X4: Foundations

X4: Foundations

TaterTrade
 This topic has been pinned, so it's probably important
DeadAirRT  [developer] 1 Jun, 2020 @ 6:39pm
Patch notes
v6.01 - Changed handling of tracked profit to be calculated at time of transfer. Added RU translation from google translate for untranslated portions.

v6.0 - Updated version to match game. DeadTater: Fixed minor debug issues when a tradeoffer becomes unavailable mid script. DeadTater: Changed delay system in use for performance spreading to reduce occurrences of multiple ships getting the same trade in the same frame. TaterTrader: Fixed some blacklist issues that may have been cause of Tater restricting itself to starting sector in rare cases (was unable to reproduce). Changed content file to non steam version.

v1.22 - Adjusted and added some waits into script to reduce chance of traders getting the exact same trade at the same time. This adds in worst case scenario (0 skill) 8s + 270ms per cluster before searching for orders.

v1.21 - Added lifetime estimated profit tracking, deadtater will now respect illegal ware list set by player police authority section, added workload spreading waits into initial calculation portion and failed trade portions to avoid traders getting same trade in the same frame.

v1.20 - Adjusted minimum profit margin to help ships complete small station supply orders. Improved performance slightly(not noticeable for small amount of traders) by removing unnecessary code and moving sort_list.

Traders performing my faction first will take best trade with (buy price >= sell price) now. Traders performing regular trades will take best trade with (sell price - buy price > 1).

Updated l086 language file thanks to TiomTang.

v1.19 - DeadTater - Improved minimum fill logic. Added check for stations having an operational dock that can fit the traders ship size.

Pretty printed files.

v1.18 - DeadTater - Removed unnecessary code from sell cargo portion. Added check to make sure there are buyoffers before checking sectors in range for sell offers, fixed error in portion that handles when no trades are found causing ship to restart order completely.

TaterTrader - added tide handler so ships will use vanilla code to escape tide

v1.17 - Added new trading script DeadTater that is a rewrite of TaterTrader. It incorporates several changes in overall structure and simplifies the order screen while improving search time and profitibility.

Disabled homebound option in tatertrader.

v1.16 - Added fallback to english for non-implemented languages.

v1.15 - Added TER and PIO buttons.

v1.14 - Added new option to silence logbook entries (yes we know you are making money tater), added Terran wares (DLC is still optional).

v1.13 - Fixed manually entered wares being cleared from ware basket thanks to maritz, added logic to reduce workload when trader fails to find a viable trade, ship will notify user via log book once it has failed 7 attempts, ships will now display "searching for trades" while the logic is running or "waiting/standingby" when they are not. Pretty printed finally.

v1.12 - 4.0b4 mimic/assist compatibility

v1.11 - fixed for 4.0b4

v1.10 - Improved script efficiency. Trader now only looks at the best 1/3 of buy offers and best 1/3 of sell offers by relative price for each ware if more than 10 offers are found. Reduces amount of offers to scan by up to 66% without fast trade and should ensure higher profit margin for fast trade.

v1.09 - X4v3.2 and trade rule compatibility

v1.08 - Fixed debug errors caused by this.ship.knownname (thanks to Aqlasolutions), reverted from multiple skill based delays to one at the beginning of scanning for trades. TODO: implement minimum amount setting for only looking at trades that fill the ship a certain amount or greater.

v1.07 + v1.06 - Improved blacklist filtering functions to prevent travel through hostile systems to a friendly system UNLESS free trade option is on. If there is a safe route available, there is no change to behavior (it still depends on vanilla code not pathing through hostile sectors). Fixed error with loss of accuracy message on offer priority (no gameplay effect), fixed checkdistance improving the projected value of trades that have no safe route, added skill based delay (pilot.skill.management) that increased delay from exactly 1ms to a range of 1ms-2ms at 5 stars and 5ms-10ms at 0 stars.

v1.05 - Fixed bug with civilian fleets causing subordinate traders to not find trades while leader was enroute to sell. Added large/medium/small wares options to traders.
Last edited by DeadAirRT; 10 Jul, 2023 @ 5:45am
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Showing 1-3 of 3 comments
DeadAirRT  [developer] 13 Apr, 2022 @ 12:41pm 
v1.20 - Adjusted minimum profit margin to help ships complete small station supply orders. Improved performance slightly(not noticeable for small amount of traders) by removing unnecessary code and moving sort_list.

Traders performing my faction first will take best trade with (buy price >= sell price) now. Traders performing regular trades will take best trade with (sell price - buy price > 1).

Updated l086 language file thanks to TiomTang.
DeadAirRT  [developer] 11 May, 2022 @ 9:22am 
v1.21 - Added lifetime estimated profit tracking, deadtater will now respect illegal ware list set by player police authority section, added workload spreading waits into initial calculation portion and failed trade portions to avoid traders getting same trade in the same frame.
DeadAirRT  [developer] 26 May, 2022 @ 6:36pm 
v1.22 - Adjusted and added some waits into script to reduce chance of traders getting the exact same trade at the same time. This adds in worst case scenario (0 skill) 8s + 270ms per cluster before searching for orders.
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Showing 1-3 of 3 comments
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