X4: Foundations
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22 comments

  1. mam0n
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    Please update, the mod is outdated for the 5.+ version of the game. The steam also has an outdated version. Your mods are closest to the mods from the ancient game x3.
  2. asrend
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    Please for the love of whatever Deity you love do NOT pull free mining i love that aspect and have had no problems with running 10-15 miners keeps supply and demand balanced for me at least. love your mods if i had one could someone please make a patch to make Random Miner and Trader compatible with Civilian Fleets. call that my wish list lol but seriously your mods are awsome i never thought i would see the day i would replace Tater but it has come.
    1. Language44
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      Why would you want to use this with civilian fleets? this mod has its own fleets, check the description of the version 1.05
  3. Tsornta
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    These are pretty much the only reliable auto trade/mine/supply scripts we have. I am glad to see you keep them polished and updated. It is nice to see the clusterfk on my overview gone and the miners nice and tidy in fleets. Performance seems better than the vanilla script CPU wise and gameplay wise the miners are definitely more efficient. Assigning 100 autominers with a simple right click almost made me feel like i was playing a normal game for a moment :p

    Edit: Well i spoke too soon. The game has slowed down to unplayable levels after a couple of hours with the script running on 200 miners. I do recall having these problem with this script in the past as well. A real pity. A damn shame. Having run the vanilla auto-miner for 3 in game days on the same amount of miners didn't cause any issues. Such a damn shame... I can't bring myself to configure 200 hundred of them individually, again, just so they can end up with redundant wares in their cargo holds, again... damn you egosoft... damn you... I will make an effort to identify the loophole at which they get stack. Whatever is causing the slowdown did not happen immediately.

    Edit 2: I have identified the problem, which if i recall is the same as it has always been with this mod. When the miner becomes unable to get rid of his cargo he gets stuck in some kind of loop that slows the game down. What specifically is happening in the background i do not know but that is definitely when it happens. The player gets a message (which i personally do not wish to receive, but there is no way to disable it) informing him about the miners predicament. Obviously i will not go to each miner individually and manage his cargo every time he mines smth that he, for whatever reason, is unable to sell. If i cared for this kind of micromanagement i wouldn't be looking for a mod to begin with. He should be able to find some kind of solution himself without even messaging the player and definitely without consuming vast amounts of processing power. Hell, space it if you have to, whatever it doesn't matter. If the moder does not perceive this as a problem that requires a solution this mod will remain unusable unfortunately for any reasonable use. The fact that i see a message in that situation in the first place makes me rather pessimistic. Am i actually expected to micromanage this situation? What is the purpose of the miner informing me? Why does he mine what he can not sell to begin with and even so can he not just idle and recheck the market after 10 minutes or so and not bother me and my CPU?
    1. Language44
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      I made this mod mainly for supplying player owned stations with raw materials. Free miner mode is just a compromise solution in case you dont need raw mats for a short time and dont want your ships to idle, so you can send them to mine for NPC and reassign back to your stations once your raw mats consumption rises. Why noone ever understands that? Seeing you write this makes me want to remove the free mine mode altogether. Because to fix this it would need a whole new logic, sinse the supply logic values other parameters and therefore is optimized for them.
      Also my mods (not just this one) are NOT supposed to be used with an "overkill" tactics, where you assign waaaay to many ships so they oversatisfy the market, once that happens performance is screwed. Only assign ships as long as you see available trades, once you get spamed with that message, pull away your ships or remove that material from the list, because there are no trades available for it.
      As you said, "I have identified the problem, which if i recall is the same as it has always been with this mod", this means that your issue is in the core of the mod and can't simply be fixed without writing a new mod, so this mod is just not meant to be used the way you use it.
  4. pilakin
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    In Beta 3.0. After assigning subordinates to a ship with the RandomMine running, the subordinates copy the behavior after script restart, but then are kicked out of the fleet.
    1. Language44
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      the copying behavior to subordinates is NOT a fleet feature, those ships will NOT act as a fleet, therefore there is no need for them to be in a fleet. However, due to a change in the game version 3.0 I needed to change my mod, the ships will stay in a fleet now, but will again NOT act as a fleet, instead they will act as individuals, they will remain as subordinates just for visuals sake.
      Version 1.15 is now uploaded
  5. Kit68
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    Having a drama with some of my miners in supplier mode where they select a mine and sell order, drop it, and select again and drop it continually. This happens every second. The funny thing is my other miners with exactly the same setting work fine. Running v2.60
    1. Kit68
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      Seems to be a game issue. I put these problem miners into auto mine mode and they wouldn't mine. Couldn't sell or dump storage cos it was empty. Couldn't repair as there was nothing to repair. Killed the pilot and replaced him, and that didn't work. Sold the miner and bought a new one... Problem solved...
  6. GregorMa
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    I really like the idea behind this mod since the vanilla station miners tend to get stuck on their payload at some point which is pretty annoying.
    It seems i can't get it to work properly though. I am running it on V2.5.

    The problem: If i set them on supplier mode, they simply drift in space doing nothing. The station has a buy order for ice and has enough money to buy it (set to not buy from other factions), the mining range is 10 gates. There are plenty of ice asteroids within that range, but it seems they don't want to start mining.

    If i also check free miner, they actually start mining, but will supply all ai stations with all kinds of ressources (including ice) completely ignoring my station...
    No clue what's the problem here, but it seems to me it shouldn't work that way :/
    1. GregorMa
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      Okay, so far the only way i get it to work somewhat properly is to set them on free miner and disable all other races for trading :/
      Supply mode doesn't seem to work at all. A shame... I wanted them to sell excess cargo as soon as the stations storage is filled up, but i guess that won't work with disabling other races.
      Still wondering why supply mode doesn't work though... Does it need scripts from your other mods to run?
    2. GregorMa
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      Did some further testing by just trying out the default behaviour. (Supplier)
      I have one station that has a buy order for 186.000 ice.
      I sent them to a nearby asteroid field with ice in it and started to run the default behaviour on them.
      The miners which already had some leftover ice on them delivered it to the station and stopped doing anything afterwards.
      Those with empty cargo didn't even start mining, floating among the ice asteroids...
      Could it be that it is because they can't create any delivery/sell orders with an empty cargo?
      Just thinking, bc in the mod description it says that the supplier would try to create both orders, which actually isn't possible as a delivery order can't be given with an empty cargo...
    3. GregorMa
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      I think i found the problem.
      It seems that the random-miners, unlike the normal auto miners, require much more money at the station. Like enough to fill the entire storage before they actually start doing things, which is kinda strange, but okay once you know that.
      I still have the habit of restricting my stations to low money amounts via auto transfer scripts if they are self-supplying, like max 10 millions if it's a large complex and less if it's a smaller station, just to make sure the manager doesn't get crazy ideas like buying stuff when there is no need to do so xD

      What made it also harder to find the point when they actually start mining for supply was the fact that it seems like it needs a long time to start up. Looked like the script really needs its time to sort things out.
      But yeah, problem solved for now :)
    4. Language44
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      Hi, thanks for feedback.
      Yes, the money needs to cover all the storage of the station, because the priority in this mod (and basically on my other mods too) is based on stocklevel of the trade!!! However the stocklevel of the trade is fucked up if the station can not cover the whole amount with its money. Simple as that, and I can not change anything about it, because "$buyoffer.stocklevel" is what comes from the game, my script only processes it.
      The miners should start quickly though, for me it is only a few seconds before they take off if there is a suitable buy offer (which is kinda the point of my mods, I designed them to be fast). So if you encounter where they are slow again, please send me a save game, I will look into that.
  7. asjasonsdp
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    Miners develop a growing negative value for cargo. Expanding storage crashes the map. Attempts to sell the ship have the value reduced by the value of the negative cargo. The first ship I found had me paying 24mil to sell.

    I have only your Random Supply, Trade, and Mine mods installed.
    1. Language44
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      negative cargo is a thing?
      can you please tell me how to reproduce it? like what settings you use (for the miner), what your miner actually does... maybe you can find some clue observing its behavior.
    2. asjasonsdp
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      It seems to only develop while the ship is mining, not during trades. I've observed that while it's mining the negative number gets larger.I have not tracked a ship back to the station to see if the negative cargo is "sold" to my station... I assume it is because the station was suddenly very low on that resource.

      my station has everything, so that might be hard to reproduce. I'm actually using the the default settings but setting my all inclusive station as the home station.
    3. Language44
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      Thats actually kind of same settings as I use, I have checked all my 20 miners, which are mining for an eternity now, and I have no negative cargo on any of them.
      can you upload your save file and pm the link to me?
    4. Language44
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      I have checked it a bit, seems it is a bug in the game and has been fixed in the 2.5 beta:
      - "Fixed asteroids in certain regions sometimes ending up with negative mineral yields."
      after some testing it seems to be working with the beta.
    5. asjasonsdp
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      Wanted to post an update here.Running a Verify/Repair in the GOG client fixed the issue.
  8. Tsornta
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    Hello, thanks for your mods they are really cool!

    First of i am running about 20 mods. I will share my issue with this particular mod but i can't possibly figure out if it's due to some conflict so yeah... but i don't think, but who knows. At any rate here goes, i tested this with 150 miners running the script. Give or take. Problem is multiple of them will end up with stuck cargo they can not sell. It will happen at the time where the market will get filled with a particular commodity. They will keep mining different commodities if they have any cargo space but will still keep sending regular notifications about the stuck cargo they still have in their inventory. I believe it does that because it does not create the buy order until after it is done mining. Which ends up in competition and stuck cargo. Point is too much micro in the end. Had to sell them all to get rid of them. If i knew for sure they will eventually sell the stuck cargo and not stay stuck with it forever i would be content with simply a way to remove all the notifications about it.
    1. Language44
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      Hi, you are almost right, the thing is, that in free minder mode the ship does not even check the buy offers (I meant this mod mainly for mining for player owned stations), it just starts mining random mineral in the closest position. I dont know enough about the game to say what is going on in your game; are you sure, that you dont mess up with the economy using 150 miners?
      If it is only 1 mineral, like ore, you could set up your miners without allowing them to mine that one.