[SCR] Commodity Logistics Software [2009-11-22 - X3TC 3.2.04]

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Kimmy
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Post by Kimmy » Wed, 19. Nov 08, 03:53

Thanks for the prompt reply.

I had both installed. I did follow your instruction carefully.

For some reason, when I moved the TS out of the sector I was in, it started working. My ship and the TS had to be in different sectors. It might have been something else, I'm not sure.

Brilliant piece of scripting, by-the-way.

Cheers

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Lucike
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Post by Lucike » Wed, 19. Nov 08, 07:31

sky669 wrote:for the internal, you need nav-software, cls1 and a homebase.
for external the same things, only instead of cls1 you need cls2...
hope it helps...
wolf
Right, and if the ship has not a pilot, then the ship must docked at a station.
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Random_Guy
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Post by Random_Guy » Fri, 21. Nov 08, 01:17

Is there any way to make CLS mk1 recognize the HQ as a consumer? Back in Reunion, I used the Dockware Manager to limit the maximum product amounts in the HQ (so it wouldn't stock up in 500k e-cells) and the CLS mk1 to transport the wares to the HQ endlessly. The result was a fully functional ship production line that needed no user input.

I cannot select the HQ as a consumer in the TC script. Am I doing it wrong or does the script not work for that any longer? (I can select other complexes in different sectors.)

Gawaine
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Post by Gawaine » Fri, 21. Nov 08, 02:05

I get an error in my message box that says 'The language file of the Commodity Logistics Software does not exist!' This error happens when I start a new or save game, regardless of the version of CLS (I've tried 3.b7 and the 3.b8 from the German forum. I have the latest library files installed (3.102 I believe, from the German library files thread). The only other scripts I have going right now are the 1.4 cheat script and the EMP files.

Running the steam version 1.2.1

EDIT: Well nevermind, it works now after I uninstalled and reinstalled all of the scripts yet another time. There must have been a bad file from an old version in there somewhere that's gone now.

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Lucike
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Post by Lucike » Sat, 22. Nov 08, 08:58

@Random_Guy

Yes I see. I'll change that.
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kipstafoo
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Post by kipstafoo » Sun, 23. Nov 08, 14:51

@sky669: Awesome! Thanks! One question... something I can't get to work like I thought it should. I have a factory complex with 10 different weapon and shield factories. I want to transport all of them from the complex to m HQ. I added them all as Homebase products but the CLS trader seems to only trade the first one listed. His rank is Major Dealer (leveled him up using CAG). Is having one traders move all the items possible?

Thanks a ton

sky669
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Post by sky669 » Sun, 23. Nov 08, 15:27

hi,

actually one cls pilot can handle as many products as he is able to... according to his rank. nevertheless, check also the supply conditions of producer - your complex - and consumer - hq.

for example, you have 2 PIC-factorys - is this the english word ? PIC ? the big cannon for m2 i'm talking about... - (16 products possible), and a setting from producer-storage space filled from 10%, will lead the pilot bringing pic's only to the hq, when there at least 2. because 1 is less than 10% ....

does the HQ has this product in stock? if not, he will not deliver...

and give me some minutes for updating the newest version of cls, there was also some work with the hq, what i've heard...

greets wolf

sky669
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Post by sky669 » Sun, 23. Nov 08, 15:31


Commodity Logistics Software MK1 and MK2
(Version 3.beta.08 - 23. November 2008)

[ external image ]
[ external image ] [ external image ] [ external image ]



Download

-> Commodity Logistics Software MK1 and MK2 (Version 3.beta.08)
-> Necessary "Libraries" (you must install them, reinstall them during updating !)

Don't bother, the name of the zip-file are german. Once installed, you have the english version.

Prerequisites : X³ Terran Conflict Version 1.2 (not compatible with X³ Reunion) !!

Version 3.beta.08 - 23. November 2008
  • Generating waypoints got improved. Especially in special sectors...
Please don't forget to reinstall the libraries while doing an update !

BlueSabor
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Post by BlueSabor » Sun, 23. Nov 08, 15:45

I must say this is one great! script thank you :)

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Lucike
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Post by Lucike » Sun, 23. Nov 08, 22:19

@kipstafoo

Can you send me your savegame? I'll look at the problem.

xscripts@lucike.info
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tontonfred
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Post by tontonfred » Thu, 27. Nov 08, 16:49

Hi,

the CLS doc says that a CLS can only use a waypoint for refuel if energy cells are a product of the station ; what about a closed loop complex, which overproduces energy cells, but shows them as 'intermediate products' (not as 'products'). Would that work for the CLS or do I have to ask him to go to a NPC SPP, where I have to pay for it ?

Fred

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TSM
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Post by TSM » Thu, 27. Nov 08, 17:08

so this could be used to say fill up the cargo hold of a TL with silicon for instance? using CLS on TS?
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jlehtone
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Post by jlehtone » Thu, 27. Nov 08, 17:22

@tontonfred: "intermediates" are wares produced by complex. I bet CLS2 refuels there just fine. Easy to test.


@TSM: Yes. In X3R I have a TS (was M6) CLS1 delivering aPBE from 8 Complexes into single Mammoth that is docked at shipyard.

And the other way too: a CLS2 TS fetches Ore from TL, that is filled by mobile miners, into Ore Mine, which sells the Ore with CAG. (But I reckon the X3TC Mobile mining is not quite up to that schema.)
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TSM
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Post by TSM » Thu, 27. Nov 08, 17:23

Thanks will look into that :)
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tontonfred
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Post by tontonfred » Thu, 27. Nov 08, 17:43

jlehtone wrote:@tontonfred: "intermediates" are wares produced by complex. I bet CLS2 refuels there just fine. Easy to test.
Mmmm, I seem to have a problem with setting up a CLS2 route. I have a CLS2 with the following waypoints :

1) Complex A : load max PAC, load max PRG, refuel

2) Complex B : load max 25MJ, load max CIG, load max HEPT

3) Ship TL : unload PAC/PEG/25MJ/CIG/HEPT

What happens is that the CLS is on standby, even though the stations are filling up with wares. The log seems to indicate that the refuel does work (energy cells, price ware 0 credits), but the ship won't move. The log says that the "minimum transfer of ware to fly" is 5%. However, several of the waypoints are already way over this. Am I doing something wrong ?

Code: Select all

Commodity Logistics Software MK2

Script version: 3100
Libraries version: 3109
Pilot Union version: 3100

Pilot: Leann Kult
Pilot rank: Logistician
Flight time: 28:36 hour
Employ time: 35:30 hour
Payment: 52,205 credits
Profit: 3,903,393 credits
Expenses: -250,264 credits

Promotion: Yes
Payment: Global account

Ship name: CLS2 Megaton/MedMil LO-JN
Ship class: TS
Ship type: Mistral Super Freighter
Transport class: Extra Large Containers XL
Cargo bay size: 15000 units
Cargo bay volume: 1594 units

Relation to Argon: Neutral
Relation to Boron: Neutral
Relation to Split: Neutral
Relation to Paranid: Neutral
Relation to Teladi: Neutral
Relation to Xenon: Foe
Relation to Kha'ak: Foe
Relation to Pirates: Neutral
Relation to Goner: Neutral
Relation to ATF: Neutral
Relation to Terran: Neutral
Relation to Yaki: Foe

Commodity Logistics Software MK1: installed
Commodity Logistics Software MK2: installed
Fight Command Software MK1: installed
Fight Command Software MK2: installed

Supply Command Software: installed

Jump Drive: installed
Jump Drive: activated
Jump Drive: allowed
Jump Drive energy: 1500 energy cells
Jump Drive minimum jumps: 1 jumps

Home base: Megaton (Unknown Sector)
Home base class: Complex Hub
Home base type: Argon Complex Hub
Station account: 617,359 credits
Global account: 51,025,031 credits

Minimum transfer of ware to fly: 5 %

Waypoint: Megaton (Unknown Sector)
     Ware: Particle Accelerator Cannon
     Ware price: 0 credits
     Transfer code: 5000
     Price and cargo bay at station: 43,241 credits, cargo bay 2 units (6 %)

Waypoint: Megaton (Unknown Sector)
     Ware: Phased Repeater Gun
     Ware price: 133,130 credits
     Transfer code: 3750
     Price and cargo bay at station: 166,038 credits, cargo bay 0 units (0 %)

Waypoint: Megaton (Unknown Sector)
     Ware: Energy Cells
     Ware price: 0 credits
     Transfer code: 0
     Price and cargo bay at station: 12 credits, cargo bay 59,304 units (91 %)

Waypoint: Medium Military Complex (Unknown Sector)
     Ware: 200 MJ Shield 
     Ware price: 0 credits
     Transfer code: 600
     Price and cargo bay at station: 155,816 credits, cargo bay 12 units (75 %)

Waypoint: Medium Military Complex (Unknown Sector)
     Ware: 25 MJ Shield
     Ware price: 0 credits
     Transfer code: 1500
     Price and cargo bay at station: 85,700 credits, cargo bay 8 units (28 %)

Waypoint: Medium Military Complex (Unknown Sector)
     Ware: Concussion Impulse Generator
     Ware price: 0 credits
     Transfer code: 600
     Price and cargo bay at station: 448,752 credits, cargo bay 2 units (25 %)

Waypoint: Medium Military Complex (Unknown Sector)
     Ware: High Energy Plasma Thrower
     Ware price: 0 credits
     Transfer code: 2500
     Price and cargo bay at station: 140,236 credits, cargo bay 6 units (75 %)

Waypoint: Mobile Base Elephant (Unknown Sector)
     Ware: Particle Accelerator Cannon
     Ware price: 0 credits
     Transfer code: -5000
     Price and cargo bay at station: 0 credits, cargo bay 0 units (0 %)

Waypoint: Mobile Base Elephant (Unknown Sector)
     Ware: Phased Repeater Gun
     Ware price: 0 credits
     Transfer code: -3750
     Price and cargo bay at station: 0 credits, cargo bay 0 units (0 %)

Waypoint: Mobile Base Elephant (Unknown Sector)
     Ware: Concussion Impulse Generator
     Ware price: 0 credits
     Transfer code: -600
     Price and cargo bay at station: 0 credits, cargo bay 12 units (0 %)

Waypoint: Mobile Base Elephant (Unknown Sector)
     Ware: High Energy Plasma Thrower
     Ware price: 0 credits
     Transfer code: -2500
     Price and cargo bay at station: 0 credits, cargo bay 39 units (0 %)

Waypoint: Mobile Base Elephant (Unknown Sector)
     Ware: 200 MJ Shield 
     Ware price: 0 credits
     Transfer code: -600
     Price and cargo bay at station: 0 credits, cargo bay 105 units (7 %)

Waypoint: Mobile Base Elephant (Unknown Sector)
     Ware: 25 MJ Shield
     Ware price: 0 credits
     Transfer code: -1500
     Price and cargo bay at station: 0 credits, cargo bay 175 units (5 %)

sky669
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Post by sky669 » Thu, 27. Nov 08, 18:52

hi,

@tontonfred...
jlehtone bet was right. CLS can handle aswell every intermediate product. doesn't matter, if refueling or transferring to other complexes.

@tsm
yes, you can use it for filling up a TL - you must have installed a transporter on your TS, if your TL is standing in space - on idle. both CLS are working with this.

i'm just looking at your anylsis - give me a second ...
(after a short look, everything looks ok - is your TL standing in space, on idle ? if yes, your TS needs an transporter. if your TL is moving around, like on sector patrol, it will not work)...
---
while defining your waypoints, you were using the command 'loading maximum' ?
i'm not sure - i personally never worked with waypoints - just starting, but try the command 'loading up to ....'.

hope this helps
wolf

sky669
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Post by sky669 » Thu, 27. Nov 08, 19:16


Commodity Logistics Software MK1 and MK2
(Version 3.1.00 - 27. November 2008)

[ external image ]
[ external image ] [ external image ] [ external image ]



Download

-> Commodity Logistics Software MK1 and MK2 (Version 3.1.00)
-> Necessary "Libraries" (you must install them, reinstall them during updating !)
NEW ! - Added version info

Don't bother, the name of the zip-file are german. Once installed, you have the english version.

Prerequisites : X³ Terran Conflict Version 1.2 (not compatible with X³ Reunion) !!

Version 3.1.00 - 27. November 2008
  • Phase beta is finished
  • Optimization from different ...things...
  • Apprentices can supply the HQ aswell
  • Added libraries version info
Please don't forget to reinstall the libraries while doing an update !

Information - libraries version info
The libraries are a collection of different 'routines' making your pilots working. It's used from CLS, CAG, EST, Mefos, SRD and Prospektor - short, most of Lucike's script. Without this libraries, you'll get an error.
Please make sure, always you are updating one of this scripts, also update this libraries...

jlehtone
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Post by jlehtone » Thu, 27. Nov 08, 19:53

@tontonfred:
No idea but:

1. I would rather use CLS1 ships for this "collect to TL" task. Much more efficient.
2. You are buying PRG's at price lower than your complex sells, aren't you? Could that be the show-stopper?
3. I would rather refuel as first step before loading the actual cargo.

Code: Select all

Minimum transfer of ware to fly: 5 % 
Funny, I do not find a reference to such option in the CLS2 part of the OP. (Must be my "typical user"-mode of not bothering to read manuals properly.)
Goner Pancake Protector X
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tontonfred
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Post by tontonfred » Thu, 27. Nov 08, 20:00

sky669 wrote: while defining your waypoints, you were using the command 'loading maximum' ?
i'm not sure - i personally never worked with waypoints - just starting, but try the command 'loading up to ....'.
Hey wolf,

yes, I used load max cargo, and I think it was the problem. I tried then loading "up to 20", and the TS starting moving. What I would like to do is just tell the freighter 'load up everything in the complex and deliver it to the TL', so why isn't the max load command working ? Or rather, how should I set it up so that it works ?

Another problem with CLS2 : I set up another TS to refuel a couple of ships ; it did ok for a while as long as the ships stayed in their respective sectors. Now, I moved with 2 of the ships, and am almost empty and waiting for the TS to come refuel. However, the TS stays near the fuel depot, saying "Moving to position... <my ship>" but doesn't do anything. Here is the log (the transfer codes look funny, I asked to load 10 000, then unload 5000, 450 and 2000, but it seems to add "-10" every time)

Code: Select all

Commodity Logistics Software MK2

Script version: 3100
Libraries version: 3109
Pilot Union version: 3100

Pilot: Leo Fisty
Pilot rank: Logistician
Flight time: 42:58 hour
Employ time: 47:08 hour
Payment: 81,965 credits
Profit: 6,941,161 credits
Expenses: -377,124 credits

Promotion: Yes
Payment: Global account

Ship name: CLS2 Task Force Supply (Refuel) LO
Ship class: TS
Ship type: Mistral Super Freighter
Transport class: Extra Large Containers XL
Cargo bay size: 10000 units
Cargo bay volume: 9870 units

Relation to Argon: Neutral
Relation to Boron: Neutral
Relation to Split: Neutral
Relation to Paranid: Neutral
Relation to Teladi: Neutral
Relation to Xenon: Foe
Relation to Kha'ak: Foe
Relation to Pirates: Neutral
Relation to Goner: Neutral
Relation to ATF: Neutral
Relation to Terran: Neutral
Relation to Yaki: Foe

Commodity Logistics Software MK1: not installed
Commodity Logistics Software MK2: installed
Fight Command Software MK1: installed
Fight Command Software MK2: installed

Supply Command Software: installed

Jump Drive: installed
Jump Drive: activated
Jump Drive: allowed
Jump Drive energy: 1000 energy cells
Jump Drive minimum jumps: 1 jumps

Home base: -
Home base class: -
Home base type: -
Station account: 0 credits
Global account: 58,247,799 credits

Minimum transfer of ware to fly: 5 %

Waypoint: Bartertown (Unknown Sector)
     Ware: Energy Cells
     Ware price: 0 credits
     Transfer code: 10000
     Price and cargo bay at station: 13 credits, cargo bay 23,369 units (10 %)

Waypoint: Kunley (Treasure Chest)
     Ware: Energy Cells
     Ware price: 0 credits
     Transfer code: -101000
     Price and cargo bay at station: 0 credits, cargo bay 382 units (9 %)

Waypoint: Mobile Base Elephant (Unknown Sector)
     Ware: Energy Cells
     Ware price: 0 credits
     Transfer code: -105000
     Price and cargo bay at station: 0 credits, cargo bay 6,085 units (17 %)

Waypoint: Vidar (Treasure Chest)
     Ware: Energy Cells
     Ware price: 0 credits
     Transfer code: -100450
     Price and cargo bay at station: 0 credits, cargo bay 40 units (4 %)

Waypoint: Mammoth One (Unknown Sector)
     Ware: Energy Cells
     Ware price: 0 credits
     Transfer code: -102000
     Price and cargo bay at station: 0 credits, cargo bay 2,000 units (3 %)
Anyway, awesome work from Lucike for scripting, and to you for helping with the translation. These scripts are a godsend for automating the boring parts of the game, thanks a lot !

Fred

PS : just saw your reply, jlehtone
jlehtone wrote: 1. I would rather use CLS1 ships for this "collect to TL" task. Much more efficient.
errrrr.... now that you mention it... :oops:
I seem to remember that TLs could not be set as a customer, so maybe it was an old version (or maybe I'm just looking for excuses :p )
jlehtone wrote: 2. You are buying PRG's at price lower than your complex sells, aren't you? Could that be the show-stopper?
Yes, but when using the "Load" command, that should not be a problem ; and it was not, it was the quantities that were messing up the route.
jlehtone wrote:

Code: Select all

Minimum transfer of ware to fly: 5 % 
Funny, I do not find a reference to such option in the CLS2 part of the OP. (Must be my "typical user"-mode of not bothering to read manuals properly.)


Yes it's not in the doc, and it's not clear : is it 5% of the ship's cargo bay, or the waypoint's ? Also, we should be allowed to set it to a different value, I think.
Last edited by tontonfred on Thu, 27. Nov 08, 20:07, edited 1 time in total.

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TSM
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Post by TSM » Thu, 27. Nov 08, 20:02

Thanks Guys no more having to keep eye on my Mining :)
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