[MOD] Civilian Fleets: Mimicry Extension (v6.04)

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bbn
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Re: [MOD] Civilian Fleets (v1.14)

Post by bbn » Thu, 7. May 20, 19:10

Vectorial1024 wrote:
Thu, 7. May 20, 16:35
Totally compatible! Stay at v3.10 with Right Click API (is it working?) or go v3.20 beta without the API! Now, even when the API breaks, the Fallback Mode is resilient enough that you can remove the API until it comes back working.
Fantastic! I have to many mods installed so I would rather not rush to beta in case some of them break...
Vectorial1024 wrote:
Thu, 7. May 20, 16:35
I was actually AFK... you should find them on Nexus now. (Though you can also find them on GitHub releases.)
Thanks! This two below are game changer for me:
> Added new configurable option: toggle civilian fleet auto-rename
> Fixed Mining Fleets with Expert AutoMine getting bad range params for their subordinates
Updating now! :)

shovelmonkey
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Re: [MOD] Civilian Fleets (v2.02)

Post by shovelmonkey » Sat, 9. May 20, 01:36

1st off, great mod, really enjoying getting my miners and traders more easily organized.

One observation, and this may be a vanilla behavior as I've never dealt with fleets: When subordinate ships in my mining fleet sell ore it isn't reported in the logbook or queued up in the "due from trades" entry in the map. I'm getting the money when they sell, so not the end of the world, but it doesn't seem to be tracked.

Now to the question, how hard would it be when the fleet names itself to just include some small basic information in the fleet name ie, "Civilian 1 Mining Fleet *Silicon - Grand Exchange IV*" ? Just to further enhance the ability to scan the fleet list and know who is doing what and their anchor system without having to check through behaviours?
“Not even once has life or the weather complained about a human being.”
― Mokokoma Mokhonoana

shovelmonkey
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Re: [MOD] Civilian Fleets (v2.02)

Post by shovelmonkey » Sat, 9. May 20, 03:12

Started my 1st TaterTrade civilian fleet, subordinate trades in this fleet are being reported in the logbook and seem to be reflected in the due from trades queue, so seems like the issue is only on mining fleets.
“Not even once has life or the weather complained about a human being.”
― Mokokoma Mokhonoana

DeadAirRT
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Re: [MOD] Civilian Fleets (v2.02)

Post by DeadAirRT » Sat, 9. May 20, 03:16

shovelmonkey wrote:
Sat, 9. May 20, 03:12
Started my 1st TaterTrade civilian fleet, subordinate trades in this fleet are being reported in the logbook and seem to be reflected in the due from trades queue, so seems like the issue is only on mining fleets.
vanilla script doesn't report subordinate actions to player

Vectorial1024
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Re: [MOD] Civilian Fleets (v2.02)

Post by Vectorial1024 » Sat, 9. May 20, 06:48

shovelmonkey wrote:
Sat, 9. May 20, 01:36
1st off, great mod, really enjoying getting my miners and traders more easily organized.

One observation, and this may be a vanilla behavior as I've never dealt with fleets: When subordinate ships in my mining fleet sell ore it isn't reported in the logbook or queued up in the "due from trades" entry in the map. I'm getting the money when they sell, so not the end of the world, but it doesn't seem to be tracked.

Now to the question, how hard would it be when the fleet names itself to just include some small basic information in the fleet name ie, "Civilian 1 Mining Fleet *Silicon - Grand Exchange IV*" ? Just to further enhance the ability to scan the fleet list and know who is doing what and their anchor system without having to check through behaviours?
Re 1, ah, that perhaps explain why there are some people complaining on the Nexus page that this mod is "hurting their profits". One guy said that the TaterTrade fleet only "earned them 3 mil", but if the fleet is separated back to the individual ships, the ships "earned them 30 mil". I guess he meant the credits due value, which is kind of a reference-only value.

Re 2, additional information is technically possible, but can be tedious.

Mainly, not all kinds of civ-orders have anchor space, and even if they have anchor space, they can have different variable names. Vanilla ones call them "range", some others may call them "home", or "anchor". The naming is not standardized. And, the anchor space can be a station too, in that case, probably not gonna print the station name, because station names can get very long. (And, sector names can get very long too, like "Second Contact II Flashpoint")

For the warebaskets, of course, the variable naming is not guaranteed to be standardized, similar to above. But then, for warebaskets, there is a problem with a large basket. Sure, if there are e.g. only 1 ware in the warebasket, I can append that at the end of the name, no problem with that. But if there are e.g. 3, 5, or more wares, there will be a problem with, again, names being too long. With e.g. 10 wares or more in the basket, it's probably a good idea to omit some of the wares, and so, eventually, you gotta go back to the behaviors menu to check the warebasket anyway.

So, to conclude, since the additional text in fleet names is tedious to manage, I decided not to include them, and so I stick with the current "Civilian XX YY" format.
The future awaits.

X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.

JoeJinis
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Re: [MOD] Civilian Fleets (v2.02)

Post by JoeJinis » Sat, 9. May 20, 13:34

Hello there,

I have a question about the mining fleet option.

I tried to put 4 miners and 3 gasers at each faction to help them and grow reputation.

I affected each of them to one type of resources.

What will happen if I form a mining fleet, do they all mine the same thing as the leader?
What about gasers if their leader is a miner?

Thanks :)

Vectorial1024
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Re: [MOD] Civilian Fleets (v2.02)

Post by Vectorial1024 » Sat, 9. May 20, 16:29

JoeJinis wrote:
Sat, 9. May 20, 13:34
Hello there,

I have a question about the mining fleet option.

I tried to put 4 miners and 3 gasers at each faction to help them and grow reputation.

I affected each of them to one type of resources.

What will happen if I form a mining fleet, do they all mine the same thing as the leader?
What about gasers if their leader is a miner?

Thanks :)
Yes, after forming mining fleet, they will mine the same things compared with their leader. This means gasers will mine minerals if your leader is a miner, which means gaser members will stop working when they are under miners.

You should separate the solid mining fleets away from the gas mining fleets so that gasers and miners can all collect their own resources with no problems.
The future awaits.

X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.

JoeJinis
Posts: 63
Joined: Thu, 20. Sep 18, 02:06
x4

Re: [MOD] Civilian Fleets (v2.02)

Post by JoeJinis » Sat, 9. May 20, 17:54

Ok thanks for the answer but then no use for me :(

MisterOutofTime
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Re: [MOD] Civilian Fleets (v2.02)

Post by MisterOutofTime » Sat, 9. May 20, 22:13

Hey Nice Mod,
But i do seem to have an Issue, when i create a Travel Mule Civ Fleet, i shortly see it forming(with the autorename of the fleet)
but then they all get reassigned to the Station as Trader Fleet :gruebel:

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Snowfious
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Re: [MOD] Civilian Fleets (v2.02)

Post by Snowfious » Sun, 10. May 20, 18:10

MisterOutofTime wrote:
Sat, 9. May 20, 22:13
Hey Nice Mod,
But i do seem to have an Issue, when i create a Travel Mule Civ Fleet, i shortly see it forming(with the autorename of the fleet)
but then they all get reassigned to the Station as Trader Fleet :gruebel:
Make sure you have both the most updated version of Mules and Civ Fleet. I had a similar issue with Miner-Traders using travel mule, and they recently (both mods) worked on some code to support miners as traders. And because of that, even normal traders some issues were fixed when assigning Mules to stations.

Vectorial1024
Posts: 222
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Re: [MOD] Civilian Fleets (v2.02)

Post by Vectorial1024 » Sun, 10. May 20, 18:29

Aight screw this. v3.0 coming in soon.

v3.0 will feature the total elimination of Right Click API. That's right! There was a breakthrough as I observed how Just Another Modified UI (https://www.nexusmods.com/x4foundations/mods/450) did it with their UI modifications without the use of the Right Click API/G-Workaround. Well-needed inspiration to get the ball rolling, and well-needed update to finally conclude the SirNukes conversion, which concludes the main dev work here to a good close.

(I have some minor features in my mind, but those will have to be worked on later, because real life is coming for me. Better finish most stuff while I still can.)
The future awaits.

X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.

MisterOutofTime
Posts: 2
Joined: Wed, 6. May 20, 13:33
x4

Re: [MOD] Civilian Fleets (v2.02)

Post by MisterOutofTime » Mon, 11. May 20, 14:02

Snowfious wrote:
Sun, 10. May 20, 18:10
MisterOutofTime wrote:
Sat, 9. May 20, 22:13
Hey Nice Mod,
But i do seem to have an Issue, when i create a Travel Mule Civ Fleet, i shortly see it forming(with the autorename of the fleet)
but then they all get reassigned to the Station as Trader Fleet :gruebel:
Make sure you have both the most updated version of Mules and Civ Fleet. I had a similar issue with Miner-Traders using travel mule, and they recently (both mods) worked on some code to support miners as traders. And because of that, even normal traders some issues were fixed when assigning Mules to stations.
I Believe i do have the newest versions of each,
Mules, Supply and Warehouses Extended" from 2020-05-09 by Misunderstood-Wookiee
V1024 - Civilian Fleets Version 202
RightClickAPI Version 036/2020-04-31
G_Work_Around Version 031/2019-01-07
+ Sirnukes api etc

Vectorial1024
Posts: 222
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Re: [MOD] Civilian Fleets (v2.02)

Post by Vectorial1024 » Mon, 11. May 20, 14:48

MisterOutofTime wrote:
Mon, 11. May 20, 14:02
Snowfious wrote:
Sun, 10. May 20, 18:10
MisterOutofTime wrote:
Sat, 9. May 20, 22:13
Hey Nice Mod,
But i do seem to have an Issue, when i create a Travel Mule Civ Fleet, i shortly see it forming(with the autorename of the fleet)
but then they all get reassigned to the Station as Trader Fleet :gruebel:
Make sure you have both the most updated version of Mules and Civ Fleet. I had a similar issue with Miner-Traders using travel mule, and they recently (both mods) worked on some code to support miners as traders. And because of that, even normal traders some issues were fixed when assigning Mules to stations.
I Believe i do have the newest versions of each,
Mules, Supply and Warehouses Extended" from 2020-05-09 by Misunderstood-Wookiee
V1024 - Civilian Fleets Version 202
RightClickAPI Version 036/2020-04-31
G_Work_Around Version 031/2019-01-07
+ Sirnukes api etc
It is a bit complicated because I collaborated with the guys at the Mules, writing a bit of code related to assignment. Not sure what went wrong at the first glance.
The future awaits.

X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.

Erikk
Posts: 2
Joined: Sun, 19. Apr 20, 13:06
x4

Re: [MOD] Civilian Fleets (v3.00)

Post by Erikk » Wed, 13. May 20, 12:31

Hello everyone !

Just a quick post to say Civilian Fleet "new formula" works now for me ! (run Win7)
And without putting the files in My Documents/Extensions folder as i used to.

Thanks a lot for your amazing work Vectorial ! :)

Vectorial1024
Posts: 222
Joined: Mon, 30. Jul 18, 04:16
x4

Re: [MOD] Civilian Fleets (v2.02)

Post by Vectorial1024 » Sun, 17. May 20, 18:13

MisterOutofTime wrote:
Mon, 11. May 20, 14:02
Snowfious wrote:
Sun, 10. May 20, 18:10
MisterOutofTime wrote:
Sat, 9. May 20, 22:13
Hey Nice Mod,
But i do seem to have an Issue, when i create a Travel Mule Civ Fleet, i shortly see it forming(with the autorename of the fleet)
but then they all get reassigned to the Station as Trader Fleet :gruebel:
Make sure you have both the most updated version of Mules and Civ Fleet. I had a similar issue with Miner-Traders using travel mule, and they recently (both mods) worked on some code to support miners as traders. And because of that, even normal traders some issues were fixed when assigning Mules to stations.
I Believe i do have the newest versions of each,
Mules, Supply and Warehouses Extended" from 2020-05-09 by Misunderstood-Wookiee
V1024 - Civilian Fleets Version 202
RightClickAPI Version 036/2020-04-31
G_Work_Around Version 031/2019-01-07
+ Sirnukes api etc
I noticed a bug and posted a new issue on the Mules repo, maybe the bug caused your Mules to get assigned to stations as normal traders.

Have a look here:

https://github.com/Misunderstood-Wookie ... ed/pull/68
The future awaits.

X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.

Phiolin
Posts: 158
Joined: Wed, 26. May 04, 08:49
x4

Re: [MOD] Civilian Fleets (v3.00)

Post by Phiolin » Thu, 21. May 20, 09:35

I'm seeing a ton (like dozens) of these on a new gamestart in debuglog:

Code: Select all

[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 Error in MD cue md.CivilianFleets_Signals.Signal_SyncOrders: Property lookup failed: global.$v1024_symbols_requestOrderSync
* Expression: global.$v1024_symbols_requestOrderSync
* Action: <signal_objects>, line 135
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 Error in MD cue md.CivilianFleets_Signals.Signal_SyncOrders: Property lookup failed: global.$v1024_symbols_requestOrderSync
* Expression: global.$v1024_symbols_requestOrderSync
* Action: <signal_objects>, line 135
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 Error in MD cue md.CivilianFleets_Signals.Signal_SyncOrders: Property lookup failed: global.$v1024_symbols_requestOrderSync
* Expression: global.$v1024_symbols_requestOrderSync
* Action: <signal_objects>, line 135
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 Error in MD cue md.CivilianFleets_Signals.Signal_SyncOrders: Property lookup failed: global.$v1024_symbols_requestOrderSync
* Expression: global.$v1024_symbols_requestOrderSync
* Action: <signal_objects>, line 135
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 Error in MD cue md.CivilianFleets_Signals.Signal_SyncOrders: Property lookup failed: global.$v1024_symbols_requestOrderSync
* Expression: global.$v1024_symbols_requestOrderSync
* Action: <signal_objects>, line 135
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 Error in MD cue md.CivilianFleets_Signals.Signal_SyncOrders: Property lookup failed: global.$v1024_symbols_requestOrderSync
* Expression: global.$v1024_symbols_requestOrderSync
* Action: <signal_objects>, line 135
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 Error in MD cue md.CivilianFleets_Signals.Signal_SyncOrders: Property lookup failed: global.$v1024_symbols_requestOrderSync
* Expression: global.$v1024_symbols_requestOrderSync
* Action: <signal_objects>, line 135
[General] 0.00 ======================================
[General] 0.00 ======================================
Not sure what's happening?

Vectorial1024
Posts: 222
Joined: Mon, 30. Jul 18, 04:16
x4

Re: [MOD] Civilian Fleets (v3.00)

Post by Vectorial1024 » Thu, 21. May 20, 13:56

Phiolin wrote:
Thu, 21. May 20, 09:35
I'm seeing a ton (like dozens) of these on a new gamestart in debuglog:

Code: Select all

[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 Error in MD cue md.CivilianFleets_Signals.Signal_SyncOrders: Property lookup failed: global.$v1024_symbols_requestOrderSync
* Expression: global.$v1024_symbols_requestOrderSync
* Action: <signal_objects>, line 135
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 Error in MD cue md.CivilianFleets_Signals.Signal_SyncOrders: Property lookup failed: global.$v1024_symbols_requestOrderSync
* Expression: global.$v1024_symbols_requestOrderSync
* Action: <signal_objects>, line 135
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 Error in MD cue md.CivilianFleets_Signals.Signal_SyncOrders: Property lookup failed: global.$v1024_symbols_requestOrderSync
* Expression: global.$v1024_symbols_requestOrderSync
* Action: <signal_objects>, line 135
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 Error in MD cue md.CivilianFleets_Signals.Signal_SyncOrders: Property lookup failed: global.$v1024_symbols_requestOrderSync
* Expression: global.$v1024_symbols_requestOrderSync
* Action: <signal_objects>, line 135
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 Error in MD cue md.CivilianFleets_Signals.Signal_SyncOrders: Property lookup failed: global.$v1024_symbols_requestOrderSync
* Expression: global.$v1024_symbols_requestOrderSync
* Action: <signal_objects>, line 135
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 Error in MD cue md.CivilianFleets_Signals.Signal_SyncOrders: Property lookup failed: global.$v1024_symbols_requestOrderSync
* Expression: global.$v1024_symbols_requestOrderSync
* Action: <signal_objects>, line 135
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 Error in MD cue md.CivilianFleets_Signals.Signal_SyncOrders: Property lookup failed: global.$v1024_symbols_requestOrderSync
* Expression: global.$v1024_symbols_requestOrderSync
* Action: <signal_objects>, line 135
[General] 0.00 ======================================
[General] 0.00 ======================================
Not sure what's happening?
Supposedly these global variables should of been set when a game is loaded, so I can use them to signal things.

There is this common pitfall where modders would forget to also check for "new game starts". Perhaps this is the case...
The future awaits.

X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.

shovelmonkey
Posts: 152
Joined: Wed, 29. Feb 12, 17:34
x4

Re: [MOD] Civilian Fleets (v3.00)

Post by shovelmonkey » Sat, 23. May 20, 22:21

Rather bizarre bug today. Only change in mods for me is I updated to the latest beta of FE.

Subordinates ONLY in a tatertrade fleet will only fill their cargo halfway or less with wares when making trades. The commander fills his ship completely as normal. ALL members of a tatertrade fleet seemingly get lost and wander around at times. I have them set trading out of Argon Prime buying and selling within 1 gate. Half the time I find them them in teladi space or some other rando sector way out in the boon docks derping around in random directions, even though their blue order lines clearly are pointing them back to their proper destination.

If I allow them to operate independently they work fine. As soon as I try to fleet them up with your mod they go into full derp mode.

Mining fleets seem to be working properly.


As I said I updated to the latest FE beta yesterday, and I think Better Piracy may have updated since then as well. Other than that nothing has changed on my end. :gruebel:
“Not even once has life or the weather complained about a human being.”
― Mokokoma Mokhonoana

Vectorial1024
Posts: 222
Joined: Mon, 30. Jul 18, 04:16
x4

Re: [MOD] Civilian Fleets (v3.00)

Post by Vectorial1024 » Sun, 24. May 20, 05:47

shovelmonkey wrote:
Sat, 23. May 20, 22:21
Rather bizarre bug today. Only change in mods for me is I updated to the latest beta of FE.

Subordinates ONLY in a tatertrade fleet will only fill their cargo halfway or less with wares when making trades. The commander fills his ship completely as normal. ALL members of a tatertrade fleet seemingly get lost and wander around at times. I have them set trading out of Argon Prime buying and selling within 1 gate. Half the time I find them them in teladi space or some other rando sector way out in the boon docks derping around in random directions, even though their blue order lines clearly are pointing them back to their proper destination.

If I allow them to operate independently they work fine. As soon as I try to fleet them up with your mod they go into full derp mode.

Mining fleets seem to be working properly.


As I said I updated to the latest FE beta yesterday, and I think Better Piracy may have updated since then as well. Other than that nothing has changed on my end. :gruebel:
Just to clarify, the FE mod is the Faction Enhancer mod?
The future awaits.

X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.

shovelmonkey
Posts: 152
Joined: Wed, 29. Feb 12, 17:34
x4

Re: [MOD] Civilian Fleets (v3.00)

Post by shovelmonkey » Sun, 24. May 20, 05:48

Vectorial1024 wrote:
Sun, 24. May 20, 05:47
shovelmonkey wrote:
Sat, 23. May 20, 22:21
Rather bizarre bug today. Only change in mods for me is I updated to the latest beta of FE.

Subordinates ONLY in a tatertrade fleet will only fill their cargo halfway or less with wares when making trades. The commander fills his ship completely as normal. ALL members of a tatertrade fleet seemingly get lost and wander around at times. I have them set trading out of Argon Prime buying and selling within 1 gate. Half the time I find them them in teladi space or some other rando sector way out in the boon docks derping around in random directions, even though their blue order lines clearly are pointing them back to their proper destination.

If I allow them to operate independently they work fine. As soon as I try to fleet them up with your mod they go into full derp mode.

Mining fleets seem to be working properly.


As I said I updated to the latest FE beta yesterday, and I think Better Piracy may have updated since then as well. Other than that nothing has changed on my end. :gruebel:
Just to clarify, the FE mod is the Faction Enhancer mod?
Correct.
“Not even once has life or the weather complained about a human being.”
― Mokokoma Mokhonoana

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