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Re: Biosphere OXP
Posted: Sat Jan 07, 2012 5:47 pm
by DaddyHoggy
I'd say somebody was suitably inspired to produce a near identical* ship as to that found in Silent Running
* Within their modelling capability and Oolite polygon limitations of course...
Re: Biosphere OXP
Posted: Sat Jan 07, 2012 10:13 pm
by Fatleaf
SandJ wrote:Fatleaf wrote:Or it could be used to keep endangered species of plants and animals in a sterile atmosphere and stop them from disappearing.
Nah. Nobody cares enough about biodiversity to really build a greenhouse in space, Fatleaf.
With as many life forms in the collective eight, I am sure there will be some ecologist groups of varying sizes and available assets. Then you have companies who specialise in rare species of life for commercial reasons.
Re: Biosphere OXP
Posted: Sat Jan 07, 2012 11:22 pm
by Cmdr. Maegil
Fatleaf wrote:With as many life forms in the collective eight, I am sure there will be some ecologist groups of varying sizes and available assets. Then you have companies who specialise in rare species of life for commercial reasons.
Ecologists, I don't think so.
As for commercial reasons, they'd be raised in cages, and not left out "on the wild" unless it was a zoo or a safari park. Still, the only reason to do something so extreme as putting it on orbit would be to prevent ecosystem contamination by critters in the same league as trumbles, or
xenomorph aliens"... (assuming that there weren't previous planetary trumble infestations is unrealistic).
Re: Biosphere OXP
Posted: Sat Jan 07, 2012 11:54 pm
by SandJ
Cmdr. Maegil wrote:the only reason to do something so extreme as putting it on orbit would be to prevent ecosystem contamination by critters in the same league as trumbles
Of course! Trumble breeders!
Imports: Food & Liquor/Wines (or all the things Trumbles eat). Exports: Furs.
And a free Trumble, whether you want it or not.
Re: Biosphere OXP
Posted: Sun Jan 08, 2012 7:32 am
by Fatleaf
Cmdr. Maegil wrote:Ecologists, I don't think so.
On this planet we have plenty of places where passionate people preserve species of all varieties of life from going extinct. So in a Ooniverse with over 2000 planets it would seem reasonable to think that it would also be possible for some to care enough to try.
Re: Biosphere OXP
Posted: Sun Jan 08, 2012 9:41 am
by cim
Cmdr. Maegil wrote:(assuming that there weren't previous planetary trumble infestations is unrealistic).
There's at least one existing OXP (BlOomberg Markets) that includes them.
Re: Biosphere OXP
Posted: Sun Jan 08, 2012 1:18 pm
by PhantorGorth
There is a point for a biodome in space. Although the planet beneath could have a adequate supply of food, etc, getting any amount of mass into orbit is expensive. (Ignoring the fact that Oolite ships don't seem to care about that - doing something to change that could be an interesting OXP idea) Growing food in space is then economically more sensible. Lots of Biodomes in space for poorly habitable planets (usually the highly industrial ones) and dropping the food from orbit also makes sense. In both cases their source of mass would probably be asteroidal.
As to interstellar trade generally. As mentioned it doesn't make much sense except for luxury goods and anything completely unavailable like certain metals (minerals/alloys). If most of the categories are really luxury goods what are Luxury Goods? Should that really Other Luxury Goods, i.e. the stuff that doesn't come under the other categories? (e.g. Furniture, Works of Art, etc)
Re: Biosphere OXP
Posted: Sun Jan 08, 2012 1:40 pm
by SandJ
(Of course, they could just be brothels. Comfortable, secure, mating opportunities with a variety of species in a zero-G environment would, I am sure, be popular. Import: Liquor + Food, export: Luxuries.)
Re: Biosphere OXP
Posted: Sun Jan 08, 2012 1:51 pm
by Cmdr. Maegil
SandJ wrote:(Of course, they could just be brothels. Comfortable, secure, mating opportunities with a variety of species in a zero-G environment would, I am sure, be popular. Import: Liquor + Food, export: Luxuries.)
I think that should be the Hoopys' back back room...
Import: Slaves, Liquor, Food, Luxuries
Export: Gold, Platinum, Gem Stones, Alien Items (pawned on the casino)
Re: Biosphere OXP
Posted: Sun Jan 08, 2012 1:54 pm
by SandJ
Butterfly (& similar critter) farms.
Import food, export luxuries and alien items.
Re: Biosphere OXP
Posted: Sun Jan 08, 2012 2:17 pm
by SandJ
Specialist hospitals
Decontamination units and isolation wards.
Import: Food, Textiles, Narcotics. Export: nothing.
Quarantine establishments
Import: Food. Export: Furs (hey, not everything survives)
Posh hotels
Accommodation, entertainment and retail opportunities.
Import: Food, Textiles, Narcotics, Slaves. Export (all expensive): Liquor/Wines, Luxuries, Furs, Gold, Platinum, Gems
Planetary Governor / President / Chairperson / Great Leader's Head Office
Import: Food, Liquor/Wines, Luxuries, Computers, Firearms
Export: nothing
Woodland Friends toy manufactorium
Import: Food, Textiles, Slaves, Machinery, Alloys, Minerals
Export: Luxuries
Santa's grotto
Import: Food, Textiles, Slaves, Alloys, Minerals
Export: Liquor/Wines, Luxuries, Computers, Furs (reindeer don't live forever), Gold, Gems
Space Elevator Counterweight Shop Link
Import & export: identical to the standard system prices, but at 'unlimited' quantities (i.e. 64 tonnes of everything so you can buy 63 tonnes, or sell 64 tonnes of anything. Or Kgs or gs as appropriate.)
Bloody damn good idea, or what?
Re: Biosphere OXP
Posted: Wed Mar 24, 2021 10:12 am
by Cholmondely
Trying to tweak this one so that it shows up on my ASC (as BioSphere rather than "B"!).
It is written in what I presume to be legacy script. I tried diving into the entrails of equivalently ancient OXPs, but they seemed not to contain anything as obvious as this line in the Zieman Habitat Station's shipdata.plist:
Here is the BioSphere shipdata.plist:
Code: Select all
<?xml version="1.0" encoding="UTF-8"?>
<plist version="1.0">
<dict>
<key>biosphere_dome_sub</key>
<dict>
<key>ai_type</key>
<string>nullAI.plist</string>
<key>energy_recharge_rate</key>
<real>0</real>
<key>forward_weapon_type</key>
<string>WEAPON_NONE</string>
<key>max_energy</key>
<real>50</real>
<key>name</key>
<string>sphere-sub</string>
<key>model</key>
<string>sphere.dat</string>
<key>roles</key>
<string>sphere-sub-role</string>
<key>thrust</key>
<real>0</real>
<key>frangible</key>
<false/>
<key>rotational_velocity</key>
<!-- Frist number speed higher the slower - rotate arounf Y axis -->
<string>25 0.0 0.342 0.0</string>
</dict>
<key>biosphere</key>
<dict>
<key>ai_type</key>
<string>stationAI.plist</string>
<key>bounty</key>
<integer>0</integer>
<key>energy_recharge_rate</key>
<real>25</real>
<key>forward_weapon_type</key>
<string>WEAPON_NONE</string>
<key>fuel</key>
<integer>70</integer>
<key>has_ecm</key>
<true/>
<key>has_shield_enhancer</key>
<true/>
<key>max_energy</key>
<real>10000</real>
<key>max_flight_pitch</key>
<real>0</real>
<key>max_flight_roll</key>
<real>0</real>
<key>max_flight_speed</key>
<real>0</real>
<key>thrust</key>
<real>0</real>
<key>max_missiles</key>
<integer>0</integer>
<key>missiles</key>
<integer>0</integer>
<key>model</key>
<string>bs_base.dat</string>
<key>name</key>
<string>Bio-Sphere</string>
<key>roles</key>
<string>biosphere carrier</string>
<key>beacon</key>
<string>B-code</string>
<key>scanClass</key>
<string>CLASS_STATION</string>
<key>subentities</key>
<array>
<string>biosphere_dome_sub 0 0 -10 1 0 0 0</string>
<string>dock -0.1 -116.5 38.2 1 0 0 1</string>
<string>*FLASHER* 0 266 -16 40 0.5 0.5 50</string>
<string>*FLASHER* 0 -418 0 40 0.5 0.5 50</string>
<string>*FLASHER* -181 -116 188 20 0.5 0.5 20</string>
<string>*FLASHER* 181 -116 188 20 0.5 0.5 20</string>
<!-- Docking Cross -->
<string>*FLASHER* -0.1 -116.5 38.2 40 1 0.5 10</string>
<string>*FLASHER* -0.1 -103.5 38.2 60 1 0.25 5</string>
<string>*FLASHER* -0.1 -129.5 38.2 60 1 0.25 5</string>
<string>*FLASHER* 20.1 -116.5 38.2 60 1 0.25 5</string>
<string>*FLASHER* -20.1 -116.5 38.2 60 1 0.25 5</string>
</array>
<key>frangible</key>
<false/>
</dict>
</dict>
</plist>
*Do I dare presume that <!--
Frist number speed higher the slower - rotate
arounf Y axis --> contains at least one typo? And is this just a remark which is irrelevant regarding the working of the OXP?
*Do I correct
Code: Select all
<key>beacon</key>
<string>B-code</string>
to <string>BioSphere-code</string>
or is there more to it?
Waiting until Zaonce is in conjunction with Tionisla's Orbital Graveyard, then sacrificing three goats whilst dancing widdershins and waving Maik's fobile moan in the air whilst intoning the Epic of Hammurabi in the original Chaldaean, et cetera, et cetera ...
Re: Biosphere OXP
Posted: Wed Mar 24, 2021 10:26 am
by montana05
Cholmondely wrote: ↑Wed Mar 24, 2021 10:12 am
*Do I dare presume that <!--
Frist number speed higher the slower - rotate
arounf Y axis --> contains at least one typo? And is this just a remark which is irrelevant regarding the working of the OXP?
*Do I correct
Code: Select all
<key>beacon</key>
<string>B-code</string>
to <string>BioSphere-code</string>
or is there more to it?
Another yes, <!-- Frist number speed higher the slower - rotate arounf Y axis --> should be first and yes, it's a remark (<!-- -->) and not relevant for the code.
You might want to add
<key>beacon_label</key>
<string>BioSphere</string>
and keep beacon as it is, however the result is nearly similar.
Re: Biosphere OXP
Posted: Wed Mar 24, 2021 12:07 pm
by Cholmondely
Brilliant! Thank you!
Re: Biosphere OXP
Posted: Thu Apr 08, 2021 9:28 am
by Cholmondely
I would rather like to add
1) a market
2) the ability for the afore-mentioned market to be recognised by Spara's Market Inquirer
3) the ability to save game (Shock! Horror!) at the Biosphere
I faffed about with various tips from this BB & from the Market Observer wiki page, but had not realised that they are written for either javascript or for OpenStep format .plists - whilst Charlie wrote his blessed biosphere in XML format. All that I managed was to banish the biosphere to the outer darknesses of the Ooniverse.
Is any of the above do-able in XML?
And how would I do it?
I beg to remain, yours etc.,
Cholmondeley