Escape Pod Slave Fix
Posted: Tue Aug 28, 2018 5:27 am
I've put together a solution to the issue where escape pods are created without a bounty or insurance value, resulting in them remaining behind as "slaves" after you dock at a station. The solution will only apply to escape pods launched from a ship, not escape pods generated by a script, which should prevent this from interfering with most mission-based or special case escape pods, but I can't guarantee that, so I'd appreciate any testing that can be performed by anyone. I've included debug messages in the log file so you can see when the script is in action.
As I said, this will only kick in when the escape pod occupant has no bounty or insurance value set. In most cases the occupant will have those values, so this OXP will do nothing. The instances of there being no values should be rare, but hopefully this will pick them up and correct them. As a test, I started an Oolite session and just let the simulation run. After 3.5 hours, there had been 2 instances of needing to add insurance to an escape pod occupant (one to a standard Python, one to a gsagostinho Cobra Mark IV).
Download v1.0 EscapePodSlaveFix.zip (unzip the ".oxp" folder to your AddOns folder)
If this proves to be effective and non-conflicting, I'll add it as a download manager item.
As I said, this will only kick in when the escape pod occupant has no bounty or insurance value set. In most cases the occupant will have those values, so this OXP will do nothing. The instances of there being no values should be rare, but hopefully this will pick them up and correct them. As a test, I started an Oolite session and just let the simulation run. After 3.5 hours, there had been 2 instances of needing to add insurance to an escape pod occupant (one to a standard Python, one to a gsagostinho Cobra Mark IV).
Download v1.0 EscapePodSlaveFix.zip (unzip the ".oxp" folder to your AddOns folder)
If this proves to be effective and non-conflicting, I'll add it as a download manager item.