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One thing you can try is to leave them in station and then get them back on duty. Not sure if this will help, but it worth to try it.
I built a silo in the middle of Void Starcross and sat next to it ready to empty it when they drop off. I set three miner specific mercs to auto mine. They fill their holds once, drop off once (which I promptly emptied), fill their holds again, then fly out into deep space without a course change or turn, never returning so long as they are still set to auto mine.
also, transport mercs will move the ore from the silo to the nearest station for you ;)
I got three new mercs, two miners and one transporter. I set them up to do their thing and left for a couple hours. When I returned, the two miners had mined and deposited everything in the vicinity of the silo (but not in the entire sector) and were again outside the map in deep space. The transporter was still working hard moving rock into the nearest station.
Notes:
The miners without a transporter, even if I am clearing the silo, went off the map after the second time they filled their cargo holds.
Without the silo, they filled their holds once and went off the map.
With the transporter, the miners do their job within a some radius (I assume) of the silo.
So afk automining requires at least level 1 structure build operation skill, the platform to build a silo on, a miner merc, and a transporter merc.
Thanks for the response, Momo. I'm really enjoying the game so far.
at least the, running off into deep space. you would think if they get full they should come back to either you, or to a station. I wonder if they're just trying ot get to a different silo or something to offload, but for some reason don't know ot take the warp gate
The system is a great idea, but the execution seems a little confused for now. I intend to build a station in a zone without any default stations and see how it goes there.
I have a station and a silo built in WH. I have two mining ships and one transport ship, all the rest are warships. All ships are placed on an auto-task, my personal ship is with modules turned on, "attacks the current target" from top down panel (the hidden one under the modules) and with only to target he Raiders, nothing else - no loot or stations, just raiders.
The miners do exactly what they should - mining like crazy, drop the cargo around silo and continue until I stop them. Transport ship just can't keep whit two of them, but it also just transport minerals from droped cargo to my station. Everything else patrol the sector and engage incoming raiders. My ship is fully autonated that way - just have to be sure I don't have anything in target list except for raiders.
Don’t know if the fact that there is no other stations around or there are plenty of resource or anything, but the things seems smoot and corect in my game. Also, my mercs are custom one, they are most from Dreadnought class with good passive range and this way they have minerals in their target range most of the time. Maybe that's the thing too
* edit - i think there's one thing that should be mentioned - i start new game and import my pilot after every patch, this way I am sure that the new stuff and improvement over the old stuff is applyed to my game. Atleast with some of the old patches there was requirement for new game for some of the improvements to work. Maybe, just maybe this can fix it for you if you didn't start new game after the last patch.
if you get the mercs and game in that state of 'confusion' again, please save and email me the pilot save folder. it will let me track down the issue much faster than trying to replicate. jace at astrox imperium tot corn
You can use existing npc mods or you can make your own ships and with little .txt edit to make merc to use them. Astrox is rather mod friendly game even for beginners (like me, for example). And if you need any help, there's Discord chanel with ppl willing to help and answer any question.
You got it. Pilot save folder zipped and sent, with a little more explanation in the email.
EDIT: for clarity, I am using eXperimental mod with added ship mods.
So Mercs WILL NOT mine mission asteroids? I'm having trouble getting a hired merc to do this, so I'm assuming this is true. The ship I chose has no active slots so I'm not about to be able to do these missions myself, and half the missions for the faction I want to focus on first have been to mine or scan.
Anyone know of something I can edit to undo this, or will it break mission progression?
The other issue was multilple mercs grabbing bits of the mission ore, then struggling to compile the ore back in one spot to turn it in.
i think i need to make t so that the merc CAN mine the mission rock, but if killed, the cargo will persist , allowing you to go get the mission ore from the dead merc. perhaps preventing multiple mercs fro harvesting at the same time. i think that makes more sense.
Ah, thx for confirmation and explanation. Makes sense, and sounds good. Cheers