[MOD] Civilian Fleets: Mimicry Extension (v6.05)
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
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Re: [MOD] Civilian Fleets (v2.02)
Aight screw this. v3.0 coming in soon.
v3.0 will feature the total elimination of Right Click API. That's right! There was a breakthrough as I observed how Just Another Modified UI (https://www.nexusmods.com/x4foundations/mods/450) did it with their UI modifications without the use of the Right Click API/G-Workaround. Well-needed inspiration to get the ball rolling, and well-needed update to finally conclude the SirNukes conversion, which concludes the main dev work here to a good close.
(I have some minor features in my mind, but those will have to be worked on later, because real life is coming for me. Better finish most stuff while I still can.)
v3.0 will feature the total elimination of Right Click API. That's right! There was a breakthrough as I observed how Just Another Modified UI (https://www.nexusmods.com/x4foundations/mods/450) did it with their UI modifications without the use of the Right Click API/G-Workaround. Well-needed inspiration to get the ball rolling, and well-needed update to finally conclude the SirNukes conversion, which concludes the main dev work here to a good close.
(I have some minor features in my mind, but those will have to be worked on later, because real life is coming for me. Better finish most stuff while I still can.)
The future awaits.
X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.
X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.
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- Posts: 2
- Joined: Wed, 6. May 20, 13:33
Re: [MOD] Civilian Fleets (v2.02)
I Believe i do have the newest versions of each,Snowfious wrote: ↑Sun, 10. May 20, 18:10Make sure you have both the most updated version of Mules and Civ Fleet. I had a similar issue with Miner-Traders using travel mule, and they recently (both mods) worked on some code to support miners as traders. And because of that, even normal traders some issues were fixed when assigning Mules to stations.MisterOutofTime wrote: ↑Sat, 9. May 20, 22:13Hey Nice Mod,
But i do seem to have an Issue, when i create a Travel Mule Civ Fleet, i shortly see it forming(with the autorename of the fleet)
but then they all get reassigned to the Station as Trader Fleet
Mules, Supply and Warehouses Extended" from 2020-05-09 by Misunderstood-Wookiee
V1024 - Civilian Fleets Version 202
RightClickAPI Version 036/2020-04-31
G_Work_Around Version 031/2019-01-07
+ Sirnukes api etc
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- Posts: 224
- Joined: Mon, 30. Jul 18, 04:16
Re: [MOD] Civilian Fleets (v2.02)
It is a bit complicated because I collaborated with the guys at the Mules, writing a bit of code related to assignment. Not sure what went wrong at the first glance.MisterOutofTime wrote: ↑Mon, 11. May 20, 14:02I Believe i do have the newest versions of each,Snowfious wrote: ↑Sun, 10. May 20, 18:10Make sure you have both the most updated version of Mules and Civ Fleet. I had a similar issue with Miner-Traders using travel mule, and they recently (both mods) worked on some code to support miners as traders. And because of that, even normal traders some issues were fixed when assigning Mules to stations.MisterOutofTime wrote: ↑Sat, 9. May 20, 22:13Hey Nice Mod,
But i do seem to have an Issue, when i create a Travel Mule Civ Fleet, i shortly see it forming(with the autorename of the fleet)
but then they all get reassigned to the Station as Trader Fleet
Mules, Supply and Warehouses Extended" from 2020-05-09 by Misunderstood-Wookiee
V1024 - Civilian Fleets Version 202
RightClickAPI Version 036/2020-04-31
G_Work_Around Version 031/2019-01-07
+ Sirnukes api etc
The future awaits.
X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.
X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.
Re: [MOD] Civilian Fleets (v3.00)
Hello everyone !
Just a quick post to say Civilian Fleet "new formula" works now for me ! (run Win7)
And without putting the files in My Documents/Extensions folder as i used to.
Thanks a lot for your amazing work Vectorial !
Just a quick post to say Civilian Fleet "new formula" works now for me ! (run Win7)
And without putting the files in My Documents/Extensions folder as i used to.
Thanks a lot for your amazing work Vectorial !
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- Posts: 224
- Joined: Mon, 30. Jul 18, 04:16
Re: [MOD] Civilian Fleets (v2.02)
I noticed a bug and posted a new issue on the Mules repo, maybe the bug caused your Mules to get assigned to stations as normal traders.MisterOutofTime wrote: ↑Mon, 11. May 20, 14:02I Believe i do have the newest versions of each,Snowfious wrote: ↑Sun, 10. May 20, 18:10Make sure you have both the most updated version of Mules and Civ Fleet. I had a similar issue with Miner-Traders using travel mule, and they recently (both mods) worked on some code to support miners as traders. And because of that, even normal traders some issues were fixed when assigning Mules to stations.MisterOutofTime wrote: ↑Sat, 9. May 20, 22:13Hey Nice Mod,
But i do seem to have an Issue, when i create a Travel Mule Civ Fleet, i shortly see it forming(with the autorename of the fleet)
but then they all get reassigned to the Station as Trader Fleet
Mules, Supply and Warehouses Extended" from 2020-05-09 by Misunderstood-Wookiee
V1024 - Civilian Fleets Version 202
RightClickAPI Version 036/2020-04-31
G_Work_Around Version 031/2019-01-07
+ Sirnukes api etc
Have a look here:
https://github.com/Misunderstood-Wookie ... ed/pull/68
The future awaits.
X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.
X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.
Re: [MOD] Civilian Fleets (v3.00)
I'm seeing a ton (like dozens) of these on a new gamestart in debuglog:
Not sure what's happening?
Code: Select all
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 Error in MD cue md.CivilianFleets_Signals.Signal_SyncOrders: Property lookup failed: global.$v1024_symbols_requestOrderSync
* Expression: global.$v1024_symbols_requestOrderSync
* Action: <signal_objects>, line 135
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 Error in MD cue md.CivilianFleets_Signals.Signal_SyncOrders: Property lookup failed: global.$v1024_symbols_requestOrderSync
* Expression: global.$v1024_symbols_requestOrderSync
* Action: <signal_objects>, line 135
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 Error in MD cue md.CivilianFleets_Signals.Signal_SyncOrders: Property lookup failed: global.$v1024_symbols_requestOrderSync
* Expression: global.$v1024_symbols_requestOrderSync
* Action: <signal_objects>, line 135
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 Error in MD cue md.CivilianFleets_Signals.Signal_SyncOrders: Property lookup failed: global.$v1024_symbols_requestOrderSync
* Expression: global.$v1024_symbols_requestOrderSync
* Action: <signal_objects>, line 135
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 Error in MD cue md.CivilianFleets_Signals.Signal_SyncOrders: Property lookup failed: global.$v1024_symbols_requestOrderSync
* Expression: global.$v1024_symbols_requestOrderSync
* Action: <signal_objects>, line 135
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 Error in MD cue md.CivilianFleets_Signals.Signal_SyncOrders: Property lookup failed: global.$v1024_symbols_requestOrderSync
* Expression: global.$v1024_symbols_requestOrderSync
* Action: <signal_objects>, line 135
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 Error in MD cue md.CivilianFleets_Signals.Signal_SyncOrders: Property lookup failed: global.$v1024_symbols_requestOrderSync
* Expression: global.$v1024_symbols_requestOrderSync
* Action: <signal_objects>, line 135
[General] 0.00 ======================================
[General] 0.00 ======================================
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Re: [MOD] Civilian Fleets (v3.00)
Supposedly these global variables should of been set when a game is loaded, so I can use them to signal things.Phiolin wrote: ↑Thu, 21. May 20, 09:35I'm seeing a ton (like dozens) of these on a new gamestart in debuglog:
Not sure what's happening?Code: Select all
[General] 0.00 ====================================== [General] 0.00 ====================================== [=ERROR=] 0.00 Error in MD cue md.CivilianFleets_Signals.Signal_SyncOrders: Property lookup failed: global.$v1024_symbols_requestOrderSync * Expression: global.$v1024_symbols_requestOrderSync * Action: <signal_objects>, line 135 [General] 0.00 ====================================== [General] 0.00 ====================================== [=ERROR=] 0.00 Error in MD cue md.CivilianFleets_Signals.Signal_SyncOrders: Property lookup failed: global.$v1024_symbols_requestOrderSync * Expression: global.$v1024_symbols_requestOrderSync * Action: <signal_objects>, line 135 [General] 0.00 ====================================== [General] 0.00 ====================================== [=ERROR=] 0.00 Error in MD cue md.CivilianFleets_Signals.Signal_SyncOrders: Property lookup failed: global.$v1024_symbols_requestOrderSync * Expression: global.$v1024_symbols_requestOrderSync * Action: <signal_objects>, line 135 [General] 0.00 ====================================== [General] 0.00 ====================================== [=ERROR=] 0.00 Error in MD cue md.CivilianFleets_Signals.Signal_SyncOrders: Property lookup failed: global.$v1024_symbols_requestOrderSync * Expression: global.$v1024_symbols_requestOrderSync * Action: <signal_objects>, line 135 [General] 0.00 ====================================== [General] 0.00 ====================================== [=ERROR=] 0.00 Error in MD cue md.CivilianFleets_Signals.Signal_SyncOrders: Property lookup failed: global.$v1024_symbols_requestOrderSync * Expression: global.$v1024_symbols_requestOrderSync * Action: <signal_objects>, line 135 [General] 0.00 ====================================== [General] 0.00 ====================================== [=ERROR=] 0.00 Error in MD cue md.CivilianFleets_Signals.Signal_SyncOrders: Property lookup failed: global.$v1024_symbols_requestOrderSync * Expression: global.$v1024_symbols_requestOrderSync * Action: <signal_objects>, line 135 [General] 0.00 ====================================== [General] 0.00 ====================================== [=ERROR=] 0.00 Error in MD cue md.CivilianFleets_Signals.Signal_SyncOrders: Property lookup failed: global.$v1024_symbols_requestOrderSync * Expression: global.$v1024_symbols_requestOrderSync * Action: <signal_objects>, line 135 [General] 0.00 ====================================== [General] 0.00 ======================================
There is this common pitfall where modders would forget to also check for "new game starts". Perhaps this is the case...
The future awaits.
X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.
X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.
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- Joined: Wed, 29. Feb 12, 17:34
Re: [MOD] Civilian Fleets (v3.00)
Rather bizarre bug today. Only change in mods for me is I updated to the latest beta of FE.
Subordinates ONLY in a tatertrade fleet will only fill their cargo halfway or less with wares when making trades. The commander fills his ship completely as normal. ALL members of a tatertrade fleet seemingly get lost and wander around at times. I have them set trading out of Argon Prime buying and selling within 1 gate. Half the time I find them them in teladi space or some other rando sector way out in the boon docks derping around in random directions, even though their blue order lines clearly are pointing them back to their proper destination.
If I allow them to operate independently they work fine. As soon as I try to fleet them up with your mod they go into full derp mode.
Mining fleets seem to be working properly.
As I said I updated to the latest FE beta yesterday, and I think Better Piracy may have updated since then as well. Other than that nothing has changed on my end.
Subordinates ONLY in a tatertrade fleet will only fill their cargo halfway or less with wares when making trades. The commander fills his ship completely as normal. ALL members of a tatertrade fleet seemingly get lost and wander around at times. I have them set trading out of Argon Prime buying and selling within 1 gate. Half the time I find them them in teladi space or some other rando sector way out in the boon docks derping around in random directions, even though their blue order lines clearly are pointing them back to their proper destination.
If I allow them to operate independently they work fine. As soon as I try to fleet them up with your mod they go into full derp mode.
Mining fleets seem to be working properly.
As I said I updated to the latest FE beta yesterday, and I think Better Piracy may have updated since then as well. Other than that nothing has changed on my end.
“Not even once has life or the weather complained about a human being.”
― Mokokoma Mokhonoana
― Mokokoma Mokhonoana
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Re: [MOD] Civilian Fleets (v3.00)
Just to clarify, the FE mod is the Faction Enhancer mod?shovelmonkey wrote: ↑Sat, 23. May 20, 22:21Rather bizarre bug today. Only change in mods for me is I updated to the latest beta of FE.
Subordinates ONLY in a tatertrade fleet will only fill their cargo halfway or less with wares when making trades. The commander fills his ship completely as normal. ALL members of a tatertrade fleet seemingly get lost and wander around at times. I have them set trading out of Argon Prime buying and selling within 1 gate. Half the time I find them them in teladi space or some other rando sector way out in the boon docks derping around in random directions, even though their blue order lines clearly are pointing them back to their proper destination.
If I allow them to operate independently they work fine. As soon as I try to fleet them up with your mod they go into full derp mode.
Mining fleets seem to be working properly.
As I said I updated to the latest FE beta yesterday, and I think Better Piracy may have updated since then as well. Other than that nothing has changed on my end.
The future awaits.
X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.
X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.
-
- Posts: 152
- Joined: Wed, 29. Feb 12, 17:34
Re: [MOD] Civilian Fleets (v3.00)
Correct.Vectorial1024 wrote: ↑Sun, 24. May 20, 05:47Just to clarify, the FE mod is the Faction Enhancer mod?shovelmonkey wrote: ↑Sat, 23. May 20, 22:21Rather bizarre bug today. Only change in mods for me is I updated to the latest beta of FE.
Subordinates ONLY in a tatertrade fleet will only fill their cargo halfway or less with wares when making trades. The commander fills his ship completely as normal. ALL members of a tatertrade fleet seemingly get lost and wander around at times. I have them set trading out of Argon Prime buying and selling within 1 gate. Half the time I find them them in teladi space or some other rando sector way out in the boon docks derping around in random directions, even though their blue order lines clearly are pointing them back to their proper destination.
If I allow them to operate independently they work fine. As soon as I try to fleet them up with your mod they go into full derp mode.
Mining fleets seem to be working properly.
As I said I updated to the latest FE beta yesterday, and I think Better Piracy may have updated since then as well. Other than that nothing has changed on my end.
“Not even once has life or the weather complained about a human being.”
― Mokokoma Mokhonoana
― Mokokoma Mokhonoana
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Re: [MOD] Civilian Fleets (v3.00)
At the first glance I don't see why the FE mod would suddenly mess with TaterTrade. What this mod does is to regularly copy commands over to other ships. Seeing that my side is copying the orders correctly, I don't think it is my side that is causing problems.
It is strange that it is only the TaterTrade that has problems; for example, I rarely see anyone report incompatibilities with the Mules mod.
It is strange that it is only the TaterTrade that has problems; for example, I rarely see anyone report incompatibilities with the Mules mod.
The future awaits.
X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.
X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.
-
- Posts: 224
- Joined: Mon, 30. Jul 18, 04:16
Re: [MOD] Civilian Fleets (v3.00)
I am using all except the War module of the FE mods on Steam, and also the Steam TaterTrade mod by DeadAirRT. It *seems* there are no problems because the newly-assigned subordinate of the TaterTrade fleet can very quickly identify a trade and undock to start trading.
The future awaits.
X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.
X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.
-
- Posts: 152
- Joined: Wed, 29. Feb 12, 17:34
Re: [MOD] Civilian Fleets (v3.00)
I have not progressed to the point where I need a mule, though I do have the mod installed. It is very odd as it worked fine two days ago.Vectorial1024 wrote: ↑Sun, 24. May 20, 06:10At the first glance I don't see why the FE mod would suddenly mess with TaterTrade. What this mod does is to regularly copy commands over to other ships. Seeing that my side is copying the orders correctly, I don't think it is my side that is causing problems.
It is strange that it is only the TaterTrade that has problems; for example, I rarely see anyone report incompatibilities with the Mules mod.
In the respect you mention they do work fine; ie, traders undock and identify trades very quickly. The failures they exhibit are as previously stated, subordinates not even getting close to full loads and the entire fleet wanting to wander off in random directions even though they clearly have orders to fly to a particular station (in the opposite direction) to execute a trade. Operating as individuals (not in a civilian fleet) they work normally.Vectorial1024 wrote: ↑Sun, 24. May 20, 06:35I am using all except the War module of the FE mods on Steam, and also the Steam TaterTrade mod by DeadAirRT. It *seems* there are no problems because the newly-assigned subordinate of the TaterTrade fleet can very quickly identify a trade and undock to start trading.
[ external image ]
As you can see the first ship in the list (commander) goes perfectly. The subordinates identify their trades quickly but only grab 391 units which is a little better than half of their cargo. And this is a mix of demeters and mercury's so it isn't some function in relation to their capacity. Exactly 391 units each. Very strange.
All this being said, I'm going to reload my save and tinker with some settings and start cutting my mod list to see if I can solve this by process of elimination. I'll let you know how it goes!
Last edited by shovelmonkey on Sun, 24. May 20, 15:40, edited 1 time in total.
“Not even once has life or the weather complained about a human being.”
― Mokokoma Mokhonoana
― Mokokoma Mokhonoana
Re: [MOD] Civilian Fleets (v3.00)
If you are on 3.2 beta, it could cause some issues as I'm not supporting betas (especially ones that would break live functionality)
As to ships not following their projected path, that's a vanilla thing regarding blacklists.
The ships only partially filling may be caused by a bug that i fixed (i believe i updated the steam version with the fix too) or something else. The bug wasn't caused by civilian fleets but was triggered by tater being in a fleet.
Taters don't really care about how full they are, they just care about profit.
Last edited by DeadAirRT on Sun, 24. May 20, 15:56, edited 1 time in total.
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Re: [MOD] Civilian Fleets (v3.00)
I edited my previous post with a picture of the ingame log. It's not that they are trying to maximize profit, I've seen them do that and I understand it. These tatertraders get exactly the same amount of cargo regardless of profit. They ONLY do it if in a Civilian Fleet. Tatertraders not in a fleet work perfect.DeadAirRT wrote: ↑Sun, 24. May 20, 15:39If you are on 3.2 beta, it could cause some issues as I'm not supporting betas (especially ones that would break live functionality)shovelmonkey wrote: ↑Sun, 24. May 20, 14:53I have not progressed to the point where I need a mule, though I do have the mod installed. It is very odd as it worked fine two days ago.Vectorial1024 wrote: ↑Sun, 24. May 20, 06:10At the first glance I don't see why the FE mod would suddenly mess with TaterTrade. What this mod does is to regularly copy commands over to other ships. Seeing that my side is copying the orders correctly, I don't think it is my side that is causing problems.
It is strange that it is only the TaterTrade that has problems; for example, I rarely see anyone report incompatibilities with the Mules mod.
In the respect you mention they do work fine; ie, traders undock and identify trades very quickly. The failures they exhibit are as previously stated, subordinates not even getting close to full loads and the entire fleet wanting to wander off in random directions even though they clearly have orders to fly to a particular station (in the opposite direction) to execute a trade. Operating as individuals (not in a civilian fleet) they work normally.Vectorial1024 wrote: ↑Sun, 24. May 20, 06:35I am using all except the War module of the FE mods on Steam, and also the Steam TaterTrade mod by DeadAirRT. It *seems* there are no problems because the newly-assigned subordinate of the TaterTrade fleet can very quickly identify a trade and undock to start trading.
All this being said, I'm going to reload my save and tinker with some settings and mods. I'll let you know how it goes!
As to ships not following their projected path, that's a vanilla thing regarding blacklists.
The ships only partially filling may be caused by a bug that i fixed (i believe i updated the steam version with the fix too) or something else. Taters don't really care about how full they are, they just care about profit.
Also I have no blacklists in regards to the pathing issue. And again even with this they ONLY do it if in a civilian fleet.
Also, as far as tater or any of your other mods I always use the latest github versions, don't generally use steam unless I have to.
“Not even once has life or the weather complained about a human being.”
― Mokokoma Mokhonoana
― Mokokoma Mokhonoana
Re: [MOD] Civilian Fleets (v3.00)
I'll take a look at it. The reason they are all doing the trade is because they found it at the exact same time. I'll write up a fix for that today.
Just a heads up, i didn't realize that steam would still overwrite my GitHub versions (even with a higher version). Found the solution so it shouldn't be a problem anymore after my next round of patches.
And I'll take a look at the pathing issue. I think it is most likely due to the fact that fleets don't use highways. This actually would probably be best fixed in civilian fleets by a simple diff to some ai scripts. I'll write up a recommendation on stuff for vectorial.
Btw- thank you for the bug reports
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Re: [MOD] Civilian Fleets (v3.00)
Yeah, they all did it at the same time because I "shift" selected and assigned them to fleet at the same time in my test save . It is still, at anyrate, a reasonable view of how they would behave even had I not slammed them all into fleet at once.DeadAirRT wrote: ↑Sun, 24. May 20, 15:54I'll take a look at it. The reason they are all doing the trade is because they found it at the exact same time. I'll write up a fix for that today.
Just a heads up, i didn't realize that steam would still overwrite my GitHub versions (even with a higher version). Found the solution so it shouldn't be a problem anymore after my next round of patches.
And I'll take a look at the pathing issue. I think it is most likely due to the fact that fleets don't use highways. This actually would probably be best fixed in civilian fleets by a simple diff to some ai scripts. I'll write up a recommendation on stuff for vectorial.
Btw- thank you for the bug reports
That being said, thank you for looking into it. I love these mods and you guys (and most of the other modders in the community) put a great deal of work and care into them. Much love from a simple end user like myself!
“Not even once has life or the weather complained about a human being.”
― Mokokoma Mokhonoana
― Mokokoma Mokhonoana
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Re: [MOD] Civilian Fleets (v3.00)
Ok. So this gets stranger, for me anyways.
It doesn't seem to be any kind of mod conflict. So that's good. It seems that Civilian Fleets just doesn't like Argon Prime. If I run a tater fleet anchored on 2nd contact (also tried with grand exchange, 18 billion) with trades buying and selling within 1 gate all 8 members (commander and subordinates) quickly find trades and fill their holds. So I thought, "ok, maybe it's just a supply issue out of Argon Prime." Small tater fleet of just the commander and subordinate running 1/1 out of Argon Prime hits the same issue as before. Only the commander gets a full load and the subordinate only get a little better than half a load. As we saw from my screenshot earlier there IS enough supply for two ships to get two full loads at a healthy profit. If I keep all 8 ships independent and manually assign 1/1 tater behaviour (not manual trades, just the behaviour) out of Argon Prime they will ALL find full load trades.
So I am at a loss. Civilian Fleets hate Argon Prime.
I can rustle up some screenshots to back up my synopsis if you would like, but that is the situation...
“Not even once has life or the weather complained about a human being.”
― Mokokoma Mokhonoana
― Mokokoma Mokhonoana
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Re: [MOD] Civilian Fleets (v3.00)
There is a feature in Civilian Fleets where, when ships are to sync orders, they receive a random delay from 0.1 seconds up to 5 seconds. This was to spread out the order sync requests to prevent the sudden order sync spike from harming performance. For example, for a fleet with 30 civilian subordinates, instead of everybody rushing to sync at the same moment, the 30 requests are somewhat evenly distributed over the time frame of approximately 5 seconds.
Not sure if this would alleviate TaterTrade's issue of "everyone finding the same trade at the same time".
I think I scrolled past a Reddit post recently about something similar... the OP there was complaining that their HQ Teleportation Range is not working as intended. Eventually, people concluded that it must have been EgoSoft's bug: for some reason, if there are superhighway-hexagons within a cluster-hexagon (e.g. Hativah's Choice with 2 superhighway-hexagons within the same "Hatikvah's Choice" abstract cluster-hexagon), gate distance calculation will go wonky where e.g. I can count from A to B as having 1 distance but the reverse (from B to A) is e.g. 2 distance (a.k.a. not commutative). So, not my fault.shovelmonkey wrote: ↑Sun, 24. May 20, 16:44Ok. So this gets stranger, for me anyways.
It doesn't seem to be any kind of mod conflict. So that's good. It seems that Civilian Fleets just doesn't like Argon Prime. If I run a tater fleet anchored on 2nd contact (also tried with grand exchange, 18 billion) with trades buying and selling within 1 gate all 8 members (commander and subordinates) quickly find trades and fill their holds. So I thought, "ok, maybe it's just a supply issue out of Argon Prime." Small tater fleet of just the commander and subordinate running 1/1 out of Argon Prime hits the same issue as before. Only the commander gets a full load and the subordinate only get a little better than half a load. As we saw from my screenshot earlier there IS enough supply for two ships to get two full loads at a healthy profit. If I keep all 8 ships independent and manually assign 1/1 tater behaviour (not manual trades, just the behaviour) out of Argon Prime they will ALL find full load trades.
So I am at a loss. Civilian Fleets hate Argon Prime.
I can rustle up some screenshots to back up my synopsis if you would like, but that is the situation...
I mean, the Civilian Fleets mod, if you rip away all the fancy wrapping and look at the real core, is just an automated script that sets the subordinates' default behavior for you. What happens when the subordinates receive the default behavior, CF has no idea.
The future awaits.
X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.
X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.
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Re: [MOD] Civilian Fleets (v3.00)
Yeah, I had figured as such. To make issues all the more bizarre, started a new game and worked like a champ. Switched over to my DeadAirGate save, played for 10 hours worked absolutely fantastic.Vectorial1024 wrote: ↑Mon, 25. May 20, 17:50
I mean, the Civilian Fleets mod, if you rip away all the fancy wrapping and look at the real core, is just an automated script that sets the subordinates' default behavior for you. What happens when the subordinates receive the default behavior, CF has no idea.
IDK. Egosoft and their wonkery. At anyrate still love the game and loving the mod.
On a side note, a page or so back I had asked you about automated renaming of fleet to correlate with their activity and anchor space. At that point, with multiple hundreds of hours into the game, I had never noticed the "Rename Fleet" option...so the derp is strong in me as well!
“Not even once has life or the weather complained about a human being.”
― Mokokoma Mokhonoana
― Mokokoma Mokhonoana