[MOD]Remove spawned trade ship wares v0.02 -Updated-

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SilverXarrow
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[MOD]Remove spawned trade ship wares v0.02 -Updated-

Post by SilverXarrow » Wed, 18. Jun 14, 15:41

As I am at work and can not see/test for myself at the moment, would it be possible to remove the wares inside of a freighter that is spawned? As it stands, these ships spawn with needed wares instead of empty, leaving little to no point in player production of goods.

If this is possible, and effective it could:

1. Removes phantom satisfaction of goods as they are consumed by a station, allowing supply chains to be useful and overall effective with actual profit margins.

2. Provide actual purpose to player stations (ALL of them)

3. Still convince the traders to seek out trade offers and complete them

On top of this, if the station upkeep that is applied to ROC stations is applied to all factions and increased (as it stands it is - 150 EC, 80 Food 60 H20 ~15min) it could add other avenues of profit making.

Being new to the X Rebirth and X-Series modding in general, I'm not sure if it is even possible, but I just thought I would toss the idea out there for opinions.

Cheers,
SilverXarrow

EDIT: Download the Mod http://www.nexusmods.com/xrebirth/mods/411/?



This mod's intentions is to clear all spawned trade and mining ship cargo of wares upon spawn. This DOES NOT remove drones or Fuel Cells, just trade goods.


-------------------v0.01
-First Release
-------------------v0.02
- Converted to XML patch format and full-fledged XR extension.



---------Installation------------
1. Download the file from nexus
2. Unpack and place in the Extensions folder
3. run the game

-CREDITS
sabbede: for taking the time to painstakingly make this a full fledged extension for easier use!


Please post any bugs or issues so I can try and fix them! If you wish to make this into a DIFF file for easier use, please contact me first!
Last edited by SilverXarrow on Sun, 31. Aug 14, 21:34, edited 4 times in total.
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Berserk Knight
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Post by Berserk Knight » Wed, 18. Jun 14, 18:27

Remove them from ships.xml.

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SilverXarrow
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Post by SilverXarrow » Wed, 18. Jun 14, 19:02

Thanks, I'll test the effect on the economy when I get off work.
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SilverXarrow
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Post by SilverXarrow » Wed, 18. Jun 14, 22:43

This looks very promising. after setting all L and XL freighters to start and spawn with an empty cargo hold, they are moving mass amounts of wares (as they should). I will do an overnight test tonight with my own station and look at profit/loss margins and if promising will make this a mod.

Next obstacle is the station upkeep, making a station consume for not only production but upkeep, after all people need to eat, right?
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Stonehouse
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Post by Stonehouse » Wed, 18. Jun 14, 23:03

stop the cheating economy? hell yes i need the mod ;D

how much you think could the stations consum water and food? (maybe energy cells cause we know we need it too)

may every extend needs a modul like the habitations have?

but then every station needs a liquid storage (energy and container too but most stations still have one)

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SilverXarrow
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Post by SilverXarrow » Wed, 18. Jun 14, 23:11

I just did a short 30min test and a Food Freighter Rahanas I had tagged a ride with started with just fuel cells to get going. 15min later he picked up 14,897 Food rations from a station (most I've seen one carry tbh) so it does look extremely promising atm :)

As for stations, I am working out the math for energy cells (assuming they are antimatter infused batteries) as to how much should be consumed per cycle to balance an actual realistic level of demand and use :)
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Berserk Knight
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Post by Berserk Knight » Wed, 18. Jun 14, 23:42

@Stonehouse
Storage modules aren't much of a problem, because we can always add in some free storage modules to the habitations themselves.
(Small amounts, like refrigerators for each residence.)

We do have a baseline for the Energy/Food/Water consumption in DeVries.

Stonehouse
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Post by Stonehouse » Thu, 19. Jun 14, 00:05

so it could be possible to add a habitation modul (produce 40 food but needs 720 ec 240 food&water) to every base and extend module of every station?

ot:
(and could it be possible to add a container storage to the Pharma-Spice Farm to fix it? ;D )

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Baconnaise
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Post by Baconnaise » Thu, 19. Jun 14, 21:08

Pharma spice farm mistake should be corrected by EGO though not a mod. Granted it would be fixed in a more timely fashion via a mod though :). Omicron has always been lackluster except on visuals. They really should of just made it all the same and not try to shoe horn in Bofu and other legacy items (neuron gel etc). It's boring just thinking about it but at least the cluster would work almost as well as Albion.

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SilverXarrow
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Post by SilverXarrow » Thu, 19. Jun 14, 22:42

Pharma spice farm mistake should be corrected by EGO though not a mod. Granted it would be fixed in a more timely fashion via a mod though Smile. Omicron has always been lackluster except on visuals. They really should of just made it all the same and not try to shoe horn in Bofu and other legacy items (neuron gel etc). It's boring just thinking about it but at least the cluster would work almost as well as Albion.
Oh, I dont disagree at all. But like you said, a mod seems to be the quickest fix (even as a dirty fix if it has to be) then expecting a patch to fix it soon.

The whole BoFu thing has really turned me away from OL for stations, I much prefer DeVries and Maelstrom (Especially for that 'badlands' mining feel)
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LUBEggA
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Post by LUBEggA » Thu, 31. Jul 14, 19:27

Hi SilverArrow,
Any news on your mod idea, did you make progress ?
My economy has come to a complete stop, full freighteen flying all around. Would you mind sharing your progress in trader spawning with the community. I think any fix are even small improvement in economy would be much appreciated!
Cheers !

mohammadm55
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Post by mohammadm55 » Thu, 31. Jul 14, 20:12

LUBEggA wrote:Hi SilverArrow,
Any news on your mod idea, did you make progress ?
My economy has come to a complete stop, full freighteen flying all around. Would you mind sharing your progress in trader spawning with the community. I think any fix are even small improvement in economy would be much appreciated!
Cheers !
egosoft has killed all the modders working on the economy. they had made great progress in there own words and then bam nothing heard from them.

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SilverXarrow
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Post by SilverXarrow » Sun, 3. Aug 14, 04:32

Hi SilverArrow,
Any news on your mod idea, did you make progress ?
My economy has come to a complete stop, full freighteen flying all around. Would you mind sharing your progress in trader spawning with the community. I think any fix are even small improvement in economy would be much appreciated!
Cheers !

egosoft has killed all the modders working on the economy. they had made great progress in there own words and then bam nothing heard from them.
Now now, I'm not dead, but real life has taken over any of time to play Rebirth at the moment so I have yet to test it.
Trying to fix X Rebirth....one trader at a time

mohammadm55
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Post by mohammadm55 » Sun, 3. Aug 14, 09:48

SilverXarrow wrote:
Hi SilverArrow,
Any news on your mod idea, did you make progress ?
My economy has come to a complete stop, full freighteen flying all around. Would you mind sharing your progress in trader spawning with the community. I think any fix are even small improvement in economy would be much appreciated!
Cheers !

egosoft has killed all the modders working on the economy. they had made great progress in there own words and then bam nothing heard from them.
Now now, I'm not dead, but real life has taken over any of time to play Rebirth at the moment so I have yet to test it.
holy shit your alive, ok so could you just upload it to steam or nexuses as beta. i and the community will test it for you and im pretty sure if you dont finish it by then some other modder will come along and take your mod as basis to his and finish it up. so either way win/win for everyone.

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Post by BlackRain » Sun, 3. Aug 14, 15:03

This is not a difficult mod to make. However, I see no reason to start playing with the economy until Egosoft fixes it up because any changes made now will have to be changed later.

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