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I was using a bunch of other miners (DerMakrat's ships) and I kept wondering why a bunch of them would fall off the docking ports at the same time, it was due to them being in recharge and when I'd undock it'd undock all the other ships of same name.
Too bad there's no "Name your ship" window that pops up when selecting a blueprint that could generate group names and name parts based off that string.
That was one of the reasons I have the PB's turned off in the blueprints, so that the script don't potentially trigger things in the wrong groups
If you're not playing on a dedicated server, some things you could try are:
- decrease the forward and back work speed → this creates a slightly wider tunnel
- increase the Width / Height overlap → less chance of leaving a small piece of voxel terrain floating somewhere that the ship can get caught on.
- Make sure that the position you’re starting the job from is directly above and well clear of the terrain you’re going to be mining → if it is too low then there is a possibility that the miner clips the edge of the hole its drilling on the way back to drop off its load, and can tip over
Hope at least some of that was helpful!
It ended up being really useful for clearing out big chambers for my base without the minor hassle of dumping the stone or disposing of a couple kilotons of gravel crates. ( ^-^ )
It's likely that it could go a little higher, but with really small ships PAM gets weird about calculating the cargo. It seems to include things like the rover seat, even though it's impossible to use because "no conveyor ports." 80% seems like a "safe" amount though, and it will make collecting enough materials to jump to one of the really big quarry miners much faster. ( ^-^ )
As for the drills off when reversing, I think that is a very cunning solution for the smaller miners, and will also include that setting change, so thank you!
Maybe I also need to do some hybrid thrust quarry miners.
Inventory setting shouldn't really matter, as the multiplier affects the weight as well, but I also do all testing/playing on realistic settings.
I think with this series of miners specifically it's partly just an unfortunate combo of game mechanics and slight oddities in how PAM runs. At 40% cargo it works *most* of the time. Except that once in a while it seems to gulp an extra few thousand stone or ore and suddenly it's way too heavy. And by the time PAM shuts off the drills the extra weight drops it and fills the inventory entirely.
It doesn't happen with the bigger miners, because it takes more than a fraction of a second to fill 10% of their cargo.
For now I did a quick update, adding an extra three thrusters and a few cosmetic changes. It seems I'll have to go through the miners and check they still have enough lift.
Also, what planet are you on? all of the current ISL mining ships were released before Pertam, so they won't work right there. I will do another miner series for high gravity, low atmoshpere planets.
I will try the suggestion from below and rip off the merge block to install some more thrusters there. But I'm afraid Gimpy is probably going to have an industrial accident as soon as I can build one of the larger quarry miners. ( O.O )
However, since its automated and pretty much set and forget, the lack of cargo space shouldn't be too much of an issue for now, as it simply means a little bit more back and forth for the drone, with no work on the player's side after initial set up (hopefully).
Glad you like the ships so far though! And if you come up with any ships you think are cool I'd love to see them!
2/2
1. I have done quite a bit of testing with it, it should have enough lift to do the job, while being as cheap as possible. Is it crashing or failing to lift? or just sluggish? If its not able to fly properly then I can update the blueprint to include a few more lifting thrusters (I had to do a similar thing with the MK 1 tunnel miner). Alternatively you could lower the fill percentage PAM uses before it returns to drop off cargo.
2. Yup, its supposed to be the simplest, cheapest miner I could functionally put together for earth/moon starts, unfortunately I can't do much about PAM's drill balancing without adding sorters to the build and therefore adding a bunch of unnecessary PCU.
1/2
1. Seems to lack upward thrust with the default PAM settings. Slow acceleration on earth when the drills are full of ice, which makes PAM very slow in between nodes with altitude change. I replaced the merge block on the back with 3 thrusters and it's MUCH faster. Not sure where to place these in a cleaner build, but I think this bp would be better with at least a couple more.
2. Drill balancing from PAM seems to have a hard time. Maybe because there's no storage? The last drill takes forever to fill. My solution was to reduce PAM's max load parameter, to have it just bail on the job earlier, but I wonder if there's another solution.
3.Capacity is just kind of low. I'd love to see a slightly heavier-duty version of this build that sports a couple of cargo containers.
Thanks for making all these! Definitely inspires me to trying to come up with some similar designs of my own.
Otherwise you'll have to talk to Keks, he is the one who wrote the script, I just designed this ship.
You could ask him on the workshop page for his script, it should be linked on the right under "required items".
It would be nice if Keen would add some sort of projector memory so that you could setup a blueprint and the projector would remember all of its settings for that blueprint so you didn't have to set it up again each time.
Also sometimes the toolbars will be there, sometimes they won't (when printing from a projector), unfortunately I don't know of a proper solution, but if you find one please let me know!
When projecting to build in survival this initially projects upside down. Also, after building in survival toolbars 2 and 3 seem to be empty.