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Indestructible Injectors OXZ

Posted: Wed Feb 15, 2017 5:44 pm
by Redspear
As discussed here, an oxz to grant Witchdrive Fuel Injectors to the player from the start and for them to be immune to damage.

Now available from the download manager.

What it Does:
  • Makes the equipment item 'Withdrive Fuel Injectors' standard issue for every player ship.
    Just like a ship's hyperdrive it will neither show on the ship's inventory nor will it be subject to damage.

Rationale:
  • It's not uncommon for the player to be attacked by large groups of pirates even in the early game (when the player ship is especially vulnerable).
    By granting the player free injectors that are not subject to damage there is now a good chance to flee from such encounters.
    Furthermore slower, more vulnerable starting ships are now more viable for the player.
    As before, injector function is subject to fuel supply and so the player won't be able to run every time.
    Non player ships don't always have injectors of course but then whether they don't have injectors or have simply run out of fuel is not obvious to the player.

Disabling the injectors:
  • Whilst no longer subject to damage, it is still possible to disable the injectors by script. Simply set speed factor to 1 and fuel consumption to 0.

For the future:
  • I may not grant this change to every ship. For example, it may require a hyperdrive in order to be present.

Re: Indestructible Injectors OXZ

Posted: Sat Sep 20, 2025 12:04 pm
by Lone_Wolf
At the start of the game I always use the 'get out of the wp-planet lane to avoid hostile encounters' cheat.

WFI is typically my first purchase to ensure I have a chance to arrive safely with all my cargo.
This oxp would allow to eliminate the most boring part of the game.

Is the reason to make them undamageable because of issues with showing damaged non-visible items ?
If so adding a buyable item upon damage might be a solution.

2 minor issues in the manifest
- the title misses a t
- the information url links to the old bbs

Re: Indestructible Injectors OXZ

Posted: Sat Sep 20, 2025 1:16 pm
by Redspear
Lone_Wolf wrote: Sat Sep 20, 2025 12:04 pm
This oxp would allow to eliminate the most boring part of the game.
Cool 8)

Lone_Wolf wrote: Sat Sep 20, 2025 12:04 pm
Is the reason to make them undamageable because of issues with showing damaged non-visible items ?
Partly, but when it's potentially the only equipment item you have that can be damaged then the chance of it being damaged is rather high. So that issue is 'solved' here (YMMV).

Also I imagine it as part of the engines basic functionality. Does the player want to add extra fuel to mix (use injectors) or not?

Lone_Wolf wrote: Sat Sep 20, 2025 12:04 pm
2 minor issues in the manifest
- the title misses a t
- the information url links to the old bbs
Oops re the first one and I didn't consider the second.
In both cases, thanks :)