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

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

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_Darky_
Posts: 279
Joined: Wed, 6. Nov 02, 20:31
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Post by _Darky_ »

flatbush71 wrote:
I'm running 3 full plants and about 20 ships.
Albion is getting very healthy.
About 3 more strategically placed stations and it will be good to go.
If we could only get auto-trade to expand to the other side of the gate to DeVries.
they should make universal trade back in the game again

personal and npc

at the start of the plot if ur past 4 jumps u cant trade with the stations u did scanned b4

real anoying

Gr D
Keep a eye on ur enemys but Keep an closer eye on ur friends .
swatti
Posts: 1278
Joined: Sun, 7. Dec 03, 12:03
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Post by swatti »

Is there a way to increse the range of trade-ships past the gates? NPCs will suffice for me atleast.
Albion is the ONLY place where "reinforced metal plates" are made(important part in station building). Also Omicron seems to have no production of "micro-chips"

Ps: ETA when the extension-conversion is ready? Also, WIP needed a restart when installed and/or uninstalled? Can the extension be installed or uninstalled without a restart?
xwanderer
Posts: 58
Joined: Sat, 16. Nov 13, 08:51
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Post by xwanderer »

According to Jey's last post it's gonna take another 2-4 days.

I'm testing beta 1.20 right now (fresh campaign start) and my Rahanas doesn't really want to trade any more. I was able to do one successful trade run in about 3 hours of trying. It keeps sitting near the docking ports for at least 30 minutes when trying to sell sth. Buying seems to work - i'll keep testing.

<EDIT>

Just after ALT-tabbing back to X I received the message saying that the wares are going to be transferred soon. Coincidence maybe... Also there seem to be no other ships that could block the station.
swatti
Posts: 1278
Joined: Sun, 7. Dec 03, 12:03
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Post by swatti »

Even when they say loading or unloading it looks as if the ship is miles from the actual dock if you trace it via map in property-list.
xwanderer
Posts: 58
Joined: Sat, 16. Nov 13, 08:51
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Post by xwanderer »

Exactly. There are 8/25 Drones in use somewhere OOS and I can't get the ship to move anymore. :(
swatti
Posts: 1278
Joined: Sun, 7. Dec 03, 12:03
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Post by swatti »

xwanderer wrote:Exactly. There are 8/25 Drones in use somewhere OOS and I can't get the ship to move anymore. :(
Try leaving the whole system. Clear trade-que, Then add the ship to squad, then remove it to reset it.

This usually solved the problem for me. If not, use the save-editor and remove the drones.
xwanderer
Posts: 58
Joined: Sat, 16. Nov 13, 08:51
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Post by xwanderer »

I have tried all that as it has always helped until now. Not anymore, at least for me.

I have never waited for more than 30 minutes though.

<EDIT> There seems to be a server error 500 every time I'm complaining :?
Jey123456
Posts: 259
Joined: Sat, 23. Nov 13, 09:48
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Post by Jey123456 »

this is a problem that is pretty much fully fixed in this WIP. Freighters just plain simply cannot get stuck for more than 10ish mins (in worst case scenario), and most cases where they currently get stuck, are actually successfully handled (the only remaining ones are inside functions that i have no control over and are part of the engine itself).
spartanheyho
Posts: 162
Joined: Sun, 24. Nov 13, 16:06

Post by spartanheyho »

Testing this with the 1.20 beta. I need someone else to confirm this please!!! (tested with new save-game in freeplay mode):

Ships, especially near shipyards if not at shipyards, are (after trading) stacking up on top of stations like they would in previous patches with the difference that they usually don't stay there for long and boost out or jump somewhere else. Still, this was a bit alarming when I first observed the behavior. I know 1.20 changes several files. Here is the list of aiscript/index/md files changed for reference:

/aiscripts/...xml
  • fight.attack.object.capital
    fight.attack.object.drone.leader
    fight.attack.object.fighter
    fight.attack.object.station
    masstraffic.police
    masstraffic.watchdog
    mining.ship.station
    move.seekenemies
    trade.findfreetraderun
    trade.shipyard
/index/...xml
  • components
    macros
/md/...xml
  • GM_Transport_Passengers
    InitUniverse
    MainMenu
    NPC_Architect
    NPC_Shiptrader
    Plot_ep1_ch2
    RML_Deliver_Control_Entity
    Showcases
    Upkeep
The above list might be incomplete but I cross referenced file sizes and these were the ones that did not match the 1.19 files within the .07 dat group, the only dat file modified by the 1.20 patch. Just a friendly community update is all.
Tasogie
Posts: 289
Joined: Fri, 29. Nov 13, 23:18
x3ap

Post by Tasogie »

I cant get it to work no matter what I did... I put the "-prefersinglefiles" in my launch options na it crashed 9 times in a row. Removed it an the game loaded again but nothing at all of the mod loaded in.
xwanderer
Posts: 58
Joined: Sat, 16. Nov 13, 08:51
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Post by xwanderer »

I'm afraid you need to start a new game to make this fix work. Sounds like you tried to load an existing save. Nevermind if I'm wrong :)
Tasogie
Posts: 289
Joined: Fri, 29. Nov 13, 23:18
x3ap

Post by Tasogie »

ahh ok, trouble is It doesn't let me get into the game when I use the - prefixes.... it crashes on loading the game itself... so I have to remove it to get game ot run

bah I giver up, an hour trying to install this :(... sounds good, but not worth the anurisum I am about to have lol
spartanheyho
Posts: 162
Joined: Sun, 24. Nov 13, 16:06

Post by spartanheyho »

Are you typing the commands correctly into the steam launch options for the game?

copy/past this:

-skipintro -prefersinglefiles

No spaces whatsoever

Try the above and use a shortcut to X Rebirth.exe with Run as Admin in Compatibility tab checked to launch the game.
Tasogie
Posts: 289
Joined: Fri, 29. Nov 13, 23:18
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Post by Tasogie »

ahh ok, all I was doing was what he said at toip of the thread.... But I unpack the zip file into the root directory of Steamapps/common/X rebirth or whatever it is...... an doesn't even show up in extensions in game.
spartanheyho
Posts: 162
Joined: Sun, 24. Nov 13, 16:06

Post by spartanheyho »

Thats the way to do it - in the root folder.
Tasogie
Posts: 289
Joined: Fri, 29. Nov 13, 23:18
x3ap

Post by Tasogie »

hmm well something is wrong then, cos it still isnt showing up in extensions
spartanheyho
Posts: 162
Joined: Sun, 24. Nov 13, 16:06

Post by spartanheyho »

its not supposed to because its not an extension. You place the files in your root folder and use the -prefersinglefiles launch command so it loads up those files instead of the vanilla/original ones.
Tasogie
Posts: 289
Joined: Fri, 29. Nov 13, 23:18
x3ap

Post by Tasogie »

ahh ok, cheers, that must be why I am not seeing many freighters anymore
Ugottabejoking
Posts: 23
Joined: Wed, 20. Nov 13, 11:34

Post by Ugottabejoking »

Wow nice modding.


I had NO CHANCE to get my trade ship to do the proper stuff. I then copied in your files (did not start a new universe) and loaded the savegame.


The Tradeship IMMEDIATELY used its booster, docked, unloaded and then the game crashed.


But still, this is such a progress, omg. Egosoft should hire you and start paying you, cause they obviously can't get their shit fixed.
Ugottabejoking
Posts: 23
Joined: Wed, 20. Nov 13, 11:34

Post by Ugottabejoking »

Well, started a new game now and trade seemed to work now (only 1 Test was done). All Freighters i saw so far nearly permaused theirs booster (which is good!) and which also speeds up the whole proces alot.

Alhtough:

Before the ship is aligning to the station (moving parallel to get in range for the drones to pick up stuff) it stops in that position for a really long time doing nothing. THen, after a while, it start aligning, the screen message appears "rdy for unload" and it works as intended.

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