[MD Script] Autonomous universe traders and prospector 0.51 ( > 4.0 X-Rebirth)
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
-
- Moderator (English)
- Posts: 8074
- Joined: Tue, 30. Mar 04, 12:28
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
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
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.
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.
- YorrickVander
- Posts: 2689
- Joined: Tue, 29. Oct 13, 21:59
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.YorrickVander wrote:Just to make a point, YAT uses normal movement + drones - only euclids mod 'cheats' the movement and docking.
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.
I'd be willing to do it in this case. Where do you want the button?vadiolive wrote: Someone want patch this trigger?
-
- Posts: 190
- Joined: Mon, 12. Jan 09, 18:33
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
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
-
- Posts: 190
- Joined: Mon, 12. Jan 09, 18:33
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.
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.
-
- Posts: 190
- Joined: Mon, 12. Jan 09, 18:33