[MOD] self sufficient player factories
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[MOD] self sufficient player factories
http://www.nexusmods.com/xrebirth/mods/403/
So I wanted to make a mod that simulates X3 complexes where we can take outputs of one factory directly as input of another factory. While I'm experimenting with md scripts, I made this as an experiment for station triggers. I thought: why not upload it?
So I wanted to make a mod that simulates X3 complexes where we can take outputs of one factory directly as input of another factory. While I'm experimenting with md scripts, I made this as an experiment for station triggers. I thought: why not upload it?
Last edited by copperzinc on Thu, 31. Jul 14, 06:28, edited 1 time in total.
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This looks interesting 
I presume it plays nice with build shipyards etc?
Hmmm, mistake somewhere, on this page you say 20% on nexus you say 50%

I presume it plays nice with build shipyards etc?
Hmmm, mistake somewhere, on this page you say 20% on nexus you say 50%
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
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hmmm what the heck is a "funding upkeep mission"?? 

Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
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You need to make sure the factory manager have $ to spend on resources. You'd need to do this even without the cheat. (Go to property manager, select the station, click details, select manager, click details, click "current funding", click "change", and adjust $$$ so manager have money to work with.) In the most recent version, the money will not actually be spent, but they have to be reserved so the trade offers will be found in the script. See mission manager (2-5) for details. You don't have to fully satisfy the missions in this version but make sure they have enough to buy some resources with (~1M minimum).
Once you have enough money in manager's account, trade offers will be updated and resources will be pumped into the station. (And you'd have enough to start any ship production in a minute once you give your manager funding if you're using shipyard mod.)
Once you have enough money in manager's account, trade offers will be updated and resources will be pumped into the station. (And you'd have enough to start any ship production in a minute once you give your manager funding if you're using shipyard mod.)
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Supplying my managers on two of my stations is ok, but the damn manager on my shipyard wants over 300,000,000 to satisfy her needs, and I aint got that much, she only gets 5,000,000 at a time when I can afford it 

Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
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That should be enough to work with. (To confirm, go to property manager-->station-->trade offers, see "offers", and make sure the total prices (last column) for the resources from your station are >0 if they're buying (price at +14%++).) Sometimes managers are just too greedyNZ-Wanderer wrote:Supplying my managers on two of my stations is ok, but the damn manager on my shipyard wants over 300,000,000 to satisfy her needs, and I aint got that much, she only gets 5,000,000 at a time when I can afford it

After you give them some funds, they should be making profits (since the running cost for factories are $0 with this cheat

Really, there's something wrong with NPC trade ships for player stations. I've looked at the current scripts and I'm not impressed. The resource purchase is greedy (purchase as long as price is good and has cargo space,...) without taking consideration of how to satisfy the next production cycle. You really shouldn't need 300,000,000 if the script is good. This is the reason I'm making a normal version of this mod that links all factories like a complex (and resources won't appear in thin air).

Also, to use the cheat to its maximum potential, you should restrict trades to other factions on resources and intermediate products.
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The reason why his station needs 300 million is because it is a shipyard. It is not a normal station and it requires a substantial amount of resources and lots of high end resources at that since shipyards are intended to be the sink of the economy. It requires quite a bit of money to function.copperzinc wrote:That should be enough to work with. (To confirm, go to property manager-->station-->trade offers, see "offers", and make sure the total prices (last column) for the resources from your station are >0 if they're buying (price at +14%++).) Sometimes managers are just too greedyNZ-Wanderer wrote:Supplying my managers on two of my stations is ok, but the damn manager on my shipyard wants over 300,000,000 to satisfy her needs, and I aint got that much, she only gets 5,000,000 at a time when I can afford it
After you give them some funds, they should be making profits (since the running cost for factories are $0 with this cheat), and they should be able to supply themselves with $$$.
Really, there's something wrong with NPC trade ships for player stations. I've looked at the current scripts and I'm not impressed. The resource purchase is greedy (purchase as long as price is good and has cargo space,...) without taking consideration of how to satisfy the next production cycle. You really shouldn't need 300,000,000 if the script is good. This is the reason I'm making a normal version of this mod that links all factories like a complex (and resources won't appear in thin air).
Also, to use the cheat to its maximum potential, you should restrict trades to other factions on resources and intermediate products.
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Just checked on this. Looks like after giving 5M and wait till the mod gets kicked in, the manager's funding requirement drops back down to $0 for me. Guess the mod is working 
P.S.: Anyone knows whether there's support for something like $container.resources.$ware.count? I sort of need a way to determine consumption per hour or consumption per cycle. I've looked everywhere (buildingmodule, resources, anchor, existing vanilla trade scripts) and the best I came up with is to find trade offers of the players' stations.

P.S.: Anyone knows whether there's support for something like $container.resources.$ware.count? I sort of need a way to determine consumption per hour or consumption per cycle. I've looked everywhere (buildingmodule, resources, anchor, existing vanilla trade scripts) and the best I came up with is to find trade offers of the players' stations.
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not tested but
should do it
Code: Select all
$container.resources.{$ware}.count
X Rebirth - A Sirius Cybernetics Corporation Product
Split irritate visiting pilot with strange vocal patterns.
Split irritate visiting pilot with strange vocal patterns.
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Good news, this has been updated 

Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.