[MOD] Yet Another Trader v2.03c (updated 11th March '16)

The place to discuss scripting and game modifications for X Rebirth.

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YorrickVander
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Post by YorrickVander » Sun, 31. Jul 16, 11:44

No :) It would merely act as a command holder - however do let me know if there are any issues with doing it.
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DrHarvey12
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Post by DrHarvey12 » Tue, 2. Aug 16, 20:45

Hello,

Firstly, thanks so much for the mod. I love having a similar convenience of automated trading like I did in X3:AP whilst I get on with the fun stuff of capping ships and doing missions.

I was just wondering if there is any reason to invest in the MK3 trading computer which at around 50 million is a massive amount of money for me starting off. Assuming I only ever use YAT for my trading ships I assume they won't benefit from it or will they? Any other reason it might be useful for me in the early game stages (20 hrs in or so)?

Thanks,

DrH

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YorrickVander
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Post by YorrickVander » Wed, 3. Aug 16, 02:00

No the YAT ships won't use it. It would only be worth it for say a manually controlled build materials ship to buy everything in one round of travel.
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DrHarvey12
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Post by DrHarvey12 » Wed, 3. Aug 16, 09:09

YorrickVander wrote:No the YAT ships won't use it. It would only be worth it for say a manually controlled build materials ship to buy everything in one round of travel.
Thanks for confirming - seems like I can hold off for the timebeing :)

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Post by Andy_MB » Wed, 21. Sep 16, 01:07

"YAT traders will not show up in manual trade dialogs."
After this mod starts and I make first 'Cancel Trade Offer Updates' at one station,
all my ships disapears from manual trade dialog.
I disabled mod and load from the previous save. No effect! all my ships stell not shows in manual trade dialog.
where there is a lock? how to return?
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YorrickVander
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Post by YorrickVander » Wed, 21. Sep 16, 01:32

YAT ships are filtered in a modified lua file, and only by captains set as YAT pilots. I am having trouble seeing how this has occurred for you, but I suggest testing by changing a ships captain and looking again on the manual trade. Removing trade updates has absolutely no bearing on filtering.
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Andy_MB
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Post by Andy_MB » Wed, 21. Sep 16, 09:31

Helped delete the config files.
config.xml / uidata.xml / progressbar.xml
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NewtSoup
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Odd YAT Behaviour

Post by NewtSoup » Thu, 6. Oct 16, 16:27

Why did My YATs wander off into Xenon space?


I have screenies to show if needed. But two of them wandered into empty space ( Far off a zone ) and one seems to have tried trading with a xenon station. Well put it this way, it went into a xenon zone ( Tagged Xenon Unknown Zone as I've never been there) With 3 Unknown Stations and got itself blown up.

** Edit Screenshots including one of the log showing that the 2 yat traders lost were indeed blown up by an unknown station **

http://mybitofthenet.atwebpages.com/traders.html
Last edited by NewtSoup on Thu, 6. Oct 16, 16:52, edited 1 time in total.
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UniTrader
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Post by UniTrader » Thu, 6. Oct 16, 16:36

if it was in toride or west gate it might be caused by the issues with predefined paths in vanilla.
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)

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Post by NewtSoup » Thu, 6. Oct 16, 16:53

It was indeed in west gate.. is there any way around this?

Hopefully Yorrick can make a fix?
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Post by YorrickVander » Thu, 6. Oct 16, 17:45

Damn, you're gonna make me break out the debug text lines? -shudder- If TNBT doesn't have decent debug facilities i may weep. And still do it anyway :P

Odds on this is as Unitrader suggested, but I will see if I can see anything YAT specific. It is unlikely though as the movement code is all vanilla calls. The YAT scripts themselves are largely vanilla but renamed with the appropriate changes; I didn't want to take on the job that uni has rewriting all that from scratch...
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Post by NewtSoup » Thu, 6. Oct 16, 18:02

Haha :)

I'd be happy with knowing a work around if there is one.

3 of my YATS succumbed in the end. I only have 1 left so I've just secured a Rahanas from Atlas Pirates

They very kindly donated an energy / container one which I have repaired and droped 5 mill credits into in drones

40 cargo lifter drones
20 interceptor drones
10 construction drones

( Should it have combat drones? Ship has a DO )

I've just assigned it to YAT, homed in District 5 ( which has the shipyard in West Gate ).
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UniTrader
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Post by UniTrader » Thu, 6. Oct 16, 18:16

YorrickVander wrote:I didn't want to take on the job that uni has rewriting all that from scratch...
well, it was much work initially, but now it really start to pay off big :) still surprised how easy it was to finally add Coordinated Group Boosts and Jumps - even when i had those in mind from the very beginning about 1½ Years ago (but lying dormant till about 2 months ago when i began working on Ship Escorts)
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)

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Post by Loltak » Sat, 8. Oct 16, 20:40

After did half a billion with "by hand" I decided that It's time to give independence to my traders :D

So thanks for this useful mod :)
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Sparky Sparkycorp
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Post by Sparky Sparkycorp » Fri, 20. Jan 17, 08:56

Hi Yorrick,

I had an idea for the Free Miners in case an update was feasible in the future.

Medium Miners are cheap and easy to aquire but naturally not so great if operating at longer ranges like System or Galaxy. It occurred to me that if we could set a sell range YAT Miners (maybe equal to harvest range if simplest), we could use them to supply specific regions (and thus in effect have multiple station ranges per station per ship).

I'm not suggesting the replacement of thr default arrangement of harvest in home area, then sell galaxy-wide as tha offers different functionality.

The example that gave me the idea was using YAT Medium Miners to collect Silicon, Ore and Nividium in Glaring Truth for the campaign station, then a different process for the Crystals in Bleak Pebbles. I imagine it could be useful in some other circumstances.

Regards,
Sparky

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YorrickVander
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Post by YorrickVander » Fri, 20. Jan 17, 13:31

Just when I thought I was out, they drag me back in!

Only kidding. Intersting idea mate, I suspect I need to do some testing to make sure it all still works ok with the game changes too :)
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Post by Sparky Sparkycorp » Sun, 22. Jan 17, 00:37

Eeek, sorry! :D

Thanks very much for taking this into consideration whatever the outcome :)

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Post by Chrionix » Sat, 4. Feb 17, 07:50

Hi Yorrick (and others :)),

I'm a new guy working my way through the campaign, and I'm just trying to get your mod working, I've got the free Rahanas in DeVries, and have set him to operate within the system. He's got cargolifter URV's on board, but when I set him to free trade, he just sits still and is apparently searching for trades. What am I doing wrong?

p.s. I've got a bunch of trade update dudes throughout the system. Thanks for any help.

edit: Disregard, changing it to galaxy-wide (when I found out pmc won't attack my freighters) got him moving.

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YorrickVander
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Post by YorrickVander » Tue, 11. Apr 17, 19:14

Sorry for slow relpy - There's not much trading to be done in devries until you make it yourself. I haven't had time for mod testing with the current game version, are you seeing any issues?
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I3laze
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Post by I3laze » Fri, 5. May 17, 17:44

Hi Yorrick, great mod but I'm wondering if it's possible to add options for done replacement like you can for the stations. I ask this because I must have at least 15 YAT traders that I have setup with at least 40 attack drones for defence. After a while the traders start loosing them as well as the construction drones due to attacks. A buy replacement drone option would be very helpful.

Anyway thanks for this mod.

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