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

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DrBullwinkle
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Post by DrBullwinkle »

Good catch!

The only mystery is how it appeared to work at all.

I will give it another test and then post an update.

Thanks for the report, kurush.
Vayde
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Post by Vayde »

Any news on the update Dr B?
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DrBullwinkle
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Post by DrBullwinkle »

Vayde wrote:Any news on the update Dr B?
Still testing... something is not quite perfect yet. However, it is better than it was, and it is the weekend, so...

Update:

Mobile Mining Mk2 (MM Mk2)
[ external image ] Mobile Mining Mk2 <-- v1.05 Improved continuation of mining after unload. (kurush)

[ external image ]

v1.05 (2012-07-28 )
- Improved unload-at-HomeBase-then-resume-mining behavior (kurush)
- Improved support for stations as HomeBase (kurush)

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Sheathanaich
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Post by Sheathanaich »

How does this work if you do not assign a home-base or TL for the miner to offload too.

Do they just go to the nearest opportunistic importer and sell it's wares?


Cheers.

Sheathanaich
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DrBullwinkle
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Post by DrBullwinkle »

Sheathanaich wrote:How does this work if you do not assign a home-base or TL for the miner to offload too.

Do they just go to the nearest opportunistic importer and sell it's wares?
For opportunistic mining and trading, try "Mine and Trade Minerals" on the Trade menu. I have not tested it much, but it should take advantage of MM Mk2's improved shield and repair behavior. It should also opportunistically mine and trade Nvidium under the proper circumstances.

Most of the testing has been done with the "Mine Minerals" command on the Special menu. That command does not do any trading, although it can offload to a homebase (if you specify one).
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Post by Sheathanaich »

Thanks for the quick reply Bull, I'm going to give it a whirl tonight.

As I'm already using your Marine Repair Script, as you have already said it provides synergy to the mining counterpart. I'm kinda looking forward to how they play out together.

While here I must applaud you for providing really neat well thought out scripts for the XUni..... Cheers M8 :D

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Playbahnosh
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Post by Playbahnosh »

This might be a stupid question, but if I put weapons on the miners do they still break rocks themselves (not asteroids, but smaller rocks)? Or do they just collect ore?
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Post by DrBullwinkle »

Playbahnosh wrote:if I put weapons on the miners do they still break rocks themselves (not asteroids, but smaller rocks)?
You MUST have a weapon on the miner if you want it to break rocks.

Only the player can break asteroids into rocks (with a large missile or Mobile Drilling System).
Sheathanaich wrote:I must applaud you for providing really neat well thought out scripts for the [X Universe]..... Cheers M8


Thank you, Sheathanaich.
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Playbahnosh
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Post by Playbahnosh »

Right, thanks dude. :)
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Klord
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Post by Klord »

So...they don't break asteroids ?
Can you add an option to break asteroids too ? So it will be a total automated mining process....
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Post by garrry34 »

player doesn't need to break the rocks, I've seen my miners do that themselves, just have the turret set to attack enemies...
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DrBullwinkle
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Post by DrBullwinkle »

Klord wrote:So...they don't break asteroids ?
Can you add an option to break asteroids too ? So it will be a total automated mining process....
Correct. Miners do not break asteroids (although they do break rocks, as garry34 points out).

Breaking asteroids is one Prospector feature that I intentionally left out of Mobile Mining Mk2. In most sectors, the player should carefully select which asteroid(s) to break. Otherwise, the miners could destroy a juicy 70-yield Silicon asteroid, which would be much better suited to installing a mine.

It is a one-time task for the player: Fly in, break whichever asteroids you want mined, start your mining wing, then go do something else. All that is required is a few Hornet missiles (they are the ideal size for breaking asteroids without destroying valuable minerals).
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Klord
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Post by Klord »

DrBullwinkle wrote:Correct. Miners do not break asteroids (although they do break rocks, as garry34 points out).

Breaking asteroids is one Prospector feature that I intentionally left out of Mobile Mining Mk2. In most sectors, the player should carefully select which asteroid(s) to break. Otherwise, the miners could destroy a juicy 70-yield Silicon asteroid, which would be much better suited to installing a mine.

It is a one-time task for the player: Fly in, break whichever asteroids you want mined, start your mining wing, then go do something else. All that is required is a few Hornet missiles (they are the ideal size for breaking asteroids without destroying valuable minerals).
Mmmm...thats not bad. Well I dont have anything else to do. All plots are done. Caped a Boares.
May be now its time to some mining...
No weapons, no destruction...the peace, the Gonar style. 8)
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Post by DrBullwinkle »

Klord wrote:[I dont have anything else to do. ...
May be now its time to some mining...
Mobile Mining Mk2 can do some things that Prospector cannot: The "Homebase" can be a military ship and MM Mk2 supports wings of miners.

So a fun thing to do is to take a wing of Falcon Hauler miners into Undefined Space in a frigate that has main guns (not a Panther). A frigate has much stronger shields than a TL, which makes it great for busting rocks "head first". And the front guns make it easier to break up even more rocks.

If you have to clear the sector of Xenons, then that doubles the fun.

Kurush's Kha'aks in UFJD may further increase the fun. :)
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Klord
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Post by Klord »

DrBullwinkle wrote:Mobile Mining Mk2 can do some things that Prospector cannot: The "Homebase" can be a military ship and MM Mk2 supports wings of miners.

So a fun thing to do is to take a wing of Falcon Hauler miners into Undefined Space in a frigate that has main guns (not a Panther). A frigate has much stronger shields than a TL, which makes it great for busting rocks "head first". And the front guns make it easier to break up even more rocks.

If you have to clear the sector of Xenons, then that doubles the fun.

Kurush's Kha'aks in UFJD may further increase the fun. :)
I can use the Aran.... :idea:
Wow...why dont I get this idea before. I can drown in nvidium. :shock:
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Klord
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Post by Klord »

My miners wont unload minerals to the homebase. I have 5 Falcon Haulers assigned to an Aaron. They started as a wing mining in an UFJD sector.
When their cargo bay is full....I receive messages telling they have finished their work, but nobody is unloading minerals to the home base to continue the operation.

They have all the necessary requirements. (but no transporter device..its an Aaron they can dock)

Am I missing something here ?
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Post by TurokGMT »

Did I just go full retard, or is there no download link in the OP, or anywhere else in the thread?
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DrBullwinkle
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Post by DrBullwinkle »

TurokGMT wrote:is there no download link in the OP, or anywhere else in the thread?
The download link is on the first page, immediately below the title.

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Post by DrBullwinkle »

Klord wrote:My miners wont unload minerals to the homebase. ...

They have ... no transporter device..its an Aaron they can dock
Both homebase and miners require transporter devices.

I do not know why the miners require transporter devices (they are required in the vanilla script).

In a future version of Mobile Mining Mk2, I may change it so that either the homebase or the miner must have a transporter device, but not both.

Thank you for your report.
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Klord
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Post by Klord »

DrBullwinkle wrote:
Klord wrote:My miners wont unload minerals to the homebase. ...

They have ... no transporter device..its an Aaron they can dock
Both homebase and miners require transporter devices.

I do not know why the miners require transporter devices (they are required in the vanilla script).

In a future version of Mobile Mining Mk2, I may change it so that either the homebase or the miner must have a transporter device, but not both.

Thank you for your report.
I thought they will dock & drop the cargo... :headbang:
You should put that (transporter device) in the "requirement" list.
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