[Script] Station Manager v1.11 (March 27)
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Yeah, that's gonna get screwy if we try to add support for trade stations / eq docks.
Basically, on a factory or complex (for which the script was designed for):
- you can only sell products
- you can only buy resources
- you can sell or buy int products, but there's a setting in the station options to say which you want to do. (if you select both, station manager will only buy)
So each factory or complex can only do one or the other (buy vs sell) for each ware. This was done so that people couldn't exploit the station manager script and turn it into a localized version of the sector trader or galaxy trader. It was never meant to be an automated trading script, it's a station supply management script.
So here's the problem, for a trade station or equipment dock, each ware in the list is termed a product. However, each product ware can be bought and sold. So that screws up the whole basis for coding that went into station manager that required that each ware could only be bought or sold, and not both.
Using station manager on a trade station would kind of turn it into a sector trader, and I didn't really want to do that.
I'm pretty sure there are other automated trading scripts you could use on your trade station that could both buy and sell each ware.
Basically, on a factory or complex (for which the script was designed for):
- you can only sell products
- you can only buy resources
- you can sell or buy int products, but there's a setting in the station options to say which you want to do. (if you select both, station manager will only buy)
So each factory or complex can only do one or the other (buy vs sell) for each ware. This was done so that people couldn't exploit the station manager script and turn it into a localized version of the sector trader or galaxy trader. It was never meant to be an automated trading script, it's a station supply management script.
So here's the problem, for a trade station or equipment dock, each ware in the list is termed a product. However, each product ware can be bought and sold. So that screws up the whole basis for coding that went into station manager that required that each ware could only be bought or sold, and not both.
Using station manager on a trade station would kind of turn it into a sector trader, and I didn't really want to do that.
I'm pretty sure there are other automated trading scripts you could use on your trade station that could both buy and sell each ware.
"Nature's first green is gold" . . . stay golden.
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simduck, my last post should answer your question as well.
This isn't supposed to be a trading script like the sector trader that can buy int products for cheap and then turn around and sell them. That would make this into a competitor for the mk3 trader, and it's not supposed to be.
If you really want to buy and sell int products, you'll have to first set the parameter to buy&sell. Your station manager ships will only buy int products. Then you'll have to set up a selling ship runing sellwarebest for each int product that you want to sell.
Station manager does not function as a sector trader.
We should probably add the behavior for complexes to the readme at some point. I'm sure we're going to get a lot of questions on complex behavior.
This isn't supposed to be a trading script like the sector trader that can buy int products for cheap and then turn around and sell them. That would make this into a competitor for the mk3 trader, and it's not supposed to be.
If you really want to buy and sell int products, you'll have to first set the parameter to buy&sell. Your station manager ships will only buy int products. Then you'll have to set up a selling ship runing sellwarebest for each int product that you want to sell.
Station manager does not function as a sector trader.
We should probably add the behavior for complexes to the readme at some point. I'm sure we're going to get a lot of questions on complex behavior.

"Nature's first green is gold" . . . stay golden.
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Well that was the reply I expected when I first asked about Trading Station support, so it was a bonus when you told me how to enable it.Burianek wrote:Using station manager on a trade station would kind of turn it into a sector trader, and I didn't really want to do that.
It is just a matter of having 1 ship per product to buy it, then 1 selling ship per ware size, then if more are needed at least with the script the 2 ships wont trade the same ware to the same station.
I also noticed that the selling ships will sell equipment to equipment docks even if that dock doesn't hold that equipment. I didn't realise the AI could exploit that, I thought it was something only the player could do?
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Thanks for this script - Big Help
Just to say - thanks for this script - iis a big help
I've got about half my stations "converted" and "gained" about 5 Frieghters, can now run a factory on 2/3rds of the frieghters I needed before.
Being able to avoid sectors via the absence of sat's is cool too. I had a lot of problems in ProfitCentre with pirates, now I can avoid it (though my frieghters will still fly through it they are in there a lot less).
This also picks up when you have a complex with slightly uneven production (my Space fuel complex runs out of wheat something like 1 cycle in 4).
Best of all - your station is not crippled when you lose one of your 4 frieghters to pirates.
Great mod - takes a lot of the tedium out of managing stations.
Couple of minor suggestions:
Would be useful if you could add frieghters which are docked at stations currently have to order them out of the station to add them)
Neat feature might be "global rename" - all assigned ships renamed to "Sector - Station name - X" where X goes from 1 to N
I've got about half my stations "converted" and "gained" about 5 Frieghters, can now run a factory on 2/3rds of the frieghters I needed before.
Being able to avoid sectors via the absence of sat's is cool too. I had a lot of problems in ProfitCentre with pirates, now I can avoid it (though my frieghters will still fly through it they are in there a lot less).
This also picks up when you have a complex with slightly uneven production (my Space fuel complex runs out of wheat something like 1 cycle in 4).
Best of all - your station is not crippled when you lose one of your 4 frieghters to pirates.
Great mod - takes a lot of the tedium out of managing stations.
Couple of minor suggestions:
Would be useful if you could add frieghters which are docked at stations currently have to order them out of the station to add them)
Neat feature might be "global rename" - all assigned ships renamed to "Sector - Station name - X" where X goes from 1 to N
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hi there,
first: yes, this script is what i need
i'm running it on two (very) little complexes ...one runs very well, the other runs not so well
the running one is a complex containing three wheat farm M in home of light.
it has a vanilla mercury attached to it. there is no problem in energy-supply and the stock never runs full (seems the AI buys at the complex as well).
the other one is a complex with two scruffin farm M in family tkr.
it has three (3!) caiman tanker as freighters.
so here it starts.
i haven't prohibited any wares, so the caimains should be able to buy the energy and sell the scruffin fruits.
they do buy energy, but they don't sell the scruffin fruits.
in family tkr there is one massom mill L, which eats up more scruffins then i can supply and there aren't any other suppliers within 3 sectors.
first the caimans stocked up energy, very well.
by the time, 1-2 caimans are enough to feed the complex.
as the complex stocked up and ran full, all caimans just sit in the hangar, although the massom mill would buy at max-1
i've tried to prohibit the e-cells for one freighter, so he could concentrate on selling scruffins ...no, the pilot hangs around in the casino...
if i set one manually on "sell ware for best price", he will immediately start of to the massom mill.
the scruffins in the complex are declared as product, no intermediate products are listed.
in conclusion, it seems like a little but annoying bug to me?
hope, it can be fixed
first: yes, this script is what i need

i'm running it on two (very) little complexes ...one runs very well, the other runs not so well

the running one is a complex containing three wheat farm M in home of light.
it has a vanilla mercury attached to it. there is no problem in energy-supply and the stock never runs full (seems the AI buys at the complex as well).
the other one is a complex with two scruffin farm M in family tkr.
it has three (3!) caiman tanker as freighters.
so here it starts.
i haven't prohibited any wares, so the caimains should be able to buy the energy and sell the scruffin fruits.
they do buy energy, but they don't sell the scruffin fruits.
in family tkr there is one massom mill L, which eats up more scruffins then i can supply and there aren't any other suppliers within 3 sectors.
first the caimans stocked up energy, very well.
by the time, 1-2 caimans are enough to feed the complex.
as the complex stocked up and ran full, all caimans just sit in the hangar, although the massom mill would buy at max-1

i've tried to prohibit the e-cells for one freighter, so he could concentrate on selling scruffins ...no, the pilot hangs around in the casino...
if i set one manually on "sell ware for best price", he will immediately start of to the massom mill.
the scruffins in the complex are declared as product, no intermediate products are listed.
in conclusion, it seems like a little but annoying bug to me?
hope, it can be fixed

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Is scruffin fruit listed as a product for the complex or as an intermediate resource? If it's listed as a product, I don't understand. If it's listed as an intermediate resource, make sure you have the toggle for int. resources set to sell so that the complex knows to sell them.
Otherwise, doesn't make sense to me why they wouldn't sell to the massom mill if the purchase price at the massom mill is greater than your sell price set at the complex.
Do me a favor and run a debug log for one of your freighters that is sitting there doing nothing. Instructions to run a debug trace are given in the second post of this thread. That will help me figure out what the traders are thinking and why they won't go to the massom mill to sell. Once you get the log, just email me the text file at:
jsburianek@yahoo.com
Otherwise, doesn't make sense to me why they wouldn't sell to the massom mill if the purchase price at the massom mill is greater than your sell price set at the complex.
Do me a favor and run a debug log for one of your freighters that is sitting there doing nothing. Instructions to run a debug trace are given in the second post of this thread. That will help me figure out what the traders are thinking and why they won't go to the massom mill to sell. Once you get the log, just email me the text file at:
jsburianek@yahoo.com
"Nature's first green is gold" . . . stay golden.
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Im having this exact same problem, but not with a complex (my only comp is 2 wheaties in The Wall that I cant beat the ai's away from fast enough.)
I have a Silicon Mine in Herron's Nebula. Got a Caiman and Caiman SF (10k one). The SF is the one I use to get fuel, but the other won't do anything unless I set it to SBP. The SF TRIED to do both the buy and sell, but its speed prevents it from doing this well so I restricted it from selling.
I can't figure out why the manager wants to only use 1 ship (and the biggest at that) to do buy/sell.
I have a Silicon Mine in Herron's Nebula. Got a Caiman and Caiman SF (10k one). The SF is the one I use to get fuel, but the other won't do anything unless I set it to SBP. The SF TRIED to do both the buy and sell, but its speed prevents it from doing this well so I restricted it from selling.
I can't figure out why the manager wants to only use 1 ship (and the biggest at that) to do buy/sell.
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Burianek, I'm wondering if it is possible to have an option for the ships allocated to the factory like "Add trade ware" or some such. something opposite the prohibited ware as removing wares can get quite eroneous in a complex hub situation.
I usually want a ship to ferry one or two wares.
Just a suggestion.
Thanks
I usually want a ship to ferry one or two wares.
Just a suggestion.
Thanks
One must die to self to live for self.
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i have a slight clue, what the problem may be.
i'm using three caiman tankers (2nd variant) with a cargobay of 3500 each ...but a decent speed
the complex can stock up 20000 scruffin fruits and 20000 ecells.
each scruffin has a volume of 2.
the small caimans are able to hold up around 1750 scruffins ...so thats below 10% of the max. complex-stock.
the ecells have a volume of 1 ...so the caimans can grab arounds 3500 of them ...and the ecells are successful traded
is there a hardcoded percentage-treshold before the freighters start there actions?
if yes, it should consider small freighters
i'm using three caiman tankers (2nd variant) with a cargobay of 3500 each ...but a decent speed

the complex can stock up 20000 scruffin fruits and 20000 ecells.
each scruffin has a volume of 2.
the small caimans are able to hold up around 1750 scruffins ...so thats below 10% of the max. complex-stock.
the ecells have a volume of 1 ...so the caimans can grab arounds 3500 of them ...and the ecells are successful traded

is there a hardcoded percentage-treshold before the freighters start there actions?
if yes, it should consider small freighters

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@simduck:
In the interests of not using very many command slots, I doubt that will happen.
@Zwer.ch:
No that's not it. The traders are trying to sell scruffin fruits, but cannot find a suitable station. Check that your traders can actually land at the places where they would sell scruffin fruit. If they can land then send me your savegame at my name at gmail.com so I can take a closer look.
In the interests of not using very many command slots, I doubt that will happen.
@Zwer.ch:
No that's not it. The traders are trying to sell scruffin fruits, but cannot find a suitable station. Check that your traders can actually land at the places where they would sell scruffin fruit. If they can land then send me your savegame at my name at gmail.com so I can take a closer look.
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I have a question about this script: During the return to factory, if the cargo ship is unloaded, will it check for resources to purchase on the way back.
For example, I have a silicon mine in Ore Belt that sells to all of the stations within 2 jumps. On the way back from a Silicon Wafer delivery, will the freighter grab E-cells from the SPP without having to actually returing to my factory first?
I was reading through the description, and it implies that it does checks for better sales on the outgoing path, but I wasn't sure if a frieghter would be assigned a new resource as soon as it completed its run, or only after it returned to my factory.
For example, I have a silicon mine in Ore Belt that sells to all of the stations within 2 jumps. On the way back from a Silicon Wafer delivery, will the freighter grab E-cells from the SPP without having to actually returing to my factory first?
I was reading through the description, and it implies that it does checks for better sales on the outgoing path, but I wasn't sure if a frieghter would be assigned a new resource as soon as it completed its run, or only after it returned to my factory.