[MD Script] Autonomous universe traders and prospector 0.51 ( > 4.0 X-Rebirth)

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Sparky Sparkycorp
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Post by Sparky Sparkycorp » Fri, 14. Nov 14, 09:44

Testing the 3.00 beta at the mo. I will test this in 3.00 release afterwards.

Stonehouse
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Post by Stonehouse » Fri, 12. Dec 14, 23:50

Does it work?

Dont have a AutoMiner atm :(

vadiolive
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Post by vadiolive » Sat, 13. Dec 14, 20:09

Worked Fine at 3.00

yes i using no fuel mod to
sometimes ship , jump and keep jump util find a deal and burn fuel

----edit----

Addon itself work fine all fuctions

But problem in trigger to start
Because this Universal Comm Menu has moved into the "advanced" orders for in-squad ships.
The "come back aboard" command that took over the last remaining slot for non-squad ships has been moved inside the non-squad Universal Comm Menu.

Only way find trigger - in squad , ask captain hold position
and ask to him follow you again and its open BK com menu

I3laze
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Post by I3laze » Tue, 27. Oct 15, 16:29

Can this be used with 3.61? This is just what I am looking for as Auto Trader just bugs out on me.

vadiolive
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Post by vadiolive » Tue, 27. Oct 15, 21:16

I believe work , but to trigger menu you need do fews thing
i tested in 3.00 problem found in trigger menu , scripts itself i think still work

Vim Razz
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Post by Vim Razz » Wed, 28. Oct 15, 05:46

This is the trader that I use most frequently. I like that it actually uses drones for things, even though the extra time that takes means that it doesn't rush from trade to trade as quickly as AutTrader or YAT so it doesn't make money quite as fast as those two.

I haven't tried the miner mode in a pretty long time, but the trader mode still seems to work fine in 3.61.

The only problem is that the vanilla menu changed too much for it to handle, like vadiolive said.

I've got a dedicated button mount for it in my own menu-mod-thing -- details here in the "Mos Compatibility" section -- but otherwise you'd need to tweak it or build a patch mod to fit it into the current menu structure.

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YorrickVander
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Post by YorrickVander » Wed, 28. Oct 15, 07:02

Just to make a point, YAT uses normal movement + drones - only euclids mod 'cheats' the movement and docking.
X Rebirth - A Sirius Cybernetics Corporation Product

Split irritate visiting pilot with strange vocal patterns.

I3laze
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Post by I3laze » Wed, 28. Oct 15, 14:17

Patching and modding myself is beyond my scope I'm afraid. I have big respects for you modders. I'm giving tefara's auto trade mod ago as it seems to run straight out of the box. Just a shame we don't have a Hub like in X3 TC.

vadiolive
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Post by vadiolive » Thu, 29. Oct 15, 03:27

:p Someone want patch this trigger?

Vim Razz
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Post by Vim Razz » Thu, 29. Oct 15, 07:25

YorrickVander wrote:Just to make a point, YAT uses normal movement + drones - only euclids mod 'cheats' the movement and docking.
Very cool -- my apologies. I tend to have a few running around so I can watch for compatibility problems, but you can tell how long it's been since I've watched them actually do trades.

I3laze wrote: I'm giving tefara's auto trade mod ago as it seems to run straight out of the box.

Note that Tefara's autotrader variation is literally AutoTrader plus the custom HQ/command ship stuff added in for organizational purposes. It's not bad or anything, just don't expect it to be a big change from AutoTrader.

vadiolive wrote::p Someone want patch this trigger?
I'd be willing to do it in this case. Where do you want the button?

I3laze
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Post by I3laze » Thu, 29. Oct 15, 12:22

Does human resources support this mod? I don't use it you see. I'm not sure what slots I have free with the mods I have. Can it be used in a slot when the ship is not in squad?

vadiolive
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Post by vadiolive » Thu, 29. Oct 15, 16:58

if you can do with new Menu fine
But if you cant , use autopilot trigger like euclid did its fine

I3laze
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Post by I3laze » Fri, 30. Oct 15, 14:52

Vim Razz does your mod make this mod work? If not are you still willing to make a trigger plz?

vadiolive
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Post by vadiolive » Fri, 30. Oct 15, 20:23

Tested 3.61

Still work
But you cant change default captain(yes captain you recieve after build ship) or trigger is mess up

I3laze
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Post by I3laze » Tue, 3. Nov 15, 23:59

I was really hoping that someone would make a trigger for this mod. :(

JohnLukePicard
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Post by JohnLukePicard » Mon, 9. May 16, 14:02

Hello,

i am just coming back and have modified my scripts for 4.0.

It seems to be good trading now with X-Rebirth.

Attention:

The call for the script is changed.

Call the captain -> new Orders -> Transfer Wares-> Universe Provider.

Pls delete the old Folder for Install.

I have run 2 days ingame trading.

Have fun and sry for delay.

Greetings
JLP

JohnLukePicard
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Post by JohnLukePicard » Wed, 22. Mar 17, 00:18

Hello everybody,

I have not been reported for a long time, but was not idle.
Have much with the UI fought and made a few breaks. Have now created a separate UI for the hiring of the dealer or prospector and am quite happy with it.

Overall, I have a version which works relatively sensibly. But is not finished yet.

I've implemented some feature that is significantly different from version 0.4.
(E.g. New feature are:
- UI to set
- Switch on / off trade with own stations
- pursuit of trade.
- Ejecting part of the freight, if it can not be sold
- a few small things

Otherwise many bugfixes:
- negative discount or commission for stations
- Many trading search bug fixes
- and others I've forgotten.

It is much easier now to follow the trade. And it is strongly acted. The captain's ability is also important. "Poor" will be preferred with well-known stations and do not operate as risky trading or sometimes even full.

Known bugs I still have!
The most important is:
- The UI crashes in the Grader mode. Setting and starting goes however, with a lot of patience
Solution.:
1. Call the command console in the game (extra key is required and is not set by default)
2. Type "reloadui" and invoke the prospector again
The UI in dealer mode runs smoothly.

Less important:
- When trading with own stations, a price is displayed but not calculated.

If you would like to look at the new things and would like to give me feedback:
Here is the link to the development version:

https://github.com/Rincewinder/Unitrader/tree/develop

Important for installation:
- Delete all old files from Unitrader-Script in Extensions
- The folder must be called "unitrader" in the Extensions folder.

Warnoise
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Post by Warnoise » Tue, 2. May 17, 14:53

Amazing! Great mod man thank you for your work!

I3laze
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Post by I3laze » Thu, 4. May 17, 00:41

Hi, will this work while I have YAT installed? I like the sound of this mod but want to still keep YAT running if I can while I give this mod a go.

JohnLukePicard
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Post by JohnLukePicard » Mon, 8. May 17, 10:18

I3laze wrote:I like the sound of this mod but want to still keep YAT running if I can while I give this mod a go.
The Script don't have any dependencies, so both script should work. Make Sure that the other script is not running on the ship.

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