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TOPIC: MTU Integration
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#36719
MTU Integration 11 Years, 4 Months ago Karma: 6
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Hey Slav,

When do you think this might be implemented?

Unsure if you have used an MTU yet, but loting from MTU will be exactly the same as looting from cans, only will need MTU added to overview.

'Selected Item' is the same.

MTU will automatically tractor all jetcans to one place, where Looter can go for pickup.

If this is implemented, then I will may buy two more looter license or at least two more lifetime mining license.

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#36723
Re: MTU Integration 11 Years, 4 Months ago Karma: 34
What is the benefit of this when the looter can just get the cans instead? Is it because the Looter cannot loot cans and salvage at the same time? So I take it that this is a benefit people in Null.

On the other hand, I wonder what would happen if you added the MTU to the Containers part of the overview... Oh, NM! When the cargo bay is not full it would keep trying to loot it until it got tired and closed Eve. It would be better to treat the MTU as a station/array container... Hmmm.

Slav, looking at the Algorithm Editor it looks like the LooterTS module switches to the correct overview preset and works both containers and wrecks.
However there is no way to specify which you want when creating a custom algorithm. Why not?
Also OpenWindow/CloseWindow does not specify Orehold. Is this because Cargohold is built to open whichever of the two is selected in the GUI?
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#36727
Re: MTU Integration 11 Years, 4 Months ago Karma: 6
You're very wrong with this befitting only Null players.

The MTU automatically tractors ALL wrecks and jetcans into ONE place. Providing another player doens't come along and ofc destroy the MTU, which in Empire you are indeed at higher risk of but we can skip this fact for thepurpose that it's irrelevant to integration... That's down to the player's risk/reward strategy to decide.

MTU tractors wrecks & cans
Looter warps to MTU
Collects conents
Leaves
Repeat

I don't use the salvaging function because Empire salvage is next to worthless. The loot contained is where I get any minerals I don't otherwise have. Not really surewhy you would denounce the useful capability of integrating MTU functionality.

Edit: I am not preaching that no-one should salvage containers or not loot wrecks. This is a personal viewpoint. Salvage and loot is useful to many people. The MTU collects contents of all the above into one place. Looter can then be used more efficiently with MORE mining barges in the team. No need for travelling between miners. They can be grouped by using Group Tank and work much more efficiently. I use this method when manually looting with a non-boosting orca/freighter. There is even the potential here that people may be able/may want to invest in another Looter license as well as extra mining licenses. I can't see any reason that MTU integration is not viable, other than perhaps coding - which I admit full ignorance.
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Last Edit: 2015/05/16 06:54 By Pronator.
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#38554
Re: MTU Integration 10 Years, 9 Months ago Karma: 34
deannicholson, if you're still around, I admit that I've run into this situation

The main issue with this is that the looter module is currently built is built to use either the ship's Cargo OR Ore hold. You can put Ore in the Cargo hold, but you can't put loot in the Ore hold. This is something that I've run into a number of times because newbs occasionally come and salvage the wrecks, which leaves a white can with loot in it while my Looter is only trying to put things in the Ore hold. Currently, when the looter can't get the expected amount of M3 into the it's Ore Hold EP will think something is wrong with your Eve windows and restart the client, and repeats the cycle each time it comes to that can. (Which really sucks when that can is the first one your bot always tries to get...) Using an MTU almost guarantees that there'll be loot in it, as it pulls in the next closest wreck/can to the MTU and scoops it into the MTU hold. A fix to that problem could also help make an MTU possible.

I can see a few main ways to fix the problem, one quick/dirty and the other perhaps more involved...
If bot find that it didn't move the M3 amount it expected (or moved none after 2 tries or something):
A. Quick/Dirty - Try clicking the can's Loot All button or close the Ore Hold window and open the Cargo Hold window and try moving it there. (I just verified when trying to move loot and ore to an Ore Hold, all the Ore is moved but the loot stays in the can)
B. More Involved - Put the can's view setting to the List setting and read the contents using either OCR or you can actually selectAll/Copy and it is stored in clipboard. From that point you know which lines go into which part of the ship's hold and can move them accordingly.
C. Hybrid - do the current/efficient loot function, and if error, do the newer version in A or B

Now the MTU adds an additional issue and small amount of complexity in that it is constantly pulling and looting cans and wrecks, so lines can be moved around as more stuff is added. (This problem actually affects the current looter (very rarely) when a miner puts stuff in a can at the instant after the looter selects all in the can to move it, which causes the bot to stop working when last I checked 9 months ago. But that issue has been discussed in a different topic.) This could cause an Ore line to be displaced by loot from a wreck, which would give the bot an error because it would try to move the loot to the wrong hold. So the MTU module's More Involved Scoop_To_Hold function could use the filter and go something like this:
Get can contents (via OCR or copy to clipboard)
For each item that contains Veldspar OR Scordite OR... put that Ore type in the can's filter
Move the items to the Ore hold until they are gone or Ore hold is full (full means warp to station/array)

NOW... for the MTU module. I've thought about how to minimize loss of MTUs, and I think the best one is to deploy it when needed and scoop it when not needed. That would leave two good algorithm options:
1. Minimum Can threshhold to deploy MTU before starting to loot cans (like if more than 3 cans on overview, then deploy MTU)
2. If Hold is full (and cans still in overview), deploy MTU before returning to POS/Station

This would mean that it would probably be best to have the MTU icon show up in the Containers tab of the overview and if MTU found, approach/warp to the MTU and loot from that only until a ship Hold is full or there are zero containers on overview. If zero containers on overview, scoop MTU to cargo hold and look one final time to see if any cans were created when you scooped it.

Additionally, the UnloadCargoEX module would have to be changed so that it would unload both ship Holds into the appropriate places.
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#39639
Re: MTU Integration 10 Years, 5 Months ago Karma: 2
any ETA on this implementation?
this would make looting a lot easier.
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#39736
Re: MTU Integration 10 Years, 5 Months ago Karma: 0
I have been asking this for a log time. I don;t think it will be implemented.

Slave should change the way he charge for the extra modules. This way he can be make money to give us better options in the future. For exemple, we have been asking him to give us drone support for mining. If you check the forum this request is there before I join and start to ask to implementation, this meaning, years. But if he can charge for the extra modules, I think it will be more likely the implementation of new modules.

I never ask this before, but would be very good if local never desapear from the monitor. I made some tests and you can change the place were it is located right now, moving the command center of the ship to the conner of the screen making more space to make the list of people in the local be visible all the time. I had 2 situations it would be grate. One when the neutro ou red is entering in the system and the bot is warping to the belt or adjusting overview, or other thing that makes local desapear from the bot view.

It would be grate and I don;t think it will be very difficult. I'm prepare to pay for the implementation (and I think a lot of people will be willing to pay for extra add ons.)


1. suport for mining drones
2. suport for MTU
3. suport for better rorqual and orca booster with the option of docking in null sec when neutros and red comes.
4. warp fleet leaving the rorqual or orca in the pos.
5. local all the time in the screen.
6. integration of 0.0 support in more than one machine or virtual machine, making possible the bot knows the others accs in the fleet, acting as all the accounts are in the same machine, making local monitor even better, warping fleet, etc.

this is my primary Santa Claus, or Санта Клаус list.

Best Regards
luiscarvalhofb
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