narcotics_canister?

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Commander McLane
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narcotics_canister?

Post by Commander McLane »

I just noticed a cargopod which had only narcotics_canister (or maybe narcotics_container; I scooped it and can't remember) as a role. Nothing else besides it, not even the usual cargopod. The strange thing is, when scooped, it contained weapons(!).

It's neither from Cargo_wrecks_teaser nor from Pods.oxp. Does anybody know where it's from?
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Svengali
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Re: narcotics_canister?

Post by Svengali »

Commander McLane wrote:
I just noticed a cargopod which had only narcotics_canister (or maybe narcotics_container; I scooped it and can't remember) as a role. Nothing else besides it, not even the usual cargopod. The strange thing is, when scooped, it contained weapons(!).

It's neither from Cargo_wrecks_teaser nor from Pods.oxp. Does anybody know where it's from?
It's from Cargo_wrecks_teaser 1.6.4.
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Eric Walch
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Re: narcotics_canister?

Post by Eric Walch »

Svengali wrote:
Commander McLane wrote:
I just noticed a cargopod which had only narcotics_canister (or maybe narcotics_container; I scooped it and can't remember) as a role. Nothing else besides it, not even the usual cargopod. The strange thing is, when scooped, it contained weapons(!).

It's neither from Cargo_wrecks_teaser nor from Pods.oxp. Does anybody know where it's from?
It's from Cargo_wrecks_teaser 1.6.4.
I am not sure as Cargo wreck has always more roles. I only found:

Code: Select all

roles = "Narcotics(0.07) narcoticspod narcotics_container";
and
roles = "Narcotics(0.05) narcoticspod";
All occasions of "narcotics_container" also contain "narcoticspod" and "Narcotics" as role. And all should explicit add narcotics by a JS script, never weapons.

NB cargopod is not strictly needed as role. For Cargo Wreck I even removed all "cargopod" roles for the scripted pods. That is because scripted pods would change the originally by Oolite intended content. When a ship explodes, Oolite first determines a likely content of the pod, based on the ships preferences and the main station cargo quantities. When Oolite decides it is going to add narcotics, Oolite first looks if there exist a pod with the role of the commodity. If that is not present, Oolite will look for a plain cargopod and fill that with Narcotics. If that cargopod happens to be a scripted cargopod that creates "gold" as its content, the player would scoop gold. Not a problem any player would notice, but it disturbs the well thought cargo content based on system availability.
However, spawning a pod in a commodity role will not work, it must be Oolite itself that chooses the pod to get the correct content.
by script
Using roles as commodity already existed in Oolite 1.65, but was never documented.
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Re: narcotics_canister?

Post by Commander McLane »

The correct role was 'narcotics_container', I could spawn one using this role. However, I failed to spawn other containers of type 'commodity_container'.

It's not from Cargo_wrecks_teaser 1.6.4, because I have C_w_t 1.5.2 installed, and in this version the roles don't use an underscore (it's 'narcoticspod') and all pods have 'cargopod(low probability)' within their role-set (I may have added that myself).

Are there OXPs around which c&p and therefore overwrite part of C_w_t's shipdata? Possibly one that somehow deals with narcotics?

I am interested because the pod is obviously buggy if it awards weapons instead of narcotics.
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Re: narcotics_canister?

Post by Eric Walch »

Commander McLane wrote:
I am interested because the pod is obviously buggy if it awards weapons instead of narcotics.
The faulty pod is from SuperCobra.oxp 1.3 or 1.4.0. This bug is already fixed in 1.4.1.
50% of the npc superCobras is supposed to transport narcotics, the other half should mainly contain firearms. For this reason some extra pods of these types were added.
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Re: narcotics_canister?

Post by Commander McLane »

That's it. I have SuperCobra 1.4. Will update. Thanks, Eric! :D
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Re: narcotics_canister?

Post by Svengali »

Seems I should update my OXPs, I'm still on (a modified) v1.0.
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