[Work In Progress] Functional Trader + stable supply/demand (0.22 final WIP)
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Well, the 1.19 vanilla economy is still badly broken.
Ya got have WIP .22 if you want to free play a economy style game.
I'll just keep plugging along.
When I finish the hamburger factory , I'm going to do the Reactor factory next, just for the fun of it.
If ya need me to test or try something Jey, I'll be here.
Thanks for all the hard work !!!
Ya got have WIP .22 if you want to free play a economy style game.
I'll just keep plugging along.
When I finish the hamburger factory , I'm going to do the Reactor factory next, just for the fun of it.
If ya need me to test or try something Jey, I'll be here.
Thanks for all the hard work !!!

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- Joined: Thu, 28. Sep 06, 22:03
just a quick question.. how long does it usually take for the npc ships to actually start taking wares to the construction vessel. assuming that they will without the fix on page 18 as it makes it so i can't save.
also do i need to explore all the stations around in order for them to start trading with vessel?
also do i need to explore all the stations around in order for them to start trading with vessel?
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without the fix on page 18. They never will because the customreservation fail. There is no reason why that fix would cause your save to go corrupt tho. There is no change to blocking index or anything....
With the fix, they will come assuming there are stations selling the good your construction ship need, for less than your construction ship buy for (no matter the quantity)
With the fix, they will come assuming there are stations selling the good your construction ship need, for less than your construction ship buy for (no matter the quantity)
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i added the fix before 1.19 and it worked for that but when i went to save it immediately crashed without saving.. so no save file was created. will try again tho with all other mods stripped.Jey123456 wrote:without the fix on page 18. They never will because the customreservation fail. There is no reason why that fix would cause your save to go corrupt tho. There is no change to blocking index or anything....
With the fix, they will come assuming there are stations selling the good your construction ship need, for less than your construction ship buy for (no matter the quantity)
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So it's my fault not reading properly I suppose. I started a new game v.1.19 without your fix hoping economy is working. Today I realized that it is not.
With MCE deactivated it does load and there are a lot of freighters finally starting to move. Although I understand that 100% incompatibility perhaps means something will not function properly.
With MCE deactivated it does load and there are a lot of freighters finally starting to move. Although I understand that 100% incompatibility perhaps means something will not function properly.
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Thanks for the mod and all the hard work! I haven't fully tested it yet but everything seems to run much better than before.
One thing I noticed and it seems a bit wrong is that the freighters use far too often their booster engines. Even when they have to move just a few meters to dock boosters kick in.
I don't know if it will hurt the economy but perhaps it would be more realistic if they weren't stepping on it all the time
Thanks again for all the effort
One thing I noticed and it seems a bit wrong is that the freighters use far too often their booster engines. Even when they have to move just a few meters to dock boosters kick in.
I don't know if it will hurt the economy but perhaps it would be more realistic if they weren't stepping on it all the time

Thanks again for all the effort

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No worries Jey. Take your time and don't feel rushed and don't rush. The world will be around for a long time to come lol! We look forward to seeing what you have in store for us.Jey123456 wrote:im still doing the finishing touch. But its a lot more work than it sound xD. expect the mod in 4-5 days.
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Beta 1.20
Could this be related to your fix? Hmm.. Did I do something wrong again?
[ external image ]
<edit>
New game seems to work so I guess it's savegame compatibility...(?)
[ external image ]
<edit>
New game seems to work so I guess it's savegame compatibility...(?)
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Re: Beta 1.20
as jey had said before new version compatability is 100% non functioning yet when it comes to save gamesxwanderer wrote:Could this be related to your fix? Hmm.. Did I do something wrong again?
[ external image ]
<edit>
New game seems to work so I guess it's savegame compatibility...(?)
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as for the boosters, Its not exactly that simple. right now, it simply enable the booster on most functionality related to parking and unparking. I did not add any logic on when to start / stop it etc. Altho it wouldnt be overly complicated to add a distance check on it. Sometimes its not so much a matter of distance but path (like if the parking spot is bellow the station and the freighter is above) so things can get a bit complicated.
And yes, as mentioned multiple times. The WIP is written in a way that was very quick for me to write and test fixes / improvement. But its also a method that is 100% save incompatible and will do all sort of wrong things, from broken freighters, to client crash.
I am in the process (nearly completed) or rewriting it in a fashion that keep save compatibility and is an extension. But its not ready for use yet. (3-5 days remaining)
And yes, as mentioned multiple times. The WIP is written in a way that was very quick for me to write and test fixes / improvement. But its also a method that is 100% save incompatible and will do all sort of wrong things, from broken freighters, to client crash.
I am in the process (nearly completed) or rewriting it in a fashion that keep save compatibility and is an extension. But its not ready for use yet. (3-5 days remaining)
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Re: Beta 1.20
Looks like savegame made in 1.19 with 0.22 trade fix will not work in 1.20. I have extact the same error.xwanderer wrote:Could this be related to your fix? Hmm.. Did I do something wrong again?
[ external image ]
<edit>
New game seems to work so I guess it's savegame compatibility...(?)
I thought that save incompatibles only occured between your mod versions, but not between game versions (while your mod vesrion did not change).Jey123456 wrote: And yes, as mentioned multiple times. The WIP is written in a way that was very quick for me to write and test fixes / improvement. But its also a method that is 100% save incompatible and will do all sort of wrong things, from broken freighters, to client crash.
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Ahh, well that settles that.
I got a young girl driving the Bedlam ore hauler, and man she keeps her foot buried in that thing. Looks and sounds very kool when she goes roaring by.
Anyway, next thing, I wonder how much of a problem 1.20 is going to be ?
1.19v Shady Grove Shipyards are working fine for me.
I can build a ship anytime and they have plenty of cargo-lifter & construction drones available, as well as all the others.
I'm running 3 full plants and about 20 ships.
Albion is getting very healthy.
About 3 more strategically placed stations and it will be good to go.
If we could only get auto-trade to expand to the other side of the gate to DeVries.
I'm going to stay at 1.19 until you green light it. ( Will keep this save anyway.) Me and the great grand babies be doing some serious XR playin !!
http://i690.photobucket.com/albums/vv26 ... e25811.jpg
I got a young girl driving the Bedlam ore hauler, and man she keeps her foot buried in that thing. Looks and sounds very kool when she goes roaring by.
Anyway, next thing, I wonder how much of a problem 1.20 is going to be ?
1.19v Shady Grove Shipyards are working fine for me.
I can build a ship anytime and they have plenty of cargo-lifter & construction drones available, as well as all the others.
I'm running 3 full plants and about 20 ships.
Albion is getting very healthy.
About 3 more strategically placed stations and it will be good to go.
If we could only get auto-trade to expand to the other side of the gate to DeVries.
I'm going to stay at 1.19 until you green light it. ( Will keep this save anyway.) Me and the great grand babies be doing some serious XR playin !!
http://i690.photobucket.com/albums/vv26 ... e25811.jpg
Last edited by flatbush71 on Sat, 14. Dec 13, 14:58, edited 2 times in total.