Kamuchi_ wrote: ↑Wed, 19. Dec 18, 15:42
That won't help because all traders will start hauling stuff and if the engine/hull factories aren't near the shipyard then the traders will start hauling the junk again befor getting to the actual parts that it's short on, in essense just making it worse.
What MegaJohnny did with injecting the missing parts into the yard to force finish construction is pretty much the best way to deal with this untill the devs figured out how to limit wares while keeping a balance.
Yep, I agree. As I mentioned earlier, I have finished building a self sufficient engine parts/smart chips complex. Nothing humongous like back in X3, but more than enough - in theory - to feed the starving shipyards, 6 engine parts fabs and 12 smart chips ones. I assigned a few autotraders to it, and guess what? Even though there are thousands of engine parts and smart chips to sell, and it's at max supplies for the workforce, if left to himself with the vanilla scripts the autotrader often prefers doing runs like "buy 1 (yes, ONE) medical supplies", instead of making millions selling the actual products. Sometimes they choose to, but it seems certain wares like the aforementioned ones are so low in priority they often get ignored by traders, both player and AI controlled ones. The only way I could make it work was with the mod that lets you select which wares a station assigned trader is allowed to trade in, so I could make traders dedicated to only selling.
P.S. Oh, and once you've somehow filled the hole with engine parts and smart chips, next in line to stop the shipyards is going to be the scanning arrays. What will come after those? Ah, the wonders of capitalism...