X4: Foundations

X4: Foundations

28 ratings
Improved Trading Time
   
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30 Nov, 2022 @ 7:33pm
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Improved Trading Time

Description
This mod is not incredible in any way compared to some mods we see out there, but it makes some changes that I think should be in the base game.
It essentially changes the time a ship stay docked executing the trade, for this, it basically takes into account the following:

- The ware amount getting transferred
- The ware volume (m³) getting transferred
- The service crew available on the ship. The service crew level is then used as an efficiency multiplier
- The docking area provides a random amount of crew to help

Details:

- Each crew member can carry up to 14 m³ worth of ware
- Each crew member takes 2 seconds to load/unload the volume above
- Efficiency is calculated based on the service crew average level
- A fully leveled service crew will increase the efficiency by a maximum of 75%
- A level zero crew will have 0% efficiency
- Stations will provide from 2 to 15 people to help your crew load/unload the cargo (they can carry the same volume and take the same time as explained above. Efficiency is not considered for station crew)

Important Notes:

- Since job ships stay docked for some time now, I've increased all ware price by 9% and production time by 2%, so the economy wouldn't be heavily affected in a bad way. These values were adjusted several times as I tested, until I felt comfortable with them.
- I've considered extending the UI to display the time it will take to complete the trade, the efficiency applied, docking area crew, etc, but I didn't have the time to study how to do that yet (this is my first mod)
- If you find any unusual behavior regarding the mod or suggestions, please let me know.
16 Comments
hardy 28 Feb @ 5:22pm 
Interested as well, in version without changes to time and price.
MonkeyWagon 25 Feb @ 2:31pm 
Hello, did you decide against making the mod variant you mentioned?
Galahad  [author] 30 Sep, 2024 @ 5:24am 
Yes @normcameron and @VaeVictrix. Next weekend I'll set aside some time to create a new mod without the production and time modifiers. Once it's done, I'll reference it here and send a message to let you know.
normcameron 29 Sep, 2024 @ 10:34pm 
Can we get a version without the changes to production time and price?
VaeVictrix 4 Mar, 2024 @ 3:35am 
Can we get a version without the changes to production time and price? Custom goods and production cycles revolve around the vanilla values, this breaks the balance of other mods. I understand the game pace will be impacted towards the slower end, yet it actually fits to make a more slow and methodical approach to the game. I'd say that would be a double win to have an alternative version to this one, optional.
MonkeyWagon 15 Jun, 2023 @ 5:57pm 
man, this is exactly what i wanted. makes having a crew make more sense.
Galahad  [author] 21 Apr, 2023 @ 9:13pm 
@knightphantom420 Yes.
knightphantom420 19 Apr, 2023 @ 1:05pm 
6.0 compatible?
Galahad  [author] 14 Jan, 2023 @ 10:46pm 
@JoKirClown As of now, the mod uses only the available service crew on the ship. I'll definitely add the cargo drone as an active actor to it. I'm guessing next week it should be available as an update.
JoKir 12 Jan, 2023 @ 4:41pm 
So this only functions on M and S class ships since L and XL force use drones for any station trading?