[MOD] Galaxy Station Range v1.4 (update 27th Feb '16)
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Found an issue under 3.61 - possibly cosmetic only as the upkeep mission for manager to give credits appears to still function correctly.
With this mod active the required credits for a station manager can be shown as 0 in the npc details window even though the manager needs cash. Testable with Empire builder start with this mod active.
Will look into this as rl allows.
With this mod active the required credits for a station manager can be shown as 0 in the npc details window even though the manager needs cash. Testable with Empire builder start with this mod active.
Will look into this as rl allows.
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Split irritate visiting pilot with strange vocal patterns.
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That's an odd effect. What could trading range have to do with the manager's accounting? Resource availability and possible trades? Wonder if potential sales are taken into account.YorrickVander wrote:Found an issue under 3.61 - possibly cosmetic only as the upkeep mission for manager to give credits appears to still function correctly.
With this mod active the required credits for a station manager can be shown as 0 in the npc details window even though the manager needs cash. Testable with Empire builder start with this mod active.
Will look into this as rl allows.
In any case, thanks for posting it. Will set managers' accounts with that in mind if/when I ever get the time to play again.
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Hi Yorrick,
I noticed you're kinda back - welcome
In case you come to look at this mod again later and maybe re-release it, here's a little feedback relating largely to the design of the galaxy.
So basically, if that is unchanged after the 4.00 is released, perhaps this is something you might be interested in. It may be easiest to mod in new resources, as has been suggested in a couple of threads, rather than tinker with this mod but it doesn't hurt to mention the topic.
Regards,
Sparks
I noticed you're kinda back - welcome

In case you come to look at this mod again later and maybe re-release it, here's a little feedback relating largely to the design of the galaxy.
I'm not sure if it was intentional or not but I released recently that unlike the other 4 systems, Maelstrom lacks plasma and ions (reported to Devs here and there's a spreadsheet of resource locations here). Last time I checked in the 4.00 beta (not sure if beta 2 or 3, off the top of my head) this was not changed.YorrickVander wrote: Miners are unaffected, remaining at cluster range with cluster or galaxy set and Architects operate as usual.
So basically, if that is unchanged after the 4.00 is released, perhaps this is something you might be interested in. It may be easiest to mod in new resources, as has been suggested in a couple of threads, rather than tinker with this mod but it doesn't hurt to mention the topic.
Regards,
Sparks
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These materials can also be shipped in if you really wanna build there. There's also the vanilla trade ships and the new warehouse station, the xml + assets for which have been in the game since release and is now being fleshed out in the 4.0 betas
Personally I consider building in Maelstrom an end game passtime for those with the infrastructure built up to maintain and defend it.
My 'back' is pretty low time allowance atm but yeah, messing with fixing my current mods at least. Most of my playtime is spent testing changes to YAT atm, but also looking at the others.

My 'back' is pretty low time allowance atm but yeah, messing with fixing my current mods at least. Most of my playtime is spent testing changes to YAT atm, but also looking at the others.
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Split irritate visiting pilot with strange vocal patterns.
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I'm not aware of any unique stations selling ions or plasma, unlike how there are for hydrogen, ore, silicon and nividium. Do some NPC free miners cross gates like some NPC free traders do? Manually shipping in those two materials was the only supply option I was aware of.
it will be interesting to see how the trade station pans out in terms of whether any ship assignment and automation via managers is possible.
Edit: Missing resources added to Maelstrom in the 4.00 beta
it will be interesting to see how the trade station pans out in terms of whether any ship assignment and automation via managers is possible.
Edit: Missing resources added to Maelstrom in the 4.00 beta

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1.3.6
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Updated with lua from 4.0 beta and added functionality to assign subordinate range to Architects. In vanilla a trade ship assigned to an architect can only trade in sector, but no feedback is given for this potentially leaving the trader wandering uselessly around. For now they can trade up to Galaxy range without needing the station to build the radar dish. Feedback on this welcomed.
Architect range is set in the same way as managers; Ship details > Architect Details > change range.
This version will not go up on steam until 4.0 is released - see d/l link at bottom of the OP.
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Updated with lua from 4.0 beta and added functionality to assign subordinate range to Architects. In vanilla a trade ship assigned to an architect can only trade in sector, but no feedback is given for this potentially leaving the trader wandering uselessly around. For now they can trade up to Galaxy range without needing the station to build the radar dish. Feedback on this welcomed.
Architect range is set in the same way as managers; Ship details > Architect Details > change range.
This version will not go up on steam until 4.0 is released - see d/l link at bottom of the OP.
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Will this mod be compatible with warehouses ? Im mod free until DLC is out so i havent tested it yet. It would be awesome if i can use it as hub to sell wares all over the uneverse with it 

It's not world hunger because we can't feed poor,it's because there will never be enough to feed the rich .....
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Im reinstalling it as soon as beta is done
XR is boring without mods..... Anyway is there a way that you can limit where stations buy stuff and where to sell them ? For example I want to build my empire in DV and use warehouse as hub to sell items all over universe. But I want ships to buy everything in DV and sell all over universe.... Something like having two options for station range one is for selling and one is for buying

It's not world hunger because we can't feed poor,it's because there will never be enough to feed the rich .....
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eep. blunder on my part. the error is caused by my not replacing the internal id with the steam ws_xxxxxxx id so the game sees it as 2 separate mods with same name.
solution : open content.xml for the new version, change save=true to save =false. load and resave your game. Open both mods content.xml and replace the new versions id with ws_xxxxx from the steam one.
solution : open content.xml for the new version, change save=true to save =false. load and resave your game. Open both mods content.xml and replace the new versions id with ws_xxxxx from the steam one.
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Well the internal ID was OK I think since I subscribed to the mod.It has a ws_ number The . bak version only contains an error message ws_invalid . I turned off the . bak extension in the game menu .
The new version does not have a save=true so cannot change to false.
Game works OK but your mod does not appear in the management architect
detail ie no range option. Any thoughts ? Possible to back out and retry ?
The new version does not have a save=true so cannot change to false.
Game works OK but your mod does not appear in the management architect
detail ie no range option. Any thoughts ? Possible to back out and retry ?
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I don't see this issue - testing an architect on working CV I see the range option on details whether accessing via station details or cv details. May I confirm that you are using XR version 4.0 rc1? This new version is possibly not compatible with 3.61 due to changes in the lua.
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Tested directly on warehouse + solar energy array. If you are running the base game, or base game + Teladi Outpost dlc then the deep lack of fusion reactors is normal unfortunately. This is simply a waiting game. Tip : Build rmp + fr facts first and you're laughing.
Spoiler
Show
This situation changes with the HoL DLC. With that enabled you get much more choice for the order in which you can sensibly start your station empire.
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Split irritate visiting pilot with strange vocal patterns.
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Thanks for the tip. Yes I realise that starting out you can prepare , if you only new, should be informed thru missions. Anyway I decided to restart and deleted reloaded game. The thing is a mod of the same name doing the same thing is installed as standard, I looked in extensions. This probably the cause of my previous prob with the mod installation. Doesn't seem to have your name on it but maybe Nom De Plume ?
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Hi Y, I am a bit confused , after reinstalling this is in the Extensions folder
name="Galaxy Station Range v1.3.5 (for XR v3.61)" description="v1.3.5 updated by Phipz/Chudnofsky to work with new ui modding interface. Thanks + hugs to Phipz
Allows setting station Managers subordinate range to Galaxy if the radar dish is built.
(NOTE : Mod will list itself in save game as removing it with Galaxy range active may have consequences)
(Any issues are best reported on the ES forums as I check there more frequently http://forum.egosoft.com/viewtopic.php?t=369302)" author="Yorrick Vander" version="135" date="2015-03-06" lastupdate="1425635204">
<dependency version="310"></dependency>
<text language="44" name="Galaxy Station Range" description="Allows setting station Managers subordinate range to Galaxy if the radar dish is built." author="Yorrick Vander"></text>
</content>
Is this the mod or not, noted referral to Radar Dish built ?
name="Galaxy Station Range v1.3.5 (for XR v3.61)" description="v1.3.5 updated by Phipz/Chudnofsky to work with new ui modding interface. Thanks + hugs to Phipz

Allows setting station Managers subordinate range to Galaxy if the radar dish is built.
(NOTE : Mod will list itself in save game as removing it with Galaxy range active may have consequences)
(Any issues are best reported on the ES forums as I check there more frequently http://forum.egosoft.com/viewtopic.php?t=369302)" author="Yorrick Vander" version="135" date="2015-03-06" lastupdate="1425635204">
<dependency version="310"></dependency>
<text language="44" name="Galaxy Station Range" description="Allows setting station Managers subordinate range to Galaxy if the radar dish is built." author="Yorrick Vander"></text>
</content>
Is this the mod or not, noted referral to Radar Dish built ?