If it involves mixing multiple cargoes to create an item out of them it will detect them in your bay, and calculate how many are needed and you use the following:
"/Refine 'Method' 'ItemYouWillReceive' 'Amount' "
Developers should research 'refining' to allow a... FLHook? command to turn various cargo at some Credits/energy/other + the cargo(es) being changed; cost into another kind of cargo.
(ex.: I mine Helium, right? *presses enter, chatbox comes up*:
"/refine fusion Helium #" (req. an even number)
Some preset cost of credits/energy/other and the specified cargo(es) is taken, and you get the scientific/logical result... for this, Beryllium, at a 1/2 Helium rate... the 2 protons per Helium fused = 4 protons, Beryllium)
FLHook could, perhaps detect if your ship type is of an industrial relation...
Mining ship, Barge...
(could be added: Smelter, Some other industrial stuff.)
And give you cost (credits/energy/other, perhaps the kind of cargo you are refining would get a more 'cargo efficient' refining, unless scientifically impossible, (turning less than 2 helium into a Beryllium)
reductions for using these commands in a ship designed for it.
Fused/Smelted/otherwise Manufactured cargoes will sell on bases (logically by what those bases are in place for)
for significantly more than raw materials.
You could also process already processed materials for smaller quantities of even more complex objects worth even more on logical bases.
--Mining ship(s) teaming with a( ) smelter(s) and transports and escorts, to make refined goods to sell?
Okay, I'll bite... it's an incredibly convoluted idea, and I don't think that it has any significant advantage over simply tweaking the prices for the goods. Besides, the mining system will get an overhaul as I understand, so... hold your horses.
There are already smelters and the like floating around...take a look at Pueblo or Dortmund. They are entire stations, not ships that drift around.
I think on a practical level, the only "ships" that should be able to do this (were it implemented, seems like a lot of work), would be as big and unwieldy as the already present smelters...
This would be an FLHook thing, not a new GUI, UI, Program etc.
and just because some "smelters" are whole stations doesn't mean they can't make a ship that can fly around picking up **** and mixing it together at extreme temperatures...
and I know this is not EVE...
EVE Didn't invent manufacturing...
Henry Ford did.
To keep it concise - the fact that something doesn't take as much work as the pyramids did doesn't mean that it's simple to implement. I was under the impression that the crew has enough work as it is. But don't hesitate to take a stab at writing it.;)
Maybe if someone gave me FLHook and a scripting manual or something like that I'd be able to make an attempt...
but until then theres no chance of me doing anything more than brainstorming...
A new shiptype might be useful for this, a refiner vessel.
The mining vessel brings it's goods to the refiner, it uses the /refine command (The mined goods are taken away by FLHook and other goods put in place, possible since the times of name certificates) and the goods are converted. Once converted, the Miner vessel can go sell them off for more than the raw materials would be worth.
I think this would work quite well for those mining fields that are far away from the few smelters in Sirius.
I always found it odd that a lot of the goods in Sirius are well..raw materials.
I've considered a similar idea and think that it would be relatively easy to program. Balancing would be a bit trickier. This idea has been discussed by various developers...if Igiss approved it, I guess it could happen in 4.86.
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