Wildeblood wrote:OXPs which expect, or worse depend on, a certain planet to be in a certain position on the chart, and have a certain name, description or any other characteristic, without setting - or at least checking - that characteristic, are broken by design.
I think in this point we have to agree to disagree.
OXPs are expansions of Oolite, and in Oolite planets a guaranteed to have all properties listed in the planet lists, reliably and for each player. This is certainly true for the planets' position on the chart. In my opinion it's also true for their other characteristics, as far as they affect story telling.
Changing the basic characteristics is the signature of a total conversion, not of an expansion. Generally, expansions for "vanilla" Oolite can't be expected to work in a total conversion, and expansions made for a specific total conversion can't be expected to work in either the "vanilla" setting or in any other total conversion. And of course two total conversions can't be expected to work with each other without conflicting. That's a triviality.
Thus it's a matter of correct declaration. Conversions shouldn't be advertised as expansions. They have a different quality.
Mission OXPs will be most affected by total conversions. Take the Longway mission as an example. Obviously it relies on having two planets that are
just out of reach of each other. If a conversion would place these two planets either within reach of each other, or at opposite borders of the chart, that would break the mission and the OXP. You claim that this would be Longway OXP's fault. It would have to check that the two planets are in the positions it depends on. But what good would such a check be? The OXP could only give out an error message along the lines of "Sorry, this OXP doesn't make sense in your setup." Well yes, that was clear from the get-go. I don't think that the current state of the scripting engine would allow the OXP to find two systems which are suitable for its purpose in the player's current setup on the fly, and transfer its story to these systems. In other words: the Longway OXP has no means of fixing its "brokenness". Thus it can't be blamed for being broken. The total conversion causing its problem is to be blamed.
Therefore: OXPs which expect, or depend on, a certain planet to be in a certain position on the chart, and have a certain name, description or any other characteristic, without setting - or at least checking - that characteristic, are
not broken by design. They are simply designed for working in Oolite, and that's a feature, not a bug. Especially mission OXPs with a scripted story line
cannot possibly be designed in a way as to make them work in any possible conversion of Oolite. Thus it's unrealistic to expect that.
I'd put it this way: there is virtue in having a consistent and reliable layout of the game, and one of its strong virtues is that story OXPs
can depend on certain characteristics (one of its problems is that it sets limitations, because the Ooniverse is limited, and it gets increasingly harder to find new places for stories; on the other hand: if the stories don't change the basic layout themselves, two or more stories can happily live alongside each other in the same place). It's easy to share content if everybody is using the same layout. If the layout gets changed, the audience becomes fractured, and some content cannot be shared across borders anymore. However, it's not the content creators who are responsible for that, but the border builders.