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2 issues with mobile mining!!
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riddler251





Joined: 19 Jul 2011
Posts: 13 on topic

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PostPosted: Tue, 6. Mar 12, 07:34    Post subject: Reply with quote Print

Oddly enough. It was not working as of the OP. However, I just switched back to it, and it seems to be working.

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Playbahnosh





Joined: 25 Mar 2009
Posts: 537 on topic

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PostPosted: Tue, 6. Mar 12, 10:01    Post subject: Reply with quote Print

Contrary to popular belief, mobile mining DOES work, and it IS simple. At least not harder than building a mining station.

First of all, the basics. A ship needs the following to be able to mine:
- Ore collector
- Mineral scanner
- XL cargo hold
- some space left in said cargo hold
optional: - weapons to break up rocks
optional: - a "home base" to deliver minerals to

Keep in mind, that if you homebase the miner to a TL (or any other ship where it can't dock) you also need a Transporter Device installed on the miner to be able to transfer the minerals to the homebase. You can also equip miners with jumpdrives, mosquito missiles for missile defense and fighter drones.

If you do not equip the miner with weapons, it cannot break up rocks, it will only collect the already broken up pieces of minerals in the vicinity. But even if you equip it with MDS, miners will never never break up asteroids (the ones you can put mines on). If the miner runs out of minerals to collect, and there aren't any rocks to break up, it will stop.

As for the Prospector script, it's best to download the SPK file and the library file from the S/M forum and use Cyrow's Plugin Manager to install it. It will surely work that way. Keep in mind though, that your game will be ***modified***, and you won't get any achievements from that point on.

The Prospector works largely the same way as the vanilla miner script, with some modifications. First of all, you'll need a pilot to fly your miner, so at first you can only launch the Prospector command while the ship is docked to a station. After that, you will pay a salary to the miner. A big advantage of the Prospector is the optimized mining behavior (it uses nav beacons to mark mining areas), the ability to blow up asteroids, the ability to work together with other prospectors (and the ability to mine Nividium). You can also homebase them to your own factories and complexes, where the prospector will monitor the mineral levels and if the minerals get too low, it will head out and mine more, thereby keeping your factory stocked automatically. The biggest advantage is undeniably the option to save and load work orders, so if you want to ramp up production, you can program new prospectors with just one click. You can transmit work orders to single ships, sector-wide or you can even transmit them to all your prospectors in the universe. Prospectors gain experience with time, so they will be more efficient in their work and can do more stuff. Read the thread in the S/M forum for details.


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Flozem



MEDALMEDALMEDAL

Joined: 06 Feb 2009
Posts: 900 on topic
Location: The Netherlands - Limburg
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PostPosted: Tue, 6. Mar 12, 19:25    Post subject: Reply with quote Print

Morkonan wrote:

You don't have to have an ED dock. You can do the same thing just using a TL. If you want to also buy ore and have npcs come to you to buy it, then you'd need an equipment dock or hub/station where you can included it to be sold/stocked. But, I run several, fully self-sufficient, mobile mining operations and just use one TL as a common drop-off/collection point for my CLS ships unloading the miners and transporting the ore to wherever I need it. Though, I don't run over 30 miners at any one time for one TL so I haven't had to worry about spillover causing delays in the cycle.


I included the EQD since once in a while a TS miner will return to its homebase. (I know - prolly need to add another CLS2 to unload). I found it mighty convenient to manually unload and re-issue the command to avoid the CLS2 travelling unnecessary distances to catch up - triggering a chain reaction...

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Morkonan





Joined: 25 Sep 2011
Posts: 1383 on topic

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PostPosted: Wed, 7. Mar 12, 07:23    Post subject: Reply with quote Print

Flozem wrote:
...I included the EQD since once in a while a TS miner will return to its homebase. (I know - prolly need to add another CLS2 to unload). I found it mighty convenient to manually unload and re-issue the command to avoid the CLS2 travelling unnecessary distances to catch up - triggering a chain reaction...


Understood.

I run one CLS pilot per 10 miners and don't have any issues with the pilot unable to unload them before they get filled. But, I suppose a lot of high value asteroids being broken up could result in their holds filling faster. But, I'm not sure on that. There's a thread around here, somewhere, with the rate of filling of mobile miner's holds clearly defined.

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