[MOD] Civilian Fleets (v3.02)

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OfficialNoms
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Re: [MOD] Civilian Fleets (v1.11)

Post by OfficialNoms » Sun, 16. Feb 20, 15:55

I'm having the same issue described above on the public_beta v3 branch - when assigning mining ships to miners with Sector AutoMine, Advanced AutoMine or Expert AutoMine, it simply defaults to "Escort Ship". I'm using the known work-around of assigning subordinate ships to Defence > Alpha (as G Workaround and Right Click API is broken at the moment).

Vectorial1024
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Re: [MOD] Civilian Fleets (v1.11)

Post by Vectorial1024 » Sat, 29. Feb 20, 11:35

OfficialNoms wrote:
Sun, 16. Feb 20, 15:55
I'm having the same issue described above on the public_beta v3 branch - when assigning mining ships to miners with Sector AutoMine, Advanced AutoMine or Expert AutoMine, it simply defaults to "Escort Ship". I'm using the known work-around of assigning subordinate ships to Defence > Alpha (as G Workaround and Right Click API is broken at the moment).
Try forcing your commander or your fleet members to dock, maybe the command hasn't been passed around yet.

This mod is designed so that civilian fleets sync their orders during docking.
Computer Science student, reporting for duty. College gon be tough, so no need to be rush.

X4 Foundations mod: Civilian Fleets: Managing your civilian ships has never been easier.

Will I survive into the next month? Let's ask the RNG.

rosssack
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Re: [MOD] Civilian Fleets (v1.11)

Post by rosssack » Fri, 6. Mar 20, 14:36

hi can you check out the new mules from m,wooki ,as it is fixed

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Misunderstood Wookie
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Re: [MOD] Civilian Fleets (v1.11)

Post by Misunderstood Wookie » Wed, 11. Mar 20, 16:26

Yep, I fixed it.
Well, I did not do a whole lot tbh, I just wanted to do the steps required to make it work so other people don't have too unpack the mod and do it.
Dunno if the OC will ever update it again. I also threw in the standalone supply mule in-case any wanted that too both mods have the same issue in Beta 3
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rosssack
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Re: [MOD] Civilian Fleets (v1.11)

Post by rosssack » Wed, 11. Mar 20, 19:23

Misunderstood Wookie wrote:
Wed, 11. Mar 20, 16:26
Yep, I fixed it.
Well, I did not do a whole lot tbh, I just wanted to do the steps required to make it work so other people don't have too unpack the mod and do it.
Dunno if the OC will ever update it again. I also threw in the standalone supply mule in-case any wanted that too both mods have the same issue in Beta 3
yea big thanks for that I be lost with out this mod

Vectorial1024
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Re: [MOD] Civilian Fleets (v1.11)

Post by Vectorial1024 » Wed, 8. Apr 20, 09:01

rosssack wrote:
Fri, 6. Mar 20, 14:36
hi can you check out the new mules from m,wooki ,as it is fixed
Ah, I must have missed some good stuff...

With the coming Easter and the official v3.0 available, Imma update this to be compatible with v3.0, and also have a look at the fixed Mules mod
Computer Science student, reporting for duty. College gon be tough, so no need to be rush.

X4 Foundations mod: Civilian Fleets: Managing your civilian ships has never been easier.

Will I survive into the next month? Let's ask the RNG.

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Misunderstood Wookie
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Re: [MOD] Civilian Fleets (v1.11)

Post by Misunderstood Wookie » Wed, 8. Apr 20, 10:36

Vectorial1024 wrote:
Wed, 8. Apr 20, 09:01
rosssack wrote:
Fri, 6. Mar 20, 14:36
hi can you check out the new mules from m,wooki ,as it is fixed
Ah, I must have missed some good stuff...

With the coming Easter and the official v3.0 available, Imma update this to be compatible with v3.0, and also have a look at the fixed Mules mod
I have a couple of kinks to work out at some point, seems split DLC has done something like a couple of people reports an issue with infinite trade searching from the Travel Mule and auto miners not mining which one person has that issue the other does not have so I have to do some internal testing and figure out if there really is an issue or if it is another conflict and not my problem.
A couple requests I need to look into since original mules assign your traders to defence on assigned stations I am going to look into changing the behaviour over to trader.
If you rebuild this I highly recommend investing the time into a re-write using -
https://steamcommunity.com/sharedfiles/ ... 2042901274
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MOD Aspiring Freelancer GameStart
MOD Variety and Rebalance Overhaul Icon Pack
I lost my Hans and should not be flying Solo.
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Vectorial1024
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Re: [MOD] Civilian Fleets (v1.11)

Post by Vectorial1024 » Fri, 10. Apr 20, 13:16

The Steam mod seems capable of listening to right click events, but then, it seems it is available only on Steam, which doesnt help with the Nexus users...

And UI mods are notorious for not working when put to Steam...

Still, thanks for letting me know about that mod!
Computer Science student, reporting for duty. College gon be tough, so no need to be rush.

X4 Foundations mod: Civilian Fleets: Managing your civilian ships has never been easier.

Will I survive into the next month? Let's ask the RNG.

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

Post by Misunderstood Wookie » Fri, 10. Apr 20, 22:30

He has perfectly functional UI mods on steam, but I mean each to ones own. I suggest it because unlike the Right-click API and GLUA workaround which is redundant and I might add not as optimised thanks to LUA API Loader and Simple Lua Menu and various other bits from Sir Nukes UI modding API all of which is actually available separate you can find his work in the forums here and nexus.

The Modding API on steam is a collection of his work compiled and merged into one standalone rather than 5 bits over here and nexus. I know for a fact Simple Menu API and Lua Loader are on these forums.
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Kane Hart
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Re: [MOD] Civilian Fleets (v1.11)

Post by Kane Hart » Sat, 11. Apr 20, 10:10

Vectorial1024 wrote:
Fri, 10. Apr 20, 13:16
The Steam mod seems capable of listening to right click events, but then, it seems it is available only on Steam, which doesnt help with the Nexus users...

And UI mods are notorious for not working when put to Steam...

Still, thanks for letting me know about that mod!
It's Open Sourced and released here as well :)
https://github.com/bvbohnen/x4-projects/releases

Vectorial1024
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Re: [MOD] Civilian Fleets (v1.11)

Post by Vectorial1024 » Sat, 11. Apr 20, 17:50

Kane Hart wrote:
Sat, 11. Apr 20, 10:10
Vectorial1024 wrote:
Fri, 10. Apr 20, 13:16
The Steam mod seems capable of listening to right click events, but then, it seems it is available only on Steam, which doesnt help with the Nexus users...

And UI mods are notorious for not working when put to Steam...

Still, thanks for letting me know about that mod!
It's Open Sourced and released here as well :)
https://github.com/bvbohnen/x4-projects/releases
Ah nice!

And yes, from reading their docs, the suggested mod seems simpler to manage, but seeing that they haven't finalized the interact menu api yet, better not use them for now.

In the meantime, this mod has been made compatible with v3.0!
Computer Science student, reporting for duty. College gon be tough, so no need to be rush.

X4 Foundations mod: Civilian Fleets: Managing your civilian ships has never been easier.

Will I survive into the next month? Let's ask the RNG.

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Kane Hart
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Re: [MOD] Civilian Fleets (v1.11)

Post by Kane Hart » Sat, 11. Apr 20, 21:29

Vectorial1024 wrote:
Sat, 11. Apr 20, 17:50
Kane Hart wrote:
Sat, 11. Apr 20, 10:10
Vectorial1024 wrote:
Fri, 10. Apr 20, 13:16
The Steam mod seems capable of listening to right click events, but then, it seems it is available only on Steam, which doesnt help with the Nexus users...

And UI mods are notorious for not working when put to Steam...

Still, thanks for letting me know about that mod!
It's Open Sourced and released here as well :)
https://github.com/bvbohnen/x4-projects/releases
Ah nice!

And yes, from reading their docs, the suggested mod seems simpler to manage, but seeing that they haven't finalized the interact menu api yet, better not use them for now.

In the meantime, this mod has been made compatible with v3.0!
Thank you :) Looking forward to using it building my pack now.

Just wondering this little off topic since your doing fleets.

I'm assuming the fleet stuff using some of the already existing code in the game and not like written 100%? The reason I ask and if it was is how hard would it be to add folders into assets. So not fleet stuff at all but just a way to store your ships, etc into a folder that you can collapse and keep cleaner hehe.

Vectorial1024
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Re: [MOD] Civilian Fleets (v1.11)

Post by Vectorial1024 » Sun, 12. Apr 20, 11:38

Kane Hart wrote:
Sat, 11. Apr 20, 21:29
Vectorial1024 wrote:
Sat, 11. Apr 20, 17:50
Kane Hart wrote:
Sat, 11. Apr 20, 10:10


It's Open Sourced and released here as well :)
https://github.com/bvbohnen/x4-projects/releases
Ah nice!

And yes, from reading their docs, the suggested mod seems simpler to manage, but seeing that they haven't finalized the interact menu api yet, better not use them for now.

In the meantime, this mod has been made compatible with v3.0!
Thank you :) Looking forward to using it building my pack now.

Just wondering this little off topic since your doing fleets.

I'm assuming the fleet stuff using some of the already existing code in the game and not like written 100%? The reason I ask and if it was is how hard would it be to add folders into assets. So not fleet stuff at all but just a way to store your ships, etc into a folder that you can collapse and keep cleaner hehe.
Yup, to simplify what this mod does, it simply copies trade/mine commands between ships whenever "some certain conditions" are met (and those conditions are the ship assignment states). What happens to the ships after they receive the copied commands, those are from the base game's (or other mod's) code, and I do not modify them.

Regarding the folders stuff, did you mean putting ships inside some sort of "folders" at the ship list so that you could hide them while each individual ship can do their own different job? I think it could be done, but you probably wont be able to change the orders of the subordinates afterwards. It reminds me of this mod: Subordinate Order Access https://www.nexusmods.com/x4foundations/mods/289
Computer Science student, reporting for duty. College gon be tough, so no need to be rush.

X4 Foundations mod: Civilian Fleets: Managing your civilian ships has never been easier.

Will I survive into the next month? Let's ask the RNG.

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

Post by Misunderstood Wookie » Sun, 12. Apr 20, 19:11

Does this mod still have Mule integration
just checking as we are doing a re-write of mules for 3.0
*modified*
MOD Aspiring Freelancer GameStart
MOD Variety and Rebalance Overhaul Icon Pack
I lost my Hans and should not be flying Solo.
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Vectorial1024
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Re: [MOD] Civilian Fleets (v1.14)

Post by Vectorial1024 » Mon, 13. Apr 20, 17:47

Misunderstood Wookie wrote:
Sun, 12. Apr 20, 19:11
Does this mod still have Mule integration
just checking as we are doing a re-write of mules for 3.0
I placed warnings that Mules integration does not seem to work well at the Nexus description and download area, so you are safe to rewrite the Mules
Computer Science student, reporting for duty. College gon be tough, so no need to be rush.

X4 Foundations mod: Civilian Fleets: Managing your civilian ships has never been easier.

Will I survive into the next month? Let's ask the RNG.

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