Mobile Mining Mk2 (MM Mk2) v1.05 [TC][AP][SCR]
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This is Ground Control to Major Tom: Great Question!Maj. Tom wrote:Is selling a ship containing nvidium still the only way to make money off it?
Selling a freighter full of Nividium was never the *only* way of making money from it. It is merely the *quickest* way.
A longer-term/higher profit approach is to fill up your Hub, PHQ, Trading Station, or Equipment Dock with Nividium, then let your traders sell it. The vanilla universe does not consume Nividium quickly, so this becomes a slow-but-steady income stream.
If you also use Upgrade Kits, then the Upgrade Kit Factory in Getsu Fune will buy Nividium at a much higher rate than vanilla stations.
Finally, there is a stock market exploit that earns profits without actually selling your Nividium. All you have to do is to jettison and re-collect your Nividium at the right time, in the right place. Since it is an exploit, I will not give the details here. If you want to find it, try: Search EgoSoft with Google.
The worst part about deep-space exploration is listening to crappy radio stations from 930 years ago.
ROF,L!
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I couldn't remember what race getsu fune was; turns out it's Argon. The argon and I aren't exactly on speaking terms at the moment. As for the exploit; I don't really like taking advantage of stuff like that. Wouldn't happen to know of any other upgrade kit factory in non-argon space (using XRM) would you? 
I knew I could sell it; iirc, 2 at a time at some docks and HQs, but yes it takes a long time to consume and sell again.

I knew I could sell it; iirc, 2 at a time at some docks and HQs, but yes it takes a long time to consume and sell again.
The worst part about deep-space exploration is listening to crappy radio stations from 930 years ago.
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No problem.Maj. Tom wrote:The argon and I aren't exactly on speaking terms at the moment.

The Upgrade Kit factory is a Goner station. As long as you are not an enemy of the Goners, you should be able to trade there. If the sector is defended, then you might have to sneak in, hot dock, and escape any pursuit. But you should be able to do it.
Of course, The Upgrade Kit factory exists only if you use the Upgrade Kits script. There is only one factory, although the Upgrade Kits themselves are also sold at Terracorp, I think (still Argon space).
It is easiest to automate the process. If you do not yet have a dock of your own, you can use CLS to automate the sales.I knew I could sell it; iirc, 2 at a time at some docks and HQs, but yes it takes a long time to consume and sell again.
And, of course, you can still sell a freighter full of Nividium if you want to turn quick proitsssss.
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I don't have the script, but I can get it.
however, is it just a script if it adds a factory? I am assuming it's good with XRM...
Goner you say? That's no problem. I could send over a battle group to set an embargo on the station and to make sure my TS ships have safe passage. I am more or less neutral with the borons, friendly with split, so there should hopefully still be some activity in the factory even if I "embargo" the argons from it.
This sounds pretty fun and exciting to do actually... war, resources, and politics.

Goner you say? That's no problem. I could send over a battle group to set an embargo on the station and to make sure my TS ships have safe passage. I am more or less neutral with the borons, friendly with split, so there should hopefully still be some activity in the factory even if I "embargo" the argons from it.
This sounds pretty fun and exciting to do actually... war, resources, and politics.
The worst part about deep-space exploration is listening to crappy radio stations from 930 years ago.
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Sounds like fun.
Yes, just a script.
Nobody has reported any conflicts.
Yes, just a script.
Nobody has reported any conflicts.
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No scripts I have conflict with this, don't worry about my Mercury wing as they are all cloned from my single niv miner which has been working fine with 1.02.
However your original 1.02 version simply added to the already available mine minerals script. That command is in the special commands menu. Why now do I have to go to the trade menu to get a wing to the same job?
I uninstalled the rar from the plugin manager and added scripts via copy/paste, unfortunately I still don't have any new wing menu options, just Nav, combat and special. Should I be seeing a trade option in there as well?
EDIT: Home based the wing to an Elephant in sector and went to the wing commands of the mercury wing but still no "Trade" option appears in the wing commands.
However your original 1.02 version simply added to the already available mine minerals script. That command is in the special commands menu. Why now do I have to go to the trade menu to get a wing to the same job?
I uninstalled the rar from the plugin manager and added scripts via copy/paste, unfortunately I still don't have any new wing menu options, just Nav, combat and special. Should I be seeing a trade option in there as well?
EDIT: Home based the wing to an Elephant in sector and went to the wing commands of the mercury wing but still no "Trade" option appears in the wing commands.
Last edited by Vayde on Sun, 24. Jun 12, 18:28, edited 1 time in total.
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Well then, my Katana automated miner is probably overkill with 10 Mobile Drilling Systems.DrBullwinkle wrote:Mobile Drilling System is neither required nor desired.
To be fair, I hate those stupid asteroids.
I keep forgetting to watch how the script deals with an M6 miner home based to a TL with M6/TS/TP external docking bays. (That TL uses your Marine Repairs v2 and seems to be performing well as a Mobile Repair Base)
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Apologies, Vayde. I thought you were asking a question, when you were really reporting a bug. The wrong setup file sneaked into the distribution. Thank you for the report!Vayde wrote:no "Trade" option appears in the wing commands.
(BTW, I meant that you should look on the "Special" menu for a wing. I fixed my previous typo/brain-o.)

@veryinky: M6's Homebased to a TL should be an excellent mining team!
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Bug Fix
Mobile Mining Mk2 (MM Mk2)
Mobile Mining Mk2 <-- v1.04 Bug Fix: Wings, better shield and repair, allows military Homebase (M0/1/2/7), continues mining after unload.
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Last edited by DrBullwinkle on Sun, 29. Jul 12, 01:39, edited 1 time in total.
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Excellent. Thanks again for reporting it, Vayde. My version was working fine, but there are several things that can go wrong in the packaging and uploading process.Vayde wrote:That got it sorted Dr B, thanks.
Mining wing is working as expected
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Now isn't it awesome when I open this thread planning to ask you whether you would consider implementing this feature and find it already implemented?DrBullwinkle wrote:New! - Continues to mine after unloading at Homebase.

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Nice! I like to hear it when things work the way that people like.
Probably.
EDIT: When you start the script there is an option to choose the station or ship where you want the miner(s) to unload. The default should be the ship's homebase but you can change it.
The miner(s) wil try to offload there, if possible.
The decisions are made independently, so they could vary. However, the intention is that all ships will continue to try to follow your initial instructions.
There is a related mining command, on the Trade Menu, that mines and sells based on market conditions. I added Nividium to it's list. Otherwise I have not experimented much with it.
Yes.kurush wrote:Does it continue to mine the same sector and mineral with an aim to unload or sell this mineral on the same station? Or is it for homebase only?
Probably.
EDIT: When you start the script there is an option to choose the station or ship where you want the miner(s) to unload. The default should be the ship's homebase but you can change it.
The miner(s) wil try to offload there, if possible.
The decisions are made independently, so they could vary. However, the intention is that all ships will continue to try to follow your initial instructions.
There is a related mining command, on the Trade Menu, that mines and sells based on market conditions. I added Nividium to it's list. Otherwise I have not experimented much with it.
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Mine and Trade minerals is a very handy command for generating a small cash flow very early in any game. Ships take no hull damage that I've noticed and move ore and silicon around in a small sector radius. It's a nice fully automated support routine which helps tick the local economy over.
Just set up your freighter, give it the order and leave it to get to work. It's a nice simple way to get going in the Humble Merchant start while you go exploring in the Disco.
Just set up your freighter, give it the order and leave it to get to work. It's a nice simple way to get going in the Humble Merchant start while you go exploring in the Disco.
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The HomeBase is selected in plugin.bw.mine.move.mine.loop.kurush wrote:case of a complex hub and mining silicone in the same sector.
- PS: Silicone is a rubbery polymer which is not supported by Mobile Mining Mk2 (but you probably knew that).
Last edited by DrBullwinkle on Thu, 26. Jul 12, 04:38, edited 1 time in total.
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Nope, my spelling sucks as long as it doesn't get caught by the spellcheckerDrBullwinkle wrote:
- PS: Silicone is a rubbery polymer which is not supported by Mobile Mining Mk2 (but you probably knew that).

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Sorry, I mis-spoke. (Mis-wrote?)kurush wrote: I'll try to mess with it to make it repeat station unloads as well.
Stations *should* work, although there is a known problem with the class hierarchy for stations. (Known to me, anyway... I figured it out from one of your comments about adding stations to Marine Repairs).
Try something like the following at line 116 of plugin.bw.mine.move.mine.loop:
Code: Select all
$station.class = $station->get object class
if $station.class == {Station 2016} OR $station.class == {Complex Hub} OR $station.class == {Factory 2006} OR $station.class == {Equipment Dock 2075} OR $station.class == {Headquarters 2045} OR $station.class == {Headquarters 2046} OR $station.class == {Shipyard 2037} OR $station.class == {Stock Exchange} OR $station.class == {Trading Dock}
According to the class hierarchy chart in the Programmer's Handbook, all of those station types should be sub-classes of {Station 2016}. However, for some reason, at least some of them fail the test for {Station 2016}. So I explicitly listed every station type I could think of (rather than testing which sub-classes fail the test).
Let me know if it works, and I will post an update.
Bullwinkle
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I am looking at the line after that if I just changed and I think
should in fact be
Otherwise, after unloading on a station you should have 0 silicon in your cargo hold, have $amount == 0 and exit the loop...
EDIT: I changed that as well and now it goes for a second run.
Code: Select all
$amount = [THIS]->get amount of ware $mineral in cargo bay
Code: Select all
$amount = [THIS]->get free amount of ware $mineral in cargo bay
EDIT: I changed that as well and now it goes for a second run.