[SCRIPT] Ware Replicator v1.0 by Nividium 9/18/2007

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Nividium
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[SCRIPT] Ware Replicator v1.0 by Nividium 9/18/2007

Post by Nividium »

Nividium Ware Replicator for X3 Reunion, Script Package.

Name of Script Package Ware Replicator
Version Number 1.00
Date Released 9/18/2007
Last Updated none
Script Created For X3 Reunion v 2.0.02
File Package Available X3 Script Installer "SPK"

Download the "SPK" file format package here: Ware Replicator

Description:

Ware Replicator adds a custom ship command called [Ware Replicator]. This commands a Player owned ship to replicate a selected ware type. It is like the Star Truck replicators, except this one is always online. It converts Energy Cells into a selected ware. There must be at least one unit of the desired ware to be replicated stored in the ship's cargo hold. This is required as you need to select a ware and the replicator needs to analyse something before it can replicate it. The menu screens go like this; select a Sector, select a ship, select the desired ware to be replicated, key in the quantity to be replicated. This is where it wonders into the unknown. The value of Energy Cells are converted into the value of the selected ware. But how much of the selected ware can you replicate with X number of Energy Cells in your Cargo Hold? Who knows, I do, but that doesn't help you. If you don't care, just key in some large number of quantity and the software will determine the max amount you can replicate based on a (butt load of calculations) including how many Energy Cells you have and free Cargo Space available. It will limit replication to only 1/2 of free cargo space with each use. For example, say you have a TS with 10,000 Energy Cells and 1 unit of Silicon (desired ware). You select the Silicon and just enter 9000 units for the quantity and the software will replicate 167 units of Silicon or whatever will fit in your cargo hold's free space. Also depends upon how much Energy Cells you have.

Features:

- Converts pure energy from Energy Cells into desired ware.
- Ratio of input to output is very close, so the cost of Energy Cells is equal to created ware.
- It's not a cheat or free lunch. Just a convenient use of Star Truck technology for X3.
- Replicator technology has been around for along time, this software helps X3 catch up.
- After each use, an email is sent to you which summarizes the conversion costs and units etc.
- Can be initiated by any ship and executed on themselves or another ship.
- Player ship can use this command on itself or some other ship.
- Handy if you get hungry and want some Bofu, just go to the replicator and turn some energy cells into lunch.

Required Equipment:

- Navigational Command Software MK1. Basic for most ships.

Installation: Use the X3 Script Manager/Installer.

Uninstall: Use the X3 Script Manager/Installer.

Version History:

Version 1.00 Initial Release.

Command Slots Used: "<t id="746">COMMAND_TYPE_CUSTOM_48</t>"

Text File Used: 447690.txt
Last edited by Nividium on Sat, 4. Oct 08, 14:07, edited 1 time in total.
Pogi
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Post by Pogi »

:o ...Where do you come up with these :idea:' s :?: :D

So if I want to make a couple of units of nividium so I can create a enemy fighter at my HQ then I can do it with this using energy cells?
X3..The most fun a man can have...With his clothes on.
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Nividium
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Post by Nividium »

Pogi wrote::o ...Where do you come up with these :idea:' s :?: :D

So if I want to make a couple of units of nividium so I can create a enemy fighter at my HQ then I can do it with this using energy cells?
Yes. You can replicate any ware that is already in a ship, if that ship has enough Energy Cells (value) to produce the desired ware. Also, the ship also needs to have enough free space to hold the desired ware. Hmm Nividium, you are better off to mine Nividium. Use my Sector Scanner, it will scan a Sector and place a special Nav Beacon marker were Nividium debris fields are located, making it easy to find/mine the mineral. :D
heifi
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Post by heifi »

i have a problem with the textfile. its shown as .pck file and not xml. so i couldnt use it ingame... i noticed the same in your scanner script
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Nividium
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Post by Nividium »

heifi wrote:i have a problem with the textfile. its shown as .pck file and not xml. so i couldnt use it ingame... i noticed the same in your scanner script
Yes, the file is a pck, which is an xml that has been compressed using the Mod Manager file catalog system. It is perfectly normal to use a pck text file and should not give you any problems at all. Why, what is going on that leads you to believe that this pck text file is preventing you from using it ingame?
heifi
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Post by heifi »

that pck is not preventing it from working ingame, but i just get read-text buttons. with a xml file i could easily change the language, but i dont know how to edit pck files...
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Nividium
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Post by Nividium »

heifi wrote:that pck is not preventing it from working ingame, but i just get read-text buttons. with a xml file i could easily change the language, but i dont know how to edit pck files...
Why would you get Read-Text buttons from my text file? I don't understand that.
heifi
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Post by heifi »

i use the german x3. and it doesnt work with your english textfiles. at least i dont know how without changing my ingame language. the plugin manager has some language options, which should do exact what i want i think, but it does not work for me...
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Nividium
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Post by Nividium »

heifi wrote:i use the german x3. and it doesnt work with your english textfiles. at least i dont know how without changing my ingame language. the plugin manager has some language options, which should do exact what i want i think, but it does not work for me...
Yes, the dif languages use dif first 2 numbers on the text file ie: 44 is english, but as far as what to do with them I would not have a clue. Can't you just change the first 2 digits to make it a German language file, I don't know :D

Anyhow, here are the download links for the xml version of the Sector Scanner and the Ware Replicator:

File 1
File 2

If you need to do alot this type of thing, you really should download the Mod Manager program, so you can load up any PCK file and extract it to XML at will :D
heifi
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Post by heifi »

thank you very much! as far as i know its not enough just to change the first 2 digits, i have to change it at the beginning in the xml too. now everything works fine for me. :-)
Protrader
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Post by Protrader »

LOL now alls you need to do is enable this for use in stations and HQ's will be alot easier to stock... LOL and come to think of it, SPP's would be truely self sufficient. Crystal->energy->back to crystal again.. LOL Not very efficient but still =p would be funny to watch.
Thraxwhirl
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Post by Thraxwhirl »

heifi wrote:thank you very much! as far as i know its not enough just to change the first 2 digits, i have to change it at the beginning in the xml too. now everything works fine for me. :-)
Agreed, t-files always contain a "language" ref. at the begining of the file's content.

Nividium, may I ask, what advantage(s) is/are there to using .pck's instead of .xml's? I myself never ever convert scripts into .pck's, since it hides them from the in-game Script Editor. It only reads .xmls.

Just curious, but what benefit is served by converting scripts and t-files from nice, readable .xml's into a format that neither Notepad nor Script Editor can use?
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Nividium
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Post by Nividium »

Nividium, may I ask, what advantage(s) is/are there to using .pck's instead of .xml's? I myself never ever convert scripts into .pck's, since it hides them from the in-game Script Editor. It only reads .xmls.

Just curious, but what benefit is served by converting scripts and t-files from nice, readable .xml's into a format that neither Notepad nor Script Editor can use?
The Script Editor can see pck files just fine. PCK files are used as the finished compressed version of the xml. The game takes preferrence of pck over xml. pck files are compressed, making them smaller and take less space. Most scripters I know make their files pck.
ganomix
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Post by ganomix »

Is it possible to convert wares into energy cells? In Star Trek replicated items can be converted back to energy.
scotthans
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Post by scotthans »

Sorry,but when I inputed an odd number,it took away equivalent Energy Cells and just gave me the even number wares(except the swatch,equals to the odd number-1).I'm sure that there were enough Energy Cells and free Cargo Space available.
And I guess the cost of replication may be the average price of the ware which is displayed in the HQ.So,since the price of GPPC is 973860,it needs 60866 Energy Cells at least.That number is beyond the maximum cargo space of all ships in X3 (60000-Mammoth,original edition).
Otherwise,the minimum input number is 2.So,if you want to replicate GPPC,you need at least 122182 cargo spaces(60866*2+150*3).
Rudinho
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Post by Rudinho »

i got a command in custom menu - it's the ware replicator cos it works... but.. it's under a deploy drones command
2nd i get readtext 7690-100 instead of info about conversion
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