[FIX] Add missing cargolifters, miners and constructors to Shipyard

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Valadis
Posts: 350
Joined: Sun, 2. Jul 06, 00:14
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[FIX] Add missing cargolifters, miners and constructors to Shipyard

Post by Valadis »

I spend more time in Visual Studio editing my savegame than playing, so I have finally figured out how to get rid of the problem that certain essential drones are missing in the shipyard. You can add them to its inventory instead of adding them to every ship you build.

Open your savegame and search for this line:

Code: Select all

<summary connection="connection_cargobay01">
There are several lines like this in the file, but the second one you find should be the right one. Beneath it, there should be a list like this:

Code: Select all

<ware ware="swarmturret" amount="115"/>
<ware ware="bioopticwiring" amount="1305"/>
<ware ware="dumbfireturret" amount="121"/>
<ware ware="foodrations" amount="4493"/>
<ware ware="fusionreactor" amount="1330"/>
<ware ware="holtzmanfieldgenerator" amount="2038"/>
<ware ware="drp_assault" amount="152"/>
<ware ware="drp_cargolifter" amount="-14"/>
<ware ware="drp_interceptor_mk2" amount="50"/>
<ware ware="drp_surfaceminer_mk2" amount="-5"/>
</summary>
Look at the last 3 lines, there the cargolifters and the miners. Yes, some of the drones actually had a negative number in my case, and the constructors aren't even there. Just put something like this in here:

Code: Select all

<ware ware="drp_cargolifter" amount="1000"/>
<ware ware="drp_surfaceminer_mk2" amount="1000"/>
<ware ware="drp_construction" amount="1000"/>
and you should have no more problems. This storage is used by BOTH ship dealers in DeVries, so you need only edit this one.
BicRazor
Posts: 40
Joined: Tue, 19. Jan 10, 14:27
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Post by BicRazor »

That's great fix but it kills the economy.

Like all X games of the Past resources need to be traded to factories so they can make products.

So If you edit the ship builders so they stock 1000 cargo lifters from scratch then the industries around them will be dead as there will be no need for them to get Steel sheeting deliveries and other resources that make the URV's.
Not sure of the greater economic issues.It would be great for a dev to discuss how this could disrupt the economy.If they say not an issue then yeah great fix.

It takes time for the economy to build.Well it did in previous games.
Though I do agree there should be at least a small quantity of Miners and cargo loaders to start things up.
But hey who's to say that the AI ship built prior to yours didn't use up the supply.
But I don't think the developers were counting on people giving themselves as much money as they like by editing their save game.
In a normal play through slowly building up faction and earning the low credits gives the economy time to manufacture things.
By people cheating and building a fleet within minutes of the script starting is probably unbalancing the whole trade system.
krapht
Posts: 113
Joined: Sat, 11. Oct 08, 01:16
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Post by krapht »

This was a helpful tip, thank you, now maybe I can finally give mining a go. In my free play I used to have drones available in the ship yard, but by the time I got enough money to buy a ship they were out of everything. I think that, due to trade bugs, the npc traders do not actually advance the universe economy (or last I played anyways)
waddymc
Posts: 89
Joined: Thu, 11. Nov 10, 04:23
xr

Post by waddymc »

BicRazor wrote:That's great fix but it kills the economy.

Like all X games of the Past resources need to be traded to factories so they can make products.

So If you edit the ship builders so they stock 1000 cargo lifters from scratch then the industries around them will be dead as there will be no need for them to get Steel sheeting deliveries and other resources that make the URV's.
Not sure of the greater economic issues.It would be great for a dev to discuss how this could disrupt the economy.If they say not an issue then yeah great fix.

It takes time for the economy to build.Well it did in previous games.
Though I do agree there should be at least a small quantity of Miners and cargo loaders to start things up.
But hey who's to say that the AI ship built prior to yours didn't use up the supply.
But I don't think the developers were counting on people giving themselves as much money as they like by editing their save game.
In a normal play through slowly building up faction and earning the low credits gives the economy time to manufacture things.
By people cheating and building a fleet within minutes of the script starting is probably unbalancing the whole trade system.

I agree, the way i play will be to do everything myself and take my time, if it takes me a month to build the station and get it running then so be it.

Dont understand everyone editing saves to add supplies/money/ships etc it would ruin the game for me but its their game so each to their own :)
SieurNewT
Posts: 662
Joined: Tue, 13. Apr 04, 18:45
x4

Post by SieurNewT »

BicRazor wrote:That's great fix but it kills the economy.

Like all X games of the Past resources need to be traded to factories so they can make products.

So If you edit the ship builders so they stock 1000 cargo lifters from scratch then the industries around them will be dead as there will be no need for them to get Steel sheeting deliveries and other resources that make the URV's.
Not sure of the greater economic issues.It would be great for a dev to discuss how this could disrupt the economy.If they say not an issue then yeah great fix.

It takes time for the economy to build.Well it did in previous games.
Though I do agree there should be at least a small quantity of Miners and cargo loaders to start things up.
But hey who's to say that the AI ship built prior to yours didn't use up the supply.
But I don't think the developers were counting on people giving themselves as much money as they like by editing their save game.
In a normal play through slowly building up faction and earning the low credits gives the economy time to manufacture things.
By people cheating and building a fleet within minutes of the script starting is probably unbalancing the whole trade system.
Yes that's a good point!

On other hand i wonder what is "impact" of negatives values here :
1 could be a bug that crash the IA as going for 0 items or looking for price and quantity of "negative" is really easy script crash stuff
2 could be even a dev tips in order to put -xx drones saved for the station and not sold
3 if you dont love to put +1000 without IA working on them, then try with 0 or 1 only ...
4 if one bugged process take amount without check on real quantity, problem will occur again untill a fix come.
New Config : Intel 8400 & 4Ghz , 4GB DRR2 on Asus P5Q Pro, ATI 4850 and Win XP 32 bits SP3.

Old config AMD 64 3400 1Mo, MSI k8n neo plat, 7800 GS+ Bliss, 2 GB RAM 3200
BicRazor
Posts: 40
Joined: Tue, 19. Jan 10, 14:27
x4

Post by BicRazor »

SieurNewT wrote:
BicRazor wrote:That's great fix but it kills the economy.

Like all X games of the Past resources need to be traded to factories so they can make products.

So If you edit the ship builders so they stock 1000 cargo lifters from scratch then the industries around them will be dead as there will be no need for them to get Steel sheeting deliveries and other resources that make the URV's.
Not sure of the greater economic issues.It would be great for a dev to discuss how this could disrupt the economy.If they say not an issue then yeah great fix.

It takes time for the economy to build.Well it did in previous games.
Though I do agree there should be at least a small quantity of Miners and cargo loaders to start things up.
But hey who's to say that the AI ship built prior to yours didn't use up the supply.
But I don't think the developers were counting on people giving themselves as much money as they like by editing their save game.
In a normal play through slowly building up faction and earning the low credits gives the economy time to manufacture things.
By people cheating and building a fleet within minutes of the script starting is probably unbalancing the whole trade system.
Yes that's a good point!

On other hand i wonder what is "impact" of negatives values here :
1 could be a bug that crash the IA as going for 0 items or looking for price and quantity of "negative" is really easy script crash stuff
2 could be even a dev tips in order to put -xx drones saved for the station and not sold
3 if you dont love to put +1000 without IA working on them, then try with 0 or 1 only ...
4 if one bugged process take amount without check on real quantity, problem will occur again untill a fix come.

Yeah it may be a bug indeed and your right adding 5 shouldnt change too much.But that 5 might be gone before you have a chance for your ship to dock and get them.

I will probably start a new game once the big patches and modded overhauls appear.

I've got issues in an other thread about an update script at the shipyard sending vessels to wrong area for upgrade.
So the greater game seems to need alot of TLC.
SieurNewT
Posts: 662
Joined: Tue, 13. Apr 04, 18:45
x4

Post by SieurNewT »

yes i read also that people start to edit / remove shipyard slots to solve the bug, but i am afraid this type of change lead to crash at some point... for that i will wait a fix rather than deleting the shipyard slot myself :)
New Config : Intel 8400 & 4Ghz , 4GB DRR2 on Asus P5Q Pro, ATI 4850 and Win XP 32 bits SP3.

Old config AMD 64 3400 1Mo, MSI k8n neo plat, 7800 GS+ Bliss, 2 GB RAM 3200
User avatar
Valadis
Posts: 350
Joined: Sun, 2. Jul 06, 00:14
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Post by Valadis »

Well, just put a 100 instead of a 1000 and there should be no problem. I just filled in some number that is larger than zero ;)

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