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They still seem to wander off to max distance, rather than mining the PLENTIFUL resources in "The Void - Graveyard of Antigone". Quite strange how that logic works out of the box.
Will try to come up with a form of blacklist to try and force them to stay close to the station. Just unsure how that would work if I actually do manage to mine the sector dry. Unlikely in The Void, but not imposible. It does have really huge stacks of stuff, but not limitless.
Kinda strange that a 1 star manager does a better job in this szenario.
Or you could use your in-game tools to get the miners to do what you want. You're basically making a suggestion like a 1-star player and that can't figure out how to use the game effectively so you're going to use a 1-star solution. Or you could use the 3-star player solution and set up blacklists, repeat orders, local autominers with self-only trade rules, any of the variety of solutions available to you.
I just ponder why the station has a "mine for station" feature, that seems to work worse the better the manager gets.
Yeah, I can do it all myself, but I wanted to check if I was missing how this station feature is working. Seems like I don't miss anything, it is just not working well. So the workaround is not using it and doing blacklist stuff.
Followup question:
I like the station miner stuff primarily for the fact that my property list gets cleaned up and they all show up unter the station tab, rather than in a long list of random ships (I know I can rename them and give them a fitting name and numbering).
So, can I do a mining fleet? Like they all follow ONE miner and follow the same orders the primary miner does? So a fleet of mineral miner, one for gas, one for ice... whatever? Would that work, or would I need to give each and every ship the same orders and blacklists, along with a naming scheme to sort them in the property tab?
Because it doesn't. You're just missing some key information that makes you think that it is worse. Like I said - lots of factors here. Contention for asteroids, waiting, star level of the pilot. Being able to fill the ship as fast as possible without moving around a lot, etc. Time it. Put a ship on Repeat Orders in the location that you think should be the most advantageous and set it to start right when you see a station miner leave the station. See which one fills up and returns fastest. Make sure both ship captains have the same stars for all their attributes. And the same crew stars too (easiest is just to get two brand new ships).
That was exactly the reason I started this topic, after I investigated why the station miner was doing so much worse. They simply ignore 3 stars resource beacons in the same sector, if they find a 3,1 star beacon 5 sectors away.
You can cry and ♥♥♥♥♥ about "having to do the managers work" all you want, but that's not going to make your miners efficient. And if you're hoping for the issue to be fixed in a patch you better get settled in for the long haul, because it's far from new.
If you want your miners to work properly it's either station miners with activity/travel blacklists or sector automine with a trade blacklist to only sell to your own faction.
It may not be good game design but that's the reality of the game as it is. Complaining about how things should be won't solve OP's miner problem.
In just about every other circumstance your hindering the NPC's ability to do their job unless you're trying to manage resource consumption on a galaxy wide level (e.g. mining all sectors dry, so no point to them going outside home sector).
Even if the further sector has double the yields you still come nowhere close to breaking even, let alone getting ahead. And that's with M miners, with L miners it's even worse.
The scripts that determine where a manager sends his miners either don't account for travel time at all or don't do so effectively.
Either way using blacklists properly can easily halve the number of mining ships you need, if not more.