X4: Foundations

X4: Foundations

TaterTrade
 This topic has been pinned, so it's probably important
DeadAirRT  [developer] May 3, 2020 @ 9:58am
Explanation of TaterTrade options
TraderHome: The sector or station the trader considers its home.
HomeBound: Sets if the trader returns back to the home defined by TraderHome after each trade.
Buy/Sell Gate Distance modifiers: Sets how far the trader can sell or buy from its home.
Owned Station Buy Mod: The percentage of the average price the trader views player owned stations when buying from them.
Owned Station Sell Mod: The percentage of the average price the trader views player owned stations when selling to them.
Check distance: Will apply check distance % penalty to calculated profit per jump
Check distance %: The percent penalty calculated per jump (1 jump = this %, 5 jumps = 5 * this %)
FreeTrade: Sets if the trader is allowed to bypass faction trade restrictions set at player owned stations.
FastTrade: When enabled, the trader trims down the amount of offers it compares to the absolute minimum.
StationTrader: Enables Station Trader mode, The Trader attempts to fulfill any trade offers its Home station has.
StationSmuggler: Enables trading illegal goods for Station Trader mode.
WareList: The wares the trader is set to search deals for.
Use Presets: Tells the trader to copy the wares from selected presets into its warebasket, you can enable multiple at will.
(Bunch of presets, enable to flag their wares to be added to the warebasket)
Exclude Sector: Disables searching for deals in selected sectors, Doesn't actually prevent path-finding though I cant do that without rewriting the games pathfinder.
Include Sector: Always Scans included sectors for trade offers, even if they are not in range.
TradeBans: When Enabled and factions selected, prevents the trader from trading with those factions.
ScanSpeed: Trade Deals calculating too slow? You can up the scan speed, or down if you favor performance.
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Showing 1-3 of 3 comments
Ἷcє_Ɲσтє Apr 29, 2023 @ 10:46pm 
I love your mod! The only thing I dont like is the pathfinding. My ships keep going through xenon space to trade with the split. At first I thought excluding sectors would fix this until I searched for this thread on google. Other than that awesome mod! I guess Ill just exclude trading with the split for now. :steamthumbsup:
DeadAirRT  [developer] Apr 30, 2023 @ 5:28pm 
Originally posted by Ἷcє_Ɲσтє:
*snip*
The path finding is still vanilla and not a custom implementation. If there is no path to safely reach a destination the mod will not even look in those sectors for trades; it doesn't help when the vanilla scripts decide to act up and work improperly though.
WaKKO151 Sep 23, 2023 @ 10:47pm 
Originally posted by Ἷcє_Ɲσтє:
I love your mod! The only thing I dont like is the pathfinding. My ships keep going through xenon space to trade with the split. At first I thought excluding sectors would fix this until I searched for this thread on google. Other than that awesome mod! I guess Ill just exclude trading with the split for now. :steamthumbsup:
Go into global settings
Click on black lists
Create new black list
name it No Travel Hostile
select travel from drop down menu
Check civilian ships default
Check hostile faction ownership
save
create new blacklist
name it No Trade Hostile
select activities from drop down menu
Check civilian ships default
Check hostile faction ownership
save

you just told your civilian ships you don't want them traveling into,thru, or trading at any system owned by hostile factions. This should reduce your destroyed ship spam by about 96%. Create a black list with a specific location if you have problems in the future. Or do what I do and rebuild ships. Then Build warships and REMOVE THE PROBLEM!
Last edited by WaKKO151; Sep 23, 2023 @ 10:50pm
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Showing 1-3 of 3 comments
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