[SCR] Prospector [2010-7-13 - X3TC 3.2.07]
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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Please ask your further questions about my mod in the topic of it.
Did you unpack the zip-archiv into your x³:tc gamedirectory? After that, when starting X³:tc you have to choose my mod (vAD_2.1-1.2) in the upcoming dialog under "select mod package". As alternative you can install my mod also as fake-patch.
If you did all that, do you already use other mods? Especially ones which modify the TDocks-file or hq.xml?
Did you unpack the zip-archiv into your x³:tc gamedirectory? After that, when starting X³:tc you have to choose my mod (vAD_2.1-1.2) in the upcoming dialog under "select mod package". As alternative you can install my mod also as fake-patch.
If you did all that, do you already use other mods? Especially ones which modify the TDocks-file or hq.xml?
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Should work, yes. If not, you can set your trader back to the EST again. They keep their old rank, even if they start a new job. Just try.kelmen wrote:say, if I change a ETS Trader (capable of using Jumpdrive) to Prospector, will it start as equivalent level which also able to use Jump?
and vice-versa when i chg Prop -> trader ?
They trade if they have no homebase or their homebase itself doesn't trade with the prospected mineral. If the homebase trades with it (or is a TL), they bring it back home.kelmen wrote:Prospector only trade mineral when no homebase assigned, right?
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running 3.2.01 now, dunno why 1 of the miner is not working. expecting him to go blow anyone of the roid, but it didn't.
Prospector
Script version: 3201
Libraries version: 3304
Pilot Union version: 3303
Pilot: Daye Kellar
Pilot rank: Chief Prospector
Work time: 54:11 hour
Employ time: 71:23 hour
Payment: 163,535 credits
Profit: 445,547 credits
Expenses: -41,973 credits
Promotion: Yes
Payment: Global account
Ship name: PSC TS Sp Caiman Miner 01 CP
Ship class: TS
Ship type: Caiman Miner
Transport class: Extra Large Containers XL
Cargo bay size: 7000 units
Cargo bay volume: 634 units
Relation to Argon: Neutral
Relation to Boron: Neutral
Relation to Split: Neutral
Relation to Paranid: Neutral
Relation to Teladi: Neutral
Relation to Xenon: Foe
Relation to Kha'ak: Foe
Relation to Pirates: Foe
Relation to Goner: Neutral
Relation to ATF: Neutral
Relation to Terran: Neutral
Relation to Yaki: Foe
Fight Command Software MK1: installed
Fight Command Software MK2: installed
Transporter Device: installed
Supply Command Software: installed
Jump Drive: installed
Jump Drive: activated
Jump Drive: allowed
Jump Drive energy: 600 energy cells
Jump Drive minimum jumps: 2 jumps
Mining Weapon: Mobile Drilling System in Turret 1 at slot 0
Home base: TL Tr Mobile Mining Base-Ship 01 (Unknown Sector 14-7)
Home base class: TL
Home base type: Mobile Mining Base-Ship
Station account: 142,373,593 credits
Global account: 142,373,593 credits
Work sector: Unknown Sector 18-16
Work position: X 0 Y 0 Z 0
Work mineral: Nividium
Preferred mineral: -
Trade range: 50 jumps
Debris total in Unknown Sector 18-16: 0
Debris useful in Unknown Sector 18-16: 0
Ore: 0 collectable debris
Ore: 0 non-collectable debris
Silicon: 0 collectable debris
Silicon: 0 non-collectable debris
Nividium: 0 collectable debris
Nividium: 0 non-collectable debris
Ice: 0 collectable debris
Ice: 0 non-collectable debris
Ore asteroids: 8
Silicon asteroids: 1
Nividium asteroids: 3
Ice asteroids: 0
I set working codition to no preference over mine, destroy 1, max yield 20, and those road in that sector are all below 21.
i already make his start pos near 1 of the ore 12, but he just keep flooding my msg log about cannot find mine.
could it be the MDS in turret 1 slot "zero" something wrong?
that ship only has 1 back turret, only can mount MDS.
Prospector
Script version: 3201
Libraries version: 3304
Pilot Union version: 3303
Pilot: Daye Kellar
Pilot rank: Chief Prospector
Work time: 54:11 hour
Employ time: 71:23 hour
Payment: 163,535 credits
Profit: 445,547 credits
Expenses: -41,973 credits
Promotion: Yes
Payment: Global account
Ship name: PSC TS Sp Caiman Miner 01 CP
Ship class: TS
Ship type: Caiman Miner
Transport class: Extra Large Containers XL
Cargo bay size: 7000 units
Cargo bay volume: 634 units
Relation to Argon: Neutral
Relation to Boron: Neutral
Relation to Split: Neutral
Relation to Paranid: Neutral
Relation to Teladi: Neutral
Relation to Xenon: Foe
Relation to Kha'ak: Foe
Relation to Pirates: Foe
Relation to Goner: Neutral
Relation to ATF: Neutral
Relation to Terran: Neutral
Relation to Yaki: Foe
Fight Command Software MK1: installed
Fight Command Software MK2: installed
Transporter Device: installed
Supply Command Software: installed
Jump Drive: installed
Jump Drive: activated
Jump Drive: allowed
Jump Drive energy: 600 energy cells
Jump Drive minimum jumps: 2 jumps
Mining Weapon: Mobile Drilling System in Turret 1 at slot 0
Home base: TL Tr Mobile Mining Base-Ship 01 (Unknown Sector 14-7)
Home base class: TL
Home base type: Mobile Mining Base-Ship
Station account: 142,373,593 credits
Global account: 142,373,593 credits
Work sector: Unknown Sector 18-16
Work position: X 0 Y 0 Z 0
Work mineral: Nividium
Preferred mineral: -
Trade range: 50 jumps
Debris total in Unknown Sector 18-16: 0
Debris useful in Unknown Sector 18-16: 0
Ore: 0 collectable debris
Ore: 0 non-collectable debris
Silicon: 0 collectable debris
Silicon: 0 non-collectable debris
Nividium: 0 collectable debris
Nividium: 0 non-collectable debris
Ice: 0 collectable debris
Ice: 0 non-collectable debris
Ore asteroids: 8
Silicon asteroids: 1
Nividium asteroids: 3
Ice asteroids: 0
I set working codition to no preference over mine, destroy 1, max yield 20, and those road in that sector are all below 21.
i already make his start pos near 1 of the ore 12, but he just keep flooding my msg log about cannot find mine.
could it be the MDS in turret 1 slot "zero" something wrong?
that ship only has 1 back turret, only can mount MDS.
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This green text points to the necessary library. For the prospector 3.2.01 is the newest version available. For the library it's version 3.3.04kelmen wrote:there's a green text on 1st page mentioned newer update 3.2.09
He does not find any debris to collect. There are asteroids in the space but as far as I now you must set a prefered material to get the prospector to destroy the big asteroids. But, I'm not sure ... if he already did work with this settings, forget my comment on this.kelmen wrote:Mining Weapon: Mobile Drilling System in Turret 1 at slot 0
Home base: TL Tr Mobile Mining Base-Ship 01 (Unknown Sector 14-7)
Home base class: TL
Home base type: Mobile Mining Base-Ship
Station account: 142,373,593 credits
Global account: 142,373,593 credits
Work sector: Unknown Sector 18-16
Work position: X 0 Y 0 Z 0
Work mineral: Nividium
Preferred mineral: -
Trade range: 50 jumps
Debris total in Unknown Sector 18-16: 0
Debris useful in Unknown Sector 18-16: 0
Ore: 0 collectable debris
Ore: 0 non-collectable debris
Silicon: 0 collectable debris
Silicon: 0 non-collectable debris
Nividium: 0 collectable debris
Nividium: 0 non-collectable debris
Ice: 0 collectable debris
Ice: 0 non-collectable debris
Ore asteroids: 8
Silicon asteroids: 1
Nividium asteroids: 3
Ice asteroids: 0
Did he already destroy an asteroid? If yes, it's sure that he stopped destroying them. You set "destroy 1" ... set a higher number ... or -1 for infinite destroying. If no, try to set a preffered mineral to tell him which asteroids he should mine.kelmen wrote:I set working codition to no preference over mine, destroy 1, max yield 20, and those road in that sector are all below 21.
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i wanna try debug the script, is the prospector.main where should i looked into?
I try write to log book with prospector.message, it worked, stated that the msg is 109
but whatever log i tried in the main won't shown, not even at the 1st line
is this script kind of "preloaded", so any chgs i made won't be reflected?
i wanna know why the miner won't blow mine, its action keep chging between between moving/flying and nothing, and about 3 mins later dumped a msg in my log saying cannot find any rock to work/collect.
I try write to log book with prospector.message, it worked, stated that the msg is 109
but whatever log i tried in the main won't shown, not even at the 1st line
is this script kind of "preloaded", so any chgs i made won't be reflected?
i wanna know why the miner won't blow mine, its action keep chging between between moving/flying and nothing, and about 3 mins later dumped a msg in my log saying cannot find any rock to work/collect.
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If you modify the scripts in the script editor, they'll get saved as .xmlkelmen wrote:is this script kind of "preloaded", so any chgs i made won't be reflected?
Lucikes Scripts are delivered as a packed version with the file-extension .pck
The X engine prefers .pck over to .xml
So you'll have to delete the .pck first, after modifing Lucikes scripts to get your version to work.
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hi, I trial with the script, this my finding:
BreakAsteroid:
skip if $WorkMineral AND $PilotLevel >= 3
endsub
***
the flow keep endsub there, becos $WorkMineral is null, i believe becos i set no prefer mine
if i remove this 2 to make it continue, it worked, the miner go blow roid
but when i chk back the Work Condition, somehow the settings i made at the (Destroy 1/Max Yield 20) became/overwritten somehow to (Destroy 0/Max Yield 0)
in some past ver, setting nothing to prefer mine, mean miner will pick whatever to work on, should be as like that, so no idea what's that condition to chk for.
I can understand the pilot level need 3 to do the blowing job.
also dunno why the settings, being reset.
so, if i set destroy 1, it do the blow-up, then next round once the collectable are done, it may/will stuck, becos destroy is set to zero mean do not blow anything?
BreakAsteroid:
skip if $WorkMineral AND $PilotLevel >= 3
endsub
***
the flow keep endsub there, becos $WorkMineral is null, i believe becos i set no prefer mine
if i remove this 2 to make it continue, it worked, the miner go blow roid
but when i chk back the Work Condition, somehow the settings i made at the (Destroy 1/Max Yield 20) became/overwritten somehow to (Destroy 0/Max Yield 0)
in some past ver, setting nothing to prefer mine, mean miner will pick whatever to work on, should be as like that, so no idea what's that condition to chk for.
I can understand the pilot level need 3 to do the blowing job.
also dunno why the settings, being reset.
so, if i set destroy 1, it do the blow-up, then next round once the collectable are done, it may/will stuck, becos destroy is set to zero mean do not blow anything?
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It's because you can tell them what to mine ... with some minerals you can make more cash than others in some region. Why it is a must have, I don't know. Anyway I thought it has ever been a must have?kelmen wrote:in some past ver, setting nothing to prefer mine, mean miner will pick whatever to work on, should be as like that, so no idea what's that condition to chk for.
It's a counter, yes. But as I said before, -1 will be taken as infinite. Just use this number, if you want to destroy and collect any asteroid in a sector. If there are no one left he will stop working until new asteroids respawn.kelmen wrote:so, if i set destroy 1, it do the blow-up, then next round once the collectable are done, it may/will stuck, becos destroy is set to zero mean do not blow anything?
Else he will mine as much asteroids as you set and then he will stop until you give him another order.
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I always did overwrite any scripts with the ones modified by Lucike. Never had any problems.
If you won't let it overwrite there may be some necessary parts for Lucikes other scripts missing in the original script.
If you want to be on the real secure side, just make a backup of the original script(-s) and overwrite it/them afterwards.
If you won't let it overwrite there may be some necessary parts for Lucikes other scripts missing in the original script.
If you want to be on the real secure side, just make a backup of the original script(-s) and overwrite it/them afterwards.