[MOD/Script] LI Production Modules (PM) - v7.2 29/08/2010
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I was just on my way here to report the same bug that Joe did. Noticed it happening last night. So, consider that confirmed?
Feature Request: a production summary by ware that shows the quantity produced per hour and the quantity consumed per hour by all configured modules would be incredibly useful for verifying that I've added everything up properly. It would also make it easier to see the impact of shipbuilding on my resource chains.
Feature Request: a production summary by ware that shows the quantity produced per hour and the quantity consumed per hour by all configured modules would be incredibly useful for verifying that I've added everything up properly. It would also make it easier to see the impact of shipbuilding on my resource chains.
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thanks, I'll have a look this weekend. As for a new feature that will have to be down the line. Not getting much chance to spend on X3. If it wasn't for Galaxy Tab I wouldn't be able to follow the postsGoncyn wrote:I was just on my way here to report the same bug that Joe did. Noticed it happening last night. So, consider that confirmed?
Feature Request: a production summary by ware that shows the quantity produced per hour and the quantity consumed per hour by all configured modules would be incredibly useful for verifying that I've added everything up properly. It would also make it easier to see the impact of shipbuilding on my resource chains.
LA
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Great spot JoeTheDestroyer,
I have my version on USB stick, and I've just downloaded the uploaded version.
Using XML my version shows:
Uploaded shows
I must have missed an updated file from the last update I can't test or upload a new full update, but I'll upload the corrected file.
No wonder I wasn't seeing the issue, error between keyboard and chair!
Cheers fella
I will give your addition a run this weekend (pending Girlfriend time) I think it's an addition most users of PM will love.
LA
I have my version on USB stick, and I've just downloaded the uploaded version.
Using XML my version shows:
Code: Select all
if size of array $energy.Array
append $energy.Array to array $split.ware.Array
end
Code: Select all
if size of array $salvage.Array
append $energy.Array to array $split.ware.Array
end
No wonder I wasn't seeing the issue, error between keyboard and chair!
Cheers fella
I will give your addition a run this weekend (pending Girlfriend time) I think it's an addition most users of PM will love.
LA
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PM-RnD v7.2-001 released
Ok, the first version of my research addon for PM has been released:
PM-RnD v7.2-001
Please post any questions or bug reports in that thread, so we can avoid bugging Logain about stuff not related to his code. Thanks!
-Joe
PM-RnD v7.2-001
Please post any questions or bug reports in that thread, so we can avoid bugging Logain about stuff not related to his code. Thanks!
-Joe
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Re: PM-RnD v7.2-001 released
ShinyJoeTheDestroyer wrote:Ok, the first version of my research addon for PM has been released:
PM-RnD v7.2-001
Please post any questions or bug reports in that thread, so we can avoid bugging Logain about stuff not related to his code. Thanks!
-Joe
Will give this a try, hopefully a welcomed addition.
LA
Link added to OP.
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Yes, I'm running it with 3.0 right now.kotorone1 wrote:So... does this now work with v 3.0 of X3TC? I
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On another note, I have two more bugs to report.
First, salvaging the Goner Ranger doesn't work. I could select it in the menu, and it ate the ship, but no salvage task showed up and no blueprint. I assume this is because this ship is GO-class (kind of silly, since it should be M3). I wouldn't spend much (if any) time fixing this, though, as the ship is pretty terrible. It's the only ship in that class so it might be better just to filter it out of the Salvage menu.
Second bug is a little more significant. When building stations using multiple modules, the cap check isn't calculated correctly. For example, I tried building an SPP XL using 4 modules. I had the cap set to 5. After the first (or maybe it was second, not sure) station finished, it reported "Cap Reached".
I believe the problem is in plugin.LI.PM.Supply.Module.xml:
Code: Select all
051 * Cap Check
052 skip if not $offset > 1
053 $amount = $amount * $offset
Later!
-Joe
I'd just have to say, this mod completely blows me away by how much is available.
Personally, I'd love to see versions of this that would integrate with the XTC and DDTC mods.
The problem with integrating with DDTC would actually be the modified HQ, since DDTC uses the stock Egosoft HQ for the features and such. But then, if this is that much better than the stock HQ, I'd go for this, for sure.
DDTC uses Pelador's DAD mod and adds a ton of ships and a little over a dozen stations to the game, not to mention a lot of extra AI scripting, that enhances the gameplay and allows for varied difficulties. If this could be made to work with DDTC, I'd love to use it during my gametime.
Personally, I'd love to see versions of this that would integrate with the XTC and DDTC mods.
The problem with integrating with DDTC would actually be the modified HQ, since DDTC uses the stock Egosoft HQ for the features and such. But then, if this is that much better than the stock HQ, I'd go for this, for sure.
DDTC uses Pelador's DAD mod and adds a ton of ships and a little over a dozen stations to the game, not to mention a lot of extra AI scripting, that enhances the gameplay and allows for varied difficulties. If this could be made to work with DDTC, I'd love to use it during my gametime.
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If you use the script on it's own it should work with any mod.Brian5001 wrote:I'd just have to say, this mod completely blows me away by how much is available.
Personally, I'd love to see versions of this that would integrate with the XTC and DDTC mods.
The problem with integrating with DDTC would actually be the modified HQ, since DDTC uses the stock Egosoft HQ for the features and such. But then, if this is that much better than the stock HQ, I'd go for this, for sure.
DDTC uses Pelador's DAD mod and adds a ton of ships and a little over a dozen stations to the game, not to mention a lot of extra AI scripting, that enhances the gameplay and allows for varied difficulties. If this could be made to work with DDTC, I'd love to use it during my gametime.
LA
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buggy menu
has anyone else had problems with the pm/fdn menu getting gliched and not being possible to close this is realy anoying i can not progress in my game in any way like this
UPDATE: to be exact it is in the {FDN node menu} if i open it it will never close so i cant enable my node , and also in the blueprint manager did i install somthing wrong or i just missing somthing?
DISSREGUARD: it seems the problem is i used the bugfix without updateing to the newist verson i didnt see that it was a new one
UPDATE: to be exact it is in the {FDN node menu} if i open it it will never close so i cant enable my node , and also in the blueprint manager did i install somthing wrong or i just missing somthing?
DISSREGUARD: it seems the problem is i used the bugfix without updateing to the newist verson i didnt see that it was a new one
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Re: buggy menu
Cool, all sorted then. My kind of issue!only-one-jack@hotmail.com wrote:has anyone else had problems with the pm/fdn menu getting gliched and not being possible to close this is realy anoying i can not progress in my game in any way like this
UPDATE: to be exact it is in the {FDN node menu} if i open it it will never close so i cant enable my node , and also in the blueprint manager did i install somthing wrong or i just missing somthing?
DISSREGUARD: it seems the problem is i used the bugfix without updateing to the newist verson i didnt see that it was a new one
LA
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Been having a bit of trouble with this. Not sure if i'm doing something wrong or maybe because i'm using the mac version of TC.
I can get complexes from the LI mod stations and set them up no problem. But I can't figure out how to get TL's and M1's to work. Is there an upgrade somewhere to buy? I tried installing the Supply Command software and loading an LI - Production Complex onto an Argon Mammoth but it just carries it around for placement. I was really looking forward to a mobile base as I just found an Aran with the UFJD!
I can get complexes from the LI mod stations and set them up no problem. But I can't figure out how to get TL's and M1's to work. Is there an upgrade somewhere to buy? I tried installing the Supply Command software and loading an LI - Production Complex onto an Argon Mammoth but it just carries it around for placement. I was really looking forward to a mobile base as I just found an Aran with the UFJD!
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Figured it out. Needed a working version of the Community Configuration Script. I was using 1.20 (no menu came up) but found a copy of 1.30 in zip form here http://forum.egosoft.de/viewtopic.php?t ... highlight=
Can't unpack 1.40 on the mac
Can't unpack 1.40 on the mac