Tinkerer's Workshop - OXP tweaking for fun and profit!

Discussion and information relevant to creating special missions, new ships, skins etc.

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TheUAoB
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Re: Tinkerer's Workshop - OXP tweaking for fun and profit!

Post by TheUAoB » Fri Jul 14, 2017 12:01 pm

Nexus-Hex wrote:
Mon Jan 02, 2017 5:09 pm
Norby wrote:Here it is. I set to 100 charges and 2-10s delay between repair attempts. Note high tech items need more attempts.
Thanks.
It's working!
I've put it to 100 ms repair time and 999 charges.
A little bit OP, don't you think? :wink:

By the way, I have an idea for an OXP.
Where do I submit it? Can you help me materialize it?
Hi everybody!

I've just written a new (more expensive, higher tech) "RepairBots" equipment OXP based on RepairBots_System which uses system energy during repairs (to regenerate repair bots) instead of 2t of nanobots in the hold and when not damaged is togglable as primable equipment. I've got it quite well balanced, I think. It is much trickier to use during combat, but doesn't run out of repair capacity (unless you run out of energy). I found the original version rather buggy to use.

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Re: Tinkerer's Workshop - OXP tweaking for fun and profit!

Post by Rustem » Tue Dec 12, 2017 11:47 am

OXP: Escort Formations.
Tweak: Added a new formation the "trigon".
Reason: Most formations place an escort in the rear half-plane, and the "trigon" formation will be in the front half-plane.
File(s): world-scripts

1. The new formation "trigon" is used for setup offensive escorts and for all quantitative combinations of escorts.
2. Corrected the formation of the "convoy" (corrected the sequence of positions and added 2 additional positions), for a more symmetrical arrangement of vessels at different numbers of escorts.

Links: Escort Formations 1.2.

Comments/feedback/bug reports welcome.

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Re: Tinkerer's Workshop - OXP tweaking for fun and profit!

Post by Cody » Tue Dec 12, 2017 12:11 pm

Rustem wrote:
Tue Dec 12, 2017 11:47 am
Added a new formation the "trigon".
Thanks, Rustem - when I'm no longer grounded, I'll check it out.


Talking of trigons, The Trigon Disunity is a very good tale.

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Re: Tinkerer's Workshop - OXP tweaking for fun and profit!

Post by Runghold » Sat Dec 16, 2017 1:41 am

OXP: Q-Charger
Tweak: Disable it by default/after loading a save state
Reason: I don't use it very often
File(s): oolite.oxp.CommonSenseOTB.Q-Charger.oxz/Scripts/Q-Charger.js
line 63:

Code: Select all

   this.qchargerenabled = true;// player can disable/enable by priming and activating Q-Charger 
Just replace

Code: Select all

true
by

Code: Select all

false
.

OXP: Explorers' Club
Tweak: Mark Systems non yet visited with white X instead of diamond marker
Reason: If "Systems visited so far" are marked and I visited a lot in a galaxy, a refresh of the F6 screen make take up some seconds. So I decided to mark "Systems not yet visited" (F6 screen refresh is instant), but the default marker lets me confuse my passenger contract destinations with systems not visited yet. ...so i changed the marker shape
File(s): oolite.oxp.CaptMurphy.ExplorersClub.oxz/Config/script.js
Recplace line 115:

Code: Select all

                        mission.markSystem({system: i, name: "exclubmap", markerColor: "orangeColor", markerScale: 1.0, markerShape: "MARKER_DIAMOND"});
by this one:

Code: Select all

                        mission.markSystem({system: i, name: "exclubmap", markerColor: "whiteColor", markerScale: 0.75, markerShape: "MARKER_X"});
.

OXP: Vacuum Pump
Tweak: Let it work not only under green, but under yellow condition too
Reason: This OXP also works if Gold or Platinum are extracted from splinters by Ore Processor - a great tool for miners. Often your are not alone when mining, so the condition is yellow and the pump couldn't be activated.
File(s): oolite.oxp.Neelix.VacuumPump.oxz/Scripts/vacuum_pump.js
Recplace line 75:

Code: Select all

		if (player.alertCondition == 1 && player.ship.energy >= 64 && $commInfo[$j].pumpUseful && 
by this one:

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		if (player.alertCondition !== 3 && player.ship.energy >= 64 && $commInfo[$j].pumpUseful &&
and replace lines 100 + 101:

Code: Select all

		if (player.alertCondition != 1) {
			player.consoleMessage("Vacuum Pump can not be operated unless condition is Green",5);
by these:

Code: Select all

		if (player.alertCondition == 3) {
			player.consoleMessage("Vacuum Pump can not be operated under Red condition",5);
.

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Re: Tinkerer's Workshop - OXP tweaking for fun and profit!

Post by Cody » Mon Jan 22, 2018 11:33 pm

Cody wrote:
Tue Dec 12, 2017 12:11 pm
Rustem wrote:
Tue Dec 12, 2017 11:47 am
Added a new formation the "trigon".
Thanks, Rustem - when I'm no longer grounded, I'll check it out.
Got some flight time at last - 1.3 is cool.

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Re: Tinkerer's Workshop - OXP tweaking for fun and profit!

Post by Rustem » Wed Mar 21, 2018 5:36 pm

OXP: Executive SpaceWays, Saleza Aeronautics.
Tweak: Fixed a missing semicolon.
Reason: Error with missing semicolon.
File(s): shipdata.plist

Links: Executive SpaceWays, Saleza Aeronautics.

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Re: Tinkerer's Workshop - OXP tweaking for fun and profit!

Post by Norby » Wed Mar 21, 2018 6:52 pm

Rustem wrote:
Wed Mar 21, 2018 5:36 pm
OXP: Executive SpaceWays, Saleza Aeronautics.
Tweak: Fixed a missing semicolon.
Updated in the manager, thank you!

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Re: Tinkerer's Workshop - OXP tweaking for fun and profit!

Post by stranger » Wed Apr 25, 2018 6:50 am

Sorry, commanders, already posts this tweak in discussion of Variable Masslock (author Norby). Looks it is more appropriate place.

Variablemasslock.js, line 181:

Code: Select all

//	t.scannerDisplayColor1 = d; // Norby's settings
	t.scannerDisplayColor1 = [0, 0, 0, 0]; // transparent - stranger's settings
Tweaked code simulates stealth technology in really interesting way. Small ship may close distance with player undetected, but reveals itself in red alert state. This is classic dilemma of stealth technology: if you are beginning fighting, you are losing covering. Temporary contact when new target enters scanner range is lore-consistent: there is no reason nor possibility to maintain stealth permanently. Stealth regime is activated after contact detected to win time for battle decision.
Really like new game flavor this this tweak :D

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Re: Tinkerer's Workshop - OXP tweaking for fun and profit!

Post by Rustem » Sat Apr 06, 2019 2:34 pm

OXP: LaserCannons.
Tweak: Adds sound effect for cannons hits.
File(s): world-scripts, sounds.

More variation by cannon and plasma laser hits. Sounds play in laser hits from NPC.

Credits to Norby!

Sounds:
The sounds from BGS Soundset by P.A. Groove:
- "cannonlaser.ogg" is renamed a "bgs_PAG_laser.ogg".
- "cannonlaser_esc_hits.ogg" is renamed a "bgs_PAG_laserhits.ogg".
- "cannonlaser_esc_hits_pl.ogg"; is renamed a "bgs_PAG_hit.ogg".
Credits to Pagroove!

Links: LaserCannons 1.13.1.

This is testing and draft release. Feedback and bug reports welcome.

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Re: Tinkerer's Workshop - OXP tweaking for fun and profit!

Post by UK_Eliter » Tue Aug 27, 2019 6:57 am

This sounds fun! I'll test it if I get a mo. (Sorry for the very late reply!)

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