I am currently stressing over my automated rocket. Wrote a code that's waayyyy to complicated but does it's job... somewhat. Tried to rework it and - as everytime you fix a running system, it broke. So now I watch this here video. Oh - by the way, one suggestion: you can circumvent the problem with the too few pins on your IC if you outsource just the monitoring to it's own IC. Like one chip only reads stuff from the rocket and sends it to the displays. I also have an outsourced recall-lever. It's a bit jury-rigged but works in a pinch: It's just anocher IC reading the lever state every tick. If it goes to '1' - it turns the main control chip off and sets the rocket to state '5'. You have to reset the main chip by taking it out of it's housing and placing int back in - but that's a small price for an emergency, I think.
Mick, I like your style. I am a Mechanical Engineer by trade and I design Automation for manufacturing comanies. I can tell you that your unique combination of whit, style, and knowledge is perfect for demonstrating complex systems and ideas. Great work mate.
One way to optimize the program would be to write a method to update all displays etc. and then recall that method instead of writing the update code into every step.
Thank you, so much, for making this game accessable! It it a great game, but it is so complicated that even kinda-smart gamers like myself who have 30 years experience playing games and some IT experience find it very daunting, frustrating and/or intimidating, at first, and even after 90 hours. It is so nice to see someone talk through the nitty gritty of MIPS, and I love your let's plays as well, not just for the gameplay info but for the humor. Keep up the good work!
After reading the comments regarding this 'cannot mine more than two locations'-bug, I want to report, my code works fine. Thank you CAE :D Alas - the gas miner is so effective, I have to fortify my gas storage system, lest it gets blown up...
I noticed 100 is the max quantity, I guess that is supposed to be full. But it kept collecting until it returned for fuel about 360 rocks to unload. Is this a bug or is the max quantity just a inherited value that isn't used?
That's strange. When I tested it a couple of months back, it would hit 100 and not collect anymore. Sounds like a bug to me. I always thought of it as a percentage of full.
Lovely, an intermittent bug, the devs will be happy about that because they are always the hardest to find. I will add the return on full. I guess return when any one of the silos are full.
@@cowsareevil7514 max quantity is wrong, you should use quantity, which can be raised up to 600 per silo. And if you are looking for the total amount of cargo collected you should use Sum
I couldn't get this to work for the life of me, I could not get the the ship to enter Mode 2 after depleting a location. I had to add an "Activate 1" command line to launch the vehicle first, and that finally allowed me to change locations.
1. Is there a way to find out if the cargo is full or will it run out of fuel? 2. You could make a sub for updating the displays, that jump and save to ra command (don't remember)
"jal label" will jump to the label and save the instruction pointer to ra a "j ra" will return. Using that to check the return parameters and just directly to the return routine will make it a lot more foolproof
Is there a max number of modules you can put on the rocket? Also, what is the max/bursting pressure of the fuel tanks? Would be interesting to know if you can put practically unlimited modules/fuel on (assuming of course you have that many resources).
I dont know if there is a max. I find that one ice and one ore gets me all of the ores that I need. I will still use aimee to collect the common ores and the rocket for the rares.
Well I assume there is a hardcoded limit unless Stationeers does something fancy with how they store world saves. Also, I guess the max pressure on the fuel tanks is 60 MPa then because the pipes can't handle more. Anyway, thank you for the answer. I also love your videos, just got done with the Venus series, the IC tutorials, and the pipe network tests. All provided some very useful information and were entertaining to watch. Please keep the videos coming!
Great Setup indeed. i´ve prototyping with the Silo´s and some order funktions for call ores out of the Silo. For only the simple Ores the Programm works fine but for the alloys the Programm came to an stall and keeps ejecting the called ores. i would like to send you the code for the four Eyes controll ...
Another little Problem: Wenn you put out and put back (reset) the IC after the Rocket ist launched, the Programm will start at the top of the Programm and go never at "mining" or "traveling" --> lose the Rocket with run out of fuel...
That is why it is important to have a manual way of recovering the rocket. Use a dial and a logic writer to send the command module and mode 5 command in the event that something interrupts the program.
I have a question regarding this launchready part :D there are three things that have to be done, fuel full, Silo empty, lever up. So with the "and" commands launch ready is 0,1,2 or 3. Is this correct? And the rocket should launch when launchready is "3"?! But you only jump back to start (preflight check loop) if launchready is 0?! So according to my undeestandung the rocket should activate of one of the three things is met, what am I missing?! Thanks :D Edit: just recognized my mistake :) "and" is checking if a AND b is 1 -resulting in 0 or 1, not adding 1+1 resulting in 2 :)
I am currently stressing over my automated rocket.
Wrote a code that's waayyyy to complicated but does it's job... somewhat. Tried to rework it and - as everytime you fix a running system, it broke. So now I watch this here video.
Oh - by the way, one suggestion: you can circumvent the problem with the too few pins on your IC if you outsource just the monitoring to it's own IC.
Like one chip only reads stuff from the rocket and sends it to the displays.
I also have an outsourced recall-lever. It's a bit jury-rigged but works in a pinch: It's just anocher IC reading the lever state every tick. If it goes to '1' - it turns the main control chip off and sets the rocket to state '5'. You have to reset the main chip by taking it out of it's housing and placing int back in - but that's a small price for an emergency, I think.
Mick, I like your style. I am a Mechanical Engineer by trade and I design Automation for manufacturing comanies. I can tell you that your unique combination of whit, style, and knowledge is perfect for demonstrating complex systems and ideas. Great work mate.
That sounds like an awesome job.
Great setup and problem solving as always! I always love to watch your thought process as you write code
One way to optimize the program would be to write a method to update all displays etc. and then recall that method instead of writing the update code into every step.
Thank you, so much, for making this game accessable! It it a great game, but it is so complicated that even kinda-smart gamers like myself who have 30 years experience playing games and some IT experience find it very daunting, frustrating and/or intimidating, at first, and even after 90 hours. It is so nice to see someone talk through the nitty gritty of MIPS, and I love your let's plays as well, not just for the gameplay info but for the humor. Keep up the good work!
After reading the comments regarding this 'cannot mine more than two locations'-bug, I want to report, my code works fine. Thank you CAE :D
Alas - the gas miner is so effective, I have to fortify my gas storage system, lest it gets blown up...
While mining, you could also check if the cargo is 100 (which is full) then return home.
I noticed 100 is the max quantity, I guess that is supposed to be full. But it kept collecting until it returned for fuel about 360 rocks to unload. Is this a bug or is the max quantity just a inherited value that isn't used?
That's strange. When I tested it a couple of months back, it would hit 100 and not collect anymore. Sounds like a bug to me. I always thought of it as a percentage of full.
Lovely, an intermittent bug, the devs will be happy about that because they are always the hardest to find. I will add the return on full. I guess return when any one of the silos are full.
That's probably the best approach. It might just mean that you return when one of the silo's is only 90% full, but that's still a reasonable amount.
@@cowsareevil7514 max quantity is wrong, you should use quantity, which can be raised up to 600 per silo. And if you are looking for the total amount of cargo collected you should use Sum
I couldn't get this to work for the life of me, I could not get the the ship to enter Mode 2 after depleting a location. I had to add an "Activate 1" command line to launch the vehicle first, and that finally allowed me to change locations.
I've been waiting for that one.
1. Is there a way to find out if the cargo is full or will it run out of fuel?
2. You could make a sub for updating the displays, that jump and save to ra command (don't remember)
"jal label" will jump to the label and save the instruction pointer to ra a "j ra" will return. Using that to check the return parameters and just directly to the return routine will make it a lot more foolproof
Is there a max number of modules you can put on the rocket? Also, what is the max/bursting pressure of the fuel tanks? Would be interesting to know if you can put practically unlimited modules/fuel on (assuming of course you have that many resources).
I dont know if there is a max. I find that one ice and one ore gets me all of the ores that I need. I will still use aimee to collect the common ores and the rocket for the rares.
Well I assume there is a hardcoded limit unless Stationeers does something fancy with how they store world saves. Also, I guess the max pressure on the fuel tanks is 60 MPa then because the pipes can't handle more. Anyway, thank you for the answer. I also love your videos, just got done with the Venus series, the IC tutorials, and the pipe network tests. All provided some very useful information and were entertaining to watch. Please keep the videos coming!
Love the videos u lost me at turn on the computer lmao .great code explanations tho
"Glorious!!" 🤣
When you do next letsplay?
Great Setup indeed. i´ve prototyping with the Silo´s and some order funktions for call ores out of the Silo. For only the simple Ores the Programm works fine but for the alloys the Programm came to an stall and keeps ejecting the called ores. i would like to send you the code for the four Eyes controll ...
you cant mine alloys you can only make them in furnace if that is what you were asking for
Really good video. Glad to see a guide on this topic is out there now.
Another little Problem: Wenn you put out and put back (reset) the IC after the Rocket ist launched, the Programm will start at the top of the Programm and go never at "mining" or "traveling" --> lose the Rocket with run out of fuel...
That is why it is important to have a manual way of recovering the rocket. Use a dial and a logic writer to send the command module and mode 5 command in the event that something interrupts the program.
Hi there. Great tutorial, but I was wondering what's about a gas miner only?
I have a question regarding this launchready part :D there are three things that have to be done, fuel full, Silo empty, lever up. So with the "and" commands launch ready is 0,1,2 or 3. Is this correct? And the rocket should launch when launchready is "3"?! But you only jump back to start (preflight check loop) if launchready is 0?! So according to my undeestandung the rocket should activate of one of the three things is met, what am I missing?! Thanks :D
Edit: just recognized my mistake :) "and" is checking if a AND b is 1 -resulting in 0 or 1, not adding 1+1 resulting in 2 :)
Using "add" and testing for 3 will work just as effectively. Using "and" is just what I am used to.
You were mentioned by CloudLicker for your coding.
Will you do another lets play?
There are a lot of changes coming in the next update, so I will wait until that has been published.