[Mod] UT CaC v0.20 ( Old Name: Not Another Trader ) - Architect integrated
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
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- Posts: 29
- Joined: Sat, 17. May 14, 20:56
Hi UniTrader,
I currently have some oddity which, i think, come from UT CaC as you have modified the refuel handling from what I read ( for information, I use the mod with CWIR and Yat )
Some of my freighters are able to carry Fuel cells in their cargo bay (Lepton).
The "problem" appear when my freighters using Yat wants to refuel :
- They automatically refuel completely including "fuel bay" AND "cargo bay", Consequently, they become completely full and cannot carry anymore goods.
Do you think this could come from the modification that you have performed in your scripts ?
I currently have some oddity which, i think, come from UT CaC as you have modified the refuel handling from what I read ( for information, I use the mod with CWIR and Yat )
Some of my freighters are able to carry Fuel cells in their cargo bay (Lepton).
The "problem" appear when my freighters using Yat wants to refuel :
- They automatically refuel completely including "fuel bay" AND "cargo bay", Consequently, they become completely full and cannot carry anymore goods.
Do you think this could come from the modification that you have performed in your scripts ?
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- Moderator (Script&Mod)
- Posts: 14571
- Joined: Sun, 20. Nov 05, 22:45
yep, i am responsible... sorry about that, made sense to me to make Energy Cargo a combined Storage for Fuel and regular Energy to make Logistics easier, but it seems i didnt look long enough for Sideeffects ingame.. or in the behavior of other mods in case of such a change
if you dont want this change just delete the Assets Folder from my Mod - this is the only change currently done there..
also this will be a more obvious choice in the next Version since i am splitting this Project in a Dozen Packages (most of them will be Core functionality of this Mod, and some are optional changes to Game Rules, like the Combination of Energy and Fuel Storage for Energy-Only Freighters)
if you dont want this change just delete the Assets Folder from my Mod - this is the only change currently done there..
also this will be a more obvious choice in the next Version since i am splitting this Project in a Dozen Packages (most of them will be Core functionality of this Mod, and some are optional changes to Game Rules, like the Combination of Energy and Fuel Storage for Energy-Only Freighters)
if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
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- Moderator (Script&Mod)
- Posts: 14571
- Joined: Sun, 20. Nov 05, 22:45
Just for info: i am currently working on an bigger Update where i add a bunch new functionality and also seperate essential and non-essential parts of this Project into diffrent Mods - and i confirmed that this Optional Mod greatly improves Ship Behavior if they turn high up or down because it removes their usual Angular Limitations. Since its a non-essential part to improve general Behavior i am hereby releasing it as seperate Optional Mod for now.
https://www.dropbox.com/s/junfqsjl8nfxc ... on.7z?dl=1
https://www.dropbox.com/s/junfqsjl8nfxc ... on.7z?dl=1
if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
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- Posts: 29
- Joined: Sat, 17. May 14, 20:56
Ok, thanks for the feedback, I will give it a tryUniTrader wrote:yep, i am responsible... sorry about that, made sense to me to make Energy Cargo a combined Storage for Fuel and regular Energy to make Logistics easier, but it seems i didnt look long enough for Sideeffects ingame.. or in the behavior of other mods in case of such a change
if you dont want this change just delete the Assets Folder from my Mod - this is the only change currently done there..
also this will be a more obvious choice in the next Version since i am splitting this Project in a Dozen Packages (most of them will be Core functionality of this Mod, and some are optional changes to Game Rules, like the Combination of Energy and Fuel Storage for Energy-Only Freighters)
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- Posts: 75
- Joined: Sun, 25. May 08, 21:58
Whoops. I ended up taking a break from X:R and came back now to finally play with the 4.0 and HoL. Having a blast.
UniTrader, if I get it correctly..there's no way to convert already-deployed CVs into CaCs? I wanted to at least make use of the extension queue feature and other features to minimize micromanagement.
My version is 0.20 though. I'll get the current one from github.
UniTrader, if I get it correctly..there's no way to convert already-deployed CVs into CaCs? I wanted to at least make use of the extension queue feature and other features to minimize micromanagement.
My version is 0.20 though. I'll get the current one from github.
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- Moderator (Script&Mod)
- Posts: 14571
- Joined: Sun, 20. Nov 05, 22:45
just checked the code - and noticed this case is not covered yet. but it might work to just re-deploy the CV to the same Station again (this reminds me that i didnt test this feaure yet but it should work)
if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
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- Posts: 567
- Joined: Mon, 20. May 13, 09:18
Wow, what a mod! Just found it and i am amazed what you are trying to achieve here and what you already have.
Thinking about using it but... how save game friendly the mod is with mod updates? I am planning a longer play that i started about 20 play hours ago and would not want to screw it up mid-game
But the changes you are trying to do here are just awesome! Thank you very much for the time you have put into this!
Also, im a big fan of MCT mod, is it comatible with it?
https://steamcommunity.com/sharedfiles/ ... =478790162
Also... I once suggested this in mod advent thread and i am wondering what are your plans in this area?
Thinking about using it but... how save game friendly the mod is with mod updates? I am planning a longer play that i started about 20 play hours ago and would not want to screw it up mid-game
But the changes you are trying to do here are just awesome! Thank you very much for the time you have put into this!
Also, im a big fan of MCT mod, is it comatible with it?
https://steamcommunity.com/sharedfiles/ ... =478790162
Also... I once suggested this in mod advent thread and i am wondering what are your plans in this area?
CommanderTM wrote: Most tedious task for me now is to hunt down crew for ships.
My request would be new kind of trader - who trades crew. There could be many variants of, for example, engineer. Random skilled (lowest priced), good skilled (random around 3-5 stars), best killed (all 5 stars, highly priced). Maybe even some salvage packages - captain, engineer and defence officer all as a single "product" with 5% of discount.
The trader should obviously take a cut that increases prices of crew significantly, even random starred ones and especially high skilled crew. 5 stars could be a million/person. They could be transported via shuttle/pod.
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- Moderator (Script&Mod)
- Posts: 14571
- Joined: Sun, 20. Nov 05, 22:45
Regarding compatibility it is generally compatible with any mod and will also be safe to use with future patches - at least in the sense that other mods/patches will not interfere with my mod and my mod wont interfere with other mods/patches*. but my mod will not use any functions added by other mods/patches unless i implement them myself (for example some kind of new travel technology)
Reson behind this is that i use my own scripts (written from scratch) for almost everything.
there is only one small incompatibility possible - the dialogue choice for conversion could be overridden by a patch/mod, but this is easily fixable and you only need it once per architect/manager
Regarding the Crew stuff my current dev version adds full crew to Ships, though they will have average skill at best (like they were just hired). But my plans are that it is better if they suck initially, because they will improve over time (or better when their wages are paid) and i am planning on giving them Job-related special abilities on every other level/skill-up (things like fast docking or instant emergency repairs) - when you give my script fully levelled crew (or cheat the skills) they wont get these abilities (like people who learned their job only through school, not through practice - in theory they have the knowledge, but they are lacking experience)
*ok, some minor things like the energy/fuel unification may have sideeffects, but that one will soon be entirely optional
Reson behind this is that i use my own scripts (written from scratch) for almost everything.
there is only one small incompatibility possible - the dialogue choice for conversion could be overridden by a patch/mod, but this is easily fixable and you only need it once per architect/manager
Regarding the Crew stuff my current dev version adds full crew to Ships, though they will have average skill at best (like they were just hired). But my plans are that it is better if they suck initially, because they will improve over time (or better when their wages are paid) and i am planning on giving them Job-related special abilities on every other level/skill-up (things like fast docking or instant emergency repairs) - when you give my script fully levelled crew (or cheat the skills) they wont get these abilities (like people who learned their job only through school, not through practice - in theory they have the knowledge, but they are lacking experience)
*ok, some minor things like the energy/fuel unification may have sideeffects, but that one will soon be entirely optional
if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
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- Posts: 567
- Joined: Mon, 20. May 13, 09:18
Thanks for the info. What do you mean by side effects? Relating to other mods? Save game?UniTrader wrote:Regarding compatibility it is generally compatible with any mod and will also be safe to use with future patches - at least in the sense that other mods/patches will not interfere with my mod and my mod wont interfere with other mods/patches*. but my mod will not use any functions added by other mods/patches unless i implement them myself (for example some kind of new travel technology)
Reson behind this is that i use my own scripts (written from scratch) for almost everything.
there is only one small incompatibility possible - the dialogue choice for conversion could be overridden by a patch/mod, but this is easily fixable and you only need it once per architect/manager
Regarding the Crew stuff my current dev version adds full crew to Ships, though they will have average skill at best (like they were just hired). But my plans are that it is better if they suck initially, because they will improve over time (or better when their wages are paid) and i am planning on giving them Job-related special abilities on every other level/skill-up (things like fast docking or instant emergency repairs) - when you give my script fully levelled crew (or cheat the skills) they wont get these abilities (like people who learned their job only through school, not through practice - in theory they have the knowledge, but they are lacking experience)
*ok, some minor things like the energy/fuel unification may have sideeffects, but that one will soon be entirely optional
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- Moderator (Script&Mod)
- Posts: 14571
- Joined: Sun, 20. Nov 05, 22:45
well, scripts may usually expect that fuel has its dedicated cargo only (which cannt be used by anything else) - making energy storage also compatible with fuel may lead to over-aggresive buying of it, because it may simply fill to the max. i personally didnt observe this, but i also didnt pay attention to it. its on my todo-list to look into this for vanilla scripts in the next version, but since i am at an advanced stage of my dev version it may take a bit (functionally its about 75% complete, but not ready for release yet)
deleting the aforementoined folder will also prevent possible issues by reverting that change. My managed Ships are able to get fuel from somewhere diffrent than their homebase, though the home is preffered if possible.
since i dont patch any macros the change probably affects only newly built/spawned ships, and these will keep the change when its removed. could also affect all ships while the change is in effect, and automatically reverted when removed, i didnt check this yet. anyway, it wont corrupt savegames.
deleting the aforementoined folder will also prevent possible issues by reverting that change. My managed Ships are able to get fuel from somewhere diffrent than their homebase, though the home is preffered if possible.
since i dont patch any macros the change probably affects only newly built/spawned ships, and these will keep the change when its removed. could also affect all ships while the change is in effect, and automatically reverted when removed, i didnt check this yet. anyway, it wont corrupt savegames.
if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
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- Posts: 567
- Joined: Mon, 20. May 13, 09:18
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- Moderator (Script&Mod)
- Posts: 14571
- Joined: Sun, 20. Nov 05, 22:45
ok, got another Part of this Project integrated in Vanilla - the integration in the Vanilla Scripts is untested atm, but i am too busy to debug my other stuff to test currently. also the Hook is extremely small, so i dont expect any bugs with it itself. Also it is not tested with the Mod released in the first Post since i have added several dozen Features since this was published (and I also started modularizing it) - either not use it simultaneously, or remove duplicate Files from the original mod.
Basically its an Improved Version of my Global Movement Replacement - it now also adds my Follow Signalling to the vanilla move.follow so big Ships should follow their Leader in a more timely fashion. i am mostly publishing this to receive Feedback, so make sure to reply here when you have seen it working ^^
DL-Link (Note: there are 3 mods contained within because i am modularizing my mod - these are the necesary modules to get the follow singalling for vanilla scripts to work)
https://www.dropbox.com/s/mi7zcj35xjg6g ... nt.7z?dl=0
also everything is WiP, quite possible i have to add some more functionality before i can release the next Version of my Manager Script - well, at this point its not only about the manager anymore..
@CommanderTM
sorry, overlooked your last post, just saw it now: no ETA because i have no idea how much i still have to add till the functions i currently work on somehow feel complete so i can focus on ceanup for release. somehow something new always pops up when integrating Fight Ships and DOs properly (and i also notice and fix a huge load of Bugs in the existing stuff..)
Basically its an Improved Version of my Global Movement Replacement - it now also adds my Follow Signalling to the vanilla move.follow so big Ships should follow their Leader in a more timely fashion. i am mostly publishing this to receive Feedback, so make sure to reply here when you have seen it working ^^
DL-Link (Note: there are 3 mods contained within because i am modularizing my mod - these are the necesary modules to get the follow singalling for vanilla scripts to work)
https://www.dropbox.com/s/mi7zcj35xjg6g ... nt.7z?dl=0
also everything is WiP, quite possible i have to add some more functionality before i can release the next Version of my Manager Script - well, at this point its not only about the manager anymore..
@CommanderTM
sorry, overlooked your last post, just saw it now: no ETA because i have no idea how much i still have to add till the functions i currently work on somehow feel complete so i can focus on ceanup for release. somehow something new always pops up when integrating Fight Ships and DOs properly (and i also notice and fix a huge load of Bugs in the existing stuff..)
if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
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- Posts: 357
- Joined: Thu, 29. May 14, 19:03
Hey Uni
So after a long break from x-rebirth I decided to give it another go and I'm running into an issue with your mod, I'm not getting the option to convert a manager to a UaC manager.
I run quite I few mods but to my knowledge none change stations or station managers, except maybe CWIR?
Thank you in advance for the help!
So after a long break from x-rebirth I decided to give it another go and I'm running into an issue with your mod, I'm not getting the option to convert a manager to a UaC manager.
I run quite I few mods but to my knowledge none change stations or station managers, except maybe CWIR?
Thank you in advance for the help!
"We are the middle children of History. Born too late to explore the earth, born to early to explore the stars."
"Time is the fire in which we burn"
Reaper's Mod Index
"Time is the fire in which we burn"
Reaper's Mod Index
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- Moderator (Script&Mod)
- Posts: 14571
- Joined: Sun, 20. Nov 05, 22:45
if the top-level option number 1 of the Manager is used by something else quite likely. if it is can you tell me what option it is and if you can deactivate the related mod temporarily?
if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
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- Posts: 357
- Joined: Thu, 29. May 14, 19:03
Heres a screenshot of all the orders I get while the mod is enabled, you do just call the trade manager and its supposed to be option 1 correct?
https://gyazo.com/9eab21e13c230b1dcdb414562162bfb1
https://gyazo.com/9eab21e13c230b1dcdb414562162bfb1
"We are the middle children of History. Born too late to explore the earth, born to early to explore the stars."
"Time is the fire in which we burn"
Reaper's Mod Index
"Time is the fire in which we burn"
Reaper's Mod Index
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- Moderator (Script&Mod)
- Posts: 14571
- Joined: Sun, 20. Nov 05, 22:45
ah, its the command to locate the NPC.. seems i have missed that one since i tested it only when switching personally you have to pay him a short visit for now, sorry about that.. hope you are still able to walk outside the skunk.
if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
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- Posts: 357
- Joined: Thu, 29. May 14, 19:03
I didnt even bother to land! haha!
"We are the middle children of History. Born too late to explore the earth, born to early to explore the stars."
"Time is the fire in which we burn"
Reaper's Mod Index
"Time is the fire in which we burn"
Reaper's Mod Index
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- Posts: 78
- Joined: Tue, 13. Oct 15, 11:52
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- Moderator (Script&Mod)
- Posts: 14571
- Joined: Sun, 20. Nov 05, 22:45
not specifically on Fighters, no,
but i am working on the project as whole had a bit of hiatus lately, but thats over now next update is a very big one though, especially internally, and i have nothing release-ready yet.. but this update will save me a lot of work in the future when introducing new NPC roles and such stuff..
but i am working on the project as whole had a bit of hiatus lately, but thats over now next update is a very big one though, especially internally, and i have nothing release-ready yet.. but this update will save me a lot of work in the future when introducing new NPC roles and such stuff..
if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
-
- Posts: 78
- Joined: Tue, 13. Oct 15, 11:52