Commodity Logistics - Empty 'Cargo hold still contains commodities'

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em3e3
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Commodity Logistics - Empty 'Cargo hold still contains commodities'

Post by em3e3 »

I've spent awhile searching on the forums for the solution to this problem:

Boron Barracuda, empty freight hold except for 2x25MW and 2xBHEPT

Homebase set to my Cahoona Bakery in Herron's Nebula.
Issue the 'start commodity logistics' command, instantly receive a message.
The apprentice pilot says, 'My cargo hold still contains commodities from past trips. Where shall I deliver these?'

I had him selling 'meatsteaks' for best price, then was using him to manually transfer meatsteaks from the CB to my new Crystal Fab. I transferred the 'commodity logistics' software from my ship, and got the error message right away. How do I fix this? :evil:
CBJ
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Post by CBJ »

What are "Commodity Logistics"? Is this a third party script of some kind? If so then you'll have to ask the author in the Scripts and Modding forum.
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em3e3
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Post by em3e3 »

Its from the x2 all in one bonus package, 'Commodity Logistics Software MK1 (formerly Kri'Me SDS Station Delivery Software)'. Thought someone else may have come across this problem and knew the solution.
CBJ
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Post by CBJ »

I suggest you ask in the X² Scripts and Modding forum. In fact I'll move this thread across for you.
jlehtone
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Post by jlehtone »

The readme says "installed weapons and shields". Is it possible that the ships has weapons, but not as "installed"?
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em3e3
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Post by em3e3 »

I even removed all shields and weapons, same result. As it is now, only a 25MW shield and 2 HEPT in the freight bay and both are installed.
Sever101
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Post by Sever101 »

I've recently run into the same problem. The first of my TS ships (and only one to have the commodity software installed at this stage) also states that it still has cargo left over from previous runs when the only thing on the ship is a shield and weapon, both of which are installed and necessary. There is no mention of this in the readme. (anyone else think the readmes for the ABP are a bit noob unfriendly?)

As best i can tell, after assigning a homebase to a ship and starting the logistics command and assigning a trading value (0), i need only select the commodity and the stations to deliver to and it'll start transporting. Where did it go wrong?
AdmiralTigerclaw
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Post by AdmiralTigerclaw »

Why don't you tell him to deliver these phantom goods somewhere when he asks? It might be that the script uses an array that still has values stored in it somehow. If you get the script to clear such an array, you may clear up the problem


He asks you where he should take the goods, just tell him to deliver them and see what happens. It might clear the Array.

And don't give me any excuses about why that 'can't be the case'... just DO IT first.

Test a theory, and if it's right yay, if it's wrong... one less theory to worry about.
Sever101
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Post by Sever101 »

Seriously, if i'm asking for help, i'm not going to immediately rule out any advice given.

I cannot test your theory however, until i find the ship's "additional" command menu. In the whole time i've been playing X2, i've never seen an "additional" commands menu on any ship or station. Can someone tell me where to find it?

As for the phantom commodities, i dumped the shield and weapon and ran the logistics command again and didn't recieve any error logs. I don't yet know if i'll be able to equip them again until i can assign a commodity and stations to deliver to and get the script running. And for that, i need to find the additional command menu...
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Post by Cycrow »

the addiotional command menu is in your command console, below all the other commands like combat, naviagation, etc.

scroll down past the turret commands and you will find it
Sever101
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Post by Sever101 »

I wont tell you how many times i had to look before i saw those empty additional commands. :oops: Thanks for the pointer.

The script is now succesfully running on most of my TS ships but i can see only the slightest connection with the error messages. All are captured Pirate TS ships. On one, the command worked first time without a hitch with a weapon and shield installed. Others had to have the weapon and/or shield replaced at an equipment dock before the command worked. Another had to have a couple of squash mines not only dumped, but detonated before it would work. The only connection i can see, is that the problem ships' weapons/shields were the ones originally equipped on the ship when it was captured. Does that ring true with any scripters out there?

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