Mining and seismic scanning charges need to have 100% passthrough specified, as the default shockwave has incomplete passthrough. This results in a false negative rate, making the return on investment of using a mining charge far less worthwhile than the old method of just spamming a mining weapon (assuming that your mining weapon meets the damage threshold for mining, which is also a problem in 1.6). This is a one-line change to each item that makes the system far more enjoyable.
I thought I'd commented with the code in question, but I hadn't. Even though there's only one line of difference between vanilla and tweaked (unless I made other changes while messing with 'em), here's the SM&M++ code that fixes this:
<ItemType UNID="&vtSeismicScannerPower;"
name= "seismic scanner power"
virtual= "true"
inherit= "&baSeismicScannerPower;"
level= "2"
>
<Weapon
type= "area"
damage= "blast:3d6"
fireRate= "30"
expansionSpeed= "80"
missileSpeed= "0"
lifetime= "20"
powerUse= "500"
passthrough= "100"
canHitSource= "true"
sound= "&snArmorHit1;"
>
<Effect>
<Shockwave
style= "glowRing"
width= "2"
glowSize= "12"
primaryColor= "#ffd4cb"
secondaryColor= "#f24b29"
/>
</Effect>
</Weapon>
<StaticData>
<Data id="podType">&itSeismicScannerPod;</Data>
</StaticData>
</ItemType>
---------------------------------------------
<ItemType UNID="&vtClassAExcavationPower;"
name= "class A excavation power"
virtual= "true"
level= "3"
>
<Weapon
type= "area"
damage= "blast:4d6; mining:5"
fireRate= "30"
expansionSpeed= "80"
missileSpeed= "0"
lifetime= "20"
passthrough= "100"
powerUse= "500"
canHitSource= "true"
>
<FireEffect
sound="&snArmorHit1;"
>
<Flare
style= "fadingBlast"
radius= "120"
primaryColor= "#ffc29a"
lifetime= "8"
/>
</FireEffect>
<Effect>
<Shockwave
style= "image"
>
<Image imageID= "&rsShockwave3;"
imageX= "0"
imageY= "0"
imageWidth= "512"
imageHeight= "128"
/>
</Shockwave>
</Effect>
</Weapon>
</ItemType>
---------------------------------------------
<ItemType UNID="&vtClassBExcavationPower;"
name= "class B excavation power"
virtual= "true"
level= "5"
>
<Weapon
type= "area"
damage= "blast:6d6; mining:6"
fireRate= "30"
expansionSpeed= "80"
missileSpeed= "0"
lifetime= "25"
passthrough= "100"
powerUse= "500"
canHitSource= "true"
>
<FireEffect
sound="&snArmorHit1;"
>
<Flare
style= "fadingBlast"
radius= "180"
primaryColor= "#ffc29a"
lifetime= "8"
/>
</FireEffect>
<Effect>
<Shockwave
style= "image"
>
<Image imageID= "&rsShockwave3;"
imageX= "0"
imageY= "0"
imageWidth= "512"
imageHeight= "128"
/>
</Shockwave>
</Effect>
</Weapon>
</ItemType>
---------------------------------------------
<ItemType UNID="&vtAdvancedScannerPower;"
name= "advanced scanner power"
virtual= "true"
inherit= "&baSeismicScannerPower;"
level= "6"
>
<Weapon
type= "area"
damage= "blast:5d6"
fireRate= "30"
expansionSpeed= "80"
missileSpeed= "0"
lifetime= "38"
passthrough= "100"
powerUse= "500"
canHitSource= "true"
sound= "&snArmorHit1;"
>
<Effect>
<Shockwave
style= "glowRing"
width= "2"
glowSize= "12"
primaryColor= "#f7ffcc"
secondaryColor= "#d1f229"
/>
</Effect>
</Weapon>
<StaticData>
<Data id="podType">&itAdvancedScannerPod;</Data>
</StaticData>
</ItemType>
---------------------------------------------
<ItemType UNID="&vtClassCExcavationPower;"
name= "class C excavation power"
virtual= "true"
level= "8"
>
<Weapon
type= "area"
damage= "thermo:8d12; mining:7"
fireRate= "30"
expansionSpeed= "80"
missileSpeed= "0"
lifetime= "38"
passthrough= "100"
powerUse= "500"
canHitSource= "true"
>
<FireEffect
sound="&snArmorHit1;"
>
<Flare
style= "fadingBlast"
radius= "240"
primaryColor= "#ffc29a"
lifetime= "8"
/>
</FireEffect>
<Effect>
<Shockwave
style= "image"
>
<Image imageID= "&rsShockwave3;"
imageX= "0"
imageY= "0"
imageWidth= "512"
imageHeight= "128"
/>
</Shockwave>
</Effect>
</Weapon>
</ItemType>
Anyone with github smarts able to commit this? It may need minor updates but I don't think mining charge code has been altered since I originally wrote this ticket in '15.
Please see this pull request:
Good, but you missed vtClassCExcavationPower.
Merged into 1.8 Alpha 3. Thank you!