[MOD] Fix for Plot URV Wharf

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lubatomy
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Post by lubatomy »

if you have build stage 1 and stage 2 of the URV production already you can still run the mod, but it requires you to edit your save in something like notepad++ as described in one of my earlier posts.
Tasogie
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Post by Tasogie »

I did a search for every single line of the code you posted, an my save game didnt find a single line :(
rifter08
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Post by rifter08 »

It worked for me once, and i saw that instead of all the Hi-Tech wares needed for URV's all it needed was, Ore, Foodrations, EC's and narcotics. The only thing i was having trouble with were the narcotics. Then (silly me) 1.18 came out and i started afresh.
Wavey
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Post by Wavey »

Tasogie try a search for this line" upg_sur_turret_medium_lb" as thats the bugged product
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lubatomy
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Post by lubatomy »

if you can not find the following in a search:

<connection connection="connectionfor_struct_econ_prod_drones_dv_macro" macro="connectionfor_struct_econ_prod_drones_dv_macro">

then you have not actually built the URV Wharf yet. maybe you just built the first three stages of the steel refinery.
Tasogie
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Post by Tasogie »

yer, I had only done ther foundry, but the trouble now is, I have finished the station an it wont build any of the drones......
lubatomy
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Post by lubatomy »

does it have all the materials required? You should be able to select the URV wharf and look at its details and see if it is waiting for resources or if it is actually trying to produce something.
SieurNewT
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Post by SieurNewT »

Did anyone tried to feed this vanila plot before to change the behaviour ? As i could see in the save file, you have lots of similar macro to
upg_sur_turret_medium_lb

and mine is stuck because i need to upgrade "more the thing :

<production start="225219" item="0" cycle="0" state="waitingforstorage">

I would really know first what is the "real" role intended before to give another "role" to that forge.

About the reinforced metal you have good stocks on some special stations deep in omicron, this should allow you to upgrade the urv forge, or to build you own reinforced metal magazin...

I also wornder how the devries shipyard get all theses drones, is this some magic effect of the urv forge near it ?


Edit : also when extracting the 01.dat i see the devries macro is the same that omycron and albion the only change is that their is no production group on the devries ... so obviously it try to produce first thing he find.

So untill dev provide a fix this mod is really a "need" thing as it just align the devries on others :)

Next issue is that the thing need so much ressources that dont exist in devries ...
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Scoob
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Post by Scoob »

Hi,

Just tried this - ended up having to do the save game edit as the mod did not seem to work on my partially constructed station once it was complete.

After editing, I see the URV Warf wants to make "Surface Miner URV Mk2" - hardly a Combat Drone to aid the war effort! Will it cycle and build other drones too?

Also, the materials needed for a batch of 53 such drones are HUGE:

Bio-Optic Wiring (118)
Energy Cells (370)
Food Rations (248)
Fusion Reactors (10)
Podkletnoc Generators (10)
Microchips (130)
Plasma Flow Regulators (8 )
Reinforced Metal Plating (22) *
Scanning Array (36)

* in particular is a surprise, all that Refined Metals the Stage 1 produces is worthless, as is the Silcon Wafers. I thought we'd be building a more complete Factory - as it stands it's totally useless due to an economic stall surrounding Food, among other products.

I'm not 100% sure this is what was intended for this Factory - I feel a bit let down by the plot to be honest!

Scoob.
lubatomy
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Post by lubatomy »

yes it will move on to other drones over time.

as for the build needs, I did not modify any build requirements for any of the drones. that is exactly what every URV Wharf in Albion needs when it makes a batch of Surface Miner MK2.

As for the list of drones, the production module macro (part i edited) lists them alphabetical order but when the game reads that it adds each new item to the front of the queue so your queue ends up being:

Surface Miner MK2
Surface Miner MK1
Scoop Collector MK2
Scoop Collector MK1
Overrun MK2
Overrun MK1
Intrepid MK2
Intrepid MK1
Interceptor MK2
Interceptor MK1
Construction
Cargolifter
Assault

The actual minimum cycle time for each of those is 1 hour so each hour that it has all the resources it needs, it should change to the next drone type and if it still has all the resources it needs it will begin a batch of that one.

I could make it produce any ware i wanted just by changing the file a little but i left it the same as every other one only because its a URV Wharf and I am not a dev and do not know what they intended it to make or how they intended it to make them.
Dreamwind
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Post by Dreamwind »

Its supposed to produce drones using only silicon wafers and refined metals, as that's all that's available to the player.

So this doesn't really fix it per say it just makes it produce something.
lubatomy
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Post by lubatomy »

no that is not how it works....

the metal refinery (of which the base has 2 at full upgrades) takes ore and energy and food to make refined metals.

the silicon plants take in silicon, energy cells, and food to make silicon wafers (again max of 2 if fully upgraded station)

the URV wharf without this has no listed production in the file so the game randomly seems to assign it the ware of upg_sur_turret_medium_lb which needs a laserturret as inputs but its not something that can actually be produced as a ware so the URV wharf does nothing.

With this mod, it tells the URV wharf that it makes all the URV so the wharfs (max of 2 with all upgrades) will require energy cells, reinforced steel plates, scanner arrays, and other items to make drones.

each production module of a station is independant of the others in terms of needs and production. On some stations production modules may benefit another one on the station but it is not necessary for that to be true.
Scoob
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Post by Scoob »

Heh, the point is it doesn't work lol.

Which says that we should have just built the URV Wharf, if that was possible, as the earlier stages are entirely useless to the end product. It's not like the earlier stages are even money earners to allow the station to buy what it needs. No, I cannot believe this is what the devs intended for this station - a station that's supposed to be a tutorial for station building.

The plot station, bugs aside, started well. We first produce some basic Refined Metals using Energy, Ore and Food - though who we're feeding on our empty and lifeless stations I don't know. Next we add Silicon to the mix to start producing Silicon Wafers - a basis for MicroChips.

However, at this point it all goes wrong! We have loads of Refined Metals, which are needed for Reinforced Metal Plates production, and loads of Silicon Wafers, yet we now jump directly to producing...well, nothing actually as this final stage is bugged. But, where's the Stage to use what we've had out prior stages producing? The URV Wharf bit, even if "fixed" to actually produce URV's, doesn't use anything from the prior stage.

I think the plot station build should have gone:

1) Basic materials production from Ore/Silicon & Energy
2) Secondary materials, so Reinforced Metal Plate etc. created from 1)
3) More advanced components
4) Advanced Components into Drones

Even if the plot factory worked & produced URV's as we'd expect (and like other URV's Wharfs do) there's still a huge gap in resources. IF Refined Metals and Silicon Wafers were needed in DeFries to kick-start their economy, so we could then supply them so they could build the next level of wares, then I'd be ok with that. But, as it stands, those wares are worthless.

I really don't know what the devs intended here. Maybe they'd planned a fuller station (aka complex) that produced most of the key wares for URV production, but they simply ran out of time to implement this fully.

Scoob.
SieurNewT
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Post by SieurNewT »

yes sadly few URV stations have a reinforced metal production module, but this is not the type or URV station selected for the plot...
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Scoob
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Post by Scoob »

SieurNewT wrote:yes sadly few URV stations have a reinforced metal production module, but this is not the type or URV station selected for the plot...
Thanks for that. It's good to hear that the are URV forges that work nearer to what we'd expect. Shame the plot one is so lacking though.

Scoob.
lubatomy
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Post by lubatomy »

I agree that its sad that the plot station is mostly useless for its location.

I wish it made something else to be honest that was a bit more useful to building up the economy in devries but unfortunately that is not the case.

as for my comment about not being the way things worked, was more directed at just because a station has a build module for one resource, that does not mean that all the other build modules actually use the resource the first build module makes.
Tasogie
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Post by Tasogie »

has anyone noticed you cant get thje plot station to fire on enemy's ? I had 15 bad guys flying round shooting y station last night, an if I didn't have an Arwen sitting on it guarding the damn thing. I have a defense officer set for attacking enemy's, an still does nothing.

Not to mention I cant get the gun batteries to build. I got 2, but now it just wont build last 3. I send all my ships out of system,a n then I fly out. Come back an he still wont build.
Dreamwind
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Post by Dreamwind »

@Lubatomy you just repeated what I said. lol

The integrative URV forge is supposed to have steel refineries and silicon plants for wafers along with urv forges which are both used to produce all the standard drones without the normal long list of compos not available in devries, though not as efficiently as a normal URV forge.

Tells you in the stations help file and in the game.

Many of the stations currently have production modules that when fully built are complete.

TBH the whole economy is a bit daft, what's the point of building stations if the only person buying from them is yourself. :lol:
lubatomy
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Post by lubatomy »

it just says it makes drones at a less efficient rate.

it does not say it makes those drones from silicon wafers and refined metals.

right now there are only 2 methods to make drones that exist in game.

1 - default - this is the way that any urv wharf in albion makes drones.

2 - omicron - this is the way that any urv wharf in omicron makes drones. This method uses slightly less materials than default.

the is NO other way to make drones as set by the game. If the devs intended the drones to be made with different materials then they need to create another method for making the drones.

the bug that this mod attempts to fix is the fact that the plot station URV Wharf macro does not actually tell the engine that it makes anything at all. This causes the game engine to randomly pick some ware for it to make and every time i have gotten one built the game engine picks some that can not actually be produced and thus makes the wharf completely useless at anything but taking up space.

as i said it does not matter what other production modules are in a station. any particular item a production module makes is produced exactly the same way with exactly the same materials.
lubatomy
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Post by lubatomy »

Going to start working on a optional second version of this mod that changes the plot station into a true complex.

To accomplish this I am going to see about making a new production method for the various URV that takes only Food rations, silicon wafers, energy cells, and refined metals as inputs. I am going to start working on starting numbers. I am going to try and keep to production costs at or just above the albion or default construction costs while making most of the cost be in refined metals, energy, and silicon wafers as it is supposed to be a mostly automated factory.

I don't have good numbers yet but numbers i am thinking about right now as a starting point:

refined metals - 45% of production cost
silicon wafers - 40% of production cost
energy cells - 5% of production cost
food rations - 10% of production cost

It will take some playing with numbers though (maybe even reducing the number of drones made per hour) because at those numbers, 20 drones an hour needs more inputs than a fully upgraded station produces in terms of refined metals and silicon wafers as well as being real hogs on food rations and energy cells as well.

I am thinking that it should probably end up being something on the order of only 10 drones per hour which is half the rate of a normal station and accounts for the inefficient part.

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