X Rebirth

X Rebirth

Station Push wares
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?
jth  [author] 14 Oct, 2016 @ 6:07am 
Thanks for saying that. It makes the time and effort worthwhile.
Nimble 7 Oct, 2016 @ 3:20pm 
Can I just say that you're an amazing contributor? Great mods, extensive descriptions, and helpful and friendly to the commenters, all of my yes
jarvawolf 8 Sep, 2016 @ 7:05am 
oh this is nice going to try it out now :)
jth  [author] 23 Aug, 2016 @ 9:59am 
Hi revan281189

Just published a new mod that prevents you being charged for player to player trades

Free player to player trades
jth  [author] 15 Aug, 2016 @ 6:34am 
Not sure what script its running when you do that. I tend to say "I will supply" when it comes to CV's, its more labour intensive but faster.
Browser_ice 13 Aug, 2016 @ 4:59pm 
Noticed that whatever ship I assign to my CV, even if it has all the materisl for the CV, it will go do trading elsewhere if it is not needed right away by the CV. That is a bit annoying because by the time my CV needs it, its assigned ship is busy elsewhere. Therefore loosing time in constructing.

I no longer have YAT2.
Browser_ice 10 Aug, 2016 @ 8:21am 
thx for the info jth

I turned off YAT2. Even if it was usefull, it was causing inconveniences with other MODs (including yours). Those inconveniences are not bug or problems, I just found them annoying.

Now that it is turned off, I feel my game is back to normal, excep I have no more auto trading going on and I have to do it manually now. Not a big deal. Just more micro management to do.
jth  [author] 10 Aug, 2016 @ 4:36am 
Browser_ice The rules that this mod uses are listed in the description. If you would like to turn on the debug then you can see that its doing what the description says. My debug log files show that it is correctly prioritising player to player trades (station to station and ship to station).

Whats its charging for each trade is another kettle of fish. What is displayed and what it actually charges appears to be more complicated then it looks.

Looks like you are saying that this mod is compatable with Yat2 and that you can mix and match ships. I would guess that if you have more Yat2 ships then they will do the majority of the player station to station work and vice versa.

For an Energy Array to start selling requires > 10% stock of energy, station operational, trading ship that can carry energy cells and is running this mods code or the vanilla code (> 50% stock). I have watched the vanilla code source energy from the station that it is upgrading to the upgrading CV
Browser_ice 9 Aug, 2016 @ 6:31pm 
Wondering about something.

What if a CV needs ressources that can be supplied by the same station it is upgrading ?

I have a CV that built an Energy Array. It is currently upgrading it. It needs energy to go on but all other ships are currently busy from other stations. Why wouldn't the manager supply the CV with its own resources when needed ?
Browser_ice 9 Aug, 2016 @ 4:35pm 
I think I understand whats going on now related to why I was not seeing often internal trading with non YAT2 ships.

I often see YAT2 ships trading between my own stations more often then yours internally. In fact, I think it is catching up almost all the internal tradings before yours sees them.
Browser_ice 9 Aug, 2016 @ 3:45pm 
I too have added YAT2.

Funny, charging for player to player when the trading window lists no totals on the trade offer. Just a unitary price.

Also, not sure but I think stations are not prioritizing player to player. Not sure if this is caused by YAT2 or I just happen to caught it in the act. But speacking of which, how did you code it when it comes to choosing weather trading player-to-player or to NPC ? How does it decide ?
jth  [author] 9 Aug, 2016 @ 2:19pm 
Oops. Here is the advice that I posted on the Egosoft support thread

You shouldn't get charged for any of the extra player to player transactions but if Manager account Balances causes you grief then I would recommend also installing UniTrader's UTAdvent02 Manager Account Sharing to allow all your stations to share one balance.

I may have just proved that Manager Account Sharing works. :steamsad:

Will un-share one of my Solar Energy arrays and try again and maybe investigate further
revan281189 9 Aug, 2016 @ 12:05pm 
Thanks for checking. But if thats not it I don't know why my player to player trade gives my energy array credits that the other station loses.
jth  [author] 9 Aug, 2016 @ 11:53am 
Ran a simulation for about an hour with loads of player to player trades of nominal value around 500k each and the final result was a total gain of 115k and looking at the logs I sold 91k of food to RoC solar and 171k of drones to an Roc habitation. Yup but its near enough to say that it doesn't charge for player to player trades although the debug log does record what would have been charged to an NPC. Don't know what my fuel bill was though.That makes me a lot happier :steamhappy:

I will have a play with YAT and see how it works. My first impression from a quick look at the YAT code is that it doesn't seem to have its own copy of trade.findtraderun but that it might have its own equivalent that it uses on a ship by ship basis. I could be completely wrong about this though
jth  [author] 9 Aug, 2016 @ 10:41am 
I don't know but I will try and confirm that this mod by itself doesn't charge for player to player trades and then maybe look at YAT and see if things then charge.
revan281189 9 Aug, 2016 @ 10:20am 
I like the mod but have a slight problem. When my stations trade they charge credits for it. I'm running the YAT! mod as well. Could that be the reason?
jth  [author] 9 Aug, 2016 @ 9:40am 
Thanks for telling me. It worked OK for me but I have just re-uploaded it again with -minor just in case. It might also be stuck swopping the versions, I hate to suggest a PC restart but it might help too.
Browser_ice 9 Aug, 2016 @ 9:04am 
Tried to enable log but the only thing I am getting is :
Logfile started, time Tue Aug 09 11:57:19 2016
[General] 0.00 ======================================
[] 0.00 [Movie.LoadFormat] File videos/logo_publisher.mkv: avformat_open_input = -2 'No such file or directory'
[General] 0.00 ======================================

Also, I noticed the extension error is station_wares_push_bak and not actually your MOD. I assume it is the backup version of your MOD before being updated but have no clues if it is done by the game or by you.

Will disable it and see...

Done. Now the extension error is gone but this fake extension is still in the extension list even if it is disabled.
Browser_ice 9 Aug, 2016 @ 8:55am 
See that you updated it a few minutes ago.

However, when I restart my game, it says it fails to update it. Was working before.

How do I find out why to show it to you ?
Cirind Chaosdiver 5 Aug, 2016 @ 5:37am 
Man... Thanks you so much!!
I was waiting for mod like this for so long.
Now. My complex in Higgaran sector in mod will work :3.
Thanks you again so much!! :D
And thanks you for fixing problem with trade ships flying to other galaxy!! :D.
(I means really... 98900054 km away from station in Albion...)
jth  [author] 4 Aug, 2016 @ 8:27am 
I have carried out some interoperability testing with Yorrick Vander's
Galaxy Station Range and the two mods seem to work well together :steamhappy:
jth  [author] 3 Aug, 2016 @ 4:12am 
I did think about looping between two warehouses and what I should or should not do. For 0.01 decided not to do anything to stop it which is the approach taken by Egosoft.

You might think about limiting the trading range of the warehouses, so they don't see each other, as a short term fix. You may be better off putting the second warehouse in another zone. If I can decide on a good solution then I may do something in a later version.
Umbo 2 Aug, 2016 @ 1:33pm 
Like it's been said: this mod needs stars.
Rate Up, people. If you like the mod, help it to stand out.
Browser_ice 2 Aug, 2016 @ 12:05pm 
Thinking I need more storage room in one specific zone, I built a 2nd warehouse.

But after building its first stage, I started wondering how would Staion Push MOD react ?

WIll it go in a loop between my 2 warehouses ?
jth  [author] 1 Aug, 2016 @ 10:18am 
Hi Browser_ice. The last question is getting rather heavily into modding territory and I think that you will get a better answer if you re-post it with some background info on what you are trying to achieve in this mod's thread on the Scripts and Modding forum on the Egosoft site.

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

At which point lots more modders amd moderators will see it.

I can see a mod by Yorrick Vander that can set Galaxy Station Range on a station by station basis and a quick glance at its code indicates that it might work with this mod (doesn't replace trade.findtraderun.xml and looks to set the trading range in a way that this mod might accept) but I will need to try it out before saying one way or another.
Browser_ice 1 Aug, 2016 @ 5:43am 
But if I can see the trading list of the whole universe, this means the code is there and accessible to be implemented to all our stations and traders. Why has no one done it yet ?

Can you add it into your MOD ?

If not, please explain the technicalities. I am interesting into MODing but haven't comited to anythin yet (that does not stop me from making a list of things I want to MOD).
jth  [author] 30 Jul, 2016 @ 7:03am 
The additional trading between player owned stations is done ignoring the price and without charging the station that receives the wares. That is the major reason why it flows so well. As both stations are yours its not loosing you anything. So its somewhere between a moneyless trade and a simple transfer. I am calling it a moneyless trade as its using trading scripts to do the work.

The vanilla rules are still there too and your stations will sell to an NPC station or CV and make money doing it (if you set your prices right). Similarly NPC ships will be able to buy from your stations if you let them. Its not going to do that much in DeVries but should do more elsewhere.

At the moment I only have one warehouse, in DeVries, which seems to be working fine mopping up the surplus production from my stations but I will need to do some long distance manual trading soon to make some money and get some space back as its pretty much full now. :steamhappy:
Browser_ice 29 Jul, 2016 @ 4:44pm 
There is one thing I have not confirmed.

If my stations are selling at high prices and buying at low price, then how is the trading done between my stations ?

If the trading is buy high and sell low, then I will gradually loose profit.

Or do they simply transfer products without buying/selling ? A simple transfer ?
Browser_ice 29 Jul, 2016 @ 4:43pm 
There is one thing I have not confirmed.

If my stations are selling at high prices and buying at low price, then how is the trading done between my stations ?
Browser_ice 29 Jul, 2016 @ 4:40pm 
I was pleased to find that my nearby warehouse was supplying materials to my current working CV.

That part was not 100% effective in vanilla. They woudl simply stop exchanging between CV and warehouse after a while.

I started this game by building nothing but warehouses in all systems.
jth  [author] 25 Jul, 2016 @ 8:09am 
It may still be possible to do a mix and match. If the other mod can be applied on specific ships only
jth  [author] 25 Jul, 2016 @ 7:49am 
I don't think that you can set it to galaxy, its not a vanilla option.

Are you also using another trading mod ? Some of those replace the entire trading script with their own version and that won't have these extra features
Ty Hanson 25 Jul, 2016 @ 6:28am 
Yup, it is set to system. Heck, even having it set to galaxy doesn't seem to do anything.
jth  [author] 25 Jul, 2016 @ 5:54am 
Hi Ty
Is the trading operational range of your Solar Energy Array set to allow it ?
Should do it for free if in range, I had a few of my stations set to zone rather than sector or system initially.
jth  [author] 25 Jul, 2016 @ 5:48am 
Hi Browser_ice

Just changed my answer to your CV question after testing it. Initial answer was wrong :steamsad:

If the CV is all done but still attached to the station then nothing is going to happen as its not running trade.findtraderun script. To detach/release/re-pack the CV you need to run a mod after which you should be able to assign it to a station manager

Egosoft have prevented the player from manually selling or transferring wares from a CV since 4.00

However they have not prevented a CV from being used as a trade ship by a station manager. If you do that then it should empty the spare contents, first to its station using vanilla code or to another player station using this mod.

Sorry for the confusion
Ty Hanson 25 Jul, 2016 @ 5:24am 
Hmm... so in theory, shouldn't the Solar Energy Array (From CV OL) send the Energy Cells it produces to my other stations that require said cells? For free or payment?

It is just sitting there, producing, trading ships not doing much of anything.
AGuyNamedJD 24 Jul, 2016 @ 5:28pm 
Thank you for this mod, solves the very problem I was having building a self sustained economy in DeVries :D
jth  [author] 24 Jul, 2016 @ 1:09pm 
Hi Browser_ice
1) its done in the background for you

2) You can see its side effects. Look at the Economy stats with the resources going up and the products going down after 30 mins + running, Also if you expand the manager's ships just after you install the mod then you should see them all going off and trading rather than sitting around doing nothing while the stock builds up above 50%. Finally if you see "returning to" messages in the error log then you know that its done as much as it can with that ship

It doesn't write to the logbook as I felt it would spam it too much, sorry

If you really want to see what its doing enable all the debugging (comment out the two lines) and watch the debug.log. Its quite fascinating :steamhappy:

3) No, there are no options on this mod its on or off and applies to all your manager's ships running the vanilla trading script. There is no ui at all.
Browser_ice 24 Jul, 2016 @ 8:43am 
Also what if I have a CV that is all done with its constructions but still has products in his cargo ?

Can this be taken into account for other stations/CV needing those materials ?
Browser_ice 24 Jul, 2016 @ 8:37am 
Hi was looking for something like this.

Questions:
1) this is all done in the background or I have to do anything ?

2) how do I visually see that it is being happening/done ?

3) are there any options/menu I can access other then what vanilla X3R supplies ?