[MOD] The Teleportation Wars 2

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Requiemfang
Posts: 3206
Joined: Thu, 16. Jul 09, 12:24
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Re: [MOD] The Teleportation Wars 2

Post by Requiemfang » Thu, 17. Jan 19, 06:04

Pointing this out about the finding ownerless scan, the mod has the habit of renaming things it finds, it's renaming landmark items like The Aquaduct, don't mind the renaming of ships mind you but it renaming landmarks is a bad idea in my opinion.

Saboteur58
Posts: 15
Joined: Sat, 1. Dec 18, 19:55

Re: [MOD] The Teleportation Wars 2

Post by Saboteur58 » Thu, 17. Jan 19, 09:54

wanderer wrote:
Sun, 13. Jan 19, 18:14
@Saboteur58
correct. Had the same problems with 8.1. With both <.../extension> folders/locations. The mod was only partly loaded. I could only buy the new modules, but never saw them in the building list. Making a cat/dat fixed it.

I think one of the problems is the folder structure (not from the mod makers, maybe from ego). I had a similar problem with other mods, where a xml contained (eg.) '<remove sel="//attention...' - there the '//' were the problem. Placing such a mod inside <user documents/.../extension> folder works mostly. But placing in the x4 root folder <x4/extensions> will not start the x4.exe correct. It seems x4 cannot find the path/folder correct in such cases. Well, making a cat/dat will do the trick.
Mod (button "Consumables") works if you remove some lines from libraries\wares.xml. These satellites aren't attached to anything. Just garbage content.

Code: Select all

	<ware id="satellite_mk09" name="Unstable Trade Receiver Satellite" description="Receive trade subscriptions from every station in the sector. Decays over time." transport="equipment" volume="1" tags="equipment satellite">
    <price min="25000" average="30000" max="35000" />
    <production time="120" amount="1" method="default" name="{20206,101}">
      <primary>
        <ware ware="advancedelectronics" amount="10" />
        <ware ware="energycells" amount="10" />
        <ware ware="scanningarrays" amount="10" />
      </primary>
    </production>
    <component ref="eq_arg_satellite_09_macro" amount="1" />
    <use threshold="0" />
  </ware>
 	<ware id="satellite_mk10" name="Trade Receiver Satellite" description="Receive trade subscriptions from every station in the sector" transport="equipment" volume="1" tags="equipment satellite">
    <price min="700000" average="900000" max="1200000" />
    <production time="120" amount="1" method="default" name="{20206,101}">
      <primary>
        <ware ware="advancedelectronics" amount="10" />
        <ware ware="energycells" amount="10" />
        <ware ware="scanningarrays" amount="10" />
      </primary>
    </production>
    <component ref="eq_arg_satellite_10_macro" amount="1" />
    <use threshold="0" />
  </ware> 

User avatar
Holzapfel
Posts: 97
Joined: Fri, 22. Nov 13, 22:16
x3ap

Re: [MOD] The Teleportation Wars 2

Post by Holzapfel » Thu, 17. Jan 19, 19:46

The new pirate faction is only attacking me, and noone else. That feels kinda weird.
I dont know if that has something to do with your mod, but i just got an entire fleet with 1 XL Ship and 40 S Ships for free. They are all under my controll, and came out of nowhere.

albysmith
Posts: 37
Joined: Thu, 6. Dec 18, 14:57
x4

Re: [MOD] The Teleportation Wars 2

Post by albysmith » Thu, 17. Jan 19, 23:41

Saboteur58 wrote:
Thu, 17. Jan 19, 09:54
wanderer wrote:
Sun, 13. Jan 19, 18:14
@Saboteur58
correct. Had the same problems with 8.1. With both <.../extension> folders/locations. The mod was only partly loaded. I could only buy the new modules, but never saw them in the building list. Making a cat/dat fixed it.

I think one of the problems is the folder structure (not from the mod makers, maybe from ego). I had a similar problem with other mods, where a xml contained (eg.) '<remove sel="//attention...' - there the '//' were the problem. Placing such a mod inside <user documents/.../extension> folder works mostly. But placing in the x4 root folder <x4/extensions> will not start the x4.exe correct. It seems x4 cannot find the path/folder correct in such cases. Well, making a cat/dat will do the trick.
Mod (button "Consumables") works if you remove some lines from libraries\wares.xml. These satellites aren't attached to anything. Just garbage content.

Code: Select all

	<ware id="satellite_mk09" name="Unstable Trade Receiver Satellite" description="Receive trade subscriptions from every station in the sector. Decays over time." transport="equipment" volume="1" tags="equipment satellite">
    <price min="25000" average="30000" max="35000" />
    <production time="120" amount="1" method="default" name="{20206,101}">
      <primary>
        <ware ware="advancedelectronics" amount="10" />
        <ware ware="energycells" amount="10" />
        <ware ware="scanningarrays" amount="10" />
      </primary>
    </production>
    <component ref="eq_arg_satellite_09_macro" amount="1" />
    <use threshold="0" />
  </ware>
 	<ware id="satellite_mk10" name="Trade Receiver Satellite" description="Receive trade subscriptions from every station in the sector" transport="equipment" volume="1" tags="equipment satellite">
    <price min="700000" average="900000" max="1200000" />
    <production time="120" amount="1" method="default" name="{20206,101}">
      <primary>
        <ware ware="advancedelectronics" amount="10" />
        <ware ware="energycells" amount="10" />
        <ware ware="scanningarrays" amount="10" />
      </primary>
    </production>
    <component ref="eq_arg_satellite_10_macro" amount="1" />
    <use threshold="0" />
  </ware> 
Do not remove this.

Saboteur58
Posts: 15
Joined: Sat, 1. Dec 18, 19:55

Re: [MOD] The Teleportation Wars 2

Post by Saboteur58 » Fri, 18. Jan 19, 00:01

albysmith wrote:
Thu, 17. Jan 19, 23:41
Saboteur58 wrote:
Thu, 17. Jan 19, 09:54
wanderer wrote:
Sun, 13. Jan 19, 18:14
@Saboteur58
correct. Had the same problems with 8.1. With both <.../extension> folders/locations. The mod was only partly loaded. I could only buy the new modules, but never saw them in the building list. Making a cat/dat fixed it.

I think one of the problems is the folder structure (not from the mod makers, maybe from ego). I had a similar problem with other mods, where a xml contained (eg.) '<remove sel="//attention...' - there the '//' were the problem. Placing such a mod inside <user documents/.../extension> folder works mostly. But placing in the x4 root folder <x4/extensions> will not start the x4.exe correct. It seems x4 cannot find the path/folder correct in such cases. Well, making a cat/dat will do the trick.
Mod (button "Consumables") works if you remove some lines from libraries\wares.xml. These satellites aren't attached to anything. Just garbage content.

Code: Select all

	<ware id="satellite_mk09" name="Unstable Trade Receiver Satellite" description="Receive trade subscriptions from every station in the sector. Decays over time." transport="equipment" volume="1" tags="equipment satellite">
    <price min="25000" average="30000" max="35000" />
    <production time="120" amount="1" method="default" name="{20206,101}">
      <primary>
        <ware ware="advancedelectronics" amount="10" />
        <ware ware="energycells" amount="10" />
        <ware ware="scanningarrays" amount="10" />
      </primary>
    </production>
    <component ref="eq_arg_satellite_09_macro" amount="1" />
    <use threshold="0" />
  </ware>
 	<ware id="satellite_mk10" name="Trade Receiver Satellite" description="Receive trade subscriptions from every station in the sector" transport="equipment" volume="1" tags="equipment satellite">
    <price min="700000" average="900000" max="1200000" />
    <production time="120" amount="1" method="default" name="{20206,101}">
      <primary>
        <ware ware="advancedelectronics" amount="10" />
        <ware ware="energycells" amount="10" />
        <ware ware="scanningarrays" amount="10" />
      </primary>
    </production>
    <component ref="eq_arg_satellite_10_macro" amount="1" />
    <use threshold="0" />
  </ware> 
Do not remove this.
justify your words or repair the mod

albysmith
Posts: 37
Joined: Thu, 6. Dec 18, 14:57
x4

Re: [MOD] The Teleportation Wars 2

Post by albysmith » Fri, 18. Jan 19, 08:26

Saboteur58 wrote:
Fri, 18. Jan 19, 00:01
albysmith wrote:
Thu, 17. Jan 19, 23:41
Saboteur58 wrote:
Thu, 17. Jan 19, 09:54

Mod (button "Consumables") works if you remove some lines from libraries\wares.xml. These satellites aren't attached to anything. Just garbage content.

Code: Select all

	<ware id="satellite_mk09" name="Unstable Trade Receiver Satellite" description="Receive trade subscriptions from every station in the sector. Decays over time." transport="equipment" volume="1" tags="equipment satellite">
    <price min="25000" average="30000" max="35000" />
    <production time="120" amount="1" method="default" name="{20206,101}">
      <primary>
        <ware ware="advancedelectronics" amount="10" />
        <ware ware="energycells" amount="10" />
        <ware ware="scanningarrays" amount="10" />
      </primary>
    </production>
    <component ref="eq_arg_satellite_09_macro" amount="1" />
    <use threshold="0" />
  </ware>
 	<ware id="satellite_mk10" name="Trade Receiver Satellite" description="Receive trade subscriptions from every station in the sector" transport="equipment" volume="1" tags="equipment satellite">
    <price min="700000" average="900000" max="1200000" />
    <production time="120" amount="1" method="default" name="{20206,101}">
      <primary>
        <ware ware="advancedelectronics" amount="10" />
        <ware ware="energycells" amount="10" />
        <ware ware="scanningarrays" amount="10" />
      </primary>
    </production>
    <component ref="eq_arg_satellite_10_macro" amount="1" />
    <use threshold="0" />
  </ware> 
Do not remove this.
justify your words or repair the mod
Do not remove the wares.xml or really any other file. Most of the features require it. These Satellites are used in Teleportation_War_TRS.xml and SatDecay.xml The inventory wares are used in Stellar Cartography.xml as well as populating the drops for pirates droplists in drops.xml.The egosoft extension system still has a few bugs with different version of windows. Im sure they will get around to fixing it someday. For now, you can pack your own .cats

Saboteur58
Posts: 15
Joined: Sat, 1. Dec 18, 19:55

Re: [MOD] The Teleportation Wars 2

Post by Saboteur58 » Fri, 18. Jan 19, 10:12

albysmith wrote:
Fri, 18. Jan 19, 08:26
Saboteur58 wrote:
Fri, 18. Jan 19, 00:01
albysmith wrote:
Thu, 17. Jan 19, 23:41

Do not remove this.
justify your words or repair the mod
Do not remove the wares.xml or really any other file. Most of the features require it. These Satellites are used in Teleportation_War_TRS.xml and SatDecay.xml The inventory wares are used in Stellar Cartography.xml as well as populating the drops for pirates droplists in drops.xml.The egosoft extension system still has a few bugs with different version of windows. Im sure they will get around to fixing it someday. For now, you can pack your own .cats
Your satellites don't even work in cat . No one said delete the entire file wares.xml. I wrote that it is necessary to remove a piece of code with non-working satellites. These satellites only work on the English version. In other versions, they make the consumables button inactive. Your mod Trade Receiver Satellite and so does not work in other languages. Other languages need a translation file (t/0001.xml). Otherwise, it will not work as it should.
Last edited by Saboteur58 on Fri, 18. Jan 19, 10:14, edited 1 time in total.

popeye2o1o
Posts: 67
Joined: Mon, 17. Dec 18, 09:00
x4

Re: [MOD] The Teleportation Wars 2

Post by popeye2o1o » Fri, 18. Jan 19, 15:39

Sounds great, but can't use it in german game :-(

Saboteur58
Posts: 15
Joined: Sat, 1. Dec 18, 19:55

Re: [MOD] The Teleportation Wars 2

Post by Saboteur58 » Sun, 20. Jan 19, 15:33

popeye2o1o wrote:
Fri, 18. Jan 19, 15:39
Sounds great, but can't use it in german game :-(
in addition to English, this mod does not work anywhere else

albysmith
Posts: 37
Joined: Thu, 6. Dec 18, 14:57
x4

Re: [MOD] The Teleportation Wars 2

Post by albysmith » Fri, 25. Jan 19, 14:22

Will do tfiles for tpwar 3. Should include carrier missile resupply some new carriers based on old models and maybe a new attack order.

Saboteur58
Posts: 15
Joined: Sat, 1. Dec 18, 19:55

Re: [MOD] The Teleportation Wars 2

Post by Saboteur58 » Fri, 25. Jan 19, 17:08

to gather together other people's mods and passing it off as your own? You deal first with what's not working right now.
This mod now looks like a bunch of garbage is not related to each other

User avatar
ehtschu
Posts: 145
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Re: [MOD] The Teleportation Wars 2

Post by ehtschu » Fri, 25. Jan 19, 21:36

why can not I use the mod in the German game version?

What is the problem and what can i do?

Saboteur58
Posts: 15
Joined: Sat, 1. Dec 18, 19:55

Re: [MOD] The Teleportation Wars 2

Post by Saboteur58 » Sun, 27. Jan 19, 11:53

ehtschu wrote:
Fri, 25. Jan 19, 21:36
why can not I use the mod in the German game version?

What is the problem and what can i do?
No text files in other languages to work anything and never will

captainradish
Posts: 190
Joined: Sat, 30. Apr 05, 06:09
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Re: [MOD] The Teleportation Wars 2

Post by captainradish » Tue, 12. Feb 19, 03:04

Can we maybe get the pirates working? I like the extra faction, but even if they are attacking everyone in the neighborhood I still get in trouble for blowing them up. This is ludicrous.

Vectorial1024
Posts: 222
Joined: Mon, 30. Jul 18, 04:16
x4

Re: [MOD] The Teleportation Wars 2

Post by Vectorial1024 » Thu, 22. Aug 19, 14:03

Hey there.

Is this mod dead or abandoned?

Because now none of the player researches give the player the corresponding blueprints for the ship mods.

I mean, you just completely wiped the mentor subscription MD file clean without even noticing that it contains the important code for unlocking ship mods and teleportation, etc.

EDIT:

And also, albysmith, there is this forum user named teleportationwars. Is that user related to you or the The Teleportation Wars mod in any way? His presence is confusing.
The future awaits.

X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.

teleportationwars
Posts: 158
Joined: Fri, 12. Jul 19, 14:03

Re: [MOD] The Teleportation Wars 2

Post by teleportationwars » Fri, 23. Aug 19, 01:59

Vectorial1024 wrote:
Thu, 22. Aug 19, 14:03
Hey there.

Is this mod dead or abandoned?
Teleportation Wars 3 will come out sometime around 3.0
Because now none of the player researches give the player the corresponding blueprints for the ship mods.
You still get the research unlock when you find the PHQ through our method.
And also, albysmith, there is this forum user named teleportationwars. Is that user related to you or the The Teleportation Wars mod in any way? His presence is confusing.
We made this account so we would stop confusing people about that.

Vectorial1024
Posts: 222
Joined: Mon, 30. Jul 18, 04:16
x4

Re: [MOD] The Teleportation Wars 2

Post by Vectorial1024 » Fri, 23. Aug 19, 04:35

teleportationwars wrote:
Fri, 23. Aug 19, 01:59
Teleportation Wars 3 will come out sometime around 3.0
Ah, glad to hear that.
teleportationwars wrote:
Fri, 23. Aug 19, 01:59
You still get the research unlock when you find the PHQ through our method.
I mean, sure, I found the PHQ in the new clusters, and when the PHQ icon appears, I can see the Research tab appearing. The thing is, when I complete researches (e.g. Basic Weapon Mods), the game/mod does not give me the blueprints. But in vanilla, the game would listen to this "research completed" event and award blueprints accordingly. Check the original mentor subscription file you have overridden, there is this <event_player_production_completed research="true"/> tag, that's the relevant code.

That was quite unexpected, to say the least. I thought I was missing something else when I look at the empty Workstation at the Wharves.
teleportationwars wrote:
Fri, 23. Aug 19, 01:59
We made this account so we would stop confusing people about that.
Thanks for the clarification!
The future awaits.

X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.

teleportationwars
Posts: 158
Joined: Fri, 12. Jul 19, 14:03

Re: [MOD] The Teleportation Wars 2

Post by teleportationwars » Fri, 23. Aug 19, 09:21

Yep. thats a bug.

Isemados VI
Posts: 233
Joined: Tue, 2. Aug 05, 13:44
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Re: [MOD] The Teleportation Wars 2

Post by Isemados VI » Fri, 6. Sep 19, 18:45

Is this mod compatible with Raise of the Obsidian Raider ?

Vectorial1024
Posts: 222
Joined: Mon, 30. Jul 18, 04:16
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Re: [MOD] The Teleportation Wars 2

Post by Vectorial1024 » Fri, 6. Sep 19, 19:54

Isemados VI wrote:
Fri, 6. Sep 19, 18:45
Is this mod compatible with Raise of the Obsidian Raider ?
Because this mod's name begins with T, this will be loaded after that Raider mod.

As some safety advice, when making patches to a zone without any <connections> node, please do a two-step patching:
  • Make a patch to add a <connections> node
  • Make a patch to add content to the 1st <connections> node
Currently, the obvious way of "adding a <connections> node that contains everything" has a very strong pitfall: if, somehow, a mod does this and already added a <connections> node (e.g. they got loaded first), your "add a new <connections> node" method will create additional <connections> node that will be ignored, which results in something like this:

Code: Select all

<macro>
  <connections>
    <!-- Effective contents -->
  </connections>
  <connections>
    <!-- Contents, but will be ignored -->
  </connections>
</macro>
The two-step patching mentioned above makes sure that there is always 1, only 1, and only the 1st <connections> node that gets the effective contents.

If only your mod is adding the <connections> node, then it is fine; essentially adding into your created <connections> node.

If other mods already created the <connections> node, then you would be adding to the <connections> node created by others, strengthening compatibility.
The future awaits.

X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.

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