Shipyard Storage

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TheLastEthereal
Posts: 1
Joined: Thu, 27. Dec 18, 06:32
x4

Shipyard Storage

Post by TheLastEthereal »

I wanted to try tweaking a few things by adding massive amounts of resources to shipyards through the save edit in order to get them working quicker. The economy system is very harsh on ship building and I cant build too much during the early game. Any ideas where to start?
HighVelocity
Posts: 189
Joined: Mon, 22. Dec 03, 17:15
x3ap

Re: Shipyard Storage

Post by HighVelocity »

I tried a few things.
In the gamemap you see: Argon Shipyard XEA-981. Every numer is unique.

For me in the save-line 2516646:
<component class="station" macro="station_gen_factory_base_01_macro" connection="space" code="XEA-981" owner="argon" knownto="player" basename="{20102,1131}" level="1" id="[0x1b100]">

600 lines below:
<production>
<trade id="[0x1ffc]" buyer="[0x1b100]" ware="advancedcomposites" price="73809" amount="3" desired="3">
<source class="production"/>
</trade>
<trade id="[0x1ffd]" buyer="[0x1b100]" ware="advancedelectronics" price="203244" amount="18079" desired="18079">
<source class="production"/>
</trade>
<trade id="[0x1ffe]" buyer="[0x1b100]" ware="antimatterconverters" price="62856" amount="0">
<source class="production"/>
</trade>
<trade id="[0x1fff]" buyer="[0x1b100]" ware="dronecomponents" price="273838" amount="12756" desired="12756">
<source class="production"/>
</trade>
<trade id="[0x2000]" buyer="[0x1b100]" ware="energycells" price="1128" amount="44579" desired="44579">
<source class="production"/>
</trade>
<trade id="[0x2001]" buyer="[0x1b100]" ware="engineparts" price="51131" amount="15427" desired="15427">
<source class="production"/>
</trade>
<trade id="[0x2002]" buyer="[0x1b100]" ware="fieldcoils" price="93954" amount="12594" desired="12594">
<source class="production"/>
</trade>
<trade id="[0x2003]" buyer="[0x1b100]" ware="foodrations" price="4130" amount="683" desired="683">
<source class="production"/>
</trade>
<trade id="[0x2004]" buyer="[0x1b100]" ware="medicalsupplies" price="10543" amount="73" desired="73">
<source class="production"/>
</trade>
<trade id="[0x2005]" buyer="[0x1b100]" ware="missilecomponents" price="1911" amount="75351" desired="75351">
<source class="production"/>
</trade>
<trade id="[0x2006]" buyer="[0x1b100]" ware="scanningarrays" price="209058" amount="56134" desired="56134">
<source class="production"/>
</trade>
<trade id="[0x2007]" buyer="[0x1b100]" ware="shieldcomponents" price="48052" amount="14682" desired="14682">
<source class="production"/>
</trade>
<trade id="[0x2008]" buyer="[0x1b100]" ware="smartchips" price="20319" amount="405679" desired="405679">
<source class="production"/>
</trade>
<trade id="[0x2009]" buyer="[0x1b100]" ware="turretcomponents" price="66093" amount="6665" desired="6665">
<source class="production"/>
</trade>
</production>

------------------
If amount is = 0, the storage is full.
The desired means how much is open for max. storage. Game-Info-in-Gamemap (rightclick Icon Argon Shipyard)
medicalsupplies 3977/4050 (difference=73). Above you see desired 73.

Big problem is, that the maximum storage is not listened.
I deleted everything: no effect
I changed every number to amount=0: nothing
Aaaand..... 10 other variants. I made a new save in space and everything was the same like above.

So i assume, that theres is a complicated combination of max storage, price, and the empty storage. That could be a million numbers. If storage is fuller, price goes down.

Maybe it helped a little bit.
leecarter
Posts: 379
Joined: Sat, 9. Sep 06, 22:35
x3tc

Re: Shipyard Storage

Post by leecarter »

Pull the shipyard workaround mod off of the nexus and look at his code. You might find what you're looking for there.
Sandmann90
Posts: 1
Joined: Mon, 10. Dec 18, 18:43
x4

Re: Shipyard Storage

Post by Sandmann90 »

Use this mod : https://www.nexusmods.com/x4foundations/mods/81
and this : https://www.nexusmods.com/x4foundations/mods/73

Mark the Shipyard / wharf / station on the map and use the cheat menu to give it full storage.
Works for me
User avatar
MegaJohnny
Posts: 2239
Joined: Wed, 4. Jun 08, 22:30
x4

Re: Shipyard Storage

Post by MegaJohnny »

I don't know much about savegame editing, but it looks like what you're editing is the trade offers the station is putting out, not the amounts of wares in its storage.

If you want to edit wares onto the station, you may have to find storage modules and see if they have any XML that suggests cargo or storage.

But personally I do think it's quicker, safer, and more reliable just to make an MD script to do all this for you. ;)

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