[MOD] Unoffical Patch : V1.3.14 : 2024-02-28

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Cycrow
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Re: [MOD] Unoffical Patch : V1.3.8 : 2023-05-15

Post by Cycrow » Wed, 31. May 23, 20:46

Raptor_EG wrote:
Tue, 30. May 23, 11:12
Cycrow wrote:
Sat, 6. Aug 22, 17:13

[*]Improved consuming of dock and secondary wares
patch 1.3.8
All trading stations and docks after a few days are filled with goods that are not consumed (microchips, quantum tube, crystals, computers etc. )
How to increase the speed of consumption of goods at trading stations and docks?
i only fixed the consumption as it was pretty broken. Its one of the main reasons that equipment docks are largely empty of weapons, as they get consumed too quickly.

it should work as it was originally intended now, but i havn't actually looked into balancing it out yet. I may add a way to control the consumption rate, currently its set to consume 6% of the relval for tech wares and 12% for other wares per cycle

So for tech wares, it takes about 17 cycles to consume each ware. So if it takes 1 minute to produce a single ware, it'll take about 17 mins to consume it. This allows 1 dock to be supplied by 17 factories.
its possible these values were original set for X-BTF or X2 where there were less docks generally.

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Re: [MOD] Unoffical Patch : V1.3.8 : 2023-05-15

Post by Raptor_EG » Thu, 1. Jun 23, 10:03

Cycrow wrote:
Wed, 31. May 23, 20:46
I may add a way to control the consumption rate, currently its set to consume 6% of the relval for tech wares and 12% for other wares per cycle
The ability to change within some limits would be a good solution.
At least for testing and validation

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Re: [MOD] Unoffical Patch : V1.3.8 : 2023-05-15

Post by ubuntufreakdragon » Sat, 3. Jun 23, 19:09

Raptor_EG wrote:
Thu, 1. Jun 23, 10:03
Cycrow wrote:
Wed, 31. May 23, 20:46
I may add a way to control the consumption rate, currently its set to consume 6% of the relval for tech wares and 12% for other wares per cycle
The ability to change within some limits would be a good solution.
At least for testing and validation
This also opens the option for Larger Dock storages, they are very small now compared to upgradeable factories.
My X3 Mods

XRebirth, things left to patch:
In General; On Firing NPC's; In De Vries; Out Of Zone; And the Antiwishlist

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Re: [MOD] Unoffical Patch : V1.3.8 : 2023-05-15

Post by Cycrow » Sat, 3. Jun 23, 20:16

The docknstorage was increased in FL. These can be changed via globals. And scripts can also adjust the capacity per ware

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Re: [MOD] Unoffical Patch : V1.3.9 : 2023-06-03

Post by Cycrow » Sun, 4. Jun 23, 00:11

New Update

1.3.9:
  • Fixed Salvage Insurance showing in Freight Bay
  • Fixed Station Manager repairing ships at HQ
  • Fixed local Stock Exchange
  • Fixed missions in Omicron Lyrae Beta
  • Added Hyperlinks to Mission Briefing requirements
  • Added more missions to corporations & pirates
  • Added requirements/details to more mission briefings
  • Added Captial Worlds status
  • Added additional info for Discovery Points
  • Adjusted Trade missions to work with any ship
  • Improved command info text for Station Manager and Account Transfer


Scripting/Modding:
  • Fixed Merge/Clone table script commands
  • Added control over race faces
  • Added Collision Warn ship signal
  • Added "galaxy.all.initplayership" for custom galaxies
  • Added "Jobs.all" and "JobWings.all" for custom galaxyies
  • Added Events to sectors (SetOwner, Claimed, Activated, Deactived)
  • Added Dock and Secondary ware consumtion rate to patch_globals
  • Adjust SignalCreated to also run after initilisation (first argument is boolean for before and after init)

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Re: [MOD] Unoffical Patch : V1.3.9 : 2023-06-03

Post by rudi_pioneer » Sun, 4. Jun 23, 00:58

Yay! What is capital worlds status about?

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Re: [MOD] Unoffical Patch : V1.3.9 : 2023-06-03

Post by Cycrow » Sun, 4. Jun 23, 01:10

It mainly just displays the race capitals. So instead of showing Core it shows Capital

This applies to Argon Prime, Kingdom End, Seizewell, Paranid Prime and Family Pride

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Re: [MOD] Unoffical Patch : V1.3.9 : 2023-06-03

Post by FriendlyFirePhoenix » Sun, 4. Jun 23, 03:14

Cycrow wrote:
Sun, 4. Jun 23, 00:11
Added Events to sectors (SetOwner, Claimed, Activated, Deactived)
Oh boy. Looking forward to trying out some dynamic colouring of sectors.
Cycrow wrote:
Sun, 4. Jun 23, 00:11
Adjust SignalCreated to also run after initilisation (first argument is boolean for before and after init)
Thanks also for making SignalCreated fire twice too. How do you get that boolean argument from within the signal script? So far all I've used is [THIS] and [OWNER].
I made a couple of X3 mods | Colour By Race | True Relations

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Re: [MOD] Unoffical Patch : V1.3.9 : 2023-06-03

Post by Cycrow » Sun, 4. Jun 23, 04:53

you just add an argument to the script, the first argument will be the boolean. [FALSE] for initial creation then [TRUE] for the 2nd time

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Re: [MOD] Unoffical Patch : V1.3.9 : 2023-06-03

Post by Joubarbe » Sun, 4. Jun 23, 22:35

Thank you! What is JobWings? I'm not familiar with it. Wondering if I should use that in my procedural galaxies?

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Re: [MOD] Unoffical Patch : V1.3.9 : 2023-06-03

Post by Cycrow » Sun, 4. Jun 23, 23:42

JobWings is part of the jobs engine, you generally need both. But jobwings essentially assigns the followers for the jobs.

in the Jobs file, one of the entries is the Group ID, the group ids are defined in the jobwings file, which links multiple job ids to a group id

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Re: [MOD] Unoffical Patch : V1.3.9 : 2023-06-03

Post by Joubarbe » Mon, 5. Jun 23, 23:12

Cycrow wrote:
Sun, 4. Jun 23, 00:11
  • Added Collision Warn ship signal
How does it work? Can we make the ship invulnerable for 1 second to avoid collision damage...?
Cycrow wrote:
Sun, 4. Jun 23, 00:11
  • Added Events to sectors (SetOwner, Claimed, Activated, Deactived)
Events only? Or signal (SIGNAL_OWNERCHANGED) as well?

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Re: [MOD] Unoffical Patch : V1.3.9 : 2023-06-03

Post by Cycrow » Tue, 6. Jun 23, 10:17

The Collision Warn fires a signal when the autopilot detects a potential collision, this is the same place where it sets the action to AVOID. It only fires once per second rather than for every warning. I havn't fully tested it, but in theory you should be able to disable collisions to protect it. Remember when setting it to invulnerable the ships hull will be increased so you will need to take that into account.

Sectors recat to events rather than signals, signals only work on objects that scripts can run on (Ships and Stations). So adding signals to sectors is not really possible. But the SetOwner signal will work the same as SIGNAL_OWNERCHANGED. Its called every time the SetOwner function is fun

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Re: [MOD] Unoffical Patch : V1.3.9 : 2023-06-03

Post by Joubarbe » Tue, 6. Jun 23, 16:18

Yeah I just remembered the "ignore collisions" command. Maybe that would work.

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Re: [MOD] Unoffical Patch : V1.3.8 : 2023-05-15

Post by ubuntufreakdragon » Tue, 6. Jun 23, 16:31

Cycrow wrote:
Sat, 3. Jun 23, 20:16
The docknstorage was increased in FL. These can be changed via globals. And scripts can also adjust the capacity per ware
True, but in AP/TC changing these screwed the consumption, with the consumption having its own setting that not an issue any more.

Has anyone feedback on the new turret scripts?

I noticed an issue with the pack station order, if the station is "dockable" by TLs but has zero docking places, happens after scene changes that add said docking options to pre-existing stations.
The TL tries to dock for ever and doesn't pack the station, I can look up it myself when I have some free time.
My X3 Mods

XRebirth, things left to patch:
In General; On Firing NPC's; In De Vries; Out Of Zone; And the Antiwishlist

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Re: [MOD] Unoffical Patch : V1.3.9 : 2023-06-03

Post by Cycrow » Wed, 7. Jun 23, 00:19

Download has been updated to include German and Russian Texts

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Re: [MOD] Unoffical Patch : V1.3.9 : 2023-06-03

Post by olsch » Wed, 7. Jun 23, 16:34

Since recently I get some messages that look like debug messages:
https://imgur.com/fNA2EEj
Do these come from you?

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Re: [MOD] Unoffical Patch : V1.3.9 : 2023-06-03

Post by Cycrow » Wed, 7. Jun 23, 16:39

they should be removed if you have the latest version. You can try downloading and installing again

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Re: [MOD] Unoffical Patch : V1.3.9 : 2023-06-03

Post by olsch » Wed, 7. Jun 23, 23:35

Cycrow wrote:
Wed, 7. Jun 23, 16:39
they should be removed if you have the latest version. You can try downloading and installing again
Thanks.

Two more things I recently noticed:
1. When starting a challenging sandbox game as a nividium miner, the mine you start with has no shield.
2. I bought an asteroid via discovery points. The asteroid was placed too close to a npc-factory so that when I build a mine on it, they collided. Had do delete the factory via cheat menu.

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Re: [MOD] Unoffical Patch : V1.3.9 : 2023-06-03

Post by marty0004 » Wed, 14. Jun 23, 12:29

Please help. Have tried multiple starts and always encounter issues with "deliver 2850 energy cells to royal boron research station". I am the pilot upon docking, and it will sometimes take a few e-cells, and other times take none, and on other occasions will take some ore or bofu. Any ideas? Also running your TC/AP plots script. And awesome job with the Patch, love it!

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