[MOD] Albion_Tradestation Version:2.1beta (update 18.07.15)
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
-
- Posts: 205
- Joined: Sun, 14. Sep 08, 15:34
[MOD] Albion_Tradestation Version:2.1beta (update 18.07.15)
Hey,
i have finished my first MOD.
This Mod add's a Albion Tradestation to the builderships.
This station can trade many of wares and is the perfect HQ for pirates. The Manager can trade (sell/buy) many of wares to the best prices.
For example the tradewares are: ore, silicon, crystals, nividium, bioelectricneurogel, bioopticalwiring, chemical compounds, microships, plasmapumps, quantumtubes, em-spec., scanningarr., warheads, fusionreactors, holtzmanfieldgenerator, plasmaflowregulator, reinforcedmetalplating, cutcrystals, nividiumgems, refinedmetals, siliconwafers.
Updateto Version 2.1:
- traderestriction menu includes tradewares
- priceoverride menu includes tradewares
- include trade.station script for Albion Tradestation.
i think there only missing the gases, liquids, weapons, drones.
Now the Link:
http://steamcommunity.com/sharedfiles/f ... earchtext=
Please save your save's before install this mod.
Have Fun
i have finished my first MOD.
This Mod add's a Albion Tradestation to the builderships.
This station can trade many of wares and is the perfect HQ for pirates. The Manager can trade (sell/buy) many of wares to the best prices.
For example the tradewares are: ore, silicon, crystals, nividium, bioelectricneurogel, bioopticalwiring, chemical compounds, microships, plasmapumps, quantumtubes, em-spec., scanningarr., warheads, fusionreactors, holtzmanfieldgenerator, plasmaflowregulator, reinforcedmetalplating, cutcrystals, nividiumgems, refinedmetals, siliconwafers.
Updateto Version 2.1:
- traderestriction menu includes tradewares
- priceoverride menu includes tradewares
- include trade.station script for Albion Tradestation.
i think there only missing the gases, liquids, weapons, drones.
Now the Link:
http://steamcommunity.com/sharedfiles/f ... earchtext=
Please save your save's before install this mod.
Have Fun
Last edited by FindolCaleb on Sat, 18. Jul 15, 13:23, edited 3 times in total.
-
- Posts: 42
- Joined: Tue, 14. Jan 14, 23:04
-
- Posts: 205
- Joined: Sun, 14. Sep 08, 15:34
No this problems are news for me.
My mod change no md script. i don't see why my mod crashed the others.
I think theres a Problem with the new Version 1.24 of Rebirth itself, but thats not save.
Have you look at the debuglog ?? Thats will help me.
Yeah and i load the new Version of the Mod 1.20alpha.
My mod change no md script. i don't see why my mod crashed the others.
I think theres a Problem with the new Version 1.24 of Rebirth itself, but thats not save.
Have you look at the debuglog ?? Thats will help me.
Yeah and i load the new Version of the Mod 1.20alpha.
-
- Posts: 205
- Joined: Sun, 14. Sep 08, 15:34
-
- Posts: 196
- Joined: Fri, 11. Sep 09, 16:24
take a look at my screenshot and tell me if this is normal. i only just started building the station but i think something is off. is there a way to solve this?
http://prntscr.com/441boa
http://prntscr.com/441boa
-
- Posts: 2767
- Joined: Tue, 29. Oct 13, 21:59
That's normal darthmoll, I see that too. The station is all set as one build stage and I think some limit in game forces it to be built in 2 halves. Build the next main part and it's golden. Its a very big station
and very cool once finished. I think of it as the death star over endor while part 1 is building 


X Rebirth - A Sirius Cybernetics Corporation Product
Split irritate visiting pilot with strange vocal patterns.
Split irritate visiting pilot with strange vocal patterns.
-
- Posts: 196
- Joined: Fri, 11. Sep 09, 16:24
-
- Moderator (English)
- Posts: 8074
- Joined: Tue, 30. Mar 04, 12:28
This mod is currently at version 2.00 beta (04.01.2015), which is compatible with Rebirth 3.10 at least.
Anyone using it successfully with more recent Rebirth versions?
Anyone using it successfully with more recent Rebirth versions?
FindolCaleb / populus_silvae wrote: Add a new Tradestation
description:
This station can trade many of wares and is the perfect HQ for pirates. The Manager can trade (sell/buy) many of wares to the best prices.
For example the tradewares are: ore, silicon, crystals, nividium, bioelectricneurogel, bioopticalwiring, chemical compounds, microships, plasmapumps, quantumtubes, em-spec., scanningarr., warheads, fusionreactors, holtzmanfieldgenerator, plasmaflowregulator, reinforcedmetalplating, cutcrystals, nividiumgems, refinedmetals, siliconwafers
Update: Add a Radar
Better Storage Modules for a exact number of every ware (example: 5000 pices ore, 5000 pices ice and so on)
Now 54 wares for trade
Update 2: Add build-stages for a better survey on constructionplan.
UPDATE 2.00 Beta: Now functionable with version 3.1
- Add a new "module" for 1 energycell with productionloops for every ware (actually 55 wares)
->These productions are ONLY für the management, to control the prices and the trede orders.
->For example one loop produce 1 ore to 1 ore
I hope now the station have the function oft the trade station. Have fun and tell me if you find some bugs.
-
- Posts: 2
- Joined: Tue, 31. May 11, 22:47
Hi Sparky,I've used this mod before on older builds of rebirth.I've started a new save and I'm currently testing it with the latest Rebirth 3.53 since yesterday in My mod list and I'm in the process of building the station as I write this post. currently there are no issues as of yet with the latest XR nor any conflicts with My rather extensive mod list that i can see... I'll report back if there is any with a edit to this post once everything has completed.Sparky Sparkycorp wrote:This mod is currently at version 2.00 beta (04.01.2015), which is compatible with Rebirth 3.10 at least.
Anyone using it successfully with more recent Rebirth versions?
EDIT: also feel free to PM me with any other older mods you may be curious about as I may be using them or could dedicate some time to checking. I'll also be adding a post to the thread about Mods that are reported as working with Versions 2.50 to 3.52 once I've tested my current mod list
EDIT: 2 Station is built/stocked/staffed and functioning as expected
Cheers
Last edited by Lelaran on Sun, 29. Mar 15, 15:00, edited 1 time in total.
-
- Posts: 2
- Joined: Fri, 28. Aug 15, 14:47
-
- Moderator (English)
- Posts: 8074
- Joined: Tue, 30. Mar 04, 12:28
Good find 
Changes include the addition of 4 Targon Tracer Batteries.
There is also a helpful note:

Changes include the addition of 4 Targon Tracer Batteries.
There is also a helpful note:
google translate wrote: The game has a glitch when stations are built but it turns out that a particular module is empty. All you need to change the system or save and restart the game, all built turrets, shields, and other body kits appear in their normal locations.
-
- Posts: 1894
- Joined: Fri, 18. Jul 14, 05:28
-
- Posts: 1894
- Joined: Fri, 18. Jul 14, 05:28
adapted for XRB 4.0
Albion Tradestation v. 2.51 - https://yadi.sk/d/ZMqAplxErPtTz
http://steamcommunity.com/sharedfiles/f ... =675155107
Albion Tradestation v. 2.51 - https://yadi.sk/d/ZMqAplxErPtTz
http://steamcommunity.com/sharedfiles/f ... =675155107