[MOD]Remove spawned trade ship wares v0.02 -Updated-

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SilverXarrow
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Post by SilverXarrow »

i'm about 11Hrs in to a new PLOT Game (Normal Dif) with Just your Mod to see how bad finding RMP is going to be lol

Not Seen any problems Yet i can buy Low & sell high
I have trade agents on all stations in albion & have played the Plot upto getting the Rahanas
I didn't even think of that lmao. RMP will probably be much more of a pain than it already is.

On the trading side, that is excellent to hear! Hopefully this will keep things moving and prevent stagnation due to artificial ghost/spawned goods :)
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mohammadm55
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Post by mohammadm55 »

SilverXarrow wrote:
i'm about 11Hrs in to a new PLOT Game (Normal Dif) with Just your Mod to see how bad finding RMP is going to be lol

Not Seen any problems Yet i can buy Low & sell high
I have trade agents on all stations in albion & have played the Plot upto getting the Rahanas
I didn't even think of that lmao. RMP will probably be much more of a pain than it already is.

On the trading side, that is excellent to hear! Hopefully this will keep things moving and prevent stagnation due to artificial ghost/spawned goods :)
lol thank god i got my own factory, the production lvl is low tough so i will probably need to make 1 more. it produces about 1.2k per hour.

http://roguey.co.uk/xrebirth/stations/station-4/

the argon one is better then the pmc one, it has 3 RMP substations instead of 2.

iv only had this mod for 3 hours of gameplay, so once i get about 50 hours ill let you know how its going.
D.O.S.
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Post by D.O.S. »

lol im 23hrs in now & the trade is gone buy high sell low in albion anyway

looks like the NPC traders are determined to make a LOSS on every trade
only things that are still positive trades are Space Fuel & Ion Cells in my game

Also both Shipyards in albon Are not useing wares @ a rate tht will stimulate trade in 23hrs i have only seen a few ships been built @ ether yard
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YorrickVander
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Post by YorrickVander »

I'll have to get my test game up to that level - I'm also running with no free wares in spawns, but also with viewable npc account data (they do actually use money to trade). Even so, there should be no way they could be skint to trade inside 24 hours. So far, with monitoring on the free ship builds in, one of the stations knocks one out as prescribed with a max 10 min timer. The 4 ship building factions take it in turn so on average you'd see a ship every 30-40 mins watching 1 yard.
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SilverXarrow
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Post by SilverXarrow »

I'm out of town till Sunday but will keep an eye on this thread. Curious on how this will continue playing out.
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D.O.S.
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Post by D.O.S. »

Hi Yorrick I'm not saying the shipyards are not building ships (just have not noticed many been build on my travels)
I have not seen a ship yard buy order better then -14 for very small amounts of cargo they are been filled before there is any profit (hence why I think the NPC traders are Running @ a loss ! I did not know traders had accounts)

I can already see I will have problems gettung the needed resource to build the Plot Station (Not seen any RMP on ships in any real quantity)

also in my game the recharge facts are always running out of fuel cells & they are starting to get jammed with ships they are well stocked with resource's its just demand is high
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mohammadm55
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Post by mohammadm55 »

D.O.S. wrote:Hi Yorrick I'm not saying the shipyards are not building ships (just have not noticed many been build on my travels)
I have not seen a ship yard buy order better then -14 for very small amounts of cargo they are been filled before there is any profit (hence why I think the NPC traders are Running @ a loss ! I did not know traders had accounts)

I can already see I will have problems gettung the needed resource to build the Plot Station (Not seen any RMP on ships in any real quantity)

also in my game the recharge facts are always running out of fuel cells & they are starting to get jammed with ships they are well stocked with resource's its just demand is high
so how has the economy effected your station? in my game i haven't really sean anything different othere then no one is selling space fuel to my stations no more. i think this could be because of the short supply.
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Post by D.O.S. »

mohammadm55 wrote:
D.O.S. wrote:Hi Yorrick I'm not saying the shipyards are not building ships (just have not noticed many been build on my travels)
I have not seen a ship yard buy order better then -14 for very small amounts of cargo they are been filled before there is any profit (hence why I think the NPC traders are Running @ a loss ! I did not know traders had accounts)

I can already see I will have problems gettung the needed resource to build the Plot Station (Not seen any RMP on ships in any real quantity)

also in my game the recharge facts are always running out of fuel cells & they are starting to get jammed with ships they are well stocked with resource's its just demand is high
so how has the economy effected your station? in my game i haven't really sean anything different othere then no one is selling space fuel to my stations no more. i think this could be because of the short supply.
not set up any stations yet im not realy lookiong forward to that lol.
I had decided to float around albion for 24hrs to allow the stations to use up there pre alocated supplys before continueing the plot. (My Plot stage is just after getting the ship & before buying a drone)
Iam going to try & get a cv supplyed for a construction shop to help with RMP before the PMC problems start .I have aprox 1mil creds from trading @ this point in my game just need a little bit more lol
OS:MS Windows 10 Pro x64 / Cpu: AMD-FX Piledriver 8350 @4.0Ghz / Mb:GA-990FXA-UD3 / Memory:16Gb DDR3 Crucial Ballistix Tactical @1866
Gpu:Gigabyte Nvidia 770GTX 4GB GDDR5 / Storage:Crucial RealSSD M4 128GB System, WD Caviar Green 2TB HD Data & Games / Display:24" Asus VG248 1920 x 1080 @144Hz + Nvidia 3D Vision Kit
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mohammadm55
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Post by mohammadm55 »

D.O.S. wrote:
mohammadm55 wrote:
D.O.S. wrote:Hi Yorrick I'm not saying the shipyards are not building ships (just have not noticed many been build on my travels)
I have not seen a ship yard buy order better then -14 for very small amounts of cargo they are been filled before there is any profit (hence why I think the NPC traders are Running @ a loss ! I did not know traders had accounts)

I can already see I will have problems gettung the needed resource to build the Plot Station (Not seen any RMP on ships in any real quantity)

also in my game the recharge facts are always running out of fuel cells & they are starting to get jammed with ships they are well stocked with resource's its just demand is high
so how has the economy effected your station? in my game i haven't really sean anything different othere then no one is selling space fuel to my stations no more. i think this could be because of the short supply.
not set up any stations yet im not realy lookiong forward to that lol.
I had decided to float around albion for 24hrs to allow the stations to use up there pre alocated supplys before continueing the plot. (My Plot stage is just after getting the ship & before buying a drone)
Iam going to try & get a cv supplyed for a construction shop to help with RMP before the PMC problems start .I have aprox 1mil creds from trading @ this point in my game just need a little bit more lol
screw the plot , i have 2 different saves. 1 for the plot witch i haven't touched since the plot ended also is mod free. and a second witch is a free play. i dont think you should be testing mods in plot game IMO. the plot is already messed up lol.
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YorrickVander
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Post by YorrickVander »

No real reason not to. True the plot is very buggy still in places but it doesn't actually effect the core game.
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sabbede
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Post by sabbede »

Shouldn't this be done with XML Diffs in case something else changes the jobs?
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SilverXarrow
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Post by SilverXarrow »

Shouldn't this be done with XML Diffs in case something else changes the jobs?
Yes, but my ability to write a XML DIFF is zero to none even after reading the tutorial that is stickied. Also, this doesn't touch jobs.xml at all so that is not modified.
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Post by YorrickVander »

For preference yes diff file is much better than direct editing a file or full file type <diff>. Having made the same mod myself its a long annoying diff to make :) I haven't so far but my need for it is a long way from release ready. It's actually libraries/ships.xml that sets the spawn time cargo btw.
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sabbede
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Post by sabbede »

Doesn't look like it would be too bad, just a lot of annoying copy, paste, change word, copy, paste...

I got up to miners and stopped so I could post what I have. I think it should work, but I haven't tested it yet.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<diff xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" > 
	<replace>
		sel="/ships/ship[@id='albion_trader_bulk_large']/cargo/wares/fillpercent/@min">0
	</replace>
	<replace>
		sel="/ships/ship[@id='albion_trader_bulk_large']/cargo/wares/fillpercent/@max">0
	</replace>
	
	<replace>
		sel="/ships/ship[@id='albion_trader_bulk_medium']/cargo/wares/fillpercent/@min">0
	</replace>
	<replace>
		sel="/ships/ship[@id='albion_trader_bulk_medium']/cargo/wares/fillpercent/@max">0
	</replace>
	
	<replace>
		sel="/ships/ship[@id='albion_trader_container_large']/cargo/wares/fillpercent/@min">0
	</replace>
	<replace>
		sel="/ships/ship[@id='albion_trader_container_large']/cargo/wares/fillpercent/@max">0
	</replace>
	
	<replace>
		sel="/ships/ship[@id='albion_trader_container_medium']/cargo/wares/fillpercent/@min">0
	</replace>
	<replace>
		sel="/ships/ship[@id='albion_trader_container_medium']/cargo/wares/fillpercent/@max">0
	</replace>	
	
	<replace>
		sel="/ships/ship[@id='albion_trader_energy_large']/cargo/wares/fillpercent/@min">0
	</replace>
	<replace>
		sel="/ships/ship[@id='albion_trader_energy_large']/cargo/wares/fillpercent/@max">0
	</replace>	
		
	<replace>
		sel="/ships/ship[@id='albion_trader_energy_medium']/cargo/wares/fillpercent/@min">0
	</replace>
	<replace>
		sel="/ships/ship[@id='albion_trader_energy_medium']/cargo/wares/fillpercent/@max">0
	</replace>	
	
	<replace>
		sel="/ships/ship[@id='albion_trader_liquid_large']/cargo/wares/fillpercent/@min">0
	</replace>
	<replace>
		sel="/ships/ship[@id='albion_trader_liquid_large']/cargo/wares/fillpercent/@max">0
	</replace>	
	
	<replace>
		sel="/ships/ship[@id='albion_trader_liquid_medium']/cargo/wares/fillpercent/@min">0
	</replace>
	<replace>
		sel="/ships/ship[@id='albion_trader_liquid_medium']/cargo/wares/fillpercent/@max">0
	</replace>	
	
<diff>
If it works the only element that needs to be changed for new entries is the ship id, and that's easy to paste in. And if each system has the same set of ships to change, then its an even simpler find/replace for albion_* to can_* or omicron_*.
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Post by sabbede »

And it worked!
DeVries kinda screwed things up by not having medium traders or miners, so I couldn't do it the laziest way, but it only took a couple of extra minutes.

The syntax checks out, but until I can try it at home I won't know if it works in-game.

So, prepare for another obscenely long code block.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<diff xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" > 
<!--Albion-->
<!--Albion bulk traders-->
	<replace>
		sel="/ships/ship[@id='albion_trader_bulk_large']/cargo/wares/fillpercent/@min">0
	</replace>
	<replace>
		sel="/ships/ship[@id='albion_trader_bulk_large']/cargo/wares/fillpercent/@max">0
	</replace>
	
	<replace>
		sel="/ships/ship[@id='albion_trader_bulk_medium']/cargo/wares/fillpercent/@min">0
	</replace>
	<replace>
		sel="/ships/ship[@id='albion_trader_bulk_medium']/cargo/wares/fillpercent/@max">0
	</replace>

</diff>
Edit:
Which is wrong, hence this edit. Should look like this

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<ships xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<diff>
	<!--Albion-->
	<!--Albion bulk traders-->
	<replace sel="//ships/ship[@id='albion_trader_bulk_large']/cargo/wares/fillpercent/@min">0</replace>
	<replace sel="//ships/ship[@id='albion_trader_bulk_large']/cargo/wares/fillpercent/@max">0</replace>
	<replace sel="//ships/ship[@id='albion_trader_bulk_medium']/cargo/wares/fillpercent/@min">0</replace>
	<replace sel="//ships/ship[@id='albion_trader_bulk_medium']/cargo/wares/fillpercent/@max">0</replace>
	<!--Albion container traders-->
I have it complete and working, but I feel bad about the long code blocks hogging up space.
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Post by sabbede »

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SilverXarrow
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Post by SilverXarrow »

First post updated with changelog and credits :)
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sabbede
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Post by sabbede »

SilverXarrow wrote:
First post updated with changelog and credits :)
I feel super-cool. It's my first mod too!
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bm01
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Post by bm01 »

Oh wow, I didn't know ships spawned with some wares... This is crazy. Any idea why they implemented that? I can understand for fuel cell and drones, but yeah...

Anyway, thanks for the mod, I'll try to use it on a old save and see if things change. Might make mining a little more profitable too.

Oh and what about mass trafic? I'm asking because I don't really know how it works. Apparently they spawn with some wares but it may not be a good idea to remove it.
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Post by bm01 »

Code: Select all

[gamestart: 1] - [09/16/14 15:03:37]: Error: LookupKeyName::LookupName(): The key name "diff" is not recognized in lookup 'ComponentDBXML'. Originated from: "libraries\ships.(pck|xml)"
[gamestart: 1] - [09/16/14 15:03:37]: Error: LookupKeyName::LookupName(): The key name "replace" is not recognized in lookup 'ComponentDBXML'. Originated from: "libraries\ships.(pck|xml)"
[gamestart: 1] - [09/16/14 15:03:37]: Error: LookupKeyName::LookupName(): The key name "sel" is not recognized in lookup 'ComponentDBXML'. Originated from: ""
Any idea what that means?
What <ships xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"> is used for?

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