X4: Foundations

X4: Foundations

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TaterTrade
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2 May, 2020 @ 5:41pm
28 Dec, 2024 @ 7:16am
20 Change Notes ( view )

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TaterTrade

Description
This mod includes two scripts: Tatertrader and DeadTater.
DeadTater is a completely rewritten script from scratch by me, and it uses the logic of comparing trade offers from Ludsoe. The name is a nod to the work from both of us and even as less of his code remains, it would not be possible without his work.
TaterTrader is the original script updated by me with permission from Ludsoe.

If you ask me which you should use: DeadTater would be my answer. It is designed to be as efficient and reliable as I could code. Just like the original, it does not use any information unavailable to the vanilla autotrader. It has a built in logistics mode in the option of my faction first that is still "profit based."

Why is TaterTrader still included? While I have not maintained all the options (homebound, assign to station), it still provides valuable options to the users who prefer it. It is still head and shoulders above vanilla autotrader. I have zero plans to add more factions to the ban section as long as it requires hardcoding factions.

Check the images for explanations on the features of both scripts.

Both DeadTater and TaterTrader use buy/sell offers to function. This means that stations must have funds in their account or they will not generate buy offers.

Both DeadTater and TaterTrader have mimic support built in. You can create trading fleets that each individually perform their respective script.

Both DeadTater and TaterTrader do not cheat information. They use the same information available as the vanilla trade script.

Both DeadTater and TaterTrader respect blacklist and traderule settings, unless overridden.

DeadTater features:

Profit based trader.
Adjustable distance penalty calculation.
My faction first - simplified logistics between player owned stations in range.
Prefer my buy offers - simplified logistics for supplying player owned stations in range.
Prefer my sell offers - simplified exporting of wares from player owned stations in range.
Auto wares - Automatically adjusts ware basket based on trades available in range.
Illegal wares - Allows trading in illegal goods.
Minimum fill - Traders will no longer accept trades below cargo capacity percentage.
Ignore Carrier / Auxillary - Prevents trading with the often buggy ship buyers.
Logbook entries - Enable or disable log entries showing estimated profit and the traders performance up to that point.
Global tater queue - Spreads performance impact and prevents individual traders from grabbing the same trade at the same time. Allows large numbers of traders to have near zero performance impact since only one is running intensive logic at a time.

The three prefer options are run in sequence in the order they are presented.

Author: DeadAir

TaterTrader Features:
Attempts to find the best profit based on the configurations of the order given.
A bunch of settings you change to tweak how and where it trades.
Only trades with trade offers known to the player.
Uses the games own built in trade orders to conduct its trades.
When the Traders home is set to a station, the station becomes the traders commander.
Traders use their commanders money if they have one.
The Traders follow faction trade restrictions, unless told otherwise.
There's ware list presets you can copy within the configuration options.
Fancy outputting to the player log.
Station Trader Mode allows you to focus the trader onto a station, to handle all its trade offers. Can be used on both player and NPC owned stations, even accounts for the stations build storage.

Configuration Options:
You can define a home sector or station.
Can set the trader to always return "Home" before attempting to seek another trade.
You can configure which wares the trader attempts to find trade deals for.
The maximum distance from home the trader can buy or sell at.
Change the Price the Traders perceive wares are set at your own stations. (Doesn't actually affect the cost)
You can set the Traders to bypass faction trade restrictions.
You can exclude sectors from the trade offer search.
You can use preset ware lists, I copied the ones used by the game itself.
You can set the Trader to compare distances between stations when searching for deals.
Enabling Station Trader Mode allows you to focus a stations offers, allowing you to automate your own stations or even NPC owned ones.

(Updating details might cause issues with my steam workshop update procedure, yay!)

Author: Ludsoe
Maintainer: DeadAir

Patch notes available on:
https://github.com/DeadAirRT

Best place to contact me:
Egosoft discord X4 Modding channel
Popular Discussions View All (5)
1
2 Sep, 2024 @ 1:31pm
Tide & TaterTrade
Komodowaran
4
1
7 Jul @ 9:12am
PINNED: Explanation of TaterTrade options
DeadAirRT
3
26 May, 2022 @ 6:36pm
PINNED: Patch notes
DeadAirRT
726 Comments
toudi331 5 Oct @ 5:44pm 
Work on 8.0 but from what I see distances don't matter to traders. I have my purchase and sale set to 5, and they still often fly further. The rest seems to work. I use only DeadTrader
L.A.R.R.Y 4 Oct @ 2:26pm 
Yes @SkyFall
SkyFall 4 Oct @ 2:25pm 
Guys, does it still work on 8.0? Has anyone checked?
L.A.R.R.Y 4 Oct @ 7:41am 
Yes @Hebrux
Hebrux 4 Oct @ 7:35am 
If I use a trader to mimic a large freighter that has the deathtater or tater trade behavior, will my subordinates follow the same behavior?
Ray 26 Sep @ 1:07am 
I have the following problem.
I use DeadTrader for my traders. I have a station from which my traders (40 trader ships) sell goods to other NPC stations. When I have SINZA activated, almost no trade offers are found. I have observed this for several minutes.

When I turn SINZA off, it takes less than 5 seconds for the traders to find trade offers and start loading my goods to deliver them to the other station.
I repeated this several times and always came to the same result.

Has anyone experienced the same problem?
Steel Driver 25 Sep @ 6:15pm 
"20250923 I have decided to completely retire from X4 Modding. I have added licenses to Eco, Scripts, and DeadTater if any persons are interested in using, modifying, or continuing my works. Thank you for all the support and interest in my work over these years."

-DeadAir via github
Fyren 23 Sep @ 3:05am 
Going to respond to Vardic's message here: To the best of my knowledge Deadtater is the enhanced version of Tatertrade. It does appear to be broken to me as well, so keep it to Deadtater exclusively.
Hunter3216 20 Sep @ 5:47pm 
This mod appears to be everything that I've wanted with trading and more.

At first I thought that this wasn't going to work for me because I couldn't assign traders to stations to deadtater trade - I thought that this would be a problem because of max trade distance. But when I assigned a one-star captain to deadtater trading with an anchor sector with no stations of my own he has a max trade range of 3 sectors.

How exactly is max trade range being calculated here?
vardicdestroyer 19 Sep @ 1:48am 
Has anyone else seen issues with Tatertrade since 8.0? I'm running into issues where ships won't trade. They just sit idle for no reason that I can understand. As an example setup, trade home set to Argon prime, max buy/sell gate distance, and all legal wares. I'll come back 30 minutes later and they are just sitting there, but if I switch to Dead tater same setup anchor space Argon Prime, max buy/sell distance, auto wares, The freighter is off trading in just a few minutes. I didn't have these problems before 8.0 and I can't think of anything I've changed other mod wise, so I'm at a bit of a loss. Thought I'd ask and see if anyone else has had issues.