[MOD] Yet Another Trader v2.03c (updated 11th March '16)
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
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Umm I not sure how I could tell if ships were doing galaxy trading or not, my traders are now happily using this mod..
not sure if this is important or not, but this just happened...
http://steamcommunity.com/sharedfiles/f ... =285190693
13 instances of this happening in 2 minutes..
not sure if this is important or not, but this just happened...
http://steamcommunity.com/sharedfiles/f ... =285190693
13 instances of this happening in 2 minutes..
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
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Huh. No that should not be happening I'll look into it, thanks for reporting.
And if you see LI, JSS ect trading outside their own clusters, then there are still galaxy trade jobs running.
And if you see LI, JSS ect trading outside their own clusters, then there are still galaxy trade jobs running.
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All from the same ship..YorrickVander wrote:NZ, were all the 13 from same ship? or spread between both?
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
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Cheers. I think I see whats wrong - the 'sold' message isn't checking for failed trades (schoolboy error). I'll add in some check code and a failsafe of some sort for repeating the same failed sale attempt after a couple of tries. Thanks again.
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Sure :
Stop your Auto Traders (invite to squad iirc). Order to leave squad. Press ENTER > 4 > 2 > 1 and select a ship to start trading or mining (if it has the required drones aboard (see OP) follow the menu options and off it goes.
You can simply remove autotrader, the tags used and * ** *** added to captain name will remain unless you change staff but it is not required as this mod uses a completely different system to store its information.
Stop your Auto Traders (invite to squad iirc). Order to leave squad. Press ENTER > 4 > 2 > 1 and select a ship to start trading or mining (if it has the required drones aboard (see OP) follow the menu options and off it goes.
You can simply remove autotrader, the tags used and * ** *** added to captain name will remain unless you change staff but it is not required as this mod uses a completely different system to store its information.
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Couple of things/questions after first minutes of using..
- Do I need to assign a budget to the captain..it's 0Cr initially
- Can you show what trades are done (maybe show the planned trips like in manual trading) instead of Free trading
- What's more efficient, Zone, Cluster or Galaxy trading?
- The Ship Config menu exits out after each setting, that's a bit frustrating to use, should go back to config menu I guess
- Do I need to assign a budget to the captain..it's 0Cr initially
- Can you show what trades are done (maybe show the planned trips like in manual trading) instead of Free trading
- What's more efficient, Zone, Cluster or Galaxy trading?
- The Ship Config menu exits out after each setting, that's a bit frustrating to use, should go back to config menu I guess
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1] Yes. The Captain needs money to buy things
2] Possibly. However due to the unreliability of the ware reservation code it wouldn't be 100% useful. If I can get this to be reliable, maybe.
3] Depends where you are, and what wares your ship can carry. Galaxy trading has more potential trades, but can take a lot longer. You decide.
4] How often do you redo every setting for a ship? Will have to wait until I learn to fully craft my own lua stuff. The defaults are reasonable for budget cap and home zone is not used on traders. I assume you read the OP
2] Possibly. However due to the unreliability of the ware reservation code it wouldn't be 100% useful. If I can get this to be reliable, maybe.
3] Depends where you are, and what wares your ship can carry. Galaxy trading has more potential trades, but can take a lot longer. You decide.
4] How often do you redo every setting for a ship? Will have to wait until I learn to fully craft my own lua stuff. The defaults are reasonable for budget cap and home zone is not used on traders. I assume you read the OP
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I got 3 mining ships and they are set to sell galaxy wide.. - At present they are jumping all over the galaxy from my home base.. - But the good thing is they making me credits
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
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Yea. I was surprised when the game released and CV's were in such a limbo that ego had to lock them down so to speak. Talk about shoddy design and dev choices . I wouldn't personally mess them either in your situation.YorrickVander wrote:I decided to filter out CVs to prevent adding a working one by accident. There is a way to test for that specifically but playing it safe seemed better I also have no idea what happens if you add one from a fully finished station aside from that station losing the ability to repair.
Keep up the fantastic work!
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Just a little update on my ships using this mod
http://cloud-4.steampowered.com/ugc/581 ... 9BB7083A3/
Looks like things going good... Profits coming in...
http://cloud-4.steampowered.com/ugc/581 ... 9BB7083A3/
Looks like things going good... Profits coming in...
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
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Glad to hear it After the logbook spam fix I want to add a new role : Trade for CV. It seems architects are crap managers for trade ships. I assigned a titurel to one earlier during test of a new mod and it sat there with commander 'cv' command 'none'. Doh. So, hopefully a trader can be assigned to cater for that CV's needs only until you have built what you want
Also - opinions please. Would assigning a particular ware be thought useful for a miner? Say mine only Ice and sell at Galaxy range or whatever.
Also - opinions please. Would assigning a particular ware be thought useful for a miner? Say mine only Ice and sell at Galaxy range or whatever.
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Good idea, actually from what I have noticed, it seems that managers of any station are crap managersYorrickVander wrote:Glad to hear it After the logbook spam fix I want to add a new role : Trade for CV. It seems architects are crap managers for trade ships. I assigned a titurel to one earlier during test of a new mod and it sat there with commander 'cv' command 'none'. Doh. So, hopefully a trader can be assigned to cater for that CV's needs only until you have built what you want
Also - opinions please. Would assigning a particular ware be thought useful for a miner? Say mine only Ice and sell at Galaxy range or whatever.
I am getting to the stage now of contemplating taking all ships away from my stations and reassigning them to other duties (or just selling them)
Yes, could be very useful, point in fact, two of my miners are currently mining ice and selling it to the same station, if you put in what they could mine then I could split them up to mine different resources
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
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Yeah the mod I'm testing atm is for station manager's traders to work galaxy wide. The AI is awful... the treader can get stuck trading 100 energy cells over and over as the production lines cycle and ignore the rest of the needed goods -facepalm-. That ai is for another day though.
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Did your mod support the stationtraders like euclids? (Or did your mod set a higher priority to own stations?)
Cause i mainly need trader/miner which support my own empire
(Euclids Stationminer didnt work well cause of the method it selects needed miningstuff)
But the Stationtrader work fine
And the main problem: if you run more than 1 autotrader ... they sometimes take the same route (i build a new station which need 50k cells, so 2 of the autotraders buy 50k and sell em...so my storage gets 100k cells ... not the problem here, but other stuff could block the storage...)
Did your mod solve this problem? (or did it just not happen)
atm i use johns mod for mining, but im looking for a all in 1 solution
Cause i mainly need trader/miner which support my own empire
(Euclids Stationminer didnt work well cause of the method it selects needed miningstuff)
But the Stationtrader work fine
And the main problem: if you run more than 1 autotrader ... they sometimes take the same route (i build a new station which need 50k cells, so 2 of the autotraders buy 50k and sell em...so my storage gets 100k cells ... not the problem here, but other stuff could block the storage...)
Did your mod solve this problem? (or did it just not happen)
atm i use johns mod for mining, but im looking for a all in 1 solution
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Station traders : No - but see Galaxy Station Range mod released yesterday at http://forum.egosoft.com/viewtopic.php?t=369302. This doesn't however fix the ai selection of what to trade.
Station mining : the vanilla code as of 2.10-2.20 is actually quite good. I didn't see a need to replace it.
Traders/Miners using same route : sorry this is an issue with the trade booking system. Clashes can and do happen. I would like to fix this though and am looking at options to do so.
Currently I'm working on v0.1.1 bug fix and some new features.
Station mining : the vanilla code as of 2.10-2.20 is actually quite good. I didn't see a need to replace it.
Traders/Miners using same route : sorry this is an issue with the trade booking system. Clashes can and do happen. I would like to fix this though and am looking at options to do so.
Currently I'm working on v0.1.1 bug fix and some new features.
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The auto mining code and galaxy range traders help pick up the slack here. Even if red to PMC there's a station in OL that trades minerals From some experiments I believe the npc trade stations (core dig, pmc place in the big empty, badlands colony) all buy + sell at 0% from average so if your stations need enough mineables to push price over that they are in good stead for receiving auto mined stuff. After all most npc stations that need mined materials have their own faction miners working too on top of the npc free miners.
There is a reason I decided not to override player buys atm - like station managed traders, a weighting system needs to be implemented or you run the risk of trading tiny amounts over and over as the production lines cycle and ignoring larger needs, which is exactly how station traders behave currently.
There is a reason I decided not to override player buys atm - like station managed traders, a weighting system needs to be implemented or you run the risk of trading tiny amounts over and over as the production lines cycle and ignoring larger needs, which is exactly how station traders behave currently.
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Split irritate visiting pilot with strange vocal patterns.
Split irritate visiting pilot with strange vocal patterns.