
The problem of "strange" transportation by autotraders is solved by the construction of intermediate hubs of goods (trade stations of primary and intermediate goods). And transfer autotraders to station traders... 100% time - full cargo
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Encountering L traders selling 5 advanced electronics is not an uncommon occurrence.Alan Phipps wrote: ↑Fri, 15. Mar 24, 17:39 We've no idea as we don't know how you are setting them up nor the economy in play. Most players eventually seem to make things work OK with a bit of patience and trial-and-error.
This is usually caused by either the selling station or buying station only being able to trade 16 units. The auto trade logic will find the nearest/first trade offer that meets the sell/buy price and take that, even if it is for only 16 units when a little further away is a station wanting thousands.
Consequently, it's practically impossible to buy high-demand goods from NPCs and sell low-demand goods to them. This is largely due to NPC factories being predominantly small-sized, resulting in each production cycle only yielding/consuming a limited quantity of goods.Imperial Good wrote: ↑Fri, 15. Mar 24, 18:37 To prevent this happening use auto buy price and manually set the sell price to something reasonable, such as 25% to 40% from minimum. This should assure significant demand before the station becomes an acceptable trade target to allow for high usage of L traders. Using this is how I keep my L traders mostly hauling full loads around between my stations. Since NPC stations are usually quite small, L traders might not be able to haul to them efficiently as an applicable price offer might occur for only a few units of a ware.
I've heard they're planning to consolidate some mods, and I hope they can do it sooner rather than later.
I heard something similar, like devs are going to integrate mechanism which allows some mods without marking save file as modified. Rumors run wild
Indeed, that's why I'm quite optimistic about integrating mods into games.PV_ wrote: ↑Fri, 15. Mar 24, 21:07 I heard something similar, like devs are going to integrate mechanism which allows some mods without marking save file as modified. Rumors run wild![]()
While it indeed looks like most devs only dive in the game for a very limited time and don't face most of inconsistencies, but I do observe bug reports sometimes and... There is bug with ~1000 tracking number which devs not yet found time to properly investigate. And there is ~1700 number for one of most recent tracked bugs. I don't know if its mess of code or small developers team or something else. But I wouldn't expect blasting progress any time soon.![]()
Inevitable? Have you tried not assigning oversized traders to wares that don't need that much cargo? Your traders just do what you tell them to do, no matter how inefficient it is.flywlyx wrote: ↑Fri, 15. Mar 24, 18:23 Encountering L traders selling 5 advanced electronics is not an uncommon occurrence.
Without mods, this is an inevitable situation.
I'm puzzled as to why basic functions like minimum cargo percentage are still absent after five years, but the reality speaks for itself.
Whether you think it's reasonable or not, it's an effective solution. I run my stations in a similar manner. Here's a recent transaction log for my HQ, a station which makes pretty much everything: https://www.dropbox.com/scl/fi/7vfbe08l ... ujlvk&dl=0flywlyx wrote: ↑Fri, 15. Mar 24, 20:06Consequently, it's practically impossible to buy high-demand goods from NPCs and sell low-demand goods to them. This is largely due to NPC factories being predominantly small-sized, resulting in each production cycle only yielding/consuming a limited quantity of goods.Imperial Good wrote: ↑Fri, 15. Mar 24, 18:37 To prevent this happening use auto buy price and manually set the sell price to something reasonable, such as 25% to 40% from minimum. This should assure significant demand before the station becomes an acceptable trade target to allow for high usage of L traders. Using this is how I keep my L traders mostly hauling full loads around between my stations. Since NPC stations are usually quite small, L traders might not be able to haul to them efficiently as an applicable price offer might occur for only a few units of a ware.
This solution is far from being reasonable.
Are you proposing the establishment of a trade station for every ware you plan to produce?blackphoenixx wrote: ↑Fri, 15. Mar 24, 23:08 Inevitable? Have you tried not assigning oversized traders to wares that don't need that much cargo? Your traders just do what you tell them to do, no matter how inefficient it is.
Not that i'm against QoL improvements, but i think that's a little too much handholding for my taste.
You're essentially outlining an end-game solution for an early-game issue.GCU Grey Area wrote: ↑Fri, 15. Mar 24, 23:29
Whether you think it's reasonable or not, it's an effective solution. I run my stations in a similar manner. Here's a recent transaction log for my HQ, a station which makes pretty much everything: https://www.dropbox.com/scl/fi/7vfbe08l ... ujlvk&dl=0
You simply don't get a transaction log like that unless the station's trade fleet is routinely hauling a decent amount of cargo. There's a handful of 5 digit trades (mostly to NPC build storage), however the rest are all full or nearly full loads.
As for this approach making it difficult to buy high demand goods, why would I want to? That's precisely the stuff I want my freighters to sell to NPC stations.
The only method to halt NPC factories and monopolize the market without resorting to the destruction of NPC stations is by flooding the market with goods priced at minimum rates.GCU Grey Area wrote: ↑Fri, 15. Mar 24, 23:29 Conversely, why should I even bother trying to break into a market which NPC production has already saturated, resulting in low demand? Much better for my stations & their freighters to focus on making & selling wares for which there's greater demand.
Nope, it's a solution I use throughout each game. As soon as my very first production module is active I adjust it's prices to ensure that what it makes & the resources it requires can be delivered in bulk.
High demand resources are only going to be available in low quantities. Hardly the freighter's fault if it's transporting low quantities because that's all that it could buy. In such circumstances I build my own production facilities to make those resources, rather than relying on NPC sources which are already overstretched, expensive & unreliable.This problem primarily affects players who prioritize the efficiency of their L traders and require high-demand goods to meet their production needs.
I don't build shipyards in order to construct ships for free. Tried that once (back in 3.0) but find the Trade aspect of the game's much more fun if I buy all of my ships from NPC shipyards. Keeps credits as a meaningful concept for longer & stimulates demand at NPC shipyards for the high value wares I want to sell them. Also means it's quite important for me to get efficient use out of my ships - each one is a valuable resource & significant investment for me, at least for the first few weeks of a new game.If players could produce everything and outfit their stations with a large number of L traders, this wouldn't be much of an issue.Who would be concerned if an L trader isn't fulfilling its duties when they could easily construct another 10?
Still unsure why I'd want to do that, rather than go after MUCH higher profit margins from selling full cargoes of high demand goods. What's the practical benefit of selling tiny consignments for minimal profit into an already saturated market?The only method to halt NPC factories and monopolize the market without resorting to the destruction of NPC stations is by flooding the market with goods priced at minimum rates.
If you don't have the same type of traders in a single station, you'll experience reduced efficiency due to differing ideal cargo sizes.GCU Grey Area wrote: ↑Sat, 16. Mar 24, 04:02 Nope, it's a solution I use throughout each game. As soon as my very first production module is active I adjust it's prices to ensure that what it makes & the resources it requires can be delivered in bulk.
This is about early game trading issue not end game manufacturing.GCU Grey Area wrote: ↑Sat, 16. Mar 24, 04:02 High demand resources are only going to be available in low quantities. Hardly the freighter's fault if it's transporting low quantities because that's all that it could buy. In such circumstances I build my own production facilities to make those resources, rather than relying on NPC sources which are already overstretched, expensive & unreliable.
Allowing NPCs to handle manufacturing is a complete waste of system computing resources, which are the only resources of significance in the X4 universe.GCU Grey Area wrote: ↑Sat, 16. Mar 24, 04:02 I don't build shipyards in order to construct ships for free. Tried that once (back in 3.0) but find the Trade aspect of the game's much more fun if I buy all of my ships from NPC shipyards. Keeps credits as a meaningful concept for longer & stimulates demand at NPC shipyards for the high value wares I want to sell them. Also means it's quite important for me to get efficient use out of my ships - each one is a valuable resource & significant investment for me, at least for the first few weeks of a new game.
Still unsure why I'd want to do that, rather than go after MUCH higher profit margins from selling full cargoes of high demand goods. What's the practical benefit of selling tiny consignments for minimal profit into an already saturated market?
What does that have to do with adjusting prices? Your response has nothing to do with the text you quoted. Anyway, don't tend to do that. Prefer all of my trade ships to be L. There's more profit to be made with a single L delivery than multiple S or M deliveries of the same total amount to the same destination, since in the latter case the price will shift unfavourably each time a trade takes place. It also minimises pirate encounters, since the only pirates which hunt L freighters are their destroyers & there aren't all that many of them in the universe at any given time.
Again you're making incorrect assumptions about my earlier post. Don't assume that more than one production module = end game. Right from the start with my first station, when deciding what to build I look for a profitable high demand end product, then consider the avaialability of resources to make it. Anything that's readily available (therefore cheap) I buy from NPC stations & build production for resources that NPCs are going to struggle to supply at a decent price or in sufficient quantity.This is about early game trading issue not end game manufacturing.
You play the game in a very odd manner indeed. Have absolutely no interest in 'taking control of all manufacturing processes'. Find the Trade game is far more fun if I interact with NPC factions rather than attempting exlude them entirely from the game, leaving no one to trade with. It's also hardly relevant to the OP who just wants to know how to use their L freighters efficiently.Allowing NPCs to handle manufacturing is a complete waste of system computing resources, which are the only resources of significance in the X4 universe.
Their ships are poorly constructed, and their stations contain an excessive number of unnecessary modules.
The pinnacle of efficiency lies in the player taking control of all manufacturing processes.
So, you're faced with two choices: either flood the market with your goods, forcing them to dismantle their stations, or sacrifice efficiency by allowing them to handle manufacturing.
So -- in OP terms -- the game "gets smarter" the longer you play?
Those "choices" look like maximize profitss or maximize production. For both goals, the NPC have a limit on how much they consume. Player can build endless stations and ships on top of that, but those do not yield profitsss -- only consume CPU cycles.flywlyx wrote: ↑Sat, 16. Mar 24, 05:14The pinnacle of efficiency lies in the player taking control of all manufacturing processes.GCU Grey Area wrote: ↑Sat, 16. Mar 24, 04:02 Still unsure why I'd want to do that, rather than go after MUCH higher profit margins from selling full cargoes of high demand goods. What's the practical benefit of selling tiny consignments for minimal profit into an already saturated market?
So, you're faced with two choices: either flood the market with your goods, forcing them to dismantle their stations, or sacrifice efficiency by allowing them to handle manufacturing.
Own sector - 10 stations (trade rule - only my own stations): Station 1 (own) - 5 L warehouses is FULL! Station 2 (own) - 1 L warehouse is Empty!.. (all auto) Own L trader take 16 units of goods (auto trade)... Why???Alan Phipps wrote: ↑Fri, 15. Mar 24, 17:39 We've no idea as we don't know how you are setting them up nor the economy in play. Most players eventually seem to make things work OK with a bit of patience and trial-and-error.
Indeed, players could finally bypass the trading system altogether.
What you're describing is essentially the same objective: achieving a mega monopoly. This approach maximizes profits and production simultaneously.
Are you unaware that various types of goods require different cargo capacities, leading to varying optimal prices for ships with different cargo capacities?GCU Grey Area wrote: ↑Sat, 16. Mar 24, 10:34 What does that have to do with adjusting prices? Your response has nothing to do with the text you quoted. Anyway, don't tend to do that.
GCU Grey Area wrote: ↑Sat, 16. Mar 24, 10:34 Prefer all of my trade ships to be L. There's more profit to be made with a single L delivery than multiple S or M deliveries of the same total amount to the same destination, since in the latter case the price will shift unfavourably each time a trade takes place. It also minimises pirate encounters, since the only pirates which hunt L freighters are their destroyers & there aren't all that many of them in the universe at any given time.
flywlyx wrote: ↑Sat, 16. Mar 24, 02:00 You're essentially outlining an end-game solution for an early-game issue.
This problem primarily affects players who prioritize the efficiency of their L traders and require high-demand goods to meet their production needs.
If players could produce everything and outfit their stations with a large number of L traders, this wouldn't be much of an issue.Who would be concerned if an L trader isn't fulfilling its duties when they could easily construct another 10?
Your preference is just one way to approach it. The optimal method would involve selecting war missions that offer the highest profits, and manufacturing your own ships to greatly enhance those profits.GCU Grey Area wrote: ↑Sat, 16. Mar 24, 10:34 Again you're making incorrect assumptions about my earlier post. Don't assume that more than one production module = end game. Right from the start with my first station, when deciding what to build I look for a profitable high demand end product, then consider the avaialability of resources to make it. Anything that's readily available (therefore cheap) I buy from NPC stations & build production for resources that NPCs are going to struggle to supply at a decent price or in sufficient quantity.
In that case, don't bring up any end game "efficiency" discussions with me. You're the one who initiated this "efficiency" topic, not me.GCU Grey Area wrote: ↑Sat, 16. Mar 24, 10:34 You play the game in a very odd manner indeed. Have absolutely no interest in 'taking control of all manufacturing processes'. Find the Trade game is far more fun if I interact with NPC factions rather than attempting exlude them entirely from the game, leaving no one to trade with. It's also hardly relevant to the OP who just wants to know how to use their L freighters efficiently.
Could still do with a bit more info to diagnose what the problem is. Since it's an internal logistics matter it seems likely that the problem has arisen due to how storage is configured at station 2 - i.e. it's possible that there was only enough room for 16 units so that's all that could be transported. Presumably 'all auto' means that the station's still running on default automatic settings for storage configuration? This is not necessarily the best setting for all circumstances, particularly if it's a warehouse station without any production modules. A more thorough description of station 2 may be helpful to work out what's gone wrong.
I am done with discussing anything with you. You seem to be obsessed with derailing the thread by bringing up irrelevant end game topics that I have very little interest in & which have absolutely no relevance at all to Zagreus86's logistics problem.