Difference between revisions of "Repair Bots OXP"

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(Usage)
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into their equipmentInfo.plist file entry for the equipment in question - replacing X with the numerical value between 0 (never repaired) and 1 (always repaired). If no such entry is made the repair chance will be based on the equipment's tech level.
 
into their equipmentInfo.plist file entry for the equipment in question - replacing X with the numerical value between 0 (never repaired) and 1 (always repaired). If no such entry is made the repair chance will be based on the equipment's tech level.
 +
 +
==Version History==
 +
25/09/2008 - Version 0.99
 +
  - pre-release version with some OXP equipment support (more to follow).  Inclusion of chance of failure for more complex equipment (above equipment tech level 8) and lowering of price to 3000 credits
 +
05/09/2008 - Version 0.10
 +
  - beta test release.
 +
.
 +
10/11/2008 - Version 1.00, script update for v1.72 compatability.
 +
02/09/2009 - Version 1.10, ditto for v1.73.
 +
17/05/2010 - Version 2.00, update for v1.74 (only) - now uses script to scan players equipment, so can fix anything not explicitly in the exclusion list. Also new addition of the repair system
 +
13/02/2011 - Version 2.01, removal of upper limit, to allow running with 1.75
 +
02/04/2011 - Version 2.02, superb new pylon icon for the repair bot cannister, by Eldon.
 +
02/11/2011 - Version 2.03, script speed hack courtesy of Capt. Murphy.
 +
03/11/2011 - Version 2.04, further optimisation by Eric Walch.
 +
19/03/2012 - Version 2.05, corrected error in script - thanks to Cmdr Cheyd.
 +
09/05/2012 - Version 2.06, made repair system require 2t of cargo space ready for v1.77 implementation. Also will only work for 10 repairs before needing a recharge.
 +
03/06/2012 - Version 2.07, removing minor glitch so remaining charges only show on F5 manifest screen when the Repair System is actually installed - thanks to JazHaz for the heads-up.
 +
23/07/2012 - Version 2.08, small bugfix to cope better with selling of ships and persistence of mission variables.
 +
07/08/2012 - Version 2.09, temporary removal of requirement for 2t cargo due to bug in 1.76.1 (rollback of v2.06 in part)
 +
xx/xx/2012 - Version 2.10, requirement now for 1.77. Restored the 2t space requirement. Also added an 0.5s delay to activation on damage, to allow other scripts to run first (OXP equipment self-repair and also realistic damage OXP).
 +
24/08/2020 - Version 2.11, introduced Repair System Light, with 5 charges taking 1 TC of cargo space, and Recharge 5-Pack; introduced energy cost while repairing, with minimum of one energy bank to work. (Dybal)
  
 
==Links==
 
==Links==
 
* [[User:Thargoid|Thargoid's OXP page]].
 
* [[User:Thargoid|Thargoid's OXP page]].
 
{{equipment-OXP}}
 
{{equipment-OXP}}

Revision as of 15:17, 24 August 2020

Overview

As any commander on the go knows, there is nothing more frustrating than having valuable and necessary equipment getting broken in-flight, usually just before you really need it. So the researchers at the Aquarian Shipbuilding Corporation's ships equipment division have taken the repair nanobots used on a large scale for station repairs, and adapted them for standard ship usage.

It also now provides a second piece of equipment - the fully mountable repair system. This is true ship's damage control, available to any ship that doesn't already have it built-in. It uses advanced repair bots to control and repair any broken equipment that happens on the ship in-flight.

Usage

As standard, the repair 'bots are packaged in a small container which is specially designed to keep them dormant until their services are required. Due to Galcop rules this container is not allowed to be stored within the vessel itself, so the standard solution is to mount it on an empty missile pylon, with the added bonus that the standard missile arming and launching sequence can be used to activate and release the 'bots.

When activated the 'bots perform a scan of the vessels systems, and by comparing what they find with their in-build blueprints they can identify which (if any) system or systems are damaged. From this they will select which item they want to repair (this is limited to a single item as a further Galcop mandated safety measure to prevent runaway replication) and proceed to attempt work on it.

Please note that whilst these useful little creatures won't stop to take coffee breaks or chat-up the pilot's girlfriend, they are only as reliable as their in-built blueprints. So for more complicated systems and for some variant items sold by various companies, there is a chance that they will not be able to fully repair all items before their mandatory limited lifespan expires. In this case the usage of an additional cannister or two of 'bots may assist with the problem.

Now featuring a lovely new pylon icon for the bots, courtesy of Eldon.

STOP-PRESS! - following some heavy lobbying by the transport haulers oonion, Galcop have relaxed their rules about storage of the nanobots. So the ASC are now very proud to announce the introduction of their patent Repair System. Built into the workings and systems of the customer ship, it automatically attempts to repair any broken equipment using its own supply of bots. No missile pylons have to be sacrificed to the gods of fixing stuff, but consumes one energy unit per second while effecting repairs, going dormant if there is only one energy bank available and re-starting when the ship has to two full energy banks again.

There are two versions available: the standard one occupies 2t of cargo space and holds nanobots to effect up to ten repairs, and a light version that occupies 1t of cargo sapce and holds nanobots for 5 repairs. The recharge packs of nanobots come in two sizes, a 10-pack for up to ten repairs and a 5-pack for up to 5 repairs.

Repair System Standard:
  Cost: 12000 Cr.
  Techlevel: 11
Repair System Light: Cost: 10000 Cr. Techlevel: 12
Repair System Recharge, 10-Pack: Cost: 1000 Cr. TechLevel: 9
Repair System Recharge, 5-Pack: Cost: 600 Cr. Techlevel: 9
Repair Nanobots (pylon mounted): Cost: 3000 Cr. Techlevel: 9

Requirements

This OXP requires at least test version 1.74 of Oolite.

Download

RepairBots_2.11.oxz (downloaded 0 times).

Old versions:

RepairBots_2.10.oxz (downloaded 6245 times).

Supported OXP Equipment

The new and improved repair bots have a chance to repair anything installed on the ship. Any OXP writer who wishes to alter this for their own OXP simply needs to add the line:

script_info = { thargoidRepairBotChance = X; };

into their equipmentInfo.plist file entry for the equipment in question - replacing X with the numerical value between 0 (never repaired) and 1 (always repaired). If no such entry is made the repair chance will be based on the equipment's tech level.

Version History

25/09/2008 - Version 0.99 
  - pre-release version with some OXP equipment support (more to follow).  Inclusion of chance of failure for more complex equipment (above equipment tech level 8) and lowering of price to 3000 credits
05/09/2008 - Version 0.10
  - beta test release.

. 10/11/2008 - Version 1.00, script update for v1.72 compatability. 02/09/2009 - Version 1.10, ditto for v1.73. 17/05/2010 - Version 2.00, update for v1.74 (only) - now uses script to scan players equipment, so can fix anything not explicitly in the exclusion list. Also new addition of the repair system 13/02/2011 - Version 2.01, removal of upper limit, to allow running with 1.75 02/04/2011 - Version 2.02, superb new pylon icon for the repair bot cannister, by Eldon. 02/11/2011 - Version 2.03, script speed hack courtesy of Capt. Murphy. 03/11/2011 - Version 2.04, further optimisation by Eric Walch. 19/03/2012 - Version 2.05, corrected error in script - thanks to Cmdr Cheyd. 09/05/2012 - Version 2.06, made repair system require 2t of cargo space ready for v1.77 implementation. Also will only work for 10 repairs before needing a recharge. 03/06/2012 - Version 2.07, removing minor glitch so remaining charges only show on F5 manifest screen when the Repair System is actually installed - thanks to JazHaz for the heads-up. 23/07/2012 - Version 2.08, small bugfix to cope better with selling of ships and persistence of mission variables. 07/08/2012 - Version 2.09, temporary removal of requirement for 2t cargo due to bug in 1.76.1 (rollback of v2.06 in part) xx/xx/2012 - Version 2.10, requirement now for 1.77. Restored the 2t space requirement. Also added an 0.5s delay to activation on damage, to allow other scripts to run first (OXP equipment self-repair and also realistic damage OXP). 24/08/2020 - Version 2.11, introduced Repair System Light, with 5 charges taking 1 TC of cargo space, and Recharge 5-Pack; introduced energy cost while repairing, with minimum of one energy bank to work. (Dybal)

Links