[MOD] Station Engineers
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hmmm... noticing something is it normal for the station engineer to constantly report the amount it's repairing? I got it doing it atm and it's spamming every half dozen seconds or so. First time I've seen this of course.
http://steamcommunity.com/sharedfiles/f ... =422427224
It's showing this, but the station itself isn't even damaged.
http://steamcommunity.com/sharedfiles/f ... =422427224
It's showing this, but the station itself isn't even damaged.
I do know that there was a vanilla bug with engineers trying to repair without needing to. It was reported fixed, but what you saw might be a legacy of that bug.Requiemfang wrote:It's showing this, but the station itself isn't even damaged.
In any case, this doesn't change how repairs are done, nor when they're initiated. The main variant just allows you to assign engineers to stations. The alexalsp variant additionally increases the amount by which engineer skill makes repairs go faster.
edit: could also be a mod conflict. I know that angel618's Engineer 100 completely rewrites engineer.ai.xml, for example, so that will conflict with anything else that modifies engineer.ai.xml. This is also redundant with Vim Razz's Human Resources, but Vim said that this mod is just bypassed. (Haven't checked yet, but Vim's good.)
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HR will completely overwrite the changes made by the "main" version of the mod, so it doesn't really do anything (or hurt anything) if they're installed together.
It doesn't have any affect on the aiscript changes in the _alexalsp, though, so if you're using that version then you still get that benefit.
Regarding the constantly repairing engineer.... You wouldn't be using J3PIT3R's production management mod by any chance, would you?
It switches off production by tricking the game into thinking the module is too badly damaged to remain operational, which has the side effect of making engineers freak out trying to fix that "damage"...
It doesn't have any affect on the aiscript changes in the _alexalsp, though, so if you're using that version then you still get that benefit.
Regarding the constantly repairing engineer.... You wouldn't be using J3PIT3R's production management mod by any chance, would you?
It switches off production by tricking the game into thinking the module is too badly damaged to remain operational, which has the side effect of making engineers freak out trying to fix that "damage"...
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No, not to my knowledge, unless he included it with his Betty mod, which would be a mistake since it would cause issues like you said. If anything it would be better to separate parts of the mod and let people choose which ones they wanna use. If it is in the betty mod he should rectify that.Vim Razz wrote:HR will completely overwrite the changes made by the "main" version of the mod, so it doesn't really do anything (or hurt anything) if they're installed together.
It doesn't have any affect on the aiscript changes in the _alexalsp, though, so if you're using that version then you still get that benefit.
Regarding the constantly repairing engineer.... You wouldn't be using J3PIT3R's production management mod by any chance, would you?
It switches off production by tricking the game into thinking the module is too badly damaged to remain operational, which has the side effect of making engineers freak out trying to fix that "damage"...
Yup. If you're only after the functionality of the main mod (placing engineers in stations to handle repairs), and you want HR, then I would recommend that you uninstall this mod in favor of Vim's.Requiemfang wrote:I do have HR, so basically since HR bypasses this mod it's better for me to remove this mod and just let HR handle it?
Thanks, but there would seem to be no point since this doesn't affect when repairs are initiated, nor how repairs are done. So your station's repairs are being initiated somewhere else.Requiemfang wrote:If you want I can open the game up in debug and post the log for you if that's what you want?
Updated the code in the OP if you want to take a look.
edit: could also be the 99% thing (not sure if it qualifies as a bug). You know how ships that have 99% hull couldn't be repaired in shipyards? I think it's because the damage is big enough to round down to 99 in the display, but small enough that it doesn't register as damage, so the resources needed for repair (nor any of the math associated for repair) aren't calculable.
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Since getting the new version I've not experienced the spam. Also @VR I haven't seen that "switch off" option before.w.evans wrote:Yup. If you're only after the functionality of the main mod (placing engineers in stations to handle repairs), and you want HR, then I would recommend that you uninstall this mod in favor of Vim's.Requiemfang wrote:I do have HR, so basically since HR bypasses this mod it's better for me to remove this mod and just let HR handle it?
Thanks, but there would seem to be no point since this doesn't affect when repairs are initiated, nor how repairs are done. So your station's repairs are being initiated somewhere else.Requiemfang wrote:If you want I can open the game up in debug and post the log for you if that's what you want?
Updated the code in the OP if you want to take a look.
edit: could also be the 99% thing (not sure if it qualifies as a bug). You know how ships that have 99% hull couldn't be repaired in shipyards? I think it's because the damage is big enough to round down to 99 in the display, but small enough that it doesn't register as damage, so the resources needed for repair (nor any of the math associated for repair) aren't calculable.
28.Jun.2015 - Compatibility update - should now be compatible with Linux and Mac versions.
Windows users need not re-download.
However, I am unable to verify compatibility since I don't have access to a box running Linux or whatever they're calling the Mac OS at the moment, so feedback on this would be greatly appreciated.
Windows users need not re-download.
However, I am unable to verify compatibility since I don't have access to a box running Linux or whatever they're calling the Mac OS at the moment, so feedback on this would be greatly appreciated.
Mini-update: as I remarked in my linux compatibility guide it works after I rename the file "NPC_Engineer.xml" to "npc_engineer.xml".
I've updated the guide
Thanks again for your enthusiasm for this topic!
I've updated the guide
Thanks again for your enthusiasm for this topic!
Hi w.evans
I've given this a try but have yet to find a way to assign an engineer to a station you can ask them to work on ships but when asking them to work on a station i see no line in chat to do this like you stand on a cap ship dock and see the line work here but on a station dock no such line like assigning managers/defence etc.
Maybe if in the menu list where there the section on crew for stations how about adding a proper station engineers that not only work independently on a station but works with the architects.
And to add to this like you buy from a recruitment trader marines you buy builders for engineers and these would then do all internal work/repairs while construct drones work outside.
I've given this a try but have yet to find a way to assign an engineer to a station you can ask them to work on ships but when asking them to work on a station i see no line in chat to do this like you stand on a cap ship dock and see the line work here but on a station dock no such line like assigning managers/defence etc.
Maybe if in the menu list where there the section on crew for stations how about adding a proper station engineers that not only work independently on a station but works with the architects.
And to add to this like you buy from a recruitment trader marines you buy builders for engineers and these would then do all internal work/repairs while construct drones work outside.
Hey Jess,
Are you on windows? I'm worried that my work in making it compatible with linux (confirmed to be working) may have broken compatibility with the windows version of the game. I can't test it right now, but will look into it when I can.
And thanks for the ideas! I don't have plans to expand this mod at the moment, but I'll keep them in mind if/when I do.
EDIT: Couldn't resist, so checked in-game, and it does indeed not work. No idea why at the moment, since the paths all still land in versions 3.53 and 3.60, and, in a cursory look, I don't see any changes in the base files that would invalidate the changes. I really can't afford to look deeper into this at the moment, however, because I really should get back to work. Thanks for the heads-up!
For now, I'm updating the OP, and informing NZ-Wanderer that this is broken.
In the meantime, I could point you to Vim_Razz' Human Resources which also adds this functionality.
Are you on windows? I'm worried that my work in making it compatible with linux (confirmed to be working) may have broken compatibility with the windows version of the game. I can't test it right now, but will look into it when I can.
And thanks for the ideas! I don't have plans to expand this mod at the moment, but I'll keep them in mind if/when I do.
EDIT: Couldn't resist, so checked in-game, and it does indeed not work. No idea why at the moment, since the paths all still land in versions 3.53 and 3.60, and, in a cursory look, I don't see any changes in the base files that would invalidate the changes. I really can't afford to look deeper into this at the moment, however, because I really should get back to work. Thanks for the heads-up!
For now, I'm updating the OP, and informing NZ-Wanderer that this is broken.
In the meantime, I could point you to Vim_Razz' Human Resources which also adds this functionality.
Hi Jess,
To rule out the Linux-changes as a cause, could you try a version from before we started Linux-related changes?
That should be the 0.03 version available on nexus mods under 'old file's
To rule out any doubt, I'll try the latest 0.05 version in my game too, under both Linux and Windows.
(May take a while, I don't have much gaming time on weekdays.
To rule out the Linux-changes as a cause, could you try a version from before we started Linux-related changes?
That should be the 0.03 version available on nexus mods under 'old file's
To rule out any doubt, I'll try the latest 0.05 version in my game too, under both Linux and Windows.
(May take a while, I don't have much gaming time on weekdays.
Posting this here in case someone spots something that I missed.
This is the cue in question:
While 3.60 Beta 1 did change something here, the only thing changed is a t-file reference. This:
was changed to this:
Now this mod works by changing the conditions in which
can be invoked, and by changing valid targets for "work somewhere else."
So, this:
is changed to:
so that you can land at any of your ships or stations and tell engineers in the Skunk that they can "Work here."
And this:
is changed to this:
so that player-owned assets are considered valid targets for "Work somewhere else" regardless of whether the asset is a station or a ship.
Both changed nodes are still present in 3.60, both still do what they're supposed to do as far as I can tell, and both changes should still affect the changes that they were intended to; except they don't anymore.
Any ideas?
EDIT: side-by-side comparison of NPC_Engineer.xml with differences highlighted from X:R 3.53 and 3.60 Beta 1 available here.
This is the cue in question:
Code: Select all
<cue name="OnBoardComm" instantiate="true">
<conditions>
<check_any>
<event_conversation_started actor="$actor" />
<event_conversation_returned_to_section actor="$actor" />
</check_any>
<check_value value="event.param == 'default'" />
<check_value value="$actor.ship == player.primaryship" />
</conditions>
<actions>
<do_if value="event.name == 'event_conversation_started'">
<debug_text text="'Engineer conversation started: %1, actor=%2, %3'.[event.param, event.object, event.object.knownname]" />
<set_conversation_return_section section="g_goodbye" />
<!-- Greeting -->
<add_npc_line line="1" comment="Greeting" />
</do_if>
<!-- Player choices:
1: Ship status
2: Show me your skills
3: You're fired!
4: Work here
5: Please work on this ship
6: Goodbye
-->
<do_if value="$actor == player.primaryship.engineer">
<add_player_choice_sub text="{1002,1203}" position="top_left" section="cEngineer_repair_onboard" choiceparam="[0, 0, $actor.container, $actor]" baseparam="event.param2" comment="Ship status"/>
</do_if>
<add_player_choice_sub text="{1002,3003}" position="left" section="gMain_charProfileMenu" choiceparam="[0, 0, $actor, 0, 1, $actor.container]" baseparam="event.param2" comment="Show me your skills!"/>
<do_if value="not player.primaryship.engineer">
<add_player_choice_sub text="{1002,3007}" section="cEngineer_takeover" position="right" comment="Work on my ship."/>
</do_if>
<add_player_choice text="{1002,3004}" section="cEngineer_fire" position="bottom_left" comment="You\'re fired!"/>
<do_if value="@player.platform.container.isplayerowned and @player.platform.container.isclass.ship">
<do_if value="not @player.platform.container.engineer">
<add_player_choice text="{1002,3006}" section="cEngineer_workhere" position="top_right" comment="Work here"/>
</do_if>
<do_else>
<add_player_choice text="{1002,3006}" section="cEngineer_hasengineerplatform" position="top_right" comment="Work here"/>
</do_else>
</do_if>
<do_elseif value="not player.platform">
<add_player_choice text="{1002,3008}" section="cEngineer_worksomewhere" position="top_right" choiceparam="[0, 0, 'zone', player.primaryship.zone, null, null, 'selectplayerobject', ['cEngineer_worksomewhere_objectselected', null, null, true, false, true, false, true]]" comment="Work somewhere else"/>
</do_elseif>
<add_player_choice_return text="{1002,2}" position="bottom_right" comment="Goodbye"/>
</actions>
</cue>
Code: Select all
<add_player_choice_sub text="{1002,3005}" section="cEngineer_takeover" position="right" comment="Please work on this ship."/>
Code: Select all
<add_player_choice_sub text="{1002,3007}" section="cEngineer_takeover" position="right" comment="Work on my ship."/>
Code: Select all
<add_player_choice text="{1002,3006}" section="cEngineer_workhere" position="top_right" comment="Work here"/>
So, this:
Code: Select all
<do_if value="@player.platform.container.isplayerowned and @player.platform.container.isclass.ship">
Code: Select all
<do_if value="@player.platform.container.isplayerowned">
And this:
Code: Select all
<add_player_choice text="{1002,3008}" section="cEngineer_worksomewhere" position="top_right" choiceparam="[0, 0, 'zone', player.primaryship.zone, null, null, 'selectplayerobject', ['cEngineer_worksomewhere_objectselected', null, null, true, false, true, false, true]]" comment="Work somewhere else"/>
Code: Select all
<add_player_choice text="{1002,3008}" section="cEngineer_worksomewhere" position="top_right" choiceparam="[0, 0, 'zone', player.primaryship.zone, null, null, 'selectplayerobject', ['cEngineer_worksomewhere_objectselected', null, null, true, false, false, false, true]]" comment="Work somewhere else"/>
Both changed nodes are still present in 3.60, both still do what they're supposed to do as far as I can tell, and both changes should still affect the changes that they were intended to; except they don't anymore.
Any ideas?
EDIT: side-by-side comparison of NPC_Engineer.xml with differences highlighted from X:R 3.53 and 3.60 Beta 1 available here.
Heh. Made a stupid mistake. I forgot that I had installed Vim_Razz' Human Resources a while back and deactivated Station Engineers. I later then deactivated Human Resources to do some testing with something else, and completely forgot that Station Engineers was deactivated.
I just went back in-game, reactivated Station Engineers, restarted the game, and it's working properly with X:R 3.60 Beta 2. No problems with X:R 3.53 either.
@Jess, any of the ways with which you can normally reassign engineers should work in assigning them to a Station:
If it's still not working for you, I'd like a look at your mod-list, please, to check for any conflicts that I wasn't aware of.
I just went back in-game, reactivated Station Engineers, restarted the game, and it's working properly with X:R 3.60 Beta 2. No problems with X:R 3.53 either.
@Jess, any of the ways with which you can normally reassign engineers should work in assigning them to a Station:
- Going to the back of the Skunk and talking to an Engineer face-to-face,
- Landing at a Station and comming your Engineer to "Work Here,"
- And, the method I use the most, comm the Engineer while in the cockpit of the Skunk using Yorrick's Copilot Convo
If it's still not working for you, I'd like a look at your mod-list, please, to check for any conflicts that I wasn't aware of.