[Mod] UT CaC v0.20 ( Old Name: Not Another Trader ) - Architect integrated
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Ok, next Version - 0.1 the Ranges Update is semi-finished, will leave it at this Post for the moment for 2 Reasons:
=> Manual is not ready yet (currently working on it, you can find the current state here )
=> i did not check for upgrade compatibility from the previous Version yet and i changed many things - restarting main tasks of everyone should be enough to avoid prolems, but i cannt guarantee it at this point. (but deleting each actor and assigning a new one will definietly work, although it is much more work) - i will check this out when the Manual represents the Sate of the coming Version of this Extension
Update can be found here (will be merged into master when released properly): https://github.com/UniTrader/UTCommandA ... Update-dev
Opening Post will be updated when i am done with the 2 points above
=> Manual is not ready yet (currently working on it, you can find the current state here )
=> i did not check for upgrade compatibility from the previous Version yet and i changed many things - restarting main tasks of everyone should be enough to avoid prolems, but i cannt guarantee it at this point. (but deleting each actor and assigning a new one will definietly work, although it is much more work) - i will check this out when the Manual represents the Sate of the coming Version of this Extension
Update can be found here (will be merged into master when released properly): https://github.com/UniTrader/UTCommandA ... Update-dev
Opening Post will be updated when i am done with the 2 points above
if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help

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Hey Uni I have a suggestion that might be of interest to you,
Ship synergy:
A bulk miner is being Xcorted by a bulk freighter, when the miner collects a sufficient amount of minerals it'll eject the containers into space that the freighter will then collect, or the miner will dock with the freighter and unload minerals that way. When the freighter is full it will fly to where the goods are needed while the mining ship continues to work, when it's done the freighter will return and the process will continue.
This can also operate vise versa.
A bulk freighter is being Xcorted by a couple M sized mining ships, that freighter is now considered a mining and the M sized miners the drones, the method of collecting from the mining ships will be the same as above.
Ship synergy:
A bulk miner is being Xcorted by a bulk freighter, when the miner collects a sufficient amount of minerals it'll eject the containers into space that the freighter will then collect, or the miner will dock with the freighter and unload minerals that way. When the freighter is full it will fly to where the goods are needed while the mining ship continues to work, when it's done the freighter will return and the process will continue.
This can also operate vise versa.
A bulk freighter is being Xcorted by a couple M sized mining ships, that freighter is now considered a mining and the M sized miners the drones, the method of collecting from the mining ships will be the same as above.
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I wonder if having multiple L Miners working as Free Miners that sell wares may be more efficient than combinations with Traders. Maybe not since L Traders have lower storage costs per credit. Depends on the sellingredients travel time I guess.
For in-zone mining, combing L Traders with M Miners sounds interesting since they have about double the mining rate per credit compared to L Miners, and L Traders store 1.5-5-times minable materials per credit than L miners.
For in-zone mining, combing L Traders with M Miners sounds interesting since they have about double the mining rate per credit compared to L Miners, and L Traders store 1.5-5-times minable materials per credit than L miners.
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already played with this thought and also like the idea, but this has to wait a while because Mining works currently good enough and i have other stuff to do first (add Drone Equipping, Add Fight Ships as Escort Ships/Patrols in Range of the Station)
Also Manager already does Zone Mining by himself, although for Gasses only - just give him some Gascollector Drones
Also Manager already does Zone Mining by himself, although for Gasses only - just give him some Gascollector Drones

if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help

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I think, more specifically, that a problem with large miners would only with the large mineral miners (Sequana, Fedhelm and Onil Mineral).Goliathmk2 wrote:In my opinion L Miners are too cheap and have too much capacity compared to dedicated Transports (Rahanas for example).
In terms of 'm3 storage per credit', mineral miners are much more economical than large fluid miners (Midir, Boann and Onil Gas). Unlike large fluid miners, large mineral miners have around the same m3 storage per credit as large traders; more than Rahanas Bulk and Styrvok Bulk. Taking volume and cost of wares into account adjust the mineral vs fluid balance a bit but not the miner vs trader balance.
Average large Bulk traders: 36,600 m3/Cr
Average large Liquid traders: 34,000 m3/Cr
Average large Container traders: 14,500 m3/Cr
Average large Energy traders: 16,800 m3/Cr
Average large mineral miners: 25,700 m3/Cr (70% of Bulk trader stat)
Average large fluid miners: 8,300 m3/Cr (24% of Liquid trader stat)
Stats based on:
Ship price (2x base cost of construction wares).
Crew costs of 180,000 Cr.
Full range of surface element (base cost).
Miner drones: 15 Cargo URVs, 15 Surface Miner II and 5 Construction.
Trader drones: 15 Cargo URVs and 5 Construction.
Medium miners and traders tend to have more homogeneous mineral and fluid stats.
Edit: Added large container and energy storage stats for completeness.
Last edited by Sparky Sparkycorp on Wed, 30. Sep 15, 12:16, edited 3 times in total.
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ok, just merged the Range Update to master - so its released.
and jep, its a Jump in Version Number - from 0.03 to 0.1 because with this the Manager Part is mostly complete (smaller additions/changes are planned, but nothign major anymore)
Changelog:
=> Added Manager Range Settings (honored by Trading and Mining)
=> Added hourly Wages and Experience Progress (based on Wages paid so far)
=> Added Risk Bonus (every 10 minutes) in case of an attack (any attack atm, will be fine-tuned)
=> Re-Introducing Manager Zone Trading with a new, non-Blocking method
=> Changed aquiration of Fuel Cells to be independent of Tradewares avoiding storing massive amounts of them
=> Added new Ressource Class of Consumables (Wares that are not used Regulary but where the Station sill has interest in ocassionally) - currently only used for aquiring Fuel
=> Added handling of Trade Wares (will Buy and Sell to stay exactly at wanted Amount - feedback welcome)
=> Added Slow Charge Effect to Jumpdrive in case no Fuel is available
=> fixed money Transfers from Captains who have excess funds by transfering them back to the Manager before removing a Trade Order
=> fixed a mistake in the Trade Amount Calculation
=> fixed Manager now uses Station Prices as Price Base to find better offers (will be improved to use Player Settings as price base as sonn as i have access to this setting)
=> fixed Manager was Mining Gas over his Limit
=> fixed gate queue not created properly
=> added handling of cases where a Ship which used to wait for gate passage abourts and does something else (should not happen, but better safe than sorry)
=> fixed error in movement scripts for some types of Destination
=> fixed Ships now wait till the Jumpdrive is restored if it gest destroyed instead of boosting to their Destination
=> Moved as many default Settings as possible to libraries/parameters.xml
=> Many Improvements to Dialogue Tree (no longer exits when changing a Setting, re-ordered some Menu Items to make often used items faster reachable)
=> Updated content.xml
=> fixed Captain waiting a while after completing his Orderlist (independent of waiting for Orders)
=> fixed debug output messages when Movement Scripts are used independentl of Manager Script
=> removed references to legacy values
=> fixed refueling Ships possibly not undocking
=> fixed emptycargo Order - it now works as intended
=> fixed: Mining now uses new Movement Scripts to get to Destination Zone
=> fixed: mining now throws out surplus Minerals which are not needed by the Manager (will be improved further)
=> Improved behavior of Manager Gas Collector Drones
=> fixed Legality Check for Ownerless Zones/Empty Space
=> secondary Ressources now have a lower prio than primary ones when sending ships buying/mining (max prio 0.75 instead of 1.00)
=> fixed/improved Money Transfers from Manager to Player are now handled by my Script (exclusively for Managers running my Script)
Next Update will focus on Improved User Interaction (eg removing the workaround pager) and also to automatically Add required Drones to Ships assigned to my Manager - so Feedback in this Direction would be great (eg missing Dialogue and what would fit there)
and jep, its a Jump in Version Number - from 0.03 to 0.1 because with this the Manager Part is mostly complete (smaller additions/changes are planned, but nothign major anymore)
Changelog:
=> Added Manager Range Settings (honored by Trading and Mining)
=> Added hourly Wages and Experience Progress (based on Wages paid so far)
=> Added Risk Bonus (every 10 minutes) in case of an attack (any attack atm, will be fine-tuned)
=> Re-Introducing Manager Zone Trading with a new, non-Blocking method
=> Changed aquiration of Fuel Cells to be independent of Tradewares avoiding storing massive amounts of them
=> Added new Ressource Class of Consumables (Wares that are not used Regulary but where the Station sill has interest in ocassionally) - currently only used for aquiring Fuel
=> Added handling of Trade Wares (will Buy and Sell to stay exactly at wanted Amount - feedback welcome)
=> Added Slow Charge Effect to Jumpdrive in case no Fuel is available
=> fixed money Transfers from Captains who have excess funds by transfering them back to the Manager before removing a Trade Order
=> fixed a mistake in the Trade Amount Calculation
=> fixed Manager now uses Station Prices as Price Base to find better offers (will be improved to use Player Settings as price base as sonn as i have access to this setting)
=> fixed Manager was Mining Gas over his Limit
=> fixed gate queue not created properly
=> added handling of cases where a Ship which used to wait for gate passage abourts and does something else (should not happen, but better safe than sorry)
=> fixed error in movement scripts for some types of Destination
=> fixed Ships now wait till the Jumpdrive is restored if it gest destroyed instead of boosting to their Destination
=> Moved as many default Settings as possible to libraries/parameters.xml
=> Many Improvements to Dialogue Tree (no longer exits when changing a Setting, re-ordered some Menu Items to make often used items faster reachable)
=> Updated content.xml
=> fixed Captain waiting a while after completing his Orderlist (independent of waiting for Orders)
=> fixed debug output messages when Movement Scripts are used independentl of Manager Script
=> removed references to legacy values
=> fixed refueling Ships possibly not undocking
=> fixed emptycargo Order - it now works as intended
=> fixed: Mining now uses new Movement Scripts to get to Destination Zone
=> fixed: mining now throws out surplus Minerals which are not needed by the Manager (will be improved further)
=> Improved behavior of Manager Gas Collector Drones
=> fixed Legality Check for Ownerless Zones/Empty Space
=> secondary Ressources now have a lower prio than primary ones when sending ships buying/mining (max prio 0.75 instead of 1.00)
=> fixed/improved Money Transfers from Manager to Player are now handled by my Script (exclusively for Managers running my Script)
Next Update will focus on Improved User Interaction (eg removing the workaround pager) and also to automatically Add required Drones to Ships assigned to my Manager - so Feedback in this Direction would be great (eg missing Dialogue and what would fit there)
if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help

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its completely independent from it, just needed some kind of temp name until i have reached the stage of functionality i really have in mind for this and this seemed fitting
(currently it is a Script to massively improve the Manager based Trading, but Trading is also not the goal of this Project, its just a step-stone
)


if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help

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these are just template files i will need for later stages of this Project - did beginn working on them but decided that now is not the time to actually use these files (and they dont have their intended functions anyway) - so i saved them for later usage
just ignore them (or delete them if you want to save a few kbs)
and these are not catalog files (in my mod there are none currently) but xml files - or do you mean something diffrent?

and these are not catalog files (in my mod there are none currently) but xml files - or do you mean something diffrent?
if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help

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- Joined: Wed, 11. Jan 12, 18:04
Yeah, sorry, it was meant to be folders, not catalogs 
Edit:
I know it's off topic, but I was wondering is it possible in any way to do voice commands? Like in Tom Clancy's End War. Just a thought.
Edit 2: Nvm, found voice macro program for gaming etc., I'll test it myself.
P.s. It seems that NAT isn't working for me, as I don't see an option to convert to UT CAC when speaking to a manager. Any ideas?

Edit:
I know it's off topic, but I was wondering is it possible in any way to do voice commands? Like in Tom Clancy's End War. Just a thought.
Edit 2: Nvm, found voice macro program for gaming etc., I'll test it myself.
P.s. It seems that NAT isn't working for me, as I don't see an option to convert to UT CAC when speaking to a manager. Any ideas?
Last edited by mcaule on Sat, 3. Oct 15, 14:03, edited 1 time in total.
I am become Death, the destroyer of worlds...
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While I haven't made time to check out this excellent looking work in game yet I can confirm no clashes with the released YAT version as it also uses custom scripts touching vanilla files only to add the ui.alexalsp wrote:Hi UniTrader
This mode can be used with the mod Yet Another Trader v1.2 (XR 3.50) ?
X Rebirth - A Sirius Cybernetics Corporation Product
Split irritate visiting pilot with strange vocal patterns.
Split irritate visiting pilot with strange vocal patterns.
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Do you use any Mod which also adds a Button to Slot 1 in the root of the Vanilla Manager Dialogue? if yes can you deactivate this mod for a few minutes? (My Script needs this only once, after selecting it the Manager will use a completely diffrent dialogue Tree)mcaule wrote:P.s. It seems that NAT isn't working for me, as I don't see an option to convert to UT CAC when speaking to a manager. Any ideas?
Or is Slot number 1 of the Manager not assigned? is the Manager assigned to a Station then? (prerequisite for the Option to appear)
In case this doesnt apply please have a look which Mods of yours change the md/NPC_Staff.xml - there could also be some incompatibility (even if they have nothing in common function-wise)
Also if its an incompatibility between mods please tell me which mod it is, maybe i can use some trick for compatibility (eg detecting if the related mod is active and in this case use another Slot)
if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help

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- Joined: Wed, 11. Jan 12, 18:04
Ok, I'll check and I'll post you my findings.UniTrader wrote:Do you use any Mod which also adds a Button to Slot 1 in the root of the Vanilla Manager Dialogue? if yes can you deactivate this mod for a few minutes? (My Script needs this only once, after selecting it the Manager will use a completely diffrent dialogue Tree)mcaule wrote:P.s. It seems that NAT isn't working for me, as I don't see an option to convert to UT CAC when speaking to a manager. Any ideas?
Or is Slot number 1 of the Manager not assigned? is the Manager assigned to a Station then? (prerequisite for the Option to appear)
In case this doesnt apply please have a look which Mods of yours change the md/NPC_Staff.xml - there could also be some incompatibility (even if they have nothing in common function-wise)
Also if its an incompatibility between mods please tell me which mod it is, maybe i can use some trick for compatibility (eg detecting if the related mod is active and in this case use another Slot)
Edit:
Only your mod uses npc_staff.xml, yes I've assigned him to station, told him to stop, assigned again, still nothing.
Slot 1 is occupied, I've no idea by which mod, here's screenshot:
[ external image ]
How can I find out which mod uses that slot?
Edit 2:
I did some digging. I don't know how to find what uses that slot. but looking through Human resources ext01.cat I found this line:
md/NPC_Specialist.xml 20457 1428185982 280876cec03cffa76ae1a8d57b184a91
Is it related? I've no idea how mods work tbh

I am become Death, the destroyer of worlds...
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ah, that is probably Human ressources by Vim Razz - he also makes a Mod which re-structures the Dialogue Tree, but with a diffrent Approach*.. let me see what kind of magic i can do there 
*his goal is afaik to rewrite/improve the Dialogue Trees for Mod Compatibility and Usability, i want to write all Scripting from Scratch (especially the Scripts behind the Logic of the NPCs) and need some Dialogue Tree to go in hand with that

*his goal is afaik to rewrite/improve the Dialogue Trees for Mod Compatibility and Usability, i want to write all Scripting from Scratch (especially the Scripts behind the Logic of the NPCs) and need some Dialogue Tree to go in hand with that
if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help

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ok, just looked into it - there is nothing on my side which i could change to achieve compatibility (at least nothing simple) - but deactivating VRs Human Ressources while activating my Managers should do the Trick
you can Activate Human Ressources again after that because thats the only point where they conflict (thats to be precise the only point where this Mod could conflict with anything
)
i will contact Vim Razz with all Info necesary to solve this of course - he will probably assign my Menu Item somewhere else deeper in his new Menu Structure.


i will contact Vim Razz with all Info necesary to solve this of course - he will probably assign my Menu Item somewhere else deeper in his new Menu Structure.
if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help

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- Joined: Wed, 5. Aug 15, 22:40
UniTrader
Hopefully this is not too wordy? Really appreciate the direction you are going with this mod. One of the things that I really like is the changes in ship movement behavior. For example I like the way the ship moves away from the Jump Gate once it has Jumped to another Cluster. As well as, the speed movement of the ships. I use the Titerul for a lot of my journeys and I am usually sitting on the bridge of the Titerul because I use Capital Ship Bridge mod by Litauen. They can be somewhat slow. But with you mod their reponse is immediate and makes the experience of using them so much better.
One thing I noticed however, is that I do not get the same result unless I copy the move.generic.xml and the ut.cac.move.generic.wrapper.xml file into the aiscript folder. Is that by design? Also, with the recent update of your mod, at some point I was getting a tremendous number of credits to my account. At one point I was up to 12,000,000,000,000 Credits. However, I am getting ready to investigate if that is because of a conflict with another mod I use called NPCs Gain XP by JJ. Of course it could be a conflict with any number of mods because I am using at least 54 different mods with XRebirth. But I only seemed to have this once I installed the recent version of this mod. Has something to due with the new wages features perhaps.
One thing I would like to see implemented in your mod is something written to the logbook when credits are taken from my account to pay wages and the experience gained by NPCs. Until that is put in place if at all, I will probably just edit the mod to include that. I hope you are able to work with Vim Razz to have your mod recognized by his efforts with his Human Resources mod because I use parts of his mod. Particularly the Engineers handling of the drones. I like to be able to move the drones around easily from cargo to being used without having to connect with another ship or station. At any rate, a fantastic mod. Thank you.
Hopefully this is not too wordy? Really appreciate the direction you are going with this mod. One of the things that I really like is the changes in ship movement behavior. For example I like the way the ship moves away from the Jump Gate once it has Jumped to another Cluster. As well as, the speed movement of the ships. I use the Titerul for a lot of my journeys and I am usually sitting on the bridge of the Titerul because I use Capital Ship Bridge mod by Litauen. They can be somewhat slow. But with you mod their reponse is immediate and makes the experience of using them so much better.
One thing I noticed however, is that I do not get the same result unless I copy the move.generic.xml and the ut.cac.move.generic.wrapper.xml file into the aiscript folder. Is that by design? Also, with the recent update of your mod, at some point I was getting a tremendous number of credits to my account. At one point I was up to 12,000,000,000,000 Credits. However, I am getting ready to investigate if that is because of a conflict with another mod I use called NPCs Gain XP by JJ. Of course it could be a conflict with any number of mods because I am using at least 54 different mods with XRebirth. But I only seemed to have this once I installed the recent version of this mod. Has something to due with the new wages features perhaps.
One thing I would like to see implemented in your mod is something written to the logbook when credits are taken from my account to pay wages and the experience gained by NPCs. Until that is put in place if at all, I will probably just edit the mod to include that. I hope you are able to work with Vim Razz to have your mod recognized by his efforts with his Human Resources mod because I use parts of his mod. Particularly the Engineers handling of the drones. I like to be able to move the drones around easily from cargo to being used without having to connect with another ship or station. At any rate, a fantastic mod. Thank you.