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Multiple gas mining ships at same planet?

Posted: Sat May 05, 2012 6:31 am
by Pocus
Is it a bug, I don't remember having seen that in previous versions, but perhaps this is a feature. I have from 3 to 8 gas mining ships attempting to mine same planet in my game.

Bonus question, it seems that having 12 construction yard on the same constructor don't speed up repair of derelict ship, is it confirmed? That's a shame really...

RE: Multiple gas mining ships at same planet?

Posted: Sat May 05, 2012 11:19 am
by Erik Rutins
Is that planet the only source of any particular resource?

RE: Multiple gas mining ships at same planet?

Posted: Sun May 06, 2012 10:29 am
by Carewolf
Bonus question, it seems that having 12 construction yard on the same constructor don't speed up repair of derelict ship, is it confirmed? That's a shame really...
Of course not. Multiple construction yards makes it possible to multiple projects in parallel. To make repair and construction faster on construction ships double the number of construction plants. I always have two of each to have faster construction and repair response.

RE: Multiple gas mining ships at same planet?

Posted: Sun May 06, 2012 2:29 pm
by Kayoz
ORIGINAL: Carewolf

Bonus question, it seems that having 12 construction yard on the same constructor don't speed up repair of derelict ship, is it confirmed? That's a shame really...
Of course not. Multiple construction yards makes it possible to multiple projects in parallel. To make repair and construction faster on construction ships double the number of construction plants. I always have two of each to have faster construction and repair response.
I think he meant the number of construction plants on a single construction ship. Since a construction ship can only work on one item at a time when repairing a derelict ship, there is no benefit to having multiple plants of each type (weapon, energy, tech).

I tested this by using the editor to place a debris field and remove all but one ship. Added (editor again) two construction ships, the first with one of each plant and the second with two of each plant. Noted start and completion dates of with each ship. The repair time was identical.

RE: Multiple gas mining ships at same planet?

Posted: Sun May 06, 2012 2:45 pm
by Carewolf
ORIGINAL: Kayoz

ORIGINAL: Carewolf

Bonus question, it seems that having 12 construction yard on the same constructor don't speed up repair of derelict ship, is it confirmed? That's a shame really...
Of course not. Multiple construction yards makes it possible to multiple projects in parallel. To make repair and construction faster on construction ships double the number of construction plants. I always have two of each to have faster construction and repair response.
I think he meant the number of construction plants on a single construction ship. Since a construction ship can only work on one item at a time when repairing a derelict ship, there is no benefit to having multiple plants of each type (weapon, energy, tech).
I was under the assumption that the plants worked the same in construction ships as in ship yard. That is the plants generates the capacity and the ship yards use that capacity. Adding more plants to a ship yard without increasing the number of yards will reduce the build time of each individual ship.

I tested this by using the editor to place a debris field and remove all but one ship. Added (editor again) two construction ships, the first with one of each plant and the second with two of each plant. Noted start and completion dates of with each ship. The repair time was identical.
Very interesting, but maybe this is specific to derelict ships. Have you tried the same with building bases and repairing normal ships?

RE: Multiple gas mining ships at same planet?

Posted: Sun May 06, 2012 4:05 pm
by Kayoz
ORIGINAL: Carewolf
I tested this by using the editor to place a debris field and remove all but one ship. Added (editor again) two construction ships, the first with one of each plant and the second with two of each plant. Noted start and completion dates of with each ship. The repair time was identical.
Very interesting, but maybe this is specific to derelict ships. Have you tried the same with building bases and repairing normal ships?

Repeated the test, but timing building a mining station. Again, no difference. Multiple construction yards and/or multiple manufacturing plants on a construction ship gives no benefit.

Here's my interpretation:
Each construction yard can work on one project at a time. In the case of a port, that would mean that multiple construction yards might be building or repairing several ships (one each) at the same time. However, a construction ship can only have one project - build something or repair something.

For the project of each construction yard, the items to be built are in a queue.
a. Each item in the queue requires a specific manufacturing plant - weapons, energy or tech.
b. When the item is being worked on by the construction yard, it adds the item to the manufacturing queue.
c. Manufacturing queue selects an appropriate manufacturing plant type and determines its completion time.
d. If no manufacturing plants of the appropriate type are available, the queue waits till one is available.
e. If required resource is not available, the manufacturing plant waits till the resource is available.
f. When the item is finished by the manufacturing plant, it is moved from the manufacturing queue back to the appropriate construction yard. Construction yard then returns to step b fill the project is complete.

So, in a construction ship, you can only benefit from a single construction yard and one of each type of manufacturing plant. In the case of a space port, the maximum speed you can construct is one plant of each type per construction yard, to prevent queue waiting at d.

This would explain why having no chromium, for example, causes ALL construction at a port to stop - all construction yards are stuck at e.

Or that's my interpretation. Personally, I'd check to make sure resources are available at step c, and if lacking, move the item to the back of the queue. Repeat till all items fail. If all items fail, and if it's a port, rinse & repeat for next queued project. That way, the port wouldn't stall for need of a particular resource, but would do what it could (eg: repairing ships which do not require chromium from above). But that's not how Elliot seems to have done it.

RE: Multiple gas mining ships at same planet?

Posted: Sun May 06, 2012 6:22 pm
by Pocus
ORIGINAL: Erik Rutins

Is that planet the only source of any particular resource?

Tyderios. The resource was slightly in lack but nothing critical and there was many others sources.

Same thing repeated with a rare luxury resource. Only one was available in my empire so I decided to build a mining station. To my surpise, 5 mining ships were already there, each with 2000 of said resource in cargo hold. Not even sure they were not endlessly stuck.

RE: Multiple gas mining ships at same planet?

Posted: Sun May 06, 2012 6:31 pm
by Kayoz
ORIGINAL: Pocus

ORIGINAL: Erik Rutins

Is that planet the only source of any particular resource?

Tyderios. The resource was slightly in lack but nothing critical and there was many others sources.

Same thing repeated with a rare luxury resource. Only one was available in my empire so I decided to build a mining station. To my surpise, 5 mining ships were already there, each with 2000 of said resource in cargo hold. Not even sure they were not endlessly stuck.

Sounds like it's the same as this issue I reported:
tm.asp?m=3080148