[MOD] Player Owned Ship Production
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Re: [MOD] Player Owned Ship Production
This mod is broken for me on Game-Version 1.5
With this mod installed i don't get all the buttons in ship-configuration-menu on ship-building/editing.
For example, the Turrets-Button is gone completely. (not greyed out... i mean GONE)
Tried with only this mod installed. Bug is caused by this mod.
Worked fine before patch 1.5
hope you will fix it next year.
With this mod installed i don't get all the buttons in ship-configuration-menu on ship-building/editing.
For example, the Turrets-Button is gone completely. (not greyed out... i mean GONE)
Tried with only this mod installed. Bug is caused by this mod.
Worked fine before patch 1.5
hope you will fix it next year.
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- Joined: Thu, 6. Dec 18, 16:25
Re: [MOD] Player Owned Ship Production
i got the same problem,
but if u rigthclick on the position where the turret or the engine fits, it works.
but if u rigthclick on the position where the turret or the engine fits, it works.
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- Joined: Sun, 16. Dec 18, 13:16
Re: [MOD] Player Owned Ship Production
I may have found a temporary fix for the official 1.50 version (I know, I said that before...). I'm afraid carmaster may not have time to test it himself before the new year, so I'll make it available here.
The NPC shipyards are entierely fixed, turrets and engines are back. The player shipyards work fine, except that you have access to equipment you have no blueprint for, and every ship. The only limit is ships and equipment that requires a military or capital licence, you will need the right licence with the right faction to build destroyers or carriers in your own shipyard. So the only bug is you have access to too much stuff. I can live with that
Apart from that, everything works great, I've been playing since yesterday without bugs.
So here is a zip with two files to replace the ones in your playershipyards folder.
Now a warning :I'm not the mod creator, just a stubborn coder who didn't want to play without his shipyards. The fix works great for me, but I haven't tested it with every combination of mods.
This is just for other impatient people who are not willing to wait for the official update. I wouldn't want to leave you bereft of shipyards for the holidays, 'tis not in the season's spirit.
So here it is, enjoy :
https://mega.nz/#!EPpFUaaC!VmmFr-ug4oT2 ... QU9WOOU6_w
I can't wait for carmaster to create a proper 'player licence' so we can create new ships and equipment unique to player shipyards.
The NPC shipyards are entierely fixed, turrets and engines are back. The player shipyards work fine, except that you have access to equipment you have no blueprint for, and every ship. The only limit is ships and equipment that requires a military or capital licence, you will need the right licence with the right faction to build destroyers or carriers in your own shipyard. So the only bug is you have access to too much stuff. I can live with that

Apart from that, everything works great, I've been playing since yesterday without bugs.
So here is a zip with two files to replace the ones in your playershipyards folder.
Now a warning :I'm not the mod creator, just a stubborn coder who didn't want to play without his shipyards. The fix works great for me, but I haven't tested it with every combination of mods.
This is just for other impatient people who are not willing to wait for the official update. I wouldn't want to leave you bereft of shipyards for the holidays, 'tis not in the season's spirit.
So here it is, enjoy :
https://mega.nz/#!EPpFUaaC!VmmFr-ug4oT2 ... QU9WOOU6_w
I can't wait for carmaster to create a proper 'player licence' so we can create new ships and equipment unique to player shipyards.
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- Joined: Sun, 30. Mar 08, 17:29
Re: [MOD] Player Owned Ship Production
Sadly I'm in my home country for christmas so I don't have access to X4 or my personal files so I cannot verify this or work on it but if it works for now, feel free to use it for the time being.LegionOfOne wrote: ↑Fri, 21. Dec 18, 23:20 I may have found a temporary fix for the official 1.50 version (I know, I said that before...). I'm afraid carmaster may not have time to test it himself before the new year, so I'll make it available here.
The NPC shipyards are entierely fixed, turrets and engines are back. The player shipyards work fine, except that you have access to equipment you have no blueprint for, and every ship. The only limit is ships and equipment that requires a military or capital licence, you will need the right licence with the right faction to build destroyers or carriers in your own shipyard. So the only bug is you have access to too much stuff. I can live with that![]()
Apart from that, everything works great, I've been playing since yesterday without bugs.
So here is a zip with two files to replace the ones in your playershipyards folder.
Now a warning :I'm not the mod creator, just a stubborn coder who didn't want to play without his shipyards. The fix works great for me, but I haven't tested it with every combination of mods.
This is just for other impatient people who are not willing to wait for the official update. I wouldn't want to leave you bereft of shipyards for the holidays, 'tis not in the season's spirit.
So here it is, enjoy :
https://mega.nz/#!EPpFUaaC!VmmFr-ug4oT2 ... QU9WOOU6_w
I can't wait for carmaster to create a proper 'player licence' so we can create new ships and equipment unique to player shipyards.
I plan to work on the ship blueprints I mentioned on the OP next year, which should allow for more granular control over what the player can and cannot build at their facilities.
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- Joined: Thu, 20. Dec 18, 18:15
Re: [MOD] Player Owned Ship Production
doesn't seem to work for me with the current mods I have selected, will try again and then start disabling mods to see if it works vanilla, then go from thereLegionOfOne wrote: ↑Fri, 21. Dec 18, 23:20 I may have found a temporary fix for the official 1.50 version (I know, I said that before...). I'm afraid carmaster may not have time to test it himself before the new year, so I'll make it available here.
The NPC shipyards are entierely fixed, turrets and engines are back. The player shipyards work fine, except that you have access to equipment you have no blueprint for, and every ship. The only limit is ships and equipment that requires a military or capital licence, you will need the right licence with the right faction to build destroyers or carriers in your own shipyard. So the only bug is you have access to too much stuff. I can live with that![]()
Apart from that, everything works great, I've been playing since yesterday without bugs.
So here is a zip with two files to replace the ones in your playershipyards folder.
Now a warning :I'm not the mod creator, just a stubborn coder who didn't want to play without his shipyards. The fix works great for me, but I haven't tested it with every combination of mods.
This is just for other impatient people who are not willing to wait for the official update. I wouldn't want to leave you bereft of shipyards for the holidays, 'tis not in the season's spirit.
So here it is, enjoy :
https://mega.nz/#!EPpFUaaC!VmmFr-ug4oT2 ... QU9WOOU6_w
I can't wait for carmaster to create a proper 'player licence' so we can create new ships and equipment unique to player shipyards.
tested with speed build and cheat, no dice, NPC shipyards work perfectly but POSY have no equipment available
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- Joined: Sun, 16. Dec 18, 13:16
Re: [MOD] Player Owned Ship Production
Maybe try giving yourself licences from factions and all the blueprints with the cheat mod, to see if it helps. I had a custom start with a relation boost and a few licences from Argon, so maybe that's why. And I bought a few blueprints for weapons and shields while my shipyards were building, but noticed I had access to more than just the ones I bought.
Edit : I'm running many mods, but just one that interacts with POSY : the new faction battleships, one of which I just built at my shipyard

A few tips I learned the hard way : Blaze's ships, combined with POSY, makes my savegames crash while loading when the shipyards are built, but not before.
Also, saving when your shipyard is finished, but doesn't have a ship seller yet, can cause a save to crash too.
Sorry It didn't work for you. I hope the method above helps.
Last edited by LegionOfOne on Sat, 22. Dec 18, 14:28, edited 3 times in total.
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Re: [MOD] Player Owned Ship Production
that's the first thing I did unfortunately, I have a muscle memory routine of adding everything during tests lolLegionOfOne wrote: ↑Sat, 22. Dec 18, 14:18Maybe try giving yourself licences from factions and all the blueprints with the cheat mod, to see if it helps. I had a custom start with a relation boost and a few licences from Argon, so maybe that's why. And I bought a few blueprints for weapons and shields while my shipyards were building, but noticed I had access to more than just the ones I bought.
Sorry It didn't work for you. I hope the method above helps.
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- Joined: Sun, 30. Mar 08, 17:29
Re: [MOD] Player Owned Ship Production
"His" ships are just copy and pastes with stats changed so they shouldn't really cause any crashes.LegionOfOne wrote: ↑Sat, 22. Dec 18, 14:18Maybe try giving yourself licences from factions and all the blueprints with the cheat mod, to see if it helps. I had a custom start with a relation boost and a few licences from Argon, so maybe that's why. And I bought a few blueprints for weapons and shields while my shipyards were building, but noticed I had access to more than just the ones I bought.
Edit : I'm running many mods, but just one that interacts with POSY : the new faction battleships, one of which I just built at my shipyard![]()
A few tips I learned the hard way : Blaze's ships, combined with POSY, makes my savegames crash while loading when the shipyards are built, but not before.
Also, saving when your shipyard is finished, but doesn't have a ship seller yet, can cause a save to crash too.
Sorry It didn't work for you. I hope the method above helps.
I have noticed in the past, though, that saving while you are producing a ship at your own facility will sometimes make the save crash the game when loaded.
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Re: [MOD] Player Owned Ship Production
Looks like the latest 1.5 patch broke all my savegames. I am completly unable to load any of them, it loads to 100% then the game shuts down without notice.
Is there any way to salvage my savegame somehow?
Is there any way to salvage my savegame somehow?
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Re: [MOD] Player Owned Ship Production
Do you have an odd save in your main saves folder, something that does not look right by name or its extension. I had this issue and one of my saves was corrupted and had a .tmp extension. Once deleted all worked well.
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Re: [MOD] Player Owned Ship Production
Ho Ho Ho this is an awesome Christmas Present, thank you guys for creating and fixing this, was struggling about 3 days and got really frustrated, imagine how happy i was when the time trigger started running and the ship started building
If i tell a trader to trade automatic(vanilla trade mode) or use tatertrade or autotrade, would any of those buddys deliver goods if needed or do i have to tranfer manually?
Thanks again guys you are awesome!

If i tell a trader to trade automatic(vanilla trade mode) or use tatertrade or autotrade, would any of those buddys deliver goods if needed or do i have to tranfer manually?
Thanks again guys you are awesome!
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Re: [MOD] Player Owned Ship Production
Attempting to press the 'buy ships' button on a player owned shipyard currently crashes my game, with or without the fix.
Tried this with a built shipyard, and a shipyard that I took over through the cheatmenu.
Tried this with a built shipyard, and a shipyard that I took over through the cheatmenu.
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Re: [MOD] Player Owned Ship Production
Depends on how you setup your shipyard.Terrantoni wrote: ↑Sun, 23. Dec 18, 17:52 If i tell a trader to trade automatic(vanilla trade mode) or use tatertrade or autotrade, would any of those buddys deliver goods if needed or do i have to tranfer manually?
There are two methods I use for that :
Spoiler
Show
1- Have Wharfs and Shipyards without a single factory in them. That way, any ship assigned to trade for the station would only buy the goods needed for ship production.
Don't forget to put a lot of container storage, and a habitation module (without it you can't buy crew for your ships, not even captains). I believe you can even deactivate the buying of food and meds, the simple presence of a hab module is enough, no need to actually feed them
To supply those stations faster, I like to build a few factories producing what they will need the most, like hull, engines and antimatter converters, and put these factories right next to the shipyard. If stations are really close, they can sometimes trade using a rather hidden feature, 'mass traffic'. I found out about it trolling through the game's files while trying to mod it. What it means is that the two stations can trade directly using cargo drones station-to-station, without need for a ship ! The stations need to have cargo drones of course, and it doesn't seem to always work, or maybe I haven't figured out all the prerequisites yet, but I've seen it work and it is quite efficient. Anyway, being close makes it much easier for your traders even if mass-traffic doesn't work.
2- Build a big self-contained factory, that will produce most of the wares a shipyard need, without ever needing to buy intermediate products (energy cells, refined metal...).
Your only input should be raw materials (ore, ice, helium), so you'll need a few miners and gasers. Anything else, deactivate the buying and selling of it in the station's logical overview. As a test, you can try to assign a trade ship to the station, he should not have a single ware to trade, and sit idle.
Then, you can add a ship building module to the station. Any trader you assign after that will trade only what you need to build ships, and you will already have a steady supply from your own factories on the station.
I would recommend seriously massive amounts of storage to make sure your station has room for everything. I suggest the 10x storage mod for that, it also fixes a few deadlocks in npc shipyards when they don't manage their storage space well.
As for the trade scripts, autotrade doesn't respect 'faction restriction' settings and seems to bypass some of the buy/sell parameters you set in the station logistical overview, so I prefer not to use it.
Tatertrade seems to respect these settings, but is still early in development, so I'm only using it on my factory that sells to the other factions, to test it.
For now, the vanilla behavior works fine for trade between my stations, if I set up the buy and sell orders of each station the right way before assigning traders. Sometimes, their orders don't update properly when you modify the buy/sell settings. If that happens, remove them from their trading assignment, then assign them to trade again, they will get the right orders.
Then sit back and watch your fleet grow, before unleashing it on an unsuspecting universe and burn every other faction to ashes ! (what, that wasn't the plan ? I mean, once you've exterminated everyone else, the game runs really smooth
)
Don't forget to put a lot of container storage, and a habitation module (without it you can't buy crew for your ships, not even captains). I believe you can even deactivate the buying of food and meds, the simple presence of a hab module is enough, no need to actually feed them

To supply those stations faster, I like to build a few factories producing what they will need the most, like hull, engines and antimatter converters, and put these factories right next to the shipyard. If stations are really close, they can sometimes trade using a rather hidden feature, 'mass traffic'. I found out about it trolling through the game's files while trying to mod it. What it means is that the two stations can trade directly using cargo drones station-to-station, without need for a ship ! The stations need to have cargo drones of course, and it doesn't seem to always work, or maybe I haven't figured out all the prerequisites yet, but I've seen it work and it is quite efficient. Anyway, being close makes it much easier for your traders even if mass-traffic doesn't work.
2- Build a big self-contained factory, that will produce most of the wares a shipyard need, without ever needing to buy intermediate products (energy cells, refined metal...).
Your only input should be raw materials (ore, ice, helium), so you'll need a few miners and gasers. Anything else, deactivate the buying and selling of it in the station's logical overview. As a test, you can try to assign a trade ship to the station, he should not have a single ware to trade, and sit idle.
Then, you can add a ship building module to the station. Any trader you assign after that will trade only what you need to build ships, and you will already have a steady supply from your own factories on the station.
I would recommend seriously massive amounts of storage to make sure your station has room for everything. I suggest the 10x storage mod for that, it also fixes a few deadlocks in npc shipyards when they don't manage their storage space well.
As for the trade scripts, autotrade doesn't respect 'faction restriction' settings and seems to bypass some of the buy/sell parameters you set in the station logistical overview, so I prefer not to use it.
Tatertrade seems to respect these settings, but is still early in development, so I'm only using it on my factory that sells to the other factions, to test it.
For now, the vanilla behavior works fine for trade between my stations, if I set up the buy and sell orders of each station the right way before assigning traders. Sometimes, their orders don't update properly when you modify the buy/sell settings. If that happens, remove them from their trading assignment, then assign them to trade again, they will get the right orders.
Then sit back and watch your fleet grow, before unleashing it on an unsuspecting universe and burn every other faction to ashes ! (what, that wasn't the plan ? I mean, once you've exterminated everyone else, the game runs really smooth

Last edited by LegionOfOne on Mon, 24. Dec 18, 03:24, edited 2 times in total.
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Re: [MOD] Player Owned Ship Production
Sounds like an compatibility issue with other mods at first glance, this is not the bug caused by the update to v1.50. Try just using the POSY mod to see if it works. Any mod that modifies or add ships or equipment has a small chance of creating a conflict somewhere.
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Re: [MOD] Player Owned Ship Production
My game is already so heavily modded, it's going to be a nightmare to go piece by piece.LegionOfOne wrote: ↑Mon, 24. Dec 18, 03:01Sounds like an compatibility issue with other mods at first glance, this is not the bug caused by the update to v1.50. Try just using the POSY mod to see if it works. Any mod that modifies or add ships or equipment has a small chance of creating a conflict somewhere.
I'll update when I know more.
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Re: [MOD] Player Owned Ship Production
Thank you Legion of one for that nice explanation, really appreciate it
Hope Santa brings you awesome presents.
Last edited by Terrantoni on Mon, 24. Dec 18, 13:19, edited 1 time in total.
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Re: [MOD] Player Owned Ship Production
Thank you Legion of one for that nice explanation, really appreciate it
Hope Santa brings you awesome presents.
Edit: No Matter at what faction i want to buy Licenses and no matter what license even building modules get me a CTD, unbuilding every Shipyard and trying to take out this mod from extensions makes savegames unloadable
Only Chance start a new game, buy all licenses and then get this nice mod in game, damn 
What kinds of mod could conflict?
Or is it maybe a problem with the fix?
Edit2: Replaced the fix files with the originals last updated of this mod, now buying licenses in my savegame works again. Going to buy now all licenses i am able to and than kick the fix files back in

Any idea why i get a Crash to Desktop when trying to buy paranid License? Two trys two crashes, worked fine with argon license1 Crash, 1 succesful buyLegionOfOne wrote: ↑Fri, 21. Dec 18, 23:20.SpoilerShowI may have found a temporary fix for the official 1.50 version (I know, I said that before...). I'm afraid carmaster may not have time to test it himself before the new year, so I'll make it available here.
The NPC shipyards are entierely fixed, turrets and engines are back. The player shipyards work fine, except that you have access to equipment you have no blueprint for, and every ship. The only limit is ships and equipment that requires a military or capital licence, you will need the right licence with the right faction to build destroyers or carriers in your own shipyard. So the only bug is you have access to too much stuff. I can live with that![]()
Apart from that, everything works great, I've been playing since yesterday without bugs.
So here is a zip with two files to replace the ones in your playershipyards folder.
Now a warning :I'm not the mod creator, just a stubborn coder who didn't want to play without his shipyards. The fix works great for me, but I haven't tested it with every combination of mods.
This is just for other impatient people who are not willing to wait for the official update. I wouldn't want to leave you bereft of shipyards for the holidays, 'tis not in the season's spirit.
So here it is, enjoy :
https://mega.nz/#!EPpFUaaC!VmmFr-ug4oT2 ... QU9WOOU6_w
I can't wait for carmaster to create a proper 'player licence' so we can create new ships and equipment unique to player shipyards

Edit: No Matter at what faction i want to buy Licenses and no matter what license even building modules get me a CTD, unbuilding every Shipyard and trying to take out this mod from extensions makes savegames unloadable


What kinds of mod could conflict?
Spoiler
Show
improvedexplorebehavior
MineDefence
paintjobforsale
PlayerAnomalyGeneraturGuidance
silenceNotifications
skip_intro
sst(secretstash)
stationtradewarebasketfix
truecapture
blazehavoc
buildtimestationmodules
crystalfinder
earlyseta
improvedrepairlaser
IncreasedLongRangeScan
learningallthethings
legacymusic
lottery_winner_gamestart
NoDarkAmbient
os_blaze
RareModPartSold
Turretgains
sectorsatelites
signalLeakHunter
SkipStationScan
MineDefence
paintjobforsale
PlayerAnomalyGeneraturGuidance
silenceNotifications
skip_intro
sst(secretstash)
stationtradewarebasketfix
truecapture
blazehavoc
buildtimestationmodules
crystalfinder
earlyseta
improvedrepairlaser
IncreasedLongRangeScan
learningallthethings
legacymusic
lottery_winner_gamestart
NoDarkAmbient
os_blaze
RareModPartSold
Turretgains
sectorsatelites
signalLeakHunter
SkipStationScan
Edit2: Replaced the fix files with the originals last updated of this mod, now buying licenses in my savegame works again. Going to buy now all licenses i am able to and than kick the fix files back in


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Re: [MOD] Player Owned Ship Production
The two Blaze ship mods caused the same kind of crashes for me, I would start by deactivating them. I haven't had a game with them and POSY that didn't crash eventually.
If that doesn't fix it, try deactivating Turretgains and MineDefense, these are the only ones that could cause a problem with licences I think. The other mods shouldn't interact in any way.
Good luck !
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Re: [MOD] Player Owned Ship Production
First i tried your suggestion, did not help.
Than removed mod by mod, i am now at the part where only mods remaining which i am unable to just knock them off.This is:
Still getting CTD at finishing the buy of any license.
So, i started a new Game without explorebehaviour and lottery winner gamestart, kept anything else inclusive blazing havoc in and tada it works or even looks like it works now
We´ll see, anyway thanks! Evil Egosoft releasing the game without player shipyards tzz tzzz tzz
Than removed mod by mod, i am now at the part where only mods remaining which i am unable to just knock them off.This is:
Spoiler
Show
LotteryWinnerGamestart
Autotrade
Tatertrade
improvedexplorebehaviour
sectorsatelites
Autotrade
Tatertrade
improvedexplorebehaviour
sectorsatelites
So, i started a new Game without explorebehaviour and lottery winner gamestart, kept anything else inclusive blazing havoc in and tada it works or even looks like it works now
