Autominer bugs

My faction is working towards building autominer depots consisting of 10+ autominers on ores across the galaxy.
There was a bug in RE1 that poofed planets of autominers, I don’t know what the state of the bug is in RE2 but we are worried it could happen and we loose our autominers.

What can we do to have support restore them should this bug happen? Screen shot the depot once its running taking note of how many AM’s we deploy there?

Hey, @globeadue.

I think I had 1 ticket about it in RE 2 so far, so yes, it can happen.

The sad answer is, you probably can’t do anything. We don’t have logs about small placeables, and the only evidence you could give us would be a video, but I don’t think this bug happens while players are nearby.

Also the below warning is only related to the waitpoint itself, and not the actual auto miner, so that’s not useful either.
image

confirmed still happening :pensive:

lost about 3 of them on Vapid planet in Sup system. have not been brave enough to try in the procedurally generated playfields yet.

Given the buggy nature of our $70 personal playfields, sad to hear of examples planet having a known issue of this is the Sup>Donare>Vapid planet.

TBH - the whole personal playfields seem like more problems than they are worth - I know mine are complicated builds but even others are sitting here months in with issues with basic buildouts. Kingnail still doesn’t have his spawned in on NA where he bought it… we found it sitting in EU and he’s been talking with @Rex to get it fixed for some time now with no results. POI’s not respawning on StarCommand and GlobeCorp planets etc. I really can’t wait till these get iron out and we can just have them spawned with no issues in a season lol

I assume when it happens it’s a planet wipe? I wonder with donation planets being of reference here, if its a planet setting or if Rex did changes to it and that wiped them and no one realized there were deployables down before edits were applied.

Any ideas about lessoning the impact? Is only deploying so many to a planet a sound strat? Since we are planning hundreds of AM’s should we focus on one depot of AM’s per planet? We are getting ready to cover every node of our player playfield planet with Depots of 10+ AM’s per resource… sounding to me like a bad idea right now.

Since this is an ongoing bug and we can’t get support when it happens, can we as players ask for a HWS improvements to the process? @RexXxuS I hate to ask for time spinning on new features/making workaround but if we as players can’t get assistance from this bug, it sounds like using deployables at all is a risky business and best avoided?

  • AM’s auto dump to OAM and then overflow into OAM
  • New way to use AM’s? can the be altered to be a BA block, that way we’d have base logic instead of deployable logic for the AMs and they wouldn’t be subject to deployables poofing?
  • Something/Anything else that protects the player from this very expensive endeavor of building AM depots full of
  • Alter the descriptions of the autominers to include they are buggy and support cannot restore them if they disappear to set player expectations on them?

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Hi,
I try to cover the points:

Autominers are “devices” that are deployed on terrain. Those “devices” or blocks have no ID. Structure IDs are normally stored in the ents.dat file. Those are not. Which means we can’t restore them, we can’t even “see them” in the logs.
Since 8+ years. That’s why we invented the feature “Orbital Auto Miner” or short “OAM”. I’m sure you know them.

Thus there are no plans to workaround or improve the buggy ingame Auto Miners further.
It is something everyone has to live with.
The only thing we could do is improve our own OAM feature.

In terms of your Supporter Playfield complaints I can repeat few things I told you in the past already:
Your requests are the most enhanced and detailed I ever got in the last 8 years.
While it is no problem per se and I really should and must work faster on them, it is a given fact that makes it even more complicated because you do not stick to the template I gave.
It’s a lot of details to miss out sometimes.

Then you tried to improve the process by creating your own playfield yaml files. That is great and if done right, it really is.
But you forgot the Regenerate property, added some exceptions in it and adding / fixing it dynamically on the fly is not possible without a playfield wipe.

My bad on not checking everything on detail I just want to explain that there is an overload of different situations.

That some players had to wait so long is something I’m very sorry about. Without going in detail I can only say it’s rather the exception than the norm.

If a supporter playfield is worth is a subjective topic.
In general we have this given in the guide:

  • Each faction is allowed a maximum of 1 restricted Planet and / or 1 restricted Space (more is possible, must be unrestricted then)
  • Supporter Planet / Space for one person is only possible, if there are enough slots available.

That one faction has so many supporter playfield is an exception in general and I’m burned out right now to check how it all connects. For now I hope it was not all done to maximaize the profits and stuff.

Keep in mind that “worth” has no place for me if you meant the “pay to win” worth. If you are looking out for that, then I have to disappoint you.
Supporter playfields were originally born by the fact, that other playfields were too crowded and factions just wanted a private “parking lot” for their structures.
Given the absurd amount of playfields nowadays that is not the case anymore.
I will think about some other goodies for Supporter Playfields in the future.
For example placing them somewhere else than the fixed Sup System. Tricky in RE though.