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Mobile Mining Mk2 (MM Mk2) v1.05 [TC][AP][SCR]
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DrBullwinkle





Joined: 17 Dec 2011
Posts: 5705 on topic
Location: Boston, USA
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PostPosted: Sat, 17. Jan 15, 09:33    Post subject: Reply with quote Print

I just gave you two good solutions.


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killer1810





Joined: 10 Apr 2016



PostPosted: Sun, 10. Apr 16, 05:11    Post subject: Reply with quote Print

Well, i can't make ships (falcon haulers) to drop nividium at home base in unknown sectors. After they finish mining and get full cargo, they just stop, disabling command. Only way to unload them: freight exchange with other ship. Any way to fix it?

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DrBullwinkle





Joined: 17 Dec 2011
Posts: 5705 on topic
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PostPosted: Sun, 10. Apr 16, 08:06    Post subject: Reply with quote Print

There is a limit to how far the miners will look for a base to unload. If your unknown sectors are too far from home base, then yeah; they just stop.

You can set up a TS with CLS software to unload the miners while they work. When it fills up then you can send THAT to unload the cargo.


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killer1810





Joined: 10 Apr 2016



PostPosted: Sun, 10. Apr 16, 16:03    Post subject: Reply with quote Print

They are not too far away, less then 10km from set homebase, but still ignore it. Unknown sector is where i jump with UFJD. I will try CLS, ty ^^
I use Albatros as home base, but after first fail, i tried Aran as homebase, with same results.
+ Mayby it's not the case, but when i use advance plugin manager and verify installed files, it say that he miss some files, mostly ".DS_Store".

Found the answer on 4-5 page. I needed "transporter device".
Anyway, thank you very much for quick replies ^_^ Have a good time Embarassed

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DrBullwinkle





Joined: 17 Dec 2011
Posts: 5705 on topic
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PostPosted: Sun, 10. Apr 16, 23:36    Post subject: Reply with quote Print

killer1810 wrote:
TUnknown sector is where i jump with UFJD.


Oh, I see. That is not an unknown sector. It is Undefined Space.


killer1810 wrote:
Found the answer on 4-5 page. I needed "transporter device".


Good work. Glad you found the culprit. Smile


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OwnlyMe





Joined: 09 Feb 2016



PostPosted: Mon, 12. Jun 17, 23:39    Post subject: Reply with quote Print

Bugs:
When the hull is damaged, most of the time the ships can't find a shipyard and start spamming messages about it.
When they do have repaired, they often get stuck and hang around the shipyard forever.

BTW: It's really hard to clear sectors from rocks. In Cloudbase SW there are around 200k silicon wafers and 500k ore

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DrBullwinkle





Joined: 17 Dec 2011
Posts: 5705 on topic
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PostPosted: Mon, 12. Jun 17, 23:48    Post subject: Reply with quote Print

OwnlyMe wrote:
Bugs:
When the hull is damaged, most of the time the ships can't find a shipyard and start spamming messages about it.


Others have reported this, but I can't figure out how they do it. Sad

In any case, I believe that one solution is to set a homebase for your ships, such as your PHQ or perhaps an Aran full of Marines (with Marines Repairs active). The miners will prefer to repair at homebase.

You can set homebase easily for an entire wing of miners.


OwnlyMe wrote:
Bugs:
It's really hard to clear sectors from rocks.


If memory serves, I don't think that you can clear sectors in AP. You could in TC, but they changed the mining rules slightly in AP.


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OwnlyMe





Joined: 09 Feb 2016



modified
PostPosted: Tue, 13. Jun 17, 00:07    Post subject: Reply with quote Print

DrBullwinkle wrote:
If memory serves, I don't think that you can clear sectors in AP. You could in TC, but they changed the mining rules slightly in AP.


Yes you can, even out of sector.
but it takes reeeaaaallllyy long.
my cloudbase SW is almost empty now, and on my (cheated) TL are the mentioned amounts of wares.
Can't really say how long it took. probably around 60 ships for 13 days

For the repair problem, i figured out that 4x 25 MJ shields are enough so ships don't get damaged



Last edited by OwnlyMe on Tue, 13. Jun 17, 00:10; edited 1 time in total
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DrBullwinkle





Joined: 17 Dec 2011
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PostPosted: Tue, 13. Jun 17, 00:08    Post subject: Reply with quote Print

Excellent.

Thanks for the report, OwnlyMe.


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century





Joined: 13 May 2014

Location: brousse

PostPosted: Wed, 4. Apr 18, 11:33    Post subject: Reply with quote Print

hi there

i use Propector for now, but i like your idea about wings of miners

is there any conflict between Prospector and MM MK2 ?

i think they are using some same pck files

thanks anyway

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KindOfCat





Joined: 08 Oct 2005
Posts: 4 on topic

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PostPosted: Tue, 8. May 18, 23:00    Post subject: Reply with quote Print

Hello Everyone, I am looking for the Mobile Mining MK 2 mod. I don't see it in the locations that are linked in this post. Has it been removed for some reason?

If anyone has a link to its current location that they could post, I would appreciate it very much.

Thanks in advance.

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X2-Illuminatus
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Joined: 02 Apr 2006
Posts: 20742 on topic

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PostPosted: Wed, 9. May 18, 08:26    Post subject: Reply with quote Print

I adjusted the download link in the opening post, so that it lets you download the file directly.


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