X4: Foundations

X4: Foundations

Sanity - Sector Miner
56 Comments
Banda May 20 @ 1:13pm 
Doesnt work mimic command
Bombardo Dunski Mar 18 @ 2:46pm 
It works good! TY for the mod!
Alex_GranD Nov 8, 2024 @ 6:54am 
с 7,1 работает?
Akira_R Sep 6, 2024 @ 10:58am 
Yeah it would be great to see this updated for the mimic command.
Skycraft Sep 2, 2024 @ 10:13pm 
Good idea. I think need create job - Fleet Mine, where mining settings dublicated on fleet members from fleets boss. Vanilla job "dublicate" don't correct working on miners.

P.s. Sorry for my bad eng)
Freaky Bigtime Aug 20, 2024 @ 11:38am 
Mimic Commander seems to work with the Copy Behavior mod. Assign miners via Mimic Commander to a Sanity - Sector Mine commander. Then use the Copy Behavior command. They will then successfully mimic.
Vectorial1024 Aug 8, 2024 @ 5:00am 
Supposedly, each mod should implement their Mimic behavior on their side (at least starting from 5.0), so this is not a Civilian Fleets problem.

Civilian Fleets is intended to only handle the edge case of "commander suddenly died".
bonesbro Aug 7, 2024 @ 6:32pm 
This mod works great, but Civilian Fleets is retired in favor of the vanilla Mimic command. Unfortunately, the vanilla mimic command doesn't work on this mod, making this mod a lot less useful in 7.x.
Mechanical Jul 11, 2024 @ 6:02pm 
Works just fine.
Milan [BE] Jul 9, 2024 @ 3:40am 
Does this still work? I noticed that since SirNukes API mod is'nt updated anymore, alot of my other mods don't work anymore. Hate to keep playing vanilla.
Vectorial1024 Dec 1, 2023 @ 7:52am 
@Cleric

You may need to use the Civilian Fleets + compat mod to use Mimic, not sure if Sanity Miner itself implemented any mimic function
Cleric Nov 30, 2023 @ 4:17pm 
I may just be a bit dim, but it looks like when assigning a fleet of miners to Mimic the leader's Sanity order, they seem to just follow them around without mining anything. They get a red icon that says "cannot assist leader in order" that never goes away in the fleet screen.
Midraq AelNurr May 22, 2023 @ 10:41pm 
Is this mod compatible with 6.x, because I can't see it in my extensions ingame.
Mic Apr 14, 2023 @ 3:46pm 
Update for 6.0 would be nice. Thanks!
rubyismycat Apr 14, 2023 @ 8:50am 
Update please?
Kazamar Feb 21, 2023 @ 8:43am 
I have been trying to use this with Civilian Fleets. I have the compatibility patch installed. When miners are added to a fleet they will fill once, but after selling the product they will attempt to find minerals in the sector they sold in rather than the set anchor space. It works fine when not in a fleet though.
dupree0991 Jan 21, 2022 @ 6:37pm 
Does this work with mimik commander? It seemed like my miner was just following it´s commander istead of mining like he did.
HeshieokFasla May 23, 2021 @ 6:29am 
Why is it that when I install your mod my game suffers from unending instability, crashing whenever I try to save? I've been having issues for awhile now tbh, what mods are incompatible with this?
Hanalyd May 12, 2021 @ 5:24am 
Does this work with Improved Mining Operations mod?
Darth CareBear Apr 10, 2021 @ 12:41am 
There is a problem currently experienced, devs have confirmed this week on forum using a vanilla save, dedicated mining ships for you player station for some reason does not seem to mine the 2nd mining ware on the list of commander mining orders, will this mod work to assist with creating a dedicated miner ship for methane specifically, and ignore hydrogen and helium as a work around? im attempting to give a repeat order mining instruction as a work around hope it works, if not wanted to know if this mod can be a workaround to that bug?
sana[PP] Jan 5, 2021 @ 2:36am 
now it included in base game
Vectorial1024 Oct 2, 2020 @ 1:01am 
@latefrost

trade subscription is our interest here

in vanilla, if you fly close to stations then you will also get trade subscription; but using mods, it should be possible to place a "sector trade satellite" and get the trade subscription of the entire hexagon without actually revealing any stations, maybe this is what can be done
latefrost Oct 1, 2020 @ 7:18pm 
In response to the previous issue if you don't have the station revealed the ship will not trade with that station. I was playing around with the cheat mod to try and buff the ai's economy as they were being steam rolled by the xenon and there is an option to reveal all stations. If you do this the stations will be slightly grayed out and the ai of the ships won't interact with them. I do not know if there is a way to normally spot a station and not actually reveal it but this may have been your problem. I hope this is helpful to anyone else who has this issue.
Vectorial1024 Aug 28, 2020 @ 7:18am 
@DeuxAlpha

Yeah the miners should be at the "searching for resources" part, which is still controlled by the Sanity script. After finding valid resources it will self-issue mining/trading commands and the other relevant scripts take over, and so the question mark disappears.
Saron  [author] Aug 27, 2020 @ 2:02pm 
@SlapDickMcRunFast
Fo'Sho!
@Vectorial1024
I have noticed the giant question mark in my game after a ship is done mining or trading, but then would go on to target the asteroids or station depending on its next mission (leading me to believe that it is just calculating at that point)...
Vectorial1024 Aug 27, 2020 @ 7:33am 
@Helsenquark

The question mark is not from Civilian Fleets but from Sanity Miners. From some version, EgoSoft required all AI behavior scripts to have an icon. If no icons was provided a default question mark is used.

idk about the trading part though.
SlapDickMcRunFast Aug 27, 2020 @ 1:22am 
@Vectorial1024 and @DeuxAlpha, thank you for providing these mods by the way, it's really appreciated! :)
Saron  [author] Aug 26, 2020 @ 8:10pm 
@Heisenquark If you are using Civilian Fleets, that could be causing the issue (due to a EgoSoft update), although I believe he just came out with a fix. Haven't tested it myself yet, though.
Otherwise, I'm not sure what could be the issue. The script itself is pretty simple and mostly relies on existing Egosoft functionality.
Heisenquark Aug 25, 2020 @ 2:02pm 
Seems broken. Only thing that is happening:
A huge question mark appears on the map next to the miner ship.
They stuck with full cargo and searching for trading offers.

Right next to them in the same sectore are some shiny stations willing to buy the stuff.
Idk. whats wrong here.
Vectorial1024 Jul 31, 2020 @ 5:16am 
@SlapDickMcRunFast

I've opened a new Issue for this, but wont touch it for now, because Hong Kong demands my attention.

https://github.com/Vectorial1024/v1024_civilian_fleets/issues/43
SlapDickMcRunFast Jul 30, 2020 @ 11:10pm 
Apologies, yes the Civilian Fleets + Compatibility mod + Sanity Sector Miner
They work fine on a unit basis, but if I create a fleet, set it to the SSM role, the fleet members don't copy their leaders behaviour.
The fleet name also won't change to Fleet x Mining @ x etc
Saron  [author] Jul 30, 2020 @ 7:35am 
Fleet Manager? Do you mean Civilian Fleets?
SlapDickMcRunFast Jul 26, 2020 @ 1:01am 
Hey there! Thanks for the mod, but it's not compatible with the fleet manager mod. The names aren't gened when using sanity, and the subs don't follow the commanders. Works on an unit basis tho!

I have Fleet manager and the sanity mod integration mod too btw.
Saron  [author] Jun 20, 2020 @ 2:32pm 
@Frission Updated description in the Reasoning section to answer your question more explicitly. TL;DR: The difference is that you are still stuck mining in a single anchor sector, rather than the miner being able to look for resources some sectors away.
Frission Jun 20, 2020 @ 9:07am 
How does this compare to the Advanced and Expert automine scripts already in the base game?
Saron  [author] May 28, 2020 @ 6:07pm 
Mod updated - new versions for level 1 and level 2 requirements - annoyingly, I couldn't find a way to set them within the extension configuration. Seems like a limitation within the scripting engine, as the value does not allow for expressions or variables.
Alas, I needed to add a new mod for them. Also added a compatibility patch for Civilian Fleets. Don't hesitate to inform me if more oddities occur due to modding conflicts or otherwise.
Enjoy.
Saron  [author] May 24, 2020 @ 10:06am 
Greetings,

Fixing compatibility for Civilian Fleets will be the main priority for the time being. Thanks for bringing the issue to my attention!
Vectorial1024 May 24, 2020 @ 3:47am 
Hey there, Civilian Fleets speaking.

Currently, this mod is incompatible with Civilian Fleets. Since this mod modifies an existing AI-script, there is no way for CF to determine if the Sector AutoMine default behavior that it reads is the EgoSoft one or this modded one. There will be problems if CF attempts to read/write the extra parameter provided by this mod for users without this mod.

There needs to be something that can let CF determine whether this mod is loaded; a global variable will suffice.
Remie May 23, 2020 @ 5:09am 
I dont think civilian fleet mod works integrates well. Subordinates of fleet cannot recognize the commands of fleet leader.
Arquebus X May 20, 2020 @ 4:28pm 
That's a great idea!
Saron  [author] May 20, 2020 @ 10:22am 
[2/2] I think that, instead, I will take a little bit more time, and integrate the mod with SirNuke's Mod Support API . That way, it will give each player the ability to finetune the mission in whatever way they see fit via the extensions menu.
Saron  [author] May 20, 2020 @ 10:22am 
[1/2] I have thought about what you said in regard to level requirement while making the mod, and not making it simply ignore the things you mentioned. Like I've mentioned before, my biggest issue was that miners would just become stupid and sit in their sector, which you'd only notice hours later. I had thought of the pilot sending you a comm message, letting you know that they can't find anywhere in the sector to sell, so that you can relocate them or manually give them a sell request.
I like your ideas, but as @thebigj_a kind of hints at, I believe every player will come up with a version that would require me to slightly adjust certain parameters, and release yet another version of the mod.
thebigj_a May 19, 2020 @ 9:40pm 
Oh, I vote for the separate job thing Arquebus mentioned, too
thebigj_a May 19, 2020 @ 9:38pm 
can you just have the part that lets it mine multiple resources?
I personally like the leveling and level requirement. (I know, I know)
Arquebus X May 19, 2020 @ 7:59am 
p.s. - maybe provide an alternate version that makes this a different job? I don't know how easy that is to do, or how much additional work it would be to maintain, but it would satisfy both sides of the argument. :)
Arquebus X May 19, 2020 @ 7:57am 
That's why I think your mod should be gated to 1 or 2 stars. And since 1 star pilots are so easy to get or train, they are basically 0 star pilots. So I'd suggest making your mod require 2 stars.

(END)
Arquebus X May 19, 2020 @ 7:56am 
As a result, the effective distinction between your mod and the auto mining mod is that your mod requires attention from the player very occasionally. (Unlike the Sector Miner, which requires attention every time the miner needs to sell out of sector.)

So in practice, your mod and the default auto miner are very close together. But yours is zero stars, and the auto miner is 3 stars. This reproduces the situation that TaterTrade is in: completely circumventing the gating that was built into the game, while offering roughly identical functionality.

(CONTINUED)
Arquebus X May 19, 2020 @ 7:54am 
Additionally, the way the auto miner works ends up more or less pinning the miner to a sector anyway. Because trading is much more limited than mining (trades can saturate a market, but mining is infinite), auto miners will find a balance point where they're basically mining from the same spot anyway, until they run out of trading locations within range.

Since your mod does the same thing (pinned to a sector) that auto mining does when it's at equilibrium, your mod doesn't significantly differ from the auto mining 3-star function. Its primary limitation is that the player will occasionally have to move its pinned mining sector after he notices that the trades are saturated. But that won't be very common.

(CONTINUED)
Arquebus X May 19, 2020 @ 7:47am 
For some people, this is fine - they don't like the design, they don't want any gating, they'd rather not have pilot stars impact NPC functionality at all. They should play however they want, it's their game, it doesn't impact me at all. But I'm not one of those people. I like the design choice of having to level up pilots in order for them to be able to do certain things. Maybe they need to level up faster - but that's also been modded in multiple ways, and so it's a solved problem at this point.

(CONTINUED)
Arquebus X May 19, 2020 @ 7:46am 
Mods like this one and TaterTrade are really useful, and I'm glad they exist, and sometimes I even use them. However, they work around one of the design choices that EGOSOFT made - slow progression though NPC leveling - that, despite problems, is not a bad idea overall. Mods that take a gated function (like TaterTrade does, because it expands on AutoTrade, which requires 3 stars; or like yours does, because it fits between the functionality of Sector Miner and AutoMiner) and remove the gate (TaterTrade and this mod don't require stars to operate) bypass this design choice.

(CONTINUED)