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1- distance being the biggest factor and profit % being the next.Think of this as the economic version of DPS. Start with total profit in credits divided by distance in KM. Then divide this by the top travel speed of the ship. For example, your travel speed is 1300 KM/s and want to deliver 300,000 profit 12,000km away. 300,000/1200=25. Now factor in speed, 1300KM/S divided by 25creds/KM= 52 creds per second. Have the mod do a list of possible trades and rate them and chose the highest value route.
2- Remove the wait time after docking.This is a queued order that you can see listed in the behavior menu as ships trade and one of the biggest contributors to how slow traders get to payoff, especially if they're speedy S class in short runs.
These should improve trade efficiency
https://github.com/YuJin44/randommine/commit/f615b1b463c585c90f3386a3e5704a4a04b245bb
I'll need to make some more code to account this behavior, I think I can do it, I will test and update soon I hope.
PS: another idea, if possible, option to save the config (all the boxes I check) so you can apply them easier.
buy seminars, they cost under 500 credits
That is a bummer from egosoft side.
I will try to split the fleet and reconfigure it so it mines specific sectors, currently i have a big fleet which is allowed to mine at any sector they want, and i hoped they distribute themselves enough, but i expected too much there. :-D
having like 20% of the miners only filling their cargo with 10 to 100 ore instead of making them full as configured makes the fleed a bit inefficient.
also: how does the randomminer find ores ? Does he look for good concentrations ? i currently have so many that sectors are empty and i wonder if the minder proceeds to look for better opportunities elsewhere, even though some more jumps away. doesnt seem like it.
@Pejman there should be no compatiblity issues from my side, I can't think of any. Mostly it is configuration issues. Maybe you selected wrong wares or wrong faction or there are blacklists configured in your game.....
I want to use civillian fleets for other purposes in the game. I use the mules for some trading functions and the Random tools for some other functions.
I think the conflict exists with the mimicry updates of civillian fleets, anything with the trade assignment is handled by that mod, but I haven't checked that code to confirm this. Just a hunch at this stage.
In saying that, is there any reason for RandomMine to reassign subordinates to the Trade assignment ?
Cheers,
@Pejman, supplier searches for buy offers of your stations first and then for resources. Freeminer does the opposite, it will first mine and then try to sell. But if there are no buy offers from your stations, it will be stuck same as supplier, just with full cargo instead of empty.
I think it is something to do with this line :
<set_object_commander object="$subordinate" commander="this.ship" assignment="assignment.trade"/>
When I change that line to this the problem no longer exists :
<set_object_commander object="$subordinate" commander="this.ship" assignment="assignment.mimic"/>
Не царское это дело по пиндоски корябать!!!
Ask Putin about an English course.
I am working on the research to port the whole station, so i will have a solution for that specific station.
The reason i wrote in the beginning still applies though. "The search for ressources" part keeps picking small mining spots in close distance even when there is nothing anymore to mine, since the sector technically would yield the ressource - it just needs to respawn.
Maybe another easy workaround for these situations would be to include a check how full the miner's cargo hold is? Just to ensure it doesn't come back with eg 36 units of a ressource?