X4: Foundations

X4: Foundations

535 ratings
TaterTrade
14
2
2
2
2
7
3
3
4
4
2
3
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
412.096 KB
2 May, 2020 @ 5:41pm
28 Dec, 2024 @ 7:16am
20 Change Notes ( view )

Subscribe to download
TaterTrade

Description
This mod includes two scripts: Tatertrader and DeadTater.
DeadTater is a completely rewritten script from scratch by me, and it uses the logic of comparing trade offers from Ludsoe. The name is a nod to the work from both of us and even as less of his code remains, it would not be possible without his work.
TaterTrader is the original script updated by me with permission from Ludsoe.

If you ask me which you should use: DeadTater would be my answer. It is designed to be as efficient and reliable as I could code. Just like the original, it does not use any information unavailable to the vanilla autotrader. It has a built in logistics mode in the option of my faction first that is still "profit based."

Why is TaterTrader still included? While I have not maintained all the options (homebound, assign to station), it still provides valuable options to the users who prefer it. It is still head and shoulders above vanilla autotrader. I have zero plans to add more factions to the ban section as long as it requires hardcoding factions.

Check the images for explanations on the features of both scripts.

Both DeadTater and TaterTrader use buy/sell offers to function. This means that stations must have funds in their account or they will not generate buy offers.

Both DeadTater and TaterTrader have mimic support built in. You can create trading fleets that each individually perform their respective script.

Both DeadTater and TaterTrader do not cheat information. They use the same information available as the vanilla trade script.

Both DeadTater and TaterTrader respect blacklist and traderule settings, unless overridden.

DeadTater features:

Profit based trader.
Adjustable distance penalty calculation.
My faction first - simplified logistics between player owned stations in range.
Prefer my buy offers - simplified logistics for supplying player owned stations in range.
Prefer my sell offers - simplified exporting of wares from player owned stations in range.
Auto wares - Automatically adjusts ware basket based on trades available in range.
Illegal wares - Allows trading in illegal goods.
Minimum fill - Traders will no longer accept trades below cargo capacity percentage.
Ignore Carrier / Auxillary - Prevents trading with the often buggy ship buyers.
Logbook entries - Enable or disable log entries showing estimated profit and the traders performance up to that point.
Global tater queue - Spreads performance impact and prevents individual traders from grabbing the same trade at the same time. Allows large numbers of traders to have near zero performance impact since only one is running intensive logic at a time.

The three prefer options are run in sequence in the order they are presented.

Author: DeadAir

TaterTrader Features:
Attempts to find the best profit based on the configurations of the order given.
A bunch of settings you change to tweak how and where it trades.
Only trades with trade offers known to the player.
Uses the games own built in trade orders to conduct its trades.
When the Traders home is set to a station, the station becomes the traders commander.
Traders use their commanders money if they have one.
The Traders follow faction trade restrictions, unless told otherwise.
There's ware list presets you can copy within the configuration options.
Fancy outputting to the player log.
Station Trader Mode allows you to focus the trader onto a station, to handle all its trade offers. Can be used on both player and NPC owned stations, even accounts for the stations build storage.

Configuration Options:
You can define a home sector or station.
Can set the trader to always return "Home" before attempting to seek another trade.
You can configure which wares the trader attempts to find trade deals for.
The maximum distance from home the trader can buy or sell at.
Change the Price the Traders perceive wares are set at your own stations. (Doesn't actually affect the cost)
You can set the Traders to bypass faction trade restrictions.
You can exclude sectors from the trade offer search.
You can use preset ware lists, I copied the ones used by the game itself.
You can set the Trader to compare distances between stations when searching for deals.
Enabling Station Trader Mode allows you to focus a stations offers, allowing you to automate your own stations or even NPC owned ones.

(Updating details might cause issues with my steam workshop update procedure, yay!)

Author: Ludsoe
Maintainer: DeadAir

Patch notes available on:
https://github.com/DeadAirRT

Best place to contact me:
Egosoft discord X4 Modding channel
Popular Discussions View All (5)
1
2 Sep, 2024 @ 1:31pm
Tide & TaterTrade
Komodowaran
4
1
7 Jul @ 9:12am
PINNED: Explanation of TaterTrade options
DeadAirRT
3
26 May, 2022 @ 6:36pm
PINNED: Patch notes
DeadAirRT
706 Comments
deltaCorben 10 Jul @ 2:12pm 
Adding money to the station budgets has solved it. Sorry for not seeing that earlier.
deltaCorben 9 Jul @ 12:39pm 
When I set a station trade rule to only trade with my faction at a factory, my dead tater fleet will completely ignore that factory.
sgtspock 4 Jul @ 12:49pm 
Hi DeadAirRT. I love your mods! I have a feature request for Deadtater: It would be nice if I could assign an Auxiliary ship to supply my Deadtater fleet and have ships that take damage automatically repair themselves when damaged after their current trades are finished.
DeadAirRT  [author] 27 Jun @ 6:46pm 
@Kater - I have never once seen that in all my testing, or received any reports of it. You most likely have something messing with your trade offers (a different mod) or there is some information missing in your description of the problem.

If you have queue spreading turned on, there is no way for multiple ships to get the same trade at the same time. If you are using SETA or something then that would cause issues because this game can barely run smoothly at 1x speed with all the objects in the galaxy, let alone 4-6x
Bix' 19 Jun @ 6:28pm 
Thanks DeadAir for maintaining this mod, I paused the game few years ago and to find this is still updated is somewhat soothing. Thanks also for all your scripts, pretty convenient.
Kater Lysator 19 Jun @ 10:29am 
Thats the thing, i use exactly that. And even if i cancel the trade, sometimes they come back. But since its a general mod problem, or at least seems to be, i would almost assume its a "this is a mod" problem. Sometimes ships keep coming for minutes, even if all resources are already here. Canceled ships sometimes even just keep re-reserving the trade etc. Its weird. I would love to look deepter into that...but i lack the technical knowledge :/
DeadAirRT  [author] 17 Jun @ 7:30am 
@Kater - Yes, use deadtater with the queue spreading. Can't do anything about the engine not updating the trade offer when multiple traders find the exact same trade other than not allowing multiple to process at the same time.
Kater Lysator 14 Jun @ 8:48pm 
Is there any way to make the mod "respect" trade reservations? What happened is...as per usual, i forgot a module for one of the station building missions. I added it and within a few seconds, 4 Frogs running on dead tater (1 fleet, 100 Frogs for testing) announced and reserved a delivery. all 4 combined, perfect amount. Just when i wanted to close the menu, 6 further frogs reserved the full amount of claytronics needed each. So far, i have only seen this happen for construction sites and with various trade mods (in different savegames). Can this be fixed/changed/influenced somehow? Maybe for completions sake, its not a new problem, this goes back, as far as i can remember, to the day tatertrade was first released. Same happens with Random Trade, Random Supply and even more often and more severe with the mules and warehouses mod (none of which are or ever where active in the current savegame).
F1tgal911 7 Jun @ 7:41am 
@no fun
Yes. I use it in 7.60.
no fun 27 May @ 3:59pm 
This still work with the latest update? :Toastard: