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I think one of the few things that cannot be automated in the mod is the generation of new Asteroid ID chips, and that completly stops asteroid mining missions from being fully automated. yeah, you could stockpile ID chips and let it go by itself or tweak configuration so it has more rewards, but that kinda goes against the spirit.
I made a sketch of what a potential solution to this could be:
(note: it would save which asteroid based on the index on the Asteroids.xml file)
Behaivour:
If not enough distance to min distance to detect that asteroid: Hide asteroid from options list
If Scan and Write is enabled, and a asteroid selected, do the following:
If no asteroid of the type was found: Re-Roll/Scan again
If asteroid(s) of the type was found: Try to write to a ID chip and remove it from the list, loop if more asteroids are present and Re-Roll once empty.
What would change on the multiblock:
having Input and Output buses would be optional but possible. if enabled on the automation tab, would pick up chips from the input, place in its internal inventory, and write then put on the output bus.
Here's the 2 tab button files i made for the concept art, free to use
The text was updated successfully, but these errors were encountered:
I think one of the few things that cannot be automated in the mod is the generation of new Asteroid ID chips, and that completly stops asteroid mining missions from being fully automated. yeah, you could stockpile ID chips and let it go by itself or tweak configuration so it has more rewards, but that kinda goes against the spirit.
I made a sketch of what a potential solution to this could be:
(note: it would save which asteroid based on the index on the Asteroids.xml file)
Behaivour:
What would change on the multiblock:
Here's the 2 tab button files i made for the concept art, free to use
The text was updated successfully, but these errors were encountered: