Space Engineers

Space Engineers

[SCAM] Simple Concurrent Adaptive Min3r
545 kommentarer
Nefertum For 11 timer siden 
so been trying for hours so im kinda frustrated atm but i had the thruster issue which i resolved now i have this -- 0.00: Assigned role: Agent
0.00: subset: 62
4.93: CommandAutoPillock: command:create-wp:Name=DynamicDock.echelon,Ng=Forward,AimNormal=0.512127289511435;-0.345951921186113;-0.786157050191187,TransformChannel=docking:-6.82121026329696E-13:9.31144050753119E-13:-28.2500000000073:command:pillock-mode:DockingFinal
4.93: Added DynamicDock.echelon, total: 1
4.93: Standby -> CwpTask
4.95: HC EPIC FAIL
NTV:docking
Behavior:Deserialized Behavior
System.InvalidOperationException: Nullable object must have a value.
at System.ThrowHelper.ThrowInvalidOperationException(ExceptionResource resource)
at Program.<>c__DisplayClass83_1.<lj>b__13(Vector3D ë)
at Program.à.I(Int32 H, Action`1 F, ƻ D)

insted of playing i was troubleshooting this and didnt get far xD
i know wrong section but i coud really use some help :D
murdockwan 13. okt. kl. 4:57 
@cheerkin
The features look impressive. Thank you for developing and sharing.
Like the previous poster @Bockda I too look forward to the source code release.
cheerkin  [ophavsmand] 4. okt. kl. 13:00 
Yeah, at some point. I have new WIP version in progress.
Bockda 4. okt. kl. 11:49 
Cheerkin would you release source code?
looking to adapt some parts for priv use.
cheerkin  [ophavsmand] 29. sep. kl. 14:28 
1. You probably mean warnings - ignore them, they are meant for programmer, not for you
2. If you have issues please post in bug reports, as being asked in the description right here
Neuzn 29. sep. kl. 10:52 
{LINK FJERNET}
Neuzn 29. sep. kl. 10:45 
I sadly recieve many errors when compiling the code.
MrFox 8. sep. kl. 6:28 
Thank you. i see they tend to set there own names.
When i move to a new zone and set one to command:create-task. some times the others say docking and do nothing. i tried to move them, redock them nothing seems to help unless i command:clear-storage-state then redock and do command:mine
cheerkin  [ophavsmand] 6. sep. kl. 9:36 
What you see in logs is ID, you can use color to identify drones in the GUI. Logs are for troubleshooting purposes, I don't see a reason to use some custom name there.
MrFox 6. sep. kl. 6:39 
Is there a way to set a custom name for the drones and not just a set of numbers?
cheerkin  [ophavsmand] 31. aug. kl. 12:59 
No worries, just copy there your original message (with more details if there any) so it won't get buried here. Also people there might've had similar issues. For now I have no idea where to start, that never happened to me before and sounds like general issue with the game - if that is the case, would be good to post it on the Keen support forum if you would be able to find repro steps.
UnassumingNobody 31. aug. kl. 12:28 
omg, I just caught the comment about the pinned bug report section!
I'll delete the comments when this is all resolved except for one to be used for context, and of course a thank you and or an apology from myself!
UnassumingNobody 31. aug. kl. 12:27 
and yes I did check power, even adding new batteries which in creative recharge automatically.
UnassumingNobody 31. aug. kl. 12:26 
"causes all cargo transfer to cease":
Im not sure about sorters, but automatic push / pull wasn't working, and vessels with power and connected pipes which were never connected to a programmable block were not allowing me to manually transfer between containers as well, they were all blacked out when you picked up an item. I could only ever add resources to the block I was directly accessing.

It was a global issue, which is very strange indeed.
it's fairly reproducible, but for the sake of bug testing, I will create a new world with no extra mods installed, just to see what might have happened.
cheerkin  [ophavsmand] 31. aug. kl. 5:30 
By "causes all cargo transfer to cease" you mean even in-game features do not work, like sorters or manual drag-n-drop? Or that script ceases to push ore to the designated container?
If you happen to experience this bug again would be helpful if you posted a video showing what's going on (also, please move this in the pinned bug reports discussion).
UnassumingNobody 30. aug. kl. 19:49 
for more context, one way this occurs is when docking. it will transfer some items and then get stuck. if I do something like force it to undock or delete the connector, it will go offline, and require that I place a new battery to fix this. if it matters, I am playing in creative mode. The rest of the script seems to work fine, it's just that when this happens everything stops working correctly, the script seems to be affected by whatever is happening as well and locks up despite being recompiled. Drones don't move, things like that.
UnassumingNobody 30. aug. kl. 19:21 
I would like to report a bug. some form of strangeness is occuring where something in the script causes all cargo transfer to cease. I have to close to desktop to fix this. it has affected ships without programmable blocks on it. When I reload the world I find the cargo container I was looking at which was broken fixed again.
cheerkin  [ophavsmand] 30. aug. kl. 5:31 
Hi! Thanks! I think it is possible, but not recommended as collisions may happen due to drone rotation. If you are using just 1 drone, should be fine.
Solaire 30. aug. kl. 3:19 
Hi, is it possible to use this script with a connector on the back of the drone too?
Thank you in advance, and nice work by the way.
cheerkin  [ophavsmand] 22. aug. kl. 4:49 
Does it bother you? Regarding your question, there is a Change Notes link in the upper top on every WS script page.
Dots 22. aug. kl. 4:20 
question. will this script ever update? i'm getting the https://ibb.co/0j8TsG3c when recompile script.
cheerkin  [ophavsmand] 17. aug. kl. 1:45 
Only by code modification, there is a field at the top (MAX_SP = 104.38f).
Based_Stickman 16. aug. kl. 19:44 
outside of the shaft they are limited to 104 can they go to modded max speed with a setting change?
Sojo 16. aug. kl. 11:05 
thanks cheerkin for the mod! I guess my problem arises when it does both, doesnt look ahead, and then goes at max speed into a mountainside.
cheerkin  [ophavsmand] 16. aug. kl. 3:00 
> not possible to change the max speed, they fly as fast as they can outside of the shafts
> minimum altitude like that won't work for multiple reasons, the main one is that you can get the altitude only at the point below, so if you are even remotely fast you won't have time to adjust to the slope steep enough. Also that would mess up the idea of isolated height echelons
Sojo 15. aug. kl. 17:12 
getAbove-altitude 20 Flat value that is added to pathing, useful when drones need to fly over a wall to docking area


I get that I can set this to get it over the mountain, but not all my jobs are over the mountain. is there no setting in autopillock that keeps a minimum altitude while commuting from base to jobsite and back?
Based_Stickman 13. aug. kl. 12:53 
Is it possible to change the max speed on the miners?
Mac and Cheese 29. juli kl. 3:37 
(the antennas)
Mac and Cheese 29. juli kl. 3:37 
it wont work if theyre on the same grid
Tochas 29. juli kl. 0:18 
I see, I suspected antenas would play a role here.

I was thinking to have 2 set of antenas on each dispatcher
One with a very short range for compile and assign really really nearby drones

and a long range antena for the rest of functionalities, remote access, etc.

and just make sure to turn off long range antena while setting up drones.

I'll give it a try
cheerkin  [ophavsmand] 28. juli kl. 3:19 
There is no way atm, they will interfere if their antenna ranges overlap (or dispatchers are on the same grid). You will need to move away or turn the base dispatcher off, then recompile all drones so they link up only to the ship dispatcher.
Tochas 27. juli kl. 22:37 
How can I assign drones to different dispatchers?
I have a base at a moon's surface and my main ship both with its own dispatcher.
cheerkin  [ophavsmand] 25. juli kl. 13:25 
Hm, no, that is not implemented, and tbh still looks a bit counter-logical. If you are able to fly certain drone to a mining position in that environment, that means it is capable to operate? Why call in the different group then? Sounds like you want the drone to act as a designator ship, but there is already a feature of raycast from dispatcher for task creation.
"command:create-task:group-constraint:B" should not be hard to implement though.
Pablo Diablo 25. juli kl. 10:00 
Thanks for the reply! Sorry, I think I was unclear (or I misunderstood).

I understand the purpose of group-constraints to limit the task to a single type of agent. Not trying to run multiple tasks on a single dispatcher, just use one group to trigger a different group.

What I was hoping is that it was possible to trigger a group-constraint for a different group than the triggering agent. For example:

Drone group A: SG miner w/ H2 thrusters.
Drone group B: LG miner w/ Ion thrusters.

Drone A moves into position above the deposit via RC. Uses a 'create task' command, but instead of triggering the task in group-constraint for type A, it routes it to type B (<<This is the part I'm not sure if it's possible). Drone A moves away via RC, while drone type B moves in to start drilling.

Something like "command:create-task:group-constraint:B"? Though I don't think that exists, is there something with a similar functionality?
cheerkin  [ophavsmand] 25. juli kl. 2:23 
For now only one running task per dispatcher is supported. The idea behind group constraints was to use a subset of drones based on environment (e.g. not letting gravdrive miners join the task on planet, atmo-thruster drones in space, etc.)
Pablo Diablo 24. juli kl. 11:40 
Hey - thanks for the script! (Thought I had posted this already, but perhaps not?)

Is there a way to 'create-task' but aimed at a different group-constraint? I (think I) understand how those interact, but not sure how to pipe the 'create-task' command to a different group.

(So that, for example, a SG drone might be able to send LG miners to its location ... or a non-miner drone running as an Agent can scout out deposits, and then send mining drones to dig it out.)
MMars 28. juni kl. 9:18 
Hi everyone,

Just noticed "adaptive docking". I didn't see the drones doing that before, but now they are and it causes a lot of crashes around the docking location.
Is there any way to disable it?

I can't find it in the arguments section, custom data, or code. Perhaps I overlooked it?
Klein 5. juni kl. 15:34 
https://gtm.steamproxy.vip/sharedfiles/filedetails/?edit=true&id=3492922450 is my ship in it's current state if you want to give it a shot at trying to get the drones to move.
Klein 5. juni kl. 15:01 
like, right now i dismantled the one in space, now they aren't waiting for it to do whatever so they can go next, they are trying to launch while connected to the connectors. 3 are idle, one is docking, the other is changing shaft. all are actually docked. they wont take off but they'll happily empty their hydrogen tanks trying. haha
Klein 5. juni kl. 14:59 
yea i just get them reset, and not launch and if one of them is stuck in space, and i can't see the screen i just have to dismantle it.
Klein 5. juni kl. 14:52 
Alright i've been having a hell of a time getting them started on teh server, they worked for a bit but when they get stuck and wont respond to commands i can't get them to get back in their paces. the drones and dispatcher have all been clear-storage-state 'd and i used a camera to run the create job task because issue

1) most of the job screens on the drones just go dark at some point so i can't use those. but i have camera job creation so that's fine i guess. recompiling a-menucommand block doesn't do it. sometimes the screen is in a different font and you can't interact with it.

2) they are all docked and on job creation they say 'ChangingShaft' while docked and they just sit there lol feel free to import and play around with the ship, i can't seem to make this script perform better than a single seat mining ship and i really want it to. Weather it's them just hanging out because they're in some queue waiting for one of the drones to hit the next step or what..
cheerkin  [ophavsmand] 3. juni kl. 12:22 
The logic is simple, look up "group-constraint" in the script arg reference. Regarding multi tasking work-around, probably I've meant using two dispatchers and two sets of drones differentiated by that value (you still can't have more than one task per dispatcher instance).
MMars 3. juni kl. 11:08 
Hi @cheerkin, Thanks for the reply. You are totally right, they would collide, I was mistaken.

I see there is a group constraint, which you suggest can be used to differentiate between thruster and grid types. How can you set this up, and is it possible to create your own groups?
My goal is to have multiple tasks running from the same dispatcher. "assigning some "group-constraint"-like tag now seems as a quick dirty solution - until we get multi-tasking."
That is your comment from may 17th 2022, that is how I got the idea.
cheerkin  [ophavsmand] 2. juni kl. 12:12 
The problem is that they can collide when one of them ascends in the mining area, and another one is on the go to dock or back. In that case vertical trajectory intersects with the horizontal.
Horizontal transitions work in parallel though, they wait if they need to cross the mining "cylinder" volume.

If you imagine all possible trajectories from dock to shaft you'll see that some of them intersect because echelon is fixed for each drone).

Proper solution is to dynamically assign echelons for every transition based on how far apart shaft/dock are, but I haven't got there just yet.
MMars 2. juni kl. 11:34 
Question: Is it possible to increase the ammount of drones in the air at the same time?
I have built a dispatcher ship with 16 drones on it. Sadly, when executing a task, the dispatcher sends 1 drone over at a time ot the mining site or dispatcher. This means drones wait in the pits for a long time burning hydrogen.
Each drone has their own horizontal layer in which they move. In other words, they are stacked on top of each other in the air. Combining this with that each of them has their own connector, they could theoretically never collide in the air as they move vertical, then horizontal and then vertical again.
I found that 3 or 4 drones in the most efficiënt. With 4 drones, 1 waits in the pit for a couple of seconds before the 4th drone starts digging.

Another way to solve this is to basically split it into 4 groups of 4 and reduce the mining area for each group and start 4 tasks at the same time. Also possible, but perhaps risky.
ThorJur 16. maj kl. 2:39 
Thank you and sorry. I looked there but oversaw it somehow.
Mac and Cheese 16. maj kl. 1:46 
yes there is you can use command:getAbove-altitude to change it by default its set to 20 and also look in the script argument refrence discussion before posting a comment that could be easly solved by just taking a minute and reading what they do.
ThorJur 15. maj kl. 18:05 
Hey there,
i am pretty new to this script and doing my first tries with it. Allready got it set up.... i think.
But is there a way to get the drone to first climb up highher before return to base? There is a mountain between an my drone always want to hug this dude when returning.
Mac and Cheese 9. maj kl. 6:00 
im not 100% about the apck part tho
Mac and Cheese 9. maj kl. 5:47 
the ui turns black for perfomance and your drone issue might be because maybe the scripts arent updated on your ws drones that your using and for the command to swap from ui to just normal control is toggle:cc if you use apck otherwise just use a timer to toggle the stuff on your pilot seat