[MOD] NRU - Nanite Reconstruction Unit v2.6 Updated! [2.50 release] Bugs fixed

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iforgotmysocks
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[MOD] NRU - Nanite Reconstruction Unit v2.6 Updated! [2.50 release] Bugs fixed

Post by iforgotmysocks »

You need to install SideBarExtender by Philipp Offensand for the menu options to work.
Either download it from this mod's files on the nexus, or better visit his page and leave a thanks. :)



If you might have any ideas for further improvements, do tell! :)

New in v2.6:
- Available with all gamestarts now
- Fixed the 2. New Order bug (again >.>)

New in v2.5:
- Mod works with the new menu now (old menu is not supported anymore)
- Mod menu can be accessed under "Crew" -> Nanite Reconstuction Unit
- Fixed the jumpdrive

Known bugs:
You can buy 2 softwareitems of the same kind. There is no point in doing that but it is possible right now.
Buying 2 trading computers seems to lead to crashes.
You should be fine if you just buy/sell one item of each type until the problem is fixed.
Already working on it.


NRU is 'software' now, you better get some fast cash. :p
I didn't plan on writing a own jumpdrive since alot ppl already did it,
but it can help to avoid running out of menuspots until egosoft helps us out with those luafiles.
And you'll need to collect some stuff to use it. :p
Mine is a very simple one, if you want more depth behind it you should check out the other Jumpdrives around.
Make sure you set the right menuoption position for NRU to avoid conflicts.

Nanite Reconstruction Unit

Link: www.nexusmods.com/xrebirth/mods/327/

A highly advanced technology which is able to fulfill several tasks.
1. Reconstruct launched missiles in cost of inventory items and time.
2. Repair the playership in cost of inventory items and time.
3. Jump to distant zones in cost of inv items

NRU being a buyable software now, you first will need to waste some cash on it. :p
But when you finaly got it, you can enjoy 3 functionalitys, which can be modular enabled or disabled in the ingame menu.
(Except the jumpdrive, just hit the button once you wanna jump or check out what kind of items you need as fuel.)
Ingamemenu changes are temporary, while changes set in the NRU_Config.xml file are saved and override ingame changes every gameload.

You also can set in the Config file, if you wanna use specific items to recreate missiles or random ones of following itempool:

(Improved Missiles users will enjoy different rebuildtimes and item needs.
Improved Missiles is detected automaticly, if installed)

Usable inventory items for the missile rebuilding process:
miningequipment, enginecomponents, jumpdrivecomponents, weaponinterfacechips,
stasischambers, teladianiumpanelling, spacesuits, smallarms, terranhightechgoods,
hazardouswaste, radioactivewaste, scrapmetal, shipwreckage, plutoniumdioxide

This itempool shows items needed for using the repair module:

Usable inventory items for the repair process:
enginecomponents, jumpdrivecomponents, stasischambers,
lifesupportsystems, teladianiumpanelling, terranhightechgoods,
scrapmetal, shipwreckage, plutoniumdioxide

Engineers lower missilerebuilding time for 0.5 seconds per skilllevel and increase the
repairamount of the repairmodule. (Can all be adjusted in the NRU_Config.xml)


Installation:
Extract the data of the downloaded file and copy the Nanite_Reconstruction_Unit
folder to you extensions directory in the X-Rebirth installdirectory.

Updating:
Simply delete the old modfolder and add the new one.
Or use the Nexus Mod Manager.

Deinstallation:
Just remove the moddirectory.

Credits and Special Thanks go to:
dirtysio for the Chinese tranlation and helping out with t-codes, thank you!
Last edited by iforgotmysocks on Tue, 14. Oct 14, 19:52, edited 68 times in total.
swatti
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Post by swatti »

Pure awasomeness!

REQUEST: remove missiles with zero ammo from the missile-screen.

Basicly, if you dont have crushers or swarms, you only cycle between novas and stalkers.
iforgotmysocks
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Post by iforgotmysocks »

swatti wrote:Pure awasomeness!

REQUEST: remove missiles with zero ammo from the missile-screen.

Basicly, if you dont have crushers or swarms, you only cycle between novas and stalkers.
Its going to be more awesome. :)

Give me about half an hour. ^^

Oh and i'm not sure if getting rid of missiles with zero amount is even possible yet. I think that it is handled in the lua files, but i'll check it out tomorrow.
Last edited by iforgotmysocks on Sun, 15. Dec 13, 23:38, edited 1 time in total.
iforgotmysocks
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Post by iforgotmysocks »

There we go, thanks to poppicus nice idea, i had to rename the mod again and had even more fun with documentation... >.> xD

Anyway, Skunk can repair itself now using inv items.

Code is a (visual xD) mess right now, almost nothing is commented, sorry about that.
WesternGunman
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Post by WesternGunman »

I love how this mod gives an otherwise useless commodity a purpose.

Questions:
Is this tied to engineer and/or engineer skill at all?
Can this model be expanded to all repair work?
iforgotmysocks
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Post by iforgotmysocks »

WesternGunman wrote:I love how this mod gives an otherwise useless commodity a purpose.

Questions:
Is this tied to engineer and/or engineer skill at all?
Can this model be expanded to all repair work?
The Missile Module concideres engineer skill, yes.
The Repair Module doesn't yet, but it will soon. :)

And yes it can be expanded to also repair the shipmodules. It's going to be challanging, but thats exactly what i'm looking for. :D

I just need a break now. xD
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danielitto
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Post by danielitto »

I made a sugeestion on Nexus MRU
The mod is not there but Congrat for your work
iforgotmysocks
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Post by iforgotmysocks »

danielitto wrote:I made a sugeestion on Nexus MRU
The mod is not there but Congrat for your work
Hm? NRU is just the new Version. MRU + Repair functionality. ^^
Had to rename it.
iforgotmysocks
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Post by iforgotmysocks »

New in v1.2:
- Engineers improve the ships repair amount for 50 hp per skilllevel (can be altered in the config file)

Thats it, going to sleep.
Have fun. :)
iforgotmysocks
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Post by iforgotmysocks »

1.3 out, just a little bugfix this time.

- Fixed a bug regarding the check of the players inventory.
--> Missiles also get rebuild now if just an equal amount of required inv. items is in storage.
iforgotmysocks
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Post by iforgotmysocks »

New in v1.5:
- new missiletypes of Improved Missiles v2.1 are supported now
iforgotmysocks
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Post by iforgotmysocks »

New in 1.6:
- ingame menu for temporary changes added
--> http://static1.nexusmods.com/15/mods/15 ... 144547.jpg
--> options set in the config file will overwrite ingame settings upon loading games (i can change that, but it should grand usability of the mod even if other mods already took the menuspot)
- status display message for Nasty Flys fixed (Improved Missiles)
XenoWish
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Post by XenoWish »

i think its an awesome mod and a good update this last one adding the in game menu. i have only one suggestion so far. change the NRU main menu option in the universe menu from option 4 to option 5. it conflicts with the test ships mod to spawn player ships for the UFO mod. otherwise so far everything works just fine for me:)
iforgotmysocks
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Post by iforgotmysocks »

XenoWish wrote:i think its an awesome mod and a good update this last one adding the in game menu. i have only one suggestion so far. change the NRU main menu option in the universe menu from option 4 to option 5. it conflicts with the test ships mod to spawn player ships for the UFO mod. otherwise so far everything works just fine for me:)
Ah, thanks! Didn't know. ^^

Edit: Its taken care of.
Thanks for the tip. :)

Now Egosoft really needs to give us something regarding lua files. :s
Out of menu option spots already. xD
iforgotmysocks
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Post by iforgotmysocks »

New in 1.8:
- menu option position can be set in the config file (duo to more mod compatibility)
- text is displayed in the event screen
http://static1.nexusmods.com/15/mods/15 ... 287403.jpg
iforgotmysocks
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Post by iforgotmysocks »

New in 1.9:
- NRU is a buyable software now
http://static2.nexusmods.com/15/mods/15 ... 875004.jpg
- Jumpdrive with inv. item usage added
http://static2.nexusmods.com/15/mods/15 ... 875005.jpg

NRU is 'software' now, you better have some cash ready. ;p
I didn't plan on writing a own jumpdrive since alot ppl already did it,
but it can help to avoid running out of menuspots until egosoft helps us out with those luafiles.
And you'll need to collect some stuff to use it. :p
Last edited by iforgotmysocks on Sat, 4. Jan 14, 23:47, edited 1 time in total.
UniTrader
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Post by UniTrader »

iforgotmysocks wrote:New in 1.9:
- NRU is a buyable software now
http://static2.nexusmods.com/15/mods/15 ... 875004.jpg
so you finally managed it? what was wrong? ^^
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)
iforgotmysocks
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Post by iforgotmysocks »

You pretty much only need to add another connection in the ship component. x_X
Tags, and all the other stuff can stay the same. ^^

Edit: Oh, and for some reason something doesn't work well with uppercase characters somewhere along the way. o_o

Yes, thats a rediculously accurate statement, i know! :3
DarthVain
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Post by DarthVain »

Do you need to start a new game?

NRU doesn't show up in software with any mechanics I've visited so far
Another one bites the dust!!

DarthVain
iforgotmysocks
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Post by iforgotmysocks »

DarthVain wrote:Do you need to start a new game?

NRU doesn't show up in software with any mechanics I've visited so far
Oh, ya, i probably should mention that in the mod description. :x
Sadly every change in traderinventory needs a fresh gamestart. >.<
Still didn't find a workaround on this one.

Thanks for reminding me!

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