The wording your going on pretty much tells you this not even a mod yet but something in the making down the road. So it means you can't complain about it due to how your complaining what is written on post 1 well in post 1 there is no mod yet

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lol, thanks for the info hmm interesting.conquestor wrote: ↑Mon, 22. Oct 18, 05:50 I think spawning doesn't mean created out of thin air, I think it just means ships that are added to faction pools on being created in docks etc.
A way to test this is to go to Epssilon lowlands (https://roguey.co.uk/xrebirth/universe/ ... /sector-4/) It should be owned by Sovereign Syndicate, and they'll likely only have a shipyard (and maybe a few stations) and 2-3 capitals. Kill/capture them all, and sit in there with SETA overnight. Odds are you'll never see more being spawned.
That being said, Sovereign syndicate seems critically weak every game I've played so far, and it always serves as my place to get a free trade ship + CV![]()
I haven't worked with the t files much but often in programming the backslashes inside text are used to prevent some characters as being interpreted as having special meaning. From the other occurances in the file it looks like normally, things in brackets would be interpreted as notes to the translators and therefore not be present in the final output. The "\" prevents that.Thufar wrote: ↑Mon, 22. Oct 18, 19:24 Thufar says, "Oooh, some interesting posts lately."
I have some RL things that call, but I'll be back. I think I have some foundational questions that may need/want to be answered regarding this whole ship parts thing. Again, I will be back.
In the mean time and please pardon my pea brain when it comes to programing (last studied by me before PCs were on the market and BASIC was the new thing in programming languages - yes, I'm old), sometimes my Civ Ship Parts Lot displays under the Production/h column "180x Ship part" and sometimes it displays "180x Ship part (Weapons). I was looking in the t file and noticed this <t id="2055">Ship part \(Weapons\)</t>. A perusal of the file indicates the use of two " \ " is not isolated, but unusual, as I expected it to be "Ship part (Weapons). Could that nomenclature possibly be a reason for the disparity in the display described above? If it is correct, what do the two " \ " do or indicate?
You have to look at the wares.xml in mm_uspprod/libraries. Ship parts have the ware id shippart while ship part weapons have the ware id shippartcomp.
Thufar wrote: ↑Mon, 22. Oct 18, 19:24 [...]
In the mean time and please pardon my pea brain when it comes to programing (last studied by me before PCs were on the market and BASIC was the new thing in programming languages - yes, I'm old), sometimes my Civ Ship Parts Lot displays under the Production/h column "180x Ship part" and sometimes it displays "180x Ship part (Weapons). I was looking in the t file and noticed this <t id="2055">Ship part \(Weapons\)</t>. A perusal of the file indicates the use of two " \ " is not isolated, but unusual, as I expected it to be "Ship part (Weapons). Could that nomenclature possibly be a reason for the disparity in the display described above? If it is correct, what do the two " \ " do or indicate?
[...]
Yup, the backslash "\" here is used as an "escape" character so that parts of text are read as plain text. In this case, it's to allow the parentheses to be used in the plain text for "Ship part (Weapons)"bitvoid wrote: ↑Mon, 22. Oct 18, 19:53 I haven't worked with the t files much but often in programming the backslashes inside text are used to prevent some characters as being interpreted as having special meaning. From the other occurances in the file it looks like normally, things in brackets would be interpreted as notes to the translators and therefore not be present in the final output. The "\" prevents that.
bitvoid wrote: ↑Mon, 22. Oct 18, 19:53 I haven't worked with the t files much but often in programming the backslashes inside text are used to prevent some characters as being interpreted as having special meaning. From the other occurances in the file it looks like normally, things in brackets would be interpreted as notes to the translators and therefore not be present in the final output. The "\" prevents that.
Thanks guys, I now know infinitely more about modding than I did this morning. Therefore, today is a good day (I learned something - retaining it is a whole different story
Hehe, that's probably the understatement of this whole thread
Thank you for the clarification. It appears that is, at least generally, what is going on in my game.bitvoid wrote: ↑Mon, 22. Oct 18, 07:39 All production modules on the Civ Ship Parts Lot (Ship Parts) alternate between 2 production methods. First, they do a rather slow (and comparatively cheap) production of ship/weapon parts (production method "Albion"). After that, they do the quick and expensive "Assemble" cycle for ship parts.
In your case, it appears some production modules were stuck on the "Assemble" method which makes it look like they are using absolutely excessive amounts of resources. Once they finish that cycle though you'll see that they start a much less expensive production of the "Albion" method for ship/weapon parts.
Don't get me wrong, I still think that the plasma flow regulator consumption needs adjustment but it's not by any means as bad as you made it out to be.
Apologies Vectorial1024 if I've caused you to step in something that you shouldn't have. I'm not sure what it is you did and, if you don't mind, can you pm me what you did so I can learn not to do it?Vectorial1024 wrote: ↑Sun, 21. Oct 18, 19:25 Before any of you begin to question why I know this much, allow me to disclaim myself: I have done things I should not have.
… and thank you for patiently catching me up on the history and what happened. It helps.
Then Thufar asks himself "Self, why do they make Ship Parts, Ship Parts (Weapons) and then go through an assembly run? Answer (a huge and probably incorrect assumption made here) is probably that's they way the old program did it. Conclusion, that's not necessarily the way it has to be done now.bitvoid wrote: ↑Mon, 22. Oct 18, 07:39 All production modules on the Civ Ship Parts Lot (Ship Parts) alternate between 2 production methods. First, they do a rather slow (and comparatively cheap) production of ship/weapon parts (production method "Albion"). After that, they do the quick and expensive "Assemble" cycle for ship parts.
Ok, let me try again.Vectorial1024 wrote: ↑Sun, 21. Oct 18, 19:25I'm not sure if I understand correctly.Thufar wrote: ↑Sun, 21. Oct 18, 16:10 So, Cat #3) Why base the shippart production out of a Civ Ship Parts Lot. It looks like the major obstacle to using this station is the variability in the production runs. Why not use any of the other stations with six production runs. It would have stable production runs. Give the new station a new name, re-categorize the production runs, re-allocate the resource consumption, and viola! I assume I'm missing something, as this hasn't been done - or is this too easy?
If I understand Marvin correctly, he's saying something similar as I'm thinking.Marvin Martian wrote: ↑Mon, 22. Oct 18, 09:05 if someone like to help:
one thing may to bring a new station type into game that make required wares (and/)or improve code of station-section (just for clearence existing code, not dozen of files
There being a 2 part production chain is not caused by the station being a Civ Ship Parts Lot but instead it was done intentionally by design. The Civ Ship Parts Lot could very well have production modules that only produce a single ware using the same production method over and over.Thufar wrote: ↑Tue, 23. Oct 18, 04:41 So, like the two people shaking hands - one hand fitting into the other, so goes ship parts and Civ Ship Parts Lot. It seems that the programmers have it cemented in their minds that Ship Parts must be produced in a Civ Ship Parts Lot. To the best of my understanding, that simply doesn't have to be the case. Why not use another station as a template that has unchanging production runs? Take a High Tech Fab for instance - it has two Bio-Optics Fac, two Chip Fabs and two ScannAr Facilities - period. Any one of those production runs in that factory only produce one thing - ever.
Can a programmer not duplicate what ever programming is required to make a High Tech Fab and change the name to Ship Parts Fab. Can a programmer change the two Bio-Optics Fac production runs to Ship Parts (Weapons) Fac. Can that programmer change the four other production runs to Ship Parts Fab.
OL-Ships need much more weapons then other types, AL do still build them slower, but there already to much of them, so the idea to make them into Shipparts tooThufar wrote: ↑Tue, 23. Oct 18, 04:41Then Thufar asks himself "Self, why do they make Ship Parts, Ship Parts (Weapons) and then go through an assembly run? Answer (a huge and probably incorrect assumption made here) is probably that's they way the old program did it. Conclusion, that's not necessarily the way it has to be done now.
You can produce where you want, but you may not change productions after gamestart so my options to patch stations is limited (people always cry i change position of a buildspot - so this may a solution in case the new way will solve the problem, not only for show) - i'm also not a fan of patch modules into existing stations - finally this won't solve something anyway - you may calculate in case also bigger storages too if you change the vanilla production-times/amounts
At first, only the Ship Parts were produced in the Civ Ships Parts Lot. (It fits; you see, "Ship Parts" inside "Civ Ship Parts Lot"; that's how I understand it.)Thufar wrote: ↑Tue, 23. Oct 18, 04:41 So, as I began my quest of learning how to play TNF, Thufar asked "Self, why did they choose to make the two ship parts in Civ Ship Parts Lot?'" Answer, if I understand it correctly, it seems it was needed very early on to make the station work, as opposed producing absolutely nothing. That make sense except, vanilla Civ Ship Parts Lots work now. Conclusion, the two ship parts don't "have" to be made at the Civ Ship Parts Lot.
It was later when we decided to try Ship Parts (Weapons) (which is basically Weapon Parts), did we add in the Ship Parts (Weapons) into the production cycles. But yeah, we kind of added this as an early Alpha feature, so everything is as chaotic as they have ever been.
I'm not really in a position to comment on Ship Parts; that's too much history piled on top of it.Thufar wrote: ↑Tue, 23. Oct 18, 04:41 Then Thufar asks himself "Self, why do they make Ship Parts, Ship Parts (Weapons) and then go through an assembly run? Answer (a huge and probably incorrect assumption made here) is probably that's they way the old program did it. Conclusion, that's not necessarily the way it has to be done now.
Too many variables and uncertainties; have to place-hold it...
(Urge to buy X4 intensifies)Thufar wrote: ↑Tue, 23. Oct 18, 04:41 So, like the two people shaking hands - one hand fitting into the other, so goes ship parts and Civ Ship Parts Lot. It seems that the programmers have it cemented in their minds that Ship Parts must be produced in a Civ Ship Parts Lot. To the best of my understanding, that simply doesn't have to be the case. Why not use another station as a template that has unchanging production runs? Take a High Tech Fab for instance - it has two Bio-Optics Fac, two Chip Fabs and two ScannAr Facilities - period. Any one of those production runs in that factory only produce one thing - ever.
Can a programmer not duplicate what ever programming is required to make a High Tech Fab and change the name to Ship Parts Fab. Can a programmer change the two Bio-Optics Fac production runs to Ship Parts (Weapons) Fac. Can that programmer change the four other production runs to Ship Parts Fab.
Would you not then have a stable production facility?
Find a way to give someone else main thread or update itBlackRain wrote: ↑Fri, 26. Oct 18, 01:40 what exactly is the issue? It shouldn't be a problem to create a new station which only produces ship parts. Maybe I am misunderstanding, I don't feel like reading every post hah. Can someone summarize the issue for me. Even though I am not currently working on the mod (which is a WIP and not listed as MOD for a reason heh), I certainly know what can or can not be done or at least a work around maybe.
Dag nagget, I typed all this up, hit submit, and got sent to login screen. So, here goes again.BlackRain wrote: ↑Fri, 26. Oct 18, 01:40 what exactly is the issue? It shouldn't be a problem to create a new station which only produces ship parts. Maybe I am misunderstanding, I don't feel like reading every post hah. Can someone summarize the issue for me. Even though I am not currently working on the mod (which is a WIP and not listed as MOD for a reason heh), I certainly know what can or can not be done or at least a work around maybe.
BlackRain wrote: ↑Fri, 26. Oct 18, 01:40 what exactly is the issue? It shouldn't be a problem to create a new station which only produces ship parts. Maybe I am misunderstanding, I don't feel like reading every post hah. Can someone summarize the issue for me. Even though I am not currently working on the mod (which is a WIP and not listed as MOD for a reason heh), I certainly know what can or can not be done or at least a work around maybe.
I realize that its a WIP and not a released mod, but perhaps it would be a good idea to turn over control of the thread to someone who can maintain it a bit better
For your second point, isn't this something which could easily be changed by editing the amount of plasma flow regulators it takes to build a ship part? Seems like a simple fix to me.Thufar wrote: ↑Fri, 26. Oct 18, 17:21Dag nagget, I typed all this up, hit submit, and got sent to login screen. So, here goes again.BlackRain wrote: ↑Fri, 26. Oct 18, 01:40 what exactly is the issue? It shouldn't be a problem to create a new station which only produces ship parts. Maybe I am misunderstanding, I don't feel like reading every post hah. Can someone summarize the issue for me. Even though I am not currently working on the mod (which is a WIP and not listed as MOD for a reason heh), I certainly know what can or can not be done or at least a work around maybe.
Hi BlackRain, it appears I've struck an unintended bad chord. I've been asking questions about the introduction of two ship part wares, and why in an attempt to understand why and help with the problem.
First, I am not a programmer, therefore not a modder. Just a player, and my observations are from in-game.
Second, the Civ Ship Parts Lot (Ship Parts) consumes and inordinate amount of plasma flow regulators, iirc, and causes a situation similar to the old RMP shortage problem. It appears a player must now build 5 or more stations to produce enough PFRs to support one Civ Ship Parts Lot (Ship Parts), and that seems inordinately high. Of course, no ship parts = no CVs = no new stations to build PFRs....
Third, it appears to me, there's a flood of underlying products in this mod, making ship part production "the" best way to make money in the trading aspect of this mod and that is broken.
Fourth, of the two production runs in the Civ Ship Parts Lot (Ship Parts), the Ship Part production seems to be stable. The Ship Part (Weapons) is another story. Depending on when you look at that production run, it can display production as "(quantity here) Ship Part (Weapons)" or "(same quantity here) Ship Part". Also, it appears the needed resources display change, as well as the quantity thereof. I now understand part of that problem is the assembly run, but that is only part of the problem I am describing here.
Fifth, my ignorant/unknowledgeable thinking was that the problem lay with the use of the variable production in the Civ Ship Parts Lot as the template for ship parts production and why wasn't a more stable production facility used, or why one couldn't be used.
Apologies to any and all if I've given the appearance of "questioning" anyone. This is just me, the ignorant, trying to ask questions and offer possible solutions.
Regards,
Thufar
Do they have a ? icon? I've noticed some NPCs like this cropping up now and then on stations. I couldn't find any pattern to this though, as it seemed to happen everywhere.