Avorion

Avorion

Trade Routes
64 Comments
GadenKerensky 2 Jul @ 1:15am 
That makes building up an empire a little easier.
Hammelpilaw  [author] 1 Jul @ 1:44pm 
@GadenKerensky Exactly. Manage your own freighter fleet and let them do the work for you :)
GadenKerensky 30 Jun @ 11:41pm 
So, this should let you set a handful of freighters to cycle around your sectors taking goods where they need to go?
Hammelpilaw  [author] 25 Jun @ 10:12am 
@Adorjan After modifying the route (like enabling restart option) you need to restart the route once to update the ship order. After you restarted once it should work.
Adorjan[HUN] 24 Jun @ 11:34am 
ships stop after one loop even with the repeat option on
Hammelpilaw  [author] 10 Jun @ 11:35am 
@Knight CMDR Yes, alliance ships are not supported yet. Alliance support may or may not come, can't tell yet.
This only works for personal ships right ? not alliance ?
Roballa 9 Apr @ 12:50am 
Thanks for this great mod!
Hammelpilaw  [author] 7 Jan @ 11:19am 
@Warp Capable A goods list template for buy/sell is a great idea. Thanks for the suggestions, I like both - maybe Ill implement them anytime.
Warp Capable Cripple 6 Jan @ 5:54pm 
Hi, is there a way to save a filter or wildcard so a route will work with all matching goods instead of having to add every single good to it manually? Also, it would be really helpful to have an option to use the local stock of the good instead of using an absolute/relative amount of cargo. Thanks.
Hammelpilaw  [author] 6 Jan @ 8:22am 
@KleinGrrmpf Thanks for the suggestion. When I created this mod I decided not to implement gate/wormhole support. Cant remember the reasons anymore... I think there has been something complicated regarding this feature or so. I recommand using the travel feature instead - activate this in route configurations.
KleinGrrmpf 4 Jan @ 9:04am 
Hey, not sure if you're still developing this, but I have a suggestion: Have the ship use a gate to travel to the next sector if there is a direct one available bu the range is too far for a hyperspace jump. That way the ship doesn't have to jump into an extra sector or travel. Thanks for the mod tho! <3
Hammelpilaw  [author] 26 Nov, 2024 @ 8:40am 
Ok, no problem.
endeyfire 26 Nov, 2024 @ 3:00am 
can comfirm. this mod isnt the culprit. sorry for bothering yall so much while i try to figure this out.
endeyfire 26 Nov, 2024 @ 2:57am 
i narrowed down my modlist, and https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3279979380 shows itself to cuase the conflict as well.

im going to reenable this mod and see if everything is good or if trade routes also gives me the issue.

again, sorry for the troubles.
endeyfire 26 Nov, 2024 @ 2:25am 
good news gordon freeman!!! my dumbass didnt enable all the mods in my modlist! so the conflict with this mod is directly with xavaorian!!! bad news... i still have the issue and now i must sort it out myself...
Hammelpilaw  [author] 25 Nov, 2024 @ 7:30am 
@endeyfire Cant see any mod list in your profile.
endeyfire 23 Nov, 2024 @ 2:21am 
sorry for the third comment, im very tired, open a new save, then just check out your turrets and a turret supplier. all discriptors will be null and devoid of description for the most part.
endeyfire 23 Nov, 2024 @ 2:19am 
sorry for the late reply ive been buried in avorion.
endeyfire 23 Nov, 2024 @ 2:18am 
i cant really explain it. however, i made the mod list im using public for you. simply download it, and the trade route mod along with its dependencies. the game will instantly break when loading a new save.
Hammelpilaw  [author] 22 Nov, 2024 @ 4:12pm 
@endeyfire Please send me step by step instructions to reproduce the issue (with only Trade routes and X mod installed), and describe what exactly goes wrong, and what should happen instead. I do not know the X mod, so I need very precise descriptions what goes wrong.

At all the Trade Routes mod got very good compatibility. Just as LM13 said, the issue may be related to something else. If there is any issue with trade routes report as described above.
LM13 21 Nov, 2024 @ 12:07pm 
@endeyfire

Hey, X dev here.
I'm still playing fine with Trade Routes, and there were no updates to any of those mods.

There's probably another mod you toggled by accident (happens with 16+ mods).
If you're not sure - you can post your modlist at X mod page discussions.
endeyfire 20 Nov, 2024 @ 9:22pm 
hey, this mod has a conflict with xavorion mods now. it removes the descriptors from all the items in the game sadly.
BlackTigerAce 8 Aug, 2024 @ 6:51pm 
@Hammelpilaw no prob :)

i see, thats unfortunate, no worries
i just have a thought about "why not the mods cant use procure or sell mission instead going far away directly to factories or trading stations?" , not only my merchant captain's skill useable, i got the goods far cheaper/get more profits, and the missions are restart-able by the mods
i already use command queue mods like 1.0 loop mods, but imagine a fuse mods between 1.0 loop mods and repeatable captain mission :D
Hammelpilaw  [author] 5 Aug, 2024 @ 9:31am 
@BlackTigerAce Thanks for the feedback. Maybe I should update the tooltip, its not clear enaugh that you must set this.

Yeah thats what mods are for: implement features that are not in vanilla game :)

I will not create similar mods for any command that already exist. Mods like this require a lot of work, not worth it to only queue some commands. You should use the command queue on the map instead.
BlackTigerAce 5 Aug, 2024 @ 2:44am 
extremely great mods, should be vanilla feature tbh
but i hv 1 complaints and 1 great suggestion :
- you should add tooltip for buying amount about "must add numbers or ship wont buy at all"
- make separated mods like this, but instead of trade route, its available for all captain missions instead. imagine the amount of automation loop when your captains going to missions on their own, without me micro manage them every minutes or hours, and the captain missions also configurable on "route" manage menu
.
again, thank you for the mods
Hammelpilaw  [author] 17 Jul, 2024 @ 7:57am 
For further mod compatibility discussion please join my steam chat: https://s.team/chat/AT3fSCye
Dont wanna spam the comments with this
Hammelpilaw  [author] 17 Jul, 2024 @ 7:55am 
@LM13 @Very106 If Trade Routes got unexpected behavior with other mods feel free to tell me. I just never used Xavorion, so I cant say what could be wrong
LM13 17 Jul, 2024 @ 6:01am 
@Revy106 @Hammelpilaw

Those errors are unrelated, Phase Photon Cannon mod just has that error by itself.

Revy, you can post your issues in Xavorion discussions. If there's really an issue with Trade Routes mod - I'll take it from there.
Hammelpilaw  [author] 17 Jul, 2024 @ 4:00am 
@Revy106 The log is full with issues in other mods:
- [2.5.2+] XSF: Sector Generator
- Phase photon cannon

Please try to reproduce the issue without broken mods or mod conflicts that are not related to my mods. Also please do not remove from the beginning of the log, remove from the end of the log instead next time.
Revy106 17 Jul, 2024 @ 3:42am 
@lm13 yes I am on Xavorion, it did some how manage to buy 1 lol but that was it.

@Hammelpilaw https://pastebin.com/78dcF2BK I had to delete some of the start up part of the log because it was bigger than 512kb
Hammelpilaw  [author] 17 Jul, 2024 @ 3:25am 
@Revy106 Looks like a configuration issue in your route. However, there is a very small chance that there is a mod compatibility issue.. If you can not fix that please upload your server logs on pastebin.com and send me the link.
LM13 17 Jul, 2024 @ 2:15am 
@Revy106

This happens when goods in sector are more expensive than max price you've set.
Let's say Potatoes for 30 credits, but sector has them at 100.

You've got incorrect prices setup.
(If you're on Xavorion, economy is dynamic and prices change a lot)
Revy106 16 Jul, 2024 @ 10:52pm 
I am having the same problem as Thorbis where it goes back and forth BUT never buys anything to sell, even though I have set it to pick up something and sell that item at the other sector.
AttilaHell 11 Jul, 2024 @ 9:10am 
Thanx for this mod testing it now on my server, see you on Discord
Bluetail 10 Jul, 2024 @ 11:39am 
This is so confusing to use.
Hammelpilaw  [author] 25 Jun, 2024 @ 10:07am 
@Torbis Ironguard You need to configure the goods you want to buy. Please keep in mind, that the amount must be set for buy actions in the sector configuration. Try to hover the labels with the cursor, a lot of them got useful tooltips to help you understand how it works.
Thorbis Ironguard 24 Jun, 2024 @ 11:30pm 
It seems to just warp for me but it doesnt pick up anything to sell?
Hammelpilaw  [author] 3 Jun, 2024 @ 1:09pm 
@스타더스트 Create a route, assign a ship with captain to the route, then start the ship command (via interaction menu or map)
스타더스트 23 May, 2024 @ 8:32am 
How do I use this? I created a trade route for my ship, but my ship isn't moving.
Hammelpilaw  [author] 1 Apr, 2024 @ 2:50am 
@kirbcake Yes it trades with stations from npcs, players and alliances. To prevent the ship from buying from the npc station you could limit the max buy price.
kirb 31 Mar, 2024 @ 2:18pm 
Is there a way to get the trade routes to pick stuff up from player stations or is it only NPC stations? I'm trying to get steel from my factory but there's a trading station in the system so the ship on the trade route always goes for that station.
Phooenix 26 Mar, 2024 @ 5:21am 
@LM13

Cool, you should have it written down on that mod's description :)
LM13 26 Mar, 2024 @ 4:46am 
@Hammelpilaw

Thank you, and thanks for your work.
Trade routes really work as a core part of this game.


@Phooenix

Yes, and I consider this a "must have", even without X overhaul.
Phooenix 26 Mar, 2024 @ 4:32am 
@LM13

Does this mod work with your mods?
Hammelpilaw  [author] 24 Mar, 2024 @ 8:36am 
Updated the mod for the latest Avorion versions. Also did some fixes and improvements. Enjoy :)
Hammelpilaw  [author] 23 Feb, 2024 @ 10:41am 
Thanks, will check this and update if required
LM13 23 Feb, 2024 @ 10:39am 
Sure, to be exact, here's the fixed version:

scripts\player\map\TradeRoutesMap.lua

@Line 68
map:resetJumpRangeArea("")

That function seems to require a single string argument now.

@Line 135
map:setJumpRangeArea("", ivec2(sector.coordinates.x, sector.coordinates.y), math.floor(reach), passrifts, false, nil, true)

Signature changed, requires string as first argument now, and few more later.

From documentation:
function var setJumpRangeArea(string name, ivec2 center, float radius, bool canPassBlocked, var includeGateConnections, var color, bool dotted)

While your current one looks like this:
map:setJumpRangeArea(ivec2(sector.coordinates.x, sector.coordinates.y), math.floor(reach), passrifts, false)
Hammelpilaw  [author] 23 Feb, 2024 @ 10:26am 
@LM13 Yeah Im in contact with shrooblord. In some tests the whole mod seemed to work fine with just his main game dependencies updated. Told him about my tests so I guess he may just do that soon.

Do you have any more information about the issues you talked about (GalaxyMap():setJumpRangeArea() and GalaxyMap():resetJumpRangeArea())? Thanks for the hint.