[Work In Progress] Functional Trader + stable supply/demand (0.22 final WIP)
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Autotrader
Hello, your fix is really, really useful for me, thank you! But is it possible to create autotrader script? If yes, will you work on it?
P.S. Sorry for my bad English, I'm from Russia).
P.S. Sorry for my bad English, I'm from Russia).
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If you mean a way for you to give your owned carrier captain an order to automatically look for profitable traderoute, it currently isnt possible on existing code (sure we could give it the freetrade ai script order), but problem is, that the ai trade script ignore money alltogether
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It would not be that hard to make it possible to do so, maybe ill do it in the future if noone else do, but right now, my priority is to get the existing features working how i want them to.
As for my current progress. I am about 80% done converting it to an extension.

It would not be that hard to make it possible to do so, maybe ill do it in the future if noone else do, but right now, my priority is to get the existing features working how i want them to.
As for my current progress. I am about 80% done converting it to an extension.
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I hope you do it, make it like X-Ap uni-trader that would be awesome:-)Jey123456 wrote:If you mean a way for you to give your owned carrier captain an order to automatically look for profitable traderoute, it currently isnt possible on existing code (sure we could give it the freetrade ai script order), but problem is, that the ai trade script ignore money alltogether.
It would not be that hard to make it possible to do so, maybe ill do it in the future if noone else do, but right now, my priority is to get the existing features working how i want them to.
As for my current progress. I am about 80% done converting it to an extension.
Cheers
Jey,
A increase in the production of Fusion Reactors & Reinforced Steel Plate is needed. Now what and how much, I'll leave up to you.
This is after the 15 hour slowdown starts.
I'm able to get ECs myself, but some NPC stations are running short, even though they are available in reasonable quantities.
Hope that helps.
I'm having fun, thanks to you.
Keep it up !!!!
A increase in the production of Fusion Reactors & Reinforced Steel Plate is needed. Now what and how much, I'll leave up to you.
This is after the 15 hour slowdown starts.
I'm able to get ECs myself, but some NPC stations are running short, even though they are available in reasonable quantities.
Hope that helps.
I'm having fun, thanks to you.
Keep it up !!!!

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do you mean Reinforced Metal Plating ? i could not find any mention of steel plating.
I prefer to increase the production / volume of the stuff needed to make the items that are lacking, than the items themself, simply because we have plenty of freighter force to move stuff around and not enough stuff to move xD.
Ill need to check which of the wares are missing from both, but the common wares are the most likely prospect.
<ware ware="energycells"
<ware ware="foodrations"
<ware ware="nividiumgems"
<ware ware="refinedmetals"
If you could check which ware the production for both material (if you see them) are trying to buy at an increased price, it will most likely be the one we need to increase.
I prefer to increase the production / volume of the stuff needed to make the items that are lacking, than the items themself, simply because we have plenty of freighter force to move stuff around and not enough stuff to move xD.
Ill need to check which of the wares are missing from both, but the common wares are the most likely prospect.
<ware ware="energycells"
<ware ware="foodrations"
<ware ware="nividiumgems"
<ware ware="refinedmetals"
If you could check which ware the production for both material (if you see them) are trying to buy at an increased price, it will most likely be the one we need to increase.
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Im in the main story, in the sun system as far as being told to increase defenses. When i return to the jump gate, there is an Albion freighter who moves from one side to the other and then back again. It seems to be enjoying the fast change of scenery provided by changing systems so much that it doesn't want to proceed with its journey 
I also have the problem of loads of freighters just sitting about in space around stations, alot with hulls of cargo but they don't seem to be doing anything. This maybe due to the supply / demand.

I also have the problem of loads of freighters just sitting about in space around stations, alot with hulls of cargo but they don't seem to be doing anything. This maybe due to the supply / demand.
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Mmmm, I don't understand is it possible to make automated trader as we can see in X3? Will I get some profitssss from automated trader? Sorry for my language barrier(Jey123456 wrote:If you mean a way for you to give your owned carrier captain an order to automatically look for profitable traderoute, it currently isnt possible on existing code (sure we could give it the freetrade ai script order), but problem is, that the ai trade script ignore money alltogether.
It would not be that hard to make it possible to do so, maybe ill do it in the future if noone else do, but right now, my priority is to get the existing features working how i want them to.
As for my current progress. I am about 80% done converting it to an extension.
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- Joined: Sat, 23. Nov 13, 09:48
right now it is not no. But it would be possible to reuse a good chunk of the ai freetrading code to work on a player owned ship. But the actual ai trading code ignore money, so we cant just use that directly.
So yes it is possible with mods, but no right now there is no mod that i know off that add such feature.
So yes it is possible with mods, but no right now there is no mod that i know off that add such feature.
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Thank you for explanation! With 1.19 economy seemed to be working, alive. Will it be working even better with your fix?Jey123456 wrote:right now it is not no. But it would be possible to reuse a good chunk of the ai freetrading code to work on a player owned ship. But the actual ai trading code ignore money, so we cant just use that directly.
So yes it is possible with mods, but no right now there is no mod that i know off that add such feature.
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The AI trade scripts actually do use money, you just don't see it in the script. It's hardcoded in some of the trade commands. I found this out some while ago when I spawned myself a couple of traders with wares on board and started trade.ship on them. But they only did one trade run (selling the wares they had on board), and then didn't do anything, but it might just have seemed that way because I lacked the proper tools to monitor their progress.Jey123456 wrote:right now it is not no. But it would be possible to reuse a good chunk of the ai freetrading code to work on a player owned ship. But the actual ai trading code ignore money, so we cant just use that directly.
So yes it is possible with mods, but no right now there is no mod that i know off that add such feature.
So yeah, one might use the existing code, but for sure it needs to be modified at least somewhat.
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So automated trader can't be done until AI money usage is hardcoded? Or autotrader script can use as part a trade command? Sorry for questions, again.Mad_Joker wrote: The AI trade scripts actually do use money, you just don't see it in the script. It's hardcoded in some of the trade commands. I found this out some while ago when I spawned myself a couple of traders with wares on board and started trade.ship on them. But they only did one trade run (selling the wares they had on board), and then didn't do anything, but it might just have seemed that way because I lacked the proper tools to monitor their progress.
So yeah, one might use the existing code, but for sure it needs to be modified at least somewhat.
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I am saying that auto-trader can be done with the current AI scripts, but it needs testing and probably some fixes.Vovva wrote:So automated trader can't be done until AI money usage is hardcoded? Or autotrader script can use as part a trade command? Sorry for questions, again.Mad_Joker wrote: The AI trade scripts actually do use money, you just don't see it in the script. It's hardcoded in some of the trade commands. I found this out some while ago when I spawned myself a couple of traders with wares on board and started trade.ship on them. But they only did one trade run (selling the wares they had on board), and then didn't do anything, but it might just have seemed that way because I lacked the proper tools to monitor their progress.
So yeah, one might use the existing code, but for sure it needs to be modified at least somewhat.
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without at least modifying trade.ship to use the playertrade ai and not the aitrade ai, sure your ship can run around moving wares around on auto mode. but the money will never happen. So i would have to disagree on it being possible on current scripts.
Offcourse, the changes required for it are actually pretty small, but still required.
Offcourse, the changes required for it are actually pretty small, but still required.
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some small changes since 0.22 like zone station trading being functional , and slight ware production balance changes.
But all in all it will be pretty similar. the first mod version is mostly about getting it in a mod format, with a method to support version changes without having to worry too much about blocking indexes.
The mod will also not care from which version you install it. be it vanilla, any of my wip version or whatever. Since it include a restart for all the trader ai scripts on version changes.
But all in all it will be pretty similar. the first mod version is mostly about getting it in a mod format, with a method to support version changes without having to worry too much about blocking indexes.
The mod will also not care from which version you install it. be it vanilla, any of my wip version or whatever. Since it include a restart for all the trader ai scripts on version changes.
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Very nice indeed. One question though: seems that, no matter what I try or do, no mods or yes mods (although I am careful to not install anything that conflicts with trade commands or scripts modified by your WIP fixes) constructions ships never receive trades without the fix on page 18. If I implement that fix, constructions ships get TOO many traders coming in at the expense of a game crash upon save. Is this normal or a known bug I guess for your work or vanilla?
Also, no debug errors as far as not being able to receive trades on my end with or without the fix although WITH the fix, I see debug text confirming that xyz trader has made a deal with my construction ship and is on its way.
Also, no debug errors as far as not being able to receive trades on my end with or without the fix although WITH the fix, I see debug text confirming that xyz trader has made a deal with my construction ship and is on its way.