[Bonus Plugin] Commodity Logistics Software MK1

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Storm666
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Post by Storm666 »

@secretgimp
the prioritizing works, but the homebase must have less stock than is required for the delivery, but he usually takes what he can from the homebase then go elsewhere for the rest.
freight scanners? well i fit them always, not sure of the effects but they're cheap enough just to fit, forget and not worry about
secretgimp
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Post by secretgimp »

Righto, I understand now, many thanks.
jlehtone
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Post by jlehtone »

Storm666 wrote:freight scanners? well i fit them always, not sure of the effects but they're cheap enough just to fit, forget and not worry about
And I never add them. Most of my CLS1 work for single producer. Those, which do not, haul guns to a TL. No need for priority.

Earlier CLS1 version had a bug that CLS1 with one producer and Freight Scanner failed to refuel correctly. That might have been corrected in the latest versions.
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RevsTeknik
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Post by RevsTeknik »

i've been having some difficulty with this as well, cant figure it out for the life of me!

i have on ore mine in ore belt and i already have one ship running commercial representation so he goes off and buys the energy cells that i need and that seems to be working fine.

the problem is getting my other TS which has commodity logistics 1 & 2 and the other software to go and sell my ore to different places. I've added ore as a product and set its price to zero but when i go to add a station the only station i can select is my ore mine. on the reports i keep getting under the stations supplied and the other station stations that it gets the resources from it has no stations listed at all.

any ideas how i can set this up to run effectively? its getting to be a lot of work to have to keep checking on my stations ships all the time as well as keeping tabs on all of my other ships.
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jlehtone
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Post by jlehtone »

CLS1 delivers from player stations to player stations. So in order to deliver Ore with CLS1, you must have Ore-consuming factories (guns/shields/missiles). And you should not set the price to 0 in that scenario, since your Ore Mine needs credits for buying ECells.

(First level) CLS2 you could set to do:
1. Buy X Ore from your Ore Mine at price Y
2. Sell X Ore to NPC Forge A at price Y
3. Sell X Ore to NPC Forge B at price Y
4. Sell X Ore to NPC Forge C at price Y

It may not succeed in trading full amount (X) at each stop, but it might do some.

But CAG is definitely more efficient at selling to NPC factories.
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Siba
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Post by Siba »

Is it possible to have a CLS1 deliver silicon from OOS mine to a complex that has a silicon mine attached? IE the mine in the complex isn't providing enough silicon atm, so I've added a second mine but it's out of sector.

I set the homebase to the OOS mine, add my complex to list of stations, and add silicon wafers as the product @ 0cr. He sits idle in the OOS mine, I'm guessing because the complex doesn't list silicon as a resource...

If I can't do it with the CLS1, what else would I use in vanilla 2.0.0.2 + bonus pack?

Edit: also, would it be possible to have the CLS1 also taking energy cells back to his homebase on the way back? Or do I have to setup 2 traders, one for each good? :(
Storm666
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Post by Storm666 »

if you want to take silicon one way and energy back via the same ship your better using CLS2
Siba
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Post by Siba »

Figured as much, about to look into actually doing it.
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Post by jlehtone »

Siba wrote:I set the homebase to the OOS mine, add my complex to list of stations, and add silicon wafers as the product @ 0cr. He sits idle in the OOS mine, I'm guessing because the complex doesn't list silicon as a resource...
1. Remove the Complex from the list of stations.
2. Set the "Trade Intermediates" to 'Buy' or 'Buy&Sell' in the Complex.
3. Add the Complex to the list. Now it should become a consumer.
4. Restore the "Trade Intermediates" in the Complex.


CLS2 does do two-way (and even Apprentice can do that route), but CLS2 does not fly "only when needed", so a separate CLS1 ship could be more convenient for the ECell hauling.
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Siba
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Post by Siba »

jlehtone wrote: 1. Remove the Complex from the list of stations.
2. Set the "Trade Intermediates" to 'Buy' or 'Buy&Sell' in the Complex.
3. Add the Complex to the list. Now it should become a consumer.
4. Restore the "Trade Intermediates" in the Complex.


CLS2 does do two-way (and even Apprentice can do that route), but CLS2 does not fly "only when needed", so a separate CLS1 ship could be more convenient for the ECell hauling.
This doesn't seem to be working. When I try to add a ware after doing steps 1-3, energy isn't on the list. Silicon is still on the list though.

He's a Freight Pilot already, by the way.

Do I need to allow other races to trade with my complex? If I do, will they only buy the items listed as "Products"? I don't want the AI taking all of my goods for cheap x.x How should I set the prices on the adjustment screen so that my traders can still trade if the complex is set up to sell intermediates?
jlehtone
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Post by jlehtone »

Siba wrote:This doesn't seem to be working. When I try to add a ware after doing steps 1-3, energy isn't on the list. Silicon is still on the list though.
Steps 1-4 are a setup of CLS1. CLS1 is one-way only. Only the products of the homebase of the CLS1 can ever be products. And CLS1 will never haul wares into its homebase.
Do I need to allow other races to trade with my complex?
No you don't. AFAIK, the "Trade with others" supercedes the "Trade Intermediates". Thus, AI will never see the "Trade Intermediates" setting if "Trade with others" is 'No'.


Almost every trade script (NPC and AI) does use (or mostly ignore) possible settings differently. Figuring them all out is not easy. :cry:
But, the difference is crucial and absolutely essential for some scenarios. 8)
Siba
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Post by Siba »

Alright, so now that I know I need a freighter for each product, is there any way to get the freighter who's based at the OOS silicon mine to deliver to my complex that already has a lower yield mine built into it? They just seem to sit idle at their base for some reason.
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Post by Pogi »

This has got to be the most complicated, confusing piece of software I have ever come across in this game...I never could understand it in X2 and NOW even less. I have read and read and read everything I can find about this subject because I want to use it..But, I just don't understand it.

Would someone in plain English explain to me what this does, how to use it and foremost, how to set a ship up TO use it. The Non-User friendliness of this software is probably keeping me from truly enjoying ALL aspects of my game......Thanks
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jlehtone
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Post by jlehtone »

Siba wrote:is there any way to get the freighter who's based at the OOS silicon mine to deliver to my complex that already has a lower yield mine built into it? They just seem to sit idle at their base for some reason.
That is what
1. Remove the Complex from the list of stations.
2. Set the "Trade Intermediates" to 'Buy' or 'Buy&Sell' in the Complex.
3. Add the Complex to the list. Now it should become a consumer.
4. Restore the "Trade Intermediates" in the Complex.
was for.

When CLS1 does "Add Station", it will compare the wares it is told to haul with the added complex. If the complex is set to "buy intermediates", then it will think that intermediates are resources and that the complex is a consumer. The decision is made then and there and stored. You can change the "Intermediates" setting after the complex is already added, and it will remain a consumer.

You can easily check from the CLS1 status report (Add Station: the homebase) which stations are producers and which are consumers.
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Siba
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Post by Siba »

Got it to work, thanks :)
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Carlo the Curious
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Post by Carlo the Curious »

Having an issue supplying a trading station.

I set up a split trading port in Elysium of Light as a homebase for my UTs. Added ECells, Fighter Drones, Silkworm Missiles and Mosquito Missiles using add/remove ware.

I have various complexes which use CLS1 freighters to supply my existing equipment dock (they're all Freight Pilot level).

Adding the trading station to the ECells CLS worked fine (shows as consumer).

Likewise adding the trading station to my 'freighter arms' CLS (has APACs, 25Mj shields, mozzies and drones as products).

What I can't seem to do is add the trading station to my 'missiles' CLS (mosquito, wasp, dragonfly, silkworm, hornet, thunderbolt, firestorm, typhoon, aurora). I get an error message saying 'I am not experience enough to work in this station'.

Any ideas?
Storm666
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Post by Storm666 »

@Carlo the Curious
I once got this error with my HQ... I found out I had not added ALL the wares to the HQ before setting the CLS agent.
Check you have ALL the missiles you will be carrying added to the TD before setting up the CLS1 agent.
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Carlo the Curious
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Post by Carlo the Curious »

Thing is, I only want the silkworms at the trading station - but that CLS also supplies my equipment dock (which stocks all of them).

I suspected that might be an issue, but in that case I would have expected the 'freighter arms' CLS to fail as well - the trading station doesn't stock APACs or shields.
Storm666
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Post by Storm666 »

@Carlo the Curious
I know that if you clear your ware list and set him up again with ONLY the missile you want then add the TD and ED then start him, you will be able to add more wares AFTER he has started.
BUT... yes theres always a but... i think they will then get added to the TD as he performs his task? I'm not sure if the ware limiter works on a TD (never tried) but you might have to limit all the missiles to zero on the TD. not really a good solution but workable?

I think the only real tidy method is 2 ships or maybe a disco with CLS2 taking them from the EQ to TD?
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Post by Rapier »

I've done the reverse; added the wares to the ED, set the CLS off and then removed the wares from the dock list. Not had a problem with it restocking the removed wares (though I know there were none in transit, not sure what would happen if that was the case).
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