Space Engineers

Space Engineers

[PAM] Path Auto Miner | Automated Mining, Grinding and Transportation | by Keks
 This topic has been pinned, so it's probably important
Keks  [developer] Sep 10, 2018 @ 8:37am
Bugs and issues
Let me know about the bugs you found. Preferably with a picture or some informations like: ship size, on planet or in space, situation etc. So this will help me to fix it.


Troubleshooting
First checkout the troubleshooting section in the PAM-guide, maybe there is already a answer to your problem.
Click here:
https://steamcommunity.com/sharedfiles/filedetails/?id=1553126390
Last edited by Keks; Nov 27, 2018 @ 8:23am
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Showing 106-120 of 479 comments
Pikabyte Dec 2, 2018 @ 7:03pm 
Of all the strange things I've seen in space engineers, this is the strangest. When using the miner, it seemed my ship was getting stuck, so i tried to mine it out, and then the script moved and crashed into it. Which isn't that big of a deal, not much damage was done.

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.
Keks  [developer] Dec 3, 2018 @ 2:59am 
The ghost of PAM will hunting you XD
That's really weird.
MrLaks Dec 5, 2018 @ 9:20am 
https://pp.userapi.com/c850432/v850432373/5e9d4/P2ZcX1uLlpg.jpg

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?
Last edited by MrLaks; Dec 5, 2018 @ 9:22am
Keks  [developer] Dec 5, 2018 @ 10:03am 
@MrLaks
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?
MrLaks Dec 5, 2018 @ 1:19pm 
The miner must drill a meteorite and then return to the planet. I calculated the power of the engines 80000kg if more it just crash.
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
Last edited by MrLaks; Dec 5, 2018 @ 1:29pm
Keks  [developer] Dec 5, 2018 @ 4:47pm 
@MrLaks
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.
MrLaks Dec 5, 2018 @ 5:10pm 
Yes, I have already verified that a ship falling on a planet is not trying to slow down. I set the maximum load to 20%, it turned out about 80000kg and turned off what you were talking about. Only on the planet works normally.
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.
Omega Dec 9, 2018 @ 7:00am 
I'm having some issue with the battery management. I'm only using batteries and solars on my base and only batteries on the miner (due to scarce resources). But it wants to charge the batteries as soon as its docked, even at 99,5% just now, and never goes out again (or at least a very long time goes by) before it starts up again. If I set battery recharge to ignore in behavior, it flies away directly. Even with the base batteries it has more than the percentage needed. Anyone have that issue?
Keks  [developer] Dec 9, 2018 @ 7:46am 
@Omega
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.
Last edited by Keks; Dec 9, 2018 @ 8:48am
DarkRubberNeck Dec 10, 2018 @ 2:41am 
I am not sure if this is the information that you asked for but this is from the second monitor you told me to setup -

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 :/
Keks  [developer] Dec 10, 2018 @ 3:09am 
@DarkRubberNeck
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.
DarkRubberNeck Dec 10, 2018 @ 8:16pm 
Do I need Space Engineers running in dev mode to do this? As I will probably create a few more of these ships and one of them is bound to have the script fail and drift off into the void of space XD
Last edited by DarkRubberNeck; Dec 10, 2018 @ 8:16pm
Keks  [developer] Dec 10, 2018 @ 11:48pm 
@DarkRubberNeck
I have never used that dev mode, just run it in the normal vanilla - default version :)
SillySil Dec 12, 2018 @ 2:43am 
My automated miners sometimes stop responding and just start drifting away (ussually hitting an asteroid and exploding). I caught one drifting away into a gravity field so I couldn't catch up to it, loaded a backup save and saw him 5 kilometers away from his mining field, when I rushed to him, he was apparently woken up and he started going back to his job. I was wondering why they sometimes disappear.

Are they just getting the "error too complex" and freeze at times?

I am using the nanite mod. I have 3 autominers set up.
Keks  [developer] Dec 12, 2018 @ 2:59am 
@makruklive
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%)
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