[MOD] Yet Another Trader v2.03c (updated 11th March '16)

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NZ-Wanderer
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Post by NZ-Wanderer » Sat, 12. Jul 14, 23:36

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.. :o
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.

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YorrickVander
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Post by YorrickVander » Sat, 12. Jul 14, 23:41

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.
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YorrickVander
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Post by YorrickVander » Sun, 13. Jul 14, 00:18

NZ, were all the 13 from same ship? or spread between both?
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NZ-Wanderer
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Post by NZ-Wanderer » Sun, 13. Jul 14, 00:41

YorrickVander wrote:NZ, were all the 13 from same ship? or spread between both?
All from the same ship..
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.

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YorrickVander
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Post by YorrickVander » Sun, 13. Jul 14, 01:01

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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Endeavour79
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Post by Endeavour79 » Sun, 13. Jul 14, 02:22

I'm currently using Euclids Autotrader..Would like to give your mod a try but don't feel like starting a new game..

Can you post some quick instructions on how-to change the mods still using the same savegame?

Thanks!

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YorrickVander
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Post by YorrickVander » Sun, 13. Jul 14, 02:31

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.
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Endeavour79
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Post by Endeavour79 » Sun, 13. Jul 14, 02:51

Thanks for the super quick reply. Appreciate it!

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Post by Endeavour79 » Sun, 13. Jul 14, 03:03

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

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YorrickVander
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Post by YorrickVander » Sun, 13. Jul 14, 03:47

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? :P 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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NZ-Wanderer
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Post by NZ-Wanderer » Sun, 13. Jul 14, 04:32

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.

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Baconnaise
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Post by Baconnaise » Sun, 13. Jul 14, 11:26

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.
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 :D . I wouldn't personally mess them either in your situation.

Keep up the fantastic work!

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NZ-Wanderer
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Post by NZ-Wanderer » Sun, 13. Jul 14, 21:00

Just a little update on my ships using this mod :D

http://cloud-4.steampowered.com/ugc/581 ... 9BB7083A3/

Looks like things going good... Profits coming in... :lol:
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.

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YorrickVander
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Post by YorrickVander » Sun, 13. Jul 14, 21:10

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.
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Post by NZ-Wanderer » Sun, 13. Jul 14, 21:16

YorrickVander 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.
Good idea, actually from what I have noticed, it seems that managers of any station are crap managers :lol:
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.

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YorrickVander
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Post by YorrickVander » Sun, 13. Jul 14, 21:22

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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Stonehouse
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Post by Stonehouse » Mon, 14. Jul 14, 14:51

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 :D
(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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YorrickVander
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Post by YorrickVander » Mon, 14. Jul 14, 15:06

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.
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Stonehouse
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Post by Stonehouse » Mon, 14. Jul 14, 15:47

YorrickVander wrote: Station mining : the vanilla code as of 2.10-2.20 is actually quite good. I didn't see a need to replace it.
i know they work, but they just work for one station :D

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Post by YorrickVander » Mon, 14. Jul 14, 16:00

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.
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