[MOD] Player Owned Warehouses

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Misunderstood Wookie
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Re: [MOD] Player Owned Warehouses

Post by Misunderstood Wookie » Thu, 11. Apr 19, 06:22

This is neat, only its a tedious process, could be easier if ware groups were added like in the various other trade mods such as taters trader.

Legit wares
Hugh tech
Shipbuilding parts

Etc

Or allow the use of multiple ware selections to be applied at the same time, as adding every ware one a time is a long ass process.
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nickolaiproblem
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Re: [MOD] Player Owned Warehouses

Post by nickolaiproblem » Thu, 11. Apr 19, 23:13

ledhead900 wrote:
Thu, 11. Apr 19, 06:22
This is neat, only its a tedious process, could be easier if ware groups were added like in the various other trade mods such as taters trader.

Legit wares
Hugh tech
Shipbuilding parts

Etc

Or allow the use of multiple ware selections to be applied at the same time, as adding every ware one a time is a long ass process.
I agree I also think that maybe the mod should have station based menu since its a station based mod.

Misunderstood Wookie
Posts: 377
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Re: [MOD] Player Owned Warehouses

Post by Misunderstood Wookie » Fri, 12. Apr 19, 09:21

I thought the same, tho I think the mod relies on the docking part in some way, I am not sure if it does not rely on a ship to cause a station update then it may as well move over to the Gui_Workaroung and Right Click Menu API and implement its own button to the station menu.
*modified*
*X3 LiteCube User*
MOD GemFX Real Space Shaders
MOD Variety and Rebalance Overhaul Icon Pack
I lost my Hans and should not be flying Solo.
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nickolaiproblem
Posts: 246
Joined: Mon, 5. Nov 18, 23:12
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Re: [MOD] Player Owned Warehouses

Post by nickolaiproblem » Fri, 12. Apr 19, 12:17

ledhead900 wrote:
Fri, 12. Apr 19, 09:21
I thought the same, tho I think the mod relies on the docking part in some way, I am not sure if it does not rely on a ship to cause a station update then it may as well move over to the Gui_Workaroung and Right Click Menu API and implement its own button to the station menu.
Yea it probably does I just thing select wares and waiting for them populate configure in warehouse is better when its station based rather than ship.

Misunderstood Wookie
Posts: 377
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Re: [MOD] Player Owned Warehouses

Post by Misunderstood Wookie » Fri, 12. Apr 19, 12:58

Might be, I am not too fussed how more concerned about having to do either way per ware the docking method is really slow if you are doing this for every ware in the game it can take hours upon hours just re issuing a command with a different ware.

I knew how to XML I would have fixed this myself. It is no secret since XML took over Xscript language I stopped modding, it is not that the new engine is less powerful it is quite better over the X3 script engine but the formatting for XML just makes my head hurt I never liked expression based coding.

I like to define a set of variables or DO segments as I call them then call those anywhere within the script or externally
One script set all the information into something I can be ****** typing by taking a long segment or block of code and putting it a variable that can be re-used to query the code block.
(usually, this is where you would add your engine queries for things like maybe you need to check seven things first add them all to a block then you can simply write 'do Qcheck' for example to with XML you need to define everything per block and that infuriated me.

Someone is willing to teach me a better way but that is how I understood the XML formatting since X:R
There are scripts around for X4 at least which convert this XML to scripting languages like LUA or Python
Either is much better IMO, XML is okay for simply replacing something but modifying upon new code it drives me insane.
*modified*
*X3 LiteCube User*
MOD GemFX Real Space Shaders
MOD Variety and Rebalance Overhaul Icon Pack
I lost my Hans and should not be flying Solo.
Image

nickolaiproblem
Posts: 246
Joined: Mon, 5. Nov 18, 23:12
x4

Re: [MOD] Player Owned Warehouses

Post by nickolaiproblem » Sun, 14. Apr 19, 16:36

ledhead900 wrote:
Fri, 12. Apr 19, 12:58
Might be, I am not too fussed how more concerned about having to do either way per ware the docking method is really slow if you are doing this for every ware in the game it can take hours upon hours just re issuing a command with a different ware.

I knew how to XML I would have fixed this myself. It is no secret since XML took over Xscript language I stopped modding, it is not that the new engine is less powerful it is quite better over the X3 script engine but the formatting for XML just makes my head hurt I never liked expression based coding.

I like to define a set of variables or DO segments as I call them then call those anywhere within the script or externally
One script set all the information into something I can be ****** typing by taking a long segment or block of code and putting it a variable that can be re-used to query the code block.
(usually, this is where you would add your engine queries for things like maybe you need to check seven things first add them all to a block then you can simply write 'do Qcheck' for example to with XML you need to define everything per block and that infuriated me.

Someone is willing to teach me a better way but that is how I understood the XML formatting since X:R
There are scripts around for X4 at least which convert this XML to scripting languages like LUA or Python
Either is much better IMO, XML is okay for simply replacing something but modifying upon new code it drives me insane.
You could try x4 discord https://discord.gg/2zsWzKQ modding section

nickolaiproblem
Posts: 246
Joined: Mon, 5. Nov 18, 23:12
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Re: [MOD] Player Owned Warehouses

Post by nickolaiproblem » Sun, 14. Apr 19, 16:36

Does anyone know if main modder behind this is still working on this project?

LegionOfOne
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Re: [MOD] Player Owned Warehouses

Post by LegionOfOne » Sun, 2. Jun 19, 17:47

nickolaiproblem wrote:
Sun, 14. Apr 19, 16:36
Does anyone know if main modder behind this is still working on this project?

Doesn't look that way at first glance, but I still use the mod in 2.5 without trouble.

nickolaiproblem
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Re: [MOD] Player Owned Warehouses

Post by nickolaiproblem » Mon, 3. Jun 19, 01:19

LegionOfOne wrote:
Sun, 2. Jun 19, 17:47
nickolaiproblem wrote:
Sun, 14. Apr 19, 16:36
Does anyone know if main modder behind this is still working on this project?

Doesn't look that way at first glance, but I still use the mod in 2.5 without trouble.
That's a shame but glad it works in 2.5

LegionOfOne
Posts: 122
Joined: Sun, 16. Dec 18, 13:16
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Re: [MOD] Player Owned Warehouses

Post by LegionOfOne » Tue, 4. Jun 19, 13:47

nickolaiproblem wrote:
Mon, 3. Jun 19, 01:19
That's a shame but glad it works in 2.5
Don't despair. I'm not the mod's main creator, but I did add the UI changes to it, and I recently started to play and mod X4 again.
I'm trying to make a new version with ware groups, for ease of use.

If I manage it, I'll probably post it as a new mod, to give it visibility.
As it is, I'm not sure my version is used more often than the original, since it is hidden on page two of the thread.

It's a shame it won't work on the Steam workshop though, but mods have to be packaged there, so no UI mods.

nickolaiproblem
Posts: 246
Joined: Mon, 5. Nov 18, 23:12
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Re: [MOD] Player Owned Warehouses

Post by nickolaiproblem » Tue, 4. Jun 19, 23:37

LegionOfOne wrote:
Tue, 4. Jun 19, 13:47
nickolaiproblem wrote:
Mon, 3. Jun 19, 01:19
That's a shame but glad it works in 2.5
Don't despair. I'm not the mod's main creator, but I did add the UI changes to it, and I recently started to play and mod X4 again.
I'm trying to make a new version with ware groups, for ease of use.

If I manage it, I'll probably post it as a new mod, to give it visibility.
As it is, I'm not sure my version is used more often than the original, since it is hidden on page two of the thread.

It's a shame it won't work on the Steam workshop though, but mods have to be packaged there, so no UI mods.
Oh good I am glad to know that this mod continues thanks for doing some more work on this mod.

LegionOfOne
Posts: 122
Joined: Sun, 16. Dec 18, 13:16
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Re: [MOD] Player Owned Warehouses

Post by LegionOfOne » Sun, 9. Jun 19, 08:19

nickolaiproblem wrote:
Tue, 4. Jun 19, 23:37
Oh good I am glad to know that this mod continues thanks for doing some more work on this mod.
I went a different way : I added the ability to create warehouses to my version of the StationMule.
The UI changes I did to this mod are still useful to see and edit the buy prices of trade wares in the logical overview, even if you use the Mules to add the trade wares.

Since there were a few minor changes to the logical overview in 2.5, I made a new version of this mod that includes them (it overwrote them without bugs before).

I gave it its own thread, because it will be easier to manage :

Player-Owned Warehouses With UI Mod

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