Thargoid Worlds
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- Cholmondely
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Thargoid Worlds
With the current work by Wildeblood and Pleb it makes sense to ask what we would expect to find at a Thargoid World!
1) Vanilla game requirements.
Vanilla Oolite insists on adding in a planet, a Dockable Station, a star, and a rock hermit, together with a scattering of asteroids.
Cim was able to dispense with the station in SOTL Altmap, and Wildeblood tells me that the station could also be a dockable ship/carrier. Presumably the RH is similarly dispensable.
2) Types of Thargoid World
Three come to my mind: (i) Thargoid "Homeworlds", (ii) Thargoid "colony worlds" (originally empty), (iii) conquered "colony worlds" (originally settled by others - and with remnants of their settlement - eg. Killer Wolf's Wreck).
I would expect only conquered colony worlds to have our current array of Rock Hermit models.
There may well be useful stuff tucked away inside the more complex missions of which I know nothing (Cataclysm, Xeptatl's Sword etc.).
1) Vanilla game requirements.
Vanilla Oolite insists on adding in a planet, a Dockable Station, a star, and a rock hermit, together with a scattering of asteroids.
Cim was able to dispense with the station in SOTL Altmap, and Wildeblood tells me that the station could also be a dockable ship/carrier. Presumably the RH is similarly dispensable.
2) Types of Thargoid World
Three come to my mind: (i) Thargoid "Homeworlds", (ii) Thargoid "colony worlds" (originally empty), (iii) conquered "colony worlds" (originally settled by others - and with remnants of their settlement - eg. Killer Wolf's Wreck).
I would expect only conquered colony worlds to have our current array of Rock Hermit models.
There may well be useful stuff tucked away inside the more complex missions of which I know nothing (Cataclysm, Xeptatl's Sword etc.).
Comments wanted:
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
- Cholmondely
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Re: Thargoid Worlds
Having asked the question, the following answers come to mind:
- Thargoid warships (we already have a good selection of these)
- Thargoid trading ships
- Thargoid stations (unless they only use space ports on the planet surface!)
- Thargoid Rock Hermits
- Thargoid warships (we already have a good selection of these)
- Thargoid trading ships
- Thargoid stations (unless they only use space ports on the planet surface!)
- Thargoid Rock Hermits
Comments wanted:
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
Re: Thargoid Worlds
I always imagined Thargoids to live in hives, bit like bees or wasps. Do they even have planets? Do they just live in big 'structures' in space?
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- Cholmondely
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Re: Thargoid Worlds
Comments wanted:
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
- Killer Wolf
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Re: Thargoid Worlds
there was stuff in the Dark Wheel/original docs that came w/ the game that said they lived in hives, i believe like towering termite mounds. presumably they were on a planet, maybe the ship are similar inside.
- Wildeblood
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Re: Thargoid Worlds
"Guard your shyness, human arts graduate goat!"

I thought I was quite clear: without a populator function you get exactly four objects, (TESTED:) one star, one main planet, one main station and the player ship. Why would you expect a rock hermit and an asteroid field for free? Having said that, the station will almost immediately launch a patrol, presumably to investigate, "Where is everyone?" or "Who stole our buoys?"
But I thought we were discussing uninhabited systems. For Thargoid systems, my instinct would be (UNTESTED:) to set the repopulator to interstellarSpaceWillRepopulate and see what happens. [Oh, yeah. That seems to work.]
Anyway, https://wiki.alioth.net/index.php/File: ... difier.oxz


Your ability to focus my words through the lens of your preconceptions never ceases to delight.Cholmondely wrote: ↑Fri Jun 06, 2025 1:00 pm1) Vanilla game requirements.
Vanilla Oolite insists on adding in a planet, a Dockable Station, a star, and a rock hermit, together with a scattering of asteroids.

I thought I was quite clear: without a populator function you get exactly four objects, (TESTED:) one star, one main planet, one main station and the player ship. Why would you expect a rock hermit and an asteroid field for free? Having said that, the station will almost immediately launch a patrol, presumably to investigate, "Where is everyone?" or "Who stole our buoys?"
But I thought we were discussing uninhabited systems. For Thargoid systems, my instinct would be (
I always assumed they were like the movies Alien and Aliens. That they over-ran human colonies and did unspeakable things to their victims. (And, do we all agree the movies should have stopped at two?)
Anyway, https://wiki.alioth.net/index.php/File: ... difier.oxz
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- phkb
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Re: Thargoid Worlds
Yes. A thousand times yes.Wildeblood wrote: ↑Sat Jun 07, 2025 5:17 amAnd, do we all agree the movies should have stopped at two
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Re: Thargoid Worlds
Hard agree also from this side here.
Re: Thargoid Worlds
There was more than two?Wildeblood wrote: ↑Sat Jun 07, 2025 5:17 amAnd, do we all agree the movies should have stopped at two

Everything can be removed from a system through scripting, so creating uninhabited systems is easy. But, if the player doesn't have a fuel scoop (and there's no star), then they are liable to get stuck. And, unlike exploring in E:D and running out of fuel, you can't call upon a fuel rat to come and save you (although that could also be scripted in).
But the main thing is you need a reason to explore. For some just the exploring is reason enough, the journey of discovery and what not. But, some kind of reward system would help as well.
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- Wildeblood
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Re: Thargoid Worlds
I need help with a Thargoid-occupied main station.
1. How do I prevent the main station launching police patrols?
2. The market: I think everything should be thwarted except a prisoner-exchange - you bring in an "alien item"/captured Thargoid, they sell an equivalent number of their slaves (Galcop citizens desperately awaiting rescue). Thoughts on this, anyone?
1. How do I prevent the main station launching police patrols?
2. The market: I think everything should be thwarted except a prisoner-exchange - you bring in an "alien item"/captured Thargoid, they sell an equivalent number of their slaves (Galcop citizens desperately awaiting rescue). Thoughts on this, anyone?
"Must keep this response efficient to preserve remaining context."
- LittleBear
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Re: Thargoid Worlds
I think having:
in shipdata will stop a station launching patrols.
Code: Select all
max_police = 0;
has_patrol_ships = no;
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- Redspear
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Re: Thargoid Worlds
Well, I get it, the subsequent quality was 'variable' at best (I had such high hopes for Prometheus) but the second film boxed it all pretty much into a corner IMHO.phkb wrote: ↑Sat Jun 07, 2025 6:00 amYes. A thousand times yes.Wildeblood wrote: ↑Sat Jun 07, 2025 5:17 amAnd, do we all agree the movies should have stopped at two
They changed the life cycle and stripped it of some of it's terror.
'How do we kill it?' 'You just aim and press this button'.
First was horror, second was action and both were very, very good. A more significsant difference for me however was that the first left room for much more, with so many unanswered questions, whilst the second one didn't. I think that all of the subsequent films have suffered from that.
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Re: Thargoid Worlds
That's a long-winded way of saying, "Yes."Redspear wrote: ↑Sat Jun 07, 2025 2:58 pmWell, I get it, the subsequent quality was 'variable' at best (I had such high hopes for Prometheus) but the second film boxed it all pretty much into a corner IMHO.phkb wrote: ↑Sat Jun 07, 2025 6:00 amYes. A thousand times yes.Wildeblood wrote: ↑Sat Jun 07, 2025 5:17 amAnd, do we all agree the movies should have stopped at two?
They changed the life cycle and stripped it of some of it's terror.
'How do we kill it?' 'You just aim and press this button'.
First was horror, second was action and both were very, very good. A more significsant difference for me however was that the first left room for much more, with so many unanswered questions, whilst the second one didn't. I think that all of the subsequent films have suffered from that.

But, I didn't come back (just) to insult people. Version 0.2 expects to have Killer Wolf's KWwreck) available, to set as the main (and only) station.
https://wiki.alioth.net/index.php/File: ... difier.oxz
It still requires (Are you paying attention, Cholly?) at least a shipdata-overrides file and a market script. (Obtained from Someone Else, who is not me.)
"Must keep this response efficient to preserve remaining context."
- Redspear
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Re: Thargoid Worlds
Long winded, certainly. Did I manage to actually say anything? Not sure that I did

Re: Thargoid Worlds

Here a clip from the Digibitter, saying resurrection had enjoyable moments...