Add Search Depth param to supply mules to help try combat situations which cause the game lag. (#164) % of trades to eval- Can be used to combat lag caused by aggressive trade searching, at 100%, evaluates all trades. If less than 100%, reduces the size of the trade lists for performance reasons.
Version 6.4.3
Attempts to fix StationMule buy/sell too same station/warehouse. (Issue #160)
Version 6.4.2
Corrected Supply Mule bug in "Collect from Player" and "Collect from AI" in which having one of these unticked prevents intended Supply Mule trade operations for that faction (Player or AI) (#154)
Version 6.4.1
Prioritize trade offers where storage is lower than 10% on the target (#149)
Additional Debugging info for FillLevel Need
Version 6.4.0
Add "Assign Ship to Station" option for Travel Mule, so they aren't forced to become subordinates of their station.
Mimicking a mule no longer assigns the ship to the station, which previously would break the mimic.
Improve distribution mule logging.
Fixed a rare situation where supply mules would gather wares that the station no longer needs and then sell its cargo back to AI factions while this was an intended work around, Supply now deletes its cargo and rewards the player with average cost of the wares in cargo and no longer sells to AI Faction.
Version 6.3.7
Improve Mule Context Menu Wording to better describe the commands function.
Correct Chinese Traditional Localisation (#140)
Slightly changed Chinese simplified localisation phrases.
Version 6.3.6
Potential fix for #129 lag caused by failed property lookup.
Version 6.3.5
Add minCargoUsed parameter to subordinate orders so that mimic behaviour uses the same minCargoUsed as the parent.
Version 6.3.4
Added Multilingual Support, currently English & Chinese (#122) Thanks TiomTang!
Logic fix for Station Mule & Supply Mule (#124)
Version 6.3.3
Bugfix/Station Mule (#119)
Logic fix for selecting trade amount
Fix for some lingering food/meds issues
Logic changes w.r.t tradewares and intermediates
Version 6.3.2
Fix for supply mule not obeying lock wares setting when used as part of a mimic fleet (#113)
Version 6.3.1
Made supply mule's required cargo filled percentage 75% as to help mitigate stalling issues as they were expecting 100% fill. (#108)
Version 6.3.0
Vanilla mimic behavior is supported.
SupplyMule maxTrades is set to 1 until a bugfix for it can be worked.
Version 6.2.0
Fixed Supply Mule Serve Source Only (#102)
Supply mule receives a new player station builder mode. In this mode, filling the building storage with materials is smoother. To activate the mode, you need to choose allow the build storage only. Not used to supply NPC stations. (#103) Thanks Arshiba for the contribution!
Small fixes and improvements to internal trade logic. (#103) Thanks Arshiba!
Version 6.1.5
Fix Supply Mule in conjunction with warehouse without production modules.
Version 6.1.4
Fix any integer division issues and float-ify them. This should fix the mules cargo fill slider functionality. (#96)
Version 6.1.3
Added an exception for Civilian Fleets to prevent Travel Mule reassignment (#89, thanks to Vectorial1024)
Version 6.1.2
Introduced a small fix that does mitigate the lags introduced by trade search. More of a hotfix, since it does not fix the root of the problem.
Version 6.1.1
Introduced a check for cargo drones on L/XL ships fixes issue #82 for supply and travel mules. (FPS drops) distrib and station mule are likely still affected.
Version 6.1.0
Initial support for 3.2 beta hf1 trade rules.
Fixed typo
Fixed unknown $minCargoSize by passing it to the script
Fixed warelist basket population. (No more duplicate entries)
Debugging improvements - (more debug messages)
Blacklists are working for trade bans
Fix for issue #38
Remove $supplyTrades variable, and instead removed the supply offer from the offer list
Fixed code error when serving a faction
Fixed a bug that would not allow any filtering based on resources/products/tradewares
Prevent the mule from using any other trade stations on this run/priority, by removing all other buyoffers/needs from different stations
Fixed bug that used a list name instead of the loop variable name
Minor bugfixes
Minor optimization for dumping trade offers
Fix Seller offer searches now respect faction restrictions set by priority
Fixed debug message outputting null or memory references
Fixed mule respecting $minCargoSize for all cases
Reworked supply mule options to allow player/ai suppliers and buildstorage/resource/intermediate/tradewares trading
Allows serving of sectors, requires home to be set!
Fix for infinite log files
Reworked serving station, sector, area
Improved & fixed debug messages (Abort search if no more trades are found at the same station)
Fixed bug that prevented area serve
Copying of ship orders is now working on all ships of the same type as well as all trade ships
Fixed buildstorage filtered unless resources are checked
Fixed the fix for buildstorage to have correct do_if syntax
Added update notification cue to md/mwex_setup.xml
Fix for dedicatedServe not being used to adhere to the serve source only param
Travel mule obeys trade rules
Reduced patch trigger overhead
Introduced a proper way to patch orders
supply mules with empty sources will now be patched to their current sector, instead of their argon prime due to restrictions by the patch command
Allow for dedicated sector serve
Civ Fleet Management support
Fixed ships not buying the last supplies for buildstorage
Fixed a bug that prevented the player buy mod to be applied properly
Removed dedicated serve config error check, since it is possible to serve a sector dedicated
Travel_mule should now search for the best profit for a ware
Travel mule will now look for the best profit per ware.
Version 6.0.3
Fix Supply Mule's 'serve station only' setting.
Version 6.0.2
Fixed miner used as supply mule not finding valid trades.
Fix for improved civilian fleets support for supply mule.
Reverted a change to calculating the amount that an order needs when buying from the player ship.
Version 6.0.1
Fix for supply mule when the station has a low amount of funds and trade involves buying from AI.
Fix for station mule spamming "I added tradeware" message.
Fix for travel mule missing some intermediate products for sale when assigned to a factory.
Travel mule now displays the wareBasket it's using from the source station. "lock player selected wares" option added, which is necessary to lock in your own custom ware selections.
Fixed supply mule subordinate order transfer not handling max distance correctly.
Fixed issue where supply mule would sometimes plan trades that overfilled their cargo, causing the order to break off and restart, triggering the "empty cargo" routine.
General internal logic improvements.
Version 6.0.0
Supply Mule has been re made from scratch for better stability and speed.
Various Fixes & Refactoring
Version 5.1.8
Performance Fixes for Travel Mule
Version 5.1.7
Improved scripts logic performance (wait timer).
When a mule becomes a station subordinate it should no longer be assigned the defence role.
Misc stability improvements to various mule code.
Version 5.1.6
Added two new commands for Travel Mule to the order UI. Fill Cargo Hold % - The percentage of the ships cargo hold to attempt to fill per trade run.& Profit Override - 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).
Supply Mule Logic is more reliable.
Version 5.1.4
Fixed issue where station mule was ignoring wares it should have moved to warehouse
Travel mule now obeys blacklists.
Blacklist fixes in supply mule.
Added some blacklist filters to distrib mule,
Much needed script debug output & script comments.
Probably stuff I forgot to mention.
Version 5.1.0
added debug_to_file and write_to_logbook calls for travel mule
changed mules ordering in context menu and minor adjustment to mule names
changed travel mule default jump range to 8 < from 15
changed travel mule default trade rule to tradeWithAll to avoid potential user error
changed a few internal function names.
improved descriptions of mule behaviour options.
moved debug logs too 'mule_extended\'
Since the various mules are not being maintained by the original authors I went ahead and picked it up myself.
The Mules The Travelling Salesman Mule AKA 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 to every other faction.
The Station Supply Mule AKA 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.
The Supply Mule AKA 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. The Ware Distribution Mule AKA Distribute 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.
F.A.Q Q: My Travel Mule is stuck looking for trades with certain stations.
A: Try to adjust 'Profit Override', this allows you to modify the price the mule sees for station trades. 0=Sell all wares regardless of the trade offer price. 100= Obey Station Manager's sell offer prices, could be the station the mule is set to have the selling 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.
Q: Travel Mule, Max Jump limit is 15 can increase it? A: No need! The Travel Mule max jump range technically works as a no-limit to jump distance.
Q: I need to set up a supply run between two stations e.g raw resource and production station.[/b] A: Supply Mule, enable two-way trade!
Credit where due A family of Mules Extended. Is created from contributions of two other mods which can be found under various creators it contains code not done by me but from the likes of LegionOfOne, Ramokthan. If I have missed anyone let me know.