I am aware I should know it, but I admit I was never much into mining. However, I am currently experimenting with asteroids, boulders and splinters after recognizing that my splinter roles seem to never show up.
shipdata.plist offers debris_role which allows me to assign my own set of splinters, Now I gave some of these splinters "cargo_type" = "CARGO_CARRIED"; and "cargo_carried" = "Gold"; among other goods. While the splinters are showing up they are carrying minerals, nothing else.
Possibility 1: it's another Oolite bug
Possibility 2: it's a well hidden feature I was not able to find in any documentation
Possibility 3: everybody knows that this is the way it works, but seemingly I wasn't able to find it anywhere written down.
Any expert friendly enough to enlighten me please ?
Scars remind us where we've been. They don't have to dictate where we're going.
All I can suggest is reading how Spara's Ore Processor OXZ works.
I am currently using a simple workaround, every boulder got a small script which, on this.shipDied spawns some additional splinters. However, the question remains, why when I create my own group the initial cargo seemed to be ignored by the system ?
Scars remind us where we've been. They don't have to dictate where we're going.
Well, possibility 3 seems to be wrong, possibility 2 feels wrong, resetting your defined cargo to default minerals shouldn't be what original was intended. We are just down to another bug in the core-game, but I am still waiting for conformation.
BTW I still don't know why NPC's hardly are using their port- and starboard weapons and why subs assigned there always shoot front, not the direction intended. Another issue I pointed out years ago.
Scars remind us where we've been. They don't have to dictate where we're going.
BTW I still don't know why NPC's hardly are using their port- and starboard weapons and why subs assigned there always shoot front, not the direction intended. Another issue I pointed out years ago.
On that off subject -- NPC's freighters (motherships in a group) hardly shoot ANY lasers and often do very short injector bursts when shot. NPC AI has been very messed up for a long time, about as bad as it was when I first started playing Oolite over 12 years ago.
BTW I still don't know why NPC's hardly are using their port- and starboard weapons and why subs assigned there always shoot front, not the direction intended. Another issue I pointed out years ago.
On that off subject -- NPC's freighters (motherships in a group) hardly shoot ANY lasers and often do very short injector bursts when shot. NPC AI has been very messed up for a long time, about as bad as it was when I first started playing Oolite over 12 years ago.
More like the reverse...that page talks about escort ships and how to define escort ships. I mean the mothership -- the ship the escorts are escorting. The AI logic for the mothership is terribly broken/pointless.
If I had a guess as to why...maybe due to the changeover from ai.plist files to ai.js script behaviors?
Almost like the mothership is stuck between fight or flee logic.
I will wait for Admiral phkb's return, I am pretty sure he will be able to help.
It's taken me about a year to get to this (sorry!) but I can now definitely say:
It's not strictly a bug. Your observation is correct. Splinters are forced to have 1 ton of minerals when they are spawned as part of the mining process. The workaround until I can get a code fix in is to do what you mentioned you're doing (have a script on your boulder), or you could have a script on the splinter that changes it's cargo carried when spawned. Either would work as a workaround.
I have a fix, which I'll get into trunk soon. The fix is essentially, if a splinter has "cargo_carried" defined in it's shipdata, don't overwrite it with minerals.
I will wait for Admiral phkb's return, I am pretty sure he will be able to help.
It's taken me about a year to get to this (sorry!) but I can now definitely say:
It's not strictly a bug. Your observation is correct. Splinters are forced to have 1 ton of minerals when they are spawned as part of the mining process. The workaround until I can get a code fix in is to do what you mentioned you're doing (have a script on your boulder), or you could have a script on the splinter that changes it's cargo carried when spawned. Either would work as a workaround.
I have a fix, which I'll get into trunk soon. The fix is essentially, if a splinter has "cargo_carried" defined in it's shipdata, don't overwrite it with minerals.
Thank you for the confirmation, my scripts did work well and produced the intended result. However, since I didn't touch any Oolite code for some time I would need to find the OXP on my external drive and get myself familiar with the code once again. Lets see if I will return once more.
Edit:
Since you are updating the source code I still have 2 questions remain open:
I still don't know why NPC's hardly are using their port- and starboard weapons and why subs assigned there always shoot front, not the direction intended. Another issue I pointed out years ago.
Scars remind us where we've been. They don't have to dictate where we're going.
There seems so much wrong with NPC behavior now that I don't even know where to begin.
Freighters that appear FAR away from the witchpoint beacon/planet/sun, freighters don't seem to want to head to planet/station after arriving, escorts often don't even bother trying to fly formation, almost nothing shoots in a firefight, etc.
(Best not to mention a name lest you summon them, especially to comment on anything they claim to have made.)