[SCR] Prospector [2010-7-13 - X3TC 3.2.07]

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Lucike
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Post by Lucike » Fri, 9. Jan 09, 11:57

@Legionnaire

I got your savegame and can fixed this problem.

http://www.lucike.info/x3_terran_confli ... r.main.zip
(unpack and copy this file in script folder)

You must restart the PSC. I'll add this fix officially in the next update.
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Legionnaire
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Post by Legionnaire » Fri, 9. Jan 09, 17:55

Thanks, was finally away from the comp for a while so d/ling this fix now, thanks, out of curiousity what was causing it? and would it work for other people having the same issue?

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Lucike
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Post by Lucike » Fri, 9. Jan 09, 18:46

Legionnaire wrote:and would it work for other people having the same issue?
This is more of a mining problem.
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perkint
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Post by perkint » Sun, 11. Jan 09, 15:51

Cheers Lucike. Fixed it - thanks :)

I have had a few of the null nav beacons recreated (I destroyed them all) but then I am not sure that I have reissued the start prospector command on them all yet.

Do you have to stop and then restart, or will simply reissuing hte command work?

Tim

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Gazz
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Post by Gazz » Sun, 11. Jan 09, 15:55

Lucike wrote:This is more of a mining problem.
Illegal cargo can be more than just the 0 / 0 ware.

Some cargo collection script that beams cargo aboard also managed to add ships (maintype 7) to the cargo bay of a TS.

The result is the same.
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Lucike
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Post by Lucike » Sun, 11. Jan 09, 19:29

perkint wrote:I have had a few of the null nav beacons recreated (I destroyed them all) but then I am not sure that I have reissued the start prospector command on them all yet.
Not bad. The PSC builds new nav beacons.
perkint wrote:Do you have to stop and then restart, or will simply reissuing hte command work?
Better stop and restart again.
Gazz wrote:
Lucike wrote:This is more of a mining problem.
Illegal cargo can be more than just the 0 / 0 ware.
Yes, of course, but the mining produced at this time only 0/0 ware. I see at this moment not another ware.
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Razman23
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Post by Razman23 » Mon, 19. Jan 09, 02:07

How is this different from the vanilla version of 'mine minerals' that comes with TC?

Also a question about how the whole system works.

Say I have a TL, four miners, and a CAG TS.

I set the TL as home base for the remaining ships.

I use the TL only as a hold tank and the CAG sells whats in the TLs hold.

Does the miners only operate in one sector at a time or can I put them in multiple sectors?

What if I decide to jump the TL across the map? I assume the miners will jump over as well to unload but jump back to their old assigned sectors unless I assign them to a new closer sector.

Just a FYI, I have used CAG and CLS in R3 quit extensively and enjoyed them both. Right now, I have just built my first factory (SPP) in TC so I am not as far along as in R3.
Raz

mccabp
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Post by mccabp » Tue, 20. Jan 09, 16:25

i seem to be unable to download the library needed for the script, it says the file cannot be found (404 error)

any help please? Cheers!
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Lucike
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Post by Lucike » Tue, 20. Jan 09, 18:38

Razman23 wrote:I use the TL only as a hold tank and the CAG sells whats in the TLs hold.
The CAG can not sell minerals from a TL.
Razman23 wrote:Does the miners only operate in one sector at a time or can I put them in multiple sectors?
Yes, PSC will operate in one sector at a time.
Razman23 wrote:What if I decide to jump the TL across the map?
The PSC will jump to the TL and unloads his minerals, then he'll jump back to the start sector.
mccabp wrote:i seem to be unable to download the library needed for the script, it says the file cannot be found (404 error)

any help please? Cheers!
New version -> http://www.lucike.info/x3_terran_confli ... _V3207.zip
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zombat
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Post by zombat » Wed, 21. Jan 09, 04:16

perkint wrote:Hi guys,
One annoyance tho - when in sector with a miner, the repeated and frequent warnings ("Warning - Miner" every 5 seconds or so!) is a bit much. Is that from this script, or part of vanilla?
I get this same problem with my Yaki TL's army of Falcon Haulers.


Anyone got a clue what it's meant to be warning me about?

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Post by amirite » Thu, 29. Jan 09, 02:07

It's warning you that you're nearby some miners. Those rocks get nasty when they explode. The warning is kind of annoying but the a quick fix is well getting the f away from those rocks.

I've had great success with this mod so far but I've got some Prospectors grinding to a hault now and I can't figure out why.

I just bought 4 Mistral TSes and outfitted them like I always do, took them to Savage Spur with a TL and set them up. They return home, and then all four of them get stuck in 'Moving to position...' mode. There is a fifth older miner that I brought along with them and he is mining Silicon just fine and dandy.

I recorded a log of one of the Mistrals and it's just this message over and over:

Code: Select all

12-02:00:50: Prospector: MINE B | 01: Mistral / Homebase: MINE B | Mobile Mining Base / Targetstation: Savage Spur
12-02:00:50: Wegoras Yosulis Hanirases I crushed Silicon Wafers in 0:00 Stazuras.
So far none of them have picked up any Silicon though. Any idea what's going on?
-TEVE

Razman23
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Post by Razman23 » Sun, 1. Feb 09, 13:51

I got five miner TS working for a MMBS with this script.

Works great!

Two more questions though.

1. Can you better explain how to set up the command about 'blow up asteroids' command in the working conditions section.

What does the number determine? If I put '2' in there, does that mean he will only blow up just two asteroids?

I am assuming that the 'maximum yield' tells the miner at what yield he should NOT blow up a asteroid.

For example, if I put '20', he will break asteroids with a yield less than 20 but leave higher yield asteroids alone. Correct?

2. After giving the miner a sector and a position to start, do they eventually move onto other sectors or do I have to manually move them to new sectors?

On a side note, just like your other scripts, this works great. :)
Raz

kelmen
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Post by kelmen » Sun, 1. Feb 09, 17:17

This is not working for me.

I dled:
Prospektor_X3TC_V3103.zip
Befehlsbibliothek_X3TC_V3207.zip
plugin.prospector.main.zip

I dock my Mercury on a port, then issue Start Propector, it either:
- dock back at the port
- or move to a pos, and stay forever as "moving pos"

I try chg the start pos either on an asteroid, or the dock, no help.

I got Mineral scanner, Ore Collector, and the 4 necessary software installed.

I also running E&ST, which is ok. Also has commercial agent, but not running yet (new game, no factory yet)

Razman23
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Post by Razman23 » Sun, 1. Feb 09, 23:25

kelmen wrote:This is not working for me.

I dled:
Prospektor_X3TC_V3103.zip
Befehlsbibliothek_X3TC_V3207.zip
plugin.prospector.main.zip

I dock my Mercury on a port, then issue Start Propector, it either:
- dock back at the port
- or move to a pos, and stay forever as "moving pos"

I try chg the start pos either on an asteroid, or the dock, no help.

I got Mineral scanner, Ore Collector, and the 4 necessary software installed.

I also running E&ST, which is ok. Also has commercial agent, but not running yet (new game, no factory yet)

Are you going to use him to mine for a factory of yours or just free-trade?

You will have to give him a 'homebase' if you want him to bring minerals to your factory.

When they first start, they are dumber than a pile of rocks. :wink:

You need to send him to a rock debris sector first so he can train up.

When he gets to 'Lead Miner' training, he will be able to mine the big rocks.

And he will need to have a weapon to break up the rocks.

Either a pac or a mobile drilling system or else he will just collect rocks that are small.
Raz

kelmen
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Post by kelmen » Mon, 2. Feb 09, 06:30

Razman23 wrote: Are you going to use him to mine for a factory of yours or just free-trade?

You will have to give him a 'homebase' if you want him to bring minerals to your factory.

When they first start, they are dumber than a pile of rocks. :wink:

You need to send him to a rock debris sector first so he can train up.

When he gets to 'Lead Miner' training, he will be able to mine the big rocks.

And he will need to have a weapon to break up the rocks.

Either a pac or a mobile drilling system or else he will just collect rocks that are small.
Ok, I didn't setup the homebase. As I intend to make it simply to mining only.

I trying to get it up to help me serve a Goner 1st starting quest, just realized I probably need to get a TL to get the quest done. So this problem is irrelevant here.

***

Regards "need to send him to a rock debris sector first"
How do I know which sector got rocks?
Or will it smart enough to explore and find 1 instead? And I need to setup something correctly in the settings for this?

***

BTW, regards the 2nd settings within the "Wokring Condition", about the Blow asteriod and max Yield value, how exactly to setup this, or leaving them as default is ok?

does set Blow = 1, Max Yield = 99, means it will blow up 1 Asteriod with Yield value <= 99 at 1 time? What about the default or setting both values to zero?

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Mobuj
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Post by Mobuj » Wed, 18. Feb 09, 21:01

The link to the livraries seems to be broken. Any able to look into this please.

Looks like another FAB script from Lucike! Great for doing Hub mineral missions.
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Crapgame
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Post by Crapgame » Thu, 26. Feb 09, 15:54

Legionnaire wrote:
Debris total in Kingdom End: 308
Debris useful in Kingdom End: 286

Ore: 0 collectable debris
Ore: 0 non-collectabel debris
Silicon: 93 collectable debris
Silicon: 192 non-collectabel debris
Nividium: 0 collectable debris
Nividium: 1 non-collectabel debris
Ice: 0 collectable debris
Ice: 0 non-collectabel debris

Ore asteroids: 1
Silicon asteroids: 0
Nividium asteroids: 0
Ice asteroids: 0
Let me see if I understand this correctly using the above as an example.

There is only one asteroid big enough to place a mine.

There are 192 rocks containing silicon that are too big to be collected and will have to be broken down in order to do so. (This is what my prospector will do.)

There are 93 rocks containing silicon that are small enough to be collected as they are without any further breaking. My prospector can collect these or any ship issued the collect rocks command can as well.

There is 1 rock containing Nvidium that is too big to be collected and will have to be broken down in order to do so. (This is what my prospector will do.)

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Post by Crapgame » Fri, 27. Feb 09, 04:04

I ran a test myself to try and understand this. I think I just confused myself further.

Here is the log before:

Code: Select all

Prospector

Script version: 3103
Libraries version: 3207
Pilot Union version: 3103

Pilot: Ho t'Tn
Pilot rank: Chief Prospector
Work time: 168:53 hour
Employ time: 250:25 hour
Payment: 378,955 credits
Profit: -211,062 credits
Expenses: 0 credits

Promotion: Yes
Payment: Global account

Ship name: 1 Miner
Ship class: TS
Ship type: Vulture Miner
Transport class: Extra Large Containers XL
Cargo bay size: 5175 units
Cargo bay volume: 3864 units

Minerals at home base:
     Silicon: 20 units, cargo bay 1 %

Work sector: Cho's Defeat
Work position: X -14994 Y -3199 Z -11559
Work mineral: Silicon
Preferred mineral: Silicon

Trade range: 1 jumps

Debris total in Cho's Defeat: 188
Debris useful in Cho's Defeat: 188

Ore: 0 collectable debris
Ore: 93 non-collectabel debris
Silicon: 3 collectable debris
Silicon: 92 non-collectabel debris
Nividium: 0 collectable debris
Nividium: 0 non-collectabel debris
Ice: 0 collectable debris
Ice: 0 non-collectabel debris

Ore asteroids: 7
Silicon asteroids: 10
Nividium asteroids: 0
Ice asteroids: 0
Then after:

Code: Select all

Prospector

Script version: 3103
Libraries version: 3207
Pilot Union version: 3103

Pilot: Ho t'Tn
Pilot rank: Chief Prospector
Work time: 176:15 hour
Employ time: 260:00 hour
Payment: 402,220 credits
Profit: -211,062 credits
Expenses: 0 credits

Promotion: Yes
Payment: Global account

Ship name: 1 Miner
Ship class: TS
Ship type: Vulture Miner
Transport class: Extra Large Containers XL
Cargo bay size: 5175 units
Cargo bay volume: 2478 units

Minerals at home base:
     Silicon: 869 units, cargo bay 83 %

Work sector: Cho's Defeat
Work position: X -14994 Y -3199 Z -11559
Work mineral: Silicon
Preferred mineral: Silicon

Trade range: 1 jumps

Debris total in Cho's Defeat: 294
Debris useful in Cho's Defeat: 294

Ore: 0 collectable debris
Ore: 93 non-collectabel debris
Silicon: 34 collectable debris
Silicon: 167 non-collectabel debris
Nividium: 0 collectable debris
Nividium: 0 non-collectabel debris
Ice: 0 collectable debris
Ice: 0 non-collectabel debris

Ore asteroids: 7
Silicon asteroids: 10
Nividium asteroids: 0
Ice asteroids: 0
10 hours of working the sector. My number of non-collectable silicon has gone UP from 92 to 167 and my number of collectible silicon has ALSO GONE UP from 3 to 34.

So, after all of that mining there is MORE to mine than when I started?

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Post by strude » Fri, 27. Feb 09, 05:01

I truely have no idea factually, but I would assume that while breaking, a non collectable piece breaks into several collectable pieces, and larger non collectable pieces brake into several smaller non collectable pieces, or a combination of smaller non collectable pieces and collectable pieces.

Just a guess though, I've spent maybe 10 minutes total mobile mining.
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Crapgame
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Post by Crapgame » Fri, 27. Feb 09, 14:36

strude wrote:I truely have no idea factually, but I would assume that while breaking, a non collectable piece breaks into several collectable pieces, and larger non collectable pieces brake into several smaller non collectable pieces, or a combination of smaller non collectable pieces and collectable pieces.

Just a guess though, I've spent maybe 10 minutes total mobile mining.
It's a good guess though and the logical one. I was just hoping someone would be able to confirm.

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