Behemoth Facelift

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

Moderators: another_commander, winston

Post Reply
User avatar
phkb
Impressively Grand Sub-Admiral
Impressively Grand Sub-Admiral
Posts: 5676
Joined: Tue Jan 21, 2014 10:37 pm
Location: Writing more OXPs, because the world needs more OXPs.

Behemoth Facelift

Post by phkb »

Another facelift operation! This time working with the Behemoth mod. But enough talk! On with the screenies!

Image

Grab your copy here: Behemoth_Facelift.oxz

If there aren't any issues in the next few days I'll publish to the manager.

Enjoy!
User avatar
Cholmondely
Archivist
Archivist
Posts: 6602
Joined: Tue Jul 07, 2020 11:00 am
Location: The Delightful Domains of His Most Britannic Majesty (industrial? agricultural? mainly anything?)
Contact:

Re: Behemoth Facelift

Post by Cholmondely »

Well done, sir!



Minor quibble: following Ockham's Razor ("Entia non sunt multiplicanda praeter necessitatem": Entities must not be multiplied beyond necessity),

...might it not make more sense to just update the original OXP itself?

Those of us playing with older versions of Oolite should still be able to find older versions of the OXP, no?
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?
User avatar
phkb
Impressively Grand Sub-Admiral
Impressively Grand Sub-Admiral
Posts: 5676
Joined: Tue Jan 21, 2014 10:37 pm
Location: Writing more OXPs, because the world needs more OXPs.

Re: Behemoth Facelift

Post by phkb »

Cholmondely wrote: Wed Mar 25, 2026 11:49 am
...might it not make more sense to just update the original OXP itself?
I'm just assuming that not everyone will like my design choices. This way, the Behemoth mod stays as is, with existing logic and AIs, and if anyone wants a different look, they've got options.
Post Reply