(notepad++ strongly advised)
WARNING § Heavy Save file editing, it's a last resort thing, it could break your save ! § WARNING
PS : try reading between lines, use YOUR IDs, not mine. They're not the same from one save to one another
PS2 : it was at first a "cry for help" post because I was thinking I was stuck. In fact, I just did it wrong the first time around. Using Notepad++, make sure everything "folds" back right (each starting <xxxx> must have its </xxx> and vice versa)
I've got a already build ship completely stuck at a shipyard's dry dock that don't want to move and don't seem to do what it's supposed to do (upgrade turrets on a capped ship)
The ship is docked, and still is after 30mins of game running
On the "command menu" part, the ship only get "join my squad", when i make him join squad, "new order" and "assign to new leader" are greyed out, "leave my squad" is there but no reaction from the ship at all.
These things didn't work at all :
- fully restocking the station (yup, "cheated" lots of wares that the shipyard wanted and sold everything to it) to the point the shipyard had no more buying orders at all
- waiting, in sector and out of sector, before and after restocking
- EXTREME bumping action (well, i just got stuck in the freighter myself)
so, it wasn't time or ressources related
As i saved just when the ship docked and last save was 2days before (plus, i did not board my 2 titurels with trade AND builder drones) i decided to save my ship
All the methods i found around here didn't work for my situation
Now, THE FUN PART !
I started by searching things that were connected to the ship, so first i searched for
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owner="player" known
you can do the search either way, searching for the ship with owner="player" known or the shipyard itself with buildmodule_ships_
here's the part : ("1st part")
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<connection connection="connection_buildmodule01" macro="connection_buildmodule01">
<component class="buildmodule" macro="buildmodule_ships_albion_xl_macro" connection="connection_component01" id="[0x2407]">
<build start="117959" type="build"/>
<connections>
<connection connection="connection_dockingbay01" macro="connection_dockingbay01">
<component class="dockingbay" macro="props_surf_ar_docks_size_xl_inv_macro" connection="connection_component01" seed="2848735014" id="[0x2408]">
<offset>
<rotation yaw="180"/>
</offset>
<connections>
<connection connection="dock#part_dummy">
<component class="ship_xl" macro="units_size_xl_cargo_hauler_2_macro" connection="dock" attacker="[0x1e7d]" attackmethod="hitbybullet" attacktime="111869" owner="player" knownto="player" id="[0x2409]">
cropped all the ships parameters, if you're wondering, ship has no position values between </listeners> and <hull xxx>
!!!!!!! >>> Fold this part with notepad++ until step 4 <<< !!!!!!
</connection>
<connection connection="docking#part_dummy" id="[0x2429]">
<connected connection="[0x2421]"/>
</connection>
</connections>
</component>
</connection>
<connection connection="buildanchor" id="[0x242b]">
<connected connection="[0x2426]"/>
</connection>
</connections>
</component>
</connection>
then, i searched for the buildmodule_ships_ ID 0x2407 I had until i stumbled upon this : npc_ship that-i-believe-is-the-right-one part : ("2nd part")
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<cue id="3968" state="complete" time="10.2318">
<vars>
<value name="$BuildModule" type="component" value="[0x2407]"/>
<value name="$Buildplan" type="buildplan" value="3"/>
<value name="$WareList" type="list" value="2700"/>
<value name="$actor" type="component" value="[0x2433]"/>
<value name="$buildcost" type="largefloat" value="756429"/>
<value name="$component" type="component" value="[0x2409]"/>
<value name="$droneplan" type="list" value="2224"/>
<value name="$isbuildership" type="integer" value="1"/>
<value name="$selectedMacro" type="macro" value="units_size_xl_builder_ship_macro"/>
<value name="$sequence" type="string" value="1065"/>
<value name="$ship" type="component" value="[0x2409]"/>
<value name="$showed_cArch_buildermacros" type="integer" value="1"/>
<value name="$showed_cArch_selectUpgradesMenu" type="integer" value="1"/>
<value name="$showed_cArch_selectship" type="integer" value="1"/>
<value name="$soldship" type="component" value="[0x1ef9]"/>
<value name="$soldshipprice" type="money" value="1128526500"/>
<value name="$stage" type="largefloat"/>
<value name="$upgrade" type="integer" value="1"/>
<value name="$upgrade_buildlimit" type="integer"/>
</vars>
value name="$actor" ID, here mine is 0x2433, as always, use your own !
i then seached for the actor ID 0x2433, i found a npc part like what we can have with captains in ship, and this part, wich i believe is interesing : (script - "3rd part")
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<script id="2278" name="trade.shipyard" time="126406" index="2">
<command type="trade"/>
<vars>
<value name="$build_plan" type="buildplan" value="7"/>
<value name="$buildmodule" type="component" value="[0x242d]"/>
<value name="$debugchance" type="integer"/>
<value name="$defencenpc" type="component" value="[0x3a49b]"/>
<value name="$engineer" type="component" value="[0x3a498]"/>
<value name="$pilot" type="component" value="[0x3a495]"/>
<value name="$selected_macro" type="macro" value="units_size_l_kit_bulk_01_macro"/>
<value name="$ship" type="component" value="[0x1a186]"/>
<value name="$ship_docks" type="list" value="3666"/>
<value name="$shiptrader" type="component" value="[0x2433]"/>
</vars>
</script>
now, what i did :
make a copy of your save elsewhere, and test your change each time
if the game don't load, you did something wrong !
1 ) into the 1st part, deleting :
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<connection connection="buildanchor" id="[0x242b]">
<connected connection="[0x2426]"/>
</connection>
2 ) cleaning up 2nd part to the point there's only :
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<cue id="3968" state="complete" time="10.2318">
<vars>
<value name="$WareList" type="list" value="2700"/>
<value name="$actor" type="component" value="[0x2433]"/>
</vars>
3 ) changing values in third part to look like an old trade that was finished a long time ago, like this one : (this is an example of what a finished shipyard order should look like)
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<script id="2386" name="trade.shipyard" time="5817.85" index="2">
<command type="trade"/>
<vars>
<value name="$build_plan" type="buildplan" value="1"/>
<value name="$buildmodule" type="component" value="[0x60a6]"/>
<value name="$debugchance" type="integer"/>
<value name="$defencenpc" type="component" value="[0x0]"/>
<value name="$engineer" type="component" value="[0x0]"/>
<value name="$pilot" type="component" value="[0x0]"/>
<value name="$selected_macro" type="macro" value="units_size_xl_cargo_hauler_3_macro"/>
<value name="$ship" type="component" value="[0x0]"/>
<value name="$ship_docks" type="list" value="490"/>
<value name="$shiptrader"/>
</vars>
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<script id="2278" name="trade.shipyard" time="126406" index="2">
<command type="trade"/>
<vars>
<value name="$build_plan" type="buildplan" value="7"/>
<value name="$buildmodule" type="component" value="[0x242d]"/>
<value name="$debugchance" type="integer"/>
<value name="$defencenpc" type="component" value="[0x0]"/>
<value name="$engineer" type="component" value="[0x0]"/>
<value name="$pilot" type="component" value="[0x0]"/>
<value name="$selected_macro" type="macro" value="units_size_l_kit_bulk_01_macro"/>
<value name="$ship" type="component" value="[0x0]"/>
<value name="$ship_docks" type="list" value="3666"/>
<value name="$shiptrader"/>
</vars>
</script>
what you should expect loading your save here :
game loads, builder NPC seems free, you can order a ship, the ship ordered should build and even move away just fine (on the condition that the yard is stocked with wares)
as for my own ship, the titurel (yes, that's the ship that's stuck)
... he's still stuck - yours should be too.
here is a screeny of the scene, for giggles :
Spoiler
Show
"but i want my titurel back too !"
so i thought, "i could try editing the ship out of the buildmodule"
WARNING $ This part gets tougher
4 ) "editing the ship out"
so i cut/pasted the whole ship ref in a notepad file
cuting from :
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<connection connection="dock#part_dummy">
<component class="ship_xl" macro="units_size_xl_cargo_hauler_2_macro" connection="dock" attacker="[0x1e7d]" attackmethod="hitbybullet" attacktime="111869" owner="player" knownto="player" id="[0x2409]">
<listeners>
<listener listener="[0x1e7d]" event="killed"/>
<listener listener="[0x23b5]" event="killed"/>
<listener listener="[0x240d]" event="killed"/>
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<component class="radar" macro="radar_ship_xl_fallback_01_macro" connection="ship" id="[0x2427]">
<connections/>
</component>
</connection>
</connections>
</component>
</connection>
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<connection connection="docking#part_dummy" id="[0x2429]">
<connected connection="[0x2421]"/>
</connection>
</connections>
</component>
</connection>
(i had the luck to have an unused XL shipyard in the same save, so i opened it for reference / comparison)
1st part became this
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<connections>
<connection connection="connection_buildmodule01" macro="connection_buildmodule01">
<component class="buildmodule" macro="buildmodule_ships_albion_xl_macro" connection="connection_component01" id="[0x2407]">
<build start="117959" type="build"/>
<connections>
<connection connection="connection_dockingbay01" macro="connection_dockingbay01">
<component class="dockingbay" macro="props_surf_ar_docks_size_xl_inv_macro" connection="connection_component01" seed="2848735014" id="[0x2408]">
<offset>
<rotation yaw="180"/>
</offset>
<connections/>
</component>
</connection>
</connections>
</component>
</connection>
</connections>
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<connection connection="docking#part_dummy" id="[0x2429]">
<connected connection="[0x2421]"/>
</connection>
game loads, you can still order a ship and it build without issue, as expected, the titurel is no more !
(i like this ship, it's big, it haz guns, it haz a huge universal cargobay unlike the scaldis, and it haz tit in his name

5 ) trying to paste the ship somewhere so icanhaz it back :
I searched for one of my other ships that was idle (not part of my squad, not affected to any manager / captain, no trade order, no nothing, just sitting there, the crew enjoying the emptiness of space with some spacefuel and spaceweed)
oh, and a ship that would be OOS from me when i'd load, too, to not have collision issues
I think the most important part here is having a location that is not in your zone.
I then pasted the whole ship part just before that ship
between :
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</component>
</connection>
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<connection connection="ships">
<component class="ship_l" macro="units_size_l_kit_container_01_macro" connection="space" owner="player" knownto="player" id="[0x1f50]">
<listeners>
Then, I replaced these in the pasted part : (it's at the beginning)
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connection connection="dock#part_dummy">
<component class="ship_xl" macro="units_size_xl_cargo_hauler_2_macro" connection="dock" attacker="[0x1e7d]" attackmethod="hitbybullet" attacktime="111869" owner="player" knownto="player" id="[0x2409]">
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<connection connection="ships">
<component class="ship_xl" macro="units_size_xl_cargo_hauler_2_macro" connection="space" owner="player" knownto="player" id="[0x2409]">
and the ship was actually in the same zone as the copied ship, only it was in the middle of it
still, the commands were still greyed out, but, ship started to move...
only to get back in the shipyard dock...
"stupid captain, don't get into the shipworkers trap AGAIN !"
6 ) searching for solutions / ideas
searched for ship ID 0x2409, only "listeners" from crew and another one from a huge list came back, nothing to see there, move along !
I searched into the captain NPC things, compared it to the one in the idle ship, found and deleted this :
to go there, click on the starting line of what you paster, then search for type="commander"
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<blackboard>
<value name="$shiptrader_docking" type="componentslot" value="7"/>
</blackboard>
after 8hours of struggling, my ship is finally free from the evil shipworkers !
by the way, sorry if i did any mispellings / mistakes, i'm not an english native speaker
THANKS TO :
werewolves?
for his post in another thread wich guided me for some things (NPC_SHIP thingy, i knew where to look) and buildanchor thingy, too