Litcube's Universe

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

User avatar
dizzy
Posts: 1019
Joined: Sun, 26. Sep 10, 06:00
x4

Post by dizzy »

enenra wrote:Question. Is the new wiki a port of the Google Code one or does it contain more / new information? Just curious since it's been a while since I've last read through it.
AFAIK yes, it has updates to some of the outdated information that the old wiki had, corrections and such. LU 1.6.0 will bring a good number of new features so those will also get their own documentation updates (on the new wiki).

http://litcube.xtimelines.net/wiki/index.php/Change_Log
X3LU 1.5.2/1.7.0 Youtube series with: IEX 1.5b + LUVi, SIaF r7 (previously also used Phanon Plus 4.02, Revelation Plus 1.04, Diverse Game Starts - LU Edition)
[ external image ]
User avatar
Nikola515
Posts: 3193
Joined: Fri, 4. May 12, 07:40
x4

Post by Nikola515 »

Deloes anyone know if asteroids respawn after being used by SATURN hub ? Also what about those asteroids that we move with PMC tractor beam thingy?
It's not world hunger because we can't feed poor,it's because there will never be enough to feed the rich .....
Mahadev
Posts: 50
Joined: Thu, 30. Jul 15, 09:59
x3tc

Post by Mahadev »

That's ok then. I have been using it. I thought there might be another one.
User avatar
enenra
Posts: 7150
Joined: Fri, 8. Apr 05, 19:09
x4

Post by enenra »

Thanks, memeics. Good stuff.

@Litcube

I played LU a while ago and noted down some possible bugs I encountered. While I'm not 100% all of these are bugs and not intended, they stood out enough for me to notice which also says something I guess.

Also not sure whether it may have been addressed already. I played on 1.5.2 and will be reading through the 1.6.0 changelog to see if some things have been mentioned.

1. Naming does not seem to be customizable for all commands, only for some. I guess this is more of a feature request though.

2. Explorer Command Software
  • They go into enemy sectors (fly through and also try to deploy in them when on deploy network duty)
  • Sometimes asteroids are not discovered? (it's been a while and I don't quite remember 100% what this note referenced)
  • The ships running the command go back and forth an extreme amount. I think they try and dock after each sector they've mapped or something akin to that. It slows them down to an extreme amount.
  • Not sure what the "range" for the deploy satellites command does. I didn't notice anything changing as I changed the range around.
3. Station Agent
  • They always seem to go back to their homebase first before doing anything else, wasting a lot of time especially when they don't have jumpdrives yet.
  • When buying ECells, they always unload all of them to their home station, and ignoring the set fuel amount they should keep back. They also can't refuel at their homebase from its stock, slowing them down more. (possibly already fixed for 1.6.0?)
  • They get stuck with wares in their hold if another freighter beats them to the station they wanted to sell at. Then when you restart them they always go back home first, taking longer again to sell the product. Or go to buying resources, leaving the products stuck in their holds.
4. ST / UT
  • Same issue as with Station Agent where if they get beat to the station they wanted to sell at by another freighter, the ware gets stuck in their hold and they don't know what to do.
  • Same issue as with Station Agent - they don't care about the fuel settings in the UI. Always selling fuel with other ECells. (possibly already fixed for 1.6.0?)
5. Container Pickup - This has many of the issues that the vanilla one has as well.
  • They get stuck orbiting around a container forever.
  • They ignore the autojump settings set in the UI
  • They often stop in space right in front of a container and stay there forever.

I'd also like to request a few things if that's ok. It's mainly got to do with MD functionality. I'm currently working on a large project which I want to eventually work with LU. However, there are some fairly big roadblocks for me to really get what I want out of this project and I sadly have no access to KC to remove them:

1. SE and MD interfacing. It works MD to SE fairly well, but that's only half. I'd love for there to be functionality in SE to send commands to the MD as well. Essentially, I'd need these commands:
  • Set MD value - the "simple" ability to set a designated value in MD. The valuename would have to be a string, the value probably as well.
  • Trigger a MD event - The MD can listen to events. Being able to trigger a MD event would allow the MD to know when values have been set without constantly checking whether the values themselves have changed. (Technically not even needed 100% but would make things easier for sure.)
2. Mission Briefing screens are tiny and fit barely any text. It would be amazing if those could be increased in size considerably, possibly only if a certain value is passed from the MD to prevent existing ones from breaking.
Even better would be if there were also some more ways to display information on those briefings, for example allowing collumns of custom text below the initial description.

There's other things I'd love to see changed / fixed in KC as well but those two things really would have the biggest consequence / impact for me.


Lastly another thing: I've adjusted one of my GUI mods to LU but noticed that it made the debris icons on the map disappear. I assume this is due to a missing icon reference / missing icon but I cannot for the life of me find where it is. Do you have a pointer for me by any chance?
User avatar
dizzy
Posts: 1019
Joined: Sun, 26. Sep 10, 06:00
x4

Post by dizzy »

Nikola515 wrote:Deloes anyone know if asteroids respawn after being used by SATURN hub ? Also what about those asteroids that we move with PMC tractor beam thingy?
I have never seen an asteroid respawn so I don't think so. Which means, make sure *before* you sell any SCH that has absorbed asteroid resources that you fully uninstall those. Otherwise they are permanently lost. If you lose enough of asteroid resources there may not be enough asteroid yields left in the universe for you to build the infrastructure needed to beat the OCV.
X3LU 1.5.2/1.7.0 Youtube series with: IEX 1.5b + LUVi, SIaF r7 (previously also used Phanon Plus 4.02, Revelation Plus 1.04, Diverse Game Starts - LU Edition)
[ external image ]
User avatar
Nikola515
Posts: 3193
Joined: Fri, 4. May 12, 07:40
x4

Post by Nikola515 »

Thanks :D
It's not world hunger because we can't feed poor,it's because there will never be enough to feed the rich .....
Scoob
Posts: 11203
Joined: Thu, 27. Feb 03, 22:28
x4

Post by Scoob »

Hi,

Quick question...

I know this is fixed in v1.6.0:

* (-) Changed: When you gain notoriety rank with a race, their stations friend/foe are updated

But does anyone have a script I can manually run to fix my game in progress? Basically, I started as a foe of the Pirates, but am now in excellent standing with them after taking out some Xenon invading their space. Most of their ships are no longer red to me, but stations and lasertowers are. When my UT's try to trade, they get shot up if they get too close.

Basically a one-off script to sort this would be very very welcome.

Cheers,

Scoob.
Browser_ice
Posts: 488
Joined: Sun, 5. Feb 06, 17:15
x4

Post by Browser_ice »

Question about the Complex Construction kit in Litcube.

I set up my first complex in Argon territory and to my surprise I see no more tubes connecting the stations. Is this how it is now ?

Has the minimal connection distance changed (25km if I remember) compared to Vanilla ?
Ubuntu 24.04 playing with ProtonDB
Intel I7-12700K
32Gb Memory
Nvgidia RTX-3060
Scoob
Posts: 11203
Joined: Thu, 27. Feb 03, 22:28
x4

Post by Scoob »

I think the complex connector tube things were removed to aid performance, though for really large complexes there are the new Saturn Hubs, while are (visually) just one station, but are made up of everything needed for a self-contained loop for the desired product. Expensive to set up though!

Scoob.
Mahadev
Posts: 50
Joined: Thu, 30. Jul 15, 09:59
x3tc

Tractorbeam

Post by Mahadev »

Does anyone know how to use the tractorbeam in litcube and where to buy?

Is it true that I can drag asteroids from other sectors to my main sector?
Browser_ice
Posts: 488
Joined: Sun, 5. Feb 06, 17:15
x4

Post by Browser_ice »

I want to know why this is happening. It happened twice.

I am going on doing my own business, no reports of any of my ships being attacked and have no fighters. Then all of a sudden, I see that one race now has all its ships in red as if they are now considered ennemies. So far it happened with Paranids. But right now my race reputation with them is "Priest confident".

The first time, not knowing why its happening, I had to reload to a previous point where I was still in good terms.

Now, I don't know if I will do it again because I did lots of things since my last save (disabled saving on docking).

[added comments]
Is it because my reputation has raised with the Yakis ? This is one common factor between the two times.
Ubuntu 24.04 playing with ProtonDB
Intel I7-12700K
32Gb Memory
Nvgidia RTX-3060
User avatar
Litcube
Posts: 4254
Joined: Fri, 20. Oct 06, 19:02
xr

Post by Litcube »

Browser_ice wrote:I want to know why this is happening. It happened twice.

I am going on doing my own business, no reports of any of my ships being attacked and have no fighters. Then all of a sudden, I see that one race now has all its ships in red as if they are now considered ennemies. So far it happened with Paranids. But right now my race reputation with them is "Priest confident".

The first time, not knowing why its happening, I had to reload to a previous point where I was still in good terms.

Now, I don't know if I will do it again because I did lots of things since my last save (disabled saving on docking).


Long story short: This has been fixed for 1.6.0. Pirates undercover are launching drones who are enemies to you. Your turrets or ships are popping those drones, and you then lose rep.
Browser_ice
Posts: 488
Joined: Sun, 5. Feb 06, 17:15
x4

Post by Browser_ice »

Litcube wrote:
Browser_ice wrote:I want to know why this is happening. It happened twice.

I am going on doing my own business, no reports of any of my ships being attacked and have no fighters. Then all of a sudden, I see that one race now has all its ships in red as if they are now considered ennemies. So far it happened with Paranids. But right now my race reputation with them is "Priest confident".

The first time, not knowing why its happening, I had to reload to a previous point where I was still in good terms.

Now, I don't know if I will do it again because I did lots of things since my last save (disabled saving on docking).


Long story short: This has been fixed for 1.6.0. Pirates undercover are launching drones who are enemies to you. Your turrets or ships are popping those drones, and you then lose rep.
Thx for the info.

Is this new version available ?
Ubuntu 24.04 playing with ProtonDB
Intel I7-12700K
32Gb Memory
Nvgidia RTX-3060
User avatar
Litcube
Posts: 4254
Joined: Fri, 20. Oct 06, 19:02
xr

Post by Litcube »

enenra wrote:Thanks, memeics. Good stuff.

@Litcube

I played LU a while ago and noted down some possible bugs I encountered. While I'm not 100% all of these are bugs and not intended, they stood out enough for me to notice which also says something I guess.

Also not sure whether it may have been addressed already. I played on 1.5.2 and will be reading through the 1.6.0 changelog to see if some things have been mentioned.

1. Naming does not seem to be customizable for all commands, only for some. I guess this is more of a feature request though.

2. Explorer Command Software
  • They go into enemy sectors (fly through and also try to deploy in them when on deploy network duty)
  • Sometimes asteroids are not discovered? (it's been a while and I don't quite remember 100% what this note referenced)
  • The ships running the command go back and forth an extreme amount. I think they try and dock after each sector they've mapped or something akin to that. It slows them down to an extreme amount.
  • Not sure what the "range" for the deploy satellites command does. I didn't notice anything changing as I changed the range around.
3. Station Agent
  • They always seem to go back to their homebase first before doing anything else, wasting a lot of time especially when they don't have jumpdrives yet.
  • When buying ECells, they always unload all of them to their home station, and ignoring the set fuel amount they should keep back. They also can't refuel at their homebase from its stock, slowing them down more. (possibly already fixed for 1.6.0?)
  • They get stuck with wares in their hold if another freighter beats them to the station they wanted to sell at. Then when you restart them they always go back home first, taking longer again to sell the product. Or go to buying resources, leaving the products stuck in their holds.
4. ST / UT
  • Same issue as with Station Agent where if they get beat to the station they wanted to sell at by another freighter, the ware gets stuck in their hold and they don't know what to do.
  • Same issue as with Station Agent - they don't care about the fuel settings in the UI. Always selling fuel with other ECells. (possibly already fixed for 1.6.0?)
5. Container Pickup - This has many of the issues that the vanilla one has as well.
  • They get stuck orbiting around a container forever.
  • They ignore the autojump settings set in the UI
  • They often stop in space right in front of a container and stay there forever.

I'd also like to request a few things if that's ok. It's mainly got to do with MD functionality. I'm currently working on a large project which I want to eventually work with LU. However, there are some fairly big roadblocks for me to really get what I want out of this project and I sadly have no access to KC to remove them:

1. SE and MD interfacing. It works MD to SE fairly well, but that's only half. I'd love for there to be functionality in SE to send commands to the MD as well. Essentially, I'd need these commands:
  • Set MD value - the "simple" ability to set a designated value in MD. The valuename would have to be a string, the value probably as well.
  • Trigger a MD event - The MD can listen to events. Being able to trigger a MD event would allow the MD to know when values have been set without constantly checking whether the values themselves have changed. (Technically not even needed 100% but would make things easier for sure.)
2. Mission Briefing screens are tiny and fit barely any text. It would be amazing if those could be increased in size considerably, possibly only if a certain value is passed from the MD to prevent existing ones from breaking.
Even better would be if there were also some more ways to display information on those briefings, for example allowing collumns of custom text below the initial description.

There's other things I'd love to see changed / fixed in KC as well but those two things really would have the biggest consequence / impact for me.


Lastly another thing: I've adjusted one of my GUI mods to LU but noticed that it made the debris icons on the map disappear. I assume this is due to a missing icon reference / missing icon but I cannot for the life of me find where it is. Do you have a pointer for me by any chance?
Thanks for your comments.

2. They dock at a station before searching for a target. Otherwise they sit in the middle of the sector and get attacked. By design.

3. They go home first, yes. By design.

5. Vanilla engine issues.
User avatar
enenra
Posts: 7150
Joined: Fri, 8. Apr 05, 19:09
x4

Post by enenra »

I don't know much about scripting in X, not gotten around to learn that yet, but I wonder if something like this would work:

2. Start deciding on where to fly next while flying to the last few waypoints in the current sector. That would mean they don't sit around waiting and spend time they would have spent flying around anyway on searching for a new target sector to explore.

5. Start a timer once they are in sector with the ware they're supposed to collect. Say, 3min. Once it's over, check distance to that container. If it's <50m, teleport ware to hold. Else restart timer.
That would prevent them getting stuck permanently until player intervention as it should catch both the orbiting and the standing still in front of target.
User avatar
dizzy
Posts: 1019
Joined: Sun, 26. Sep 10, 06:00
x4

Post by dizzy »

enenra wrote: 5. Start a timer once they are in sector with the ware they're supposed to collect. Say, 3min. Once it's over, check distance to that container. If it's <50m, teleport ware to hold. Else restart timer.
Or just get Transporter Device for your ship or jump out to be OOS from the ware collecting ship, problem solved. You should have Transporter Device anyway because otherwise it's very inefficient to collect wares without it.
X3LU 1.5.2/1.7.0 Youtube series with: IEX 1.5b + LUVi, SIaF r7 (previously also used Phanon Plus 4.02, Revelation Plus 1.04, Diverse Game Starts - LU Edition)
[ external image ]
nostr0m0
Posts: 1
Joined: Sat, 16. Jan 16, 14:04
x3tc

Post by nostr0m0 »

memeics wrote: [*][...] do everything possible to get reputation 6 with one faction [...]
And then board one of their TLs! Or 5 so you can have one in each race's super shipyard. \o/


On a totally unrelated note, it looks like I might be in for a long night:

https://imgur.com/a/0zzOv

P.S. Absolutely beautiful universe! Thank you Litcube & co.!
Gimlie
Posts: 2
Joined: Mon, 4. Jan 16, 03:32
x3ap

Post by Gimlie »

Hey guys, I'm kind of new to LU so sorry if this is a stupid question, but I'm a little confused on how people are able to make so much consistent money with mass drivers. I'm on game day 5 with around 350 total Mass Driver SCH split between a few different stations in Unknown Sector Gamma, and I keep running out of places to sell to.

Initially, the money was great from the SCH's, but as local military outposts and EQs began to fill up and never go back down in Mass Driver stock my agents eventually simply ran out of places to sell their wares. Now I've got a bunch of filled up SCH's with their dock agents telling me that there are no stations to sell to. I've been steadily increasing their sell range but even at 25 jumps the first stations that were filled up still haven't gone down at all. Is there any consumption of Mass Drivers or will I just have to keep expanding the sell range until I eventually run out of stations to fill up?

Thanks
Joubarbe
Posts: 4796
Joined: Tue, 31. Oct 06, 12:11
xr

Post by Joubarbe »

Hire some PRs and make people believe that they need Mass Drivers to fight back communism. That's the only way.
Gimlie
Posts: 2
Joined: Mon, 4. Jan 16, 03:32
x3ap

Post by Gimlie »

Joubarbe wrote:Hire some PRs and make people believe that they need Mass Drivers to fight back communism. That's the only way.
Not a bad idea. Those commies are a great sales point.

Maybe I can enact a special deal to drive sales, something along the lines of 'bring your child to the Mass Driver Forge and receive a free special edition Mass Driver', too. :P

Jokes aside, is what I'm experiencing normal or did I just completely miss the fine print when everyone was saying 'spam out those Mass Drivers'?

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”