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.