[Mayhem 3] Renegades Add-Ons v1.14 - 4 May 2026

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Betelgeuse97
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Re: [Mayhem 3] Renegades Add-Ons v1.13.1a - 22 April 2026

Post by Betelgeuse97 »

VoidSoul wrote: Sun, 26. Apr 26, 23:39 Why would you completely remove freighter tech on insane???

Ok, I expected a challenge in economy and combat, but what I get is micromanagement hell with black market... You could at least restrict tech to race only, but this..

I was really looking forward to cool new mechanics in the difficulty... Anyway, hard pass.
I get why it feels like micro early on.

Insane isn't meant to just scale numbers. It changes how the early game works. It's closer to how higher difficulties behave in games like Slay the Spire or FTL, where you're given fewer or different tools and have to adapt your approach.

In this case, freighter tech is (initially) limited so you can't rely on the standard logistics loop right away. You're expected to bootstrap using other methods (M6 couriers, hacking, boarding, mission rewards, etc.), then transition into a stable network later. Once you reach a critical mass of freighters and a reliable supply chain, it stabilizes and becomes much closer to normal play.

So the difficulty is front-loaded: rough start -> build logistics -> stabilize.

If it still feels like constant micromanagement even after that point, that's something I'd want to look into.
VoidSoul wrote: Mon, 27. Apr 26, 13:35 Also, with current patch (1.13.1a) i cannot run game past 2x seta on all galaxy sizes without driving it to 1fps, while in 1.6 patch I could run it on 8x seta on large fully populated galaxy. What ever changes were made eat to much processing power. :|
This shouldn't be happening, especially compared to 1.6 and up to 1.12.4.

I didn't add anything in 1.13.X that should cause a massive SETA performance drop like that, so I need more detail to track it down.

Can you check a few things please:
  • When does the slowdown start? (Early game vs after X hours)
  • Does it happen in all sectors or only busy ones?
  • Does it improve if you disable SETA and wait normally?
  • Rough galaxy size and playtime
  • T-file settings
  • Any scripts or log spam (if you have developer mode enabled and/or debug enabled)
1 FPS at 2x SETA usually points to something looping too often or scaling badly (e.g., per ship), so I want to narrow down what's growing over time.
VoidSoul
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Re: [Mayhem 3] Renegades Add-Ons v1.13.1a - 22 April 2026

Post by VoidSoul »

Betelgeuse97 wrote: Mon, 27. Apr 26, 20:52
I didn't add anything in 1.13.X that should cause a massive SETA performance drop like that, so I need more detail to track it down.
I made clean install with no meddling with settings. Generated 4 galaxies. After full galaxy generation and post generation of pirates and random xenons and khaaki.
1. Large 80% population - games start cannot handle past x2, x3 is 1fps
2. Medium 60% - the same, but x3 is about 5 fps
3. Small 40% - x3 struggles at 15 fps
4. Small shattered 40% - x10 with random dips to 1fps.

After 30 minutes of run there is very small improvement but (i speculate) purely because off all fighters getting docked to carriers. The biggest difference with small shattered 40%.

Just in case i made a clean install of 1.6 and made Large 80% galaxy and after full generation it handles x8 seta without any spikes in fps.
VoidSoul
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Re: [Mayhem 3] Renegades Add-Ons v1.13.1a - 22 April 2026

Post by VoidSoul »

Betelgeuse97 wrote: Mon, 27. Apr 26, 20:52 If it still feels like constant micromanagement even after that point, that's something I'd want to look into.
I just recall my runs on large galaxy with total war and the amount of military and economy micro and monitoring enemy movements, capturing and guiding every single freighter on top of it is madness to me. I understand, it is intended to stockpile freighters and use them as need arise, but after mid-game, when you go bold on offensive, juggling freighters is the last thing you want to spend your attention on. Also, do freighter eat into your military power and logistics? Also game logic breaks, you can research Tobasaku and reap asses left and right but simple vulture "any pirates dream" is beyond your mighty powers. Locking player to racial shipset is logical or locking player out off any ship production.

Also, what is most disappointing, is that insane difficulty introduces very tempting things, like shipyard limitation, but locked behind a gimmick limitation. Personally (and is suggestion), I would like to see these mechanic futures, like shipyard limitations, to be available on any difficulty or gimmicks, such as "no ship type", activated or turned off separately as challenge setting.
Betelgeuse97
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Re: [Mayhem 3] Renegades Add-Ons v1.13.1a - 22 April 2026

Post by Betelgeuse97 »

VoidSoul wrote: Tue, 28. Apr 26, 03:35
Betelgeuse97 wrote: Mon, 27. Apr 26, 20:52 If it still feels like constant micromanagement even after that point, that's something I'd want to look into.
I just recall my runs on large galaxy with total war and the amount of military and economy micro and monitoring enemy movements, capturing and guiding every single freighter on top of it is madness to me. I understand, it is intended to stockpile freighters and use them as need arise, but after mid-game, when you go bold on offensive, juggling freighters is the last thing you want to spend your attention on. Also, do freighter eat into your military power and logistics? Also game logic breaks, you can research Tobasaku and reap asses left and right but simple vulture "any pirates dream" is beyond your mighty powers. Locking player to racial shipset is logical or locking player out off any ship production.

Also, what is most disappointing, is that insane difficulty introduces very tempting things, like shipyard limitation, but locked behind a gimmick limitation. Personally (and is suggestion), I would like to see these mechanic futures, like shipyard limitations, to be available on any difficulty or gimmicks, such as "no ship type", activated or turned off separately as challenge setting.
1. That might explain why there was FPS drops. I tested on a small galaxy with everything else untouched and didn't experience any FPS drops at all outside the initial galaxy generation.

2. On insane, it's intended that every ship in your empire is doing something. Idle ships take up valuable supply, so there's incentive to take only what you need and get rid of ships that you don't need right now. Freighters are an instant keep due to their scarcity and immediate value no matter how many agents/traders you have.

For example, suppose I have 3 idle M6s idle in my Outpost, and I have 2 Outposts. I see my 2 Outposts having trouble moving cargo between each other since agents/traders are inefficient at ferrying wares between Outposts. I recognize that I need a courier to ferry cargo back and forth between Outposts.

To solve this problem, I assign 1 M6 with the best cargo efficiency to do that job. Since I have a reliable source of these M6s via boarding and I don't have any other problems in my empire in the short term, I can now salvage the remaining 2 idle M6s to free up supply as they're not used for anything else.

3. Yes, freighters consume supply. This is by design - all permanent assets that you can directly control in your empire consume supply.

4. Researching a capship is one thing, building it is another. Without the capital shipyard, military capship blueprints are bricks. The opportunity cost of researching a capship is that other projects - especially ones that provide immediate value like the Private Corp M6s - are put on hold. That shipyard limitation indirectly teaches the player that ships which provide solutions to both immediate problems and long-term problems are more valuable than ships which don't solve either case.

In addition to the increased front-loaded difficulty, the lack of immediate access to freighters also encourages the player to exercise extra caution with them. As for an in-universe explanation, let's just say that the freighters are a "trade secret" that the factions don't trust the player with.

5. I can add the shipyard limitation to a t-file option! That'll be put into 1.14 so that lower difficulties can try it.

Locking ship production is too extreme, and locking player to building only from racial shipset is made redundant via the increased maintenance (+35% maintenance for foreign ships). Also, I believe that restricting ships to origin race doesn't change the overall structure; every faction has the same underlying building blocks: workers, basic units (fighters), intermediate units (M6, M7, M8, TM), and advanced units (M1, M2).
Last edited by Betelgeuse97 on Wed, 29. Apr 26, 19:44, edited 1 time in total.
Betelgeuse97
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Re: [Mayhem 3] Renegades Add-Ons v1.13.1a - 22 April 2026

Post by Betelgeuse97 »

VoidSoul wrote: Tue, 28. Apr 26, 02:53
Betelgeuse97 wrote: Mon, 27. Apr 26, 20:52
I didn't add anything in 1.13.X that should cause a massive SETA performance drop like that, so I need more detail to track it down.
I made clean install with no meddling with settings. Generated 4 galaxies. After full galaxy generation and post generation of pirates and random xenons and khaaki.
1. Large 80% population - games start cannot handle past x2, x3 is 1fps
2. Medium 60% - the same, but x3 is about 5 fps
3. Small 40% - x3 struggles at 15 fps
4. Small shattered 40% - x10 with random dips to 1fps.

After 30 minutes of run there is very small improvement but (i speculate) purely because off all fighters getting docked to carriers. The biggest difference with small shattered 40%.

Just in case i made a clean install of 1.6 and made Large 80% galaxy and after full generation it handles x8 seta without any spikes in fps.
I tried to reproduce this on a fresh start (large/shattered setups as well) and I’m not seeing the same FPS drops even while I'm on 10x SETA, so there’s likely something specific going on.

My test case was large galaxy with advanced expansion (20% unknown space) and 231 sectors. The test included post-ship generation, i.e. Xenon/Pirates/Kha'ak already spawned in.

Could you check a few things so I can narrow it down:
  • CPU usage during SETA (is one core maxed?)
  • Does it still happen if you wait a few minutes without SETA?
  • Any difference between IS and OOS sectors?
Also, just to rule out the obvious: make sure nothing else is heavily using CPU in the background. If you can share a save right after galaxy generation, that would help a lot. I should be able to track down what’s causing it.
VoidSoul
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Re: [Mayhem 3] Renegades Add-Ons v1.13.1a - 22 April 2026

Post by VoidSoul »

Betelgeuse97 wrote: Tue, 28. Apr 26, 09:30
I tried to reproduce this on a fresh start (large/shattered setups as well) and I’m not seeing the same FPS drops even while I'm on 10x SETA, so there’s likely something specific going on.

My test case was large galaxy with advanced expansion (20% unknown space) and 231 sectors. The test included post-ship generation, i.e. Xenon/Pirates/Kha'ak already spawned in.

Could you check a few things so I can narrow it down:
  • CPU usage during SETA (is one core maxed?)
  • Does it still happen if you wait a few minutes without SETA?
  • Any difference between IS and OOS sectors?
Also, just to rule out the obvious: make sure nothing else is heavily using CPU in the background. If you can share a save right after galaxy generation, that would help a lot. I should be able to track down what’s causing it.
1. One core is maxed
2. Yes
3. Have found an empty sector after 20m after generation, there x3 is possible with stutters.
4. Nothing is using cpu but the game. Any protection is disabled for the sake of results.
Save attached with "right after generation" and "20m after".

PS: CPU I use for this game is quite old, so it feels very keenly any performance changes in games. It may be not necessarily a bug but not very optimized script that heightened CPU load dramatically (but not enough dramatically for modern CPUs)
Betelgeuse97
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Re: [Mayhem 3] Renegades Add-Ons v1.13.1a - 22 April 2026

Post by Betelgeuse97 »

VoidSoul wrote: Thu, 30. Apr 26, 17:42
Betelgeuse97 wrote: Tue, 28. Apr 26, 09:30
I tried to reproduce this on a fresh start (large/shattered setups as well) and I’m not seeing the same FPS drops even while I'm on 10x SETA, so there’s likely something specific going on.

My test case was large galaxy with advanced expansion (20% unknown space) and 231 sectors. The test included post-ship generation, i.e. Xenon/Pirates/Kha'ak already spawned in.

Could you check a few things so I can narrow it down:
  • CPU usage during SETA (is one core maxed?)
  • Does it still happen if you wait a few minutes without SETA?
  • Any difference between IS and OOS sectors?
Also, just to rule out the obvious: make sure nothing else is heavily using CPU in the background. If you can share a save right after galaxy generation, that would help a lot. I should be able to track down what’s causing it.
1. One core is maxed
2. Yes
3. Have found an empty sector after 20m after generation, there x3 is possible with stutters.
4. Nothing is using cpu but the game. Any protection is disabled for the sake of results.
Save attached with "right after generation" and "20m after".

PS: CPU I use for this game is quite old, so it feels very keenly any performance changes in games. It may be not necessarily a bug but not very optimized script that heightened CPU load dramatically (but not enough dramatically for modern CPUs)
Aha, I found it. NPC fleet scaling was too aggressive and was causing a lot more ships to spawn upon gamestart.

In 1.6+, I started working on improving NPC scaling. This was fine for smaller galaxies, but it's a big performance hit for larger galaxies.

This has been addressed threefold in 1.14. Overall, it's around a ~20% reduction in NPC fleets (still more than pre-1.6).
  • Scaling from tall needs is now halved.
  • Raiders now get 1 additional fleet per 75 sectors in the galaxy, rather than +1 fleet per 50 sectors.
  • The maximum scaling in response to player's overextension is now based on galaxy size. Small galaxies still scale up to 400%. Medium galaxies scale up to 300%. Large galaxies scale up to 200%.
Please let me know after 1.14. I will release 1.14 by May 4 - everything else is ready to test and on GitHub.
matryoshka
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Re: [Mayhem 3] Renegades Add-Ons v1.13.1a - 22 April 2026

Post by matryoshka »

How does sectors monitoring work?
In fleet setting I can set to monitor sector of certain faction including the player but what after that?
In the command panel of the leader of a fleet there is a patrol sectors commands but there is separate list of sectors to watch.
I am getting small renegades attacks to my sectors but it requires a lot of micro as the patrol's respond is very late.

Also hod do you find debris for renegades quest? I have already got the code but for me it looks like there is no ship debris in the sector it should be. I have been loking for it like 15 minutes or so and I'm not sure it really there. Should it spawn after some trigger or something?
Betelgeuse97
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Re: [Mayhem 3] Renegades Add-Ons v1.13.1a - 22 April 2026

Post by Betelgeuse97 »

matryoshka wrote: Sat, 2. May 26, 17:39 How does sectors monitoring work?
In fleet setting I can set to monitor sector of certain faction including the player but what after that?
In the command panel of the leader of a fleet there is a patrol sectors commands but there is separate list of sectors to watch.
I am getting small renegades attacks to my sectors but it requires a lot of micro as the patrol's respond is very late.

Also hod do you find debris for renegades quest? I have already got the code but for me it looks like there is no ship debris in the sector it should be. I have been loking for it like 15 minutes or so and I'm not sure it really there. Should it spawn after some trigger or something?
1. Sector monitoring shows you sector statuses. You can also search for a specific ship or station by entering its name or ID. The list of sectors shown are sectors where you have vision, i.e. a satellite or one of your ships present in those sectors.

2. Your patrols will check for hostiles (renegades aren't checked immediately, as those are technically "neutral"). Your best bet is to place satellites in your neighbor's sectors to get vision, especially if you expect renegade raiders to arrive. This gives you time to respond.

3. Explore its sector - it will be an X2 dragon wreck with the ship debris icon. Equipping a triplex scanner extends your gravitar range, making it easier for you to spot on the HUD or gravitar (bottom right of the screen). The shipwreck is there, but it can spawn anywhere in the map.

EDIT: Sorry I misread your first question! Hector answered below.
Last edited by Betelgeuse97 on Mon, 4. May 26, 10:25, edited 1 time in total.
Betelgeuse97
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Re: [Mayhem 3] Renegades Add-Ons v1.14 - 4 May 2026

Post by Betelgeuse97 »

1.14 is out!

As stated last week in the SWLU Discord, development is slowing down due to real-life commitments. I'll still monitor feedback and fix major issues, but feature updates may take longer.

The next update will be 2.0 to commemorate 6 years of Mayhem 3.

Planned features for 2.0:
  • New Outpost perk: wormhole generator. Your Outpost can generate a pair of temporary wormholes - one at its sector, the other at a designated sector.
  • New Yaki ships from FL Guilds: TS+, TP, M8
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Hector0x
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Re: [Mayhem 3] Renegades Add-Ons v1.13.1a - 22 April 2026

Post by Hector0x »

matryoshka wrote: Sat, 2. May 26, 17:39 How does sectors monitoring work?
Fleet sector monitoring automatically sends the commander into those sectors whenever it detects enemy ships, unless the enemy is too strong, another fleet is already heading there (can be disabled), or if you have set those enemy ship classes to ignore: “yes". This mechanic is completely separate from the vanilla patrol command and i would always prefer fleet monitoring due to it's customizability.

Your fleets can be set to monitor all sectors from a specific race in addition to a custom sector list.
So for example you can set race monitoring to “player" and then manually add all the sectors right next to your territory.

If you want to use this to raid an enemy you need to add his sectors to the explorer whitelist (accessible from satellite monitoring menu). Because your explorers won't drop satellites into enemy sectors unless they are whitelisted.

Last weekend i started my first ever Mayhem 3 Renegades run (hard difficulty) and the Renegade raiders proved quite tricky to catch. Couldn't protect my satellites at all and defending my sector was spotty at best. I had most success using a fleet of 3 decently fast M6 set to attack all enemies. An M3 fighter swarm was catching them even better but i would slowly bleed out due to occasional losses. I think the Renegades are using big ships on hard difficulty only. That's no joke so you really need to be careful. I would only dare to send freighters to buy stuff when i could guve them a heavy escort.

Finding the Dragon wreck was also tricky and i was feeling exactly like you. The wreck is super small and it won't show up on the map either. I had to physically fly through the sector until the wreck's targeting indicator suddenly appeared in my main view. Then you just use the Data scanner on it. But i believe the wreck is set to always spawn somewhere within the boundaries of the warpgates so it shouldn't be impossible to locate.
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Re: [Mayhem 3] Renegades Add-Ons v1.14 - 4 May 2026

Post by matryoshka »

Thanks, so setting sectors to monitor in fleet settings is enough or should I give a fleet commander aome command like idle or none so that it would react when enemy is detected?

For me even playing on easy difficulty the hardest thing is the clunky UI navigation. Sometimes I think maybe am I missing something as it couldn't be designed in that way. Probably due to base game does not require so much navigation but I only played it like couple hours before getting into LU
Betelgeuse97
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Re: [Mayhem 3] Renegades Add-Ons v1.14 - 4 May 2026

Post by Betelgeuse97 »

matryoshka wrote: Mon, 4. May 26, 09:19 Thanks, so setting sectors to monitor in fleet settings is enough or should I give a fleet commander aome command like idle or none so that it would react when enemy is detected?

For me even playing on easy difficulty the hardest thing is the clunky UI navigation. Sometimes I think maybe am I missing something as it couldn't be designed in that way. Probably due to base game does not require so much navigation but I only played it like couple hours before getting into LU
Sorry for earlier. I misread your first question! Thanks for answering this one, Hector.

Setting sectors to monitor should be enough for the fleet commander. Your fleet commander can be set to idle or do nothing so that it's used only to respond.

Specifically, in order for it to respond to threats in monitored sectors, the following must be met:
  • The fleet leader is currently not fleeing.
  • The fleet leader is currently not docking at a station.
  • The fleet leader is not getting repaired via the get repaired command.
  • The fleet leader is not getting inspected.
If all these criteria pass, then the fleet commander will then check if there's enemies before committing to the response.

As for Renegade roamers: if it's spawning too much, I'm considering tweaking their spawn timer so that it's difficulty dependent. The current time is 30 minutes for 1 spawn cycle. In any case, the key is to control their numbers and respond appropriately before they get a chance to cause damage.

These options help control their numbers:
  • Let them kill one of your weak ships. They will flee immediately after.
  • Send an M4 or M5 to reveal the Renegade. They will flee immediately upon being spotted.
  • Kill or capture the Renegade. This will give you a reward and a gate code.
This helps manage them a bit better:
  • Instead of placing your satellites close to the y-plane, place them at least 40km above or below the y-plane. This forces them to waste precious minutes flying up, buying you time to catch them.
  • With some micro while you're in-sector, 1 TM with 4 fighters is enough to take out an M6 without losses.
  • TMs and M6 are great solutions toward Renegades, but there is a tradeoff between the two classes. TMs respond better than M6 due to their faster speed, but their DPS comes from the more frail fighters. M6s are more durable DPS sources, but they are slower.
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Re: [Mayhem 3] Renegades Add-Ons v1.14 - 4 May 2026

Post by matryoshka »

Have spent another 15 mintues to find the debris to no avail. This thing is really sucks. Any cheat to get it selected or somthing as I do not really find it fun at all
VoidSoul
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Re: [Mayhem 3] Renegades Add-Ons v1.13.1a - 22 April 2026

Post by VoidSoul »

Betelgeuse97 wrote: Fri, 1. May 26, 07:02 Please let me know after 1.14. I will release 1.14 by May 4 - everything else is ready to test and on GitHub.
1.14 patch reliable seta is at x4 now, was x2 on 1.13 and x8 on 1.6. Are supply cap checks that bulky?
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Re: [Mayhem 3] Renegades Add-Ons v1.14 - 4 May 2026

Post by Betelgeuse97 »

matryoshka wrote: Mon, 4. May 26, 18:17 Have spent another 15 mintues to find the debris to no avail. This thing is really sucks. Any cheat to get it selected or somthing as I do not really find it fun at all
That’s a fair complaint - it’s a bit too easy to miss right now. The search is intended, but it shouldn't feel like blind scanning. I'll make it more visually readable without turning it into a direct marker. 2.0 will put an asteroid debris cluster near the wreck.
VoidSoul wrote: Mon, 4. May 26, 19:02
Betelgeuse97 wrote: Fri, 1. May 26, 07:02 Please let me know after 1.14. I will release 1.14 by May 4 - everything else is ready to test and on GitHub.
1.14 patch reliable seta is at x4 now, was x2 on 1.13 and x8 on 1.6. Are supply cap checks that bulky?
It’s not the supply cap checks specifically - those are lightweight. The SETA speed drop is more from the overall increase in background activity as the game progresses (more ships, tasks, and periodic checks running).

SETA speed is very sensitive to cumulative load, so even small additions across multiple systems add up. Ships affect performance, hence reducing NPC tall needs (scaling) on larger galaxies so that those galaxies can handle the inherently larger ship quantities.
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Re: [Mayhem 3] Renegades Add-Ons v1.13.1a - 22 April 2026

Post by matryoshka »

Betelgeuse97 wrote: Mon, 4. May 26, 01:53 Equipping a triplex scanner extends your gravitar range, making it easier for you to spot on the HUD or gravitar (bottom right of the screen). The shipwreck is there, but it can spawn anywhere in the map.
Thank you, triplex scanner helped to find it
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Re: [Mayhem 3] Renegades Add-Ons v1.13.1a - 22 April 2026

Post by Betelgeuse97 »

matryoshka wrote: Tue, 5. May 26, 18:49
Betelgeuse97 wrote: Mon, 4. May 26, 01:53 Equipping a triplex scanner extends your gravitar range, making it easier for you to spot on the HUD or gravitar (bottom right of the screen). The shipwreck is there, but it can spawn anywhere in the map.
Thank you, triplex scanner helped to find it
Np. That case I'll put a hint for non-insane difficulties instead of a debris field for 2.0.
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Re: [Mayhem 3] Renegades Add-Ons v1.14 - 4 May 2026

Post by matryoshka »

I suspect terracorp logistic is broken or bugged. Several deliveries (from storage to station) after dropship unloading do not actually transfer the resources. All broken deliveries were always with blue and green crystals btw
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Re: [Mayhem 3] Renegades Add-Ons v1.14 - 4 May 2026

Post by Betelgeuse97 »

matryoshka wrote: Sat, 9. May 26, 16:54 I suspect terracorp logistic is broken or bugged. Several deliveries (from storage to station) after dropship unloading do not actually transfer the resources. All broken deliveries were always with blue and green crystals btw
Hi, I got some other questions. I should have a definite answer in about 1-2 days. I'll look into the delivery ship in the meantime.

1. Does it work with other wares?
2. When the dropship loads wares, does it deduct them from the Outpost?
3. After deduction, does it add the wares to storage?
4. When you place a delivery order from storage to station, are there any other consumers (e.g. ships) taking those wares?
5. If possible, could you upload a video and/or screenshots showing before and after each transaction please?

EDIT: Unable to reproduce. I just tested the dropship delivering from storage to station with blue and green crystals, and it unloaded them.

EDIT 2: I've found 3 bugs with the TIS and fixed them. The scripts are available on GitHub at this commit and are ready to use as is. They will be formally included in the 2.0 release.
  • Import settings weren't being respected.
  • Previously, TIS was not being reimbursed if the full shipment wasn't delivered due to lack of space. The dropship will now reimburse TIS with the remainder.
  • When the dropship despawns, any flying escorts are also despawned with it (not shown in video - was fixed afterwards).
As for your specific case, I have a video showing that I was unable to reproduce the bug. The dropship was indeed transferring resources as expected: https://youtu.be/xa0Ets0FiGg

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