Oooooh! That's what you meant! Yup. It's like that in vanilla though, isn't it? Can't remember. Anyway, not a big problem, as you said, since they're hireable via "Crew for Skunk" and "Crew for Capital Ship."Sparky Sparkycorp wrote:Nar, it may still be a misunderstanding. I see Engineers for hire under the Skunk list (like in your screenshot) and for capitals, but not under the list for Stations.
[MOD] Station Engineers
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- Moderator (English)
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Hi,
I'm working on a repack construction vessel mod and I'm thinking that it makes sense to be able to assign an engineer to the station so as not to rely on the architect for repairs.
For me it is absolutely necessary to have this capability in game, especially after detaching the CV from the station. To this end I modified the engineer and I used your mod as inspiration.
I wouldn't have been able to get the same results without extensive research or a lot of trial and error. Either way time is precious.
Would it be ok with you to include this modification in my mod in case I decide to pack these features together?
My mod will be on Steam and I'm thinking that some players might miss out on this one if I keep them separate, even if I add a recommendation to use them together.
Of course I will give you credit for it, and provide a link to your mod as reference.
Thanks for the idea and the mod.
I'm working on a repack construction vessel mod and I'm thinking that it makes sense to be able to assign an engineer to the station so as not to rely on the architect for repairs.
For me it is absolutely necessary to have this capability in game, especially after detaching the CV from the station. To this end I modified the engineer and I used your mod as inspiration.
I wouldn't have been able to get the same results without extensive research or a lot of trial and error. Either way time is precious.
Would it be ok with you to include this modification in my mod in case I decide to pack these features together?
My mod will be on Steam and I'm thinking that some players might miss out on this one if I keep them separate, even if I add a recommendation to use them together.
Of course I will give you credit for it, and provide a link to your mod as reference.
Thanks for the idea and the mod.
Code: Select all
[=ERROR=] Cannot match path '//cue[@name='OnBoardComm']/actions/do_if[@value='@player.platform.container.isplayerowned and @player.platform.container.isclass.ship']/@value' in patch file 'extensions\w.e_StationEngineers\md\npc_engineer.xml'. Skipping node.
Hi alex,
are you sure you're using 0.05? Pretty sure I fixed that already.
edit: sorry, was thinking of engineer drone fix. However, just checked station engineers and that node should still correctly land, and I don't get that error message in the debug log. Do you have anything else installed that modifies \md\NPC_Engineer.xml?
are you sure you're using 0.05? Pretty sure I fixed that already.
edit: sorry, was thinking of engineer drone fix. However, just checked station engineers and that node should still correctly land, and I don't get that error message in the debug log. Do you have anything else installed that modifies \md\NPC_Engineer.xml?
Update to Compatibility notes:
Fairly early in this little mod's development, eMYNOCK very graciously contributed code that was used in this mod. That code has since been published in eMYNOCK's two mods:
Player Shipyards and Enhancements
and Give us more Cloth please!
This mod is therefore incompatible with eMYNOCK's two mods. However, since eMYNOCK's mods are superior, I suggest that anyone interested in one of the two above mods drop this one and use that instead.
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OP updated
Fairly early in this little mod's development, eMYNOCK very graciously contributed code that was used in this mod. That code has since been published in eMYNOCK's two mods:
Player Shipyards and Enhancements
and Give us more Cloth please!
This mod is therefore incompatible with eMYNOCK's two mods. However, since eMYNOCK's mods are superior, I suggest that anyone interested in one of the two above mods drop this one and use that instead.
...
OP updated
Yes. You're right. This mod is included string engineer. Thank you. ))eMYNOCK wrote:Probably this Mod could interfere.
Of course i don't know who exactly uses my mods but this one definitely changes the NPC_Engineer.
Maybe you remove a these rows of mod.?
If all of begin to add these lines, all mode will not be compatible.
You can specify the link to mod w.ewans. It's easier .
But it was eMYNOCK's code to begin with. The mod started as something else, but eMYNOCK suggested some suggestions that were adopted to this mod.alexalsp wrote:Yes. You're right. This mod is included string engineer. Thank you. ))eMYNOCK wrote:Probably this Mod could interfere.
Of course i don't know who exactly uses my mods but this one definitely changes the NPC_Engineer.
Maybe you remove a these rows of mod.?
If all of begin to add these lines, all mode will not be compatible.
You can specify the link to mod w.ewans. It's easier .
Besides, you won't lose anything by dropping this mod and installing one of eMYNOCK's because those have the same capability in addition to others. Only reason to install this one would be if you want just the ability to add engineers to stations and nothing else.
I just published the Repack Construction Vessel mod on Steam and it has the station engineer included, so you can list it as incompatible.
I also added an upkeep mission for stations to request engineers, just like they request managers, defense officers and specialists.
I'm mentioning this in case you are interested to add the same to your mod.
Thanks again for this feature and for allowing me to publish it inside my mod.
I also added an upkeep mission for stations to request engineers, just like they request managers, defense officers and specialists.
I'm mentioning this in case you are interested to add the same to your mod.
Thanks again for this feature and for allowing me to publish it inside my mod.
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- Moderator (English)
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- Joined: Tue, 30. Mar 04, 12:28
Re: [MOD] Station Engineers
Was about to apologize and update the OP when I realized it already was updated.
So, yeah, what Sparky said.OP wrote:This mod is current as of X:R 4.00
Hey w.evans!
I have been using this mod since it was first released, but I just noticed something odd in my 4.0 game.
I am able to assign Engineers to stations. They will show up under the Crew section with the order "Repair". However, the moment I leave the zone, they disappear from the station completely (no longer show up under Crew).
Is this a new thing in 4.0 or is my game bugged?
I have been using this mod since it was first released, but I just noticed something odd in my 4.0 game.
I am able to assign Engineers to stations. They will show up under the Crew section with the order "Repair". However, the moment I leave the zone, they disappear from the station completely (no longer show up under Crew).
Is this a new thing in 4.0 or is my game bugged?