[Tool] X Rebirth Builder 2.1 (Factory Complex Calculator & Planner)

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Simoom
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[Tool] X Rebirth Builder 2.1 (Factory Complex Calculator & Planner)

Post by Simoom » Sun, 27. Mar 16, 00:48

Disclaimer - This tool was not created by me. It was a joint effort between a number of Russian players:
  • Concept: anDron
  • Interface Development: alexusvm, anDron, boojum, GURU917
  • Software Development: alexusvm, AlexYar, anDron, boojum, eliseeff, GoodFrost, GURU917, jekasikpups, Ritchie, Sovsemneon
  • Primary Programmer: alexusvm
  • Testing: www.elite-games.ru
This tool was originally written in Russian. I am only responsible for the English translation. If you have a technical question about the tool or find any bugs, please let alexusvm know (I have sent him the link to this thread so he can monitor it). If you notice any errors in the translation (including the English user's manual), let me know! :)

Compatibility Notice - The "Save game import" feature does not officially support modded games. If your save game contains modded stations, it may result in an error during the importation process.
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X Rebirth Builder 2.1 (English Edition)

[ external image ]
Like many fellow fans of the X-series, the empire-building aspect of these games have always been my favorite. But I had long been frustrated by my efforts in X Rebirth. The new factory system - while in-depth - proved to be somewhat unintuitive and difficult to understand. The varying (often asymmetrical) production bonus also made precise production calculation a nightmare. Unfortunately the poor reception X Rebirth received upon release alienated many senior modders from the X3 days, and years after the game's release, I was dismayed to find that no station production calculator had been created. Some efforts at collecting and organizing station production info was made, but the fact remained that a working production calculator was still far away.

So when alexusvm informed me of the existence of a fully-working X Rebirth factory calculator that has been in development at the Russian gaming community for 2 years, imagine my astonishment! Having never translated a program from another language before, I was initially a bit reluctant when the job was offered to me. But partially driven by my own (very selfish) need to have a tool like this, I felt compelled to undertake the task...

So now, without further adieu, I present the first English-translated edition of X Rebirth Builder 2.1!
  • Builder Tool Introduction:
    [ external image ][ external image ][ external image ][ external image ]
    X Rebirth Builder 2.0 (Russian title: "X Rebirth Build 2", changed to avoid confusion) is a comprehensive set of tools for calculating and planning your player empire. Its functions and features are far more extensive than I anticipated.

    Some of its key features include:
    • Interactive galaxy map with station and ware balance information for the displayed area (includes production by NPC stations). Easily visualize the production and consumption of specific wares across the galaxy!
    • Save game data import allows you to populate the Builder's universe with added NPC stations (such as the constructed Canteran atations), pre-existing player stations, and faction reputation information (includes a reputation check option to exclude hostile stations from calculation).
    • Construction resouces & Freighter cargo calculator allows for comprehensive construction planning. Easily figure out how much a station costs to build and how many ships it takes to transport all the wares! You can even export and import a construction fleet configuration.
    • Elaborate station module & crew configuration allows for stage-by-stage "virtual" construction of your stations, with module-specific production and bonus information applied to calculation. Plus the ability to specify crew skill levels to adjust the efficiency bonus!
    • Multiple universe & complex instance support let's you work on multiple complexes at once, in different instances of the game universe if you want!
    • Powerful printing tools allows you to print out a plethora of useful information of your choosing.
    There are many more features! Please see the User Manual for an in-depth look at this tool.
  • X Rebirth Builder 2.1 - English User Manual (.PDF)
  • X Rebirth Builder 2.1 program executable (.EXE)
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Latest Changelog:

X Rebirth builder 2.1.51

- Fixed a bug in calculating stations in the "Station" tab;
- Fixed a bug when installing the location of new stations of player;
- Fixed printing errors;
- Fixed print output information on warehouses;
- Fixed display of information about the weapon station in the tab "Complex" (AlexYar);
- Fixed display of performance factors included in the group;
- improved performance for the buttons on / off all production at the "Complex" tab (AlexYar);
- Updated the printing of complex structures, and stations;
- The possibility of vertical centering of tables is added, when printing;
- "Station" tab: added the counter of stations added to the station complex (AlexYar);
- "Station" tab: new stations initially have the maximum settings (specialists have a level according to the program settings) (anDron).

*The current version of the game 4.10 + DLC "Forpost Teladi" + DLC "Home of Light"


Rebirth builder 2.1.50 (X Rebirth 4.10-compatible version)

04/30/2017: version 2.1.50
- Added printing, calculation of loading of transport ships (SerP).
* The current version of the game 4.10 + DLC "Outpost Teladi" + DLC "Home of Light"

XR Builder 2.1.45 RC4
  • fixed rounding of resources (AlexYar);
  • fixed save function of the complex;
  • fixed "No Manager" warning for the station without production modules and/or storage;
  • added the budget of the Manager for the player's station (only for updated universe) (AlexYar);
  • added warnings for weapons systems of the stations (only for updated universe, function on/off in the window "Settings") (AlexYar);
  • added check missing specialists (function on/off in the window "Settings") (AlexYar);
  • added searching free player-owned specialists (AlexYar);
  • added display of the active zone (only for updated universe);
  • added list of available personnel (for active zone) (anDron);
  • added player statistics window (only for updated universe) (AlexYar);
  • added configure alerts for NPC stations (anDron);
  • added correction of calculation of the limits of storage = 5% (anDron)
  • changed complex save format (old versions are supported, but require updates).
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Alternative Tool: X Rebirth Station Calculator (by Phipsz)

This is a much more light-weight tool, written by Phipsz. It is web-based and platform-independent, so players on Linux and Mac systems can use it.
The tool currently does not allow module configuration, so ware production/consumption values presume all stations to be fully-extended. Phipsz is continuing his work on this, and has made it open-source so people can help contribute as well (see github).
Edit: New version available from Alex listed above - Sparky
Last edited by Simoom on Wed, 7. Sep 16, 12:09, edited 29 times in total.

Phipsz
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Post by Phipsz » Sun, 27. Mar 16, 01:04

Looks cool! Do you know if there is a Linux version (no I don't like wine :P )? Either way, I'll take this opportunity to mention my own project I produced over the last few days, nothing to download so it may be better for using during gameplay, but not as complex as this tool. Website is available here with sourcecode available on github.

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Simoom
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Post by Simoom » Sun, 27. Mar 16, 01:20

Phipsz wrote:Looks cool! Do you know if there is a Linux version (no I don't like wine :P )? Either way, I'll take this opportunity to mention my own project I produced over the last few days, nothing to download so it may be better for using during gameplay, but not as complex as this tool. Website is available here with sourcecode available on github.
Hey Phipsz!

I saw your comment in my other thread; I kinda felt bad posting this tool now because I don't want everyone who's helped me with the project to feel like it's all wasted effort (the entire English-speaking XR community has been totally oblivious about this tool, though, so... can't blame us for trying xD )

Regarding the Linux version... the readme file was fairly specific about Windows being a requirement for this program, so I am guessing at the moment, no. I am not a coder though so I don't know how difficult it would be to port a tool like this for another OS...

Phipsz
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Post by Phipsz » Sun, 27. Mar 16, 01:53

Well, you did an awesome job on putting up the information on that thread (I actually used your thread for my tool). And I needed the excercise, so I don't think I wasted any effort :)

Hm, difficulty of a Linux version would depend on the programming language used. I'd guess .net (or variants) from the pictures, which would not be easy to port. XAdrians complex calculator for X3 was written in java, which, while I dislike java itself, is quite independent of os as long as you don't explicitely break it. I think I'll keep to my program for now, which I also can keep open during gameplay in steam overlay. Also I must admit that the feature of calculating wares needed to build the stations is indeed one I will miss with mine.

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Simoom
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Post by Simoom » Sun, 27. Mar 16, 03:01

Phipsz wrote:Well, you did an awesome job on putting up the information on that thread (I actually used your thread for my tool). And I needed the excercise, so I don't think I wasted any effort :)

Hm, difficulty of a Linux version would depend on the programming language used. I'd guess .net (or variants) from the pictures, which would not be easy to port. XAdrians complex calculator for X3 was written in java, which, while I dislike java itself, is quite independent of os as long as you don't explicitely break it. I think I'll keep to my program for now, which I also can keep open during gameplay in steam overlay. Also I must admit that the feature of calculating wares needed to build the stations is indeed one I will miss with mine.
Well, since quite some amount of data mining and parsing has already been made by several members of the English-speaking XR community, I think a side project we could take on is making a lighter version of the complex calculator (may be a Java-based tool with an interface similar to Xandrian, so players on other platforms at least have something to go to).

The one thing I did notice about alexusvm's tool is that it is fairly CPU-heavy, and can be a bit laggy at times. It's certainly something I can live with, but there may be occasions where people want something for a quick calculation and don't require some of the fancier features (galaxy map, construction cost & freighter calculator, multi-instance complex/universe support, etc.)

Phipsz
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Post by Phipsz » Sun, 27. Mar 16, 11:28

Well, my version is a web-frontend, and already working. It is simple enough; you only get to select the stations and how many of them you want. result is a calculation of wares produced and consumed.

vadiolive
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Post by vadiolive » Sun, 27. Mar 16, 22:08

I Cant load my savegame

Compressed 26mb
Uncompressed - 243mb

I look with new game save work fine

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alexalsp
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Post by alexalsp » Sun, 27. Mar 16, 22:17

vadiolive wrote:I Cant load my savegame

Compressed 26mb
Uncompressed - 243mb

I look with new game save work fine
This tool works only with the original game without mods.

If the game without mods, send alexusvm file

1) http://www.elite-games.ru/conference/pr ... st&u=33188

2) http://forum.egosoft.com/privmsg.php?mode=post&u=456567

vadiolive
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Post by vadiolive » Sun, 27. Mar 16, 23:11

Well my save heavly modded my bad

But my new start game use same mods and work
I guess think start broken after fews point i can test future

And interresing tool indeed i realy need this since my economy is mess with CWIR , Build station (npc) , +my stations -dmg in modules efficiency most npc station crippled (spend alot hours rebuild base wares)

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Simoom
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Post by Simoom » Mon, 28. Mar 16, 02:14

If you have mods that modify station attributes, that may be the cause (I use one, "Canteran Handmade Technologies", which prevents my new 4.0 saves from importing. My old 3.0 saves from before I used this mod imports fine).

If you start a new game, it's possible that the stations your mods modify haven't spawned yet (if you play Campaign, the game doesn't spawn anything in DeVries and Omicron Lyrae until you get to the point in the story where you have to travel there)

Quawis
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Post by Quawis » Mon, 28. Mar 16, 02:57

Interesting results...

Does updated universe setting (after importing the save) takes into account only information about the stations known to player (and fills the rest with the source) or it is autmatically knows what goes in every part of the galaxy?

Reason is, I just completed the plot again and started filling stations in Albion with tarde agents (and this tool kinda renders this affair moot :lol: ) and cross checking source and upadetd universe - the numbers are very different. At this point I only have fully builded URF forge in DHA and it is not yet operational.

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Simoom
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Post by Simoom » Mon, 28. Mar 16, 06:34

To my understanding, the tool parses the save game data for all station info. If it exists in your save game, regardless of whether or not it is marked as known to the player, the data is imported anyway (this includes any module damage, if they are halted because storage is full, the skill levels of station crew, etc.)

Not sure about trade offers, but based on my understanding (from frequently examining the raw save game XML data) stations have all their traded wares and pricing info available all the time (not generated based on if player discovered it or not - and NPC traders will pursue these trade offers irregardless of player knowledge or involvement)

And yes, the numbers between source and updated universe should be very different. The source universe does not take into account any efficiency bonus, and those can provide for anywhere between 20% to 80% boost in production.

Your trade agents aren't pointless btw... they are still useful if you need to do manual trading, since there's no way to monitor prices in realtime otherwise.

Loltak
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Post by Loltak » Mon, 28. Mar 16, 11:02

Hi,
2 good tools here :)
The web-designed tool by Phipsz is a more "simple" tool which gives rapidly a overlook of the production and the X-builder is more complex and in addition of facilitate the station creation/management, it can give you a lot of informations like the relation between ware and/or stations product.
I think they complement to another.

Congrats to people who creating them and/or translate them ;)

bye
X4: Fondations Vanilla all extension.
Casual ineffective player at slow pace

Wasca
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Post by Wasca » Mon, 28. Mar 16, 23:11

Hi,

This is an awesome tool, which I started using right away.
Congrats to the original developer and the translator.

One thing I haven't fully understood is the meaning of the trade offer filter.
Can anyone shed some light on this?

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Simoom
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Post by Simoom » Tue, 29. Mar 16, 00:03

Wasca wrote:Hi,

This is an awesome tool, which I started using right away.
Congrats to the original developer and the translator.

One thing I haven't fully understood is the meaning of the trade offer filter.
Can anyone shed some light on this?
I was actually a bit confused about this feature myself, so I didn't translate it in detail (under the "Production & Consumption" window, I was unable to get any station or ware info to show when this feature is enabled).

What I did notice is that under the "Wares" tab view, if you activate the map mode and click "Trade Offers", it displays the number of ships in the displayed area that are carrying the selected ware. I am guessing it's a way to figure out how much of the ware is being moved?

I'll ask the author about this and report back. :)

Delay
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Post by Delay » Tue, 29. Mar 16, 05:22

Hi,

i downloaded it from the google source, and i got a russian version :o
My Game is the German Version. Can you help me to get the english planer?

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Simoom
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Post by Simoom » Tue, 29. Mar 16, 07:55

The version hosted on Google has both English and Russian built-in. Please click the "Localization Setting" button (see User Manual for info) to switch the program to English.

Also if you want, you can generate a localization XML file and customize the UI into German (or any language of your choice). See the very end of the User Manual for details on this. :)

Wasca
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Post by Wasca » Tue, 29. Mar 16, 21:39

Simoom wrote:
Wasca wrote:Hi,

This is an awesome tool, which I started using right away.
Congrats to the original developer and the translator.

One thing I haven't fully understood is the meaning of the trade offer filter.
Can anyone shed some light on this?
I was actually a bit confused about this feature myself, so I didn't translate it in detail (under the "Production & Consumption" window, I was unable to get any station or ware info to show when this feature is enabled).

What I did notice is that under the "Wares" tab view, if you activate the map mode and click "Trade Offers", it displays the number of ships in the displayed area that are carrying the selected ware. I am guessing it's a way to figure out how much of the ware is being moved?

I'll ask the author about this and report back. :)
After playing with it a little, it looks like it lists all the trade offers from stations for this ware and that the filter is used to select trade offers with respect to the average ware price.

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Simoom
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Post by Simoom » Tue, 29. Mar 16, 22:30

Wasca wrote:After playing with it a little, it looks like it lists all the trade offers from stations for this ware and that the filter is used to select trade offers with respect to the average ware price.
Oh cool! I guess my save game didn't import correctly for some reason (none of my trade offers were visible).

I heard back from the author, too, confirming the functions of this feature. I have issued an update to the User Manual to better explain this feature.

Also updated the OP to include a more complete credit list (the tool was apparently a group effort by a number of players)

kitsune9tails
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Post by kitsune9tails » Wed, 30. Mar 16, 11:18

Wow, it looks great, and I'd really like to try it, but I have to admit at being a little cautious of running a binary executable from Russia on my system... :P

Anyone have any assurances there aren't any "extra treats" as it were, hidden inside? (Or if anyone has any freeware VMs/containers/jails for windows I can use, that would also work, I guess.)

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