[MOD] Player Owned Ship Production

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Dr.Zou
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Re: [WIP] Player Owned Ship Production

Post by Dr.Zou » Wed, 5. Dec 18, 07:14

When is release? :D

When can I test the mod? :D :D :D
SteelVipers

Lymark
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Re: [WIP] Player Owned Ship Production

Post by Lymark » Wed, 5. Dec 18, 08:43

That Xenon I battleship looks super dope! I didn't realize we have that in game :D

otto_deluxe
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Re: [WIP] Player Owned Ship Production

Post by otto_deluxe » Wed, 5. Dec 18, 18:31

If I had not looked around for answers on player shipyards yesterday, I would have probably tried to start my own (mini-)mod for ship production. I spent god knows how many hours flying around the shipyards, looking for a data leak to get the module blueprint until I checked the forums and read it's not in the game yet. I second the "need" for player shipyards, especially in the current economy. I struggle to make the money to buy a ship, while all my station's cargo modules are full. Why produce ship components when you can't sell them, because there are no buyers, but you can't order a ship due to lack of funds (which you could make back by supplying the shipyards you ordered the ship at).

In general, I find s/m ships are FAR too cheap to build (in vanilla), seems the whole building mechanics are not very well balanced yet.

aftokinito
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Re: [WIP] Player Owned Ship Production

Post by aftokinito » Thu, 6. Dec 18, 04:13

I still need to fix a couple of things and package the mod but it should be out fairly soon.
This was a huge pain in the ass that required me to rewrite some chunks of the ship configuration UI.

JJJJ222
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Re: [WIP] Player Owned Ship Production

Post by JJJJ222 » Thu, 6. Dec 18, 04:18

Thank you for this mod
Just curious :D

Dr.Zou
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Re: [WIP] Player Owned Ship Production

Post by Dr.Zou » Thu, 6. Dec 18, 05:34

Oh yes :D thanks for Work
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Azran_Zala
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Re: [WIP] Player Owned Ship Production

Post by Azran_Zala » Thu, 6. Dec 18, 11:34

Is there a separate module one can add to stations for "equipment/upgrade/repair" docks to stations (like the one you start out on in Black Hole Sun), if one wants to give that functionality to forward outpost, without making them able to build ships? Or is that already somewhere in the game? (need to assign a crew member to a dock or something?)

aftokinito
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Re: [WIP] Player Owned Ship Production

Post by aftokinito » Thu, 6. Dec 18, 14:48

Yes, there repair that the NPC Equipment Dock stations use work as intended.

The mod is ready but I cannot release it until Egosoft fixes this: viewtopic.php?f=181&t=405182

otto_deluxe
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Re: [WIP] Player Owned Ship Production

Post by otto_deluxe » Thu, 6. Dec 18, 21:19

Yeah, I can see how not getting proper API access in your GUI would be a "challenge". Thanks for all the effort, mate!

lamppost7
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Re: [WIP] Player Owned Ship Production

Post by lamppost7 » Thu, 6. Dec 18, 21:28

Very excited for this, excellent work! Was disappointed to see that player ship building was not yet in the game

Dr.Zou
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Re: [WIP] Player Owned Ship Production

Post by Dr.Zou » Fri, 7. Dec 18, 05:27

Thanks for the great work. I'm looking forward to this mod.
SteelVipers

Dr.Zou
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Re: [WIP] Player Owned Ship Production

Post by Dr.Zou » Sun, 9. Dec 18, 01:28

How is the status here?
SteelVipers

u571x15
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Re: [WIP] Player Owned Ship Production

Post by u571x15 » Sun, 9. Dec 18, 09:55

Oh nice!!!
Was curious about the build module tag in the build plan…but man I can't wait to build my fleet and rape the universe!
Thank you for the hard work :)

Berserk Knight
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Re: [WIP] Player Owned Ship Production

Post by Berserk Knight » Sun, 9. Dec 18, 22:18

Hmm, I looked at that other thread, and about this part...
carmaster wrote:
Tue, 4. Dec 18, 23:58
The problem with my player shipyards is the parameter "const char* licenceownerid" since the player does not have licenses. This causes the engine to spazz out and return random garbage from GetContainerBuilderMacros.
...can't you just define the licenses?

License definitions are in "libraries/factions.xml".

aftokinito
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Re: [WIP] Player Owned Ship Production

Post by aftokinito » Sun, 9. Dec 18, 22:20

I already solved that, I'm literally playing with my own shipyards right now.
But it requires a lot of UI modifications that I cannot ship as an extension until they fix the _G being nil bug.

Also, the licenses are NOT defined in factions.xml, that's just fluff (names, descriptions, etc) for each faction. Licenses are hardcoded and the player does not have any.
I solved the problem by reimplementing all the logic the game uses to select what can you build where.

Dr.Zou
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Re: [WIP] Player Owned Ship Production

Post by Dr.Zou » Sun, 9. Dec 18, 23:51

I also want: D
SteelVipers

aftokinito
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Re: [WIP] Player Owned Ship Production

Post by aftokinito » Tue, 11. Dec 18, 12:49

Mod released, check the OP.

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alexalsp
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Re: [MOD] Player Owned Ship Production

Post by alexalsp » Tue, 11. Dec 18, 12:59


argon_emperor
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Re: [WIP] Player Owned Ship Production

Post by argon_emperor » Tue, 11. Dec 18, 13:02

carmaster wrote:
Tue, 11. Dec 18, 12:49
Mod released, check the OP.
Woo! Time to bullrush the HQ missions again XD (Restarted with beta 1.32 as it fixed the NPC shipyards >.> )

By happenstance, was whatever they fixed with that also what allowed this mod to reach a stage you were happy to release? Or were they two separate occurrences?
[ external image ]
***modified***
"You can get more of what you want with kind words and a gun, than you can with just kind words" - Al Capone

aftokinito
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Re: [MOD] Player Owned Ship Production

Post by aftokinito » Tue, 11. Dec 18, 13:57

They still haven't fixed the bug, I am just overwriting the Lua file from the base game by using subst cats/dats instead of doing it properly, which is nasty but I guess it will do for the moment.

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