[REQ/Info] Force Station Re-Build or Remove Station (station building bugs)

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GAM
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[REQ/Info] Force Station Re-Build or Remove Station (station building bugs)

Post by GAM »

Not sure if this is the best place for this but...

I'm looking for a way to either force a station to rebuild (all or part) or if necessary remove it altogether so I can rebuild it.

Due to station building bugs (when I wasn't paying attention) I now have a few stations that are incomplete, contrary to Architect's Construction Plan (everything DONE).

Some visually appear okay but don't have all the production modules (probably other less obvious omissions too) and others just outright incomplete with components visibly missing. Several others that just don't have all their weapons and cannot be 'upgraded' (0cr - can't confirm action and proceed) but all the production modules seem to be functioning. (all known bugs)

I'm not that worried about the weapons as there is usually sufficient of them present but the missing production modules are definitely not okay.

I've tried scrutinising the save file and changing things here and there to try to reset the construction plan or include the missing components but I don't know enough about the inter-dependencies in the files with macros, scripts, IDs, etc. All trial and error attempts failed so far.


Anyone able to help or advise?

At the least, anyone know how to REMOVE a station so I can rebuild it?


[NOTE I have plenty of saves that I can go back to but the bugged stations are several 'stations' ago and I don't want to go back that far :(]

Cheers
UniTrader
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Re: [REQ/Info] Force Station Re-Build or Remove Station (station building bugs)

Post by UniTrader »

GAM wrote:Not sure if this is the best place for this but...
probably not for reporting bugs.
GAM wrote:At the least, anyone know how to REMOVE a station so I can rebuild it?
if itss the same as the Ships: find the node where the STATION Macro is refered and delete its whole Parent Node (<connection class="stations"> or something similiar)

not sure if it works though, didnt look into removing Stations from Saves yet (only Ships)
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)
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eMYNOCK
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Re: [REQ/Info] Force Station Re-Build or Remove Station (station building bugs)

Post by eMYNOCK »

UniTrader wrote:
GAM wrote:Not sure if this is the best place for this but...
probably not for reporting bugs.
GAM wrote:At the least, anyone know how to REMOVE a station so I can rebuild it?
if itss the same as the Ships: find the node where the STATION Macro is refered and delete its whole Parent Node (<connection class="stations"> or something similiar)

not sure if it works though, didnt look into removing Stations from Saves yet (only Ships)
It works but the CV will not longer be able to do anything...
MynoCorp Technologies - We build it, you're stuck with it.
GAM
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Post by GAM »

Thanks for your responses. :-) Well noted and now explored.

No problem with the less desirable option of station deletion but I'm not convinced there is not a reasonable way to re-start the build or upgrade process despite my failed attempts so far.


For the moment, I've been testing methods to, at least, keep the Construction Vessel with the ability to rebuild the deleted station... so I don't have to delete and rebuild that too.

So far I've managed to get the CV/Architect to show build locations and offer the build option and even had the build list displayed at one point, however the 'build' button was greyed out.

Hopefully someone with much better knowledge of save file contents and the connections/associations within can take some of my experimental attempts further and offer a working solution.


Examples of what I've been toying with so far...

From this (note "buildcon1" and "connection_builddummy01":

Code: Select all

<connection connection="buildcon1">
<component class="ship_xl" macro="units_size_xl_builder_ship_macro" connection="connection_builddummy01" name="CV DV15 - AS (DV.MA.FM)" owner="player" id="[0x1e0c88]">
To this:

Code: Select all

<connection connection="ships">
<component class="buildmodule" macro="buildmodule_stations_albion_macro" connection="space" name="CV DV15 - AS (DV.MA.FM)" owner="player" id="[0x1e0c88]">
At little further down you find the following, which I also deleted:

Code: Select all

<commander type="manager"/>
Below the above line I had the CV's 'shields', 'turrets', 'ammunition'.

A little below the ammo etc I deleted the following (this will vary for everyone, of course):

Code: Select all

<connection connection="connection_buildmodule01" macro="connection_buildmodule01">
<component class="buildmodule" macro="buildmodule_stations_albion_macro" connection="buildmodule" id="[0x1e0c89]">
<offset>
<position z="68.2133"/>
</offset>
<build start="514032" type="build">
<queue>
<plan sequence="e" stage="1">
<upgrade>
<upgrade upgrade="shieldgenerator" name="{20104,1801}" tags="shieldgenerator" level="1"/>
<upgrade upgrade="turret_missile_df" name="{20104,601}" tags="turret_missile_df" level="1"/>
<upgrade upgrade="turret_small_mg" name="{20104,101}" tags="turret_small_mg" level="1"/>
<upgrade upgrade="turret_medium_pe" name="{20104,301}" tags="turret_medium_pe" level="1"/>
</upgrade>
</plan>
<plan sequence="d" stage="1">
<upgrade>
<upgrade upgrade="shieldgenerator" name="{20104,1801}" tags="shieldgenerator" level="1"/>
<upgrade upgrade="turret_small_mg" name="{20104,101}" tags="turret_small_mg" level="1"/>
<upgrade upgrade="turret_medium_pe" name="{20104,301}" tags="turret_medium_pe" level="1"/>
</upgrade>
</plan>
<plan sequence="c" stage="1"/>
<plan sequence="b" stage="2">
<upgrade>
<upgrade upgrade="shieldgenerator" name="{20104,1801}" tags="shieldgenerator" level="1"/>
<upgrade upgrade="turret_small_mg" name="{20104,101}" tags="turret_small_mg" level="1"/>
<upgrade upgrade="turret_medium_pe" name="{20104,301}" tags="turret_medium_pe" level="1"/>
</upgrade>
</plan>
<plan sequence="a" stage="2">
<upgrade>
<upgrade upgrade="shieldgenerator" name="{20104,1801}" tags="shieldgenerator" level="1"/>
<upgrade upgrade="turret_small_mg" name="{20104,101}" tags="turret_small_mg" level="1"/>
<upgrade upgrade="turret_medium_pe" name="{20104,301}" tags="turret_medium_pe" level="1"/>
</upgrade>
</plan>
</queue>
</build>
<connections>
<connection connection="buildanchor" id="[0x1e0c8b]">
<connected connection="[0x1e0ce3]"/>
</connection>
</connections>
</component>
</connection>
Above actions, IIRC, released the build location and put the CV [In Squad] and the Architect suggestible for building. (Only suggestible ;-) Either greyed out 'Build' button on stations list or no build list displayed--the latter when clicking 'build' on a build location.)


The next area, which I 'feel' could be the determining factor to get the CV back to work lies in the following, which is found from both the CV and Architect IDs (e.g., 0x1e0c88 from CV) [Note that examples are from different saves and IDs are not consistent and may not be relative).

From something like this from the deleted (bugged) CV/Station:

Code: Select all

<cue id="10610" state="complete" time="499769">
<vars>
<value name="$BuildModule" type="component" value="[0xe01d8]"/>
<value name="$Buildplan" type="buildplan" value="3"/>
<value name="$OrderList" type="list" value="4606"/>
<value name="$PlatformActor" type="integer" value="1"/>
<value name="$Position" type="position" value="233"/>
<value name="$WareList" type="list" value="2686"/>
<value name="$actor" type="component" value="[0xe01e0]"/>
<value name="$amountlist" type="list" value="4607"/>
<value name="$buildcost" type="money" value="2857098400"/>
<value name="$buyoffer"/>
<value name="$checkdelay" type="time" value="10"/>
<value name="$component" type="component" value="[0xe01fc]"/>
<value name="$droneplan" type="list" value="2761"/>
<value name="$fee" type="integer" value="107291"/>
<value name="$launchercapacity" type="integer" value="400"/>
<value name="$macrolist" type="list" value="4608"/>
<value name="$obstructed" type="integer"/>
<value name="$offer" type="trade" value="[0x0]"/>
<value name="$selectedMacro" type="macro" value="struct_bt_alb_high_energy_construction_macro"/>
<value name="$sequence" type="string" value="1964"/>
<value name="$showed_cArch_buildtree" type="integer" value="1"/>
<value name="$showed_cArch_selectUpgradesMenu" type="integer" value="1"/>
<value name="$stage" type="largefloat"/>
<value name="$station" type="component" value="[0xe01fc]"/>
<value name="$upgrade_buildlimit" type="integer"/>
<value name="$warelist" type="list" value="4609"/>
</vars>

To something like this from a CV ready to build (IIRC, the above CV may have already been engaged to a build location but had not yet started.
):

Code: Select all

<cue id="9278" state="complete" time="585426">
<vars>
<value name="$BuildModule" type="component" value="[0x83b5]"/>
<value name="$PlatformActor" type="integer" value="1"/>
<value name="$WareList" type="list" value="3209"/>
<value name="$actor" type="component" value="[0x83bb]"/>
<value name="$fee" type="integer" value="97353"/>
<value name="$location" type="componentmacroslot" value="2"/>
<value name="$stationListShown" type="integer" value="1"/>
</vars>

Hopefully someone can take this further and/or shed some light on a working solution with other suggestions.

Cheers
GAM
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Joined: Tue, 17. Jan 06, 00:48
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Post by GAM »

Further to above post, I now have a working re-deployed CV after deleting the station. Final solution (which I suspected and had tried and failed already) was to replace the architect on the CV following the steps/procedures in the post above.

Note that my original test with Architect replacement probably failed due to bugs with the NPCs on my Skunk from one or both of the following mods:
- 5 Star Ship and Station Crew AND NPCs on player stations
This mod is no longer active but the NPCs inserted are still present on some of my stations and sometimes may be buggy - Note though that mostly the NPCs from this mod work just fine - Specialists hired and deployed on my stations work without issue, but non-specialists seem to be buggy.
- Human Resources 101
This mod active and probably what allowed the Architect to be replaced with another Architect hired from an NPC station (Darned Hot Air - for reference).



Note that I've done quite a bit of experimenting now on several saves and back-ups of back-ups so I need to now retrace my steps and start the process again to ensure this is a working solution and that I didn't overlook something in the info in the previous post.
GAM
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Re: [REQ/Info] Force Station Re-Build or Remove Station (station building bugs)

Post by GAM »

Having now replaced a second station, I can confirm that the process to delete and rebuild a bugged station re-using the original CV is simply a matter of deleting the station and replacing the Architect with a new one.

E.g.,
1. Hire a new Architect and Save.
2. Delete station from save game file as per UniTrader's suggestion below:
UniTrader wrote:...
if it's the same as the Ships: find the node where the STATION Macro is refered and delete its whole Parent Node (<connection class="stations"> or something similiar)
...
3. Load the edited save game, dock on the CV and replace the old Architect with the new one.
4. Add CV to Squad, if not in squad already, select the original build location and then kick off the build process again.

Note, I'm using Human Resources 101 mod. I'm not sure you can replace the Architect normally.

To help ensure the rebuld is not bugged too, stay in zone during the entire build process. If halted due to obstruction, just be patient, it should resolve itself soon enough (v1.23 RC2).

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