[SCR] Commodity Logistics Software [2009-11-22 - X3TC 3.2.04]
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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I think, it's not possible to deliver wares to a docked ship. If all your tries go wrong, try to deliver the wares to the EQ itself. If you want to use your TL as cargo space extension, you could try to run CLS on it to, only with the command to load the wares.
Also, keep the pilot ranks in mind. A cls pilot has to be at least a "Supplier" to deliver its wares to a TL!
Also, keep the pilot ranks in mind. A cls pilot has to be at least a "Supplier" to deliver its wares to a TL!
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- Posts: 753
- Joined: Fri, 13. Feb 04, 22:15
How does the wait for signal command work? Am I supposed to be able to set up a trigger for a signal, choose a command somewhere to send a signal? I have a fleet of TL's for deployment with a mistral topping off their jump fuel. I want to do the same(plus missiles and such) for combat fleets in the future, but don't want the suppliers to jump into a furball asking "Can I take your order?" 

Brute force and ignorance solves all problems, just not very efficiently.
If brute force isn't working, then you aren't using enough.
If brute force isn't working, then you aren't using enough.
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I never used that feature by myself, but as much as I know:
The hotkey only applies to the players ship. AI controlled playerships may send their own supply signal, if the script supports that (again, I never used such things, so I'm not sure if there is any, maybe SRS by Lucike)
Only CLS Mk2 which have the ship, which sends the signal, in their waypoint lists, will react.
The hotkey only applies to the players ship. AI controlled playerships may send their own supply signal, if the script supports that (again, I never used such things, so I'm not sure if there is any, maybe SRS by Lucike)
Only CLS Mk2 which have the ship, which sends the signal, in their waypoint lists, will react.
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I recently, uh... ran over... one of my CLS pilots. Interestingly enough, the guy evidently bailed just before the impact; after swinging around, I now have a Major Deal Kleo Silsarna in my cargo bay.
My question is, can I get him back in the cockpit? Trying to at the moment, got his replacement ship all set up but he's not having it. He's just chilling in my cargo, likely in shock from having his employer plow him down absentmindedly. Don't know if it's even possible to do this, but if it is I'd like to; level 7 pilots aren't free, you know.
I do have several other of Lucike's scripts installed, including the libraries and the Security and Rescue service. I don't know if any of that matters for this. I don't have any script or mod that affects bailing, at least as far as I know.
My question is, can I get him back in the cockpit? Trying to at the moment, got his replacement ship all set up but he's not having it. He's just chilling in my cargo, likely in shock from having his employer plow him down absentmindedly. Don't know if it's even possible to do this, but if it is I'd like to; level 7 pilots aren't free, you know.
I do have several other of Lucike's scripts installed, including the libraries and the Security and Rescue service. I don't know if any of that matters for this. I don't have any script or mod that affects bailing, at least as far as I know.
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- Posts: 98
- Joined: Fri, 17. Jan 03, 02:51
You have to use the Personnel Transporter script to get him back in the cockpit. I forget the requirements exactly, but I usually move him to a TP's cargo bay, then access the TP's Additional Ship Commands and select Personnel Transporter. From there, fiddling with the menus should get it done.
http://forum.egosoft.com/viewtopic.php?t=264034
http://forum.egosoft.com/viewtopic.php?t=264034
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- Posts: 23
- Joined: Fri, 29. Jan 10, 04:04
I love this script and have been using it with great results for a long time.
But now I'm having a problem with External CLS's ignoring a player HQ.
The CLS log below is from a TL. But a TS that's doing local runs from an SPP to the HQ is doing the same thing.
External CLSs will take goods from the HQ and deliver them to consumers IF I manually deliver the goods to the HQ. And they collect all the goods from their assigned suppliers.
But even if they have a full cargo bay, and the HQ has room, they won't ever deliver the goods TO the HQ.
I have Dockware MGR installed, but whether I set limits at the HQ or not seems to make no difference. They'll take from the HQ until it is dry, and then sit there at one of their suppliers with needed goods (on standby), but never actually make the delivery.
Here's that log from one of them:
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Commodity Logistics Software MK2
Script version: 3204
Libraries version: 3506
Pilot Union version: 3400
Pilot: Erine Cheram
Pilot rank: Logistician
Flight time: 27:26 hour
Employ time: 559:48 hour
Payment: 45,300 credits
Profit: 0 credits
Expenses: -455,168 credits
Promotion: Yes
Payment: Global account
Ship name: CLS Mammoth SILICON
Ship class: TL
Ship type: Mammoth
Transport class: Station Containers ST
Cargo bay size: 60000 units
Cargo bay volume: 60000 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: Friend
Relation to ATF: Neutral
Relation to Terran: Neutral
Relation to Yaki: Neutral
Commodity Logistics Software MK1: installed
Commodity Logistics Software MK2: installed
Fight Command Software MK1: installed
Fight Command Software MK2: installed
Transporter Device: installed
Supply Command Software: installed
Jump Drive: installed
Jump Drive: activated
Jump Drive: allowed
Jump Drive energy: 1000 energy cells
Jump Drive minimum jumps: 1 jumps
Home base: -
Home base class: -
Home base type: -
Station account: 0 credits
Global account: 278,899,565 credits
Ship in the same sector: No
Wait for request signal: No
Minimum transfer of ware to fly: 5 %
Waypoint: Headquarters (CEO's Wellspring)
Ware: Silicon Wafers
Ware price: 0 credits
Transfer code: -3333
Price and cargo bay at station: 504 credits, cargo bay 20,736 units (0 %)
Waypoint: Headquarters (CEO's Wellspring)
Ware: Energy Cells
Ware price: 0 credits
Transfer code: 0
Price and cargo bay at station: 16 credits, cargo bay 0 units (0 %)
Waypoint: BS AED SILICON DEPOT (Barren Shores)
Ware: Silicon Wafers
Ware price: 0 credits
Transfer code: 3333
Price and cargo bay at station: 504 credits, cargo bay 3,551 units (17 %)
Waypoint: BS AED SILICON DEPOT (Barren Shores)
Ware: Energy Cells
Ware price: 0 credits
Transfer code: 0
Price and cargo bay at station: 16 credits, cargo bay 444,275 units (88 %)
Waypoint: AM AED SILICON HUB (Antigone Memorial)
Ware: Silicon Wafers
Ware price: 0 credits
Transfer code: 3333
Price and cargo bay at station: 504 credits, cargo bay 1,738 units (8 %)
Waypoint: AM AED SILICON HUB (Antigone Memorial)
Ware: Energy Cells
Ware price: 0 credits
Transfer code: 0
Price and cargo bay at station: 16 credits, cargo bay 0 units (0 %)
Waypoint: USLoH Destroyer Equipment Dock (Unknown Sector)
Ware: Energy Cells
Ware price: 0 credits
Transfer code: 0
Price and cargo bay at station: 16 credits, cargo bay 118,027 units (23 %)
Waypoint: USLoH Destroyer Equipment Dock (Unknown Sector)
Ware: Silicon Wafers
Ware price: 0 credits
Transfer code: 3333
Price and cargo bay at station: 504 credits, cargo bay 2,685 units (12 %)
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Any help would be appreciated.
My empire thanks you!
But now I'm having a problem with External CLS's ignoring a player HQ.
The CLS log below is from a TL. But a TS that's doing local runs from an SPP to the HQ is doing the same thing.
External CLSs will take goods from the HQ and deliver them to consumers IF I manually deliver the goods to the HQ. And they collect all the goods from their assigned suppliers.
But even if they have a full cargo bay, and the HQ has room, they won't ever deliver the goods TO the HQ.
I have Dockware MGR installed, but whether I set limits at the HQ or not seems to make no difference. They'll take from the HQ until it is dry, and then sit there at one of their suppliers with needed goods (on standby), but never actually make the delivery.
Here's that log from one of them:
------
Commodity Logistics Software MK2
Script version: 3204
Libraries version: 3506
Pilot Union version: 3400
Pilot: Erine Cheram
Pilot rank: Logistician
Flight time: 27:26 hour
Employ time: 559:48 hour
Payment: 45,300 credits
Profit: 0 credits
Expenses: -455,168 credits
Promotion: Yes
Payment: Global account
Ship name: CLS Mammoth SILICON
Ship class: TL
Ship type: Mammoth
Transport class: Station Containers ST
Cargo bay size: 60000 units
Cargo bay volume: 60000 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: Friend
Relation to ATF: Neutral
Relation to Terran: Neutral
Relation to Yaki: Neutral
Commodity Logistics Software MK1: installed
Commodity Logistics Software MK2: installed
Fight Command Software MK1: installed
Fight Command Software MK2: installed
Transporter Device: installed
Supply Command Software: installed
Jump Drive: installed
Jump Drive: activated
Jump Drive: allowed
Jump Drive energy: 1000 energy cells
Jump Drive minimum jumps: 1 jumps
Home base: -
Home base class: -
Home base type: -
Station account: 0 credits
Global account: 278,899,565 credits
Ship in the same sector: No
Wait for request signal: No
Minimum transfer of ware to fly: 5 %
Waypoint: Headquarters (CEO's Wellspring)
Ware: Silicon Wafers
Ware price: 0 credits
Transfer code: -3333
Price and cargo bay at station: 504 credits, cargo bay 20,736 units (0 %)
Waypoint: Headquarters (CEO's Wellspring)
Ware: Energy Cells
Ware price: 0 credits
Transfer code: 0
Price and cargo bay at station: 16 credits, cargo bay 0 units (0 %)
Waypoint: BS AED SILICON DEPOT (Barren Shores)
Ware: Silicon Wafers
Ware price: 0 credits
Transfer code: 3333
Price and cargo bay at station: 504 credits, cargo bay 3,551 units (17 %)
Waypoint: BS AED SILICON DEPOT (Barren Shores)
Ware: Energy Cells
Ware price: 0 credits
Transfer code: 0
Price and cargo bay at station: 16 credits, cargo bay 444,275 units (88 %)
Waypoint: AM AED SILICON HUB (Antigone Memorial)
Ware: Silicon Wafers
Ware price: 0 credits
Transfer code: 3333
Price and cargo bay at station: 504 credits, cargo bay 1,738 units (8 %)
Waypoint: AM AED SILICON HUB (Antigone Memorial)
Ware: Energy Cells
Ware price: 0 credits
Transfer code: 0
Price and cargo bay at station: 16 credits, cargo bay 0 units (0 %)
Waypoint: USLoH Destroyer Equipment Dock (Unknown Sector)
Ware: Energy Cells
Ware price: 0 credits
Transfer code: 0
Price and cargo bay at station: 16 credits, cargo bay 118,027 units (23 %)
Waypoint: USLoH Destroyer Equipment Dock (Unknown Sector)
Ware: Silicon Wafers
Ware price: 0 credits
Transfer code: 3333
Price and cargo bay at station: 504 credits, cargo bay 2,685 units (12 %)
--------
Any help would be appreciated.
My empire thanks you!
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- Posts: 8
- Joined: Sun, 6. Feb 11, 23:13
I'm having a tough time getting this to work. Going off the quick start guide:
Quick start
Equip a TS class transporter (Mercury Super Frieghter) with navigational software MK1 and Commodity Logistics Software MK1 (Done)
Assign a homebase (Done)
I can open CLS Internal from the ships Trade Window, but am unable to add wares from the homebase.
I click 'select wares from homebase' > 'add ware' > 'energy cells' > 'average price'...Then it just keeps bouncing back to the add wares menu.
Might it have something to do with the factory hub I am home-based at?
Any help would be great.
Thanks.
Quick start
Equip a TS class transporter (Mercury Super Frieghter) with navigational software MK1 and Commodity Logistics Software MK1 (Done)
Assign a homebase (Done)
I can open CLS Internal from the ships Trade Window, but am unable to add wares from the homebase.
I click 'select wares from homebase' > 'add ware' > 'energy cells' > 'average price'...Then it just keeps bouncing back to the add wares menu.
Might it have something to do with the factory hub I am home-based at?
Any help would be great.
Thanks.
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- Posts: 79
- Joined: Tue, 23. Dec 08, 18:13
Hey quick question here if anyone monitors this thread lol
My question is how can i get my CLS pilots to stop buying fighter drones?
I have a little training facility set up with 10 discoverers(lol that spelling just does not look right) ferrying wheat to a rimes fact who sells it at wholeseller prices to the general public
Only problem is, when the trainees reach Supplier rank they go and fill half their cargo bay up with 10 fighter drones, which I guess isn't so bad since this whole set up isn't really mission critical other than getting the trainees trained.
And the script says that only if you install Fight Command software MK 1 will they buy fighter drones, however none of my discos were purchased with any fight command software. I guess its really gonna get tuff when they decide to go buy 20 mosi. missles as well lol! Any ideas?
My question is how can i get my CLS pilots to stop buying fighter drones?
I have a little training facility set up with 10 discoverers(lol that spelling just does not look right) ferrying wheat to a rimes fact who sells it at wholeseller prices to the general public
Only problem is, when the trainees reach Supplier rank they go and fill half their cargo bay up with 10 fighter drones, which I guess isn't so bad since this whole set up isn't really mission critical other than getting the trainees trained.
And the script says that only if you install Fight Command software MK 1 will they buy fighter drones, however none of my discos were purchased with any fight command software. I guess its really gonna get tuff when they decide to go buy 20 mosi. missles as well lol! Any ideas?
"He said you drink when you're lonely, no I drink when I want, he said you'll never be sober, sure why would I want that? I only drink to be merry, but unfortunately, I'm in the wrong prison cell and the wrong company"
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Which factory do you have?borg12 wrote:Might it have something to do with the factory hub I am home-based at?
Not sure about the discoverer, but is it possible that it already has the fight command software pre-installed?ash_kcs wrote:however none of my discos were purchased with any fight command software.
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It doesn't say anything about having any pre-installed extensions like M6s/M7s/M2s/etc, and the fact that when you purchase a discoverer you have to install the fight command softwares yourself seem to confirm thisX2-Illuminatus wrote:Which factory do you have?borg12 wrote:Might it have something to do with the factory hub I am home-based at?
Not sure about the discoverer, but is it possible that it already has the fight command software pre-installed?ash_kcs wrote:however none of my discos were purchased with any fight command software.
*Edit*
I just did a bit more research and I noticed that the Argon Discoverer Raider variant has both fight command softwares preinstalled along with a triplex scanner, however, I am using Haulers and not Raiders and Haulers do not list any pre-installed extensions...wonder if there something wacky going on here...
"He said you drink when you're lonely, no I drink when I want, he said you'll never be sober, sure why would I want that? I only drink to be merry, but unfortunately, I'm in the wrong prison cell and the wrong company"
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- Posts: 61
- Joined: Sat, 17. May 08, 12:36
Could anyone help me out with internal commodity logistics?
I have several equipment docks (modded for higher capacity myself), and a fleet of TL ships hauling the cargo around with CLS2, but it does not do everything that I really need, where CLS1 is perfect for my case.
The issue is that I cannot assign TL a homebase (i.e. equipment dock) and hense the CLS1 seases to work, although the opening post in this thread states that TLs can be used with CLS1.
If its impossible to fix easily, could anyone tell me if I will be able to run CLS1 if I remove the condition for the homebase requirement in scripts.
I have several equipment docks (modded for higher capacity myself), and a fleet of TL ships hauling the cargo around with CLS2, but it does not do everything that I really need, where CLS1 is perfect for my case.
The issue is that I cannot assign TL a homebase (i.e. equipment dock) and hense the CLS1 seases to work, although the opening post in this thread states that TLs can be used with CLS1.
If its impossible to fix easily, could anyone tell me if I will be able to run CLS1 if I remove the condition for the homebase requirement in scripts.
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- Joined: Sun, 9. May 04, 21:26
Please install the ship's tools.==Troy== wrote:The issue is that I cannot assign TL a homebase (i.e. equipment dock) and hense the CLS1 seases to work, although the opening post in this thread states that TLs can be used with CLS1.
If its impossible to fix easily, could anyone tell me if I will be able to run CLS1 if I remove the condition for the homebase requirement in scripts.
http://www.lucike.info/x3_terran_confli ... _V3200.zip
(Multi language)
Look in the advanced ship commands. So you can set a home base for huge ships.
Regards
Lucike

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Hi all, so I got the CLS up and running last night. Everything was running nice and smoothly for a while, so I let it sit on SETA while I went and ran some errands around town. After getting back, I discovered one of my freighter pilots was now buying fighter drones from a paranid equipment dock instead of delivering energy cells to my silicon mine! Anyone else seen anything like this happen?
-edit- so turns out the freighter was buying the drones for his own defense! Impressive! Anyway, new issue - seems that once my pilots get up to the Forwarding Agent level they stop working. They go to idle, no message about why or what they're doing, just a few saying "hey I took some training" and then they go idle once they hit the Forwarding Agent level.
-edit- so turns out the freighter was buying the drones for his own defense! Impressive! Anyway, new issue - seems that once my pilots get up to the Forwarding Agent level they stop working. They go to idle, no message about why or what they're doing, just a few saying "hey I took some training" and then they go idle once they hit the Forwarding Agent level.

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- Joined: Wed, 1. Feb 06, 19:26
Idle often means, there are to dangerous enemies somewhere on the route. It also could mean, they didn't get payment (but then you would get a message into your logbook too).
If you make an "Analysis to log" and take a look into the log (a text-file, just beneath your savegame-directory) afterwards, there will be the coordinates of the enemy, which causes the idle.
If you make an "Analysis to log" and take a look into the log (a text-file, just beneath your savegame-directory) afterwards, there will be the coordinates of the enemy, which causes the idle.
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- Posts: 103
- Joined: Wed, 6. May 09, 00:44
I'm trying to start an internal commodities trader for my production complex, but when I try to add consumers I never get the list that you mentioned. I even reinstalled the entire script and still got nothing, am I doing something wrong. Is there something more require for me to be able to get something started?
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- Posts: 137
- Joined: Mon, 25. Oct 10, 02:41
If you are still listening I need help. I have the bonus pack version and what I need is for my cls guys to deliver energy cells from a complex with 47 million e cells to two different freight docks. The cls internal guys are doing fine with the other wares but the e cell guys are just sitting there. I also tried external cls but they just sit there on stand by. On internal they won't load the e cells themselves but if I do it manually they will deliver them. I have tried this with setting the e cells to products in the cage menu and with no jump re supply set. What is happening here?
What GoD taketh away, Cycrow giveth back.
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Did you give the Externals buy, or load orders at the starting point? And Load or sell at the destination?
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