Script & Mod Requests
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I'd love to see a mod that adds a complete transaction history. I hope to see the following features:
Core Features
Core Features
- An EVE Online wallet-esque list of every income and expense, along with the ship/station, what was traded, who it was traded to/from, and where.
(I say "every" because currently transactions by ships not in your squad are not recorded(!)) - Ability to view the transaction history of a single ship/station.
- Ability to sort/filter transactions by ware.
- Ability to show the net profit of each transaction, rather than just gross.
- Ability to show profit for a ship or station over lifetime.
- Ability to show profit for a ship or station over a user defined period.
- Ability to plot price of a given ware over a user defined period, filterable by station, zone, and sector.
(Obviously this data would only be available for station with trade agents. Data points would also be added whenever a player-owned ship trades with said station.)
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This is an exceptionally cool idea now that we can build in Empty Space. I don't know how mechanically difficult it would be to implement, but I'd certainly be interested.simdimdim wrote:Looking for a mod that will let us extend the highway system, by placing checkpoints or something and when you mark construction as complete only the endpoints will remain. so something like a 'Highway Construction Kit' would be pretty awesome. or a special construction vessel.
Someone please make a transaction history mod. Please. (I'm begging you.)
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Egosoft said they aren't planning to do that, so a mod is the only way.JDCollie wrote:This is an exceptionally cool idea now that we can build in Empty Space. I don't know how mechanically difficult it would be to implement, but I'd certainly be interested.simdimdim wrote:Looking for a mod that will let us extend the highway system, by placing checkpoints or something and when you mark construction as complete only the endpoints will remain. so something like a 'Highway Construction Kit' would be pretty awesome. or a special construction vessel.

Editing posts since long before I remember.
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i would consider this impossible by the way the tubes are defined in the Game files - constructing short segments with entry/exit gate like in maelstrom may be possible, didnt try that yet - but certainly not as variable as you are suggesting here with extending the tubes.wwdragon wrote:Egosoft said they aren't planning to do that, so a mod is the only way.JDCollie wrote:This is an exceptionally cool idea now that we can build in Empty Space. I don't know how mechanically difficult it would be to implement, but I'd certainly be interested.simdimdim wrote:Looking for a mod that will let us extend the highway system, by placing checkpoints or something and when you mark construction as complete only the endpoints will remain. so something like a 'Highway Construction Kit' would be pretty awesome. or a special construction vessel.
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
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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UniTrader wrote:i would consider this impossible by the way the tubes are defined in the Game files - constructing short segments with entry/exit gate like in maelstrom may be possible, didnt try that yet - but certainly not as variable as you are suggesting here with extending the tubes.
http://forum.egosoft.com/viewtopic.php?t=372564&start=0Observe wrote:Part Two section B: Universe Editing
Example 7: Highways and Super Highways
Since the example mod (osr_universe) contains only one sector, I don't need Super Highways. These can be added to our custom cluster by examining how this is done in existing Cluster C files for reference.
I haven't looked into the details of defining splinetube position attributes. If you look at file extensions\osr_universe\maps\XU_ep1_universe\osr_zonehighways you will see this is a copy of the Cluster C section in the core zonehighways.xml file.
You could copy any existing splinetube definition into your custom zonehighways file, and you would have the associated local highway layout. Regardless of how you derive you zone highways, you will probably want to make sure your zones locations correspond to where the highways go. No doubt tools for the modding community will become available for "building" zone highway and superhighway layout designs.
It is also possible to create a sector containing zones, but having no highways. This can provide some interesting (and fun) gameplay opportunities when you have to fly around the sector without the convenience of highways.
reading these and others, isn't it possible to have a macro/script that will add the necessary information to the relevant files? Of course destroying highways would be also nice.
Also I wasn't looking for anything fancy, just point to point straight tube is fine too, not necessary whole sector layout or something.
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AwwwwwwUniTrader wrote:i would consider this impossible by the way the tubes are defined in the Game files - constructing short segments with entry/exit gate like in maelstrom may be possible, didnt try that yet - but certainly not as variable as you are suggesting here with extending the tubes.wwdragon wrote:Egosoft said they aren't planning to do that, so a mod is the only way.JDCollie wrote:This is an exceptionally cool idea now that we can build in Empty Space. I don't know how mechanically difficult it would be to implement, but I'd certainly be interested.simdimdim wrote:Looking for a mod that will let us extend the highway system, by placing checkpoints or something and when you mark construction as complete only the endpoints will remain. so something like a 'Highway Construction Kit' would be pretty awesome. or a special construction vessel.

Editing posts since long before I remember.
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destroying may be possible until you load a game since at this moment the map is read again and the tubes defined there are refreshed (probably - didnt test this specific case, but thats how it is with Stations)simdimdim wrote:reading these and others, isn't it possible to have a macro/script that will add the necessary information to the relevant files? Of course destroying highways would be also nice.
Also I wasn't looking for anything fancy, just point to point straight tube is fine too, not necessary whole sector layout or something.
and yes, it may be possible to add the info to the relevant files, but that would mean you need a seperate Mod which is dynamically created for each and every savegame. not really feasible imo - expecially since we cannot output comletely arbitary data yet (debug info like timestamps is always included and there is only one logfile for all output data, so external seperation and cleaning is necesary)
my suggestion was to try to add a tube macro via <create_object/> to the sector, but to make this work much research is necesary (is it possible at all? what needs to be taken care of? (like gates for example) can we rotate the tubes freely or are there problems with that? (experimenting with it in a mapping project of mine (non-dynamic in this regard) and there seem to be many problems with that -> for any direction implemented and any length used there is a seperate macro necesary) - and since this was never intended to be done many other problems will arise for sure.
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
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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i have a request: i am hoping for some to create a mod/Script the will let me pick more then one ship at a time to add to a squad. picking each one by one is a pain. this is mostly to make it ezer to assign squads of fighter to my factory's. i have other ideas but for now this is the one thats bugging me the most.
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You could try MultiAssignment by Phipsz:Azher23 wrote:i have a request: i am hoping for some to create a mod/Script the will let me pick more then one ship at a time to add to a squad. picking each one by one is a pain. this is mostly to make it ezer to assign squads of fighter to my factory's. i have other ideas but for now this is the one thats bugging me the most.
http://forum.egosoft.com/viewtopic.php?t=370788
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NPC trading: Buy/Sell all buttons
Hi,
I don't know if this something that can archived by modding, but could it be possible to add "Buy All" "Sell All" buttons in NPC trade. (See pic below)
Buttons would be similar to current "Buy" and "Sell" buttons, but instead of opening page where you can adjust quantity of item, it would just buy/sell all of that item. This way you wouldn't need to "drag" the adjustment bar, which at least personally kills my mouse hand after couple hours of playing.
Link to Pic
JFin
I don't know if this something that can archived by modding, but could it be possible to add "Buy All" "Sell All" buttons in NPC trade. (See pic below)
Buttons would be similar to current "Buy" and "Sell" buttons, but instead of opening page where you can adjust quantity of item, it would just buy/sell all of that item. This way you wouldn't need to "drag" the adjustment bar, which at least personally kills my mouse hand after couple hours of playing.

Link to Pic
JFin
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....
few's hours one idea coming my mind
[Boarding]
Since now every stuffs have boarding value
why not apply in station as well? (option to board)
Based in calc boarding resistance and take consideration all stuffs inside station and hull and all others thing
Of course take station with boarding take near impossible
but its create one goal , since you cant destroy station but why not take using marines?
If record as well you can change faction on station prety easy
[EGO]
Its open possibility to other station called Barracks specilist in train marine to defend and attack and this new station have money sink and wares sink , maybe inventory sink?
but i know its future
[Boarding]
Since now every stuffs have boarding value
why not apply in station as well? (option to board)
Based in calc boarding resistance and take consideration all stuffs inside station and hull and all others thing
Of course take station with boarding take near impossible
but its create one goal , since you cant destroy station but why not take using marines?
If record as well you can change faction on station prety easy
[EGO]
Its open possibility to other station called Barracks specilist in train marine to defend and attack and this new station have money sink and wares sink , maybe inventory sink?

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Re: NPC trading: Buy/Sell all buttons
There is already smt that is almost what u want.JFin wrote:Hi,
I don't know if this something that can archived by modding, but could it be possible to add "Buy All" "Sell All" buttons in NPC trade. (See pic below)
Buttons would be similar to current "Buy" and "Sell" buttons, but instead of opening page where you can adjust quantity of item, it would just buy/sell all of that item. This way you wouldn't need to "drag" the adjustment bar, which at least personally kills my mouse hand after couple hours of playing.![]()
Link to Pic
JFin
http://forum.egosoft.com/viewtopic.php?t=372094&start=0
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I Am Asking For some Mods.
1) That will Allow me To setup Sector Patrols For my Cap ships that way i can have my Fighters Patroling the zone and my cap ships rolling from zone to zone making sure everythings ok. Also it would be great if the patroling cap ships Respond to Distress calls from trade and patroling ships. whichever ship is Closes will respond to the Call.
2) Also maybe a rewrite of the station defence officer to use the ships we give them better. 88 figthers to guard one transporter is silly
3) i don't know if anyones looking at this but just in case i'll throw out another idea. I was Wondering if there is a way to Mod TM Class Ships into Rebirth or if any one was willing to look into it.
4) Oh before i forget if anyone can make are get one of the old renaming tools too work For X-Rebirth That would be awsome.
5) and maybe if able to bring sector takeover into Rebirth. Then my fleet will have a reason to destroy PMC
1) That will Allow me To setup Sector Patrols For my Cap ships that way i can have my Fighters Patroling the zone and my cap ships rolling from zone to zone making sure everythings ok. Also it would be great if the patroling cap ships Respond to Distress calls from trade and patroling ships. whichever ship is Closes will respond to the Call.

2) Also maybe a rewrite of the station defence officer to use the ships we give them better. 88 figthers to guard one transporter is silly

3) i don't know if anyones looking at this but just in case i'll throw out another idea. I was Wondering if there is a way to Mod TM Class Ships into Rebirth or if any one was willing to look into it.
4) Oh before i forget if anyone can make are get one of the old renaming tools too work For X-Rebirth That would be awsome.
5) and maybe if able to bring sector takeover into Rebirth. Then my fleet will have a reason to destroy PMC

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Re: NPC trading: Buy/Sell all buttons
HailedGorion wrote:There is already smt that is almost what u want.JFin wrote:Hi,
I don't know if this something that can archived by modding, but could it be possible to add "Buy All" "Sell All" buttons in NPC trade. (See pic below)
Buttons would be similar to current "Buy" and "Sell" buttons, but instead of opening page where you can adjust quantity of item, it would just buy/sell all of that item. This way you wouldn't need to "drag" the adjustment bar, which at least personally kills my mouse hand after couple hours of playing.![]()
Link to Pic
JFin
http://forum.egosoft.com/viewtopic.php?t=372094&start=0
HailedGorion, Thank you for your reply.
I already knew that mod, but it didn't fit my need. I don't want to buy/sell all inventory items "blindly" (I'm not that lazy


I don't know how it's for others, but at least for me the need for slider ends after I got first few millions of cash. After that I usually buy or sell everything of single item, depending of the price I'm getting from NPC that I'm talking with. Buy if offer is under base price and sell if it's over it. Easiest way to remember.
Oh well, I have to keep my fingers crossed and hope that Egosoft adds those buttons.
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My Mod - Feature Requests:
1) Skunk Specialist Drone(s) to pick up collectibles, .. trigger the drone to do it's thing it travels around you in a 5k radius and picks up collectibles and brings em back to the skunk.
2) Detach the CV when a station is completely built.
3) Allow putting engineers on the stations. (like it was a long time ago)
Biggest pet peave is having those CV's just sitting there the whole time.
1) Skunk Specialist Drone(s) to pick up collectibles, .. trigger the drone to do it's thing it travels around you in a 5k radius and picks up collectibles and brings em back to the skunk.
2) Detach the CV when a station is completely built.
3) Allow putting engineers on the stations. (like it was a long time ago)
Biggest pet peave is having those CV's just sitting there the whole time.
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Request: Cargolifter URV Mk2 or Ripper Drones
CUV MK2: A faster better cargo lifter URV, After a recent attempt to steal fusion reactors from the PMC shipyard I have found a need for faster URV's. The shipyard is designed in such a way that I could not get my ship with in 4km of the storage with the reactors. CLURV's are slow...so by the time they got there, found their way (by bumping into it) around the station mesh...my hacks had worn off and the stations blasted me and my ship to poop.
OR
Ripper Drones: Ripper drones are a idea for a less friendly method to steal goods from storage. Instead of needing a hack, the rippers does as the name implies...they rip through the hull and take cargo. Less subtle...but rippers could be faster with out fiddling with CURV's. Mk2 variants could even be set to discriminate allowing the player to select a specific cargo to tear out of the target.
CUV MK2: A faster better cargo lifter URV, After a recent attempt to steal fusion reactors from the PMC shipyard I have found a need for faster URV's. The shipyard is designed in such a way that I could not get my ship with in 4km of the storage with the reactors. CLURV's are slow...so by the time they got there, found their way (by bumping into it) around the station mesh...my hacks had worn off and the stations blasted me and my ship to poop.
OR
Ripper Drones: Ripper drones are a idea for a less friendly method to steal goods from storage. Instead of needing a hack, the rippers does as the name implies...they rip through the hull and take cargo. Less subtle...but rippers could be faster with out fiddling with CURV's. Mk2 variants could even be set to discriminate allowing the player to select a specific cargo to tear out of the target.
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Request: Missile cheating...
I like to cheat a lot and right now I'm using cheat engine to replace missiles when I launch them, I was wondering if someone could make a mod for that.
In the cheat I can still buy/sell them and still collect them in space just the number doesn't move when I launch them.... I would still want to have that.
Thanks for reading, and thank you if you make this for me
Seeker
I like to cheat a lot and right now I'm using cheat engine to replace missiles when I launch them, I was wondering if someone could make a mod for that.
In the cheat I can still buy/sell them and still collect them in space just the number doesn't move when I launch them.... I would still want to have that.
Thanks for reading, and thank you if you make this for me
Seeker