[Suggestion] Freighters Dont Have to be Close to Trade?
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[Suggestion] Freighters Dont Have to be Close to Trade?
Greetings all,
I've been modding my game and working on some mini projects like giving Yisha a mustache.
Has anyone thought to extend or remove cap ships docking? Its awesome that cargo drones exist, but I feel like it takes WAY too long for a trade to go down, I have two idea but I can't figure out how to make them work in priority of other scripts without a crash.
Freighters being able to trade while being 5-10kms from a station, to free up wait times and supplement a disfunctional economy. Otherwise there would *theoretically* be too many ships to function. Currently the AI is designed to build ships and stations but it doesn't always work.
I've been modding my game and working on some mini projects like giving Yisha a mustache.
Has anyone thought to extend or remove cap ships docking? Its awesome that cargo drones exist, but I feel like it takes WAY too long for a trade to go down, I have two idea but I can't figure out how to make them work in priority of other scripts without a crash.
Freighters being able to trade while being 5-10kms from a station, to free up wait times and supplement a disfunctional economy. Otherwise there would *theoretically* be too many ships to function. Currently the AI is designed to build ships and stations but it doesn't always work.
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as i mentioned in my post. Its not exactly possible without not using the execute_trade command. And until we know exactly what this command do internaly (it could very well trigger some things we cannot reproduce in script, like trade order updates), were stuck using it, which mean were stuck with mass traffic based drones. Which in turn mean, pretty big problem if the trade doesnt happen on predetermined mass traffic lane.
Adding / removing the cargo for the trade is easy to do in trade. But if execute_trade only did that, why would it be an inengine hardcoded command....
Adding / removing the cargo for the trade is easy to do in trade. But if execute_trade only did that, why would it be an inengine hardcoded command....
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I've tried messing around with these protocols, but I don't think I can do it (and do it well in full) without access to the lua. I thought I'd check here since these modders are some of the more skilled bunch that I've seen - plus there's tons of you that add genuinely great content to the game rather than modders in other communities.Jey123456 wrote:as i mentioned in my post. Its not exactly possible without not using the execute_trade command. And until we know exactly what this command do internaly (it could very well trigger some things we cannot reproduce in script, like trade order updates), were stuck using it, which mean were stuck with mass traffic based drones. Which in turn mean, pretty big problem if the trade doesnt happen on predetermined mass traffic lane.
Adding / removing the cargo for the trade is easy to do in trade. But if execute_trade only did that, why would it be an inengine hardcoded command....
IE: "wouldn't it be nice if I could see that NPC butt naked"
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A smal work-around idea. Universalize the docks. Any dock should sell and buy any ware the station does. This would also speed up things a bit.
Also, i suggested a "failsafe" to the stuck traders by kicking ANY trader out after X-minutes. In 1.18 i still have stuck traders. Kick em and force-clear the order-que. Should restart them and clear the dock.
Just wondering if any of these are doable...?
Also, i suggested a "failsafe" to the stuck traders by kicking ANY trader out after X-minutes. In 1.18 i still have stuck traders. Kick em and force-clear the order-que. Should restart them and clear the dock.
Just wondering if any of these are doable...?
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they already do. the right port is just the preffered choice.swatti wrote:A smal work-around idea. Universalize the docks. Any dock should sell and buy any ware the station does. This would also speed up things a bit.
if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help

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Oh, i see... Well, it doesnt work. My URV-forge has a Lepton stuck to the dock buying ore and manually trading or under staion command my ore-filled Fedhelm just cycles docks and trades with none.UniTrader wrote:they already do. the right port is just the preffered choice.swatti wrote:A smal work-around idea. Universalize the docks. Any dock should sell and buy any ware the station does. This would also speed up things a bit.
Destroying the Lepton "opens up" the dock once more and my Fedhelm trades.
Take it as a bug-report.
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the timeout on trades (kicking after x minutes), is one of the many things my WIP economy mod add/ fixes.
1.18 apparently fixed the execute_trade hangup (at least a good majority of them), but did not completly fix the detach_traffic hangup that came with it. So the ship end up stuck waiting forever to detach before unparking.
In my mod, a timeout is determined according to how much is traded, and is used as an upper limit (anywhere between 4mins 30 and 11mins altho that will change to be more accurate in the next version).
The docking speed is also greatly increased by allowing freighters to use their thrusters a lot more, and a failsafe is in place that completly ignore collisions when docking, if it fail to dock properly for too long ( a few minutes ), since some docks (including 2 on the shipyard in shadow) are badly positioned, and its impossible for most large freighters to dock here without clipping majorly through the base heh.
1.18 apparently fixed the execute_trade hangup (at least a good majority of them), but did not completly fix the detach_traffic hangup that came with it. So the ship end up stuck waiting forever to detach before unparking.
In my mod, a timeout is determined according to how much is traded, and is used as an upper limit (anywhere between 4mins 30 and 11mins altho that will change to be more accurate in the next version).
The docking speed is also greatly increased by allowing freighters to use their thrusters a lot more, and a failsafe is in place that completly ignore collisions when docking, if it fail to dock properly for too long ( a few minutes ), since some docks (including 2 on the shipyard in shadow) are badly positioned, and its impossible for most large freighters to dock here without clipping majorly through the base heh.
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