Module activation rules (0 viewing)
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TOPIC: Module activation rules
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Module activation rules 2 Years, 3 Months ago
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Karma: 0
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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.
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Last Edit: 2024/07/07 13:07 By ISilenceI.
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Re: Module activation rules 2 Years, 3 Months ago
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Karma: 1
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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
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Gazlo
Junior Boarder
Posts: 59
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