[MOD] Station Engineers

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JESS 246
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Post by JESS 246 » Sat, 2. Apr 16, 02:11

Hi Simoom

I understand what you are saying that without the cheat mod all works fine.

In that case wait till the next big update and try the mod again that's what i did when i had engineers issues in the past.

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eMYNOCK
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Post by eMYNOCK » Sat, 2. Apr 16, 02:41

Simoom wrote:What is CMXr?
Cheat Menu X Rebirth :roll:

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Simoom
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Post by Simoom » Sat, 2. Apr 16, 04:12

eMYNOCK wrote:
Simoom wrote:What is CMXr?
Cheat Menu X Rebirth :rolling:
Haha, well... using the latest version from Steam anyway. :(

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Simoom
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Post by Simoom » Sat, 2. Apr 16, 08:14

Just letting everyone know that I have been writing alexalsp and he has managed to reproduce the problem. For some reason stations built from a CV suffers this issue, but stations created directly through his mod does not (I built all my stations from CV).

Again, weird thing being w.evans' standalone mod works fine. So something else in the Cheat Menu mod is causing issues.

JESS 246
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Post by JESS 246 » Sat, 2. Apr 16, 14:27

Hi Simoom

I had a similar thing with the cheat mod on the ship cheat part i was trying some ships but they never showed and found that i had not installed other mods related to ship types, and maybe you have not installed a mod or all mods relating to stations/crews and one of these other station mod may resolve your issue.

Though the cheat mod is great it seams to fail if all mod that it needs to work are not in stalled like in your case with the stations so this may relate to the CV ships as well and there are a few new CV type mods out there and if you haven't got all CV mods then this maybe the cause of the issue you are experiencing.

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Simoom
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Post by Simoom » Sat, 2. Apr 16, 14:44

JESS 246 wrote:Hi Simoom

I had a similar thing with the cheat mod on the ship cheat part i was trying some ships but they never showed and found that i had not installed other mods related to ship types, and maybe you have not installed a mod or all mods relating to stations/crews and one of these other station mod may resolve your issue.

Though the cheat mod is great it seams to fail if all mod that it needs to work are not in stalled like in your case with the stations so this may relate to the CV ships as well and there are a few new CV type mods out there and if you haven't got all CV mods then this maybe the cause of the issue you are experiencing.
According to Cheat Menu's description, the "Ships from Mods" require the corresponding mods to be installed. But as far as the stations are concerned, it already includes both the Teladi and DV station mods, so it is a self-contained module.

JESS 246
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Post by JESS 246 » Sat, 2. Apr 16, 15:32

I did know that Simoom but i think there are others that are needed but you are now saying it's a CV issue now and i've installed all mods relating to what the cheat mod needs and other that it may or maynot need including crew related mods any one of these missing may have a knock on effect that's related to your issue weather it works or not i'm just pushing some thoughts your way well they worked for me.

lqvinh
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Post by lqvinh » Fri, 6. Jan 17, 04:06

Hi,

Thank you for creating this mod!

However it seems my engineers only repair their stations one time. After that, when the stations get damage, it shows that they are repairing some module, but its hull stuck at some percent even all of its contruction drones are in use.

Is there any way I can fix it?

Best regards,
Vinh

Sparky Sparkycorp
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Post by Sparky Sparkycorp » Fri, 6. Jan 17, 09:00

Do you mean the hull still wasn't repaired, even after all the surface elements were repaired?

lqvinh
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Post by lqvinh » Fri, 6. Jan 17, 10:42

Yes, the hull is always at 99%, and a production module's hull is at 86%.

Even though all of the turrets, shield projectors are repaired, this hull value is never repaired.

I look around and turns out the architect can repair modules individually. But it would be nice if the engineer can do it too.

tigersebel
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Post by tigersebel » Thu, 12. Jan 17, 19:13

I can confirm i have the same bug as lqvinh. It seems like the Engineer only repairs up to 1-5 percent of a module and then stops for some reason. Then i can "Jump Start" it with my Repair laser and he will repair a little bit further but will stop again after some time.

w.evans
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Post by w.evans » Thu, 12. Jan 17, 22:14

Hi,

just wanted to clarify that this mod does not in any way change how repair is done. It simply allows you to assign engineers to work on stations.

lqvinh
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Post by lqvinh » Fri, 13. Jan 17, 09:18

I understand. But it would be much helpful if engineers can repair stations completely.

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Marvin Martian
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Post by Marvin Martian » Fri, 13. Jan 17, 12:00

i think under some strange conditions the converting of the used parameters doesn't work reliable
the core of repair is always as simple

Code: Select all

<set_object_hull object="$Defensible" exact="$Defensible.hullpercentage + $addedhullpercentage" />
so sometimes it doesn't work to came up with an full percent of hull (maybe a converting bug of hull <> hullpercent) so it results in 79+1 = 79.9999 and on next run again and again .....

tigersebel
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Post by tigersebel » Fri, 13. Jan 17, 12:17

Marvin Martian wrote:i think under some strange conditions the converting of the used parameters doesn't work reliable
the core of repair is always as simple

Code: Select all

<set_object_hull object="$Defensible" exact="$Defensible.hullpercentage + $addedhullpercentage" />
so sometimes it doesn't work to came up with an full percent of hull (maybe a converting bug of hull <> hullpercent) so it results in 79+1 = 79.9999 and on next run again and again .....
yeah i think that too. it's really annoying because somehow my refueling station keeps getting damage and i need to repair it manually everytime.

EDIT: Ok it seems like it helps if we give the station some Construction URV's
but it's weird that some stations doesn't need them to repair to 100%

EDIT NR2: Ok it stucked again...

Clifffitir
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Post by Clifffitir » Sun, 29. Apr 18, 17:15

Marvin Martian wrote:i think under some strange conditions the converting of the used parameters doesn't work reliable
the core of repair is always as simple

Code: Select all

<set_object_hull object="$Defensible" exact="$Defensible.hullpercentage + $addedhullpercentage" />
so sometimes it doesn't work to came up with an full percent of hull (maybe a converting bug of hull <> hullpercent) so it results in 79+1 = 79.9999 and on next run again and again .....
Is this mod compatible with your New frontier mod Marvin?

AR_Starfighter

Re: [MOD] Station Engineers

Post by AR_Starfighter » Mon, 8. Jul 19, 21:52

How about expanding this to include the manager and architect? Like every other station, the manger is in the office. I believe I've seen the architect on a station.

FYI, I don't have access to nexus mods. So, I just copied the the first page to get the mod.

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alexalsp
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Re: [MOD] Station Engineers

Post by alexalsp » Mon, 8. Jul 19, 22:06

AR_Starfighter wrote:
Mon, 8. Jul 19, 21:52
How about expanding this to include the manager and architect? Like every other station, the manger is in the office. I believe I've seen the architect on a station.

FYI, I don't have access to nexus mods. So, I just copied the the first page to get the mod.
It is not necessary. These NPCs can be purchased and assigned to any station.
Architect: assigned to the ship builder.

AR_Starfighter

Re: [MOD] Station Engineers

Post by AR_Starfighter » Tue, 9. Jul 19, 06:40

alexalsp wrote:
Mon, 8. Jul 19, 22:06
AR_Starfighter wrote:
Mon, 8. Jul 19, 21:52
How about expanding this to include the manager and architect? Like every other station, the manger is in the office. I believe I've seen the architect on a station.

FYI, I don't have access to nexus mods. So, I just copied the the first page to get the mod.
It is not necessary. These NPCs can be purchased and assigned to any station.
Architect: assigned to the ship builder.
Err, a construction ship stays around after you complete the station. If this works with sending an engineer, you could move the engineer from the construction ship to the station. Then send the architect. (can't recall atm). The manager should already be in the office. When you send the engineer, you see that one on your station. When you send the architect, they should appear next to the manager. If you look in non-player owned station offices, you sometimes find a architect and manager.

If you won't do this, I want try this later.

Once your station is complete, you can send off the construction ship, 'work here' - station. Engineer and Architect. Like the manager. Once that's done. XR says "Stations will use parts from the construction ship." XR implies it should disappear. So, after you send all three. When you leave sector, the construction ship disappears and the station now has the parts from that construction ship(or nearby trade ship).

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