Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation 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
Yes. I use it in 7.60.
Appreciation comment.
@fadamor - if you are able to give the station it's budget then dead tater is your best option. If you aren't, then vanilla station trader since it sometimes can work without proper buy orders.
If I have a high star captain as the commander, who can buy/sell in up to 10+ sectors away, and I buy some new ships with newbie captains, will they share the same range as the commander, or will they be limited to their own smaller ranges?
First, is there a document somewhere explaining the settings?
Second, Given Vanilla Trading, Tater Trader, and Dead Tater, which setup would be the best for commanding freighters to supply a station for food and medical? I'm finding in Dead Tater that the freighters are claiming none are found even if # of jumps to buy is set to 15.
The most common things that people mess up are:
Budget (due to the way trade offers are implemented)
Trade restriction blacklist/whitelist inverse
Trade rule handling
Pricing
Buy up to/Sell up to problems
If you fix it or not, of if its even possible cause of Egosoft Magic sorcery, its something you decide.
So, whatever you decide to do, you have my thanks.
Ok After i flew a ship myself into the sector to open up the route, they started to fly again, even if i didnt find the Station, so the Problem seems to be the path into the unkown sector.
Yes I do have the trade license. Would that be the reason why the station is known to the traders?
Otherwise its not a big issue. I just need to explore more :)
After I went to that sector and discovered it, the traders started their trade. Is there a setting to prevent them from trying to trade with unknown stations? Could be the Sectors Satellite Mod causing the issue.
Thank you for this mod. Have been using DeadTater to supply my Shipyards and for the most part it works great and efficient. The only issue that I do encounter, is that sometimes a trader would just freeze after finishing its trade.
The trader mimics its commander, and when its frozen, its orders for the next trade is listed and correct. Under Command in the behaviour panel, it will show "Dock at PAR Advanced Electronics Factory I", with "Calculating Parameters" popping on and off.
But the trader never start to fly to its destination. To resolve the issue, I have to delete all orders, and then it will again continue trading.
And with the Auto Wares option enabled, it means that the wares I had selected didn't matter.
Everything is working fine now. Thanks.
This is my DeadTater order: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3434855152
You can see that it's restricting to only TER wares and still in the current order it's going to buy Soja Husk.
I also explicitly set a rule to prevent trading with other factions: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3434855131
And still, it's trying to trade with a HOP station.
What am I missing?
@kimsk6985 - It does not cheat information. This script uses the same information available to vanilla traders.
@Emrysin - Unless you have something conflicting that messes with order.assist, yes they do.
I want to use both :(
:D
You mean to tell me that the ship jumping 8 sectors to its next pickup found that trade more profitable with 24% penalty? (i'm using 3% but I ought to use 5 instead.)
@Akry - No, I have not coded for that. Distance penalty is based on the ships current location, not from the anchor. The anchor only serves to determine what sectors are considered.
For example, if the trader that has its anchor in argon prime finished selling refined metals in Pious Mist, then the new anchor would be Pious Mist and it would start calculating new trades based on that.
is this even a good idea? I just witnessed a trader having 4/4 range setup going 4 sectors from the anchor point to drop off a batch and then wanting to travel 8 sectors to the other direction to pick up the next.
I wonder if that was the most lucrative trade. I assumed the distance penalty is there exactly to prevent this, but does the distance penalty takes into the account how far a trader has to go to pick up its next shipment?
start at argon prime buy wares and sell at holy vision then buy at holy vision (or close to holy vision ) and sell somewhere else. im trying to minimize free hauling
Thanks for the answer. It is interesting that if I apply traders as trade for the station they do not have this budget problem for some reason.