DeadAirRT wrote: ↑Sun, 26. Jun 22, 04:39
I hate to repeat this again, they follow vanilla blacklist rules and have an extra layer on top that filters even more. The path generation they follow is a purely vanilla function. I already mentioned you should use both filters, you decided not to for some reason. The vanilla pathfinding will completely ignore blacklists if they are in a system that is blacklisted when the path is generated.
I have done very extensive testing and not had my traders violate blacklists unless they ended up in a travel blacklist sector due to activity. In every instance this has been reported, it has been user error or vanilla behavior.
What sector did they start searching in when they violated blacklist? What is your relation with the sector owner?
What sector were they traveling to when they violated blacklist? Did you blacklist both sectors in hatikvahs choice?
What does their individual instructions look like?
Does this happen with proper civilian ships or just the vro ship?
If you put a different ship in the sector they started and tell it to move to the sector the ship wanted to trade in, does it also violate blacklist?
Sorry, I wasn't clear. I don't use both Blacklists due to using Military-class ships for trading - it's a dangerous universe, my regular Freighters were vulnerable to groups of Fighters, the Destroyer-class "armed Freighters" I'm using can generally shrug off such annoyances. So, while the Travel Blacklist covers both Civilian and Military ships, the Activities does not as I have military ships on patrol duty in several sectors that are a little too risky for traders. If these ships were trying to Trade in a Travel-banned sector, I'd get it. They're not however, they were just travelling through.
I'll do more testing. However, as mentioned, if I "rescue" one of the Dead Taters, manually sending it to a neighbouring safe sector, then clear down all orders and assignments before setting the Dead Tater behaviour again it will often fly back *through* the banned sector, not to trade there, purely to pass through it. Don't worry too much, something quirky is going on. Perhaps I'm upsetting things by often adding / removing Sectors from the banned list as events unfold. Of course, I get that a ship already in transit when a sector is added might not obey the ban, hence why I was asking how the Blacklist checking behaviour operates. I thought it might check before each Gate (accelerator etc.) transit, but it does not appear to do so. That's why I've tested clearing the Dead Tater behaviour, then setting it again, only to see it instantly disobey the Travel restriction to work in a sector the other side of it.
I'm not too worried, I just don't quite understand why they seem to work great for ages, then appear to ignore the travel ban. Could well be linked to the other mods I use of course, I just don't know. However, regular trade ships - those given manual trading orders and those reporting to stations - all appear to be very well behaved. I'll assign one of them as a DT and see if it breaks the rules from time to time too.
I will go through each point you've raised again when I'm in-game later. I suspect it's the type of ship I'm using that might be confusing things, even though the Travel restriction is applied to both Civilian and Military. DT is great and it did seem to be more well behaved than regular TT initially. I just get these odd breaking the rules sessions, where all appeared to be well for hours beforehand. Sorry to be a pain, I know it's near impossible to diagnose what might be going on in someone else's game especially when there are other mods involved. Plus of course, even in a totally vanilla game, X4's route plotting sometimes throws total wobblies and does weird things, I've reported several instances of this during prior Betas.