cargo drone's don't like to make 2 trips, so the trading likes to bug out if you're trying to give stations more units then the cargo drones you currently have can carry.
for example.. each cargo drone carry's what, 4000 units? Generally have 50 on board, that's 20,000 weight .. so if you send your ship out to [DELIVER] 40,000 units it most likely will cause the trading ship to break (especially if you're local to that trading ship)
Every time I make sure that I do an order that is under the amount my cargo drones can handle it's been successful.
100 transport drones, 25 weld and 25 defense drones is my transport ship makeup, .. never see the defense drones work ;/ but I can deliver/pickup 40k worth of goods and all is well.
-- Which probably explains why ore ships controlled by stations get stuck cause they always go out and get more then what they can deliver with the drones they have.
[mind you, I could be totally wrong cause I don't know how the code works, this is just an observation]
If the how many wares can you deliver capped at the amount your drones could carry maybe that would fix it? -- makes sense anyways
... and at 4am in the morning i post this in the wrong forum, .. lovely.
[1.20 rc4] (a) trading bug, figured out -maybe
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
-
- Posts: 1842
- Joined: Tue, 2. Nov 10, 02:20
I suspect it might be tied to a blocking action somewhere in the manager's aiscripts that's causing the problem, rather than something about the drones themselves.
I don't know very much about the aiscripts themselves, but I've been doing lots and lots of script-aborting over the last few days while testing my mod. Firing (destroying+aborting scripts) or removing (reassigning+aborting scripts) the station manger often causes drones to start flooding out of stuck freighters and mining ships, unloading their cargo.
I don't know very much about the aiscripts themselves, but I've been doing lots and lots of script-aborting over the last few days while testing my mod. Firing (destroying+aborting scripts) or removing (reassigning+aborting scripts) the station manger often causes drones to start flooding out of stuck freighters and mining ships, unloading their cargo.
-
- Posts: 459
- Joined: Sun, 11. Jan 04, 03:03
Re: [1.20 rc4] (a) trading bug, figured out -maybe
Um, Maybe I'm not understanding but 4000 X 50 drones = 200000 right?Frumph wrote:cargo drone's don't like to make 2 trips, so the trading likes to bug out if you're trying to give stations more units then the cargo drones you currently have can carry.
for example.. each cargo drone carry's what, 4000 units? Generally have 50 on board, that's 20,000 weight .. so if you send your ship out to [DELIVER] 40,000 units it most likely will cause the trading ship to break (especially if you're local to that trading ship)
Every time I make sure that I do an order that is under the amount my cargo drones can handle it's been successful.
100 transport drones, 25 weld and 25 defense drones is my transport ship makeup, .. never see the defense drones work ;/ but I can deliver/pickup 40k worth of goods and all is well.
-- Which probably explains why ore ships controlled by stations get stuck cause they always go out and get more then what they can deliver with the drones they have.
[mind you, I could be totally wrong cause I don't know how the code works, this is just an observation]
If the how many wares can you deliver capped at the amount your drones could carry maybe that would fix it? -- makes sense anyways
... and at 4am in the morning i post this in the wrong forum, .. lovely.
-
- Posts: 302
- Joined: Wed, 20. Nov 13, 03:12
-
- Posts: 59
- Joined: Fri, 29. Nov 13, 21:47
Not sure about this one, I setup a overloaded scaldis and have unloaded 800k of items with 40 drones, trust me it took many many many repeat trips. lol
The problem is the bigger the trade the bigger the unloading/loading time people think its wigged out but it hasn't, other problem is they remove the ship from their squad thinking trades will continue, they don't doing so will resend them and reset them.
For successful trading the ship must ALWAYS be in squad with you while conducting its list of trades.
Other problem is the overloading of station storage space which is totally broken like most of anything to do with stations currently.
The problem is the bigger the trade the bigger the unloading/loading time people think its wigged out but it hasn't, other problem is they remove the ship from their squad thinking trades will continue, they don't doing so will resend them and reset them.
For successful trading the ship must ALWAYS be in squad with you while conducting its list of trades.
Other problem is the overloading of station storage space which is totally broken like most of anything to do with stations currently.
-
- Posts: 59
- Joined: Fri, 29. Nov 13, 21:47