I no read thread so no konw.
[MOD] Player Owned Ship Production
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
Re: [MOD] Player Owned Ship Production
Heh,
Anyway, even with 0 mods there is deffo something wrong with blueprints/research, even if you have not got the research done, they sometimes drop anyway, plus I have had crashes at similar points with and without POSP, buying blups from faction reps. I think crashes with shipbuilding just reveal this quicker, so I don't think its an issue with POSP, more due to X4 needing a little more work.
mmmh, probably quicker to talk about it on disco.
Anyway, even with 0 mods there is deffo something wrong with blueprints/research, even if you have not got the research done, they sometimes drop anyway, plus I have had crashes at similar points with and without POSP, buying blups from faction reps. I think crashes with shipbuilding just reveal this quicker, so I don't think its an issue with POSP, more due to X4 needing a little more work.
mmmh, probably quicker to talk about it on disco.
Aladna Hill, Again, AP, 3.1. in the last Game worthy of the "X" title. <<<< X4 might just be changing this.
-
- Posts: 398
- Joined: Tue, 17. Dec 13, 01:34
Re: [MOD] Player Owned Ship Production
I have 2 additions that'll make things go smoother.
/md/InitUniverse.xml
This will create ship dealers on shipyards every 1 minute instead of the stock interval of 29 minutes.
Yes, the lack of ship dealers on the station is the exact reason why you can't build ships in your shipyard for a while. (...Unless you got lucky and the build module got built right before the tick.)
/md/Job_Helper.xml
The first part was SUPPOSED TO stop player shipyards from being registered and then cancel the cue.
...Which shouldn't happen anyways since every trigger for this cue has a player faction check in it, so this cue shouldn't be firing for player shipyards.
Both of them fail for some reason, and the cue still fires.
So I put in the second part. When the shipyard looks for a job ship to build, if it's a player owned shipyard, it'll do nothing.
This will keep your shipyards free of NPC faction build orders.
It will NOT prevent NPC ships from using it like an equipment dock to restock ammo or get repairs.
Then the answer is yes to both.
/md/InitUniverse.xml
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<diff>
<replace sel="//cue[@name='CreateShipDealerNPCs']/@checkinterval">1min</replace>
</diff>
Yes, the lack of ship dealers on the station is the exact reason why you can't build ships in your shipyard for a while. (...Unless you got lucky and the build module got built right before the tick.)
/md/Job_Helper.xml
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<diff>
<replace sel="/mdscript/cues/cue/actions/do_if/add_to_group">
<do_if value="$Shipyard.isplayerowned">
<cancel_cue cue="AddShipyard"/>
</do_if>
<do_else>
<add_to_group groupname="md.$Shipyards" object="$Shipyard"/>
</do_else>
</replace>
<replace sel="/mdscript/cues/cue/cues/cue/cues/cue[@name='FindSuitableShip']/actions/do_if/do_if/do_while/do_all/do_if/do_all/do_if/do_if/add_build_to_construct_ship">
<do_if value="$Shipyard.isplayerowned">
<set_value name="$Build" exact="null"/>
</do_if>
<do_else>
<add_build_to_construct_ship result="$Build" object="$Shipyard" buildobject="$Ship"/>
</do_else>
</replace>
</diff>
...Which shouldn't happen anyways since every trigger for this cue has a player faction check in it, so this cue shouldn't be firing for player shipyards.
Both of them fail for some reason, and the cue still fires.
So I put in the second part. When the shipyard looks for a job ship to build, if it's a player owned shipyard, it'll do nothing.
This will keep your shipyards free of NPC faction build orders.
It will NOT prevent NPC ships from using it like an equipment dock to restock ammo or get repairs.
Ah...I see the problem. The wares.xml only changes a single ware for shields.Baldamundo wrote: ↑Fri, 18. Jan 19, 01:23Huh. I'm only seeing one set of blueprints available at any of the faction reps.
Is this the distinction between <blueprint ware="shield_par_m_standard_01_mk2"/> and<blueprint ware="shield_par_m_standard_02_mk2"/>, and would I be able to fix it with a savegame edit?
Then the answer is yes to both.
Re: [MOD] Player Owned Ship Production
Are you sure this is actually where the build orders come from? The code in Job_Helper checks for the shipyard owner matching the desired ship. But I was poking around in the resupply code and found that order.restock.subordinates does not. It just uses the closest friendly shipyard.Berserk Knight wrote: ↑Sun, 20. Jan 19, 13:40The first part was SUPPOSED TO stop player shipyards from being registered and then cancel the cue.
...Which shouldn't happen anyways since every trigger for this cue has a player faction check in it, so this cue shouldn't be firing for player shipyards.
Both of them fail for some reason, and the cue still fires.
So I put in the second part. When the shipyard looks for a job ship to build, if it's a player owned shipyard, it'll do nothing.
This will keep your shipyards free of NPC faction build orders.
-
- Posts: 398
- Joined: Tue, 17. Dec 13, 01:34
Re: [MOD] Player Owned Ship Production
Hmm, it seems the AI was trolling me. After 2.5 hours of SETA, one of the NPC factions did indeed get an order (or 2) through. (Apparently, 1+hour of SETA while you have the only functioning shipyard in the galaxy isn't enough.)Mysterial wrote: ↑Sat, 26. Jan 19, 02:46Are you sure this is actually where the build orders come from? The code in Job_Helper checks for the shipyard owner matching the desired ship. But I was poking around in the resupply code and found that order.restock.subordinates does not. It just uses the closest friendly shipyard.
Still a lot less than what I normally get without that little patch of mine (which is basically an instant spam-fest of build orders) so it might be working to some degree?
I think there are 2 different job ship build order queues, one that's global which is periodically picked up by Job_Helper, and another that's posted to a specific shipyard and instantly started by order.restock.subordinates.
Fixing that and interrupt.restock as well should make player shipyards NPC order free.
-
- Posts: 3206
- Joined: Thu, 16. Jul 09, 12:24
Re: [MOD] Player Owned Ship Production
So it appears that that guy who uploaded the shipyard thing to Nexus had the file removed but he decided to reupload the thing again...
https://www.nexusmods.com/x4foundations/mods/279
https://www.nexusmods.com/x4foundations/mods/279
Re: [MOD] Player Owned Ship Production
The Save game dosent work til you download the Shipmod here.. and even then its not possible to buy the blueprints. I told him that already the last time but posts were deleted..Requiemfang wrote: ↑Sat, 26. Jan 19, 16:37So it appears that that guy who uploaded the shipyard thing to Nexus had the file removed but he decided to reupload the thing again...
https://www.nexusmods.com/x4foundations/mods/279
never the less the is one point that is fascinating.. Buildplots with 30x30x30 km Massive Gigacomplexes no problem .. but.. useless Big stations cause big performence issues.. and even big Shipyards build with alot of docking ans maintainence modules will cause trouble .
-
- Posts: 2
- Joined: Tue, 1. Oct 13, 21:43
Re: [MOD] Player Owned Ship Production
The latest version linked here seems to only have the content file in it, which just defines the name of the addon etc from what I can see, no functionality for me in game at least, going to the Source site lets me download an older version named download repository as download which seems to have more files inside at least, but I can't find the blueprints ingame either even with that one, nor do I get an extra research option in game, so I'm at a loss what I'm doing wrong here, do I have to start a new game or is the download simply bugged at the moment?
-
- Posts: 229
- Joined: Sun, 30. Mar 08, 17:29
Re: [MOD] Player Owned Ship Production
Fixed, try again.Dragonmalte wrote: ↑Wed, 30. Jan 19, 23:55The latest version linked here seems to only have the content file in it, which just defines the name of the addon etc from what I can see, no functionality for me in game at least, going to the Source site lets me download an older version named download repository as download which seems to have more files inside at least, but I can't find the blueprints ingame either even with that one, nor do I get an extra research option in game, so I'm at a loss what I'm doing wrong here, do I have to start a new game or is the download simply bugged at the moment?
-
- Posts: 2
- Joined: Tue, 1. Oct 13, 21:43
Re: [MOD] Player Owned Ship Production
Thanks, the modfiles look fine now at least, gonna have to playtest them later
Re: [MOD] Player Owned Ship Production
I am ctd every time I try to buy large and xl blueprints. Any ideas? Or did I miss the part where it says "large and xl not ready yet"...
-
- Posts: 203
- Joined: Wed, 5. Dec 18, 18:48
Re: [MOD] Player Owned Ship Production
You might also look into how the list for the ship trader is changed when you acquire a new BP. Is that addressed at all? To my knowledge, no traders in game have their avalible wares modified while the game is running.
-
- Posts: 229
- Joined: Sun, 30. Mar 08, 17:29
Re: [MOD] Player Owned Ship Production
This is a known bug with LearnBlueprint() that is out of my control. Some people had luck starting from a fresh save with POSP installed from the beginning and others had luck purchasing all the ship building BPs before constructing any of the ship building modules but it's a quite random bug.
This is completely irrelevant, the ship trader is just a way to open the ship configuration UI.gorgofdoom wrote: ↑Tue, 5. Feb 19, 11:48You might also look into how the list for the ship trader is changed when you acquire a new BP. Is that addressed at all? To my knowledge, no traders in game have their avalible wares modified while the game is running.
Re: [MOD] Player Owned Ship Production: 2.00 public beta
In 2.00 public beta purchase blueprint work fine. In old saves too. But buttons in ship configuration window missing. Any idea?
-
- Posts: 8
- Joined: Tue, 22. Jan 19, 20:48
Re: [MOD] Player Owned Ship Production
When I go to any shipyard /wharf and try to buy or mod a ship all the configuration options are missing other than than those along the top.
I have narrowed it down to this mod by removing all other mods and then testing with my save game and then a new game start. In both cases the configuration options were missing.
If I remove this mod from the extensions folder (in the game folder) the save will not load with a missing mod error.
Does anyone know how to remove this mod successfully?
Thanks
I have narrowed it down to this mod by removing all other mods and then testing with my save game and then a new game start. In both cases the configuration options were missing.
If I remove this mod from the extensions folder (in the game folder) the save will not load with a missing mod error.
Does anyone know how to remove this mod successfully?
Thanks
Re: [MOD] Player Owned Ship Production
The saves are .xml inside an archive, so it should be possible with some work to do so. No clue what you'd need to remove tho.
Re: [MOD] Player Owned Ship Production
Game (GOG): v2.21
OS: Win 7 Pro x64
Mod Location: User documents method, game does not load using the 'game folder' method
Bug: When used by itself, this mod completely hides the "upgrade / repair" screen
After starting a new game and boarding my ship, when I click the "upgrade / repair" button, I can only see the model of my ship. None of
the buttons to select new mods are visible and the area where you would add the parts to the build list is missing as well.
When this mod is installed with your companion mod, Mobile Ship Production, the upgrade screen appears as normal but the undock
button is always disabled and the player must use the keyboard shortcut to undock
After looking at your menu_docked.XPI from Mobile Ship Production compared to the X4 one, it appears there are several functions
that have been redefined. I wonder if Egosoft updated those files in v2.21 to the point they are too different from the version you used when
you modded.
OS: Win 7 Pro x64
Mod Location: User documents method, game does not load using the 'game folder' method
Bug: When used by itself, this mod completely hides the "upgrade / repair" screen
After starting a new game and boarding my ship, when I click the "upgrade / repair" button, I can only see the model of my ship. None of
the buttons to select new mods are visible and the area where you would add the parts to the build list is missing as well.
When this mod is installed with your companion mod, Mobile Ship Production, the upgrade screen appears as normal but the undock
button is always disabled and the player must use the keyboard shortcut to undock
After looking at your menu_docked.XPI from Mobile Ship Production compared to the X4 one, it appears there are several functions
that have been redefined. I wonder if Egosoft updated those files in v2.21 to the point they are too different from the version you used when
you modded.
Re: [MOD] Player Owned Ship Production
Ok I looked inside. Feel very blind right now. I just want one part of code. I want to add the research so we can get the data leaks for the build modules. Where am I missing?
Edit never mind I found the code area. Wares. lol ok anyway simple mod up now.
buildmodule
Edit never mind I found the code area. Wares. lol ok anyway simple mod up now.
buildmodule
My Mods
RepairLasers Player controlled drone Also on steam
[Minefield] fell affliction minefield removed Also on steam
[Buildmodule] add research for buildmodule leak steals
RepairLasers Player controlled drone Also on steam
[Minefield] fell affliction minefield removed Also on steam
[Buildmodule] add research for buildmodule leak steals
Re: [MOD] Player Owned Ship Production
Hello,
I tested your mod,
Question, with, your mod, I don't get to buy any satellite, equipment? Is that normal?
Schifswerft, wants to buy ship, can't choose, anything?
I have HQ, but under research nothing to see of your mod which can, be researched?
Buying blueprints, there are so many modules listed at once. Which is what?
I tested your mod,
Question, with, your mod, I don't get to buy any satellite, equipment? Is that normal?
Schifswerft, wants to buy ship, can't choose, anything?
I have HQ, but under research nothing to see of your mod which can, be researched?
Buying blueprints, there are so many modules listed at once. Which is what?
Re: [MOD] Player Owned Ship Production
You can build your own shipyard without mods now, and as such, this (old) mod might break your game.
viewtopic.php?f=146&t=428282&p=4965058#p4965058
7.0 Dev Feedback playthrough and general streaming
https://www.twitch.tv/dreamweaver_mana
7.0 Dev Feedback playthrough and general streaming
https://www.twitch.tv/dreamweaver_mana