[MOD] Civilian Fleets: Mimicry Extension (v6.05)
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
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Re: [MOD] Civilian Fleets (v1.10)
Latest v1.10 update introduces the Fallback Mode, a safety measure which guarantees this mod to continue functioning even when Right Click API fails.
I do hope that the Right Click API will be updated in the future.
I do hope that the Right Click API will be updated in the future.
The future awaits.
X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.
X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.
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- Posts: 190
- Joined: Sat, 30. Apr 05, 06:09
Re: [MOD] Civilian Fleets (v1.11)
3.0 hotfix 2 (I think) changed the nature of wing commands and now defend(default) doesn't seem to exist anymore so fallback mode doesn't seem to be working properly. If I assign miners to defend miners with commands all they seem to do is defend. They don't mine themselves. Is there a fix or does this have to be updated?
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Re: [MOD] Civilian Fleets (v1.11)
Egosoft might have changed how their script structures look like, and so my patches may fail.captainradish wrote: ↑Fri, 3. Jan 20, 03:573.0 hotfix 2 (I think) changed the nature of wing commands and now defend(default) doesn't seem to exist anymore so fallback mode doesn't seem to be working properly. If I assign miners to defend miners with commands all they seem to do is defend. They don't mine themselves. Is there a fix or does this have to be updated?
Since I use my heavily modded mid-late-game savefile for testing this mod, I cant easily move over to v3.0 beta, so currently I dont have much options than to hope Egosoft quickly release v3.0...
But as a matter of fact, currently, if civ-fleet assignment fails, the mod will instruct those subordinates to use the "Follow" default behavior.
The future awaits.
X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.
X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.
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- Posts: 190
- Joined: Sat, 30. Apr 05, 06:09
Re: [MOD] Civilian Fleets (v1.11)
OK, it started working now. I'm not sure what the original issue was but if you add ships to defence -> Alpha it will change them to beta -> miner, trade, whatever.Vectorial1024 wrote: ↑Fri, 3. Jan 20, 15:15Egosoft might have changed how their script structures look like, and so my patches may fail.captainradish wrote: ↑Fri, 3. Jan 20, 03:573.0 hotfix 2 (I think) changed the nature of wing commands and now defend(default) doesn't seem to exist anymore so fallback mode doesn't seem to be working properly. If I assign miners to defend miners with commands all they seem to do is defend. They don't mine themselves. Is there a fix or does this have to be updated?
Since I use my heavily modded mid-late-game savefile for testing this mod, I cant easily move over to v3.0 beta, so currently I dont have much options than to hope Egosoft quickly release v3.0...
But as a matter of fact, currently, if civ-fleet assignment fails, the mod will instruct those subordinates to use the "Follow" default behavior.
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- Posts: 224
- Joined: Mon, 30. Jul 18, 04:16
Re: [MOD] Civilian Fleets (v1.11)
Note to self: Egosoft probably introduced extra flags for assignment in v3.0, so only assignment to Alpha (which is probably the "default value") "fails".captainradish wrote: ↑Sun, 5. Jan 20, 18:30OK, it started working now. I'm not sure what the original issue was but if you add ships to defence -> Alpha it will change them to beta -> miner, trade, whatever.Vectorial1024 wrote: ↑Fri, 3. Jan 20, 15:15Egosoft might have changed how their script structures look like, and so my patches may fail.captainradish wrote: ↑Fri, 3. Jan 20, 03:573.0 hotfix 2 (I think) changed the nature of wing commands and now defend(default) doesn't seem to exist anymore so fallback mode doesn't seem to be working properly. If I assign miners to defend miners with commands all they seem to do is defend. They don't mine themselves. Is there a fix or does this have to be updated?
Since I use my heavily modded mid-late-game savefile for testing this mod, I cant easily move over to v3.0 beta, so currently I dont have much options than to hope Egosoft quickly release v3.0...
But as a matter of fact, currently, if civ-fleet assignment fails, the mod will instruct those subordinates to use the "Follow" default behavior.
The future awaits.
X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.
X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.
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- Posts: 1
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Re: [MOD] Civilian Fleets (v1.11)
I'm having the same issue described above on the public_beta v3 branch - when assigning mining ships to miners with Sector AutoMine, Advanced AutoMine or Expert AutoMine, it simply defaults to "Escort Ship". I'm using the known work-around of assigning subordinate ships to Defence > Alpha (as G Workaround and Right Click API is broken at the moment).
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Re: [MOD] Civilian Fleets (v1.11)
Try forcing your commander or your fleet members to dock, maybe the command hasn't been passed around yet.OfficialNoms wrote: ↑Sun, 16. Feb 20, 14:55I'm having the same issue described above on the public_beta v3 branch - when assigning mining ships to miners with Sector AutoMine, Advanced AutoMine or Expert AutoMine, it simply defaults to "Escort Ship". I'm using the known work-around of assigning subordinate ships to Defence > Alpha (as G Workaround and Right Click API is broken at the moment).
This mod is designed so that civilian fleets sync their orders during docking.
The future awaits.
X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.
X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.
Re: [MOD] Civilian Fleets (v1.11)
hi can you check out the new mules from m,wooki ,as it is fixed
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Re: [MOD] Civilian Fleets (v1.11)
Yep, I fixed it.
Well, I did not do a whole lot tbh, I just wanted to do the steps required to make it work so other people don't have too unpack the mod and do it.
Dunno if the OC will ever update it again. I also threw in the standalone supply mule in-case any wanted that too both mods have the same issue in Beta 3
Well, I did not do a whole lot tbh, I just wanted to do the steps required to make it work so other people don't have too unpack the mod and do it.
Dunno if the OC will ever update it again. I also threw in the standalone supply mule in-case any wanted that too both mods have the same issue in Beta 3
*modified*
*X3 LiteCube User*
MOD GemFX Real Space Shaders
MOD Variety and Rebalance Overhaul Icon Pack
I lost my Hans and should not be flying Solo.
*X3 LiteCube User*
MOD GemFX Real Space Shaders
MOD Variety and Rebalance Overhaul Icon Pack
I lost my Hans and should not be flying Solo.
Re: [MOD] Civilian Fleets (v1.11)
yea big thanks for that I be lost with out this modMisunderstood Wookie wrote: ↑Wed, 11. Mar 20, 15:26Yep, I fixed it.
Well, I did not do a whole lot tbh, I just wanted to do the steps required to make it work so other people don't have too unpack the mod and do it.
Dunno if the OC will ever update it again. I also threw in the standalone supply mule in-case any wanted that too both mods have the same issue in Beta 3
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Re: [MOD] Civilian Fleets (v1.11)
Ah, I must have missed some good stuff...
With the coming Easter and the official v3.0 available, Imma update this to be compatible with v3.0, and also have a look at the fixed Mules mod
The future awaits.
X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.
X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.
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- Posts: 377
- Joined: Mon, 15. Mar 04, 08:07
Re: [MOD] Civilian Fleets (v1.11)
I have a couple of kinks to work out at some point, seems split DLC has done something like a couple of people reports an issue with infinite trade searching from the Travel Mule and auto miners not mining which one person has that issue the other does not have so I have to do some internal testing and figure out if there really is an issue or if it is another conflict and not my problem.Vectorial1024 wrote: ↑Wed, 8. Apr 20, 09:01Ah, I must have missed some good stuff...
With the coming Easter and the official v3.0 available, Imma update this to be compatible with v3.0, and also have a look at the fixed Mules mod
A couple requests I need to look into since original mules assign your traders to defence on assigned stations I am going to look into changing the behaviour over to trader.
If you rebuild this I highly recommend investing the time into a re-write using -
https://steamcommunity.com/sharedfiles/ ... 2042901274
*modified*
*X3 LiteCube User*
MOD GemFX Real Space Shaders
MOD Variety and Rebalance Overhaul Icon Pack
I lost my Hans and should not be flying Solo.
*X3 LiteCube User*
MOD GemFX Real Space Shaders
MOD Variety and Rebalance Overhaul Icon Pack
I lost my Hans and should not be flying Solo.
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- Posts: 224
- Joined: Mon, 30. Jul 18, 04:16
Re: [MOD] Civilian Fleets (v1.11)
The Steam mod seems capable of listening to right click events, but then, it seems it is available only on Steam, which doesnt help with the Nexus users...
And UI mods are notorious for not working when put to Steam...
Still, thanks for letting me know about that mod!
And UI mods are notorious for not working when put to Steam...
Still, thanks for letting me know about that mod!
The future awaits.
X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.
X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.
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- Posts: 377
- Joined: Mon, 15. Mar 04, 08:07
Re: [MOD] Civilian Fleets (v1.14)
He has perfectly functional UI mods on steam, but I mean each to ones own. I suggest it because unlike the Right-click API and GLUA workaround which is redundant and I might add not as optimised thanks to LUA API Loader and Simple Lua Menu and various other bits from Sir Nukes UI modding API all of which is actually available separate you can find his work in the forums here and nexus.
The Modding API on steam is a collection of his work compiled and merged into one standalone rather than 5 bits over here and nexus. I know for a fact Simple Menu API and Lua Loader are on these forums.
The Modding API on steam is a collection of his work compiled and merged into one standalone rather than 5 bits over here and nexus. I know for a fact Simple Menu API and Lua Loader are on these forums.
*modified*
*X3 LiteCube User*
MOD GemFX Real Space Shaders
MOD Variety and Rebalance Overhaul Icon Pack
I lost my Hans and should not be flying Solo.
*X3 LiteCube User*
MOD GemFX Real Space Shaders
MOD Variety and Rebalance Overhaul Icon Pack
I lost my Hans and should not be flying Solo.
- StoneLegionYT
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Re: [MOD] Civilian Fleets (v1.11)
It's Open Sourced and released here as wellVectorial1024 wrote: ↑Fri, 10. Apr 20, 13:16The Steam mod seems capable of listening to right click events, but then, it seems it is available only on Steam, which doesnt help with the Nexus users...
And UI mods are notorious for not working when put to Steam...
Still, thanks for letting me know about that mod!
https://github.com/bvbohnen/x4-projects/releases
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Re: [MOD] Civilian Fleets (v1.11)
Ah nice!Kane Hart wrote: ↑Sat, 11. Apr 20, 10:10It's Open Sourced and released here as wellVectorial1024 wrote: ↑Fri, 10. Apr 20, 13:16The Steam mod seems capable of listening to right click events, but then, it seems it is available only on Steam, which doesnt help with the Nexus users...
And UI mods are notorious for not working when put to Steam...
Still, thanks for letting me know about that mod!
https://github.com/bvbohnen/x4-projects/releases
And yes, from reading their docs, the suggested mod seems simpler to manage, but seeing that they haven't finalized the interact menu api yet, better not use them for now.
In the meantime, this mod has been made compatible with v3.0!
The future awaits.
X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.
X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.
- StoneLegionYT
- Posts: 1428
- Joined: Fri, 4. Nov 05, 01:18
Re: [MOD] Civilian Fleets (v1.11)
Thank you Looking forward to using it building my pack now.Vectorial1024 wrote: ↑Sat, 11. Apr 20, 17:50Ah nice!Kane Hart wrote: ↑Sat, 11. Apr 20, 10:10It's Open Sourced and released here as wellVectorial1024 wrote: ↑Fri, 10. Apr 20, 13:16The Steam mod seems capable of listening to right click events, but then, it seems it is available only on Steam, which doesnt help with the Nexus users...
And UI mods are notorious for not working when put to Steam...
Still, thanks for letting me know about that mod!
https://github.com/bvbohnen/x4-projects/releases
And yes, from reading their docs, the suggested mod seems simpler to manage, but seeing that they haven't finalized the interact menu api yet, better not use them for now.
In the meantime, this mod has been made compatible with v3.0!
Just wondering this little off topic since your doing fleets.
I'm assuming the fleet stuff using some of the already existing code in the game and not like written 100%? The reason I ask and if it was is how hard would it be to add folders into assets. So not fleet stuff at all but just a way to store your ships, etc into a folder that you can collapse and keep cleaner hehe.
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Re: [MOD] Civilian Fleets (v1.11)
Yup, to simplify what this mod does, it simply copies trade/mine commands between ships whenever "some certain conditions" are met (and those conditions are the ship assignment states). What happens to the ships after they receive the copied commands, those are from the base game's (or other mod's) code, and I do not modify them.Kane Hart wrote: ↑Sat, 11. Apr 20, 21:29Thank you Looking forward to using it building my pack now.Vectorial1024 wrote: ↑Sat, 11. Apr 20, 17:50Ah nice!Kane Hart wrote: ↑Sat, 11. Apr 20, 10:10
It's Open Sourced and released here as well
https://github.com/bvbohnen/x4-projects/releases
And yes, from reading their docs, the suggested mod seems simpler to manage, but seeing that they haven't finalized the interact menu api yet, better not use them for now.
In the meantime, this mod has been made compatible with v3.0!
Just wondering this little off topic since your doing fleets.
I'm assuming the fleet stuff using some of the already existing code in the game and not like written 100%? The reason I ask and if it was is how hard would it be to add folders into assets. So not fleet stuff at all but just a way to store your ships, etc into a folder that you can collapse and keep cleaner hehe.
Regarding the folders stuff, did you mean putting ships inside some sort of "folders" at the ship list so that you could hide them while each individual ship can do their own different job? I think it could be done, but you probably wont be able to change the orders of the subordinates afterwards. It reminds me of this mod: Subordinate Order Access https://www.nexusmods.com/x4foundations/mods/289
The future awaits.
X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.
X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.
-
- Posts: 377
- Joined: Mon, 15. Mar 04, 08:07
Re: [MOD] Civilian Fleets (v1.14)
Does this mod still have Mule integration
just checking as we are doing a re-write of mules for 3.0
just checking as we are doing a re-write of mules for 3.0
*modified*
*X3 LiteCube User*
MOD GemFX Real Space Shaders
MOD Variety and Rebalance Overhaul Icon Pack
I lost my Hans and should not be flying Solo.
*X3 LiteCube User*
MOD GemFX Real Space Shaders
MOD Variety and Rebalance Overhaul Icon Pack
I lost my Hans and should not be flying Solo.
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- Posts: 224
- Joined: Mon, 30. Jul 18, 04:16
Re: [MOD] Civilian Fleets (v1.14)
I placed warnings that Mules integration does not seem to work well at the Nexus description and download area, so you are safe to rewrite the MulesMisunderstood Wookie wrote: ↑Sun, 12. Apr 20, 19:11Does this mod still have Mule integration
just checking as we are doing a re-write of mules for 3.0
The future awaits.
X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.
X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.