[SCRIPT] Mobile Mining / Mineral Collection Software v3.21 [UPDATED 26/8/07]

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Is this script....

5 - Excellent
68
65%
4 - Good
28
27%
3 - Average
7
7%
2 - Poor
1
1%
1 - Awful
1
1%
 
Total votes: 105

Buck_Rogers
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Post by Buck_Rogers »

Bunny:

i have a script confict you may want to check out :)

i have installed all my scripts via cycrows installer (brilliant program!) and have noticed the following under the Command Conflict tab of the Used Resouces screen: (i think)

SHIP_61

7000 Mobile Mining & Mineral Collection Software
7530 Homebase Commands

if there is anything missing from this let me know.

thought i would let you know. :D
Buck Rogers

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Bunny
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Post by Bunny »

The 7000 file is no longer used, the latest update should be installed instead (8950) or the devnet version that uses 1517.

[EDIT]
In fact, let's simplify this some more....Links to t file 8950 version closed

We will just use the Devnet version from now on.
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Lucike
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Post by Lucike »

Bunny wrote:The 7000 file is no longer used, the latest update should be installed instead (8950) or the devnet version that uses 1517.

[EDIT]
In fact, let's simplify this some more....Links to t file 8950 version closed

We will just use the Devnet version from now on.
Or Maverick deletes the file !setup.plugin.bms.xml ...
Image
Buck_Rogers
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Post by Buck_Rogers »

ok

so whats the best cause of action?

Lucikes suggestion

or

install version 3.07?
Buck Rogers

Vice Admiral of Shadows Haven Alliance (SHA) visit us at:
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Feel free to join my DID
Too often we lose sight of life's simple pleasures. Remember, when someone annoys you, it takes 42 muscles in your face to frown. But only 4 to extend your arm and slap the bugger!
Bunny
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Post by Bunny »

Lucike's suggestion first, if no joy then install 3.07.
Buck_Rogers
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Post by Buck_Rogers »

tried lucikes suggestion. no joy

so i downloaded 3.07 and converted it to a .spk file then installed it and voila! the conflict is no more

so thanks guys :)
Buck Rogers

Vice Admiral of Shadows Haven Alliance (SHA) visit us at:
SHA Forum
Feel free to join my DID
Too often we lose sight of life's simple pleasures. Remember, when someone annoys you, it takes 42 muscles in your face to frown. But only 4 to extend your arm and slap the bugger!
jumbled
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Post by jumbled »

I made a slight change to your mainscript today to involve Nividium as a "demand" resource...for a couple of reasons...

The Ashley's Fabs pack has a Terracorp Nividium mine in it these days, so there's now a factory you could attach ships to, thus (as is the case for other minerals) Nividium becomes a primary warehouse item.

Also, with the PHQ able to RE ships (including Kha'ak ships), Nividium becomes a valuable resource for import if you intend to make a lot of Kha'ak stuff. Short of buying one of Ashley's mines, you can always send out mining ships to a certain remote sector (which shall remain "nameless" here, heh) to collect bits of rock (after you blast the asteroid at least once).

Since there's no way to SPECIFY to the ships to mine ONLY Nividium, as you can with Ore and Silicon (either by factory resource demand or putting the word in the station or ship name), then I expanded some of your existing structures that check which resource to mine to now include Nividium.

I have 10 ships out there now, all collecting the valuable mineral. In this case, they have "Nividium" in the ship name, so it's the only thing they look for.

The really funny part, though (and a tad ironic, too), is I have two former Kha'ak scouts out there on rock-breaking duty. :twisted:

Anyway, I might suggest making this a part of the official version since mining Nividium can be a worthwhile endeavor now.

If you'd like to take a look at the changes I made, let me know.
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Carlo the Curious
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Post by Carlo the Curious »

Possible minor anomaly.

Double checking figures on my Asset Summary report, I noticed that it reported 2 'unrecognised' ships (not LTs, Sats, Mwhatever, TL, TS, TP or mines). I assumed they were navigation beacons since I have a few miners around.

Thing is, I actually have 4 miners, and the property statistics screen says 4 nav beacons. However, the property menu also reports 56 TS if I add them all up, but my code says 58, because that's what

Code: Select all

tsarray = get ship array: of race Player class/type= TS
$tscount = size of array $tsarray
reports.

Somewhat strange - could there be something odd about nav beacons placed by BMS?
jumbled
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Post by jumbled »

Seems unlikely that it would give the wrong number of TS's. Are you sure you didn't miss a ship or two when you were counting? Are you counting from the statistics section of the property report?
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Carlo the Curious
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Post by Carlo the Curious »

Indeed, seemed highly unlikely to me as well, but I re-checked a few times. Only mismatch I could find was the number of TS and the number of unrecognised.

It's kinda of OT for this thread anyway, but I thought Bunny might know since his script is deploying the beacons :). They're not in the X2 MSCI manual object tree.
Bunny
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Post by Bunny »

There are several script commands that behave in an odd way. This probably slipped by the devs since most scripts don't use nav beacons.

If this is posted on tech support it might get fixed in the next game :).
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Carlo the Curious
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Post by Carlo the Curious »

It's not the beacons. /smack self

Move along, nothing to see here :p.
Bunny
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Post by Bunny »

:) No worries

@jumbled - It is possible to collect just nividium if the home base is a trading station that only carries this mineral.

I will think about the idea of adding nividium to ship/base name override function.
jumbled
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Post by jumbled »

Trading station, or PHQ, where I might stock it. In the case of my PHQ, I'm already using CAG's to go out shopping for ore and silicon, so I need a way of getting Nividium by itself.

In the future, I'll probably use a mine (from Ashley's kit). Never tried it before, so not sure how it looks yet.

Again, the Nividium is only really useful if you're going to build Kha'ak ships. Not enough of a market to try selling it.
Bunny
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Post by Bunny »

Very minor change in version 3.08 - Frequency of "Cannot find rocks" message reduced to one per 15 minutes

Otherwise, everything else remains the same.
HotFusion
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Post by HotFusion »

I don't know if you're taking suggestions, but if you are...

It would be nice if there was an option to extend the "local market" beyond one jump. I like setting up miners in quiet isolated systems, and I don't care if the ship has to jump 20 sectors to get a good price (7000 cargo spaces of ore will easily justify the cost of jumping).

I guess that this would require extra scripting to maintain stocks of e-cells.
Bunny
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Post by Bunny »

One solution to your problem is to set up a mine on a really low yield asteroid and make the ships use this as a base. They can then deliver the minerals to the station and a separate ship can be assigned to sell the stuff. This division of labour works quite well.

The miner will also use energy cells from his home base to jump the round trip to and from the worked sector. So remote sectors can be easily mined in this way.

At the moment the script is just being tested (devnet) and minor tweaks/bug fixes are being done where necessary.
HotFusion
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Post by HotFusion »

That's a clever idea. Using the mine as a warehouse rather than a factory.
Bunny
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Post by Bunny »

Version 3.16 now available

The script has been extended to allow for nividium mining and improved control of mining ships (restrict minerals collected).

1. Mining ships with a TL homebase can be forced to collect one type of mineral by placing the keyword "Ore", "Silicon" or "Nividium" in the ship name.
Ships without a keyword will just collect silicon and ore in balanced amounts for the TL.

2. Miners operating in trader mode will no longer check for local demand if a keyword is in the ship name ("Ore", "Silicon" or "Nividium"). A keyword will make the ship collect just this mineral type. When the ship is full it will then check if it can trade the mineral - if not then it will send a message to the player saying it can find no factory to trade with.

3. The sector has been added to two message for improved clarity
"Mining ship [SHIP] in [SECTOR] can find no factory to trade with - waiting 10-20 mins"
"Cargobay of mining ship [SHIP] in [SECTOR] is over 90 precent full - waiting 10-20 mins"


4. A new message has been added which will be sent by unarmed collection ships that are unable to collect rocks due to them being too large:
"Mining ship [SHIP] in sector [SECTOR] is unable to break rocks. Please send assistance."
This means the player should either break the rocks up himself or send a ship running the "Attack Rocks" script.
Bunny
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Post by Bunny »

Version 3.20
Minor bug fix to the message requesting rock breaking assistance. It was getting triggered when no rocks at all were in scanner range - fairly rare event.

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