X Rebirth

X Rebirth

Professional Mining (Public Alpha Test)
37 Comments
innesbrad  [author] 9 Dec, 2017 @ 1:58pm 
Technically this mod works but its results are a waste because your ships mine faster when your not in the system because of the way the game works... does that help... @ wuwu yeah i could have ajusted that forumal once i found out but honestly my gaol was to making mining cool and i could have made it instant fil the cargo hold and didn;t want to do stuff like that...
Therium 9 Dec, 2017 @ 2:58am 
so yes/no this mod is Broken ?
MegaSkyHammer 8 Dec, 2017 @ 9:36pm 
after i thought about it it might just be simpler to adjust the standard to up the resources collected, and just never go near your ships out in the field. yeah you wont get any good visuals but you could atlest get faster mining. with it being broken i think that would be the only way to improve it without breaking it all down and comepletely overriding the base standard.
MegaSkyHammer 8 Dec, 2017 @ 9:33pm 
uggg that soooo broken, sigh, it would be intereting if they could have just done an eve style asteroid belt and mining system, but with auto for the player owned ships. im really worried about this next title coming out
innesbrad  [author] 8 Dec, 2017 @ 8:08pm 
yep basicaly the galaxy says it has the resources in it but the scan function of a ships auto pilot can scan 2 billion miles and find no new object and no ojects contain any of the resources... now if it can find the object we usee multi targeting with the lasers and we could mine faster while watching but not faster than the no player present algoritum which just adds resources ot the shiip every minute... as long as the ship lives...
MegaSkyHammer 8 Dec, 2017 @ 8:02pm 
game dynamics and resource allocation broken/
blame devs.
innesbrad  [author] 8 Dec, 2017 @ 7:59pm 
it was a test and the conclusion was yes it could make mining a alittle less wasteful when your present near the ship that is mining but the developers goal was to get the ship away from the user to use a second mining algoritum that cheats in a sense because when the galaxy is scanned the resources dont exist but do exist at the same time... it was somethign we couldn't over come...
Therium 7 Dec, 2017 @ 11:33pm 
is this mod uptodate anymore ?
Furykuiku'l 17 Jul, 2016 @ 10:23pm 
this mod is working almost too well my last game crashed due to the stations in the zone i was in getting too much ore the error message said something along the lines of fatal script error unable to sell items due to stations being full then the whole game shut down
MegaSkyHammer 24 Jun, 2016 @ 5:24am 
something i am deeply interested in is auto mining, without player interactions. like stations mining or maybe a program like auto miner and auto trader?

i dont want to micro manage 30+ ships X.X
i dont mind handing them over as there built to an auto miner or maybe a ship that handels the auto mine of up to 5 ships and then just add another or something like that,
the auto miner thats out right now seems to work ok.... but the ships added to it clutter up the assets you own window.

just a few things that might be cool with this new mine mod of yours, i really like what i seen,
but it sounded like id be doing alot of micro managing. X.X even 1 ship that i have to micro manage or be there for it to mine would keep me away from other things that need my attention.

Furykuiku'l 6 Apr, 2016 @ 4:23am 
this mod looks good keep it up as my massive mining empire has ground to a halt half the ships are just sitting there doing nothing all have the full stuff needed to mine but do they no it takes like 24 hrs to get them to get anything done left the game on overnight and they finally reported they were full and i could sell the ore need a better and faster system
[MC]Tetron 1 Jul, 2015 @ 4:12pm 
I dont know if this helps, or if you already fixed it, but as for the mining drones perhaps you could have them tag each rock the way the player would in normal collection mode. Each drone hits a rock with a tag and then its removed from the list of rocks needing pickup. This should allow for the program to proceed as that rock would be checked off as removed.
innesbrad  [author] 11 Apr, 2015 @ 5:38pm 
my team has decided to put this project on hold for a bit we got a lot of other stuff going on in our real life jobs....
innesbrad  [author] 11 Apr, 2015 @ 5:20pm 
well the thing we wish to do is let the NPCs use this algoritum in the future because it will improve efectivity and reduce system recources because it kills useless rocks, the problem is makign npcs spawn crew they don't need and if we use a xenon method we can use it on any ship.
Jota 11 Apr, 2015 @ 2:24pm 
a Geophysicist and/or a Power Specialist should work for me.
innesbrad  [author] 9 Apr, 2015 @ 2:55pm 
we tried to make specialists... original idea was to have 2 new specialists, but lets just say making that kinda of entity is hard... we acttualy are hoping ot go the other way now and remove the pilots and use a xenon like control style...but its hard work and my team and i have had real ife issues slowing down this project
Jota 9 Apr, 2015 @ 2:39pm 
I like the two pilots need. A more profesional operation needs more specific crew. But... ¿Maybe another kind of profesional, instead of pilots?
Jakesnake5 8 Apr, 2015 @ 6:25am 
This looks interesting. I haven't gotten to the point of heavy mining yet, but anything that is better than vanilla scripts (and worls :p ) would be great.
innesbrad  [author] 3 Apr, 2015 @ 8:51am 
looks like something broke in the rare recource part of the script...looking into it.
innesbrad  [author] 2 Apr, 2015 @ 3:34pm 
THINGS TO TRY (continued)
4. Sector Clean Up: we shoudl make it so that if your mining a resource and their are pebbles of that kind already busted up in the sector we start mining there so we don't bust large sections of rocks all over the cluster causign a FPS drop.
5. removing the need for the 2 pilots using hidden actors as detailed by Vim... worth a look, maybe NPCs can use this method too if we do it right.
innesbrad  [author] 2 Apr, 2015 @ 3:33pm 
THINGS TO TRY
1. Prioritization of Destroying EMPTY ROCKS for Mining Lasers. (maybe add a NEW List with only pebbles selected for destruction and have the guns shoot those first)
2. Mining Laser Targeting, we need a way to posible break out of the loop and shoot stuff closer in with out finishing the loop because we are busting up a lot of excees rocks.
3. Drone Launch Proceedure Changes: we need to try to pick up bigger pebbles first, would aid in fill up speed for smaller ships that can't transport all they mine. need to try to increase drone utalization...( am thinking we run ping out as far as we can till it is greater than the total number of mining drones or reaches max range, then we use the same method to jump out of the loop for the turrets to activate and add to the list at that range if the list count is greater at that current range than the current list size or something need to hash this out better)
innesbrad  [author] 2 Apr, 2015 @ 9:58am 
looks like im going ot need to make a change to how empty rocks are targeted... currently the drone script marks them for desctuction and passes them back to the lasers in the same list as all the other rocks... im thinking of making a new list that will only have empty rocks on it so that i can prioritize the destruction of uselss rocks over regualr rocks. in my tests after a while the number of rocks in the list gets so long that it takes forver for the lasers to get arround to the useless set. which leads to wasted system recources. i mean the script gets to them, but it is not fast enough at destorying pointless rocks in my opinion.... i think i can do better so i will try to do so.
innesbrad  [author] 1 Apr, 2015 @ 11:07pm 
Ok, looks stable... this patch was all about fixing the crew.... your ship now needs 2 aditional pilots that will act like specialists and run my scripts... if you don;t have them on ether the skunk or on the ship when you order it to go mining it will use the default mining method. also now the scripts should stop properly... thanks again Vim.
innesbrad  [author] 1 Apr, 2015 @ 10:44pm 
i should have a new test version shortly , its not going ot do much to the mining fucntions... its going to fix some of the crew stuff... ill give details when i finish checking it...mainly its vim's code...that boy is a mad genious... he makes me feel like i don't know squat lol..
Undertaker 1 Apr, 2015 @ 10:15pm 
Your script is already better than the original. I look forward to the next version, I will like to test this.

4) I have also tried a Scaldis, here there is another Egosoft problem. I stayed with the Skunk something at a distance, to observe the mining. After all used URV were started once again and returned to the Scaldis, the Scaldis stopped the mining for several minutes. Only when the driving of the Skunk was used, the mining was continued for 1 to 3 seconds later. If you fly around constantly, there is no such interruption. If the drive is switched off, the mining reproducible breaks down again. This interrupt can also be observed when standing at the Scaldis on the big ship's bridge. Why the mining depends on the utilization of the drive skunk, probably can not even explain Egosoft.
innesbrad  [author] 1 Apr, 2015 @ 6:52pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=402121543

thats the refinery, its super sized cargo bay probibly helps reduce some of the problems.... also we have has ships with no mining lasers givign a hand to clean up in these zones and because of the way our collection class of miner code works it helps clean this up pretty good... the trick is those can't have guns... to be classified as a collector...
innesbrad  [author] 1 Apr, 2015 @ 6:48pm 
as the ships finsih they shut down the drones but the lasers are still just chomping away at the rocks... we have fixed that issue on our non public version, mainly thanks to Vims help with the code. this was an early alpha test we have at least a month of work to do to get a lot of the stuff ironed out...
innesbrad  [author] 1 Apr, 2015 @ 6:45pm 
1. all the rocks it leaves behind have at least 1 ore in them, so are collectable rocks worth collecting... we might be able to clean up performance wiht multiple ships in the futre.... i have a few ideas... most of our lab tests have not had the problem your describing... but i can see how you could get a senario that would cause it quite easily... we have been doing testing using... the canteran refinery ship and a single fedhem... the fed helm was launched after the refinery ship balasted the rock and because it wass following closely it targeted the rocks that the refinery had already blasted... instead of carving its own path... also in this version the guns don't shut down correctly so thats part of what your seeing...
innesbrad  [author] 1 Apr, 2015 @ 6:45pm 
im just going to start with point 3. we don't actually have control of the drone path... its not acctually part of the mining scripts, its part of the generic docking scripts, lets jsut say while they suck when we apply the drone patch we are working on waitign on that stupid drone to dock to start the next list of wares should not cause a delay.

2. we acctually got about a 36 drone utalization in a test, droens flew 4km away from ship so had longer return time.
but , we have an idea on how to get better utalization, but its still in testing. we are going ot try to remove the wait between collection ware lists and maybe multi launch to help rapidly collect should their be enough objects....

Undertaker 1 Apr, 2015 @ 1:58pm 
2) Unfortunately, only a part of the URV will be used. Even if a Fedhelm over 50 URV has, I could only see a maximum usage of 21 pieces. The Egosoft script works to serial and to slow, the existing URV are never fully utilized. This error wasted most of the time.

3) The pathing URV is bad. Part of the URV flies directly by the Fedhelm. When a URV "drilling" the ship loses up to 30 seconds.
Undertaker 1 Apr, 2015 @ 1:58pm 
I have used this mod for several hours and observed a Fedhelm with and without this mod for hours. General problems (with and without this mod):

1) A Fedhelm produces too many small rocks, this has a very negative impact on performance. If the storage space is full, the Fedhelm leaves a huge amount of unused small rock. If several mining ships in the same sector, you can feel the loss of performance significantly. The performance could be improved if the number of generated small rock is reduced to a reasonable level. Perhaps the mining towers can be stopped when the number X is present in small rocks.
innesbrad  [author] 1 Apr, 2015 @ 1:34pm 
oh also have asteriod collison avoidance idea...that should help ships fly faster through the asteriod field.. will use the minings lasers to knock out any rock with in the 30 degrees of the nose of the ship while moving ... the goal being to reduce the size of the rocks the ship is trying dodge and to cause an explosion that might clear them from the ships inteded path... just a thought....
innesbrad  [author] 1 Apr, 2015 @ 12:14pm 
K we have now completed a lot of testing and we should be uploading a patch soon. our peliminary update will be to restore the engineer and defence officer to normal operation. Vim Razz lent us a big hand and we will be implimenting much of his sugestions on how to control the crew and stuff like that. we also plan to improve the drone responce. its good but we feel we could do better so we are going to try. now this next patch is unlikely to improve rare resource searches that problem is still being looked into. hope you enjoy this update and as always feed back and error logs are very welcome here.
innesbrad  [author] 30 Mar, 2015 @ 6:59pm 
future patches... will rework the drone launch code... right now its the bottle neck in the mining program... the launch proceedure uses a similair ping program to the laser targeting script trying to optimise flight times... but this has an unexpected side effect... at close range you will not have a lot of pebles so it causes a slight wait while it finishes collection of that list before it orders the colection of the next set...

this was done in an effort to not try to collect the same rock twice... we are going ot try to look into ways to speed the transfer between collection lists up so your not waiting on docking of the last drone before the next list starts. should be fun..
innesbrad  [author] 30 Mar, 2015 @ 2:26pm 
i had 1 ship mining ore... My Canteran Refinery, it has 6 mining lasers covering most of the frount of the ship... for 3.2km range in i would say 8 minutes it blasted 110 rocks from full size down ot pebbles and didn't even move the ship... then it began clearing the peebles that didn;t have any recources... it doesn't feel like a asteriod feild when a ship carves a hole like this around itself non stop....

now i also tested mining nirvidium and i see a slight glitch, it can get flying back and forth between 2 zones looking for recource.... eventually it finds somethign in one of the zones.... but by the standard in the spec sheet thats not aceptable... we will work on that... but in all fair nees i had about 1million nirvidium mines before that became an issue... yes that means i almost depleted the asteriod field even with its regneration.
innesbrad  [author] 30 Mar, 2015 @ 9:02am 
oh minign now needs all 3 crew... any less and your missign a function.
innesbrad  [author] 30 Mar, 2015 @ 9:02am 
This Is a Test version of our mining script, we are really looking for feedback to where things glitch and break. we have done a lot of work to get this far and its now stable enough where we think that it will be useful.

now we know of an issue that is if you save with this mod active and unistall the script will still run and tie up system recources, but other than that should have little effect if you just remove and reasign you defence officer and engineers from the affected ships...