X4: Foundations

X4: Foundations

127 ratings
Mules and Warehouses v4
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
55.835 KB
8 Jun, 2019 @ 2:00pm
17 Jun, 2019 @ 5:06pm
9 Change Notes ( view )

Subscribe to download
Mules and Warehouses v4

In 1 collection by LegionOfOne
Legion's X4 Mods
2 items
Description
Don't forget to check the Change Notes. Consider rating this mod after you test it.

This trade script is based on the wonderful original Station Mule[forum.egosoft.com] by leecarter, with "a few" extra options on top.

The original Mules did one thing : take two stations, and trade every ware one of them makes that the other wants to buy, without caring about prices, profits, or ever idling.

That worked so fast and well I wanted Mules to handle everything.
So I added a bunch of options, some of them with leecarter's help (thanks !).
Now, you can make Mules
trade in priority to station build storages, or
trade freely among all your stations in a cluster, and even
turn one of your stations into a Warehouse, capable of buying and selling any transportable ware.

They now also handle selling to other stations, and distributing wares between your warehouses, thanks to the two new Mules in the Family.

The description is quite long, so I will only give the basic outline here.
Explanations for every option and feature are on the Egosoft thread[forum.egosoft.com].

One note : this script does NOT 'cheat' in any way, by teleporting wares or ships, or knowing more than it should, or any other shenanigans.


The Station Supply Mule, aka StationMule
These Mules were the first in the Family, and should be your most numerous ones.
They can handle all the supply between your factories, construction sites, and shipyards.
They can even create warehouses, to properly manage your industrial empire.


The Ware Distribution Mule, aka DistriMule
This simple Mule is meant to distribute wares between your warehouses, so that every warehouse has at least some of every ware.
That way you can use a network of warehouses to supply factories in various systems.


The Travelling Salesman Mule, aka TravelMule
This Mule is the only one to care at all about prices and profits.
It is the one you will use to sell from your warehouses to every other faction.


All mules are 'fire and forget', requiring very little upkeep or micromanagement.
They work very fast compared to trade scripts, because they don't check every trade and don't care about profits.
What they do care about is moving fast with a full cargo.
So they consume a lot less CPU, and move a lot more wares than any other script.

Like most scripts, this mod works on existing saves and does not break saves when you remove it.
All that happens when you remove the mod is that your former Mules lose their orders and start idling. Now why would you want that ?
The mod is compatible with all game versions, no update should ever break the script.
54 Comments
The Adversary 21 Jan @ 4:25pm 
sooo this mod DOES break saves since it stops ships that had orders from moving and accepting new orders this includes AI trading vessels
Zaxius 11 Feb, 2022 @ 4:51am 
Question to author: After setting a mule to "Station Trader" Assigning it a target and source station, allowing all wares, the trader sits idle with a big blue ? next to it. My target station needs the raw resources the source station has but the trader just sits there. Does the big blue question mark mean he is just calculating trades, or does that indicate something is not set right? Just curious if I did something wrong in the setup?
jetblade545 24 May, 2021 @ 3:20am 
is there a way to have a ship dock to a L mining ship then collect the ore then dock at station and store the ore and repeat?
Mo¡stDreams 11 Apr, 2020 @ 1:40am 
I maintain the updated version of this over on nexus and here
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2013772865
cyron43 10 Apr, 2020 @ 7:33am 
@hellgorama Nope, use this updated version: https://www.nexusmods.com/x4foundations/mods/416
hellgorama 10 Apr, 2020 @ 6:01am 
Does this mod work with 3.0?
nmaher2007 3 Feb, 2020 @ 4:12pm 
I tried using this mod in 2.6 today in an existing save. Most ships had to be given new orders as their current orders were not functioning. Several that were executing an order with a station at the time of save load, were stuck with that order and I couldn't do anything to get rid of the order. Shame
cyron43 10 Jan, 2020 @ 12:51pm 
I'm playing the 3.0 Beta for a long time already and this mod still works. :)
Browser_ice 10 Jan, 2020 @ 8:14am 
Last comment and update from MOD owner is July-2019. A few threads have been posted since then now making me unsure if I should keep using it once 3.0 kicks in. I am at 2.6 but haven't used it in long time - I restarted a game from scratch ....

LegionOfOne are you still monitoring your MOD posts and what is your current status in 3.0 compatibility work?
KAcidi 8 Jan, 2020 @ 9:12am 
Mod not work with 2.6
Is there any conflicts with other mods?