Mobile Mining Mk2 (MM Mk2) v1.05 [TC][AP][SCR]

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DrBullwinkle
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Post by DrBullwinkle »

Well, at least you have been clear about your vision, Orfevs. :)

However, your vision is ...um ... fuzzy. :P

Aside from your thoughts that cannot work, the script already does what you request in your list; including pausing for shield restore after repairs.

(I will also make the shield restore threshold configurable in the t file. Of course, raising the threshold too high makes the miner nearly invulnerable, which seems less fun than the current balance which has some risk. However, options are good.)

You're going to have to try it before you will believe me, so give me an update after you experiment with repair thresholds, OK? I did over a hundred hours of testing, but you may find a combination that is more challenging/fun. If you do, then I will be happy to implement it. Don't worry about the math -- I'll do that part. Just give me a few relevant data points, if you find them.

Mining is impractical without shields. Yes, I (finally) understand that you are trying to mine right at the beginning of the game. No, I do not think that you will be successful with that plan. :)

Do missions or manual trade runs until you can afford shields. Then begin mining. Simple.

Mk3's (and EST's) earn plenty. The size of the cargo hold is mostly irrelevant. In fact, smaller UT's are more reliable than large UT's. The fact that there are a zillion incorrect threads on the topic does not make them any more correct. :) However, if you can afford Mk3 software, then you can afford shields for your miner.

It did occur to me that I could add a command to Abandoned Ship Spawner for AP to "Repair all ships". It would be like the current "Repair ships in sector", except that it would travel to different sectors; as needed. I will put it on the list for a future update to ASS-AP; thanks.


Orfevs wrote:I know, better to use the TS to actually trade rather than mine. Irrelevant.


You realize that is just crazy talk, right? ;)
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Orfevs
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Post by Orfevs »

DrBullwinkle wrote:Well, at least you have been clear about your vision, Orfevs. :)

However, your vision is wrong. :P
But that's the good thing about visions. You cannot see it until it happens ;)
DrBullwinkle wrote:Aside from your thoughts that cannot work...
I sense a challenge here..
DrBullwinkle wrote:(I will also make the shield restore threshold configurable in the t file. Of course, raising the threshold too high makes the miner nearly invulnerable, which seems less fun than the current balance which has some risk. However, options are good.)
I assume this threshold is in percent.
DrBullwinkle wrote: You're going to have to try it before you will believe me, so give me an update after you experiment with repair thresholds, OK? I did over a hundred hours of testing, but you may find a combination that is more challenging/fun. If you do, then I will be happy to implement it. Don't worry about the math -- I'll do that part. Just give me a few relevant data points, if you find them.
I have to do the math myself in order to get the optimal solution. But I'll try it out.
DrBullwinkle wrote: Mining is impractical without shields. Yes, I (finally) understand that you are trying to mine right at the beginning of the game. No, I do not think that you will be successful with that plan. :)
No. That's just a scenario you put your script through. No homebase, a silly little TS with a pitiful shield, but it has a laser for mining and an ore collector. You're dealing with percentages - not actual values.

DrBullwinkle wrote: Do missions or manual trade runs until you can afford shields. Then begin mining. Simple.

Mk3's (and EST's) earn plenty. The size of the cargo hold is mostly irrelevant. In fact, smaller UT's are more reliable than large UT's. The fact that there are a zillion incorrect threads on the topic does not make them any more correct. :) However, if you can afford Mk3 software, then you can afford shields for your miner.
This isn't about me and my way to galactic dominance. This is about a single (or many single) ships without homebases that mine. And that they're drones that should do as commanded. Not as they please.
Taking detours that have a bigger chance of destroying the ships, and in addition take a whole lot of time they could have better spent mining - is a flaw in my eyes. The "Mine & Trade" command - well enough. But in the cases where you have no notion of what's outside your current sector, that command is a bit.. dumb.

Where my case is concerned. I run around finding salvage. Sell the rubbish after fixing it up, and keeping some that I put to use with what means I got. All the while that dumb little ship fetch me rocks. That's also what I do with the next TS I pick up - send it to work in the mines or sell it. As long as there's no sat network, trading can be a little ..tame.
And that's usually the case in the first crucial hours of the game.
DrBullwinkle wrote: It did occur to me that I could add a command to Abandoned Ship Spawner for AP to "Repair all ships". It would be like the current "Repair ships in sector", except that it would travel to different sectors; as needed. I will put it on the list for a future update to ASS-AP; thanks.
Can I turn OFF the ship spawning function? In between SCS,NPC Bail and ASS-AP I bet there would be loads of ships to scoop up. Yeah?
DrBullwinkle wrote:
Orfevs wrote:I know, better to use the TS to actually trade rather than mine. Irrelevant.
You realize that is just crazy talk, right? ;)
Irrelevant. You need to look at the scenario where the script has been given a command to perform. "I cannot do it properly because I got no homebase, my shields suck and it's better to trade anyway, so I quit" isn't acceptable. When I task the ship to mine, I fully expect it to do so.
My personal strategies to obtain credits is of no concern whatsoever.

That said, my strategies lie in using TS ships and Falcon Haulers for mining. The TS ships are basically used with prospector and got jumpdrives so they can work independently. The falcons make more collectable rocks for the TS ships while gathering their own - and such make as buddies for the TS ships. They have no jumpdrives and will never have as their direct attachment is the mining base.
All of them have docking computers and transporter devices - and naturally MAX shields.

I also use an M1 Aran as mining base and general headquarter - a salvaged vessel to be sure. A bunch of Mistral Super Freighter XL run around the universe making peace with everyone trading using EST, CAG, MK3 or SFM. Then I got 2 Mistral SFXL waiting to sell off any ore and silicon using ACC and 1 Terran Freight Drone (!) using CLS2 delivering ore and silicon to the nearby hub/and or refueling the Aran.

To start with I ram the Aran into the rocks (it got collector too) at variable speeds and generally make a huge mess using forward and lateral thrusters and dancing around in the field for a bit doing the Betty-rap. Stopping on the other side, with about 1 quarter left of the shield energy, I send out the miners and go do something else.

Usually basing myself in a sector with asteroids worth making into stations I make up a self sufficient hub and move on once there's no rock left to dig. So I also got a TL on standby. That said, the Split Elephant suck profusely.

Outfitting M5 ships with sensors or cargo space I send them exploring the universe or laying satellites. If they can't use Triplex Scanner, they're going back to the shipyard. I also got 1 Discoverer Hauler on standby as multipurpose shuttle/surveyor/whatever.

I the meantime I tend to cruise around in an M7 with firepower enough to take out a Xenon Q and enough hangar space for salvaged vessels. And a couple fighters. M6 Included. Ships are repaired and sent off to nearest yard for sell-off.

Or I take my personal Mistral on a stroll to do trade quests or light assassination missions while sending my M7 around to pick up ships.
The M7 doubles as cavalry if anything goes amiss.

Much of this are automated processes if everything goes smoothly. As the case is, attacks and unforeseen events have a nasty habit of ruining this.

Man, I got NO time dealing with obstinate miners.

But we shall see how it goes.
I'll make a script using my "vision" of a homeless miner. A very reckless one at that.
Minimum requirements:
  • Ram Mining - TS with 5MJ shield and Ore Collector. No laser.
  • Buddy Ship - Discoverer with 4x IRE, full shields and Mineral Scanner
  • TP "repair vessel" with marines
  • Scalable hull response/alert (high, medium, low)
And I will make the miner survive.

Anyone trying to slam a revolving door knows well the word is needed. But that doesn't mean I have to like the word "impossible"!
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DrBullwinkle
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Post by DrBullwinkle »

Yes, you can turn off ship spawning in ASS-AP.

I went through the thought process that you seem stuck on. It seems great in theory, but it doesn't work in the game. I am open to creative ideas but, come on... please stop filling up the thread with fantasy until you have tried it, OK?

If you can find a more fun/challenging combination than the existing repair threshold (and it is practical) then I will be happy to implement it.
Orfevs
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Post by Orfevs »

Just give me time to develop the script, and you'll see clearly what I mean.
I'm not using default scripts when they obviously fail.
Just equip an M5 ship with max speed and booster and send it flying through an asteroid field while in-sector.. not pretty.
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mrowka
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Post by mrowka »

Well you can try to make a cheap mining system that just shoot some randome cool looking beam weapon in a rock and after lets say 10 sec of beming that littile poor sab you kill it and magicly spawn some randome number of minerals in you cargo FROM SAFE DINSTANCE !!
Then your only worry would be xenon, khak , pirates or randome fast flying crate of exploding boffu :P

Edit:
Ram Mining - TS with 5MJ shield and Ore Collector. No laser.
Buddy Ship - Discoverer with 4x IRE, full shields and Mineral Scanner
TP "repair vessel" with marines
Scalable hull response/alert (high, medium, low)
Get the marines to do the dirty work with thier fersome rifle like pickaxes.
There is alot of other ways to get ore without flying into it especialy for you scripters since you get more view of what is possible and whats not.
Zolt
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Post by Zolt »

Continued from my thread on mobile mining.
DrBullwinkle wrote:You *pay* for TS's?! :o
What output would be "worthwhile"? I have heard mixed feedback on this... some players think that mobile mining is very cost-effective, while others think that OOS yield efficiency should be greater. I could fix it... but need more feedback on what would be an appropriate balance.
Well, time is money as they say and I could easily make 5 to 10 millions with missions in the time it takes to capture a single TS, so yes I do buy mine. I don't have the capacity to build ships yet either.

The yield I observe in OOS with the vanilla mobile mining system works out to about 50s or 60 units of silicon per ship per hour. Is that abnormally low?
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Post by DrBullwinkle »

Yeah, I don't hunt TS's, either. But, if I happen to spot an enemy TS, then I usually cap it. That way, it takes less time than doing most missions. I carry 25 MJ shields and PAC's with me, so that I can equip the TS and start it as a Sector Trader immediately.

(Except in the case of some of the smarter Phanon Corporation TS's, which can be tricky to catch because they do in-sector point-to-point jumps to evade capture!)

Regarding OOS productivity, I don't know what is typical because I don't mine that way. But 60 units of Silicon is worth about $14,000 credits on the market, which certainly will not make you instantly rich. Especially after repair costs and pirate/xenon/kha'ak raids. Ore mining would be even less profitable.

I think that a good UT earns 2-3 times that amount per hour.

I will look into improving OOS productivity in a future release.

I mostly use mobile mining In-Sector (IS) -- specifically for mining Nividium in Undefined Space. That gets me $100 million credits in an hour or two, which *is* very lucrative. I take an M7 with a wing of Falcon Hauler miners when I take those trips.

Thank you for your report, Zolt.
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Post by Zolt »

TBH it might still be something I did that's causing the low yields. I'm still figuring things out as I go on the mobile mining in AP so I guess I'll try again with a more streamlined fleet of miners.
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Post by DrBullwinkle »

There is not much that you can do wrong (other than trying to use "Collect Rocks" when OOS).

Your experience does not surprise me, but I would like to get some estimated Number-of-units-of-minerals per Hour from other people who do mobile mining.



@Everyone: How many units of minerals per hour do your miners mine? (Please specify TC or AP). Thanks.
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mrowka
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Post by mrowka »

I use baldric miners due thier big shields, they make around 40-60 units for hour. But if you are often in mining sector get TL, while in OOS its do similar to baldric, IS it makes alot more since his size.
Ther isnt much money from mining not to count that in most cases you must get some armed patrols in the area to protect the miners.
But ther are few tech sectrors that makes a excelent traning ground for CLS( and most of other union pilots) and MK3 traders, if you make mobile mining there to boost local economy.
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Post by DrBullwinkle »

Thank you for the report, mrowka.

That is in AP?

You are using the "Mine Minerals" command (Mine.S)?

That is the second report of low miner productivity in AP. I must say that I am surprised, but it does explain why I have had a couple of requests to improve miner productivity.

A recent report (TC) showed 200 units per hour, which is much more reasonable.
Vayde
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Post by Vayde »

Could it be that the rocks re spawn in TC where in AP they don't?
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mrowka
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Post by mrowka »

Vayde wrote:Could it be that the rocks re spawn in TC where in AP they don't?
I do use prospector to break asteroids, so rocks arent a problem. Besides my earlier tries with prospecror get me very similar results.
They just mine to slow
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Post by DrBullwinkle »

Vayde wrote:Could it be that the rocks re spawn in TC where in AP they don't?
That should not matter (to miner productivity) as long as the "Mine Minerals" command is used.

Rock re-spawning while OOS changes behavior for "Collect Rocks", but there is really no point in using "Collect Rocks" unless you are specifically mining for Nividium. If mining normal minerals, it is better to use the "Mine Minerals" command.

However, you do bring up a good distinction between TC and AP: In TC, it was practical to mine Nividium rock clusters while OOS -- after you found (and broke up) a cluster. However, there is almost no way to find a Nividium cluster (other than Detector or cheating).

In AP, it is much more practical to mine Nividium from *asteroids* that you can scan and break yourself. And it seems to work better if you remain In-Sector; constantly breaking rocks and collecting Nividium in your M7 or TL while your miners collect rocks.



Regarding using Prospector to break asteroids: Why? What is the point of that? It is the only feature of Prospector that I did not improve on for Mobile Mining Mk2, and the reason is that I think it is a somewhat dangerous option. If there is a good reason to do it, then I could add it to MM Mk2.
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Post by mrowka »

Mining is all about to fly in to the asteroid and you call shotting from a safe distance a dangerous option :P
And its mainly as Vayde wrote they dont respawn so i need to atleast have something to breake the bigger ones so my miners dont stop.
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Post by DrBullwinkle »

I meant "dangerous" in that miners are stupid... they will destroy a fat, juicy, 70-yield Silicon asteroid instead of the junk-quality 10-yield Ore asteroid that is right next to it.

Personally, I would never allow miners to break asteroids unless I was trying to clear a sector (after putting mines on all of the high-yield) asteroids.

However... I suppose that there are some sectors that a player might *want* to clear.

So I will add asteroid-breaking to a future version of Mobile Mining Mk2 (added to list).

Thank you for the report, mrowka.
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Post by mrowka »

Ther is a option in prospector that allwos you to configure what max yeld of asteroids prospector can destroy, it might come in handy if you want to make a similar one.
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Post by DrBullwinkle »

Good point. I probably would have done that anyway, but thanks for the reminder. :)

How many units of minerals per hour do your miners mine?
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Post by mrowka »

Still 40-60 units, but i must admit that MM2 mines faster than prospector while IS. Im now in the process of creating my 4th mining colony and will try with m6 class ships.
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Post by DrBullwinkle »

Thank you.

It puzzles me why TC miners are 5x more productive than AP miners, when they both use the same code, AFAIK. (Unless Vayde is on to something with cluster-respawning in TC?) I will have to compare the vanilla code again.

Yes, with Mobile Mining Mk2, M6 miners work very well. Their smaller cargo space is not a problem because they offload at homebase then continue mining.

Falcon Haulers are also excellent miners. They have the advantage that you can carry a wing of them into Undefined Space on your M7 or TL.

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