[MOD] Player Owned Ship Production

The place to discuss scripting and game modifications for X4: Foundations.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

LegionOfOne
Posts: 122
Joined: Sun, 16. Dec 18, 13:16
x4

Re: [MOD] Player Owned Ship Production

Post by LegionOfOne »

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 :)
aftokinito
Posts: 229
Joined: Sun, 30. Mar 08, 17:29
x4

Re: [MOD] Player Owned Ship Production

Post by aftokinito »

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 :)
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.
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).
LegionOfOne
Posts: 122
Joined: Sun, 16. Dec 18, 13:16
x4

Re: [MOD] Player Owned Ship Production

Post by LegionOfOne »

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.
Last edited by LegionOfOne on Fri, 21. Dec 18, 23:14, edited 2 times in total.
Zeiro35
Posts: 6
Joined: Fri, 30. Nov 18, 16:13
x4

Re: [MOD] Player Owned Ship Production

Post by Zeiro35 »

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.
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.

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!
LegionOfOne
Posts: 122
Joined: Sun, 16. Dec 18, 13:16
x4

Re: [MOD] Player Owned Ship Production

Post by LegionOfOne »

Zeiro35 wrote: Tue, 18. Dec 18, 02:37 Where do you replace your file ? only folder I have under Ui is Core, I don't see addons.
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 :)
Shamon
Posts: 12
Joined: Wed, 21. Nov 18, 10:37

Re: [MOD] Player Owned Ship Production

Post by Shamon »

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.
I can not download the file. Can I use another link?
LegionOfOne
Posts: 122
Joined: Sun, 16. Dec 18, 13:16
x4

Re: [MOD] Player Owned Ship Production

Post by LegionOfOne »

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.
Last edited by LegionOfOne on Tue, 18. Dec 18, 12:53, edited 1 time in total.
Shamon
Posts: 12
Joined: Wed, 21. Nov 18, 10:37

Re: [MOD] Player Owned Ship Production

Post by Shamon »

LegionOfOne 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...
I love you )) THX
aftokinito
Posts: 229
Joined: Sun, 30. Mar 08, 17:29
x4

Re: [MOD] Player Owned Ship Production

Post by aftokinito »

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.
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?

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.
LegionOfOne
Posts: 122
Joined: Sun, 16. Dec 18, 13:16
x4

Re: [MOD] Player Owned Ship Production

Post by LegionOfOne »

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.
argon_emperor
Posts: 1225
Joined: Mon, 12. Dec 05, 07:41
x4

Re: [MOD] Player Owned Ship Production

Post by argon_emperor »

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 :P )
[ 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 »

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 :P )
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).
Anyway, It doesn't count for the AI either but the AI doesn't use the UI. Just add a pier to your stations.
PokeMuggle
Posts: 3
Joined: Sat, 15. Dec 18, 20:31

Re: [MOD] Player Owned Ship Production

Post by PokeMuggle »

It is not possible to install 【engines】 And 【mines】 in shipbuilding at [1.52B]
PokeMuggle
Posts: 3
Joined: Sat, 15. Dec 18, 20:31

Re: [MOD] Player Owned Ship Production

Post by PokeMuggle »

PokeMuggle wrote: Tue, 18. Dec 18, 17:55 It is not possible to install 【engines】 And 【mines】 in shipbuilding at [1.52B]
After choosing the ship's model, there is no engine option.
Johnson98
Posts: 60
Joined: Tue, 18. Dec 18, 19:16
x4

Re: [MOD] Player Owned Ship Production

Post by Johnson98 »

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?
PokeMuggle
Posts: 3
Joined: Sat, 15. Dec 18, 20:31

Re: [MOD] Player Owned Ship Production

Post by PokeMuggle »

Johnson98 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?
me too.wait for the author to fix the new version of 1.5B
Conbadicus
Posts: 217
Joined: Sat, 13. Feb 10, 09:31

Re: [MOD] Player Owned Ship Production

Post by Conbadicus »

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.
R_Romach_R
Posts: 48
Joined: Fri, 23. Feb 18, 16:38
x4

Re: [MOD] Player Owned Ship Production

Post by R_Romach_R »

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.
You can choose and add engines and turrets with right-click on surface element.
FreedHardcore
Posts: 1
Joined: Thu, 20. Dec 18, 15:15

Re: [MOD] Player Owned Ship Production

Post by FreedHardcore »

Shamon wrote: Fri, 14. Dec 18, 11:31 https://imgur.com/a/1x1Yupo

Bug !? Engines are red. Manually do not select them. Only preset.
This problem occurs due to the Russian localization, run the English version of the game.
aftokinito
Posts: 229
Joined: Sun, 30. Mar 08, 17:29
x4

Re: [MOD] Player Owned Ship Production

Post by aftokinito »

I won't be able to update the mod until January 3rd. Sorry guys.

Return to “X4: Foundations - Scripts and Modding”