[SCR] [X3AP] Drone Mining and Trading System v1.2.2 [UPDATED 11/08/2014]
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Hey guys, it has been awhile since I checked in. I've updated the version to 1.1.4 and applied a fix to prevent the DroneMiner from unloading its e-cells (oops). It will still unload weapons that it can't equip. Why it would unload an equipped shield I am not sure, but I put in an extra few lines to make sure it won't do that.
A few comments on the previous requests:
1. Terran Keris drones - I can't do this right now, the changes are too extensive. I'd break something for sure. If I get back into playing X3:AP any time soon I'll definitely add this.
2. TL wandering into war zones / blacklisting. Same with the black list, if I pick up the game again I'll put one in. I did update the instructions a while back to recommend setting the Friend Foe settings on your TL such that it will avoid hostile factions. If you are friends with both Argon and Terrans, you could probably address this a little bit by turning off "Use Missiles" and setting one of the factions to enemy.
Also, setting Terran to enemy on the Drone Miner ship if you don't have Terran Jumpgates is probably a good choice.
Your miner TLs really don't need weapons since they should jump away in most cases when being attacked by hostiles. Though there are cases where they can't because they are out of jump fuel or they die in a single oos combat turn.
A few comments on the previous requests:
1. Terran Keris drones - I can't do this right now, the changes are too extensive. I'd break something for sure. If I get back into playing X3:AP any time soon I'll definitely add this.
2. TL wandering into war zones / blacklisting. Same with the black list, if I pick up the game again I'll put one in. I did update the instructions a while back to recommend setting the Friend Foe settings on your TL such that it will avoid hostile factions. If you are friends with both Argon and Terrans, you could probably address this a little bit by turning off "Use Missiles" and setting one of the factions to enemy.
Also, setting Terran to enemy on the Drone Miner ship if you don't have Terran Jumpgates is probably a good choice.
Your miner TLs really don't need weapons since they should jump away in most cases when being attacked by hostiles. Though there are cases where they can't because they are out of jump fuel or they die in a single oos combat turn.
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This script is meant to be super automated so it may have issues operating in UFJD sectors. I'd proceed with caution.
First, make sure your Aran has Trade Command Software Mk3 installed or you shouldn't even see the command as an option in the Trade menu. If that fixes the issue then test the command first outside of UFJD space.
Make sure you have at least 1 Freight Drone loaded into your Aran's cargo bay. Then do a test run and let your Aran load itself up with the requisite wares. If you want to manually equip your Aran the menu screen lists the wares that are needed by the script to run. If you don't supply every wanted and needed ware then the first thing the command will do when you activate it is go and buy things.. That would be a problem in UFJD space since it couldn't return. But if you solve some of these issues before hand it *might* work in UFJD space.
Are you playing XRM, Vanilla or something else? If you still have problems let me know and I'll test it on the Aran. I'll also play around with it in UFJD space in the next week or so and see how it performs.
First, make sure your Aran has Trade Command Software Mk3 installed or you shouldn't even see the command as an option in the Trade menu. If that fixes the issue then test the command first outside of UFJD space.
Make sure you have at least 1 Freight Drone loaded into your Aran's cargo bay. Then do a test run and let your Aran load itself up with the requisite wares. If you want to manually equip your Aran the menu screen lists the wares that are needed by the script to run. If you don't supply every wanted and needed ware then the first thing the command will do when you activate it is go and buy things.. That would be a problem in UFJD space since it couldn't return. But if you solve some of these issues before hand it *might* work in UFJD space.
Are you playing XRM, Vanilla or something else? If you still have problems let me know and I'll test it on the Aran. I'll also play around with it in UFJD space in the next week or so and see how it performs.
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Quick question
How do i get my TL to bust big Roids? i have it set to blow them up upto 19 yield and the ship is equipped with mining drills, But when it goes to a roid it wants to blow up it does nothing and just flys around it. Is there a certain setting the turrets must be set to? because i tried a few but no success.
Any help would be appriciated
Edit: I play XRM and my TL is the mobile mining ship which has 4 front turrets with drills and 2 on the top turret
How do i get my TL to bust big Roids? i have it set to blow them up upto 19 yield and the ship is equipped with mining drills, But when it goes to a roid it wants to blow up it does nothing and just flys around it. Is there a certain setting the turrets must be set to? because i tried a few but no success.
Any help would be appriciated
Edit: I play XRM and my TL is the mobile mining ship which has 4 front turrets with drills and 2 on the top turret
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Hello Nemesis,
The reason why your TL is having problems has to do with in-sector navigation issues. The TL wants to get up close and personal with the asteroid so it can fire the guns, but to do that it has to get close to the asteroid and the game forces the TL to move away to avoid collision before it gets close enough to fire.
For best results don't be in sector with your TL. If you really want to watch it then consider observing these rules:
1. Make sure the mobile drilling system is in the front turret only. Don't ever mount one on the sides, top, bottom, or the back it just makes it 10x worse.
2. Don't press SETA to make the TL do it faster. It often makes it worse not better.
3. If your TL can use Hornet missiles then Give your TL a few of them and take away the mobile drilling system. Keep in mind though that there could be collateral damage if the TL fires the missile and something is in the way.
The reason why your TL is having problems has to do with in-sector navigation issues. The TL wants to get up close and personal with the asteroid so it can fire the guns, but to do that it has to get close to the asteroid and the game forces the TL to move away to avoid collision before it gets close enough to fire.
For best results don't be in sector with your TL. If you really want to watch it then consider observing these rules:
1. Make sure the mobile drilling system is in the front turret only. Don't ever mount one on the sides, top, bottom, or the back it just makes it 10x worse.
2. Don't press SETA to make the TL do it faster. It often makes it worse not better.
3. If your TL can use Hornet missiles then Give your TL a few of them and take away the mobile drilling system. Keep in mind though that there could be collateral damage if the TL fires the missile and something is in the way.
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NEW Add On Script Available:
Better Mineral Scanner - Improves the player's mineral scanner to be more useful
Did you ever want to start a new game building your empire up starting as a mineral prospector? This is the script you need to make use of that mineral scanner. The script sets up a hotkey you can use to activate the mineral scanner automatically as you approach roids and it automatically targets debris of the selected kind. Just use the hot key to cycle through the mineral types to the mineral you are looking for. Then as you fly around if you approach a debris field and your ship has no active target then the target will automatically switch to the nearest matching debris within mineral scanner range.
Some notes on the usage:
1. Use it to zero in on a specific mineral you are looking for. FYI the mineral scanner range is equal to the default scanner range. So it may work better in XRM or a Vanilla modded to rebalance ranges.
2. It will not switch targets if your currently targetting something else. So make sure you deselect any active targets before sweeping a debris field looking for minerals. This prevents it from interfering with combat or other gameplay while it is on.
3. It also helps with collecting the specified mineral if you have a transporter device and ore collector installed. You still have to get really close to the debris, but you shouldn't have to run into the rock, a very close flyby will work.
4. The scan asteroid sound effect only seems to work in XRM.. sorry, no idea why that is.
5. Automatically turns off if you change ships and defaults to being off until it is turned on. That's just the way it works.
NOTE: The add ons don't really have any dependancy on the Drone Miner so you can use them separately if you want.
Better Mineral Scanner - Improves the player's mineral scanner to be more useful
Did you ever want to start a new game building your empire up starting as a mineral prospector? This is the script you need to make use of that mineral scanner. The script sets up a hotkey you can use to activate the mineral scanner automatically as you approach roids and it automatically targets debris of the selected kind. Just use the hot key to cycle through the mineral types to the mineral you are looking for. Then as you fly around if you approach a debris field and your ship has no active target then the target will automatically switch to the nearest matching debris within mineral scanner range.
Some notes on the usage:
1. Use it to zero in on a specific mineral you are looking for. FYI the mineral scanner range is equal to the default scanner range. So it may work better in XRM or a Vanilla modded to rebalance ranges.
2. It will not switch targets if your currently targetting something else. So make sure you deselect any active targets before sweeping a debris field looking for minerals. This prevents it from interfering with combat or other gameplay while it is on.
3. It also helps with collecting the specified mineral if you have a transporter device and ore collector installed. You still have to get really close to the debris, but you shouldn't have to run into the rock, a very close flyby will work.
4. The scan asteroid sound effect only seems to work in XRM.. sorry, no idea why that is.
5. Automatically turns off if you change ships and defaults to being off until it is turned on. That's just the way it works.

NOTE: The add ons don't really have any dependancy on the Drone Miner so you can use them separately if you want.
Last edited by zanzal on Sat, 8. Nov 14, 02:02, edited 1 time in total.
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Ok, going OOS seemed to work but no luck IS yet, no matter but i seemed to have got a far worse issue now
I went OOS and it blew up the nvidium rock, At first it deployed its drones liek normal and started collecting fine, but all of a sudden all the freight drones just started flying further away from the TL. The entire sector had over 100 freight drones just flying into the middle of no were until they basicaly ran out of power and died. First time this has happened since i started using mobile mining and it seems to do it in this sector all the time now
any suggestions?
Edit: THis happened when i went OOS then went IS after the roid was blown up. So far when i stay OOS it seems fine which is weird seeing most of my mining i have done is IS with no problems
Edit 2: Ok, even OOS it has similar issue. Basicaly everything is ok with when the cutting drones are in action along side the freight drones. But once they have done there job and go back the frieght drones stop collecting. I was watching from OOS and they just flew around the TL not collecting. even tried stop mining and recall drones but they never responded. THen i went IS and every drone started flying further away from the TL like before.
I am in Unknown sector 16-18. There is a Pirate base far away in the system with 4 laser towers.
Edit 3: DOH!!!! i think i sorted it haha, My TL has 5 docking slots which include TS docking, unlike before the ship had no ships docked, but this time i docked 5 TS ships for extra cargo space. Should have realised that the freight drones are classed as ships once out of the cargo bay and were unable to dock due to full hanger. So i created and solved a problem lol
Maybe a few tips from my past couple of posts could go on the main page for a bit more information to prevent daft mistakes like this
I went OOS and it blew up the nvidium rock, At first it deployed its drones liek normal and started collecting fine, but all of a sudden all the freight drones just started flying further away from the TL. The entire sector had over 100 freight drones just flying into the middle of no were until they basicaly ran out of power and died. First time this has happened since i started using mobile mining and it seems to do it in this sector all the time now
any suggestions?
Edit: THis happened when i went OOS then went IS after the roid was blown up. So far when i stay OOS it seems fine which is weird seeing most of my mining i have done is IS with no problems
Edit 2: Ok, even OOS it has similar issue. Basicaly everything is ok with when the cutting drones are in action along side the freight drones. But once they have done there job and go back the frieght drones stop collecting. I was watching from OOS and they just flew around the TL not collecting. even tried stop mining and recall drones but they never responded. THen i went IS and every drone started flying further away from the TL like before.
I am in Unknown sector 16-18. There is a Pirate base far away in the system with 4 laser towers.
Edit 3: DOH!!!! i think i sorted it haha, My TL has 5 docking slots which include TS docking, unlike before the ship had no ships docked, but this time i docked 5 TS ships for extra cargo space. Should have realised that the freight drones are classed as ships once out of the cargo bay and were unable to dock due to full hanger. So i created and solved a problem lol
Maybe a few tips from my past couple of posts could go on the main page for a bit more information to prevent daft mistakes like this

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Tell ya what, i know this mod plays well with XRM, But i highly recommend playing it with XRM´s advanced universe. Basicaly it makes it so jumping to systems is limited seeing the jump gates cant be locked on with the jumpdrive. Onlyjump beacons which are in certain systems can be used with the jump drive.
So a mobile fleet becomes an essential
So a mobile fleet becomes an essential
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For the plugin manager:
Updating should be a matter of removing the old package using the plugin manager and close the plugin manager. Then add the new package and close the plugin manager.
For manual install:
If you are not using the plugin manager then there is no uninstall at all. The new files overwrite the old files.
Updating should be a matter of removing the old package using the plugin manager and close the plugin manager. Then add the new package and close the plugin manager.
For manual install:
If you are not using the plugin manager then there is no uninstall at all. The new files overwrite the old files.
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- Joined: Sat, 19. Mar 11, 16:26