Shipyard.plist
shipyard.plist provides Oolite with the information necessary to equip a player-purchaseable ship.
Contents
chance
Affects the likelihood of the ship appearing in the shipyard, and also the likelihood of extra equipment being fitted. The difference between the local tech level and the ship’s tech level also factor into this.
Example:
chance = 0.25;
condition_script
Available from Oolite 1.77 onwards
This option specifies a Javascript file which controls the addition of this ship. The allowOfferShip
function in that condition script will then be tested before the ship is offered for sale. Several ship types can share a condition script.
Example:
"condition_script" = "myoxp_conditions.js";
optional_equipment
This section lists equipment that the ship can be fitted with. Note that Oolite will offer variants of basic ship models with a selection of the optional equipment added, and the cost increased accordingly. Do not list equipment in both this section and the standard_equipment section, or you will be ripping your customers off.
Example:
<key>optional_equipment</key> <array> <string>EQ_ECM</string> <string>EQ_FUEL_SCOOPS</string> <string>EQ_ESCAPE_POD</string> </array>
Note: Some equipment is universally available. For example all ships can buy fuel and equip a galactic hyperdrive. Refer to equipment.plist for specifics.
price
How much the ship costs to purchase. Be sure to consider standard_equipment when you determine ship price.
Example:
<key>price</key> <integer>65000</integer>
renovation_multiplier
From 1.79 onwards, this number may be used to make the ship more expensive or cheaper to maintain. The usual cost of purchasing ship maintenance is approximately 1% of the ship's total value (including equipment) though this varies a little with the amount of maintenance needed. The maintenance price will be multiplied by this number (if omitted, default 1)
Example:
// prototype technology is hard to maintain renovation_multiplier = "3.5";
standard_equipment
Equipment that comes fitted as standard with your ship. Any extras included in this section are free, and should not appear in the optional_equipment section, or the station sales screen may offer a model of the ship with equipment it already has. Be sure to factor in the cost of equipment that comes as standard when pricing your ships.
Example:
All models of this ship come with a heat shield, pulse laser and a single missile.
<key>standard_equipment</key> <dict> <key>extras</key> <array> <string>EQ_HEAT_SHIELD</string> </array> <key>forward_weapon_type</key> <string>EQ_WEAPON_PULSE_LASER</string> <key>missiles</key> <integer>1</integer> </dict>
Example:
All models of this ship come with a military laser, but nothing else as standard. If you have equipment listed as optional, the system may offer a tricked-out variant at a greater cost.
<key>standard_equipment</key> <dict> <key>extras</key> <array/> <key>forward_weapon_type</key> <string>EQ_WEAPON_MILITARY_LASER</string> <key>missiles</key> <integer>0</integer> </dict>
techlevel
Minimum tech level (TL) of a system for the ship to be on sale.
Example:
<key>techlevel</key> <integer>4</integer>
In future versions it will be possible to set a maximum tech level with this
<key>conditions</key> <array> <string>dockedTechLevel_number lessthan 11</string> </array>
weapon_facings
What weapon mounts are available on the ship. This is a bit-mask, so pick the mounts and add the numbers:
1 - Forward
2 - Aft
4 - Port
8 - Starboard
Example:
Fore and aft weapon mounts only.
<key>weapon_facings</key> <integer>3</integer>
Example:
All weapon mounts.
<key>weapon_facings</key> <integer>15</integer>