Feature Ideas for the Warp-To-Zero Hauler

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dodoan
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Feature suggestion: "Dump Hauler" mode

Post by dodoan »

Hi!

I'd like to propose you the suggestion of something like "Dump Hauler" mode.

Here's the current situation:
1. In "Stargates" overview mode we have stargazes only
2. In order to use the "Dump Hauler", you have to add the stations too
3. You manually set the route to the destination station (no need for bookmarks update, etc., much quicker)
4. Once you press the "Dump Hauler" mode, the system:
4.1 Checks if you're docked. If so, it undocks
4.2 Then it locates the yellowish target in the current overview. That's either a station or stargate, but they're always yellowish both. And clicks on it and simulates key-press of "D".
4.3 Then it looks for "Selected Item" to become "unselected". It's a bit more complex, but I believe the icon of the selected item is a good pointer when it'll become unselected. If it becomes unselected, it searches for the next item in the route. It also looks for the docking button, since the overview will disappear, if the docking station was reached.

I myself will use that mode a lot, if you implement it. The "real hauler" mode takes much more time to setup, which causes (at least in my case) to not use it that much.

I hope you like and implement my suggestion.
Shade Talltree
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Re: Feature suggestion: "Dump Hauler" mode

Post by Shade Talltree »

This would be nice because then you could use it just for travel without a lot of setup work.
Minesalot
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Feature request: Trade route Pickups

Post by Minesalot »

I have been using TM for only a few days now and I LOVE IT!!!! Thank you. After fiddling around with the warp to 0 /trade route runner I love that too.

What i would like to see, if it is possible, much like you program 2-20 belt BM's to pick randomly for the mining side, can you set up the trade hauler to have 2-20 BM's that it will select each one from the second one down, the top being your drop off station, and warp-0 to each station, pick up all loot in that station, then proceed down the list to pick up everything. Once it has finished the last pick up, it selects the top BM and warps home to drop everything off.

I have a few buy orders that scatter stuff around 2-10 jumps away and it's a pain in the ass doing all the tedious jumping to collect minor parts for manufacture. Just last night i set up a run to collect everything to see how many jumps it would take me, 38 jumps. If TM could do it for me while i mow the lawn or play with my children that would be GREAT!.
bulletbotter
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Re: Feature request: Trade route Pickups

Post by bulletbotter »

2nd

Minesalot wrote:I have been using TM for only a few days now and I LOVE IT!!!! Thank you. After fiddling around with the warp to 0 /trade route runner I love that too.

What i would like to see, if it is possible, much like you program 2-20 belt BM's to pick randomly for the mining side, can you set up the trade hauler to have 2-20 BM's that it will select each one from the second one down, the top being your drop off station, and warp-0 to each station, pick up all loot in that station, then proceed down the list to pick up everything. Once it has finished the last pick up, it selects the top BM and warps home to drop everything off.

I have a few buy orders that scatter stuff around 2-10 jumps away and it's a pain in the ass doing all the tedious jumping to collect minor parts for manufacture. Just last night i set up a run to collect everything to see how many jumps it would take me, 38 jumps. If TM could do it for me while i mow the lawn or play with my children that would be GREAT!.
ckom
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Feature Ideas for the Warp-To-Zero Hauler

Post by ckom »

Hi.

I have been using your programme for a while now, and I find it brilliantly useful.

There is just one thing I have been missing in it, and I was wondering if it could be added to hauler portion of the utility.

I do trade in many things and tend to buy over wide areas. As such I end up with tons of items in many places that then need to be collected and moved to a central hub.
As things stand, I set the hauler to go to one station, pickup things and return. I then have to do the same thing for all other stations. It is very layout intensive and inefficient.

What I am hoping for is an automated way to collect from many stations.

I imagine it working like this:

A list of stations (similar to the asteroid belt list) with the return (hub)
station in first place. Hub should also be starting point
It would be necessary to specify how many stations the list has in the same way one has to specify how many belts are bookmarked in a system for mining.
I appreciate that it is not possible for the software to know how many jumps away each station is, so all stations in that one list would have to be an equal number of jumps away from the hub station.
That would mean another field were you tell TM how many jumps to execute (as in the current hauler part).
Once a station has been picked clean, it could be marked empty (like a belt in the mining part) and then it would start dealing with the next one in the list.

I know it sounds complex and a pain, but it would really add a whole other level of utility to the programme.

Also, I would be your sex-slave forever!
tomtheman70
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Re: Feature Ideas for the Warp-To-Zero Hauler

Post by tomtheman70 »

I'm having a pretty serious issue with the hauler in the first place. The free-form hauler seems to work great, but as soon as you try and actually haul anything with round trips the whole way it's set up just doesn't work well.

We have a jump button now, so the hauler really doesn't need to click the autopilot button at all - unless of course that's what it uses to tell when it's made a successful jump.

I think if you just moved the way the free style in space jumping works over to the actual route hauler it would work great, because as it is right now it seems to get stuck a lot.
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VanGoghGaming
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Re: Feature Ideas for the Warp-To-Zero Hauler

Post by VanGoghGaming »

You must first understand the game mechanics before trying to make a suggestion. The "Warp to Zero Hauler" works perfectly fine™ in all ways if you just set it up correctly according to the tutorial screenshots.

If you watch closely it does click the "Jump" button on a star gate! Adding the next star gate as the first waypoint and starting the Autopilot button is just a "fail-safe" in case the jump doesn't happen for any reason (such as the system being offline after downtime) and it will make sure to try again rather than just getting stuck at the gate!

If you want to suggest something maybe you should provide copious details about the circumstances in which you say it gets stuck. Otherwise your post is not helpful and just takes up forum space...
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Torban
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Re: Feature Ideas for the Warp-To-Zero Hauler

Post by Torban »

I to would find functionality in the ability to centralize loots from a spread of stations. Appreciate all the options that have been added over the years.
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