1. Inability to order pilot to bring X amount of a commodity. As in repeat runs untill target station reaches a certain amount of a commodity.
2. Occasionally, instead of docking to PHQ, pilots start gently rubbing themselves against central asteroid.
3. When assigned to a station, trading ships refuse to automatically sell commodities, produced by that station. They just hang around and do nothing, even though the "Commander" station is full of goods, prices are set at lowest possible and there's a demand for those commodities on nearby NPC stations.
4. Inability to assign ships directly to the Build Storage, so they would automatically buy and deliver materials, needed for construction. Assigning ships to a station does not do that either.
5. Absence of option to prohibit Auto Traders from selling goods cheaper than they bought them.
6. When Traders withdraw funds from player's wallet to buy something, it doesn't get reflected in Logs.
7. Absence of option to turn off Traders transactions from showing up on HUD.
Player-owned stations
1. Production Modules can not be halted, stopped or turned off.
2. There is no option to make Production Modules stop producing after an X amount in storage is reached.
3. No option to automatically sell excess goods produced by the station.
4. Pricing in a Logical Overview has a hard limit on both ends. While NPC stations do not have it. Example: The minimal price I can set for Energy Cells is 11 credits, while in neighbouring sector, there's an NPC station which sells them for 9 credits.
5. Mouse-over modules in Build Mode doesn't show ANY information about them. Not even build requirements.
6. Absence of option to "remove sequence" in Build Mode. Why not have it, since "copy sequence" is present?
7. Absence of keytbinds to move camera up and down in Build Mode. Why not have it, since horizontal camera movement is present?
8. Inability to use materials from Station Storage for construction.
9. Inability to automate material transfer from Station Storage to Build Storage.
Encyclopedia
1. Production Module pages do not contain information about production cycles, amount of goods produced by module, or number of materials required to build it.
Number 5 on pilot list was fixed in 1.21 i think.
Station list:
3. my traders sell excess energy cells and AI is buying them, maybe it has something to do with manager skill (mine is 2 or 3 stars)?
7. true. Workaround use + and - on numpad (but didnt check the control settings for an option without configured key)
But nice list and every single thing would be an improvement.
Hardie wrote: ↑Thu, 6. Dec 18, 09:24
Station list:
3. my traders sell excess energy cells and AI is buying them, maybe it has something to do with manager skill (mine is 2 or 3 stars)?
Thanks for the reply. I wish i could test this with a better manager, but the best I was able to find to this moment has a pathetic skill of 1 star. Unfortunately, the impact made by skill remains unclear and Digital Seminars are nothing but a vendor item and do not have an actual function still.
GrafOrloff wrote: ↑Thu, 6. Dec 18, 09:32
Thanks for the reply. I wish i could test this with a better manager, but the best I was able to find to this moment has a pathetic skill of 1 star. Unfortunately, the impact made by skill remains unclear and Digital Seminars are nothing but a vendor item and do not have an actual function still.
Check ai cap ships for better ones. May take a while though depending on your luck.
Look for better people on ships instead of stations.
As for managers you should look on Argon ships, they have a class called manager with a spawn skill of 4 to 11.
And how the manager affects trade, the only thing i've found so far is max trade range. And that's just a comparison between the managers manager skill and the pilots piloting skills, then it takes the bigger of the 2, multiply it by 2 and that's your max range.
in general it would be nice to know what skill really does even just a averaged info in the encyclopedia. this would also help to clarify what is intended behavior and that is a bug.
Why doesn't my station trade certain wares? Well knowing that a managers skill affects trade range helps!
Hardie wrote: ↑Thu, 6. Dec 18, 09:24
3. my traders sell excess energy cells and AI is buying them, maybe it has something to do with manager skill (mine is 2 or 3 stars)?
No, not related to rank. I have a 3* manager, but the same problem. Assigned vendor ship does nothing but idly cruise around the station.