[MOD] Player Owned Ship Production

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A.Persyn
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Re: [MOD] Player Owned Ship Production

Post by A.Persyn »

The way you are changing the wares and faction libraries is filling the debug log with hundreds of error messages.
aftokinito
Posts: 229
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Re: [MOD] Player Owned Ship Production

Post by aftokinito »

A.Persyn wrote: Thu, 27. Dec 18, 15:52 The way you are changing the wares and faction libraries is filling the debug log with hundreds of error messages.
I know, go pester Egosoft to support msel. Having to add half of wares.xml manually means that it's a pain in the ass to keep up to date with the game.
argon_emperor
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Re: [MOD] Player Owned Ship Production

Post by argon_emperor »

Found a slight issue, with the latest version the spacesuit upgrades have been moved into the "General Wares" section of the trader's menu (with the exception of the spacesuit scanner, which I'd never seen before anyway), which means that when you try to purchase them, they don't get added as an upgrade

Tested on new game, both with and without this mod, without the mod they show up where they're supposed to be
[ 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
Chamidorix
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Re: [MOD] Player Owned Ship Production

Post by Chamidorix »

Hello, I appreciate your work on this mod, as always.

I've read the op and the rest of the thread and I'm still unclear on if, with 1.21, you can build shipyards, build ships, and equip ships with shields/weapons/etc if you have low or negative reputation with a faction. My pipe dream has always been to build an asteroid-to-ship manufacturing chain purely in-house and go to war with the entire universe, but I'm trying to figure out if this is currently possible with this mod or if you still have to maintain diplomatic relationships with any factions whose ships/equipment you want to produce.

Thanks!
argon_emperor
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Re: [MOD] Player Owned Ship Production

Post by argon_emperor »

Chamidorix wrote: Thu, 27. Dec 18, 23:57 Hello, I appreciate your work on this mod, as always.

I've read the op and the rest of the thread and I'm still unclear on if, with 1.21, you can build shipyards, build ships, and equip ships with shields/weapons/etc if you have low or negative reputation with a faction. My pipe dream has always been to build an asteroid-to-ship manufacturing chain purely in-house and go to war with the entire universe, but I'm trying to figure out if this is currently possible with this mod or if you still have to maintain diplomatic relationships with any factions whose ships/equipment you want to produce.

Thanks!
Once you purchase the blueprints (which requires getting enough standing with a faction to begin with), you then know how to make that ship regardless, even if you then lose faction rep

Before the blueprint method, you needed to maintain faction rep, but now you just need it to get the equipment and ship blueprints to begin with, all can be bought from the faction representivitve
[ 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
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Re: [MOD] Player Owned Ship Production

Post by aftokinito »

argon_emperor wrote: Thu, 27. Dec 18, 23:04 Found a slight issue, with the latest version the spacesuit upgrades have been moved into the "General Wares" section of the trader's menu (with the exception of the spacesuit scanner, which I'd never seen before anyway), which means that when you try to purchase them, they don't get added as an upgrade

Tested on new game, both with and without this mod, without the mod they show up where they're supposed to be
Thanks for letting me know, I know what's causing it. I'll fix it for the next version.
argon_emperor
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Re: [MOD] Player Owned Ship Production

Post by argon_emperor »

Also, I have 2 lots of blueprints for turrets and shields in the faction representatives list, and when I remove this mod and go check again, I only have the 1 lot of each (also naturally without any ships, weapons, engines or thrusters blueprints either, but that's expected)

Any idea why turrets and shields are doubling up in the list with this mod, and any way of stopping that?
[ 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
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Re: [MOD] Player Owned Ship Production

Post by aftokinito »

---v1.23---
  • Added support for Mobile Ship Production
  • Fixed spacesuit blueprints being available for purchase
argon_emperor
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Re: [MOD] Player Owned Ship Production

Post by argon_emperor »

carmaster wrote: Fri, 28. Dec 18, 05:04 ---v1.23---
  • Added support for Mobile Ship Production
  • Fixed spacesuit blueprints being available for purchase
Still seems to be doing it, even on a new game :/ Which means don't even have the space suit repair laser, literally just the scanner :(
[ 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
Shamon
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Re: [MOD] Player Owned Ship Production

Post by Shamon »

Thank you so much for the mod from Russia! )
Zhukov1945
Posts: 36
Joined: Fri, 14. Dec 18, 15:16

Re: [MOD] Player Owned Ship Production

Post by Zhukov1945 »

carmaster wrote: Sun, 2. Dec 18, 18:46 Player Owned Ship Production

https://puu.sh/CfUUZ/61fe12e1fa.png

Description
Player Owned Ship Production (aka Afto's Player Shipyards) is a mod that allows players to build their own Shipyards, Wharves and Equipment Docks using the same tools already available in the game, namely the station and ship configurator UIs.
In order to be able to build the required station modules, players must first research the Build Module tech at their HQ and then scan the AI's build modules (XL/L/M/S Fabrication/Maintenance Bays) to get the required blueprints.

After acquiring the necessary blueprints, players will be able to build those modules at any of their stations EXCEPT for the HQ (this is already enforced in vanilla since it breaks the HQ's map icon otherwise).
Once the build modules have been built, a shiptrader NPC will automatically be added to the station (might take a few minutes) that will enable the ship building/upgrading/repairing functionality as well as changing the station's icon to the appropriate one.

The ship configurator UI has been modified to fix the issue that Egosoft encountered when dealing with player owned shipyards (GetContainerBuilderMacros returning garbage because the player faction has no licenses) and players can now build any ship they have a blueprint for.
At the start of the game, the player won't have any ship blueprint learned and, therefore, the player won't be able to build any ship in their own facilities.
Players can acquire new ship blueprints in the usual way, by talking to the Faction Representative and purchasing the corresponding blueprint from the list of the available ones.
Some blueprints require the player to have certain license but these requires are shared with those of the regular ship building mechanic so, as a rule of thumb, if the player can build certain ship from the corresponding faction's facilities, the blueprint of that ship should also be available for purchase.

Source:
https://bitbucket.org/aftokinito/x4-playershipyards

Latest version download:
https://bitbucket.org/aftokinito/x4-pla ... pyards.zip

Addons:
Changelog
---v1.10---
  • Initial public release
---v1.11---
  • Fixed typo in cat/dat name (was 01, correct name is ext_01)
---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
---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.
---v1.23---
  • Added support for Mobile Ship Production
  • Fixed spacesuit blueprints being available for purchase

I'm trying to download the mod but for some reason the link doesn't work. Could you help me? Is this mod in nexus web? Cause I didn't find it ther. THANKS, this will be my favorite mod!!!!!
Shamon
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Re: [MOD] Player Owned Ship Production

Post by Shamon »

Zhukov1945
Posts: 36
Joined: Fri, 14. Dec 18, 15:16

Re: [MOD] Player Owned Ship Production

Post by Zhukov1945 »

Shamon wrote: Fri, 28. Dec 18, 14:30 https://yadi.sk/d/uOKKhjz3LdgiVA

THANKS!!!!! :mrgreen: this one works!!
aftokinito
Posts: 229
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Re: [MOD] Player Owned Ship Production

Post by aftokinito »

Shamon wrote: Fri, 28. Dec 18, 14:30 https://yadi.sk/d/uOKKhjz3LdgiVA
Please, don't reupload the mod, it makes making sure everyone is on the latest verison a pain in the ass.
The download link in the OP is literally a direct link to the zip file of the latest version so it should work perfectly fine (it does for me and the people on the official Egosoft discord server).
Regarding Nexus, I really dislike their policies and constant harassment of mod makers so I will never upload any mod to Nexus. POSP will be uploaded to the Steam Workshop once Egosoft enables it.
MutantDwarf
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Re: [MOD] Player Owned Ship Production

Post by MutantDwarf »

carmaster wrote: Fri, 28. Dec 18, 17:13
Shamon wrote: Fri, 28. Dec 18, 14:30 https://yadi.sk/d/uOKKhjz3LdgiVA
Please, don't reupload the mod, it makes making sure everyone is on the latest verison a pain in the ass.
The download link in the OP is literally a direct link to the zip file of the latest version so it should work perfectly fine (it does for me and the people on the official Egosoft discord server).
Regarding Nexus, I really dislike their policies and constant harassment of mod makers so I will never upload any mod to Nexus. POSP will be uploaded to the Steam Workshop once Egosoft enables it.
Unless you mean something different from what I understand to be 'harassment', Nexus doesn't do that. I use Nexus for my own mods and they haven't contacted me about anything in the ~10 years the mods have been hosted there.
Langy the Mutant Dwarf
leecarter
Posts: 379
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Re: [MOD] Player Owned Ship Production

Post by leecarter »

MutantDwarf wrote: Fri, 28. Dec 18, 18:04 Unless you mean something different from what I understand to be 'harassment', Nexus doesn't do that. I use Nexus for my own mods and they haven't contacted me about anything in the ~10 years the mods have been hosted there.
I have a mildly successful Skyrim mod on the nexus with about 3k endorsements last I checked. Don't recall having any issues with their staff or site either, but I do remember I didn't like their client because it did something I found something that felt malware-ish. Don't ask me what it was because it's been too many years and I don't care anymore. I strongly prefer the steam workshop these days, love the integration and automatic updates. Now if only the steam client would adopt tabs...

Anyway, thanks for the player ship production mod! It's the tits! :thumb_up: :thumb_up: :thumb_up: :thumb_up: :thumb_up:
Smacksim
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Re: [MOD] Player Owned Ship Production

Post by Smacksim »

Still not able to use hand tools: Repair Laser / Bomb Launcher, etc.. which is a right pain in the early game. Anyone know if it's o.k. to remove the mod and add it back in later?
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 »

Smacksim wrote: Fri, 28. Dec 18, 20:10 Still not able to use hand tools: Repair Laser / Bomb Launcher, etc.. which is a right pain in the early game. Anyone know if it's o.k. to remove the mod and add it back in later?
Nope, mod is tied to save game, can't even load it with the mod disabled
[ 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
x4

Re: [MOD] Player Owned Ship Production

Post by aftokinito »

MutantDwarf wrote: Fri, 28. Dec 18, 18:04
carmaster wrote: Fri, 28. Dec 18, 17:13
Shamon wrote: Fri, 28. Dec 18, 14:30 https://yadi.sk/d/uOKKhjz3LdgiVA
Please, don't reupload the mod, it makes making sure everyone is on the latest verison a pain in the ass.
The download link in the OP is literally a direct link to the zip file of the latest version so it should work perfectly fine (it does for me and the people on the official Egosoft discord server).
Regarding Nexus, I really dislike their policies and constant harassment of mod makers so I will never upload any mod to Nexus. POSP will be uploaded to the Steam Workshop once Egosoft enables it.
Unless you mean something different from what I understand to be 'harassment', Nexus doesn't do that. I use Nexus for my own mods and they haven't contacted me about anything in the ~10 years the mods have been hosted there.
Well, I have had their community managers PM on the forums, add me on steam and discord and constantly ask me to upload my mod to their site, despite me stating very clearly all the times that I do not wish to agree to their ToS.
Smacksim wrote: Fri, 28. Dec 18, 20:10 Still not able to use hand tools: Repair Laser / Bomb Launcher, etc.. which is a right pain in the early game. Anyone know if it's o.k. to remove the mod and add it back in later?
I will investigate this.
DeadMor0z
Posts: 26
Joined: Fri, 29. Nov 13, 18:20
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Re: [MOD] Player Owned Ship Production

Post by DeadMor0z »

carmaster wrote: Thu, 27. Dec 18, 18:17
A.Persyn wrote: Thu, 27. Dec 18, 15:52 The way you are changing the wares and faction libraries is filling the debug log with hundreds of error messages.
I know, go pester Egosoft to support msel. Having to add half of wares.xml manually means that it's a pain in the ass to keep up to date with the game.
Are you aware, that most of your changes in wares and faction libraries are not applied because of 'No matching node... Skipping node.' error?

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