[MOD] Civilian Fleets: Mimicry Extension (v6.04)

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Vectorial1024
Posts: 222
Joined: Mon, 30. Jul 18, 04:16
x4

[MOD] Civilian Fleets: Mimicry Extension (v6.04)

Post by Vectorial1024 » Tue, 6. Aug 19, 16:12

A continuation of the broken mod Mining Trading Fleet (viewtopic.php?f=181&t=410087). Better than the original. Managing your civilian ships has never been easier.

Image
Civilian Fleets: That's how simple it is! (https://imgur.com/a/hTGmQwi) (old screenshot depicting the formation of the first-gen Civilian Fleets back in v2.6)
Simplified Changelog
  • v1.01: Trading fleets available
  • v1.02: Mining fleets available
  • v1.03: Fixed bug
  • v1.04: Distribution fleets available
  • v1.04: TaterTrade fleets available
  • v1.04: Fixed bug
  • v1.05: New naming mechanism for civilian fleets
  • v1.05: Fixed bug
  • v1.06: Repacked mod in correct format
  • v1.07: Fixed bug
  • v1.08: Mules and Warehouses fleets available (credits to user Scuffle Kerfuffle)
  • v1.09: Fixed bug
  • v1.10: Fallback Mode available
  • v1.11: Fixed bug
  • v1.12: Fixed bug
  • v1.13: Compatibility with Update v3.0
  • v1.13: Auto-updating fleet names
  • v1.14: Fixed bug
  • v2.00: Now supports DeadAirRT's TaterTrade instead
  • v2.00: Now supports Mules Supply and Warehouses Extended instead
  • v2.00: Now requires SirNukes Mod Support API
  • v2.00: Once again, no longer requires Right Click API (but strongly recommended instead)
  • v2.00: New configurable options via Extension Options
  • v2.00: Added French translations (credits to GitHub user abouquet)
  • v2.00: Fixed Win7 crashes
  • v2.00: Fixed other bugs
  • v2.01: Improved compatibility
  • v2.02: Fixed bug
  • v3.00: Totally no longer requires Right Click API
  • v3.00: More French translations (credits to user o-papaya-o)
  • v3.00: Improved compatibility
  • v3.01: Added German translation (credits to GitHub user LeLeon)
  • v3.01: Added double Chinese translations from myself
  • v3.01: Added temp-fix to update station subordinate warebaskets
  • v3.01: Added support to Sanity Sector Miner
  • v3.01: Fixed bugs and improvements
  • v3.01: Removed SirNukes' announcement
  • v3.02: Improved handling of edge cases involving invalid default behaviors
  • v3.02: Improved compatibility with the Mules mod (credits to GitHub user Galaxy-Spam)
  • v3.02: Fixed bugs
  • v3.03: Added option to include fleet anchor space to fleet name auto-update
  • v3.03: Added Japanese translation (credits to GitHub user Proudust)
  • v4.00: Fixed mining fleets, now they operate in another way under the hood and is no longer blocked by EgoSoft
  • v4.01: Fixed oversight causing the v4.00 mining fleets to not sync orders
  • v4.10: Added mechanism to remember fleet numbers
  • v4.10: Fixed bugs
  • v5.00: Major change: now extends from vanilla Mimic assignment instead
  • v5.01: Fixed bugs (no more annoying leftover debug logs!)
  • v5.02: Implemented ways for easy transition from old Civilian Fleet fleets to new Mimic fleets through the legacy assignment buttons
  • v5.03: Fixed bugs; might be critical bugs related to the v5.00 disaster
  • v5.04: Fixed bugs; hopefully resuppliers will work again
  • v5.05: Fixed bug blocking RandomMine etc from working
  • v5.06: Fixed bug with Supply Mules
  • v5.07: Fixed bug with duplicated fleet numbers (for fleet auto-rename)
  • v5.08: Fixed bug (debug log spam)
  • v5.09: Improved compatibility with MWEX assign-source
  • v6.00: Salvager fleets available (new feature of X4 v5.0)
  • v6.00: Fixed bug (X4 v5.0 mining fleets)
  • v6.01: Fixed bug (now does not break RandomTrade, RandomMine, RandomSupply)
  • v6.02: DeadTater fleets available
  • v6.03: Fixed bug: DeadTater fleet names
  • v6.04: Magic Number Time!
  • v6.04: Fixed bug with TaterTrade's newer params
  • v6.04: Fixed bug with DeadTater failing to sync
Known Issues
  • To transition to X4 v4.0+, since mod v5.02, it is as simple as assigning a new ship to the fleet in question, then the assignment group will be updated to use Mimic, and the new code will be engaged; do this for each fleet that needs conversion (you probably will assign new ships to them from time to time anyway)
  • To transition to X4 v4.0+, since mod v5.00, you should manually change your assignment groups to use Mimic; do this for each fleet that needs conversion
Last edited by Vectorial1024 on Fri, 3. Jun 22, 16:03, edited 41 times in total.
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.

MysticalFists
Posts: 6
Joined: Sun, 28. Aug 16, 00:16
x3ap

Re: [MOD] Civilian Fleets

Post by MysticalFists » Tue, 6. Aug 19, 21:14

Wow,
I was just looking at Mining Trading Fleet today! Curious, does your updated version have support for TaterTrader V4? If not, is there an autotrader you recommend? Thanks and awesome job!~

Vectorial1024
Posts: 222
Joined: Mon, 30. Jul 18, 04:16
x4

Re: [MOD] Civilian Fleets

Post by Vectorial1024 » Wed, 7. Aug 19, 10:56

MysticalFists wrote:
Tue, 6. Aug 19, 21:14
Wow,
I was just looking at Mining Trading Fleet today! Curious, does your updated version have support for TaterTrader V4? If not, is there an autotrader you recommend? Thanks and awesome job!~
Soon, my friend, soon.

The vanilla AutoTrade behavior is quite sufficient to me, so other than TaterTrader v4 (viewtopic.php?t=409044), and the slightly tedious but quite customizable Supply and Trade Routes (viewtopic.php?t=407408), I don't know any other auto-trading mod.

BUT, still, gotta mention this unique mod called Mules and Warehouses (viewtopic.php?f=181&t=417350). Effect is still helping you automate delivery of stuff, but works in a completely different way than your usual auto-trader.

Right now, I plan to do things in this order:
  • Fine-tune civilian fleet behavior using the semi-released v0.04 of the original mod
  • Include mining fleets to civ-fleets
  • (IDK but) include "distribution fleets" to do Distribute Wares
  • Include TaterTrader v4 compat
  • (IDK but) include Mules and Warehouses compat
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.

MysticalFists
Posts: 6
Joined: Sun, 28. Aug 16, 00:16
x3ap

Re: [MOD] Civilian Fleets

Post by MysticalFists » Wed, 7. Aug 19, 11:20

Awesome!

Are you actually turning a profit with the vanilla AutoTrade? Started a new game in 2.5, but autotrade with around 14 M Sized Traders only produced about 1-2m/hr for me. Started using TaterTrader v4 and made over 10m/hr. This was with satellites coverage of every non-xenon sector in game.

I started having problems with SCA and a few factions building stations in Xenon space so I just recently had to limit what sectors my traders will use, which is what brought me to Mining Trading Fleet and Civilian Fleets. Might be worth me using AutoTrade again just to try this, as my fleets with TaterTrade and Mining Trading Fleet are back to producing between 2-3m/hr and now I have 34 M Sized Traders.

Also, thanks for a heads up on Mules and Warehouses. Currently have about 60m banked and planning to get into stations soon. Should be a welcomed addition :)

Vectorial1024
Posts: 222
Joined: Mon, 30. Jul 18, 04:16
x4

Re: [MOD] Civilian Fleets

Post by Vectorial1024 » Wed, 7. Aug 19, 15:28

I like to focus on the Argon economy.

Most of the time, I see hull parts piling up in Second Contact, but at the same time, shipyards and wharves are screaming for hull parts. So, vanilla AutoTrade gave me slow but steady stream of income. Sufficient.

But hearing that TaterTrade generates 10 million per hour and I be like... woah.
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.

Zodiak1289
Posts: 24
Joined: Sun, 10. May 09, 16:02
x4

Re: [MOD] Civilian Fleets (v1.02)

Post by Zodiak1289 » Wed, 7. Aug 19, 18:25

Im happy that you take over the Torch of this Awesome QoL mod... if you have like 100+ Traders setting each one up individual becomes a pain in the Rear. espacily if you use Tatertrader or other a bit more Complex Trader/supply commands.

I like that you can make a Trading feel quite easly now with this Mod.

I cant wait for you to implement Tater... cause i feel like its just way better then the Vanilla trader.

Im Saying thanx for that mate

Vectorial1024
Posts: 222
Joined: Mon, 30. Jul 18, 04:16
x4

Re: [MOD] Civilian Fleets (v1.02)

Post by Vectorial1024 » Wed, 7. Aug 19, 18:49

Thanks Zodiak!

But now somehow I keep getting this error...

Code: Select all

[=ERROR=] 129852.71 Error on AI director import: Script context order.dock on entity 0x15cf6 'Idmanckuttall' is blocked in run_script but no called script is running
Apparently the way I am using run_scripts screwed things up... Gotta ask them modding gods for help.

EDIT: There are problems with pre-existing ships docking, but for brand new game starts or docking orders AFTER this mod is enabled, there are no problems, so this mod is half-working right now. Just like Schrodinger's stuff.
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.

Vectorial1024
Posts: 222
Joined: Mon, 30. Jul 18, 04:16
x4

Re: [MOD] Civilian Fleets (v1.02)

Post by Vectorial1024 » Thu, 8. Aug 19, 20:33

After hours of internal screaming, I have successfully fixed the docking bug, and have released v1.03 as a result.

Everything should be working fine now.
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.

Vectorial1024
Posts: 222
Joined: Mon, 30. Jul 18, 04:16
x4

Re: [MOD] Civilian Fleets (v1.03)

Post by Vectorial1024 » Fri, 9. Aug 19, 17:02

Distribution fleets and TaterTrade fleets now reporting for action! v1.04 is ready for download.
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.

Zodiak1289
Posts: 24
Joined: Sun, 10. May 09, 16:02
x4

Re: [MOD] Civilian Fleets (v1.04)

Post by Zodiak1289 » Fri, 9. Aug 19, 17:10

Awesome Thanks for your work.

Time to update and make my Tater trader fleet more Awesome :D

o-papaya-o
Posts: 42
Joined: Sun, 29. Mar 09, 11:53
x4

Re: [MOD] Civilian Fleets (v1.04)

Post by o-papaya-o » Fri, 9. Aug 19, 18:35

thank you for the work done
C’est en voyant un moustique se poser sur ses coui**** que l’on s’aperçoit qu’on ne peut pas régler tous les problèmes par la violence.

Zodiak1289
Posts: 24
Joined: Sun, 10. May 09, 16:02
x4

Re: [MOD] Civilian Fleets (v1.04)

Post by Zodiak1289 » Fri, 9. Aug 19, 19:49

Ok, I tried to update it now... and the mod seem to dissapear.
No rightclick menu shows up at all.

Reverted back to the old Version 1.02 and it Reappeard, any tought on why that coud happen?

Vectorial1024
Posts: 222
Joined: Mon, 30. Jul 18, 04:16
x4

Re: [MOD] Civilian Fleets (v1.04)

Post by Vectorial1024 » Fri, 9. Aug 19, 20:52

Zodiak1289 wrote:
Fri, 9. Aug 19, 19:49
Ok, I tried to update it now... and the mod seem to dissapear.
No rightclick menu shows up at all.

Reverted back to the old Version 1.02 and it Reappeard, any tought on why that coud happen?
It's strange. I know exactly how it happened, and should have provided a fix for that already. It's something along the lines of my mod wanting to use something called "C", but did not tell the game to help me find "C" first, so I am trying to use nothing, which crashed the menu. To fix that, I told the game to help me find "C" at the top of the file. It worked fine on my side.

I have quickly uploaded a fix for that bug very recently, like an hour ago, but for my laziness, that update still shared the v1.04 version number. Perhaps Nexus/Vortex could not detect this update...?

Still, check and update to v1.04; or, re-install using v1.04. Either way should solve the problem.

------------

While we're at it, I think I understand why the mining part of the original MTF "failed to work" after the update to v2.50.

Currently, all the three AutoMine default order variants have different config options, but all 3 call the same "hidden" default order internally; it is the original AutoMine default order, which was hidden by EgoSoft somewhere like in v1.6.

Advanced AutoMine and Expert AutoMine have no problems, but Sector AutoMine has problems. The AutoMine script wants to know what resources to gather, but wants the info to be sent in as a list. We all know, Sector AutoMine only allows us to select 1 resources to gather. Giving a distinct 1 item into the slot of a list makes the script unhappy.

What vanilla game did is to first convert this distinct 1 item into a list containing exactly that 1 item (hence fulfilling the list requirement), and send it to the script. But the original MTF (and, unfortunately, up till v1.04 of this mod) did not do that. It simply copied the data directly from the default order, and gave to the script without any consideration. There are errors here. Hence, when you try to open up the Info section of the affected miners, you can't open it. Even the performance of the miners and the game are affected, because the script gets stuck in the error.

Overall, this gives an impression that "orders aren't copied over", but in fact, they are simply copied over in the wrong format, and the script cannot understand.

------------

And, well, if you can discover this bug then you must be using Sector AutoMine a huge lot. Some advice from myself: change to Advanced or even Expert AutoMine, with all kinds of ranges set to zero! Contrasting the Sector AutoMine, the Adv and the Exp AutoMine actually takes your crew's skill into consideration, so in effect, your crew can mine faster. For the "effectiveskill" parameter in the mining script, Sector AutoMine uses the value 0, but Expert AutoMine uses the value 100! A huge difference!

So that was what I found and learnt when investigating the "mod broken" complaints.
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.

Zodiak1289
Posts: 24
Joined: Sun, 10. May 09, 16:02
x4

Re: [MOD] Civilian Fleets (v1.04)

Post by Zodiak1289 » Sat, 10. Aug 19, 09:53

I tried Reninstalling the mod now multible times.
Sadly still no change, its still gone. sounds realy like something ****** up on the file for nexus.
Downloaded the file a few times to be sure its no download curroption... nope

Vectorial1024
Posts: 222
Joined: Mon, 30. Jul 18, 04:16
x4

Re: [MOD] Civilian Fleets (v1.04)

Post by Vectorial1024 » Sat, 10. Aug 19, 09:56

Hmmm...

Then I'm gonna work faster and push v1.05 today. This should then fix the problem.
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.

Zodiak1289
Posts: 24
Joined: Sun, 10. May 09, 16:02
x4

Re: [MOD] Civilian Fleets (v1.04)

Post by Zodiak1289 » Sat, 10. Aug 19, 10:24

Take your time and dont overwork yourself to burnout, take it in your own pace.
Im just happy that you are giving us this pretty much needed mod.
but it seems like it woud be best tom not use the same version number for multible patches, feels like that tend to break stuff

But thanx for doing your best :)

Vectorial1024
Posts: 222
Joined: Mon, 30. Jul 18, 04:16
x4

Re: [MOD] Civilian Fleets (v1.04)

Post by Vectorial1024 » Sat, 10. Aug 19, 16:34

Zodiak1289 wrote:
Sat, 10. Aug 19, 10:24
but it seems like it woud be best tom not use the same version number for multible patches, feels like that tend to break stuff
Yeah, I agree. With all the Nexus upload details, a same version number is gonna cause me a lot of trouble. I'll try to avoid it next time.

And I have returned... with a v1.05... right in my hands...

Now the "mining fleet broke" bug in the original MTF is fixed, along with a new naming mechanism for your humble civilian fleets.
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.

o-papaya-o
Posts: 42
Joined: Sun, 29. Mar 09, 11:53
x4

Re: [MOD] Civilian Fleets (v1.05)

Post by o-papaya-o » Sat, 10. Aug 19, 18:17

Great job
C’est en voyant un moustique se poser sur ses coui**** que l’on s’aperçoit qu’on ne peut pas régler tous les problèmes par la violence.

gamesemailvp
Posts: 18
Joined: Tue, 5. Feb 19, 23:11

Re: [MOD] Civilian Fleets (v1.05)

Post by gamesemailvp » Sat, 10. Aug 19, 20:59

great mod.
but you could put an option to make a fleet that incorporated other mods such as mules, randomtrade, etc??.
I use all the trade and mining mods tb "randommine" and I would merge a fleet option that by selecting it grouped these other mods apart from the famous tatertrade, you could tell me how to do or what I have to modify, with your permission and if you don't Do you have time.
thanks!!! and sorry for my google english.

Zodiak1289
Posts: 24
Joined: Sun, 10. May 09, 16:02
x4

Re: [MOD] Civilian Fleets (v1.05)

Post by Zodiak1289 » Sat, 10. Aug 19, 23:27

I dont know if im doing something Wrong, but i still cant get the new updates to work, uninstalled/reinstalled with no effect... menu still does not appear again.
Coud it be the reason you stated on the Nexus page be, that the lua file is still missing in the download?

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