Oolite has lacked a certain capability, that is to cater to the less wanderlust-full In System Trader. After all, a single system typically has loads of opportunity.
All those ships flying in and out of the main station all day and yet none of the stock or prices change to reflect this unless one braves witchspace...? What's an In System Trader to do?
Well, install this OXP for one!
What it does:
One item type is cycled randomly, amount and price, while you are in system and not docked, this happens periodically based on how active the system is (More traders = more often). Prices will always fall within system averages so don't go expecting to find 0.1cr computers and impossible deals like that!
The more you trade in system the more your in system reputation grows, beware though, knowing more people also means being known!
What it does not do:
Illegal and or otherwise controlled goods will not be refreshed, Vinnie the Blue Rodent is good... but not that good.
Install this OXP as you would any other.
Yes, this makes it possible to make a (meager) living without witching out to other systems, however, all main station prices will stay well within system average so the real credits remain deeper out in the black.
It is advised to use this OXP with other OXP's that provide other trade station/locations in system, Such as Y.A.H., HOopyCasinos, etc.
(as of 1.30)
About the Tripsa Tel-com Autonomous Market Watch (A.M.W.) Unit
While GalCop heavily encrypts Market Data to prevent price manipulation, the AMW carefully applies bitshifts and Fourier transforms to inform its user of changes in the local system main market. It can identify the commodity which has had a change in price and or availability and prompts the user to view their Market Datascreen.
Availability: Tech level 9 and above systems.
Code: Select all
Changes 1.0 First release 1.01 Gold, platinum, liqour/wines, and alien items added to rotation. restock capped at 64 units. Moved Readme. 1.05 Repeatedly redocking now increases the chance you will get the attention of a pirate ambush! Well meaning but nosy friends now will try to set you up with good parcel deals to get you out more! 1.10 Moved Chatter to external plist Stock now only cycled if it has been more than one hour (game time) since your last debark with a fresh market! Pirates make crude, and embarrasing, threats! 1.11 Minor Corrections 1.20 Ambush and greetings (when they make no sense) fixed Code cleanup and timer use (as suggested by spara) Debark timer remover, in favor of 1.77 timer function! cycleMarket now explicitly mainStation 1.21 Very minor code fix 1.22 1.21 broke it! 1.22 fixed it 1.30 Added Autonomous Market Watch Unit 1.35 Bugfixes as well as balancing refactored Pirates now harrass spacelanes instead of furballing, slowing traffic and impeading Market Pirates no longer taunt. Station greetings probability reduced and refactored for more random chatter. 1.40 Trade at any station will boost System Reputation! Pirate ambushes and taunts returned! Number of pirates in ambush, and chances of an ambush, tied to system reputation! Ambushes can happen at any time... anywhere in system! over 5,880 randomly set chatters!