[SCR] Commodity Logistics Software [2009-11-22 - X3TC 3.2.04]

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Saetan
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Post by Saetan » Sat, 30. Jul 11, 05:45

A save? .... posting a logfile would allow to help, normally no need for a whole savegame then.

--> "Analysis to Log"-Feature --> Log can be found afterwards in a plain textfile, just beneath your savegame directory.

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LegendaryTeeth
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Post by LegendaryTeeth » Sun, 21. Aug 11, 23:37

Does this work with the auto jump drive settings? I'm planning on taking over the galaxy with the Improved Races mod, and I've given myself a limit of one pair of large food factories per sector to give me a reason to take more space. I'd like to be able to connect my spread out sectors (like the Sunny Place DLC sector and my first conqured area around Farnahm's Legend). I need something that will just fly back and forth between my solar plants and factories, and they need to jump the distance.

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Saetan
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Post by Saetan » Mon, 22. Aug 11, 00:52

CLS has it's own jump routine, so it doesn't need the egosoft one. Of course, the CLS own is limited to a needed rank of the pilot.

Anyway, if you start CLS, CLS may reset the egosoft own jump drive settings to not use them. At least, I could watch similar behaviour for CAG's.

But if you set your ego's own jump drive settings after starting CLS, you should be fine.

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LegendaryTeeth
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Post by LegendaryTeeth » Mon, 22. Aug 11, 20:21

That didn't seem to work, so I just modified the CLS and CAG scripts to have everyone start at level 5, since getting different abilities when leveling up is too much micro for me.

deca.death
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Post by deca.death » Mon, 22. Aug 11, 20:42

You could simply follow...

Kor'ah CAG/CLS pilots training guide

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LegendaryTeeth
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Post by LegendaryTeeth » Mon, 22. Aug 11, 21:08

That still seems like a lot more work than pegging them to level 5 :)

JoshRose
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Post by JoshRose » Wed, 24. Aug 11, 19:24

Can anyone post a mirror or link me to working downloads for the mod and necessary libraries? Thank you.

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Saetan
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Post by Saetan » Wed, 24. Aug 11, 19:42

JoshRose wrote:Can anyone post a mirror or link me to working downloads for the mod and necessary libraries? Thank you.
www.xuniversum.info

The download and the link to the library are at the middle of the linked page.

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Drewgamer
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Post by Drewgamer » Wed, 24. Aug 11, 19:55

JoshRose wrote:Can anyone post a mirror or link me to working downloads for the mod and necessary libraries? Thank you.
Here is Lucike's website, but it seems that some links on it are broken (then again, that could be due to the fact that my workplace uses the broken Internet Explorer xD)

EDIT: Damn, Saetan beat me to it :(
Check out my mod Crystal Rarities

Merengar
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Post by Merengar » Sat, 3. Sep 11, 21:43

Hi!

Anyone can give me a tip why that trader is not working?
It has worked but since I added some stations to my Staion Cannonball 10 traders wont move.

thats the log:

Commodity Logistics Software MK2

Script version: 3302
Libraries version: 3502
Pilot Union version: 3311

Pilot: Karry Bro
Pilot rank: Cargo Messenger
Flight time: 11:42 hour
Employ time: 69:48 hour
Payment: 15,910 credits
Profit: 0 credits
Expenses: 101,072 credits

Promotion: No
Payment: Global account

Ship name: CLS2 Vulture SF XL CM
Ship class: TS
Ship type: Vulture Super Freighter XL
Transport class: Extra Large Containers XL
Cargo bay size: 16275 units
Cargo bay volume: 16275 units

Relation to Argon: Neutral
Relation to Boron: Neutral
Relation to Split: Neutral
Relation to Paranid: Neutral
Relation to Teladi: Neutral
Relation to Xenon: Foe
Relation to Kha'ak: Foe
Relation to Pirates: Neutral
Relation to Goner: Neutral
Relation to ATF: Neutral
Relation to Terran: Neutral
Relation to Yaki: Neutral

Commodity Logistics Software MK1: not installed
Commodity Logistics Software MK2: installed
Fight Command Software MK1: installed
Fight Command Software MK2: installed

Transporter Device: not installed

Supply Command Software: not installed

Jump Drive: installed
Jump Drive: activated
Jump Drive: allowed
Jump Drive energy: 500 energy cells
Jump Drive minimum jumps: 2 jumps

Home base: Cannonball (Mines Of Fortune)
Home base class: Complex Hub
Home base type: Argon Complex Hub
Station account: 6,268,021 credits
Global account: 111,774,755 credits

Ship in the same sector: No
Wait for request signal: No

Minimum transfer on collection: 5 %
Minimum transfer on delivery: 5 %

Waypoint: Cannonball (Mines Of Fortune)
Ware: Energy Cells
Ware price: 0 credits
Transfer code: -16275
Price and cargo bay at station: 16 credits, cargo bay 0 units (0 %)

Waypoint: Cannonball (Mines Of Fortune)
Ware: Energy Cells
Ware price: 0 credits
Transfer code: 0
Price and cargo bay at station: 16 credits, cargo bay 0 units (0 %)

Waypoint: Cannonball (Mines Of Fortune)
Ware: Crystals
Ware price: 0 credits
Transfer code: 4068
Price and cargo bay at station: 1,684 credits, cargo bay 17,865 units (31 %)

Waypoint: MC Solaar (Akeela's Beacon)
Ware: Crystals
Ware price: 0 credits
Transfer code: -4068
Price and cargo bay at station: 1,684 credits, cargo bay 51,815 units (4 %)

Waypoint: MC Solaar (Akeela's Beacon)
Ware: Energy Cells
Ware price: 0 credits
Transfer code: 16275
Price and cargo bay at station: 16 credits, cargo bay 1,264,513 units (97 %)

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Chris122990
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Post by Chris122990 » Fri, 21. Oct 11, 03:16

I have tried everything I can think of and I cannot get my CLS route to work.

Here is what I want to happen:

1. Have my TS dock at my energy complex and stock up on 300 energy cells for the jump.
2. Have the TS dock at my Teladianium complex and fill the rest of the cargo bay with Teladianium.
3. Have TS jump to the HUB and unload all Teladianium
4. Jump back to my player sector and start all over again.

For some reason, whenever it docks at the energy complex, it refuses to pickup energy cells.

Here's the logs:

Code: Select all

6-15:15:08: Freighter: Teladianium Transit / Homebase: Teladianium Complex(Spires of Elusion) / Targetstation: Teladianium Complex(Spires of Elusion)
6-15:15:08: Flot Yatar loaded 2280 units of Teladianium.
6-15:15:08: Total 0 Cr.

6-15:41:49: Freighter: Teladianium Transit / Homebase: Teladianium Complex(Spires of Elusion) / Targetstation: Energy Production Complex(Spires of Elusion)
6-15:41:49: Flot Yatar refuels with 0 units of jump energy.
6-15:41:49: Total 0 Cr.

Code: Select all

Script version: 3302
Libraries version: 3409
Pilot Union version: 3307

Pilot: Flot Yatar
Pilot rank: Cargo Messenger
Flight time: 7:28 hour
Employ time: 8:13 hour
Payment: 7,190 credits
Profit: 0 credits
Expenses: 0 credits

Promotion: Yes
Payment: Global account

Ship name: Teladianium Transit
Ship class: TS
Ship type: Mercury Super Freighter XL
Transport class: Extra Large Containers XL
Cargo bay size: 11800 units
Cargo bay volume: 2 units

Relation to Argon: Neutral
Relation to Boron: Neutral
Relation to Split: Neutral
Relation to Paranid: Neutral
Relation to Teladi: Friend
Relation to Xenon: Foe
Relation to Kha'ak: Foe
Relation to Pirates: Neutral
Relation to Goner: Neutral
Relation to ATF: Neutral
Relation to Terran: Neutral
Relation to Yaki: Neutral

Commodity Logistics Software MK1: installed
Commodity Logistics Software MK2: installed
Fight Command Software MK1: not installed
Fight Command Software MK2: not installed

Transporter Device: not installed

Supply Command Software: installed

Jump Drive: installed
Jump Drive: activated
Jump Drive: allowed
Jump Drive energy: 300 energy cells
Jump Drive minimum jumps: 1 jumps

Home base: Teladianium Complex (Spires of Elusion)
Home base class: Complex Hub
Home base type: Teladi Complex Hub
Station account: 0 credits
Global account: 126,894,848 credits

Ship in the same sector: No
Wait for request signal: No

Minimum transfer on collection: 5 %
Minimum transfer on delivery: 5 %

Waypoint: Teladianium Complex (Spires of Elusion)
     Ware: Teladianium
     Ware price: 0 credits
     Transfer code: 2280
     Price and cargo bay at station: 156 credits, cargo bay 3,665 units (55 %)

Waypoint: Energy Production Complex (Spires of Elusion)
     Ware: Energy Cells
     Ware price: 0 credits
     Transfer code: 0
     Price and cargo bay at station: 16 credits, cargo bay 641,696 units (97 %)

Waypoint: HUB (Unknown Sector)
     Ware: Teladianium
     Ware price: 0 credits
     Transfer code: -2360
     Price and cargo bay at station: 156 credits, cargo bay 0 units (0 %)
[/code]

deca.death
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Post by deca.death » Fri, 21. Oct 11, 10:43

Merengar wrote:Hi!

Anyone can give me a tip why that trader is not working?
It has worked but since I added some stations to my Staion Cannonball 10 traders wont move.
When you add stations to complex, your prices reset to average. Check that first.

deca.death
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Post by deca.death » Fri, 21. Oct 11, 10:54

Chris122990 wrote:I have tried everything I can think of and I cannot get my CLS route to work.

Here is what I want to happen:

1. Have my TS dock at my energy complex and stock up on 300 energy cells for the jump.
2. Have the TS dock at my Teladianium complex and fill the rest of the cargo bay with Teladianium.
3. Have TS jump to the HUB and unload all Teladianium
4. Jump back to my player sector and start all over again.

For some reason, whenever it docks at the energy complex, it refuses to pickup energy cells.
Use CLS1 for the job. It would be much better if TS would take e-cells from teladianium forge itself, then to make another stop on route. I would say that he is currently being screwed by pickup conditions, did you put "load ecells" or "refill jump energy" command? Anyway with CLS1 who tanks on teladianium source (or hub) things would go much more smoothly. Just define how full must forge be for pickup, and how empty hub must be for delivery. In that case you won't have to define ecell stop at all, pilot would refill automatically.

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Chris122990
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Post by Chris122990 » Fri, 21. Oct 11, 17:19

I use the "Refill Energy" command.

==Troy==
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Post by ==Troy== » Fri, 9. Dec 11, 12:42

Hi!

I am trying to setup an internal commodity logistics to allow me to balance ware stocks across several equipment docks.

I have modded the docks to store very large amounts of wares.

What I am trying to do :

Setting up internal commodity logistics with a TL with homebase set to one equipment dock, and the remaining equipment docks are set as consumers.
In the supply conditions I set 50% supply and 50% consumer stock.
I added all wares available in the dock to the ware list



After I run the trader, the TL simply takes EVERYTHING from the homebase dock and distributes it to the other empty docks, not respecting the "do not supply if below 50% supplier stock" rule.

Is it a bug, or am I doing something wrong?

Surealism
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Post by Surealism » Tue, 17. Apr 12, 00:24

Hey all!

I've been playing X3ap for a while now and using CLS to transfer goods and Complex Cleaner to manage stations with great success, recently though I ran into a bit of trouble, I think it might be a bug but I'm not sure. I added a few more XL SPPs to my production station in the Harmony of Perpetuity sector, I don't remember how many I now have attached in total (Complex Cleaner combines them in a way that makes it difficult to tell how many there are in total) however the total max number of ecells is currently 26725000.

Anyway I then left the game on SETA for a few hours (I do this to sort of stress test my production system) and when I came back I realized my energy CLSs' were no longer moving, leaving the rest of my complexes dead in the water. After playing around a bit I found that if I transferred ecells manually to the CLSs' cargo holds that they would begin to move, but once they came to collect more ecells they once more stopped. I'm guessing that this has to do with CLS being unable to transfer from stations that go over a certain amount in that product, maybe something to do with the data type used to store the values or something. It's not a huge issue for me, I'm currently using my HQ as an go-between for my energy CLSs' with Manual Trade Runners supplying the HQ, but I thought I'd mention this.

Here's the analysis to log in case anyone finds it useful:

Commodity Logistics Software MK1

Script version: 3402
Libraries version: 3700
Pilot Union version: 3405

Pilot: Fui t'Knt
Pilot rank: Logistician
Social security number: Fui t'Knt.321252.2

Flight time: 131:57 hour
Employ time: 201:07 hour
Payment: 416,240 credits
Profit: 0 credits
Expenses: -51,500 credits

Promotion: Yes
Payment: Global account

Ship name: Energy 01
Ship class: TS
Ship type: Sturgeon
Transport class: Extra Large Containers XL
Cargo bay size: 16500 units
Cargo bay volume: 1675 units

Relation to Argon: Neutral
Relation to Boron: Neutral
Relation to Split: Neutral
Relation to Paranid: Neutral
Relation to Teladi: Neutral
Relation to Xenon: Foe
Relation to Kha'ak: Foe
Relation to Pirates: Neutral
Relation to Goner: Neutral
Relation to ATF: Friend
Relation to Terran: Friend
Relation to Yaki: Neutral

Commodity Logistics Software MK1: installed
Commodity Logistics Software MK2: installed
Fight Command Software MK1: installed
Fight Command Software MK2: installed

Transporter Device: installed

Supply Command Software: not installed

Jump Drive: installed
Jump Drive: activated
Jump Drive: allowed
Jump Drive energy: 1650 energy cells
Jump Drive minimum jumps: 1 jumps

Special equipment Fighter Drone: Fighter Drone

Home base: Prometheus Productions 01 (Harmony of Perpetuity)
Home base class: Complex Hub
Home base type: Boron Complex Hub
Station account: 49,833,312 credits
Global account: 86,454,151 credits

Ship in the same sector: No
Wait for request signal: No

Home products: Energy Cells (-1 credits)

Supplier min cargo bay: 5 %
Consumer min cargo bay free: 0 %

Supplier: Prometheus Productions 01 (Harmony of Perpetuity)
Energy Cells (Cargo bay 99 %)

Consumer: Prometheus Mining 01 (Savage Spur)
Energy Cells (Cargo bay 0 %)
Consumer: Prometheus Mining 02 (Aldrin)
Energy Cells (Cargo bay 0 %)
Consumer: Prometheus Mining 03 (Unknown Sector)
Energy Cells (Cargo bay 0 %)
Consumer: Headquarters WX (Unknown Sector)
Energy Cells (Cargo bay 99 %)
Consumer: Prometheus Mining 04 (Unknown Sector)
Energy Cells (Cargo bay 18 %)
Consumer: Prometheus Mining 05 (Mines of Fortune)
Energy Cells (Cargo bay 0 %)

P.S. sorry, didn't realize I was necroing...

mikefrombrooklyn
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Joined: Thu, 10. May 12, 21:38

Post by mikefrombrooklyn » Sat, 23. Jun 12, 02:13

I was using my TL and a TS to get rid of some junk I had lying around in my HQ when I noticed something odd. The TS will dock then the CL pilot will forever be on standby with the DEST: Ilovecupcakes flashing every so often but never actually undocking. This is very strange because it was working perfectly earlier and then it was working perfectly with another pilot/ship combo. I don't really have any other CL pilots I can spare so is this a known issue I missed?

Aegyen
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Post by Aegyen » Sat, 23. Jun 12, 03:52

Every so often, I have seen a trader of one type or another get looped like that. It happens. SETA at the wrong time, whatever.

Stop him (set command to none) and restart him. Usually does the trick. Worst case, you may lose an experienced pilot if he keeps doing it.. :P

SpongeBobSpacepants
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CLS Promotions

Post by SpongeBobSpacepants » Sun, 21. Oct 12, 22:41

Hi looked around for this answer, coudnt find it anywhere ;( Hopefuly someone might know the answer. Ok im using a few CLS1 freighters to supply a few factorys with energy and minerals. I`ve just realised that in the settings for cls1 i can supply homebase wares without charging any credits to the consumer, this will then be a creditless loop...nice ! The thing im not to sure about though is wether the cls1`s that are running all those free wares are going to get promoted as their not actualy making any money. So does making money for the cls1`s effect their promotions or is it worked out in their time or goods transported ?? Thanks

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X2-Illuminatus
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Post by X2-Illuminatus » Sun, 21. Oct 12, 23:14

Please always ask question regarding a script/mod in its respective topic.

*Merged with CLS topic*


The experience of a CLS pilot only depends on his flight time.
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