[MOD] Logistics Guidance

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Vectorial1024
Posts: 309
Joined: Mon, 30. Jul 18, 04:16
x4

[MOD] Logistics Guidance

Post by Vectorial1024 »

Another attempt to solve the age-old station logistics problem. Allows you to limit station operational range to the sector. (But why do this? Read the README to find out more!)
  • Requires SirNukes Mod Support API
  • Guide the logistics network by allowing to limit station ranges
  • This is a WIP, but should work reasonably well for stations
  • Nexus/Steam release will be available later; consider this right now as "preview status"
  • GitHub repository for development stuff at https://github.com/Vectorial1024/v1024_ ... _guidance/
Simplified Changelog
  • v0.01: Preview release
  • v0.02: Decoupled controls separately into trading, mining, and salvaging
  • v0.03: Moved the control buttons into Custom Actions section
Last edited by Vectorial1024 on Sat, 7. Feb 26, 17:36, edited 1 time in total.
The future awaits.

X4 Foundations mods:
Civilian Fleets: (Obsolete for X4 7.0+) Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Market Discovery: Find Black Market Traders; also rerolls them.
Logistics Optimization: Improve your station traders; improve your trade stations!
Logistics Guidance: Manually adjust station logistics efficiency.
Realspace
Posts: 1790
Joined: Wed, 15. Nov 06, 10:21
x4

Re: [MOD] Logistics Guidance

Post by Realspace »

This fits perfectly the XRSGE that has huge sectors bigger than in Rebirth.
But..can't we already set the range to zero in the trade/mining commands; and the sector trader command.. what am I missing?
Vectorial1024
Posts: 309
Joined: Mon, 30. Jul 18, 04:16
x4

Re: [MOD] Logistics Guidance

Post by Vectorial1024 »

Hi there! This mod is for stations.

For individual ships, we can limit operation range using the anchor + the range parameter. Then, we can use Mimic command to send this information to other ships. This is well-known.

For stations, once you assign the ship to the manager, the ship will have a max range using the skill level of the manager, which usually means the ships will be going all different places. There may be genuine need to limit operations range, but there isn't any "simple" way to do so:
  • Travel/activity blacklists are either too general (e.g. avoid all enemy sectors) or too specific (e.g. only this specific sector); imagine having to make dozens of blacklists, one for each of the sector
  • Newer game versions allow us to manually edit/override the details of individual subordinate ships' default order (e.g. ships working under a station), but we cannot clone this setting to their colleagues; imagine there are dozens of S/M miners all mining for a resource warehouse
The X Rebirth way of controlling the range at the station is very effective here. Just select the station, enable range control, and bam, all civilian subordinates (eventually) know about this and limit themselves.

-----

To further illustrate the point of this mod, did you know: Expert AutoMine with max range = 0 is always better than Local AutoMine? There is a hidden "skills" parameter inside the internal AutoMine default behavior which controls mining efficiency. Local AutoMine has 0 ("no skill") while Expert AutoMine has 100 ("max skill"), which means Expert AutoMine with max range = 0 will complete its mining run much faster than Local AutoMine. This strongly motivates us to find a good manager to oversee local mining operations, since in this case the manager's management skill level will be used to set the "skills" parameter to boost productivity, but then the high star level would normally mean mining ships would go away from the station space and mine somewhere else. With this mod, it is possible to have a high-skill manager oversee a very effective in-sector mining operation, and every mining ship will definitely stay inside the sector.
The future awaits.

X4 Foundations mods:
Civilian Fleets: (Obsolete for X4 7.0+) Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Market Discovery: Find Black Market Traders; also rerolls them.
Logistics Optimization: Improve your station traders; improve your trade stations!
Logistics Guidance: Manually adjust station logistics efficiency.
Realspace
Posts: 1790
Joined: Wed, 15. Nov 06, 10:21
x4

Re: [MOD] Logistics Guidance

Post by Realspace »

Right, I did not remember that manager locks the range, when commented...too long time modding and not playing. Then very usefull indeed.
In xrsge each sector is a system so a zone works as a vanilla sector, holding multiple stations and different districts (as in Rebirth) so this mod definetly helps confining activity inside a sector. Will add to the reccomended :)
Vectorial1024
Posts: 309
Joined: Mon, 30. Jul 18, 04:16
x4

Re: [MOD] Logistics Guidance

Post by Vectorial1024 »

I do want to precaution that I am still fine-tuning the details, and things may change. But the promise is that things will stabilize once it reaches 1.00 when it will then be available in Steam, Nexus, etc.

Just that the concept is here for all to consider.
The future awaits.

X4 Foundations mods:
Civilian Fleets: (Obsolete for X4 7.0+) Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Market Discovery: Find Black Market Traders; also rerolls them.
Logistics Optimization: Improve your station traders; improve your trade stations!
Logistics Guidance: Manually adjust station logistics efficiency.

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