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TOPIC: Module activation rules
#61499
Module activation rules 2 Years, 3 Months ago Karma: 0
Could you add a trigger to the module rules so that it activates/deactivates based on how full is the cargo or ore hold.
This would allow the orca booster/looter to boost.
As of now the only option I see is to run the boosts all the time, but then the orca is unable to dock because of the aggression timer.
ISilenceI
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Last Edit: 2024/07/07 13:07 By ISilenceI.
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#61503
Re: Module activation rules 2 Years, 3 Months ago Karma: 1
Actually if we base the rule off having asteroids in range instead we can use it for Industrial Core too.

Asteroids in range -> activate module (core/boosts)
No asteroids in range -> deactivate module

A separate logic for turning these off would also help, and it would eliminate the need for the ore hold check.
Need to warp -> deactivate module
Gazlo
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