[Script] Update 17.12.06 V1.26 Station trader, automated supply/trade for stations
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I found a couple more minor issues and one oddity.
supply(9) reading debug not debuglevel variable
sellMultiWares(149) Should perhaps use set wanted ware count to
When export command is issued, command status of the ship says None for a while. Perhaps find something to say while it is thinking so we don't think it stopped or is ignoring command.
The oddity: My Dolphins Bought too many shields, they now have 8 each, started with 2.
I reviewed v18 of code and cannot see a reason why.
I don't really mind having extras on hand, very handy for outfitting newbies, but I think everyone agrees that this functionality is not right.
Perhaps its the method I used to install the original two.
I did just a freight transfer, and just checked to see if the bays were set or the total amount was 50.
But the numbers indicate that each ship may have twice bought a set of three. That would make some sense.
Thanks for the many improvements, can't imagine much more this could do, except...
If there was a way to use a transporter to do the trade rather than the lengthy docking procedure, but maybe only when dealing with player stations. Just a silly thought.
supply(9) reading debug not debuglevel variable
sellMultiWares(149) Should perhaps use set wanted ware count to
When export command is issued, command status of the ship says None for a while. Perhaps find something to say while it is thinking so we don't think it stopped or is ignoring command.
The oddity: My Dolphins Bought too many shields, they now have 8 each, started with 2.
I reviewed v18 of code and cannot see a reason why.
I don't really mind having extras on hand, very handy for outfitting newbies, but I think everyone agrees that this functionality is not right.
Perhaps its the method I used to install the original two.
I did just a freight transfer, and just checked to see if the bays were set or the total amount was 50.
But the numbers indicate that each ship may have twice bought a set of three. That would make some sense.
Thanks for the many improvements, can't imagine much more this could do, except...
If there was a way to use a transporter to do the trade rather than the lengthy docking procedure, but maybe only when dealing with player stations. Just a silly thought.
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think i found the "bug" with the shields, the goods news is, it was not really a bug, the bad news is that everyone got a 50% bargain by it.
The description of the install ware command is wrong in the programmers handbook as it says that the amount is not added to the targets cargo bay. Well actually it is added causing an instant doubling of the bought shield amount in that case.
Testing a fix right now, so everyone who doesn't eject the surplus shields will burn in cheaters hell
As for the bug in supply...fixed in next release, funny, i thought i did that already
code in sellmultiwares: also fixed in next release
Status when issuing export or supply will now reflect the station search progress in the command slot to prevent seeing "None"
Release will be ready for download tomorrow morning
The description of the install ware command is wrong in the programmers handbook as it says that the amount is not added to the targets cargo bay. Well actually it is added causing an instant doubling of the bought shield amount in that case.
Testing a fix right now, so everyone who doesn't eject the surplus shields will burn in cheaters hell

As for the bug in supply...fixed in next release, funny, i thought i did that already
code in sellmultiwares: also fixed in next release
Status when issuing export or supply will now reflect the station search progress in the command slot to prevent seeing "None"
Release will be ready for download tomorrow morning
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Shields Bug
Saw it mentioned but didn't see it being fixed. I currently have lvl 4 traders with 15(can only use 5 btw) 25MW shields and still have 5 5MW shields equiped.
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I seem to be having some troubles atleast with the export command, not sure if it is with anything else. I have a factory that produces everything to maintain 2 shield and 2 weapon factories with some left over resources. i put several of them on the sell list, and set a ship to export. it loads up on cahoonas heads out to a station, i checked the station right before it docked, the station had plenty of room for the wares, and hte price was like 20 over my price I had set on the station, but it docked, returned to base, emptied the wares, then loaded up again, and took off, rinse and repeat. I verified the station is not full so it is docking, it just isnt selling the wares?
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Great script!! Glad you made it, Thanks!
Added feature request: Have rader look for the best price within the jump range specified.
For example, my ore mine is set to sell at 140 with max jumps set to 10. The trader looks for the closest place to sell at 140. It would make a hell of alot more profit if it started looking for buyers at 208. I found one for it 10 jumps away that would buy for 200. Of course if I left my price high enough, it would go there as needed, But I don want it to fill up and be idle.
Added feature request: Have rader look for the best price within the jump range specified.
For example, my ore mine is set to sell at 140 with max jumps set to 10. The trader looks for the closest place to sell at 140. It would make a hell of alot more profit if it started looking for buyers at 208. I found one for it 10 jumps away that would buy for 200. Of course if I left my price high enough, it would go there as needed, But I don want it to fill up and be idle.
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Forgot to ask: Is my trader supposed to return to base after each run?
I thought he should leave, sell product, get resource (If needed), return.
Possibly when he gets to a higher level, he's at 3 now...
... Never mind, I had UT that I was previously using as a station trader still assigned as having the station as home base. I think the other ship was believing that the wares on the UT were for the station.
I thought he should leave, sell product, get resource (If needed), return.
Possibly when he gets to a higher level, he's at 3 now...
... Never mind, I had UT that I was previously using as a station trader still assigned as having the station as home base. I think the other ship was believing that the wares on the UT were for the station.
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Okay if I take the ship back to station and manually unload all the resources, and restart the maintain station or export command, it runs normally for awhile, and eventually, with space in the station, space on the ship, and space in the desitnation stations, it just starts filling up. going out to stations, landing on them, and then coming back with the full load. Have to return to base, manually unload, and restart every several runs to keep it going. Any ideas? Thanks
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Update 1.19
Added readme to distribution
Added uninstallation routine to distribution, copy the file setup.strader.uninstall to your scripts directory and load your game. Wait for the confirmation message in the player logbook and save and quit. Delete all scripts from the distribution from your scripts directory and remove the language files xx8102 from your t directory. Transports running the command will be sent home by jump if possible but you should check if they are going through dangerous territory.
Fixed bug which doubled the amount of bought shields for the cost of one
Fixed bug in the sell script that could cause the minimum sell price to be raised 2 above the station sell price instead of one
Fixed bug in supply as noted by beartlaoi
Fixed bug in sell wares which set the wanted ware amount with the wrong command
Search routine now shows progress when trying to find a station it could sell goods to
Optimized search routine to stop if absolutely no buyer can be found
Added readme to distribution
Added uninstallation routine to distribution, copy the file setup.strader.uninstall to your scripts directory and load your game. Wait for the confirmation message in the player logbook and save and quit. Delete all scripts from the distribution from your scripts directory and remove the language files xx8102 from your t directory. Transports running the command will be sent home by jump if possible but you should check if they are going through dangerous territory.
Fixed bug which doubled the amount of bought shields for the cost of one
Fixed bug in the sell script that could cause the minimum sell price to be raised 2 above the station sell price instead of one
Fixed bug in supply as noted by beartlaoi
Fixed bug in sell wares which set the wanted ware amount with the wrong command
Search routine now shows progress when trying to find a station it could sell goods to
Optimized search routine to stop if absolutely no buyer can be found
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Many people say that a ore mine is not a profitable venture. Without this script, I could easily agree with them. I would have to have 4 or more ships to keep it going. With up to 8 sectors of travel to find good prices, or 3 just for mediocre prices... and with no overlap checking of the normal script!!! I could see having 3 delivery ships going to the same place, heheh. Even with this script, it took almost a whole day for me to make up the initial investment.
Soon, I'll be able to afford a silicon mine. As I understand, those are very profitable, and with this script, I'll soon be able to afford my M6. Muahahaa
Soon, I'll be able to afford a silicon mine. As I understand, those are very profitable, and with this script, I'll soon be able to afford my M6. Muahahaa
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I've got a complex producing Silicon Wafers and Crystals, selling both. Silicon Wafers have been added as a sellable product using the Complex Manager script.
There's 3 transport ships running this Station Trader script assigned to the station. All 3 traders are at least level 3. There's buyers for the Crystals within 1 jump, and the station is almost full of both Crystals and Silicon Wafers. The station jumprange is set to 10 sectors. There's no buyers for the Silicon Wafers right now. The station is almost full of resources too.
All three ships are sitting idle. I've tried restarting them, but they just go back to idle. They should be trying to sell the Crystals.
Once I remove the Silicon Wafers as a sellable product (using the Complex Manager script) the ships start selling the Crystals.
Does this sound like a bug to you? If so, where does the bug lie: with this script or the Complex Manager script?
Also, does this script take into account the new 1.3 "feature" of "Intermediate Product Trading"? If I set this to "Sell", will the station traders try to sell the product at the price I set? Or, if I set it to "Buy", would they try to buy it also at the price I set? Personally, I'd rather use the Complex Manager to set the products to be sold, but if it's going to cause problems like this I may have to rethink that.
There's 3 transport ships running this Station Trader script assigned to the station. All 3 traders are at least level 3. There's buyers for the Crystals within 1 jump, and the station is almost full of both Crystals and Silicon Wafers. The station jumprange is set to 10 sectors. There's no buyers for the Silicon Wafers right now. The station is almost full of resources too.
All three ships are sitting idle. I've tried restarting them, but they just go back to idle. They should be trying to sell the Crystals.
Once I remove the Silicon Wafers as a sellable product (using the Complex Manager script) the ships start selling the Crystals.
Does this sound like a bug to you? If so, where does the bug lie: with this script or the Complex Manager script?
Also, does this script take into account the new 1.3 "feature" of "Intermediate Product Trading"? If I set this to "Sell", will the station traders try to sell the product at the price I set? Or, if I set it to "Buy", would they try to buy it also at the price I set? Personally, I'd rather use the Complex Manager to set the products to be sold, but if it's going to cause problems like this I may have to rethink that.
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You need this!: Cargo Delivery Service
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You need this!: Cargo Delivery Service
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Been thinking about the balance issue. Personally, I don't see why we shouldn't be able to use Jump Drives, but it does seem a little odd this script can, in effect, let your freighters find the best buys and sells throughout the entire universe. Would it be possible to either
a) Limit the search to those sectors containing satellites. After all, if I was managing the station manually that'd be the only way I could go about choosing buy/sell locations. If I couldn't find anything good that way I'd have to repeatedly jump to sectors with appropriate factories and keep my fingers crossed 'til I found a good deal!
This screws up the utility for players without sats though.
b) Have more experience levels and tie the search range into the experience level (with upper limit of the max jumps set in the station, obviously) Start off with the trader only able to go in sector, or maybe 1 jump, then have a non-linear increase. Ideally getting to 3 or 4 jumps in a fair amount of time, but taking a long time and a great deal of experience to reach the near universe spanning levels. This would put emphasis back on station placement again.
a) Limit the search to those sectors containing satellites. After all, if I was managing the station manually that'd be the only way I could go about choosing buy/sell locations. If I couldn't find anything good that way I'd have to repeatedly jump to sectors with appropriate factories and keep my fingers crossed 'til I found a good deal!
This screws up the utility for players without sats though.
b) Have more experience levels and tie the search range into the experience level (with upper limit of the max jumps set in the station, obviously) Start off with the trader only able to go in sector, or maybe 1 jump, then have a non-linear increase. Ideally getting to 3 or 4 jumps in a fair amount of time, but taking a long time and a great deal of experience to reach the near universe spanning levels. This would put emphasis back on station placement again.