Multiple Ware Station Modules

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

Multiple Ware Station Modules

Post by teleportationwars » Fri, 12. Jul 19, 14:15

I asked DocAce on discord https://discord.gg/zzXEY5p how to make a module produce more than one ware at a time. He was kind enough to answer with:
<production wares="spaceweed water microchips">
<queue>
<item ware="spaceweed" />
<item ware="water" />
<item ware="microchips" />
</queue>
</production>
The above will produce these wares in sequence from a single module. The logical overview will show one product at a time as they are produced. All the wares will appear in the graph.

I do not know how this interacts with modulegroups.xml and modules.xml.

Buzz2005
Posts: 2206
Joined: Sat, 26. Feb 05, 01:47
x4

Re: Multiple Ware Station Modules

Post by Buzz2005 » Fri, 12. Jul 19, 19:13

I sense a saturn station complex in the future :lol:
Fixed ships getting spawned away from ship configuration menu at resupply ships from automatically getting deployables.

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

Re: Multiple Ware Station Modules

Post by teleportationwars » Fri, 12. Jul 19, 21:53

Buzz2005 wrote:
Fri, 12. Jul 19, 19:13
I sense a saturn station complex in the future :lol:
That will be a challenge with the 29 ware limit.

Vectorial1024
Posts: 224
Joined: Mon, 30. Jul 18, 04:16
x4

Re: Multiple Ware Station Modules

Post by Vectorial1024 » Tue, 6. Aug 19, 16:02

Slight necro, but still.

While directly wandering in the libraries/common.xsd file to find the event that I want, I stumbled upon this event: event_object_production_finished

So, while it is technically impossible for a production module to produce two kinds of wares, you can implement this workaround:

1. Set up production module of some wares (the usual)
2. Use MD to scan for stations that has this module (or even use event_object_built_station to catch newly built stations, or something like that)
3. Create a MD cue that listens to event_object_production_finished, so that when a production cycle completes, use MD to directly add additional wares to your station.

Tada! Now we are one step closer to a real Saturn complex in X4 Foundations (well as a younger X fan what does a Saturn complex do?)
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: Multiple Ware Station Modules

Post by teleportationwars » Wed, 7. Aug 19, 01:46

The value in this is redoing vanilla god to need less factories.

The md method you mentioned is a fine cheat but won't interact well with tradeoffers.

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