Cargo lift drones,
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Cargo lift drones,
Ive read a few topics trying to find these things. It seems like some save files have the shipyards offer them and others not. This is quite annoying. Does anyone have a work around?
Is there a timer where the shipyard resets his wares?
A file I can update to add them into my freighter?
Waiting for the station drones is rediculously long.
Is there a timer where the shipyard resets his wares?
A file I can update to add them into my freighter?
Waiting for the station drones is rediculously long.
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- Posts: 141
- Joined: Thu, 7. Nov 13, 13:11
The economy at this point doesn't seem to be able to sustain a complex production such as a ship.
My current approach is to edit the savegame. Search for the string
owner="player"
to browse through your ship entities. The problem will be to identify your freighter. But you will figure it out. If you have a specific amount of cargo inside, it might be easier to identify.
Somewhere you should find something like this:
Often - after completing a trade - the drones will be stuck in working mode ("in use").
Then there will be another entry under <unavailable />.
Just remove the <item/> tag there to get them unstuck again.
My current approach is to edit the savegame. Search for the string
owner="player"
to browse through your ship entities. The problem will be to identify your freighter. But you will figure it out. If you have a specific amount of cargo inside, it might be easier to identify.
Somewhere you should find something like this:
If not, you can add the <item /> tag.<ammunition>
<available>
<item macro="units_size_xs_transp_empty_macro" amount="50"/>
</available>
<unavailable>
</unavailable>
</ammunition>
Often - after completing a trade - the drones will be stuck in working mode ("in use").
Then there will be another entry under <unavailable />.
Just remove the <item/> tag there to get them unstuck again.
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- Posts: 35
- Joined: Sun, 10. Jul 11, 14:06
Dunno if I'm just tired or what but I can't even come close to finding the string I need. Thanks for the help though. Maybe I'll try again tomorrowmalolotja wrote:The economy at this point doesn't seem to be able to sustain a complex production such as a ship.
My current approach is to edit the savegame. Search for the string
owner="player"
to browse through your ship entities. The problem will be to identify your freighter. But you will figure it out. If you have a specific amount of cargo inside, it might be easier to identify.
Somewhere you should find something like this:
If not, you can add the <item /> tag.<ammunition>
<available>
<item macro="units_size_xs_transp_empty_macro" amount="50"/>
</available>
<unavailable>
</unavailable>
</ammunition>
Often - after completing a trade - the drones will be stuck in working mode ("in use").
Then there will be another entry under <unavailable />.
Just remove the <item/> tag there to get them unstuck again.

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easiest way to find the ship is to find one npc crew based on it, searching its full name (make sure the npc is also owner="player" some names are used many times, so a small probabilty that one of your crew will be same name as another npc in another faction)malolotja wrote:to browse through your ship entities. The problem will be to identify your freighter. But you will figure it out.
Last edited by vahadar on Wed, 20. Nov 13, 11:21, edited 2 times in total.
X:Rebirth XML Savegame edition
Usefull workarounds and tips against bugs or being stuck
http://forum.egosoft.com/viewtopic.php?t=350404
Usefull workarounds and tips against bugs or being stuck
http://forum.egosoft.com/viewtopic.php?t=350404
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- Posts: 407
- Joined: Thu, 8. Feb 07, 02:37
the ammunition string doesnt exist if your ship doesnt have drones or missile already. so searching for <ammunition> after you found your ship wont helpPrexxus wrote:Dunno if I'm just tired or what but I can't even come close to finding the string I need. Thanks for the help though. Maybe I'll try again tomorrow
search for a npc whose name you know and that is on the ship (captain, engineer, defending officer), npcs are usually in the end of all the block of lines defining a ship. Make sure there is this : owner="player" in the same line you found the npc name.
So scroll up from the npc entry to find this tag :
Code: Select all
</surface>
Code: Select all
</turrets>
Code: Select all
</shields>
Code: Select all
<source
or if non existent :
Code: Select all
<hull
or if non existent :
Code: Select all
</listeners>
Code: Select all
</offset>
the entire code given by malolotja must be inserted after the </turrets> tag (or the others if non existent)
Code: Select all
<ammunition>
<available>
<item macro="units_size_xs_transp_empty_macro" amount="50"/>
</available>
<unavailable>
</unavailable>
</ammunition>
if you have a doubt, the code must be always inserted before those tags :
Code: Select all
<trade>
Code: Select all
<lastglobalanimation
Code: Select all
<gravidar/>

Scrolling up from the npc entry, you must not go beyond this line starting like :
Code: Select all
<component class="ship
Code: Select all
owner="player"
Code: Select all
<component class="ship_xl" macro="units_size_xl_red_destroyer_macro" connection="dock" attacker="[0x3c380]" attackmethod="hitbybullet" attacktime="98510.2" owner="player" knownto="player" id="[0x3c135]">

its the beginning of the code for your ship
In fact it has no real importance where you put them, but its to match the "rule" of how to code a ship. If you want to find them easily after.
some exemple with various drones types :
Code: Select all
<offset>
<position x="-30431.3" y="4804.72" z="-8298.92"/>
<rotation yaw="134.251" pitch="-25.5728" roll="13.5957"/>
</offset>
<hull value="1.77096e+006" time="92996.1"/>
<source job="rei_patrol_sector19_baseship" class="job"/>
<ammunition>
<available>
<item macro="units_size_xs_welder_drone_macro" amount="20"/>
<item macro="units_size_xs_transp_empty_macro" amount="50"/>
<item macro="units_size_drone_attackdrone_plasma_mk2_macro" amount="20"/>
<item macro="units_size_drone_attackdrone_impulse_mk2_macro" amount="60"/>
</available>
<unavailable>
<item macro="units_size_xs_welder_drone_macro" amount="20"/>
</unavailable>
</ammunition>
<lastglobalanimation trigger="battlestate_red" time="83296"/>
<gravidar/>
Code: Select all
</offset>
<connections>
<connection connection="dock#part_dummy">
<component class="ship_xl" macro="units_size_xl_red_destroyer_macro" connection="dock" attacker="[0x3c380]" attackmethod="hitbybullet" attacktime="98510.2" owner="player" knownto="player" id="[0x3c135]">
<listeners>
<listener listener="[0x3c139]" event="killed"/>
</listeners>
<hull value="2.37623e+006" time="98510.8"/>
<drop ref="ship_large_military"/>
<source class="script"/>
<turrets>
<summary state="constructing" connection="connection_turret_small_mg18"/>
<summary state="constructing" connection="connection_turret_small_mg14"/>
<summary state="constructing" connection="connection_turret_small_mg09"/>
<summary state="constructing" connection="connection_turret_small_mg08"/>
<summary state="constructing" connection="connection_turret_small_mg06"/>
</turrets>
<surface>
<summary state="removed" connection="connectionfor_interiors_rooms_ar_albionskunk"/>
<summary state="removed" connection="connectionfor_interiors_rooms_ar_baseplate_01"/>
</surface>
<ammunition>
<available>
<item macro="units_size_xs_welder_drone_macro" amount="20"/>
</available>
</ammunition>
<lastglobalanimation trigger="battlestate_red" time="97872.2"/>
<gravidar/>
Last edited by vahadar on Sun, 24. Nov 13, 16:56, edited 4 times in total.
X:Rebirth XML Savegame edition
Usefull workarounds and tips against bugs or being stuck
http://forum.egosoft.com/viewtopic.php?t=350404
Usefull workarounds and tips against bugs or being stuck
http://forum.egosoft.com/viewtopic.php?t=350404
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- Posts: 35
- Joined: Sun, 10. Jul 11, 14:06
Will give it a shot, thanks so much, really useful stuff here.vahadar wrote:the ammunition string doesnt exist if your ship doesnt have drones or missile already. so searching for <ammunition> after you found your ship wont helpPrexxus wrote:Dunno if I'm just tired or what but I can't even come close to finding the string I need. Thanks for the help though. Maybe I'll try again tomorrow
search for a npc whose name you know and that is on the ship (captain, engineer, defending officer), npcs are usually in the end of all the block of lines defining a ship. Make sure there is this : owner="player" in the same line you found the npc name.
So scroll up from the npc entry to find this tag :orCode: Select all
</surface>
or if non existent :Code: Select all
</turrets>
or if non existent :Code: Select all
</shields>
(<source only appear in the case a ship was captured, <source is just the beginning of a line, so dont add the > in the search)Code: Select all
<source
or if non existent :(same, no < in search)Code: Select all
<hull
or if non existent :or if non existent, the first that you see like this :Code: Select all
</listeners>
this last one is always in the code, unlike previous tags which can not exist depending on your ship configuration/state.Code: Select all
</offset>
the entire code given by malolotja must be inserted after the </turrets> tag (or the others if non existent)The </surface> tag is very rare, most often you will have the </turrets> tag as the best reference for inserting code after it.Code: Select all
<ammunition> <available> <item macro="units_size_xs_transp_empty_macro" amount="50"/> </available> <unavailable> </unavailable> </ammunition>
if you have a doubt, the code must be always inserted before those tags :and/orCode: Select all
<lastglobalanimation
edit : maybe i should have started by saying thisCode: Select all
<gravidar/>
actually those tags are always present unlike the </turrets> tag^^ so put code before
Scrolling up from the npc entry, you must not go beyond this line starting like :that line will also include that code so you will know its your shipCode: Select all
<component class="ship
an exemple :Code: Select all
owner="player"
if so you will know you went too farCode: Select all
<component class="ship_xl" macro="units_size_xl_red_destroyer_macro" connection="dock" attacker="[0x3c380]" attackmethod="hitbybullet" attacktime="98510.2" owner="player" knownto="player" id="[0x3c135]">
its the beginning of the code for your ship
In fact it has no real importance where you put them, but its to match the "rule" of how to code a ship. If you want to find them easily after.
some exemple with various drones types :
Code: Select all
<offset> <position x="-30431.3" y="4804.72" z="-8298.92"/> <rotation yaw="134.251" pitch="-25.5728" roll="13.5957"/> </offset> <hull value="1.77096e+006" time="92996.1"/> <source job="rei_patrol_sector19_baseship" class="job"/> <ammunition> <available> <item macro="units_size_xs_welder_drone_macro" amount="20"/> <item macro="units_size_xs_transp_empty_macro" amount="50"/> <item macro="units_size_drone_attackdrone_plasma_mk2_macro" amount="20"/> <item macro="units_size_drone_attackdrone_impulse_mk2_macro" amount="60"/> </available> <unavailable> <item macro="units_size_xs_welder_drone_macro" amount="20"/> </unavailable> </ammunition> <lastglobalanimation trigger="battlestate_red" time="83296"/> <gravidar/>
Code: Select all
</offset> <connections> <connection connection="dock#part_dummy"> <component class="ship_xl" macro="units_size_xl_red_destroyer_macro" connection="dock" attacker="[0x3c380]" attackmethod="hitbybullet" attacktime="98510.2" owner="player" knownto="player" id="[0x3c135]"> <listeners> <listener listener="[0x3c139]" event="killed"/> </listeners> <hull value="2.37623e+006" time="98510.8"/> <drop ref="ship_large_military"/> <source class="script"/> <turrets> <summary state="constructing" connection="connection_turret_small_mg18"/> <summary state="constructing" connection="connection_turret_small_mg14"/> <summary state="constructing" connection="connection_turret_small_mg09"/> <summary state="constructing" connection="connection_turret_small_mg08"/> <summary state="constructing" connection="connection_turret_small_mg06"/> </turrets> <surface> <summary state="removed" connection="connectionfor_interiors_rooms_ar_albionskunk"/> <summary state="removed" connection="connectionfor_interiors_rooms_ar_baseplate_01"/> </surface> <ammunition> <available> <item macro="units_size_xs_welder_drone_macro" amount="20"/> </available> </ammunition> <lastglobalanimation trigger="battlestate_red" time="97872.2"/> <gravidar/>
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- Posts: 35
- Joined: Sun, 10. Jul 11, 14:06
Eh, tried adding the code but nothing shows up on my construction ship. They should show up under the ships info right? Under Stock or Units?
This is what my code looks like right before the gravidar part.
<shape class="vshape" rollformation="0" rollmembers="1" distance="170.625"/>
<members>
<member id="[0xfd9]"/>
</members>
</formation>
<transition/>
</movement>
<offset>
<position x="-13655" y="1777.44" z="-347.02"/>
<rotation yaw="-74.2225" pitch="8.06034"/>
</offset>
<drop ref="ship_small_military"/>
<source job="can_chapter2_light_patrol_sector18" class="job"/>
<shields>
<summary state="collapsed" connection="connection_shieldgen01"/>
</shields>
<ammunition>
<available>
<item macro="units_size_xs_transp_empty_macro" amount="50"/>
</available>
<unavailable>
</unavailable>
</ammunition>
<gravidar/>
Pretty sure it's the right code for that ship, I searched for the crew members name, and this "Gravidar" is the first underneath him. Also there is no one else with his name in the code.
This is what my code looks like right before the gravidar part.
<shape class="vshape" rollformation="0" rollmembers="1" distance="170.625"/>
<members>
<member id="[0xfd9]"/>
</members>
</formation>
<transition/>
</movement>
<offset>
<position x="-13655" y="1777.44" z="-347.02"/>
<rotation yaw="-74.2225" pitch="8.06034"/>
</offset>
<drop ref="ship_small_military"/>
<source job="can_chapter2_light_patrol_sector18" class="job"/>
<shields>
<summary state="collapsed" connection="connection_shieldgen01"/>
</shields>
<ammunition>
<available>
<item macro="units_size_xs_transp_empty_macro" amount="50"/>
</available>
<unavailable>
</unavailable>
</ammunition>
<gravidar/>
Pretty sure it's the right code for that ship, I searched for the crew members name, and this "Gravidar" is the first underneath him. Also there is no one else with his name in the code.
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Yeah I realised I got the wrong one, ive been playing around with it now. I found the right place to put the code in now but my game didint load last time so I'll try again. Here's what it looks like.
</shields>
<turrets>
<summary state="collapsed|wrecked" connection="connection_turret_small_mg04"/>
<summary state="collapsed|wrecked" connection="connection_turret_small_mg01"/>
<summary state="collapsed|wrecked" connection="connection_turret_small_mg03"/>
<summary state="collapsed|wrecked" connection="connection_turret_small_mg02"/>
</turrets>
<ammunition>
<available>
<item macro="units_size_xs_welder_drone_macro" amount="15"/>
</available>
</ammunition>
<trade>
<orders>
<trade id="[0x3b]" seller="[0xf98]" buyer="[0xfbc]" ware="foodrations" price="22" amount="332"/>
</orders>
<shopping>
<trade id="[0x3c]" seller="[0xf98]" ware="foodrations" price="22" amount="332" min="332"/>
</shopping>
</trade>
<gravidar/>
<connections>
<connection connection="connection_buildmodule01" macro="connection_buildmodule01">
<component class="buildmodule" macro="buildmodule_stations_plot_01_macro" connection="buildmodule" id="[0xfbd]">
<offset>
<position z="68.2133"/>
</offset>
I can see it's the right one as it's buying the foodrations.
I can see the welder drones there so how do I put in the cargo ones aswell?
Do I only add the cargo drone line under the other or do I have to add the unavailable / available ?
</shields>
<turrets>
<summary state="collapsed|wrecked" connection="connection_turret_small_mg04"/>
<summary state="collapsed|wrecked" connection="connection_turret_small_mg01"/>
<summary state="collapsed|wrecked" connection="connection_turret_small_mg03"/>
<summary state="collapsed|wrecked" connection="connection_turret_small_mg02"/>
</turrets>
<ammunition>
<available>
<item macro="units_size_xs_welder_drone_macro" amount="15"/>
</available>
</ammunition>
<trade>
<orders>
<trade id="[0x3b]" seller="[0xf98]" buyer="[0xfbc]" ware="foodrations" price="22" amount="332"/>
</orders>
<shopping>
<trade id="[0x3c]" seller="[0xf98]" ware="foodrations" price="22" amount="332" min="332"/>
</shopping>
</trade>
<gravidar/>
<connections>
<connection connection="connection_buildmodule01" macro="connection_buildmodule01">
<component class="buildmodule" macro="buildmodule_stations_plot_01_macro" connection="buildmodule" id="[0xfbd]">
<offset>
<position z="68.2133"/>
</offset>
I can see it's the right one as it's buying the foodrations.
I can see the welder drones there so how do I put in the cargo ones aswell?
Do I only add the cargo drone line under the other or do I have to add the unavailable / available ?
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Please tell me how you would do this in free play if you don't have freighter with cargolifters because the station has none.Nukyo wrote:You could also avoid cheating and buy drones at a URV station and sell them to the shipyard. Thats the way its meant to be in this game. U have to gather all the materials urself before building anything.
Since the game intended it.
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Note that this may not even work; in my current save the station in Darn Hot Air has cargolifters in it according to the save file, all available for purchase - but the construction ship can't buy them. Makes me think the construction ship may not be intended to carry cargolifters or something.Ratez wrote:Please tell me how you would do this in free play if you don't have freighter with cargolifters because the station has none.Nukyo wrote:You could also avoid cheating and buy drones at a URV station and sell them to the shipyard. Thats the way its meant to be in this game. U have to gather all the materials urself before building anything.
Since the game intended it.