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

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drhay53
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Joined: Fri, 7. Dec 18, 00:38
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Re: [WIP][Mod]TaterTrader v4- An Autotrade Alternative

Post by drhay53 » Thu, 24. Jan 19, 04:50

Accuracy wrote:
Thu, 24. Jan 19, 02:20
Baconnaise wrote:
Thu, 24. Jan 19, 01:50
Accuracy wrote:
Thu, 24. Jan 19, 01:35


When I say it is the mod, I mean it is the mod.
I deleted it just to be sure. The frame rates are normal. Put it back again, the map is unusable.
How many traders do you have using it? Have you checked the settings on them as well? Is this without the mod in use? The reason being that changing certain settings make it eat up more CPU etc.
Around ten traders.
The settings were on default. Have not changed them ever since version 3.0
I would also like to point out that version 3.0 did not have these performance problems.
So I ran into this problem upgrading from 3 to 4. A lot of my existing traders bugged out and had a hundred trade orders show up. The map froze up for me because the lines for all of those orders were popping up.

I went through all of my traders and cleared all active orders. Then when it kept popping up I reset TaterTrader for all of them. It never came back.

LUBEggA
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Joined: Sun, 1. Jan 06, 12:17

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

Post by LUBEggA » Thu, 24. Jan 19, 09:37

Have you checked the filter settings on the map view ? There is an option to show active orders which seriously impacts the map performance, you need to switch that off !
I have probably 20 TaterTraders and no issues at all with lag, also every sector has satellites on every station, so I don't think that is causing problems. But I remember that I had this filter once set to show all orders which brought the game to a crawl.

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

Post by Fadamor » Thu, 24. Jan 19, 12:23

I'm not doing something right:

Code: Select all

   I have the PHQ in Grand Exchange I
   I want my transports to prioritize keeping the PHQ Build Storage supplied
   I have the TraderHome set to the PHQ
   Homebound is checked
   Max Gates to buy and sell are set to 2
   Check Distance is checked
   Owned Station Buy and Sell Mods are set to default (100/200)
   Station Trader is checked
   Wares are set to the preset for StationBuilding Wares
   Scan speed is set to default
Despite Build Storage needing Wares to complete the current build, my transports are merrily running off and selling elsewhere.

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

Post by Baconnaise » Thu, 24. Jan 19, 16:04

Fadamor wrote:
Thu, 24. Jan 19, 12:23
I'm not doing something right:

Code: Select all

   I have the PHQ in Grand Exchange I
   I want my transports to prioritize keeping the PHQ Build Storage supplied
   I have the TraderHome set to the PHQ
   Homebound is checked
   Max Gates to buy and sell are set to 2
   Check Distance is checked
   Owned Station Buy and Sell Mods are set to default (100/200)
   Station Trader is checked
   Wares are set to the preset for StationBuilding Wares
   Scan speed is set to default
Despite Build Storage needing Wares to complete the current build, my transports are merrily running off and selling elsewhere.
What I generally do with tatertrader for station building supplies is first set max buy gates to 30. Sell is of course set at 0. Next setting is unchecked the legal wares and checking the station building box. Depending on the zone I enable trade bans. Generally, I trade ban Scaleplate and Hatikvah. If any of the stations in the zone require wares for station building say like a trade hub I'll ban that faction. Hewas Twin I has a Teladi trade post that buys claytronics and other wares. I'll ban Teladi if I'm building in that zone for example. Works fine for me usually. Grand Exchange is Teladi so you need to see if other stations in the zone buy station building wares. If that's the case enable trade bans and ban teladi as a whole. I assign around 5-10 M traders to a zone that I'm building in typically. I don't bother with homebound and traderhome. I wouldn't change from default unless I want the traders off my general property list. Your max buy is too low and your sell should be set to zero. No need for check distance imo.

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

Post by Fadamor » Thu, 24. Jan 19, 17:10

Thanks for the suggestions! I'll give them a try.

After some more time, my ships ARE supplying the Build Storage, just not exclusively.

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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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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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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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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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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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Joined: Sun, 28. Aug 16, 00:16
x3ap

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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x3tc

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.

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