I created this mod to support a ship type / play style that is not supported by default. That is a ship that serves one purpose, build other ships. This mod actually makes the Ship construction subsystem actually usable.
(tested with 22.214.171.124)
Fist off however I would like to mention other modders that I based my work on:
what I based pretty much the entire project off of :: Refuel Auto-Pilot by erdrikhttp://forums.blind-mind.com/index.php?topic=1597.0
and a small UI upgrade done by ouch which shows how long your ammo will last and how long your ship will remain operational if run off capacitors. (in the ship design screen)
How to install: extract into your Mod/ directory. Run game. Choose ShipBuilderAI from the drop down at the new game screen. (top)
How to use:
To use go to the Ship designer window. you will find ShipBuilder AI in the support tab. Put it on a ship. then add it in a new ship. DO NOT add a cargo bay. best used with some bussard engines, the Shipbuilder AI, and some construction bays. (add a bussard scoop to stop the intermitent refueling trips) and thats it. no control needed. And yes i do realize the AI should have a control requirement.
What this does:
The only way to add AI to a ship is by adding a sub system.
So what the AI does is just keep its reserves of resources above 50%. When its low, it finds the planet in the system with the most resources of what it needs and goes and acquires them.
I still need to add a keep draining resources from current planet algorithm as it tends to jump from planet to planet more than needed (it would require another loop tho,
Things I learned, and suggestions to help make modding better for everyone:
I would like to be able to maintain a small piece of state from one update to the next. ex. current target data. As separate from the combat system. like an array that can only be accessed from the sub system (or just any, dont matter much). this will allow more complex AI modules to be created without the need for excessive looping.
Some way to remove a single command without having to wipe the whole command list and rebuild it.
A way to add priority ratings to commands. this can help reduce the command conflicts caused by other command generating modules (like the cargo bay).
A little more documentation for the command system. As it was rather annoying to do lots of trial and error.
Well let me know if anyone finds this useful or fun. And BlindMind, Keep up with the good work.