X4: Foundations

X4: Foundations

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Mules, Supply and Warehouses Extended
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Mar 4, 2020 @ 9:00am
Apr 20 @ 2:09am
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Mules, Supply and Warehouses Extended

Description
About
A re-write of mules and warehouses v4.
These are a set of standalone mining/trade ship behaviour scripts that are more complex than vanilla trade orders ideal for empire management and sanity.
Public testing has begun for current release 7.50 as of 21/04/2025.

The Mules
  • Travel Mule
    This Mule is the ONLY one to care at all about prices and profits! It is the one you will use to sell from your warehouses and other stations to every other faction.

  • Station Mule
    These mules were the first in the family and are great for dedicated supply lines between two stations, back and forth, also are the ONLY ones who can create Warehouse Stations for centralised storage and distribution centres.

  • Supply Mule
    This Mule acts as a dedicated fetch mule for all own stations ware needs (or when assigned to a particular single station), for times when you just want to supply stations and nothing more. It does a job the Station Mule is capable to do only this is the only purpose.

    He will try to serve your builder first to get the station up and running, buys from player known stations if available.
    He will serve ALL your stations in a sector, unless you assign him to a particular station, starting with the most needed wares it requires. He WILL NEVER serve AI stations, unless assigned to one.

  • Distribution Mule
    This simple Mule is meant to distribute wares between your warehouses, so that every warehouse has at least some of everything. That way you can use a network of warehouses to supply factories in various systems instead of directly supplying your station via multiple production stations.

NEED HELP?
First please check out our Documentation and Usage[github.com].
Requests & BUG REPORTS let us know about them by VISITING Our GitHub[github.com]

F.A.Q
Question
Answer
My Travel Mule is stuck looking for trades with certain stations!
Try adjust 'Profit Override', this allows you to modify the price the mule sees for station trades.
0=Sell all wares regardless of trade offer price.
100= Obey Station Manager's sell offer prices, could be the station the mule is set to has the sell price too high (common issue if the station is a player warehouse with low stock) use this option to force a trade by setting this slider to 0.
Travel Mule, Max Jump limit is 15 can increase it?
No need! The Travel Mule max jump range technically works as no-limit to jump distance.
I need to setup a supply run between two stations e.g raw resource and production station.
Station Mule, enable two-way trade!
FOR MORE INFORMATION CHECK OUT THE LEGACY MODS
(however, a lot of information there is now outdated.)

Mules Extension[www.nexusmods.com]
Mules & Warehouses V4


Supported Mods
Civilian Fleets



Credits
This project includes contributions and the concepts of two other mods which can be found under various creators it contains code not entirely done by our team but from the likes of LegionOfOne, Ramokthan.
Popular Discussions View All (6)
31
May 1, 2023 @ 5:35am
General Discuss
Mo¡stDreams
16
May 15 @ 7:32am
Debugging Thread
Davinci
1
Apr 23 @ 8:05pm
Rewriting distrimule
Mig1985
748 Comments
FinaL Sep 22 @ 7:07am 
that's an old bug. didn't work in 7.6 either, sadly
MadPolock Sep 21 @ 12:23pm 
In 8.0 I can't set max trade for Supply Mule. It Keeps 1/1. I have the cargo set to max 95%.
StrangeGothic Sep 14 @ 8:46am 
For a little more detail, supply mules aren't receiving any orders at all unless they're allowed to target AI stations, and station mules are prioritizing stations other than their actual targets, resulting in widespread material deficits even as they trade protein paste constantly with other stations. Additionally, neither supply mules or station mules have raw resources in their ware list, but can have it added by the script during their runs. As a result, to get it to move those resources at all, you have to lock and unlock wares repeatedly until you can prune the trade wares (which are showing up regardless of whether those wares are allowed) from the list it autogenerates.
StrangeGothic Sep 14 @ 8:41am 
This mod seems to have some issues in 8.0. Namely, the supply mules seem to be completely broken and the station mules keep going to stations that are not either of their source or target stations.
FinaL Aug 27 @ 10:52pm 
Sooo, the "max trade" setting doesn't work I guess? I always have 1/1 even when fill is at 25% ...
Sakata Jul 12 @ 6:26pm 
Any change you guys could update this to use the queue system that DeadAir is using? I absolutely love the scripts in here but they curb-stomp my computer one I have enough factories for the script to really start shining.
Dersh Jun 28 @ 3:05am 
For the most part this is working pretty well for me. I have the profit override set so they will sell the wares for any price. But the issue Im having is sometime the mules are queuing up trades to unknown stations. And because the path to them is also unknown the mules just sit outside my station unaware how to get to these unknown stations. Any idea how to either fix this or prevent it from happening?
Dorander Jun 3 @ 4:47am 
I'm currently using this mod for Station Mules to create dedicated supply lines, a feature which I absolutely love. Sadly, it doesn't seem to work, my dedicated Station Mules pick up goods that the station they're assigned to, isn't buying. Instead they're dropping it off at build storages.

I have a large industry set up in Boron space in Rolk's Demise, and all my Station Mules are in a traffic jam waiting to sell their goods to the build storage of the shipyard I've started constructing there, ruining the flow of the stations they are supposed to work for.

Anyone else suffering this and/or happens to know a solution?

N.B. They are *Station* (M2) Mules, not *Supply* (M3) Mules, but they seem to be behaving like they are.
Yakumo Jun 3 @ 1:37am 
used this great mod for years. Came back to X4 after a while and the game had regular freezes, making first person dogfights unplayable. Turns out it was this mod causing the freezes, so I had to disable it
Akira_R May 29 @ 7:40pm 
\o/
Thank you so much for updating this!!! This has been one of my favorite QoL mods for a looong time and I have been pretty bummed out trying to get through without it on my most recent play through. Again thank you so much for the update!