[MOD] Mules and Warehouses v4.0
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Re: [MOD] Mules and Warehouses v4.0
Hey Ram, added your code to a buyer mule.xml but i can't figure out how to make it do anything. Can i get a basic rundown of how it works. I tried to look at the code, but alas I'm no programmer, even though I am starting to get a basic grasp of how the scripts work and how to fiddle with them for my own needs. Like you apparently managed to do.
Re: [MOD] Mules and Warehouses v4.0
Did the job already show up in your menu?
if yes.. well it may be a bit buggy still.
Yesterday it worked perfectly, now i started a new game to test it a bit more.
Right now i am having an issue too, the mule doesnt find trade partners even tho there are.
What setting did you do?
Usually setting up a home station and wares is enough.
Tho you cant make it buy wares a station has not as tradewares when its a factory. when its a warehouse it doesnt matter, it will add the selected wares to the warehouse.
The Max Trades is there to limit it trades per run.
So if its is 10 it only accept selloffers which at least fill its cargo for 10%, so its cargo is full after at maximum 10 trades and then returns to home.
"Own stations" is there to force the mule to buy at owned station only obviously, kinda a specialized station mule that collects the needed resources out of your station network if applicable.
Edit:
I changed the buyer script to "Alpha" i found some bugs and space for improvement, sitting on it. but it works on own stations, Ai stations casue problems.
if yes.. well it may be a bit buggy still.
Yesterday it worked perfectly, now i started a new game to test it a bit more.
Right now i am having an issue too, the mule doesnt find trade partners even tho there are.
What setting did you do?
Usually setting up a home station and wares is enough.
Tho you cant make it buy wares a station has not as tradewares when its a factory. when its a warehouse it doesnt matter, it will add the selected wares to the warehouse.
The Max Trades is there to limit it trades per run.
So if its is 10 it only accept selloffers which at least fill its cargo for 10%, so its cargo is full after at maximum 10 trades and then returns to home.
"Own stations" is there to force the mule to buy at owned station only obviously, kinda a specialized station mule that collects the needed resources out of your station network if applicable.
Edit:
I changed the buyer script to "Alpha" i found some bugs and space for improvement, sitting on it. but it works on own stations, Ai stations casue problems.
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Re: [MOD] Mules and Warehouses v4.0
It is certainly possible, but it isn't done yet.
I think only the TravelMule would need it.
I'll have to see how blacklists work, haven't looked yet.
OK, that is bad, and a bug. I only intended them do stay 'docked' on stations, not 'parked' at a build storage.
I'll try to fix it.
That I didn't understand. What are you trying to do, that doesn't work ?
Given a few comments, there may be a problem with E-cells getting delivered when they are disallowed.
I'll look into it, and maybe add a selectable ware list to the StationMule.
Also, the thread took on a life of its own !
I'm glad you seem to enjoy the Mule family.
I'll have to take a look at that beta Buyer Mule.
I will probably have the next version up in a week, maybe ten days.
Re: [MOD] Mules and Warehouses v4.0
Im currently fiing some little bugs with the new Mule, but since i need it myself i am working today till it works sufficiently XD
i already implemented the sector bans to the buyer mule.
i already implemented the sector bans to the buyer mule.
Re: [MOD] Mules and Warehouses v4.0
So my hq build storage has trade offers for hull parts and if I click on a mule and then go to the build storage trade offers I dont see them its all 0
I only testes with a mule that has assign to station option, cant test anymore since I dont have any offers now
If I remove the mule behavior then I see it all ok
Fixed ships getting spawned away from ship configuration menu at resupply ships from automatically getting deployables.
Re: [MOD] Mules and Warehouses v4.0
Updated the BuyerMule.
Please try it again.
Edit:
Another minor Update.
A little picture where the BuyerMule buys muliple wares in one run and selling them at its target station:
Please try it again.
Edit:
Another minor Update.
A little picture where the BuyerMule buys muliple wares in one run and selling them at its target station:
Spoiler
Show
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Re: [MOD] Mules and Warehouses v4.0
Hi, started using your MOD yesterday but I am having some issues. Most of my trader ships are not doing anything on Station Mule and Distribute Mule. Out of 5 traders, only one was doing anything and that was on Station Mule; the others seam to just stay there doing nothing. Travel Mule seams to be working but I only used it on one trader.
It is the only MOD I use.
I have 3 stations in the same sector:
- one shipyard not yet fully built but has a manager and ship trader
- one yard not yet fully built but has a manager and ship trader
- one fully built producing every parts 2x needed for both above and self sufficient
I checked the logs and found the followings below. First timestamp = 417199.29, ending timestamp = 427590.12
Minor errors:
It is the only MOD I use.
I have 3 stations in the same sector:
- one shipyard not yet fully built but has a manager and ship trader
- one yard not yet fully built but has a manager and ship trader
- one fully built producing every parts 2x needed for both above and self sufficient
I checked the logs and found the followings below. First timestamp = 417199.29, ending timestamp = 427590.12
Minor errors:
Warnings ones:Logfile started, time Sun Jun 23 13:32:00 2019
[General] 0.00 ======================================
[=ERROR=] 0.00 File I/O: Could not find file '.\extensions\increasedlongrangescan\content.xml.sig'
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 File I/O: Could not find file '.\extensions\stationmule\content.xml.sig'
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 File I/O: Could not find file '.\extensions\stationmule\content.xml.sig'
[General] 0.00 ======================================
[General] 0.00 File I/O: Failed to verify the file signature for file '.\extensions\stationmule\content.xml' (error: 14)
[General] 0.00 'GeForce GTX 1060 6GB' NVidia-driver v417.35.0 (Vulkan 1.1.84) check=1
[General] 417199.29 ======================================
[=ERROR=] 417199.29 File I/O: Could not find file '.\extensions\stationmule\aiscripts\orders.base.xml.sig'
[General] 417199.29 ======================================
[General] 417199.29 File I/O: Failed to verify the file signature for file '.\extensions\stationmule\aiscripts\orders.base.xml' (error: 14)
[General] 417199.29 ======================================
[=ERROR=] 417199.29 File I/O: Could not find file '.\extensions\stationmule\aiscripts\distributionmule.xml.sig'
[General] 417199.29 ======================================
[General] 417199.29 File I/O: Failed to verify the file signature for file '.\extensions\stationmule\aiscripts\distributionmule.xml' (error: 14)
[General] 417199.29 ======================================
found 2 times in the whole logfile:
Line 22: [=ERROR=] 417199.29 extensions\stationmule\aiscripts\distributionmule.xml(99): Warning while parsing expression: Possibly unintended use of 'not' with higher precedence than arithmetic/comparison operator; Use parentheses for clarification
Line 27: [=ERROR=] 417199.29 extensions\stationmule\aiscripts\distributionmule.xml(102): Warning while parsing expression: Possibly unintended use of 'not' with higher precedence than arithmetic/comparison operator; Use parentheses for clarification
Found 1 time in the whole logfile:
Line 36: [=ERROR=] 417199.29 extensions\stationmule\aiscripts\stationmule.xml(196): Warning while parsing expression: Possibly unintended use of 'not' with higher precedence than arithmetic/comparison operator; Use parentheses for clarification
Major ones:found 2 times in the whole logfile:
Line 45: [=ERROR=] 417199.29 extensions\stationmule\aiscripts\travellingmule.xml(91): Warning while parsing expression: Possibly unintended use of 'not' with higher precedence than arithmetic/comparison operator; Use parentheses for clarification
Line 50: [=ERROR=] 417199.29 extensions\stationmule\aiscripts\travellingmule.xml(94): Warning while parsing expression: Possibly unintended use of 'not' with higher precedence than arithmetic/comparison operator; Use parentheses for clarification
Unknown if caused by script or patch or planetary alignements:found over 19000 times in the whole logfile:
[General] 417200.29 ======================================
[=ERROR=] 417200.29 Error in AI script distrimule on entity 0x722f: Property lookup failed: $sourceStation.tradewares
* $sourceStation == component.{0x7719L} (name='All main production parts', class=station)
* Expression: not $sourceStation.tradewares == []
[General] 417200.29 ======================================
[General] 417200.29 ======================================
[=ERROR=] 417200.29 Error in AI script distrimule on entity 0x722f: Property lookup failed: $sourceStation.products
* $sourceStation == component.{0x7719L} (name='All main production parts', class=station)
* Expression: not $sourceStation.products == []
[General] 417200.29 ======================================
found over 35000 times (this below is just an example as only the timestamp and ship name is different on those occurenses):
[Scripts] 422939.02 *** aicontext<order.trade.perform,0x176ad>: 422939.02 'Magnetar (Mineral) Sentinel'(job: '') TRADE RUN FAILED! Error: ERR_CANNOT_DOCK
I do have a station where there is a lot of incoming NPC trader traffic .... could be planetary alignment ....
Steam X-Superbox, XR, playing X4
WIndows-10
Intel I7-3770
16Gb Memory
Nvgidia GTX-1060
WIndows-10
Intel I7-3770
16Gb Memory
Nvgidia GTX-1060
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- Posts: 18
- Joined: Fri, 21. Jun 19, 08:25
Re: [MOD] Mules and Warehouses v4.0
How much money do you have in your budget and do you have buy orders for the things you need in your warehouse? I had an issue where my mules wouldn't move product it was due to not having enough money in the budget. I have a warehouse with 85m storage and i need about 150m in the budget to get them to move everything sufficently. The factories have a budget of 1m credits (to make it easy for me to keep track if it moves) and they buy from the warehouse just fine. But the warehouse needs a large budget due to all the different wares I'm sending to it.Browser_ice wrote: ↑Sun, 23. Jun 19, 21:39Hi, started using your MOD yesterday but I am having some issues. Most of my trader ships are not doing anything on Station Mule and Distribute Mule. Out of 5 traders, only one was doing anything and that was on Station Mule; the others seam to just stay there doing nothing. Travel Mule seams to be working but I only used it on one trader.
It is the only MOD I use.
I have 3 stations in the same sector:
- one shipyard not yet fully built but has a manager and ship trader
- one yard not yet fully built but has a manager and ship trader
- one fully built producing every parts 2x needed for both above and self sufficient
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- Posts: 18
- Joined: Fri, 21. Jun 19, 08:25
Re: [MOD] Mules and Warehouses v4.0
It seems to be working this time I've got one buyer picking up Claytronics and the queue filled up immediately and off he went. So far he's bought from a couple stations and should deliver to home. Thanks for this, its such a pain in the ass to wait on claytronics from NPCs, I've got hull and EC covered locally but CT is gonna cost me another like 700m CR to get the factories running. So currently it's a no go.
Re: [MOD] Mules and Warehouses v4.0
You can ignore that script warnings, they do not affect the functionality.
Its just "code style".
The major ones... well... did you select a station?
If you run the distrimule without selecting a station this error occurs
Btw @Author.
I suggest to wind up the recheck timers a lot... if a lot mules are working and a lot of them are not finding any trade it has a heavy performance impact if you let them check every second.
@ThePiercdPrnc
Thanks for confirming its working.. i use them a lot now too... i started a new game again. I had my ships built in no time on argon wharf bc the buyer mule supplied the wharf with the needed resources. So good.
Hope it will be useful for more people. Leve suggestions and bug reports whenever applicable.
A tip for BuyerMule usage: if you experience cases in which they dont seem to find any trades, play around with the max trades. if the highest trade volume he can find is lower then its max cargo divided by max trades he wont trade anything. So either pick a ship with less cargo space or increase max trades. of course increasing max trades can cause it to do a lot more trades before returning home, resulting in a long run. Play around with that as you please.
every trade he attemps has to have the minimum volume of Shipcargo divided by maxtrades, except the last trade which will fill its cargo to ~ 100%, for this last trade he accepts a trade half as big as normal, but nothing like 20 wares trade just to get the cargo full.
Its just "code style".
The major ones... well... did you select a station?
If you run the distrimule without selecting a station this error occurs
Btw @Author.
I suggest to wind up the recheck timers a lot... if a lot mules are working and a lot of them are not finding any trade it has a heavy performance impact if you let them check every second.
@ThePiercdPrnc
Thanks for confirming its working.. i use them a lot now too... i started a new game again. I had my ships built in no time on argon wharf bc the buyer mule supplied the wharf with the needed resources. So good.
Hope it will be useful for more people. Leve suggestions and bug reports whenever applicable.
A tip for BuyerMule usage: if you experience cases in which they dont seem to find any trades, play around with the max trades. if the highest trade volume he can find is lower then its max cargo divided by max trades he wont trade anything. So either pick a ship with less cargo space or increase max trades. of course increasing max trades can cause it to do a lot more trades before returning home, resulting in a long run. Play around with that as you please.
every trade he attemps has to have the minimum volume of Shipcargo divided by maxtrades, except the last trade which will fill its cargo to ~ 100%, for this last trade he accepts a trade half as big as normal, but nothing like 20 wares trade just to get the cargo full.
Last edited by Ramokthan on Sun, 23. Jun 19, 23:28, edited 1 time in total.
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Re: [MOD] Mules and Warehouses v4.0
The station to which my Distribute Mules are assigned is the one producing every parts and has 2 times the budget needing for operating (43M for operating). It sells a lot and buys a few.ThePiercdPrnc wrote: ↑Sun, 23. Jun 19, 21:55How much money do you have in your budget and do you have buy orders for the things you need in your warehouse? I had an issue where my mules wouldn't move product it was due to not having enough money in the budget. I have a warehouse with 85m storage and i need about 150m in the budget to get them to move everything sufficently. The factories have a budget of 1m credits (to make it easy for me to keep track if it moves) and they buy from the warehouse just fine. But the warehouse needs a large budget due to all the different wares I'm sending to it.Browser_ice wrote: ↑Sun, 23. Jun 19, 21:39Hi, started using your MOD yesterday but I am having some issues. Most of my trader ships are not doing anything on Station Mule and Distribute Mule. Out of 5 traders, only one was doing anything and that was on Station Mule; the others seam to just stay there doing nothing. Travel Mule seams to be working but I only used it on one trader.
It is the only MOD I use.
I have 3 stations in the same sector:
- one shipyard not yet fully built but has a manager and ship trader
- one yard not yet fully built but has a manager and ship trader
- one fully built producing every parts 2x needed for both above and self sufficient
@Ramokthan, I do not understand. Where is this max trade option? When I change the default behavior to distribute, the only infos I change are the source station and add 2 target stations, nothing else. If you are talking about the general filter options (upper right icon), it is set to a max price = $5000, min vol=none and nb displayed trades=5.
Since my post, I rebooted the game and moved all my Distribute mules to station mules. Now they are doing something.
Steam X-Superbox, XR, playing X4
WIndows-10
Intel I7-3770
16Gb Memory
Nvgidia GTX-1060
WIndows-10
Intel I7-3770
16Gb Memory
Nvgidia GTX-1060
Re: [MOD] Mules and Warehouses v4.0
Sorry i was not clear enough, the tip was regarding my BuyerMule script posted in the thread, but its not jet implemented officially int he mules, so its kind an "addon"
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Re: [MOD] Mules and Warehouses v4.0
I've noticed that distribute mules don't tend to do much. To work around this issue I've got station mules assigned to my defense platform, and they do a good job moving things around where needed. Esp my hull parts to new factories.Browser_ice wrote: ↑Sun, 23. Jun 19, 23:04
Since my post, I rebooted the game and moved all my Distribute mules to station mules. Now they are doing something.
Re: [MOD] Mules and Warehouses v4.0
Thanks for the mod and adding to it
I just installed it hoping for less "dumb" behavior and to use it as station builders, but that is kinda lacking with only the cluster function.
Maybe an idea for the feature, adding an "Station builder" option that will only check player owned station build storage orders, this way you can build stations anywhere with a dedicated fleet.
I just had to resort back to TaterTrader with 0 sell and max buy distence, but the ships will go apeshit when stations start getting built and befor I have enough stuff being made locally to supply station building priority
I just installed it hoping for less "dumb" behavior and to use it as station builders, but that is kinda lacking with only the cluster function.
Maybe an idea for the feature, adding an "Station builder" option that will only check player owned station build storage orders, this way you can build stations anywhere with a dedicated fleet.
I just had to resort back to TaterTrader with 0 sell and max buy distence, but the ships will go apeshit when stations start getting built and befor I have enough stuff being made locally to supply station building priority
Re: [MOD] Mules and Warehouses v4.0
The BuyerMule (script is posted here in this thread) is able to do this as soon as the first dock is built.
Unfortunatelly you cant select it as a station before any module is built yet, thats why at least one docking module has to be built.
But after assigning a buyer mule to the station and setting it up correctly it will buy the desired wares in no time.
The stationmule can do this too, but he can only pick up the needed goods from own station, thus its useless if you don't produce these goods yourself.
Unfortunatelly you cant select it as a station before any module is built yet, thats why at least one docking module has to be built.
But after assigning a buyer mule to the station and setting it up correctly it will buy the desired wares in no time.
The stationmule can do this too, but he can only pick up the needed goods from own station, thus its useless if you don't produce these goods yourself.
Re: [MOD] Mules and Warehouses v4.0
Right, but that's not what I was suggesting.
Using TaterTrader for example, move ships to local, set sell to 0 and buy to max and limit factions to player only and it works just the way you made your script, just for everything in the system.
I'm not worried about npc's supplying some of the initial materials to build the first module(s), but after that, so you could set a number of ships dedicated to a station that will only look at build storages owned by players.
This would work great as warehouse subs as they would always have materials supplied to it from all over the place and if some normal traders would supply materials then so be it, but having dedicated ships that could travel for how long as they want would be great as they won't be skipping their normal duties distributing wares otherwise nearly all the time unless being in the same system
Hope you can imagine what I mean a bit better.
Using TaterTrader for example, move ships to local, set sell to 0 and buy to max and limit factions to player only and it works just the way you made your script, just for everything in the system.
I'm not worried about npc's supplying some of the initial materials to build the first module(s), but after that, so you could set a number of ships dedicated to a station that will only look at build storages owned by players.
This would work great as warehouse subs as they would always have materials supplied to it from all over the place and if some normal traders would supply materials then so be it, but having dedicated ships that could travel for how long as they want would be great as they won't be skipping their normal duties distributing wares otherwise nearly all the time unless being in the same system
Hope you can imagine what I mean a bit better.
Re: [MOD] Mules and Warehouses v4.0
No i guess you just confused me more....
Re: [MOD] Mules and Warehouses v4.0
Alright, never mind then.
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Re: [MOD] Mules and Warehouses v4.0
As much as i love the mod so far, i do wonder upon being able to just assign transports to work for the station, and using the manager to handle all the logistics by just telling him the information. lol i can be lazy at times lol
i have issues with my mules not viewing the buy orders fast enough for build storage but i know that is cause they are off doing other trades
i have issues with my mules not viewing the buy orders fast enough for build storage but i know that is cause they are off doing other trades
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Re: [MOD] Mules and Warehouses v4.0
I won't have time to look at your buyer mule or update the mod until this week-end, but I'd just like to confirm that this is an oversight.
I meant to have 10 seconds between checks, I lowered it during tests and forgot to raise it up again.
I'll correct it in the next version.
I'll also take the time to answer questions this week-end, if the more active forum members haven't answered already (thanks guys and gals).