This is related to steam release SP and resource mining. Since, I don't know how the mining system is right now or will be I'll just go ahead. At the very least this should point out a few points for consideration.
So crew and mining weapons are supposed to be able to mine asteroid.
The conversion could be tied to what resources they have in storage or based on their type and value amount they are set with. Assuming parts have resource types and values attached?
The thing is what about mining existing ship parts like when using nanites?
So it would be nice to have a HitEffect that can be used on other parts, too, than just asteroids that allow to decompose the part into its building resources. There should also be an option to set the conversion efficiency in percent similar to DestroyedPartHealthFraction
in this case it would be ResourceConversionFraction
. When the hit effect is applied resource nuggets would be left at the part's grid position.
Resource converting HitEffect
All parts will have resource types and values that determine both what resources are needed to build them and what resources will "drop" when destroyed or mined/salvaged. The current plan is that the drop percentages will be defined in and vary with each different resource type, with separate values for conventional damage vs mining. Likely all of the damage-inflicting hit effects will have a flag to determine whether to use the conventional damage drop percentage or the mining drop percentage, with the hit effect the delivers the "killing blow" determine which to use.