dez505 wrote:Question can it be done so hull% = resource amount returned?
It already is that way.
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
Interesting. Thanks for reporting this. I have a feeling that there are a few subtleties lurking under the surface. Maybe a clean up script in action.Aranov wrote:So I've been using this mod for awhile(great mod btw), and I've noticed a small but rather annoying bug concerning a ship's crew.
Crew that have been recycled have a habit of disappearing at some point after they've been assigned to a new ship.
In the most recent case of this happening a captain and defense officer disappeared from one of my bulk rahanas.
The engineer interestingly, did not disappear. When I asked him to board the Skunk he did charge me, as if I was hiring him for the first time.
The captain and defense officer did not do this. This might be connected to the disappearing crew.
Other then this the mod works great, but the growing number of crew on my shipyard the may disappear if I try to use them does concern me.
Recycling tends to not be 100% efficent ....w.evans wrote:2a looks good. Is there a reason why it wouldn't be good to give back the full hiring fee?
Ouch things getting very messy very quickly here. What I was thinking about was to recreate the crew member and then find out the new NPC's hiring fee.w.evans wrote:edit: And if an NPC were trained before the ship were recycled, would the hiring price go up? And would the refund go up as well?
This is ok too, I think, but would be great if it's clear that that's what's going to happen so we could first swap the experienced crew out for newly-hired crew before recycling. Could get expensive though. (Although at the point in the game where a player starts recycling ships, 100 thousand here or there probably won't be a big deal.)jth wrote:What I was thinking about was to recreate the crew member and then find out the new NPC's hiring fee.
I think that I remember why I liked option 1w.evans wrote:Whoops. Sorry.This is ok too, I think, but would be great if it's clear that that's what's going to happen so we could first swap the experienced crew out for newly-hired crew before recycling. Could get expensive though. (Although at the point in the game where a player starts recycling ships, 100 thousand here or there probably won't be a big deal.)jth wrote:What I was thinking about was to recreate the crew member and then find out the new NPC's hiring fee.
?jth wrote:I suspect that this would be cleaner and more likely to work over a longer period than option 2
I like this ideaw.evans wrote:Could also pop them in limbo somewhere (is it possible to store variables, but have them be nowhere in the game universe?), then give the player the option to recreate them to repopulate ships in a way similar to how Yorrick does it in his Copilot Convo. Wouldn't be very immersive, but might do for a stop-gap.
I have spent some time looking into this and I think that most of the problem is me mis-using the boarding pod call and the rest keeping the NPC's as player owned.Aranov wrote:So I've been using this mod for awhile(great mod btw), and I've noticed a small but rather annoying bug concerning a ship's crew.
Crew that have been recycled have a habit of disappearing at some point after they've been assigned to a new ship.
In the most recent case of this happening a captain and defense officer disappeared from one of my bulk rahanas.
The engineer interestingly, did not disappear. When I asked him to board the Skunk he did charge me, as if I was hiring him for the first time.
The captain and defense officer did not do this. This might be connected to the disappearing crew.
Other then this the mod works great, but the growing number of crew on my shipyard the may disappear if I try to use them does concern me.
Thanks for testing this in a bigger setupAranov wrote:So I tested the dropbox version and for the most part it works.
There are two minor bugs however.
First one is the big one. On my shipyard that I used in the previous version, I'm having trouble with the new crew members.
Namely, instead of the 3 crew members as my ships have, I'm getting about 40ish spawned crew with L sized ships (Balor, Sul, Rahanas).
An XL ship (A Titurel) spawned 6 new crew members when salvaged. I'm also reimbursed for these extra crew too.
Now this does NOT happen with a newly built or NPC owned shipyard.
I'm thinking there might be something wrong with my saves, seeing as I have about 100 crew left on station from the old method.
It may also be due to using an old version of the mod and then updating.
EDIT:
First bug is almost 100% to do with my saves but it could be reproducible.
I've noticed my station has 109 "Service Personal" listed and 110 employees under the management listing.
However in the details tab for "Service Personal" all docks are empty, save for the ship traders and the Admin dock, which has only 43 crew on board.
But these numbers only increase when I salvage new ships so I suspect there may be a number of unlisted crew stuck in limbo. This is only my best guess, I maybe wrong of course.
That one is currently baffling meAranov wrote: Second bug is minor, but if a shipyard (Player owned ones at least) doesn't have the resources and
cancels the salvage then ship to be salvaged will be locked out from future salvaging attempts at that station.
EDIT:
Second bug was a bit more serious then I remembered.
Not only is the "Select" button greyed out in GUI for choosing a ship after said ship fails the salvage check, but the "New order", "Assign new superior" and "Stop current task" commands on the captains command interface for the ship are greyed out too.
I think that I know what is causing this one. I create the NPC then assign the role to them and I suspect that as I don't specify the role at creation its randomly choosing a body. As I was re-creating the crew I decided to use the opportunity to go for a completely fresh start and let the race change ..... oopsAranov wrote: and a 3rd bug, may not be fixable but I'll report it anyway.
The new method for spawning crew has a habit of spawning them with different models then normal. Defense Officers are dressing like Space Farmers, and etc.
EDIT2: Starting feel like the bearer of bad news, but Bug No.3 is bigger then I thought.
So yeah long story short, The new method of crew spawning seems to use ALL models available ingame to create crew.
Not only did I find an Engineer dressed like a Space Farmer, I found a horribly bugged Spilt female DO with no dialogue or animations and freaking Yisha as a ship captain.
I had a nasty thought last night about the conversion, I think that I need to check that the version 1 NPC's are on the shipyard before I convert them or you may loose some working ship captains ... About the only thing that I can do with the crew that are working is to skip them and to pop something in the log for the player to deal with.Aranov wrote:Tested the newest version, and everything seems to be working smoothly with regards to bugs 1 and 3.
Upon sending an L ship to salvaged, all crew on the station and ship were successfully converted using the new method.
Subsequent salvaging of L ships went as expected, No problems there.
The first XL ship to be salvaged did create 6 crew instead of 3, but following ships worked normally.
Hopefully that is issue 3 dealt with OK, I would agree with you about cleanup, at least you got paid for them this timeAranov wrote:After this I checked the newly spawned NPCs(all 40 or so of them) and they appeared to be dressed correctly for their jobs.
However in the time of writing this post and letting X:R run in background, I found something else that maybe a problem.
The converted crew are now disappearing from stations after some time if I don't hire them.
I'm assuming this is do to same cleanup routine that changes out the various characters on the NPC stations every so often.
I am going to add the extra conditions onto the conversion first then will see if I can reproduce issue 2 and the XL issue.Aranov wrote:As for bug No.2, was my explanation confusing? I was hesitant to report it as I even found it a bit confusing.
I'll try to make it clearer what happens.
1. A shipyard fails the check to be able to salvage a ship.
In my case, a newly built shipyard had no food or drones as I had forgotten I needed them.
2. If that happens, The ship that the check failed on can not be targeted for salvage again.
Which is to say the "Select" button is greyed out and unclickable when choosing a ship to be sold or salvaged. This persists across all shipyards.
3. And the real problem IMO, The ship is stuck with the orders it had at the time of the failed salvage.
When calling the captain all possible orders are once again greyed out and unclickable. I can only tell them to leave or join my squad.
Now upon joining my squad I do have the option to give them orders, but they do not follow them.
That is the extant of what I know concerning bug No.2.
And thank you again for making this mod, and for continuing to update it.
This is easily one of my favorite mods for X:R, I can't believe Egosoft didn't do something like this in vanilla.
Now I have a way to finally remove ships that are stuck needing wares in the NPC shipyards, and it makes playing a pirate so much more satisfying.
Just popping in to confirm this.jth wrote: I had a nasty thought last night about the conversion, I think that I need to check that the version 1 NPC's are on the shipyard before I convert them or you may loose some working ship captains ... About the only thing that I can do with the crew that are working is to skip them and to pop something in the log for the player to deal with.
Is what you just found actually a reasonable outcome ?Aranov wrote:Just popping in to confirm this.jth wrote: I had a nasty thought last night about the conversion, I think that I need to check that the version 1 NPC's are on the shipyard before I convert them or you may loose some working ship captains ... About the only thing that I can do with the crew that are working is to skip them and to pop something in the log for the player to deal with.
While I didn't have any crew from V.1 on ships due to the original bug, I did load my test save and tossed some of them on to a ship for testing.
When the cleanup script fires they are removed from the ship and I'm reimbursed.
A lot of good points, thanksAranov wrote:I agree, both sides do seem valid.
One thing to consider is if anyone else has reported the original issue with disappearing crew.
I never used crew from V.1 after I found out what was happening as I couldn't trust them to be there when I needed them.
But I haven't seen any other reports of the V.1 bug here or on steam, as such I would guess most folks aren't using this with the player shipyard mod.
From what I can see only crew from the V.1 salvaging method are removed, It'd be a one time thing unless another mod does something similar with crew.
So with a warning in the mod's description and maybe a message that pops up ingame the first time the mod is loaded everything should be fine.
However checking if they're on station could be a good idea, As if someone is using salvaged V.1 crew without issues then they wouldn't need to be replaced.
But as I said, another mod could come along that tries something similar to the way V.1 used the crew, so removing them from all player owned ship and stations might cause a mod conflict down the line.
But really IMO the bigger problem is informing the steam workshop users there's a gonna be a hiccup in updating, I'd like to think the best of people but the workshop makes it too easy to not know what a mod update may contain.
I have also looked at the XL ship issue and I think that its actually OK. The conversion works by individual shipdealer and happens once for each shipdealer. So the creation that you saw was the XL shipdealer conversion of 3 crew from version 1 ( one XL ship was recycled under version 1 with 3 crew) plus the creation of 3 crew which equals 6. I have adjusted the wording a bit on the messages to be a bit clearer about conversion and recycling. Hope this makes sense.Aranov wrote:The first XL ship to be salvaged did create 6 crew instead of 3, but following ships worked normally.