[WIP][Mod]TaterTrader v4- An Autotrade Alternative

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Scoob
Posts: 10017
Joined: Thu, 27. Feb 03, 22:28
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Re: [WIP][Mod]TaterTrader v4- An Autotrade Alternative

Post by Scoob » Sun, 17. Oct 21, 15:35

BlackRain wrote:
Sat, 16. Oct 21, 20:14
Wozzlebatneo Breau wrote:
Sat, 16. Oct 21, 07:53
I love this Mod. Is it still being maintained?
Just been trying to see if this works and it doesn't appear to be working. Just wait for trade and search for trade but never finding any actual trades.
I'm using it currently and it's working just fine with many profitable trades being made using L-Class Freighters currently - I have three on the go. The only setting I generally change is the "home" sector - and buy/sell distance, then I send it on its way. It's usually off and trading within a minute, though I guess that depends on what the player has discovered in regards to trade opportunities.

I know there are various versions of this as it was taken over by another modder, here's the Github link to the one I'm currently using.

Scoob.

BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7410
Joined: Mon, 15. Dec 03, 18:53
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Re: [WIP][Mod]TaterTrader v4- An Autotrade Alternative

Post by BlackRain » Sun, 17. Oct 21, 19:21

Scoob wrote:
Sun, 17. Oct 21, 15:35
BlackRain wrote:
Sat, 16. Oct 21, 20:14
Wozzlebatneo Breau wrote:
Sat, 16. Oct 21, 07:53
I love this Mod. Is it still being maintained?
Just been trying to see if this works and it doesn't appear to be working. Just wait for trade and search for trade but never finding any actual trades.
I'm using it currently and it's working just fine with many profitable trades being made using L-Class Freighters currently - I have three on the go. The only setting I generally change is the "home" sector - and buy/sell distance, then I send it on its way. It's usually off and trading within a minute, though I guess that depends on what the player has discovered in regards to trade opportunities.

I know there are various versions of this as it was taken over by another modder, here's the Github link to the one I'm currently using.

Scoob.
That is strange because I have the latest version as far as I can tell and I tried it on several ships (with many stations in satellite range) and it never traded despite waiting a while. I will look into it then.

Scoob
Posts: 10017
Joined: Thu, 27. Feb 03, 22:28
x4

Re: [WIP][Mod]TaterTrader v4- An Autotrade Alternative

Post by Scoob » Mon, 18. Oct 21, 13:48

BlackRain wrote:
Sun, 17. Oct 21, 19:21

That is strange because I have the latest version as far as I can tell and I tried it on several ships (with many stations in satellite range) and it never traded despite waiting a while. I will look into it then.
Could there be some conflict with a mod you're using that I'm not? For the record, here's my complete mod list for my current game:

- Better Kill Credit
- Better Piracy
- Disable Encounters
- Faction War Economy Enhancer
- FOCW
- Mules and Warehouses Extended
- SCA Use All
- Mod Support API's (SirNukes - using v1.87)
- Tater Trader (v1.15 downloaded on 29th July 2021)
- True Piracy
- VRO
- X4 Fire and Smoke
- XR Ship Pack (VRO version)

Nothing crazy in that list and the only other trading-class mod is Mules. I've used Tater Trader on both M and L-Class ships just fine in a v4.1 game. I literally set the order, only dragging the two range sliders up to (usually) 6 and picking a home sector, if the ship isn't already in the desired sector and thus not automatically set.

Scoob.

Jaskan
Posts: 192
Joined: Fri, 31. Jan 20, 10:42

Re: [WIP][Mod]TaterTrader v4- An Autotrade Alternative

Post by Jaskan » Thu, 28. Oct 21, 08:20

Seems to be working perfectly here, got recent update too according to steam.
Early days of testing though

Dani_Gecko
Posts: 70
Joined: Fri, 27. Nov 15, 21:30
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Re: [WIP][Mod]TaterTrader v4- An Autotrade Alternative

Post by Dani_Gecko » Wed, 3. Nov 21, 10:17

In my Save, I encountered a rather annoying problem and I can't figure out if I am doing it wrong or if the mod is faulty. Disclaimer: It's probably me... I am on the latest version GoG gives me - 4.10(a) with both DLCs and a few other mods.

//EDIT: I would like to point out, that this is not, how it always is. it only happens some times and I can't say what changes for it to happen vs not happening.

So what I got is a few Boas assigned to two stations making Hullparts and Claytronics. Their trade ware is set to HP + EC and CL + EC respectively.
I am sitting in Nopileos I and building stations there, so I set the traders to 0/0 for buy/sell distance, set their home to the station directly, enable distance pen:yes, %-pen is 10, buy mod is 0, sell mod is 200 (to encourage them to fill the orders of my station first without clicking through the banlist) and nothing else is checked.
now they go about selling 55 HP at a time - got a free cargo hold, enough funds on the constructing station.
Also, if I am not explicitly banning SCA, they go trade with them in Nopileos II, even though I have set the jump distance to zero. What am I doing wrong? Please help!
pictures on imgur

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