
Download V1.1 SPK Here
Allows NPC Free Traders To Jump. Use at your own risk. Its more of a proof of concept then for actually consumption. If your going to use it you have to modify your Job files so there are a lot less traders.
It works by making sure before all major move commands that NPC traders have a jump drive, and that they have the needed energy. Also doesn't allow them to use up the room that will be used for the energy cells. In theory of course. It also removes any left over energy from the jump, so your universe doesn't get flood with Ecells.
It just adds a few checks, and a few lines of math, so the additional complexity should be minimal. Even though the traders will be making more runs more often, the NPC trader logic is no where as near complicated as the UT logic. So it shouldn't slow anything down.
The only real time they wont jump is if they hit a string of failures. I left that to be done by a normal gate to gate just in case there is some additional fail safe I am not seeing.
Versions:
1- First Go
1.1 - Updated so that M3-M5 Traders Don't Have Room Wasted by extra energy cells, and made sure all traders had enough energy at max range.