That is right Thargoid, I only scan for a display name "Cargo container", so most of the ones spawned from other OXP's will not be scanned.
I’d suggest checking for a property like ship.$okti_cargoDescription first (or ship.scriptInfo.okti_cargoDescription; that can be set in shipdata.plist, but is read-only). This way, OXPs defining custom pods can choose to integrate with your scanner.
Smivs wrote:
But by that token, most things would be illegal. Aspirin is toxic to Feline species for example.
This is also why your scooped escape pods are unloaded automatically before anything else happens, whether you want it or not. Actually, the escape pod handling is another reason why your cargo cannot remain on your ship while you're docked. The Space Farers' Guild gets furious just from the mere idea that a scooped escape pod could be withheld from the port authorities in an attempt to enslave the pilot.
I wish that were true...I'm often caught leaving the station with a ton of "slaves" thanks to an escape pod that lacked a named pilot.
Yes, sometimes a blind passenger, or someone unknown to the insurance company has forced entry into the escape pod. Naturally the insurance companies want to strongly discourage this apparent breach of their contracts. What better way than to have those fraudsters publicly sold into slavery?
That is right Thargoid, I only scan for a display name "Cargo container", so most of the ones spawned from other OXP's will not be scanned.
I’d suggest checking for a property like ship.$okti_cargoDescription first (or ship.scriptInfo.okti_cargoDescription; that can be set in shipdata.plist, but is read-only). This way, OXPs defining custom pods can choose to integrate with your scanner.
Smivs wrote:
But by that token, most things would be illegal. Aspirin is toxic to Feline species for example.
It’s toxic to humans. As is water.
Is there a way script wise obtaining cargo information?
Is there a way script wise obtaining cargo information?
Hrm. Maybe I should have read the top of the thread properly before acknowledging its existence. :-)
No, there isn’t. The contents of a cargo pod can be represented in several different ways and is notionally determined at scooping time, although this doesn’t seem to serve any real purpose except for the scripted case, and there should probably be a nominal type (like “Equipment”, “People” etc.) for scripted pods.
Is there a way script wise obtaining cargo information?
Hrm. Maybe I should have read the top of the thread properly before acknowledging its existence.
No, there isn’t. The contents of a cargo pod can be represented in several different ways and is notionally determined at scooping time, although this doesn’t seem to serve any real purpose except for the scripted case, and there should probably be a nominal type (like “Equipment”, “People” etc.) for scripted pods.
So I will prefer to release a proper version with Oolite 2, for the time being this OXP gives a chance not to scoop slaves and leave them to dye for the commanders
Yep, this version of name (with += ) was my first too, but it accumulate and after second targeting - you has "Cargo Conatainer Cargo Conatainer (Alloys)"
Maybe later I decide this problem and use src displayName, but now...