X4: Foundations

X4: Foundations

RandomTrade
213 Comments
Algebraist 28 Jul, 2024 @ 1:59am 
Is this the same file as the Nexus file or the Nexus file very out of date?
I'm using the GOG version of X4 so I can't download off the workshop
Hebrux 23 Jun, 2024 @ 12:19pm 
thank you
Andro  [author] 23 Jun, 2024 @ 12:09pm 
no, you should not assign them to the stations, I would just use fleets, use the mass assignment feature, its explained in randomsupply description at the bottom
Hebrux 23 Jun, 2024 @ 7:57am 
Thanks! I didn't know randomSupply could be used to sell my wares. Can I assign the ships that are randomly supplying to my stations so that they are not cluttered in my unassigned ships menu?
Andro  [author] 23 Jun, 2024 @ 5:45am 
No, use RandomSupply instead
Hebrux 22 Jun, 2024 @ 7:33pm 
can I use this to sell the wares my station produces?
Andro  [author] 8 Apr, 2024 @ 10:11am 
mods are old, I wrote them when the game released because the logic back then was really bad. Now the vanilla logic is actually pretty decent, so you actually don't need this one later in the game, like when you have 5 trade ships or so you can start using the vanilla logic.
randommine is difficult, I thought about discontinuing the mod because I never could get it run like I wanted after ego introduced ore depletion mechanic.
OtterSwag 7 Apr, 2024 @ 1:24pm 
This and RandomMine both couse periodic stutters in my games. both on 6.4 and 7.0 it runs fine 130 FPS then spikes with 1-4 FPS if any of these mods are enabled. any ideas? only me?
Rainer Zufall 30 Nov, 2023 @ 12:01pm 
Thanks for your "random" mods. I always found the vanilla logic too simple and restrictive or simply too much micromanagement with repeat.
So thanks again! :steamhappy:
Starsong 3 Aug, 2023 @ 3:36pm 
This doesn't work with mimic, so can't seem to form fleets of trading ships to Random Trade. Ships just generate errors
Andro  [author] 3 Aug, 2023 @ 7:55am 
nope, sorry, not worth it, if you have that huge fleet you probably good enough with the vanilla trade logic, it is fairly good now compared to when I wrote this mod.
fredlllll 2 Aug, 2023 @ 6:31pm 
hey so i noticed this mod sadly introduces a lot of lag, i have a single tradefleet with 150 ships and its dropping my fps to 2-3 fps very frequently. telling all of the random traders to stop fixes the stutters. i also had them all seperate without a fleet and that too did start to stutter. can you look into improving performance there?
Riksis 26 May, 2023 @ 2:22am 
@Zerox This mod is older than the mimic feature and contains its own fleet option. Just set the subordinates to 'defend commander'. The next time the commander restarts the script it will propagate the orders to the subordinates (either wait for that or cancel existing orders of the commander to force trigger it)
Despiser 24 May, 2023 @ 8:40am 
Just want to give you a heads up, this mod (or one of the other two random mods) disables the tags for repeat orders. You can still select it but start queue and orders are disabled. Why not just disable repeat orders itself? It would cause less confusion. The random mods themselves work fine and somewhat compensate for repeat orders.
Zerox 23 May, 2023 @ 6:45pm 
I see your mod have a "update subordinates" option so i thought that you can make fleets with it but when i try to mimic commander behavior it doesnt work. It is posible to make trader fleets with this? thx in advance
Thor 20 Apr, 2023 @ 8:19am 
@Andro I got "Buying 0 Claytronics from..." and thet trade ship is stuck with "?". Do you have an idea what might have caused this?
I put buy offer of the item to both in logical station overview and plan build.
Another possible problem I found is the ship is planning to buy on an unexplored map (but known trade price because of faction license). They all simply frozed without reporting anything.
GameBurrow 15 Apr, 2023 @ 1:32am 
This mod has been extending mimicry part really well: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2092839403

Also mimicry is not new, it was introduced in version 4.0.

How i've understood it works technically, mimicing ships just copy their default orders from the commander periodically (looking at the commander captain levels for anything level related etc). If you could get it working you could get rid of your "Update subordinates" part completely and you don't need to copy the ships over to new group (which also would fix your mod not working with Player Restock Subordinates mod as it reassigns the ships to wrong group since the group you're moving the ships to technically don't exist for ships).
Andro  [author] 14 Apr, 2023 @ 11:53pm 
ok not gona touch mimic assignment. That vanilla script runs tons of commands which would probably interfere and which I don't wana touch and probably egosoft will keep changing it in the future and keep breaking my mods.
Andro  [author] 14 Apr, 2023 @ 2:05pm 
Mimic is new in 6.0 i believe, yeah i week check that out, just busy at the moment. Thanks for pointing that out
GameBurrow 14 Apr, 2023 @ 1:49pm 
Nice work.

Suggestion. Right now it seems for the fleet to work, all the ships need to be the same size. But sometimes I want to have a mixture of L and M freighters. Throw some VIG scavengers also into mix. Would it be possible to adjust the system to support those (for example I remember reading here in the comments you said it works like because you are using Defence fleet method as trigger, maybe replace it to support mimicry instead?)
Andro  [author] 14 Apr, 2023 @ 12:45pm 
fixed
Andro  [author] 14 Apr, 2023 @ 10:13am 
Yeah know about that, was just reported recently, will check once i have time
GameBurrow 14 Apr, 2023 @ 9:43am 
As it's one of the few trading mods actually updated - tried it.
The main ship works fine but any ships assigned to fleet don't do anything (yes I set them as defence and the script did switch them to traders), but they just did nothing, just sat in place.
Andro  [author] 5 Apr, 2023 @ 10:58am 
Sure
Mackcrws 2 Apr, 2023 @ 1:44pm 
Hey Mate, do you need help to implement the factions again? Not all factions are listed in your mod.
ShadowDragon8685 22 Feb, 2023 @ 10:36pm 
I know about the 'scale min profit' slider; what I'm saying is that I'd like an option for them to try to find a trade at 100%, then if that fails, try again looking for merely 85%, then once more at 75%, then finally at 65%. Basically, after every failed attempt to find a trade, instead of sitting there like a lump for thirty minutes, to try again with more permissive slider, and only sit like a lump if they fail the third attempt, but either way, reset to full next time.
Andro  [author] 22 Feb, 2023 @ 11:10am 
2: it is configurable, "scale min profit" slider
ShadowDragon8685 22 Feb, 2023 @ 5:45am 
I don't know if you're still working on this mod, and if you're not, I get that. (I've abandoned a few my own self.)

If you are, however, I might make a suggestion or three:

1. Update it so that the mod can handle newer factions. My RandomTraders won't trade with the Vigor Syndicate, among others.

2. An option setting; if the RandomTrade fails to find a trade with the profit margin it wants, it will drop its expectations and search again, scaling back the required profit margin percentage. Perhaps let the player configurate this (IE, if failed to find a trade, drop by any amount they want and try again; then again with another drop, etc), or else just have it drop by 15/30/45. This will let the player keep the expectations high, but go a long way to prevent traders sitting around holding their throttles by lowering their expectations and generating something .
ShadowDragon8685 19 Feb, 2023 @ 9:04pm 
Addendum: I left for a few hours, came home, and they'd done some more work, so... I'm not sure exactly what's going on, but it seems that it's working, just not immediately efficiently. But as long as they're getting something done, that's probably good enough. Thank you!
ShadowDragon8685 19 Feb, 2023 @ 5:21pm 
It seems like my RandomTraders are just sitting around doing nothing. They just sit with a big question-mark. They didn't do that at first, they got out and moved, but now they're not doing anything. I thought it might be a lack of satellite coverage, but I just identified and manually forced a very profitable silicon wafer trade, entirely remotely, so there is profit to be made.

They're just not flying. Is there a hidden minimum Management score requirement for the captains to go fly AutoTrade routes? Or a critical point below which they're unable to identify that a trade is profitable and just won't do it? I have pilots at least one star on the ships so they're taking the order, but they just refuse to fly.
falsetruth1988 26 Sep, 2022 @ 6:07am 
thanks for the mod brother love it
unr303 4 May, 2022 @ 10:29am 
Please clarify what "Update subordinates" option does?
SnowKnight 16 Mar, 2022 @ 7:39pm 
Works with Ver 5.0.
However, we have not yet confirmed any transactions with the DLC:ToA faction.
DerHenker 14 Feb, 2022 @ 12:21pm 
I have a Questtion.
Is there a way to add more factions. espacially the terran and segaris?
MuttdogSD 3 Feb, 2022 @ 8:35am 
Great mod.! I'm just starting out, but I like that I can have my pilots help me with the admin work.
Eldaas 26 Dec, 2021 @ 9:55pm 
I just want to echo the sentiments of the last few people to leave comments. While I would love the mod to be absolutely perfect in every way, it's not realistic to expect you to spend your time and energy on making that happen, particularly when you're not playing the game. People are just way too entitled these days.

Thanks so much for all of your great mods, and please don't let the non-developers (who don't understand how much time and energy is involved) bring you down. The fact you've made and shared these in the first place is awesome, and I couldn't play the game without them. :steamhappy:
Andro  [author] 24 Jul, 2021 @ 11:00pm 
thank you for feedback
CPS 24 Jul, 2021 @ 5:15pm 
This is a fantastic mod. Works amazingly well. I've read you don't play this game, so I really respect that you've kept this up. I've only just started playing this game and wasn't a fan of the trading system (or the other trading mods), but this is EXACTLY what I was looking for. Thank you!
Andro  [author] 26 Apr, 2021 @ 9:29pm 
thank you for feedback
[Galushka] - CCCP 26 Apr, 2021 @ 4:03pm 
@Andro
Please, don't get mad because of all these not so inattentive/unpatient people. Your mods an excellent! I personally use them from day one I discovered them. Yes, at the beginning I also had some problems/misunderstanding, was even reading descriptions a few times... Now I can't imagine any gamestarts without your mods. Vanilla, VRO, Star Wars, etc. Recently I tried Tater Trader 4, but didn't like it. So, yes, thank you very much for your time and effort you spent on creating a great mods!!! Regards!
dialt 13 Apr, 2021 @ 6:08pm 
It was.
I shouldn't have assigned you directly to the station.
I had to set up a fleet of merchant ships and make the station my home, didn't I?
It's been so long, I've forgotten.

Thanks, great mod!
Andro  [author] 7 Apr, 2021 @ 9:52am 
and no, it does not make it impossible to add protecting ships. The mod will _only_ overwrite defending ships if they are the same ship type. e.g. M sized frighter assigned to another M sized frighter, you dont really want to defend your trade ships with other trade ships. assign anything else, like small fighters and they won't be overwritten
Andro  [author] 7 Apr, 2021 @ 9:50am 
I have answered a few comments ago. This mod is old and there were not many options to choose when I scripted it. I choose defend, thats all.
Stroichik 7 Apr, 2021 @ 9:01am 
Wanted to ask, why u have to put on "defence" for fleet trading or supplying? Why cant option "follow" be used? it kinda makes it impossible to add Protection ships for trader fleet, no? Or at least it will mix up trader and combat ships in single list.
Andro  [author] 30 Mar, 2021 @ 1:44pm 
You don't beleave how many people complained that their ships did not fill their stations and it turned out that they did not have enough station budget.... untill I uploaded the second picture "troubleshooting"... then it immediately stopped, maybe I should do the same with the other stuff.
Andro  [author] 30 Mar, 2021 @ 1:42pm 
If I got a $ for everyone who does not read the desctiption, I would be rich now. Keep in mind I dont get anything for sharing my work with others. I could just delete it alltogehter and not be bothered with telling people to read the desctiption.
Can you blame me for not wanting to hack into some new stuff and potentially produce new bugs because it would bring no benefit? It works as it is right now, I dont play this game anymore, why should I have intentions to spend my free time for no benefit? Be happy that I made the new factions work. Take a look at other mods where the devs stopped playing the game, latest update was 2 years ago and you can't even reach the devs. Turn on your brain, read the desctiption and earn my respect, if you do you will get it, that much about being an absolute ass.
Xiaz 30 Mar, 2021 @ 1:34pm 
Thank you for saying you have no intention to support the built in behavior and answering my initial question after calling me a liar and being an absolute ass.
Andro  [author] 30 Mar, 2021 @ 7:41am 
Here I will copy and paste it for you from the RandomSupply mod's desciption:

Mass assignment:
1. Assign multiple ships to 1 ship of the same size and category (e.g. M-miner) with righclick chhoosing "[standard] defend".
2. Set up the lead ship as you want.
3. The ships assigned to defence will start copying the setting one by one from the lead ship.
PS: you can also assign the ships whenever you want to the lead ship (e.g. while it executes trade orders). For (3) to kick in you will then just have to wait untill it finishes trading and starts to search for new trades.
My other mods support mass assignment aswell.
Andro  [author] 30 Mar, 2021 @ 7:40am 
did you follow the steps I have written in the description?
You are scaring off others who might read that and think "ok its not for me" just because you did not understand how the mod works.
What you described is a new feature of the game V 4.00, this mod existed before that feature so it does not use it and I am not interested in implementing it, because the mod has already something similar. You just need to read the description.
Xiaz 29 Mar, 2021 @ 10:40pm 
Which part is a lie? That there's a nice, red follow icon on my ship list saying "This ship cannot assist its commander with their current default behavior"? Neither RandomTrade nor RandomSupply get passed down through the Mimic command, instead the game uses a fallback and just has the subordinate ship follow. If you have such a hard time believing me I'll stream it for you.