[MOD] MT Station Logistics - Last update: v1.36 - 01 January 2017

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CulunTse
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Post by CulunTse »

You're welcome :)
And thanks right back for this mod and for githubbing it; as far as I can see you're the master of gui-hacking so far, I plan to learn from you :-)

VM-ing is a good idea, thanks!
I have some Linux+VirtualBox experience from work, nothing with windows though.. Any tips for a good ready-made windows-image? or should I create one from scratch?
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wysiwyg
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Post by wysiwyg »

Kind words, thank you - you should know that the likes of cyberfuzzie, vim razz, mad joker and night noord were the GUI pioneers and made all the key break throughs in patching into the UI and sidebar. Most of my work is inspired by those guys. But glad you're finding the Git repo useful. I always hoped it would be a reference for other modders! (I need to update that soon!)

As for VMs - I'm limited to using a Ubuntu host with Vmware player. I didn't use an image as I had a spare copy of W7 available and made my own image just how I like a fresh install to be, activate it and you never have to sit through a stupid Windows install ever again. I've heard lots of good things about VirtualBox but have never used it myself.

Cheers
Wysi :)
CulunTse
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Post by CulunTse »

I shall religiously revere those names, and look at their mods too.
From all the mods I've tried so far (a ~1:1 correspondence to my linux-confirmed mod list :-) ), yours has the most elaborate custom windows, which is pretty awesome inspiration.

I'll build a from-scratch image then, thanks for the support though!

As for MTSL: I just set up a DeVries Food+Energy supply for my rebuild-effort, works beautifully!
I've just updated my linux-confirmed-working list to let the world know too.
danadi712
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Post by danadi712 »

Can you put this mode on link different than steam?
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alexalsp
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Post by alexalsp »

danadi712 wrote:Can you put this mode on link different than steam?
https://yadi.sk/d/wRiqqIf8eN23S
DaveDee
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Post by DaveDee »

Any chance you are going to add miners support?
With new CWIR mod, miners are now diying a lot, cause of enemy forces in target zones. For example, miners in DV can mine crystals only near jumpgate to Albion, but there are tons on enemies there.
It would be really nice to have ability to manually set zone for mining in other cluster.
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wysiwyg
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Post by wysiwyg »

DaveDee wrote:Any chance you are going to add miners support?
With new CWIR mod, miners are now diying a lot, cause of enemy forces in target zones. For example, miners in DV can mine crystals only near jumpgate to Albion, but there are tons on enemies there.
It would be really nice to have ability to manually set zone for mining in other cluster.
I'm hopefully going to get back in to looking at this mod soon and I will be looking at what can be done with miners in the scope of this mod.

The things I had in mind before I took a break were:

* Miners could sell their produce to other stations if their homebase didn't need any ores
* Miners could mine fixed amounts of ores e.g. 50% Iron Ore 50% silicon same for gas miners

Looks like the best way to handle your issue might be to create a zone/sector black list or white list to prevent miners wandering off into conflict zones.

Any suggestions about how to implement would be most welcome.

Cheers
Wysi :)
Sparky Sparkycorp
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Post by Sparky Sparkycorp »

Unitrader is thinking about this sort of thing too so he's worth a ping.
DaveDee
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Post by DaveDee »

Blacklist is an awesome way. Haven't mentioned it, cause was not sure about possibility.
danadi712
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Post by danadi712 »

Ohoo thankyou very much sir!!
I think you must add the link to the main page for others player.
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wysiwyg
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Post by wysiwyg »

danadi712 wrote:Ohoo thankyou very much sir!!
I think you must add the link to the main page for others player.
Just so you know you can also get the mod from my github repository which is linked on the front page.

To be clear I have a policy of only maintaining the mod through Steam because:
1) It means less work on each update to maintain one "official" source
2) It ensures fairness for players who have legitimately bought the game as it is the only official channel supported by Egosoft.

I realise that not everyone likes Steam but that's the way it is for this mod.

Cheers
Wysi :)
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eMYNOCK
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Post by eMYNOCK »

Heya wysiwyg,

to be short.

I have several modded Stations in my property list but i can't declare one of them as Homebase or as Loading / Unloading Waypoint.

Is it technically possible to support Modded Stations as valid targets?

Greetings and Regards.
MynoCorp Technologies - We build it, you're stuck with it.
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wysiwyg
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Post by wysiwyg »

Hello eMYNOCK

It should be possible and when I eventually find some time to come back to this mod I'll certainly have a look at building in support for modded stations.

Would you be kind enough to let me have a link to the mods you're using so that i can implement and also have a look at how they are modding the stations in question.

Cheers
Wysi :)
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eMYNOCK
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Post by eMYNOCK »

Heya wysiwyg,

Unfortunately there is no link for the Mod i am using because i am still working on it.

If you wish i can zip what i have and you can have a look at.


Regards

Edit:

No need to mess with my PSE Mod... but here is a link to an other Mod that Builds Stations that won't be accepted by the MT Logistics

DeVries Builder Ship Upgrade

Affected are the Badlands Colony and Core Dig.. not sure if the Sky Meadows will be affected since i don't tried it for now.


Regards
MynoCorp Technologies - We build it, you're stuck with it.
Igec
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Post by Igec »

MitchTech Station Logistics doesn't work with latest beta(4.0.0 beta 3). It froze my game completely when I tried to access MTSL config menu.

But anyway thanks for the great addition to game and I hope you'll update it for final 4.0.0. release of Xrebirth.
Sparky Sparkycorp
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Post by Sparky Sparkycorp »

Igec wrote:MitchTech Station Logistics doesn't work with latest beta(4.0.0 beta 3). It froze my game completely when I tried to access MTSL config menu.
During the development of the 4.00 beta, Egosoft have made a few updates to their modding support documentation over on the wiki. It's possible that some of that could help with such problems.

At the following link, these sub-pages have had recent updates:

- FFI function overview
- Lua function overview
- Breaking changes (see sub-pages)

https://www.egosoft.com:8444/confluence ... ng+support
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wysiwyg
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Post by wysiwyg »

Igec wrote:MitchTech Station Logistics doesn't work with latest beta(4.0.0 beta 3). It froze my game completely when I tried to access MTSL config menu.

But anyway thanks for the great addition to game and I hope you'll update it for final 4.0.0. release of Xrebirth.
Can anyone else confirm this and maybe supply a copy of their debug log. I've just loaded up 4.0 Beta 3 and the mod is working just fine for me! None of the breaking changes listed in the wiki affect this mod.
Sparky Sparkycorp
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Post by Sparky Sparkycorp »

Has anyone been able to test this mod in conjunction with the player-owned warehouses in the HoL DLC?
TiobusOmat
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Post by TiobusOmat »

with 4.0 Beta 7 the Ships Docking on Station but dont Sell/unload or Buy/load waers. The Debug log list this errors:

[gamestart: 5] - [Sun Feb 7 09:52:34 2016]: Error: Error in AI script mt_logistics.trade.ship.perform_run on entity 0x7a09: Property lookup failed: $lTradeOffer.buyer
* Expression: $lTradeOffer.buyer.owner

[gamestart: 5] - [Sun Feb 7 09:51:58 2016]: Error: Error in AI script mt_logistics.trade.ship.perform_run on entity 0x7a09: Trade failed: tradeoffer invalid!
* Expression: $lTradeOffer

[gamestart: 5] - [Sun Feb 7 09:51:58 2016]: Error: Error in AI script mt_logistics.trade.ship.perform_run on entity 0x7a09: Evaluated value ''none'' is not of type trade
* Expression: $lTradeOffer

[gamestart: 5] - [Sun Feb 7 09:51:58 2016]: Error: Error in AI script mt_logistics.trade.ship.perform_run on entity 0x7a09: Property lookup failed: $lTradeOffer.unitprice
* Expression: $lTradeOffer.unitprice

[gamestart: 5] - [Sun Feb 7 09:51:54 2016]: Error: Error in AI script mt_logistics.trade.ship.perform_run on entity 0x7a53: Property lookup failed: $lTradeOffer.seller
* Expression: $lTradeOffer.seller.owner

[gamestart: 5] - [Sun Feb 7 09:51:27 2016]: Error: Error in AI script move.park on entity 0x67ab: Value supplied to <find_tradeoffer_parking_slot /> using 'trade' attribute is not a valid trade!
* Expression: $tradeoffer

[gamestart: 5] - [Sun Feb 7 09:51:27 2016]: Error: Error in AI script move.park on entity 0x67ab: Property lookup failed: $tradeoffer.exists
* Expression: $tradeoffer.exists

300+ logs in 5 min
bevor 4.0 Beta the mod works great.
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wysiwyg
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Post by wysiwyg »

Hoping to put some time in on this soon. House move means I have no internet and a PC in bits in a box under a lot of other boxes.

Thanks to everyone who has reported issues so far. Will do my best to get it fixed for the release of 4.0

Cheers
Wysi 😊

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