[Bonus Plugin] Commodity Logistics Software MK1

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Thraxwhirl
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Post by Thraxwhirl »

Lucike, I have a question for you.

Does Commodity Logistics require any other scripts to be in place in order to use it? ie. other Bonus Pack scripts or anything else?

See, I've used this software like a thousand times before with no problems, but last night I had to uninstall the Bonus Pack for debugging purposes.

This evening I reinstalled just Commodity Logistics without the other BP scripts(well, actually I put in Explorer and Remote Transfer too), and none of the CLS commands are showing up.

The TS does have a homebase(a Solar Power Plant), it does have Nav Software 1, and it has both Comm Logistics 1 & 2, but none of the commands are there. Not even greyed out.

I know that the scripts installed, because the ship's got Comm Logistics installed aboard it, but its got no CLS commands.

Can you help?

Thanks.
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Lucike
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Post by Lucike »

Did you install the BP version or the unsigned Version? I think the BP version, but please check your script folder. Is the script setup.plugin.goods.delivery.pck really present?
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Thraxwhirl
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Post by Thraxwhirl »

Hi, Lucike, thanks for replying. :)

Yeah, the setup script is there, but that's all. None of the other components.

I HAD to use the Signed version because the Bonus Pack is a self-installing .exe, so it does it all for you.

In theory.

What's actually happening - I've discovered today - is that the .exe is installing just the setups of each scriptset(Commodity Logistics, Afterburner, Freight Transfer etc.), but nothing more than the setup files. No plugin files, no .libs, nothing. Hence, no commands or functions.

Now, I have two possible solutions to rectify this:

1) do you still have the .spk file for Commodity Logistics? I could install it using Cycrow's Installer. That's never failed me, AND Cycrow's Installer makes it easy to switch scriptsets off individually if/when one needs to isolate conflicts/bugs, so obviously this would be ideal.

2) If you're not willing to let me have an .spk of this script, could you be kind enough to tell me the name of every script component(ie. every .pck file) that make up Commodity Logistics? If I know all the pieces, I can salvage them from a previous installation of X3 which has them all in it. Obviously this option wouldn't be as good as an .spk, since it wouldn't utilise the Enable/Disable benefits of Cycrow's Installer, but it would at least mean I should be able to drop in the necessary parts and run the commands. Oh, and I'd also need the necessary t file(s).

If you can give me either an .spk(preferred) or the names of all the pieces I need(I'd settle for that), I reckon I should be able to run the software.

Thanks ever so much. :) I'd really appreciate it. :)

Adam.
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Lucike
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Post by Lucike »

Hi Thraxwhirl,

I have not an .spk, but you can download a zip file. ;)

http://www.lucike.info/x3_reunion/scrip ... _V3415.zip
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Thraxwhirl
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Post by Thraxwhirl »

Thanks, my friend. That'll do nicely.

With the parts and pieces installed manually, it should all work out fine.

Thanks for that.
OneNeutrino
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Post by OneNeutrino »

How do you reset a ship?

Right now I have a ship that when I Start Internal, immediately runs of four systems from any station that I own and sits idle docked. I have never set that as a station nor can I set/remove it and no matter what orders I give him or how simple, Start Internal sets him off again. Extremely Irritating.

Maybe its the pilot, Can I have him executed?
Razman23
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Post by Razman23 »

Does CLS work on only player owned stations or can I assign NPC stations to the list?
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jhodge
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Not saving commands....

Post by jhodge »

I am following the steps, but it wont save the additional commands of product/price and stations so it is not doing wnything.


What am I missing?

I have a TS craft, with nav1 and com1 software?

Help again?
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Nick 031287
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I need help with this Commodity thing

Post by Nick 031287 »

i just baught a batch of freighters to begin supplying my HQ with resources

i have a few Complexes within the same sector of the HQ which all has the required resources to build a ship, now i need a freighter to supply my HQ with these resources, i got enough freighters for it to deliver each resources alone, which is about 10 diffrent resources i think

now, i been trying to work out this commodity thing, i have no idea what to do,

add war or remove ware, add station, it looked kinda simple up to then, but when i clicked them i had to insert a price number or something, thats where i am puzzled what price???? i just want the freighter to move resources from my complex to the HQ continuiosly none stop without taking the money from my station, evan though its just moving my own money to anouther of my own station but i dont want it to do that i just want it to move resources into it an go back an do it again!!!

please be very spacific with your answer so i can understand
jlehtone
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Post by jlehtone »

Forum Rules wrote:12. When you download a script or mod from the Scripting and Modding forum post any questions or comments in relation to that script/mod in the thread you got it from. Do Not create a new topic for them.
For Commodity Logistics Mk1 (CLS1) it would be this thread.


The 'Price' is whatever amount of credits you want transferred (as recompensation) for move of one unit of that ware. '-1' is special entry meaning "whatever the price is at destination station". For your case, set Price==0.

The another obstacle you are bound to hit is that first level Commodity pilot cannot deliver into HQ. So it has to work elsewhere first. Start of CLS at Trade Dock of Herron's Nebula (no pilot previously) may give up to Courier level pilot. Trained Commercial Agent can be stopped too and started as CLS, as they use the same level system.

Single Freight Pilot can haul unlimited number of wares.
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Nick 031287
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Post by Nick 031287 »

whoops i forgot i asked the question here, ok i will try that then, thanks
Storm666
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Post by Storm666 »

@ Nick 031287
add war or remove ware, add station, it looked kinda simple up to then, but when i clicked them i had to insert a price number or something, thats where i am puzzled what price???? i just want the freighter to move resources from my complex to the HQ continuiosly none stop without taking the money from my station, evan though its just moving my own money to anouther of my own station but i dont want it to do that i just want it to move resources into it an go back an do it again!!!

1, get a FULLY TRAINED CA agent, and equip him with CLS1 software
2, homebase him at your complex
3, in the additional ship commands select 'add/remove product' and select your product, then enter the price '0' in your case
4. again in the additional ship commands select 'add/remove station' and select your HQ. if you get the error sound its probably because your pilot has not enough experiennce, or you have NOT placed the product in your HQ yet.
5, start the internal logistics on your ship in its trade commands.
6, have a spaceweed and and some whiskey.
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Nick 031287
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Post by Nick 031287 »

ok well i looked at the rankings

Apprentice says 1 supplier and 3 consumers, well my Complex is the Supplier and my HQ is the 1 consumer and every time i try to tell it to do this it tells me....

"the station headquaters in sector redemption does not require my product as a resource and does not produce the product also, shall i add anouther station of my list of consumers?"


YES i have added the product into the station so i'm really confused now

oh and whats CLS1 Software???
jlehtone
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Post by jlehtone »

Readme wrote:Auxiliary courier
... he will be able to deliver commodities to Equipment Docks and Trading Stations.
HQ is a Dock too (in this context). So Aux. Courier is the required minimum level.

CLS stands for Commodity Logistics Software, so CLS1 is shorthand for CLS Mk1.
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draffutt
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Re: [Bonus Plugin] Commodity Logistics Software MK1

Post by draffutt »

moggy2 wrote: Scripter: Lucike

Equipment and Prerequisites:

- A small class ship (M5, M4, M3, TS, TP) or a ship of the corvette class (M6)
this command is available to M7 class even thou it does not make the Prerequisites

if you have a ship docked with another ship and use that remote ship additional ship command: commondity logistic:add/remove station. it will generate a report sector: NULL / station: NULL
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jlehtone
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Re: [Bonus Plugin] Commodity Logistics Software MK1

Post by jlehtone »

draffutt wrote:this command is available to M7 class even thou it does not make the Prerequisites
Refer to the Readme included with the Bonuspack. OP has not been updated. M7 has been valid CLS since version 3.4.11.
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secretgimp
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Freight scanner not working for collection strategy?

Post by secretgimp »

Hi all,

I have a freighter setup as an internal commodity logistics guy for a few of my complexes.

I have one SPP XL in Ore Belt and another one in Dark Waters. These 2 SPP complexes feed power cells to 3 of my food complexes.

Therefore, on the CLS guy, he has both SPP XL complexes set as his suppliers, and he displays 3 food complexes as his consumers. the only product he deals in is energy cells, price set to zero.

I have fitted him with all the equipment as listed in the readme, except for the video goggles. The pilot is max level CLS, fully trained already.

After watching him make ten trips, I notice that this guy repeatedly goes to his home station in Ore belt to draw energy cells and then distributes the e-cells to the 3 food complexes. he has never once visited the SPP complex in Dark Waters to draw e-cells from there.

I took a look at the two SPP complexes and found that the one in ore belt has 20K cells left in inventory, and the one in Dark Waters has more than 50K.

Why is this CLS guy not prioritizing his collection strategy to the complex that has more wares? I thought that's what the freight scanner is used for?

And one more thing, in the readme, it is mentioned that we need to fit a "cargo scanner" on the CLS to make him intelligent in his collection strategy. this is the freight scanner right? I've never heard of a cargo scanner, I assumed this is abit of translation de-sync?
jlehtone
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Post by jlehtone »

You could try to home the CLS on the Dark Waters plant and see how it behaves then.

What I usually do is turn on the script editor, turn on debugging on the suspicious ship, and really watch what happens there. Then I know what lines of code make the questionable decisions.
Storm666
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Post by Storm666 »

CLS1 will use the station your have him homebased to make his first first pick up, if there is enough ecells at the home he will just go to the destination, he does not use other collection points untill the home base does not have a full load

and yeah the cargo scanner is the freight scanner
secretgimp
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Post by secretgimp »

Many thanks, Storm666. That clears things up quite abit. So I presume then that the freight scanner and the "prioritizing collection strategy" thing does not actually exist?

Quoted from the readme:
If the ship is equipped with a cargo scanner, the suppliers are visited in order of resource availability.

I took that to mean that the supplier with more ware will be visited, so it's like a load sharing thing. Didn't expect this to turn out to mean that one supplier will be ground down to the bone while the other supplier becomes full and sits idle.

Just clarifying, I wanna get to the bottom of this. Not sure if I'm using it wrong or if it's meant to be like this. Thanks

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