[Request] Some way to fix bugged out construction vessels

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Tiberseptim
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[Request] Some way to fix bugged out construction vessels

Post by Tiberseptim »

I'm talking about when they get to a point where they do not actually process expansion orders. They can take the order, have all the resources they need, the architect will acknowledge the order, and then they'll sit there as though they still haven't been issued any new orders and remain that way - sometimes - indefinately.

I'm looking for anything - an XML edit or trick or workaround - that will get past this.
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Baconnaise
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Post by Baconnaise »

Leave the zone and then come back. Sometimes for some reason if you try to build a Targon it will kick off. If you try like three different extensions and it does this and finally fires off it will build everything in a queue.
Tiberseptim
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Post by Tiberseptim »

Baconnaise wrote:Leave the zone and then come back. Sometimes for some reason if you try to build a Targon it will kick off. If you try like three different extensions and it does this and finally fires off it will build everything in a queue.
Alright I must just not have been persistent enough and I'll remember to save those for last as ways to push construction through. Thanks. I'll keep playing with the xml descriptions for stations under cunstruction though because I would like to find a reliable consistent way of kicking them into gear when this happens. Might also help diagnose why it happens in the process.

Maybe even build that functionality into the manual commands mod or something if we can figure out how to kick the construction into gear.
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ltdan81
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Post by ltdan81 »

This is cause by the script looking to see if the site is obstructed...

problem is that with trade working (1.18b) npc trade ships are coming in as soon as there is a trade port built.

I've made my own script to take this out, but I'm not sure if it's safe to use without any checks, I don't think npc ships can cause issues so maybe it can just be a range check on the player??

At the very least what this (and the ship trader script) need is a an overhaul of the waiting potions of the scipts so that the menu will not allow additional orders without canceling and to show what the npc is waiting for.

Also, leaving the zone and coming back has caused issues for me where the architect will show that the most of the sections are completed, including ones that I haven't ordered, but the modules are not built and the station looks really messed up.
JamesJB
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Re: [Request] Some way to fix bugged out construction vessels

Post by JamesJB »

Tiberseptim wrote:I'm talking about when they get to a point where they do not actually process expansion orders. They can take the order, have all the resources they need, the architect will acknowledge the order, and then they'll sit there as though they still haven't been issued any new orders and remain that way - sometimes - indefinately.

I'm looking for anything - an XML edit or trick or workaround - that will get past this.
I just started a New game with 1.18 Beta so I am not sure if it still happens but in 1.17 every time I tried building the BTO Line Station or other stations the construction ship would do the same thing that happened to you,even though I had everything needed it wouldn't continue :(

I did try going to a different Sector or even a New System but no luck :(

I remember I had a BTO Line Station almost done meaning just 2 more modules and the darn construction ship wouldn't build them :(

I am looking for a fix too just in case it happens again,if the stations didn't take so long to build it wouldn't bother me so much.
JamesJB
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Post by JamesJB »

ltdan81 wrote:This is cause by the script looking to see if the site is obstructed...

problem is that with trade working (1.18b) npc trade ships are coming in as soon as there is a trade port built.

I've made my own script to take this out, but I'm not sure if it's safe to use without any checks, I don't think npc ships can cause issues so maybe it can just be a range check on the player??

At the very least what this (and the ship trader script) need is a an overhaul of the waiting potions of the scipts so that the menu will not allow additional orders without canceling and to show what the npc is waiting for.

Also, leaving the zone and coming back has caused issues for me where the architect will show that the most of the sections are completed, including ones that I haven't ordered, but the modules are not built and the station looks really messed up.
Curious once I have enough to build a station if I don't put a Manager in the station till the station is completely built will those trade ports still function?

One other thing in my last game 1.17 I tried putting a engineer on the station but it wouldn't work,so my question is how to repair stations?
Cebullus
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Post by Cebullus »

JamesJB wrote: One other thing in my last game 1.17 I tried putting a engineer on the station but it wouldn't work,so my question is how to repair stations?
Never tried it yet, but the architect npc working for that station has an repair option.
JamesJB
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Post by JamesJB »

Cebullus wrote:
JamesJB wrote: One other thing in my last game 1.17 I tried putting a engineer on the station but it wouldn't work,so my question is how to repair stations?
Never tried it yet, but the architect npc working for that station has an repair option.
I am sorry what I was trying to say is once the station is done,how would I repair the station in the future if it receives damage? I mean I could of sworn I read some place that once a station is done the Construction ship is no more I mean a one shot use.

Or did you mean the Architect gets transferred over to the station? Just wondering sorry.
Tiberseptim
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Post by Tiberseptim »

JamesJB wrote:
Cebullus wrote:
JamesJB wrote: One other thing in my last game 1.17 I tried putting a engineer on the station but it wouldn't work,so my question is how to repair stations?
Never tried it yet, but the architect npc working for that station has an repair option.
I am sorry what I was trying to say is once the station is done,how would I repair the station in the future if it receives damage? I mean I could of sworn I read some place that once a station is done the Construction ship is no more I mean a one shot use.

Or did you mean the Architect gets transferred over to the station? Just wondering sorry.
My construction vessels just hover over the station once I assign a manager. I can still contact them and give them orders to equip drones, ammo, and to repair. Though I'm not sure how well they'd do it since I've only ever had one succesfully equip the drones or ammo I requested once - and even then they only did about a third of it despite plenty availible in system and in their cargo hold
JamesJB
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Post by JamesJB »

Tiberseptim wrote:
JamesJB wrote:
Cebullus wrote:
JamesJB wrote: One other thing in my last game 1.17 I tried putting a engineer on the station but it wouldn't work,so my question is how to repair stations?
Never tried it yet, but the architect npc working for that station has an repair option.
I am sorry what I was trying to say is once the station is done,how would I repair the station in the future if it receives damage? I mean I could of sworn I read some place that once a station is done the Construction ship is no more I mean a one shot use.

Or did you mean the Architect gets transferred over to the station? Just wondering sorry.
My construction vessels just hover over the station once I assign a manager. I can still contact them and give them orders to equip drones, ammo, and to repair. Though I'm not sure how well they'd do it since I've only ever had one successfully equip the drones or ammo I requested once - and even then they only did about a third of it despite plenty available in system and in their cargo hold
Oh ok thank you.

hmm,if I lose that construction ship while I am elseware in game from a attack that would suck cause I can't have a engineer on station. Wish combat on ships were working I would assign a ship to protect it. :(

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