[MOD] Yet Another Trader v2.03c (updated 11th March '16)
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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As long as its separately named and marked as not to be used alongside this one, feel free. You will need to do your own bug tracking of course and updates to match new XR versions as I won't be spending time checking what you change.
The lua has some documentation in the files if you want to use the menu system, it's very straightforward.
The lua has some documentation in the files if you want to use the menu system, it's very straightforward.
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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Hey Yorrick, gonna start up one of my miners today and set it to trade for a specific ware, since my miners are already nearly full with stuff I will report back as to if it automatically empties out the warez that it is not supposed to be collecting 

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.
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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Cheers
Seemed to work ok my end, I simply changed the sale list to the cargo contents instead of the ware basket. I'm pretty sure it won't do anything idiotic like sell the fuel lol but always good to have other eyes on it 
@ DaBooz Please confirm how many credits you gave each captain, plot or not, and what range set for the traders. It sounds like they don't see anything worth trading in their area which is possible given the bugs in vanilla economy.


@ DaBooz Please confirm how many credits you gave each captain, plot or not, and what range set for the traders. It sounds like they don't see anything worth trading in their area which is possible given the bugs in vanilla economy.
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yorrick literally the only modder on this website that talks to his people, and i personally thank you.YorrickVander wrote:No
EDIT :
I should probably expand on that a bit for politenessI do have plans for the captains (and other npcs) skill levels but that will be in a different mod to YAT. I designed this with no intention of using skill levels as that has already been implemented by Euclid and JohnLukePicard in their trader mods. Both these guys made great traders that just work in a different way to mine.
Perhaps I should explain my attitude to my own mods at this point to save any misunderstandings : I make these mods for me. What I choose to mod, or at least try to mod reflects only my own perception of the games weaknesses and things that aren't exactly what I wanted in others mods. This is not a negative judgment of others work just me being fussyI have great respect for the other modders in the community. I release my mods under this basic premise; It's nice to be nice, and without others sharing too I couldn't have learned to mod at all. Suggestions are welcome but don't feel slighted if I flatly reject them. Bug reports of course are hugely appreciated as I have limited time for testing.
As for the change to the ship test, yes I could try that and it might well work just fine. For uniformity however in the code I see no reason to due to the need for checking multiple combinations of hold types and, crucially, setting custom ware baskets for those combinations. Your test does not take the latter point into account.
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300k / plot / cluster - to each traderYorrickVander wrote:CheersSeemed to work ok my end, I simply changed the sale list to the cargo contents instead of the ware basket. I'm pretty sure it won't do anything idiotic like sell the fuel lol but always good to have other eyes on it
@ DaBooz Please confirm how many credits you gave each captain, plot or not, and what range set for the traders. It sounds like they don't see anything worth trading in their area which is possible given the bugs in vanilla economy.
how about debug information?
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I don't tend to leave debug info in release versions. 300k is rather low though there should be some movement of energy cells etc. If you can bump it up to a million or 2 for each pilot and see if it starts trading.
Edit : don't forget you are also competing for orders with all those npc freighters, as most of those free trade too.
Edit : don't forget you are also competing for orders with all those npc freighters, as most of those free trade too.
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I tend to give my Traders 10 million and trust me, on a good buying spree they can go through the greatest % of that in one trade..
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.
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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I just don't see this issue DaBooz. I'm not saying you don't, but I can't verify this end. Testing in freeplay and an old plot save before devries opens, my ships begin trading as expected within 2 mins of order allowing for time to read the market and find matching trades for cargo type + available funds.
Could you supply a savegame maybe with all used mods left active so I can take a look? It might be some mod clash you see that I don't.
Could you supply a savegame maybe with all used mods left active so I can take a look? It might be some mod clash you see that I don't.
X Rebirth - A Sirius Cybernetics Corporation Product
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Trading is starting. All good, but i see, the trader is 20 mil cr cap of cash.YorrickVander wrote:I just don't see this issue DaBooz. I'm not saying you don't, but I can't verify this end. Testing in freeplay and an old plot save before devries opens, my ships begin trading as expected within 2 mins of order allowing for time to read the market and find matching trades for cargo type + available funds.
Could you supply a savegame maybe with all used mods left active so I can take a look? It might be some mod clash you see that I don't.
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https://mega.co.nz/#!UpERDChZ!m2dZPIs69 ... 5cnh2Oj4rUYorrickVander wrote:upload to dropbox, mega, or where ever and post link
https://mega.co.nz/#!Bk9BlZAS!sei6PQAaG ... 1-qhluKyuU
{Links fixed, further editing of this post will break them, again. - Terre}
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I'm wondering if speedy delivery might be your culprit here, not a bug but simply because all the orders are filling that much faster. NPC and YAT both essentially trade on a first come first serve basis. Goods are reserved but that's not always a guarantee (see Egosoft for details). I would suggest trying a test game with no mods but YAT (Aspiring merchant freeplay start is what I use for clean testing it) and see the difference 
I just loaded your freeplay save and removed all your mod references; the trader was working pretty much straight away moving 192 drones in OL...

I just loaded your freeplay save and removed all your mod references; the trader was working pretty much straight away moving 192 drones in OL...
X Rebirth - A Sirius Cybernetics Corporation Product
Split irritate visiting pilot with strange vocal patterns.
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Thank you. Freegame is working good, i have a problems with plot game. Try to start new plot game, working good. Started from 160k, now i have 5+ mil. I think i detete speed delivery, i don't see a real profit from this addon, but maybe it have a some compatibily problems.YorrickVander wrote:I'm wondering if speedy delivery might be your culprit here, not a bug but simply because all the orders are filling that much faster. NPC and YAT both essentially trade on a first come first serve basis. Goods are reserved but that's not always a guarantee (see Egosoft for details). I would suggest trying a test game with no mods but YAT (Aspiring merchant freeplay start is what I use for clean testing it) and see the difference
I just loaded your freeplay save and removed all your mod references; the trader was working pretty much straight away moving 192 drones in OL...
Thank you again.
Sorry for my english, learning from computer games and technical documentation.

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Quick note on YAT and upcoming patch 2.5 - with thanks to BlackRain for taking a look it seems to be working fine as is. That said I will be looking to integrate it into the new menu system if possible when I see it and know what I'm trying to do
The new auto-refuel option might necessitate a change too but at least it's working on release day to give me some breathing room for keeping the public beta users happy.

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If you turn legacy menu 'on' in settings YAT seems to be unscathed by the 2.5 rc 6 beta 
EDIT : Coming soon(tm) to a trader near you
http://i.imgur.com/3chzPp3.jpg

EDIT : Coming soon(tm) to a trader near you
http://i.imgur.com/3chzPp3.jpg
X Rebirth - A Sirius Cybernetics Corporation Product
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Very nice
I hope you'll release the new version soon.
This new UI makes all things much more accessible, no long number combinations like "enter -> 4 -> 2 -> 3 -> 1, etc/whatever" anymore.
EDIT : Any chance that you'll allow ships other than XL/L size (M size Gigurum for example) to autotrade anytime soon?

I hope you'll release the new version soon.
This new UI makes all things much more accessible, no long number combinations like "enter -> 4 -> 2 -> 3 -> 1, etc/whatever" anymore.
EDIT : Any chance that you'll allow ships other than XL/L size (M size Gigurum for example) to autotrade anytime soon?