deannicholson, if you're still around, I admit that I've run into this situation
The main issue with this is that the looter module is currently built is built to use either the ship's Cargo OR Ore hold. You can put Ore in the Cargo hold, but you can't put loot in the Ore hold. This is something that I've run into a number of times because newbs occasionally come and salvage the wrecks, which leaves a white can with loot in it while my Looter is only trying to put things in the Ore hold. Currently, when the looter can't get the expected amount of M3 into the it's Ore Hold EP will think something is wrong with your Eve windows and restart the client, and repeats the cycle each time it comes to that can. (Which really sucks when that can is the first one your bot always tries to get...) Using an MTU almost guarantees that there'll be loot in it, as it pulls in the next closest wreck/can to the MTU and scoops it into the MTU hold. A fix to that problem could also help make an MTU possible.
I can see a few main ways to fix the problem, one quick/dirty and the other perhaps more involved...
If bot find that it didn't move the M3 amount it expected (or moved none after 2 tries or something):
A. Quick/Dirty - Try clicking the can's Loot All button or close the Ore Hold window and open the Cargo Hold window and try moving it there. (I just verified when trying to move loot and ore to an Ore Hold, all the Ore is moved but the loot stays in the can)
B. More Involved - Put the can's view setting to the List setting and read the contents using either OCR or you can actually selectAll/Copy and it is stored in clipboard. From that point you know which lines go into which part of the ship's hold and can move them accordingly.
C. Hybrid - do the current/efficient loot function, and if error, do the newer version in A or B
Now the MTU adds an additional issue and small amount of complexity in that it is constantly pulling and looting cans and wrecks, so lines can be moved around as more stuff is added. (This problem actually affects the current looter (very rarely) when a miner puts stuff in a can at the instant after the looter selects all in the can to move it, which causes the bot to stop working when last I checked 9 months ago. But that issue has been discussed in a different topic.) This could cause an Ore line to be displaced by loot from a wreck, which would give the bot an error because it would try to move the loot to the wrong hold. So the MTU module's More Involved Scoop_To_Hold function could use the filter and go something like this:
Get can contents (via OCR or copy to clipboard)
For each item that contains Veldspar OR Scordite OR... put that Ore type in the can's filter
Move the items to the Ore hold until they are gone or Ore hold is full (full means warp to station/array)
NOW... for the MTU module. I've thought about how to minimize loss of MTUs, and I think the best one is to deploy it when needed and scoop it when not needed. That would leave two good algorithm options:
1. Minimum Can threshhold to deploy MTU before starting to loot cans (like if more than 3 cans on overview, then deploy MTU)
2. If Hold is full (and cans still in overview), deploy MTU before returning to POS/Station
This would mean that it would probably be best to have the MTU icon show up in the Containers tab of the overview and if MTU found, approach/warp to the MTU and loot from that only until a ship Hold is full or there are zero containers on overview. If zero containers on overview, scoop MTU to cargo hold and look one final time to see if any cans were created when you scooped it.
Additionally, the UnloadCargoEX module would have to be changed so that it would unload both ship Holds into the appropriate places.