Yes, DeadAir's script replaces/modifies the base game code that determines how many docks are added. That much I have narrowed down, I'm just not sure what the best course would be to fix it without breaking both mods. Also, sorry about the confusion, I was using "spawn" interchangeably with "built".BlackRain wrote: ↑Thu, 3. Oct 24, 14:47Just so you know, FOCWCorporations does not spawn stations, they get built just like other stations. I also call the vanilla script to finalize the stations so if there is an issue with the docks which get decided at that stage, there must be a mod messing with that script. Also, I don't know if it is a deadair script causing this, i didn't look at your mod list or anything as I do not have the time to figure out the issue. All I know is, FOCWCorporations works just fine with vanilla and with the mods I play. Therefore, it is definitely a mod incompatibility issue with your mod list. What is the cause of that, I have no idea.user1679 wrote: ↑Sun, 29. Sep 24, 05:39 Hi DeadAir, here are two debug logs:
debug_logs.7z on GoFile (limited retention, let me know if you can't get them)
debuglog_all-mods.txt - my full modlist
debuglog_deadair+focw_only.txt - only deadair_eco/scripts/eve factions + focw + focwcorp
I created them as follows:
* "custom game (creative)" with all the defaults
* loaded in and let it run for 2 minutes (the all-mods version took this long to stop initializing everything so I ran the other as long)
* used Notepad++ to remove the junk "====" spacers and the junk "missing sig file" lines
Thanks for looking at it. I'm not sure there's much of use in there, I don't know if FOCWCorporations spawned any stations that early.
[MOD]DeadAir Mods pt2
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Re: [MOD]DeadAir Mods pt2
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Re: [MOD]DeadAir Mods pt2
If that is the case, and it is that change, I can probably make a copy of the finalisestation script and just call that instead. I will test it now.user1679 wrote: ↑Fri, 4. Oct 24, 04:22Yes, DeadAir's script replaces/modifies the base game code that determines how many docks are added. That much I have narrowed down, I'm just not sure what the best course would be to fix it without breaking both mods. Also, sorry about the confusion, I was using "spawn" interchangeably with "built".BlackRain wrote: ↑Thu, 3. Oct 24, 14:47Just so you know, FOCWCorporations does not spawn stations, they get built just like other stations. I also call the vanilla script to finalize the stations so if there is an issue with the docks which get decided at that stage, there must be a mod messing with that script. Also, I don't know if it is a deadair script causing this, i didn't look at your mod list or anything as I do not have the time to figure out the issue. All I know is, FOCWCorporations works just fine with vanilla and with the mods I play. Therefore, it is definitely a mod incompatibility issue with your mod list. What is the cause of that, I have no idea.user1679 wrote: ↑Sun, 29. Sep 24, 05:39 Hi DeadAir, here are two debug logs:
debug_logs.7z on GoFile (limited retention, let me know if you can't get them)
debuglog_all-mods.txt - my full modlist
debuglog_deadair+focw_only.txt - only deadair_eco/scripts/eve factions + focw + focwcorp
I created them as follows:
* "custom game (creative)" with all the defaults
* loaded in and let it run for 2 minutes (the all-mods version took this long to stop initializing everything so I ran the other as long)
* used Notepad++ to remove the junk "====" spacers and the junk "missing sig file" lines
Thanks for looking at it. I'm not sure there's much of use in there, I don't know if FOCWCorporations spawned any stations that early.
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Re: [MOD]DeadAir Mods pt2
Thank you. When I commented out the relevant code in deadair_eco, everything *seemed* to work OK. But that is where I was saying that I didn't know if FOCWCorp had "spawned" (built) any stations yet. Also, it is relatively random that the station is built without any S/M docks. Then of course, I don't know what long-term effect it would have on deadair_eco for me to force it to use the baseline finalisestations.BlackRain wrote: ↑Fri, 4. Oct 24, 13:37If that is the case, and it is that change, I can probably make a copy of the finalisestation script and just call that instead. I will test it now.user1679 wrote: ↑Fri, 4. Oct 24, 04:22Yes, DeadAir's script replaces/modifies the base game code that determines how many docks are added. That much I have narrowed down, I'm just not sure what the best course would be to fix it without breaking both mods. Also, sorry about the confusion, I was using "spawn" interchangeably with "built".BlackRain wrote: ↑Thu, 3. Oct 24, 14:47
Just so you know, FOCWCorporations does not spawn stations, they get built just like other stations. I also call the vanilla script to finalize the stations so if there is an issue with the docks which get decided at that stage, there must be a mod messing with that script. Also, I don't know if it is a deadair script causing this, i didn't look at your mod list or anything as I do not have the time to figure out the issue. All I know is, FOCWCorporations works just fine with vanilla and with the mods I play. Therefore, it is definitely a mod incompatibility issue with your mod list. What is the cause of that, I have no idea.
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Re: [MOD]DeadAir Mods pt2
Please tell me which of all the provided mods are compatible with the game version 7.10?
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Re: [MOD]DeadAir Mods pt2
Hey Deadair, can you think of any reason why the deadair_eco mod might be causing the in game encyclopedia not to show up? It only happens when deadair_eco is active, curious about this.
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Re: [MOD]DeadAir Mods pt2
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Re: [MOD]DeadAir Mods pt2
Thank you. It would be better if you, if possible, in the first message about the compatibility of the mod with the game version.

There are a lot of mods and difficulties may arise due to the lack of information.
There may be information, but I'm blind...
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Re: [MOD]DeadAir Mods pt2
Thanks DeadAirRT for helping get this straightened out. I appreciate it.BlackRain wrote: ↑Sun, 6. Oct 24, 04:57 FOCW Corporations REVISED v.3.5
Please delete the installed version that you have before extracting this version into the extensions folder. You won't have to do it again after this.
1) Deadair provided a better module.xml file which fixed issues with some stations not being built correctly and just cleaned it up to make it function in a more organized fashion, thanks Deadair!
2) No longer needs the copied finalisestation file, reverted back to original code calling vanilla finalisestation, no more issues with this.
3) some minor clean up.
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Re: [MOD]DeadAir Mods pt2
Hi,
I'm using the latest version of Dead Tater and, despite the option to "Ignore Carrier/Auxiliary" being checked, my Dead Taters do sometimes visit Auxiliary ships. Often this will fail for whatever reason, and the Tater will just find another buyer. However, it does work from time to time too. This isn't a huge issue by any means, I just wanted to share that Dead Taters do still sometimes choose to sell to Auxiliary Ships.
I dimly recall you (or someone) mentioning that this will rarely still occur even if the option it checked. No big deal, just sharing in case you were unaware that this still happened from time to time.
I'm using the latest version of Dead Tater and, despite the option to "Ignore Carrier/Auxiliary" being checked, my Dead Taters do sometimes visit Auxiliary ships. Often this will fail for whatever reason, and the Tater will just find another buyer. However, it does work from time to time too. This isn't a huge issue by any means, I just wanted to share that Dead Taters do still sometimes choose to sell to Auxiliary Ships.
I dimly recall you (or someone) mentioning that this will rarely still occur even if the option it checked. No big deal, just sharing in case you were unaware that this still happened from time to time.
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Re: [MOD]DeadAir Mods pt2
I downloaded from GitHub. I'll download it again and keep an eye on things.
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Re: [MOD]DeadAir Mods pt2
2 questions about TaterTrader / DeadTater:
1. Why are there two different "trader" scripts? I understand they have different options but is one better than the other? I can essentially do everything that DeadTater does with TaterTrader
2. Is it possible to add an option for ships to buy/sell partial orders?
I found a Heron E abandoned in Matrix #45, it can hold around 62k cargo. I moved it to Argon Prime and assigned DeadTater to it, then noticed it wasn't trading. It kept searching but never actually went to buy anything. There were two stations buying 750 energy cells and one station that was selling 2,280 energy cells. I didn't have enough $ to buy the full 1500 so the Heron seemed to ignore them. When I manually bought 500 energy cells, the Heron (using DeadTater) was happy to dock at one station and sell them, partially fulfilling their order.
1. Why are there two different "trader" scripts? I understand they have different options but is one better than the other? I can essentially do everything that DeadTater does with TaterTrader
2. Is it possible to add an option for ships to buy/sell partial orders?
I found a Heron E abandoned in Matrix #45, it can hold around 62k cargo. I moved it to Argon Prime and assigned DeadTater to it, then noticed it wasn't trading. It kept searching but never actually went to buy anything. There were two stations buying 750 energy cells and one station that was selling 2,280 energy cells. I didn't have enough $ to buy the full 1500 so the Heron seemed to ignore them. When I manually bought 500 energy cells, the Heron (using DeadTater) was happy to dock at one station and sell them, partially fulfilling their order.
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Re: [MOD]DeadAir Mods pt2
Hi,
After several hours I've had no instances of DTs attempting to trade with Aux ships. Not sure what happened there, but re-downloading the file and updating seems to have fixed things.
On another note: DA Blueprint Analysis...
I'm playing a Reemergence game and enabled this with all default settings. I've not been scanning ships (we are talking the F2 scan mode here, right?) outside of just a handful (five or six) during the early-game. However, I just went to my Wharf and I've gained DOZENS of modules. The most prolific modules appear to be M-Class Shields and M-Class Turrets. I've even gained turrets from TER ships, even though I've not seen one in person yet - just the odd one on the map. I'm just a little surprised how many I've gained. Looking further, I've also gained many Station modules too. Now, I have hung out near stations at times - killing criminal traffic to gain docking rights - but I've not been actively scanning these stations, just the passive scan but not on purpose, if you see what I mean.
With Station modules, I've gained several TER Blueprints - I've not even been near a TER station yet - as well as PAR. Split stuff makes sense as I've been in ZYA space a lot, I've not personally ventured very far though.
Doubtless I'm just not understanding something correctly, but reading the notes and looking at the default settings, I'd have expected to have to be more actively scanning things to gain the BPs I have. Plus of course, I've not seen many of the unlocked modules at all - anything TER being a prime example.
After several hours I've had no instances of DTs attempting to trade with Aux ships. Not sure what happened there, but re-downloading the file and updating seems to have fixed things.
On another note: DA Blueprint Analysis...
I'm playing a Reemergence game and enabled this with all default settings. I've not been scanning ships (we are talking the F2 scan mode here, right?) outside of just a handful (five or six) during the early-game. However, I just went to my Wharf and I've gained DOZENS of modules. The most prolific modules appear to be M-Class Shields and M-Class Turrets. I've even gained turrets from TER ships, even though I've not seen one in person yet - just the odd one on the map. I'm just a little surprised how many I've gained. Looking further, I've also gained many Station modules too. Now, I have hung out near stations at times - killing criminal traffic to gain docking rights - but I've not been actively scanning these stations, just the passive scan but not on purpose, if you see what I mean.
With Station modules, I've gained several TER Blueprints - I've not even been near a TER station yet - as well as PAR. Split stuff makes sense as I've been in ZYA space a lot, I've not personally ventured very far though.
Doubtless I'm just not understanding something correctly, but reading the notes and looking at the default settings, I'd have expected to have to be more actively scanning things to gain the BPs I have. Plus of course, I've not seen many of the unlocked modules at all - anything TER being a prime example.
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Re: [MOD]DeadAir Mods pt2
There are three instances where credit is gained:Scoob wrote: ↑Mon, 14. Oct 24, 16:35 Hi,
After several hours I've had no instances of DTs attempting to trade with Aux ships. Not sure what happened there, but re-downloading the file and updating seems to have fixed things.
On another note: DA Blueprint Analysis...
I'm playing a Reemergence game and enabled this with all default settings. I've not been scanning ships (we are talking the F2 scan mode here, right?) outside of just a handful (five or six) during the early-game. However, I just went to my Wharf and I've gained DOZENS of modules. The most prolific modules appear to be M-Class Shields and M-Class Turrets. I've even gained turrets from TER ships, even though I've not seen one in person yet - just the odd one on the map. I'm just a little surprised how many I've gained. Looking further, I've also gained many Station modules too. Now, I have hung out near stations at times - killing criminal traffic to gain docking rights - but I've not been actively scanning these stations, just the passive scan but not on purpose, if you see what I mean.
With Station modules, I've gained several TER Blueprints - I've not even been near a TER station yet - as well as PAR. Split stuff makes sense as I've been in ZYA space a lot, I've not personally ventured very far though.
Doubtless I'm just not understanding something correctly, but reading the notes and looking at the default settings, I'd have expected to have to be more actively scanning things to gain the BPs I have. Plus of course, I've not seen many of the unlocked modules at all - anything TER being a prime example.
1) the f2 scan mode actively scanning
2) the proximity discovery
3) Your ships performing the "police" default order
If you fly close enough to a ship that it reveals information (just like with station modules), that counts. The only station modules that can be discovered without you personally flying close to them are storage modules (sector satellites satisfies the event_player_discovered_object on storage modules for some reason).
If you have something that changes the level of scan on your ship, that will increase the speed of blueprints gained. Credit earned per scan/discovery is 1 * the ships scan level. By default, your ship has a scan level of 1. The police license increases it to 2. The spacesuit has a level of 3.
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Re: [MOD]DeadAir Mods pt2
thanks, I'll take a lookalexalsp wrote: ↑Sat, 12. Oct 24, 23:23 Rus lng for all mods
https://disk.yandex.com/d/useL5rkHST5BSA