Nifty Things you can do with the Add Blueprint command

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MJALowe
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Nifty Things you can do with the Add Blueprint command

Post by MJALowe »

well, first you can add any ship in the game to the HQ with it (duh)

next, if there is more than one HQ it seems to pick the one you are nearest to

real nifty-ness

if you use a variable to store the value you can add wares to the HQs production list - note: not cost effective vs the factories unless you do some other stuff - note2: i dont know if its all wares but its definatly shields lasers missiles and ecells (those are the types that i tested with)

super nifty-ness with a bit of work

if you mod the HQ file so it has entires like:

Code: Select all

    <upgrade index="0" typename="SS_DOCK_P_HQ" storage="50000000">
      <blueprints>
        <blueprint typename="SS_SH_A_M4" />
      </blueprints>
      <production>
        <factor class="ship" value="1" />
        <factor class="factory" value="2" />
        <factor class="hq" value="2" />
        <factor class="laser" value="2" />
        <factor class="shield" value="2" />
      </production>
      <repair>
        <factor class="ship" value="2" />
        <factor class="hq" value="2" />
      </repair>
      <reverse>
        <factor class="ship" value="1" />
        <factor class="factory" value="2" />
        <factor class="hq" value="2" />
        <factor class="laser" value="2" />
        <factor class="shield" value="2" />
      </reverse>
    </upgrade>
  </upgrades>
  <resources>
    <!-- Time (uses the SETA upgrade as the typename!) -->
    <resource typename="SS_WARE_TECH231">
      <factor class="m5" value="10000" primary="1" />
      <factor class="m4" value="12500" primary="1" />
      <factor class="m3" value="16666" primary="1" />
      <factor class="gonership" value="16666" primary="1" />
      <factor class="freighter" value="5000" primary="1" />
      <factor class="bigship" value="25000" primary="1" />
      <factor class="factory" value="25000" primary="1" />
      <factor class="hq" value="25000" primary="1" />
      <factor class="laser" value="500" primary="1" />
      <factor class="shield" value="500" primary="1" />
    </resource>
you can control how fast what you can produce is produced and a "factor" which is applied to the resource costs

you can also add other things to the list, like factories and HQs, - the stuff in the real niftyness doesn't need HQ.xml to be modded

it still wont let you reverse enginer these items (even with the correct entries) but if you add the blueprint it WILL let you produce them, i tested by producing an HQ and alot of Massdrivers (cheated to get the HQ, blueprints, and resources)

note: for the "factor" values i dont know if it will accept fractions/decimals so other than makeing some things produce in less time its not much use
note2: and ofcoarse you can also modify the cargo capacity of the HQ and any starting blueprints
eladan
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Post by eladan »

I imagine that you could also do that to produce factories.

:EDIT: Ah - you already mentioned it, sorry, didn't read carefully enough.
MJALowe
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Post by MJALowe »

basically what it means is the HQ can be made to produce darn near everything in the game, and if you got my IFTSOS script it would become sic and wrong....efficient production of all default factory goods, and not so efficient production of everything else....

IFTSOS is going to get an upgrade (install factory blue prints to HQ, ship BPs, laser/shield, anything thats available in game but not factory produced *grin*)
Lancefighter
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Post by Lancefighter »

I assume this means that you can build a single unit of whatever at a time? meaning i cant mass produce kyons while im building my fleet?
MJALowe
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Post by MJALowe »

it builds the same as the fighters do....meaning you scroll down to the production que and increase the amount to be produced hit enter to assign the setting and now you are producing like 10 or something (10 was the limit with massdrivers i believe, when i had no resources and the station had no credits)
Lancefighter
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Post by Lancefighter »

Can you somehow mod the HQ to have more than a single production slot?
MJALowe
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Post by MJALowe »

no clue, I dont think its possible, not unless changeing these lines effects that

Code: Select all

      <production>
        <factor class="ship" value="1" />
      </production>
      <repair>
        <factor class="ship" value="2" />
        <factor class="hq" value="2" />
      </repair>
      <reverse>
        <factor class="ship" value="1" />
      </reverse>
i know that adding hq and factory to the production group makes those things able to be produced, and that lasers and shields can be produced even without that

and i know that adding items to reverse doesnt let you reverese engineer them
CBJ
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EGOSOFT
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Post by CBJ »

Lancefighter wrote:Can you somehow mod the HQ to have more than a single production slot?
Nope.
Lancefighter
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Post by Lancefighter »

CBJ wrote:
Lancefighter wrote:Can you somehow mod the HQ to have more than a single production slot?
Nope.
Has someone tried?
eladan
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Post by eladan »

Lancefighter wrote:
CBJ wrote:
Lancefighter wrote:Can you somehow mod the HQ to have more than a single production slot?
Nope.
Has someone tried?
I think CBJ's probably an authority on this. :) If he says it's not possible, well...
MJALowe
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Post by MJALowe »

i will say this...a nope isn't always accurate...ill trust CJB until he's proven wrong though...

on the tech support forum he said that changing font size was impossible

not entirely true...font size (and the entire font) can be changed...but the viewing space for the font can't, meaning font gets larger and soon enough text wrapping messes up and characters and eventually start overlaping the ones under them

just using the above example of the word NO not being entirely accurate

saying it can be changed, but not easily, not without alot of effort, and not without the possibility of violating the EULA would be a more accurate response

I know of no way to currently change the number of processing ques on a single pHQ

the simple solution is ofcoarse to have another HQ or 2 or more

HQ 1 - makes ships
HQ 2 - makes shields
HQ 3 - makes weapons
HQ 4 - makes more weapons
...
...
...
CLS brings all the shields weapons etc to HQ1

you get the idea
Lancefighter
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Post by Lancefighter »

I see where you are going with this .You will have to excuse me while i go try a few things now :D
StormSinger
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Post by StormSinger »

Why do I get the feeling someone is going to try reverse-engineering that "nope"? :roll:
MJALowe
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Post by MJALowe »

*grin* take a look at IFTSOS, if i can do that i should be able to duplicate the pHQ useing scripts
Galaxy613
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Post by Galaxy613 »

StormSinger wrote:Why do I get the feeling someone is going to try reverse-engineering that "nope"? :roll:
The Russians probably will. :D By Russians, I mean CheckerTwo, the guy that made the OBJ editor for X2 and X3..
10,000 Lightyears of awesomeness
Cash'Lu
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Joined: Mon, 2. Apr 07, 00:32
x3tc

Post by Cash'Lu »

Sorry to bring this up again, but I am getting intrigued in the idea of having the PHQ function as a research station (ala EvE).

I modified the HQ.xml file, and using the modmanager, created a cat/dat file, with largest numbering etc...

Problem is the only difference I am seeing in my HQ is increased storage space, nothing else.

Please, if it is possible, could you show me the exact script code needed to correctly add say an Argon HEPT factory blueprint please?

I'm using a variable that lets the user select a ware, then uses the add blueprints on that variable, but, as I said, I am having no luck.

Thanks :D
MJALowe
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Post by MJALowe »

argument

station / station type / station <---this is where the problem was...select a station to add the factory, not the product


001 add blueprint to HQ "station"
Cash'Lu
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Post by Cash'Lu »

Aaaaahhhhhhhhh

Thank you so much :D

Thank you Thank you Thank you.

EDIT: Ok, did it, turned out the problem was I "incorrectly" spawned a new HQ :P
MJALowe
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Post by MJALowe »

ya...i never spawn a new station....i spawn a tl and add a station to its cargo, then deploy it....usually solves whatever problems im having with the station

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