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

Posted: Fri, 11. Jul 14, 15:05
by YorrickVander
YAT v2.03c
=========

Released on Steam Workshop
Direct d/l : https://www.dropbox.com/s/idp2q00220nm6 ... c.zip?dl=0

2.03 bugfix update
----------------------

11th March minor change for Phipz for mod compatability
8th March minor update to fix ware selection with non english translations
6th March minor update to fix miner menu issue

Fixed GUI bug that reset range when changing homezone or waretype.
YAT traders no longer deal in wares set as restricted by player stations.
Added missing check so ships cannot be assigned to YAT while under orders from a manager or architect (cheers for catch Saquavin).
Due to problems with resquadding active YAT ships, YAT now automatically removes the ship from squad on assignment and stops all trading cleanly on resquad.

Unfortunately due to the lack of event parameters, the planned addition of optional money notifications from YAT traders is not possible.

2.02 bugfix update
----------------------

Fixed missing check in trade finder ai
Fixed copy paste error in trade finder ai
YAT 2 now significantly more efficient at trading.

2.01 bugfix update
----------------------

Fixed 'trade complete' spam.
Stats now shows correct pilot reliably.
Ships should not now sell their own fuel. This is silly.
M size bulk miners should work now.
Miners look for closest resource again, not just any in range.

--------------------

Should be stable but bugs are always possible.
Huge thanks and hugs to Sparky Sparkcorp for initial testing, great feedback and finding many mistakes :)

What is it?
============

Yet Another Trader is an automated trading and mining script.

Changes from v1.x
==================

This version of YAT is quite an overhaul from the original. The UI
is completely reworked, custom (if simple) trade finder ai makes a
better profit for the player, no more individual trader wallets that
could be wiped out on ship destruction, ability to whitelist via
placement of tradeagents as YAT will now only trade using data held
on the Skunks trade computer (shift-T). YAT ships will make less money
in general than a player managed ship using the Deals interface but
you can choose automation over efficiency + managing the ships yourself.

Captains profit made can now be accessed via captain > orders > stats.

YAT is currently intended for X Rebirth 4.0+

How to use it
=============

Set up trade agents on stations you wish to trade with. YAT includes
an option to remove these from stations you wish to blacklist. To do
so, select the station through the map (can be done remotely from any
location), open comms and select 'Cancel Trade Offer Updates'

Assign a ship to Yat control - Comm the ship/captain and select 'Assign
New Superior', 'Trade Manager' then selct the task 'Trader' or 'Miner'
assuming the ship is capable of carrying cargo and has at least 1 or
the appropriate drone types. YAT is compatible with M, L + XL ships.

At the configuration dialog, check the details for range, home zone,
refuelling and ware type(s) to deal in.

Homezone is the pilots base of operations. In practical terms, if you
set a homezone to a trader or miner before they start working they
will go there before begining their main task. handy if you want a
ship bought in devries to trade in ol only for example. (Shout to Sparky
for the idea). Homezone is also used by mining ships when selling their
wares on a galactic range. In this case it defines where the ship will
return to after selling before starting to mine again.

Once running, contact the captain and select 'New Order' to select
YAT options : 'Configure', 'Stats' and 'Stop'

YAT will automatically stop when you talk to a ship dealer to upgrade,
sell or repair that ship. It will also stop if you assign that ship to
a new commander including the Skunk or order the Captain to 'Follow me
again' or 'Stop Task'. Any credits held by the captain for trades will
be returned to your wallet.

When changing a YAT ships options, the new settings will only take effect
after the current trades in its queue are finished. These can be seen in
the ship details dialog. Stopping a YAT trader with any of the above
methods will clear the queue instantly.

YAT traders now deal with cash directly from your wallet, but will never
spend more than half of your current balance. It is advised to run only
one trader until you have a good bank roll behind you.

YAT traders will not show up in manual trade dialogs.

Posted: Fri, 11. Jul 14, 21:09
by Dygaza
Sounds good, will give it a try. Can I specify which cargo each trader are willing to trade? If not, that migh be good addition for new versions of the mod :)

Posted: Fri, 11. Jul 14, 22:02
by YorrickVander
No, I left it as free trade limited by the available cargo types for the ship for max profits. Specifying cargo by ware would be a lot of clicking for no real benefit imo, as the traders already go for maximum profit on available trades. I think its better to run smaller cargo then no cargo :) It looks for minimum 2% margin after fuel costs for the trade btw.

Posted: Fri, 11. Jul 14, 22:10
by Dygaza
Yeah I agree with the logic.

Only reason I kinda miss the feature is that in my games I'm pretty much the only one who even trades drones. (Omicron Lyrae). And all those are done manually by hand. Ai's don't touch them for some reason. Would have wanted to specialise trader for them only (other categories aswell).

Posted: Fri, 11. Jul 14, 22:19
by YorrickVander
Then a galaxy container ship is your friend ;)

Posted: Fri, 11. Jul 14, 22:37
by Dygaza
Yeah, I have those mods, will give it a go and see how it goes :) Just need that nexusmods page to start working....

Posted: Fri, 11. Jul 14, 23:29
by Baconnaise
Why did you purposefully leave out the best trade/mining ship in the game out of the mod? Aesthetics I assume.

Nice mod as usual Yorrick.

Posted: Fri, 11. Jul 14, 23:56
by YorrickVander
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.

Posted: Sat, 12. Jul 14, 00:11
by NZ-Wanderer
quick question :) - If my home base is homesteaders (transcend) and my miners/traders are set to galaxy does that mean sooner or later they will go into the killing zone (Maelstrom)

Posted: Sat, 12. Jul 14, 00:30
by YorrickVander
To jump beacons while traveling yes. Miners won't mine there unless you set home zone in there somewhere. Traders will only stop at the station by the gate unless you build more in Sigma Sector. The home zone is meant to specifically prevent miners trading in a potentially hostile area and then starting to mine there after sale finished. I haven't tested with transcend though so let me know if there's any particular concerns with that mod :)

Posted: Sat, 12. Jul 14, 00:52
by NZ-Wanderer
Ok thanks, my main home sector (where I building my shipyard) is Homesteaders Haven/Victory in Grace (which as we both know only has lots of rocks in the zones/sectors)
So setting trader and miners to galaxy in theory (if I got this right) will let the traders and miners travel from Homesteaders Haven out to Tree of Life to trade and miners to get rid of the mined stuff correct?

Posted: Sat, 12. Jul 14, 01:03
by YorrickVander
Correct yes. Traders will roam all over, and currently have no use for home zone, although I would like to implement some kind of GTFO! reaction to low hull % using home zone as the place to run to. And yeah. miners mine in the cluster of home zone, sell at the set range and will, if away from home cluster after sale, return before mining any more.

Posted: Sat, 12. Jul 14, 01:05
by NZ-Wanderer
Thank you for that, will uninstall autotrader, give yours a go and see what happens (nice having choices :) )

Posted: Sat, 12. Jul 14, 01:53
by euclid
Nice job Yorrik - I'm glad to see different approaches on the same pressing matter. Have uninstalled AutoTrader and running you mod in a new game. It's very nice.

Cheers Euclid

Posted: Sat, 12. Jul 14, 02:22
by NZ-Wanderer
Have now got One trader and 3 miners all setup and running..
Set all their homebases to (sector) Homesteaders Haven/ (Zone) Victory in Grace.
Gave them all credits..
Set them all to Galaxy.
They all then took off to a zone in (sector) Tree of life where they sat for several minutes before spreading themselves out in zones of Tree of life..

I guessing that the miners didn't want to mine in their home zone/sector. (Hmm maybe they had stuff to sell, I never checked on that)

Edited to change cluster to sector :)

Posted: Sat, 12. Jul 14, 02:54
by YorrickVander
I think you are confusing sectors and clusters :) Cluster = system, which is both sectors of Transcend. So yeah the miners will wander off - they are set to find a need (read buy order) find the closest source of that ware, mine it and check again for the sale. Rinse, repeat, profit.

Posted: Sat, 12. Jul 14, 03:20
by NZ-Wanderer
Yea, I get them confused :)
Just for a laugh I decided to follow one of my Titeral mining vessels to see where it went, sheesh, talk about a long trip, it went right into Albion (the big empty) to sell stuff..

One question, I also have your Galaxy Trader installed, I trust this won't cause problems, or don't I need it any more...

Posted: Sat, 12. Jul 14, 03:49
by YorrickVander
It won't cause problems as such but it might reduce your available trades a fair bit. The npcs don't cover all wares of course, so there's still profit to be made.

Posted: Sat, 12. Jul 14, 22:51
by NZ-Wanderer
well I decided to take galaxy trader out, since that is the mod that causes those problems we have at the jump gates when we "in-zone"
Not too worried about the profits margin at the moment :)
It is very interesting watching my mining ships with this mod running tho, they are going all over the galaxy, my poor fighters that are supposed to be protecting them cannot keep up with them :lol:
You done a really great job, thank you...

Posted: Sat, 12. Jul 14, 23:03
by YorrickVander
Let me know if the npc galaxy trade ships disappear ok after removal, I might need to look at an uninstall version. To be fair it was as much of a 'because I could' mod as anything else after SilverXarrow's thread about how to make it happen.