Seta in menus and map.
A lot of the time i find myself wishing i could use seta with the map open so i can watch a ship travel somewhere if anyone could make a mod to enable it in maps and menus thats would be awesome also if its just a simple edit feel free to point me to the right file and i'll post a mod myself thanks
Better Logbook info.
Logbook tells you which station was a trade ships' commander when it's destroyed, seriously how many times do you read in the log that one of your trade ships got killed but have no idea which bloody trade ship it was coz you have more than one assigned to your stations and so an upkeep mission doesn't appear.
There is any mod, or mod combination, that can can do that?
- no local highway
- superhighways and gates work like normal
- every ship have some kind of booster (like capital booster) to move around and the AI can use the boosters
I didnt read trugh the whole topic, i did some search for a mod like this, but no luck so far. I found only one mod, which removes the superhighways and gates as well.
I made one years ago, it removes only the local highways. Then there is a mod around that increases the speed of NPC ships. I did it too in my mod but it is old so no more compatible, you can still use the no-highway modification though, it is a very simple mod. See the signature to download or add an empty file to replace the one listing highways (see inside my mod which one, it is self-explicit)
<mdscript name="UpdateShips">
<cues>
<cue name="Update_1">
<conditions>
<event_game_loaded/>
</conditions>
<actions>
<update_macros macro="macro.*macro_to_update*"/>
<!-- copy previous Line for each Macro which needs updating in the same Version -->
</actions>
</cue>
<!-- copy previous Cue in case a new Version with other changes is released and change Name. Also comment out duplicate entries in previous Versions -->
</cues>
</mdscritpt>
or do you want a complete global update_macro regardless of need? then these actions should do the trick:
[/code]<find_ship name="$ships" space="player.galaxy" multiple="true"/>
<remove_value name="$ships.{$ships.indexof.{player.primaryship}}"/>
<do_all exact="$ships.count" counter="$i">
<update_macro object="$ships.{$i}"/>
</do_all>[/code]
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
do this now finally work?
because destroy parts and "patch"/rebuild isn't working well in my opinion - haven't positive results yet
maybe a solution would if you want to replace engine_x with engine_y to check about the macro and only delete the right one
and/or add a second engine part with his own connections, then you can patch first and remove then only the old by macro very good
at capitals also you can use buildstep marker (<build mode="optional" sequence="A" stage="1" />) like at stations to "remove" an old component without the sideeffect if you simply delete the connection in the macro at existing ships the module will stay at 0,0,0
the stage isn't supported at ships, but work good for "outdated parts", but i don't know what's happend at smallships
BTW take a look into 1.3
i would suppose to spend much more time to write correct xml patch code for the existing units instead of like it is handled now
An option to tell your engineers, what components to repair, or give them repair priorities would be nice. The only one I found is Improved Engineer https://www.nexusmods.com/xrebirth/mods ... escription
but it wasn't updated since 2013 and was reported broken by users.