curse, mumble, groan
Did you ever notice that although multitudes of escape pods get used throughout the Novaverse, you never see any drifting around. Especially in uninhabited systems. And even when you eject in your own escape pod (you do always purchase one, don't you?) the description that pops up says:
"After several weeks of sensory deprivation as you drift aimlessly in space , trying to stay sane in the tiny little cabin of your escape pod, a passing prospector picks up your distress beacon and is kind enough to come to your rescue."
So I thought I would create a disabled "Drifting Escape Pod" përs and give it a rescue type LinkMission similar to the existing derelict passenger rescue mission. And then I could have yet another way to earn credits or gain status points or acquire goodies. I chose to use përs RID 1151, the last përs available according to the Nova Bible, which states that there are 1024 përs resources starting at RID 128. I also used the existing Escape Pod shďp(895) for the përs ship. But try as I might, I couldn't get that darned përs(1151) to appear. And yes, I did all the right things like always starting a new pilot and specifying the new përs with a 100% probability of appearance via a s˙st resource. But all to no avail. Drove me crazy for the past three days trying to get this theoretically simple plug to work.
To make a long story short, I found three things that caused all my frustration.
First day's bug:
Contrary to what the Nova Bible states, a përs resource with an RID of 1151 just will not appear. Period. It just does not get created. Ever. When I changed the përs RID to 1150, Shazaam- the përs appeared. Hooray!!
Second day's bug:
But (oops) where's my LinkMission? Guess what? Any LinkMission specified for përs(1150) will never be offered. Period. Apparently there's something anomalous going on at the upper bounds of the përs resource handling routines in the game-engine. Changed my përs RID again down to RID 1149 and everything's OK. Except...
Third day's bug:
Well, maybe not really a bug, just undocumented behavior. We all know that ships specified with zero armor will immediately self-destruct upon being created. But, did you know that ships with an armor value of even 1, 2, or 3 will also self-destruct IF the shield value is specified as zero as well? I didn't know that. Took me a day to find that one.
After all that, I figured it would be best to share my experience in the hope of saving someone else all that frustration and work.
p.s.- This is all on EV:N 1.0.8