[MOD] Astromech Droids (s + m ships self repair) (10th Jan '15)

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YorrickVander
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Post by YorrickVander » Sat, 10. Jan 15, 23:45

Update to 1.1
-------------

Fixed *really* dumb copy paste bug breaking the astromechs in job ships
Fixed xpath error with new built ships.

Can't believe how long it took me to see that copy paste derp. -shakes head in wonder-

Mod now working as intended.
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Sparky Sparkycorp
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Post by Sparky Sparkycorp » Sat, 10. Jan 15, 23:57

[ external image ]

...but not you :D

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YorrickVander
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Post by YorrickVander » Sun, 11. Jan 15, 12:28

Hmm seems things aren't 100% yet. Engineers are being added, but not to all ships that need them. Investigating why...
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w.evans
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Post by w.evans » Sun, 11. Jan 15, 14:16

In case it helps, your Copilot Convo places Engineers in all of the ships. Was surprised that the tiny fighters I claimed got Engineers. They also do repairs up to 90% like proper engineers. The engineers aren't hidden though.

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YorrickVander
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Post by YorrickVander » Sun, 11. Jan 15, 15:08

Now, that I hadn't picked up on. Previously to 3.0 the normal staff addition code failed. Interesting catch, will see if I can simplify things here.
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Revolution Rising
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Post by Revolution Rising » Tue, 27. Jan 15, 04:51

Where's the download link ?

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YorrickVander
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Post by YorrickVander » Tue, 27. Jan 15, 09:55

Dropped from steam till the cpu lag issue is fixed.
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Post by w.evans » Tue, 27. Jan 15, 10:05

Do you know if the lag issue is directly connected with having engineers on smallships? Concerned that Copilot Convo might be affected as well. Haven't noticed any lag, but then my computer runs X:R pretty slow in any case.

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YorrickVander
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Post by YorrickVander » Tue, 27. Jan 15, 10:27

Just fixed the incorrect additions from Copilot; on my box I see the stutter after 1-1.5 hours of play.
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w.evans
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Post by w.evans » Tue, 27. Jan 15, 10:33

Oh, that sucks. Was good to have engineers in there. Oh well.

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NZ-Wanderer
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Post by NZ-Wanderer » Tue, 27. Jan 15, 14:18

YorrickVander wrote:Dropped from steam till the cpu lag issue is fixed.
Slightly offtopic, but if you pull something from steam, does it remain in our game?
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth

NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.

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YorrickVander
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Post by YorrickVander » Wed, 28. Jan 15, 00:25

It should remain afaik, just not be available for new people to d/l
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ihatebois
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Post by ihatebois » Thu, 7. May 15, 13:00

Any idea when this will be back up?

Or is there a 'manual' way I can have it?

Been looking for this mod high and low and would cry in a corner if I can't have it.

Igec
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Post by Igec » Sat, 28. Nov 15, 16:38

A must have mod...Please update it.

Thanks.

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YorrickVander
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Post by YorrickVander » Sat, 28. Nov 15, 16:40

Will try, or if you feel confident, go for a fix on your own! I tend to assume a BSD type license on my mods; free to explore the mod, change it and share the results if it pleases you to.
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Igec
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Post by Igec » Sat, 28. Nov 15, 16:56

Hmmm yes... but where is the download link?

Would like to try it despite the lag mentioned...

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YorrickVander
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Post by YorrickVander » Sat, 28. Nov 15, 19:46

Fair point :) Re-added to steam workshop but not updated.

EDIT :

Quick test after enabling visible engineers (see inline comments) one small change is required to enable engineers for job spawns in 4.0b3 :

Code: Select all

 <!-- cover existing games and job ship spawns -->
    <cue name="Yorrick_AddEngineer_ExistingShips" instantiate="true" namespace="this">
      <conditions>
        <check_any>
          <event_game_loaded />
          <event_cue_signalled cue="md.Setup.GameStart"/>
        </check_any>
      </conditions>
in AddSmallShipEngineer.xml

As the vanilla engineers now wait before starting repairs you will need to test properly to see if they are working fully and fixing hulls.
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Igec
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Post by Igec » Wed, 2. Dec 15, 17:30

I tried the mod and it works as intended(4.0.0. beta 3), but on the other side it is really a cause for lag, which is unbearable and i was forced to uninstall this great addition.

I hope you'll fix it.

w.evans
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Post by w.evans » Wed, 2. Dec 15, 20:37

If I remember correctly, I think the problem was the engineer script simply being too resource-intensive to run on so many small ships? Solution could be to write a relatively simple version of the engineer script, and have the astromech droids run that. Not sure if that's the best solution, though.

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Marvin Martian
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Post by Marvin Martian » Wed, 2. Dec 15, 23:21

i think it would be better to make it similar to the MICT_supp8 that Capital-Engineers repair there subordinates, or use instead simply MICT_supp8

anyway, since the repairrate without drones is only 0.1, the repairspeed will be incredible slow for smallships too

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