Addon clutter: Which OXPs should I nuke?

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Addon clutter: Which OXPs should I nuke?

Post by DataPacRat » Sat Feb 24, 2018 7:03 pm

I've recently discovered I had a wrongly-named AddOns directory, which had been accumulating OXPs & OXZs for years without doing me any good; after cleaning everything up, I have 177 OXPs and 5 OXZs left. I honestly don't remember what any of these are supposed to do (except for the freshly-added HomeSystem), and the Wiki doesn't seem to have a good system for looking up addons by OXP name. Are some of these oddly-named doppels of newer OXZs, are any incompatible with v1.86, do any lead to particularly bad slowdowns on a years-old laptop?

In short, which of these should I drop a Q-bomb onto?
AAACrooks.oxp
adck_gold_cobra.oxp
adcks_bulk_haulers_v1.4.oxp
adcks_eagles_v1.1.oxp
adcks_navy_destroyer_1.0.oxp
all-stars.oxp
aphidv2.oxp
Arachnid_Mark_1_V1.01.oxp
Assassins.oxp
Asteroids3D1.2.oxp
AsteroidStorm 4.03.oxp
bandersnatch.oxp
behemoth_3-4_1.1.1.oxp
behemoth_ncc_1.0.3.oxp
BehemothSpacewar 1.3.2.oxp
BigShips 1.02.oxp
black_baron.oxp
boomslang.oxp
BountyScannerv2.0.oxp
BountyStatus 1.00.oxp
boyracers.oxp
Cargo_wrecks_teaser 1.7.2.oxp
Chimera_Gunship_V1.00.oxp
cobra35.oxp
cobra3njx.oxp
cobraClipper 1.1.1.oxp
Coluber_0_6_0_2011-12-17.oxp
CustomShieldsv083.oxp
Deep_Horizon_Advanced_Navigation_Computer.oxp
Deep_Horizon_Emergency_Witchspace_Initiator.oxp
Deep_Horizon_Nav_Buoy.oxp
Deep Horizons - Gas Giant Skimming.oxp
Deep Horizons - Pirate_Ambushes.oxp
Deposed1.4.oxp
Destination ETA 1.0.8.oxp
Diso.oxp
Dock_Assist_System1.3.oxp
dragon.oxp
dwcobra3.oxp
eagle2.oxp
Escape_Capsule_Locator_1.4.1_2012-06-05.oxp
Far_Arm_ships_v3.0.1.oxp
FarstarMurderer1.1.oxp
ferdelance_ng.oxp
Firewasp.oxp
flying_Dutchman.oxp
FP Liners 1.00.oxp
fsr.oxp
FuelCollectorV0.07.oxp
Galactic_Navy 5.4.3.oxp
galactic_navy_facelift_1.4.oxp
galactic_navy_light_destroyer_1.0.oxp
galaxy 2, Blackjack's Bullion 1.2.9.oxp
GalCop_Rewards.oxp
GalDrivePod v1.3.oxp
GalTech_Escape_Pods_V1.10.oxp
GalTech_Escort_Fighter_V1.00.oxp
globestation2.0.oxp
Graffiti_starter_pack.oxp
greekshipset1.oxp
griffin2.oxp
griff prototype boa.oxp
GrittyCoriolis.oxp
gwxstations.oxp
Herald.oxp
Hired Guns 1.26.oxp
Hotrods.oxp
icarus.oxp
impcourier2.1.oxp
imptrader.oxp
interstellar_help.oxp
ionics-1.3.1.oxp
jabberwocky.oxp
kirin_sport.oxp
lane_legal.oxp
Lave.oxp
LightsUp.oxp
Llama.oxp
longshot.oxp
lovecats 1.3.0.oxp
marett_vol1.oxp
Medical Anaconda 1.0.oxp
MilHUD 4000 ver 1.1.2.2.oxp
MilHUD-new.oxp
MilHUD-v4.0.oxp
military Fiasco 2.5.3.oxp
milmissile.oxp
MinerPod_v0.11.oxp
Misjump Analyser 1.1.oxp
Missile Analyser 1.2.oxp
missile_spoof.oxp
Missionaries.oxp
morrigan.oxp
mPakRedux.oxp
Murghs_Stations2.0.oxp
murgh_Xships 1.0.1.oxp
newships.oxp
nukes0.98.oxp
offender_traders.oxp
ooCheat 1.11.oxp
Oo-Haul.oxp
Ore_processor.oxp
outrider.oxp
pelamis.oxp
phoenix.oxp
Pirate_coves 1.4.2.oxp
Planetary Compass 1.01.oxp
Planetary Compass Name Pack A.oxp
Planetary Compass Name Pack B.oxp
Planetary Compass Name Pack C.oxp
Planetary Compass Name Pack D.oxp
PlanetFall Link - Black Monks 1.0.oxp
PlanetFall Link - hOopy Casino 1.0.oxp
PlanetFall Mission - Oo-Haul 1.11.oxp
Police_Scanner_Upgrade_1.3.1_2011-12-18.oxp
Povray_Planets_Galaxy1_Textures.oxp
PTI.oxp
racers.oxp
railgun.oxp
RegistrationID-Beta0.12.oxp
renegades.oxp
RoC2.1.oxp
Rock_Hermit_Locator1.3.3.oxp
RVandGS1.1.oxp
Safe_Docking.oxp
Satellite1.05.oxp
SecondWave 1.34.oxp
seosu.oxp
Serpent_Class_Cruiser_V1.03.oxp
SIRF2-4.oxp
snark.oxp
SniperLockv1.oxp
spearhead_1.0.1_2011-11-15.oxp
s-ships1.oxp
supercobra 1.4.2.oxp
Target Autolock Plus 1.12.oxp
Target Reticle 1.2.1.oxp
Taxi Galactica.oxp
technical_reference_library_1.0.1.oxp
terrapin.oxp
tesoura.oxp
thargoid_carrier2.0.oxp
thargoid_wars 4.5.4.oxp
Thargoid_Witchspace_Drive_0.9.4_2012.04.20.oxp
Thargorn_Threat 1.5.2.oxp
Tianve1.3.oxp
tiger.oxp
TOGY_Memorials_v1.1.oxp
transhab.oxp
Transports 2.52.oxp
trumble_treats.oxp
tugs.oxp
Updating_TSC_1.6.oxp
urutu_IV.oxp
UrutuMKIII.oxp
UsefulMFDs_0.3.oxp
velocity.oxp
Victim11_1.0..oxp
Vortex 1.30.oxp
weeviloid2.oxp
weeviloid2-PC.oxp
Welcome Mat 1.13.oxp
Wide-Screen HUD 0.7.2.oxp
wolfmk2.oxp
WPB1.1.oxp
xarik.oxp
XeptatlsSword_v2.3.oxp
YOUR_AD_HERE.oxp
YOUR_AD_HERE_set_A.oxp
YOUR_AD_HERE_set_B.oxp
YOUR_AD_HERE_set_C.oxp
YOUR_AD_HERE_set_D.oxp
YOUR_AD_HERE_set_E.oxp
YOUR_AD_HERE_set_F.oxp
YOUR_AD_HERE_set_G.oxp
Z-ships_v2.0.oxp
Zz-Oo-Haul.oxp

BountyCleaner.oxz
GNN1.0.oxz
HomeSystem.oxz
Library1.5.oxz
PaintMissiles.oxz
Last edited by DataPacRat on Sat Feb 24, 2018 9:53 pm, edited 1 time in total.
Thank you for your time,
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Re: Addon clutter: Which OXPs should I nuke?

Post by Cody » Sat Feb 24, 2018 7:06 pm

DataPacRat wrote:
Sat Feb 24, 2018 7:03 pm
...the Wiki doesn't seem to have a good system for looking up addons by OXP name.
Does the OXP List not suffice?
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Re: Addon clutter: Which OXPs should I nuke?

Post by DataPacRat » Sat Feb 24, 2018 7:12 pm

Cody wrote:
Sat Feb 24, 2018 7:06 pm
DataPacRat wrote:
Sat Feb 24, 2018 7:03 pm
...the Wiki doesn't seem to have a good system for looking up addons by OXP name.
Does the OXP List not suffice?
Not really. For instance, the very first item in my addons folder is "AAACrooks.oxp"; and neither 'aaa' nor 'crook' appear in the OXP List.
Thank you for your time,
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Re: Addon clutter: Which OXPs should I nuke?

Post by BlackWolf » Sat Feb 24, 2018 7:47 pm

I think that is the one that has missions in the seedy bars. I have it installed as well. Might be wrong though.
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Re: Addon clutter: Which OXPs should I nuke?

Post by Cody » Sat Feb 24, 2018 7:48 pm

AAACrooks.oxp is part of [EliteWiki] Pirate Clan Blitzspears - rather ancient, and probably no longer working.
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Re: Addon clutter: Which OXPs should I nuke?

Post by spara » Sat Feb 24, 2018 7:53 pm

Updating TSC :shock: . A blast from the past. Does it still work? Use Navigation MFD instead.

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Re: Addon clutter: Which OXPs should I nuke?

Post by spara » Sat Feb 24, 2018 7:54 pm

And get rid of Destination ETA too. It's also depricated and all three do the same thing.

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Re: Addon clutter: Which OXPs should I nuke?

Post by DataPacRat » Sat Feb 24, 2018 9:51 pm

Cody wrote:
Sat Feb 24, 2018 7:48 pm
AAACrooks.oxp is part of [EliteWiki] Pirate Clan Blitzspears - rather ancient, and probably no longer working.
From the wiki page's history entries, it's from 2010 - exactly as old as my laptop. :)

I'm willing to yoink it from the addons directory to a temp dir, pending the result of a particular question: Is there a quick way to tell whether it /has/ stopped working?
spara wrote:
Sat Feb 24, 2018 7:53 pm
Updating TSC :shock: . A blast from the past. Does it still work? Use Navigation MFD instead.
spara wrote:
Sat Feb 24, 2018 7:54 pm
And get rid of Destination ETA too. It's also depricated and all three do the same thing.
Nuked, and nuked.
Thank you for your time,
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Re: Addon clutter: Which OXPs should I nuke?

Post by Nite Owl » Sun Feb 25, 2018 2:25 am

Use the in game .oxz manager as your first resource as it keeps things fairly simple. Then head to THE OXP PAGE for general information and some rather extensive lists of Add On recommendations and links. Then, as Cody suggested, go through the OXP LIST PAGE for even more fun. Beyond that searching The Wiki and/or The Forums works reasonably well. Remember to always hold down the SHIFT KEY until you see the spinning Cobra Mk. III when adding or changing things outside of using the in game manager. If you do not do the SHIFT KEY thing then your changes will NOT take effect. Having only been at this for around 4 months or so am already 300+ OXPs/OXZs in and have not had too many problems finding stuff or figuring out what to do with them - tweaks not withstanding.
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Re: Addon clutter: Which OXPs should I nuke?

Post by DataPacRat » Sun Feb 25, 2018 8:27 am

Is there any way to force the F3F3 ship market to make a particular ship available for purchase, so I can tell whether or not a given addon works? Or would I have to edit a save-file, and know which tags have to be changed? Or is there another approach to test out all my old ship-providing OXPs?
Thank you for your time,
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Re: Addon clutter: Which OXPs should I nuke?

Post by Smivs » Sun Feb 25, 2018 9:03 am

Seriously, why not just delete them all.
Start from scratch, thinking about what you really want, finding what you really want using a combination of the list and the wiki, then grabbing latest versions from the manager.
You will end up with a leaner, fitter install, and with only stuff you really want.
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Re: Addon clutter: Which OXPs should I nuke?

Post by another_commander » Sun Feb 25, 2018 9:25 am

DataPacRat wrote:
Sun Feb 25, 2018 8:27 am
Is there any way to force the F3F3 ship market to make a particular ship available for purchase, so I can tell whether or not a given addon works? Or would I have to edit a save-file, and know which tags have to be changed? Or is there another approach to test out all my old ship-providing OXPs?
AddOns are listed in the log when the game loads. Any errors that might be occuring with ship OXPs will be reported in the log, provided that you have run the game with Shift down so that its cache gets rebuilt. So, your first try should be that: Run the game with Shift held down until the Cobra appears and then immediately quit and check your Latest.log. Look for any warnings, errors or exceptions thrown by any of the OXPs installed.

Another thing you can do to check what added ships look like is to download and run the Debug Console (information here: http://wiki.alioth.net/index.php/Debug_OXP and here:http://wiki.alioth.net/index.php/Oolite ... P_protocol, download here: https://github.com/OoliteProject/oolite ... ole1.5.zip). You need the OXP developer version of the game for this to work, as it installs the Debug OXP by default.

Procedure to check for a new ship using the console:
- Go to the Config folder of your ship's OXP and check out the contents of shipdata.plist. Let's suppose that the ship you want to check has the key killerShip-pirate. Take note of that key, you will need it later.
- Start up the debug console.
- Run Oolite.
- Start a commander as you normally do.
- Go to the Debug Console and type

Code: Select all

:test [killerShip-pirate]
Note the colon at the start and that the ship's key name is enclosed in square brackets.
- If you have done all this correctly, you shouls see your OXP ship spinning in the middle of your screen. If you don't see it, check that the ship's key entered was the correct one and that the OXP does not genereate any errors in the log.


Edit: Just saw Smivs' post above and wanted to give it a thumbs up. Fully agree that this would be probably the best solution (and the fastest too).

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Re: Addon clutter: Which OXPs should I nuke?

Post by DataPacRat » Sun Feb 25, 2018 9:32 am

Smivs wrote:
Sun Feb 25, 2018 9:03 am
Seriously, why not just delete them all.
Start from scratch, thinking about what you really want, finding what you really want using a combination of the list and the wiki, then grabbing latest versions from the manager.
You will end up with a leaner, fitter install, and with only stuff you really want.
That is an entirely valid approach to OXZ management.

It's just not the approach I prefer. The quickest explanation I can give is to point to my username, which isn't just a nom-de-net, but is a way of life.


That having been said; I've already downloaded everything from the Extensions Manager that I think will improve my immersive experience, and won't send my 2010-built laptop's graphic hardware screaming. (Ie, skipping the ships claiming to require shaders, which I have a vague memory my laptop can't handle; and skipping ships that are too obviously from out-of-universe; etc.) I've just also got these extra hundred-and-change extensions, none of which are available through the Manager, each of which I've thought at one point could add something to the game; any one of which, for all I know, might no longer be downloadable.

And I have an urge to add as much depth to Galaxy 1's Maesin star-system as possible. The fact that I can't currently think of a good use for, say, Paint Missiles doesn't mean I don't like having the option - maybe I'll eventually find a pick up a ship with a ridiculous number of missile-slots, and during some encounter will want to make another vessel more easily recognizable. If I only used the Manager, those missiles wouldn't exist in my Ooniverse, and I wouldn't have the option at all. My copy of Oolite works - I can haul cargo and shoot pirates and so on. I'm hoping for suggestions for ways to make it work better.

Edit: And now I'm off to try playing with a debug console. :)
Thank you for your time,
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Re: Addon clutter: Which OXPs should I nuke?

Post by Diziet Sma » Sun Feb 25, 2018 10:42 am

DataPacRat wrote:
Sun Feb 25, 2018 9:32 am
The quickest explanation I can give is to point to my username, which isn't just a nom-de-net, but is a way of life.

I'm actually glad to hear that, because there's a chance (I haven't carefully perused that long list yet, though I noticed that there are several I've never heard of) that there may be one or two OXPs in there that are no longer available for download.. you may have the only living specimens left.. so I'm hoping even if you nuke them, you'll still have copies stashed somewhere.

As for another approach, so long as you have a backup somewhere, there's nothing wrong with following Smiv's suggestion.. HOWEVER:

Why not try researching those old OXPs, and see if any are worth trying to resurrect? For sure, it would be a bit of a job, but if you use the Oolite Browser Search Plugin, it should be possible to find them without having to search through the entirety of the 2652 topics in the OXP board. You could then re-add the interesting sounding ones a few at a time, and see if they work.. and if not, perhaps with the help of others here, they could be made to work again.
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Re: Addon clutter: Which OXPs should I nuke?

Post by Cody » Sun Feb 25, 2018 11:21 am

What Diz said - archive them!
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