Space Engineers

Space Engineers

ISL - Anguilla Tunnel Miner-IO 1540
30 Comments
Spite  [author] Oct 30, 2024 @ 9:35am 
Hey Tallonius and Freashkrypto
Thanks, glad you guys enjoying the ship!
Freshkrypto Oct 28, 2024 @ 5:35pm 
Nevermind, was as simple as the PB being turned off lol, my badddd
Freshkrypto Oct 28, 2024 @ 5:31pm 
Hey, absolutely love this miner, I can tell you put a lot of hard work into your builds, but I have an issue in that the PAM screen in unresponsive. Im going to try to reset up the buttons now but just a heads up! Keep up the hard work.
Tallonius May 14, 2023 @ 1:51am 
I love this little tunnel miner - great drill profile, decent cargo space, looks great and works fine on my moon. I've even used it as a cargo shuttle when in a jam - great design! Haven't used PAM yet.
Brain Jun 2, 2020 @ 12:37am 
I see. I haven't played single player for a while.
Spite  [author] Jun 2, 2020 @ 12:04am 
That is a problem with Dedicated servers, in single player the drills will push ore into connectors, on dedicated servers they do not.
Brain Jun 1, 2020 @ 11:20pm 
I found that the PAM mining action works better if you set max load to 85% instead of 90% (default) - the many connectors are not used as storage when the drillls push,m but they count towards load capacity.
Spite  [author] May 31, 2020 @ 11:24pm 
Also, what is your mining speed set to? If it is too fast, the drills will not have time to clear all the voxels. I recommend 1m/s work speed for all miners, as that is the speed I used for testing all 37 miners in this collection without issue.

You have two easy solutions to your problem:
1. lower the work speed to allow the drills enough time to properly clear voxels.
2. change the "overlap" setting in the PAM script (Although I have not ever had to use this).
Spite  [author] May 31, 2020 @ 11:23pm 
I have never experience that problem.

All the miners have been thoroughly tested without any issues, (also I have 1 Anguilla running an automated mining job right now). By that I mean I ran several copies of each variant through several different mining jobs each before uploading them to make sure this does not happen.

The only time I have encountered an issue anything like the one you are describing was when we left a miner with a PAM job that was far too large on a dedicated server (which may have also needed a restart) and it started leaving pillars between some rows, but even that ship never got locked on any voxels.

So, how wide/high was your mining job, and was it on a DS?
Brain May 31, 2020 @ 4:43pm 
This model leaves voxels sometimes during automated mining. at least once I had a rescue mission because the ship got locked in a drilled tunnel - and that involved grinding the drills to find the voxel.
Spite  [author] May 30, 2020 @ 11:12pm 
No worries, Glad you got it working
TheTonts May 30, 2020 @ 6:02pm 
Alright! Found the culprit!!! I was running an old mod which added a 3x3 "small" hydrogen tank (It was made before implementation of the "current" small h2 tanks) which caused the entire blueprint to freak out. After getting rid of it, everything is working fine :D Thanks for checking it on your end though. It works like a charm :D
TheTonts May 30, 2020 @ 2:14pm 
It's still messing up with the spawn... strange...it's always missing large Hydrogen Tank on it's right side, and middle drill, that's for the "notice'able" issues. But i think i have an idea what caused it. Probably an old Small Hydrogen Tank mod i used. I'll test it tomorrow and let you know of the results.
Spite  [author] May 30, 2020 @ 10:25am 
Hmmm, then unfortunately its a mystery to me, I do have a slightly different version (Just the paint Job) so I can try uploading that and see if it has all its bits for you?
TheTonts May 30, 2020 @ 10:17am 
Yes i do have multiple mods, but none of them affects parts of the ship in any way. Most either affect NPC's or add Nanites, everything else is vanilla. Will try to resub and see if that helps. Thanks for checking it out though :D
Spite  [author] May 30, 2020 @ 9:51am 
Ok, I just spawned one in and it looks like all the parts are there, same thing on the projector. But I did a quick re-upload anyway, just in case, so let me know if that helps!

Are you playing with any mods? Otherwise I have no idea why it would be doing that.
Spite  [author] May 30, 2020 @ 9:44am 
Sure, will take a look in a few minutes, sometimes a re-upload fixes it
TheTonts May 30, 2020 @ 9:35am 
I'm spawning the Blueprint via Creative, not a printer setup, just so you know where exactly the issue occurs
TheTonts May 30, 2020 @ 9:34am 
The Hydrogen version appears to be broken. some Hydrogen Tanks are missing upon spawning the BP, and one of the drills is missing. Not sure if it's problem on my side, or the BP is borked... Resubscribing didn't help. Could you check it out on your end Spite?
Spite  [author] May 30, 2020 @ 3:23am 
In these miners it would b a design breaking change to move the drills back. They were designed specifically to work with the printer set up included in the collection, if you are using a different design, you will have to account for that.

However it will only be a problem in the maximum length ships, which as far as I remember are the Anguilla, Atlas, Phoebe and Eos.
Spite  [author] May 30, 2020 @ 3:20am 
Feel fee to put your own projectors on any of the ships, but I will not be doing so here.

I would also question how you would repair a small grid miner in "Deep Space" that doesn't have any means of producing the parts needed for repair? these don'have any assemblers or refineries, so you will have to take it back to base for repairs anyway.
Spite  [author] May 30, 2020 @ 3:18am 
I leave the thrusters on as it has never caused me a problem before, and for when people just want to paste in the ship with creative tools. If your printer is moving like that, try turning on "Share inertia tensor" (although I have not had to do this in any of my testing).
Spite  [author] May 30, 2020 @ 3:16am 
Yes, I have been playing on a dedicated server for the last month with no problems. In fact I have used a projection of the printer on the workshop to make the one we are using now.

We have made two of these miners and did not have any trouble making them, or any other ship (5-6 other miners, 2 tetras, 2 Aquila bombers, 2 Atlas shuttles, 1 builder, 1 prospector, 1 excavator, and bunch more I don't remember).

The DS I am playing on restarts once a day, sometimes we manually restart it if the lag is getting too bad, however we have never had a problem with the printer.

I don't know what else I can do to test it, but it all works fine for me, on DS, Locally host MP, single player, survival or creative.
Brain May 30, 2020 @ 2:04am 
Do you try the printer in DS setup? What I found is that the sessions degrade - at the begin of a DS session everything goes smoothly, but if the session runs for a few hours it becomes crazy. It is of course possible that a mod is causing this.
I am not sure if that is possible, but can you check that your blueprints have all ion or athmospheric thrusters turned off? When they are on, I sometimes notice them to cause a resonance problem with the piston and go wild until something breaks.
Yes, repairing on the merge block with projection, I did that before. But this is more like a problem when your ship has lost thrusters and you are in "deep space"

In my base it would be a design breaking change to extend the printer but I do not print the miner ships in that huge number that I could not add some drills post fact manually.
Spite  [author] May 29, 2020 @ 11:57pm 
I have never experienced any kind of clang or destruction from the printer set up since I started using it in April last year.

It has not been a problem for me, but you could try going into your world settings and turning off sub-grid damage.

Moving the drills or mergeblock in this design would require repositioning conveyors, armor, thrusters and batteries, in particular for the atmospheric version. If you really want to keep your welder windscreen, an extra 3 blocks for a piston should not be difficult to fit into a base.

I have deliberately not included repair projectors in most of the ships (with the exception of the ships that are designed to see use in combat) to keep the PCU cost down and because there is an easy solution that does not require you keep a projector on each ship:

If you really want to repair a ship instead of just printing out another, you can just park it on the printer merge block and use that projector instead.
Brain May 29, 2020 @ 4:56pm 
The printer is in my space station and I do not really want to do a complete redesign on my station either. I found without the glass, the printer prints into the welder array and cause lots of clang and destruction. so glass is a must too. For now I prefer to finish the remaining grinders manually :)
BTW, it would be nice if the ships had a projector for later repair situations.
Spite  [author] May 29, 2020 @ 7:40am 
This ship is only just small enough to fit into the printer exactly (after a bunch of testing, this is as big as I could go and still get it to reliably print).

If you want to be able to print it with one piston, then remove the decorative glass, or if you want to keep the glass, add another piston. Making the ship one block shorter would require a complete redesign.
Brain May 29, 2020 @ 6:53am 
Hi, Spite, this ship is just one block too long for my printer. the top row of drills collides with the glass cover on my welders.
Spite  [author] May 25, 2020 @ 10:40pm 
Hello again Echo Mande, thanks, this is as big as I could go and still have it fit in the same factory. I see you have made your usual LCD refits.

I will be moving on to the utility ships next, so a larger salvager is on the to do list, but before that I am giving the pegasus series some attention.
Echo Mande May 25, 2020 @ 4:32pm 
Surprisingly nimble and the large storage makes it handy for piloted mining. I've taken to using it to mine platinum in a tunnel deep underground.

I hate having to look down in the cockpit to see the FSD though. I put a small panel outside the corner opposite the existing panel with the following custom data:

ShowStats
Panel 0
Agl-I Cargo,WideBar,noscrolling noheadline Text: Cargo
Agl-I Drills,WideBar,noscrolling noheadline Text: Drills
Agl-I Batteries,WideBar,noscrolling noheadline Text: Batteries


I also removed the merge block and moved the aft connector to its place. I put a LCD panel in the connector's old place with the same setup as the panel above. For field recharge/kickstart I put in a small reactor on either side of the (new) connector.

As far as new controls go I added sensitivity settings for the gyroscopes.

Keep it up! Will you be creating a grinder in this form factor?