[Script] Station Manager v1.11 (March 27)
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Yep that load/unload thing was happening at my complex so set the ship to NONE in commands and unloaded the cargo that my station needed
Sort of gathered it must be due to some oversight in complexes in either your script or X3 not supporting complexes completely with commands yet.
No mater, while I was using SM for my stations it was a real help and I love this scrip will use it with other stations once I get them. but right now I am finding the one way and two way delivery commands the most help for my complex as I built the complex starting with a Silicon Mine but I already had a SPP sitting in the sector. Thus the one and two way commands to maintain the Complex and SPP is best for me right now.
I have downloaded the 1.09 version and will use that.
I will keep an eye out for updates and info in this thread.
Keep up the great work and thanks for this very helpful Script.
Stay safe!
Hamsaw

Sort of gathered it must be due to some oversight in complexes in either your script or X3 not supporting complexes completely with commands yet.
No mater, while I was using SM for my stations it was a real help and I love this scrip will use it with other stations once I get them. but right now I am finding the one way and two way delivery commands the most help for my complex as I built the complex starting with a Silicon Mine but I already had a SPP sitting in the sector. Thus the one and two way commands to maintain the Complex and SPP is best for me right now.
I have downloaded the 1.09 version and will use that.
I will keep an eye out for updates and info in this thread.
Keep up the great work and thanks for this very helpful Script.
Stay safe!
Hamsaw
Hansaw sits for the 1st time in his brand new M3. After smilling happily to himself he looks about and becomes frustrated. "I paid enough for this ship, so where's the damn MP3 Player!" he yells
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I found that the ability to set different jump ranges is already worth its downloadHansaw wrote:No mater, while I was using SM for my stations it was a real help and I love this scrip will use it with other stations once I get them. but right now I am finding the one way and two way delivery commands the most help for my complex as I built the complex starting with a Silicon Mine but I already had a SPP sitting in the sector. Thus the one and two way commands to maintain the Complex and SPP is best for me right now.

So it's still good!

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So I've had the station manager running for a few day on three different stations...
Massom Complex (Family Pride)
- Scruffin Farm L (this was in place long before it was a complex)
- Massom Mill L
Missile Complex (Rhonkar's Clouds)
- Thunderbolt Factory
- Silkworm Factory
Chelt Aquarium L (Rhonkar's Clouds)
- Single station, Rhonkar's Clouds has a half dozen Rastar Refineries
I have the station manager running on all three, I have two freighters assigned to each complax and a single freighter assigned to the Chelt Aquarium. I have a Level 25 sector Trader making me a small fortune in Rhonkar's Clouds between my Chelt Aquarium and all of the NPC Rastar Refineries, never bothered to tell him to start universe trading.
Anyway...
My Massom Complex has about 10,000 units of scruffin fruits inside, mostly left-overs from pre-complex days and the manager has never ordered the freighters to do anything strange with them (I have intermediate trading set to none anyway). The manager does a good job of sending the two freighters out to collect energy and I've set the pricing up so the NPC's buy up all of my Massom Powder and I don't have to mess with it. It is doing substantially better with the manager running than it was using the stock buy ware for best price command.
My Missile Complex is not intended to sell anything, I use it to keep my Elephant full of missiles that my fighters use. When I have enough on-hand I have a dedicated "weapons dealer" ship that I send there to stock up so I can sell them off during my travels. I recently changed the price so the manager could also handle selling off the missiles since the EQ dock in Family Pride stocks Thunderbolt Missiles. As a result the two assigned freighters have no problems keeping the base well stocked with energy and ore, the sector trader keeps it full of rastar oil and every once in a while the manager dispatches ones of the freighters to Family Pride to sell of missiles at the EQ dock. The EQ dock takes so long to empty out that I continue to use the complex to stock up my Elephant and weapons dealer ship. One thing I noticed right away after activating the manager on this complex is that I no longer needed the third transport that it had assigned to it, it was able to keep it stocked using only two freighters even before introducing the sector trader into the equation.
The Chelt Aquarium is a no brainer for me, the manager simply handles the single freighter without any issues. It is much more efficient than using the stock buy ware command and it's nice to have the jump range set higher without having to worry about the manager sending the freighter anywhere I don't have a ship or satallite. It has tried to send him into sectors I was passing through but apparently the code caught up to it and re-directed the trader after I left the sector. That much alone is well worth the small 20,000 price tag.
All-in-all I am extremely pleased with this script. I can wander aimlessly about manually trading weapons, I can explore and I can go on a killing spree without ever having to worry about how my stations are doing. Unlike the UT's I haven't been forced to spend any significant time babysitting the station managers. Running a variety of scripts and a custom mod of my own hasn't caused any problems.
Massom Complex (Family Pride)
- Scruffin Farm L (this was in place long before it was a complex)
- Massom Mill L
Missile Complex (Rhonkar's Clouds)
- Thunderbolt Factory
- Silkworm Factory
Chelt Aquarium L (Rhonkar's Clouds)
- Single station, Rhonkar's Clouds has a half dozen Rastar Refineries
I have the station manager running on all three, I have two freighters assigned to each complax and a single freighter assigned to the Chelt Aquarium. I have a Level 25 sector Trader making me a small fortune in Rhonkar's Clouds between my Chelt Aquarium and all of the NPC Rastar Refineries, never bothered to tell him to start universe trading.
Anyway...
My Massom Complex has about 10,000 units of scruffin fruits inside, mostly left-overs from pre-complex days and the manager has never ordered the freighters to do anything strange with them (I have intermediate trading set to none anyway). The manager does a good job of sending the two freighters out to collect energy and I've set the pricing up so the NPC's buy up all of my Massom Powder and I don't have to mess with it. It is doing substantially better with the manager running than it was using the stock buy ware for best price command.
My Missile Complex is not intended to sell anything, I use it to keep my Elephant full of missiles that my fighters use. When I have enough on-hand I have a dedicated "weapons dealer" ship that I send there to stock up so I can sell them off during my travels. I recently changed the price so the manager could also handle selling off the missiles since the EQ dock in Family Pride stocks Thunderbolt Missiles. As a result the two assigned freighters have no problems keeping the base well stocked with energy and ore, the sector trader keeps it full of rastar oil and every once in a while the manager dispatches ones of the freighters to Family Pride to sell of missiles at the EQ dock. The EQ dock takes so long to empty out that I continue to use the complex to stock up my Elephant and weapons dealer ship. One thing I noticed right away after activating the manager on this complex is that I no longer needed the third transport that it had assigned to it, it was able to keep it stocked using only two freighters even before introducing the sector trader into the equation.
The Chelt Aquarium is a no brainer for me, the manager simply handles the single freighter without any issues. It is much more efficient than using the stock buy ware command and it's nice to have the jump range set higher without having to worry about the manager sending the freighter anywhere I don't have a ship or satallite. It has tried to send him into sectors I was passing through but apparently the code caught up to it and re-directed the trader after I left the sector. That much alone is well worth the small 20,000 price tag.
All-in-all I am extremely pleased with this script. I can wander aimlessly about manually trading weapons, I can explore and I can go on a killing spree without ever having to worry about how my stations are doing. Unlike the UT's I haven't been forced to spend any significant time babysitting the station managers. Running a variety of scripts and a custom mod of my own hasn't caused any problems.
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Glad you like it. Should get a bit better after we officially support complexes.
Right now, the biggest problem with complexes is when other stations belonging to you could potentially buy or sell from them. That's where it gets a bit confused right now since the commands to deal with this situation don't exist yet in the script editor.
I'd guess pretty soon, 1.3.2 of X3 will be made final and released (or something).
At that point, Station Manager will get the facelift needed for complexes and then, I'm pretty sure, it will be done.
Cheers.
Right now, the biggest problem with complexes is when other stations belonging to you could potentially buy or sell from them. That's where it gets a bit confused right now since the commands to deal with this situation don't exist yet in the script editor.
I'd guess pretty soon, 1.3.2 of X3 will be made final and released (or something).
At that point, Station Manager will get the facelift needed for complexes and then, I'm pretty sure, it will be done.
Cheers.
"Nature's first green is gold" . . . stay golden.
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Will ur new version make station traders check the sector they're entering to see if they are enemy sectors b4 entering?
I have a drone complex in Rhonkar's Clouds and would like to set the jump range to 50, but many of my ships want to go thru Xenon Sector 472 (8 jumps) to get to Ianamus Zura (9 jumps), and thus get shot to pieces
I have a drone complex in Rhonkar's Clouds and would like to set the jump range to 50, but many of my ships want to go thru Xenon Sector 472 (8 jumps) to get to Ianamus Zura (9 jumps), and thus get shot to pieces

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How the path is determined is posted on the first post.
It's picking that path because it's the 'best', where best is a combination of shortest and safest.
It's much better than Egosoft's default paths which are 100% shortest and 0% safest.
You can change the cost of moving through a Xenon sector yourself by reading the first post.
It's picking that path because it's the 'best', where best is a combination of shortest and safest.
It's much better than Egosoft's default paths which are 100% shortest and 0% safest.
You can change the cost of moving through a Xenon sector yourself by reading the first post.
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Hey,
Would this script work with (complex) complexes? I kindly got forwarded here from my own post
[http://forum2.egosoft.com/viewtopic.php ... highlight=]
But the "Readme" only states that "added code to support complexes", and all the other functions are explained for "factories". As i dont have any factories, only complexes i need a complex (hah) script.
Thank you,
Creiss.
Would this script work with (complex) complexes? I kindly got forwarded here from my own post
[http://forum2.egosoft.com/viewtopic.php ... highlight=]
But the "Readme" only states that "added code to support complexes", and all the other functions are explained for "factories". As i dont have any factories, only complexes i need a complex (hah) script.
Thank you,
Creiss.
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I certainly would love to use this script, but I've encountered an interesting problem with the one station I've enabled it on.
I have a silicon mine in Three Worlds with two mercuries assigned to it. Start up station manager, assign the two ships, and away it goes, quite happily. Looks good. I go away and leave it alone. Later, I notice my silicon mine blinking away and investigate to find... both freighters sitting idle in Kingdoms End (looks like they had just come through the gate.) I took them through the gate manually and restarted station manager on them both, and away they went again quite happily. So I left them alone again, only to notice later... (you get the idea.) Only seems to happen in Kingdoms End (I have them on three jumps) at either gate, so either outbound or inbound. Maybe they just like the music?
I haven't kept an eye on it to discover how long it will run before it encounters this problem (places to go, things to do!) but they must traverse the system at least once if they're stopping at either gate...
Oh, btw this is 1.09 on x3 1.3. Nothing interesting is happening in Kingdoms End (I have it patrolled. Sort of.)
I have a silicon mine in Three Worlds with two mercuries assigned to it. Start up station manager, assign the two ships, and away it goes, quite happily. Looks good. I go away and leave it alone. Later, I notice my silicon mine blinking away and investigate to find... both freighters sitting idle in Kingdoms End (looks like they had just come through the gate.) I took them through the gate manually and restarted station manager on them both, and away they went again quite happily. So I left them alone again, only to notice later... (you get the idea.) Only seems to happen in Kingdoms End (I have them on three jumps) at either gate, so either outbound or inbound. Maybe they just like the music?

I haven't kept an eye on it to discover how long it will run before it encounters this problem (places to go, things to do!) but they must traverse the system at least once if they're stopping at either gate...
Oh, btw this is 1.09 on x3 1.3. Nothing interesting is happening in Kingdoms End (I have it patrolled. Sort of.)
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That's extremely odd.
It almost seems like the pathfinder is breaking somehow.
If you try to send a ship to 'null' location I think they go to Kingdoms End.
There's a simple way to help us debug it and fix it if you don't mind.
First, check to see if you have a file called 'log07651.txt' in your X3 directory. If you do, copy paste the contents and post it here. That's an error log.
If you don't, we can run a debug trace on your freighters so we know what they're thinking and where they're getting confused.
To run a debug trace:
First, stop your freighters that are giving you problems, keep them assigned to the station, just give them a null command for a second.
If you enter the script editor in game, you'll see a script called:
For the first input, just hit null.
Next, it's going to ask you to pick one of your ships, you'll have a view of the galaxy map. Select the sector your freighter is in, and then select the ship itself from the list.
That's going to toggle debug mode for that ship. From now on, everything the ship is thinking is going to be spit out to a logfile called log07650.txt in your main x3 directory.
You can turn on debug for both of your freighters if you want, or just for one. Might be easier to sort through the data if you only have logging enabled for one, but it's up to you.
Now, restart your freighters using the continue command like normal.
Once they end up in Kingdom's End again, we'll have a nice debug trace that will tell us why they went there.
Go into your X3 directory and open up that log07650.txt file. Copy / paste the contents and either:
Once we see what the problem is, we'll get it fixed right away.
If you have any questions, please let us know.
Cheers.
It almost seems like the pathfinder is breaking somehow.
If you try to send a ship to 'null' location I think they go to Kingdoms End.
There's a simple way to help us debug it and fix it if you don't mind.
First, check to see if you have a file called 'log07651.txt' in your X3 directory. If you do, copy paste the contents and post it here. That's an error log.
If you don't, we can run a debug trace on your freighters so we know what they're thinking and where they're getting confused.
To run a debug trace:
First, stop your freighters that are giving you problems, keep them assigned to the station, just give them a null command for a second.
If you enter the script editor in game, you'll see a script called:
- stat.mgr.set.debug.verbose.xml
For the first input, just hit null.
Next, it's going to ask you to pick one of your ships, you'll have a view of the galaxy map. Select the sector your freighter is in, and then select the ship itself from the list.
That's going to toggle debug mode for that ship. From now on, everything the ship is thinking is going to be spit out to a logfile called log07650.txt in your main x3 directory.
You can turn on debug for both of your freighters if you want, or just for one. Might be easier to sort through the data if you only have logging enabled for one, but it's up to you.
Now, restart your freighters using the continue command like normal.
Once they end up in Kingdom's End again, we'll have a nice debug trace that will tell us why they went there.
Go into your X3 directory and open up that log07650.txt file. Copy / paste the contents and either:
- a. post it here
b. if it's quite long (it may be) pm it to AalaarDB or myself.
Once we see what the problem is, we'll get it fixed right away.
If you have any questions, please let us know.
Cheers.
"Nature's first green is gold" . . . stay golden.
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Thanks Burianek. I'll try that when I get home tonight. I'd like to use it - looks like a great script!Burianek wrote:That's extremely odd.
It almost seems like the pathfinder is breaking somehow.
If you try to send a ship to 'null' location I think they go to Kingdoms End.
There's a simple way to help us debug it and fix it if you don't mind.
...
Once we see what the problem is, we'll get it fixed right away.
If you have any questions, please let us know.
Cheers.
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- Joined: Sat, 7. Jan 06, 16:01
Ok - what did I find out? Not much except that I'm an idiot.
I went into the script editor to find the debug script, and noticed that the version on all of the script files was 106. I could have *sworn* I installed 1.09...
So. I installed 1.09, and this time made sure that it WAS 1.09, and tested it. I'm guessing the pathfinding might have been a known problem in 1.06? 'Coz I'm not seeing the problem anymore.
Sorry about the false bug report Burianek. The good news is that now I can use the script!
I went into the script editor to find the debug script, and noticed that the version on all of the script files was 106. I could have *sworn* I installed 1.09...

So. I installed 1.09, and this time made sure that it WAS 1.09, and tested it. I'm guessing the pathfinding might have been a known problem in 1.06? 'Coz I'm not seeing the problem anymore.

Sorry about the false bug report Burianek. The good news is that now I can use the script!
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