If that were possible I wouldn't have the headache with construction drones.Petroph wrote:That would be an interesting one indeed. As not even in the scripted singplayer there is nothing with ship to ship trading. Would be plausable in X3 but not here, because that would be wildly too complicated for Egosoft...Raapys wrote:Any chance you could do ship-to-ship trading? I tried having a look at it myself, but couldn't really figure out how one would go about getting references to both ships...
[MOD] Manual Command Extension v0.10.2 {Discontinued}
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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So is there any way to force the "don't use fuel" option? The extended commands all show an acknowledgement screen instead of the pilot image so you can't click on it during the "I don't have any fuel" to try to tell the pilot to jump without fuel. I tried using the standard follow behavior instead to try to force it, which of course didn't work.Jack08 wrote:If the ship cannot find a place to refuel its jump drive, it will not move. If you are in Albion, there is no friendly location if you are hostile to PMC.
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http://xrebirth.nexusmods.com/mods/45/?Mysterial wrote:So is there any way to force the "don't use fuel" option? The extended commands all show an acknowledgement screen instead of the pilot image so you can't click on it during the "I don't have any fuel" to try to tell the pilot to jump without fuel. I tried using the standard follow behavior instead to try to force it, which of course didn't work.Jack08 wrote:If the ship cannot find a place to refuel its jump drive, it will not move. If you are in Albion, there is no friendly location if you are hostile to PMC.
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dfm5000 wrote:http://xrebirth.nexusmods.com/mods/45/?Mysterial wrote:So is there any way to force the "don't use fuel" option? The extended commands all show an acknowledgement screen instead of the pilot image so you can't click on it during the "I don't have any fuel" to try to tell the pilot to jump without fuel. I tried using the standard follow behavior instead to try to force it, which of course didn't work.Jack08 wrote:If the ship cannot find a place to refuel its jump drive, it will not move. If you are in Albion, there is no friendly location if you are hostile to PMC.
Last reports about that mod say it breaks the ability for ships to jump through gates, i dont know for sure however. If your ships dont go through gates after installing it dont blame MCE like everyone has been

I personally have never had a problem with jump fuel after i implemented the find fuel command. So im not entirely sure if there is a problem with the command or not.
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I can report that I've been using the 1.1 version of "no jump fuel" with the patch found in the thread and it works well with MCE including gate jumps. I can't speak about the newer version as I've not gotten around to updating.Jack08 wrote:dfm5000 wrote:http://xrebirth.nexusmods.com/mods/45/?Mysterial wrote:So is there any way to force the "don't use fuel" option? The extended commands all show an acknowledgement screen instead of the pilot image so you can't click on it during the "I don't have any fuel" to try to tell the pilot to jump without fuel. I tried using the standard follow behavior instead to try to force it, which of course didn't work.Jack08 wrote:If the ship cannot find a place to refuel its jump drive, it will not move. If you are in Albion, there is no friendly location if you are hostile to PMC.
Last reports about that mod say it breaks the ability for ships to jump through gates, i dont know for sure however. If your ships dont go through gates after installing it dont blame MCE like everyone has been
I personally have never had a problem with jump fuel after i implemented the find fuel command. So im not entirely sure if there is a problem with the command or not.
I wanted to also report a possible issue with MCE trade deletion. I deleted a trade for a rahanas that was delivering for my construction ship (plot). I later was editing my save to get the last of the resources as trade ships are completely stuck in my current game. They can't even fill up for me to steal from.
Anyway, there was a trade entry on the construction ship that looked like it was a leftover from the trade with the rahanas. As though, when a trade is que'd up, it goes on both trade partners que's but only got deleted on the ship end.
I may be completely wrong about all of this but I thought I'd throw it out there, just in case it could cause an issue.
BTW, I wouldn't be playing right now if it weren't for this mod

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Potential Bug
Abort Trade Command does not stop dock order but does cancel trade.
After you abort a trade, the ship will stop, and follow the Skunk. However, if you remove the ship from your squad OR Reload a Save made after the order was canceled, the ship will continue to complete the dock order after some time, but not actually trade anything. Major time consumer, seeing as my slow Scaldis will slowly dock up, then immediatly leave. That thing is slow enough lol.
Tested this twice with 2 different ships.
Abort Trade Command does not stop dock order but does cancel trade.
After you abort a trade, the ship will stop, and follow the Skunk. However, if you remove the ship from your squad OR Reload a Save made after the order was canceled, the ship will continue to complete the dock order after some time, but not actually trade anything. Major time consumer, seeing as my slow Scaldis will slowly dock up, then immediatly leave. That thing is slow enough lol.
Tested this twice with 2 different ships.
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Was this in a recent patch? I can't find anything in the official patch notes, other than a general thing about enginers on player ships and stations which could just be conversational.Petroph wrote:Definatly, need to get a repair script in there somehow. I cannot trust Egosoft, in their patch notes saying they have fixed engineers fixing ships, when in reality, they havn't. At least for me.
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Petroph wrote:Potential Bug
Abort Trade Command does not stop dock order but does cancel trade.
After you abort a trade, the ship will stop, and follow the Skunk. However, if you remove the ship from your squad OR Reload a Save made after the order was canceled, the ship will continue to complete the dock order after some time, but not actually trade anything. Major time consumer, seeing as my slow Scaldis will slowly dock up, then immediatly leave. That thing is slow enough lol.
Tested this twice with 2 different ships.
I'd say this could be related due to the trade is cancelled, but then the ship waits for its Cargolifter Drones to stop being "In Use" - what atm never happens.
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Jack08 wrote:Hmm, i sense an addition to this mod coming in the not to distant futureJey123456 wrote:i tried, and no they dont![]()
They Shall!
If you figure how to move units from a container to another container, tell me (or post it here !) i tried to do something similar, but units appear to be a read only
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I agree the wording is ambiguous, but they work for me. I put an engineer on a captured capital ship (which had a single construction drone in its hold) and although it took almost an hour it did start moving again and could jump as well. They seem to be capped at 75% hull for components because every turret, engine, etc, is now at 75%.Kierk wrote:Was this in a recent patch? I can't find anything in the official patch notes, other than a general thing about enginers on player ships and stations which could just be conversational.
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WARNING: 100% Untested code, but it should give you an idea.Jey123456 wrote:Jack08 wrote:Hmm, i sense an addition to this mod coming in the not to distant futureJey123456 wrote:i tried, and no they dont![]()
They Shall!
If you figure how to move units from a container to another container, tell me (or post it here !) i tried to do something similar, but units appear to be a read only
Code: Select all
<?xml version="1.0" encoding="UTF-8"?>
<diff>
<!-- Move engineers drones with the engineer from the skunk to the target ship -->
<add sel="//add_actor_to_platform[@dockingbay='player.platform']" pos="before">
<debug_text text="'Moving Engineer Drones'" filter="error"/>
<do_all exact="unitcategory.welder.maxmk" counter="$i">
<!-- Calculate Transfer Amount -->
<set_value name="$playerUnitCount" exact="player.primaryship.units.{unitcategory.welder}.mk.{$i}.count"/>
<set_value name="$targetFreeUnits" exact="player.platform.ship.units.maxcount - player.platform.ship.units.count"/>
<set_value name="$transferAmount" exact="$playerUnitCount"/>
<do_if value="$transferAmount gt $targetFreeUnits">
<set_value name="$transferAmount" exact="$targetFreeUnits"/>
</do_if>
<debug_text text="'Moving %1 Welder Mk %2 Drones - Max/Free/Avail: %3/%4/%5'.[$transferAmount, $i, player.platform.ship.units.maxcount, $targetFreeUnits, $playerUnitCount]" filter="error"/>
<!-- Transfer -->
<remove_units object="player.primaryship" category="unitcategory.welder" mk="$i" exact="$transferAmount"/>
<add_units object="player.platform.ship" category="unitcategory.welder" mk="$i" exact="$transferAmount"/>
<!-- Cleanup -->
<remove_value name="$playerUnitCount"/>
<remove_value name="$targetFreeUnits"/>
<remove_value name="$transferAmount"/>
</do_all>
</add>
</diff>
Code: Select all
<xs:element name="add_units">
<xs:annotation>
<xs:documentation>
Add units to an object (either 'macro' is to be provided or both 'category' and 'mk')
</xs:documentation>
</xs:annotation>
<xs:complexType>
<xs:attributeGroup ref="action" />
<xs:attribute name="object" type="object" use="required" />
<xs:attribute name="category" type="unitcategorylookup" />
<xs:attribute name="mk" type="expression" />
<xs:attribute name="tags" type="expression" />
<xs:attribute name="macro" type="expression" />
<xs:attribute name="faction" type="expression" >
<xs:annotation>
<xs:documentation>
The faction that made the units - defaults to the owner of the object if not provided
</xs:documentation>
</xs:annotation>
</xs:attribute>
<xs:attribute name="unavailable" type="booleanexpression" use="optional">
<xs:annotation>
<xs:documentation>
Add the unit as currently unavailable (default = false)
</xs:documentation>
</xs:annotation>
</xs:attribute>
<xs:attributeGroup ref="range" />
</xs:complexType>
</xs:element>
Code: Select all
<xs:element name="remove_units">
<xs:annotation>
<xs:documentation>
Remove units from an object (either 'macro' is to be provided or both 'category' and 'mk')
</xs:documentation>
</xs:annotation>
<xs:complexType>
<xs:attributeGroup ref="action" />
<xs:attribute name="object" type="object" use="required" />
<xs:attribute name="category" type="unitcategorylookup" />
<xs:attribute name="mk" type="expression" />
<xs:attribute name="tags" type="expression" />
<xs:attribute name="macro" type="expression" />
<xs:attribute name="unavailable" type="booleanexpression" use="optional">
<xs:annotation>
<xs:documentation>
Remove the unit from currently unavailable units (default = false)
</xs:documentation>
</xs:annotation>
</xs:attribute>
<xs:attributeGroup ref="range" />
</xs:complexType>
</xs:element>
Last edited by Jack08 on Sun, 24. Nov 13, 16:58, edited 1 time in total.
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Whaaaa??... What browser are you using, lol.Wavey wrote:Why do all the download links now have .png after them now cant download the real file ?
http://xrebirth.nexusmods.com/mods/59/