[MOD] Station Engineers

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alexalsp
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Post by alexalsp » Tue, 6. Oct 15, 00:08

Code: Select all


[=ERROR=] Cannot match path '//cue[@name='OnBoardComm']/actions/do_if[@value='@player.platform.container.isplayerowned and @player.platform.container.isclass.ship']/@value' in patch file 'extensions\w.e_StationEngineers\md\npc_engineer.xml'. Skipping node.


w.evans
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Post by w.evans » Tue, 6. Oct 15, 06:52

Hi alex,

are you sure you're using 0.05? Pretty sure I fixed that already.

edit: sorry, was thinking of engineer drone fix. However, just checked station engineers and that node should still correctly land, and I don't get that error message in the debug log. Do you have anything else installed that modifies \md\NPC_Engineer.xml?

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alexalsp
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Post by alexalsp » Tue, 6. Oct 15, 11:56

Hello w.evans. Sorry. I disabled all mods, checked only this, no error.

I will look at other modes.

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eMYNOCK
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Post by eMYNOCK » Tue, 6. Oct 15, 13:07

Probably this Mod could interfere.

Of course i don't know who exactly uses my mods but this one definitely changes the NPC_Engineer.

w.evans
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Post by w.evans » Tue, 6. Oct 15, 14:20

Hey eMYNOCK,

seeing as how some of the code in this is yours (or is it all the code? can't remember), I think it's only fair to add a note to the OP that everyone who wants to use one of your two mods should drop this one.

...
No problem, alex. Cheers!

w.evans
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Post by w.evans » Tue, 6. Oct 15, 14:25

Update to Compatibility notes:

Fairly early in this little mod's development, eMYNOCK very graciously contributed code that was used in this mod. That code has since been published in eMYNOCK's two mods:

Player Shipyards and Enhancements
and Give us more Cloth please!

This mod is therefore incompatible with eMYNOCK's two mods. However, since eMYNOCK's mods are superior, I suggest that anyone interested in one of the two above mods drop this one and use that instead.

...
OP updated

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alexalsp
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Post by alexalsp » Tue, 6. Oct 15, 16:53

eMYNOCK wrote:Probably this Mod could interfere.

Of course i don't know who exactly uses my mods but this one definitely changes the NPC_Engineer.
Yes. You're right. This mod is included string engineer. Thank you. ))

Maybe you remove a these rows of mod.?

If all of begin to add these lines, all mode will not be compatible.

You can specify the link to mod w.ewans. It's easier .

w.evans
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Post by w.evans » Tue, 6. Oct 15, 18:27

alexalsp wrote:
eMYNOCK wrote:Probably this Mod could interfere.

Of course i don't know who exactly uses my mods but this one definitely changes the NPC_Engineer.
Yes. You're right. This mod is included string engineer. Thank you. ))

Maybe you remove a these rows of mod.?

If all of begin to add these lines, all mode will not be compatible.

You can specify the link to mod w.ewans. It's easier .
But it was eMYNOCK's code to begin with. The mod started as something else, but eMYNOCK suggested some suggestions that were adopted to this mod.

Besides, you won't lose anything by dropping this mod and installing one of eMYNOCK's because those have the same capability in addition to others. Only reason to install this one would be if you want just the ability to add engineers to stations and nothing else.

mihaib
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Post by mihaib » Wed, 7. Oct 15, 21:11

I just published the Repack Construction Vessel mod on Steam and it has the station engineer included, so you can list it as incompatible.

I also added an upkeep mission for stations to request engineers, just like they request managers, defense officers and specialists.
I'm mentioning this in case you are interested to add the same to your mod.

Thanks again for this feature and for allowing me to publish it inside my mod.

w.evans
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Post by w.evans » Thu, 8. Oct 15, 03:36

Thanks! Updated the OP.

The upkeep mission's a good idea, thanks! I'll take a look.

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Post by SpeedBreaker » Wed, 16. Mar 16, 16:35

4.0?

Sparky Sparkycorp
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Post by Sparky Sparkycorp » Wed, 16. Mar 16, 16:43

SpeedBreaker wrote:4.0?
Yes.

w.evans
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Re: [MOD] Station Engineers

Post by w.evans » Wed, 16. Mar 16, 19:12

Was about to apologize and update the OP when I realized it already was updated.
OP wrote:This mod is current as of X:R 4.00
So, yeah, what Sparky said.

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Simoom
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Post by Simoom » Wed, 30. Mar 16, 14:32

Hey w.evans!

I have been using this mod since it was first released, but I just noticed something odd in my 4.0 game.

I am able to assign Engineers to stations. They will show up under the Crew section with the order "Repair". However, the moment I leave the zone, they disappear from the station completely (no longer show up under Crew).

Is this a new thing in 4.0 or is my game bugged?

w.evans
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Post by w.evans » Wed, 30. Mar 16, 20:20

Hey Simoom,

did not notice that at all. Thanks for pointing it out. Will look into it, but will have to wait until the weekend.

Have you noticed if NPC stations show all working entities when you're not around?

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Simoom
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Post by Simoom » Thu, 31. Mar 16, 04:42

w.evans wrote:Hey Simoom,

did not notice that at all. Thanks for pointing it out. Will look into it, but will have to wait until the weekend.

Have you noticed if NPC stations show all working entities when you're not around?
Yes, NPC stations all have Engineers on the crew and working fine.

I have one station (the plot Integrative URV Forge) that has an Engineer that's working fine (doesn't disappear when I leave zone), but so far all other stations I built, the Engineer would disappear the moment I leave zone.

One thing to note is that for the Integrative URV Forge, I only assigned all the crew once construction was fully finished (all stages), whereas for all the other stations I have only built the initial stage for the moment. I seem to recall that in early versions of XR (before the game filled player stations with random NPC's), the crews you assign used to actually work at whichever dock you dropped them off at. Now with random NPC generation, the player station crew seems to be not actually physically present at a specific location on the station... but I wonder if they actually are (at an unspecified dock), and may be my Engineers are disappearing because the game attempts to place them at a dock that hasn't been built yet.

Just a wild guess. :( Lemme know if you need my save game file and I'll upload it.

UniTrader
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Post by UniTrader » Thu, 31. Mar 16, 04:55

i think ego added some functionality to also remove temp npc from player Stations when player leaves zone and this checks not if the Engineer is working for the station. nothing related to your save, just some changes of the circumstates..
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)

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Simoom
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Post by Simoom » Thu, 31. Mar 16, 05:16

UniTrader wrote:i think ego added some functionality to also remove temp npc from player Stations when player leaves zone and this checks not if the Engineer is working for the station. nothing related to your save, just some changes of the circumstates..
Ah... bummer.

I am guessing the Integrative URV Forge wasn't affected because it's a unique station (do random NPCs even spawn on it? may be the check doesn't affect it).

w.evans
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Post by w.evans » Thu, 31. Mar 16, 07:00

Sounds like it should be easy to reproduce so shouldn't need a save.

Thanks, Uni. That narrows down the digging i'll have to do quite a bit.

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eMYNOCK
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Post by eMYNOCK » Thu, 31. Mar 16, 13:25

I can not confirm disappearing Engineers on ANY Station.

Afaik we do use the exact same Code to get them working on our Stations and i did not noticed yet that my Engis are leaving their duties.

Regards

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