Cargo Contracts MOD Guide and FAQ:
https://wiki.alioth.net/index.php/Cargo ... ct_Mod_OXP
Cargo Contracts Mod v1.64 now available as an .OXZ!
Webpage with very little info about it:
https://wiki.alioth.net/index.php/File: ... d_1.64.oxz
Direct link to the file:
https://wiki.alioth.net/img_auth.php/b/ ... d_1.64.oxz
This version is almost completely unchanged since my last post of its script.js file.
Cargo Contracts MOD for Oolite v1.77 and v1.79!
Moderators: winston, another_commander, Getafix
Cargo Contracts MOD for Oolite v1.83 and later!
Last edited by Switeck on Wed Feb 08, 2023 10:36 pm, edited 1 time in total.
- Cholmondely
- Archivist
- Posts: 5381
- Joined: Tue Jul 07, 2020 11:00 am
- Location: The Delightful Domains of His Most Britannic Majesty (industrial? agricultural? mainly anything?)
- Contact:
Re: Cargo Contracts MOD for Oolite v1.77 and v1.79!
Thy eminence,
you might wish to cast an eye over your associated wiki page and just make sure that it is still accurate. I'd offer to help, but having absolutely no experience with contracts, I won't understand the significance of your changes...
https://wiki.alioth.net/index.php/Cargo ... ct_Mod_OXP
you might wish to cast an eye over your associated wiki page and just make sure that it is still accurate. I'd offer to help, but having absolutely no experience with contracts, I won't understand the significance of your changes...
https://wiki.alioth.net/index.php/Cargo ... ct_Mod_OXP
Comments wanted:
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
Re: Cargo Contracts MOD for Oolite v1.77 and v1.79!
The goal of Cargo Contracts MOD remains unchanged, but the details of the changes after v1.4 might merit mention...
The Cargo Contract Mod.txt file contained inside v1.64 .zip file might be of some value for that...but to save you some reading, here's the missing parts that need to be on the https://wiki.alioth.net/index.php/Cargo ... ct_Mod_OXP web page:
v1.5 Uses Oolite v1.79 features -- changed player.contractReputation to player.contractReputationPrecise (found only in v1.79 and later),
v1.6 Rewritten for Oolite v1.82 because min/max prices couldn't be found easily. Profit decreased as a result!
v1.64 Rewritten using very hard-to-understand commodity price calculations...should show much higher profits than v1.6 maybe even beat/tie v1.5!
v1.64 Changes:
Updated date to 2022 in license and manifest.
Replaces random price checks with peak_export vs peak_import calculations using ecoDiff and efactor.
Nearly the ONLY OXP/OXZ that uses this internal Oolite commodity calculation method.
v1.6 Changes:
Initially used up to 50 random price checks for commodities since min/max couldn't easily be determined directly...sometimes resulted in poor profit as a result.
v1.5 Changes:
Updated date to 2014 in license.
All changes are coded into v1.79's original cargo contract .js file instead of editing my previous v1.77 modified contract .js file.
Distant contracts are split into 2 contracts based on minimum time to travel the cargo route (with bonus for high reputation) rather than the minimum deadline time. I changed it when I saw v1.4's contracts being split in 2 at max reputation even if they were very short ranged because you were given an extra week to complete them.
Changed player.contractReputation to player.contractReputationPrecise. (found only in v1.79 and later) Minor changes were needed to keep relatively similar profit/distance balances with v1.4.
Destination systems are no longer discarded if the starting system is a poor agricultural and the destination system is also a poor or at least average agricultural system, since Furs, Liq/Wines, Platinum, and Gems are as cheap as possible and still have a significant profit due to their large price variations.
Generally, small profit (<1000 credit) contracts are now paying max profit when at positive reputations. Only the highly profitable but short-ranged ones are typically reduced when at an "average" starting reputation.
Stuff like minerals, food, and textiles will still give dismal payouts, but they are seen far less often at higher reputations.
Close to max reputation forces basically all contracts to max profit.
Bad reptuation often shows terrible contracts with low profit.
Even at average reputation, it is possible to get a very small, poor-paying cargo contract...usually for Minerals or Textiles.
*END of the major Cargo Contract Mod.txt file changes!*
(Important to mention ecoDiff and efactor in case others want to see an example of that.)
Probably worth changing the "Level" at bottom right from Neutral to "Some bias in player's favour."
Lastly, a link to this page might be helpful:
https://wiki.alioth.net/index.php/File: ... d_1.64.oxz
Or direct file link of:
https://wiki.alioth.net/img_auth.php/b/ ... d_1.64.oxz
The Cargo Contract Mod.txt file contained inside v1.64 .zip file might be of some value for that...but to save you some reading, here's the missing parts that need to be on the https://wiki.alioth.net/index.php/Cargo ... ct_Mod_OXP web page:
v1.5 Uses Oolite v1.79 features -- changed player.contractReputation to player.contractReputationPrecise (found only in v1.79 and later),
v1.6 Rewritten for Oolite v1.82 because min/max prices couldn't be found easily. Profit decreased as a result!
v1.64 Rewritten using very hard-to-understand commodity price calculations...should show much higher profits than v1.6 maybe even beat/tie v1.5!
v1.64 Changes:
Updated date to 2022 in license and manifest.
Replaces random price checks with peak_export vs peak_import calculations using ecoDiff and efactor.
Nearly the ONLY OXP/OXZ that uses this internal Oolite commodity calculation method.
v1.6 Changes:
Initially used up to 50 random price checks for commodities since min/max couldn't easily be determined directly...sometimes resulted in poor profit as a result.
v1.5 Changes:
Updated date to 2014 in license.
All changes are coded into v1.79's original cargo contract .js file instead of editing my previous v1.77 modified contract .js file.
Distant contracts are split into 2 contracts based on minimum time to travel the cargo route (with bonus for high reputation) rather than the minimum deadline time. I changed it when I saw v1.4's contracts being split in 2 at max reputation even if they were very short ranged because you were given an extra week to complete them.
Changed player.contractReputation to player.contractReputationPrecise. (found only in v1.79 and later) Minor changes were needed to keep relatively similar profit/distance balances with v1.4.
Destination systems are no longer discarded if the starting system is a poor agricultural and the destination system is also a poor or at least average agricultural system, since Furs, Liq/Wines, Platinum, and Gems are as cheap as possible and still have a significant profit due to their large price variations.
Generally, small profit (<1000 credit) contracts are now paying max profit when at positive reputations. Only the highly profitable but short-ranged ones are typically reduced when at an "average" starting reputation.
Stuff like minerals, food, and textiles will still give dismal payouts, but they are seen far less often at higher reputations.
Close to max reputation forces basically all contracts to max profit.
Bad reptuation often shows terrible contracts with low profit.
Even at average reputation, it is possible to get a very small, poor-paying cargo contract...usually for Minerals or Textiles.
*END of the major Cargo Contract Mod.txt file changes!*
(Important to mention ecoDiff and efactor in case others want to see an example of that.)
Probably worth changing the "Level" at bottom right from Neutral to "Some bias in player's favour."
Lastly, a link to this page might be helpful:
https://wiki.alioth.net/index.php/File: ... d_1.64.oxz
Or direct file link of:
https://wiki.alioth.net/img_auth.php/b/ ... d_1.64.oxz
- Cholmondely
- Archivist
- Posts: 5381
- Joined: Tue Jul 07, 2020 11:00 am
- Location: The Delightful Domains of His Most Britannic Majesty (industrial? agricultural? mainly anything?)
- Contact:
Re: Cargo Contracts are buggy in Oolite v1.77!
Thy eminence!
Just flagging this for thy perusal!
Cargo contracts .... Gilhad found that the Cargo Contracts MOD was preventing the contracts from showing on his F4 screen. It might be due to a conflict with other OXPs. Or due to an aged version currently on the Expansions Manager. He did not list which other OXPs he has loaded.
Comments wanted:
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
Re: Cargo Contracts are buggy in Oolite v1.77!
Cholmondely wrote: ↑Mon Nov 04, 2024 8:40 pmThy eminence!
Just flagging this for thy perusal!
Cargo contracts .... Gilhad found that the Cargo Contracts MOD was preventing the contracts from showing on his F4 screen. It might be due to a conflict with other OXPs. Or due to an aged version currently on the Expansions Manager. He did not list which other OXPs he has loaded.
It is due to an aged version currently on the Expansions Manager.
ver. 1.5 uses structures, which no longer exists - commodity.marketBasePrice, commodity.marketMaskPrice, commodity.marketEcoAdjustPrice
so this._priceForCommodity(...) returns 0 everytime (oolite-contracts-cargo.js: 878)
so all prices are 0, profit is 0, no contract can be profitable
so no contract added to main station
ver. 1.64 (mentioned in first post in this discusion) have it already solved
Extension Pack Manager need to upgrade to this version 1.64
I filled this issue
https://github.com/OoliteProject/oolite ... g/issues/4
Lady of Fate, we adore you . . .