Cargo lift drones,

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Prexxus
Posts: 35
Joined: Sun, 10. Jul 11, 14:06
x3tc

Cargo lift drones,

Post by Prexxus »

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.
malolotja
Posts: 141
Joined: Thu, 7. Nov 13, 13:11

Post by malolotja »

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:
<ammunition>
<available>
<item macro="units_size_xs_transp_empty_macro" amount="50"/>
</available>
<unavailable>
</unavailable>
</ammunition>
If not, you can add the <item /> tag.

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.
Prexxus
Posts: 35
Joined: Sun, 10. Jul 11, 14:06
x3tc

Post by Prexxus »

malolotja 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:
<ammunition>
<available>
<item macro="units_size_xs_transp_empty_macro" amount="50"/>
</available>
<unavailable>
</unavailable>
</ammunition>
If not, you can add the <item /> tag.

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.
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 :P
vahadar
Posts: 407
Joined: Thu, 8. Feb 07, 02:37
x4

Post by vahadar »

malolotja wrote:to browse through your ship entities. The problem will be to identify your freighter. But you will figure it out.
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)
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
vahadar
Posts: 407
Joined: Thu, 8. Feb 07, 02:37
x4

Post by vahadar »

Prexxus 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 :P
the ammunition string doesnt exist if your ship doesnt have drones or missile already. so searching for <ammunition> after you found your ship wont help

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>
or

Code: Select all

</turrets>
or if non existent :

Code: Select all

</shields>
or if non existent :

Code: Select all

<source
(<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)
or if non existent :

Code: Select all

<hull
(same, no > in search)
or if non existent :

Code: Select all

</listeners>
or if non existent, the first that you see like this :

Code: Select all

</offset>
this last one is always in the code, unlike previous tags which can not exist depending on your ship configuration/state.

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> 
The </surface> tag is very rare, most often you will have the </turrets> tag as the best reference for inserting code after it. Put code after /surface> if you have it.

if you have a doubt, the code must be always inserted before those tags :

Code: Select all

<trade>
if non existent :

Code: Select all

<lastglobalanimation
and/or

Code: Select all

<gravidar/>
edit : maybe i should have started by saying this :D actually those last 2 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 :

Code: Select all

<component class="ship
that line will also include that code so you will know its your ship

Code: Select all

owner="player"
an exemple :

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]">
if so you will know you went too far :)
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
Prexxus
Posts: 35
Joined: Sun, 10. Jul 11, 14:06
x3tc

Post by Prexxus »

vahadar wrote:
Prexxus 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 :P
the ammunition string doesnt exist if your ship doesnt have drones or missile already. so searching for <ammunition> after you found your ship wont help

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>
or

Code: Select all

</turrets>
or if non existent :

Code: Select all

</shields>
or if non existent :

Code: Select all

<source
(<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)
or if non existent :

Code: Select all

<hull
(same, no < in search)
or if non existent :

Code: Select all

</listeners>
or if non existent, the first that you see like this :

Code: Select all

</offset>
this last one is always in the code, unlike previous tags which can not exist depending on your ship configuration/state.

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> 
The </surface> tag is very rare, most often you will have the </turrets> tag as the best reference for inserting code after it.

if you have a doubt, the code must be always inserted before those tags :

Code: Select all

<lastglobalanimation
and/or

Code: Select all

<gravidar/>
edit : maybe i should have started by saying this :D 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 :

Code: Select all

<component class="ship
that line will also include that code so you will know its your ship

Code: Select all

owner="player"
an exemple :

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]">
if so you will know you went too far :)
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/>
Will give it a shot, thanks so much, really useful stuff here.
Prexxus
Posts: 35
Joined: Sun, 10. Jul 11, 14:06
x3tc

Post by Prexxus »

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.
User avatar
Sandalpocalypse
Posts: 4447
Joined: Tue, 2. Dec 03, 22:28
x4

Post by Sandalpocalypse »

That is not the right ship - it's a Canteran fighter as indicated by it's source job :)

If you are having trouble, just search for owner="Player" until you find the ship itself
Irrational factors are clearly at work.
Prexxus
Posts: 35
Joined: Sun, 10. Jul 11, 14:06
x3tc

Post by Prexxus »

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 ?
andrewas
Posts: 1498
Joined: Thu, 10. Mar 05, 21:04
x3tc

Post by andrewas »

Put the cargo drone line directly under the welder drone line.
Prexxus
Posts: 35
Joined: Sun, 10. Jul 11, 14:06
x3tc

Post by Prexxus »

andrewas wrote:Put the cargo drone line directly under the welder drone line.
Thanks. You think he'll start using them since he's already trading?
User avatar
Sandalpocalypse
Posts: 4447
Joined: Tue, 2. Dec 03, 22:28
x4

Post by Sandalpocalypse »

Only if you are lucky. You may have to delete the trade and shopping commands if it gets stuck.
Irrational factors are clearly at work.
Prexxus
Posts: 35
Joined: Sun, 10. Jul 11, 14:06
x3tc

Post by Prexxus »

Well the drones are there :) Thanks a lot guys! Any way to see if the drones are being used if you're not int he same sector?

Ah nevermind I see the "In use" it's at 0

Will restart the trade
Nukyo
Posts: 18
Joined: Tue, 19. Nov 13, 05:28

Post by Nukyo »

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.
malevolentwmd
Posts: 23
Joined: Mon, 18. Nov 13, 16:45

Post by malevolentwmd »

Truly pathetic that you have to hack the save game file to get the game to work.

Sad.
Ratez
Posts: 92
Joined: Wed, 20. Nov 13, 04:05

Post by Ratez »

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.
Please tell me how you would do this in free play if you don't have freighter with cargolifters because the station has none.

Since the game intended it.
MutantDwarf
Posts: 716
Joined: Tue, 20. Jun 06, 02:29
x4

Post by MutantDwarf »

Ratez wrote:
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.
Please tell me how you would do this in free play if you don't have freighter with cargolifters because the station has none.

Since the game intended it.
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.

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