[MOD] Fix for Plot URV Wharf

The place to discuss scripting and game modifications for X Rebirth.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

lubatomy
Posts: 236
Joined: Mon, 29. Dec 03, 15:22
x4

[MOD] Fix for Plot URV Wharf

Post by lubatomy »

I made a quick mod to make the plot URV station that the player is made to build actually produce something.

Vanilla version of the URV Wharf (part that should be making drones) lists no wares for production. I have changed that to make it produce the same wares as all other URV wharfs. It functions the same way as the URV wharfs on stations in the Albion Sectors.

Current Version is 1.0
Optional Version 1.1a posted to replace version 1.1....same thing just zipped differently

EDIT - I have now tested on an older save I had where I had already made the first URV Wharf on the station. The save itself contains the production information at that point and the only way to fix the problem then is trough save editing.

EDIT 2 - I have updated and made a optional version 1.1. This version does not have the save="false" tag because it edits the wares.xml file. To remove this version it will require save editing. To start using this version it will require save editing if you have already started building the plot station.

[ external image ]

Save editing needs if you have the plot station already or if you are removing the mod:

use a text or xml editor like notepad++ and search for:

Code: Select all

<connection connection="connectionfor_struct_econ_prod_drones_dv_macro
for every place you find it, scroll down and replace the lines like this section as listed below:

Install save edit

if your are adding the mod to a game that is already started with the station built, then it will most likely show this:

Code: Select all

<queue ware="upg_sur_turret_medium_lb"/>
and replace it with: ** Note if going to version 1.1 add method="devries" before the "/>" on each item line. **

Code: Select all

<queue> 
<item ware="drp_surfaceminer_mk2"/> 
<item ware="drp_surfaceminer_mk1"/> 
<item ware="drp_scoopcollector_mk2"/> 
<item ware="drp_scoopcollector_mk1"/> 
<item ware="drp_overrun_mk2"/> 
<item ware="drp_overrun_mk1"/> 
<item ware="drp_intrepid_mk2"/> 
<item ware="drp_intrepid_mk1"/> 
<item ware="drp_interceptor_mk2"/> 
<item ware="drp_interceptor_mk1"/> 
<item ware="drp_construction"/> 
<item ware="drp_cargolifter"/> 
<item ware="drp_assault"/> 
</queue>
Also check the <production.... line and make sure it has state="waitingforresources"

Uninstall save edit

If you are removing any version of mod then it will have this: *** Note - version 1.0 does not have the method part ***

Code: Select all

<queue>
<item ware="drp_assault" method="devries"/>
<item ware="drp_cargolifter" method="devries"/>
<item ware="drp_construction" method="devries"/>
<item ware="drp_interceptor_mk1" method="devries"/>
<item ware="drp_interceptor_mk2" method="devries"/>
<item ware="drp_intrepid_mk1" method="devries"/>
<item ware="drp_intrepid_mk2" method="devries"/>
<item ware="drp_overrun_mk1" method="devries"/>
<item ware="drp_overrun_mk2" method="devries"/>
<item ware="drp_scoopcollector_mk1" method="devries"/>
<item ware="drp_scoopcollector_mk2" method="devries"/>
<item ware="drp_surfaceminer_mk1" method="devries"/>
<item ware="drp_surfaceminer_mk2" method="devries"/>
</queue>
that needs to be replaced with:

Code: Select all

<queue ware="upg_sur_turret_medium_lb"/>
Last edited by lubatomy on Sat, 11. Jan 14, 22:25, edited 5 times in total.
astaldion
Posts: 69
Joined: Fri, 13. Jun 08, 21:53

Post by astaldion »

So this mod only helps, if you haven't build the Wharf already?

What is the sense of the plot URV wharf anyway? What can i do with "up_sur_turret_medium_lb"? :?
BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 7465
Joined: Mon, 15. Dec 03, 18:53
x4

Post by BlackRain »

That is a bug. I don't know what the intended production is supposed to be but I thought it might be a special drone type.
lubatomy
Posts: 236
Joined: Mon, 29. Dec 03, 15:22
x4

Post by lubatomy »

I have no idea what they intended the URV Wharf to build either, but i set it to be able to build the same things that any other URV wharf can build.

As for when it works, it only works if you have not build the first stage of the URV wharf on the plot station yet. Otherwise the production information is saved into the save file itself and it would require some save editing to fix it.
User avatar
Sandalpocalypse
Posts: 4447
Joined: Tue, 2. Dec 03, 22:28
x4

Post by Sandalpocalypse »

What would make sense is it producing a small quantity of the high tech goods necessary for building stations and/or ships...
Irrational factors are clearly at work.
astaldion
Posts: 69
Joined: Fri, 13. Jun 08, 21:53

Post by astaldion »

Sandalpocalypse wrote:What would make sense is it producing a small quantity of the high tech goods necessary for building stations and/or ships...
Yes, i thought the same, after reading the encyclopedia entry..

Will this addon work, if the first stage of the URV Wharf is on 99%? I made a safegame there. :)
mevko
Posts: 73
Joined: Mon, 14. Jul 08, 01:29
xr

Post by mevko »

Hi there, like the mod but haven't tried it yet since I have already built the damn thing. On that note, can someone walk me through that save game edit u mentioned?

:)
"Knowledge is power, guard it well."
lubatomy
Posts: 236
Joined: Mon, 29. Dec 03, 15:22
x4

Post by lubatomy »

I have not tried to do a save game edit myself. I just know that the station ends up having all the production information (or atleast part of it) saved in the save game file. I will look at some save files later this weekend when I get the chance an maybe I can tell you exactly what needs to be changed.

As for what it produces, I will read through its encyclopedia entry again but it is a "URV" wharf which by shape and name should be producing URV. The macro controling it is also labeled "struct_prod_drone_dv_macro" or something really similar to that.

It does say that it was not efficient at doing so which is why i left it building in the same manner as the albion stations. Omicron stations seem to be more efficient at things meaning they make the same items with fewer input resources and maybe with higher output on the end as well but have not checked that.

For the save that is at 99% on the construction, that should allow this to work.
astaldion
Posts: 69
Joined: Fri, 13. Jun 08, 21:53

Post by astaldion »

The 99% save didn't work..

Can you explain, how we can fix the URV Forge via savegame editing?
lubatomy
Posts: 236
Joined: Mon, 29. Dec 03, 15:22
x4

Post by lubatomy »

I have not had the chance to look yet

I don't have a save with the bugged out info in it. if you can put the 99% save or one right after it completes up on the web I can take a look. i suspect though that it is fairly simple replacement of some text. In particular only the segment below for the <queue> under production where it lists the items to be built.

the test it should have if working right is as follows:

Code: Select all

<connection connection="connectionfor_struct_econ_prod_drones_dv_macro" macro="connectionfor_struct_econ_prod_drones_dv_macro">
<component class="production" macro="struct_econ_prod_drones_dv_macro" connection="space" id="[0x1ee4b]">
<offset>
<position x="-2084.94" y="208.304" z="1452.11"/>
<rotation yaw="-90"/>
</offset>
<animations>
<animation part="anim_reactor_anim_b">
<part time="38383.7" sequence="mode_inactive"/>
</animation>
<animation part="anim_reactor_anim_a">
<part time="38383.7" sequence="mode_inactive"/>
</animation>
<animation part="anim_gradient">
<part time="38383.7" sequence="mode_inactive"/>
<texture>
<channel channel="1">
<value time="38383.7" sequence="mode_inactive" property="u_offset"/>
</channel>
</texture>
</animation>
<animation part="anim_reactor_anim_c">
<part time="38383.7" sequence="mode_inactive"/>
</animation>
<animation part="anim_reactor_anim_d">
<part time="38383.7" sequence="mode_inactive"/>
</animation>
<animation part="anim_reactor_top">
<part time="38383.7" sequence="mode_inactive"/>
</animation>
</animations>
<production start="38537.7" item="0" cycle="0" state="waitingforresources">
<efficiency product="1.11"/>
<queue>
<item ware="drp_surfaceminer_mk2"/>
<item ware="drp_surfaceminer_mk1"/>
<item ware="drp_scoopcollector_mk2"/>
<item ware="drp_scoopcollector_mk1"/>
<item ware="drp_overrun_mk2"/>
<item ware="drp_overrun_mk1"/>
<item ware="drp_intrepid_mk2"/>
<item ware="drp_intrepid_mk1"/>
<item ware="drp_interceptor_mk2"/>
<item ware="drp_interceptor_mk1"/>
<item ware="drp_construction"/>
<item ware="drp_cargolifter"/>
<item ware="drp_assault"/>
</queue>
</production>
<connections/>
</component>
</connection>
It may require more changes though. if you open the save in notepad++ and search for the first line of that code you will fine the only place in the entire save file where that shows up (unless you built stage 2 or 3 also which adds a second wharf).
astaldion
Posts: 69
Joined: Fri, 13. Jun 08, 21:53

Post by astaldion »

I think it worked. My station is currently producing "Surface Miner URV mk2" and was stuck at "upg_sur_turret_medium_lb" before. But damn it, this URV production certainly takes a lot of high end primary resources. :D
lubatomy
Posts: 236
Joined: Mon, 29. Dec 03, 15:22
x4

Post by lubatomy »

yes it does, and good to know that change worked.
Wavey
Posts: 143
Joined: Wed, 17. Mar 04, 22:11
xr

Post by Wavey »

thanks :) the edit worked for me just had to find the other entries for the bugged turret as id built everything .I didnt change the part time tho ,will that make a prob?
(\__/)
(='.'=) This is Bunny. Copy and paste bunny into your
(" )_(" ) signature to help him gain world domination.
lubatomy
Posts: 236
Joined: Mon, 29. Dec 03, 15:22
x4

Post by lubatomy »

the only part you should change is the part that starts with <queue> and ends with the </queue> inside the <production> node.

that and have the mod itself added. as i am sure when it finishes the queue it will go back to the original file to see what it should be building again but i am not 100% positive on that one.
Wavey
Posts: 143
Joined: Wed, 17. Mar 04, 22:11
xr

Post by Wavey »

Yep thats the bit i changed ,thx :)
(\__/)
(='.'=) This is Bunny. Copy and paste bunny into your
(" )_(" ) signature to help him gain world domination.
SyberSmoke
Posts: 655
Joined: Sat, 11. Feb 12, 04:03
x4

Post by SyberSmoke »

Well the way that I thought the Warf should work was simply it was an all in one URV/materials facility unique to the plot. The purpose being you get basic materials like plasma, ions, ores, etc and put them in and you get out a trickle of URV's and materials to jump start the DeVries Economy.

May be it should be looked at from that angle and then editing it to produce materials needed to make better stations but at an obscenely inefficient pace. It would certainly be nice to kick that pesty Reinforced Plate dependency DeVries has.
lubatomy
Posts: 236
Joined: Mon, 29. Dec 03, 15:22
x4

Post by lubatomy »

I hate to make it do too much as i think the plot has you build another station at some point but i have not made it that far yet.
SyberSmoke
Posts: 655
Joined: Sat, 11. Feb 12, 04:03
x4

Post by SyberSmoke »

To build a new station...you still need core materials. Reinforced Metal Plates, Bio-Optic Wiring, Fusion Reactors, and so on. That is a basic station, not one with drones and weapons. As such I might suggest that these "core" materials, at least the ones controlled by PMC be fodder for the station.

I would agree that it should not be making HIT/MA, Plasma/MA, Shileds...and so on. But the basics to get a station up should be in the package. Even if it is only cranking out 100 plates per 15 minute cycle.
lubatomy
Posts: 236
Joined: Mon, 29. Dec 03, 15:22
x4

Post by lubatomy »

I have thought of doing something similar to that (or at least the reinforced metals but it would take some time to do and a bit of balancing work im sure). I would have to get around to mapping out the entire economy first though. Ideas i have would be to make the a special steel refinery (that uses same model) but instead it makes the reinforced plates at some crappy rate so that atleast things can get started. and maybe the silicon wafer plant can makes something further up the chain but again at an equally crappy rate so that its not the go to station for everything.
Tasogie
Posts: 289
Joined: Fri, 29. Nov 13, 23:18
x3ap

Post by Tasogie »

so if I have got part 3 building, I am SOL? So I built all that for nothing until th ey fix it :(... damn

Return to “X Rebirth - Scripts and Modding”