[WIP][Mod]TaterTrader v4- An Autotrade Alternative

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Bravari
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Re: [WIP][Mod]TaterTrader v3- An Autotrade Alternative

Post by Bravari »

what is the fast trade option?
ned228
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Re: [WIP][Mod]TaterTrader v3- An Autotrade Alternative

Post by ned228 »

Does this mod work in 1.5? Can’t get it to do anything
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Da_Vinci
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Re: [WIP][Mod]TaterTrader v3- An Autotrade Alternative

Post by Da_Vinci »

can't do it work for trading wares needed by my station's modules that are building.
Kalantris
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Re: [WIP][Mod]TaterTrader v3- An Autotrade Alternative

Post by Kalantris »

Bravari wrote: Wed, 26. Dec 18, 15:04 what is the fast trade option?
Fast trade speeds things up by not analysing trades too much. It's a simplified option if you have too many traders and your PC can't cope with assigning them all the necessary orders.
ned228 wrote: Wed, 26. Dec 18, 20:34 Does this mod work in 1.5? Can’t get it to do anything
It does.
sgtarpin
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Re: [WIP][Mod]TaterTrader v3- An Autotrade Alternative

Post by sgtarpin »

How do you determine why a trader will not start any new orders when set to use this script? All my other traders are happily trading away, but I have one that will not start any new orders, which has 4 stars and is fit with the same ship and fittings as the ones that work. I have only 1 ware selected. There's plenty of demand for it. It is illegal. I have allowed him unlimited sector distances. I have fast trade enabled. I have 4 sectors blacklisted.
Sleziak
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Re: [WIP][Mod]TaterTrader v3- An Autotrade Alternative

Post by Sleziak »

sgtarpin wrote: Fri, 28. Dec 18, 07:01 How do you determine why a trader will not start any new orders when set to use this script? All my other traders are happily trading away, but I have one that will not start any new orders, which has 4 stars and is fit with the same ship and fittings as the ones that work. I have only 1 ware selected. There's plenty of demand for it. It is illegal. I have allowed him unlimited sector distances. I have fast trade enabled. I have 4 sectors blacklisted.
Make sure his cargo bay is empty. I've had a couple get stuck with full cargo and once manually offloading it they continued as normal.
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oddible
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Re: [WIP][Mod]TaterTrader v3- An Autotrade Alternative

Post by oddible »

A simple request... Please document all the options on the original post or Nexus page:
  • FreeTrade
  • FastTrade
  • HomeBound
  • Owned Station Buy/Sell Mod
Thanks! Looks like an awesome mod!
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oddible
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Re: [WIP][Mod]TaterTrader v3- An Autotrade Alternative

Post by oddible »

Erm, how do I get them to start doing anything? I added the default behaviour "TaterTrade", I set home, HomeBound, a wide max gate distance, and 5 wares and it just sits there. It DID however add every single ware to the added wares list, I just deleted them all and am going to see if it spam adds them again.

EDIT: I see, when I add the HomeBound box it adds every single item to the wares list : / This seems to be a function of some default boxes being ticked in the wares preset list.

Mod currently seems broken in 1.50. Traders don't do anything.

Image
cdeeks
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Re: [WIP][Mod]TaterTrader v3- An Autotrade Alternative

Post by cdeeks »

oddible wrote: Sun, 30. Dec 18, 01:51 Erm, how do I get them to start doing anything? I added the default behaviour "TaterTrade", I set home, HomeBound, a wide max gate distance, and 5 wares and it just sits there. It DID however add every single ware to the added wares list, I just deleted them all and am going to see if it spam adds them again.

EDIT: I see, when I add the HomeBound box it adds every single item to the wares list : / This seems to be a function of some default boxes being ticked in the wares preset list.

Mod currently seems broken in 1.50. Traders don't do anything.

Image
works fine for me.
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oddible
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Re: [WIP][Mod]TaterTrader v3- An Autotrade Alternative

Post by oddible »

cdeeks wrote: Sun, 30. Dec 18, 03:34
works fine for me.
Not exactly helpful. Can you look at my screenshot and maybe contribute a bit?
pioupes
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Re: [WIP][Mod]TaterTrader v3- An Autotrade Alternative

Post by pioupes »

I had the same problem, I save and reloaded and just waited a bit and the traders started.
Great mod :)
Buzz2005
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Re: [WIP][Mod]TaterTrader v3- An Autotrade Alternative

Post by Buzz2005 »

oddible wrote: Sun, 30. Dec 18, 07:54
cdeeks wrote: Sun, 30. Dec 18, 03:34
works fine for me.
Not exactly helpful. Can you look at my screenshot and maybe contribute a bit?
did you wait a long time, mine sometimes will not start for long time and just have to wait
Fixed ships getting spawned away from ship configuration menu at resupply ships from automatically getting deployables.
leecarter
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Re: [WIP][Mod]TaterTrader v3- An Autotrade Alternative

Post by leecarter »

oddible wrote: Sun, 30. Dec 18, 01:51 Erm, how do I get them to start doing anything? I added the default behaviour "TaterTrade", I set home, HomeBound, a wide max gate distance, and 5 wares and it just sits there. It DID however add every single ware to the added wares list, I just deleted them all and am going to see if it spam adds them again.

EDIT: I see, when I add the HomeBound box it adds every single item to the wares list : / This seems to be a function of some default boxes being ticked in the wares preset list.

Mod currently seems broken in 1.50. Traders don't do anything.
It looks like you're trying to use tater trader to supply a faction shipyard. I haven't tried using it that way, but there's another mod that allows you to specify which stations to buy and sell from that might be better suited to what you're trying to do:

viewtopic.php?f=181&t=407408

Anyway, I only use tater trader as homebound to stations I own, so they always become subordinates and get off my unassigned ships list. It pretty much works flawlessly when assigned as a subordinate to a player owned station with a handful of wares chosen. If assign all wares to the ships they don't seem to do very well, I think maybe it's spinning through the script looking for deals for an extended period of time or something.

BUT, about 10% of the time when I click confirm it doesn't "stick" and the ship doesn't become a subordinate it just sits there. When that happens I open/close the map UI (this seems to clear a lot of other bugs out too btw), cancel all orders on the ship, and reapply the tater trader settings. Since I can see the ship pop off my unassigned list I get immediate feedback when tater trader gets applied. Maybe the same thing is happening to you, but you don't get any visual cues letting you know.

Try setting the home to a station you own and checking homebound, or using the other mod above.
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oddible
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Re: [WIP][Mod]TaterTrader v3- An Autotrade Alternative

Post by oddible »

Awesome feedback @leecarter. Thanks. So this mod isn't mean to be used without a player-owned station? Odd that it doesn't say that anywhere! Part of my confusion comes from not exactly understanting what some of the features mean, like "Homebound". The default autotrader seems to calculate distance to buy / sell based on wherever the ship is currently. I assumed that Homebound just meant that it would always calculate buy / sell distance from the TraderHome station and that that was the extent of it. I didn't realize that Homebound meant that it would ONLY supply that station. Since I have 6 sectors in buy / sell I had hoped that it would trade within 6 sectors of the Homebound station.

Per the other poster's question. I had a ship that I left for several hours including hundreds of map open closes and a restart and a couple reloads. Still no movement.

Thanks all I'll keep trying.
Chebz
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Re: [WIP][Mod]TaterTrader v3- An Autotrade Alternative

Post by Chebz »

Seems that excluded sectors functionality isn't working. I've excluded couple pirate sectors but my traders still going there all the time.
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OneOfMany
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Re: [WIP][Mod]TaterTrader v3- An Autotrade Alternative

Post by OneOfMany »

@oddible

This mod can be used as a standalone trader, you do not need to set it up homebased to a station.

My prefered option is to use them to keep the shit building process going.

So set up.

Move trader (with 3 star pilot)to shipyard sector.
Sell range set to zero
Buy range set to 5-10
Wares set to ship building.

This is enough to get the trader going as it cuts down on the calculations required.

As the scripts are improved it can only get better.
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eventus
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Re: [WIP][Mod]TaterTrader v3- An Autotrade Alternative

Post by eventus »

Chebz wrote: Mon, 31. Dec 18, 00:22 Seems that excluded sectors functionality isn't working. I've excluded couple pirate sectors but my traders still going there all the time.
It's stated in documentation, that path finding is not adaptable without major rewriting.
Therefore you traders should only fly through those sectors and buy e.g a sector behind.

If they are still buying and selling in such sectory please specify - this would be unintended per my undestanding.
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leecarter
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Re: [WIP][Mod]TaterTrader v3- An Autotrade Alternative

Post by leecarter »

So I'm trying to use this with distribution hub type of setup. Both these scenarios occur in the same sector and all the stations are player owned.

Scenario 1 - This works.
  • Station A produces water
  • Station B needs water
  • Set tater trader homebound to station A, trade water only, max known sell, min know buy, zero sectors
What happens:
  • Ship goes back and forth supplying station B with water.
Scenario 2 - I can't get this to work
  • Station A produces refined metal
  • Both stations B and C need refined metal (all 3 are in the same sector and player owned)
  • I've tried many different slider settings between buy and sell - 0/200, 200/0, 0/0, 200/200, 10/0, 10/200... ect, you get it.
The best I can ever get to happen:
  • The ship goes from station A to station B while completely ignoring station C, even though station B is stuffed with refined metal having a very low buy price while station C is empty with a much higher buy price set.
Sleziak
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Re: [WIP][Mod]TaterTrader v3- An Autotrade Alternative

Post by Sleziak »

leecarter wrote: Mon, 31. Dec 18, 22:20 So I'm trying to use this with distribution hub type of setup. Both these scenarios occur in the same sector and all the stations are player owned.

Scenario 1 - This works.
  • Station A produces water
  • Station B needs water
  • Set tater trader homebound to station A, trade water only, max known sell, min know buy, zero sectors
What happens:
  • Ship goes back and forth supplying station B with water.
Scenario 2 - I can't get this to work
  • Station A produces refined metal
  • Both stations B and C need refined metal (all 3 are in the same sector and player owned)
  • I've tried many different slider settings between buy and sell - 0/200, 200/0, 0/0, 200/200, 10/0, 10/200... ect, you get it.
The best I can ever get to happen:
  • The ship goes from station A to station B while completely ignoring station C, even though station B is stuffed with refined metal having a very low buy price while station C is empty with a much higher buy price set.
Not sure if it will be helpful but a couple thoughts:

Is FastTrade enabled? If so I feel like the ship might just be defaulting to the first profitable run it finds rather than comparing them.

Also try and homebase a ship to station C and have it buy from station A instead.

Also make sure station C has enough funds to create the buy order in the first place.
Invasion
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Re: [WIP][Mod]TaterTrader v3- An Autotrade Alternative

Post by Invasion »

leecarter wrote: Mon, 31. Dec 18, 22:20 So I'm trying to use this with distribution hub type of setup. Both these scenarios occur in the same sector and all the stations are player owned.

Scenario 1 - This works.
  • Station A produces water
  • Station B needs water
  • Set tater trader homebound to station A, trade water only, max known sell, min know buy, zero sectors
What happens:
  • Ship goes back and forth supplying station B with water.
Scenario 2 - I can't get this to work
  • Station A produces refined metal
  • Both stations B and C need refined metal (all 3 are in the same sector and player owned)
  • I've tried many different slider settings between buy and sell - 0/200, 200/0, 0/0, 200/200, 10/0, 10/200... ect, you get it.
The best I can ever get to happen:
  • The ship goes from station A to station B while completely ignoring station C, even though station B is stuffed with refined metal having a very low buy price while station C is empty with a much higher buy price set.
For trading between your own stations, always set 0/200. Ensure on both stations, refined metals are set to buy at auto price, and is not restricted. Ensure the station supplying the metal is NOT set to lowest possible price (so that other factions do not quickly drain your supply). The station that is starved should end up offering a better buy price and the trader should automatically switch.

Home station and homebound does not matter as long as the buy/sell distance is set right.

I've successfully set up tatertraders for my Nostrop Oil and Medical Supplies factory this way. Supplying to my other stations that need the stuff because they have Teladi workers. It works to supply all my stations, even across great distance. The traders sell oil and medical supplies to other factions when all is well, but will choose to sell to my stations when it is needed to top up their stores.
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