[MOD] Galaxy Station Range v1.4 (update 27th Feb '16)

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YorrickVander
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Post by YorrickVander »

Found an issue under 3.61 - possibly cosmetic only as the upkeep mission for manager to give credits appears to still function correctly.

With this mod active the required credits for a station manager can be shown as 0 in the npc details window even though the manager needs cash. Testable with Empire builder start with this mod active.

Will look into this as rl allows.
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w.evans
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Post by w.evans »

YorrickVander wrote:Found an issue under 3.61 - possibly cosmetic only as the upkeep mission for manager to give credits appears to still function correctly.

With this mod active the required credits for a station manager can be shown as 0 in the npc details window even though the manager needs cash. Testable with Empire builder start with this mod active.

Will look into this as rl allows.
That's an odd effect. What could trading range have to do with the manager's accounting? Resource availability and possible trades? Wonder if potential sales are taken into account.

In any case, thanks for posting it. Will set managers' accounts with that in mind if/when I ever get the time to play again.
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YorrickVander
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Post by YorrickVander »

I assume something changed in the function thats overwritten in lua :)
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Sparky Sparkycorp
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Post by Sparky Sparkycorp »

Hi Yorrick,

I noticed you're kinda back - welcome :)

In case you come to look at this mod again later and maybe re-release it, here's a little feedback relating largely to the design of the galaxy.
YorrickVander wrote: Miners are unaffected, remaining at cluster range with cluster or galaxy set and Architects operate as usual.
I'm not sure if it was intentional or not but I released recently that unlike the other 4 systems, Maelstrom lacks plasma and ions (reported to Devs here and there's a spreadsheet of resource locations here). Last time I checked in the 4.00 beta (not sure if beta 2 or 3, off the top of my head) this was not changed.

So basically, if that is unchanged after the 4.00 is released, perhaps this is something you might be interested in. It may be easiest to mod in new resources, as has been suggested in a couple of threads, rather than tinker with this mod but it doesn't hurt to mention the topic.

Regards,
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YorrickVander
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Post by YorrickVander »

These materials can also be shipped in if you really wanna build there. There's also the vanilla trade ships and the new warehouse station, the xml + assets for which have been in the game since release and is now being fleshed out in the 4.0 betas :) Personally I consider building in Maelstrom an end game passtime for those with the infrastructure built up to maintain and defend it.

My 'back' is pretty low time allowance atm but yeah, messing with fixing my current mods at least. Most of my playtime is spent testing changes to YAT atm, but also looking at the others.
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Post by Sparky Sparkycorp »

I'm not aware of any unique stations selling ions or plasma, unlike how there are for hydrogen, ore, silicon and nividium. Do some NPC free miners cross gates like some NPC free traders do? Manually shipping in those two materials was the only supply option I was aware of.

it will be interesting to see how the trade station pans out in terms of whether any ship assignment and automation via managers is possible.


Edit: Missing resources added to Maelstrom in the 4.00 beta :)
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YorrickVander
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Post by YorrickVander »

1.3.6
------

Updated with lua from 4.0 beta and added functionality to assign subordinate range to Architects. In vanilla a trade ship assigned to an architect can only trade in sector, but no feedback is given for this potentially leaving the trader wandering uselessly around. For now they can trade up to Galaxy range without needing the station to build the radar dish. Feedback on this welcomed.

Architect range is set in the same way as managers; Ship details > Architect Details > change range.

This version will not go up on steam until 4.0 is released - see d/l link at bottom of the OP.
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Nikola515
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Post by Nikola515 »

Will this mod be compatible with warehouses ? Im mod free until DLC is out so i havent tested it yet. It would be awesome if i can use it as hub to sell wares all over the uneverse with it ;)
It's not world hunger because we can't feed poor,it's because there will never be enough to feed the rich .....
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Post by YorrickVander »

99% yes. Any testing you are willing to do is fully appreciated :)
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Nikola515
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Post by Nikola515 »

Im reinstalling it as soon as beta is done ;) XR is boring without mods..... Anyway is there a way that you can limit where stations buy stuff and where to sell them ? For example I want to build my empire in DV and use warehouse as hub to sell items all over universe. But I want ships to buy everything in DV and sell all over universe.... Something like having two options for station range one is for selling and one is for buying
It's not world hunger because we can't feed poor,it's because there will never be enough to feed the rich .....
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Post by ceeldee »

I Installed this mod in Beta 4.0 today. I noticed in the game start menu a red flag on same mod . bak. I am wondering if the mod is included as standard and therefore a .bak ie backup file. ie galaxy wide trading in 4.0 ?
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Post by YorrickVander »

eep. blunder on my part. the error is caused by my not replacing the internal id with the steam ws_xxxxxxx id so the game sees it as 2 separate mods with same name.

solution : open content.xml for the new version, change save=true to save =false. load and resave your game. Open both mods content.xml and replace the new versions id with ws_xxxxx from the steam one.
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Post by ceeldee »

Well the internal ID was OK I think since I subscribed to the mod.It has a ws_ number The . bak version only contains an error message ws_invalid . I turned off the . bak extension in the game menu .

The new version does not have a save=true so cannot change to false.

Game works OK but your mod does not appear in the management architect

detail ie no range option. Any thoughts ? Possible to back out and retry ?
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YorrickVander
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Post by YorrickVander »

I don't see this issue - testing an architect on working CV I see the range option on details whether accessing via station details or cv details. May I confirm that you are using XR version 4.0 rc1? This new version is possibly not compatible with 3.61 due to changes in the lua.
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Post by ceeldee »

Yes using Beta 4.0 20752. What station ? My architect is on a construction ship. Cant build the station because no FR's.
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Post by YorrickVander »

Tested directly on warehouse + solar energy array. If you are running the base game, or base game + Teladi Outpost dlc then the deep lack of fusion reactors is normal unfortunately. This is simply a waiting game. Tip : Build rmp + fr facts first and you're laughing.
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This situation changes with the HoL DLC. With that enabled you get much more choice for the order in which you can sensibly start your station empire.
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Post by ceeldee »

Thanks for the tip. Yes I realise that starting out you can prepare , if you only new, should be informed thru missions. Anyway I decided to restart and deleted reloaded game. The thing is a mod of the same name doing the same thing is installed as standard, I looked in extensions. This probably the cause of my previous prob with the mod installation. Doesn't seem to have your name on it but maybe Nom De Plume ?
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Post by YorrickVander »

In steam client search for galaxy station range in the workshop and unsubscribe for now. I'll post up in this thread when the workshop version is updated :)
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Post by YorrickVander »

Best not to use this in 4.00rc 1 till fixed again, it's breaking the ui for buying drones etc.
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Post by ceeldee »

Hi Y, I am a bit confused , after reinstalling this is in the Extensions folder

name="Galaxy Station Range v1.3.5 (for XR v3.61)" description="v1.3.5 updated by Phipz/Chudnofsky to work with new ui modding interface. Thanks + hugs to Phipz :)

Allows setting station Managers subordinate range to Galaxy if the radar dish is built.

(NOTE : Mod will list itself in save game as removing it with Galaxy range active may have consequences)

(Any issues are best reported on the ES forums as I check there more frequently http://forum.egosoft.com/viewtopic.php?t=369302)" author="Yorrick Vander" version="135" date="2015-03-06" lastupdate="1425635204">
<dependency version="310"></dependency>
<text language="44" name="Galaxy Station Range" description="Allows setting station Managers subordinate range to Galaxy if the radar dish is built." author="Yorrick Vander"></text>
</content>
Is this the mod or not, noted referral to Radar Dish built ?

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