[MOD] Yet Another Trader v2.03c (updated 11th March '16)

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YorrickVander
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Post by YorrickVander »

I have 2 new modes in the works :

CV supplier : tie a ship to a cv and get what it needs for the station build. This could be extended to stations too, but Galaxy Station Range mod appears to be working ok atm so I might tentatively reactivate that one in the workshop as it's a better solution for station managers.

Player Station Trader : Much requested, same as trader but only among player assets and not doing the fake credit charge that happens with vanilla.

Filtering what wares a ship takes will need much better UIs than I currently know how to make, sorry.
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NZ-Wanderer
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Post by NZ-Wanderer »

Player station trader sounds great, I got my own PMC Xenon shipyard which is lacking in one item to make ships, so have built another station to make that item, I just don't know how to get that item from one station to the other :lol:
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth

NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
SyberSmoke
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Post by SyberSmoke »

YorrickVander wrote:I have 2 new modes in the works :

CV supplier : tie a ship to a cv and get what it needs for the station build. This could be extended to stations too, but Galaxy Station Range mod appears to be working ok atm so I might tentatively reactivate that one in the workshop as it's a better solution for station managers.

Player Station Trader : Much requested, same as trader but only among player assets and not doing the fake credit charge that happens with vanilla.

Filtering what wares a ship takes will need much better UIs than I currently know how to make, sorry.
What about have the "Filter" just be in the CFG. Comment out the wares and then we can uncomment them if we want the traders no to collect them. Like wheat...now all three...no four of my bulk traders are filed with wheat...sigh...
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YorrickVander
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Post by YorrickVander »

I don't really like the cfg idea. I'll give it some thought. Notionally ship transfers should be possible with <execute_trade_custom> but haven't tried it yet.
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SyberSmoke
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Post by SyberSmoke »

YorrickVander wrote:I don't really like the cfg idea. I'll give it some thought. Notionally ship transfers should be possible with <execute_trade_custom> but haven't tried it yet.
A thought, just had it as I lay in bed. Split the trader mode up into two categories: Safe Trading and Commodities Trading.

Safe Trading buy and sell goods for exact amounts. So if your in an a system, the trader will buy goods that they can turn around and sell right away. Example: Station A makes Refined Metals and they have 50k units. Station B needs refined metals, but only 4k units. In safe trade mode, the trader will make a pair of orders, first to buy 4k Refined metal, then to sell. The safe trader only deals in precise amounts only.

The Commodities Trader is more like it is now. Where if the trader see's a deal for wheat (Wheat just should be written out...it is just everywhere) it will buy as much as it can, then make small trades as long as they are profitable.
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YorrickVander
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Post by YorrickVander »

Safe trading is how it would work if ware reservation worked. Sadly it doesn't and despite reserving trade all ai becomes first come first sold :( The reservation fails if you aren't first to arrive and then the scene you see with wheat develops.
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Post by SyberSmoke »

YorrickVander wrote:Safe trading is how it would work if ware reservation worked. Sadly it doesn't and despite reserving trade all ai becomes first come first sold :( The reservation fails if you aren't first to arrive and then the scene you see with wheat develops.
Ok, that makes sense. So there is a bug in the ware reservation scripts that allow a station to sell the ware to multiple ships and who ever gets it wins? Then things go sideways from there.
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werewolves?
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Post by werewolves? »

Thanks for this mod, I always preferred being a trading/mobile mining fleet based player as opposed to a station builder so this mod has added a lot of enjoyment
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NZ-Wanderer
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Post by NZ-Wanderer »

Hey Yorrick, this isn't a YAT issue, but since you are the expert in trading I thought I would ask here (hope that ok)
My small shipyard is missing scanning arrays to be able to build some fighters for me, so I took the ship assigned to the station back into my squad, sent him to one of my factories to by some arrays, no problems, did it fine..
Put the ship back under control of the manager of the small shipyard thinking the ship would return and drop off the arrays, however, the ship heads directly to my capital shipyard, and gets rid of most of the arrays at that instead of returning to its home shipyard where the arrays are needed.
Another thing confusing me is that when I bring up the small shipyard trade menu it shows as not buying anything :(
Any ideas??
PS: if it not ok to have this post in YAT thread let me know and I will delete it :)
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth

NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
SyberSmoke
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Post by SyberSmoke »

NZ-Wanderer wrote:Hey Yorrick, this isn't a YAT issue, but since you are the expert in trading I thought I would ask here (hope that ok)
My small shipyard is missing scanning arrays to be able to build some fighters for me, so I took the ship assigned to the station back into my squad, sent him to one of my factories to by some arrays, no problems, did it fine..
Put the ship back under control of the manager of the small shipyard thinking the ship would return and drop off the arrays, however, the ship heads directly to my capital shipyard, and gets rid of most of the arrays at that instead of returning to its home shipyard where the arrays are needed.
Another thing confusing me is that when I bring up the small shipyard trade menu it shows as not buying anything :(
Any ideas??
PS: if it not ok to have this post in YAT thread let me know and I will delete it :)
The manager AI is about as smart as piece of toast. I had a Metal Refinery with bulk ships. I thought "Hey the manager will trade the goods it makes to other stations." WRONG!!!! The manager started trying to trade Wheat because it was rock bottom cheap, BUT no where to sell it so I had bulk ships filled with wheat.

Do not trust the current incarnation of the AI in rebirth. I am looking forward to a Station Trader from this mod since it uses any ship and not just universals. Till then...your kind of suck making manual trades.
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YorrickVander
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Post by YorrickVander »

Syber hits the nail on the head. The station ai scripts are basic past sanity. It will loop on tiny amounts of wares the station has plenty of and totally ignore resources needed to produce at all.

As for no buy order for the needed resource, that needs to go in tech support as thats an exe issue. Feel free to post ideas and niggles as it all gives me ideas to try new things, but calling me an expert in trading might be pushing it a bit :D I don't even have any qualifications in computing. I'm qualified as a mental health worker but now retired from that and cooking crap in a pub for a living. Mostly I just wing the code stuff and hope it works.
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NZ-Wanderer
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Post by NZ-Wanderer »

YorrickVander wrote:As for no buy order for the needed resource, that needs to go in tech support as thats an exe issue.
Well since I use a hell of a lot of mods I am reluctant to post in tech support, but thanks for the replies guys, much appreciated.
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth

NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
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Post by Sparky Sparkycorp »

YAT suggestion, which perhaps not so crucial since it is not functionality:

On YAT's Trade Overview menu, we can highlight different ships then press #4 to select one. However, instead of going to the configuration menu for that ship, it takes us to the Configure Ship menu where we again select ships from a list.

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YorrickVander
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Post by YorrickVander »

Lol! Well yeah the config is supposed to be for changing range etc. Next version adds selecting captain budget straight after range when setting up a ship if that helps :)
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Post by Sparky Sparkycorp »

The config works fine, its just that the current setup asks us to select a ship from a menu and then gives a second menu where all we do is select a ship again. Maybe one or the other could be removed?
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YorrickVander
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Post by YorrickVander »

How odd, let me check that :)
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SyberSmoke
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Post by SyberSmoke »

I a curious about if there is an ETA on a station trader mode? I am asking just to see if it would be worth the time to hunt down a couple more titurels and then use Auto Trader instead as it has a station trader.

So if something like this will be done in a couple days...I will hold my horses. If not...frustration hoe.

Edit: After reading this it sounds (to me) demanding. I know you have a life and this is a hobby. So I was asking in that context because it would be a pain if you released an update in a day or three and I had gone over to a different mod. I really do like your mod because of the lack of ship restrictions.
Last edited by SyberSmoke on Tue, 21. Oct 14, 01:52, edited 1 time in total.
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skalapunk
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Post by skalapunk »

Would it be possible to blacklist or whitelist certain wares for the Traders? I'm having a strange problem...

One of my trade ships seems to have purchased some EM Spectrometers, but it seems that he cannot find a place to sell them.

For the life of me, I cannot figure out what kind of station would even want to buy these items.

I checked here:
http://stuff.incertum.net/x-rebirth/

And it seems that the EM Spectrometers aren't actually used in any product recipes. (ie, there's arrows leading TO the item (how to produce it), but no arrows leading FROM the item (what it produces)

Am I understanding this wrong?

I also checked here:
http://www.xrdb.net/en/#!/ware/emspectrometer
(copy-paste the above URL)

And if you check the products listed in the "Used in" section (and follow their respective links), the EM Spectrometer is actually not listed as one of their resources.

So neither the production flowchart nor the wares database actually confirm that this item (Em Spectrometers) is actually used for anything.

Long story short: My Trader purchased 10m worth of something that it can't sell :D



{Link fixed, further editing of this post will break it again. - Terre}
SyberSmoke
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Post by SyberSmoke »

EM-Spectrometers are used in the production of ships and URV's. The catch is that if the BTO URV and shipyards are saturated with them...yeah you have a load of useless wares.

http://roguey.co.uk/xrebirth/wares/ware-28/
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YorrickVander
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Post by YorrickVander »

I really can't give an ETA as rl is very busy atm. By all means aquire titurels though, they're fine ships. I'm also fond of the Lyramekron for galaxy trading as it has the firepower to roam alone :)

EDIT : I did have a small play with the trade.station.player script earlier and found what may be the root of the problem. It's actually only run in 2.51 when the manager is assigned or new game start with station prebuilt. The rest of the time it appears to be looping trade.station script.
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