[MOD] Station Engineers

The place to discuss scripting and game modifications for X Rebirth.

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

tigersebel
Posts: 17
Joined: Fri, 9. Sep 11, 16:17
x3tc

Post by tigersebel » Thu, 12. Jan 17, 19:13

I can confirm i have the same bug as lqvinh. It seems like the Engineer only repairs up to 1-5 percent of a module and then stops for some reason. Then i can "Jump Start" it with my Repair laser and he will repair a little bit further but will stop again after some time.

w.evans
Posts: 2963
Joined: Tue, 18. Nov 14, 16:23
x4

Post by w.evans » Thu, 12. Jan 17, 22:14

Hi,

just wanted to clarify that this mod does not in any way change how repair is done. It simply allows you to assign engineers to work on stations.

lqvinh
Posts: 74
Joined: Sun, 1. Dec 13, 09:17

Post by lqvinh » Fri, 13. Jan 17, 09:18

I understand. But it would be much helpful if engineers can repair stations completely.

User avatar
Marvin Martian
Posts: 3546
Joined: Sun, 8. Apr 12, 09:40
x4

Post by Marvin Martian » Fri, 13. Jan 17, 12:00

i think under some strange conditions the converting of the used parameters doesn't work reliable
the core of repair is always as simple

Code: Select all

<set_object_hull object="$Defensible" exact="$Defensible.hullpercentage + $addedhullpercentage" />
so sometimes it doesn't work to came up with an full percent of hull (maybe a converting bug of hull <> hullpercent) so it results in 79+1 = 79.9999 and on next run again and again .....

tigersebel
Posts: 17
Joined: Fri, 9. Sep 11, 16:17
x3tc

Post by tigersebel » Fri, 13. Jan 17, 12:17

Marvin Martian wrote:i think under some strange conditions the converting of the used parameters doesn't work reliable
the core of repair is always as simple

Code: Select all

<set_object_hull object="$Defensible" exact="$Defensible.hullpercentage + $addedhullpercentage" />
so sometimes it doesn't work to came up with an full percent of hull (maybe a converting bug of hull <> hullpercent) so it results in 79+1 = 79.9999 and on next run again and again .....
yeah i think that too. it's really annoying because somehow my refueling station keeps getting damage and i need to repair it manually everytime.

EDIT: Ok it seems like it helps if we give the station some Construction URV's
but it's weird that some stations doesn't need them to repair to 100%

EDIT NR2: Ok it stucked again...

Clifffitir
Posts: 27
Joined: Fri, 30. May 14, 02:07

Post by Clifffitir » Sun, 29. Apr 18, 17:15

Marvin Martian wrote:i think under some strange conditions the converting of the used parameters doesn't work reliable
the core of repair is always as simple

Code: Select all

<set_object_hull object="$Defensible" exact="$Defensible.hullpercentage + $addedhullpercentage" />
so sometimes it doesn't work to came up with an full percent of hull (maybe a converting bug of hull <> hullpercent) so it results in 79+1 = 79.9999 and on next run again and again .....
Is this mod compatible with your New frontier mod Marvin?

AR_Starfighter

Re: [MOD] Station Engineers

Post by AR_Starfighter » Mon, 8. Jul 19, 21:52

How about expanding this to include the manager and architect? Like every other station, the manger is in the office. I believe I've seen the architect on a station.

FYI, I don't have access to nexus mods. So, I just copied the the first page to get the mod.

User avatar
alexalsp
Posts: 1820
Joined: Fri, 18. Jul 14, 05:28
x4

Re: [MOD] Station Engineers

Post by alexalsp » Mon, 8. Jul 19, 22:06

AR_Starfighter wrote:
Mon, 8. Jul 19, 21:52
How about expanding this to include the manager and architect? Like every other station, the manger is in the office. I believe I've seen the architect on a station.

FYI, I don't have access to nexus mods. So, I just copied the the first page to get the mod.
It is not necessary. These NPCs can be purchased and assigned to any station.
Architect: assigned to the ship builder.

AR_Starfighter

Re: [MOD] Station Engineers

Post by AR_Starfighter » Tue, 9. Jul 19, 06:40

alexalsp wrote:
Mon, 8. Jul 19, 22:06
AR_Starfighter wrote:
Mon, 8. Jul 19, 21:52
How about expanding this to include the manager and architect? Like every other station, the manger is in the office. I believe I've seen the architect on a station.

FYI, I don't have access to nexus mods. So, I just copied the the first page to get the mod.
It is not necessary. These NPCs can be purchased and assigned to any station.
Architect: assigned to the ship builder.
Err, a construction ship stays around after you complete the station. If this works with sending an engineer, you could move the engineer from the construction ship to the station. Then send the architect. (can't recall atm). The manager should already be in the office. When you send the engineer, you see that one on your station. When you send the architect, they should appear next to the manager. If you look in non-player owned station offices, you sometimes find a architect and manager.

If you won't do this, I want try this later.

Once your station is complete, you can send off the construction ship, 'work here' - station. Engineer and Architect. Like the manager. Once that's done. XR says "Stations will use parts from the construction ship." XR implies it should disappear. So, after you send all three. When you leave sector, the construction ship disappears and the station now has the parts from that construction ship(or nearby trade ship).

Post Reply

Return to “X Rebirth - Scripts and Modding”