[MOD] The Teleportation Wars 2
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Re: [MOD] The Teleportation Wars 2
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.
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Re: [MOD] The Teleportation Wars 2
Mod (button "Consumables") works if you remove some lines from libraries\wares.xml. These satellites aren't attached to anything. Just garbage content.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.
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>
Re: [MOD] The Teleportation Wars 2
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.
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.
Re: [MOD] The Teleportation Wars 2
Do not remove this.Saboteur58 wrote: ↑Thu, 17. Jan 19, 09:54Mod (button "Consumables") works if you remove some lines from libraries\wares.xml. These satellites aren't attached to anything. Just garbage content.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.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>
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Re: [MOD] The Teleportation Wars 2
justify your words or repair the modalbysmith wrote: ↑Thu, 17. Jan 19, 23:41Do not remove this.Saboteur58 wrote: ↑Thu, 17. Jan 19, 09:54Mod (button "Consumables") works if you remove some lines from libraries\wares.xml. These satellites aren't attached to anything. Just garbage content.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.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>
Re: [MOD] The Teleportation Wars 2
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 .catsSaboteur58 wrote: ↑Fri, 18. Jan 19, 00:01justify your words or repair the modalbysmith wrote: ↑Thu, 17. Jan 19, 23:41Do not remove this.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>
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Re: [MOD] The Teleportation Wars 2
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.albysmith wrote: ↑Fri, 18. Jan 19, 08:26Do 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
Last edited by Saboteur58 on Fri, 18. Jan 19, 10:14, edited 1 time in total.
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Re: [MOD] The Teleportation Wars 2
Sounds great, but can't use it in german game
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Re: [MOD] The Teleportation Wars 2
in addition to English, this mod does not work anywhere else
Re: [MOD] The Teleportation Wars 2
Will do tfiles for tpwar 3. Should include carrier missile resupply some new carriers based on old models and maybe a new attack order.
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Re: [MOD] The Teleportation Wars 2
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
This mod now looks like a bunch of garbage is not related to each other
Re: [MOD] The Teleportation Wars 2
why can not I use the mod in the German game version?
What is the problem and what can i do?
What is the problem and what can i do?
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Re: [MOD] The Teleportation Wars 2
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.
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Re: [MOD] The Teleportation Wars 2
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.
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.
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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- Joined: Fri, 12. Jul 19, 14:03
Re: [MOD] The Teleportation Wars 2
Teleportation Wars 3 will come out sometime around 3.0
You still get the research unlock when you find the PHQ through our method.Because now none of the player researches give the player the corresponding blueprints for the ship mods.
We made this account so we would stop confusing people about that.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.
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Re: [MOD] The Teleportation Wars 2
Ah, glad to hear that.teleportationwars wrote: ↑Fri, 23. Aug 19, 01:59Teleportation Wars 3 will come out sometime around 3.0
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.teleportationwars wrote: ↑Fri, 23. Aug 19, 01:59You still get the research unlock when you find the PHQ through our method.
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.
Thanks for the clarification!teleportationwars wrote: ↑Fri, 23. Aug 19, 01:59We made this account so we would stop confusing people about that.
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.
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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- Joined: Fri, 12. Jul 19, 14:03
Re: [MOD] The Teleportation Wars 2
Yep. thats a bug.
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Re: [MOD] The Teleportation Wars 2
Is this mod compatible with Raise of the Obsidian Raider ?
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Re: [MOD] The Teleportation Wars 2
Because this mod's name begins with T, this will be loaded after that Raider mod.Isemados VI wrote: ↑Fri, 6. Sep 19, 18:45Is this mod compatible with Raise of the Obsidian Raider ?
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
Code: Select all
<macro>
<connections>
<!-- Effective contents -->
</connections>
<connections>
<!-- Contents, but will be ignored -->
</connections>
</macro>
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.
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.