{UPDATED RELEASE}-Illegal Goods Tweak v1.7.3(30/5/12)

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phkb
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Re: {UPDATED RELEASE}-Illegal Goods Tweak v1.7.3(30/5/12)

Post by phkb »

Nite Owl wrote: Wed Oct 18, 2023 12:26 am
My problem with Smugglers is the rotating nature of what is and is not illegal. Arriving at a Poor Agricultural system with a Cargo Bay full of Computers only to find that the system has declared them Illegal is not my cup of tea. Therefore the proposed Library Configuration options for Illegal Goods Tweak would be the best option. Understandable that if this is a thing that is only a desire of mine that such changes on a universal scale may not be doable. Living with that would not be a problem.
That's fine.

In which case, the hack is super easy. In the "illegal_good_tweak.js" file, on line 13, you should see this:

Code: Select all

this._smugglers = false;
Change this to

Code: Select all

this._smugglers = true;
And then you'll get the benefit of having Smugglers installed (ie. IGT will only look at Slaves, not Firearms and Narcotics), without having to have Smugglers installed.

That should work until I put an option into the LIbrary config which does the same thing.
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Re: {UPDATED RELEASE}-Illegal Goods Tweak v1.7.3(30/5/12)

Post by phkb »

Cholmondely wrote: Fri Oct 14, 2022 12:29 pm
At the moment, you are approached on docking by Amnesty Intergalactic asking if you would like to free your slaves.

I'd much prefer to see an earlier ethical stage in the process.

It would be nice to first have the option of doing so myself, being proactive and either just freeing them on arrival (ensuing pandemonium... who are all these people? Where did they come from...) or contacting AI myself and handing the slaves over to them.
So, let me see if my understanding is correct.

Current system (with Smugglers installed): When you dock with slaves, you are asked if you want to hand them over to Amnesty Int, or deal with GalCop.

New System (with Smugglers installed): When you dock with Slaves, you are asked if you want (a) to free the slaves yourself (with no reward), (b) head over to Amnesty Int to have them repatriated (for a token reward), or (c) deal with Galcop (for a penalty). Is that correct?
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Re: {UPDATED RELEASE}-Illegal Goods Tweak v1.7.3(30/5/12)

Post by Nite Owl »

Thank You Once Again phkb, Most Appreciated.

With the above hack in place please take your time with the Library Configuration coding. Given the prolific amount of OXZs you have been releasing since the Web Site and Expansion Manager coding have been repaired you probably have much more prioritized stuff on your plate.
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Re: {UPDATED RELEASE}-Illegal Goods Tweak v1.7.3(30/5/12)

Post by Cholmondely »

phkb wrote: Wed Oct 18, 2023 12:43 am
Cholmondely wrote: Fri Oct 14, 2022 12:29 pm
At the moment, you are approached on docking by Amnesty Intergalactic asking if you would like to free your slaves.

I'd much prefer to see an earlier ethical stage in the process.

It would be nice to first have the option of doing so myself, being proactive and either just freeing them on arrival (ensuing pandemonium... who are all these people? Where did they come from...) or contacting AI myself and handing the slaves over to them.
So, let me see if my understanding is correct.

Current system (with Smugglers installed): When you dock with slaves, you are asked if you want to hand them over to Amnesty Int, or deal with GalCop.

New System (with Smugglers installed): When you dock with Slaves, you are asked if you want (a) to free the slaves yourself (with no reward), (b) head over to Amnesty Int to have them repatriated (for a token reward), or (c) deal with Galcop (for a penalty). Is that correct?
To be honest, I'm not too fussed. I feel that the various OXPs should enable/allow players to make ethical choices, rather than hinder such. And I feel that a deontological approach (no reward) is rather more ethical than a consequentialist/utilitarian one (rewards galore!).

Reference: https://en.wikipedia.org/wiki/Outline_of_ethics (see under "Normative Ethics" - warning: this page might well be mangled if you read it much later than this post. It might be helpful to "View History" and go back to look at the older 9th October 2023 version of it!)



Premiss #1
Image
Jannah Berihn's Cobra Mk.3 interior sketch (note ability to access cargo hold from inside ship)
See https://wiki.alioth.net/index.php/Cobra_Mk.3_(Oolite) for more diagrammes



Premiss #2
Life Support

Life Support systems comprise of the atmospheric processing systems, the waste management systems and the recycling plant. These systems are all tied together through a central core system containing a molecular resequencer that purifies and cleans the matter that is passed through it.

The atmospheric system is the most advanced part of the system, including complex monitoring and control routines that constantly sample the air quality. It immediately isolates foreign bodies, including viruses, bacteria and other non-standard particles, then filters them out to the resequencer.

Likewise, waste matter is passed to the resequencer and recycled through the system to wherever it is needed. It is this system that powers the food processors onboard the ship.


The life support system fitted to Cobras, and indeed most other ships, operates at a tenth of its maximum capacity. This allows for power outages and permits the addition of additional passenger berths without the need to upgrade the life support systems.


From https://wiki.alioth.net/index.php/Pilot ... nce_Manual



Premiss #3
Image

The innumerable references in the lore to Slaves being kept in cyrogenic suspension inside their cargo containers.



Conclusion
But, thinking of the lore and the game mechanics as I understand them, it may well be possible to release the slaves from cyrogenic suspension (if it is simple enough or one has the skills or one is in a larger ship with crew including engineers or stevedores/cargo handlers (Anaconda, Boa, FdL, Moray, Python etc.).

In such a case it may be possible to free the slaves while the ship is in flight. One could then eject the incriminating cargo containers and avoid the customs chappies. Space would be tight on a Cobra. It would be impossible in an Asp. But bags of room in an Anaconda!

One would then need to perform the paperwork on arrival at the station to register the freed slaves (this could be handled by the local Amnesty InterGalactic representative) and would obviate the current interaction with customs/Amnesty InterGalactic.

Otherwise the tripartite "New System" choice suggested at the top makes sense. And just perhaps in some systems there might not be the rewarding 20₢ option either (not enough money or demand to pay for a local agent, or the local agent has been subverted/assasinated)...
Comments wanted:
Missing OXPs? What do you think is missing?
Lore: The economics of ship building How many built for Aronar?
Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
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Re: {UPDATED RELEASE}-Illegal Goods Tweak v1.7.3(30/5/12)

Post by Lone_Wolf »

I've been using IGT for some gametime now and like it.

Recently I got the slaver base mission and encountered an issue :
after finding the base I moved away while fighting the bad guys and couldn't find it anymore.

I have added "beacon" = "X"; to shipdata.config , but that makes finding it way to easy.
Maybe a beacon could be added that only is shown when player is close (like 4x scanner range) ?

[EliteWiki] Rock_Hermit_Beacons_OXP has such beacons.
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Re: {UPDATED RELEASE}-Illegal Goods Tweak v1.7.3(30/5/12)

Post by Cholmondely »

Lone_Wolf wrote: Sat Jan 24, 2026 5:37 pm
[EliteWiki] Rock_Hermit_Beacons_OXP has such beacons.
Does it? I saw nothing obvious in either the javascripts or the shipdata.plist.

But if you nose around inside [EliteWiki] Rock Hermit Beacons OXP then you will come across this: rockHermitBeacons.js
Comments wanted:
Missing OXPs? What do you think is missing?
Lore: The economics of ship building How many built for Aronar?
Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
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Re: {UPDATED RELEASE}-Illegal Goods Tweak v1.7.3(30/5/12)

Post by Lone_Wolf »

Cholmondely wrote: Sun Jan 25, 2026 1:24 am
Lone_Wolf wrote: Sat Jan 24, 2026 5:37 pm
[EliteWiki] Rock_Hermit_Beacons_OXP has such beacons.
Does it? I saw nothing obvious in either the javascripts or the shipdata.plist.

But if you nose around inside [EliteWiki] Rock Hermit Beacons OXP then you will come across this: rockHermitBeacons.js
this.$verifyBeaconsRange = function _switchBeaconsOn() { seems to take care of enabling/disabling compass beacons depending on distance .

PF 2 has similar functionality for the planetary landing sites, no idea if it uses a different method.

If RHB & PF2 use different methods, using the RHB method seems the most logical option.
A slaver base is - in my opinion - a special case of a pirate cove which is a special case of a rock hermit .
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Re: {UPDATED RELEASE}-Illegal Goods Tweak v1.7.3(30/5/12)

Post by Cholmondely »

Lone_Wolf wrote: Mon Jan 26, 2026 11:12 am
A slaver base is - in my opinion - a special case of a pirate cove which is a special case of a rock hermit .
My opinion too.
Comments wanted:
Missing OXPs? What do you think is missing?
Lore: The economics of ship building How many built for Aronar?
Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
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Re: {UPDATED RELEASE}-Illegal Goods Tweak v1.7.3(30/5/12)

Post by phkb »

We probably don't need to over-complicate it. What say, turn on the beacon within 3x scanner range?
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Re: {UPDATED RELEASE}-Illegal Goods Tweak v1.7.3(30/5/12)

Post by Lone_Wolf »

phkb wrote: Wed Jan 28, 2026 8:35 am
We probably don't need to over-complicate it. What say, turn on the beacon within 3x scanner range?
That should be enough to allow getting back to it after battles, yes.
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Re: {UPDATED RELEASE}-Illegal Goods Tweak v1.7.3(30/5/12)

Post by LittleBear »

I had a look around the code for the Slaver Base when I was doing the naming code for the Galactic Almanac. They are spawned by RRS Group OXZ only when the player has a mission relating to the Slavers running. It can also spawn hermits infected with the plague requiring assistance. In both cases therefore the Hermits only exist for a player who has accepted the mission in question. Might not the simplest fix be just to add the role hermit(0) to the shipdata entries for the special mission generated hermits? They would not be called as normal hermits but when RRS summons them, Rock Hermit Locator OXZ will detect them in the same way as normal hermits.
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