[WIP][Mod]TaterTrader v4- An Autotrade Alternative

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ThalonMook
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Re: [WIP][Mod]TaterTrader v4- An Autotrade Alternative

Post by ThalonMook » Sat, 2. Feb 19, 19:25

Hi,

I use 2 Tater Traders for my Pharma Fab in Trinity Sanctum.

I gave them the command to trade medicals but they trade with Energycells.

I checked Station Trader is this why the trader will not use the given ware?

Cu
Thalon

Fadamor
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Re: [WIP][Mod]TaterTrader v4- An Autotrade Alternative

Post by Fadamor » Sun, 3. Feb 19, 08:59

The graphic on NexusMods was informative, but now that I'm building stations I have an additional question regarding the Owned Station Buy Mod and Owned Station Sell Mod settings:
1. What do these do, exactly?
2. What sort of strategy should be used with these settings?

benc85
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Joined: Wed, 7. Nov 18, 10:18
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Re: [WIP][Mod]TaterTrader v4- An Autotrade Alternative

Post by benc85 » Tue, 5. Feb 19, 21:01

Fadamor wrote:
Sun, 3. Feb 19, 08:59
The graphic on NexusMods was informative, but now that I'm building stations I have an additional question regarding the Owned Station Buy Mod and Owned Station Sell Mod settings:
1. What do these do, exactly?
2. What sort of strategy should be used with these settings?
For example: Setting a buy mod of 0 and a sell mod of 200 means your traders will prefer picking up from, then supplying your own stations first. This is because the modifier is a % modifier to the buying / selling calculation.

If none of your stations produce or require the wares you've selected, they'll then look to NPC stations to complete the trade. A mod of 100 / 100 means they will be considered equally with AI stations, Default trading basically. 200 / 0 means they'll almost never pickup from your stuff, and only supply your stations if there is nothing else available.

I think they are the single best thing this mod adds cause it gives you a great deal of customization with 2 simple sliders :)


ThalonMook wrote:
Sat, 2. Feb 19, 19:25
I checked Station Trader is this why the trader will not use the given ware?
Checking "Station Trader" causes the logic to try to fill in what the station needs. Generally this means default stupid auto-trader behavior. If you want your trader to take what you've made from your station and sell it somewhere else, use the "Buy" and "Sell" sliders at 0 and anything less than or equal to 100 respectively. Anything greater than 100 will cause it to consider your stations trade requests with more importance and you wont make any money from the trade if you supply yourself.

Fadamor
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Re: [WIP][Mod]TaterTrader v4- An Autotrade Alternative

Post by Fadamor » Wed, 6. Feb 19, 09:50

Thanks for the info. The settings are much clearer to me now! :thumb_up:

ekim
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Joined: Sun, 3. Feb 19, 23:10

Re: [WIP][Mod]TaterTrader v4- An Autotrade Alternative

Post by ekim » Fri, 8. Feb 19, 14:49

Very good MOD . That is what i think to trade and cash profit :)

Thank you for your work :)

cicero111
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Re: [WIP][Mod]TaterTrader v4- An Autotrade Alternative

Post by cicero111 » Tue, 5. Mar 19, 11:47

Is there a trick to replicate excludedsectors to all TaterTraders?
Since the factions finally started invading each other my traders started suicide missions supporting the Teladi Xenon "invasion", and one after the other got vaporised in the Xenon swarms at the gate.
First tried savegame editing without any luck and after manually updating my 150+ traders one at a time, barely holding on to my limited sanity, I don't want to do that again :)
Just got a warning the Xenon are building an R (ashipmod) in SPG, and I'm going to allow them to consume lots of Teladi/Paranid sectors if they try - going to be fun if I can control my traders.

Besides that this is the perfect trader mod imho - have served me very well, great versatility.

realShakran
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Joined: Mon, 10. Dec 18, 20:08
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Re: [WIP][Mod]TaterTrader v4- An Autotrade Alternative

Post by realShakran » Wed, 6. Mar 19, 00:17

this trader mod is everything i ever could wish for in this game. So many options to tell the trader what to trade, where, and with who, with black and whitelist, its absolutely perfect!

Thank you so so much for this mod!

Aramova
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Joined: Fri, 17. Oct 08, 21:00
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Re: [WIP][Mod]TaterTrader v4- An Autotrade Alternative

Post by Aramova » Sun, 7. Apr 19, 00:55

Seems when I assign fighters as escorts to cargo ships who run TaterTrade they take on a trader role rather than escort and go on their own rather than escort the cargo ship.

How do you set escort ships with this script?

blade21
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Re: [WIP][Mod]TaterTrader v4- An Autotrade Alternative

Post by blade21 » Sun, 16. Jun 19, 22:44

Hello and thx for the good work about TaterTrader!

I use this script for a universewide trader and now i will use it on my new station as "Sellhelper" too.

This screenshot shows the config of the TaterTrader and in the upper half the problem too:
So the Trader buy and sell siliciumdisks between KI-Stations and not sell only disks from my own station "SKW1"
The Question is, its posible to get, in a newer version a option, that the Trader only sell disks for my station and noting else? :gruebel:

Image

MysticalFists
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Re: [WIP][Mod]TaterTrader v4- An Autotrade Alternative

Post by MysticalFists » Tue, 6. Aug 19, 18:42

Question:
I saw several people ask about an easy way to replicate TaterTrader orders between multiple ships. Iudsoe hasn't posted in a while, but did mention Mining/Trading Fleet Mod. Is this still the easiest way to do that or can TaterTrader commands be copy/pasted between other ships without the mod?

Have over 40 traders and I'm not looking forward to customizing Excluded Sector lists 40 times...

Zodiak1289
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Re: [WIP][Mod]TaterTrader v4- An Autotrade Alternative

Post by Zodiak1289 » Thu, 8. Aug 19, 11:02

@MysticalFists

Sadly the Mining/Trading Fleet Mod is a bit broken after few patches, it doesnt copy over all setting anymore.
But someone is making a new Mod for that called Civilian Fleet Mod.
I think he allready works on Tater Implementation but hit a little speedbump doing it.

Vectorial1024
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Re: [WIP][Mod]TaterTrader v4- An Autotrade Alternative

Post by Vectorial1024 » Fri, 9. Aug 19, 17:05

Zodiak1289 wrote:
Thu, 8. Aug 19, 11:02
@MysticalFists

Sadly the Mining/Trading Fleet Mod is a bit broken after few patches, it doesnt copy over all setting anymore.
But someone is making a new Mod for that called Civilian Fleet Mod.
I think he allready works on Tater Implementation but hit a little speedbump doing it.
All roadblocks cleared. TaterTrader v4 now supported by Civilian Fleets.
The future awaits.

X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.

o-papaya-o
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Re: [WIP][Mod]TaterTrader v4- An Autotrade Alternative

Post by o-papaya-o » Sun, 11. Aug 19, 16:48

for me it works perfectly
C’est en voyant un moustique se poser sur ses coui**** que l’on s’aperçoit qu’on ne peut pas régler tous les problèmes par la violence.

CptAWatts
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Re: [WIP][Mod]TaterTrader v4- An Autotrade Alternative

Post by CptAWatts » Mon, 23. Sep 19, 23:26

This mod seems to be broken in 2.6 beta 2 just FYI. Ship keeps spamming about the trade it is going to make and keeps trying to path to the station but it cancels the route over and over again.

sepedeus
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Re: [WIP][Mod]TaterTrader v4- An Autotrade Alternative

Post by sepedeus » Tue, 24. Sep 19, 18:07

CptAWatts wrote:
Mon, 23. Sep 19, 23:26
This mod seems to be broken in 2.6 beta 2 just FYI. Ship keeps spamming about the trade it is going to make and keeps trying to path to the station but it cancels the route over and over again.
Could be problem with homebound, some of my taterTraders are taking long routes, all these had homebound checked. All others working fine so far.

Image
paskaa hetulaan.

realShakran
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Re: [WIP][Mod]TaterTrader v4- An Autotrade Alternative

Post by realShakran » Sat, 14. Dec 19, 10:59

Hi there!
Love this mod and started again playing since...i think it was march where i last touched it.
i have some more Mods installed this time, and also the Beta 3.0 Update.

The problem i have is that in the new sectors, someone build a nice station, or tried to build, and since my traders look for the ebst deal, this one is it. The problem i have is that they go there and get destroyed.

Atfirst i thought the exclusion lists that are newly added are a great feature, wanted to try that. The error here is that taterTrader ignores them until i completly block the sectors and fractions in all lists.
Now this gives the error that tater still tries to go there, but the order gets instantly Cancelled, basically ending up in a loop.

So yes, there are the Exclusion lists in TaterTrader itself, and that works fine no worrys there.
BUT!
Its tedious to add this sector to alot of ships.
I mean i found out how to edit the defaults so that Tater trader is basically just a fire and go weapon now, but i cant figure out how to add the new sectors by default.

Is there a way to do so at all in the xml script?

will there maybe be a "set defaults" option in the next update? i would really appreciate this QoL upgrade ;D

Krytonic
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Re: [WIP][Mod]TaterTrader v4- An Autotrade Alternative

Post by Krytonic » Tue, 4. Feb 20, 17:27

How do I get the traders to only "buy" wares from my own station? No matter what settings I use they still buy from NPC stations.

benc85
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Re: [WIP][Mod]TaterTrader v4- An Autotrade Alternative

Post by benc85 » Sat, 22. Feb 20, 16:21

Krytonic wrote:
Tue, 4. Feb 20, 17:27
How do I get the traders to only "buy" wares from my own station? No matter what settings I use they still buy from NPC stations.
The only way to do that it to adjust the buy mod from own stations (putting it at 0%). They wont ONLY get your stuff (because a free pickup of 20 items will never match a full load regular trade) but they'll fill up if your station produce fast enough.

qg46
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Re: [WIP][Mod]TaterTrader v4- An Autotrade Alternative

Post by qg46 » Mon, 6. Apr 20, 08:53

Best mod ever, thank you~

KroelleBoelle
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Re: [WIP][Mod]TaterTrader v4- An Autotrade Alternative

Post by KroelleBoelle » Mon, 6. Apr 20, 13:20

so this mod is still needed with the latest version? and still working?

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