(WIP) Create station logistics networks to help manage your stations.
Logistics networks: that's how simple it is!
(links etc)
This mod is yet another approach to the age-old station-to-station supply-chain problem; see below sections for comparisons with other similar mods.
This mod is actually surprisingly simple:
You can now create sprawling logistics networks; e.g., it may look like this:
Transitioning to the endgame has never been easier:
For detailed behavioral info (e.g. what this mod does not intend to do), please see Technical Explanation section.
Station-to-station supply chains are not something new. As written in the README of Automated Player Station Logistics (https://github.com/tizubythefizo/X4-AutomatedPlayerStationLogistics):
[...] Each station is an independent entity that doesn't know or care that it's part of a larger network of faction owned stations. [...]
Many techniques are used by players to achieve a reasonably-working "logistics network", from the simplest trading blacklist (restrict others), to the more complicated techniques involving buy-sell prices, Repeat Orders, custom trading scripts, or a combination of them all. These all have a big problem: they scale poorly when things grow, and (depending on the exact method used), they may not really guide the movement of wares.
It then becomes obvious. How do we guide the movement of wares? Well, we just... tell the game about it! Tell your station managers, for example, "I want you to supply your products to station X"; or, "I want you to source your ingredients from station Y and Z".
It really is that simple. As long as each manager in the network respect these guidelines, a working logistics network is formed.
This mod does not go out of the way to define custom delivery behaviors; instead, it simply makes trades between certain station pairs more attractive to the trader. With this simple trick, station traders can form the backbone of your logistics network, and you can focus on something else, such as defense.
Logicstics links are created between 2 player-owned non-wrecked stations (the "pairing"):
Stations can be daisy-chained with each other via logistics links to form a logistics network.
This has the following effects:
But still, this mod has some caveats:
(WIP)
Because this mod works by slightly modifying AutoTrade, station traders benefit from this directly and instantly.
Because this mod does not rely on fleets, you don't really need to worry about the fleet commander being destroyed in combat. Also, this means you can use Player Restock Subordinates reliably to really automate fleet replacement.
Instead of needing to copy the trading behavior to new ships (manually copy or automated copy), you can just assign the new ships to the station, and they will know what to do.