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Drill Changes: Added a cargo container and added it to the group orecargo (see script change below)
Script Changes:
bug fix : removed a command that would reset the drill at each load of the game. Now it remains at the previous position.
* DRILL inventory protection: If your drill inventory would get full, the drill will pause. .
* CONTAINER inventory protection: Pause drill when a container group reaches a preset percentage filled. Usefull for ice to hydrogen production queue
Drill changes: new cmd kickstart in button panel. Lowered power on pistons (see changes why), script 1.4 installed
Script changes :
support modded pistons > 10m range,
recovery mode (auto recover when drill gets stuck or hits obstacle)
kickstart command ; auto position drill head to ground level at start
See changes notes for full change details. Summary:
DRILL changes: extra button panel + Increased strength of pistons DOWN
SCRIPT CHANGES : bugfixes to speed and negative rotor, measurement of drill inventory, new commands extend1 and extend2 , much more LCD info.
Here is the blueprint as to what i was talking about its very crude I am sure you would be able to streamline it better. Just to show that 1 group go left 1 group go out and the 3rd go down
then out 15m then to the left/right 15m. this way you can efectively dig out a "basement" without having to use a ton of drills
assume the PB knows the current position of the pistons. maybe an error check to see if the piston actually moved as expected might not be a bad idea. Just a thought.
SE code is kinda special, you can't wait for something. The code runs 60 times per second and you need to build in checks that every time determine if something is done or do something.
But I will see if I can find a way to determine that the expected move of a piston is taking longer than expected to provide a warning, maybe by reading out the system time. Keep the suggestions coming. Hope you enjoy the script.
So the script will NOT touch any blocks outside of its groups. So you can even have multiple of these drills on one grid, and multiple PB, as long as you make sure they have their variables set to different names.
If you don't like the fact that you need to do this in the script header, I could make it possible to do this in the CUSTOM DATA in some way, like pistongroup1=groupname.
On i could see the need to be able to designate the rotor, the down, the outward, and the drill groups to use. For a stand alone unit, this works great. but if i was to limit the arc and attach it to a base with conveyors, i could see it messing with other pistons.
This should not be an issue as the script DOES use specific names for the rotor, drills group, piston groups; They are set as variables at the top of the script and can easily be adapted.
string DrillRotor = "Rotor";
string Pistongroup1name = "down";
string Pistongroup2name = "outward";
string Drillgroupname = "drills";
but it works as indicated very well.
I will try the updated script and see how it goes. This is by far the best and most stable auto driller i have seen yet.
Also I found a way to allow to set the min level of the rotor to negative if desired. So you will be able to mine -20 to +20 if needed.
A way to test your issue fast is to put only one piston of each group into the group names, then use "reset". Then use "stop" to halt the drill if needed. Now set the MAX of the extend piston to 9,5m and give it some positive velocity to have it move out. Wait for it to finish. Now use "start" (not reset). Your drill will reach the full extend soon and you can check if the other piston will be used now.
Feel free to share your build if you want me to have a look. I hope that I can solve it with you.
1. Did you use the demo build "as is" , or did you modify it.
2. Did all pistons from group 1 extend to max already when you expect the down group to extend ? They only extend when all the extend ones are done 100%. The extend ones should then first retract even.
3. Is the LCD showing the 2 groups of piston as found and is the count correct ?
4. Check ownership off all blocks, I don't think that is an issue, but check maybe.
The min and max of pistons are controlled by the script and set to the correct values at the moment they need to move only. They are all set to 0 at the reset. So that is no issue.
Share inertia I tend to set on to prevent shaking. Should not be an issue.
Suggestions on why this would not be being set by the PB?
You can check the setup instructions to find out how you can adapt this demo build if you want.
Also the commands you can use are listed.