Space Engineers

Space Engineers

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Blue Crab Miner
   
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Type: Blueprint
File Size
Posted
1.614 MB
6 Feb, 2019 @ 4:35pm
1 Change Note ( view )

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Blue Crab Miner

In 1 collection by Spaceman Spiff
Mining Ships and Vehicles
80 items
Description
The vanilla (modless) Blue Crab Miner is a pressurized, small-grid mining vehicle with articulated drilling arms that enable precise control over the tunneling and/or drilling operation. By adjusting the drill-arm angle, the operator can control the rate of descent and, once in an ore pocket, adjust the drill-arms so that it's mining level. An LCD screen displays drill-arm angle above and below horizontal. The relatively short, but wide wheelbase allows for a relatively tight-radius turn for mining in cramped tunnels.

Stone is sorted and dumped from two large connectors on the rear of the drill-arms. These large connectors dump stone at a much higher rate than small-grid ejectors, so stone never gets passed into either of the two large cargo containers. Due to the fragility of small-grid drills, fore and aft atmospheric thrusters are necessary to provide precise thrust control thereby minimizing the potential for damaging or destroying the drills.

When tunneling (select drills and right-click the mouse), setting the drill-arm angle to 10° will result in a shallow descending tunnel. Adjust the drill-arms up or down for fine-tuning the machine's levelness during mining operations. Setting the drill-arm angle to a high value will allow the player to scrape-mine a ceiling.

NOTE: If you fill the cargo containers to capacity and start filling the drills, it's possible to over load them to the point where the drill rotors will no longer function, i.e., tilt the drills up or down; they will just drop to the ground and you'll be stuck. You must either unload the drills or increase the torque capacity of the rotors (or both).
11 Comments
Spaceman Spiff  [author] 14 Mar, 2019 @ 8:26pm 
That's a great suggestion. Thanks.
JDaremo Fireheart 14 Mar, 2019 @ 7:05pm 
don't know why I didn't think of it when I posted a little while ago . . . about that "Over-Filling" issue. you could always add this script to your Miner. I've been adding it to all my Miners & Grinders.
Ship Drill Full and Ship Grinder Full Indication V2
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1670926368
Spaceman Spiff  [author] 14 Mar, 2019 @ 5:09pm 
It's kind of a crap-shoot to get it working smoothly (i.e., adjusting the drill angle), but I very recently mined a whole bunch of different ores at different depths and was pretty satisfied with its performance. I was able to tunnel around enough to easily provide sufficient clearance for turning around and other assorted tricks, and never once broke a drill or damaged anything. I have found, however, that operating the little bugger in third-person view results in the image shaking all over the place; I don't see that in first-person view.
JDaremo Fireheart 14 Mar, 2019 @ 4:27pm 
Good little miner, but she gets a little wiggle to her when angled down. Only tried it on ice so far though.
Spaceman Spiff  [author] 13 Feb, 2019 @ 6:27am 
I tried that, but it wouldn't lock and I got an error message saying SE cannot merge the main grid with a subgrid that was part of the main grid.
Seixeiro 13 Feb, 2019 @ 5:52am 
yea there's a way to do it but its kinda funky you would have to build 2 merg blocks 1 on the arm and 1 on the body of the rover and than after you get them to connect it will let you build light armor blocks to connect the arm to the rover to get it all on 1 grid.
Spaceman Spiff  [author] 12 Feb, 2019 @ 12:59pm 
Note that I just tried locking the main body and two crab arms together using a merge block assembly. Nope. The merge blocks will not engage a subgrid that's part of a main grid.
Spaceman Spiff  [author] 11 Feb, 2019 @ 1:55pm 
I started playing multiplayer (for the first time) with a couple other guys about a week ago; they wanted help building one of my creations. That's when I fully understood that subgrids are not being projected. I hope Keen fixes the problem.
Seixeiro 11 Feb, 2019 @ 12:40pm 
Dang, alright ty.
Spaceman Spiff  [author] 11 Feb, 2019 @ 11:29am 
It's an unfortunate problem right now that I hope SE fixes. You're stuck building the claws manually. Sorry.