[Suggestion] Freighters Dont Have to be Close to Trade?

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Faeron Ebonfist
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[Suggestion] Freighters Dont Have to be Close to Trade?

Post by Faeron Ebonfist »

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.
swatti
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Post by swatti »

Brilliant idea. The Reiver-freighter is stupidly slow and would benefit from this a lot. Also its kinda pointless having ~100 drones or the capacity since 10-20 will do the trick. To be able to off-load a full Scaldis from ~5km away would bring the need for all those drones.

Big +1 for this.
Faeron Ebonfist
Posts: 62
Joined: Mon, 18. Nov 13, 19:56

Post by Faeron Ebonfist »

Thanks! Drones move pretty fast so I cant see it being a problem at all.

It would be a simple workaround for pathing issues, though I cant seem to make it work.
iphoria
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Post by iphoria »

This is a great idea and would make things a lot faster all around. Not to mention, sounds like just common sense in "the future".

Edit: I'm going to suggest this to the guy doing the functional economy/trader mod (Jey)
Faeron Ebonfist
Posts: 62
Joined: Mon, 18. Nov 13, 19:56

Post by Faeron Ebonfist »

I look forward to Jey making an actual mod, he's doing a great job and his home cooked AI scripts are better than mine (and Im a game dev, although not a coder).

This mod community is pretty awesome
Bobucles
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Post by Bobucles »

10km is a pretty long distance. Freighters should be able to get 1-4km without any problems.

What's unreasonable is trying to get that point blank ~100m distance. The pathing frequently messes up and can't handle it.
Jey123456
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Post by Jey123456 »

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....
Faeron Ebonfist
Posts: 62
Joined: Mon, 18. Nov 13, 19:56

Post by Faeron Ebonfist »

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....
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.

IE: "wouldn't it be nice if I could see that NPC butt naked"
swatti
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Post by swatti »

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...?
UniTrader
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Post by UniTrader »

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.
they already do. the right port is just the preffered choice.
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 ;)
swatti
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Post by swatti »

UniTrader wrote:
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.
they already do. the right port is just the preffered choice.
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.
Destroying the Lepton "opens up" the dock once more and my Fedhelm trades.

Take it as a bug-report.
Jey123456
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Post by Jey123456 »

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.
swatti
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Post by swatti »

My god... I want this as a mod so bad right now!

What about products that arent made in the system. Say some station construction-stuff. Will there be a freighter eventually to supply my SCODA with metals and guns even tho none are built in devries?

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