[Bonus Plugin] Commodity Logistics Software MK1

The place to discuss scripting and game modifications for X³: Reunion.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

Bishop149
Posts: 7232
Joined: Fri, 9. Apr 04, 21:19
x3

Post by Bishop149 »

jlehtone wrote: CLS Mk2 can 'load' from TL. Unfortunately it has its own limitations, but it is definitely possible to offload from the stockpile TL with CLS2. I have just set up one such:
* BMS Miners collect to TL
* CLS2 fetches from TL to Complex
* CAG sell from the Complex
Ok, how do you do this?

Just tried it and the TL does not apear as a option when selecting the station for the stop. I have a theory as to why this might be, the ship is a TS, in X3 vanilla they can't dock at TL's.

However the ware I want to transport is XL cargo and as a brief look at the ship stats tells me there are no XL cargo ships that can dock at a TL I might be screwed.

Edit: Falcon Hauler, the spreadsheet I have lies! I'll give that a go.
"Shoot for the Moon. If you miss, you'll end up co-orbiting the Sun alongside Earth, living out your days alone in the void within sight of the lush, welcoming home you left behind." - XKCD
jlehtone
Posts: 22476
Joined: Sat, 23. Apr 05, 21:42
x4

Post by jlehtone »

Bishop149 wrote:Ok, how do you do this?

Just tried it and the TL does not apear as a option when selecting the station for the stop.
TS does work. You just have to give it a homebase. I've set the Complex as home. The 'Configure waypoint' of CLS2 seems to require homebase set, if one wants to add "price=0" waypoint, and price must be 0 to transfer with TL.

However, when the main script runs, it does not check for homebase. What does do, is use the account of homebase for transactions (or player account, if home is 'none'). (We are digressing a bit here, as there is a separate thread for CLS2, but the Mk1 and Mk2 being so closely related that is hard to avoid.)
Goner Pancake Protector X
Insanity included at no extra charge.
There is no Box. I am the sand.
Bishop149
Posts: 7232
Joined: Fri, 9. Apr 04, 21:19
x3

Post by Bishop149 »

Ok, going off on to CLS MKII now, feel free to shift this post over there.

Its still not working, have tried with both a TS and a the Falcon Hauler. With or without home base set. When I try and configure the stops it still does not give the TL as an option for the stop.

I thought it might be beacuse the homebase and TL were in the same sector, so I tried it with the TL as the ONLY option in a totally empty sector and it still didn't come up.

You can select the TL as the second input, the "waypoint", but not the third the "station type".

If you could give the exact sequence of inputs that would be a real help.
"Shoot for the Moon. If you miss, you'll end up co-orbiting the Sun alongside Earth, living out your days alone in the void within sight of the lush, welcoming home you left behind." - XKCD
Bishop149
Posts: 7232
Joined: Fri, 9. Apr 04, 21:19
x3

Post by Bishop149 »

Bishop149 wrote: I think trying all this has broken my CLS I can't recieve reports any more! Either by selecting the homebase for MkI or by 0,0,0 for MkII. . . . no message.

Edit: Definatly Broken, I've restarted the game and can't get reports from any of my CLS ships. . . is there a way I can reinstall the script without buggering up all the CLS ships I have set up?
Ok the above is not a problem any more, I was in a Kha'ak sector as soon as I left I got about 20 messages, its seems that for some odd reason they just couldn't be delivered whilst I was there. . . . . wierd, never had that with Kha'ak sectors before.
"Shoot for the Moon. If you miss, you'll end up co-orbiting the Sun alongside Earth, living out your days alone in the void within sight of the lush, welcoming home you left behind." - XKCD
Bishop149
Posts: 7232
Joined: Fri, 9. Apr 04, 21:19
x3

Post by Bishop149 »

Ok got it!!

Turns out that the two "stations" you select when setting up the stops don't do what I thought they did.

The first one is where the Ship will actually go to collect or drop off.
The second one I think essentially acts just to provide the list of wares that can be chosen for the stop.

So if you pick the TL for the first and a station for the second, as long as the TL stocks the same ware as the station it should all work out. . . . . .
"Shoot for the Moon. If you miss, you'll end up co-orbiting the Sun alongside Earth, living out your days alone in the void within sight of the lush, welcoming home you left behind." - XKCD
jlehtone
Posts: 22476
Joined: Sat, 23. Apr 05, 21:42
x4

Post by jlehtone »

:thumb_up:
Storm666
Posts: 2013
Joined: Wed, 3. Mar 04, 23:42
x3tc

Post by Storm666 »

I'm having a problem with CLS1 not loading fuel, wonder if anyone knows whats going wrong?

if i set the price to '0' it works fine, he will load fuel for his jump and and run off jumping+selling for ever.
e.g. load crystals and deliver for 0 to Trading station (he also loads fuel from homebase)

however!
if i set a price for the goods, he will no-longer buy fuel!!!
e.g. load crystals and sell for 1684 to Trading station (but he will not load fuel ever)

Any ideas anyone????

Note: Video enhancement goggles are NOT installed.
Storm666
Posts: 2013
Joined: Wed, 3. Mar 04, 23:42
x3tc

Post by Storm666 »

Bump! 6 days and no reply.

any ideas anyone or do i report it as a bug!
jlehtone
Posts: 22476
Joined: Sat, 23. Apr 05, 21:42
x4

Post by jlehtone »

Have you turned on script debugging for the ship to find out why it skips the refuelling step? You can send a more elaborate bug report to Lucike, if you can point out the line of code where the <expletive>.
Goner Pancake Protector X
Insanity included at no extra charge.
There is no Box. I am the sand.
Azaniah
Posts: 15
Joined: Tue, 21. Feb 06, 20:24
x3tc

Post by Azaniah »

I'm sure this has been asked before.. but I am a bit confused about reports etc from CLS1.

As I understand it, to get a report (0,0,0) you have to use CLS2 software, and select the Configure Interium stops. Trouble being I can only see this when the command for the ship is "none". At which point the report tells me it has 20 intermediate stops (should be 2) but not what they are?

Am I doing something wrong here? I just want a nice report saying "I do this.." a bit like the CAG one..

Thanks in advance
jlehtone
Posts: 22476
Joined: Sat, 23. Apr 05, 21:42
x4

Post by jlehtone »

Readme wrote:If you choose homebase of the ship or the ship itself while configuring the destinations a report is generated containing an overview which stations are currently being flown to and which products are to be transported. You can clear the list completely by targeting any other ship.
Azaniah
Posts: 15
Joined: Tue, 21. Feb 06, 20:24
x3tc

Post by Azaniah »

Ack - Thanks, must have read that at least 10 times and not absorbed it.
intently
Posts: 50
Joined: Tue, 23. Sep 08, 02:16
x3tc

Post by intently »

Hello,

I've got CLS1 ships set up to collect energy cells from 4 sources and deliver them to 1 consumer. Many of the CLS1 ships are level FP.

The problem is this: the ships always go to the same source, their home base, instead of to any of the other 3 sources. The other three sources are full of energy cells and can't even produce any more, because the CLS1 ships never visit them.

Did I do something wrong? If I view the CLS1 reports the sources are all in the list (and the ship names include "S4C1").

Ideas?

Edit:

AAAAAAAAAAAAAHHHHHHHHHHHHHGGGGGGGGGGGGGG

If I add a new station to the homebase complex, all the CLS1 ships get completely cleared and need to be set up again from scratch?!?!?!
stealthhammer
Posts: 1461
Joined: Fri, 12. Sep 08, 04:27

Bonus pack - CLS and CAG

Post by stealthhammer »

Ive setup a complex to supply my HQ however I am trying to use the resources of the complex to supply a ammo factory in the same system as to train the pilots to freighter status. However the ships just say "CLS on Standby" i did what this site said http://www.x-resource.org/people/cheeseburger/training/
at lest best of my knowledge any help would be appreciated thanks.
jlehtone
Posts: 22476
Joined: Sat, 23. Apr 05, 21:42
x4

Post by jlehtone »

@stealthhammer: Does the status report of the pilot show intended configuration?
Goner Pancake Protector X
Insanity included at no extra charge.
There is no Box. I am the sand.
jimik
Posts: 1
Joined: Wed, 19. Nov 08, 18:58
x3

Post by jimik »

****HELP****

I am trying to use cls1 and transport my ore to my firefly factory 1 sector away and when i input the price I get a beep and no command has been input.

I have all the software and cant understand what can be wrong..

is this a bug ??

Help me its doing me noodle in..

any ideas would be appriciated..
stealthhammer
Posts: 1461
Joined: Fri, 12. Sep 08, 04:27

Post by stealthhammer »

jimk - youll get the beep but go to the trade tab and then restart the cls with, its kinda tricky and only took me 100 000 trys to get it right. also its a bit on the touchy side.

tone - I finaly got it to work, i think anyhow, lest its saying collect and delivery. also how long does it take to get lvled up on the cls? ive had it running for a better part of a day and half, course im only going probably 10 to 20 km between facts, and im only able to run one product and one station instead of multiples. far as the config tab goes with the input 1 input 2 and input 3 i have no clue about that part
jlehtone
Posts: 22476
Joined: Sat, 23. Apr 05, 21:42
x4

Post by jlehtone »

One can get the status report from CLS1 by selecting homebase in "Add Factory".

And indeed, the initialization is occasionally odd. I used to start the CLS once right after setting homebase and before adding the ware.

There are 'beeps' and 'burps'. IIRC, succesful add of ware is single beep, removal of ware is double beep, and error is 'burb'. Or whatever that tone is. ;)

CAG/CLS count accumulated flying time. Time spent on actual hauling runs. And one level requires two hours. So fastest learners are those that fly practically non-stop.

One trick is to set a CLS2 ship to run between waypoints without actualy hauling anything. And then transfer the experienced pilot into "production freighter".

Another thing you can do with CLS1 is to adjust the ... there are four configurable options, which you can set only with the CLS2 Config command. Furthermore, you have to stop CLS1 for the command to be available.

The {2}{4}{X} can be used to force-fly. The X is 5 by default, ie if the producer (usually homebase) has at least 5% in stock, the ship will fly. Drop that to 0, and the ship should fly whenever the producer has anything. But I use it usually in weapon Forges, set to 85%. 6/8 < 85% < 7/8, ie the ship will fly when the forge has 7 guns in stock. And the Forge does not have to stop, because it will never be full.

The {2}{5}{X} is about the consumer. The default is 95. Do not run, if the consumer is already over 95% full. When serving a Factory/Complex, I tend to drop that to 50%.

And then is the {0}{1}{X}. Name. I prefer option 3, both on CAG and CLS.

Finally, {2}{3}{X}. Fuel. No need for the Boost Extension.


To show some of them, lets tell about an user error. I do know very well that 99% of problems are user errors, simply because it is true in my game. :oops:

I had a aPBE Forge (Complex actually). And I did set up a Hydra (a M6) to haul them to a TL (needs experienced pilot, which I had). So CLS2-Config {2}{3}{800} to use most of cargobay for fuel; aPBEs do not need much space. And everything worked fine. But I got more aPBE production around the universe, and the 800 ECells started to feel potentially small, and the space for aPBEs too. And worst of all, the homebase does not list M6/M7 as "Owned ship", so tracking the CLS1 ship was not easy.

Finally, I took a Caiman Hauler, and transferred the pilot from Hydra. Increased the fuel storage to 3000 units; still plenty of space for the payload. And everything seemed dandy. Until yesterday. A complex was full of aPBE. Another too. And the CLS1 remained on "Standby". The status report seemed all fine too. A restart made no difference. Finally, I did enabled the script editor, turned script debugging on the ship, and watched the debug output.

Trivial error: no Transporter Device on the Caiman. :headbang: You do need one, if you do deliver to TL, like I do. And this was not the first time that I have made similar "change ship", with exactly the same mistake. :oops:
Goner Pancake Protector X
Insanity included at no extra charge.
There is no Box. I am the sand.
stealthhammer
Posts: 1461
Joined: Fri, 12. Sep 08, 04:27

Post by stealthhammer »

I hope you dont mind but i copy pasted your entire post to a text document to read while playing (two screens are better then one for when your stuck on stuff like this) Ive been playing for over 2 hours and have had a few transports over 8 hours playing time and still at lvl 1, is it because i put 0 for when its asking me the price of a ware?
jlehtone
Posts: 22476
Joined: Sat, 23. Apr 05, 21:42
x4

Post by jlehtone »

Credits do not count. The status report does show the accumulated flight-time.

Trading System Extensions?
Goner Pancake Protector X
Insanity included at no extra charge.
There is no Box. I am the sand.

Return to “X³: Reunion - Scripts and Modding”