[SCRIPT] Auto Debris Harvestor v2.01 by Nividium 10/20/2007 UPDATED
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Ok, here is an update. Seems I screwed up with the new version and had the code check array size as a means to determine if there are any rock. Turns out arrays can have size but still be "null". So, I deleted all code concerning preliminary checking of Sector rock using individual arrays and appending. Replaced this checking with 1 find debris command that checks for "any" debris type with a yield > 0. Works good now. No more "Sell Energy Cells" when you assign a Harvestor to a Sector. Weird.
Anyhow it is fixed. As this is not a major "Version" update, the auto-update code will not activate, so you will need to "Standby" all Harvestors, then "restart" them.
Anyhow it is fixed. As this is not a major "Version" update, the auto-update code will not activate, so you will need to "Standby" all Harvestors, then "restart" them.
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I've installed the new version (without tinkering with it) and the ecells selling is still showing up, but as I watched, this went away. Its like that message is actually the ship being idle but the wrong thing is displaying ????
Also, is it possible to get the script to clear away all the debris with a zero yeild ? It doesnt need to do anything with dirt, just clear the debris as if it had. Part of the reason for running this is getting rid of the debris, not just mining the ore.
Also, I noticed that when you assign a homebase to a ship, it refuses to do anything unless the ship has soem of the ore or silicon or nvidium on board. Could the script not bother with that and assume the homebase wants it, regardless of it has any already ? The player has to take some responsibility for orders given.
Also, is it possible to get the script to clear away all the debris with a zero yeild ? It doesnt need to do anything with dirt, just clear the debris as if it had. Part of the reason for running this is getting rid of the debris, not just mining the ore.
Also, I noticed that when you assign a homebase to a ship, it refuses to do anything unless the ship has soem of the ore or silicon or nvidium on board. Could the script not bother with that and assume the homebase wants it, regardless of it has any already ? The player has to take some responsibility for orders given.
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Yeah I noticed that too, not a big deal though, I watched the miner and he did not go sell just went idle then went and bought e-cells..Kind of took me by suprise though the first time I saw my miner with the command "selling e-cells"..lolIts like that message is actually the ship being idle but the wrong thing is displaying ????
X3..The most fun a man can have...With his clothes on.
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Hmm...I did not see it do that with this latest 2.01 version, but obviously it is if you saw it do that. I am not sure why it does that. There isn't even a sell E Cells command in there. Previously, it did that because there was an error ie: I was using the "size" of an array to test if there where any debris in a sector (kind of a preliminary test before it zerod in on actual desired minerals. ie: to save time with not bothering to run code if there isn't any rock in the Sector to begin with, right. Well it turns out that an array "can" have size even though it has "null" nothing in it. Don't mistake that for "0" zero, I mean "null". Very dumb if you ask me. How can "null" nothing have "size". Anyhow, I removed all code associated with using arrays and made just 1 single check for all types of rock with a yield of at least 1. So, the code would end if there was no rock. Fixed. Now you say, it still does that? Can you tell me exactly under what conditions this happens and for how long does this "sell E-Cells" show and then vanish? Ie: The ship: does it have a Homebase, if so, is it a ship or a Factory. Is there enough free room on the ship. What mineral is it harvesting at the time. How many E-Cells where onboard at the time of the incident. What Sector was it mining in? Did the Sector still have minerals in it or was there nothing in there. The more facts you can give the better I can try to recreate the situation and understand what is going on and then troubleshoot the problem.apricotslice wrote:I've installed the new version (without tinkering with it) and the ecells selling is still showing up, but as I watched, this went away. Its like that message is actually the ship being idle but the wrong thing is displaying ????
Also, is it possible to get the script to clear away all the debris with a zero yeild ? It doesnt need to do anything with dirt, just clear the debris as if it had. Part of the reason for running this is getting rid of the debris, not just mining the ore.
Also, I noticed that when you assign a homebase to a ship, it refuses to do anything unless the ship has soem of the ore or silicon or nvidium on board. Could the script not bother with that and assume the homebase wants it, regardless of it has any already ? The player has to take some responsibility for orders given.
Well, that might be part of the reason why "you" are running the script, but you don't speak for everyone or have the same needs and desires as everyone. The script is a debris harvestor, not an eraser.
The Harvestor needs to be told what mineral to collect. There are 4 ways of doing that. 1) Make an input interface ie: 1 button that calls a script with a pop-up on it that asks you to input a number which represents the mineral you wish to harvest. 2) Randomly harvest and unload 3) Add the name of the Mineral to the Name of the Homebase Ship or Factory. 4) Have a sample rock/s in the cargo bay of the ship or HQ or Factory so it knows what to collect. Would you like me to code in all 4 options? How big of a Hard Drive do you have to hold the script? I made the decision to do it this way, now stop your complaining.
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I don't know if it's usable with XTM, TMX, JB7, 93J, or any of the 1000 other scripts and mods out there. Maybe I should hire a team of developers to test every concievable combination and run quality control beta testing for 6 months. You can't write scripts and have your script directory polluted with a bunch of other scripts, because a person will just screw themselves up otherwise. I have no scripts or mods installed whatsoever other than the Vanilla game install when I write scripts. Also, I never, ever, under any circumstances, test any of my scripts with any other scripts or MODS. I hope everyone will know that by now and stop asking me the same question over and freakin over again.maxfever63 wrote:Hi, Nividium. Is your script usable with XTM or is there any issues? Because I can't get it run. Thanxs.
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I use this script for what it was designed to do..It was designed to be a "free trader"and it does that damn well...I never have any problems with my miners getting killed as the AI is very good in keeping them out of trouble...I have 3 different flavors of this script on my hard-drive at this time..I play the first one...
@Apricot...In my opinion a script like this should be designed to be able to be used by all..That can only be done if it is designed for vanilla..I have observed your style of play (putting 20+ stations in your HQ) using your "Mule" (which btw I downloaded and promptly deleted because I felt it was way too overblown "for my play style")..with all that said, the fact of the matter is that you play "at the extreme"...If this is what you enjoy, fantastic..but, it is not the same for everyone else.
I am all for tinkering with scripts on ones own computer to suite ones style of play...But lets never forget that ones style may not be the same or the standard for all...Vanilla is a standard in itself and should remain the base always..
I have changed my ideology as to what is standard in this game to "vanilla", simply because I have discovered (mainly from Nividiums entrance to this scene), that new scripts continue to make this game dynamic.
@Apricot...In my opinion a script like this should be designed to be able to be used by all..That can only be done if it is designed for vanilla..I have observed your style of play (putting 20+ stations in your HQ) using your "Mule" (which btw I downloaded and promptly deleted because I felt it was way too overblown "for my play style")..with all that said, the fact of the matter is that you play "at the extreme"...If this is what you enjoy, fantastic..but, it is not the same for everyone else.
I am all for tinkering with scripts on ones own computer to suite ones style of play...But lets never forget that ones style may not be the same or the standard for all...Vanilla is a standard in itself and should remain the base always..
I have changed my ideology as to what is standard in this game to "vanilla", simply because I have discovered (mainly from Nividiums entrance to this scene), that new scripts continue to make this game dynamic.
X3..The most fun a man can have...With his clothes on.
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At least I think they are very similar, but it seems to me that this script has some advantage over the bonus pack script. My only worry is that it not will work with XTM or the 50 other script I probably going to end up running.
Thankfully I don’t need to install all the scripts from the start of a game, it seem to me that most of them can be put in later in the game.
Tore
Thankfully I don’t need to install all the scripts from the start of a game, it seem to me that most of them can be put in later in the game.
Tore
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Where is the Custom commands button?
Hi,
I installed X3R, then the latest patch, then the bonus package. I started a new game, "renamed" pilot to Thereshallbewings, got a little pause, then I docked at a station, saved... I quit the game, I installed the Script Manager, then installed the Auto Debris Harvester script.
I have some savegames from a previous install - those saves were made when the above script was working fine, and the Custom commands button was visible (I had to reinstall Windows since then). In those savegames, I had a Caiman Miner working as Debris Harvester. I copied those savegames to the proper folder, I can load them, but the Caiman doesn't have a Custom commands button any more, and it's not harvesting - its action is "Idle".
How do I make the Custom commands button visible (and the Miner harvest debris) again? http://forum.egosoft.com/images/smiles/ ... nfused.gif
Thanks
{Merged. jlehtone}
I installed X3R, then the latest patch, then the bonus package. I started a new game, "renamed" pilot to Thereshallbewings, got a little pause, then I docked at a station, saved... I quit the game, I installed the Script Manager, then installed the Auto Debris Harvester script.
I have some savegames from a previous install - those saves were made when the above script was working fine, and the Custom commands button was visible (I had to reinstall Windows since then). In those savegames, I had a Caiman Miner working as Debris Harvester. I copied those savegames to the proper folder, I can load them, but the Caiman doesn't have a Custom commands button any more, and it's not harvesting - its action is "Idle".
How do I make the Custom commands button visible (and the Miner harvest debris) again? http://forum.egosoft.com/images/smiles/ ... nfused.gif
Thanks
{Merged. jlehtone}