[MOD] Ship Reverse Engineering v1.1

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Mysterial
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[MOD] Ship Reverse Engineering v1.1

Post by Mysterial » Tue, 19. Mar 19, 04:55

This extension adds an option to a player-owned shipyard or equipment dock to analyze a docked ship you own, destroying it but learning blueprints from it.

Download Here
Also available on Steam Workshop

To use, dock the ship to analyze at the station and then contact either the ship trader or manager. Select Analyze Ship and then the ship to analyze. Only ships from which you can learn new blueprints will be displayed. Everything on the ship will be destroyed along with it, so remove any important staff or other items before starting.

If you are using a shipyard and you don't have the hull blueprint for the ship, you always get that. Otherwise, you get one or more random blueprints among the equipment on the ship: shields, thrusters, weapons, turrets, or engines.

The analysis will take up one of your ship build/equip slots while in progress. It will show up as if you were building a new ship, so you can check the time remaining. If you cancel, you will not get your ship back, so don't do that. :)

Feedback on balance would be appreciated. The blueprint costs are all over the place but I tried to set it up so it's not a guarantee you want to analyze; it should depend on the item, how badly you want it NOW as opposed to a while in the future, and how much you want the build slot it will take up.


Changes in v1.1:
  • Fixed L/XL analysis only working on combined wharf + shipyard stations
Last edited by Mysterial on Sun, 14. Apr 19, 21:54, edited 2 times in total.

Angsaar
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Re: [MOD] Ship Analysis

Post by Angsaar » Tue, 19. Mar 19, 08:03

Awesome!

Now the next logical step: A Venture in search of a parallel universe where Herb, that 5 Star genius pilot of yours is currently unemployed :D

Lets hire ALL the Herbs in the Multiverse!!!

sco1981
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Re: [MOD] Ship Reverse Engineering

Post by sco1981 » Tue, 19. Mar 19, 18:16

This sounds really nice.
Does it work with custom mods, which adds ships?

Mysterial
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Re: [MOD] Ship Reverse Engineering

Post by Mysterial » Tue, 19. Mar 19, 18:18

As long as the blueprint can be acquired by the player it should be fine.

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Général Grievous
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Re: [MOD] Ship Reverse Engineering

Post by Général Grievous » Wed, 20. Mar 19, 14:38

good idea, indeed. :wink:
Il vaut mieux mobiliser son intelligence sur des conneries plutot que de mobiliser sa connerie sur des choses intelligentes...

Aranov
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Re: [MOD] Ship Reverse Engineering

Post by Aranov » Fri, 12. Apr 19, 15:41

So what does this need to work?

I tried REing a several L ships, one at a time, but I can't get them to start. It's just stuck in a queue.

I have empty L ship bays, both maintenance and fabricators . Have Ship Trader, Manager, Building Drones, and credits.
My SY will build new ships fine, but it just won't RE. The Wharf works straight away however, with nothing but a Ship Trader and Manager.

Kinda confused.

Blackscorp_81
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Re: [MOD] Ship Reverse Engineering

Post by Blackscorp_81 » Fri, 12. Apr 19, 16:07

Aranov wrote:
Fri, 12. Apr 19, 15:41
So what does this need to work?

I tried REing a several L ships, one at a time, but I can't get them to start. It's just stuck in a queue.

I have empty L ship bays, both maintenance and fabricators . Have Ship Trader, Manager, Building Drones, and credits.
My SY will build new ships fine, but it just won't RE. The Wharf works straight away however, with nothing but a Ship Trader and Manager.

Kinda confused.
Same here. It works for S/M Ships, but not for L/XL.

Mysterial
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Re: [MOD] Ship Reverse Engineering

Post by Mysterial » Fri, 12. Apr 19, 16:51

I will investigate.

Aranov
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Re: [MOD] Ship Reverse Engineering

Post by Aranov » Sun, 14. Apr 19, 16:17

Not to sound pushy, but how are things looking so far?
And would a save help?

Mysterial
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Re: [MOD] Ship Reverse Engineering v1.1

Post by Mysterial » Sun, 14. Apr 19, 21:55

Should be fixed now.

Existing stalled analysis should eventually start, but it might not happen right away. You can tell that it will eventually work because it should display a real build time instead of 0:00 when it was broken.

Azran_Zala
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Re: [MOD] Ship Reverse Engineering v1.1

Post by Azran_Zala » Sat, 22. Jun 19, 00:58

Thanks, great mod and a great enabler of player vs everyone playstyle.

Another idea might be a 'recycle ship' option for harvesting back some wares.

wanderer
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x3tc

Re: [MOD] Ship Reverse Engineering v1.1

Post by wanderer » Tue, 10. Mar 20, 01:20

Not working on 2.60 - I get the menue, but it it's not starting the process. Even after roughly half hour (real time).
I also don't get the build timer.

Q.: Is it also analysing the steering engines?
It seems that you will not get them with only 'find_object_component' in the code... I tried with another mod, but it seems you'll not get the steering engines as a ware.

swatti
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Re: [MOD] Ship Reverse Engineering v1.1

Post by swatti » Thu, 26. Mar 20, 01:52

Would it be possible to make this so all ships take ~30-40 min to reverse-engineer?

Mysterial
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Re: [MOD] Ship Reverse Engineering v1.1

Post by Mysterial » Thu, 26. Mar 20, 06:17

It's possible for someone to make a mod off the mod that changes the timers, but my intent was to be balanced against normal blueprint acquisition so I'm not going to change it myself unless someone convinces me that it's never worth the savings in credits.

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