[1.0] Auto Seller - (v2.0.4.2) (13-12-2019)

Started by Supes, July 14, 2015, 05:03:35 PM

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Supes

I like the idea of standard caravan load-outs and pawns  (especially when you need to take a shopping list with you every time, very easy to forget taking it with you), I'll look into it.

also, here's a small fix for the scrollbar on the overview (when having more than one page of rules)







1.1.2.0a
small fix to the overview windows to show the scroll bar properly

WoodyDaOcas

Thank you very much, sir ) Looking forward to it :)

RickyMartini

Hey I seem to not understand this mod.

So when I set up a new autosell rule with AI selling enabled, and a trading caravan comes by, any colonist set as "Warden" should go to the trade printer and automatically sell/buy whatever is possible?

And I do not have to press an additional button for that?

JulianSkies

Hey, a small idea if not already being worked on.
But could you make a sell rule specifically for Dead Man's stuff? That would be of immense help to me.

Supes

the warden would go straight to the Caravan, then you'd get a Trade Report message, no need for any other action.

Deads mans stuff rules are planned.

Rijndael

Really great mod, works fine and mostly self explanatory, but what exactly is "Unit Value Maximum"? Is it like in the OECD definition?
https://stats.oecd.org/glossary/detail.asp?ID=5547

Total Purchase / Sales divided by the sum of quantities. So for something like leather it would filter by Sell When above, Reorder Point, Restock Level, calculate the amount of each type of leathers and which to buy which to sell and then divide the total transfer value by the total sum of any leathers traded?
Does it take the market value, or the transfer amount?

Supes

'Unit Value Maximum' checks the selling value when selling, and buy value when buying items.

so you can sell all your cheap trash items, or buy items without overspending due to high market value.

Rijndael

Okay. Would a Price Value Maximum not make more sense? You only have different market values for different items of item groups like leather or clothes, otherwise it is constant. But the price can change by the factor of 2 depending on the trader type.

When i set up a buy rule for steel and don't want it to be bought from those traders with a 2x price multiplier, there is obviously no way of doing it, since the market value for steel is always the same.

Supes

a slight misunderstanding here, to be more clear, it checks a the individual (unit) item value for the current trade.

the market value is always the same, which is why I don't use the market value.  It uses the current Traders prices (as said before, the Traders selling, or Traders Buying price, depending on the function of the rule) which as you say, vary from trader to trader

so the buy rule you want to do for steel is possible.

sorry for the misunderstanding on my last post.  I'm hoping to write up a guide at some point for the mod for all the functions and what the individual settings do.

Rijndael

Thanks for taking the time to clarify it. Again really nice mod and really nicely worked in with the trade printer and on

Thorbane

Any plans for an export rules feature?  I'd love to be able to port rules between colonies.

Supes


Supes

As requested, dead mans apparel option and importing/exporting have been added.

the exporting is primary used to export rules between saves like it was before, but can be used to export between colonies.  The list shown on this dialog is of exported rule sets (Clicking Export wont update the list immediately, you may need to exit the import dialog first), selecting them and them clicking import will add that set to your currently edited Trade Printer/shopping list.  pawn rules aren't included in importing/exporting yet.

you might need to update your apparel rules, (maybe even duplicate them if you want to sell both dead mans and normal apparel) and set the dead mans flag.







1.1.2.2
Dead Mans Apparel option for Thing Rules
Import Dialog Re-enabled and repurposed (experimental)

Netoen

@Supes so far awesome and very useful mod. But I found minor caveat: when having, say, three rules for drugs, with only unique drugs selected in each one using "advanced" button - it doesn't account for fact they do not cross and still mark 2 out of 3 red.
Screenshots are in order as they are in autosell menu.

[attachment deleted by admin due to age]

Supes

aye, the colour checking is part of the initial public release, it's been the least updated part of the mod, advanced rules were added half a year to a year after.  Other things added onto the rules since then aren't colour checked either, so lots to redo.

I'll put it on the list of things to do