[MOD] TempZoneStationBuilder (v0.6 Dec 15 2015)

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euclid
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[MOD] TempZoneStationBuilder (v0.6 Dec 15 2015)

Post by euclid »

Temp Zone Station Builder(V0.6)


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This mod is meant to be for the 'rich' players. When you enter a temporary zone (Empty Space) a custom menu is triggered ... if you got the cash ;-) It offers to select a station which is then built near the centre of the zone.

Each station cost the lump sum of 100M credits and comprised of
  • 1# all upgrades and extension,
    2# a highly skilled manager & DO (feel free to train them further or replace them),
    3# a highly skilled special engineer who repaires/rebuilds any damaged/destroyed parts and replenishes drones and ammunition if required (do not replace him but fee free to train him),
    4# a full stock units: welder, transport and defence drones,
    5# maximum ammunition (missiles) loaded,
    6# some resources and some products (so it produces and sells instantaneously).
and hence the price is non-negociable!! Don't push it: If you do not have distinctly more that 100M Cr then think twice because the manager need money, too.



  • Installation
    Extract the entire folder to your extensions folder.

    Deinstallation
    If you have built already any station with this mod then fire the engineer! Only then save the game, exit and remove the mod folder from your extensions folder. Then load the saved game and deploy a new engineer as usual.

    Technical info
    The stations do not have and do not need an architect or a CV. This mod uses a modified engineer script. It is a new script based on the vanilla engineer.ai but not an XML patching of the vanilla script! The engineer will check the stock of drones and ammunition every hour and, if necessary, will replenish them (special delivery) from a factory with the best offer in the galaxy. All replenished drones will be MK 1 but feel free to add higher quality drones manually but please do not add any attack drones or bombs as this might interfere with the engineer's job. The costs for replenished drones and ammunition are taken for the player's account. A correponding note is send to the player's logbook under 'Upkeep'.

    Warning
    It is highly recommended that you only build one station per temporary zone. As mentioned above the station will be placed near the zone centre to avoid various problems that occur near any zone boundary. If you place a second station they may be too close to eachother! To prevent 'accidents' the temporary zone will be renamed automatically once the station is placed (so it's no longer temporary). Feel free to re-rename it.
Cheers Euclid

v0.6: Added type to trade reservation of the engineer script (requires X Rebirth 4.0) and added the Albion Warehouse (requires HoL DLC).
v0.5: updated aiscript missing in v0.3 - thx to John McG
v0.4: Fixed a flaw in the menu - thx to Mylo-s for spotting this bug
v0.3: Removed redundant flak class related checks to avoid debug errors.
Last edited by euclid on Tue, 15. Dec 15, 12:47, edited 4 times in total.
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UniTrader
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Post by UniTrader »

just curious: do you make use of the Buildspots in Temp Zones introduced in 3.0? or is your station seperate from them?
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)
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euclid
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Post by euclid »

UniTrader wrote:just curious: do you make use of the Buildspots in Temp Zones introduced in 3.0? or is your station seperate from them?
Separate, so you still can use the build anchors to place stations vanilla style ;-)

Cheers Euclid
"In any special doctrine of nature there can be only as much proper science as there is mathematics therein.”
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
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Post by NZ-Wanderer »

well this looks interesting :)

Question: I presume if you are offered a station you can actually choose what type of station?
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth

NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
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euclid
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Post by euclid »

NZ-Wanderer wrote: ....
Question: I presume if you are offered a station you can actually choose what type of station?
I thought the screenshots I've posted on the Nexus clarify that but, yes, of course you can select the station.

The first menu offers either Albion, Devries or Omicron Lyrae type. Next menu production type of stations like Agriculture & Food, Weapons, Drones & Ships, Pharmacy & Chemical etc.. Final menu offers the stations itself. Click one of those and you made the deal ;-)

Cheers Euclid
"In any special doctrine of nature there can be only as much proper science as there is mathematics therein.”
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
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Post by evilpdor »

very nice and usefull :D
any way to add a shipyard like the BTO Ship Line of Darned Hot Air? maybe at 150-200M ?
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euclid
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Post by euclid »

evilpdor wrote: any way to add a shipyard like the BTO Ship Line of Darned Hot Air? maybe at 150-200M ?
Someone over at the Nexus came up with a similar request. This mod is meant for stations which you are able to build vanlilla style, i.e. with CVs and architects.

Remember that many of the NPC stations are just 'fake' meaning they do not produce anything etc.; everything is just simulated. So no use for players anyway.

However, I'm aware that there are mods out there that utilizes these station for the player. I will not add any such or any other NPC stations to this mod but, please feel free to modify my mod for your personal use ;-)

Cheers Euclid
"In any special doctrine of nature there can be only as much proper science as there is mathematics therein.”
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
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Post by NZ-Wanderer »

euclid wrote:I thought the screenshots I've posted on the Nexus clarify that but, yes, of course you can select the station.
Oopps, sorry, my mistake, it was late last night and I wasn't looking at screenshots, next time I will look properly before opening my mouth :)

Added this mod to the mods list... :)
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth

NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
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Post by Baconnaise »

Euclid you are a god among men. I've been puttin around using this thing and it's like butta. Gave myself a hundred billion to mess around with this. Does this make it easier to add it as a function to the build anchors to build stations in regular zones? This mod would clean up a player station loop property list big time.

Great job!
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euclid
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Post by euclid »

Baconnaise wrote: .... Does this make it easier to add it as a function to the build anchors to build stations in regular zones?.....
Hi Baconnaise :-)

I never liked the concept of build anchors (not to mention CVs and architects) because it restricts the player's freedom to place station where he sees fit. So, no, I will not re-code this mod to use them.

However, it is a simple adjustment of the code to place station where ever you like. Just change

Code: Select all

<position x="0" y="0" z="0" min="2km" max="5km"/>
to something like this

Code: Select all

<position object="player.primaryship" min="2km" max="5km"/>
and then trigger the menu by entering an empty space, leave the menu onscreen and fly to any other zone and location of your choice before you use the menu ;-)


Cheers Euclid
"In any special doctrine of nature there can be only as much proper science as there is mathematics therein.”
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
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Post by Baconnaise »

Yea not a fan of the way they did CV's and the build anchors myself. I understand why they seemingly did it though.

Thanks for the tip where it uses the player ship position instead.
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Post by tefara »

Hi There, I personally re-coded that mod to allow you to create a full upgraded station at any build icon you want. The station include unique station, small and capital shipyard. Because i use the code form Euclid so i will not public it without permission, if you want it just post you email here and i will send it to you later :P :P :P
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Post by euclid »

tefara wrote:Hi There, I personally re-coded that mod to allow you to create a full upgraded station at any build icon you want. The station include unique station, small and capital shipyard. Because i use the code form Euclid so i will not public it without permission, if you want it just post you email here and i will send it to you later :P :P :P
Hi tefara :-)

Feel free to publish your mod of my mod but please not on the Nexus.

Cheers Euclid
"In any special doctrine of nature there can be only as much proper science as there is mathematics therein.”
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
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Post by Baconnaise »

tefara wrote:Hi There, I personally re-coded that mod to allow you to create a full upgraded station at any build icon you want. The station include unique station, small and capital shipyard. Because i use the code form Euclid so i will not public it without permission, if you want it just post you email here and i will send it to you later :P :P :P
Post/link in the forums here tefara or throw it up on steam workshop. Saves me having to prebuy all the resources for a full station or just editing them in the save if I'm messing around.
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Post by BlueSabor »

euclid wrote:
However, it is a simple adjustment of the code to place station where ever you like. Just change

Code: Select all

<position x="0" y="0" z="0" min="2km" max="5km"/>
to something like this

Code: Select all

<position object="player.primaryship" min="2km" max="5km"/>
and then trigger the menu by entering an empty space, leave the menu onscreen and fly to any other zone and location of your choice before you use the menu ;-)


Cheers Euclid
Hell, Yes!”
Nearly put a Mega Cellfab on top of me. :lol:

Thank you for this mod euclid :D
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Post by antoniut »

Great mod! How can I rename zones? :roll:
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Post by euclid »

Hi antonuit :-)
antoniut wrote:Great mod! How can I rename zones? :roll:

Open the station info. Under 'gerneral' you should see the zone, click the line and then on the bottom 'change'.

Cheers Euclid
"In any special doctrine of nature there can be only as much proper science as there is mathematics therein.”
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
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Post by antoniut »

Thanks! :o
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Post by tefara »

Because only change some line in the original mod and my coding skill is weak, so my mod and Euclid's mod will conflict. My mod have some advance if compare with Enclid's one that include add the builder ship to your station so that you can it can work as a player built station, some Argon's employee such as specialists, captain, manager... will be created once you create your station. Shipyards, teladi's stations is be available. More advance mean more bugs cause so that i don't want to public it
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Post by Baconnaise »

I have to admit I love this mod to death. My one save I'm going around carving out my own space with stations.

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