X4: Foundations

X4: Foundations

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Logistics Optimization
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10 Jun @ 12:30am
24 Jun @ 9:33pm
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Logistics Optimization

Description
Various adjustments to improve vanilla trader efficiency, all bundled into the same mod. This should help with setting up logistics networks and reduce the need for custom trading scripts (e.g. TaterTrade, the Mules, etc.).

Perfectly save-compatible: remove anytime! (But ideally you do not need to remove this.)

More info available in our GitHub repo https://github.com/Vectorial1024/v1024_logistics_optimization

Detailed changelog available in our GitHub repo https://github.com/Vectorial1024/v1024_logistics_optimization/blob/master/CHANGELOG.md
20 Comments
DeBoet 2 Aug @ 6:47pm 
How is the update to 8.0 coming along? I'd love to test this out, but unfortunately i've already gone off to the betas
Vectorial1024  [author] 27 Jul @ 7:26am 
Should be compatible with AI Economy Buff.

As a rule of thumb, if the other mod is only modifying the universe generation to help the economy, it is very very likely this mod will work with the other mod with no problems.
Ueberlappen 27 Jul @ 6:39am 
Is it also compatible with AI Economy Buff 7.0 Re-mastered?
Vectorial1024  [author] 16 Jul @ 1:52am 
No conflicts! Both sides are modifying different files.

More specifically, deadair_eco only changes the ware price/volume, and has nothing to do with how traders work.
Ultimate905 16 Jul @ 1:47am 
Does this mod conflict with deadair_eco?
Vectorial1024  [author] 14 Jul @ 6:16pm 
I have heard that the 8.0 update contains changes on some of the trading scripts, but we will wait and see.
Vectorial1024  [author] 24 Jun @ 10:06pm 
Numbers were adjusted to hopefully reduce lag spikes.

Most notably, the hidden timer to wait for the Thinking Cap has been increased.
THE RIDE NEVER ENDS 22 Jun @ 8:38am 
Well you can check my modifications (do a quick diff) https://pastebin.com/jGJVe9kA

itt's just to see iif i see a difference and be on the safe side for now, i'm playing lots of battle in slideshow mode otherwise
Vectorial1024  [author] 22 Jun @ 6:32am 
Yes, your analysis is correct, but I believe most NPC traders are not station traders running the "trade.find.commander" script. (Some NPC traders are station traders as discovered from my quick testing, but should not be too much.)

Then, the main source of station traders would probably be from the player.

But still I think I will adjust the timings later to spread out the calculation a bit.
THE RIDE NEVER ENDS 22 Jun @ 5:47am 
when you reduce the time between trades + add randomly some trade range even on S ships it can take it's toll if the map is expanded and you have thousands of small traders per faction, i saw a noticeable difference.

But i will investigate more i think another mod is the problem, for now i edited your mod a bit to do a middle ground solution and if i find another way to gain back performance i'll re-sub the mod as is