchpoint beacon after it arrives to just "exiting" the warp gate in the destination system, thus creating the illusion of 2-way warp gates. Or ships could be made to launch from the warp gate "station" as though they came from some distant system without the mess of moving them from near the witchspace beacon. "has_npc_traffic = yes;" would even save you some of the trouble of having to script all of it! And defensive ships "max_defense_ships = 9;" plus "defense_ship_role" = "whatever"; together could even create whatever evil things you want to pop out of the warp gate. Even "max_scavengers = 3;" could have a use, though I don't believe they can be assigned a specific type.

A local system's inhabitants might seek to preserve their space efforts, and a warp gate would be very high on their list of "culturally significant locations". I wouldn't expect these to be very near the planet/main station. If anything, I'd expect them closer to the sun than the planet...possibly in a random position around it relative the planet and witchspace beacon due to its orbit.
----
http://aegidian.org/bb/viewtopic.php?f=4&t=9686&start=30#p138174
Staer9
started work on an experimental 'Warp Ring' the first ship in the galaxy to use warp drive:
http://aegidian.org/bb/viewtopic.php?f=4&t=9686&start=75#p139188
My Prototype Warp Ring is now in game using the same shaders from the accipiter.
here are some screenshots:
I like all the ideas, but I am a clueless programmer. If someone wants to make them happen the oxp at it's current stage can be downloaded here: http://www.box.net/shared/qcbbq5dqb6

http://aegidian.org/bb/viewtopic.php?f=4&t=9686&start=90#p139450
Commander McLane
All scripting issues aside, what would warp gates be good for in the first place? Who would need them, and what for? Due to how the game works, they can do nothing a jump-capable ship can't do without them.

Would they offer jump capability to ships that are not jump-capable? That seems like an idea at first, butlet's face ithow many player ships are around which are not jump-capable? And how many of us are flying such a ship? And if somebody is flying such a ship, don't they do that deliberately in order to make the game more challenging; creating a story line in which they are escort pilots, depending on other ships? Would warp gates fit into such a story line? Or would they on the contrary negate that story line? It's just a guess, but I guess someone who deliberately makes himself dependent on NPC-ships for jumping wouldn't install an OXP whose whole purpose it is to remove this dependancy.

http://aegidian.org/bb/viewtopic.php?p=139762#p139772
As far as jumping between systems is concerned, warp gates add nothing at all. You can get to (or from) any system within 7 LY with them, just like (and to be precise: just because) you can do that without them.

Who cares about the 'special concept', if there is no scriptable reality whatsoever behind that concept? As a matter of fact, warp gates can neither add nor take away boundaries, so how are they like doors?

The only way I can imagine them representing doors is as pure models, mysterious objects in a system, without any functionality at all. Perhaps with a backstory like "this warp gate once enabled us to travel back to the previous chart, but it doesn't work anymore". Then they would become like the Dredgers and Generation Ships of original Oolite: rumours of old times, adding some mystery to the back story, but completely without any actual gameplay behind it. As soon as you want to attach some actual functionality to them, and want this functionality have something to do with jumping to another system, the whole illusion comes crashing down. The warp gate doesn't do anything which selecting a neighbouring system and hitting 'H' doesn't do as well.

warp gates only represent fake doors, and have no actual power to 'close off' or 'open' any jump route at all.

I'm sorry, but within Oolite's game engine I find that warp gates make very little sense, and are of very limited use.

http://aegidian.org/bb/viewtopic.php?p=139820#p139820
Commander Wilmot wrote:
	Warps gates could have tactical advantages. They could be useful in that they don't have to use witchspace technology same way ships do. They could work instantaneously like gal drive jump and not use any of the ships fuel.

http://aegidian.org/bb/viewtopic.php?p=139762#p139835
There is no other witchspace technology in Oolite than the one you have been using with your ship all along. A warp gate would just be a neat disguise for an ordinary witch jump, nothing more. Technically it would be the exact same thing, with the exact same properties as a witch jump. Therefore, by definition the proposed warp gates use witchspace technology just the same way ships do. They are nothing but a piece of eye candy that induces an ordinary witch jump for the player ship by script. That means among other things that they cannot work instantaneously.
----
"warp gates only represent fake doors, and have no actual power to 'close off' or 'open' any jump route at all."
So ultimately, warp gates only represent fake doors, and have no actual power to 'close off' or 'open' any jump route at all...that isn't already easily accessible to us through ordinary hyperspace jumps."

Commander Wilmot wrote:
	"Warps gates could have tactical advantages. They could be useful in that they don't have to use witchspace technology the same way our ships do. They could work instantaneously like gal drive jump and not use any of the ships fuel."

part of reply:
	Their claims that the warp gates were even 2-way gates in those same fanciful tales...is impossible due to how hyperspace jumps work."
	And even if the warp gates are reactivated...each will likely be stuck targeting only 1 nearby system.
	A reactivated warp gate will likely be permanently stuck targeting only 1 nearby system as its destination.
	Even if the warp gates are reactivated...each will likely be stuck targeting only 1 nearby system as their destination.
	Even if the warp gates are reactivated...each will likely have a single, nearby system as their fixed destination.
	Even if the warp gates are reactivated...each will likely be stuck with a fixed, nearby single destination.
	The complexities to make them quickly and automatically reprogrammable to target any system within a 7 light-year radius...looks almost insurmountable.
	The complexities to get them capable of quickly retargeting reaching any system within a 7 light-year radius...looks almost insurmountable.
	The complexities to get them capable of quickly and automatically changing their destinations to any system within a 7 light-year radius...looks almost insurmountable.
	The complexities to get them capable of reaching any system within a 7 light-year radius...looks almost insurmountable.
	The complexities to get them multi-system capable alone even within a 7 light-year radius...looks almost insurmountable.
	Auto-reprogramming one to reach any destination system within 7 Light-Years for each ship that attempts to pass through it...looks almost insurmountable.
	Making one capable of reaching any destination system within 7 Light-Years...looks almost insurmountable.
	Quickly and automatically changing their destinations to any system within a 7 light-year radius...looks almost insurmountable.

	There's extremely few of them, even less so which look fit to repair and get working...and seldom in strategic systems.
	Almost none are in valuable systems...and even fewer appear undamaged.
	There's not enough of them in strategically-placed systems...and even fewer which look fit to repair.
	We're not going to be able to ambush Thargoids using them -- if anything, the Thargoids currently know more about them than we do."

	What's more... to state the obvious...
	An even bigger problem from a flexibility standpoint...

	At BEST, they could act as a fuel-saver for a convoy...allowing them to jump 1 system further before stopping to refuel.
	But we already use the same methods as shipping companies do with freighters and escort -- sharing wormholes so only a fraction of the convoy's ships are depleted of fuel on each jump.
	However if we have to go 2 jumps out of the way to use a gate to save fuel on 1 jump...that makes them a net loss to us.

	Maybe shipping companies can eventually make some use of them, but the Galactic Navy likely will not."
	For the same reason systems are unreachable by regular hyperspace jumps,
	they're unreachable for warp gates as well."

I've contacted numerous shipping companies to find out their logs concerning Null Gate use.

----
To start off the adventure...
This needs to appear as a recorded message at a high-tech system (TL 13-15):
----

Greetings Commander ___________.

I'd like to offer you another job for the Galactic Navy ...for which you will be well-paid.

But first, a little history...

A classified conversation that happened decades ago concerning the ancient warp gates discovered in numerous systems:

Recently promoted... Commander Wilmot (who seemed to not know much about them...) said:
	"Warp gates could be useful in that they don't have to use witchspace technology the same way our ships do. They could work instantaneously like gal drive jump and not use any of the ships fuel."

<unnamed Galactic Navy high-ranking officer and grizzled veteran>:
	"I've read ALL the intel reports concerning the warp gates, even their made-up mythology.
	Despite appearances, they're just a fancy way to hyperspace but they're still stuck with the same 7 light-year limitations our Navy ships have for non-galactic jumps.

	Tales of a warp gate sending ships further than that are just that -- mythical tales the Lobstoids made up to puff up their overblown and ancient sense of empire glory.
	Their claims that the warp gates were even 2-way gates in those same fanciful tales...is impossible due to how hyperspace and wormholes work."

Commander Wilmot said:
	"Warps gates could still have tactical advantages..."
<gets cut off before he could continue>

<unnamed Galactic Navy high-ranking officer and grizzled veteran>:
	"NO.

	These warp gates are of very low tactical value to us, even assuming the Lobstoids CAN get them working again.
	A reactivated warp gate will likely be permanently stuck targeting only 1 nearby system as its destination.
	Auto-reprogramming one to reach any destination system within 7 Light-Years every time a ship attempts to pass through it...looks almost insurmountable at this time.

	Even if all that was solved and they worked brilliantly...

	They are not mobile, having remained in the systems they're found in for centuries.
	Almost none are in valuable systems...and few appear undamaged, with ANY hope of reactivation.
	We're not going to be able to ambush Thargoids using them -- if anything, the Thargoids may know more about them than we do.

	Our Navy ships already share wormholes so only a fraction of the convoy ships consume fuel on each jump.
	So at BEST, they could act as a fuel-saver for a convoy...allowing them to make 1 extra jump before refueling.
	However if we have to go 2 jumps out of the way to use a gate to save fuel on 1 jump...that makes them a net loss to us.

	Shipping companies may eventually figure out a use for them, but the Galactic Navy likely will not."

<civilian researcher> said:
	"Maybe warp gates could open jump routes to reach unconnected systems..."

<unnamed Galactic Navy high-ranking officer and grizzled veteran>:
	"Impossible!
	Warp gates are not 'doors' and cannot open or close off any jump route at all.
	For the same reason unconnected systems are unreachable by non-galactic hyperspace jumps,
	they're unreachable for warp gates as well."

...
Now I wouldn't be talking to you about ancient history if that was all there was to it.
I've been researching these gates for close to 2 decades now...started shortly before I retired.
Yes, I'm not active duty anymore -- and just like you've done, I'm working as a contractor.

Some of the Null Gates as they're now called...have been reactivated.
But just as guessed, they're quite limited -- set for a single fixed jump each, 1-way to the most "useful" nearby system.
Despite their extreme shortcomings, shipping companies are already using them.

That's the good news...

The bad news is during the reactivation process for one gate...
The gate unexpectedly turned itself on...
...and spit an ancient Thargoid warship out!

The Thargoid was promptly destroyed -- shame we couldn't preserve it, but there's not much to be learned tech-wise from it.
...as they've been seen numerous times before...centuries ago.

But it looked NEW...and it single-handily proved the myths about the Null Gates true -- they used to be 2-way and multi-destination.

The gate was quickly shut back down...and the Galactic Navy was called in to help.
They sent me to investigate further and increased my budget 100x over what it was.


[NOT SURE ABOUT THIS PART!:]

Maybe it was coincidence, but this incident happened around the time you were taking the secret Thargoid plans to Birera.
You may even have passed near that system along your route.

Don't feel too special about that previous mission -- you weren't the only one making that run.
...But you were one of the handful out of roughly 20 that made it to Birera.
Over that same time-frame, more Thargoids were seen and destroyed in that one sector than is typically seen in all 8 Galaxy Charts in a year.
I wish I could say it was mostly the Galactic Navy's doings...but bounty hunters, freighters+escorts, Vipers, and probably even numerous pirates accounted for the vast majority of them.
That alone may have set the Thargoids back because less than 20 days later almost no Thargoids were seen.
We don't know if they're really hurting or simply gone into hiding to change tactics...

We now need more help reactivating Null Gates and testing them.

Are you willing to help?

----
At the reactivation ceremony for the Null Gate in the ___ system (NOT one of the above systems!), an unmarked Moray fired on the Null Gate...then injected away and hyperspaced out.
The system Vipers gave chase but were barred from entering the wormhole by regulations.
Fortunately, the Moray's laser damage was trivial relative to the Null Gate's shields...so no harm done.

Whether that unknown ship was part of a failed terrorist attack or just a really stupid pirate trying to make a name for himself...we don't know!
(If anyone has more information concerning the unknown ship, our private hotline is open...and we're willing to pay 100 credits to the first person who reveals who/what that Moray ship is with.)
----

If you completed the Constrictor mission AND
...if you didn't kill the Constrictor yourself or if you have too few kills to start the Thargoid Plans mission, you get this briefing instead:



Greetings Commander ___________.

Would you like to learn a little history about some ancient space gates and maybe even resolve a few hyperspace mysteries?

[If player chooses YES...]

I've been researching these gates for over a decade...started shortly before I retired from the Galactic Navy.
At least 10 such gates have been discovered in this Galactic Chart and 2 elsewhere.

Now to be brutally frank with you about the situation.
My budget for this task barely keeps this project alive.
I can't afford an ex-Navy hotshot or Gal. Navy Asp squadron for exploration.

We need more help researching these inactive warp gates before we can get more funding.
Top Navy brass doesn't believe these gates have any value or represent any kind of threat.

I aim to prove otherwise!

Are you willing to help?

[If player chooses NO...]

That's ok, I probably couldn't afford your help anyway...

----

What's needed is historical information some faction already has about these warp gates.
And if they're to be believed, that would be the Lobstoids in this region...as they claim they were once the massive, ancient empire that used them.

If you could go to Teedus or Orzaedve (whichever is closer/more convenient for you), you should be able to download from their royal libraries via the main station uplink. (Look for it in the news...)

I'll be working elsewhere, trying to get in touch with anyone among the Lobstoids who either knows how the warp gates used to work and/or has examined one.

[Birera, a massive Gal. Navy base as well as a regional hub, would at least know which way to point the player to start this massive campaign...but may have minimal information concerning warp gates.]
["Somebody" already knows at Teedus (secondary/regional capital of the Lobstoid empire) main station, and redirects the player to the Lobstoid capital world's main station...to download from their royal library via main station uplink.]

Maybe Xeer shipyards in Galaxy Chart 1 might have a clue too? [No, only ultra high-tech systems elsewhere! TL 14 and 15 only! ...and then only as a mention for where to look.]

	"We're a shipyard, not a historical archive!

Try Lave instead!"

Lave might...for historical reasons.
	Lave might know about the Lobstoid Empire and point you to this system in the region:
#207. Bierle (233,64), {12,49,78,87,98,108,116,136} within 7.0 LY. Radius 4585 km. Confederacy, Rich Ind. Pop. 5.0 B, Prod. 36000 MCr. HC: 8, TL: 12, Fierce Blue Bug-Eyed Lobsters.
...they have an inactive but intact Null Gate! It was shut down before Bierle was hit by Thargoid invaders...and they were self-sufficient enough to not need it.
If you can get close to their gate...after getting the special equipment to interface with it...you can recover its travel logs and programmed-in jump routes.
Those will cover special routes in Galaxy Chart 1, but are not useful because they're only in 1 direction...


If you ask at any high-tech (TL > 12) system in Galaxy Chart 1 (or 2?)...you get a generic message:
	"Since you're asking about the ancient Lobstoid Empire, have you thought to ask at Lobstoid worlds?"

// at Lave, Xexidi, Onrira, Inera, Inines, Ceesxe, or Tianve in GC1: (basically any TL 14 and 15 or Lave)
	"nullgate_brief24" = "The history of the Lobstoid Empire and Null Gates is well-known to the Lobstoids...and they're not trying to hide it.
Only it's not part of the usual trader skill-set.

So you have to ask around and/or retrieve data sets from their worlds (at the main station).";
----

On the issue of finding unknown or rumored Null Gates...

A local system's inhabitants might seek to preserve their space efforts, and a warp gate would be very high on their list of "culturally significant locations".
The locals might not advertise the gate's existence strictly to reduce the odds of it being destroyed.

...So we have some hope that many unknown ones survived the centuries.

I wouldn't expect these to be very near the planet/main station. If anything, I'd expect them closer to the sun than the planet...possibly in a random position around it relative the planet and witchspace beacon due to its orbit.
They're pretty large objects, so much like asteroids you should be able to spot them from more than 4x your radar-scanner's 25km range.

Every one you can 'quietly' find, we will pay you a sizeable bounty.
(if early on, sadly, my yearly budget is limited...so try not to find them too fast!)

[Getting within 25km of one and targeting it qualifies as 'finding' one.]

----

Null Gates aren't stations...for ships to come out of them, those ships had to start "nearby" such as trapped in null-space -- with almost all of their dimensions folded flat, including time.
Many of those ships were part of a 2-way Null Gate link to a stable wormhole that was being "fed" by a large Thargoid invasion fleet.
They've been stuck there since the Null Gate 2-way network was turned off.
An attack activates the Null Gate's defenses (ECM and the like on the newer modified ones), freeing the ships trapped in null-space...as the Null Gate spits them out as a defensive measure and to prevent them being permanently trapped there if the Null Gate is severely damaged or destroyed.
A Null Gate also has 1 last-ditch defense -- it can jump itself out to a nearby system...but if the jump fails due to damage or even perhaps mass-lock, the result resembles a q-bomb detonation.

[I imagine if I can get a Null Gate to jump out...it will trigger a bit of NEWS where it arrives, which will spread out as time passes.]

--

"Those Jump Gates are really jumpin'!

A massive Null Gate was spotted arriving near the witchpoint beacon of ____, which caused quite a stir with the locals...as it was comitting the largest known parking violation there in the last 300 years.

I guess it makes some sense that a jump gate can jump, but it really needs to jump on out of the way of other ships...or new arrivals are likely to go splat on this most unexpected visitor.

We've started a betting pool on how big and long-lasting its wormhole will be if or when it jumps again."

----

Null Gates "learn" and improve jump routes ...maybe even have their own agenda and goals.
So don't shoot one and then try to use it to do jumps...
...It doesn't like that, and may retaliate by dumping you out in-between systems or sending you in a different direction than you told it to.
Or just dumping you VERY far away from the sun of the system you're currently in...and of course charging you 250 credits for the trip!

They can hyperspace jump, so why not let them move as well at the speed of a shuttle or transporter...and turn about as slow as an Anaconda?
...So they can move back into position later when they've been forced out of a system by a desperate hyperspace exit.
Maybe they're almost-living flower-like organisms and need to be near a star to 'live'?

When the Null Gates are first reactivated in single-destination nearby system mode, they partially fight that setting.

If a ship that passed through them has that system set as their destination...no harm done.
BUT...if the ship has the current system set, a nearby system, or a distant...or worse unreachable system set...
...There is a chance the Null Gate will either:
1.trigger a misjump to the single-destination system (odds of this are initially semi-high, like 25%...but decrease to maybe 0.1-2.5%?)
2.higher odds (~30% decreasing to ~0.5%?)...not send them to any other system...just toss them FAR from the star and planet of the existing system (travel time back to either the main station/planet/Null Gate again measured in HOURS or even over a day!)
3.much lower odds...jump to the set nearby system (~2% decreasing to ~0.1%)
4.even lower odds...jump to a random nearby system (~1% decreasing to 0.1%)
5.far lower odds still...send them to a VOID where there's a big pack of Thargoids (~0.1-0.3%)

Once the Null Gates are allowed to send ships to any nearby systems, they quit being quite so "unruly". :)
Having the current system set or a distant...or worse unreachable system set....will still cause problems, but to a lesser degree.
If the ship has the current system set, it makes some sense to toss them FAR from the star and planet of the existing system.
If they have a distant system set, it likewise makes some sense to go to the nearest system along the way...unless the system is unreachable.

Null Gates may not normally cause misjumps...only when they're "open" and spitting out ships.
But they could be VERY massive (use density in their shipdata.plist file) due to being made of white dwarf material, either from white dwarf stars or synthetically generated.
This would make them mass-lock ships attempting to hyperspace out near them...making being near them more dangerous if Thargoids are pouring out of them.

----

Thargoids don't so much co-opt Null Gates to come out of them as they simply ride "upstream" of their wormholes and come out at their source instead of their destination.
So all attempts to prevent Thargoids from "hacking" the Null Gates fail...because Thargoids are doing nothing of the sort -- they're only exiting via an open door.
...Unless they figure out a way to turn a Null Gate on.

----

The history of the Lobstoid Empire and Null Gates is well-known to the Lobstoids...and they're not trying to hide it.
Only it's not part of the usual trader skill-set.
So you have to ask around and/or retrieve data sets from their worlds (at the main station).

----

At the extremely high-tech Lobstoid worlds of Orzaedve and Teedus...the Null Gates were maintained, including limited ability to use them 1-way to nearby systems! (They rightfully disabled the rest...for centuries!)
They never forgot how to use them and maintain them -- although they only rarely use them now, and only 1-way to nearby systems within 7 L.Y.
They also have the knowledge to reactivate others...and maybe even know how to build new ones, but the resources needed to build one are considerable.
Getting Lobstoids to help might require...a sincere show of loyalty and require you to do a few "minor" missions for them, such as killing a LOT of Thargoids.

Show of loyalty = destroying Thargoids along every (50%) misjump route between ALL the local systems within 7 L.Y. to the Lobstoid's capital world of Orzaedve.
This will require either a mad quantity of 3 L.Y. fuel tanks (that each use a missile pylon and cost 70 credits each)...or using the Null Gate at Orzaedve along with Misjump Inducer equipment set to active.
This is not meant as a simple test of loyalty OR skill...this is a preliminary clean-up before reactivating FULL jump-chain capabilities for Orzaedve's Null Gate.
If it is NOT done, a jump-chain pulls in Thargoids along the route, dumping them out at the same destination that you're heading to...and that's BAD!
This will require a variable to track Thargoid kills (vs Thargoids seen) as well as a distance check to Orzaedve.
[...It may require the help of Galactic Navy/Her Majesty's Space Navy Asps for the player to have *ANY* chance of winning/surviving all these fights.]
The numbers of Thargoids present at any of these standard 1/2-distance misjump locations should be increased or decreased depending on how "stirred up" they are (from earlier fights such as Thargoid Plans, player's previous Thargoid kills, ...even from recent/nearby Gal. Navy missions!), how long the Orzaedve Null Gate has been activated (basically how far along in the plot you are), and if there's other Null Gate related events happening. (...such as the loss of the Ed's Mooned Fitsgrald.)

It will (slowly?) be determined that multi-jump routes using Null Gates cause a stringing-along effect on Thargoids in the area...after the 1st wormhole in the chain, there's a chance that Thargoids will follow the wormholes to the destination system.
This can be VERY inconvenient if there's 5+ of them...qualifying as an unplanned Thargoid system invasion!
(There is already logic in Null Gate's nullgate.js to do this!  ...BUT no news alert afterwards.)
(There is a news alert now at the main station if there's >3 Thargoids in-system.)
----
Information gained from visiting the Lobstoid capital world's main station (and reading the special "Null Gate news" message):

[Lobstoid Apocalyptic Log...]

We were once the dominate intelligent beings on nearly every world in this sector. We explored distant regions of the galaxy that your kind has yet to visit.

But that empire was shattered...by the Thargoids!
Our travel Gates, which were vital for sustaining our empire became the source of its very doom!

While a single travel Gate can take a ship one-way to almost any nearby system in the region, even ones with no travel Gate, 2-way links established between travel Gates required vastly less energy to power.
The Gates on both ends help hold open and stabilize the warp tunnel.
Jump-timing protocols were programmed into the Gates so emerging ships weren't likely to ram inbound ships.
The Gates are tough -- even some of our largest ships could destroy themselves by ramming one and the Gate would survive.

Like clockwork, ships would enter or emerge from the travel Gates.
It became routine.
Security was relaxed around the Gates, as piracy was almost unheard-of while we were at the peak of our power.

There were no war plans.

But science advances and creates problems in unusual places...
We had discovered seemingly stable large wormholes all over the Galaxy.
Our scientists determined that these wormholes were unlikely to be natural, but had to be millions of years old at the least.
A special, much larger Gate was constructed after it was discovered that a 'reverse' link could be established going from a Gate to a wormhole -- allowing travel across much of the Galaxy.
The travel boon this kicked off allowed us to quickly expand across much of the Galaxy.

Testing was done to see if the travel Gates could connect with even more distant wormholes, either in the Galaxy's outlying Globular Clusters or in neighboring Galaxies.

Something went wrong.

A door was opened...

Thargoid swarms poured out of the larger gates, from parts unknown even to us.
...And then spread through the regular gates.
Whole systems were completely overrun before we even knew things were wrong...and when they did not kill us outright, they used us as food and incubators for their parasitic young.
They came in waves, with pauses lasting weeks-to-years...giving us plenty of time to ponder our fate but little time to reconfigure and rebuild our many distant industries to counter it.

We resisted with everything we had, but their ships massively outclassed our own...and it was only through our sheer numbers and perhaps luck that we were able to survive anywhere.
Many, knowing they were doomed anyway, sacrificed themselves by crashing into the Thargoid motherships...this bought us time, as even the Thargoids seemed limited in numbers.

A door was shut...

A decision even more awful than individual suicide was finally taken -- all the Gates had to be disabled or destroyed to delay the Thargoid spread. We did this knowing it would doom worlds.
This plan was carried out without even informing some worlds of their fate.
Those worlds that are now inhabited by other species were gained from our legacy.
Now, what few land-dwelling kinds of our race still exist there are only noted as rare monsters to be mentioned in travel guides.

It is also why jump routes and systems are so patchwork today...and even explains the larger voids -- some worlds have been lost forever.
--
We were once the dominate intelligent beings on nearly every world in the region. We spread even further to distant regions of the galaxy that your kind has yet to map.

Defending the Gates from attack or defending against attacks From the Gates was as unthinkable as defending a building or bridge on a planet from hostile attack in the middle of peacetime.
There were no plans.

A special, much larger Gate was constructed once it was discovered that 2-way links could even be established between a wormhole and a Gate -- allowing travel across much of the Galaxy in a single jump.
A special, much larger Gate was constructed once it was discovered that a link could even be established from a Gate to a wormhole -- allowing travel across much of the Galaxy in a single jump.
A special, much larger Gate was constructed after it was discovered that a 'reverse' link could be established going from a Gate to a wormhole -- allowing travel across much of the Galaxy.

Thargoid swarms poured out of them, from parts unknown even to us.

This plan was carried out without even informing many of them of their fate.
Many of the worlds that are now inhabited by other species were gained from our legacy. Now, what few land-dwelling kinds of our race still exist there are only noted as rare monsters to be mentioned in travel guides.
----
While there seemed to be black holes inside them as a possible power source.
As it turns out, 2-way links could even be established between a single, special Gate and "natural" massive wormholes found all over the Galaxy -- allowing travel across much of the Galaxy in a single jump.
----
How did a lot of Null Gates get stuck at one system?
They jumped there...maybe the Lobsters did that to prevent Thargoids from using them?
If they can be coaxed to go to other systems, Null Gate trade routes can be developed!
----
To make Null Gate's route-to-Ditere (unreachable in Gal. Chart 3) part of the plot, have it only "discovered" after completing Thargoid Plans original game mission! It is after all, part of the secret route to the Thargoid Homeworld/s!
This includes the ceremony to add that route to Teedus (top left), the secondary capital of the Lob. Empire ...which may go badly and trigger it to go offline.
The initial attempt to Ditere could end at the "bottleneck" of the jump route which ends in the middle of the big void...at there, place the super-wormhole that the Thargoids are using.
Only after completing missions related to dealing with that super-wormhole and Thargoid attacks on various systems in Gal. Chart 3 does the route to Ditere improve to "best version" that I have.

Missing ships (Exion Val, Ed's Mooned, Cyclops?, and other historical ships lost in Bermuda Triangle) make the news from time-to-time until more battles are fought with the Thargoids and all derelict Null Gates in Gal. Chart 3 are deactivated and/or "repaired".
Maybe have a huge number of the missing ships show up as derelicts near the Super-Wormhole?
The ships can disappear based on when they disappeared in history...
----
Atocha could be a primitive-version of the Transport with low energy remaining that got stuck in Null Space along with primitive Thargoid Warships that were chasing it.
Based on this in history:    https://en.wikipedia.org/wiki/Nuestra_Se%C3%B1ora_de_Atocha
Could be filled with Gold, Platinum, and Gems.
(The historical one had Gold, Silver, and Emeralds...so maybe Platinum is OUT as a cargo?)

As a plot item, the ship and its small crew could have "historical significance" as well as extreme wealth from their cargo.
...But I don't want it to contain Null Gate information, because it is likely to die when it leaves the Null Gate due to the Thargoids chasing it.
----
Even BEFORE the Null Gate at Teedus can be reactivated, the one at Orzaedve has to be reactivated.
BUT...what sort of problems can that cause?
And officially, they'll have to state it can only go to 1 nearby destination or only systems within 7 LY...even though it's far more capable.
It never lost its abilities, it has been well-maintained and intermittently used over the last century.
	[...But the player may not be told that yet.]
The player may only be told that the experts to work on and use Null Gates are currently only at the Orzaedve main capital system, having been brought in from all over the Galactic Charts.
----
Maybe while you are waiting for the experts to arrive...you could be clearing out Thargoids in vicinity of the Orzaedve main capital system?
...To show your sincerity and ability.
----
Early on, to activate the Null Gate at the Lobstoid secondary capital of Teedus...
You have to retrieve the (RE-!) activation code and/or equipment from Orzaedve.
Probably best to make it an escort mission of a Lobstoid Moray (Medical?) ship containing the precious cargo.
Depending on the timeframe and whether or not you've completed the Constrictor mission, there may be Navy Asps...and/or other Lobstoid Morays.
It's a LONG trip...so everyone will be sharing wormholes to go a little quicker and only stopping at the main stations of "safer" systems.
The anti-Null Gate Lobstoid faction (that fears a Thargoid invasion out of the Null Gate!) may make its appearance somewhere along the way, having discovered this plan...and wanting to stop it!
--
The anti-Null Gate Lobstoid faction (that fears a Thargoid invasion out of Null Gates!) may make its appearance somewhere along the way, having gotten wind of these plans...and very much against it!
----
IF the Moray attack happens, AND there's no Navy Asp escorts, the Lobstoid capital of Orzaedve will be unhappy with the Gal. Navy -- EXTREMELY SO if the critical Moray is lost!
(If you're there...it's partly your fault too!)
----
A Thargoid misjump attack may happen going to the same choke-point as the would-be Moray ambush system.
It's possible due to diverting from within interstellar space to past the choke-point that the convoy the player is in "misses" the Moray ambush.
This can happen due to the next system being 6-6.8 LY from the interstellar space point where the Thargoid ambush may happen.
The convoy is also sharing wormholes to save fuel and time...so the convoy could inadvertently avoid the Moray choke-point ambush as well!
----
The reactivation ceremony (both the labor part and the political bullshit opening of it) can also be done partially by you...as a "volunteer" to go through the Null Gate early on. Better take an escape method with you! (such as a working Galactic Hyperdrive, extra fuel tanks in missile pylons, etc!)
The Gal. Navy also has other means of testing it before you do...so you're not very likely to be instantly committing suicide hitting a black hole event horizon instead of a working wormhole.
"Seriously, someone put a small asteroid through it?"
	"Why not? It's bigger than most ships...and no major loss if it gets destroyed."
"It could ram the witchspace buoy on the other side..."
	"No, we have ships on the other side to deal with it."
"They could be stuck waiting for hours for the rock to arrive..."
	"They're enlisted -- we don't pay them by the hour."
"Someone's bound to notice."
	"Probably for the better if they do! ...It will make for interesting news!"
----
...THIS reactivation might be a good place to put the ancient Thargoid popping out of the Null Gate.
(But I kinda wanted it at a marginal TL ~12 system "over-reaching" to initially reactivate their Null Gate after it's been unused for centuries... they're more likely to get something wrong!)
The player won't see any of this if they wait to join/work with the Null Gates researcher till after completing the Thargoid Plans core game mission!
...but they might get the news message about the Teedus Null Gate being reactivated after centuries!
----
"Thargoid attacks have been reported on the rise in-and-around Istimale."

Code a check into the exiting witchspace function...
if distance-to-Istimale is less than 7 LY and current location is NOT interstellar space and a slowly-increasing random chance...then you end up with your next hyperspace jump being set as a misjump using:
player.ship.scriptedMisjump = 1;
----
A few instances will have freighters and their escorts pass through the Null Gates but only the freighters arrive at their destination. Some or all of the escorts "vanished"! Sometimes they arrive at nearby systems, but often they're never seen again.
Rumors abound on the cause and escort pilots are refusing to use Null Gates. The few that continue to do so all tend to have a jump-capable ship, such as a Cobra 1/3 or a Moray, believing that will save them from a permanently lost or destroyed fate.
--
A few freighters with escorts have passed through the Null Gates only to have some or all of their escorts vanish!
Usually the escorts arrive at nearby systems, but sometimes they're never seen again.

Rumors abound on the cause and escort pilots are refusing to use Null Gates. The few that continue to do so all tend to have a jump-capable ship, such as a Cobra or a Moray, believing that will save them from being stranded at an unknown location.
Escort costs are skyrocketing as a result and most freighters that use the Null Gates are forgoing escorts altogether.
Many are afraid to go near the Null Gates, believing them to be haunted or cursed...and all-around bad luck -- even blaming Null Gates for misjumps they had when leaving the same system as a Null Gate, even when not using the Null Gate to do so.

The Galactic Navy is investigating...

Incidentally, the price of using a Null Gate has dropped from 250 credits to 100 credits.
Is the risk of joining the cosmic horrors in the VOID worth 100 credits?
Truth is, we don't know!
----
Researcher that initially contacted you concerning the Null Gate research campaign:
	"I've contacted numerous shipping companies and requesting logs of Null Gate use...that probably won't be cheap help, but at this point we still need it."
----
Travel Advisory:
Do not use Null Gates unless you have hyperspace ability and a full fuel tank.
[...And later, after a few more disappearances...]
...and some secondary means of jumping if you experience a misjump and/or a fuel leak.

This is the same advice we now give as a result of the Nova disaster in Galaxy Chart 4.
----
Later the Null Gate Researcher reports...
	"There seems to be an odd correlation between how well-regulated a shipping company is and how many of their escorts have vanished while using Null Gates.
	The ones that keep meticulous records and have lots of procedures and regulations seem to have lost very few.
	The 'average' shipping companies have lost enough escorts to generally not include escorts when bound for safer systems.
	Shipping companies that form ad-hoc escort groups with freighters have the highest losses, although their records are so poor that they couldn't provide details about the missing ships.

	There also seems to be a lesser correlation between vanished escorts and ship types.
	Escorts lacking jump capabilities disappear far more frequently than jump-capable escorts.

	This is so bizarre that I'm at a loss for words to explain how or why this happens!"
--
	Shipping companies that form ad-hoc escort groups with freighters have the highest losses, although their records are so poor that the vast majority of the ships that disappeared are unknown."
Once is an accident, twice is coincidence, 3 times is enemy action?
----
The Galactic Navy is investigating...
...at Teedus, as many of the disappearances happened from that system's Null Gate, because it was one of the 1st reactivated.
Initially, Navy Asps simply used the Null Gate themselves...all without incident.

But as more cases mounted, they took it offline and had the top scientists of the Lobstoid technical support staff investigate it and then slowly reactivate it for additional testing.

Still unable to reproduce the disappearances, they reopened it to general shipping traffic.
----
...at Teedus, as many of the disappearances seem centered around it.

It is BECAUSE the Null Gate at Teedus was maintained with full ability to reach nearby systems that escorts disappear from it more often than Null Gates that have a fixed destination.
----
// Problem (solved?) with Null Gate at Teedus!
"nullgate_brief1" = "The massive Null Space Warp Gate at what was historically the Lobstoid Empire's secondary capital of Teedus in Galaxy Chart 3 has been reactivated after a minor technical glitch left it offline for 3 months.
If you want to risk hyperspace travel via a 1000 year old monstrosity...it is once again available to civilian ship traffic for the absurd price of 250 credits.
Is it safe?
Truth is, we don't know!";
----
[Idle but incorrect speculation:]
A couple more theories are being thrown around as to the cause of the missing escorts:

1. Escorts are going through the Null Gate too soon after the 'big' freighter mothership does and the Null Gate isn't fully recharged, causing the escort's wormhole to fall short of its destination...a misjump in other words!

2. Or repeated wormholes to the same destination make it easier for Thargoids to notice and force a misjump on the later wormholes...which are always the escorts!

3. Tangled wormhole tunnels happen from being so close to each other causes the littler ones (the escorts') to sometime pinch off, destroying an escort in a singularity like those found inside black holes.

Some of the more meticulous shipping companies have also thought of this and have started sending the smaller escorts through FIRST with longer intervals between ships...so the Null Gate have longer to recharge before the next ship.
Some of the more meticulous shipping companies have also thought of this and have started sending the smaller escorts through FIRST with longer intervals between ships...so the Null Gate has longer to recharge before the next ship and maybe makes a more stable wormhole tunnel each time.
They have experienced no escort or freighter disappearances so far, but they've only done this a few times so it may be coincidence...
----
A more fun (happier ending) outcome for the lost escorts is to have them arrive at Ditere:
"Over the last year, a lot of very confused escort ships have arrived at Ditere...with no knowledge of how they got there or where their freighter mothership is. They all consistently report following their mothership into a Null Gate on a route that should have been only a single or handful of jumps, but the Null Gate sent them through what seemed like never-ending jumps one-after-the-other. Many have already joined the 'Stranded Armada' of escort ships between Ditere and its lone, reachable neighbor system. In other news, piracy in these systems has fallen to nearly 0..."

"Individual escort pilot interviews suggests they did not set a destination before passing through the Null Gate, instead relying on the freighter mothership's wormhole route as normal. Most of the pilots hail from systems less than 20 L.Y. away from Ditere, although 1 reported starting from near the bottom right of the sector map."
--
"Individual escort pilot interviews suggests they did not set a destination before passing through the Null Gate...allowing the Null Gates to either randomly select a nearby destination or route to Ditere as the default destination if no route was set. Most of the pilots hail from systems less than 20 L.Y. away from Ditere, although 1 reported starting from near the bottom right of the sector map."
----
The escorts-at-Ditere only becomes news to the player *IF* the player either visits Ditere personally or sometime later if in Galaxy Chart 4 (or greater), as some ships somehow manage to Galactic Hyperspace from Ditere to get the word out.
----
(AFTER discovering escorts at Ditere) Galactic Navy findings/conclusion for the lost escorts:
"Although tales of lost escorts have some basis in truth, the vast majority of freighters and escorts arrive safely at their destination after using a Null Gate.

Of the few that turn up missing, almost every confirmed cause of ship loss is traced to enemy action rather than a flaw in the Null Gates themselves...and happened either before they reached the Null Gates or after reaching their destination systems.

For the remaining fraction that are misplaced to an unexpected system...

...There is a common but mistaken belief that Null Gates work the same as wormholes.
Escorts normally wait for their mothership freighter to create a wormhole and then follow into the wormhole...without setting a destination.
But a destination must be set on EACH ship using the Null Gates, or the Null Gate tosses them to either a random nearby system or whatever default "home" destination is programmed into that particular Null Gate.
In the case of the Null Gates at Teedus and Birera...the default "home" destination seems to be Ditere.
Research is still being conducted on whether the 'default' routes used match the route used when Ditere is set as the destination directly."
----
Research is still being conducted on whether the 'default' routes used match the route used if Ditere is set directly."
----
The escorts aren't completely stupid for not setting a destination, since initially Null Gates are stuck with 1 fixed nearby system as a destination...so no destination needed to be set.
When a Null Gate was upgraded to being able to send a ship to any nearby system, not setting a destination still overwhelmingly caused the ship to go to one of the nearby systems.
Once a Null Gate was able to send ships through more than 1 wormhole, allowing them to cover more than 7 L.Y. ...then real weirdness started to happen!
...and that's what sent so many escorts to Ditere!


Reason for that is many of them were still using their old follow-the-leader behavior on wormholes -- they follow the freighter into the Null Gate thinking it worked like a wormhole. Since they didn't set a destination themselves, the Null Gate tosses them to either random nearby systems or "pulls" them to the Super-Wormhole that the Thargoids have co-opted.

A Galactic Navy Behemoth could arrive at Ditere and take the escort ships into itself as cargo and use its Galactic Hyperdrive to place them in a more useful location...since they cannot hyperspace on their own and are of little value in the 2 unreachable systems.
Galactic Navy Behemoths will start doing roughly-yearly "rescue expeditions" to unreachable systems to remove escort ships and to sell Galatic Hyperdrives at inflated prices to jump-capable ships that want to leave. This will prove profitable enough to justify these difficult trips.

The first arrival near the Super-Wormhole is complete with a large number of Thargoids waiting in ambush.
What's worse, the arrival triggers a fuel leak AND sets your next jump to be a misjump.
You are not expected to survive this unless you have Navy help! (...which you may not have unless you follow their instructions for investigating the derelict Null Gates!)

Prototype Wormhole Bombs can also become available over the course of this campaign, starting with early attempts to probe where partially reactivated derelict Null Gates go.
Her Majesty's Space Navy (the OXP-in-progress and based off what's already in the game) can also tie into this OXP -- with special help from Navy Asps, Navy Sidewinders, and Navy Boa 2 Light Cruisers.
...These will be especially prominent when doing the final assault on the Super-Wormhole area/s, or when a derelict Null Gate triggers a Thargoid invasion!
They can also arrive "in tow" on your wormhole/s, and will have full fuel so they can give you an escape route (via their wormhole/s) in case everything [probably] goes wrong.

Escaping the Super-Wormhole area will almost always cause a huge Thargoid horde to follow you to whatever system you use as your exit point, this goes DOUBLY so if you use the actual Super-Wormhole to do it!
[They do NOT like their secret base being discovered!]

The Gal. Navy is working with the Lob. Empire to extend the Null Gate's network to reach previously "unreachable" systems.
This starts out by creating a short double-jump (misjump + regular jump) to cross the Great Rift in Gal. Chart 7. One of the "master gate techs" of the Lobstoid race helped figure out how to program this in...and that project took on a life of its own when a Gal. Navy committee decided they wanted the Null Gate to auto-find the quickest route across the Great Rift among an increasing list of crossing points. (initially only 2 points known)
Later, the route to Oresrati in Gal. Chart 8 is discovered by deciphering the cryptic configuration log (ancient jump routes programmed into it in the distant past) of a recently (partially only) reactivated Null Gate.
Lastly, the very long, convoluted route to Ditere in Gal. Chart 3 is discovered at the Null Gate in system 118 of Gal. Chart 3. It's initially unusable, because the system pointers referenced nonexistent values and locations.
[This starts out by creating a very long, convoluted route to Ditere in Gal. Chart 3 (and to Oresrati in Gal. Chart 8.)]

The process of interrogating a partially or fully activated Null Gate to get it to output its known jump route lists...slowly becomes fully formalized and relatively easy.
But also opens up the Null Gate network to (re!) counter-invasion by Thargoids...or at least triggering a spontaneous reactivation of a Null Gate (maybe even for a "working one?!) to spit out its ancient contents...of primitive Thargoids.

Every attempt you make to visit Ditere (which will tend to fail at the Beehive/Super-Wormhole area!) shortens the jump route and time to reach Ditere later.
There is multiple CASE lists for the route to Ditere, depending on how much you've investigated the Null Gates, (like how many you've visited) your Gal. Navy "rank", how many kills you have, and how many times you've used the Null Gates.

The first time you use any Null Gates anywhere, only "simple" routes exist -- the only special routes that are added use 50% misjumps, like the first one to reach Oresrati in Galaxy Chart 8.
I don't know if I will use a series of nested If statements, CASE lists, or both to simulate the "learning improvements" from using Null Gates multiple times.

Add (Derelict?) Null Gates to 137 (human TL13) and/or 147 (lizard TL13) systems in Galaxy Chart 8 to facilitate getting to Oresrati. Work will have to be done to activate them... and there's a reason many nearby systems are in civil wars or outright anarchy.

Going to have to rubber-stamp the logic now being used in Wormhole Maker (swi_Jumper.js) into nullgate.js because the old logic which is based on stacking wormholes not only doesn't work correctly, it can even cause script infinite loops and crashes.

Since Null Gates often don't start in convenient places, route-building to the start of pre-programmed routes to special places must be done often...and it will be a PAIN to do!
Setting the destination for special routes or rather "knowing" when to trigger/use special routes is very hard since the Null Gate you use is almost always not the starting location of the special routes.

You see all those voids on the Galaxy Charts?
That's where the Thargoids are winning!

"Fuse is Lit!"
Lobsters at 181. Laorbila (246,236) Corporate State, Mainly Agri., TL: 10 ...attempt to fully reactivate their Derelict Null Gate, and it sets off a chain of Thargoid attacks coming out of not just their Gate but also Null Gates of semi-nearby systems.
Next, 235. Cearle (241,179) is hit.
Then, 70. Tionrebi (247,207) is hit.
Then, 10. Gearzaen (245,176) TL: 13, Large Blue Furry Rodents is hit, which isn't even a Lobster world and has an already activated Null Gate!
Lastly, 81. Oredonat (238,145) TL: 12, Human Colonials is hit, another already activated Null Gate!
It dies down after that since there's no other semi-nearby Null Gates.

181. Laorbila (246,236), {28,47,53,68,70,164,202,221} within 7.0 LY. Radius 4342 km. Corporate State, Mainly Agri. Pop. 4.8 B, Prod. 25344 MCr. HC: 8, TL: 10, Red Horned Lobsters.
235. Cearle (241,179), {10,25,37,70,81,85,111,141,153,180,204,240} within 7.0 LY. Radius 4337 km. Communist, Mainly Ind. Pop. 3.6 B, Prod. 16128 MCr. HC: 12, TL: 8, Fierce Harmless Horned Lobsters.
70. Tionrebi (247,207), {10,25,47,68,111,141,153,164,181,202,235} within 7.0 LY. Radius 4855 km. Confederacy, Poor Agri. Pop. 3.7 B, Prod. 7992 MCr. HC: 11, TL: 7, Slimy Lobsters.
10. Gearzaen (245,176), {25,70,81,85,111,141,204,220,235,240} within 7.0 LY. Radius 3829 km. Corporate State, Rich Ind. Pop. 5.6 B, Prod. 49280 MCr. HC: 10, TL: 13, Large Blue Furry Rodents.
81. Oredonat (238,145), {10,37,85,128,204,220,225,235} within 7.0 LY. Radius 5358 km. Confederacy, Average Ind. Pop. 5.1 B, Prod. 33048 MCr. HC: 8, TL: 12, Human Colonials.

(Teedus Null Gate may not go offline until the Thargoid Plans mission or at least the Constrictor mission starts!)
----
Even "working" Null Gates should start out broken -- only able to do a single jump up to 7 L.Y.! ...initially only to a single system for testing!
HIGH probability of MISJUMPS in early tests to get the bugs worked out...
Testing (just using the gates) by Player should (slowly?) improve that.
Then missions by Lob. Emp. plus Gal. Navy to restore and add special routes to unreachable systems and shortcuts.
Good Luck!
----
(Teedus Null Gate may not go offline until the Thargoid Plans mission starts!)

The massive Nullspace Warp Gate at what was historically the Lobstoid Empire's secondary capital of Teedus has been reactivated after a minor technical glitch left it offline for 3 months.
If you want to risk hyperspace travel via a 1000+ year old monstrosity...it is once against available to civilian ship traffic for the absurd price of 250 credits.
Is it safe?
Truth is, we don't know!
--
It was taken offline because Thargoids had briefly, successfully hacked it?
Maybe have that actual event happen if you "show up early."

Better yet, this early message should come about when the Null Gate at Teedus was taken offline to upgrade from single-jump to a fixed system to all systems within 7 L.Y.?
...or smoothing out possible issues with jumps to all systems within 7 L.Y. -- such as reducing the misjump chance.
----
The Exion Valdiaz, an Anaconda heavy hauler freighter, disappeared after passing through the Null Gate at Teedus along its regular scheduled route to Lamare, and is now overdue.
We have exclusive footage of the ship grounding against the side of the gate as it entered.
Before departure, the captain was last seen in the station bar ordering 1 last Gargle Blaster (only to order 4 more...) and was carried out by his crew in order to leave on time.
Lost in Space? ...till the captain sobers up and grabs the right chart?
We don't know!
--
~2 weeks later:
The Exion Valdiaz has now been found at Ersodi...with some "minor" hull plating damage...some 50 light-years away from its scheduled route. The captain swears he gave the ship the proper destination coordinates before he went to sleep and there's something fouled up with the warp gates -- Or at least that's what others at the bar claim they overheard him saying while he was trying to drown himself in alcohol. An unknown member of the Exion Valdiaz's crew stated that the captain wasn't at fault for the disaster, as he was passed out in his cabin while a new crewmember was piloting the ship through the Null Gate. (And it only cost us a small bar tab to find this out.)

The captain has been given administrative leave and told not to speak to the press (does this mean us?) pending an investigation, which we take to mean he's got a couple weeks to sober up and disappear before the shipping company throws the book at him for being incompetent at everything but drinking.
----
"Ed's Mooned" Fitsgrald, a Boa freighter, was last seen passing through the Null Gate at ___ bound for ___.

Maybe do the Boa "Ed's Mooned" Fitsgrald the same way!
If it had only made its way a little closer to the planet, the Rock Hermit "Whitefish Bay" might have been able to save it with its defensive ships...

3 days later:
A badly damaged empty escape pod was found by a miner out of the heavily defended "Whitefish Bay" Rock Hermit station in the anarchy system of ___ along the scheduled route of the "Ed's Mooned" Fitsgrald. It matches the type known to be carried by the big Fits, though that may be coincidence.
The Galactic Navy promises to investigate.
--
A badly damaged empty escape pod was found in the anarchy system of Raerqu along the scheduled route of the Ed's Mooned Fitsgrald, a Boa freighter. It matches the type known to be carried by the Big Fits, though that may be coincidence. The Galactic Navy promises to investigate.
A badly damaged empty escape pod was found in the anarchy system of ___ along the scheduled route of the "Ed's Mooned" Fitsgrald. It matches the type known to be carried by the big Fits, though that may be coincidence. The Galactic Navy promises to investigate.
Found by a miner out of "Whitefish Bay" Rock Hermit station.
--
~1-2 weeks later:
Gal. Navy's preliminary findings are that both freighters ended up missing/misplaced/lost as a result of pilot error.
"The Exion Valdiaz became lost as a result of crew incompetence and the perpetually inebriated captain. That they couldn't stop and ask for directions further compounds their stupidity.

Lack of proper escorts resulted in the probable loss of the "Ed's Mooned" Fitsgrald to pirates in the anarchy system of ___."

Families of the captains and crews are suing the Navy, claiming they're making scapegoats to cover up the faulty Null Gates.
(The Exion Valdiaz's crew states that  their captain wasn't at fault for the disaster, as he was passed out in his cabin while a new crewmember was piloting the ship through the Null Gate.)
--
Lack of proper escorts, buddy system, or a complete convoy resulted in the probable loss of the "Ed's Mooned" Fitsgrald to pirates in the ___ system."
Lack of proper escorts or convoy system resulted in the probable loss of the "Ed's Mooned" Fitsgrald to pirates in the anarchy system of ___."
The captains' families are suing the Navy, claiming they're making scapegoats to cover up the faulty Null Gates.
"Reports are on the rise that escort ships of freighters passing through the Null Gates are disappearing."
----
(Does these freighters have escort ships? Mambas, Sidewinders, Cobra 1's?)
A problem with escort ships...is they usually just follow the freighter and when the freighter jumps out leaving a wormhole, they dive into the wormhole.
That works just fine with wormholes, but Null Gates work differently! EVERY ship that enters them needs to have a destination set, or they could get a FINAL DESTINATION ENDING!

"Reports are on the rise that escort ships of freighters passing through the Null Gates are disappearing."

"Missing freighter escorts are turning up in nearby systems after they passed through Null Gates."

"A handful of freighter escorts still remain missing months after being last seen entering a Null Gate.
Pirate groups may be picking off the lone escorts."

[some could turn up at the Thargoid Beehive...others at Ditere (dead-end system in GC 3) ...others no doubt destroyed.]
----
There could be missions to find the missing ships -- firstly to "ask" the witchspace beacons along their paths if those ships ever passed them. (Special police/Gal. Navy equipment is needed to do that!)
Beyond that, searching up-and-down the space lanes for traces of them may be needed.
Asking at the main station (in bars?) ...might reveal something.
----
Shouldn't be hard to make "The Exion Valdiaz, an Anaconda heavy hauler freighter, disappeared after passing through the Null Gate at Teedus along its regular scheduled route to Uszale, and is long overdue."
...Spawn it at Teedus and/or Uszale so long as it's not "missing".
...also have to consider if it's about to go missing or still needs some time to return from 10+ long jumps away.

If you dock at Teedus after Exion Valdiaz does, you could talk to the captain at the bar...
...but he ignores you unless you buy him a drink.
There's really only 2 relevant questions to ask him:

1. Why doesn't EV have any escorts...anymore. And only travels "safe" routes. (What he drinks to forget.)

	"We were badly outnumbered. They couldn't jump out on their own. They told us (EV) to run anyway... For a paycheck, they gave their lives -- we owe them ours."
(After answering that question he'll mumble a lot more under his breathe...stares down at his drink...and then say "I don't want to talk anymore."
If you pester him further, he gets up and leaves.)

2. You may be one of the heaviest users of Null Gates...do you have any knowledge/advice about them?

	"You go a little crazy every time you jump using a Gate -- IT is calling the shots, making the jumps. You're just along for the ride...hoping it ends where you expect.
	There's hell to pay when it doesn't..."

Sub-question here is:
Q:	Has a Null Gate ever dumped you somewhere you didn't tell it to go?

	"Only when I had the new idiot at the helm! Not even a mis-jump otherwise. ...But I've heard rumors from others that freighters and especially escorts end up at the wrong system!"
	"You only have to experience a misjump once for that to be the last thing you ever do...Thargoids can shoot your ship apart almost before you realize you're in interstellar space."

	I'm researching Null Gates...and looking to discover and fix whatever is causing those rumors.

	"Good luck fixing stupid if that's the cause!"

	Assuming that's not the only reason, yes.
	... Ultimately, I'm working so more gates can be properly reactivated in the future.

	"If I ever run into you again, I might want to ask you about that...and then I'll owe you a drink or 2 instead of the reverse!"
--
Actually, I glossed over how Exion Valdiaz survived its inadvertent trip to Ersodi.
It arrived there with basically NO fuel left...and a lot of Thargoids on its tail and low shields.
It had to manually jump to Ersodi because the Null Gate had dumped it out at the "Thargoid Beehive" supermassive wormhole location.
The captain didn't fight the Thargoids...he was still trying to sleep his bender off and got angry at the crew for all the noise.
...Was only after he sobered up a little that he realized he nearly died in his sleep.
Implied that someone other than idiot pilot (that rammed the Null Gate a Teedus) controlled the Exion Valdiaz to allow it to arrive at all at Ersodi...and then helped it reach the main station there.
So by the time Ex. Val. got to Birera...it probably had a few kills to its name -- Thargoids and a pirate or 2.
The Exion Valdiaz made a stop at Birera's massive Galactic Navy Base to report the crew's findings about the Thargoids...on their way back to their normal home port of Teedus.
...It's probably the only thing that saved the captain's job, although he was technically off-duty when it all happened.
Freighters have to have rotating shifts because no one can crew them 24/7...

Exion Valdiaz might also show up at Birera (added by script.js) shortly after arriving at Ersodi. Heads to main station, then (if Galactic Navy is installed) to Galactic Navy station.
--
What makes the Exion Valdiaz's trip to Ersodi possible is the Teedus Null Gate never "forgot" its old jump routes, much like the one at the Lob. capital halfway across the Galaxy Chart...
It was simply turned off rather than crippled/partially destroyed like many of the derelict Null Gates found elsewhere.
It also had been reactivated to almost completely full status -- 1-way multi-jump routes to pretty much anywhere in the same Galactic Chart.
...and that included the long-forgotten route to the supermassive wormhole *AND* a route to Ditere.
--
The supermassive wormhole at the "Thargoid Beehive" first misjumps to Ersodi...but I'll have to script a detection method for if the the player USED that wormhole to then make a jump-chain that ends up at Ditere.

this.shipExitedWormhole = function()
this.shipWillEnterWitchspace = function()
this.shipWillExitWormhole = function()	<- DOESN'T WORK!!!
this.playerWillExitWormhole = function()
this.playerWillEnterWitchspace = function()
this.playerExitedWitchspace = function()
this.shipExitedWitchspace = function()

maybe try this.playerWillExitWormhole = function()	<- DOESN'T WORK!!!
...them check to see if the player is at/near the misjump location towards Ersodi.
After that, create another wormhole-chain to go to Ditere!


// Wormhole special routes!
this.shipExitedWormhole = function()
{
	if(galaxyNumber == 2) if(player.ship.galaxyCoordinates.x > 38.9 && player.ship.galaxyCoordinates.x < 40.1 && player.ship.galaxyCoordinates.y > 41.9 && player.ship.galaxyCoordinates.y < 43.1) {
		$ngJump_Array = [50040,50232,50040,50232,50040,50184,50186,50184,50232,50184,50232,40184,133];
//		$ngJump_Array = [50040,50186,50040,50232,50040,50232,50040,50184,50186,50184,50232,50184,50232,40184,133];
//		$ngJump_Array = [50040,50186,50040,50232,50040,50232,50040,50232,50040,50184,50186,50184,50232,50184,50232,40184,133];
//		$ngJump_Array = [50040,50186,50040,50186,50040,50232,50040,50232,50040,50232,50040,50184,50186,50184,50232,50184,50232,50184,50232,40184,133];
		$ngHop = system.ID;
		$ngLast = $ngHop;
		$ngPast = $ngHop;
		$ngCounter = 0;
		this.$ngJumping();
	} else if(player.ship.galaxyCoordinates.x > 35.9 && player.ship.galaxyCoordinates.x < 37.1 && player.ship.galaxyCoordinates.y > 54.9 && player.ship.galaxyCoordinates.y < 56.1) {
		$ngJump_Array = [50040,50186,50040,50232,50040,50232,50040,50184,50186,50184,50232,50184,50232,40184,133];
//		$ngJump_Array = [50040,50186,50040,50232,50040,50232,50040,50232,50040,50184,50186,50184,50232,50184,50232,40184,133];
//		$ngJump_Array = [50040,50186,50040,50186,50040,50232,50040,50232,50040,50232,50040,50184,50186,50184,50232,50184,50232,50184,50232,40184,133];
		$ngHop = system.ID;
		$ngLast = $ngHop;
		$ngPast = $ngHop;
		$ngCounter = 0;
		this.$ngJumping();
	}
}
/*
36.193359375, 55.27226257324219	-	Thargoid Beehive
39.0966796875, 42.636131286621094	- 50% misjump to 186 after that!
*/
----
The loss of escorts when freighters go through Null Gates is absolutely critical to the whole plot...it is almost the main story!
When used, a Null Gate is unlikely to fail, unless you do something that triggers a failure -- such as misjump inducer causing an unplanned misjump.
Thargoids might intercept a Null Gate's string of nested wormholes, but sometimes that has little effect on the results...as Null Gates can auto-correct the course. (This actually defies 'reality' of how Oolite's space works, because the Null Gates fires off wormholes into wormholes without "seeing" the end-result...but I want to keep this in because Null Gates need to be ridiculously reliable as a plot point!)
Everyone is grasping-at-straws as to what is going on, often assuming the worst, but mostly overlooking 1 key issue -- stupidity!
When Null Gates first become available, there's only a few of them working and each one has a fixed destination...so there's no need/reason for escorts to set a destination, just as they didn't set a destination when using a freighter's wormhole.
So long as fixed destination Null Gates are available for awhile, coupled with the familiarity of escorts dog-piling a freighter's wormhole...many will treat all Null Gates as operating the same way.
Once Null Gates can be set to different destinations on-the-fly, then serious problems occur...for those escorts that didn't set a destination.
The Null Gate will either pick a random nearby destination or use the "hidden mode" special destination programmed into it for that location.
It is the discovery and recovery of these "hidden mode" special destinations that further the plot of finding lost locations and Thargoid strongholds/staging areas.

"Warp gates are not 'doors' and cannot open or close off any jump routes at all."

Yes they can, yes they used to do so, yes they will again!
----
Sort out the event/mission order so things aren't quite so linear!

There's the "early missions" that take place before Constrictor + Thargoid Plans missions...
...the "during missions", which should be pretty nasty as Thargoids are VERY stirred up at that time.
...and the "later missions", which can be milk runs ...but can also be reactivating a 2-way link on a Null Gate that has 20+ ancient Thargoids trying to get through that gate.

Being near or far from the worst big battles should have different later outcomes as well.

The Null Gate Researcher says different things to the player depending on whether the player has done the Constrictor + Thargoid Plans missions.
Galactic Navy news leaks also won't appear if you've not done the Constrictor mission.
The Lobstoid Null Gate researcher/technician/high priest sayings may not even become available till the player has completed missions for the Lobstoids.

Thargoid ambushes will have to be tied to player behavior in the area -- kill few Thargoids OR kill more non-Thargoids, and it's more likely!
----
https://arstechnica.com/science/2022/05/how-to-build-a-wormhole-in-just-3-nearly-impossible-steps/?comments=1&post=40919551#comment-40919551
If you've done 6 impossible things this morning, why not round it off with breakfast at Milliways, the Restaurant at the End of the Universe?
-- Douglas Adams, The Restaurant at the End of the Universe

Allllmost there
----
Null Gate NEWS!
...should be available at all systems.

It should check if there's a Null Gate in the system...
	If NOT, it basically has you (the player) asking around the bars/hotels/motels/docking bay about Null Gates and others' experience with them.
		1.Most (at least early on) will reply: "Never heard of them/such things." or even "I don't believe they exist any more than Raxxla exists!"  (where "Raxxla" can be almost any rumor/BS...like generation ships, space whales, etc.)
		2.Later, some will report "rumors" about other traders (Freighters mainly) using Null Gates... with some odds about having problems with them.
		3.During Thargoid attacks, there may even be rumors/reports of even stranger things happening. (lost ships, wormhole misjumps, Thargoids seen somewhat "near" or coming from the general direction of the Null Gate.)
			(Give this a minor feel like the Constrictor hunt, where maybe traders HAVE heard of Null Gates but often don't know where or much about them.)

If a Null Gate *IS* in the system...
	Is it known to the locals?
	A.If so, report its functional status.
		"There was a Null Gate in this system, but it was destroyed recently during fighting with thargoids/pirates/etc." (Same message might come up if the Null Gate hyperspaced out.)
		If "broken", "There is a derelict Null Gate in this system."
		Or... "The local Null Gate is offline for repairs and testing."
		Such as, "Null Gate in system is set to transport ships to the nearby system of _____."
		Or, later,"Null Gate in system can reach any nearby system."
		Later still,"Null Gate in system can create jump-chains to any reachable system in this Galaxy Chart." (May or may not include secret routes and time-saving shortcuts.)
		Finally, "Null Gate in system can create jump-chains to any system in this Galaxy Chart." (Will also include improved secret routes and time-saving shortcuts!)
		"A Null Gate recently appeared near the witchspace beacon. I guess it wanted to roam the galaxy the same way it sends other ships out."

	B.If derelict Null Gate is in system, but unknown to locals...
		...You get bar rumors about Null Gates and their use instead.
		BUT! You might also get later in your quest: "According to the Lobstoids, there should be a disabled/derelict Null Gate in this system..."

Also important to give players a way to review important Null Gate news again later if they care to...but obviously only when they're at a main station...maybe even a high-tech level one (like 12-15?).
----
*AS* the campaign progresses...even if you never signed up to be part of it...
Special equipment gets developed to overcome "problems" with Null Gates, 'broken' jump routes, unreachable systems, and special locations in the middle of big VOIDS on the Galactic Chart...

Fuel Tank - 3LY fuel capacity "bomb" that fits into a missile pylon. Available even before anything about this campaign starts...will prove VERY helpful in avoiding being stranded by finicky just-reactivated Null Gates.

"Product Recall!"
Misjump Analyser equipment also appears as a mini-mission...first to buy, then to discover it only increases risk (uses Thargoid technology to work?!), the BIG product recall (requiring visiting a TL 14 or 15 system to have it removed), the bankruptcy of the original company, the buy-out and co-opting by the same company that makes Misjump Inducer equipment...and their similarly-named replacement product development progress, flaws, recalls, AND improvements for it.
(Later versions of Misjump Analyser can even check for Galactic Hyperdrive weird conditions -- like alternate destinations for it!)

Misjump Inducer equipment is almost a must, as it works with regular "H-key" hyperspace jumps, other ships' wormholes, and Null Gates' wormholes. Only becomes available after Misjump Analyser does...because it was created from information derived from how Misjump Analyser works.
Requires CLEAN rating and maybe Dangerous skill level to buy?
Reason for the clean/dangerous requirements is it's a CRUEL thing to use on an unwitting trader's wormhole, as it dumps them into interstellar space as well! ...And you have to be Dangerous to easily survive a fight with a lot of Thargoids at once.
Later version can also cause the Galatic Hyperdrive to malfunction...


Variable Jump Drive equipment - fine-tunes the destination of a misjump to something other than the middle of the intended jump. Needed to reach unreachable systems. Only becomes available LONG after Misjump Analyser and Misjump Inducer equipment due to complexity of design.
1st prototype version, (version 0!) can only do 20-30% (25% avg.), 40-60%? or 50%, 70-80% (75% avg.), and disabled. Using it a few times and reporting back to HQ about the results allows them to upgrade it to...
Version 1 can do 25%, 50%, 75%, and disabled.
Version 2 can do 5% intervals (5,10,15,20%...)
Version 3 can do 1% intervals (1,2,3,4,5%...) ...it is necessary to do the very tricky misjump routes and for later development of the Voidcrosser equipment.
Requires either to be Clean/Dangerous...or early access due to Constrictor and/or Thargoid Plans missions, but still requires Clean status.


Thargoid Witchspace Drive, which the Lobstoids are very interested in recovering...both the 'raw' ones off Thargoid ships as well as the equipped and (semi-usable!) versions of the drive, especially all 4 versions...and particularly the last and most powerful variant of the drive. Each additional drive you bring to them helps complete the mini-quest... so there is a bounty for doing so.
Turns out the Thargoid drives...seem strangely similar to the Null Gates own wormhole-making cores...although the Null Gates are far larger and more primitive.
Null Gates can send a good-sized asteroid through a wormhole, so there is considerable hope that we can miniaturize that to make a much smaller (but still usable) wormhole and use less power as well.
Enlisting the reluctant help of one of the best Thargoid Witchspace Drive outfitters (initially found at a poor Ind. Anarchy!) allows the Lobstoids to further refine their Null Gates (for more complex routes) and allows them to repair the derelict Null Gates found in many systems.


Prototype Wormhole Bomb - early development of a 1-shot, portable jump drive. A chopped-down version of an Adder's tiny jump drive core with a fusion bomb to power it once. *VERY* unstable to the point of dangerously explosive!
The Prototype version basically should only be given as mission equipment, to literally work the bugs out of it...so you become its alpha/beta tester. Were it given a price tag, it should be at least 3k credits! The fixed, final version becomes the...
"Regular" Wormhole Bomb - later development of a 1-shot, portable jump drive. A chopped-down version of an Adder's tiny jump drive core with a fusion bomb to power it once. Safer but still finicky and very fragile. Not available till after Nova event. Prototype started far before that...but Gal. Navy initially wanted to keep this very expensive device to itself...and keep it a secret.
Requires either to be Clean/Dangerous (and Injectors in case prototype decides to q-bomb you!)...or early access due to Constrictor and/or Thargoid Plans missions, but still requires Clean status. Prototype is tested crossing the Great Rift in Galaxy Chart 7!
The Nova disaster in Galaxy Chart 4 encouraged the Gal. Navy to release the updated version to the general public. It's too expensive for regular use and is only fit for extreme emergencies.


Quantum Drive equipment...advanced reprogrammer for 1-shot Galactic Hyperdrive. (though fortunately, this equipment doesn't get used up too.) The Galactic Navy has long had prototypes of this equipment. Becomes available after Nova event in Galaxy Chart 4, to partially allow choosing the destination system in the next Galactic Chart.
Early versions of Quantum Drive should start out allowing unreachable system destinations. (Normally, Gal. Hyperdrive doesn't allow this!)
Second version maybe only allows the ancient [96,96] destination for Galactic Hyperdrives...it's still very convenient if you're at the edge of the map and want to return to middle of next Gal. Chart.


oolite.oxp.smivs.GalDrivePod 1.4 MOD.oxp
Smivs' Gal. Drive Pod - allows ships to carry an extra Galactic Hyperspace drive (as a missile/bomb on a missile pylon) to reach and leave the unreachable systems.
These really should become available only sometime after prototype Quantum Drive equipment!


Wormhole Maker - Wormhole Projection System equipment - creates a wormhole in front of the ship using strictly energy instead of q-fuel. Because it doesn't have to overcome the mass of the ship like the normal hyperspace drive, it requires very little energy to make a wormhole...with the side-effect of making only a small short-lived wormhole. Almost the holy grail of super-jump equipment, this will require completing numerous plot-points ...including a HUGE up-front fee for the mass-production manufacturing of this equipment by a tech level 15 system. ...and a long delay before the 1st one is available. Maybe make the earliest "prototype" versions prone to misjumps?
Creating this is only possible after research and development has concluded for the inner workings of Thargoid Witchspace Drive, "Regular" Wormhole Bomb, Version 3 of Variable Jump Drive equipment, Misjump Inducer, AND Misjump Analyser!
Requires to be Clean/Deadly...or early access due to success with Constrictor and/or Thargoid Plans missions, but still requires Clean status. Prototype is tested to reach Oresrati.


Void-crosser equipment -- very late-campaign item, considerable improvement over Wormhole Maker...capable of crossing voids and finding slightly faster jump routes on-the-fly. Also includes research from the Thargoid Witchspace Drive to find "improved" routes. Needed by Galactic Navy to reach the Thargoid Beehive location with a strike fleet. (Null Gate could only dump a few ships through to there per minute...and they'd die about equally fast showing up 1-at-a-time that slowly.)


OneWayTicket2Oresrati and LinkG7 equipment may or may not make an appearance. They're certainly useful, in limited sense...but too powerful tech-wise for no more than they do.
These would have to be spin-offs of the Void-crosser equipment or utilize wormhole bombs somehow?! ...Or be Thargoid-derived!


*MOST* of this equipment has additional hidden requirements before it is available for sale or usable on your ship. Typically Wormhole Scanner (core game equipment) is needed to "read" and "interact" with wormholes beyond fly-into-and-hope-for-the-best. Some are even requirements for later equipment, such as Misjump Inducer and Variable Jump Drive are needed both available for sale plus equipped-and-working for Void-crosser equipment to work.
----
[quote=phkb msg_id=53877 time=1655935294 user_id=27789]Hi Switeck,
Let me do a bit of background reading and I'll get back to you. One question, though: is the plan to release a working OXP? Or just as an aid during testing?
Regards,
Nick[/quote]Both!

A little backstory about me...

This isn't something I started recently.

I discovered a misjump route to the lone, unreachable system at the bottom left of Galactic Chart 8:
http://aegidian.org/bb/viewtopic.php?p=128025#p128025

Check out the date of that post!
And read my next post after that...

It's been my intent to incorporate my misjump route discoveries into a big Null Gates OXP for a LONG time.
...but I ran into all kinds of limitations and bugs in scripting back then which completely prevented making a working warp gate.
I even discovered a wormhole bug or 2.

I also ran into rather stuffy responses to my intent to make working warp gates.
I plan to turn some of those beliefs into plot points.

Currently, Null Gates OXP is little more than a few unrelated events that are revealed to the player as news...and the player has no way to influence/stop them.
Much of that will remain, but parts will be added that the player MUST do if the plot is to continue along.

There is already a couple opportunities for "Press Space Commander." ...related to Null Gates.
----
..and have been for over a decade.

(and you've kicked over and angered a Thargoid Beehive!)

And read my next post after that...
...I ran into all kinds of limitations and bugs in scripting back then which completely prevented making a working warp gate.
Many changes have happened to Oolite since then so much more is possible now.

It's been my intent to incorporate my misjump route discoveries into a big OXP for a LONG time...but I have to cobble together a LOT of other people's code and get it seamlessly working in multiple ways.
In-universe, various factions will have to INVENT equipment before many of my misjump routes are even POSSIBLE.
And that will require a chain of linked events to encourage such development.

Ideally, I'd like to release Null Gates OXP...which will be a HUGE campaign/mission/setting even more complex than Xeptatls Sword OXP.
Currently, it's little more than a few unrelated events that are revealed to the player as news...and the player has no way to influence/stop them.
Much of that will remain, but more will be added as parts the player MUST do if the plot is to continue along.

The Null Gate "stations" (have to put that in quotes, since you can't dock with them...and nobody lives on them) actually already work and that's kinda a problem...because initially I want them NOT to.
The player has to play a part in reactivating at least some of them...and discovering their secrets.

I am even making long conversations I've been a part of on this forum as PART of the plot, about what is possible in Oolite and to some degree the limitations of the game engine.
Null Gates can't bypass the 7 Light-Year max jump rules...they just go around them using multiple misjump tricks.

There has to be a long wind-up to what, where, why, and how about Null Gates -- some answers I hope will come as a surprise.

I hope to make some of these beliefs into plot points...and shatter the illusions associated with them only to create new ones.
The biggest illusion I want to create is fear of the unknown.
----
I've done a lot more with misjump routes since then.
Many changes have happened to Oolite since then so much more is possible now.

I also ran into rather stuffy responses to my intent to make working warp gates:

http://aegidian.org/bb/viewtopic.php?p=128080#p128080
"Hmmm. I've been thinking about it and I don't know wether I would want to use such a thing"

http://aegidian.org/bb/viewtopic.php?p=128660#p128660
"Unreachable systems are unreachable, and no equipment (and no scripting) is going to change that."

http://aegidian.org/bb/viewtopic.php?f=4&t=9686&start=90#p139450
"I have no real answer to this, thereforewhile the scripting side of it seems at least a little exciting and rewardingI am quite skeptical as far as the idea as such is concerned. To be honest, I'm not seeing it as something that makes much sense in the Ooniverse."

And just to twist the knife in:
http://aegidian.org/bb/viewtopic.php?p=139762#p139772
"As far as jumping between systems is concerned, warp gates add nothing at all."
...
"The only way I can imagine them representing doors is as pure models, mysterious objects in a system, without any functionality at all. Perhaps with a backstory like "this warp gate once enabled us to travel back to the previous chart, but it doesn't work anymore". Then they would become like the Dredgers and Generation Ships of original Oolite: rumours of old times, adding some mystery to the back story, but completely without any actual gameplay behind it. As soon as you want to attach some actual functionality to them, and want this functionality have something to do with jumping to another system, the whole illusion comes crashing down. The warp gate doesn't do anything which selecting a neighbouring system and hitting 'H' doesn't do as well."
...
"warp gates only represent fake doors, and have no actual power to 'close off' or 'open' any jump route at all."

he quoted me:	"These warp gates could use misjump tricks to reach distant systems."

"For which already an OXP exists."
[That I helped make!]
...
"I'm sorry, but within Oolite's game engine I find that warp gates make very little sense, and are of very limited use."

http://aegidian.org/bb/viewtopic.php?p=139835#p139835
"There is no other witchspace technology in Oolite than the one you have been using with your ship all along. A warp gate would just be a neat disguise for an ordinary witch jump, nothing more. Technically it would be the exact same thing, with the exact same properties as a witch jump. Therefore, by definition the proposed warp gates use witchspace technology just the same way ships do. They are nothing but a piece of eye candy that induces an ordinary witch jump for the player ship by script. That means among other things that they cannot work instantaneously."


I hope to make some of these beliefs into plot points...and shatter the illusions associated with them only to create new ones.
Null Gates can't bypass the 7 Light-Year max jump rules...they just go around them via misjump tricks and multiple wormholes 1-at-a-time.
may not be able to bypass the 7 Light-Year max jump rules...but with misjump tricks and multiple wormholes 1-at-a-time they can send a player over 7 Light-Years away.

Null Gates OXP could easily become a HUGE campaign/mission/setting even more complex than Xeptatls Sword OXP.
Currently, it's little more than a few unrelated events that are revealed to the player as news...and the player has no way to influence/stop them.
Much of that will remain, but parts will be added that the player MUST do if the plot is to continue along.

There is already a couple opportunities for "Press Space Commander." ...related to Null Gates.

I've been testing a few ideas for what I can put in...and I have a couple surprises.

The Null Gate "stations" (have to put that in quotes, since you can't dock with them...and nobody lives on them) actually already work and that's kinda a problem...because initially I want them NOT to.
So I have to have at least 2 types -- inactive and active.
The player has to play a part in reactivating at least some of them...and discovering their secrets.
There will be multiple levels of reactivation...and new difficulties can arise from each.

In-universe, various factions will have to INVENT equipment and methods before many of my misjump routes are even POSSIBLE.
Even fully reactivated Null Gates are insufficient for all the tasks.
The new equipment will reproduce some of the capabilities of Null Gates but come with other limitations.
And that will require a chain of linked events to encourage such development.
This special mission-related equipment slowly gets more capable as it's upgraded.

Null Gates are almost the back-plot. The real events start happening when you figure out the truth...

Good Luck! You'll need it!
----
The ending to the Thargoid Plans is the delivery of a/the Thargoid Homeworlds/Main Base-of-Operations to Birera (TL14) in GC3.
...But what if instead it's only the location of the Thargoid Beehive/Supermassive Wormhole which is delivered?
Now, major expeditions have to be planned to reach it, and special equipment (misjump inducer, variable misjumper, fuel tanks, wormhole bombs, etc) would have to be developed to accomplish that.

A problem with trying to misjump to reach Ditere in Galaxy Chart 3 is...
All these routes should end up at the start of the "Eye of the Needle" -- the very narrow misjump route to get to the Thargoid Beehive/Supermassive Wormhole location.
Positioning is absolutely critical here! The last misjump to the start of the "Eye of the Needle" has to not only land in a particular 0.4 LY domain -- it has to land in 1 CORNER of that 0.4 LY domain or the next few misjumps will fail.
The Thargoid Beehive/Supermassive Wormhole location represents a very dangerous obstacle along the route to Ditere.

The sheer number of precise misjumps needed is effectively impossible without a fleet of possibly 100+ ships and massive levels of wormhole sharing. (where 1 ship jumps and everything else uses its wormhole to save fuel.)
The complex coordination of so many ships is deemed impossible for the stretched-to-the-limits Galactic Navy.
----
http://aegidian.org/bb/viewtopic.php?p=279948#p279948
"Oolite as exploration game"

Let's face it, the potential of this open world is poorly realized. And here the claims are not against the developers of the game, but against the community of addon developers. At first, addon developers drew inspiration from the lore that grew out of Holdstock's Dark Wheel. In Ooniversum, in addition to the hermit asteroids, which are in the default game, there are deep space dredgers, generation ships, thargoid craft  all these legends of the old Elite have been brought to life. If anything, now, the legendary planet RAXXLA can be technically created  of course, linking its search with a non-trivial plot. There is a legendary space graveyard in the Tionisla system, there are three more systems with individual settings, and finally, there is a promising, but alas, abandoned project The Famous Planets. There are finally some epic missions like Trident Down. Alas, this is practically everything that now exists and almost all of this has become so outdated that it urgently needs at least a cosmetic update. Ooniversum is not attracted by the concept of world-exploration. The first meeting with the colossal generation ship, of course, is impressive, but only just  I saw it, took a screenshot as a souvenir, uploaded it into the gallery and forgot. This meeting gives neither answers to old secrets, nor ties to new plots. The pulsar in the Tianve system, the orbital cemetery in the Tionisla system  the same issue. The first time one look's it is interesting, but nothing more. There are no storylines for these locations.
--
"The first meeting with the colossal generation ship, of course, is impressive, but only just ... This meeting gives neither answers to old secrets, nor ties to new plots. ... There are no storylines for these locations."

Well, Null Gates will give the player at least 1 reason to go back to individual Null Gates from time-to-time:
Working Null Gates can transport them to places hard-to-reach otherwise.
Someone will also need to check on each Null Gate's status regularly...because Thargoids might start using them too...and refusing to pay the 100-250 credits toll when they do!
Just getting Null Gates working should require hands-on action for a few of them. Working with a faction to reactivate them...making sure there's not an ambush when doing that.
(An ambush by Thargoids, opportunistic pirates, anti-Null Gate faction of Lobstoids who thinks reactivating Null Gates will attract massive Thargoids invasion forces from beyond known space to finish the job of killing everyone, or even more local factions of anarchists/dictators/commies who don't want foreign influence doing things in 'their' system!)
It might prove necessary to fight a local system's government just to get "permission" to reactivate a Null Gate.

Each inactive/derelict Null Gate may have a "piece of the puzzle" to rebuild ancient Null Gates networks -- whether it be a partial route to an "unreachable" system (in GC 3, 7, and 8) or minor to massive shortcuts across voids to otherwise reachable systems via a long way around.
There could also be echoes of the shutdown orders, the act of desperation knowing the awful consequences for whole regions.

"The only way I can imagine them representing doors is as pure models, mysterious objects in a system, without any functionality at all. Perhaps with a backstory like "this warp gate once enabled us to travel back to the previous chart, but it doesn't work anymore". Then they would become like the Dredgers and Generation Ships of original Oolite: rumours of old times, adding some mystery to the back story, but completely without any actual gameplay behind it. As soon as you want to attach some actual functionality to them, and want this functionality have something to do with jumping to another system, the whole illusion comes crashing down. The warp gate doesn't do anything which selecting a neighbouring system and hitting 'H' doesn't do as well."

Null Gates act more like sharing wormholes than manually hyperspacing using the 'H' key...with some extra and unexpected complexity that must be learned and understood, likely the HARD way!

"warp gates only represent fake doors, and have no actual power to 'close off' or 'open' any jump route at all."
"Unreachable systems are unreachable, and no equipment (and no scripting) is going to change that."

You would be extremely hard-pressed to use a mis-jump route to Oresrati without either multiple mods or a mod designed explicitly for that 1 purpose.
Without portable GH pods or given another Gal. Hyperdrive after arriving there, a trip to Oresrati without using the mis-jump route is effectively a death sentence.
But finding a mis-jump route to Oresrati and even testing it may NOT require going all the way to Oresrati...only get to the point where Oresrati is 6.8 (or less) L.Y. away.

There could be a repeated mission to escort bulk freighters (well, wee-bulk freighters like Pythons and Boas) to Oresrati where you use your one 6+ LY jump as a wormhole for the rest of the team to use.
There likely will be fights with Thargoids to do it as well...each escort isn't just an extra wormhole.
It would be a serious effort EVERY time you run that repeated mission.

Crossing the Great Rift in Galaxy Chart 7 should have FAR more traffic and be far easier to repeat! But even that's semi-hard to do without mods...

Reaching Ditere in GC 3 via a large group of ships with each using their fuel for only 1 jump each...would be near-impossible to script into a workable manner in the game.

Working Null Gate routes to these "unreachable" systems will make this easier but come with their own special risks:
Thargoid tailgaters after you exit the last jump! (...maybe reduced to a LOW level chance if you've been recently killing lots of Thargoids in the area.)
Multi-misjump jump chains can fail halfway...and if there's a fuel leak and/or guaranteed misjump for the next jump, you may need a Galactic Hyperdrive to escape dying in interstellar space.

"There is no other witchspace technology in Oolite than the one you have been using with your ship all along. A warp gate would just be a neat disguise for an ordinary witch jump, nothing more. Technically it would be the exact same thing, with the exact same properties as a witch jump. Therefore, by definition the proposed warp gates use witchspace technology just the same way ships do. They are nothing but a piece of eye candy that induces an ordinary witch jump for the player ship by script."

A Null Gate has to do a bit more than just induce an ordinary witch jump by script on the player's ship.
The player's ship cannot auto-hyperspace on its own even with a script.
There has to be a proximity check to make sure the player's ship passes into the center of the Null Gate.
The Null Gate has to be turned on.
Another ship (or item posing as a jump-capable ship) has to make a wormhole...but can't do that right at the center of the Null Gate because of mass-locking issues.
The player's ship has to be instantaneously moved FAR from the Null Gate...or anything else for that matter!
Then the other ship/item makes a wormhole that the player's ship cannot avoid...which risks the player's ship mass-locking the other ship!
Hand-waving by claiming ALL that script complexity is barely more than eye-candy detracts from just how hard it is to make it work *AT ALL*...and not LOOK like it's scripted fakery.

So, now the player's ship is shoved into a wormhole by the Null Gate script...
...where is the wormhole going?
Who/what/*HOW*/ is it decided what the destination of the wormhole going to be?
Scripting that can be "easy", just use the player's target destination...right?
So about those unreachable systems...the game won't make a workable jump-chain to them using:
JumpRouteArray = System.infoForSystem(galaxyNumber,system.ID).routeToSystem(System.infoForSystem(galaxyNumber,player.ship.targetSystem), "OPTIMIZED_BY_TIME").route
...Oh no, it'll silently throw an error in the logger file and crash your entire Null Gate script!
Oh, you forgot to set a target destination?
...and it's set to the same system as you're in, such as after a hyperspace jump.
Same deal, script crash! (Might just do nothing here instead of crash, still will look about the same to the player.)
Or make individual Null Gates always go to the same location each time...doable, but very limited.
Making the destination vary depending on "PLOT!", harder still!

"That means among other things that they cannot work instantaneously."

Thargoid Witchspace Drive works on ideas gained from my work on wormholes and misjumping and although it's nowhere near instantaneous...it's often slightly faster (in-game time-wise) than doing regular jumps...and that's almost on ACCIDENT!
My routes are better because I use calculations to find time-saving misjumps with an accuracy of 0.1%...although there seems to be minor errors in my math somewhere. :(
The big time-savings my jump logic has over Thargoid Witchspace Drive is in reaching "unreachable" systems.
Reaching Oresrati might be >50 hours quicker (~125 vs ~180 hours).
The Great Rift in Galaxy Chart 7 can be crossed quicker and in more places.
Ditere is reachable...it isn't via the Thargoid Witchspace Drive.
There is also a couple dead-end systems that can be reached quicker by crossing voids using misjumps, a major one even in Gal. Chart 1.
The overall time savings for a "random" multi-jump route vs the in-game route-finder that doesn't use misjumps is about 5-10%.
If I manually search for a better route, I can sometimes save slightly more time using a "sideways" misjump to cut a corner shorter.

"The only way I can imagine them representing doors is as pure models, mysterious objects in a system, without any functionality at all. Perhaps with a backstory like "this warp gate once enabled us to travel back to the previous chart, but it doesn't work anymore". Then they would become like the Dredgers and Generation Ships of original Oolite: rumours of old times, adding some mystery to the back story, but completely without any actual gameplay behind it."

Let's start with something like that...non-working Null Gates that will never work again in any way!
Almost no explanation is even given for their existence/purpose...initially!
I want to play up the out-of-game claims that gates cannot work OR be a meaningful plot device, that they're ONLY eye candy.
On the OXZ list, maybe even list Null Gates as "Ambiance - broken Wormhole Gates added to a few systems as evidence of an ancient long-lost empire"
Scripting looked impossible for reaching unreachable systems after the multi-wormhole overlap method was removed.

Heck, you even have to work HARD to find one...even knowing the system it's supposedly in!
Oh, you mean they're partially "fixable" if you do "quests"/missions?
	"tell me more..."
It won't be easy...especially with factions fighting to stop you.
So if they're so great once you got them partially or fully reactivated...why are other ships avoiding them?
	Fear of the Unknown.

"the whole illusion comes crashing down."

The (very few) player-testers didn't know what the hell was going on when they used a Null Gate to jump to distant destinations.
Most knew not to expect a single jump animation to arrive at their destination, but did not expect there to be so many jumps.
They thought they were stuck in a jump-chain without end -- like it didn't work correctly and they needed to ALT+F4 to stop+close the game!
It wasn't Null Gates using "ordinary" jump animations they had a problem with...it was their loss of control over what was happening.

FEAR when using Null Gates was one of the illusions I was trying to make.

It will be a deserving fear that the Lobstoid capitals still have working Null Gates...but chose to deactivate them anyway.
But irrational fears are more fun to spring on unsuspecting players!

The testing players never saw a Null Gate spitting out Thargoids...but fear of the Null Gates was already there.
And I can give that fear out with a few short sentences of text at odd times...

The ultimate example of that is [Lobstoid Apocalyptic Log...]
Another:
When the player completes the examination conditions for the derelict Null Gate at Uszale...they get a message from the distant past coming from the gate's communication logs:
"We are being invaded/attacked by the Null Gates themselves! Shut off the Null Gates! ...and go into hiding." ...the rest of the message is gibberish.


A nightmare scenario worse than seeing 10+ Thargoids quickly pop out of a Null Gate near you might be something like going to the Thargoids' homeworld/s solo.
I'm tempted to add that outcome as well for a player DUMB enough to go alone through a special super-wormhole with station-like wings holding it open...

--
What limited player tests so far have shown is the players don't know what the hell is going on...they're just stuck in some sort of jump-chain almost without end when selecting distant destinations. It wasn't that the Null Gates used "ordinary" jump animations that bothered them...it was Null Gates used so many. It's *VERY* discomforting to them -- like it didn't work correctly and they need to ALT+F4 their game! They didn't find it to be a pleasant experience. I have to explain to them they're "working as designed". Going through another ship's wormhole looked similar. They're *NOT* in control, the Null Gate (jump-script) is.
FEAR when using Null Gates was one of the illusions I was trying to make.
I want using Null Gates to be scary as hell, even being NEAR them to be scary, even knowing one is in the same SYSTEM as you may give cause for concern when Thargoids start popping up more than normal.
NONE of the players ever got far enough along to see a Null Gate spitting out Thargoids. They were afraid for other reasons.

The only nightmare scenario worse than seeing 10+ Thargoids quickly pop out of a Null Gate near you might be something like going to the Thargoids' homeworld/s solo.
The only nightmare scenario worse than knowing about the Thargoids' homeworld/s...is going there solo.
(I'm tempted to add that outcome to Null Gates as well for a player DUMB enough to go alone through the super-wormhole with station-like wings holding it open...)
------
http://aegidian.org/bb/viewtopic.php?p=129703#p129703
    Would it be impossible to script, though, to make it look like this is what's happened? The player docks with the GalactiBus in Oresrati; up comes a mission screen saying that all the ships are clamped down, there's a rising roar of the galactic jump engines, etc.  then when the player launches again he finds himself in Galaxy 1 with the bus floating behind him.

I don't think so.

1) We can't make the player ship jump by script. There is no way around him pressing the H-key (or the G+H-keys) himself.
2) We can't make an NPC jump from Oresrati.
2a) There is no system within 7LY, therefore any AI- or script-induced attempt to jump will simply fail.
2b) NPCs cannot make galactic jumps, therefore there isn't even an attempt possible.

So much for that.
------
Null Gates need a massive array variable for each Galaxy Chart...mainly GC3.
Each array variable corresponds to a system number 0-255.
20 systems on each line, to keep track of system numbers without having to guess the position!
The values for each one are all numeric, no decimal value.
0 = no null gate
1 = derelict null gate - these need MASSIVE repairs before becoming working
2 = inactive non-derelict null gate - undamaged null gates that were turned off to prevent Thargoid invasion...these might retain their memories of improved special routes!
3 = active null gate, can only go to 1 fixed location...may need to add 0-255 x10 to it to tell which system it goes to? Probably requires a separate variable array for fixed destinations!
4 = active null gate, can only jump to nearby <7 L.Y. systems
5 = active null gate, can jump to any reachable system using regular jumps only using fastest regular route...but no misjump shortcuts!
6 = active null gate, can jump to any reachable system using regular jumps + misjumps to save time!
7 = active null gate, can jump to almost any system using regular jumps + misjumps to save time! Includes simple 50% special routes!
8 = active null gate, can jump to almost any system using regular jumps + misjumps to save time! Includes improved special routes!
9 = active null gate, can jump to almost any system using regular jumps + misjumps to save time! Includes "best" special routes!
-1= HOSTILE active null gate controlled by the Thargoids...actively spitting out Thargoid warships!

this.$Null_Gate_GC1_Status = [
0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,

0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,

0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0];

this.$Null_Gate_GC2_Status = [
this.$Null_Gate_GC3_Status = [
this.$Null_Gate_GC4_Status = [
this.$Null_Gate_GC5_Status = [
this.$Null_Gate_GC6_Status = [
this.$Null_Gate_GC7_Status = [
this.$Null_Gate_GC8_Status = [

this.$Null_Gate_GC1_Fixed_Destinations = [



	"nullgate_warning" = "Multiple Thargoid warships are attacking this system!

They may be headed to this station, so be prepared to fight
...or flee now!";

	"nullgate_brief0" = "Thargoid invasion force is attacking this system!

It may be headed to this station, so be prepared to fight
...or flee now!";

MAYBE have the warning of Thargoid attack...play a siren sound?
----
Null Gates which have been inactive (or worse, damaged but repaired) are more likely to have ships trapped inside of them...and those trapped ships cause more weirdness out of those particular Null Gates.
...more likely to dump ships at "bad" destinations if set incorrectly and more likely to misjump their last jump.
----
The research center system for super-Null Gates that go to distant wormholes or other special Null Gates has yet to be decided.
...It was obviously overrun by Thargoids, since it was the first place Thargoids hit.
...So it NEEDS to be somewhere that still remains "awful" -- low tech, anarchy-type system ...with likely lots of similar systems nearby that were also hit hard.
Maybe this means areas where there are NO Lobstoids remaining now, even as "rare monsters" in travel guides?
----
Deactivated/Derelict Null Gate found at 129 Lemare...this will make finding routes to 133 Ditere more complex to avoid the obvious back-tracking from 129 away from 133 Ditere.
----
Maybe one of the reasons why there's no Null Gates in systems within 7 L.Y. of Orzaedve (Lob.'s capital) is they pulled all the nearby Null Gates back to their capital and then deactivated them...
This would place a bunch of Null Gates that can be reused elsewhere later, complete with Lob. techs to reactivate and maintain them...given the right conditions.
Null Gates may also be made at Orzaedve, although production has been zero since the Thargoid invasion.
----
From the Thargoids point-of-view...
Until Null Gates are active, they are continuing their 'business as usual'.
But when escorts start go missing, some eventually start blundering to the Beehive location...where they are promptly destroyed.
Seeing the escorts causes the Thargoids to go roving about to find the source of their route to reach the Beehive, as it was believed to be unknown.
The Thargoid Plans core game mission drives them into a frenzy as well.
Once the Exion Valdiaz Anaconda shows up and promptly hyperspaces out, Thargoids realize their secret Beehive location is probably not a secret...and they start invading nearby systems.
----
TO:
Milo
montana05
Cholmondely
phkb	?
szaumix	?
CaptSolo	?

	Null Gates - Here be Dragons

About Null-Space Warp-Gates (Null Gates for short)...

I've been wanting to add them to Oolite for a long time.
http://aegidian.org/bb/viewtopic.php?p=128051#p128051

...But I've ran into so many problems, I still barely know where to begin!

	But first, a bit of history...

http://aegidian.org/bb/viewtopic.php?p=279948#p279948
"Oolite as exploration game"

"The first meeting with the colossal generation ship, of course, is impressive, but only just ... This meeting gives neither answers to old secrets, nor ties to new plots. ... There are no storylines for these locations."

	How Null Gates are supposed to work...

http://aegidian.org/bb/viewtopic.php?f=4&t=9686&start=90#p139450
"All scripting issues aside, what would warp gates be good for in the first place? Who would need them, and what for? Due to how the game works, they can do nothing a jump-capable ship can't do without them."

http://aegidian.org/bb/viewtopic.php?p=139762#p139772
"As far as jumping between systems is concerned, warp gates add nothing at all."
...
"The only way I can imagine them representing doors is as pure models, mysterious objects in a system, without any functionality at all. Perhaps with a backstory like "this warp gate once enabled us to travel back to the previous chart, but it doesn't work anymore". Then they would become like the Dredgers and Generation Ships of original Oolite: rumours of old times, adding some mystery to the back story, but completely without any actual gameplay behind it. As soon as you want to attach some actual functionality to them, and want this functionality have something to do with jumping to another system, the whole illusion comes crashing down. The warp gate doesn't do anything which selecting a neighbouring system and hitting 'H' doesn't do as well."

http://aegidian.org/bb/viewtopic.php?p=139820#p139820
"Warps gates could have tactical advantages. They could be useful in that they don't have to use witchspace technology same way ships do. They could work instantaneously like gal drive jump and not use any of the ships fuel."

http://aegidian.org/bb/viewtopic.php?p=139835#p139835
"There is no other witchspace technology in Oolite than the one you have been using with your ship all along. A warp gate would just be a neat disguise for an ordinary witch jump, nothing more. Technically it would be the exact same thing, with the exact same properties as a witch jump. Therefore, by definition the proposed warp gates use witchspace technology just the same way ships do. They are nothing but a piece of eye candy that induces an ordinary witch jump for the player ship by script. That means among other things that they cannot work instantaneously."

	As for Null Gates to actually take the player somewhere "unusual"...

http://aegidian.org/bb/viewtopic.php?p=139762#p139772
"warp gates only represent fake doors, and have no actual power to 'close off' or 'open' any jump route at all."
"I'm sorry, but within Oolite's game engine I find that warp gates make very little sense, and are of very limited use."

http://aegidian.org/bb/viewtopic.php?p=128660#p128660
"Unreachable systems are unreachable, and no equipment (and no scripting) is going to change that."

	As for a story behind them...

"The only way I can imagine them representing doors is as pure models, mysterious objects in a system, without any functionality at all. Perhaps with a backstory like "this warp gate once enabled us to travel back to the previous chart, but it doesn't work anymore". Then they would become like the Dredgers and Generation Ships of original Oolite: rumours of old times, adding some mystery to the back story, but completely without any actual gameplay behind it."

	Any attempt to actually make Null Gates do anything will make...

"the whole illusion come crashing down."

	As for the "value" of Null Gates in Oolite...even if I somehow got them working:

"I'm sorry, but within Oolite's game engine I find that warp gates make very little sense, and are of very limited use."

http://aegidian.org/bb/viewtopic.php?p=128080#p128080
"Hmmm. I've been thinking about it and I don't know wether I would want to use such a thing"

http://aegidian.org/bb/viewtopic.php?f=4&t=9686&start=90#p139450
"I have no real answer to this, thereforewhile the scripting side of it seems at least a little exciting and rewardingI am quite skeptical as far as the idea as such is concerned. To be honest, I'm not seeing it as something that makes much sense in the Ooniverse."


	OK, with all that history baggage out of the way, hopefully you can understand and appreciate what little I can do with Null Gates even in theory.

Null Gate - Fallen Empire

Ancient and mysterious inactive jump gates have been discovered in many star systems throughout inhabited space.

Little is known about the civilization that built them...or what caused its disappearance.


WARNING!

Currently, there are no true missions for this OXP.

What does happen is "events" from time-to-time, some more important than others.
And lastly, something I am still working on...an important mystery: what is going wrong/causing missing ships?!

No Null Gates are active until at least part of the events happen.

Null Gates do not allow more than 1 jump until given the:
"Travel Advisory Update"

Null Gates will not do more complex things till an important history announcement is given.

It is up to the player to be at the correct places at the correct time to make some of the events happen, but most of it is really relaxed...and will happen if you wait long enough.

The vast majority of the events take place around and/or triggered by visiting the Lobstoid Empire's secondary capital of Teedus in Galaxy Chart 3.
--
The Null Gates are "there" and either working or not working, but nothing you do will directly reverse their states...even destroying them will have them reappear when returning to the system.

Null Gates do not allow more than 1 jump until given the:
"Travel Advisory Update:	Do not use Null Gates unless your ship has hyperspace ability and a full fuel tank! AND a Galactic Hyperdrive!!!"

Null Gates will not use misjumps in its routes till Ed's Mooned Fitsgrald (Boa) escape pod is found OR [Lobstoid Apocalyptic Log...] is given.
----
To:	CaptSolo
Answer to an ancient mystery...

This was a chat on IRC a long time ago...

[13:19]	<Solo>	Oh btw Switeck, I made it to Ditere
[13:19]	<Switeck>	good, so no crashes?
[13:20]	<Solo>	No crashes but it took the long way around to get there lol
[13:20]	<Switeck>	long way around?
[13:20]	<Solo>	I wasn't that far away but it went left and up to get there
[13:21]	<Solo>	That planet where you had to deliver the thargoid plans -- Birera
[13:23]	<Solo>	Must have taken at least ten wormholes to get to Ditere
[13:23]	<Switeck>	from Birera, actually takes probably closer to 30 wormholes.
[13:24]	<Solo>	See what I mean lol
[13:24]	<Solo>	No Galactic Hyperdrive at Ditere either and no null gate on the ASC (Advanced Space Compass)
[13:24]	<Switeck>	It's not like the method I use can just jump straight through voids -- it has to follow almost exactly the same rules you'd use with "regular" hyperspace jumps.
[13:25]	<Solo>	Must have had to go to Lamare first
[13:25]	<Solo>	Question:
[13:25]	<Switeck>	Adding a Null Gate at Ditere wouldn't help. There's no system to jump TO that's within 7 LY that links to the rest of the map.
[13:26]	<Solo>	Why is the ASC icon only there after leaving station and not when one arrives at a system
[13:27]	<Solo>	Okay understand about Ditere then
[13:27]	<Switeck>	heh, because you're not supposed to be looking.
[13:27]	<Switeck>	if the Null Gate's wormholes were created as close to your ship as originally...you WOULDN'T be able to stop the chain
[13:27]	<Switeck>	so why slow it down to create a null gate you couldn't visit?

I never got back with you on some of this because cim made changes to Oolite that made the route to Ditere (using stacked wormholes, sometimes jumping over 7 L.Y. at a time!) impossible.

Then as a gift to me, cim made it possible to do fractional misjumps -- as a percentage of the total jump distance to a system.
But all the misjumps could only go to systems less than 7 L.Y. away.

I thought that made reaching Ditere using misjumps impossible. (instead of a reprogrammed Galactic Hyperdrive)
After extreme effort I found a path through the "Eye of the Needle" and past the "Thargoid Beehive" to reach Ditere.

The new methods are FAR more tedious than the old methods, requiring lots of little misjumps to avoid getting out-of-range of the next target system needed to misjump further.

But here's the answer to a very old question by you...

<Solo>	Must have had to go to Lamare first

Neither the new methods nor the old passed through Lamare.
Nor did they need to use Lamare as a misjump target system to reach Ditere.

----
The route to Ditere has to be opened up by data recovered from the inactive jump gate at 118. in Galactic Chart 3...before real crazy disappearances start happening.
The routes across the Great Rift in Galaxy Chart 7 needs to be done in parts!
The route to Oresrati in Galaxy Chart 8 has to be found before it can be used too!

Even before that, there has to be a process for Null Gates to go from
1.inactive 
2.to 1 destination fixed route 
3.to any system within 7 Light-Years
4.to any reachable system in the same chart
5.to doing shortcut finding
6.to any normally unreachable system in the same chart
----
The Lobstoid High Priest/Technician says:

To reach Ditere, one must pass through a complex zig-zag route of misjumps.
It would likely take a fleet of 50+ ships sharing the jump of each 1, 1-at-a-time...to make their way to Ditere.

The simplest route to Ditere has to first reach the Anomaly. (Supermassive Wormhole / "Thargoid Beehive")
Legend has it the Anomaly eats ships -- dare risk yours to it?
But to reach the Anomaly you have to misjump inside the "Eye of the Needle" 3 times and then do increasingly larger misjumps using the same 2 target systems.
The "Eye of the Needle" is where the 2 repeated zig-zag systems are at max range.
Every journey must begin with the 1st step, but for this journey the step must start from one-of-three systems along the edge of the void. (93,118,183)
On one of the 3, a mountain is climbed for the lobstoid pilgrimage...where an inactive Null Gate has been re-found.
Another of the 3, must be passed through to reach the secondary capital of the Lobstoid Empire. (Teedus)
The last of the 3 is the farthest of the 3 from our secondary capital...and all along the edge of the void.
To reach the "Eye of the Needle", a precise misjump is needed from the zig-zag moving away from the middle of the 3...


Null Gates used to know this route...but it was forgotten when they were shut down.
Our fear of rediscovering / re-triggering the disaster forced us to keep certain 2-way doors closed.
We were perhaps too overzealous reactivating the Null Gates at the 2 capitals
...erasing their jump-route history to reprogram them as simpler and hopefully safer routes.

No one is known to have used this route in centuries...from before Thargoids swarmed this region.
----
A way to the impossible...
The route is impossible for regular ships unless 40 ships share the jump of each 1, 1-at-a-time.
----
The Null Gate Researcher reports...

A long riddle to find a route to Ditere...but it's like everything was said in reverse!

The 3 starting locations?
A "re-found" Null Gate in the same system as "pilgrim" moutain lobstoids -- seems like that was Uszale.

Another "must be passed through to reach the secondary capital" (...which is Teedus.)
So...if you're heading to Teedus you probably have to pass through Istimale, which incidentally is only a jump away from Uszale.

The last of the 3...is "the farthest of the 3 from our secondary capital...and all along the edge of the void."
Assuming all 3 are in a jump-chain and the chain is on the edge of the big void...maybe that could be Mabiat?
I'm least sure about that one.
Uszale, Istimale, and Mabiat are all along the edge of the big void.

Fortunately, we only need 1 starting location to get started.
But finding a working route from there won't be easy.

Something must've been lost in translation -- "Eye of the Needle" implies a choke-point.
But how can you have a choke-point in interstellar space in the middle of a large void?
So long as fractional misjumps are precise enough, it should be possible to bypass any random location in interstellar space.
Yet the Lobstoid High Priest/Technician assures me this location is unavoidable!
And doing 3 misjumps _inside_ the "Eye of the Needle" ?!
...Either this "Eye" is pretty big or these misjumps are really small, or both!


The Anomaly sounds ominous, but it could be what astrophysicists theorize exists at almost the middle of the big void between Istimale, Inlain, Ersodi, Mabiat, and Uszale.
They've seen microlensing of distant stars that briefly line up with whatever's in the middle of that void.
Could be a low stellar mass black hole or even a barely sub-stellar mass gas giant planet.
We won't know for sure what the Anomaly is unless someone can get within a fraction of a light-year of it to examine it. (1000 astronomical units?)

"a fleet of 50+ ships sharing the jump of each 1, 1-at-a-time...to make their way to Ditere."

This is the only part I'm reasonably sure I understand...
Just as escorts use a freighter's wormhole, a bunch of ships could use each others' wormholes...
Maybe 50+ ships might have been needed in the past...but we can cheat now using refueling tricks and other devices.
At least I hope so -- 50+ ships trying to stuff themselves into the same wormhole could get a little messy coming out on the other side!
And if the reception after a jump is hostile, we could quickly be left with a lot fewer ships...
...maybe too few to continue.

None of this matters without a detailed route, which we currently don't have.
Galactic Navy won't even want to attempt to find a route without more details to go on -- and this will blow even my large budget to hire 50+ ships-and-crew for what might take years to find!
----
//	"Thargoid attacks have been reported at Raerqu -- system 182."
// Thargoid Swarm spotted at Raerqu (ID=182)!
//		if(!system.isInterstellarSpace && system.ID == 182 && (missionVariables.thargplans || missionVariables.$ng>200) && missionVariables.$ng<400 && Math.random() < 0.10) {
//		if(system.ID == 182 && (missionVariables.thargplans || missionVariables.$ng>45) && missionVariables.$ng<89 && Math.random() < 0.10) {
		if(system.ID == 182) {
			system.addShipsToRoute("WhitefishBay", 1, 0.5, "wp");
			if(missionVariables.$ng>5 && missionVariables.$ng<50 && Math.random() < 0.3) system.addShipsToRoute("boa-eds-mooned", 1, Math.random()*0.7, "wp");
			if((missionVariables.thargplans || missionVariables.$ng>45) && missionVariables.$ng<89 && Math.random() < 0.5) {
			system.addGroupToRoute("thargoid", Math.ceil(Math.log(player.score+1)), Math.random()*0.7, "wp");
//			system.addGroupToRoute("thargoid", 9, 0.7, "wp");
			if(worldScripts['nullgate'].logging) log(this.name,"Thargoid swarm in system!");
//			if(missionVariables.$ng >85 && missionVariables.$ng<90) missionVariables.$ng += 10; // Need to change this so only happens *IF* you kill the Thargoid swarm!
			}
		}

...THIS can result in not being able to read other mission goals/orders at system 182 due to constant Thargoid swarms there!
----
What I've somewhat taken a break from testing is Null Gates OXP, which currently includes about 40 "mini-events" in the form of mission briefings and/or stuff happening somewhere (where I really add some ships/stations/fighting instead of mission text declaring something that you never get to see happening).
Any early release I make will likely hide/remove the current plot conclusion because I want that to be a shocker surprise partial ending when I get it to a more finished version.

I'm trying to weave together a coherent plot which is a gonzo learn-as-you-go not in much particular order disjointed events...which even confuse the experts. (which chime in with comments/alerts from time-to-time)
I hope to redo ALL the mini-event mission briefings to be more complex, with expert comments only occurring if you've completed mini-missions for them...and still on good speaking terms with them. :P

Ultimately, I want the whole campaign to be something that cannot be fully completed...to always give the player a little something to continue doing, like Galactic Navy missions.
And also to have a gigantic variability in difficulty, much like Random Hits OXP -- you can choose to be an assassin of easy to hard targets or ignore all that and just use the Space Bar Station as a calm place to visit occasionally. (...assuming you don't have a bounty!)
If you don't get into the research early...you may not be aware of "already revealed to the experts" parts of the plot until possibly much later.

I've got to come up with ways to "interact" with Null Gates directly, besides just using them...because this would greatly speed the plot along.
Discovering unknown Null Gates, repairing and reactivating them, finding any secrets individual Null Gates have, etc!

I have even copy-and-pasted from the Oolite message board into Null Gates mini-mission briefings, as that is a KEY part of the plot.
Nothing recent on the board though...most was from around the time I discovered the misjump route to Oresrati.

http://aegidian.org/bb/viewtopic.php?p=279948#p279948
"Oolite as exploration game"

"The first meeting with the colossal generation ship, of course, is impressive, but only just ... This meeting gives neither answers to old secrets, nor ties to new plots. ... There are no storylines for these locations."

I also want to use as few mission variables and other variables as possible, so as to not clutter players' savegames and hopefully not slow the game down too much as well.
Likewise, I want a minimum amount of new ships...mostly so far there's just specific names using existing shiptypes (besides the Null Gates themselves), possibly with a particular paint job.

----
If you're stuck on a sub-plot of Null Gates, just remember:
"If anyone knows about this, where would they be?"

And if that doesn't work, try revisiting the Lobstoid dual capitals a few times.
----
EARLY MESSAGE:
	"nullgate_brief30" = "Researcher that initially contacted you concerning Null Gates:

On the issue of finding unknown or rumored Null Gates...

A local system's inhabitants might seek to preserve their space efforts, and a warp gate would be very high on their list of 'culturally significant locations'.
The locals might not advertise the gate's existence strictly to reduce the odds of it being destroyed.

...So we have some hope that many unknown ones survived the centuries.

I wouldn't expect these to be very near the planet/main station.
If anything, I'd expect them closer to the sun than the planet...possibly in a random position around it relative the planet and witchspace beacon due to its orbit.
They're pretty large objects, so much like asteroids you should be able to spot them from well beyond your radar-scanner's max range.

Every one you can 'quietly' find, we will pay you a sizeable bounty.
(Sadly, my yearly budget is limited...so try not to find them too fast!)";
----
GC.3, center of the map can be the location for a long since deactivated Super Null Gate? (It could have started out at system 51 and was later moved to the VOID by the Lobstoids to avoid its destruction?)
if(s ==  51 && t ==  51) swiJumpRoute = [51,50158,50243];	// VOID location of a secret Super-Null Gate!
if(s ==158 && t ==158) swiJumpRoute = [158,50051,50243];	// VOID location of a secret Super-Null Gate!

Maybe systems 19 or 227 (bottom semi-right clump of systems on GC3) should be the place for a deactivated Super Null Gate, since they're both Anarchy systems with Anarchy systems nearby...representing how Thargoids overran the region.
Jayne's Almanac of Historic Space Objects and Large Navigational Hazards could be incorrectly describing it as being at 227 when it's actually at 19!
Note the lack of Null Gates in surrounding systems, working or otherwise!
And no Lobstoid systems as well...as they were completely wiped out.
Place the Super Null Gate on the opposite side of the Sun from the main planet, like so:
system.addShipsToRoute("supergate", 1, -1 , "sp"); // -1 means moving away from the planet from the sun to the opposite side of the sun just as far as the planet is from it...
----
If in Gal. Chart 1,
	Early on, there can be a report of the 5 missing Galactic Navy Asps (they were a training group out on patrol from the Avengers squadron) and later the Moray Starboat sent to hunt for them in the Devil's Triangle region.

The Asps were likely destroyed by Thargoids near the Sun of one of the 3 Anarchy systems...

The Moray went out after the escape pod distress calls...
...and likewise disappeared.
--
"5 Galactic Navy Asps from the Avengers Squadron on a training patrol went missing in the Devil's Triangle region of Galactic Chart 1.

Later, a Moray Starboat was sent out after receiving escape pod distress calls
...and likewise disappeared.

The Asps and Moray were likely destroyed by Thargoids near the Sun of one of the 3 Anarchy systems...";
----
"Null Gate Researcher (N.G.R.) says:
	'Assuming the Asps and Moray were all destroyed by Thargoids instead of by pirates or by overheating from being too near the star...
I must point out that it's rare/unusual for a Thargoid to be in an Anarchy system in the first place, let alone in numbers.

While it may be worth investigating...I HIGHLY recommend against it!

The Devil's Triangle is the 3 Anarchy systems of Bibe, Retila, and Riraes at the bottom of Galactic Chart 1.
It's called that for a reason!
Probably more pirates at those 3 systems than in entire regions!

Whatever killed the Asps would probably easily kill your lone ship.
And the Galactic Navy is certainly looking into it on their own.

...It was probably unrelated to ancient Warp Gates anyway.'";
----
I don't have to put ANYTHING in the Devil's Triangle to make it dangerous...so I probably won't.
But I might put Gal. Navy Asps named (THE?) "Avengers" on patrol there on rare occasion for fun...
----
Even before Exion Valdiaz Anaconda disappears, the Teedus Null Gate must be able to send ships to any system within 7 L.Y.
...But to make sense, it must be fully activated -- since Ersodi is way beyond 7 L.Y. away!

Even the escorts that go missing have to start disappearing due to the Teedus Null Gate being able to send ships to any system within 7 L.Y. ...or further!
This unfortunately eliminates lots of potential early warning messages about Null Gates.

I also want the Teedus Null Gate being stuck with the single destination for awhile to explain why many ships that use it to not realize they need to set a destination when it gets upgraded.
The freighters will likely set destinations correctly, but since the escorts never before had to...
----
Once the Lobstoids are confident they can fully reactivate Null Gates, thanks to work on the Null Gate at Teedus, they start moving a lot of them to other systems from their very long term storage locations.
These trigger a LOT of consternation about the massive wormholes the Null Gates make as well as being really gigantic navigation hazards near witchspace beacons.
--
	"nullgate_brief35" = "How did a lot of Null Gates get stuck at one system?
Presumably, they jumped there...so maybe the Lobsters did that to prevent Thargoids from using them?
If they can be coaxed to go to other systems, Null Gate trade routes can be developed!";

// Null Gate needs to show up 1-2 systems away from Lob's main capital...
	"nullgate_brief22" = "Those Jump Gates are really jumpin'!

A massive Null Gate was spotted arriving near the witchpoint beacon of ____, which caused quite a stir with the locals...as it was committing the largest known parking violation there in the last 300 years.

I guess it makes some sense that a jump gate can jump, but it really needs to jump on out of the way of other ships!
...or new arrivals are likely to go splat on this most unexpected visitor.

We've started a betting pool on how big and long-lasting its wormhole will be if or when it jumps again.

A question a lot of people are asking...
Who is driving that thing?

Truth is, we don't know!";


	"nullgate_brief23" = "Null Gates aren't habitable or dockable stations...
For ships to exit them, those ships had to start 'nearby' such as trapped in null-space -- with almost all of their dimensions folded flat, including time.
Many of those ships were part of a 2-way Null Gate link to a stable wormhole that was being 'fed' by a large Thargoid invasion fleet.
They've been stuck there since the Null Gate 2-way network was turned off centuries ago.

An attack activates the Null Gate's defenses (ECM on the newer modified ones), freeing the ships trapped in null-space...as the Null Gate spits them out as a defensive measure if the Null Gate is severely damaged.

A Null Gate also has 1 last-ditch defense -- it can jump itself out to a nearby system
...but if the jump fails due to damage or even perhaps mass-lock, the result resembles a q-bomb detonation.";
//An attack activates the Null Gate's defenses (ECM on the newer modified ones), freeing the ships trapped in null-space...as the Null Gate spits them out as a defensive measure to prevent them being permanently trapped there if the Null Gate is severely damaged or destroyed.


	"nullgate_brief33b" = "That's the good news...

The bad news is during the reactivation process for one gate...
The gate unexpectedly turned itself on...
...and spit an ancient Thargoid warship out!

The Thargoid was promptly destroyed -- shame we couldn't preserve it, but there's not much to be learned tech-wise from it.
...as they've been seen numerous times before, centuries ago.

But it looked NEW -- and it single-handily proved the myths about the Null Gates true -- they used to be 2-way and multi-destination!

The gate was quickly shut back down...and the Galactic Navy was called in to help.
They sent me to investigate further and increased my budget 100x over what it was.";


Teedus is kind-of a bad choice for this unknown Null Gate reactivation mishap...it gets reworked extensively before being reactivated as well as possibly used rarely over the centuries since the Lobstoid Empire's almost entire collapse/overrun by Thargoids.
Laorbila TL10 Corp. State bottom right part of map is a better choice for an attempt to reactivate a deactivated but undamaged Null Gate!
----
Now that Null Gates are only being used in 1-way mode, they don't have another Null Gate at the other end of the jump route stabilizing the wormhole tunnel.
It was believed... that Null Gates hardly have the energy production or precision to get beyond 7 Light-Years by multi-firing off wormholes inside wormholes.
But it does mean Null Gates can be set up to jump to any system <7 Light-Year away, but only as a single jump.

This is where captured Thargoid Witchspace Drives come in...
First the shock of how they work, second the shock that someone figured out how to quickly cobble them into non-Thargoid ships at all...and lastly someone perfected that technique to make the drive energy costs and stress on the ship low.

"I'm surprised you're not a Thargoid...how did a lowly human figure out how to do it?!"

"Necessity! -- I was blackmailed into doing it."
"However the ones who blackmailed me were all killed by a hopefully less evil group that I now work for."
(pirates/terrorists vs illegal drug smugglers)

"Lots of connections and parts on the drive require multiple hands at once to install or remove.
I don't have that, but it's not too hard to duplicate that with custom robotic tools.
Security through complexity and obscurity...in other words -- works great till someone discovers the secrets.
It helped that a lot of the early drives I had to work with came to me already violently pre-disassembled -- so I didn't have to cut them open on my own and I didn't have to worry about breaking them.

The Thargoids themselves either have a caste/sect hand-assembling drives, with pain-of-death secrecy on them...or very few ancient automated factories making them, and almost no knowledgeable engineers to run them.
That's where we have the edge!
Capitalism! For all its awfulness (especially in my case) to overcome the limitations of distrust and lack of skilled workers.
If I can get at least 100 highly skilled designers, engineers, and even basic techs to work with...we could probably be mass-producing similar drives of our own!
Just don't ask what the initial start-up costs might be..."
(Maybe the player giving millions in start-up seed credits can speed that along? Reducing the time to producing the first prototypes from 10 years down to as little as 6 months! But that will cost 10's or 100's of millions...)

Long-term studying them allows the Lobstoid researchers to discover low-energy mass-less initiation of small wormholes.
But it wasn't until the enticement of a Thargoid Witchspace Drive (self-trained) professional installer to work for/with the Lobstoids that they got any further.

That only took giving 1 million credits to him, plus a cushy ride from the anarchy he was at to the Lobstoid's primary capital via a 5 TC personal cabin like a standard passenger contract...only this is a VERY high-risk run, what with pirate and smuggler organizations not wanting their special jump drive installer taken away from them and falling into the hands of their (probable) enemies.
And if that's not enough, the Lobstoid faction that really fears the worst about Null Gates trying to stop this personnel transfer as well with them ambushing your ship near/at the last jump destination with a small pack of Moray ships.

Maybe your ship having a working top-of-the-line Thargoid Witchspace Drive will also be a prerequisite for him to even agree to take this trip...
Or at least other alternate jump methods -- a working Galactic Hyperdrive, 3 L.Y. fuel tanks, and single-use wormhole bombs.
And/or after the first pirate/assassin ambush, he insists on taking a "safer" route?
Even using misjump inducer and fighting a few Thargoids will be a safer route!

Taking a long way around a probable ambush Anarchy system will result in bigger ambushes later as you get close to the final destination, both by the pirates/smuggles/terrorists and the anti-Null Gate Lobstoid faction!

Her Majesty's Galactic Navy is also VERY interested in this Thargoid Witchspace Drive installer, but fortunately they won't be as violent about it...offering a 500k credit "bounty" if you deliver him to them instead at one of the safer system's main stations...or at the nearest Galactic Navy base's main station.
You should be willing to turn down that "offer" out-of-hand due to not being sure the ones making this bounty request are the real Galactic Navy authorities...and because you believe your pay will be better with the Lobstoids.
If you accept it, you have to argue with the Lobstoids that you had little choice...and then the Lobstoids have to demand "assistance" from the Galactic Navy instead of the other way around!

Either way, the Lobstoids and Galactic Navy have to work together...
----
https://tvtropes.org/pmwiki/pmwiki.php/Main/MundaneHorror
"The usual horror tropes (fantastic monsters, ancient curses, Ax-Crazy maniacs, etc.) do not always work because this is too distant from what we may encounter in everyday life. Therefore some creators use the Mundane Horror.

The idea is to portray a seemingly comforting and everyday scene, but with some minor details which somehow "do not fit" and have very dark implications (i. e. that the character is really in a Dark World, or we're looking Through the Eyes of Madness, or it is all a Dying Dream)."
--
https://tvtropes.org/pmwiki/pmwiki.php/Main/Mundanger
"If your world is a Fantasy Kitchen Sink where the heroes spend every week battling vampires, aliens, ghosts and fairies, one easy way to mix things up a little is to scrap the supernatural element altogether for a chapter and have the heroes fight something relatively mundane, be it a serial killer, a robber or even just a murderously grumpy animal."
--
Often, even the most fantastical tale in my Null Gates story that has any truth at all to it...has a mundane back-story to it.
--
https://www.reddit.com/r/tvtropes/comments/sn5vt0/what_is_the_trope_for_characters_slowly_realizing/
"What is the Trope for characters slowly realizing the scale of the disaster they face

I'm thinking of non-fiction such as The Big Short, And the Band Played On, and Chernobyl miniseries where the main event is a slowly unfolding disaster. I looked at tropes like "we're gonna need more X" and "Ignored Expert" but they are slightly different. Other examples include Aliens ("Game Over man!, Game Over!)."
--
For Null Gates, however big the failure scale you imagined...it's not big enough.
--
https://tvtropes.org/pmwiki/pmwiki.php/Main/MindScrew
"The Mind Screw is something that relies so heavily on symbolism or surrealism/absurdism, or failed so extremely in an attempt at regular old coherency, that the immediate response afterwards is "What the heck was that?!?!"

These works beg for fans to invent their own improbable theories about Epileptic Trees and such."
--
The Null Gates themselves look a lot evil, especially the models I didn't use...yet!
--
https://tvtropes.org/pmwiki/pmwiki.php/Main/SealedEvilInACan
Sealed Evil in a Can 
"Long ago, An Ancient People faced a terrible evil. Using various methods, they bound the evil into a prison from which they thought it could never escape.

It did.

Sealed Evil in a Can, as the title suggests, is a way to suddenly introduce a villain, especially one that is legendary and powerful. It also explains why the villain hasn't done anything up to that point: It escaped very, very recently."
--
The Null Gates themselves, especially the deactivated ones...and up to 11 for the super Null Gate!
What's inside could be a whole new ballgame!
----
Change the title from always "Null Gates - Fallen Empire" to other things depending on who is sending the message/news/event:
GNN/Rooters/Snoopers/The Tionisla Chronicle  (probably stick to GNN - Galactic News Network? -- ALWAYS get this news)
The Null Gate Researcher reports... (got to be part of the 'team' to find out about Null Gates)
History Lesson by the Null Gate Researcher:
Lobstoid Null Gate High Technician says... (reveals inside details about how Null Gates work, you only get these if you've already talked to Lobstoids before)
Lobstoid and Null Gate history:
General Alerts...probably just use the official old title.


Ancient and mysterious inactive jump gates have been discovered in a handful of star systems throughout inhabited space.

To start almost anything you need to get Null Gate Researcher 'missions'!
	What's needed is historical information some faction already has about these warp gates.


GC1 Xeer:	We're a shipyard, not a historical archive!
Human TL 10-13: "We only care about HUMAN history! We defeated whoever used those warp gates, that's why they're not used anymore!"
GC1 Lave or TL14/15:  The history of the Lobstoid Empire and their jump-gates is well-known to the Lobstoids...and they're not trying to hide it.


In the distant past, before humans ever traveled to the stars, the Lobstoid Empire was at its peak.

Cyclops, an ancient Python hauling radioactives for the Galactic Navy,
5 Galactic Navy Asps from the Navy Avengers Squadron on a training patrol went missing in the Devil's Triangle region of Galactic Chart 1.
NGR: Assuming the Asps and Moray were all destroyed by Thargoids instead of by pirates.
----
Null Gate missionVariables.$ng values and meaning:
-1. 

1. 
2. 
3. 
4. 
5. 
6. 
7. 
8. 
9. 

10.
20.
30.
40.
50.
60.
70.
80.
90.

100.
200.
300.
400.
500.
600.
700.
800.
900.

1000.
2000.
3000.
4000.
5000.
6000.
7000.
8000.
9000.

10000.
20000.
30000.
40000.
50000.
60000.
70000.
80000.
90000.
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Developement History:

v0.1
Basically a very primitive jump gate that hyperspaces itself (sucking you into its wormhole) when you get near it. Uses the Superhub model from OXP of the same name.

v0.2
I've reworked it further, so it doesn't try to re-jump immediately after jumping the first time.
It *DOES* have this in its script to cause misjumps:  player.ship.scriptedMisjump = true;
...but apparently there seems to be issues with it atm. :(

v0.3
Replaced huge Superhub model with "like ship" of the spider gate from Gates v1.12!
Now tiny filesize!
If player target lost, "attack" to avoid prematurely jumping out.
Docking port may be too small for Thargoids to emerge.

v0.4
Copied all the needed parts of the spider gate so no longer have to have Gates v1.12 installed as well!
Filesize not so tiny, but not huge like v0.1 and v0.2 were!

v0.5
GUTTED the scripts and used Gates OXP's script as a starting point! Thargoids defenders are still NOT appearing on demand!
The gate itself no longer jumps -- instead the player's ship (or NPC ship) is moved far afield in the system and then a missile is used to make a wormhole to exit it. That method is pretty much copied from LinkG7, 1-way Ticket 2 Oresrati, and my Switeck Autojumper OXP.

v0.6
Thargoids appearing on demand, BUT...coming out sideways. Gate can now do simple jump routes to reachable systems.

v0.7
Coding in the more complex jump-script from my autojumper.
Chance of Thargoid Swarm/ambush waiting for you at the end of a long jump-chain...based on the length of the jump-chain.

v0.8
New hard-coded routes added from my AutoJumper OXP!
Includes mission briefing "announcements" about Null Gates (and related plots)!
Includes micro-"mission" that occurs if you search for a specific derelict Null Gate.
Now includes 2 micro-missions...not that they have any completion state!

Now includes the unpredictable "WyldRide" route to the unreachable systems in Galaxy 3? (DOES NOT WORK RIGHT!)

All Null Gates are currently a hybrid of "working" and "derelict" -- they show up on the space compass as 0 but they register as "Thargoid" type and Thargoids don't attack them...
this.ng_locations =[5,6,10,17,22,26,34,36,38,42,43,54,58,63,69,70,79,81,107,116,118,129,132,145,149,155,159,170,181,182,193,213,219,223,235,246,255];

2 Null Gates added to Galaxy Chart 8, to get to Oresrati.
Null Gates added to all Galaxy Charts except 6, since I lack a programmed route to the unreachable systems there.
(I guess I could add a few derelict Null Gates to Galaxy 6 now -- those won't be expected to work anyway.)

Now uses "alloy" (set as EXPLODE subsection of missileAI.plist ?) instead of "EQ_MISSILE"...it won't run you down and damage you if the wormhole fails. Also alloy is removed immediately after making the wormhole/s. This however currently fails in v1.76 because even "removed" ships can survive their wormhole jump and come out the other side.

v0.8.10
FINALLY added separate working and derelict Null Gate types! Only the working Null Gates have a beacon code (of 0-Gate).
Removal of some now-unused old Jump Gate variables!
Renaming of some reused Jump Gate variables.
Finally directed nearby npc traders to look for "targetFirstBeaconWithCode: 0-Gate" instead of "targetFirstBeaconWithCode: Jump Gate" (leftover from Jump Gates!) so they might actually start USING Null Gates (but not Derelict Null Gates which have no beacon). THAT bug has been in there since almost day 1 of my Null Gates!

v0.8.11
NPC traders to use the working Null Gate(s) will need to be something OTHER THAN the old style ones which were:
entity.AI == "exitingTraderAI.plist" && entity.AIState == "HEAD_AWAY_FROM_PLANET" && (!entity.escorts || entity.escorts.length == 0) && system.mainStation && entity.position.distanceTo(system.mainStation.position) < 51200
or
entity.AI == "route1traderAI.plist" && entity.AIState == "HEAD_FOR_PLANET" && (!entity.escorts || entity.escorts.length == 0) && entity.position.distanceTo([0,0,0]) < 51200

v0.8.12 to v0.8.20
Change check for Null Gate when player uses it from "do you have >250 credits?" to "is there a Null Gate?".
No longer mark Null Gate systems separate from adding Null Gates. Now 1 section does both!
Changed/added/removed where Null Gates are located. Fewer in Galaxy Chart 3, typically slightly more elsewhere...
"this.nullgate" local variable converted to "nullgate" global variable due to bugs.
nullgate = null; at start.
Gal.Chart 3 118->133 route changed to make more reliable. Ends up taking longer though...

Changes done to nullgates_clients, nullgates_oldClients, nullgates_outboundNPCs, and nullgates_inboundNPCs functions to avoid this:
[script.javaScript.exception.ooliteDefinedError]: ***** JavaScript exception (NullGate 0.8.16 - for Oolite 1.75 and later): Error: Vector3D.distanceTo: Could not construct vector from parameters (undefined) -- expected Vector, Entity or array of three numbers.
...because nullgate was undefined when this was attempted:
entity.position.distanceTo(nullgate.position) < 300000

When reloading from a savegame, if you launch immediately instead of ending the mission briefing first, there is no nullgate spawned if one should be in the system!
(Only happens from Teedus it seems and only if one of the first couple mission briefings are showing.)

Using the Null Gate at Teedus (54) to go to the top right system (52) in Gal. Chart 3 causes the jump-chain to "break" about halfway there. It gets "stuck" at system.ID = 61 when it needs to go to 35, I currently have NO CLUE as why this happens! Seems "fixed" for now.

v0.8.21
Removal of a LOT of marked-out code!
A couple unused/unneeded variables are also removed.
Slightly updated documentation in the code.

this.ngAngry levels now go from 0-100 instead of the previous 0 to 1 values. Guaranteed to be launching Thargoids at 100! Working Null Gates start out with a -100 anger level, but shooting them a LOT can still trigger a Thargoid attack/invasion.

Need to change check for Null Gate when player uses it from "is there a Null Gate?" to "is this a working NG or Derelict NG?".
Derelict Null Gates start out in a Lights OFF state...and turn Lights ON if in "Hulk Angry/Hulk Smash!" modes.  (partially done)
Currently, jumps are stopped/prevented if low energy or lights are off...BUT lights are not turned On/Off when they should (low or high energy).

End-of-Jump-Chain Thargoid ambush fleet size now variable depending on the log of how many kills the player has plus how many jumps the Jump-Chain was, the more kills the larger the fleet!
NullGateAI.plist now set to turn lights On/Off during attacks AND hyperspace out (to a random nearby system) when badly damaged.

circa v0.8.30?

Possibly have Null Gates "explode"! When it's low on energy, have it do a script call from its AI.plist like this:
"ENERGY_LOW" = ("sendScriptMessage: LOWENERGY");
The LOWENERGY script can then decide if it's really close to death...and if so, have it either wormhole itself out to a random nearby system (and later moves itself back?) or just blows up with a q-bomb explosion. (OUCH!)
Derelict Null Gates would be more likely to go out q-bomb style, while working Null Gates would be more likely to random jump.

Null Gates should use about 100 of their own energy to create wormholes!
Friendly Null Gates should shut off and not allow jumps after being attacked...and turn back on ONLY after Green Alert and back at full energy. (partially done -- light shut off when attacked, but only turns back on if in angry/smash mode.)
...Also turn back on if "Hulk Angry/Hulk Smash!" and still above low energy.
Low Energy state should make all kinds of Null Gates go to a Lights OFF state and disallow jumps.

v0.8.66
Broken mission briefings!
Added generic Thargoid Invasion in-system warning when docking at main station.

v0.8.67
Angry Null Gates will refuse to wormhole ship to next system (instead tosses the player's ship FAR from star/planet/witchpoint) also LAST old version of Ditere Wyldride route.

v0.8.68
New Wyldride version of Ditere route with "early" failure mode dumping the player's ship out at the Thargoid Beehive.

v0.8.69
Added instant-move player's ship into wormhole if it's the 1st jump...the moment after the player's ship enters the Null Gate center, the first jump is near-instantaneous and NOT avoidable.

v0.8.70
Adding Thargoid Beehive Super-Wormhole jump route to 133 Ditere! (Still conflicts with Null Gate and other routes to there!)
Clears mission var if you leave Gal.Chart 3.
Single introduction to Null Gates in other Gal.Charts.

v0.8.71
Thargoid ambush:
For every jump using a Null Gate past the 2nd, there is a cumulative 1% chance of triggering a Thargoid Swarm at your destination! Basically, they followed you or were "dragged along". (Fortunately resets with every use of the Null Gate.)
Odds of that happening also depends on your total kills (and closeness to Elite status) OR Null Gate mission variable status, so it doesn't start happening too early.
LOTS of mission briefings changes and start of Null Gates working differently depending on plot position/Null Gate mission variable status!

v0.8.72
Reworking of mission briefings...

v0.8.73
MASSIVE reworking of mission briefings...including many additions!
Mission events now occur in a different order than previously!
After all the mission events are over, you'll still receive the occasional warning about Null Gates being dangerous to use.
Thargoid invasion warning now includes warning.ogg alert sound!

v0.8.74
ALL Null Gates start off as inactive and become progressively more capable as the player gains (LOTS of) kills and the missions progress.

v0.8.75
More mission briefings added.
Minor bugs fixed concerning spawning of event ships/items. (math.log doesn't work, requires Math.log instead!)

v0.8.76
DRASTIC increase in the number of mission briefings added, now giving more information about Null Gates when NOT in Galaxy Chart 3!

v0.8.77
Rearranged the Exion Val. Anaconda event...so other events happen before its conclusion to give enough time for details to play out.
Later missions now require more kills (or Thargoid Plans core mission completion) to activate.

v0.8.78
Slightly reduced chance of triggering event missions.

v0.8.79
Travel Advisory Update 'event' mission now randomly triggered but does not increase Null Gates mission count variable.
This is done to allow slightly more conditional event missions...

v0.8.80
Finally added Ed's Mooned! AND Whitefish Bay Rock Hermit Station...but just like Exion Val. Anaconda, they're barely more than rare scenery.

v0.8.81
Minor touch-ups on Null Gate jump routes, especially to allow jumping from 137 and 147 in Gal. Chart 8 to 162.Oresrati when no route is set.
Mission conditions also changed slightly on when special jump routes become available. MORE work is needed to make routes only available AFTER a lot of hard work by the player!

For every jump past the 2nd using a Null Gate, there is a cumulative 1% chance of triggering a Thargoid Swarm at your destination! Basically, they followed you or were "dragged along". (Fortunately resets with every Null Gate use.)
This ambush only happens if the player has >999 kills OR the Exion Valdiaz Anaconda has been found...stirring up the Thargoid Beehive! ($ng variable >45)

v0.8.82 (and earlier?)
The start and temporary removal of suoer-wormhole logic in Null Gate's (nullgate.js) script. Previously, The Anomaly/Thargoid Beehive was separate...but I tried to add it directly to nullgate.js script so it could detect and avoid other active Null Gate jump routes. Doesn't work correctly and triggered a double-wormhole on 2nd misjump due to race condition over $ngcouter being non-negative at wormhole exit.


TO DO LIST!:

v0.8.81+
NEEDS 2 more mission variables --
1 for Null Gate Researcher message status	(He might even get news about you being in systems with multiple Thargoids attacking at once or even big pirate attacks...whatever the cause!)
1 for Null Gate High Priest message status		(Mostly just Null Gate history and how they work, but if you get a special mission about activating a Null Gate he gives orders on what you need to do.)
...This way the player can get additional hints about what is going on concerning Null Gates.

A long array containing the fixed <7 L.Y. destinations of Null Gates is needed for when they're initially activated for single-destination only but not fully activated.
Needs to be complex mission/s to fully activate Null Gates, even the "working" ones.

Lobstoids pay a small extra bounty for Thargoid kills along jump routes near their capitals before re-activating the 2 homeworlds' Null Gates?
This also implies that repeatedly doing this reduces/eliminates Thargoids along those jump routes...so fun coding that too!
Lobstoids also pay a large bounty for recovery of Thargoid jump cores (used to make Thargoid_Witchspace_Drive OXP), to help them simplify Null Gates...partially to make them lower power and partially to avoid Thargoids being able to use Null Gates as exit points.

Maybe Lave/high-tech level systems shouldn't know the connection between Lobstoid Empire and Null Gates?!


MORE events are needed to make this OXP interesting and to hint if not outright explain how Null Gates work!
Need to spawn event/special ships in appropriate places!		Esp. Ed's Mooned! AND Whitefish Bay Rock Hermit Station...


// Null Gate somehow related to Thargoid attacks?	"Thargoid attacks have been reported on the rise in-and-around Istimale."
// Do this after the asteroid miner finds the derelict Null Gate! AND after Null Gate at Teedus causes an Anaconda to disappear!
Moving the "Thargoid attacks around Istimale" later will free up the last mission slot of the alternate track for a later discovery?


v0.9.0?
(Unnecessary?) Conversion begins to make nullgate.js into 2 scripts: nullgate.js (for the ship itself) and nullgate_main.js (for the main script).
Currently not done because world scripts work ok without it!

Unexpected/bad things/crashes might happen WHEN a Null Gate is destroyed somehow while either npc ships or the player's ship is trying to use it.

