[MOD] Player Owned Ship Production

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LegionOfOne
Posts: 122
Joined: Sun, 16. Dec 18, 13:16
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Re: [MOD] Player Owned Ship Production

Post by LegionOfOne »

Terrantoni wrote: Mon, 24. Dec 18, 20:38 So, i started a new Game without explorebehaviour and lottery winner gamestart, kept anything else inclusive blazing havoc in and tada it works or even looks like it works now
The more I learn, the less I know... Can't say that it makes any kind of sense to me, but I'm glad for you anyway.
If you're missing your gamestart I've been using Argon Gamestart with PHQ without conflict (not even 'vanilla', my version is modded to send me and the PHQ to Nopileos' Fortune II instead).
My crashes with Blaze's ships came when the shipyards were finished, savegames got corrupted somehow. So don't count your space-chickens yet !
Terrantoni
Posts: 60
Joined: Mon, 24. Sep 18, 21:24

Re: [MOD] Player Owned Ship Production

Post by Terrantoni »

:lol: Thanks for the warning, i gonna disable the ship mods before building a shipyard, Think this is a Good Deal.
Eldiora
Posts: 10
Joined: Mon, 2. Dec 13, 06:28
x3ap

Re: [MOD] Player Owned Ship Production

Post by Eldiora »

It seems another mod caused some crashes. One that put in addtional ships. Once I deactivated that one the Shipyard worked fine again.
The6atekeeper
Posts: 27
Joined: Sat, 15. Dec 18, 12:54

Re: [MOD] Player Owned Ship Production

Post by The6atekeeper »

Eldiora wrote: Tue, 25. Dec 18, 16:59 It seems another mod caused some crashes. One that put in addtional ships. Once I deactivated that one the Shipyard worked fine again.
Which specific mod plz. I am having issues and would like to keep as many as I can.
TZER
Posts: 30
Joined: Sun, 29. Nov 09, 20:34
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Re: [MOD] Player Owned Ship Production

Post by TZER »

Is there a way to prevent the AI factions from ordering/building ships from my shipyard? So far they're putting in orders for ships before the shipyard can even build anything and there seems to be no way for me to prevent this?
Terrantoni
Posts: 60
Joined: Mon, 24. Sep 18, 21:24

Re: [MOD] Player Owned Ship Production

Post by Terrantoni »

TZER wrote: Wed, 26. Dec 18, 15:10 Is there a way to prevent the AI factions from ordering/building ships from my shipyard? So far they're putting in orders for ships before the shipyard can even build anything and there seems to be no way for me to prevent this?
Try to restrict the trading with other factions in your station-information-manager menu before starting the build of the shipyard. Don´t know if this is an elegant solution but it worked for me. Since i can only use this mod by switching to the original developer version files if i have to buy licenses and switching it back after the buy, i am not the person for elegant solutions here :D
TZER
Posts: 30
Joined: Sun, 29. Nov 09, 20:34
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Re: [MOD] Player Owned Ship Production

Post by TZER »

Aaah, well I have yet to put a manger there as it's all still being built. But yeah interesting that they can place orders and such even when the station has no manager.
brevi
Posts: 38
Joined: Sat, 2. Jun 12, 00:06
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Re: [MOD] Player Owned Ship Production

Post by brevi »

Is there a way to get presets to work? That is my only issue. They work at NPC shipyards but won't work at my shipyards even though I create them at my shipyard.
aftokinito
Posts: 229
Joined: Sun, 30. Mar 08, 17:29
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Re: [MOD] Player Owned Ship Production

Post by aftokinito »

Christmas present!!

---v1.20---
  • Fixed mod for game version 1.50
  • Fixed issue that prevented mixed building facilities (XL/L+M/S/XS) from properly working. Players should now be able to mix and match as desired and the ship configurator should only show the ships the station is capable of building.
  • Added ship blueprint support
Check the OP for more information regarding the blueprint mechanic.
argon_emperor
Posts: 1225
Joined: Mon, 12. Dec 05, 07:41
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Re: [MOD] Player Owned Ship Production

Post by argon_emperor »

carmaster wrote: Thu, 27. Dec 18, 05:10 Christmas present!!

---v1.20---
  • Fixed mod for game version 1.50
  • Fixed issue that prevented mixed building facilities (XL/L+M/S/XS) from properly working. Players should now be able to mix and match as desired and the ship configurator should only show the ships the station is capable of building.
  • Added ship blueprint support
Check the OP for more information regarding the blueprint mechanic.
Woo! No need to be tied down to the factions any more (once you buy the ship blueprints you want anyway XD)

Now, I'm not sure if this goes beyond the scope of what you were aiming for in the mod, but would you consider adding research for the HQ to learn ship blueprints that way? Break the ships up into various "pools", that once you research corresponding task, you get those BP's. Give a little more meat to the research tree
[ external image ]
***modified***
"You can get more of what you want with kind words and a gun, than you can with just kind words" - Al Capone
aftokinito
Posts: 229
Joined: Sun, 30. Mar 08, 17:29
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Re: [MOD] Player Owned Ship Production

Post by aftokinito »

argon_emperor wrote: Thu, 27. Dec 18, 05:16
carmaster wrote: Thu, 27. Dec 18, 05:10 Christmas present!!

---v1.20---
  • Fixed mod for game version 1.50
  • Fixed issue that prevented mixed building facilities (XL/L+M/S/XS) from properly working. Players should now be able to mix and match as desired and the ship configurator should only show the ships the station is capable of building.
  • Added ship blueprint support
Check the OP for more information regarding the blueprint mechanic.
Woo! No need to be tied down to the factions any more (once you buy the ship blueprints you want anyway XD)

Now, I'm not sure if this goes beyond the scope of what you were aiming for in the mod, but would you consider adding research for the HQ to learn ship blueprints that way? Break the ships up into various "pools", that once you research corresponding task, you get those BP's. Give a little more meat to the research tree
That kind of feature will make your saves incompatible with X4 2.0.
The blueprint thingy was already planned by Egosoft and, in fact, half of the functionality was already there, just commented because they can't seem to figure out that their whole problem with their player shipyards comes down to literally a 7 letter typo.
argon_emperor
Posts: 1225
Joined: Mon, 12. Dec 05, 07:41
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Re: [MOD] Player Owned Ship Production

Post by argon_emperor »

carmaster wrote: Thu, 27. Dec 18, 05:22
argon_emperor wrote: Thu, 27. Dec 18, 05:16
carmaster wrote: Thu, 27. Dec 18, 05:10 Christmas present!!

---v1.20---
  • Fixed mod for game version 1.50
  • Fixed issue that prevented mixed building facilities (XL/L+M/S/XS) from properly working. Players should now be able to mix and match as desired and the ship configurator should only show the ships the station is capable of building.
  • Added ship blueprint support
Check the OP for more information regarding the blueprint mechanic.
Woo! No need to be tied down to the factions any more (once you buy the ship blueprints you want anyway XD)

Now, I'm not sure if this goes beyond the scope of what you were aiming for in the mod, but would you consider adding research for the HQ to learn ship blueprints that way? Break the ships up into various "pools", that once you research corresponding task, you get those BP's. Give a little more meat to the research tree
That kind of feature will make your saves incompatible with X4 2.0.
The blueprint thingy was already planned by Egosoft and, in fact, half of the functionality was already there, just commented because they can't seem to figure out that their whole problem with their player shipyards comes down to literally a 7 letter typo.
Damnit XD Guess we'll just have to wait till after 2.0 then and see how it can be tweaked

But seriously, a 7 letter typo? Then again, I've made so many stupid mistakes like that just trying to make simple changes, heaven knows how bad it'll be when I start trying to do md scripting XD
[ external image ]
***modified***
"You can get more of what you want with kind words and a gun, than you can with just kind words" - Al Capone
Conbadicus
Posts: 217
Joined: Sat, 13. Feb 10, 09:31

Re: [MOD] Player Owned Ship Production

Post by Conbadicus »

I am also getting a crash when purchasing blueprints but Im not using the same mod that previous poster had issues with.
aftokinito
Posts: 229
Joined: Sun, 30. Mar 08, 17:29
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Re: [MOD] Player Owned Ship Production

Post by aftokinito »

Conbadicus wrote: Thu, 27. Dec 18, 07:27 I am also getting a crash when purchasing blueprints but Im not using the same mod that previous poster had issues with.
Have you used any kind of cheating or save editting to grant yourself blueprints without going through the normal process of buying them or getting them from scanning data leaks?
I've found that both the CAS starts with blueprints and the cheat menu mod crash the game when purchasing blueprints due to the way they unlock them. The game crashes because you already know that blueprint but the Lua state for some reason becomes detached from the game state and returns that you do not actually know the blueprint. Attempting to perform LearnBlueprint(string wareid) on an already learnt blueprint crashes the game.
Conbadicus
Posts: 217
Joined: Sat, 13. Feb 10, 09:31

Re: [MOD] Player Owned Ship Production

Post by Conbadicus »

(deleted)
Last edited by Conbadicus on Thu, 27. Dec 18, 08:00, edited 1 time in total.
Conbadicus
Posts: 217
Joined: Sat, 13. Feb 10, 09:31

Re: [MOD] Player Owned Ship Production

Post by Conbadicus »

carmaster wrote: Thu, 27. Dec 18, 07:56
Conbadicus wrote: Thu, 27. Dec 18, 07:27 I am also getting a crash when purchasing blueprints but Im not using the same mod that previous poster had issues with.
Have you used any kind of cheating or save editting to grant yourself blueprints without going through the normal process of buying them or getting them from scanning data leaks?
I've found that both the CAS starts with blueprints and the cheat menu mod crash the game when purchasing blueprints due to the way they unlock them. The game crashes because you already know that blueprint but the Lua state for some reason becomes detached from the game state and returns that you do not actually know the blueprint. Attempting to perform LearnBlueprint(string wareid) on an already learnt blueprint crashes the game.

Ah, is there any way to... undo that ?
aftokinito
Posts: 229
Joined: Sun, 30. Mar 08, 17:29
x4

Re: [MOD] Player Owned Ship Production

Post by aftokinito »

Conbadicus wrote: Thu, 27. Dec 18, 08:00
carmaster wrote: Thu, 27. Dec 18, 07:56
Conbadicus wrote: Thu, 27. Dec 18, 07:27 I am also getting a crash when purchasing blueprints but Im not using the same mod that previous poster had issues with.
Have you used any kind of cheating or save editting to grant yourself blueprints without going through the normal process of buying them or getting them from scanning data leaks?
I've found that both the CAS starts with blueprints and the cheat menu mod crash the game when purchasing blueprints due to the way they unlock them. The game crashes because you already know that blueprint but the Lua state for some reason becomes detached from the game state and returns that you do not actually know the blueprint. Attempting to perform LearnBlueprint(string wareid) on an already learnt blueprint crashes the game.

Ah, is there any way to... undo that ?
Not that I know of, I have no idea what those mods are doing to break the blueprints so hard.
Conbadicus
Posts: 217
Joined: Sat, 13. Feb 10, 09:31

Re: [MOD] Player Owned Ship Production

Post by Conbadicus »

carmaster wrote: Thu, 27. Dec 18, 08:36
Conbadicus wrote: Thu, 27. Dec 18, 08:00
carmaster wrote: Thu, 27. Dec 18, 07:56

Have you used any kind of cheating or save editting to grant yourself blueprints without going through the normal process of buying them or getting them from scanning data leaks?
I've found that both the CAS starts with blueprints and the cheat menu mod crash the game when purchasing blueprints due to the way they unlock them. The game crashes because you already know that blueprint but the Lua state for some reason becomes detached from the game state and returns that you do not actually know the blueprint. Attempting to perform LearnBlueprint(string wareid) on an already learnt blueprint crashes the game.

Ah, is there any way to... undo that ?
Not that I know of, I have no idea what those mods are doing to break the blueprints so hard.

lmao, i made this save specifically for the shipyard mod, and gave myself blueprints because I didn't want to have to go back and rescan them all. Oh the irony.
aftokinito
Posts: 229
Joined: Sun, 30. Mar 08, 17:29
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Re: [MOD] Player Owned Ship Production

Post by aftokinito »

Conbadicus wrote: Thu, 27. Dec 18, 08:37
carmaster wrote: Thu, 27. Dec 18, 08:36
Conbadicus wrote: Thu, 27. Dec 18, 08:00


Ah, is there any way to... undo that ?
Not that I know of, I have no idea what those mods are doing to break the blueprints so hard.

lmao, i made this save specifically for the shipyard mod, and gave myself blueprints because I didn't want to have to go back and rescan them all. Oh the irony.
Just in time:

---v1.21---
  • Changed the way I get rid of noplayerblueprint via XPath to be SLIGHTLY less autistic. Should fix crashes occurring due to unexpected ship wares added by third party mods. Thanks UniTrader!
  • Made the station_equip_lxl and station_equip_sm licenses available. If you've got the cash (as in, you're literally sweating money) you can now buy the appropriate licenses from your favourite faction representative and outright purchase the blueprints for the buildmodules like any other station module.
Conbadicus
Posts: 217
Joined: Sat, 13. Feb 10, 09:31

Re: [MOD] Player Owned Ship Production

Post by Conbadicus »

<3

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