[MOD] Civilian Fleets: Mimicry Extension (v6.04)

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Vectorial1024
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Re: [MOD] Civilian Fleets (v1.10)

Post by Vectorial1024 » Sat, 28. Dec 19, 15:42

Latest v1.10 update introduces the Fallback Mode, a safety measure which guarantees this mod to continue functioning even when Right Click API fails.

I do hope that the Right Click API will be updated in the future.
The future awaits.

X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.

captainradish
Posts: 190
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Re: [MOD] Civilian Fleets (v1.11)

Post by captainradish » Fri, 3. Jan 20, 03:57

3.0 hotfix 2 (I think) changed the nature of wing commands and now defend(default) doesn't seem to exist anymore so fallback mode doesn't seem to be working properly. If I assign miners to defend miners with commands all they seem to do is defend. They don't mine themselves. Is there a fix or does this have to be updated?

Vectorial1024
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Re: [MOD] Civilian Fleets (v1.11)

Post by Vectorial1024 » Fri, 3. Jan 20, 15:15

captainradish wrote:
Fri, 3. Jan 20, 03:57
3.0 hotfix 2 (I think) changed the nature of wing commands and now defend(default) doesn't seem to exist anymore so fallback mode doesn't seem to be working properly. If I assign miners to defend miners with commands all they seem to do is defend. They don't mine themselves. Is there a fix or does this have to be updated?
Egosoft might have changed how their script structures look like, and so my patches may fail.

Since I use my heavily modded mid-late-game savefile for testing this mod, I cant easily move over to v3.0 beta, so currently I dont have much options than to hope Egosoft quickly release v3.0...

But as a matter of fact, currently, if civ-fleet assignment fails, the mod will instruct those subordinates to use the "Follow" default behavior.
The future awaits.

X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.

captainradish
Posts: 190
Joined: Sat, 30. Apr 05, 06:09
x4

Re: [MOD] Civilian Fleets (v1.11)

Post by captainradish » Sun, 5. Jan 20, 18:30

Vectorial1024 wrote:
Fri, 3. Jan 20, 15:15
captainradish wrote:
Fri, 3. Jan 20, 03:57
3.0 hotfix 2 (I think) changed the nature of wing commands and now defend(default) doesn't seem to exist anymore so fallback mode doesn't seem to be working properly. If I assign miners to defend miners with commands all they seem to do is defend. They don't mine themselves. Is there a fix or does this have to be updated?
Egosoft might have changed how their script structures look like, and so my patches may fail.

Since I use my heavily modded mid-late-game savefile for testing this mod, I cant easily move over to v3.0 beta, so currently I dont have much options than to hope Egosoft quickly release v3.0...

But as a matter of fact, currently, if civ-fleet assignment fails, the mod will instruct those subordinates to use the "Follow" default behavior.
OK, it started working now. I'm not sure what the original issue was but if you add ships to defence -> Alpha it will change them to beta -> miner, trade, whatever.

Vectorial1024
Posts: 222
Joined: Mon, 30. Jul 18, 04:16
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Re: [MOD] Civilian Fleets (v1.11)

Post by Vectorial1024 » Fri, 10. Jan 20, 16:50

captainradish wrote:
Sun, 5. Jan 20, 18:30
Vectorial1024 wrote:
Fri, 3. Jan 20, 15:15
captainradish wrote:
Fri, 3. Jan 20, 03:57
3.0 hotfix 2 (I think) changed the nature of wing commands and now defend(default) doesn't seem to exist anymore so fallback mode doesn't seem to be working properly. If I assign miners to defend miners with commands all they seem to do is defend. They don't mine themselves. Is there a fix or does this have to be updated?
Egosoft might have changed how their script structures look like, and so my patches may fail.

Since I use my heavily modded mid-late-game savefile for testing this mod, I cant easily move over to v3.0 beta, so currently I dont have much options than to hope Egosoft quickly release v3.0...

But as a matter of fact, currently, if civ-fleet assignment fails, the mod will instruct those subordinates to use the "Follow" default behavior.
OK, it started working now. I'm not sure what the original issue was but if you add ships to defence -> Alpha it will change them to beta -> miner, trade, whatever.
Note to self: Egosoft probably introduced extra flags for assignment in v3.0, so only assignment to Alpha (which is probably the "default value") "fails".
The future awaits.

X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.

OfficialNoms
Posts: 1
Joined: Fri, 30. Nov 18, 16:16
x4

Re: [MOD] Civilian Fleets (v1.11)

Post by OfficialNoms » Sun, 16. Feb 20, 14:55

I'm having the same issue described above on the public_beta v3 branch - when assigning mining ships to miners with Sector AutoMine, Advanced AutoMine or Expert AutoMine, it simply defaults to "Escort Ship". I'm using the known work-around of assigning subordinate ships to Defence > Alpha (as G Workaround and Right Click API is broken at the moment).

Vectorial1024
Posts: 222
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x4

Re: [MOD] Civilian Fleets (v1.11)

Post by Vectorial1024 » Sat, 29. Feb 20, 10:35

OfficialNoms wrote:
Sun, 16. Feb 20, 14:55
I'm having the same issue described above on the public_beta v3 branch - when assigning mining ships to miners with Sector AutoMine, Advanced AutoMine or Expert AutoMine, it simply defaults to "Escort Ship". I'm using the known work-around of assigning subordinate ships to Defence > Alpha (as G Workaround and Right Click API is broken at the moment).
Try forcing your commander or your fleet members to dock, maybe the command hasn't been passed around yet.

This mod is designed so that civilian fleets sync their orders during docking.
The future awaits.

X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.

rosssack
Posts: 50
Joined: Fri, 8. Mar 19, 12:44
x4

Re: [MOD] Civilian Fleets (v1.11)

Post by rosssack » Fri, 6. Mar 20, 13:36

hi can you check out the new mules from m,wooki ,as it is fixed

Misunderstood Wookie
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Re: [MOD] Civilian Fleets (v1.11)

Post by Misunderstood Wookie » Wed, 11. Mar 20, 15:26

Yep, I fixed it.
Well, I did not do a whole lot tbh, I just wanted to do the steps required to make it work so other people don't have too unpack the mod and do it.
Dunno if the OC will ever update it again. I also threw in the standalone supply mule in-case any wanted that too both mods have the same issue in Beta 3
*modified*
*X3 LiteCube User*
MOD GemFX Real Space Shaders
MOD Variety and Rebalance Overhaul Icon Pack
I lost my Hans and should not be flying Solo.
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rosssack
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Re: [MOD] Civilian Fleets (v1.11)

Post by rosssack » Wed, 11. Mar 20, 18:23

Misunderstood Wookie wrote:
Wed, 11. Mar 20, 15:26
Yep, I fixed it.
Well, I did not do a whole lot tbh, I just wanted to do the steps required to make it work so other people don't have too unpack the mod and do it.
Dunno if the OC will ever update it again. I also threw in the standalone supply mule in-case any wanted that too both mods have the same issue in Beta 3
yea big thanks for that I be lost with out this mod

Vectorial1024
Posts: 222
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Re: [MOD] Civilian Fleets (v1.11)

Post by Vectorial1024 » Wed, 8. Apr 20, 09:01

rosssack wrote:
Fri, 6. Mar 20, 13:36
hi can you check out the new mules from m,wooki ,as it is fixed
Ah, I must have missed some good stuff...

With the coming Easter and the official v3.0 available, Imma update this to be compatible with v3.0, and also have a look at the fixed Mules mod
The future awaits.

X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.

Misunderstood Wookie
Posts: 377
Joined: Mon, 15. Mar 04, 08:07
x4

Re: [MOD] Civilian Fleets (v1.11)

Post by Misunderstood Wookie » Wed, 8. Apr 20, 10:36

Vectorial1024 wrote:
Wed, 8. Apr 20, 09:01
rosssack wrote:
Fri, 6. Mar 20, 13:36
hi can you check out the new mules from m,wooki ,as it is fixed
Ah, I must have missed some good stuff...

With the coming Easter and the official v3.0 available, Imma update this to be compatible with v3.0, and also have a look at the fixed Mules mod
I have a couple of kinks to work out at some point, seems split DLC has done something like a couple of people reports an issue with infinite trade searching from the Travel Mule and auto miners not mining which one person has that issue the other does not have so I have to do some internal testing and figure out if there really is an issue or if it is another conflict and not my problem.
A couple requests I need to look into since original mules assign your traders to defence on assigned stations I am going to look into changing the behaviour over to trader.
If you rebuild this I highly recommend investing the time into a re-write using -
https://steamcommunity.com/sharedfiles/ ... 2042901274
*modified*
*X3 LiteCube User*
MOD GemFX Real Space Shaders
MOD Variety and Rebalance Overhaul Icon Pack
I lost my Hans and should not be flying Solo.
Image

Vectorial1024
Posts: 222
Joined: Mon, 30. Jul 18, 04:16
x4

Re: [MOD] Civilian Fleets (v1.11)

Post by Vectorial1024 » Fri, 10. Apr 20, 13:16

The Steam mod seems capable of listening to right click events, but then, it seems it is available only on Steam, which doesnt help with the Nexus users...

And UI mods are notorious for not working when put to Steam...

Still, thanks for letting me know about that mod!
The future awaits.

X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.

Misunderstood Wookie
Posts: 377
Joined: Mon, 15. Mar 04, 08:07
x4

Re: [MOD] Civilian Fleets (v1.14)

Post by Misunderstood Wookie » Fri, 10. Apr 20, 22:30

He has perfectly functional UI mods on steam, but I mean each to ones own. I suggest it because unlike the Right-click API and GLUA workaround which is redundant and I might add not as optimised thanks to LUA API Loader and Simple Lua Menu and various other bits from Sir Nukes UI modding API all of which is actually available separate you can find his work in the forums here and nexus.

The Modding API on steam is a collection of his work compiled and merged into one standalone rather than 5 bits over here and nexus. I know for a fact Simple Menu API and Lua Loader are on these forums.
*modified*
*X3 LiteCube User*
MOD GemFX Real Space Shaders
MOD Variety and Rebalance Overhaul Icon Pack
I lost my Hans and should not be flying Solo.
Image

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StoneLegionYT
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Re: [MOD] Civilian Fleets (v1.11)

Post by StoneLegionYT » Sat, 11. Apr 20, 10:10

Vectorial1024 wrote:
Fri, 10. Apr 20, 13:16
The Steam mod seems capable of listening to right click events, but then, it seems it is available only on Steam, which doesnt help with the Nexus users...

And UI mods are notorious for not working when put to Steam...

Still, thanks for letting me know about that mod!
It's Open Sourced and released here as well :)
https://github.com/bvbohnen/x4-projects/releases

Vectorial1024
Posts: 222
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Re: [MOD] Civilian Fleets (v1.11)

Post by Vectorial1024 » Sat, 11. Apr 20, 17:50

Kane Hart wrote:
Sat, 11. Apr 20, 10:10
Vectorial1024 wrote:
Fri, 10. Apr 20, 13:16
The Steam mod seems capable of listening to right click events, but then, it seems it is available only on Steam, which doesnt help with the Nexus users...

And UI mods are notorious for not working when put to Steam...

Still, thanks for letting me know about that mod!
It's Open Sourced and released here as well :)
https://github.com/bvbohnen/x4-projects/releases
Ah nice!

And yes, from reading their docs, the suggested mod seems simpler to manage, but seeing that they haven't finalized the interact menu api yet, better not use them for now.

In the meantime, this mod has been made compatible with v3.0!
The future awaits.

X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.

User avatar
StoneLegionYT
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Re: [MOD] Civilian Fleets (v1.11)

Post by StoneLegionYT » Sat, 11. Apr 20, 21:29

Vectorial1024 wrote:
Sat, 11. Apr 20, 17:50
Kane Hart wrote:
Sat, 11. Apr 20, 10:10
Vectorial1024 wrote:
Fri, 10. Apr 20, 13:16
The Steam mod seems capable of listening to right click events, but then, it seems it is available only on Steam, which doesnt help with the Nexus users...

And UI mods are notorious for not working when put to Steam...

Still, thanks for letting me know about that mod!
It's Open Sourced and released here as well :)
https://github.com/bvbohnen/x4-projects/releases
Ah nice!

And yes, from reading their docs, the suggested mod seems simpler to manage, but seeing that they haven't finalized the interact menu api yet, better not use them for now.

In the meantime, this mod has been made compatible with v3.0!
Thank you :) Looking forward to using it building my pack now.

Just wondering this little off topic since your doing fleets.

I'm assuming the fleet stuff using some of the already existing code in the game and not like written 100%? The reason I ask and if it was is how hard would it be to add folders into assets. So not fleet stuff at all but just a way to store your ships, etc into a folder that you can collapse and keep cleaner hehe.

Vectorial1024
Posts: 222
Joined: Mon, 30. Jul 18, 04:16
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Re: [MOD] Civilian Fleets (v1.11)

Post by Vectorial1024 » Sun, 12. Apr 20, 11:38

Kane Hart wrote:
Sat, 11. Apr 20, 21:29
Vectorial1024 wrote:
Sat, 11. Apr 20, 17:50
Kane Hart wrote:
Sat, 11. Apr 20, 10:10


It's Open Sourced and released here as well :)
https://github.com/bvbohnen/x4-projects/releases
Ah nice!

And yes, from reading their docs, the suggested mod seems simpler to manage, but seeing that they haven't finalized the interact menu api yet, better not use them for now.

In the meantime, this mod has been made compatible with v3.0!
Thank you :) Looking forward to using it building my pack now.

Just wondering this little off topic since your doing fleets.

I'm assuming the fleet stuff using some of the already existing code in the game and not like written 100%? The reason I ask and if it was is how hard would it be to add folders into assets. So not fleet stuff at all but just a way to store your ships, etc into a folder that you can collapse and keep cleaner hehe.
Yup, to simplify what this mod does, it simply copies trade/mine commands between ships whenever "some certain conditions" are met (and those conditions are the ship assignment states). What happens to the ships after they receive the copied commands, those are from the base game's (or other mod's) code, and I do not modify them.

Regarding the folders stuff, did you mean putting ships inside some sort of "folders" at the ship list so that you could hide them while each individual ship can do their own different job? I think it could be done, but you probably wont be able to change the orders of the subordinates afterwards. It reminds me of this mod: Subordinate Order Access https://www.nexusmods.com/x4foundations/mods/289
The future awaits.

X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.

Misunderstood Wookie
Posts: 377
Joined: Mon, 15. Mar 04, 08:07
x4

Re: [MOD] Civilian Fleets (v1.14)

Post by Misunderstood Wookie » Sun, 12. Apr 20, 19:11

Does this mod still have Mule integration
just checking as we are doing a re-write of mules for 3.0
*modified*
*X3 LiteCube User*
MOD GemFX Real Space Shaders
MOD Variety and Rebalance Overhaul Icon Pack
I lost my Hans and should not be flying Solo.
Image

Vectorial1024
Posts: 222
Joined: Mon, 30. Jul 18, 04:16
x4

Re: [MOD] Civilian Fleets (v1.14)

Post by Vectorial1024 » Mon, 13. Apr 20, 17:47

Misunderstood Wookie wrote:
Sun, 12. Apr 20, 19:11
Does this mod still have Mule integration
just checking as we are doing a re-write of mules for 3.0
I placed warnings that Mules integration does not seem to work well at the Nexus description and download area, so you are safe to rewrite the Mules
The future awaits.

X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.

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