Difference between revisions of "Ore Processor"
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===Version Notes=== | ===Version Notes=== | ||
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* Versions up to 1.52 are written in old scripting system.<br> | * Versions up to 1.52 are written in old scripting system.<br> | ||
* Versions 1.53 and higher are written in java script and need Oolite 1.71+ to make use of all this new stuff. When used with Oolite 1.65, the equipment will still work but than it will use the still present old scripting system of version 1.52 and you won't get the new textures.<br> | * Versions 1.53 and higher are written in java script and need Oolite 1.71+ to make use of all this new stuff. When used with Oolite 1.65, the equipment will still work but than it will use the still present old scripting system of version 1.52 and you won't get the new textures.<br> | ||
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* Version 1.58 Added compatibility with [[Griff_Industries|Griff Asteroids]].<br> | * Version 1.58 Added compatibility with [[Griff_Industries|Griff Asteroids]].<br> | ||
* Version 1.59 Removed all compatibility with Oolite 1.65 and older test versions. Needs now Oolite 1.74 as minimum. | * Version 1.59 Removed all compatibility with Oolite 1.65 and older test versions. Needs now Oolite 1.74 as minimum. | ||
+ | <br> | ||
+ | Version 2.0 | ||
+ | |||
+ | '''Changes compared to the original''' | ||
+ | |||
+ | * The original OP uses it's own textured splinters, that differ quite a lot from splinters added by popular replacement shipsets. This makes mining valuables easier and may be an immersion breaker. '''Change:''' With this oxp valuables are randomly put into any splinter from any splinter set installed. Optionally the original textured scripted custom splinters from the previous version can be mixed in by renaming the file shipdata.plist_ to shipdata.plist. | ||
+ | * In the original OP it takes a fixed amount of time to extract valuables from a splinter. '''Change:''' This oxp varies the toughness of the splinters. Some splinters take more time to process than others. | ||
+ | * In the original OP the equipment works automatically when a splinter is scooped. New splinters can be scooped before the previous one has been processed and they are put into a queue. The equipment stops when it has processed the last splinter from the queue or there is no more energy left for processing. If the latter happens, unprocessed splinters are put into the cargo hold as alloys. '''Change:''' In this oxp the equipment has to be manually operated. Scoop a splinter or splinters. Start processing them by priming the equipment with shift-n and pressing n. Processing can be aborted by pressing n again. Processing can be resumed after aborting. | ||
+ | * In the original OP player can visually identify splinters holding valuables by examining their texture. '''Change:''' This oxp puts valuables randomly into any splinter making the visual identification impossible. Instead the equipment can make a short range scan of a targeted splinter for valuables. Prime equipment, target a splinter and press b. Scan takes a few moments and some energy and might fail. If scan is succesful and valuables are detected, splinter's display name is tagged. Re-scan might reveal undetected valuables. Scanning can be aborted by pressing b while scan is active. | ||
+ | * In the original OP there is are safety limits for energy. Processing won't start unless there is enough energy and processing will be aborted if energy level drops too low. Because of this splinters may be left unprocessed and ships with fewer energy banks can't operate the equipment at all. For example Adder can't use the equipment. '''Change:''' This oxp removes all energy limits and allows processing in pieces. Now Adder can also use the equipment and all scooped splinters can be processed. This oxp puts valuables randomly into any splinter making the visual identification impossible. Instead the equipment can make a short range scan of a targeted splinter for valuables. Prime equipment, target a splinter and press b. Scan takes a few moments and some energy and might fail. If scan is succesful and valuables are detected, splinter's display name is tagged. Re-scan might reveal undetected valuables. Scanning can be aborted by pressing b while scan is active. | ||
+ | * In the original OP there is are safety limits for energy. Processing won't start unless there is enough energy and processing will be aborted if energy level drops too low. Because of this splinters may be left unprocessed and ships with fewer energy banks can't operate the equipment at all. For example Adder can't use the equipment. '''Change:''' This oxp removes all energy limits and allows processing in pieces. Now Adder can also use the equipment and all scooped splinters can be processed. | ||
+ | |||
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Revision as of 13:14, 8 September 2013
Ore Processor | |
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Name | Ore Processor |
Cost | 3500 |
TL Availability | 12 |
Contents
Overview
This oxp adds the equipment: Ore Processor.
Don't accept lousy pay for mined minerals! Cut out the middle men.
This piece of equipment is sold at high tech shipyards and is every miner's dream.
The Ore Processor extracts any valuable material from scooped asteroid splinters.
Minimum requirement Oolite 1.74
Why this equipment
You want to strike it rich and don't like the ore refineries taking all the big profit from your mined ore. With this equipment installed you can process your own ore. And when it contains gold, it is really yours!
Usage
The Ore Processor attaches to the fuel scoop and extracts valuable materials from mined asteroid splinters. Buy a Mining Laser and disintegrate the asteroids in the usual way. Boulders will break up into all kind of splinters. An experienced miner can tell valuable splinters apart from worthless ones just by examining their textures. Scoop up the ones you are interested in, or just scoop the lot if you have cargo capacity to spare.
After scooping up splinters the processor will start automatically when it detects something of value and in a few seconds it will have processed the ore and add whatever it contained to your cargo. During processing it will consume a small amount of energy. Splinters are processed one by one. When scooping up splinters faster than the Ore Processor can process them they are placed in storage and processed in turn. When there is not enough energy for processing, the splinters are put into your hold in unprocessed form.
Availability
This equipment can be purchased in all high-technical systems (12+) for the sum of 3500 Cr.
Download Link
Ore Processor 2.0 by Spara. Changes the functionality of the equipment. See changes from version notes below.
Ore Processor 1.59 Updated version with textured splinters, needs Oolite 1.74 or newer. (Updated 10 Feb 2012).
Ore Processor 1.52 Original version without textured splinters.
Version Notes
- Versions up to 1.52 are written in old scripting system.
- Versions 1.53 and higher are written in java script and need Oolite 1.71+ to make use of all this new stuff. When used with Oolite 1.65, the equipment will still work but than it will use the still present old scripting system of version 1.52 and you won't get the new textures.
- Version 1.54 does not try anymore to add stuff to the cargo bay when the hold was filled during processing.
- Version 1.55/1.56 uses the new cargo handling introduced after Oolite 1.73, but also works on older Oolite versions.
- Version 1.57 fixed a problem with scooping sound sometimes staying on.
- Version 1.58 Added compatibility with Griff Asteroids.
- Version 1.59 Removed all compatibility with Oolite 1.65 and older test versions. Needs now Oolite 1.74 as minimum.
Version 2.0
Changes compared to the original
- The original OP uses it's own textured splinters, that differ quite a lot from splinters added by popular replacement shipsets. This makes mining valuables easier and may be an immersion breaker. Change: With this oxp valuables are randomly put into any splinter from any splinter set installed. Optionally the original textured scripted custom splinters from the previous version can be mixed in by renaming the file shipdata.plist_ to shipdata.plist.
- In the original OP it takes a fixed amount of time to extract valuables from a splinter. Change: This oxp varies the toughness of the splinters. Some splinters take more time to process than others.
- In the original OP the equipment works automatically when a splinter is scooped. New splinters can be scooped before the previous one has been processed and they are put into a queue. The equipment stops when it has processed the last splinter from the queue or there is no more energy left for processing. If the latter happens, unprocessed splinters are put into the cargo hold as alloys. Change: In this oxp the equipment has to be manually operated. Scoop a splinter or splinters. Start processing them by priming the equipment with shift-n and pressing n. Processing can be aborted by pressing n again. Processing can be resumed after aborting.
- In the original OP player can visually identify splinters holding valuables by examining their texture. Change: This oxp puts valuables randomly into any splinter making the visual identification impossible. Instead the equipment can make a short range scan of a targeted splinter for valuables. Prime equipment, target a splinter and press b. Scan takes a few moments and some energy and might fail. If scan is succesful and valuables are detected, splinter's display name is tagged. Re-scan might reveal undetected valuables. Scanning can be aborted by pressing b while scan is active.
- In the original OP there is are safety limits for energy. Processing won't start unless there is enough energy and processing will be aborted if energy level drops too low. Because of this splinters may be left unprocessed and ships with fewer energy banks can't operate the equipment at all. For example Adder can't use the equipment. Change: This oxp removes all energy limits and allows processing in pieces. Now Adder can also use the equipment and all scooped splinters can be processed. This oxp puts valuables randomly into any splinter making the visual identification impossible. Instead the equipment can make a short range scan of a targeted splinter for valuables. Prime equipment, target a splinter and press b. Scan takes a few moments and some energy and might fail. If scan is succesful and valuables are detected, splinter's display name is tagged. Re-scan might reveal undetected valuables. Scanning can be aborted by pressing b while scan is active.
- In the original OP there is are safety limits for energy. Processing won't start unless there is enough energy and processing will be aborted if energy level drops too low. Because of this splinters may be left unprocessed and ships with fewer energy banks can't operate the equipment at all. For example Adder can't use the equipment. Change: This oxp removes all energy limits and allows processing in pieces. Now Adder can also use the equipment and all scooped splinters can be processed.
Installing and Playing
To play the OXP, unzip the download file. This will create a folder named "Ore Processor". Open this folder and you will see a folder named "Ore_processor.oxp" and a readme. Move the Ore_processor.oxp folder to AddOns. As with all OXPs, its the folder ending .oxp that you need to put in Oolite's AddOns folder, otherwise Oolite will not read it.
More Info
For discussion about this equipment you can go to the BB-link