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

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mohammadm55
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Post by mohammadm55 » Mon, 21. Jul 14, 00:47

yorrick ty for the mod it works great for me, keep it up.

Endeavour79
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Post by Endeavour79 » Wed, 23. Jul 14, 05:57

Using your mod since a few days now and must say, job well done. Easy to handle and easy to manage your trading fleet!!

One odd thing I noticed is trade execution though..
My CV was buying 38 or so Force Field Proj. and 56 HIT/MA Turrets and the Galaxy Trader had more than enough of both on board (from earlier manual trading).. But instead of docking once (max twice) to fill both trade offers, the GT docked like 6 or more times and always sold chunks of the total..

Is this intended behaviour? Any way to change that?

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YorrickVander
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Post by YorrickVander » Wed, 23. Jul 14, 15:30

I've not seen this directly, but I have noticed that ships with fractured storage will sometimes do something similar to what you describe. In ship details, highlight storage and details again : most ships you will see multiple entries for each storage type (in stations too). My assumption is that if a given trade crosses a storage boundary it will be split into 2 trades. This is very annoying and is fixable but vanilla ships I believe all have this to some degree. I've also seen this happen in manual trading where my ship reports the purchase twice.

Fixing requires redoing the storage macros for the ships.
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mohammadm55
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Post by mohammadm55 » Wed, 23. Jul 14, 20:36

hello yorrick thank you for the great mod, i have only used your mod for mining only and it has worked great. and now i need a ship to buy my ship part from my stations and go sell it to other stations. should i assign lyraneas to the stations manager and he sell it for me, or should i get some trading ships set up?

exelsiar
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Post by exelsiar » Thu, 24. Jul 14, 03:51

Hello again. I believe theres something wrong with the trader scripts running for me. My Fedhelms are mining and selling quite happily, but my 6 titurels and 1 rahanas are only willing to buy fuel (i deleted what they already had in my attempt to 'reset' them). Once they've stocked up on their 2500 fuel, they just sit around in the system doing absolutely nothing except 'searching for trade', even though there are plenty available.

I only noticed this issue because i realised i was missing a fair few traders due to them having just stopped in an unsafe location.

edit: forgot to say, i tested whether it was another mods faults but uninstalling all of them (except a shipyard building one for fear of breaking things).

edit2: ok, most of the titurels have decided to start trading in energy cells, alas i cant sit around watchin them anymore, i need my sleep >_<
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Endeavour79
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Post by Endeavour79 » Thu, 24. Jul 14, 05:52

YorrickVander wrote:I've not seen this directly, but I have noticed that ships with fractured storage will sometimes do something similar to what you describe. In ship details, highlight storage and details again : most ships you will see multiple entries for each storage type (in stations too). My assumption is that if a given trade crosses a storage boundary it will be split into 2 trades. This is very annoying and is fixable but vanilla ships I believe all have this to some degree. I've also seen this happen in manual trading where my ship reports the purchase twice.

Fixing requires redoing the storage macros for the ships.
Hmm..in my case it was both, a Stock Rahannas Container and a Styrvok Container. Do they have fractured storage??

exelsiar
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Post by exelsiar » Thu, 24. Jul 14, 08:34

if by stock you mean a starter one, then yes, the styrvok does too, its a really annoying system at times >_<
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Endeavour79
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Post by Endeavour79 » Thu, 24. Jul 14, 09:43

I meant stock like unmodded.. One is captured the other one build..

exelsiar
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Post by exelsiar » Thu, 24. Jul 14, 09:49

ahh then no their not fractured :)

slight update on my issue, i think somethings broken in the whole games automated navigation, i just found a system with like 50 water freighters... and im have trouble making my own ships leave the area >_<
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YorrickVander
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Post by YorrickVander » Thu, 24. Jul 14, 12:37

As for the storage fracturing, check as i said above : go to ship details in game, click the word storage and details again. If you see a list like 'bulk 6000' 'bulk 6000' then yes it is fractured into 6000 unit compartments.

News on the 'trading null to null for 0Cr' issue :

I've nailed the bug and happily (for me) it's not in my code but a bug in the <execute_trade function that calls the exe code. Happily also for the mods users its a cosmetic bug for us, as in testing the trade went through and the captain's wallets did go up despite this issue.

Essentially what is happening is the trade data is being lost in certain unknown circumstances inside the exe code and causing the 'trade complete' check (that would fire on manual trading to the event monitor and say 'deal complete sir!') and any following checks on the trade data in the ai to fail.

I have 3 possible workarounds for this under consideration so new version will be up as soon as I decide and test the best of them.

Again you can carry on using the mod, it isn't losing your money :D It just looks rubbish on the logbook. Selectable ware for mining is also ready for next release, along with 2 other minor bug fixes.
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Endeavour79
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Post by Endeavour79 » Thu, 24. Jul 14, 15:08

Found this in the debug..
[=ERROR=] Error loading MD file extensions\YorrickAutoTrade\md\MainMenu.xml: Ignoring root node 'diff' in XML file 'extensions\YorrickAutoTrade\md\MainMenu.xml'.

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YorrickVander
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Post by YorrickVander » Thu, 24. Jul 14, 16:34

Endeavour79 wrote:Found this in the debug..
[=ERROR=] Error loading MD file extensions\YorrickAutoTrade\md\MainMenu.xml: Ignoring root node 'diff' in XML file 'extensions\YorrickAutoTrade\md\MainMenu.xml'.
That is expected and something similar will come up for any diff file on a mission director script. What it means is, that after diff processing the game engine rejects running it as if it were a full script.
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exelsiar
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Post by exelsiar » Thu, 24. Jul 14, 23:53

I've a request for auto miners, if its even possible. Could you have the specialist miner ships stick to their specialities. I often find my Fedhelms going after ice, which isn't very helpful >_<
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mohammadm55
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Post by mohammadm55 » Fri, 25. Jul 14, 06:27

hello yorrick my ships buy wares that my stations need but will not trade them with my stations. they just sit close by and say there waiting to trade with my station. but even after hours of waiting nothing happens.

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YorrickVander
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Post by YorrickVander » Fri, 25. Jul 14, 13:10

@exelsiar - already done for next patch.

@mohammadm55 - I'll look for this happening. In the meantime, do your stations have cargo drones? Or at least your trade ships? Lack of drones could be a cause. There can sometimes be budget issues too, the manager might need enough funds to cover the transaction even though they will not actually be removed as the sale happens (ES bug not sure if they fixed it).
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exelsiar
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Post by exelsiar » Fri, 25. Jul 14, 16:14

haha nice, <3 you sir ^_^
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mohammadm55
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Post by mohammadm55 » Fri, 25. Jul 14, 18:29

ok ty the lack of drones was the issue and they work perfectly now ty for the help.

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YorrickVander
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Post by YorrickVander » Mon, 28. Jul 14, 17:33

v0.1.2 released

Fixed null to null for 0Cr bug
New feature - select specific ware for miners, or 'Any' to behave as normal looking for market needs. Cannot be set via config due to current AI setup, will revisit in next version as will likely need to change things anyway after new patch is released.

Sorry for delay, BlackRain is very good at distracting me with interesting problems and ideas.
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exelsiar
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Post by exelsiar » Mon, 28. Jul 14, 18:18

Again I will need to ask you to restart your traders and miners. This is not ideal but I'd rather ask this than do something incorrect and screw up your saves. Thanks for your understanding
Is the above still valid? I ask because you then say this:
Any trades in progress when reloading with new version may still generate the bugged output, this will fix itself next trade, or preferably on stop/start of the mod on each ship.
The contradiction is a tad confusing. Loving that progress is still being made :D
Living in a land of make believe. Making peoples dreams die 1 by 1.

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YorrickVander
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Post by YorrickVander » Mon, 28. Jul 14, 18:51

Yeah I do still ask you to, as current trades still have potential to behave strangely without a restart with any ai script change, even one as basic as this. I mentioned that only to clarify possible output error and mistaken thought that the patch was failing.
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