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However, the weird part, is that the programmable block got destroyed...and the ship still moves...on it's own...without the script... I think my ship has become self aware? lol.
That's really weird.
My miner is returning home because of this and does not mine ore.
In the lower right corner is the actual weight without ore.
How to fix it?
the simpliest fix is to disable the weight monitoring (Behavior settings -> Weight limit -> Off)
But i am wondering, is the whole path + homepos + job in space or on a planet? Because there is no gravity on the screenshot. And when there is no gravity then the weight monitoring should be passiv and should not calculate a max weight.
Did you have tried to re - set the path, homepos and job ? Is the issue still the same? And how much "modded" is your game?
Here is a list of mods.
https://pp.userapi.com/c851128/v851128275/5e3a9/5XGqLU0zqYA.jpg
Maybe this script does not understand something. I'm still in creative mode
these are very hard conditions for the script at all.
The script is written for and tested with vanilla ships. So i cant say if the script can work with all the modded blocks you have installed.
Also a interplanetary flight is a challenge for itself. It is possible but the script is not completly optimized for that.
The best way is to disable the weight limit and find a good value for the maxload setting (to avoid a too heavy ship on the planet)
Also In creative is the inventory size infinity, i have added static values to the script so it can simulate the load of the inventory in creative as it would be in survival. But also here, it is only tested with vanilla blocks.
I understand that the mod is in development.
I thank you very much for your work. This mod is very necessary and useful. And I hope over time this problem will be solved. I wish you success.
this is a normal behavior, if the battery settings is not set to ignore then the ship will always wait till the batteries have charged up to 100% befor it starts undocking. (the percentage settings does not matter for this, it just needs to not set to ignore). The batteries are set to charge while the miner is docked, so they should be recharged quickly.
Total: 1561 / 50000 = 3.1%
Print = 0.1%
Broadcast = 0.01%
Scan 2 = 0.24%
Scan 3 = 1.46%
Inv balance = 0.09%
Update: 0 = 0.12%
Update: 1 = 0.25%
Update: 2 = 0.03%
Update: 3 = 0.05%
Update: 4 = 0.01%
Update: 5 = 0.71%
Update: 6 = 0.34%
Scan 1 = 1.21%
Fly to XY position 1 = 0.04%
Thruster = 0.4%
Gyroscope = 0.08%
Mining 2 = 0.09%
Returning 3 = 0.06%
Fly to path 15 = 0.13%
Fly to dock 5 = 2.37%
Approach dock 8 = 0.07%
Align 10 = 0.04%
Docking 9 = 0.06%
Unload 13 = 0.26%
I set up the job almost identically to the last one that failed although this job didn't fail. After inspecting the last job site I would guess it looked like it had managed to complete the job but as it was switching between finishing mining and following the paths back to base the script failed then. Although I could be wrong :/
Yes thank you, this is exactly what i wanted to know.
But sadly there is nothing unusual to see, it looks like it is a pretty small miner with not many blocks. The instructions count is pretty low.
Maybe you can let the screen active and when it happens again then you can paste the data here again.
I will check the code for the situation you have described.
I have never used that dev mode, just run it in the normal vanilla - default version :)
Are they just getting the "error too complex" and freeze at times?
I am using the nanite mod. I have 3 autominers set up.
This is currently a real problem, it seems like that this mod lets crash programmable blocks randomly. You can check if you are using the latest version of the mod, i know there are different versions of it in the workshop, make sure you use the offical and maintained one.
Then you can check the instructions count of the script in the menu:
Menu -> Info -> 2nd Page -> Max. instructions (normaly a miner needs not more then 15%)