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Thanks!
I only applied behaviors from this mod to 3 out of my 60 or so traders, yet they are all borked now.
The old legacy mods this is based off of claim it can be added and removed safely, but I've checked through the entire comment section here, on the github, and all the documentation on the nexus etc. No mention of whether or not it's safe to remove it.
Literally, save before I installed this. Traders are working to move goods along supply lines to trade stations. Installed this to speed up supply stations I am building, which it did, but all my traders stopped working and now just sit and buy hull parts from their station and then sell hull parts back to the same station.
Other then that i have not seen anything like you describe.
The mod does not mess with any default traders whatsoever.
We did change some stuff with the latest patch in regard to supply mules for builders.
Can you turn on debug mode and provide the debug log and the individual mule logs?
%X4_EXE_PATH% -showfps -debug all -logfile %LOG_FILE_NAME% -scriptlogfiles
I noticed odd behaviour.
Since the AI hull parts factory usually don't produce enough to use a station mule, I prefer to use supply mules assigned to the wharf/yard with Hull parts only trades.
So, I'm in ZYA sectors, they have actually a lot of factories producing hull parts, being hull parts factories or High tech factories.
I asked my mules to only trade in a 4 gates range to speed up the process.
Yet, I noticed they always go to the furthest point they can.
Two sectors from the yard, there is a high tech factory selling 13k units for 179cr/unit.
Yet, the mules go 4 sectors away to a factory that only produces around 1k units at 190cr/units.
Do you have a trade updates at the factory closer?
But at the time, yes, I had satellites at every station and scouts updating trade offers regularly.
You sure you have the update version of the game installed?
thought yes I don't play at the moment myself though I saw some stuff on github that needed attention so I pushed a couple updates.
Something I haven't found in comments/docs yet, what is the "profit override" setting?
Same thing for example the min-cargo override toggle it allows ignoring whatever and still make the trade.
Thought messing around with a lot of settings at same time it is possible to create situations in which the mules idle and don't do anything.