[SCR] Commodity Logistics Software [2009-11-22 - X3TC 3.2.04]
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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- Posts: 8
- Joined: Tue, 3. Jan 06, 22:07
I think there may be a bug related to having TLs set as consumers. I am trying to stockpile microchips for a certain quest and have a CLS1 trader set up with the TL as a consumer. Even though the TL still has over 90% of its cargo bay free, the CLS trader doesn't automatically take wares to it. It even seems to ignore the other consumers, if my TL is in the consumer list.
One odd thing I have noticed, is if I manually load microchips into the CLS trader, and then start the internal CLS script, it will carry a single load of chips to either consumer - but not a FULL load. Only about 20 chips are transferred, while my supplying complex sits full at almost 360.
EDIT: Forgot to attach output from the analysis log. Note that this behavior is also apparent when the trader's rank is Logistician, I just recently switched pilots around.
Commodity Logistics Software MK1
Script version: 3302
Libraries version: 3409
Pilot Union version: 3307
Pilot: Mulu Wo
Pilot rank: Forwarding Agent
Flight time: 9:31 hour
Employ time: 40:31 hour
Payment: 9,830 credits
Profit: 0 credits
Expenses: 0 credits
Promotion: Yes
Payment: Station account
Ship name: TC-10 Mercury Super Freighter
Ship class: TS
Ship type: Mercury Super Freighter
Transport class: Extra Large Containers XL
Cargo bay size: 7400 units
Cargo bay volume: 390 units
Relation to Argon: Neutral
Relation to Boron: Neutral
Relation to Split: Neutral
Relation to Paranid: Neutral
Relation to Teladi: Neutral
Relation to Xenon: Foe
Relation to Kha'ak: Foe
Relation to Pirates: Neutral
Relation to Goner: Neutral
Relation to ATF: Neutral
Relation to Terran: Neutral
Relation to Yaki: Neutral
Commodity Logistics Software MK1: installed
Commodity Logistics Software MK2: not installed
Fight Command Software MK1: not installed
Fight Command Software MK2: not installed
Transporter Device: installed
Supply Command Software: not installed
Jump Drive: installed
Jump Drive: activated
Jump Drive: allowed
Jump Drive energy: 300 energy cells
Jump Drive minimum jumps: 1 jumps
Home base: Complex Beta (Rolk's Legacy)
Home base class: Complex Hub
Home base type: Paranid Complex Hub
Station account: 307,309 credits
Global account: 11,740,696 credits
Ship in the same sector: No
Wait for request signal: No
Home products: Microchips (0 credits)
Supplier min cargo bay: 5 %
Consumer min cargo bay free: 1 %
Supplier: Complex Beta (Rolk's Legacy)
Microchips (Cargo bay 96 %)
Consumer: Your Atmospheric Lifter (Rolk's Legacy)
Consumer: Xenon Hub (Unknown Sector)
Microchips (Cargo bay 100 %)
One odd thing I have noticed, is if I manually load microchips into the CLS trader, and then start the internal CLS script, it will carry a single load of chips to either consumer - but not a FULL load. Only about 20 chips are transferred, while my supplying complex sits full at almost 360.
EDIT: Forgot to attach output from the analysis log. Note that this behavior is also apparent when the trader's rank is Logistician, I just recently switched pilots around.
Commodity Logistics Software MK1
Script version: 3302
Libraries version: 3409
Pilot Union version: 3307
Pilot: Mulu Wo
Pilot rank: Forwarding Agent
Flight time: 9:31 hour
Employ time: 40:31 hour
Payment: 9,830 credits
Profit: 0 credits
Expenses: 0 credits
Promotion: Yes
Payment: Station account
Ship name: TC-10 Mercury Super Freighter
Ship class: TS
Ship type: Mercury Super Freighter
Transport class: Extra Large Containers XL
Cargo bay size: 7400 units
Cargo bay volume: 390 units
Relation to Argon: Neutral
Relation to Boron: Neutral
Relation to Split: Neutral
Relation to Paranid: Neutral
Relation to Teladi: Neutral
Relation to Xenon: Foe
Relation to Kha'ak: Foe
Relation to Pirates: Neutral
Relation to Goner: Neutral
Relation to ATF: Neutral
Relation to Terran: Neutral
Relation to Yaki: Neutral
Commodity Logistics Software MK1: installed
Commodity Logistics Software MK2: not installed
Fight Command Software MK1: not installed
Fight Command Software MK2: not installed
Transporter Device: installed
Supply Command Software: not installed
Jump Drive: installed
Jump Drive: activated
Jump Drive: allowed
Jump Drive energy: 300 energy cells
Jump Drive minimum jumps: 1 jumps
Home base: Complex Beta (Rolk's Legacy)
Home base class: Complex Hub
Home base type: Paranid Complex Hub
Station account: 307,309 credits
Global account: 11,740,696 credits
Ship in the same sector: No
Wait for request signal: No
Home products: Microchips (0 credits)
Supplier min cargo bay: 5 %
Consumer min cargo bay free: 1 %
Supplier: Complex Beta (Rolk's Legacy)
Microchips (Cargo bay 96 %)
Consumer: Your Atmospheric Lifter (Rolk's Legacy)
Consumer: Xenon Hub (Unknown Sector)
Microchips (Cargo bay 100 %)
CWC
"I aim to misbehave."
"I aim to misbehave."
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- Posts: 139
- Joined: Tue, 21. Nov 06, 17:16
Regarding the Global Administration of CLS pilots. I am having difficulty filtering to which pilots I send a data slot.
I have a supply network set up around the Argon Prime area. Small and medium sized complexes are fed energy, ore and silicon by a large complex in Antigone's Memorial. I have a number of Mercurys with the following name conventions:
Supply -ArgP- Energy CLS1 xx Mercury
Supply -ArgP- Ore CLS1 xx Mercury
Supply -ArgP- Silicon CLS1 xx Mercury
I have seperated the three resources into different groups of freighters as they tended to get in each others way, fill a station up with ore, then end up carrying the excess ore around for good, eventually causing the whole system to become clogged up with redundant ore... besides the point right now.
I have added another supplier of silicon into the network, a simple silicon mine in Herron's Nebula, and set a single silicon freighter to use this as a supplier, and an energy freighter to use this as a consumer. Call these E and S, for Energy and Silicon respectively. To transfer the settings from E and S to all of the energy and silicon suppliers, I should use the global administration, correct?
Having launched the global administration, when docked at a station, I select the data set from freighter E. Then select Send filter. Under the Name field, I enter the string:
Supply -ArgP- Energy
Then I can choose to send to all or send to sector colleagues. Presumably, this shouldn't matter as, given the way I have set the naming convention, it could only apply to certain freighters.
I choose the sector colleagues option anyway, and the data slot gets copied to every freighter homebased to that sector: Ore and Silicon freighters too. The same happens when I choose send to all. I have tried variations in the name filter: "Energy", "-ArgP- Energy" etc.
Does anyone have any advice on how to get the global administration working for me?
I am using CLS version 3.2.04 and the libraries version 3.4.04. X3TC v2.71
I have a supply network set up around the Argon Prime area. Small and medium sized complexes are fed energy, ore and silicon by a large complex in Antigone's Memorial. I have a number of Mercurys with the following name conventions:
Supply -ArgP- Energy CLS1 xx Mercury
Supply -ArgP- Ore CLS1 xx Mercury
Supply -ArgP- Silicon CLS1 xx Mercury
I have seperated the three resources into different groups of freighters as they tended to get in each others way, fill a station up with ore, then end up carrying the excess ore around for good, eventually causing the whole system to become clogged up with redundant ore... besides the point right now.
I have added another supplier of silicon into the network, a simple silicon mine in Herron's Nebula, and set a single silicon freighter to use this as a supplier, and an energy freighter to use this as a consumer. Call these E and S, for Energy and Silicon respectively. To transfer the settings from E and S to all of the energy and silicon suppliers, I should use the global administration, correct?
Having launched the global administration, when docked at a station, I select the data set from freighter E. Then select Send filter. Under the Name field, I enter the string:
Supply -ArgP- Energy
Then I can choose to send to all or send to sector colleagues. Presumably, this shouldn't matter as, given the way I have set the naming convention, it could only apply to certain freighters.
I choose the sector colleagues option anyway, and the data slot gets copied to every freighter homebased to that sector: Ore and Silicon freighters too. The same happens when I choose send to all. I have tried variations in the name filter: "Energy", "-ArgP- Energy" etc.
Does anyone have any advice on how to get the global administration working for me?
I am using CLS version 3.2.04 and the libraries version 3.4.04. X3TC v2.71
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- Posts: 36
- Joined: Wed, 14. May 08, 01:40
Another bug report for CLS1:
Problem
CLS1's supplying energy cells will run themselves completely out of jump energy and have to fly the long way back.
This appears to be caused by the homebase either having all docking slots full (easy for player to see), or the homebase being highly utilized (IOW, occasionally completely full, much harder for player to discover).
Details
Upon looking through the code it appears the problem is that command to jump to the homebase for refueling (around line 262) doesn't ensure that the homebase was actually reached (and the library command 'lib.le.move.adv' fails immediately if the station doesn't have any free docking slots).
Specifically, the error process looks like this:
Possible Solution
I hacked a fix together because this was really irritating me, however I'm fairly new to X scripting so there might be better ways to do it.
(Line numbers match the original 3302 source, and are omitted for new or changed lines.)
In my tests, the CLS1 now properly goes idle when the station's slots are full, and proceeds without pause when there are slots open. I did notice one flaw, if the docking slots fill up between the time the CLS1 starts and finishes it's jump, the library move command apparently fails out again and the CLS1 goes idle again. Unfortunately, this time it is idle right in front of the gate. It might be better to have it move closer to the target station while it is waiting for a dock slot to open up, but I'm afraid my scripting skills aren't currently up to that.
Also, I didn't test with TL's as either suppliers or consumers, but I think I addressed everything I did that might break that. And probably a note should be posted to the logbook if the CLS1 repeatedly fails to reach it's homebase, but I didn't feel like messing with the t files.
Finally, the change so that 'FlightRoutine' returns a success code provides an interesting opportunity. I don't believe it would be that hard to put a check at the beginning of the routine to see if a requested jump would use too many ecells and make a jump to homebase impossible, and immediately fail out. This would work nicely in the collection and delivery phases as the CLS1 would just move on and try other sources/waypoints that might still be within range. I might have tackled this myself but at first glance I couldn't find any way get the number of ecells for a jump (I did find the command to get distance in sectors, though). And again, a note to the logbook is probably needed if the CLS1 fails to make any deliveries because of this (so the player can increase the ecell reserve).
Update 1
Lucike tells me this issue has already been resolved by a hotfix in the german thread:
http://forum.egosoft.com/viewtopic.php? ... 53#3255653
Update 2
Upon reviewing the hotfix code, I don't believe the problem is completely solved. For the single supplier(=homebase) setup, the problem should be solved. However, with multiple suppliers, if the homebase is blocked, the CLS1 will continue to make pickups and deliveries until it is completely out of jump fuel. Admittedly, this is probably a pretty rare situation.
This may also be a personal preference thing, but when I set my CLS1 up with jumpdrives, I want them to always use them (except in the most extreme circumstances). I would prefer that it waited a few minutes for the homebase to open up, rather than running itself out of jump fuel and taking 10-20 minutes to travel the long way around.
Problem
CLS1's supplying energy cells will run themselves completely out of jump energy and have to fly the long way back.
This appears to be caused by the homebase either having all docking slots full (easy for player to see), or the homebase being highly utilized (IOW, occasionally completely full, much harder for player to discover).
Details
Upon looking through the code it appears the problem is that command to jump to the homebase for refueling (around line 262) doesn't ensure that the homebase was actually reached (and the library command 'lib.le.move.adv' fails immediately if the station doesn't have any free docking slots).
Specifically, the error process looks like this:
- CLS1 supplying ECells and starting at homebase (which, for simplicity, is also single supplier)
- CLS1 jumps to first consumer and unloads
- CLS1 is now empty except for ECells reserved for jump, so skips further waypoints
- CLS1 returns to start of delivery loop (line 987 -> line 63) and the problems start
- $JumpDriveEnergyCargo is set to 0 (line 161), but jump energy cells from previous loop are still onboard
- The CLS1 attempts to return to homebase (line 262) but fails because all docking slots are full (possibly only momentarily)
- Because the CLS1 never reached it's homebase it misses it's chance to refuel (line 286), and also $JumpDriveEnergyCargo is never changed from zero (lines 287-302)
- Due to the leftover energy cells (see #5) and $JumpDriveEnergyCargo==0, the next part of the delivery loop thinks it has energy cells to deliver
- The CLS1 jumps to another consumer and empties itself of energy cells (because $JumpDriveEnergyCargo==0 says don't reserve any ECells for jumping)
- Without any ECells, the CLS1 must travel the long way back to homebase
Possible Solution
I hacked a fix together because this was really irritating me, however I'm fairly new to X scripting so there might be better ways to do it.
(Line numbers match the original 3302 source, and are omitted for new or changed lines.)
Code: Select all
259 $Station = [HOMEBASE]
260 $Command = null
if not [ENVIRONMENT] == [HOMEBASE] OR ( $FlightByPlan AND ! $JumpDrive )
$FlightRetries = 5
262 gosub FlightRoutine
* Restart route if we can't refuel at our homebase
skip if $FlightStatus
goto label Delivery
end
263
Code: Select all
633 $Command = $CmdCollect
634 gosub FlightRoutine
skip if $FlightStatus
636 continue
Code: Select all
780 $Station = $WayPoint
781 $Command = $CmdSupply
782 gosub FlightRoutine
skip if $FlightStatus
continue
783
Code: Select all
921
* Allow for multiple docking tries, for example if station is full
skip if $FlightRetries > 0
$FlightRetries = 1
while $FlightRetries
dec $FlightRetries =
922 $Playtime = playing time
923 @ $FlightStatus = [THIS] -> call script 'lib.le.move.adv' : ShipTarget=$Station JumpDrive=$JumpDrive JumpDriveEnergy=$JumpDriveEnergy JumpDriveCenter=$JumpDriveCenter JumpOneSector=$JumpOneSector JumpToTerran=[FALSE] NoEnemySector=$NoEnemySector LandingComputer=[FALSE] Command=$Command Target=$Target
924 @ = [THIS] -> call script 'plugin.com.logistics.calc' : Playtime=$Playtime
skip if not $Station == [ENVIRONMENT] OR $Target
break
[THIS] -> set command: COMMAND_IDLE target=null target2=null par1=null par2=null
@ = wait randomly from 10000 to 15000 ms
end
$FlightRetries = null
925
Code: Select all
948 end
949
* Result to $FlightStatus
$FlightStatus = [FALSE]
skip if not $Station == [ENVIRONMENT] OR $Target
$FlightStatus = [TRUE]
950 $NoTrade = 0
Also, I didn't test with TL's as either suppliers or consumers, but I think I addressed everything I did that might break that. And probably a note should be posted to the logbook if the CLS1 repeatedly fails to reach it's homebase, but I didn't feel like messing with the t files.
Finally, the change so that 'FlightRoutine' returns a success code provides an interesting opportunity. I don't believe it would be that hard to put a check at the beginning of the routine to see if a requested jump would use too many ecells and make a jump to homebase impossible, and immediately fail out. This would work nicely in the collection and delivery phases as the CLS1 would just move on and try other sources/waypoints that might still be within range. I might have tackled this myself but at first glance I couldn't find any way get the number of ecells for a jump (I did find the command to get distance in sectors, though). And again, a note to the logbook is probably needed if the CLS1 fails to make any deliveries because of this (so the player can increase the ecell reserve).
Update 1
Lucike tells me this issue has already been resolved by a hotfix in the german thread:
http://forum.egosoft.com/viewtopic.php? ... 53#3255653
Update 2
Upon reviewing the hotfix code, I don't believe the problem is completely solved. For the single supplier(=homebase) setup, the problem should be solved. However, with multiple suppliers, if the homebase is blocked, the CLS1 will continue to make pickups and deliveries until it is completely out of jump fuel. Admittedly, this is probably a pretty rare situation.
This may also be a personal preference thing, but when I set my CLS1 up with jumpdrives, I want them to always use them (except in the most extreme circumstances). I would prefer that it waited a few minutes for the homebase to open up, rather than running itself out of jump fuel and taking 10-20 minutes to travel the long way around.
Last edited by JoeTheDestroyer on Thu, 15. Jul 10, 20:15, edited 4 times in total.
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- Joined: Wed, 14. May 08, 01:40
Sorry to double post, but since this is a feature request I didn't think it appropriate to mash it in with a bug report.
CLS1 request
Could we have an option to make the CLS1 refuel at supplier or consumer (or all) stops in addition to the homebase?
This could drastically lower cargo space wasted on jump fuel if your various stations have more energy cell production than they need (or are supplied externally). It would also speed things up by eliminating the need to stop by the homebase first.
(This should probably disable the jump range check I suggested in the previous post.)
CLS2 request
I seem to recall that the X3R CLS2 had an option to tell it whether you wanted it to wait at the load or the unload end of a sequence if the consumer didn't yet have enough space for a transfer.
I can't seem to find anything similar in the X3TC version, but if there is, I'd really appreciate it if someone could enlighten me. If not, I would like to request that option.
My specific use case is that I have an energy production complex supplying energy to my mines (using 5 CLS1's) and xenon hub (using 1 CLS2). Specifically, the complex is actually a single station from Logain's Production Modules which only has 10 docking slots (yes 10 slots for what is effectively a 200 station complex
). Because the CLS2 insists on sitting on that station when the hub is full (basically all the time), I essentially lose 10% of my docking on that already overutilized station while the hub has nothing docked.
CLS1 request
Could we have an option to make the CLS1 refuel at supplier or consumer (or all) stops in addition to the homebase?
This could drastically lower cargo space wasted on jump fuel if your various stations have more energy cell production than they need (or are supplied externally). It would also speed things up by eliminating the need to stop by the homebase first.
(This should probably disable the jump range check I suggested in the previous post.)
CLS2 request
I seem to recall that the X3R CLS2 had an option to tell it whether you wanted it to wait at the load or the unload end of a sequence if the consumer didn't yet have enough space for a transfer.
I can't seem to find anything similar in the X3TC version, but if there is, I'd really appreciate it if someone could enlighten me. If not, I would like to request that option.
My specific use case is that I have an energy production complex supplying energy to my mines (using 5 CLS1's) and xenon hub (using 1 CLS2). Specifically, the complex is actually a single station from Logain's Production Modules which only has 10 docking slots (yes 10 slots for what is effectively a 200 station complex

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- Posts: 90
- Joined: Wed, 18. Apr 07, 05:59
been using this script for years with no problems.. until now.
for some reason i cannot transfer my pilots to new sips. this is the first time ive used the script since it became part of the bonus package.. maybe something has changed.
when i try to 'reassign trader' i should be prompted with a list of the ships currently docked at the same station the pilot's current ship is in, and then i should be able to pick one from the list to transfer him to. however, instead when i 'reassign trader' i am promted with a yes/no confirmation window. alli can do i choose yes to transfer or no to cancel. canceling works as expected, but if i choose yes ill hear the little confirmation blip and thats it. i am presented with no list of ships to choose from for the transfer. worst of all the pilot will disapear.
the same thing happens wether or not there are other ships actually present at the station where my trader's ship is docked while attempting this. attempting a transfer under either circumstance yields the same result.
i cannot, however, attempt a transfer when the trader's ship is not docked, as one would expect.
i would like to attempt a transfer under varying circumstances for the target ship but as it is now i cant even choose a target ship. in fact, it makes no difference if there are no other ships docked that are eligable for a transfer
so basically when i try to transfer a pilot to a new ship the pilot disapears from the original ship and is gone forever. the command just doesnt seem to identify a target ship anymore, but that doesnt stop it from kicking the pilot out into space anyway.
any ideas?
for some reason i cannot transfer my pilots to new sips. this is the first time ive used the script since it became part of the bonus package.. maybe something has changed.
when i try to 'reassign trader' i should be prompted with a list of the ships currently docked at the same station the pilot's current ship is in, and then i should be able to pick one from the list to transfer him to. however, instead when i 'reassign trader' i am promted with a yes/no confirmation window. alli can do i choose yes to transfer or no to cancel. canceling works as expected, but if i choose yes ill hear the little confirmation blip and thats it. i am presented with no list of ships to choose from for the transfer. worst of all the pilot will disapear.
the same thing happens wether or not there are other ships actually present at the station where my trader's ship is docked while attempting this. attempting a transfer under either circumstance yields the same result.
i cannot, however, attempt a transfer when the trader's ship is not docked, as one would expect.
i would like to attempt a transfer under varying circumstances for the target ship but as it is now i cant even choose a target ship. in fact, it makes no difference if there are no other ships docked that are eligable for a transfer
so basically when i try to transfer a pilot to a new ship the pilot disapears from the original ship and is gone forever. the command just doesnt seem to identify a target ship anymore, but that doesnt stop it from kicking the pilot out into space anyway.
any ideas?
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- Joined: Fri, 29. Oct 04, 12:31
is there posible to setup cls to : deliver wares from station a to station b and than deliver diferent wares from station b to station a?
the problem is im runing cag to operate my dock : it buy wares including crystals i need for runing my complex. i delive wares from mine complex using cls to my dock but i want him to on back trip take this crystals back to complex. puting another cag or cls just to do it is kinda lame imho i belive the cls should be able to do such thing ( if hes not able now and i simply dont knwo how to setup it)
the problem is im runing cag to operate my dock : it buy wares including crystals i need for runing my complex. i delive wares from mine complex using cls to my dock but i want him to on back trip take this crystals back to complex. puting another cag or cls just to do it is kinda lame imho i belive the cls should be able to do such thing ( if hes not able now and i simply dont knwo how to setup it)
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- Joined: Thu, 10. Jun 10, 16:26
Problem
When I start a game, a meesage tells me that Libraries 3.4.04 are necesaries to run Commodity logistics and Economy & supply... but in this topic only apears 3.5.00... what can I do??
in case you may have something to do, I use the Spanish version of the game
in case you may have something to do, I use the Spanish version of the game
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- Joined: Wed, 1. Feb 06, 19:26
Newer libraries are fully downward-compatible. You can only and should download and use the newest one.
If this message appears, check if you have installed the library correctly.
If so, you can check if there is a Spanish language file included. If not, you could use the English one instead an rename it so, that it fits for the spain version of the game.
If this message appears, check if you have installed the library correctly.
If so, you can check if there is a Spanish language file included. If not, you could use the English one instead an rename it so, that it fits for the spain version of the game.
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- Joined: Fri, 16. Jul 10, 18:29
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- Joined: Mon, 20. Sep 10, 21:32
Hi, I'm having a little problem with the CLS
I'm using the External one to help me with the Hub missions (i'm at the silicone one).
So, here's the situation :
- one complex in the Terran Unknown Sector 1 and one in the Savage Spur
- both with the same settings and both with a hub portal
- i've 4 cls/cag ships all Logistician
- the two working with the Terran Complex are doing great
- the other two stay in the Salvage Complex "Waiting ..." (or standby, sorry i'm playing with the french localized script)
- if i load the Terran Sector settings to the Salvage ships they start moving immediately but as soon as I replace one complex with the other they're "waiting ..." again
I really don't see what's the problem, so if someone has a hint, i'll take it happily
I'm using the External one to help me with the Hub missions (i'm at the silicone one).
So, here's the situation :
- one complex in the Terran Unknown Sector 1 and one in the Savage Spur
- both with the same settings and both with a hub portal
- i've 4 cls/cag ships all Logistician
- the two working with the Terran Complex are doing great
- the other two stay in the Salvage Complex "Waiting ..." (or standby, sorry i'm playing with the french localized script)
- if i load the Terran Sector settings to the Salvage ships they start moving immediately but as soon as I replace one complex with the other they're "waiting ..." again
I really don't see what's the problem, so if someone has a hint, i'll take it happily

I was there, at the dawn of the Third Age of Mankind.
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Changing the CLS script
This is for those who script or even Lucike himself.
There used to be a version of this script that allowed commodity logistics traders to sell products to stations that should not have bought them. I am wondering how I could restore this element to a modified version of the script. I am fully aware that this would be a form of cheating.
The problem is that the economy does not seem large enough to absorb the high level products produced by large complexes. Such as 1 GJ shields, PPC's, and other higher level weapons and shields. I know that I could just cheat in player account money or build 100's of npc stations through the current cheat script to buy product's. The first is just boring and too easy of a cheat and isn't connected enough to the economy. The second introduces too many npc stations that will affect game performance.
I would like to know if its possible to change this CLS script so that they can either sell more products than the storage allows at say an equipment dock. Such as there being 30 possible 5 MJ shield slots available, but my CLS ship was able to sell all 400 of its 5 MJ shields at the same time. The second idea is not directly related to this script, but would be a way to expand the storage space of said equipment docks for any particular ware. So instead of 2 1 GJ shields being stored there could be 200 1 GJ shields of storage.
I have already tried to find a way to do these things, but unfortunately I am not good at scripting. Any assistance from any scripters or Lucike himself would be appreciated.
There used to be a version of this script that allowed commodity logistics traders to sell products to stations that should not have bought them. I am wondering how I could restore this element to a modified version of the script. I am fully aware that this would be a form of cheating.
The problem is that the economy does not seem large enough to absorb the high level products produced by large complexes. Such as 1 GJ shields, PPC's, and other higher level weapons and shields. I know that I could just cheat in player account money or build 100's of npc stations through the current cheat script to buy product's. The first is just boring and too easy of a cheat and isn't connected enough to the economy. The second introduces too many npc stations that will affect game performance.
I would like to know if its possible to change this CLS script so that they can either sell more products than the storage allows at say an equipment dock. Such as there being 30 possible 5 MJ shield slots available, but my CLS ship was able to sell all 400 of its 5 MJ shields at the same time. The second idea is not directly related to this script, but would be a way to expand the storage space of said equipment docks for any particular ware. So instead of 2 1 GJ shields being stored there could be 200 1 GJ shields of storage.
I have already tried to find a way to do these things, but unfortunately I am not good at scripting. Any assistance from any scripters or Lucike himself would be appreciated.
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Re: Changing the CLS script
It is still possible with CLS Mk2, to sell weapons to a equipment dock, which doesn't trade with it. Only restriction is, that that equipment dock has to be the TerraCorp Headquaters south of Argon Prime (Home of Light, if I remember the sectorname correctly)hydrino2xtc wrote:There used to be a version of this script that allowed commodity logistics traders to sell products to stations that should not have bought them. I am wondering how I could restore this element to a modified version of the script.
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Re: Changing the CLS script
I've tried with bonuspack CLS, and find no way to do it. Is this feature removed in that CLS version?Saetan wrote:It is still possible with CLS Mk2, to sell weapons to a equipment dock, which doesn't trade with it. Only restriction is, that that equipment dock has to be the TerraCorp Headquaters south of Argon Prime (Home of Light, if I remember the sectorname correctly)hydrino2xtc wrote:There used to be a version of this script that allowed commodity logistics traders to sell products to stations that should not have bought them. I am wondering how I could restore this element to a modified version of the script.
Sure glad I didn't purchase a new computer this release.
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- Joined: Wed, 1. Feb 06, 19:26
Re: Changing the CLS script
I don't know, but it may be the case to harden a sort of "cheating" (it's borderline, I think) in the signed version of the script.Patholos wrote:I've tried with bonuspack CLS, and find no way to do it. Is this feature removed in that CLS version?
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- Joined: Fri, 16. Apr 10, 11:24
Re: Changing the CLS script
First, thank you for the lightning quick reply.Saetan wrote:I don't know, but it may be the case to harden a sort of "cheating" (it's borderline, I think) in the signed version of the script.Patholos wrote:I've tried with bonuspack CLS, and find no way to do it. Is this feature removed in that CLS version?
Second, no worries. I just use CLS1 to stockpile TLs with surplus things and sell it. Just a little more work

Sure glad I didn't purchase a new computer this release.
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- Posts: 3223
- Joined: Wed, 1. Feb 06, 19:26
Re: Changing the CLS script
I don't care about your style of playing, don't worry yourself.Patholos wrote:Second, no worries.

I just wanted to show, why that feature of CLS could have been disabled for the signed version, as signed scripts are meant to change vanilla-balancing not to much.
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- Joined: Tue, 26. May 09, 20:11
I have just created a new weapons factory and I was trying to have a new commodities logistics freighter take my weapons (PACs)to a TL i have docked at a personal Equipment dock. However, when i try to select the TL as the consumer it will not show up on the consumer list. Instead I just go back to the select consumer screen. What am I doing wrong?