Glad you like it.Echofinder wrote:I must say I am loving this script, it's cheaper, less tedious, and less taxing on the CPU, and much more efficient than setting up a massive mining fleet of Falcon Haulers. Thank you for this.
Always.Echofinder wrote:May I make a few suggestions?
The balance against factories is the limited vs unlimited so I don't think its as much of a need to balance limited rocks against unlimited mines. But, I understand what you are getting at I also concur. The drone miner scales far too efficiently. Originally I thought there would be drone losses and missile usage far in excess of what I am seeing in my latest game. Since the script was originally supposed to be balanced against losses taken while operating if it fails to take any losses then it ends up being much more efficient than I intended.Echofinder wrote:1. Since this is supposed to be used in lieu of a mining station, I suggest it use energy cells while operating. I'd say 1-3 energy cells per deployed drone. I see drones bringing in at least 3 units of ore per trip and they can hold a maximum of 100 (Particularly after breaking large asteroids) so this is more than a fair trade.
I am definitely wanting more feedback in this regard as to what others are experiencing. I'll consider your suggestion to use ECells though I am not sure if this is the best way to address the zero losses problem.
That is a good idea having drones deploy them, I like the way you think.Echofinder wrote:2. The ability to deploy satellites and lasertowers for use as a screen. Both can be held by freight drones so they can be used to set them up and take them down for extended mining operations.

I'm definitely open to the idea of having some function for companion ships. I don't think expanding the script itself to make it more complex is a good idea for a lot of different reasons. One problem you might not have considered is that the more intelligent the script is the harder it is to keep stable with improvements. I think given the way X3 works with different scripts running on different ships it might be nice to look at these issues from a more general viewpoint.Echofinder wrote:3. The ability to store and use items in docked fighters. M7Cs were made for this type of activity, but lack the cargo space to do so. So the ability to store excess ECs and Mk2 drones (and minerals in the case of Falcon Haulers) will help alleviate the cargo issue.
For example it might be better to implement a script that works well with the drone miner but is more general purpose. Let's call it a "secure sector" or deploy lasertowers command that buys lasertowers and lays out automated defenses for a given sector. And a collect lasertowers command to retrieve those defenses when your ready to move on. This I might be willing to do, but I have a few other scripts I'd need to finish before looking at it.
So maybe rather than have the drone miner use a falcon hauler or in XRM's case a TS to store overflow, maybe we have the Falcon Hauler running a command that tries to keep the drone miner from becoming full. Done right such a script might be useful for carriers/missiles/ecells/ore/etc. Are there any scripts that currently can do this that you know of? It seems like such a basic problem that such a script might already exist.