[mods] kuertee's (RPG, QOL, UI): 27 Oct 2024: 7.x updates

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kuertee
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Re: [mods] kuertee's (QOL, UI, gameplay). new mod news: Wear And Tear

Post by kuertee »

Falcrack wrote: Fri, 10. Jul 20, 16:17...I thought the default action was to contact the player in cases of wear and tear?...
By default: (1) ships that are in your wing will request to dock for running repairs; and (2) ships that are not in your wing will decide to dock for running repairs themselves.
...I had a freighter I had stripped of all crew for testing purposes (AT-18 in the provided save). I had given it an order to go to an equipment dock when I was done testing it in order to get repaired and get a new crew. I come back after letting the game run overnight and found that this freighter had never made it to the equipment dock, it had decided to dock for repairs at some random nearby station. Canceling all the existing order and giving it a new order to go get a new crew still resulted in the same issue. So I couldn't get it to go to the dock to get crew because of it automatically deciding to dock for repairs....
Ok ... I found the bug for this issue. Ships with no service crew were docking for running repairs even if it has no service crew to repair wear and tear. Therefore, it will dock for the time 1% to 25% crew would have repaired its wear and tear. But because it has no service crew, no repair will be done. It will undock still with wear and tear. It will soon detect it still needs to dock and therefore will add the "Dock for running repairs" AI at the top of its AI behaviour list. So, any order you give it to acquire crew will be pushed down the list of actions with its "Dock for running repairs" AI.

The fix: AI should not dock for running repairs unless the ship has at least 1 service crew.

Note that I don't know why the ship's other orders would have been canceled. The "Dock for running repairs" AI should have been added to the top of its behaviour list instead.
...Another issue is one of the ships showing up in the wear and tear menu that was at 100% hull health, but it had 7% wear and tear. It is AT-16 in the provided save game. I think it's because it had prior damage unrelated to wear and tear before I fixed it up manually. It is intended that ships can be at full health, but have wear and tear damage?...
This bug, I've already described in my recent conversations above this one. Basically, I forgot to re-enable the line of code that applies repairs outside the wear and tear system into the wear and tear data.



I'll release a new version in a day or two.
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Re: [mods] kuertee's (QOL, UI, gameplay). new mod news: Wear And Tear

Post by Mycu »

kuertee wrote: Tue, 14. Jul 20, 07:17 Ok ... I found the bug for this issue. Ships with no service crew were docking for running repairs even if it has no service crew to repair wear and tear. Therefore, it will dock for the time 1% to 25% crew would have repaired its wear and tear. But because it has no service crew, no repair will be done. It will undock still with wear and tear. It will soon detect it still needs to dock and therefore will add the "Dock for running repairs" AI at the top of its AI behaviour list. So, any order you give it to acquire crew will be pushed down the list of actions with its "Dock for running repairs" AI.

The fix: AI should not dock for running repairs unless the ship has at least 1 service crew.
It would explain why my Kestrel went for running repairs and then nothing was repaired while docked. It had 0/2 service crew.
But in WnT settings we have something like: "Apply (-)/repair(+) wear and tear when docked - Service crew 0%-24% capacity.".
That's why I thought that 0% service crew would still apply repairs.
kuertee wrote: Tue, 14. Jul 20, 07:17 I'll release a new version in a day or two.
Thanks.
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Re: [mods] kuertee's (QOL, UI, gameplay). new mod news: Wear And Tear

Post by tomchk »

Will you be getting SV? Because it's a bargain even at full price, in my opinion. :) Strongly recommended!
Care to see what I've been creating? https://www.youtube.com/user/ytubrute
kuertee
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Re: [mods] kuertee's (QOL, UI, gameplay). new mod news: Wear And Tear

Post by kuertee »

tomchk wrote: Tue, 14. Jul 20, 18:13 Will you be getting SV? Because it's a bargain even at full price, in my opinion. :) Strongly recommended!
I did. Many thanks to a donation from a forum regular and mod user. :)





re: Wear and Tear, I found the bug that docks ships in seemingly random stations.
My AI docking process sends commands in batches. And ships in a batch will always dock in a station that the first ship of the batch finds suitable - instead of each ship finding their own docks.
I've already fixed it.

I'll do another play tonight after work, then release an update tomorrow afternoon/night or so.
kuertee
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Re: [mods] kuertee's (QOL, UI, gameplay). new mod news: Wear And Tear

Post by kuertee »

I've got an update
Wear and tear v.1.0.1, 17 Jul 2020: https://www.nexusmods.com/x4foundations/mods/523
  • Bug-fix: Repairs outside the wear and tear system NOW affect the wear and tear data. Previously, the code was disabled.
  • Bug-fix: "Dock for running repairs" AI finds docks that are nearest each ship rather than the dock nearest to the first ship in the batch of ships the AI determined that need to dock. Note that the player CAN still group-select ships and order them to "Dock for running repairs" at one location.
  • Bug-fix: Ignore ships that do not require service crew.
  • Bug-fix: Running repairs when docked are now applied even when the selected intervals are low. Previously, running repairs were sometimes ignored at low application/repair intervals.
  • Tweak: Ships that already have a dock order at the top of their queue of actions do not request nor acquire "Dock for running repairs".
  • Bug-fix: Ships that do not have any service crew do not request to "Dock for running repairs" nor acquire the "Dock for running repairs" AI.
  • Tweak: NPC wingmen confirm your order to dock for running repairs.
  • Bug-fix: "Apply to ship hulls" option in Extension Options re-enabled.
  • Bug-fix: Property > Deployables tab re-enabled.
Thanks for the bug reports, Falcrack and Mycu.
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Re: [mods] kuertee's (QOL, UI, gameplay). new mod news: Wear And Tear

Post by Mycu »

kuertee wrote: Fri, 17. Jul 20, 05:31 I've got an update
Wear and tear v.1.0.1, 17 Jul 2020: https://www.nexusmods.com/x4foundations/mods/523
That's a really nice list of fixes. Thanks.
I'll try it on my next gaming session.

Better to just overwrite files or make a clean save method (remove old version->load->save->install new version->load)?
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kuertee
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Re: [mods] kuertee's (QOL, UI, gameplay). new mod news: Wear And Tear

Post by kuertee »

Mycu wrote: Fri, 17. Jul 20, 08:50...Better to just overwrite files or make a clean save method (remove old version->load->save->install new version->load)?
No need for a clean-save. :)
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Re: [mods] kuertee's (QOL, UI, gameplay). new mod news: Wear And Tear

Post by Mycu »

Ok, so some feedback for 1.0.1:
Otherwise it works as advertised :)
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kuertee
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Re: [mods] kuertee's (QOL, UI, gameplay). new mod news: Wear And Tear

Post by kuertee »

Mycu wrote: Fri, 17. Jul 20, 21:51 Ok, so some feedback for 1.0.1:
Thank you! Will fix now. (Damned, escape pods! Hahaha!)

EDIT: I'm also going to disable wear and tear on these other ship types, in case their "people.capacity" property is 1 or more
shiptype.xsdrone, shiptype.escapepod, shiptype.distressdrone, shiptype.lasertower, shiptype.smalldrone
kuertee
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Re: [mods] kuertee's (QOL, UI, gameplay). new mod news: Wear And Tear

Post by kuertee »

Wear and tear https://www.nexusmods.com/x4foundations/mods/523

Update:
=======
v1.0.2, 18 Jul 2020:
  • Bug-fix: These ship types are now ignored: shiptype.xsdrone, shiptype.escapepod, shiptype.distressdrone, shiptype.lasertower, shiptype.smalldrone.
  • Tweak: In case of data pre-v1.0.1, excess wear and tear (i.e. when wear and tear + ship's hull percentage is greater than 100) is removed.
  • Tweak: UI: "Dock for running repairs" command is disabled on ships with no service crew. Previously, when this command is given, they would ignore it anyway.
  • Tweak: UI: "Dock for running repairs" command is also disabled on ships that are already docking. Previously, this command is disabled on ships that were already docking for running repairs but not for other docking reasons.
Thanks heaps for your bug-reports, Mycu!
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Re: [mods] kuertee's (QOL, UI, gameplay). new mod news: Wear And Tear

Post by Mycu »

WOW, it was fast :)
Thanks.
Looks good at first glance.

One thing wonders me - is there a reason why my Sonra Vanguard doesn't have a "dock for running repairs" menu option available?
https://i.imgur.com/VQUAQvO.png
It has some service crew, is not docking nor docked.
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kuertee
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Re: [mods] kuertee's (QOL, UI, gameplay). new mod news: Wear And Tear

Post by kuertee »

Mycu wrote: Sat, 18. Jul 20, 08:48...One thing wonders me - is there a reason why my Sonra Vanguard doesn't have a "dock for running repairs" menu option available?...
Can you check if a pair of its behaviours are "dock" and "dock and wait" without a trade order after, or something along those lines?
If so, the mod may have already sent it a "dock for running repair" command, which has then superseded by another order.
What does the hour glass icon signify? Idle?
Spoiler
Show
And if, and only if and not otherwise, you know how to turn on X4's global debugging feature, you can log the mod's effects on an individual ship by giving the ship the "Wear and tear: Debug ship" order on the map. But that order is only available when the mod's Debug option in its Extension Option is enabled. But do this ONLY if you know how to turn on X4's debugging feature.

Then send the log to me.
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Re: [mods] kuertee's (QOL, UI, gameplay). new mod news: Wear And Tear

Post by Mycu »

On the previous screenshot on the right there is opened information tab for Sonra. Order queue is empty.
I've cleared all orders to make sure that this ship is not going to dock resulting in missing menu option.

Here is end part of my log file after selecting "Debug ship" on Sonra: https://pastebin.com/MBPFhpna
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Re: [mods] kuertee's (QOL, UI, gameplay). new mod news: Wear And Tear

Post by Mycu »

One more thing - on a Wear and Tear tab column sorting buttons (size/ name/ hull) are not working.
Is it somehow possible to add new (or replace exisiting one) button to sort by WnT?
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Re: [mods] kuertee's (QOL, UI, gameplay). new mod news: Wear And Tear

Post by Falcrack »

Will this mod repair battle damage that ships get? I know service crew will repair M and larger ships, does this mod add to the service crew damage repair in the vanilla game, or replace it?
kuertee
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Re: [mods] kuertee's (QOL, UI, gameplay). new mod news: Wear And Tear

Post by kuertee »

Falcrack wrote: Sat, 18. Jul 20, 22:40 Will this mod repair battle damage that ships get? I know service crew will repair M and larger ships, does this mod add to the service crew damage repair in the vanilla game, or replace it?
”No” to the former.
And “adds to it” to the latter.

I’ll rewrite this read-me entry:
Service crews cannot repair hull, engine, and shield damage MORE than the amount of wear and tear they suffered.
Note that the base game's auto-repair by engineers (i.e. service crews) and repair drones of ships still function.
Their repairs are simply taken into account by the mod.
Service crews still cannot repair more than the amount of wear and tear even AFTER the repairs from the base game's engineers and repair drones.
To
The base game’s auto-repair by engineers (i.e. service crew and regardless of how many they are, e.g. sometimes less than 50%), and repair drones still function as normal. They repair both wear and tear AND damage acquired from outside the mod’s system (e.g. battle, collision, radiation, etc.). The mod THEN applies/repairs wear and tear additional to those base game effects. If there is still wear and tear left when the base game’s auto-repair reaches its limit (determined by the base game’s scripts based on the ship’s engineers skill), the mod continues to fix wear and tear up to the amount of wear and tear damage.

Put simply: The mod’s effects are applied after the base game’s auto-repair by engineers and repair drones, with the the mod’s wear and tear capped at 75% hull and running repairs capped at the wear and tear damage. Ships that do not get the base game’s auto-repair features (i.e. small ships), will need crew to prevent wear and tear and do running repairs. Ships that get the base game’s auto-repair features (i.e. larger than small ships) may repair wear and tear in the ship’s auto-repair systems, or it may not - depending on the auto-repair cap determined by the base game’s auto-repair features. Wear and tear not repaired by the base game’s auto-repair features will be fixed by the mod depending on its repair rate settings.
Is that clearer? Or is it still as clear as mud?
kuertee
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Re: [mods] kuertee's (QOL, UI, gameplay). new mod news: Wear And Tear

Post by kuertee »

Mycu wrote: Sat, 18. Jul 20, 21:15 One more thing - on a Wear and Tear tab column sorting buttons (size/ name/ hull) are not working.
Is it somehow possible to add new (or replace exisiting one) button to sort by WnT?
I'm unsure, really. During the development of Wear and Tear UI, the order of the ships in UI (i.e. the LUA code) kept changing randomly regardless of their order that I send from the Mission Director (i.e. the MD XML code). It's likely simply a limitation of custom UI.

But I did find that my Wear and Tear LUA version is 3.3beta1 rather than the current 3.3beta3. Even so, this bug is not a "showstopper" bug. The currently released version of Wear and Tear shouldn't kill the map screen.
kuertee
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Re: [mods] kuertee's (QOL, UI, gameplay). new mod news: Wear And Tear

Post by kuertee »

New mod:
High security rooms are locked https://www.nexusmods.com/x4foundations/mods/540
What the mod does:
To gain entry to the Engineering Sections or Security Offices of stations, access must be bought from a black marketeer in the sector.

There are three types of accesses that can be bought. And not all types are available.
1. A Transporter Room entry code. Use this immediately on the Transporter Room panel to gain entry to the high security room.
2. A hacker who can hack the Transporter Room. Contact the hacker by scanning his Signal Comm. They will then hack the Transporter Room.
3. An operative who has access to the Transporter Room. Make contact with the operative and follow them through the Transporter Room.

Once unlocked, the key will be valid for only 10 minutes. (The key stored in your PDA. If you abort the mission, you will lose the key.)

Requirement:
SirNukes Mod Support APIs mod (https://www.nexusmods.com/x4foundations/mods/503)


Updates:
Signal leak hunter - increasing range https://www.nexusmods.com/x4foundations/mods/498
Update:
v4.2.3, 23 Jul 2020:
-Tweak: The scanning mission is not automatically activated if another scan objective is active.
-New feature: Russian localisation. Thanks, Assassin215k!


Station scanner https://www.nexusmods.com/x4foundations/mods/496
Update:
v1.2.2, 23 Jul 2020:
-Tweak: The scanning mission is not automatically activated if another scan objective is active.
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Re: [mods] kuertee's (QOL, UI, gameplay). new mod news: High security rooms are locked

Post by tomchk »

Wow that security mod is a genius idea. I hope you and the devs talk—the game would benefit a lot from more stuff to do on stations!
Care to see what I've been creating? https://www.youtube.com/user/ytubrute
kuertee
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Re: [mods] kuertee's (QOL, UI, gameplay). new mod news: High security rooms are locked

Post by kuertee »

tomchk wrote: Fri, 31. Jul 20, 05:41Wow that security mod is a genius idea. I hope you and the devs talk—the game would benefit a lot from more stuff to do on stations!
Hey, thanks! My "thing" with X4 modding is more about the NPCs (and QoL stuff) than the space stuff. And I have a few more mods ideas with NPCs that I'm developing. :D

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