[MOD] Station Recycle or Destroy - v0.11 (16 November 2015)

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w.evans
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Post by w.evans » Mon, 17. Aug 15, 13:26

jth wrote:I attached a CV with Architect to my squad and tried various things but couldn't trigger any conversations that said re-attach. The Architect on the CV that you want to attach is the obvious choice but there is no Re-Attach option in the menu.
Not in-game right now, so couldn't check, but isn't this the "Deploy to" conversation option with the Architect?

jth
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Post by jth » Mon, 17. Aug 15, 13:32

w.evans wrote:
jth wrote:I attached a CV with Architect to my squad and tried various things but couldn't trigger any conversations that said re-attach. The Architect on the CV that you want to attach is the obvious choice but there is no Re-Attach option in the menu.
Not in-game right now, so couldn't check, but isn't this the "Deploy to" conversation option with the Architect?
Aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaah

Obviously didn't try that one :( and yes you are right

Oh well that option can come out then

Thanks

jth

jth
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Post by jth » Thu, 20. Aug 15, 18:37

Version v0.09 posted 20 August 2015

Changed Trigger actor from Trade Manager to Defense Manager to get out of the way of the Trading and Manager scripts and improve chances of getting to the "Recycle or Destroy station" menu.

[20.8.2015 - V0.09 Public Beta]
Adjusted RecycleSt_SellWares mission steps to translate engineer and defencecontrol
Adjusted RecycleSt_SellWares mission description to use Egosofts translations for all CV crew types and changed Pickup to Collect
Adjusted RecycleSt_SellWares mission description to make the text inside the () and brackets appear
Added Russian translation file from alexalsp
Added Tools - "Destroy Construction Vessel" to remove attached Builder CV
Modified RecycleSt_Menu to cope with being passed a station, CV or actor object
Modified RecycleSt_CheckSafe to cope with being passed a station, CV or actor object
Changed Trigger actor from Manager to Defense Manager to get out of the way of the Trading and Manager scripts and improve chances of getting to the "Recycle or Destroy station" menu.
Added RecycleSt_DummyNPC which will dynamically create a dummy Defense Manager on whatever station is selected from "Property Owned - Comms" or "Zonemap - Comms", destroying the dummy Defense Manager when no longer needed
Lower cased script and folder names to help with unix compatability
Extended mini mission timeout from when you are about to blow yourself up from 60 to 120 seconds

Regards

jth

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Post by jth » Tue, 25. Aug 15, 17:42

Just added a Flow Chart to the pictures up on Steam and Nexus

I hope this will help people to navigate through the mod a bit more easily and make it easier to report exactly where things are going wrong

probably shouldn't link to a specific server but ....

http://static-4.nexusmods.com/15/mods/1 ... 514374.jpg

jth

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Post by Sparky Sparkycorp » Tue, 25. Aug 15, 17:57

Nice one. I shall test it out with a station I want to keep, just to see how it works.

jth
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Post by jth » Tue, 1. Sep 15, 19:31

Version v0.10 posted 1 September 2015

- [1.9.2015 - V0.10 Public Beta]
Destroy Station now destroys the station 5 times faster than normal rather than everything at the same time to keep the frame rate up
Destroy Station now releases the Builder CV so that it can be reused instead of destroying it. The crew remain the same except for the Architect who gets cloned (including skills).
Recycle Station now releases the Builder CV so that it can be reused instead of cloning it. The crew remain the same except for the Architect who gets cloned (including skills).
Recycle + sell Station now releases the Builder CV so that it can be reused instead of cloning it. The crew remain the same except for the Architect who gets cloned (including skills).
Release Construction Vessel created to reuse Construction Vessel. The crew remain the same except for the Architect who gets cloned (including skills).
RecycleSt_SellWares - No longer removes crew from selling CV as it is going to be reused and not destroyed
RecycleSt_SellWares - Change messages to remove references to moving crew from selling CV as it is going to be reused and not destroyed
RecycleSt_SellWares - Removed cue RecycleSt_SellWares_ControlEntityMove as crew no longer need to be removed from selling CV
RecycleSt_DummyNPC - Now looks for existing Defense Officers in all personnel docks not just Administration
RecycleSt_DummyNPC - Now makes you pay max fee for the dummy Defence Officer whatever their skill levels as they are essentially hired by you at that point and refunds when they are destroyed
RecycleSt_Main - Added "fast" and "instant" as options when destroying stations.
RecycleSt_Menu - Release Construction Vessel added to first level menu and Destroy Construction Vessel removed from Tools menu
RecycleSt_Menu - Return added back into Tools menu
RecycleSt_Menu - Detects Litauen_ShowBalance and puts help message about how to reattach CV into the event monitor instead of using show_help
RecycleSt_Fns RelocateCrew - Removed transfer of player owned station crew onto other stations when recycling and skunk full - game really doesn't know what to do with them
RecycleSt_Fns - removed CloneCv code as its now released instead of destroyed

Regards

jth

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Post by jth » Tue, 1. Sep 15, 19:47

kelmenwong wrote:suggest a new feature
- to dislodge attached CV from station
- station repair can be done by another mod - station engineer

now we can reuse the CV, and the finished station do looks like other station, without the need of forever attached cv
Hopefully the new Release Construction vessel is what you were looking for

I have also added an option under the Tools menu to

Transfer Engineer to station to transfer the engineer from the attached Construction Vessel to the station.

Regards

jth

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Post by jth » Thu, 3. Sep 15, 15:32

Two new flow charts. One for triggering the mod and the other for using it.

I suspect that a large amount of my "your mod doesn't work" issues have always been with triggering the menu so seperated that out into its own flow chart.

It also makes the flow charts marginally easier to maintain.

Triggering
http://static-3.nexusmods.com/15/mods/1 ... 287299.jpg

Using
http://static-3.nexusmods.com/15/mods/1 ... 287300.jpg

Regards

jth

jth
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Post by jth » Wed, 7. Oct 15, 14:49

I am currently thinking about adding a Structural Rebuild option to the Tools menu.

The objective of this option would be to completely rebuild your station on the same location. Its kind of like an enhanced Repair option for the Architect but one that also puts back any missing bits.

Would probably charge a flat fee of 10% of the value of the station at whatever stage it is.

How I am going to do it is to move the crew somewhere else and then delete the exisiting station and use the plot station api calls to rebuild it to the same stage on the same spot. The CV would remain untouched.

Issues that I can see with implementing this

There is an alternative API call that Egosoft use to build the plot stations but I have a feeling that it will give me max shields + max weapons + 100% hull. I don't know any way to actually remove shields or weapons in such a way that they appear to have never been installed. I do know how to destroy them but then you get a pile of smoke and some wreckage which is not really what I want.

I think that I can save the crew and cargo but any production in progress is going to be toast.

I don't want to unbalance the game but am conscious that there could be a lot of stations with bits missing. So I don't want to provide a magic wand that ignores resources but at the same time the player did provide the resources when the station was initially built.

Upside

Hopefully the rebuilt / repaired station would then have all the bits that its meant to :) This would save a fair amount of time and materials for the player as my current offering takes 20% of the resources and several hours per station to Recycle and then rebuild big stations.

Keeping the crew would leave the same station manager in charge which should minimise issues with subordinate ships.

Initial Work around

To get around the build API limitations its probably going to be necessary, at least for the first attempt, to insist that the station hull is at 100% and that it has the full complement of shields and weapons for that stage of build.

Anybody see any big holes in my logic or know of another mod or game command that already does this ?

Regards

jth

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Post by Sparky Sparkycorp » Wed, 7. Oct 15, 15:10

I'm feeling a bit dumb, possibly as a result of beer last night...so apologies in advance for silly question!

Why would someone want to rebuild the same station at the same location?

jth
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Post by jth » Thu, 8. Oct 15, 12:30

Sparky Sparkycorp wrote:I'm feeling a bit dumb, possibly as a result of beer last night...so apologies in advance for silly question!

Why would someone want to rebuild the same station at the same location?
Because it doesn't work properly, won't expand, doesn't produce one of the wares, has bits missing like one of the docks, you unpack or detach the CV and then attach a new one and it rebuilds the first stage. :(

jth

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Post by Sparky Sparkycorp » Thu, 8. Oct 15, 13:48

Ah, I see. Thanks for the explanation and nice idea :)

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Post by jth » Thu, 12. Nov 15, 17:41

I am going to post something here from a Steam message from eMYNOCK (MadHwK) as its rather a long answer and the answer may be useful to other people running this mod
eMYNOCK (MadHwK) wrote:Heya jth,

i just found a full dock of Player owned People.. all of them Marked in the Savegame as "$RecycleSt_comms"

I know for fact that these ones are relics from Salvaged Stations.. but i really have no clue how they come on board of the Teladi Overwatch.

relating ew-tech... i assume he was talking about the ? Symbol over the Heads of his people.

Greetings, Regards and would be awesome if you could find out why these beggars pillage the TU Overwatch.
There should only be one "$RecycleSt_comms" on each station and they should be a Defence Officers.

They are dynamically added as you open communication (Comm button on zone menu or property owned menu) with one of your stations that does not have a Defence Officer. When you close comms then they should be removed. They are there to allow you to trigger this mod via their comms menu. I tagged them so that I could distinguish them from other mods that spawn NPC's.

If you look in the debug.log file then there are a couple of messages

If you already have a Defence Officer then you should get
Context:md.RecycleStation.RecycleSt_DummyNPC<inst:1abc1>: Defence Manager already exists on Foodstuffs Supply I

If you don't have one BUT have a manager and architect then there are two messages

The first is when you open Comms when it should say
[Scripts] *** Context:md.RecycleStation.RecycleSt_DummyNPC<inst:4b455>: Foodstuffs Supply I - Creating dummy Defence Manager Zuzuamis Ugalirias Lotunis VIII at Station Administration

You will get charged money for them

When you exit the conversation then you get a refund and the dummy Defence Oficer should be removed
[Scripts] *** Context:md.RecycleStation.RecycleSt_DummyNPC<inst:4c90b>: Foodstuffs Supply I - Removing dummy Defence Manager Zuzuamis Ugalirias Lotunis VIII

To write this post I have re-checked the logic and have just got a great big sinking feeling :(

Just tried it against Crystal castle station in DeVries


[Scripts] *** Context:md.RecycleStation.RecycleSt_DummyNPC<inst:6de4f>: RoC Crystal Castle - Creating dummy Defence Manager Warron Selek at Station Administration
[General] ======================================
[=ERROR=] Trying to set DefenceControlEntity of 'struct_bt_dv_home_station_macro', which already has one - skipping. (@CBJ)
[General] ======================================
[General] ======================================
[=ERROR=] Error in MD cue md.RecycleStation.RecycleSt_DummyNPC<inst:6de4f>: Property lookup failed: $fee
* Expression: ($fee)ct * 100ct
[General] ======================================
[General] ======================================
[=ERROR=] Error in MD cue md.RecycleStation.RecycleSt_DummyNPC<inst:6de4f>: Property lookup failed: $fee
* Expression: (-$fee)ct * 100ct

The code doesn't check that you actually own the station before creating the dummy Defence officer ........ Oops, very sorry about that :(

Well at least it didn't charge you :) and it doesn't seem to remove the excess Defence officers when you close the Comms :(

I will look into a fix that also cleans up the excess Defence Officers

jth

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eMYNOCK
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Post by eMYNOCK » Thu, 12. Nov 15, 18:32

No worry about any bugs that can happen... if i wasn't in Verdant Profit to get some Teladi Crew i've never noticed that the station was full of Player NPCs.

Anyway, thanks for looking into this and i hope you will find out soon how to fix it. :)


Regards

jth
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Post by jth » Mon, 16. Nov 15, 14:47

- [16.11.2015 - V0.11 Public Beta]
RecycleSt_DummyNPC Now checks that player owns station before adding a dummy Defence Officer to trigger mod via Comm menu
RecycleSt_DummyNPC Will now cleanup unknown dummy Defence officers from any station owner
RecycleSt_DummyNPC Got rid of fee for dummy Defence Officer - improved cleanup should deal with things
RecycleSt_DummyNPC_Clean added to provide search and cleanup for unknown dummy Defence officers from Tools - Repair Service menu
RecycleSt_Fns Clone Architect now also copies their name

Meme Turtle
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Post by Meme Turtle » Mon, 7. Mar 16, 00:21

Does this mod populate any player stations with NPCs after station recycling? I have recycled and then rebuilt some of my stations and now I have a lot of neutral NPCs with the only option "surrender". I can neither hire them or look at their stats.

Note, that I am using CWIR mod, which populates player stations, but I am not sure which mod is responsible.

Reaperxvii
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Post by Reaperxvii » Mon, 7. Mar 16, 05:51

matveich[EG] wrote:Does this mod populate any player stations with NPCs after station recycling? I have recycled and then rebuilt some of my stations and now I have a lot of neutral NPCs with the only option "surrender". I can neither hire them or look at their stats.

Note, that I am using CWIR mod, which populates player stations, but I am not sure which mod is responsible.
this mod doesn't populate player stations to my knowledge
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jth
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Post by jth » Mon, 7. Mar 16, 12:15

matveich[EG] wrote:Does this mod populate any player stations with NPCs after station recycling? I have recycled and then rebuilt some of my stations and now I have a lot of neutral NPCs with the only option "surrender". I can neither hire them or look at their stats.

Note, that I am using CWIR mod, which populates player stations, but I am not sure which mod is responsible.
Reaperxvii is quite right this mod does not populate player stations. The Control Entities (manager, defence officer) from the station end up on the Skunk everyone else is toast.

The Ship Recycle mod does recreate the crew of the recycled ship on the shipyard. They show up as belonging to whoever owns the zone and are hireable. The Egosoft station cleaning script tends to remove them after a while.

jth
EDIT 13:40BST in response to question below checked the code
Station Recycle or Destroy will move all player owned NPC's off the station provided that there is room in the Skunk[/u]
Last edited by jth on Mon, 7. Mar 16, 14:40, edited 2 times in total.

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Post by Sparky Sparkycorp » Mon, 7. Mar 16, 12:36

Out of interest, do other potential Control Entities (Specialist; Engineer's modded onto station) appear in the Skunk? 5* Engineers are easy to find but Specialists are a bit rarer and IIRC, have escalating costs as the player hires more.

jth
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Post by jth » Mon, 7. Mar 16, 14:35

Sparky Sparkycorp wrote:Out of interest, do other potential Control Entities (Specialist; Engineer's modded onto station) appear in the Skunk? 5* Engineers are easy to find but Specialists are a bit rarer and IIRC, have escalating costs as the player hires more.
just checked the code and its better than my memory :(

It will move all player owned NPC's off the station provided that there is room in the Skunk

jth

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