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I’d probably go back to the original approach, but remove 'is_hulk = yes'.

'max_cargo' is just the capacity, so it won’t automatically give the ship cargo. Having the script handle the cargo pods on destruction seems reasonable.

Also, I wouldn’t assume 'is_hulk' is the reason the script doesn’t run. The crash on 'this.ship.explode()' sounds like a separate issue. Since 'spawn("cargopod", 1)' works by itself, I’d test 'explode()' on its own and see whether that still crashes.

So basically:

plist
scan_class = "CLASS_CARGO";
script = "IST_derelict_dead.js";

and leave out "is_hulk".
The yellow scanner color is probably just the hulk/derelict classification, so you’d lose that by doing this, b…

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@AhmedOthmn
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