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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.
They were trading before.
Set buy price to max and still ships did not initate trades.
Mining ships assigned to stations still work tho.
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...
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.
Just published a new mod that prevents you being charged for player to player trades
Free player to player trades
I no longer have YAT2.
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.
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
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 ?
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.
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 ?
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.
Will un-share one of my Solar Energy arrays and try again and maybe investigate further
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
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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.
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 ?
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...)
Galaxy Station Range and the two mods seem to work well together
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.
Rate Up, people. If you like the mod, help it to stand out.
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 ?
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.
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).
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.
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 ?
If my stations are selling at high prices and buying at low price, then how is the trading done between my stations ?
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.
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
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.
Just changed my answer to your CV question after testing it. Initial answer was wrong
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
It is just sitting there, producing, trading ships not doing much of anything.
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
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.
Can this be taken into account for other stations/CV needing those materials ?
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 ?