[MOD] Player Owned Ship Production

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aftokinito
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Re: [MOD] Player Owned Ship Production

Post by aftokinito »

DeadMor0z wrote: Fri, 28. Dec 18, 23:40
carmaster wrote: Thu, 27. Dec 18, 18:17
A.Persyn wrote: Thu, 27. Dec 18, 15:52 The way you are changing the wares and faction libraries is filling the debug log with hundreds of error messages.
I know, go pester Egosoft to support msel. Having to add half of wares.xml manually means that it's a pain in the ass to keep up to date with the game.
Are you aware, that most of your changes in wares and faction libraries are not applied because of 'No matching node... Skipping node.' error?
They are applied perfectly fine, the reason why it fails is because I'm doing this a million times for each possible combination:

Code: Select all

<replace sel="(//ware[contains(@tags,'module') and contains(@tags,'noplayerblueprint')]/@tags)[1]" >module</replace>
The reason is that, as of now, there is no way to capture more than one item in a single go (notice the [1]) so I basically have to spam wares.xml with those lines so that it affects all of the possible wares.
You're getting those errors because I have more of those lines than there are wares, in case Egosoft adds/changes stuff or another mod does it.
aftokinito
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Re: [MOD] Player Owned Ship Production

Post by aftokinito »

---v1.24---
  • Fixed bug that caused inventory items to be captured by wares xml patch.
MutantDwarf
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Re: [MOD] Player Owned Ship Production

Post by MutantDwarf »

carmaster wrote: Fri, 28. Dec 18, 23:24Well, I have had their community managers PM on the forums, add me on steam and discord and constantly ask me to upload my mod to their site, despite me stating very clearly all the times that I do not wish to agree to their ToS.
Huh. That's the first time I've heard of anything like that. I can see why you'd want to avoid them if they do that. Have you tried reporting their community manager to someone higher-up? That sounds like the kind of thing that should really be discouraged in every way possible.

I'm going to guess your problem with the ToS is the anti-disparagement clause since that's the only clause that might be different on another random website like MEGA/dropbox/whatever other fileshare website you want to use, which is fair.

Anyways, good work on the mod. The only thing I'd like in addition that I can see is making it possible to scan/capture/reverse-engineer ships into blueprints somehow, but you've already mentioned you don't want to do that due to it futzing with save file compatibility, I think.

We'll see in about a month or two how the Egosoft devs are going to handle the same task.
Langy the Mutant Dwarf
argon_emperor
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Re: [MOD] Player Owned Ship Production

Post by argon_emperor »

carmaster wrote: Sat, 29. Dec 18, 00:13 ---v1.24---
  • Fixed bug that caused inventory items to be captured by wares xml patch.
Thanking you, working as intended again :)

Had to buy the repair laser as I never started with it, but 1k is mere pocket change, hardly an issue, at least I can repair my own damn ship again XD
[ external image ]
***modified***
"You can get more of what you want with kind words and a gun, than you can with just kind words" - Al Capone
mopz
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Re: [MOD] Player Owned Ship Production

Post by mopz »

He guys,

I just wanted to try this great shipyard mod but I did not manage to build a shipyard because I cannot buy shipyard module blueprints. It says "not enough reputation". But I have Argon and Antigone Reputation 30 already.
Also I did the research thing. What else is necessary to buy shipyard module blueprints at Argon Prime representative?

Thank You.
argon_emperor
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Re: [MOD] Player Owned Ship Production

Post by argon_emperor »

So I no longer have double ups of the turret and shield blueprints in the faction rep's list to buy from, but now engines, thrusters, and weapons blueprints are back to being greyed out and can't be expanded like how it was before this mod :gruebel:

Should we have access to be able to buy these blueprints? Because I know I could buy them in the previous versions
[ external image ]
***modified***
"You can get more of what you want with kind words and a gun, than you can with just kind words" - Al Capone
leecarter
Posts: 379
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Re: [MOD] Player Owned Ship Production

Post by leecarter »

Earlier (in a different version) I saw the ship building modules in the rep's list when I didn't have the money to buy them (I can't stand creeping around stations listening for beeps). Now that I have the cash they appear to be gone.
cole2839
Posts: 108
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Re: [MOD] Player Owned Ship Production

Post by cole2839 »

I'm having issues getting build module blueprints. I've scanned tons of stations and EMPed a bunch of modules and all I get are trade subscriptions or trade partner. I have done the research. Is there any other requirement for the build modules????
argon_emperor
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Re: [MOD] Player Owned Ship Production

Post by argon_emperor »

cole2839 wrote: Sat, 29. Dec 18, 09:27 I'm having issues getting build module blueprints. I've scanned tons of stations and EMPed a bunch of modules and all I get are trade subscriptions or trade partner. I have done the research. Is there any other requirement for the build modules????
Double check your list in your encyclopedia, I had that a few times but turned out I did actually get the module blueprints still
[ external image ]
***modified***
"You can get more of what you want with kind words and a gun, than you can with just kind words" - Al Capone
cole2839
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Re: [MOD] Player Owned Ship Production

Post by cole2839 »

argon_emperor wrote: Sat, 29. Dec 18, 09:32
cole2839 wrote: Sat, 29. Dec 18, 09:27 I'm having issues getting build module blueprints. I've scanned tons of stations and EMPed a bunch of modules and all I get are trade subscriptions or trade partner. I have done the research. Is there any other requirement for the build modules????
Double check your list in your encyclopedia, I had that a few times but turned out I did actually get the module blueprints still
Nope, none are there. I've even tried buying the licenses from the Reps and still can't get the module blueprints.

Also do these files go in the documents location or the game install location? I've tried both but was wondering what spot is correct.
Terrantoni
Posts: 60
Joined: Mon, 24. Sep 18, 21:24

Re: [MOD] Player Owned Ship Production

Post by Terrantoni »

As a Win7 User i have this mod in Documents, got a few blueprints by scanning. Have you bought the Licenses for about 100 million Credits?
cole2839
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Re: [MOD] Player Owned Ship Production

Post by cole2839 »

Terrantoni wrote: Sat, 29. Dec 18, 10:14 As a Win7 User i have this mod in Documents, got a few blueprints by scanning. Have you bought the Licenses for about 100 million Credits?
Yeah I bought them. Do you you need them before scanning? I was under the impression you can either buy the licenses and then buy modules directly or don't buy the licenses and steal the blueprints via scanning signals or by EMPing modules and then scanning those signals.

Even after I bought the licenses I couldn't buy modules.
aftokinito
Posts: 229
Joined: Sun, 30. Mar 08, 17:29
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Re: [MOD] Player Owned Ship Production

Post by aftokinito »

mopz wrote: Sat, 29. Dec 18, 01:01 He guys,

I just wanted to try this great shipyard mod but I did not manage to build a shipyard because I cannot buy shipyard module blueprints. It says "not enough reputation". But I have Argon and Antigone Reputation 30 already.
Also I did the research thing. What else is necessary to buy shipyard module blueprints at Argon Prime representative?

Thank You.
Buy the appropriate license from teh faction rep and you will be able to buy the blueprints.
argon_emperor wrote: Sat, 29. Dec 18, 01:22 So I no longer have double ups of the turret and shield blueprints in the faction rep's list to buy from, but now engines, thrusters, and weapons blueprints are back to being greyed out and can't be expanded like how it was before this mod :gruebel:

Should we have access to be able to buy these blueprints? Because I know I could buy them in the previous versions
Take a screenshot of what you mean, please.
leecarter wrote: Sat, 29. Dec 18, 06:41 Earlier (in a different version) I saw the ship building modules in the rep's list when I didn't have the money to buy them (I can't stand creeping around stations listening for beeps). Now that I have the cash they appear to be gone.
Should be under Modules but you will need to buy the appropriate license from the faction rep first.
cole2839 wrote: Sat, 29. Dec 18, 09:27 I'm having issues getting build module blueprints. I've scanned tons of stations and EMPed a bunch of modules and all I get are trade subscriptions or trade partner. I have done the research. Is there any other requirement for the build modules????
You can only get the blueprints via data leaks by scanning data leaks found on build modules (L/XL fabrication/maintenance modules, S/M fabrication/maintenance docks, etc).
Another option is to buy the blueprints from the faction rep.
cole2839 wrote: Sat, 29. Dec 18, 09:46 Also do these files go in the documents location or the game install location? I've tried both but was wondering what spot is correct.
You should install the mod at the game root's extensions folder. If you use Windows 7, upgrade, seriously, it's not even supported by Microsoft anymore.
aftokinito
Posts: 229
Joined: Sun, 30. Mar 08, 17:29
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Re: [MOD] Player Owned Ship Production

Post by aftokinito »

I've added it to the OP but since no one seems to read it, I figured I might as well remind everyone.
There's a new addon for Player Owned Ship Production that you might be interested on: [MOD] Mobile Ship Production
cole2839
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Re: [MOD] Player Owned Ship Production

Post by cole2839 »

So I bought the Ancillary Ship Building license from 3 different factions and tried to buy modules. No build module blueprints were available for purchase from any of these reps even with the licenses. None were even listed. They weren't greyed out, they just weren't there.

Also, I do see ship blueprints for ships, but not for the build modules. I've spent hours trying to get this to work. It just doesn't work.

Scanning signal leaks at modules also doesn't work. Even with EMPs, it doesn't work. I've done dozens of scans. Every time, all I get is trade subscriptions or trade partner status.

Yes I did the research.

My files are installed in the root of the game install.

Not sure what to try next. Was hoping to use your mod.
Last edited by cole2839 on Sat, 29. Dec 18, 13:53, edited 1 time in total.
aftokinito
Posts: 229
Joined: Sun, 30. Mar 08, 17:29
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Re: [MOD] Player Owned Ship Production

Post by aftokinito »

cole2839 wrote: Sat, 29. Dec 18, 13:48 So I bought the Ancillary Ship Building license from 3 different factions and tried to buy modules. No build module blueprints were available for purchase from any of these reps even with the licenses. None were even listed. They weren't greyed out, they just weren't there.

Also, I do see ship blueprints for ships, but not for the build modules. I've spent hours trying to get this to work. It just doesn't work.

Scanning signal leaks at modules also doesn't work. Even with EMPs, it doesn't work. I've done dozens of scans. Every time, all I get is trade subscriptions or trade partner status.

My files are installed in the root of the game install.

Not sure what to try next. Was hoping to use your mod.
I will need the following information:
grahamldlw
Posts: 11
Joined: Mon, 28. Apr 08, 19:30
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Re: [MOD] Player Owned Ship Production

Post by grahamldlw »

Don't suppose you would know why buying blueprints with your shipyards mod on would crash my game? could that be a windows 7 'feature'? Only seems to happen after placing a shipyard down as beforehand i was able to buy blueprints fine. I'm in the discord if it's easier to troubleshoot there, cheers.
leecarter
Posts: 379
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x3tc

Re: [MOD] Player Owned Ship Production

Post by leecarter »

carmaster wrote: Sat, 29. Dec 18, 13:21
Should be under Modules but you will need to buy the appropriate license from the faction rep first.
I purchased the license, researched the techs, and have even bought some ships, but the blueprints for the station modules are just not there at all.

Also, I know this mod has to be crazy complicated putting something this big in before Ego did themselves. I appreciate all your efforts. Thank you.
cole2839
Posts: 108
Joined: Tue, 4. Dec 18, 01:43
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Re: [MOD] Player Owned Ship Production

Post by cole2839 »

carmaster wrote: Sat, 29. Dec 18, 13:52
cole2839 wrote: Sat, 29. Dec 18, 13:48 So I bought the Ancillary Ship Building license from 3 different factions and tried to buy modules. No build module blueprints were available for purchase from any of these reps even with the licenses. None were even listed. They weren't greyed out, they just weren't there.

Also, I do see ship blueprints for ships, but not for the build modules. I've spent hours trying to get this to work. It just doesn't work.

Scanning signal leaks at modules also doesn't work. Even with EMPs, it doesn't work. I've done dozens of scans. Every time, all I get is trade subscriptions or trade partner status.

My files are installed in the root of the game install.

Not sure what to try next. Was hoping to use your mod.
I will need the following information:
Debug log
https://1drv.ms/t/s!Aq9L7q_Ui2CgiCKAdlott3eiSORC

Save
https://1drv.ms/u/s!Aq9L7q_Ui2CgiCOS43BxGTV09Oxd

Using Windows 10
argon_emperor
Posts: 1225
Joined: Mon, 12. Dec 05, 07:41
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Re: [MOD] Player Owned Ship Production

Post by argon_emperor »

carmaster wrote: Sat, 29. Dec 18, 13:21
argon_emperor wrote: Sat, 29. Dec 18, 01:22 So I no longer have double ups of the turret and shield blueprints in the faction rep's list to buy from, but now engines, thrusters, and weapons blueprints are back to being greyed out and can't be expanded like how it was before this mod :gruebel:

Should we have access to be able to buy these blueprints? Because I know I could buy them in the previous versions
Take a screenshot of what you mean, please.
https://steamcommunity.com/id/dragonhea ... 2370879395

Weapons, Engines, and Thrusters lists can't be expanded and bought, where before I could expand them and buy the blueprint for those modules just like Turrets, Shields and Missiles
[ external image ]
***modified***
"You can get more of what you want with kind words and a gun, than you can with just kind words" - Al Capone

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