Resource Monitor

by devdot

Monitor mining sites and track resources across planets / surfaces.

Utilities
23 days ago
1.1 - 2.0
4.75K

g issues with bitumen seeps

2 months ago

I had this working initially with bitumen seeps using a mk1 derrick from the pyanodon's mod because I could see I had 6 of them going in the sites tab when I filter Raw Gas. Then today I added a few more but they aren't showing up even when I use the search for miners button. It still shows the initial 6.

As a side note it seems like the decimal is in the wrong place when you look at a raw gas derrick in the sites menu.. for example it says 8.85M for amount in the sites, then hovering over it, it says 884m.

2 months ago

Just as a test, I added yarm back in and manually scanned one of the missing bitumen seeps and then imported, then rescanned and they all show up now so that's one way to refresh them.

a month ago

Sorry to get back to you only now.

Could it be that the bitumen seeps are single-resource sites (so in the sites generated by this mod, there is only one seep each)? There are some issues with bounding boxes of sites and miners when the generated sites are just 1 tile big. If you've got any way to send a save game, I'd be happy to investigate further.

a month ago
(updated a month ago)

I can send you my save game, I put down a derrick and saved it right before it opened. You can see it doesn't add it to the sites when you first open it, but I found I could add it by deleting all the data and then rescanning. That's how I have the other 13 raw gas extractors showing up on the list.

a month ago

Also as a side note it doesn't show the Nexelit mines, but I'd imagine that's because the miner building isn't built on top of the ores? It's the one with the dig site and the dig-o-saurus running around digging the ore.

a month ago

Thank you, that is very helpful! I've never done a Py run myself so it's a big help to have a real save game.

Seems like the Py mechanic is that derricks transform the bitumen seep into a natural gas resource (scripted). My mod does not re-scan chunks for changed resource types and therefore won't even create the new site. I hope Py emits a useful event or something like that, so I can use this to transform a site into another type in this case. I'll have to take a deeper look at Py to figure that one out though.

Yeah you're right about the Nexelit mines, it's hard to capture miners that are not on top of the resource that they are mining (especially when mod use scripts for the actual mines).

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