[X3TC Bonus Plugin] Commodity Logistics Software MK2 (CLS2)

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Falgalar
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Joined: Thu, 13. Aug 09, 21:11

Post by Falgalar » Fri, 28. May 10, 18:33

I have been bashing my head trying to figure this problem out. You guys bash a while, my head is swollen. :)

I have a complex in Ore Belt producing items i want sent to my PHQ. Self suffecient and produces a few missiles and other bits to equip new ships (including raw materials, microchips, ore, etc).

I took a Mistral Super Freighter and added 6x 25Mj shields, extended the cargo hold, speed, etc and added CLS1 & 2, Fight 1 & 2, 4 impulse ray, jumpdrive, transporter, best buy/sell locators, boost extension, trade software 2 & 3, nav software and Singularity engine time accel (just in case i want to fly it myself).

I'm in x3tc 2.6. The PHQ is modified (500million space), and i have a few other scripts going as well. Complex Cleaner, Super Tractor, Cheat package(never use it), and maybe one other that simplified asteroid detail for better frame rates (if i even reinstalled that one). I installed the Bonus Package (v4.1.0) on top, just a couple days ago.

The complex in ore belt dosent produce a huge lot of goods other than ore and silicon so 1 or 2 ships would be able to deal with it effectively rather than the 12 ships i had before. The problem is, the CLS dosent deliver all goods in the list and i simply can't find a reason for it.

There is space in the PHQ (miles of it).
There is no limit set on any goods (yet).
The waypoint specifies Unload (max cargo) for the item.
It will deliver some goods but refuse on others.

Example, it will load up quantum tubes, computer components, ore and microchips. When it gets to the PHQ it unloads everything except the microchips.

This happens for silicon, cloth rimes, and a number of others. It will deliver 25Mj Shields, but not typhoon missiles, deliver ore but not silicon, though it will fill the cargo hold with these things.

I did a test with microchips being the only item to load/unload and it simply loads up the ship and sits there collecting the ware and never delivers. Same for Typhoon missiles. I'm using the CLS2 external CL command. Set the complex as home base, cleared it too, check for limits at PHQ, everything seems in order. Im sure there is a bad setting someplace but i just cant find it.

What do i do to fix it?

whoeva
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Post by whoeva » Sun, 30. May 10, 02:54

Scarecrow23 wrote:As I said all I want is it to have the intelligence to skip over a waypoint or something if the destination is full, so I don't have to keep watching the factories $$ with CAG or CLS1 (or double the ships for that matter)
Try taking a look at the supply options:

Supply conditions

Minimum delivery amount for collecting
Pilot only flies to a waypoint if he can at least collect 5% of the wanted amount. Change this setting here.

Minimum delivery amount for delivering
Pilot only flies to a waypoint if he can at least deliver 5% of the wanted amount. Change this setting here.

I currently use this script for collecting silicon from my various mines and mobile mining operation so I set the "min. delivery for collecting" to 90 to prevent my ships jumping in to collect a handful of wafers.

I also have the "min. delivery for delivery" for my energy supply complex to 100 so unless a complex can accept a full load of energy it doesn't get a delivery.

jlehtone
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Post by jlehtone » Wed, 2. Jun 10, 21:46

Bonuspack 4.1.01 updates the CLS2 to version 3.3.02.

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Nibel
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Post by Nibel » Wed, 7. Jul 10, 20:01

im little confused...where can i get this "Pilot" ? :lol:

jlehtone
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Post by jlehtone » Wed, 7. Jul 10, 21:24

The command ``Start external commodity logistics'' also includes the possibilities of configuration.

Important: The command is visible only when there is a pilot on the vessel or the ship is docked, in order for a pilot to enter the vessel.
Dock ship, call 'Start'. ;)

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Nibel
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Post by Nibel » Thu, 8. Jul 10, 13:21

omg,how could i miss that :oops:
thanks :P

briggsy10
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Post by briggsy10 » Fri, 23. Jul 10, 13:56

I'm having the exact same problem as Falgalar, and can't find the answer anywhere. I've got 3 CLS mk2 agents supplying weapons, missiles, and shields/resources to my HQ from 3 seperate complexes in Weaver's Tempest. My HQ is also in the sector, so jump capabilities/trader level etc aren't an issue.

The Weapons supplier happily picks up and supplies every weapon I produce (about 15) to my HQ very efficiently - the complex never gets above about 15% full, which is great.

The missile supplier happily delivers Tomahawks, Hammer Torps and Flails, but for some reason never ever ever drops off the mosquito missiles. Every cycle it picks up all missiles - including mosquitos - meaning every hour or so I have to step in, manually drop off about 10000 stockpiled mosquitos in the ship's freight bay to the HQ, then restart the command.

Similarly, my shield/resource supplier will pick up all 14 items for delivery, 4 of which are shields (25 MJ - 2GJ), but will fail to drop off computer components or energy cells. Again, these products just build up in the hull, although this time more severely, as I've told him to deliver 6000 energy cells at a time, meaning after just one cycle he's already run out of space for any more products!

I have no idea whether this is a bug, or a user error, I can't see what I've done wrong as the waypoints set to load/unload each product are identical - there should be no reason to be able to load and unload Teladianium without problems, but fail to do anything but collect Computer Components when the commands are completely identical.

Anyone have any advice for this?

Sparkyaq
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Post by Sparkyaq » Wed, 11. Aug 10, 22:53

My pilot keeps getting stuck after he buys from the first waypoint.

He is flying a Mercury TS with Trade Command MK 1, CLS MK 2, and Nav Command MK I. I'm trying to get him to buy up to 750 Meatsteaks for average price from Cahoona Bakery L alpha (Home of Light) and then sell up to 750 Meatsteaks for max price at Ammunition Factory alpha (Home of Light).

This isn't the first setup I've tried, but none of them have worked. When I activate the command, he goes to the station specified to buy from and then buys the product but he then goes to "CLS on standby..." and I can't figure it out.

I have no stations of my own and just started. I mostly got the software so I could have the pilot trade for me to keep my credits up while I go doing whatever in my new Discoverer hauler. I'm new to the whole series so I'm sorry if I'm missing something obvious but any advice would be helpful.

Darkwolf_187
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CLS2 with TL's and Mobile Mining

Post by Darkwolf_187 » Fri, 27. Aug 10, 08:17

So, I'm running through a plan in my head to handle delivery of large amounts of Silicon Wafers to a remote sector, where the Wafers have been collected via Mobile Mining. What I was planning on doing is this;

1. Have 4 mobile miners collecting up rocks.
2. Have a "foreman" running CLS2 who is instructed to simply unload wafers from the miners. Nothing else.
3. Have a TL who is running the following CLS2 script;
a. Unload Silicon Wafers from foreman
b. Deliver to remote complex (and refuel jump fuel there)

Now, I have a couple of questions about how this would work. I'm aware that the TL pilot needs to be a Cargo Messenger or higher to work, and the Foreman and TL both need to have Transporter devices.

But my question is, while I'm sure that the unloading phase will work, can CLS2 deliver material from a TL into a factory complex that the TL can't dock at? Will the TL use the transporter to offload into the complex, or will I have to handle transfer some other way?

If I do need to handle it another way, any idea how I would?


{CLS2 question + [url=http://forum.egosoft.com/viewtopic.php?t=216696][b]T[/b][b]C[/b] [b]S[/b]&M Posting [b]R[/b]ules[/url] ~= merged. jlehtone}

Triaxx2
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Post by Triaxx2 » Fri, 27. Aug 10, 19:21

There's an easier way to do it. Homebase the miners to the Foreman, and give them Transporter Devices. When they're full, they'll move to the Foreman TL, and drop off the Silicon, then go back to mining.

The CLS2 TL can then collect directly from the Foreman, and deliver wherever it's going.

marcusdavidus
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Post by marcusdavidus » Fri, 27. Aug 10, 19:37

or simply run prospectors instead .. they can support directly yoru factory or tl or whatever u want

cheeseburger
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Load only CPU usage?

Post by cheeseburger » Fri, 24. Sep 10, 04:37

Hi, I have setup 100+ TS only with load wares waypoint (CLS2, load ware, staying on the player station). Now if I start this CLS2 command on more than 5 ships, the entire universe is freezing up, no ship is moving anymore - I guess the CPU is too busy.

Is there any way to tell CLS2 to only run this load waypoint once every 5-10 minutes? For now I'm experimenting with additinal "dock at station" waypoint to add extra 10sec break, but is there any other way?

Snafu_X3
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Is there anyone out there who can tell me why this isn't working?

Post by Snafu_X3 » Sat, 5. Mar 11, 19:47

Code: Select all

Commodity Logistics Software MK2

Script version: 3302
Libraries version: 3409
Pilot Union version: 3307

Pilot: Chu t'Nst
Pilot rank: Logistician
Flight time: 229:39 hour
Employ time: 335:29 hour
Payment: 463,560 credits
Profit: -10,834,915 credits
Expenses: -792,585 credits

Promotion: Yes
Payment: Global account

Ship name: CLS2 TL Bowser Caiman Hauler (Antigone Memorial) WP4 LO-J
Ship class: TS
Ship type: Caiman Hauler
Transport class: Extra Large Containers XL
Cargo bay size: 7000 units
Cargo bay volume: 7000 units

Relation to Argon: Neutral
Relation to Boron: Neutral
Relation to Split: Neutral
Relation to Paranid: Neutral
Relation to Teladi: Neutral
Relation to Xenon: Foe
Relation to Kha'ak: Foe
Relation to Pirates: Neutral
Relation to Goner: Neutral
Relation to ATF: Neutral
Relation to Terran: Neutral
Relation to Yaki: Neutral

Commodity Logistics Software MK1: not installed
Commodity Logistics Software MK2: installed
Fight Command Software MK1: installed
Fight Command Software MK2: installed

Transporter Device: installed

Supply Command Software: not installed

Jump Drive: installed
Jump Drive: activated
Jump Drive: allowed
Jump Drive energy: 700 energy cells
Jump Drive minimum jumps: 2 jumps

Home base: Xtal & uChip Plex Hub alpha (Antigone Memorial)
Home base class: Complex Hub
Home base type: Argon Complex Hub
Station account: 7,428,776 credits
Global account: 1,353,779,957 credits

Ship in the same sector: Yes
Wait for request signal: No

Minimum transfer on collection: 0 %
Minimum transfer on delivery: 50 %

Waypoint: Xtal & uChip Plex Hub alpha (Antigone Memorial)
     Ware: Energy Cells
     Ware price: 0 credits
     Transfer code: 0
     Price and cargo bay at station: 14 credits, cargo bay 172,767 units (82 %)

Waypoint: Xtal & uChip Plex Hub alpha (Antigone Memorial)
     Ware: Energy Cells
     Ware price: 0 credits
     Transfer code: 7000
     Price and cargo bay at station: 14 credits, cargo bay 172,767 units (82 %)

Waypoint:      ###### Orca (Legend's Home)
     Ware: Energy Cells
     Ware price: 0 credits
     Transfer code: -103000
     Price and cargo bay at station: 0 credits, cargo bay 160 units (0 %)

Waypoint: TH Mission            Albatross (Ianamus Zura)
     Ware: Energy Cells
     Ware price: 0 credits
     Transfer code: -103000
     Price and cargo bay at station: 0 credits, cargo bay 1,306 units (3 %)

Could it be that elusive 'request signal'? I thought that was meant to be a manually-activated hotkey setting..

This top-rank pilot's got mosquitos & drones onboard, so he should be able to perform his duties in an enemy-present sector (although I can't see any reds)

Any thoughts anyone? I've restarted the script several times, but all I gat in the trade log is:

Code: Select all

23-15:01:03: Freighter: CLS2 TL Bowser Caiman Hauler (Antigone Memorial) WP4 LO-J / Homebase: Xtal & uChip Plex Hub alpha(Antigone Memorial) / Targetstation: Xtal & uChip Plex Hub alpha(Antigone Memorial)
23-15:01:03: Chu t'Nst refuels with 700 units of jump energy.
23-15:01:03: Total 0 Cr.

23-15:01:03: Freighter: CLS2 TL Bowser Caiman Hauler (Antigone Memorial) WP4 LO-J / Homebase: Xtal & uChip Plex Hub alpha(Antigone Memorial) / Targetstation: Xtal & uChip Plex Hub alpha(Antigone Memorial)
23-15:01:03: Chu t'Nst loaded 6230 units of Energy Cells.
23-15:01:03: Total 0 Cr.

.. & he sits in his homebase on standby..

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Shoam2B
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Post by Shoam2B » Wed, 31. Aug 11, 17:14

One of my ships destroyed and the pilot ejected. i picked him up. but i cant reassing him to other ship.

how do i do this? cuz hes now a passnger.

pigeonpigeon
Posts: 155
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CLS2 - using ships as waypoints isn't working

Post by pigeonpigeon » Tue, 6. Sep 11, 23:39

Hello, I'm having trouble using the external commodity logistics command to have my pilot shift microchips from a factory to a TL. I have all of the necessary software/hardware, including a transporter, and the pilot is a logistician. I've tried having the TL floating out in space as well as docked, but either way the CLS2 pilot refuses to transfer the goods.

If the TL is docked, my CLS2 pilot docks at the appropriate station but then just sits there forever, with his status stuck at "CLS2 on standby," but once every 5 seconds or so it briefly switches to "deliver goods to TL orca" (the wording is different but I don't remember it exactly). The result is my CLS2 pilot sits there doing nothing while the factory fills up with microchips.

If the TL is in space, then the CLS2 pilot flies up to the TL, and again the status gets stuck at "CLS2 on standby," and this time every few seconds it briefly switches to "fly to TL orca's position." But it's already in range, and still it won't transfer the microchips. It just sits there, forever.

The waypoint structure looks like this:

Microchip factory:
1)load up to half cargo capacity with microchips
TL Orca:
1)fly to station
2)unload up to half cargo capacity with microchips

I've also experimented with taking out the fly to station bit, but nothing changes.

The weirdest part is that I thought I fixed it before. I was having the same problem, gave the CLS2 pilot brand new instructions and it carried out the task once, returned to the microchip factory, and then gave up (the station filled to capacity with microchips before I realized the CLS2 pilot wasn't doing anything).

Any ideas? I'd be grateful for anything at this point, it's driving me crazy! I've made a few successful CLS2 routes, but they don't involve any ships.

Chillwill
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Post by Chillwill » Thu, 8. Sep 11, 15:28

I am by no means an expert, still figuring stuff like this out. But it probably has to do with the inventory setting you have. It might think that it's reached the cap on the target. Try setting a manual input.

For example my chip plant has a max capacity of storing 400 chips so i set the first waypoint to load up to 400. Then set a manual input on the target ship. Figure out how much it can actually hold and use that amount. For example unload 4500.

This works for my chip transfer and have not run into any problems. When set to Load up to 400 he won't actually wait for the plant to fill up though, he seems to make a run every 40 or so chips, but the target ship is parked right outside so no worries about that. I have no seen any need for fly to waypoints in these kinds of jobs.

My crystal transfer is Just a simple Load 1200 crystal plex, Unload 1200 The hub. still testing out the sweet spot on that but it loops perfectly. i can probably move a litte more at a time but i don't want him moving crystals so fast my solar power plants run out and stop the crystal fabs.

Triaxx2
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Post by Triaxx2 » Thu, 8. Sep 11, 16:21

Is it from your plant? Try adjusting the minimum pick up to 0%.
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Re: CLS2 - using ships as waypoints isn't working

Post by jlehtone » Thu, 8. Sep 11, 17:16

pigeonpigeon wrote:Hello, I'm having trouble using the external commodity logistics ...
I'm having trouble too. On one hand I have the [url=http://forum.egosoft.com/viewtopic.php?t=216696][b]T[/b][b]C[/b] [b]S[/b]&M Posting [b]R[/b]ules[/url] Rule #1, which offers Choice 2, but on the other hand I have a desire to rebel and merge. Alas, there are two threads for CLS2, one for the Bonuspack version and one for the unsigned CLS.

Thus, I'll throw my trusty dice to give me a firing solution, and if a wrong turkey got shot, it was all your doing. :)

blackfire83
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Post by blackfire83 » Thu, 29. Sep 11, 14:32

Not sure this is quite the correct place for this question, but figured I'd give it a shot.

Been using CAG, CLS1, and CLS2 for a few game days now. It's quite essential to running my empire, as the various softwares enable me to distribute energy from my mega-energy plex throughout my empire, move ore and silicon where they need to go from my mobile mining operation, and sell any excess wares for profit.

However, last night, all of this came to a stop. I have a large SPP Complex in HoP that contains SPP's, Crystal Fabs, and the Food fabs to feed the crystal fabs. All it requires to run is silicon, which is delivered from a mobile mining site by a CLS2 pilot. In turn, this complex has a CLS1 pilot which delivers energy to various other complexes around my empire. It also has CAG's which sell the e-cells when the stock gets too high.

This SPP Complex has been upgraded several times, as cash allows. I routinely add additional food fabs/crystal fabs/SPP's in order to make it bigger. I'm used to having to restart the various ship's commands whenever I add a new factory to the complex. However, after adding another Food Fab/Crystal loop last night, I found that these new factories would not reach to the current Complex Hub. So I did the trick where you make a new Hub, then connect that Hub to your old Hub. In short, the old Hub is still in the same place, with the same name and parameters. Nothing changed.

All my CAG, CLS1, and CLS2 ships associated with the Energy Plex have stopped running. They sit at the complex hub "Idle". I'd stopped their commands, reissued them. Stopped them again, cleared waypoints, reloaded waypoints. Reload command. Still "Idle". For example, my CLS1 pilot will load himself up with E-cells, but instead of delivering them to any of his assigned "Consumers", he sits at the Energy Plex with an "idle" status, though he does show an appropriate "Destination". He just never budges. This same thing happens to my CLS2 pilot that is tasked with delivering Silicon. His "destination" shows that he is going to go pick up Silicon, but he never does. I've changed the supply conditions (though they were working fine before), even down to 0% just to try to force the ships to move. Still nothing.

I've tried every trick I've read about to try to get them moving again, to no avail. This has essentially ended my game until it is fixed, as I realistically cannot babysit all these factory loops without the software.

Thanks for any insight anybody can provide.

-blackfire83
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Zypherg
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Post by Zypherg » Fri, 30. Sep 11, 09:35

@blackfire83
try resetting the homebase
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