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
really love your mod, it helps me fix an issue where traders keep on trading 20 BoFu to stations and completely ignore the fact that the stations have absolutely no water supply, while the water factory builds up said water. I am bothered by the renaming of the ships though - I love to give my ships individual names. I already read below that you can't remove that, but did not entirely understand why that is the case. Could you please explain?
1) Supply courier multi isn't respecting the cargo types (solid/liquid/container) when assigning orders. I have a warehouse with the usual container products plus scrap metal and a mixed fleet of container and solid transports. When one of the cargo types runs out the ships of that type start spamming new trade orders but they constantly fail because the ships don't have any cargo space of the right type. This makes the routes flicker on the map as they re-plot twice a second. I haven't checked if sales agent has the same issue yet.
2) I can't get traders to pick up intermediate goods from a station that both produces and consumes them. This may not be a problem with your scripts though as it also happens in the base game "trade for commander" logic. It works fine if I set up a repeating order for the specific item.
Other than that it has been really useful so far, keep up the good work!
What is the max travel range for the infrastructure courier in both positions, assigned to station and not? And would it be possible, read not much trouble, to make that configurable for the job? Something like zero to thirty jumps in case we want to limit some ships to a certain cluster and also allow others full transit of the universe.
Thanks again for support such a wonderful mod for us all to enjoy!
sure thing I can give it a try and tell you if it's working.
Just tell me how I can test the changes and I'll give you feedback asap.
Sure, I can expose those things, in fact they are here. I removed options before publishing in order to keep script simple. I'll publish a version where those options would be exposed as advanced.
I will include it in advanced options.
Regarding redoing assignments.
Engine limitation is not allows to edit order options for ship assigned to the base. That is a bit painful, I know. What I suggest to use Supply courier until mid game. Then plan all necessary production stations, create them (even if they are not functional). After that configure Supply courier multi once (and copy to another ships).
Unfortunately removing order can't be processed easily(if possible) therefore restoring original ship name unlikely for now.
Even distribution is on my mind. The draft version is not performing nice. Either there are a lot dull ware transfers (especially when you have a huge trade fleet) or configuration is over complicated.
TLDR even distribution is complicated because it is hard to take into account wares which already in transfer..
What you suggest might be a good idea. I can implement it quickly if you willing to to test it. (I am on business trip until April, can't test myself).
2. It would be nice if assigning the ship as subordinate is an optional - I personally don't like that logic since you it's annoying to edit the order.
I would like to achieve an even distribution of goods between several trade stations. Currently there is a constant ping-pong as soon as the percentage value moves between the defined value and 100%.
I would like to suggest an option (checkbox?) whereby the specified percentage value of the source station is simultaneously checked as the maximum percentage value for the target stations. If the destination station is above this percentage value, no goods are transported.
This would ensure that goods are distributed evenly between several trade stations.
Two ideas that would improve the experience, at least for me and possibly for others:
When using the “Supply courier multi”, the messages regarding failed commands pile up. These should be removed as soon as a valid command is being executed.
I just thought infra courier was like courier multi, but it supplied all factories, rather than just the designated factories.
I can confirm the supply courier multi is now shifting solids and liquids.
I tried infrastructure courier with a mining ship... Left it 2 minutes or so, but it didn't pick up any trades. Maybe I didn't give it enough time to start working.
Thanks for report I've found why script ignored solid/liquid wares. The fix is ready, I'll upload it to steam, there is some lag before steam verifies.
Keep in mind that after deleting script all traders will return to vanila trade script
Sorry for long absence.
Haven't tested with liquid and solid wares, but I don't remember anything specific to container storage, so I expect it should work fine.
In your case my suggestion:
Trade station - we treat as warehouse
Supply Depots with miners (vanila script) and solid/liquid trader(Sales Agent with warehouse and all supply depots are included in group 1 set low threshold (0% fine))
It will cause distribution of excess ores/gases to warehouse (trade station)
Then assign container freighters as supply courier multi (warehouse - trade station, factories - your factories)
Remember to have correct trade offers for you stations (in logical view). Everything matters except price (limits, traderestrictions, faction restrictions)
Alternative
Try to use solid/liquid freighter as supply courier between supply depot and your trade station(warehouse).
I've got a warehouse that receives all my mined materials, and I'm trying to assign mining ships to act as couriers between the warehouse and factories.
I tried using Infrastructure Courier and Supply Courier Multi, but my mining ships just sit idle and don't move.
Command on the ship shows "searching for trades". Less than 50km away, it's assigned warehouse is selling ore and there is also a factory buying ore. The price on the factory is higher than the price on the warehouse - incase there was any consideration to profits by the trader script.
I have a very similar set up and have been trying to get something working without much luck. Here's what I have if anyone was able to get something like it working.
Resource Depot that is full of ore, ice, silicon, methane.
Hull Parts Factory that needs the ore and methane from the resource depot.
Food and meds factory that needs ice from the resource depot.
Does this mod work with resources or does it only transfer manufactured wares?
Thank you. That worked like a Charm. I hade made it to complex I think, with many wares.
GREAT MOD!!!!!
In my games I use
Supply Depots (In liquid or solid fields to collect raw goods)
Trade Stations (collects raw goods from depots and distributes to factories, also sells finished goods)
Factory Stations (collect inputs from trade stations and sells outputs back to trade station for distribution.
In a setup like this what scripts do your recommend? Thanx again for the great work!
When you are saying BUILD storage, you mean a normal station which has all required build wares (hull parts, claytronics, etc) or a build storage which is small dock near each station?
If first is true, then your station should expose sell offers for infrastructure couriers. in order to get wares in buy offers should be exposed for supply couriers.
Example of working setup:
1. warehouse (only docks and container storage).
2. Hull parts factory.
3. Claytronics factory.
4. Energy cell factory.
Three Supply couriers :
1. Hull parts -> warehouse
2. Claytronics -> warehouse
3. Energy cell -> warehouse
Warehouse has sell and buy offers enabled for hull parts, claytronics, energy cell. (Faction filter can be used to limit only to your faction)
Infrastructure couriers are assigned to the warehouse.