[Work In Progress] Functional Trader + stable supply/demand (0.22 final WIP)

The place to discuss scripting and game modifications for X Rebirth.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

graphicboy
Posts: 718
Joined: Wed, 3. Jul 13, 03:21
xr

Post by graphicboy »

Despite running this and several other mods intended to "fix" the game, I still have traders stacking up at stations for no reason. Hopefully 1.19 will unblock whatever stupidity is keeping all of this from working.
aukai501
Posts: 80
Joined: Wed, 2. Oct 13, 12:52
x3ap

Post by aukai501 »

flatbush71 wrote:Its best to leave any station under construction dormant and do not add any personnel to make it operate. There is still some conflicts with stations being built if they are in operation before completion. This was supposedly addressed in a patch , but its still bugged. There's still a long way to go.

Jey's mod makes a completely broken game playable, but it doesn't fix everything................yet !! Hehehehehe
Yeah, thanks to jey, now i can play this game.

Funny enough is i have 2nd station build in the same area and Foodstuff supply station is ok with expand even i got manager work on that station and trading without any Issue.

Lets hope 1.19 fix few more things

:D :D
flatbush71

Post by flatbush71 »

https://www.dropbox.com/s/stpnvxzthroc2 ... nCheck.zip

Here's the link link to that above mentioned fix.
It's hard to find.
But you still may have some problems.
User avatar
pilakin
Posts: 235
Joined: Sat, 16. Feb 08, 23:44

Post by pilakin »

haha, it's only hard to find cuz the guy who's supposed to update the sticky thread with all mods seems to be gone or sth. last update was on 29.11

anyway it's on nexus now too and here's the original thread giving some infos what's wrong with extending.

http://forum.egosoft.com/viewtopic.php?t=356492

i think jey now realised there's no way for a human to make proper patch xmls out of all his changes and is gone now, too :cry:
flatbush71

Post by flatbush71 »

Don't tell me that !!!!
Are you sure ???
aukai501
Posts: 80
Joined: Wed, 2. Oct 13, 12:52
x3ap

Post by aukai501 »

pilakin wrote:haha, it's only hard to find cuz the guy who's supposed to update the sticky thread with all mods seems to be gone or sth. last update was on 29.11

anyway it's on nexus now too and here's the original thread giving some infos what's wrong with extending.

http://forum.egosoft.com/viewtopic.php?t=356492

i think jey now realised there's no way for a human to make proper patch xmls out of all his changes and is gone now, too :cry:
Thanks for post link and also would like to ask is this mod will work with jey WIP?

I just need unzip it and put in the Extensions folder?

Are you sure Jey is gone? i don't believe it.

cheers
User avatar
pilakin
Posts: 235
Joined: Sat, 16. Feb 08, 23:44

Post by pilakin »

yeah, the architect mod doesn't use any of jey's files.

no, man, i don't know if he is gone. just didn't see him post anything for quite some time now, so just making wild assumptions ^^
Jey123456
Posts: 259
Joined: Sat, 23. Nov 13, 09:48
x4

Post by Jey123456 »

I stop posting for 12 hours and you already strike me as gone ?! :P

Its been a lil while since my last update, because it take longer to make it into a proper patch, than to write a dirty fix while overwriting all files, and i only spend a few hours a day on it (i still have my real job to take care off in priority heh).

I'm not going anywhere, unlike many of those who left, i was not an avid fan of X3, expecting X4 or whatever, i did like X3, but felt like a few things were missing / out of place. I do not have that feeling with XR somehow (even with all the missing things xD), i suppose i see some potential i couldn't see in X3
SupraRZ
Posts: 319
Joined: Fri, 11. Oct 13, 12:02
x4

Post by SupraRZ »

We was just about to start a jay missing POLL.......... :lol:
spartanheyho
Posts: 162
Joined: Sun, 24. Nov 13, 16:06

Post by spartanheyho »

Very nice way of seeing things in a positive light Jey. Good optimism and energy on your part. You just made me smile.
User avatar
Frumph
Posts: 302
Joined: Wed, 20. Nov 13, 03:12
x4

Post by Frumph »

Received this debug:

[timestamp: 1386345964]: Error: Error in AI script trade.performtraderun on entity 0x525D: TradeID 906: trade 434 Newtonian V Crushers between LI Weapons Dealer and Unknown Station failed with reasoncode 8192 (0x2000 - 0000000000000000010000000000000b)!


^ don't know if it's your scripts; just reporting it to you / 1.18 - -prefersinglefiles enabled
laminblake
Posts: 210
Joined: Sat, 18. Sep 10, 07:07

Post by laminblake »

i'm wondering if the number of Rahanas should be decreased when you start a game because they are cluttered everywhere when I use this mod. I'll have to post a screenshot tonight because last night i saw about 25 sitting at a jump point waiting to jump lol
Jey123456
Posts: 259
Joined: Sat, 23. Nov 13, 09:48
x4

Post by Jey123456 »

Frumph wrote:Received this debug:

[timestamp: 1386345964]: Error: Error in AI script trade.performtraderun on entity 0x525D: TradeID 906: trade 434 Newtonian V Crushers between LI Weapons Dealer and Unknown Station failed with reasoncode 8192 (0x2000 - 0000000000000000010000000000000b)!


^ don't know if it's your scripts; just reporting it to you / 1.18 - -prefersinglefiles enabled
I do not know the details, but its new to 1.18 and also happen on vanilla (altho rarer, i suppose because there are less ai trades successfully going on).

It seem to happen whenever execute trade used to hang in the past, and instead just abort with similar error codes.
Jey123456
Posts: 259
Joined: Sat, 23. Nov 13, 09:48
x4

Post by Jey123456 »

laminblake wrote:i'm wondering if the number of Rahanas should be decreased when you start a game because they are cluttered everywhere when I use this mod. I'll have to post a screenshot tonight because last night i saw about 25 sitting at a jump point waiting to jump lol
You will see that happen, when ressources start running out. You have too many trade ships looking for traderoutes, and no routes open. I am uncertain yet if there is too many ships for the demand or not, but there is definitly not enough supplies for it xD. Thats one of the things im slowly improving between versions, by playing with the wares file and with some debugs that tell me how much of what a station has / need etc.
spartanheyho
Posts: 162
Joined: Sun, 24. Nov 13, 16:06

Post by spartanheyho »

Ive been having issues with construction ships not receiving traders. I tried the fix on page 18 but nada. Ive been waiting for over two hours (1 hr without fix, 1 hr with fix). It seems that is not my problem. Granted, I am using about 30 mods and the only one that MIGHT interfere with the process is the Premium Ship Trader mod which adds 5 star captains/defense officers/engi's to constructed player ships. It also used to add architects to construction ships but I commented that part out before building the ships to rule that out as a possible conflict (Previously, constructed builder ships with placed architects via the premium ship trader mod could not have their credit balance modified as the quantity of credits on the architect via slider bar always matched my own). My only concern now is whether or not an architects ability to trade is dependent on other crew members and the scripts they are running? Or is it all an isolated event solely dependent on the architect itself? In which case, if that is true, something else is going on.

EDIT: Also. the architects were hired the normal way via NESA and placed on the construction ships.

EDIT 2: NVM. It is most definitely a mod conflict. Without any mods (except NESA) I created a construction ship and saw something I had not seen before. Upon construction completion, I was given an upkeep mission to hire an architect for the construction ship. I did, placed her on construction ship, chose a construction plot and set it to build. I didn't have to wait as, according to the debugger, trade orders were being accepted and directed to the construction ship which is also another piece of info I had never seen before in the debug text log.
Last edited by spartanheyho on Fri, 6. Dec 13, 21:17, edited 1 time in total.
Pimpace
Posts: 268
Joined: Tue, 1. Jan 13, 15:48
x4

Post by Pimpace »

Jey, remember the "blackhole" time I've mentioned during trade? I just realized that most of the time cargo ships when already docked next to a docking bay that "blackhole-time-thing" happens, BUT when I go OOS then return to my cargo ship immediately, the trading process start at once.
Can you check this out?

Also I realized that Egosoft most favorite "wait-for-failure-or-success" time is ALWAYS ten minutes. If during any attempt is an error occurred then program try to do the order again and the reattempt time is 10 m always.

My question is can somehow you shorten this re-attempt time? In this case we no need to wait for that stupid AI to make a deal.
aukai501
Posts: 80
Joined: Wed, 2. Oct 13, 12:52
x3ap

Post by aukai501 »

pilakin wrote:yeah, the architect mod doesn't use any of jey's files.

no, man, i don't know if he is gone. just didn't see him post anything for quite some time now, so just making wild assumptions ^^
Report back with mod for the Architect is working fine jey WIP, thanks guys for fixing this things for us ( wish i know how to code :-( ) to be enjoy the game, this is should be Egosoft job, but hey....

Also i have notice this (bug) trade menu screen not pop up again ( inside Skunk), is there anything i can do fix it? was ok for few days and just

cheers guys
Jey123456
Posts: 259
Joined: Sat, 23. Nov 13, 09:48
x4

Post by Jey123456 »

for your issue with the panels between you and yisha not popping up, it should be fixed in 1.19 beta, but you can fix it in earlier version, by going back to your crew, then slowly walk back to the cockpit, till you get brought back in. Then the panel animation should be fixed.
Arachnis
Posts: 19
Joined: Fri, 23. Aug 13, 04:12
x3ap

Post by Arachnis »

My freighters are still bumping into stations on a regular basis.
Pimpace
Posts: 268
Joined: Tue, 1. Jan 13, 15:48
x4

Post by Pimpace »

As beta 1.19 came out, I start a new game with your mod 0.22. I got strange behavior as all cargo ship when got a trade order, then reach destination zone, it stops. Then wait for infinity. As soon I remove squad then add back in, it will continue its duty.
I didn't get this before. It's worse than 1.18.... I don't know Jey, maybe they changed something which doesn't compatible with your mod anymore... donno. I'll remove your mod and try if I get this with vanilla.

Return to “X Rebirth - Scripts and Modding”