[S] [03.06.06] [X3 3.4.00] Commodity Logistics Software

The place to discuss scripting and game modifications for X³: Reunion.

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Starcub
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Post by Starcub »

jlehtone wrote:The function actually wants: integer, station, ware, integer, integer.
But to enter "ware", you have to first select something that does list the ware. That is why "ware" looks like "station type, ware".
This looks like uneccessary redundancy; since I have to specify a station before I can specify a ware, the script should assume that the station I entered to specify the ware is also the waypoint.
It is a tough design issue: if you have nothing to do, should you do it anyway, or wait until you can do it?
According to the script write up, the reason for adding 100000 to the ware amount is to force the script to do a comparision calculation between the amount I've asked to be purchased and the amount I already have on board. So if I already have on board the full amount I asked to be purchased, the script should caculate a ware purchase amount of 0, buy 0 zero wares, and continue on to the next waypoint. Thus the 100000 modifier should eliminate any decision making requirement on behalf of the pilot.

Had I instead specified an exact amount without adding the modifer, then yes, the pilot simply wouldn't be able to load the specified amount, and would have to determine wether or not to stick around and wait for the station to produce enough wares, or recognize that my freighter can't hold the wares and move on. If the script assigns no default action for either case (wait or move on), at a very minimum the pilot should generate an incomming message rather than go into stanby without saying anything since clearly the standby condition would never be resolved without the player's intercession.
Besides, you never sell more than what you could get from single source.
This seems like an artificial limitation in the script and it would severly limit its utility, as this solution:
Perhaps start with "buy at 1, sell to 4, buy at 2, sell to 4" and add the third when the pilot levels up.
wastes time, and time is money; and this solution:
Or have the amounts: 102100, 104200, 106300, -6300.
directly wastes money.
(No need to have "at most" on the sale as the ship has at most 6300 after waypoint 3 anyway.)
At the time I entered the list, I didn't want to be bothered with calculating wether or not the M plant storage capacity was high enough that I'd safely load the entire 6300 at the asking price of 18cr. I shouldn't have to do the calculation, since that's the point of using the -100000 modifier: the script is supposed to do it for me. So in the unlikely event that the pilot was able to purchase less than his total freight capacity from amoungst all 3 stations at the price I set, the script wouldn't balk because I told him to sell exactly 6300 beans.

STEAMING TELADI!!! :evil:

You 'scripters' are driving me bonkers!
jlehtone
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Post by jlehtone »

Starcub wrote:This looks like uneccessary redundancy; since I have to specify a station before I can specify a ware, the script should assume that the station I entered to specify the ware is also the waypoint.
Two issues here.

1. When user chooses a menu command, UI calls the corresponding function. If the function requires arguments, the UI asks each argument from the player, and places the answers into the actual function call. And if the type of argument is ware, the UI will ask for sector, then station/ship and finally a ware, and then returns the selected ware, but only the ware. The UI is hardcoded.

2. Consider that the destination is a TL that has nothing in hold. You cannot select the ware from the TL, and the station you select ware from, even if UI would return that information for the function call, would not be the desired destination.
You 'scripters' are driving me bonkers!
Then I'm sad that I'm not one of those 'scripters'. :P


BTW, which version of the script do you have installed? You did not say, and since you write in the thread of the unsigned script, while there is a signed one included in Bonuspack, (and high chance that the link in the OP of this thread does not point to the final unsigned version found in German S&M) ...
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Starcub
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Post by Starcub »

jlehtone wrote:
You 'scripters' are driving me bonkers!
Then I'm sad that I'm not one of those 'scripters'. :P
Keep your tounge in your mouth boy. If I'm not mistaken, there are moderation rules that prohibit the posting of personal insults.
BTW, which version of the script do you have installed? You did not say,
If you were:
a. really trying to help, and
b. qualified to use that info in order to formulate a helpfull reply,
then you should have noticed that I already provided that info.
(and high chance that the link in the OP of this thread does not point to the final unsigned version found in German S&M) ...
I already noticed this deficiency, and if I knew German, I would have posted in the German thread instead as that thread at least appears to be both promptly updated and attended to by the original script writer.
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Carlo the Curious
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Post by Carlo the Curious »

Oh, so you didn't actually want any help then?

Feel free to write your own script. With that kind of attitude I'm sure people will be absolutely delighted to provide any assistance you might need.
jlehtone
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Post by jlehtone »

Starcub wrote:you should have noticed that I already provided that info.
Touché. Missed that. Scanned for version number.

Have you tried turning on the script debugging to see what kind of condition tests make the ship wait rather than move on?
... the German thread instead as that thread at least appears to be both promptly updated and attended to by the original script writer.
You could pm Lucike. In english.


Edit: Economy and Supply Trader by Lucike sounds more suitable than CLS2 for trading a single ware in local area between multiple producers and consumers.
Mr Tibbs
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Post by Mr Tibbs »

Got a funny one here.

I've installed Apricots mod to increase the size of the PHQ from 500K to 50 million units. I'm at a stage of the game now where I'm producing more things than I've got space to store them and I don't want to keep having to produce mamoths when I run out of space :)

I use CLS2 to ship goods from my complex to the PHQ then more CLS2s to ship energy cells from PHQ to my mines scattered about the place.
On the original 500K PHQ my freighters happily go about their duty.
But when I bought a new PHQ to drop in the sector to replace my current base the CLS pilots won't use it. I get a message saying that they're not experienced enough to use the station even though they're all Freighter Pilots. Haven't had an apprentice CLS for months.

I've spoken to Apricot who has informed me that he's made no changes to the PHQ other than increasing the size of the storage so should work as normal on all other things. All I need to do is add the new PHQ as a consuming station then remove the old redundant one.
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Carlo the Curious
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Post by Carlo the Curious »

Do both HQs have the same warelist? I've had that error when I've tried to add a consuming station that doesn't use all the wares that a CLS1 is shipping - might be the same issue.
Mr Tibbs
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Post by Mr Tibbs »

That's exactly what it was. The station only had production resources applied to it. when I added sheilds and weapons the CLS kicked straight in.

Thanks for that.
WarChicken
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Post by WarChicken »

OK, maybe I'm just plain too stupid to understand how it works...

I have a Complex producing Nostrop and E-Cells. Next to it a TL is parked with an empty cargobay. This Tl (an Elefant) wants some E--Cells.

Now I have an M3 with a big cargobay (Playing XTM it's an Icarus Hauler) that would be just eager to ferry E-Cells from Station to Elefant until the end of time.

How the heck do I get the M3 to do so. He has all (yeah all) available softwares and extensions except the pirate stuff (SOS and Cargo Lifesupport - but that should not make a difference anyway)

Everytime I tell the M3 to deliver E-Cells from the Station to the TL it tells me the TL doesn't need 'em. I mean yes It doesn't use 'em up to create something but it does need them... I need them in there.

I already thought It might need to be a TS who shipps the stuff, but the TS reacted exactly the same way.

I've understood your scriptdescription the way that it supports delivering to TLs, so can you please describe me (as detailed as possible) what I have to do to make that M3 (or a TS if it doesn't work with an M3) ship the E-Cells to my TL?

I'd be very thankful.

Cheers,
WarChicken
jlehtone
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Post by jlehtone »

Is the level of pilot sufficient?

Which version of the script are you using? Latest unsigned, or the signed from Bonuspack?
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WarChicken
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Post by WarChicken »

The Bonuspack version.

What level does he need to ship wares from station to TL?
He's "fresh"...
jlehtone
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Post by jlehtone »

Thread for signed CLS Mk1 is here.

Readme says: "Courier can ..."
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WarChicken
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Post by WarChicken »

Please - as I read your reply you think I'm just to lazy to read.
Its just that I can't find any readme of the Bonuspack.
Thers a X3 Readme and a X3 Readme2.5 in RTF format and a Readme and a Readme_update in TXT format, and they're about X3 and not about the Bonuspack.

I'm very sorry that I posted my question into the wrong topic - didn't know that, but if I had a readme I'd have read it before posting.

Thanks for the link tho - maybe I'll find my answers there.
jlehtone
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Post by jlehtone »

WarChicken wrote:Its just that I can't find any readme of the Bonuspack.
Start Menu / All Programs / X3 Bonus Package /
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WarChicken
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Post by WarChicken »

*smashes head on keyboard* oh dear...
Yes there it is. And there is the answer to my question. Sorry for having been so pissed.
chrisppm
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cls 1 & 2

Post by chrisppm »

Hi all dose any one know where I can get cls1& 2 please. I have the libraries but the link for the programs seems dead
Chrisppm
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Post by Xenon_Slayer »

I can't speak for the unsigned CLS versions on this forum, but they are already included in the X3R Bonus Pack.
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jlehtone
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Post by jlehtone »

If one does want the latest unsigned version, then one must follow the links to the german version of the thread.


*** Merge to appropriate thread. ***
davey666
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Download links not working.

Post by davey666 »

Download links not working.

:evil:
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AndrewRG
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Post by AndrewRG »

According to:

http://forum.egosoft.com/viewtopic.php?t=331351

The CLS script is compatible with the Xtended Mod.

It appears to me, according to the link above, that there is nothing extra I need to do, aside from installing CLS normally. Is this the case?
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