X4: Foundations

X4: Foundations

[REPLACED] Fully Loaded
24 Comments
Vectorial1024  [author] 14 Jun @ 11:30pm 
Hi all, please replace this mod with Logistics Optimization, which contains more features and aims to further improve trader logistics. Thank you all for your support!
Vectorial1024  [author] 8 Jun @ 1:53am 
I believe this still works after the 7.6 update.
Vectorial1024  [author] 8 Jun @ 1:52am 
@Ishimuro

I finally have time to revisit this.
To help EgoSoft identify the problem you found, a bug report thread was created https://forum.egosoft.com/viewtopic.php?t=471462
Добряк 25 Feb @ 9:47am 
Я так понимаю, 7.50 не работает ?
Ishimuro 9 Aug, 2024 @ 10:18am 
the egosoft fix does work, at least for the issue that ships loaded to much, if you somehow end with stuff at your ship...the "dump everything" is still pretty useless
the mod self works and egosoft didnt fix the .count error, but that is just a minor issue
Vectorial1024  [author] 9 Aug, 2024 @ 10:00am 
Feel free to check whether this works with 7.10 while I deal with new irl mess
Ishimuro 6 Aug, 2024 @ 4:53am 
looks like, cause current the "dump everything" is just plain stupid and i have half my fleet with leftovers that they just sell bit by bit ... (well i fixed that kinda cause i raise the min price +1 so they dump their stuff somewhere else where it at least needs some stuff and not just 10 units)
Vectorial1024  [author] 6 Aug, 2024 @ 3:55am 
@Ishimuro

There will be bugfixes to AutoTrade in 7.10, so we should wait for it first, and then see if the same problem still exists.
Vectorial1024  [author] 6 Aug, 2024 @ 3:53am 
but yes, "* volume" should be removed; leftover from beta version
Vectorial1024  [author] 6 Aug, 2024 @ 3:52am 
- supposedly, there is this "dump everything" mode, so the cargo space should be empty most of the time; this multiplier should be x1 most of the time
- even if cargo is not fully empty, still does not matter: if I punish everything by e.g. x0.9, then the relative positions of trade offers are not affected (this does not hold for multi-type cargo ships, but then there cannot possibly have multi-type cargo ships in the game; nowadays it is explicitly a miner or a trader)
Ishimuro 5 Aug, 2024 @ 12:15pm 
if you want to fix a egosoft bug:
at "<set_value name="$tradevalue" exact="[$buyoffer. ...."
that: "this.assignedcontrolled.cargo.{$currentware}.free"
hast to be: this.assignedcontrolled.cargo.{$currentware}.count

(the script wants to sell the current leftovers, egosoft uses .free so counts the storage available not .count which tells the used storage and we want to sell the used storage :) )
Ishimuro 5 Aug, 2024 @ 12:15pm 
<set_value name="$maxCarryAmount" exact="this.assignedcontrolled.cargo.{$buyoffer_local.ware}.max * $buyoffer_local.ware.volume" />
shouldnt it be:
<set_value name="$maxCarryAmount" exact="this.assignedcontrolled.cargo.{$buyoffer_local.ware}.free " />

.max gets the whole storage ignoring possible other wares still at the storage, while .free gets you the storage available for trade and why should we punish tradevalues if the ship was to stupid to empty their storage
also " * $buyoffer_local.ware.volume" should be removed as you dont use the volume at $tradeAmount, so you just lower the tradevalue for wares with higher volume

same for the import:
<set_value name="$maxCarryAmount" exact="this.assignedcontrolled.cargo.{$selloffer_local.ware}.free" />
.max ignores leftovers at the storage
Vectorial1024  [author] 5 Aug, 2024 @ 10:15am 
me don't know too much details about vanilla AutoTrade 🤷 I only know I can influence trade preference
Ishimuro 5 Aug, 2024 @ 10:05am 
yeah, but as i read the script it still does try to sell that cargo for the price his homebase has set ... but that kinda doesnt work... XD
...well it does but i think the logic is wrong as they set the price match to the one of the station so it just looks for that price and not that price +1 ... my guess
Vectorial1024  [author] 5 Aug, 2024 @ 9:57am 
@Ishimuro

there is a known vanilla bug in 7.0 where traders might pick up too many items when trading; is this what you are observing?

when the AutoTrader user has cargo in itself before it tries to do anything, it will enter the "dump everything" mode where the cargo is emptied at whatever price available.
Ishimuro 5 Aug, 2024 @ 9:35am 
i like the mod and hoped it fixes the issue i have with station traders selling low values from their cargo e.g.:
it sits with 7k energy (after a trade) and instead of selling it to a station 3 jumps away with a offer at 13 cr for 600k, it just dumps it to a station with a offer at 11cr for 500 ... and ofc doing it again after the idle because there are 6500 energy cells left...to bad the mod doesnt impact that :/
i already looked into the xml ... just cant find where that happens, to me it looks like the script just takes the nearest buyer and doesnt search for the best ...
Vectorial1024  [author] 2 Aug, 2024 @ 7:04pm 
@Raija

I think this will work in SWI

But then, given how the SWI maintenance staff works, you might need to bring this to their side and ask for approval. I am not going to make any SWI version of this.
Vectorial1024  [author] 2 Aug, 2024 @ 7:03pm 
@Peanutcat

This mod only modifies vanilla AutoTrade; my philosophy is that we should use as much vanilla features as possible for easy management of things. This mod is intended to improve station traders by improving the underlying "find trades for commander" script.

DeadTater etc they must implement this themselves; e.g. DeadTater already has "minimum fill".
Peanutcat 2 Aug, 2024 @ 3:42pm 
Any idea on compatibility with the DeadAir mods? Does this change the same files?
Raija 2 Aug, 2024 @ 3:10pm 
Does this mod transfer to overhauls like SWI ?
Vectorial1024  [author] 1 Aug, 2024 @ 5:24am 
This currently only affects subordinate traders (e.g. trading ships under stations).
Echo 31 Jul, 2024 @ 10:20pm 
what type of trader? auto trader and station trader? is it for player only?
Vectorial1024  [author] 30 Jul, 2024 @ 10:50am 
Fully equipped ships are something very different, and I suspect this might involve factionlogic (too complicated)
[TAR] BarricadePrime 30 Jul, 2024 @ 10:03am 
coult you do a mod similar to this but with fully equipped L/XL npc ships?