[MOD] Station Build Service
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[MOD] Station Build Service
With this mod you can order multiple stations to be built. Select "Station Build Service" from the sidebar, category "communication" (5). You can now select station(s), depending on available buildslots in your current zone. to select the station, you have to first select a buildership type. after having selected all stations, you can order the stations. Note that the stations will cost an additional 25% when ordering through the Build Service! The Build Service will, after a successful order, build the station and transfer control to the player once the station has been built and upgraded with all modules. As a bonus, the player will be gifted all specialists needed for the respective stations production.
Get it at nexusmods
ps: sorry for the short description, I'm no good at that kind of stuff
Get it at nexusmods
ps: sorry for the short description, I'm no good at that kind of stuff
Last edited by Phipsz on Thu, 14. Apr 16, 22:44, edited 1 time in total.
I cannot add all resources to the buildership at buildstart, at least stations like URV Integration or similar have a resource need that is exceeding the capacity of the builderships. so, as a generic solution I deliver wares for each buildstep (I cannot build all phases at once, or at least I don't want to, if you want insta-build, take euclids empty zone station builderalexalsp wrote:The builder, ships deliver resources to one construction phase.
Possibly do that would be the builder ship all the goods delivered for the construction of all phases at once.
Using SETA, I built a station for 1 hour. ))
well, I want to try to keep the lore, at least to some point. so I decided to cheat the resources but build the stations normally I mainly did this because I wanted to build multiple stations at once without just spawning them but instead keep the building operation, but without having to order the next stage everytime a station is done.
oh, and if someone wants a "non-cheat" version where no wares are spawned with the ships, I could put up a version where the support-ships are spawned without wares resulting in the ships trying to buy the wares from available sellers. if there's interest that is (of course that would result in massively increased build times)
oh, and if someone wants a "non-cheat" version where no wares are spawned with the ships, I could put up a version where the support-ships are spawned without wares resulting in the ships trying to buy the wares from available sellers. if there's interest that is (of course that would result in massively increased build times)
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Hiya,
This lovely great, thanks
If i understood the thread correctly, it was stated recently that CVs are a priority over stations for sale of wares by NPC traders. Maybe a non-cheat version may not be terribly slow?
If the above info is inaccurate or already known to you, please ignore it.
This lovely great, thanks
If i understood the thread correctly, it was stated recently that CVs are a priority over stations for sale of wares by NPC traders. Maybe a non-cheat version may not be terribly slow?
If the above info is inaccurate or already known to you, please ignore it.
Last edited by alexalsp on Tue, 5. Apr 16, 21:24, edited 2 times in total.
did not know this thread, thanks well, if you are in AL, HoL or OL, you will of course get most wares relatively fast. But, as we all know, Fusion Reactors (and RMP as well) are getting scarce if you don't own any stations. We don't want to talk about building in DV then for that matter if you want to test without cheating, the aiscript started on the spawned ships should be able to buy needed wares, so one would only have to stop spawning wares on these ships. for that, you would need to delete/comment one line in md/pstationbuildservice.xml, namely the one with "add_cargo" (around line 338 ) or, if you don't want to modify yourself, I have uploaded the non-cheaty variant on nexus as well under optional files (I have not tested that myself though)
I have also added german and russian texts (thanks again to alexalsp for providing the russian translation!)
@alexalsp: the deactivated encyclopedia-button is correct at this point, I wanted to add it with a later update and must have forgotten to make it invisible until then. concerning the missing DeVries buildership: how is your relation to the Republic of Cantera in that game? the mod only enables building for those builderships you could actually order yourself at a station
I have also added german and russian texts (thanks again to alexalsp for providing the russian translation!)
@alexalsp: the deactivated encyclopedia-button is correct at this point, I wanted to add it with a later update and must have forgotten to make it invisible until then. concerning the missing DeVries buildership: how is your relation to the Republic of Cantera in that game? the mod only enables building for those builderships you could actually order yourself at a station
DeVries: It would be correct. ))Phipsz wrote: @alexalsp: the deactivated encyclopedia-button is correct at this point, I wanted to add it with a later update and must have forgotten to make it invisible until then. concerning the missing DeVries buildership: how is your relation to the Republic of Cantera in that game? the mod only enables building for those builderships you could actually order yourself at a station
But not necessarily.)) I thought you forgot.
It's just a question.
Can you do, build stations not in the construction of the points, but at a distance from each other 10-15km.
Or is it impossible to make?
In the Malstrem, for example, the empty area, and 2 points for construction, but could be constructed 5 or 10 stations.
If this is feasible.
guessed so when/if you get better relations to the Republic of Cantera, you also currently would have to save and reload your game, as the list of current available builderships is only created when creating/loading a game. have fixed that for the next update.
concerning the "variable buildlocations", well, I have to look into that. I currently doubt it, since I connect the builderships to available buildlocations. I'll have to see if your idea is possible. for now, you can build in empty space with between 6 and 8 buildlocations available
concerning the "variable buildlocations", well, I have to look into that. I currently doubt it, since I connect the builderships to available buildlocations. I'll have to see if your idea is possible. for now, you can build in empty space with between 6 and 8 buildlocations available
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o/
I tried this service in yesterday, in MA, worked like charm(and compatible with factory calculator! -for now- )
I have one problem so far. To damn expensive(50%). It has somewhat larger extra charge than state projects in Hungary(20-40% extra charge due to corruption) , which is lol.
For 2 station i can have 3 in normal build mode, not worth it.
Pls lower it to hmm 25-30%. OR just tell us what to change in the mod to lower the extra charge.
Keep up the goodwork, another mod that should be in game by default(like the cwir)..
I tried this service in yesterday, in MA, worked like charm(and compatible with factory calculator! -for now- )
I have one problem so far. To damn expensive(50%). It has somewhat larger extra charge than state projects in Hungary(20-40% extra charge due to corruption) , which is lol.
For 2 station i can have 3 in normal build mode, not worth it.
Pls lower it to hmm 25-30%. OR just tell us what to change in the mod to lower the extra charge.
Keep up the goodwork, another mod that should be in game by default(like the cwir)..
@alexalsp: it depends on the possibility of building stations disconnected from defined build locations. I will have a look at some point to maybe spawn base parts of a station and connect a buildership to it, but <construct_station /> needs a buildlocation as parameter...
@HunEndorfin: I was at first wondering what charge I should take (20% was with Hephaistos Corp, for those that had the Bonus Package of X3AP). I chose 50% charge, because all station parts are constructed without further interaction and, when using the "cheaty" version, all wares neede will be supplied as well. I'll see if I lower it for the next update (I think 25-30% are indeed reasonable as well), but I have some things to fix before I do that (I found that a station may not be constructed properly as of now, when I connected a cv to a built station, the station was partly rebuilt...). for now, if you want stuff cheaper, there are two positions that need modifying:
@HunEndorfin: I was at first wondering what charge I should take (20% was with Hephaistos Corp, for those that had the Bonus Package of X3AP). I chose 50% charge, because all station parts are constructed without further interaction and, when using the "cheaty" version, all wares neede will be supplied as well. I'll see if I lower it for the next update (I think 25-30% are indeed reasonable as well), but I have some things to fix before I do that (I found that a station may not be constructed properly as of now, when I connected a cv to a built station, the station was partly rebuilt...). for now, if you want stuff cheaper, there are two positions that need modifying:
- ui/p_order_station_overview.lua: line ~47, totalcost = totalcost * 1.5 <- change 1.5 to 1.3 for 30% charge or 1.25 for 25% charge
- md/pstationbuildservice.xml: line ~76, <set_value name="$stationcost" exact="($stations.{$i}.$resourceneed.$totalcost)Cr * 1.5" /> <- again change 1.5 to whatever wanted
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Well, they need the CV for building the next stations, don't they? I personally play with a mod allowing to place engineers on your stations, but you could always assign a new cv yourself. you can actually then assign any cv to any station, so an albion-cv can indeed repair ol stations when connected to one
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*sigh* building an empire is a hard thing..
Now i've encountered an another problem, stations wont finish cause only a few fusion reactors present on the whole map.
I bought some, but cant manually trade with the cv, cause some error "8".
...And despite i have the res. spawn version of this mod, no resources spawning, all buildings(6) stucked at somewhere around the last stages, and leptons sitting around them with no command msg.
Now i've encountered an another problem, stations wont finish cause only a few fusion reactors present on the whole map.
I bought some, but cant manually trade with the cv, cause some error "8".
...And despite i have the res. spawn version of this mod, no resources spawning, all buildings(6) stucked at somewhere around the last stages, and leptons sitting around them with no command msg.
I have set the cvs to restricted trading, so only their own ships may support them. the leptons have a "None"-command? or the "searching for trades" one? if the first, you have encountered a bug I thought I already pushed a bugfix for. I will see if I can push the next update until tomorrow. I need to test a few other changes I made though, which may take a few hours to test, even with sinza...