[MOD] AutoTrader with Options ver. 0.8 Jan. 20, 2023
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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Re: [MOD] AutoTrader ver. 0.1 Dec 10, 2018
Uuuummm,
I installed the mod. Proceeded to give 10 m traders, 3 L and 13 L miners the order to auto trade. Went afk for 4 hours and let the game run. Just came back and while i had 30mil on my account. Now i have over 300.000.000.000.000 creds!!!
I mean great I'm rich, but WTF?!
I installed the mod. Proceeded to give 10 m traders, 3 L and 13 L miners the order to auto trade. Went afk for 4 hours and let the game run. Just came back and while i had 30mil on my account. Now i have over 300.000.000.000.000 creds!!!
I mean great I'm rich, but WTF?!
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Re: [MOD] AutoTrader ver. 0.1 Dec 10, 2018
This does not happen to everyone. Some complain about it. For me, for example, the game works with all mods and works without additional lines.Kadatherion wrote: ↑Mon, 10. Dec 18, 21:10But it does, Euclid: the game doesn't even start for me without those dummy ids in the content.xml. Starts fine with them, and then the mod works as intended. Looks like the game wants them specified for being able to read the mod title/author to show on your extensions menu, if it doesn't find the ones it thinks it has to find for your installation then it hangs, it doesn't launch AT ALL.euclid wrote: ↑Mon, 10. Dec 18, 21:03 The language is set as it is because the script uses only custom English text in contrast to the Player Jump mod which uses a reference to the text/voiceDB and will work in any language. The language entries in the content.xml should not have any effect on the use.
XR had no such problem. I think that part has not yet been finalized developers. Or because of the signature this happens. I think this question should find out from the developers.
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Re: [MOD] AutoTrader ver. 0.1 Dec 10, 2018
I'm not alone. Thanks for the report.toseol wrote: ↑Mon, 10. Dec 18, 21:14 Uuuummm,
I installed the mod. Proceeded to give 10 m traders, 3 L and 13 L miners the order to auto trade. Went afk for 4 hours and let the game run. Just came back and while i had 30mil on my account. Now i have over 300.000.000.000.000 creds!!!
I mean great I'm rich, but WTF?!
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Re: [MOD] AutoTrader ver. 0.1 Dec 10, 2018
Of course it doesn't happen to everyone. And I agree there's something fishy about how the mods work on Egosoft's side (them being read under /documents too is unexpected for instance). But it happens to quite a lot of people, just open the nexus and see under some mods the flooding comments. I personally couldn't care less, it's a 10 seconds fix and I've done it myself to all the mods I use that didn't already. But not everybody knows it or knows how to edit an .xml file. Modders that don't adapt to these issues are going to get people complaining "the mod doesn't work/it breaks my game", and it's all going to be time wasted into identifying what was the problem. At least until Egosoft fixes the reason behind it (if and when they do: with the current state of the game I dare say such an issue affecting only mods and only a relatively small % of their users is probably going to be preeeetty low priority).alexalsp wrote: ↑Mon, 10. Dec 18, 21:42 This does not happen to everyone. Some complain about it. For me, for example, the game works with all mods and works without additional lines.
XR had no such problem. I think that part has not yet been finalized developers. Or because of the signature this happens. I think this question should find out from the developers.
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Re: [MOD] AutoTrader ver. 0.1 Dec 10, 2018
Hey Euclid! Do you realize, that you can't register on Nexus without paying something?
They want 3 British Pounds a month!
Getting mods from there will quickly cost more than purchasing Egosoft's games...
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Re: [MOD] AutoTrader ver. 0.1 Dec 10, 2018
Uhh, that's only if you want Premium. You can register for free... Don't know where you're getting the idea you have to pay for a Nexus account. I've been on there for probably 8-10 years now, and never paid a cent...
[ external image ]
***modified***
"You can get more of what you want with kind words and a gun, than you can with just kind words" - Al Capone
***modified***
"You can get more of what you want with kind words and a gun, than you can with just kind words" - Al Capone
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Re: [MOD] AutoTrader ver. 0.1 Dec 10, 2018
Thanks for the info!
They don't particularly make it obvious how to do that....
The sign-up page lacks a "free" option. Every available check box is a different pay option.
That you can get past that page without choosing an option isn't apparent.
They don't particularly make it obvious how to do that....
The sign-up page lacks a "free" option. Every available check box is a different pay option.
That you can get past that page without choosing an option isn't apparent.
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Re: [MOD] AutoTrader ver. 0.1 Dec 10, 2018
Thank you for working on this mod, Euclid.
I think many of us would like to have the improved AI and functionality without the "extras" (e.g. removal of fog of war and instant travel).
I noticed (running 1.31) that this doesn't seem to use regular Orders, so my account has no idea how much is pending in trades. Normally when I'm in the menu (ENTER) I'm told how much is pending in Trades. My ships also seem to have no Orders. I do see trade notifications in my Logbook -> Upkeep, but I have https://www.nexusmods.com/x4foundations/mods/26 installed to "fix" the standard Trade logs, so that part appears to be working.
Without the "brains" of this mod, my five M traders (Auto Trade (Galaxy); I do have Traders assigned to each of my stations with wares) were making negligible amounts of money (I'd go from 10mil to 12mil credits after leaving the game overnight, whereas with this mod I've lost ~6mil (down to 14mil from 20mil) in my total account in the time it took to destroy two Xenon K's with a Nemesis.
I do notice that some of them are happy to earn a negative profit, even my 5* pilot Ebmancekettiks.

Some of the trades are earning a profit, if their reports are to be believed (Pilot isn't doctoring his logs so I keep him/her/it employed, are they?
). Maybe about half are at a loss (out of my very limited sample size). I don't know what they were trading, nor with whom. I have most of the friendly stations discovered (not that it matters for this mod) and covered by satellites (also using https://www.nexusmods.com/x4foundations/mods/4 ).
EDIT: Added screenshot of the trades if it helps.

I noticed (running 1.31) that this doesn't seem to use regular Orders, so my account has no idea how much is pending in trades. Normally when I'm in the menu (ENTER) I'm told how much is pending in Trades. My ships also seem to have no Orders. I do see trade notifications in my Logbook -> Upkeep, but I have https://www.nexusmods.com/x4foundations/mods/26 installed to "fix" the standard Trade logs, so that part appears to be working.

Without the "brains" of this mod, my five M traders (Auto Trade (Galaxy); I do have Traders assigned to each of my stations with wares) were making negligible amounts of money (I'd go from 10mil to 12mil credits after leaving the game overnight, whereas with this mod I've lost ~6mil (down to 14mil from 20mil) in my total account in the time it took to destroy two Xenon K's with a Nemesis.

I do notice that some of them are happy to earn a negative profit, even my 5* pilot Ebmancekettiks.

Screenshot (the due from trades is from me moving all of my Traders back to the vanilla AutoTrade) and is taken a bit after the above quote (the link will take you to the larger image as these forums have a ridiculously small image limit (640x480 and 1MB!)):Autotrader Ebmancekettiks* wrote: AutoTrader
Autotrade Ebmanckettikis* (84) on Trader Adrienne Demeter Sentinel
Total profit I made for you, Sir: Cr. -330,943
825-02-13 09:41
Some of the trades are earning a profit, if their reports are to be believed (Pilot isn't doctoring his logs so I keep him/her/it employed, are they?

EDIT: Added screenshot of the trades if it helps.
Last edited by sandalle on Tue, 11. Dec 18, 05:35, edited 3 times in total.
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Re: [MOD] AutoTrader ver. 0.1 Dec 10, 2018
Getting the odd negative trade deal. Nothing like the other guy with billions, and my net profit is (without actually doing the math) still positive, but figured I'd say something in case you are keeping tabs. Nothing over -750k so far but a few in the 500k range. Given that I've got a station cranking out claytronics it's not killing me, but if I was starting out with trades this would probably have broke me.
Got a screenshot if you need/If I can figure out how to attach.
[ external image ]
I figured it out!
Got a screenshot if you need/If I can figure out how to attach.
[ external image ]
I figured it out!
Oderint Dum Metuant
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Re: [MOD] AutoTrader ver. 0.1 Dec 10, 2018
Do this script take in account cargo already in the ship? Can it plan out several trades I a row?
Ex ship have hull plates and energy cells will it plan out first sell energy cell at st1 then sell hull plates.
Ex2 ship buy 10k energy cells and then sell 2k at st1 5k at st2 and the rest at st3 and the start agen looking for trade.
Will the trader be looking for new trades betwin several sell order of st1 and st2 on ex2?
Ex ship have hull plates and energy cells will it plan out first sell energy cell at st1 then sell hull plates.
Ex2 ship buy 10k energy cells and then sell 2k at st1 5k at st2 and the rest at st3 and the start agen looking for trade.
Will the trader be looking for new trades betwin several sell order of st1 and st2 on ex2?
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Re: [MOD] AutoTrader ver. 0.1 Dec 10, 2018
6 hours of game play most in seta with 5 standard trader and 80% of stations with sat coverage ( using the auto sat network mod ) and my player account barely scrapped over 10 mil. 1 hour with 2 auto trader using this mod and i came back to find my account a little over 4.7 billion. is that really all because of being able to jump ? or is there some tweeks to how the ai makes its trades ? it seemed to escalate almost exponentially towards the end with several trades being over a billion a piece. where does that ai find that kind of volume of wares ? its a great mod, i would love to be able to tone it down a little though. thanks for your work on this euclid and the time you put into the forums, its appreciated.
Neuro
Neuro
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Re: [MOD] AutoTrader ver. 0.1 Dec 10, 2018
I'm also not interested in teleporting ships but if that became a choice I'd use this because I always loathed trading rather send ships off to do this automatically and I go about my adventures while they keep the production line going profits coming.
*modified*
*X3 LiteCube User*
MOD GemFX Real Space Shaders
MOD Variety and Rebalance Overhaul Icon Pack
I lost my Hans and should not be flying Solo.

*X3 LiteCube User*
MOD GemFX Real Space Shaders
MOD Variety and Rebalance Overhaul Icon Pack
I lost my Hans and should not be flying Solo.

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Re: [MOD] AutoTrader ver. 0.1 Dec 10, 2018
Hi nielsw

If you go for premium yes, but a normal account no.
Cheers Euclid
"In any special doctrine of nature there can be only as much proper science as there is mathematics therein.”
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
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Re: [MOD] AutoTrader ver. 0.1 Dec 10, 2018
Hi reqwreqw wrote: ↑Tue, 11. Dec 18, 09:19 Do this script take in account cargo already in the ship? Can it plan out several trades I a row?
Ex ship have hull plates and energy cells will it plan out first sell energy cell at st1 then sell hull plates.
Ex2 ship buy 10k energy cells and then sell 2k at st1 5k at st2 and the rest at st3 and the start agen looking for trade.
Will the trader be looking for new trades betwin several sell order of st1 and st2 on ex2?

Yes, they do. The main loop starts with checking the cargo and looking for buyers (player stations with priority). Only if either they have no cargo or cannot find a buyer for it they will continue with the trade part. The trade part loops over all wares looking for best buys and sales for a maximum profit.
Cheers Euclid
"In any special doctrine of nature there can be only as much proper science as there is mathematics therein.”
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
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Re: [MOD] AutoTrader ver. 0.1 Dec 10, 2018
Hey, thank you for the Mod!
I too would appreciate a little "config" to change stuff like the teleport etc.
I tested it today, but my Trader just teleports itself and stays above a station doing nothing.
Latest patch is 1.32 and i only have scan colors, scan range and a explorer tweak mod installed.
I too would appreciate a little "config" to change stuff like the teleport etc.

Latest patch is 1.32 and i only have scan colors, scan range and a explorer tweak mod installed.

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Re: [MOD] AutoTrader ver. 0.1 Dec 10, 2018
Hi Gariot

If you mean by "teleport" that he uses the jump drive then this is one feature of the mod. He will fly rather than jump if the target is in the same system. Concerning "doing nothing.." please be patient

Cheers Euclid
"In any special doctrine of nature there can be only as much proper science as there is mathematics therein.”
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
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Re: [MOD] AutoTrader ver. 0.1 Dec 10, 2018
Hi sandalle

Thanks for the feedback. I strongly doubt that the AutoTrader has anything to do with the negative profit. I'm running the same version and double checked all the trades and credit transfers. It is likely that the losses are due to a conflict with another mod you are running.
Cheers Euclid
"In any special doctrine of nature there can be only as much proper science as there is mathematics therein.”
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
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Re: [MOD] AutoTrader ver. 0.1 Dec 10, 2018
Hi Beyondfubar

If you don't mind sharing your findings? Other player seem to have the same problem.
Cheers Euclid
"In any special doctrine of nature there can be only as much proper science as there is mathematics therein.”
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
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Re: [MOD] AutoTrader ver. 0.1 Dec 10, 2018
Mod working well, thanks.
I do have a question around the trader logs, it seems to be putting a prefix number before the amount of profit made, for example.....
Total profit I made for you, Sir: Cr. 64,908,706
The profit from this trade was 4,908,706 so it has a preceding 6, as i look back in the log I can see this on every log entry but the number started at 1 and has been increasing over time.
Apologies if this is something simple i have overlooked.
I do have a question around the trader logs, it seems to be putting a prefix number before the amount of profit made, for example.....
Total profit I made for you, Sir: Cr. 64,908,706
The profit from this trade was 4,908,706 so it has a preceding 6, as i look back in the log I can see this on every log entry but the number started at 1 and has been increasing over time.
Apologies if this is something simple i have overlooked.
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Re: [MOD] AutoTrader ver. 0.1 Dec 10, 2018
I have an issue with shipyards / wharfes are not producing ships because total storage is full but still one resource is missing. Could the AT be responsible for this?
See my thread here
viewtopic.php?t=407412
See my thread here
viewtopic.php?t=407412