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

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YorrickVander
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Post by YorrickVander »

M ship traders are working fine my end. There is currently a bug with miners however not finding the resource regions. Waiting to here back from a pm to devs about it before I start changing that code. Once the mining is working again I'll get everything packaged up for a workshop release :)
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Sparky Sparkycorp
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Post by Sparky Sparkycorp »

:)
Vim Razz
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Post by Vim Razz »

YorrickVander wrote:There is currently a bug with miners however not finding the resource regions.
You've seen this, I hope? --
stefanEgo wrote: Update 2.50 Beta 6 (185928)
  • Scripting
    • Changed mining actions to not use regions. <get_resource_gatherrate>, <deplete_yield>, <find_closest_resource>, <find_resource> now don't use 'region' anymore.
    • <find_asteroid_in_region> deprecated, replaced with <find_asteroid_in_cluster>
    • ...
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Post by YorrickVander »

Yeah that was it :)

Bug now fixed and M sized traders + miners working well in tests. Waiting for a small fix in Phipsz's Sidebar Extender mod before release. Sorry for any inconvenience with the broken miners and lack of M size traders until then.
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Post by YorrickVander »

New version up on steam.

First Workshop release
Fixed for 2.50 changes - M traders + miners now included
Sidebar inclusion with Sidebar Extender mod by Phipz/Chudnofsky (auto installed if required)
Workshop release requires at least X Rebirth 2.50 to install. 2.20 version is available from Nexus.

Sidebar UI :
YAT commands are added to the Trading button

Legacy UI :
Mainmenu > 4 extended as before

Any errors or stuff not working as it should, please do let me know :)
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NZ-Wanderer
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Post by NZ-Wanderer »

Hi Yorrick, just started off 3 traders (from the extra ships I get in Transcend), and off they went with no troubles, seems to be working great so far :)
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 »

With M ships not particularly for sale in 2.5brc6 (they were at the start but sold out all over by the time I could buy 1), I am gonna reluctantly trade with Construction Vessels for a bit.

I've started out with adding 10 Cargolifter Drones. Would more be better when I have more dosh? Any suggestions on numbers would be welcome, thanks.


Edit: nevermind...was mixing up this mod (M ship-compatible) with euclid's (CV-compatible).
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Post by YorrickVander »

Couple of silly errors spotted in 1.0 :

Mining ship balance in logbook is showing as cts not Cr so looks 100x higher than it really is (derp)

Some debug spam left in miner script clogging up debug.log

Will be fixed soon, seems to be fine otherwise (famous last words).
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Post by NZ-Wanderer »

My three auto traders are earning me a nice little profit so far :)
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 »

Interface suggestion:

Loving the sidebar goodness, thank you. My suggest after a couple of hours pottering about would be to have us taken back to the "YAT Configure Ship(s)" menu after we have configured a ship.

If we have multiple ships to configure (for example, we can buy M ships in bulk ((not tested L/XL)), dropping us out of the menu to re-open it is perhaps more hassle than closing if if only 1 ship needs configuring. Not clear-cut to be fair.
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Post by YorrickVander »

Yeah that would be ideal. I was happy enough with capitals the way it was with only capital traders as players were unlikely to add loads at a time and want to change stuff. I'll look at adding in a buffer for details so this is possible. Could also add the other details into initial setup for mass adding of M ships. I can see setting the budgets could be annoying if adding > 1 at a time. My free time is a lot more limited atm though so I can't promise when :( I still want to add a more CLS type of feature too like Euclid's mod has to trade only between player assets and for stocking CVs.
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Post by Sparky Sparkycorp »

Oh yeah, mass add and wallet functions would be handy too but I agree tbose other CLS-style features would be nicer goals. Best of luck.
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Post by Sparky Sparkycorp »

Sorry if this is going over old ground but do Trade Agents and/or the Trading Computer do anything for auto-trading/mining ships?

I had only explored one sector and 2 of my Gigurum Traders set to cluster-wide had headed off to trade with unknown stations in other sectors.

I had anticipated they would only spread out across the cluster as I explored the map and would only trade with deals the player had in the trade menu.
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Post by UniTrader »

since you formulated your question general i give you a general answer:

It depends on the Script - it is easy to simply ignore the known to player status for Trade Offers, and in fact thats the default behavior of the Script commands looking for Trade offers (makes sense since the NPCs and player use the same command) - and its as simple to filter to only find offers known to the player, but it is easy to overlook this (i think it needs a knowntoplayer="true" attribute or something similiar in the command to look for possible offers)
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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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Post by YorrickVander »

They do nothing at all :) All npcs can see all trades at all times irregardless of where the player has been and info stored. I had considered allowing people to blacklist red zones aka the mk3 but auto blacklist would kill off the entire biowire supply without player stations making it + an awful lot of viable profit if red to pmc. I'm (so far) too lazy to code some kind of custom blacklist.
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Post by Sparky Sparkycorp »

Thanks for the replies.

Rather than hoping for a player-controlled blacklist, I guess I was just a bit disappointed that investing time in exploring and setting up a Trade Agent network wouldn't be rewarded by seeing my auto-traders/miners being able to spread further take advantage of more deals.

The kind of filter UniTrader described, applied to player-owned auto-traders/miners, would be the kind of suggestion I would favour if it was of interest to you and you had the time.
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Post by YorrickVander »

Filtering out stations without trade agents wouldn't be tough to achieve for sure. It would likely increase my inbox quota of "I didn't read the words and now I don't know how to operate the trader" messages... Even asking people to post feedback here not on steam has proven too complex :|
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Post by Phipsz »

Well, as the Trade Software Mk3 in X3 did trade with possibly unknown targets I suppose that part may stay as is. But a blacklist of some kind could be nice. For example when playing through the plot one could init a galaxy trader and blacklist just sectors/zones owned by plutarch, biggest problem I see with that would be the lua to select the blacklist...

And, to reference my wish from before in this thread, I still would like some kind of experience for captains, I already have a basic implementation, if you are interested, that is ;) if not, I could still provide a patch for your idea of CV-Traders, I read of it the comments and thought that could really ease building :roll: well, the script would not only allow trading to own CVs, but to non-player CVs as well as stations owned by non-enemies. And no, I don't plan on releasing my version as standalone any more as I think it to be more productive to push a single mod to more features, even if it does not provide an experience system :)
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Post by YorrickVander »

I still don't want to add captain skill.
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Post by Mazuo »

Any idea why a YAT Rahanas (container/energy) placed in Omicron on either cluster or galaxy just sits searching for trades forever?

Have a bulk Gigurum making endless wheat runs at least, and that's pretty nice.

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