X Rebirth

X Rebirth

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Station Push wares
   
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18 Jul, 2016 @ 3:46am
9 Aug, 2016 @ 9:36am
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Station Push wares

Description
This reproduces the effect from previous games, like X3TC, where wares were fed directly into other connected stations by using manager trading ships more effectively.

Player stations will actively push goods to other player owned stations to keep all your stations producing and maximise production of the most complex (expensive) wares.

The screenshots show it pushing Medical Supplies to Ship Tech Fab 1 and Water to Med Dispensary 1. The stock of Medical Supplies is going down in Med Dispensary 1 as it actively takes wares from it for the other stations. The Medical Supplies are being moved off as fast as the two cargo ships can without waiting for the stock levels to recover to 50% and thats good news for the production efficiency on the stations receiving the Medical Supplies.

When this mod is first enabled it should generate a flurry of extra trades which will hog the cargo ships while it shifts stock to your other stations. After a while it should have sorted things out and the volume of these trades should reduce giving the cargo ships back to the vanilla rules.

The extra trades that this creates are in addition to the vanilla ones and have a priority mid way between construction vessels and the vanilla trading

It is aimed at players with lots of stations but will still do a couple of useful things with only the plot URV station

Also has a bonus feature which returns ships to their home station when idle (if in home sector) to reduce clutter

Is save game compatible. Although it does generates additional standard trades which are in the save game until they complete. Disabling the mod should still allow these additional trades to complete as they are processd by other vanilla scripts (may take 10 -15 mins).

Things that you should be aware of

The way that funds flow with the extra player to player transactions is the same as in the vanilla game. The vanilla game doesn't appear to charge for transactions between a ship that is commanded by a station and that station but does charge if the ship trades with another station that is not its commander. This can cause you grief with individual manager account balances bouncing up and down.

There are two ways round this that I am aware of

My Free player to player trades which doesn't charge for player to player trades and works by doing custom trades between player assets at 0 Cr.

UniTrader's UTAdvent02 Manager Account Sharing[www.dropbox.com] to allow all your stations to share one balance

The Station Push Wares mod

Vanilla trading requires that a station is selling at under average price which means greater than 50% stock and that the buying price is greater than the selling price

This tends to cause a lot of stock to build up at the lower levels of the pyramid before anything is shipped upwards and a lot of supply glitches

The vanilla rules are setup for maximum financial gain which means maximum size transactions, this tends to cause a glut of a particular ware on one station and a shortage of the same ware on another

So for player manager controlled trading ships change the rules to

When trying to find a buy offer for wares in our ships cargo first Add. Find/prefer own stations and CV's for existing cargo irrespective of price
Allows the selling of wares that are resources to its home station
Weeds out trades that are less than 5% of the destinations capacity for the ware to allow the vanilla rule to be reached and the remainder of the cargo to be sold to anyone
Checks all existing cargo in one go and trades the ware with the highest relativeprice (priority)

When checking if we can sell products from our station somewhere Change. Allow player stations to sell wares at 10% stock Add. Allow player stations to buy player wares irrespective of price
Buying is prioritised by relativeprice to fulfill the most urgent orders first and even out stock levels
Min trade 10pc of prod capacity (allows vanilla trading rules to be reached and is much more efficient in the use of the ships)
Limit max trade amount per transaction to 25pc of prod capacity. relativeprice should drop when a station gets its 25% and hopefully the next station will have a higher priority the next time around

Ships also have/had a tendency to go off buying stuff when they should have been selling it up the pyramid

When checking if we can buy resources for our station somewhere Change. Prevent player stations from buying wares above 10% stock if they have a station that produces the ware

Trading ships stop next to where they did their last trade if there in no more work from them which clutters the place up

When can't find anything good at the moment... wait a while, then check again Add. Return ship to home station when idle if in home sector

The combination of these five changes is much more aggressive at shifting wares to your other stations and keeping them producing

There is a circular trading rule that prevents any station from buying and selling to itself which means that it should work fine with warehouses but otherwise doesn't treat them any differently from manufacturing stations.

Will still Allow player stations to sell wares at 10% stock and Return ship to home station when idle if in home sector even if you only have one station

Should be multi-lingual as far as the Extensions menu is concerned

Known issues and Gotchas

This mod does not magically create wares, so for maximum effect, you still need to have enough production capacity of all of the required wares. Although it should do some good with just two stations provided that one of them consumes wares that the other produces.

This mod creates extra trades for player stations but still allows trades with player station via the vanilla rules if the price is right. The vanilla rules have no limits on trade amounts. The interaction of these two sets of rules can mean that trade amounts are difficult to predict.

Station trading operational range is enforced and is worth checking if a player station doesn't want to trade with another one.

If neither station or ship has any Cargolifters then the trading ship will still pick up the ware, fly to its destination and dock BUT the trade will fail with "reasoncode 65536 (0x10000 - 0000000000000010000000000000000b)!". The vanilla code does this too.

Compatibility with other mods

This mod patches Egosoft's trade.findtraderun.xml

If another mod replaces trade.findtraderun.xml then this mods code will not be run and will not be compatible with it.

If another mod patches trade.findtraderun.xml then it may or may not be compatible depending on what it changes

Tradestation Network by Marvin Martian also Allows players stations to sell goods at lower stock in this case 30%. The exact value you get will depend on which mod patches first.

Galaxy Station Range by Yorrick Vander allows the station trading range to be set to Galaxy. The two mods seem to work well together and Station Push wares can be used with it to supply a player station in another Galaxy.

Station Push wares - Support[forum.egosoft.com]

Station Push wares - Enhancement Requests[forum.egosoft.com]

Popular Discussions View All (2)
3
11 Aug, 2016 @ 5:09am
Suggestions
Browser_ice
0
16 Aug, 2016 @ 5:56pm
Ship assigned to a CV vs your current script version
Browser_ice
58 Comments
mazrados 8 Mar, 2019 @ 8:07pm 
I think that it's because managers still need to have money to "buy" from own stations. They "buy" for 0 cr but they need to have money to buy at set prices.
I was frustraited about that too but I noticed that when I assigned manager money (it was warehouse where was no need for money for this manager according to the game) - suddenly freighters started moving wares.
Things would be much easier if the game would see difference between trade and moving wares to own assets.
Artificer 4 Feb, 2018 @ 5:02pm 
I also encountered an issue where my M class ships would sit inside stations doing nothing whilst wares would run dry. Uninstalling for now.
Mordred 22 Jan, 2018 @ 12:26am 
After installing mod trading ships assigned to stations stopped trading.
They were trading before.
Set buy price to max and still ships did not initate trades.

Mining ships assigned to stations still work tho.
Nimble 14 Dec, 2017 @ 6:17pm 
The mod seems to work just fine since 4.30, haven't noticed anything off
Byzod 16 Aug, 2017 @ 6:14am 
"Return ship to home station" is even more important than pushing wares...

I bought a lot of S trading ships at OL, returning home after explored FO and found my S ships are all wondering in the sector, spread out to like 15+ empty zones, 100km+ away from any highways...
Bactraq 26 Jan, 2017 @ 1:50am 
Thank you for this. Will be using this all the time.
jth  [author] 3 Dec, 2016 @ 8:32am 
They should both be the same version
Cheetahhawk 3 Dec, 2016 @ 5:46am 
is the nexus mod variant of this more up to date than the steam workshop one? if so ill use nexus mods version instead for working with v4.0?
jth  [author] 28 Nov, 2016 @ 4:57am 
The following words in bold are Egosoft terms and are used within the menus,

Resources are what are needed by a station to make the finished products . All the primary resources must be present (in the minimum amounts) for one batch of production to start. Secondary resources increase the yield of each batch.

What this mod does is to move the finished product(s) from one player owned station to another that needs that product(s) to run its own production line(s) or arm itself. On the source station its called the product at the destination it becomes a resource .

I think that a lot of people use the word goods to mean products or resources.
JGooLaaR 26 Nov, 2016 @ 12:58am 
One thing i can't to understand. This mod can to transfer of resources(not goods) between stations?