TaterTrade

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Author: DeadAirRT

Last revision: 10 Jul, 2023 at 12:41 UTC

File size: 321.54 KB

On Steam Workshop

Description:

This mod includes two scripts: Tatertrader and DeadTater.
TaterTrader is the original script updated by me with permission from Ludsoe.
DeadTater is a completely rewritten script from scratch by me, and it uses the logic of comparing trade offers from Ludsoe. The name is a nod to the work from both of us and even as less of his code remains, it would not be possible without his work.

If you ask me which you should use: DeadTater would be my answer. It is designed to be as efficient and reliable as I could code. Just like the original, it does not use any information unavailable to the vanilla autotrader. It has a built in logistics mode in the option of my faction first that is still "profit based."

Why is TaterTrader still included? While I have not maintained all the options (homebound, assign to station), it still provides valuable options to the users who prefer it. It is still head and shoulders above vanilla autotrader. I have zero plans to add more factions to the ban section as long as it requires hardcoding factions.

Check the images for explanations on the features of both scripts.

Original description of TaterTrader below:

TaterTrader is a WIP auto-trader script that attempts to generate profit while not using any cheatyness.

Purpose:
TaterTrader is Ludsoe’s attempt to provide a semi decent trading script. It attempts to seek out the best deal within the constraints you set when setting up the order.
Ludsoe made a attempt to keep TaterTrader balanced, as it will only do trade deals that the player knows about.

Features:
Attempts to find the best profit based on the configurations of the order given.
A bunch of settings you change to tweak how and where it trades.
Only trades with trade offers known to the player.
Uses the games own built in trade orders to conduct its trades.
When the Traders home is set to a station, the station becomes the traders commander.
Traders use their commanders money if they have one.
The Traders follow faction trade restrictions, unless told otherwise.
There’s ware list presets you can copy within the configuration options.
Fancy outputting to the player log.
Station Trader Mode allows you to focus the trader onto a station, to handle all its trade offers. Can be used on both player and NPC owned stations, even accounts for the stations build storage.

Configuration Options:
You can define a home sector or station.
Can set the trader to always return "Home" before attempting to seek another trade.
You can configure which wares the trader attempts to find trade deals for.
The maximum distance from home the trader can buy or sell at.
Change the Price the Traders perceive wares are set at your own stations. (Doesn’t actually affect the cost)
You can set the Traders to bypass faction trade restrictions.
You can exclude sectors from the trade offer search.
You can use preset ware lists, I copied the ones used by the game itself. But I can add based on suggestions.
You can set the Trader to compare distances between stations when searching for deals.
Enabling Station Trader Mode allows you to focus a stations offers, allowing you to automate your own stations or even NPC owned ones.
You can Ban whole factions from being traded with, No more trading with those darn pirates and getting your traders destroyed.

(Updating details might cause issues with my steam workshop update procedure, yay!)

Author: Ludsoe
Maintainer: DeadAir

Patch notes available on:
https://github.com/DeadAirRT

Best place to contact me:
https://forum.egosoft.com/viewtopic.php?f=181&t=434243