X: Rebirth
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jth

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jth1

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About this mod

This reproduces the effect from previous games, like X3TC, where wares were fed directly into other connected stations by using manager trading ships more intelligently.

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This reproduces the effect from previous games, like X3TC, where wares were fed directly into other connected stations by using manager trading ships more effectively.

Player stations will actively push wares to other player owned stations to keep all your stations producing and maximise production of the most complex (expensive) wares.

The screenshots show it pushing Medical Supplies to Ship Tech Fab 1 and Water to Med Dispensary 1. The stock of Medical Supplies is going down in Med Dispensary 1 as it actively takes wares from it for the other stations. The Medical Supplies are being moved off as fast as the two cargo ships can without waiting for the stock levels to recover to 50% and thats good news for the production efficiency on the stations receiving the Medical Supplies.

When this mod is first enabled it should generate a flurry of extra trades which will hog the cargo ships while it shifts stock to your other stations. After a while it should have sorted things out and the volume of these trades should reduce giving the cargo ships back to the vanilla rules.

The extra trades that this creates are in addition to the vanilla ones and have a priority mid way between construction vessels and the vanilla trading

It is aimed at players with lots of stations but will still do a couple of useful things with only the plot URV station

Also has a bonus feature which returns ships to their home station when idle (if in home sector) to reduce clutter

Is save game compatible. Although it does generates additional standard trades which are in the save game until they complete. Disabling the mod should still allow these additional trades to complete as they are processd by other vanilla scripts (may take 10 -15 mins).

Please be aware that this is a beta release and that you should back up your save games before using it. Save games zip up very efficiently to about 7% of the original size if they have not already been gzipped.

Things that you should be aware of

The way that funds flow with the extra player to player transactions is the same as in the vanilla game. The vanilla game doesn't appear to charge for transactions between a ship that is commanded by a station and that station but does charge if the ship trades with another station that is not its commander. This can cause you grief with individual manager account balances bouncing up and down.

There are two ways round this that I am aware of

My Free player to player trades which doesn't charge for player to player trades and works by doing custom trades between player assets at 0 Cr.

UniTrader's UTAdvent02 Manager Account Sharing to allow all your stations to share one balance

=== How to Use ===
Just install the mod, there is no user interface

The Station Push Wares mod :-
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Vanilla trading requires that a station is selling at under average price which means greater than 50% stock and that the buying price is greater than the selling price

This tends to cause a lot of stock to build up at the lower levels of the pyramid before anything is shipped upwards and a lot of supply glitches

The vanilla rules are setup for maximum financial gain which means maximum size transactions, this tends to cause a glut of a particular ware on one station and a shortage of the same ware on another

So for player manager controlled trading ships change the rules to

When trying to find a buy offer for wares in our ships cargo first
    Add. Find/prefer own stations and CV's for existing cargo irrespective of price
        Allows the selling of wares that are resources to its home station
        Weeds out trades that are less than 5% of the destinations capacity for the ware to allow the vanilla rule to be reached and the remainder
of the cargo to be sold to anyone

Checks all existing cargo in one go and trades the ware with the highest relativeprice (priority)
When checking if we can sell products from our station somewhere
    Change. Allow player stations to sell wares at 10% stock
    Add. Allow player stations to buy player wares irrespective of price.
        trading is prioritised by relativeprice to fulfill the most urgent orders first and even out stock levels
        min trade 10pc of prod capacity (allows vanilla trading rules to be reached and is much more efficient in the use of the ships)
        limit max trade amount per transaction to 25pc of prod capacity. relativeprice should drop when a station gets its 25% and hopefully the next station will have a higher priority the next time around

Ships also have/had a tendency to go off buying stuff when they should have been selling it up the pyramid
    
When checking if we can buy resources for our station somewhere    
    Change. Prevent player stations from buying wares above 10% stock if they have a station that produces the ware

Trading ships stop next to where they did their last trade if there in no more work from them which clutters the place up
    
When can't find anything good at the moment... wait a while, then check again
    Add. Return ship to home station when idle if in home sector

The combination of these five changes is much more aggressive at shifting wares to your other stations and keeping them producing

There is a circular trading rule that prevents any station from buying and selling to itself which means that it should work fine with warehouses but otherwise doesn't treat them any differently from manufacturing stations

Will still Allow player stations to sell wares at 10% stock and Return ship to home station when idle if in home sector even if you only have one station

Should be multi-lingual as far as the Extensions menu is concerned

Installation and Compatibility with other mods
==============================================
To install it extract and copy the "station_push_wares" folder to the "Steam\steamapps\common\X Rebirth\extensions" folder (create the
extensions folder if you don't have it already) or subscribe to it from Steam and restart the game.

This mod patches Egosoft's trade.findtraderun.xml

If another mod replaces trade.findtraderun.xml then this mods code will not be run and will not be compatible with it.

If another mod patches trade.findtraderun.xml then it may or may not be compatible depending on what it changes

Tradestation Network by Marvin Martian also Allows players stations to sell goods at lower stock in this case 30%. The exact value you get will depend on which mod patches first.

Galaxy Station Range by Yorrick Vander allows the station trading range to be set to Galaxy. The two mods seem to work well together and Station Push wares can be used with it to supply a player station in another Galaxy.

If you decide not to use this mod any more disable it or just remove the "station_push_wares" folder or unsubscribe it from Steam and restart the game.

Does not affect save games as such although it obviously generates additional trades

=== Known issues and Gotchas ===
This mod does not magically create wares so for maximum effect you still need to have enough production capacity of all of the required wares although it should do some good with just two stations provided that one of them consumes wares that the other produces.

This mod creates extra trades for player stations but still allows trades with player station via the vanilla rules if the price is right. The vanilla rules have no limits on trade amounts. The interaction of these two sets of rules can mean that trade amounts are difficult to predict.

Station trading operational range is enforced and is worth checking if a player station doesn't want to trade with another one.

If neither station or ship has any Cargolifters then the trading ship will still pick up the ware, fly to its destination and dock BUT the trade will fail with "reasoncode 65536 (0x10000 - 0000000000000010000000000000000b)!". The vanilla code does this too.