[MOD] Albion_Tradestation Version:2.1beta (update 18.07.15)

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FindolCaleb
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[MOD] Albion_Tradestation Version:2.1beta (update 18.07.15)

Post by FindolCaleb »

Hey,

i have finished my first MOD.
This Mod add's a Albion Tradestation to the builderships.
This station can trade many of wares and is the perfect HQ for pirates. The Manager can trade (sell/buy) many of wares to the best prices.

For example the tradewares are: ore, silicon, crystals, nividium, bioelectricneurogel, bioopticalwiring, chemical compounds, microships, plasmapumps, quantumtubes, em-spec., scanningarr., warheads, fusionreactors, holtzmanfieldgenerator, plasmaflowregulator, reinforcedmetalplating, cutcrystals, nividiumgems, refinedmetals, siliconwafers.

Updateto Version 2.1:
- traderestriction menu includes tradewares
- priceoverride menu includes tradewares
- include trade.station script for Albion Tradestation.

i think there only missing the gases, liquids, weapons, drones.

Now the Link:
http://steamcommunity.com/sharedfiles/f ... earchtext=

Please save your save's before install this mod.
Have Fun
Last edited by FindolCaleb on Sat, 18. Jul 15, 13:23, edited 3 times in total.
Blackb1rd0
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Post by Blackb1rd0 »

Hi there, since I installed your mod, some of my other mods have stopped working. NESA no longer works or player jump. Have you seen this before?
FindolCaleb
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Post by FindolCaleb »

No this problems are news for me.
My mod change no md script. i don't see why my mod crashed the others.
I think theres a Problem with the new Version 1.24 of Rebirth itself, but thats not save.

Have you look at the debuglog ?? Thats will help me.

Yeah and i load the new Version of the Mod 1.20alpha.
FindolCaleb
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Post by FindolCaleb »

Ok,
since yesterday theres a new update for my Tradestation.
Now you can trade with 54 wares, which have there own storage modules.
For example in one bulk storage you can store 5000 pices ore. 5000 pices ice and so on.

At secon i had add a Radar and make more build stages.

Have fun with it
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darthmoll
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Post by darthmoll »

take a look at my screenshot and tell me if this is normal. i only just started building the station but i think something is off. is there a way to solve this?

http://prntscr.com/441boa
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YorrickVander
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Post by YorrickVander »

That's normal darthmoll, I see that too. The station is all set as one build stage and I think some limit in game forces it to be built in 2 halves. Build the next main part and it's golden. Its a very big station :D and very cool once finished. I think of it as the death star over endor while part 1 is building ;)
X Rebirth - A Sirius Cybernetics Corporation Product

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darthmoll
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Post by darthmoll »

you where right. i finished the build and its a very impressive station to see.

my fps also drops due to be a very nice sight.lol
Sparky Sparkycorp
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Post by Sparky Sparkycorp »

This mod is currently at version 2.00 beta (04.01.2015), which is compatible with Rebirth 3.10 at least.

Anyone using it successfully with more recent Rebirth versions?
FindolCaleb / populus_silvae wrote: Add a new Tradestation 

description: 
This station can trade many of wares and is the perfect HQ for pirates. The Manager can trade (sell/buy) many of wares to the best prices. 

For example the tradewares are: ore, silicon, crystals, nividium, bioelectricneurogel, bioopticalwiring, chemical compounds, microships, plasmapumps, quantumtubes, em-spec., scanningarr., warheads, fusionreactors, holtzmanfieldgenerator, plasmaflowregulator, reinforcedmetalplating, cutcrystals, nividiumgems, refinedmetals, siliconwafers 

Update: Add a Radar 
Better Storage Modules for a exact number of every ware (example: 5000 pices ore, 5000 pices ice and so on) 
Now 54 wares for trade 

Update 2: Add build-stages for a better survey on constructionplan. 

UPDATE 2.00 Beta: Now functionable with version 3.1 
- Add a new "module" for 1 energycell with productionloops for every ware (actually 55 wares) 
->These productions are ONLY für the management, to control the prices and the trede orders. 
->For example one loop produce 1 ore to 1 ore 

I hope now the station have the function oft the trade station. Have fun and tell me if you find some bugs. 
Lelaran
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Post by Lelaran »

Sparky Sparkycorp wrote:This mod is currently at version 2.00 beta (04.01.2015), which is compatible with Rebirth 3.10 at least.

Anyone using it successfully with more recent Rebirth versions?

Hi Sparky,I've used this mod before on older builds of rebirth.I've started a new save and I'm currently testing it with the latest Rebirth 3.53 since yesterday in My mod list and I'm in the process of building the station as I write this post. currently there are no issues as of yet with the latest XR nor any conflicts with My rather extensive mod list that i can see... I'll report back if there is any with a edit to this post once everything has completed.


EDIT: also feel free to PM me with any other older mods you may be curious about as I may be using them or could dedicate some time to checking. I'll also be adding a post to the thread about Mods that are reported as working with Versions 2.50 to 3.52 once I've tested my current mod list

EDIT: 2 Station is built/stocked/staffed and functioning as expected

Cheers
Last edited by Lelaran on Sun, 29. Mar 15, 15:00, edited 1 time in total.
Sparky Sparkycorp
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Post by Sparky Sparkycorp »

Hi Lelaran,

Thank you very much for those kind and helpful offers. I look forward to hearing your progress and thanks also for taking the time to test this mod.

Regards,
Sparks
FindolCaleb
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Post by FindolCaleb »

New Update
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alexalsp
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Post by alexalsp »

The link is not working.
SteinHU
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Post by SteinHU »

Hi, any news about this mod? The steam link is broken and there isnt any mod like this in the workshop.
I found one old version only on nexusmods.

Would be great to try out this mod, looks very promissing.
Andy_MB
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Post by Andy_MB »

I found v 2.4 here:

Albion Tradestation v. 2.40

...maybe it modified by another author
_____________
Sparky Sparkycorp
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Post by Sparky Sparkycorp »

Good find :)

Changes include the addition of 4 Targon Tracer Batteries.

There is also a helpful note:
google translate wrote: The game has a glitch when stations are built but it turns out that a particular module is empty. All you need to change the system or save and restart the game, all built turrets, shields, and other body kits appear in their normal locations.
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alexalsp
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Post by alexalsp »

FindolCaleb

Are you alive ?. Can you fix the link to Steam? Are you mod support or not?
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alexalsp
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Post by alexalsp »

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