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

The place to discuss scripting and game modifications for X Rebirth.

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YorrickVander
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Post by YorrickVander »

@DaveDee : it does that already, it looks for minimum 2% profit on top of fuel costs to sell. You can test with aspiring merchant start giving them 0 credits, they go and sell their current cargo before looking to buy.

@Litaunen : That's a debug line typo :) it's missing the pilot ref -facepalm- The blackboard vars are added to the pilot not the ship.
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DaveDee
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Post by DaveDee »

Ok, think i need to worry more about xenons, and leave poor traders alone :D
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YorrickVander
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Post by YorrickVander »

Using BlackRains Faster Ships mod is a nice way to get the money flowing a little faster, although it doesn't solve the contention issue with npc traffic :s
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NewtSoup
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Post by NewtSoup »

I have an entry that reads -

null null null .....

how do I clear it from the list? It seems to be preventing any ship that comes after that entry from being configured.

ie

I have in overview

gigurum
gigurum
null null null
Rahanas

but when I go to the configure options all I see is

gigurum
gigurum
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Vim Razz
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Post by Vim Razz »

I've got a few of these, too.

They seem to happen when a ship running YAT gets blown up.
vadiolive
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Post by vadiolive »

Well i have this issues

All you need do
take all you ship in you squad and kick again(stop script to prevent you lose money)

After that going to [save].xml and remove this line
lYAT_TradeGroup

Save and load you game again
and add ships again(PAIN!)
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YorrickVander
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Post by YorrickVander »

Never had one blow up. Hadn't even occurred to me. Will add in a check to auto remove on death or at least check for dead ships and remove them. Thanks for the heads up.
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NZ-Wanderer
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Post by NZ-Wanderer »

YorrickVander wrote:Never had one blow up. Hadn't even occurred to me. Will add in a check to auto remove on death or at least check for dead ships and remove them. Thanks for the heads up.
hehe pity you couldn't put a check in so that if the hull falls below 20% the ship lets you know giving you a fighting chance to get your trader out of wherever it is.. :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.
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YorrickVander
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Post by YorrickVander »

That would likely be better as a separate mod. It's a fine plan though. Once i finally get the stuff done on YAT, soon(tm) as always, maybe I'll find some more time for that one too.
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NewtSoup
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Post by NewtSoup »

Just one further question for the moment:

When a ship is removed from the YAT Trade group are all assigned credits returned to the player?

meaning the budget assigned to the captain and also any credits that are in escrow pending a queued purchase?
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HailedGorion
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Post by HailedGorion »

I believe that with this new Beta 3, the option to configure the ships is not working anymore.

As I tested, I can add a new ship as a trader, it continues working just fine, however I am not being able to set up the config options for it (ie. a maximum budget).
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YorrickVander
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Post by YorrickVander »

@Luke :

yes, as long as not deleting var in save game as workaround to death/sale of ship bug

yes (at least it should be)

@Hailed : Will look into it
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Vim Razz
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Post by Vim Razz »

Before the later point takes too much of your time, Yorrick, I'm fear I may be the cause of madness and confusion again.

Specifically: still waiting on the answer to this question.

Edit: nvm, it's not what I thought. been a bit jumpy this week...
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Nosscar
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Post by Nosscar »

Hi, I use this mod all the time, but since the last update I cannot add or configure ships anymore, wondering if you have any idea if this will be sorted soon. thanks, and great work on this mod, I like that idea that the ships actually do dock and trade and not simulated like earlier mods.

Also do the mining ships actually mine, or just sit and magically get the minerals/ore ect.
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YorrickVander
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Post by YorrickVander »

Not used it since last update. just a few sparse hours free to even look at new stuff :(
But yeah fix will be done, to come with v1.1 which includes start of localisation (should be english, german, french and russian for first pass) catching the ship sales, death, repair etc issues and clearing the bad entries. Fair warning, if your ship dies you will still not get the money s/he holds back :P

Maybe a new feature but I have little time as it is for testing :(

Oh and they just sit there currently magically soaking up minerals. In zone mining with cicerro's lovely smart code will be there as soon as the vanilla bug is fixed :)
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YorrickVander
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Post by YorrickVander »

OK test with new aspiring merchant game in 3.0b3 and I see no issue with adding a ship and using overview or config menu. My best solution for you guys until v1.1 is :

1) resquad your YAT ships
2) using a large file compatible editor (wordpad is fine, notepad++ better, do not use standard notepad) search and delete the line containing lYAT_TradeGroup then resave (backed up save of course)
3) restart game and you will be able to use YAT normally again

The known causes for the issue are : selling, repairing, upgrading or adding drones to a ship running YAT. A ship running YAT being destroyed. If you see any other cause of this bug please let me know so I can include the fix :) Sorry again for long time between reports and a fix but my private time is at a premium :(
X Rebirth - A Sirius Cybernetics Corporation Product

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Nosscar
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Post by Nosscar »

thanks, I did exactly that, and found I can re add the ships to yat, but still not configure them, and still have some null ships left in overview.
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YorrickVander
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Post by YorrickVander »

hmm
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w.evans
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Post by w.evans »

Minor quibble, but probably not too time-consuming to fix:

The account balance of individual miners as reported in the logbook (Logbook - Mining Management) does not truncate the trailing two zeros. So it says, for example (Account Balance 7364100Cr) instead of (Account Balance 73641Cr)

Mod as a whole works great though.
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YorrickVander
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Post by YorrickVander »

Yeah I missed one of the entries there, also fixed. Progress is occurring :)
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