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Vectorial1024

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PrecisionVector

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  1. PrecisionVector
    PrecisionVector
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    Hi all!

    X4 7.0 has improved the Mimic default behavior so much that it basically is doing what this mod is also doing, so I am sunsetting this mod.

    However, this perhaps is not a smooth transition. You should read the closing thoughts doc for more info: link

    Thank you all for your continued support! I like to think, the popularity of this mod has motivated EgoSoft to create the Mimic default behavior to benefit even more people. As of writing there are about 7.5K unique DLs here, and about 13K Steam subscribers.

    It is also a historical moment that an OG mod (Mining Trading Fleet) from the 1.0 era (2018) is now properly being introduced into the game in 7.0 (2024).
  2. Dexty101
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    Hi PrecisionVector/Vectorial1024 (?),

    Thank you for your great mods, been following and using them for quite some time.

    Station Logistics - https://github.com/Vectorial1024/v1024_station_logistics, which I assume you are the author(s?)  :)

    Was wondering:
    Is it is working correctly with 7.5?
    Is it compatible with SWI?

    Also, wondering why you have not published it in Nexus?

    ---

    I'm also using this Mules and Warehouses version - https://github.com/qwer11121-coder/Mules-and-Warehouses-Extended.

    When I have Station Logistics, Mimic doesn't work correctly with mules.
    Do you think there may be an incompatibility between Station Logistics and Mules?

    ---

    If Station Logistics is still relevant, could you comment on the combination of Station Logistics + Mules + Warehouse Fleets (https://www.nexusmods.com/x4foundations/mods/939)? Do you see any possible issues?

    I'm also using Fully Loaded (https://github.com/Vectorial1024/v1024_fully_loaded) and Faster Trading (https://github.com/Vectorial1024/v1024_faster_trading) and don't know if they are still relevant.

    I'm trying to reduce the amount of logistics mods I use and aim for the smallest effective combination with the least overlap of functionality.

    ---

    Sorry for the multiple questions winding post :)
    I would greatly appreciate your comments. Thank you!
  3. qwer11121
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    Thank you for all the effort, although I think this mod is still better than vanilla Mimic command.  In 7.10 the official Mimic does not work well with mod action like Station Mule mod. 
    1. PrecisionVector
      PrecisionVector
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      Mules must update for X4 7.10 but that's their problem; EgoSoft must have changed their Mimic script to fix some bugs.
  4. madr00ky
    madr00ky
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    In 6.20 this mod causes my Map menu bug out, at first the Info window on the right hand side becomes unresponsive, and after closing the map I can't open it again. Reloading and disbanding the mimic fleet solves the issue, so I am sure it is this mod causing the mess.
    However, it is unclear to me if this mod has even a value by now as the mimic fleet function is available in vanilla and works well with auto trade and mining.
    1. PrecisionVector
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      I found out about half a year ago that the handling of Local AutoTrade fleets broke the UI. A fix will be coming out soon.
    2. PrecisionVector
      PrecisionVector
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      After the X4 7.0 update, I have decided to discontinue this mod.
  5. XParanid
    XParanid
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    Does this mod work to copy repeat orders to other ships?
    1. PrecisionVector
      PrecisionVector
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      "Repeat Orders" is a special default behavior and is unreadable. This mod cannot copy Repeat Orders details; in fact, no mods can do that.

      Ref https://forum.egosoft.com/viewtopic.php?t=444985
  6. symplexity
    symplexity
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    Does this still work with 6.0?
    1. PrecisionVector
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      A bit too late to answer this, but yes, should still work for 6.0
  7. Zwithak
    Zwithak
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    6.20 and it is still working fine for me. However, one big issue I have with the implementation is the naming convention and how it mixes fleet types when sorting by name. The format used is "Civilian {Fleet ID} {Fleet Type} @ {Order Metadata}". When sorting, there is no guarantee that all of your fleets will be grouped together by their type. I find being able to see fleets grouped together by type helps with management. So, I worked out a solution change the format to "Civilian {Fleet Type} {Fleet ID} @ {Order Metadata}". This means my fleets of mineral miners, gas miners, and traders will be grouped separately from each other.

    Step 1. In the civilian fleets mod folder, go into the "t" directory and for your language file remove the $ID$ string. You may also need to modify the default language file 0001.xml. Just ignore the giant warning in those files to not mess with that exact string.

    Step 2. Open the md/civilianfleets_signals.xml file and replace

                            <substitute_text source="{221024, 1}" text="$cleanName" />
                                <replace string="'$ID$'" with="$selectedFleetNumber" />
                            </substitute_text>

    with 
                            <substitute_text source="{221024, 1}" text="$cleanName" />

    Step 3. Still in the  md/civilianfleets_signals.xml file replace
                            <set_object_fleet_name object="$fromShip" name="'%1%2%3'.[$cleanName, $appendingWingName, $appendingAnchorInfo]" />

    with
                            <set_object_fleet_name object="$fromShip" name="'%1%2 %3 %4'.[$cleanName, $appendingWingName, $selectedFleetNumber, $appendingAnchorInfo]" />
  8. user2046
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    Is it possible to support mining fleets with a combination of GAS/ORE? The way mimic works, it requires the ships to be able to
    harvest the same wares. Even if you choose "mine for commander", it still pops a "mimic" onto the behavior stack and then
    tells you the order is unable to be executed.

    What would be helpful is the ability to change the wares of the subordinates even when they are in mimic or follow mode. For
    example, I set my GAS to Advanced Automine -> Helium, then set my MIN to mimic the GAS commander but mine Nvidium instead.
    This way I can have a fleet with mixed miners, plus a defense wing without having to have separate fleets and defense wings.
    1. TaeganRiles
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      It's not possible to mix mining fleets because mimic subordinates must be able to copy their default orders from the fleet leader and cannot have independant default orders.  PrecisionVector answered this in the bug ticket you opened last year.

      Aside from that, subordinate orders have been locked out since 1.60. Altering subordinate orders would require this to be unlocked. There is a mod that unlocks them, but Egosoft has made changes that breaks this mod multiple times.  https://www.nexusmods.com/x4foundations/mods/289?tab=posts

      I get that you want this feature to have a single universal mining fleet, but for the extra complexity and likelihood of being broken in future updates it's just not worth it.  It is better and easier to make seperate mining fleets each for Minerals and for Gas.
    2. user2046
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      Thanks for the reply. It's too bad that mod you linked doesn't work, even with separate GAS/ORE fleets, it would be nice to have their subordinates mining different types (eg: 1 for ore, 1 for nvidium) because you can't prioritize the wares on the leader either and sometimes I end up with a bunch of Nvidium nobody wants to buy.
    3. TaeganRiles
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      For trade stations filling up and grinding the economy to a halt, I'd recommend Tradestation Economy Fix which periodically drains the storage of all NPC stations to keep goods and resources flowing.

      With this installed I haven't had to worry about my miners and traders wandering aimlessly with nowhere to offload wares.
    4. user2046
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      Thanks for the recommendation. I've installed the Trade Economy Fix mod to see if it evens things out.

      Do you know if a trade computer on a miner would allow them to prioritize what they mine or is it simply "if Nvidium is checked, I'm gonna look for that first"? I was hoping since I can't put ore first, then nvidium, there would be some way for the AI to say "hey, nobody wants nvidium in this sector so I'll mine ore".
  9. Funktioniert nicht. Spielstand lässt sich nicht laden.
  10. Prelude2001
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    Does this Mimic also affect Military Ships as well? For example, I have an OOS Katana fleet with a Katana commander. They are using the Protect This Position command. However, when my fleet commander died, all my other ships defaulted into Hold This Position. Note, the subordinates were using the Attack behavior and not the Mimic Behavior when this first happened. So I am curious if Military Ships can use this Improved Mimic.

    I read the description and didn't see anything in regards to that, but maybe I missed something?
  11. falcon71
    falcon71
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    I'm using mimic and it works well. I don't understand what this mod does better? Can you please explain?
    1. SaltyExxer
      SaltyExxer
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      Same question here.
    2. PrecisionVector
      PrecisionVector
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      Updated the description with an answer to this question.