[5.10 HF1] Station subordinate ignoring blacklist (screenshot, description, save included)

Ask here if you experience technical problems with X4: Foundations.

Moderator: Moderators for English X Forum

User avatar
Old Drullo321
Posts: 1065
Joined: Sat, 7. Feb 04, 16:01
x4

[5.10 HF1] Station subordinate ignoring blacklist (screenshot, description, save included)

Post by Old Drullo321 »

Station assigned traders ignore my blacklist (activity), assigned to the station subordinate behaviours.
Blacklist includes the sector the station is located in, yet I catched several subordinates assigned to this specific station, trading (sell offers) with my stations in the same sector

Screenshots:

Blacklist settings:
Image

Logical station overview:
Image

Trading station behaviour tab, showing the assigned blacklist:
Image

Example Ship 1 ignoring this rule
Image

Example Ship 2 ignoring this rule:
Image

Savegame:
https://drive.google.com/file/d/1SW92Hx ... sp=sharing

######

I assume this is a bug.

If it isn't a bug and is working as intended, in my opinion the watched behaviour and the settings the player can make are a bit misleading as there is zero hint that those blacklists aren't excluding the player if he doesn't use specific blacklist for this (as there is a blacklist for trade restrictions with specific factions). It would be nice to add more clarification in that case.

Additionally, if this isn't a bug and working as intended, I'm sorry that I took a bit of precious dev time. It would be nice if you could explain which blacklist or general settings I would have to set to achieve my goal of exluding a sector (irrelevant which faction stations it contains) from the list of potential trades for the station

Edit: I heard from other members in Egosoft Discord, that you can't exlude the sector the station is placed in. Sorry but really please add this option. If I can't exlude the same sector
a) I'm forced to build trading stations into adjacent sectors to circumvent this issue (which makes everthing less efficient and seems to be quite counter-productive to several of the X keywords (TRADE, THINK)
b) I can't dictate the flow of wares. The station above is a typical usecase of a station that receives overflowing wares and distributes them to anything not already getting deliveries. If i can't exlude the same sector, station subordinates rather deliver 300 ore to my 99k/100k filled station same sector then deliver them to empty NPC stations in two sector distance.
Last edited by Old Drullo321 on Wed, 20. Apr 22, 23:31, edited 1 time in total.
Alan Phipps
Moderator (English)
Moderator (English)
Posts: 31724
Joined: Fri, 16. Apr 04, 19:21
x4

Re: [5.10 HF1] Station subordinate ignoring blacklist (screenshot, description, save included)

Post by Alan Phipps »

Dev j.harshaw once wrote in another and similar thread:

"The station commanding your miners is in [sector name]. As a rule, subordinates are allowed to operate in their commander's sector despite blacklists. They wouldn't be able to interact with their commander, hence won't be able to function at all, otherwise."
A dog has a master; a cat has domestic staff.
User avatar
Old Drullo321
Posts: 1065
Joined: Sat, 7. Feb 04, 16:01
x4

Re: [5.10 HF1] Station subordinate ignoring blacklist (screenshot, description, save included)

Post by Old Drullo321 »

Ok but then

A) Just assuming this is WAI and can't be changed: please add this information to ingame description as there is no way to somehow get this information otherwise (PS: If this is true i lost a couple of days wasting time to build my stations without this crucial information and now the whole wares flow is just a mess if this simply doesn't work. Sad, very sad)

B) While I clearly get the idea how the trade system seems to be implemented, this seems to be a major design flaw or at least force the player to behave inefficient and against TRADE and THINK principles (To circumvent the above issue, you have to build those "trading" stations in adjacent sectors without any other player stations in it, with is 1. counter-intuitive and 2. largely inefficient and frustrating).

C) Build upon B, it shows flaws in other parts of the trading system I tried to circumvent. Those station trader rather fill the 99k/100k filled player station 10km away (with auto-pricing!) then the basically empty NPC station one sector away (300k ore demand in Pontifex claim)

I really want to point out that this is a very very frustrating gameplay experience
j.harshaw
EGOSOFT
EGOSOFT
Posts: 2156
Joined: Mon, 23. Nov 15, 18:02

Re: [5.10 HF1] Station subordinate ignoring blacklist (screenshot, description, save included)

Post by j.harshaw »

If you assign ships to trade with and for a station then set it up such that you expect them to not be able to work in that station's sector, how would you expect them to function at all?
User avatar
Old Drullo321
Posts: 1065
Joined: Sat, 7. Feb 04, 16:01
x4

Re: [5.10 HF1] Station subordinate ignoring blacklist (screenshot, description, save included)

Post by Old Drullo321 »

j.harshaw wrote: Thu, 21. Apr 22, 11:09 If you assign ships to trade with and for a station then set it up such that you expect them to not be able to work in that station's sector, how would you expect them to function at all?
Sorry for the late reply, there were some holidays in-between. Thank you for already reading my initial post. I would appreciate reading my rather long answer too. Many thanks in advance :)

Yes, they should work. Why?
First, i assume station assigned ship technically work very similar or even the same as loose ships with exception that
a) The station now works as a base for default settings (e.g. it takes things like blacklist settings and list of tradable wares/buy-sell offers from the station)
b) Min/Max operating range possibly adjusted by station manager.

Second, I expect a in-sector auto trader to fail if it should operate in a black-listed sector.

But third, i do not expect station assigned ships to fail because as already described above the player loses a lot of fine-tuning potential for its ships and station or is forced to use horribly workarrounds (as separate production sector from trading station sector)

Fourth, how could this work internally (the algorithm behind what is visible to the player). By either including the assigned station to the list of possible trade offers before blacklisting/removing them and/or after removing possible stations/sectors from the list. But maybe it cost too much performance to do this? Either way I am 100% sure you technically know what you are doing and you designed the way it works for certain reasons.

Basically tl;dr of my point is the following:
* The X4 trade system (buy/sell offers, assigning ships to a station) somehow works out of the box without any fine-tuning. The purpose is simplicty rather then efficiency and that is fine.
* By default and over various patches player gained additional functionality to fine-tune behaviour, at least in theory (e.g. min/max prices for wares, blacklists, trade restrictions, setting reservered cargo space, etc.)
* Late-game player controlled assets can get pretty big, either by size (large stations) or numbers (ships and stations) having impact on game performance and complexity/player managment
* For various reasons (game performance, self-imposed "tidyness", self-imposed "efficiency", trying not to lose overview of player empire, trying to reach certain late-game goals [terraforming] in a reasonable amount of time) players me be inclined to optimize their assets (e.g. using less ships, set up a trade-chains, directing goods to certain npc or player stations/sectors)
=> The player combines his own creativity with the tools provided by the game trying to reach its goals. However (in my opinion) I ran into certain limits by working with provided trade system (e.g. using buy/trade settings + blacklists) rather then working against it (e.g. using hundreds of "repeat order" ships cluttering my ship list) as i described above
=> This leads to frustration because (as described already in the first two posts) a) the ships doesn't behave as expected because there is no in-game description and only Alan Phipps quoted answer that explain this exception and b) there is currently no other way to circumvent the described issues (some missing wareflow managment options) then to using contra-intuitive measures (as described above either mass repeated orders or set up "exluding certain player assets"-trading stations as single stations in adjacent sectors (this is inefficient for performance and efficiency reasons)

Basically the following usecases can't be executed (either completely or only by weird counter-intuitive workarrounds) and even the implementation (as an option in any of the already available tools, e.g. blacklist, buy/sell offer settings, station setting, assigned alpha/beta/game/etc group command or trade rule) of only one of them (in my opinion) would massively help player wareflow and asset managment:
* Blacklists assigned to station exlude the station it-self (this threads topic)
* Expanded trade-rules options for "Buy only from NPC stations" and "Sell only to NPC stations" as currently it is only possible to either 1. Allow Any ships, 2.Allow only player ships, 3.Allow only NPC ships
* Adjustable priorisation of sell-offers to own stations (or a simply checkbox "Turn Off priosisation")[See short explanation below²]

²: This is basically the root cause for my intended use of blacklisting own stations in same sector. I provided the savegame and screenshots for this in my initial post. Summary:
a) Many single/dual ware producing stations in sector "Pious Mist II". Input only raw materials provided by adjacent "Pious Mist" sectors
b) Two "Trading" stations planned/in testing stage (one for raw materials overflow, one for produced wares overflow by producing stations in same sector)
c) Trading hubs should distribute/sell wares to anyone (Any NPC station in range plus player shipyard in "Sacred Relic" simply following auto price for best destinations)
d1) Raw Materials Trading station gets its wares delivered by adjacent "Pious Mist" sectors (This mostly works sufficient as prices are set and so only overflown raw materials not needed by other player producing stations are delivered, using blacklists on both raw material mining stations and raw material trading station)
d2) However c) simply does not work as expected. Instead of selling raw materials to NPC station for max/nearly max price in one/two sector jump distance, 90% of the time the raw material trading hub assigned ships rather carry ~100 raw material units to already 99.9% filled player stations with cargo limits of 100k units). This is either the mentioned "default" player station priorisation ignoring prices or a bug leading to ignoring those prices.
e) If c/d would strictly following buy/sell prices for each ware without weird player priorisation, it wouldn't be neccessary to create a same-sector blacklist at all and the above mentioned usecases could be executed sufficienlty, albeit maybe not 100% as efficient as I wish.

Return to “X4: Foundations - Technical Support”