[MOD] AutoTrader with Options ver. 0.8 Jan. 20, 2023
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
-
- Posts: 1896
- Joined: Fri, 18. Jul 14, 05:28
Re: [MOD] AutoTrader ver. 0.1 Dec 10, 2018
I think that if I have 1,000,000,000,000, the balance starts to jump plus / minus thousands of credits and sometimes displays a negative balance.
With such a balance without a mod, everything is fine. You can add 1 000 000 000 000 000 Cr, too, there are no problems. Check out the mod with that balance.
With such a balance without a mod, everything is fine. You can add 1 000 000 000 000 000 Cr, too, there are no problems. Check out the mod with that balance.
-
- Posts: 626
- Joined: Fri, 16. Dec 05, 22:35
Re: [MOD] AutoTrader ver. 0.1 Dec 10, 2018
I have the german X4 on Steam too. When there are no language entries in t files, i have only the "Read Text" issue, but no crash or freeze.
ALLE X Spiele und alle Bücher!
-
- Posts: 401
- Joined: Sat, 1. Dec 18, 19:58
Re: [MOD] AutoTrader ver. 0.1 Dec 10, 2018
We are getting offtopic now. Just wanted to mention I have this mod installed and played 5h today with it.Kadatherion wrote: ↑Mon, 10. Dec 18, 19:43Well, it's happening and being reported all over the place here and on the Nexus for a lot of people, for several days now. Might not be affecting *every* language, or your mods might all have full content.xmls (most already do, but if you do have this one, then that can't be the case; note: euclid's anomaly generator mod does already have the German language text id). It sure is happening to me as well, and I indeed - for this mod like for quite a few other ones - have to add those dummy ids or the game won't start, ever (it stays at ~50mb ram consumption, never firing up). In my case the game is installed on an italian account/OS even though my Steam language is set to english.
But yes, I heard about this issue and this fix. But I guess it's not the root cause.
-
- Posts: 766
- Joined: Sat, 23. Nov 13, 15:50
Re: [MOD] AutoTrader ver. 0.1 Dec 10, 2018
My GoG install is on one of the extra SSD's I have installed. All mods are in root>extensions folder. Zero problems with mods that do or don't have the languages. Win10 LTSB. The game runs like butta.Kadatherion wrote: ↑Mon, 10. Dec 18, 19:15 Otherwise, as it happens for all mods, the game crashes/freezes on load for those who don't have the game installed on english Steam (not sure if the same happens to GoG users). This is from the root game dir. If you install mods withouth the dummy language ids under /documents, the game loads, but it's also been reported that while the game interface recognizes the mods as active, they often won't work / don't work as intended.
On the Nexus, on the sector satellites mod first but on other ones too, it also seems to have been confirmed that new gamecontent (not the case of this mod, but I've seen they reported something like this for your jump/anomaly mod) indeed needs to be placed into .cat files, as loose files will cause the game to crash on load for Win7 users. That's a behaviour that isn't as confirmed as the language ids one, so it might not be 100% sure yet, but as a Win7 user myself I can testify it indeed seems to work like that for me.
BTW. Do you stick with Win7 for various privacy reasons? I tried to use Win7 and ignored Win8 and Win10 for a time. I ended up going with Manjaro and running GPU passthrough. This way I could play games with Win10 in VM. It's not that bad. Hope you can stick with Win7. Win10 is so bloaty and full of bad UI design. I couldn't do it as I need the games.
-
- Posts: 1021
- Joined: Fri, 25. Nov 05, 16:05
Re: [MOD] AutoTrader ver. 0.1 Dec 10, 2018
How is it off topic? This mod doesn't work for me - and likely for many other people - if the language ids aren't specified in the startup content.xml file. It's a 10 seconds fix. Can't be more on topic than that.XTC0R wrote: ↑Mon, 10. Dec 18, 19:52We are getting offtopic now. Just wanted to mention I have this mod installed and played 5h today with it.Kadatherion wrote: ↑Mon, 10. Dec 18, 19:43Well, it's happening and being reported all over the place here and on the Nexus for a lot of people, for several days now. Might not be affecting *every* language, or your mods might all have full content.xmls (most already do, but if you do have this one, then that can't be the case; note: euclid's anomaly generator mod does already have the German language text id). It sure is happening to me as well, and I indeed - for this mod like for quite a few other ones - have to add those dummy ids or the game won't start, ever (it stays at ~50mb ram consumption, never firing up). In my case the game is installed on an italian account/OS even though my Steam language is set to english.
But yes, I heard about this issue and this fix. But I guess it's not the root cause.
By the looks of it (and dozens of reports I've read on the Nexus) it seems to consistently happen only to non-english users, and the fact the missing lines to add are the language ids indeed does reinforce the theory (the fact, from your report, this might not be affecting German players is an interesting coincidence, considering Egosoft is German, who knows if it's related though). Maybe that too is also related to the OS as the .cat thing has been reported to be and nobody made the correlation yet. But in the end it doesn't change much, mods need to have a full content.xml otherwise they won't work for a relevant chunk of the playerbase, whichever the reason might be. Your reply seemed to imply "it works for me, so it's false you need to fix that", and I simply expanded upon that.
-
- Posts: 1335
- Joined: Sat, 17. Mar 07, 03:53
Re: [MOD] AutoTrader ver. 0.1 Dec 10, 2018
Sweet!, looking forward to old X3 style trading again 

-
- Posts: 1021
- Joined: Fri, 25. Nov 05, 16:05
Re: [MOD] AutoTrader ver. 0.1 Dec 10, 2018
Nah, I simply don't like how newer MS OS work/look. Well, 8 was crap and 10 is arguably way better, but even those privacy reasons aside, it's one hell of a resource hog for pretty pointless background tasks. And I wouldn't mind its UI too much, if - as you said - it wasn't bloated with tons of crap that looks like you were using some free but banner infested mobile app, I have it on my laptop and if I wasn't using that only for work I would have gone back to Win7 on that one too. I've also yet to encounter a game that *requires* Win10 that I want to play, so /shrug.Baconnaise wrote: ↑Mon, 10. Dec 18, 19:56 BTW. Do you stick with Win7 for various privacy reasons? I tried to use Win7 and ignored Win8 and Win10 for a time. I ended up going with Manjaro and running GPU passthrough. This way I could play games with Win10 in VM. It's not that bad. Hope you can stick with Win7. Win10 is so bloaty and full of bad UI design. I couldn't do it as I need the games.
Note that there still are more Win7 users than Win10 ones (I believe the latest numbers were something like 45% vs 43% of Microsoft users), and Win7 is going to be abandoned in just little more than 1 year. That's going to be quite the earthquake at this rate. But now *this* really is OT so let's leave it at that

-
- Posts: 1896
- Joined: Fri, 18. Jul 14, 05:28
Re: [MOD] AutoTrader ver. 0.1 Dec 10, 2018
If monet not 1 000 000 000 000 000
all god https://imgur.com/a/Td6WVYa
bat if i hav more 1 000 000 000 000 000
no good https://imgur.com/a/YPe1l7I
all god https://imgur.com/a/Td6WVYa
bat if i hav more 1 000 000 000 000 000
no good https://imgur.com/a/YPe1l7I
-
- Moderator (Script&Mod)
- Posts: 13489
- Joined: Sun, 15. Feb 04, 20:12
Re: [MOD] AutoTrader ver. 0.1 Dec 10, 2018
Thanks all for the feedback 
The language is set as it is because the script uses only custom English text in contrast to the Player Jump mod which uses a reference to the text/voiceDB and will work in any language. The language entries in the content.xml should not have any effect on the use.
The limitation of the natural number representation is a general one. But hey, who really needs a quadrillion Credits?
Anyway, I'll look into this but cannot promise any quick fix.
Cheers Euclid

The language is set as it is because the script uses only custom English text in contrast to the Player Jump mod which uses a reference to the text/voiceDB and will work in any language. The language entries in the content.xml should not have any effect on the use.
The limitation of the natural number representation is a general one. But hey, who really needs a quadrillion Credits?

Cheers Euclid
"In any special doctrine of nature there can be only as much proper science as there is mathematics therein.”
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
-
- Posts: 1021
- Joined: Fri, 25. Nov 05, 16:05
Re: [MOD] AutoTrader ver. 0.1 Dec 10, 2018
But it does, Euclid: the game doesn't even start for me without those dummy ids in the content.xml. Starts fine with them, and then the mod works as intended. Looks like the game wants them specified for being able to read the mod title/author to show on your extensions menu, if it doesn't find the ones it thinks it has to find for your installation then it hangs, it doesn't launch AT ALL.euclid wrote: ↑Mon, 10. Dec 18, 21:03 The language is set as it is because the script uses only custom English text in contrast to the Player Jump mod which uses a reference to the text/voiceDB and will work in any language. The language entries in the content.xml should not have any effect on the use.
-
- Posts: 1
- Joined: Tue, 27. Sep 16, 17:28
Re: [MOD] AutoTrader ver. 0.1 Dec 10, 2018
Uuuummm,
I installed the mod. Proceeded to give 10 m traders, 3 L and 13 L miners the order to auto trade. Went afk for 4 hours and let the game run. Just came back and while i had 30mil on my account. Now i have over 300.000.000.000.000 creds!!!
I mean great I'm rich, but WTF?!
I installed the mod. Proceeded to give 10 m traders, 3 L and 13 L miners the order to auto trade. Went afk for 4 hours and let the game run. Just came back and while i had 30mil on my account. Now i have over 300.000.000.000.000 creds!!!
I mean great I'm rich, but WTF?!
-
- Posts: 1896
- Joined: Fri, 18. Jul 14, 05:28
Re: [MOD] AutoTrader ver. 0.1 Dec 10, 2018
This does not happen to everyone. Some complain about it. For me, for example, the game works with all mods and works without additional lines.Kadatherion wrote: ↑Mon, 10. Dec 18, 21:10But it does, Euclid: the game doesn't even start for me without those dummy ids in the content.xml. Starts fine with them, and then the mod works as intended. Looks like the game wants them specified for being able to read the mod title/author to show on your extensions menu, if it doesn't find the ones it thinks it has to find for your installation then it hangs, it doesn't launch AT ALL.euclid wrote: ↑Mon, 10. Dec 18, 21:03 The language is set as it is because the script uses only custom English text in contrast to the Player Jump mod which uses a reference to the text/voiceDB and will work in any language. The language entries in the content.xml should not have any effect on the use.
XR had no such problem. I think that part has not yet been finalized developers. Or because of the signature this happens. I think this question should find out from the developers.
-
- Posts: 1896
- Joined: Fri, 18. Jul 14, 05:28
Re: [MOD] AutoTrader ver. 0.1 Dec 10, 2018
I'm not alone. Thanks for the report.toseol wrote: ↑Mon, 10. Dec 18, 21:14 Uuuummm,
I installed the mod. Proceeded to give 10 m traders, 3 L and 13 L miners the order to auto trade. Went afk for 4 hours and let the game run. Just came back and while i had 30mil on my account. Now i have over 300.000.000.000.000 creds!!!
I mean great I'm rich, but WTF?!
-
- Posts: 1021
- Joined: Fri, 25. Nov 05, 16:05
Re: [MOD] AutoTrader ver. 0.1 Dec 10, 2018
Of course it doesn't happen to everyone. And I agree there's something fishy about how the mods work on Egosoft's side (them being read under /documents too is unexpected for instance). But it happens to quite a lot of people, just open the nexus and see under some mods the flooding comments. I personally couldn't care less, it's a 10 seconds fix and I've done it myself to all the mods I use that didn't already. But not everybody knows it or knows how to edit an .xml file. Modders that don't adapt to these issues are going to get people complaining "the mod doesn't work/it breaks my game", and it's all going to be time wasted into identifying what was the problem. At least until Egosoft fixes the reason behind it (if and when they do: with the current state of the game I dare say such an issue affecting only mods and only a relatively small % of their users is probably going to be preeeetty low priority).alexalsp wrote: ↑Mon, 10. Dec 18, 21:42 This does not happen to everyone. Some complain about it. For me, for example, the game works with all mods and works without additional lines.
XR had no such problem. I think that part has not yet been finalized developers. Or because of the signature this happens. I think this question should find out from the developers.
-
- Posts: 448
- Joined: Sun, 23. Mar 03, 21:13
Re: [MOD] AutoTrader ver. 0.1 Dec 10, 2018
Hey Euclid! Do you realize, that you can't register on Nexus without paying something?
They want 3 British Pounds a month!
Getting mods from there will quickly cost more than purchasing Egosoft's games...
-
- Posts: 1225
- Joined: Mon, 12. Dec 05, 07:41
Re: [MOD] AutoTrader ver. 0.1 Dec 10, 2018
Uhh, that's only if you want Premium. You can register for free... Don't know where you're getting the idea you have to pay for a Nexus account. I've been on there for probably 8-10 years now, and never paid a cent...
[ external image ]
***modified***
"You can get more of what you want with kind words and a gun, than you can with just kind words" - Al Capone
***modified***
"You can get more of what you want with kind words and a gun, than you can with just kind words" - Al Capone
-
- Posts: 448
- Joined: Sun, 23. Mar 03, 21:13
Re: [MOD] AutoTrader ver. 0.1 Dec 10, 2018
Thanks for the info!
They don't particularly make it obvious how to do that....
The sign-up page lacks a "free" option. Every available check box is a different pay option.
That you can get past that page without choosing an option isn't apparent.
They don't particularly make it obvious how to do that....
The sign-up page lacks a "free" option. Every available check box is a different pay option.
That you can get past that page without choosing an option isn't apparent.
-
- Posts: 177
- Joined: Wed, 18. Jul 12, 20:17
Re: [MOD] AutoTrader ver. 0.1 Dec 10, 2018
Thank you for working on this mod, Euclid.
I think many of us would like to have the improved AI and functionality without the "extras" (e.g. removal of fog of war and instant travel).
I noticed (running 1.31) that this doesn't seem to use regular Orders, so my account has no idea how much is pending in trades. Normally when I'm in the menu (ENTER) I'm told how much is pending in Trades. My ships also seem to have no Orders. I do see trade notifications in my Logbook -> Upkeep, but I have https://www.nexusmods.com/x4foundations/mods/26 installed to "fix" the standard Trade logs, so that part appears to be working.
Without the "brains" of this mod, my five M traders (Auto Trade (Galaxy); I do have Traders assigned to each of my stations with wares) were making negligible amounts of money (I'd go from 10mil to 12mil credits after leaving the game overnight, whereas with this mod I've lost ~6mil (down to 14mil from 20mil) in my total account in the time it took to destroy two Xenon K's with a Nemesis.
I do notice that some of them are happy to earn a negative profit, even my 5* pilot Ebmancekettiks.

Some of the trades are earning a profit, if their reports are to be believed (Pilot isn't doctoring his logs so I keep him/her/it employed, are they?
). Maybe about half are at a loss (out of my very limited sample size). I don't know what they were trading, nor with whom. I have most of the friendly stations discovered (not that it matters for this mod) and covered by satellites (also using https://www.nexusmods.com/x4foundations/mods/4 ).
EDIT: Added screenshot of the trades if it helps.

I noticed (running 1.31) that this doesn't seem to use regular Orders, so my account has no idea how much is pending in trades. Normally when I'm in the menu (ENTER) I'm told how much is pending in Trades. My ships also seem to have no Orders. I do see trade notifications in my Logbook -> Upkeep, but I have https://www.nexusmods.com/x4foundations/mods/26 installed to "fix" the standard Trade logs, so that part appears to be working.

Without the "brains" of this mod, my five M traders (Auto Trade (Galaxy); I do have Traders assigned to each of my stations with wares) were making negligible amounts of money (I'd go from 10mil to 12mil credits after leaving the game overnight, whereas with this mod I've lost ~6mil (down to 14mil from 20mil) in my total account in the time it took to destroy two Xenon K's with a Nemesis.

I do notice that some of them are happy to earn a negative profit, even my 5* pilot Ebmancekettiks.

Screenshot (the due from trades is from me moving all of my Traders back to the vanilla AutoTrade) and is taken a bit after the above quote (the link will take you to the larger image as these forums have a ridiculously small image limit (640x480 and 1MB!)):Autotrader Ebmancekettiks* wrote: AutoTrader
Autotrade Ebmanckettikis* (84) on Trader Adrienne Demeter Sentinel
Total profit I made for you, Sir: Cr. -330,943
825-02-13 09:41
Some of the trades are earning a profit, if their reports are to be believed (Pilot isn't doctoring his logs so I keep him/her/it employed, are they?

EDIT: Added screenshot of the trades if it helps.
Last edited by sandalle on Tue, 11. Dec 18, 05:35, edited 3 times in total.
-
- Posts: 41
- Joined: Thu, 21. Nov 13, 23:03
Re: [MOD] AutoTrader ver. 0.1 Dec 10, 2018
Getting the odd negative trade deal. Nothing like the other guy with billions, and my net profit is (without actually doing the math) still positive, but figured I'd say something in case you are keeping tabs. Nothing over -750k so far but a few in the 500k range. Given that I've got a station cranking out claytronics it's not killing me, but if I was starting out with trades this would probably have broke me.
Got a screenshot if you need/If I can figure out how to attach.
[ external image ]
I figured it out!
Got a screenshot if you need/If I can figure out how to attach.
[ external image ]
I figured it out!
Oderint Dum Metuant
-
- Posts: 101
- Joined: Sat, 13. Jan 07, 15:23
Re: [MOD] AutoTrader ver. 0.1 Dec 10, 2018
Do this script take in account cargo already in the ship? Can it plan out several trades I a row?
Ex ship have hull plates and energy cells will it plan out first sell energy cell at st1 then sell hull plates.
Ex2 ship buy 10k energy cells and then sell 2k at st1 5k at st2 and the rest at st3 and the start agen looking for trade.
Will the trader be looking for new trades betwin several sell order of st1 and st2 on ex2?
Ex ship have hull plates and energy cells will it plan out first sell energy cell at st1 then sell hull plates.
Ex2 ship buy 10k energy cells and then sell 2k at st1 5k at st2 and the rest at st3 and the start agen looking for trade.
Will the trader be looking for new trades betwin several sell order of st1 and st2 on ex2?