[MOD] Player Owned Ship Production

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Dr.Zou
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Re: [WIP] Player Owned Ship Production

Post by Dr.Zou » Fri, 7. Dec 18, 05:27

Thanks for the great work. I'm looking forward to this mod.
SteelVipers

Dr.Zou
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Re: [WIP] Player Owned Ship Production

Post by Dr.Zou » Sun, 9. Dec 18, 01:28

How is the status here?
SteelVipers

u571x15
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Re: [WIP] Player Owned Ship Production

Post by u571x15 » Sun, 9. Dec 18, 09:55

Oh nice!!!
Was curious about the build module tag in the build plan…but man I can't wait to build my fleet and rape the universe!
Thank you for the hard work :)

Berserk Knight
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Re: [WIP] Player Owned Ship Production

Post by Berserk Knight » Sun, 9. Dec 18, 22:18

Hmm, I looked at that other thread, and about this part...
carmaster wrote:
Tue, 4. Dec 18, 23:58
The problem with my player shipyards is the parameter "const char* licenceownerid" since the player does not have licenses. This causes the engine to spazz out and return random garbage from GetContainerBuilderMacros.
...can't you just define the licenses?

License definitions are in "libraries/factions.xml".

aftokinito
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Re: [WIP] Player Owned Ship Production

Post by aftokinito » Sun, 9. Dec 18, 22:20

I already solved that, I'm literally playing with my own shipyards right now.
But it requires a lot of UI modifications that I cannot ship as an extension until they fix the _G being nil bug.

Also, the licenses are NOT defined in factions.xml, that's just fluff (names, descriptions, etc) for each faction. Licenses are hardcoded and the player does not have any.
I solved the problem by reimplementing all the logic the game uses to select what can you build where.

Dr.Zou
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Re: [WIP] Player Owned Ship Production

Post by Dr.Zou » Sun, 9. Dec 18, 23:51

I also want: D
SteelVipers

aftokinito
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Re: [WIP] Player Owned Ship Production

Post by aftokinito » Tue, 11. Dec 18, 12:49

Mod released, check the OP.

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alexalsp
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Re: [MOD] Player Owned Ship Production

Post by alexalsp » Tue, 11. Dec 18, 12:59


argon_emperor
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Re: [WIP] Player Owned Ship Production

Post by argon_emperor » Tue, 11. Dec 18, 13:02

carmaster wrote:
Tue, 11. Dec 18, 12:49
Mod released, check the OP.
Woo! Time to bullrush the HQ missions again XD (Restarted with beta 1.32 as it fixed the NPC shipyards >.> )

By happenstance, was whatever they fixed with that also what allowed this mod to reach a stage you were happy to release? Or were they two separate occurrences?
[ external image ]
***modified***
"You can get more of what you want with kind words and a gun, than you can with just kind words" - Al Capone

aftokinito
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Re: [MOD] Player Owned Ship Production

Post by aftokinito » Tue, 11. Dec 18, 13:57

They still haven't fixed the bug, I am just overwriting the Lua file from the base game by using subst cats/dats instead of doing it properly, which is nasty but I guess it will do for the moment.

argon_emperor
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Re: [MOD] Player Owned Ship Production

Post by argon_emperor » Tue, 11. Dec 18, 14:22

carmaster wrote:
Tue, 11. Dec 18, 13:57
They still haven't fixed the bug, I am just overwriting the Lua file from the base game by using subst cats/dats instead of doing it properly, which is nasty but I guess it will do for the moment.
Was kinda wondering what that sub_cat was in there.. Now I know I guess :P

So with your plan to make a blueprint for each ship, are there any plans to be able to reverse engineer your ships to get their blueprint? Or is that still a bit out of the accessible ballpark?
[ external image ]
***modified***
"You can get more of what you want with kind words and a gun, than you can with just kind words" - Al Capone

Dr.Zou
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Re: [MOD] Player Owned Ship Production

Post by Dr.Zou » Tue, 11. Dec 18, 14:24

How can I build the Xenon i ship?
SteelVipers

aftokinito
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Re: [MOD] Player Owned Ship Production

Post by aftokinito » Tue, 11. Dec 18, 17:28

Dr.Zou wrote:
Tue, 11. Dec 18, 14:24
How can I build the Xenon i ship?
Xenon and Khaak ships are excluded from the license requirements since those factions do not have licenses.
You just have to build a capital shipyard (XL for the I) and supply the required wares to your station.
argon_emperor wrote:
Tue, 11. Dec 18, 14:22
So with your plan to make a blueprint for each ship, are there any plans to be able to reverse engineer your ships to get their blueprint? Or is that still a bit out of the accessible ballpark?
Reverse engineering is certainly something that's possible but it would require too much MD work considering Egosoft is releasing their version of this mod in vanilla next year.

Dr.Zou
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Re: [MOD] Player Owned Ship Production

Post by Dr.Zou » Tue, 11. Dec 18, 18:28

I just had a crash when I wanted to scan the XL shipyard in Antigone Memorial.
SteelVipers

aftokinito
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Re: [MOD] Player Owned Ship Production

Post by aftokinito » Tue, 11. Dec 18, 18:34

Dr.Zou wrote:
Tue, 11. Dec 18, 18:28
I just had a crash when I wanted to scan the XL shipyard in Antigone Memorial.
Were you scanning by getting close to it or were you scanning a data leak?

Dr.Zou
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Re: [MOD] Player Owned Ship Production

Post by Dr.Zou » Tue, 11. Dec 18, 18:38

I scanning a data leak
SteelVipers

Riipperino2K
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Re: [MOD] Player Owned Ship Production

Post by Riipperino2K » Tue, 11. Dec 18, 19:10

I don't see any data leak or scannable points on the modules at all.
However since im allied with Xenon i can build the I Battleship now which i couldn't do before i activated this mod.
Am i missing something here ?
Did all the research as well btw

Eldiora
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Re: [MOD] Player Owned Ship Production

Post by Eldiora » Tue, 11. Dec 18, 19:11

Saw the blueprints buyable at the faction vendors too. You are awesome, thank you for this fantastic mod, now to just get my faction rep high enough to buy them.

I can confirm scanning works, i was at my last xl yard and got one xl blueprint.
Last edited by Eldiora on Tue, 11. Dec 18, 20:53, edited 2 times in total.

hkmist
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Re: [MOD] Player Owned Ship Production

Post by hkmist » Tue, 11. Dec 18, 19:42

Modules scanning don't seem to work after 60+ try, i don't know if it is my own luck or i haven't install the mod right.

I see you mention we need to research Build Module tech before we can scan for a blueprint, so is it a new research have add to the research list?
I can't find anything new in the research list so is the mod need a new game start?

Xe-131
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Re: [MOD] Player Owned Ship Production

Post by Xe-131 » Tue, 11. Dec 18, 20:35

carmaster wrote:
Tue, 11. Dec 18, 17:28
Dr.Zou wrote:
Tue, 11. Dec 18, 14:24
How can I build the Xenon i ship?
Xenon and Khaak ships are excluded from the license requirements since those factions do not have licenses.
You just have to build a capital shipyard (XL for the I) and supply the required wares to your station.
The Xenon I? In X4? Have you just made my day? :lol:

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