[Bonus Plugin] Commodity Logistics Software MK1

The place to discuss scripting and game modifications for X³: Reunion.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

Eightbit
Posts: 50
Joined: Sun, 1. Jul 07, 03:22
x3tc

Post by Eightbit »

I have setup a free energy loop and for some reason my CLSmk1 ts's are stripping it clean. Even when I stop them erase all settings and set a producer limit of 50%+

Any ideas whats causing this? I never had this issue before in a previous game.
MafooUK
Posts: 6
Joined: Sat, 14. Jan 06, 18:04
xr

Not enough experience

Post by MafooUK »

I am having some difficult with CLS MKI supplying a Equipment Dock or Trading Station
Bounus Pack Version 3501 + hotfix for MKII
The Pilot is rank Freight Pilot
When attempting to add a equipment dock or Trading station i am messaged with not experianced enough towork in this station
jlehtone
Posts: 22541
Joined: Sat, 23. Apr 05, 21:42
x4

Post by jlehtone »

Does the destination Dock have stocks the wares the ship will transfer?
Goner Pancake Protector X
Insanity included at no extra charge.
There is no Box. I am the sand.
MafooUK
Posts: 6
Joined: Sat, 14. Jan 06, 18:04
xr

Post by MafooUK »

yes i belive so the trading station has 1 each of 1MJ shield, Energy Cells Teladianium, Cloth Rhimes, Meatsteak Cahoonas, and Silicon Wafers

The Frieght Pilot currently supplies my HQ with Energy Cells, Teladianium, Cloth Rhimes and Ore. When i attemptto ad teh Trading station i get the message.
jlehtone
Posts: 22541
Joined: Sat, 23. Apr 05, 21:42
x4

Post by jlehtone »

Unless you have a typo above, then the ship attempts to deliver Ore, that is not on the Dock.
Goner Pancake Protector X
Insanity included at no extra charge.
There is no Box. I am the sand.
MafooUK
Posts: 6
Joined: Sat, 14. Jan 06, 18:04
xr

Post by MafooUK »

Thank you i didn't realise that it must be able to deliver all products to the destination before it will add it as a consumer
jlehtone
Posts: 22541
Joined: Sat, 23. Apr 05, 21:42
x4

Post by jlehtone »

Probably a matter of when to determine is Ore can and need to be hauled. You could delay it to the point where you check the consumers for needs. Every time you check for needs. But if you do it already when you add a consumer, you need to the "does consumer has X?" only once.

There can be many producers, and not all of them have to produce all types produced by the primary producer, ie the homebase.
Goner Pancake Protector X
Insanity included at no extra charge.
There is no Box. I am the sand.
S_Ha
Posts: 44
Joined: Fri, 24. Mar 06, 17:52
x4

Help with CLS

Post by S_Ha »

Well ive tried using CLS ships to ferry goods from my complex that produces all goods necessary for ship building at the HQ, but they need to be lvl 2 "Assistant courier" or something.

So i built a factory for them to train up but they have been transporting goods for 10 hours now and they are still apprintices.

Do they take stupidius amount of time to level up or have i done something wrong?
jlehtone
Posts: 22541
Joined: Sat, 23. Apr 05, 21:42
x4

Post by jlehtone »

Trading Extensions installed? Besides, is it 10 hours from start, or 10 hours of flying time?
Goner Pancake Protector X
Insanity included at no extra charge.
There is no Box. I am the sand.
S_Ha
Posts: 44
Joined: Fri, 24. Mar 06, 17:52
x4

Post by S_Ha »

Do they need trading extension to level up? Then thats the problem.
Did not get them any because i thought it was for jumpdrive training and other stuff like that :roll:
Eightbit
Posts: 50
Joined: Sun, 1. Jul 07, 03:22
x3tc

Post by Eightbit »

any known conflicts with this script? I just started playing a new game again and I'm having the same problem with the cls mk1's raping my spp's dry. Even after setting producer limits. tried 100% 95% etc.

I'm running xtm and ashleys factories. But I had the same problem with the small stock factories as I did ashleys huge ones.

edit: Well just tried it with a clean xtm game and they still wont listen to the producer limits I set. Unless I'm missing a command or not using it properly. But I do remember it running fine in one of the earlier bonus packs.

edit: just tried it with a clean game save+ fresh reinstall. Only script was lv's cheats and they still just ignore any producer limits I set.
Snoux
Posts: 1
Joined: Thu, 15. May 08, 15:27

Newbie(?) Trading help

Post by Snoux »

Hey there!

First of all hello Everyone ^^ (and sorry for posting this topic under this forum, i couldnt find any better place to it)

i've got a pretty interesting economy in my universe... ive got few factories, and i would like to set up my ships so they would get
(some of the) key materials from my other factories.
4Ex:
lets say I'd like to set up my Crystal Fab to sell the crystals to my own solar plant, but when i order the ship (homebase set to solar plant) to "buy ware for best price---> Crystal" it wants to buy from AI, not mine

My question is: that is it possible to order my ships to get the materials from my own facilities, or i need to get a script for that? - since 'free' is the cheapest price for an item :P

I installed all the softwares exept trading MK3 (but ive got ships equipped with it as well)

Thanks
jlehtone
Posts: 22541
Joined: Sat, 23. Apr 05, 21:42
x4

Post by jlehtone »

@Snoux: Formally your question could be considered "general gameplay", but then again, it does involve scripts somewhat, and of them, the Commodity Logistics Mk1 (CLS1) from Bonuspack fits the bill. Hence the merge. But CLS1 is not the only script made for the task. There are others too.

If/when you have Bonuspack installed, you have a "Readme" installed too, check "Start / All Programs / X3 Bonus Package". Description of CLS1 there is more up to date than the OP of this thread (but this thread hopefully answers some questions about usage of CLS1).
Goner Pancake Protector X
Insanity included at no extra charge.
There is no Box. I am the sand.
User avatar
Karlfrans
Posts: 157
Joined: Thu, 10. Apr 08, 21:21
x3tc

Post by Karlfrans »

Uhh.. I have 2 CLS1 ships that should ship resources from a complex to the HQ, but they just keep idling, I've tried selecting different products, but it didn't help at all. The ships are level 1st class freight pilots, so they should be able to do it :S

Edit:
It seems as if there's a bug with that level, I had a 2nd class freight pilot which worked perfectly until it became 1st class. I also have a freight pilot, and it works fine too.

Edit:
Maybe not, I have freight pilots idling in another complex..
User avatar
Chealec
Posts: 1916
Joined: Sun, 20. Aug 06, 10:54
x3tc

Jumpdrive

Post by Chealec »

Jump drive (optional: can be utilized after a special training course)
Any clue on how many flight hours the pilot needs (or any other requirements) before he takes the special training course?

My HQ is in Profit Center Alpha (it's fairly central on the map) and as there was an asteroid with about 70 silicon yield in Cho's Defeat I've got a closed complex there (mine, food, crystal and energy production all daisy chained together).

Everything is working properly, the pilot (Freighter Pilot rank) will happily load up on Energy Cells in the complex hub and deliver them to my HQ (using CLS1) but he won't jump and it's a really long flight otherwise. He's clocked up something like 48 hours flying time and still won't use his jump drive.

I guess there are alternatives; I could build about 5 more Caiman super-freighters and have them all doing the run, or use this geezer to stock up my Orca and tell that to jump to my HQ when it's full... but that's not the point.
User avatar
Carlo the Curious
Posts: 16999
Joined: Mon, 5. Mar 07, 22:03
x4

Post by Carlo the Curious »

If you have video enhancement goggles installed, he won't jump.
User avatar
Chealec
Posts: 1916
Joined: Sun, 20. Aug 06, 10:54
x3tc

Bingo!

Post by Chealec »

Oh you little beauty! Worked a treat, thanks :)

- I didn't book a half day off work today just to play X3, but we-eeell... got an hour or two to kill atm
User avatar
Karlfrans
Posts: 157
Joined: Thu, 10. Apr 08, 21:21
x3tc

Re: Bingo!

Post by Karlfrans »

Chealec wrote:Oh you little beauty! Worked a treat, thanks :)

- I didn't book a half day off work today just to play X3, but we-eeell... got an hour or two to kill atm
That made my day lol :P
Bishop149
Posts: 7232
Joined: Fri, 9. Apr 04, 21:19
x3

CLS ships and TL's question.

Post by Bishop149 »

CLS MkI ships can be assigned a TL in their station list but I've been playing around with it I honestly don't understand of what use this feature is.

The TL is only ever recognised as a "consuming" ship and seeing as that no TL's ever really consume resourses its not much good. The few TL's that do (T0's in XTM) can't be added as stations.

I was trying hard to use one as a "supplying" station, much more useful but it seems impossible, if you set the TL as the homebase its impossible to add any products as the TL doesn't have any.

The one and only use for this I can see it to use a TL to stockpile resources. . . . . . which you can't then redistribute (other than manually).

I'm gonna have a play about with MkII but I anticipate similar problems simply because the TL has no resources or products, so most of the commands probably won't work. . . . . . I'll have a go.

If some could enlighten me about a useful interaction of CLS ships and TL's I'd be grateful! I'd really like to use one as a "supplying" station.
"Shoot for the Moon. If you miss, you'll end up co-orbiting the Sun alongside Earth, living out your days alone in the void within sight of the lush, welcoming home you left behind." - XKCD
jlehtone
Posts: 22541
Joined: Sat, 23. Apr 05, 21:42
x4

Post by jlehtone »

12. Forum posting rule: Questions about a script into the thread of the script.

CLS1 has two "supply a ship" uses: the stockpiling, and refueling. Unfortunately, the refueling does not work so nice in vanilla game, because the ship to be refueled (can be any ship, not just TL) must stop. Lucike wrote a modified Sector Patrol script, which does stop and wait occasionally. Imagine sector patrols armed with missiles, and one CLS1 per 20 patrolships keeping them armed.

Stockpiling may or may not be useful. I do stockpile weapons to Mammoths. Yes, I could use PHQ, but it fills up rather quickly. Thus, if I need to equip a fleet, I have what I need.

Or, if selling manually to bottomless ED suits you ... CLS1 can deliver to TL, which is docked into ED. All you need to do is the selling.
For a while I had an "overflow handler":
* CAG buy guns to PHQ
* CLS1 delivers guns to ED(1)
* CAG sell from ED(1)
* ED(2) has "almost competetive" price, ie receives if no NPC ED can buy
* CLS1 clears ED(2) into TL (stockpile the overflow)
That was fine but for two issues: What to do with the overflow, and ED(2) ran out of cash.


CLS Mk2 can 'load' from TL. Unfortunately it has its own limitations, but it is definitely possible to offload from the stockpile TL with CLS2. I have just set up one such:
* BMS Miners collect to TL
* CLS2 fetches from TL to Complex
* CAG sell from the Complex
Goner Pancake Protector X
Insanity included at no extra charge.
There is no Box. I am the sand.

Return to “X³: Reunion - Scripts and Modding”