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and gratfull that it is very easy to aply
i dont know what to change i will likly need help with it but i dont mind changing it if you show me
or add it to the script if you think others mite use it
If you are capable of modifying the script, go ahead. Or do you want me to make an option for drill cargo space?
is it hard to get this scipt to look in drill cargo space as well
my new ship is 90% stored in the drills
for the time being i've just put another timer on as a one-shot to start the disconnect timer rather than just trigger it, to allow for offloading time
It senses that the station it's connected to is not below 10% and via the timers i've set, switches over to battery management to decide whether or not to disconnect, rather than seeing that its containers are full and waiting till ofloaded to check
I will either update this script or make another one for drone use that
1) uses local containers/batteries only
2) does cargo and battery in one script
3) will turn off thrusters (local group) when connected
4) turn back on thrusters (local group) when disconnected
4) set batteries to charge when connected
5) set batteires to discharge when disconnected
I have all this in my mk3 miner script, but it is exposed seperately.
One that works like the cargo system would be amazing, allowing my drones to abort if power starts getting low, and restart their run when fully charged.
A zero trigger would be awesome for making sure a drone doesn't leave base with much of a previous run's load on board, but i'm sure I can work with Below 10%
I posted the battery script from my mk2 miner. It triggers a timer at 20% battery.
Did you want something that works more like the cargo one?
And did you need to Cargo to zero % trigger?
Would it be possible to get a similar script for batteries instead of cargo percentage?
I use a third to keep the 'cargo high' timer from getting ran every time while the cargo is still high.
So 'Cargo Above 80' is what stops the mining. It also turns itself off so it will be triggered again.
'Cargo Below 70' would resume mining.
'Cargo Below 80' turns 'Cargo Above 80' back on so it can be re-triggered.
Your 'reset' mechanism should turn 'Cargo Above 80' back on.
Cargo pct depends on the number of cargo modules and how much ore is collected on each 'run'. You want to set it just high enough to prevent starting a run where the ore would be wasted..
Survival with 1x inventory is the hardest because the cargo space is much more limited, but the ore collection amount is (pretty much) the same.
You'll need to create timer blocks with the name set to the cargo capacity you want to be triggered.
Note that the code triggers the timers on each run. See my miners for examples of use.
From the description above:
The timer blocks are automatically triggers at the specified percentage in the name. The percentages are every automated ten, so 0, 10, 20, etc. through 100. Blocks are triggered for being above or below a specified percentage. So, “Cargo Above 80” will be triggered when the cargo percentage goes above (or at) 80%. “Cargo Below 80” will be triggered when the cargo percentage goes below 80%.
In the example above, "Cargo Above 80" is the name of the timer block to be triggered.
If you have a ship you want me to look at, go ahead and give a link.