(Save File Edit) Adding resources to your constructor ship

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DarrikVkir
Posts: 31
Joined: Wed, 13. Jul 11, 23:27

(Save File Edit) Adding resources to your constructor ship

Post by DarrikVkir »

Cheating seems to be a common way to get around the campaign bugs at the moment, unfortunately. To complete your station to continue in the plot, you need to find a lot of resources, most of which are only available in Plutarch space. You could go find some cargo ships and steal the resources you need. But I'm a lazy guy. For the lazy, you can either cheat plutarch's feelings for you (discussed here) and then go buy them, or just cheat the goods you need to complete it. The second option is what I'm discussing here.

The constructor ship you get free is a unique ship, in that it only can build the URV station, and is the only constructor that can build said URV station.

Because of it's uniqueness, it can be found easily in the save_file. Search for "units_size_xl_builder_ship_plot_01_macro" (verify it has owner="player" on the same line).

A few sections below that macro line is the 'resources' section. This is not what the ship has in stock, but what it needs to start it's current task.

This is what I have for the third section of the URV station:

Code: Select all

<resources>
<ware ware="energycells" amount="672"/>
<ware ware="fusionreactor" amount="52"/>
<ware ware="reinforcedmetalplating" amount="262"/>
<ware ware="bioopticwiring" amount="48"/>
<ware ware="shieldgenerator" amount="12"/>
<ware ware="dumbfireturret" amount="2"/>
<ware ware="machinegunturret" amount="24"/>
<ware ware="plasmaturret" amount="12"/>
</resources>
So you need those resources in your constructor ship's cargo hold for it to start the job.

Copy that block (whatever the numbers may be, they will be different for each stage of the station) to a blank file so you have it without searching for it again.

Now, you need to find the constructor ship's cargo hold. Hopefully, you have a good stored in the constructor ship already that you can search for (like energy cells) because the cargo hold is about 10k lines below the resources section (the details for the entire station being built are stored between them, apparently).

So if you've got 292 energy cells in the cargo hold right now, search for

Code: Select all

<ware ware="energycells" amount="292"
The first result should be your constructor's cargo hold. Just above it will be:

Code: Select all

<component class="storage" macro="storage_ship_xl_universal_01_macro" connection="shipconnection" id="[0x2d94a]">
This section is where you want to paste all those wares from the resource list. You'll want to change it. Using my example resource block above, edited it should look like this:

Code: Select all

<component class="storage" macro="storage_ship_xl_universal_01_macro" connection="shipconnection" id="[0x2d94a]">
<cargo>
<summary connection="cargo">
<ware ware="energycells" amount="672"/>
<ware ware="fusionreactor" amount="52"/>
<ware ware="reinforcedmetalplating" amount="262"/>
<ware ware="bioopticwiring" amount="48"/>
<ware ware="shieldgenerator" amount="12"/>
<ware ware="dumbfireturret" amount="2"/>
<ware ware="machinegunturret" amount="24"/>
<ware ware="plasmaturret" amount="12"/>
</summary>
</cargo>
Save your file, and reload your save. Viola, you should have all the resources you need and your architect will show you building progressing.

------------------
Alternative
You can just 0 out the resources requirement. All those ware='s under the <resources> tag? Change them to this:

Code: Select all

<resources>
<ware ware="energycells" amount="0"/>
<ware ware="fusionreactor" amount="0"/>
<ware ware="reinforcedmetalplating" amount="0"/>
<ware ware="bioopticwiring" amount="0"/>
<ware ware="shieldgenerator" amount="0"/>
<ware ware="dumbfireturret" amount="0"/>
<ware ware="machinegunturret" amount="0"/>
<ware ware="plasmaturret" amount="0"/>
</resources>

Edit, per the comments below, you apparently you can also just delete the ware lines and end up with this:

Code: Select all

<resources>
</resources>
Last edited by DarrikVkir on Thu, 21. Nov 13, 15:45, edited 5 times in total.
Pleiades
Posts: 25
Joined: Wed, 4. May 11, 20:09

Post by Pleiades »

To get the maelstrom gate to work for campaign when stuck:

find clustergate_connection3552 << that is the gate

then a few lines below that edit

<gate active="0"/>
to
<gate active="1"/>

If you do not see the "<gate active="0"/>" part: paste it behind the hull element
SinisterDeath
Posts: 228
Joined: Sun, 26. Apr 09, 04:32
x4

Re: (Save File Edit) Adding resources to your constructor ship

Post by SinisterDeath »

DarrikVkir wrote:Cheating seems to be a common way to get around the campaign bugs at the moment, unfortunately. To complete your station to continue in the plot, you need to find a lot of resources, most of which are only available in Plutarch space. You could go find some cargo ships and steal the resources you need. But I'm a lazy guy. For the lazy, you can either cheat plutarch's feelings for you (discussed here) and then go buy them, or just cheat the goods you need to complete it. The second option is what I'm discussing here.

The constructor ship you get free is a unique ship, in that it only can build the URV station, and is the only constructor that can build said URV station.

Because of it's uniqueness, it can be found easily in the save_file. Search for "units_size_xl_builder_ship_plot_01_macro" (verify it has owner="player" on the same line).

A few sections below that macro line is the 'resources' section. This is not what the ship has in stock, but what it needs to start it's current task.

This is what I have for the third section of the URV station:

Code: Select all

<resources>
<ware ware="energycells" amount="672"/>
<ware ware="fusionreactor" amount="52"/>
<ware ware="reinforcedmetalplating" amount="262"/>
<ware ware="bioopticwiring" amount="48"/>
<ware ware="shieldgenerator" amount="12"/>
<ware ware="dumbfireturret" amount="2"/>
<ware ware="machinegunturret" amount="24"/>
<ware ware="plasmaturret" amount="12"/>
</resources>
So you need those resources in your constructor ship's cargo hold for it to start the job.

Copy that block (whatever the numbers may be, they will be different for each stage of the station) to a blank file so you have it without searching for it again.

Now, you need to find the constructor ship's cargo hold. Hopefully, you have a good stored in the constructor ship already that you can search for (like energy cells) because the cargo hold is about 10k lines below the resources section (the details for the entire station being built are stored between them, apparently).

So if you've got 292 energy cells in the cargo hold right now, search for

Code: Select all

<ware ware="energycells" amount="292"
The first result should be your constructor's cargo hold. Just above it will be:

Code: Select all

<component class="storage" macro="storage_ship_xl_universal_01_macro" connection="shipconnection" id="[0x2d94a]">
This section is where you want to paste all those wares from the resource list. You'll want to change it. Using my example resource block above, edited it should look like this:

Code: Select all

<component class="storage" macro="storage_ship_xl_universal_01_macro" connection="shipconnection" id="[0x2d94a]">
<cargo>
<summary connection="cargo">
<ware ware="energycells" amount="672"/>
<ware ware="fusionreactor" amount="52"/>
<ware ware="reinforcedmetalplating" amount="262"/>
<ware ware="bioopticwiring" amount="48"/>
<ware ware="shieldgenerator" amount="12"/>
<ware ware="dumbfireturret" amount="2"/>
<ware ware="machinegunturret" amount="24"/>
<ware ware="plasmaturret" amount="12"/>
</summary>
</cargo>
Save your file, and reload your save. Viola, you should have all the resources you need and your architect will show you building progressing.

------------------
Alternative
You can just 0 out the resources requirement. All those ware='s under the <resources> tag? Change them to this:

Code: Select all

<resources>
<ware ware="energycells" amount="0"/>
<ware ware="fusionreactor" amount="0"/>
<ware ware="reinforcedmetalplating" amount="0"/>
<ware ware="bioopticwiring" amount="0"/>
<ware ware="shieldgenerator" amount="0"/>
<ware ware="dumbfireturret" amount="0"/>
<ware ware="machinegunturret" amount="0"/>
<ware ware="plasmaturret" amount="0"/>
</resources>

I found an even easier method, and presumeably it should work on any ship that's building.

Basically all you need to do is search the keyword and quantity.
Aka
Just do a Find/Search (ctrl-f) for
<ware ware="energycells" amount="xxx"/>
change the value XXX to the corresponding resource value your building requires.
Verify with Search, that there are no others with the same quantities.

Then simply delete everything under <resources> </resources>
no need to 'add' anything, and saves a hell of a lot of searching.

Want to note, I deleted them out, as I tried the 0 method, and I swear the game decided to put them back in.. Course that could just have been user error as well..
stubbs69
Posts: 89
Joined: Fri, 6. Feb 04, 15:17
x3tc

Post by stubbs69 »

like you and other i also used the save file editor to get pass the 100 energy cells mission by deleting all the lines between shopping and shopping and orders and orders. i'm now at the find 8 marines part of the game and what with the bugs and having to use either keyboard and mouse or 360 controller you what i cant be asked, so i had a boldrick moment and decided to use the editor again for extra credits, so at the time i had 61599 credits to my name so i found that in the save file, money=61599 and just added a few naughts,but alas it not work or am i just being naive in thinking that such a game changing trick would be so simple, but still i would like to know how to do it if it can be done just to get past this campaign and get on with the sandbox.
Cdaragorn
Posts: 176
Joined: Tue, 20. Sep 05, 17:53
x4

Post by Cdaragorn »

stubbs69 wrote:like you and other i also used the save file editor to get pass the 100 energy cells mission by deleting all the lines between shopping and shopping and orders and orders. i'm now at the find 8 marines part of the game and what with the bugs and having to use either keyboard and mouse or 360 controller you what i cant be asked, so i had a boldrick moment and decided to use the editor again for extra credits, so at the time i had 61599 credits to my name so i found that in the save file, money=61599 and just added a few naughts,but alas it not work or am i just being naive in thinking that such a game changing trick would be so simple, but still i would like to know how to do it if it can be done just to get past this campaign and get on with the sandbox.
That was a difficult one to figure out until I realized that your player's account balance is stored in more than one location. I was able to do a simple find/replace on the exact value of my account (e.g. find 250337, replace all with 250337000).

Obviously you'll want to be a little careful with this, but in my case it looked like the only places the exact number for my account balance existed were the places that needed to change. In my case there were about a dozen different places it was stored, and it looked like it was stored in each npc vendor's stats I had talked to as well as the player's stats.
"All that is gold does not glitter; not all those who wander are lost.
The old that is strong does not wither, Deep roots are not reached by the frost." -- J.R.R. Tolkein
malolotja
Posts: 141
Joined: Thu, 7. Nov 13, 13:11

Post by malolotja »

The other money/account references will look like this:

Code: Select all

<account id="[0x10c]" amount="123456789"/>
stubbs69
Posts: 89
Joined: Fri, 6. Feb 04, 15:17
x3tc

Post by stubbs69 »

thank's for the replies , most useful, i'll be checking both of these's. thanks again to u both.

my god that worked, i'v now got 61.599.000 cr.
yet again thanks again. you's are better than google as is this forum. :D
ColManiac
Posts: 124
Joined: Thu, 17. Nov 05, 19:05
x4

Re: (Save File Edit) Adding resources to your constructor ship

Post by ColManiac »

DarrikVkir wrote:Cheating seems to be a common way to get around the campaign bugs at the moment, unfortunately. To complete your station to continue in the plot, you need to find a lot of resources, most of which are only available in Plutarch space. You could go find some cargo ships and steal the resources you need. But I'm a lazy guy. For the lazy, you can either cheat plutarch's feelings for you (discussed here) and then go buy them, or just cheat the goods you need to complete it. The second option is what I'm discussing here.

The constructor ship you get free is a unique ship, in that it only can build the URV station, and is the only constructor that can build said URV station.

Because of it's uniqueness, it can be found easily in the save_file. Search for "units_size_xl_builder_ship_plot_01_macro" (verify it has owner="player" on the same line).

A few sections below that macro line is the 'resources' section. This is not what the ship has in stock, but what it needs to start it's current task.

This is what I have for the third section of the URV station:

Code: Select all

<resources>
<ware ware="energycells" amount="672"/>
<ware ware="fusionreactor" amount="52"/>
<ware ware="reinforcedmetalplating" amount="262"/>
<ware ware="bioopticwiring" amount="48"/>
<ware ware="shieldgenerator" amount="12"/>
<ware ware="dumbfireturret" amount="2"/>
<ware ware="machinegunturret" amount="24"/>
<ware ware="plasmaturret" amount="12"/>
</resources>
So you need those resources in your constructor ship's cargo hold for it to start the job.

Copy that block (whatever the numbers may be, they will be different for each stage of the station) to a blank file so you have it without searching for it again.

Now, you need to find the constructor ship's cargo hold. Hopefully, you have a good stored in the constructor ship already that you can search for (like energy cells) because the cargo hold is about 10k lines below the resources section (the details for the entire station being built are stored between them, apparently).

So if you've got 292 energy cells in the cargo hold right now, search for

Code: Select all

<ware ware="energycells" amount="292"
The first result should be your constructor's cargo hold. Just above it will be:

Code: Select all

<component class="storage" macro="storage_ship_xl_universal_01_macro" connection="shipconnection" id="[0x2d94a]">
This section is where you want to paste all those wares from the resource list. You'll want to change it. Using my example resource block above, edited it should look like this:

Code: Select all

<component class="storage" macro="storage_ship_xl_universal_01_macro" connection="shipconnection" id="[0x2d94a]">
<cargo>
<summary connection="cargo">
<ware ware="energycells" amount="672"/>
<ware ware="fusionreactor" amount="52"/>
<ware ware="reinforcedmetalplating" amount="262"/>
<ware ware="bioopticwiring" amount="48"/>
<ware ware="shieldgenerator" amount="12"/>
<ware ware="dumbfireturret" amount="2"/>
<ware ware="machinegunturret" amount="24"/>
<ware ware="plasmaturret" amount="12"/>
</summary>
</cargo>
Save your file, and reload your save. Viola, you should have all the resources you need and your architect will show you building progressing.

------------------
Alternative
You can just 0 out the resources requirement. All those ware='s under the <resources> tag? Change them to this:

Code: Select all

<resources>
<ware ware="energycells" amount="0"/>
<ware ware="fusionreactor" amount="0"/>
<ware ware="reinforcedmetalplating" amount="0"/>
<ware ware="bioopticwiring" amount="0"/>
<ware ware="shieldgenerator" amount="0"/>
<ware ware="dumbfireturret" amount="0"/>
<ware ware="machinegunturret" amount="0"/>
<ware ware="plasmaturret" amount="0"/>
</resources>

Edit, per the comments below, you apparently you can also just delete the ware lines and end up with this:

Code: Select all

<resources>
</resources>

I have edited the savegame and the station is being built, however its stuck at 67% and it requires 1 V launcher, where is the file can i find the v launcher?
Thanks
grhluna
Posts: 28
Joined: Wed, 22. Jul 09, 12:15

Post by grhluna »

i did it i played the new xgame
x rebirth tx i was blown away using wordpad

so after theres still achance the modders cut it in half
i could finally start roaming
Skydea
Posts: 1
Joined: Sun, 24. Nov 13, 12:18
xr

Post by Skydea »

@ColManiac

I am in the same boat, 1 v launcher still needed...
been trying to edit files, trade etc... but nonetheless, nothing works.

Any clue?
Wavey
Posts: 143
Joined: Wed, 17. Mar 04, 22:11
xr

Post by Wavey »

well i didnt bother with the v launcher ....
(\__/)
(='.'=) This is Bunny. Copy and paste bunny into your
(" )_(" ) signature to help him gain world domination.
kohlidi
Posts: 75
Joined: Sun, 8. Aug 10, 15:16
x3tc

Post by kohlidi »

hi, thanks for the info.

My question: is there any way to change its position? mine kinda run away. really really far away...
vahadar
Posts: 407
Joined: Thu, 8. Feb 07, 02:37
x4

Post by vahadar »

the station? if still building yes :
http://forum.egosoft.com/viewtopic.php? ... 64#4224964
X:Rebirth XML Savegame edition
Usefull workarounds and tips against bugs or being stuck

http://forum.egosoft.com/viewtopic.php?t=350404
kohlidi
Posts: 75
Joined: Sun, 8. Aug 10, 15:16
x3tc

Post by kohlidi »

vahadar wrote:the station? if still building yes :
http://forum.egosoft.com/viewtopic.php? ... 64#4224964
no the construction ship. It's still flying in devries but really far away like 1000+ km to nearest sector.BTW Thanks for the link, i will look at it when i get back home...
kohlidi
Posts: 75
Joined: Sun, 8. Aug 10, 15:16
x3tc

Post by kohlidi »

i couldnt open the link but searching "units_size_xl_builder_ship_plot_01_macro" and messing around its position x,y,z values i managed to get it to a reasonable distance. Thanks ALOT
MarcusX3
Posts: 34
Joined: Sun, 26. Nov 06, 22:09
x4

Post by MarcusX3 »

how does one add cargolifter drones to a non plot construction vessel, i just noticed it dont have cargodrones or construction drone, how do you add them via the save file? there is no way to do it as far as i can tell once it's already in the build state.
'Endless money forms the sinews of war' cicero
MarcusX3
Posts: 34
Joined: Sun, 26. Nov 06, 22:09
x4

Post by MarcusX3 »

its called a dumbfireturret in the code not v launcher

code would be
<ware ware="dumbfireturret" amount="3"/>
for 3 items.
<ware ware="dumbfireturret" />
for just one
'Endless money forms the sinews of war' cicero
InDigital
Posts: 236
Joined: Sun, 12. Sep 10, 11:32
x4

Post by InDigital »

Pleiades wrote:To get the maelstrom gate to work for campaign when stuck:

find clustergate_connection3552 << that is the gate

then a few lines below that edit

<gate active="0"/>
to
<gate active="1"/>

If you do not see the "<gate active="0"/>" part: paste it behind the hull element
I calculated 7 clustergate_connection in my savegame 2.5 so it means there are really 7 gates? :D
rolltidemustang
Posts: 40
Joined: Sat, 27. Feb 10, 20:47
x4

V Launcher

Post by rolltidemustang »

I was wondering about that all what you need but leave out V Launcher?
It does ask for it. So it's a Dumbfireturret?

Now is this correct below to add?

its called a dumbfireturret in the code not v launcher

code would be
<ware ware="dumbfireturret" amount="3"/>
for 3 items.
<ware ware="dumbfireturret" />
for just one

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