
[MOD] Player Owned Ship Production
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Re: [MOD] Player Owned Ship Production
I can unfortunately confirm the bug is linked to the mod, the latest Beta alone works fine. I'll try to see for myself where it comes from, but I hope that carmaster will beat me to it, I'm not optimistic about my chances 

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Re: [MOD] Player Owned Ship Production
The reason is the one I explained in my last post, they removed that key so it is trying to give L/XL ships the equipment wares of S/M ships, which are not compatible. When there are no compatible wares, the category is not rendered.LegionOfOne wrote: ↑Mon, 17. Dec 18, 23:50 I can unfortunately confirm the bug is linked to the mod, the latest Beta alone works fine. I'll try to see for myself where it comes from, but I hope that carmaster will beat me to it, I'm not optimistic about my chances![]()
I will see what can I do but I am getting the same behaviour without my mod in 1.50b2 but only at race shipyards (ie, at Argon shipyards but not Antigone).
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Re: [MOD] Player Owned Ship Production
I may have sold myself short : at a first glance, I may have managed to fix it !
A quick guide :
The problem comes from ui\addons\ego_detailmonitor\menu_ship_configuration.lua
Replace the file (upacking the mod first of course) with :
Edit : links removed, fix not working as intended. New fix available a few comments down !
And that should do it !
Now to hope the 19 (really) other mods I just reactivated don't break something else... Long night.
And a great many thanks to carmaster ! I cannot play without your mod, at least until 2.0 comes out
Edit : I just did a quick compare and replace with the new file. I hope carmaster can check if I broke anything, and provide an 'official' version for the beta. This is just intended as a quick (potential) fix.
Also, I checked again with 1.50b2 unmodded and no problems at argon or antigone shipyards or wharfs ; and with only the mod problem at every wharf or shipyard everywhere. So carmaster you should check your install, maybe an integrity check, it doesn't seem like your bug comes from the beta version.
A quick guide :
The problem comes from ui\addons\ego_detailmonitor\menu_ship_configuration.lua
Replace the file (upacking the mod first of course) with :
Edit : links removed, fix not working as intended. New fix available a few comments down !
And that should do it !
Now to hope the 19 (really) other mods I just reactivated don't break something else... Long night.
And a great many thanks to carmaster ! I cannot play without your mod, at least until 2.0 comes out

Edit : I just did a quick compare and replace with the new file. I hope carmaster can check if I broke anything, and provide an 'official' version for the beta. This is just intended as a quick (potential) fix.
Also, I checked again with 1.50b2 unmodded and no problems at argon or antigone shipyards or wharfs ; and with only the mod problem at every wharf or shipyard everywhere. So carmaster you should check your install, maybe an integrity check, it doesn't seem like your bug comes from the beta version.
Last edited by LegionOfOne on Fri, 21. Dec 18, 23:14, edited 2 times in total.
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Re: [MOD] Player Owned Ship Production
I've been getting the same issue, you can kind of get around it by right clicking on the blue glow on the shop and it has a menu it brings up but it sometimes bugs out.LegionOfOne wrote: ↑Tue, 18. Dec 18, 00:56 I may have sold myself short : at a first glance, I may have managed to fix it !
A quick guide :
The problem comes from ui\addons\ego_detailmonitor\menu_ship_configuration.lua
Replace the file (upacking the mod first of course) with :
https://rapidgator.net/file/39cdab18718 ... n.lua.html
And that should do it !
Now to hope the 19 (really) other mods I just reactivated don't break something else... Long night.
And a great many thanks to carmaster ! I cannot play without your mod, at least until 2.0 comes out
Edit : I just did a quick compare and replace with the new file. I hope carmaster can check if I broke anything, and provide an 'official' version for the beta. This is just intended as a quick (potential) fix.
Also, I checked again with 1.50b2 unmodded and no problems at argon or antigone shipyards or wharfs ; and with only the mod problem at every wharf or shipyard everywhere. So carmaster you should check your install, maybe an integrity check, it doesn't seem like your bug comes from the beta version.
Where do you replace your file ? only folder I have under Ui is Core, I don't see addons.
Thank you for the mod Carmaster!
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Re: [MOD] Player Owned Ship Production
Unpack subst_01.cat, you'll see the file.
Running smoothly for now with 20 mods, without crash or slowdowns while building myself 8 stations simultaneously, will see if the ship production works soon

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Re: [MOD] Player Owned Ship Production
I can not download the file. Can I use another link?LegionOfOne wrote: ↑Tue, 18. Dec 18, 00:56 I may have sold myself short : at a first glance, I may have managed to fix it !
A quick guide :
The problem comes from ui\addons\ego_detailmonitor\menu_ship_configuration.lua
Replace the file (upacking the mod first of course) with :
https://rapidgator.net/file/39cdab18718 ... n.lua.html
And that should do it !
Now to hope the 19 (really) other mods I just reactivated don't break something else... Long night.
And a great many thanks to carmaster ! I cannot play without your mod, at least until 2.0 comes out
Edit : I just did a quick compare and replace with the new file. I hope carmaster can check if I broke anything, and provide an 'official' version for the beta. This is just intended as a quick (potential) fix.
Also, I checked again with 1.50b2 unmodded and no problems at argon or antigone shipyards or wharfs ; and with only the mod problem at every wharf or shipyard everywhere. So carmaster you should check your install, maybe an integrity check, it doesn't seem like your bug comes from the beta version.
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- Joined: Sun, 16. Dec 18, 13:16
Re: [MOD] Player Owned Ship Production
Damn, just ran into the same bug I always run into when the game gets advanced enough that I have a wharf and shipyard running : the saves start crashing during loading. Had the same bug in 1.32, which is why I tried the beta, but no luck.
Carmaster, ever had problems loading a save where everything was set up ?
Also, I added a new Mega link above.
Edit : After deactivating all other mods, the save doesn't crash. Instead, it pretends to start loading and comes back to the main menu a couple of seconds later. I hesitate to call this progress...
Edit 2 : Deactivated all mods that add new ships, new game, saves do load now. But, the lists of available ships and equipment in the player shipyards is all wrong, and buying a new blueprint will crash the game...
Clearly my 'fix' needs more work, sorry for the false hopes. A strange but maybe related bug, some blueprints had two entries for the same equipment, that you could buy separately.
Carmaster, ever had problems loading a save where everything was set up ?
Also, I added a new Mega link above.
Edit : After deactivating all other mods, the save doesn't crash. Instead, it pretends to start loading and comes back to the main menu a couple of seconds later. I hesitate to call this progress...
Edit 2 : Deactivated all mods that add new ships, new game, saves do load now. But, the lists of available ships and equipment in the player shipyards is all wrong, and buying a new blueprint will crash the game...
Clearly my 'fix' needs more work, sorry for the false hopes. A strange but maybe related bug, some blueprints had two entries for the same equipment, that you could buy separately.
Last edited by LegionOfOne on Tue, 18. Dec 18, 12:53, edited 1 time in total.
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Re: [MOD] Player Owned Ship Production
I love you )) THXLegionOfOne wrote: ↑Tue, 18. Dec 18, 08:34 Damn, just ran into the same bug I always run into when the game gets advanced enough that I have a wharf and shipyard running : the saves start crashing during loading. Had the same bug in 1.32, which is why I tried the beta, but no luck.
Carmaster, ever had problems loading a save where everything was set up ?
Also, I added a new Mega link above.
Edit : After deactivating all other mods, the save doesn't crash. Instead, it pretends to start loading and comes back to the main menu a couple of seconds later. I hesitate to call this progress...
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Re: [MOD] Player Owned Ship Production
I've diffed the files and I see very strange changes. Did Egosoft update the ship configurator and you just ported the changes to my version?LegionOfOne wrote: ↑Tue, 18. Dec 18, 00:56 I may have sold myself short : at a first glance, I may have managed to fix it !
A quick guide :
The problem comes from ui\addons\ego_detailmonitor\menu_ship_configuration.lua
Replace the file (upacking the mod first of course) with :
https://rapidgator.net/file/39cdab18718 ... n.lua.html
Edit : new link for Shamon
https://mega.nz/#!sKxlyI7S!E5fBYicgacyc ... 4EEL-a2Px0
And that should do it !
Now to hope the 19 (really) other mods I just reactivated don't break something else... Long night.
And a great many thanks to carmaster ! I cannot play without your mod, at least until 2.0 comes out
Edit : I just did a quick compare and replace with the new file. I hope carmaster can check if I broke anything, and provide an 'official' version for the beta. This is just intended as a quick (potential) fix.
Also, I checked again with 1.50b2 unmodded and no problems at argon or antigone shipyards or wharfs ; and with only the mod problem at every wharf or shipyard everywhere. So carmaster you should check your install, maybe an integrity check, it doesn't seem like your bug comes from the beta version.
EDIT: I prefer contributions not to remove my comments and WIP features but the "fix" seems to be solid. I'll unscrap my maker race prefix WIP thingy and I will release an update today.
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Re: [MOD] Player Owned Ship Production
My 'fix' isn't working properly, just to be clear. It does solve the bugs seen at npc shipyards, but player licences and blueprints are a mess which kinda defeats the purpose...
All I did was indeed to port any change from the new version of the file into yours, leaving any code that looked like yours. So not all that surprised it didn't work in the end. I did remove a comment or two, sorry
I do hope you'll be able to fix it, but it's not as simple as I hoped.
Side-note, maybe put a warning in the first post about using mods that add ships ? Let others learn from my mistakes.
All I did was indeed to port any change from the new version of the file into yours, leaving any code that looked like yours. So not all that surprised it didn't work in the end. I did remove a comment or two, sorry

I do hope you'll be able to fix it, but it's not as simple as I hoped.
Side-note, maybe put a warning in the first post about using mods that add ships ? Let others learn from my mistakes.
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Re: [MOD] Player Owned Ship Production
I've just noticed that when I went to go build my first S/M Fabrication Bay, the game doesn't count that as a dock, and still requires either a dock module or a pier module to be built. Is there any way that you can fool it into thinking that that's a docking bay? (given it kinda is, in all practicality
)

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Re: [MOD] Player Owned Ship Production
Why would you build a station without a pier? You're not gonna supply a Wharf/Shipyard with M size ships, keep in mind that the AI cheats but you can't (not legit at least).argon_emperor wrote: ↑Tue, 18. Dec 18, 16:55 I've just noticed that when I went to go build my first S/M Fabrication Bay, the game doesn't count that as a dock, and still requires either a dock module or a pier module to be built. Is there any way that you can fool it into thinking that that's a docking bay? (given it kinda is, in all practicality)
Anyway, It doesn't count for the AI either but the AI doesn't use the UI. Just add a pier to your stations.
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Re: [MOD] Player Owned Ship Production
It is not possible to install 【engines】 And 【mines】 in shipbuilding at [1.52B]
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Re: [MOD] Player Owned Ship Production
After choosing the ship's model, there is no engine option.PokeMuggle wrote: ↑Tue, 18. Dec 18, 17:55 It is not possible to install 【engines】 And 【mines】 in shipbuilding at [1.52B]
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Re: [MOD] Player Owned Ship Production
I don´t know if someone already pointed this out, but it seems Icant add any kind of mines to a ship, neither when outfitting on a dock/wharf nor when constructing a new ship.
Deactivating the mod seems to solve the issue (tried a new game both with and without the mod).
Is this a small oversight or an actual bug?
Deactivating the mod seems to solve the issue (tried a new game both with and without the mod).
Is this a small oversight or an actual bug?
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Re: [MOD] Player Owned Ship Production
me too.wait for the author to fix the new version of 1.5BJohnson98 wrote: ↑Tue, 18. Dec 18, 19:29 I don´t know if someone already pointed this out, but it seems Icant add any kind of mines to a ship, neither when outfitting on a dock/wharf nor when constructing a new ship.
Deactivating the mod seems to solve the issue (tried a new game both with and without the mod).
Is this a small oversight or an actual bug?
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Re: [MOD] Player Owned Ship Production
Current workaround is that if you choose a preset, it will put the engines in and you can then edit the other parts from there.
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Re: [MOD] Player Owned Ship Production
You can choose and add engines and turrets with right-click on surface element.Conbadicus wrote: ↑Wed, 19. Dec 18, 06:00 Current workaround is that if you choose a preset, it will put the engines in and you can then edit the other parts from there.
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Re: [MOD] Player Owned Ship Production
This problem occurs due to the Russian localization, run the English version of the game.Shamon wrote: ↑Fri, 14. Dec 18, 11:31 https://imgur.com/a/1x1Yupo
Bug !? Engines are red. Manually do not select them. Only preset.
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Re: [MOD] Player Owned Ship Production
I won't be able to update the mod until January 3rd. Sorry guys.