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  1. Hello, We found solution that should be implemented into Avorion game. what we suggesting is to increase traders in the sector so if u have 5 docks on your station all 5 of them will be used. how code works? it allows traders to use all free docks on your station by default if u have more then 1 dock only 1 trader will come to your station buy and will leave and other docks wont be used. our script allows 5 traders at the same time to dock because it searches for free docks on station and it tells trader go to that free dock if other one is being used. its best idea yet because currently if you running water factory it fills up really quick and by having this in your game it balances everything by letting you decide how many traders u want and that depends on how many docks you have. currently we set maximum limit to 5 per station so there could be not to many traders in the sectors to prevent any bugs or heavy traffic. i hope you will add this to the game ❤️ Code + Attached files with code: data/scripts/sector/traders.lua function Traders.isSpawnCandidate(station local docks = DockingPositions(station) if not docks then return end if docks.numDockingPositions == 0 or not docks.docksEnabled then return end if not TradingUtility.hasEmptyDocks(station) then return end if station:getValue("minimum_population_fulfilled") == false then -- explicitly check for 'false' return end return true end data/scripts/lib/tradingutility.lua function TradingUtility.hasEmptyDocks(station) -- check if there are traders flying to this station local traders = {Sector():getEntitiesByScript("merchants/tradeship.lua")} local docks = DockingPositions(station) local emptyDocks = math.min(5, docks.numDockingPositions) for _, trader in pairs(traders) do local partner = trader:getValue("trade_partner") if partner and station.index.string == partner then emptyDocks = emptyDocks - 1 if emptyDocks == 0 then return false end end end return true end traders.lua tradingutility.lua
  2. I am trying to establish a fairly complex automated trade route, and have become rather annoyed at how each command blocks until it can be fully fulfilled. For example, if I don't have enough money to buy the specified quantity of a good, the ship just waits instead of moving on. Likewise, if there aren't enough goods to buy, the ship waits until there are. To me it makes sense to attempt to fulfill each command, but then move on to the next one in the chain. i.e. buy as much of a good as you can, then move on to the next stop, instead of waiting around forever. Do other players like this blocking behavior? Or is this done for balance? Seems to me like it makes it way harder to set up trade routes, as you have to be so precise, which in turn forces you to be much more conservative with the quantity of good you move.
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