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Kinda crazy.
Reworking NPC miner design and AI is probably a bit much, but maybe you could re-enable refining lasers ONLY for them, just so they can remain functional?
I usually end up creating mining fleets and staying out of the zone, both to avoid the boring mining part and to spare the miners from the constant pirate hazzle. It's way to easy to take the easy way out and use normal mining lasers. This would mod will force me to either mine in a zone with a resource depot, or automate the selling of ore.
A natural extension of this would be to disable the "communal" ore pool and force ore to actually be stored somewhere ... but i suppose the brings on quite a few new issues =)
Great work!
I had 2 intentions with this mod:
1) Logistics. See the other linked mod to get an even more "challanging" Logisitcs
2) When I see 70% Efficiency and 20% Eff. I will always take the 70%. No matter what, I can't help it, but take the higher one(s). So naturally the refining lasers woudldn't stick with me anyways
@GamerPoet
50 Cargo is enough for 2,500 Ore per haul. Which grants the ability to create an bigger cargo haul and start snowballing from there. Compared to the vanilla Cargo modules [0-40] for Petty(light gray) up to [256-496] Legendary(purple), it's clear that it's aimed at early game stage. No energy cost is a slight bonus. Also: the first upgrade slot is usually unoccupied anyway.
Why did I use a upgrademodule? It's the easiest failsafe solution. The other 2 are:
1) Entity():addAbsoluteBias() . But that needs to be reapplied at every load-procedure (Which can happen multiple times in a single gamesession). Modules use exactly this approach, but the loading is done in the background
2) When creating a ship, adding a Cargo-Block. Which would require extra crew, give bonus resources (when removed) and it won't be a choice anymore