X4: Foundations

X4: Foundations

Player Restock Subordinates
208 Comments
jkelley2 May 21 @ 4:08am 
they clear when the fleet leader replaces a ship but if you have them layered like an Asgard leading the fleet then a Tokyo under it and the Tokyo loses some fighters and replaces them is when it happens

but if the Tokyo was fleet leader they clear properly
Mysterial  [author] May 20 @ 4:33pm 
That's probably a bug on my end. The grayed out ships feature doesn't fully work like vanilla but it should be getting cleared out when replaced ships fully rejoin with the commander.
jkelley2 May 20 @ 7:17am 
not sure if this is from something on my end but ive noticed something else minor

if i assign a carrier to mimic a destroyer or other ship, set both up with restock subordinates, the ship gets replaced properly just one copy, but the destroyed grayed out one is NOT removed from my ship list
fatbasementdweller May 1 @ 8:27pm 
Thank you for continuing to maintain this mod. Not to knock Egosoft since I love this game, but this mod is better than their implementation.
jkelley2 Mar 28 @ 5:05pm 
ive got no clue then, unless it only check for enemies right at that 30 minute cause i let the game sit for an hour and no replacement ships were ever ordered despite being points with no hostiles

i just cant seem to make this work for what i want it for and used it for in 6.X replacing S ships in large fleets defending border gates to enemy controlled sectors like Getsu Fune -> Savage Spur

as ive been fiddling with it for like 9 hours today and cant get it to work at all buying from the Terran Wharf when im at +27 with them
Mysterial  [author] Mar 28 @ 3:23pm 
Currently checks every 30 min.
jkelley2 Mar 28 @ 2:57pm 
how long should it take? cause i have a fleet setup guarding the gate in Getsu Fune, no enemies on radar at all, 3 ships set for replacement ... i have the money but none are getting ordered

unless its counting the wreckage of ships?

but i dont remember having this issue back in early 6.X i remember ships getting ordered while fighting was still going on
Mysterial  [author] Mar 28 @ 7:20am 
Ships won't order replacements while there are hostiles in range. It doesn't check whether those hostiles can fight back or not. Move away from the indestructible build storage and it should work.
jkelley2 Mar 28 @ 7:08am 
i dont know if its maybe because of a hostile indestructible xenon build storage but i have a carrier set to defend a gate i have about 7 million creds the destroyed ship costs 4 million but its not replacing it

i dont have my own Wharf so it should order from the Terran Wharf but nothing is being ordered and there is nothing in the logbook just a greyed out "replacement ship" in the fleet menu
Mysterial  [author] Mar 1 @ 12:52pm 
No, it doesn't have anything to do with ships getting supplies.
Darth Bacon Mar 1 @ 2:46am 
I may be blind but … does this Mod also allow me to resupply my carrier ? Like Torpedos and missiles for my bomber and fighter squadrons ?
Hebrux Feb 23 @ 9:53am 
This Goated mod is now coming to the Vanilla Game
o7
Michigan Plumbing Feb 23 @ 9:24am 
Do station commanders still buy from NPC shipyards? I'm running this mod on Star Wars Interworlds and my station commanders are refusing to buy from NPC shipyards.
Mysterial  [author] Feb 20 @ 10:09am 
As noted in the description, this mod will continue to work in 7.5. However, for now it will completely replace the Egosoft functionality instead of building on it, so in exchange for NPC buying you will lose out on some of the QOL UI features that the Egosoft version has. I did manage to keep the toggling from the UI though, so no more need to comm the pilot/manager.
Corona2172 Dec 27, 2024 @ 10:20pm 
Mysterial: First off, I would like to thank you for this excellent mod. It has been a tremendous time saver for me. After playing around in the beta a bit, I can honestly say that I appreciate your implementation far more. It makes more sense to me logically and practically to use our own shipyard first (beta agrees) but then to also seek replacement through NPCs if personal shipyard is unable or unavailable. So, from this player's POV, I truly hope that you continue to work this mod in even after the changes in 7.5 go live, assuming they don't copy you completely. Again, though, whether you decide to or not, I'd just like to express my appreciation for your work.
Mysterial  [author] Dec 24, 2024 @ 5:45pm 
This mod supports buying from NPC shipyards which the Egosoft implementation currently does not. I don't feel the beta is stable enough yet to be making decisions on, so I'm not sure what I'm going to do with this mod right now. Ideally I would change it to fill in any missing functionality in Egosoft's setting rather than being separate, but I don't know if that will be possible or practical.
Corona2172 Dec 23, 2024 @ 8:14am 
With the recent change in the Beta where you can order Commanders to replace ships, is this mod still needed? Or is there added functionality with this mod over the vanilla version?
Haekel Oct 19, 2024 @ 3:39am 
Not sure how Steam notifications for creators work, so reposting my message from that thread about ships being ordered 3 times:

I can confirm that this still happens.

At least in player owned Wharves. I don't recall that they over-ordered from NPC's.
Mysterial  [author] Sep 24, 2024 @ 12:48pm 
The commander won't order new ships while there are enemies in its radar range.
smo_q2 Sep 24, 2024 @ 12:37pm 
In my attempt to fix the problem by "resetting" the mod by turning off the extension and then on again, now all the captains that had the restocking enabled have the restock dialog option missing.
smo_q2 Sep 24, 2024 @ 2:27am 
This seems to be broken.

The script worked after the first battle where my carrier lost 3 fighters on a station assault. The battle ended, 3 new fighters were constructed at my wharf and rejoined the group.

After the second battle 3 of my 7 carriers lost around 10 fighters and that was it. The battle ended, no build orders were issued. I've waited for around 20 minutes for the script to kick back, but to no avail. No messages in the logbook with unsuccessful order attempts.

I have a fully autonomous shipyard with 3 S/M construction modules and full magazines of materials to build them. I also have all the blueprints needed to construct those fighters. I'm hostile to all factions.

Running just 2 other mods - Mod Support APIs and Rename Selected Ships for bulk renaming.
Each carrier is a separate fleet, with only fighters as subordinates.

Are there any other prerequisites for the fleet commanders to start ordering ships? No hostiles in sector or something like that?
Jedithenoooblet Sep 15, 2024 @ 12:19am 
Love the idea for this mod but the fact I can't choose what shipyards to order from is awful. I've had to uninstall because the script bricked and ordered so many ships I went from 300 mill to 100 thousand credits in about 5 minutes.
Mysterial  [author] Sep 14, 2024 @ 9:04pm 
Most of the turret settings didn't exist when I originally wrote it. Not sure if there's a way for me to save & restore that info but I'll look into it when I have time.
BoostHungry Sep 14, 2024 @ 8:11pm 
Some of my ships are being built with their turrets set to "Defend" but my original ships were built with turrets set to custom rules and then never changed. Maybe an incompatibility with the "Attack Fighters/Capitals FIRST" settings? Or maybe an incompatibility with SWI? Or?
Mysterial  [author] Sep 10, 2024 @ 7:09pm 
Check your message log; if the ship can't order a replacement for some reason it should show up there.
Cannabis Sep 5, 2024 @ 5:52am 
Having it enabled both on station and fleet captain destroyed ships were not being replenished at all on 7.10
Arcimbaldo Aug 26, 2024 @ 11:10am 
Is this compatible with the Star Wars Interworld total conversion mod?
AngelBites Aug 15, 2024 @ 10:38pm 
having the weapon slots swapped around is acceptable but it seems like every fighter i set with a mixed set of weapons seems to lose weapons on rebuild especial missile/torpedo launchers and blast mortars for some reason. the weird part is that they are rebuilt normally ad then immediately do an equipment change to lose the weapons.
Mysterial  [author] Jul 18, 2024 @ 11:38am 
It isn't, but it also is easy to work around so it's not a high priority to fix.
Vectorial1024 Jul 18, 2024 @ 11:32am 
Hi there, if restock subordinates is enabled, then manually selling subordinate ships away will still trigger the restock, and a replacement subordinate ship is ordered. This does not seem intended...?
pot tech Jul 6, 2024 @ 11:33pm 
it masks the option "hand me your inventory"
RedLancerX Jul 6, 2024 @ 11:28am 
This is so convenient. I wish there was an option to toggle player shipyard auto build. It eats up a lot of resources, and if the player has not built up their supply lines, it really bogs building down.
Ishimuro Jul 5, 2024 @ 5:03am 
Issue:
Lost a Shih upgraded with terran engine+shields, mod now wants to buy em at the Vig Wharf, that one is now lacking substrate/carbide/metallic and doesnt set orders for it :D
Adonnay Jun 4, 2024 @ 8:25am 
That's awesome :)
Bendak Jun 4, 2024 @ 7:56am 
@Adonnay, it does. It will not work only if you replace the captain, then you must ask it to enable again.
Mysterial  [author] Jun 4, 2024 @ 6:35am 
It should, yes.
Adonnay Jun 4, 2024 @ 1:49am 
Does it also work if I temporarily take control of the command ship?
[Я_Я] OMG67 May 26, 2024 @ 7:05am 
I have the restock option off on one of my mining stations, but when I sell the miner ships the station buys them back to nearby shipyards, is this a bug or is there something I have to do to avoid this happening?
孤儿乔巴Q.Q May 19, 2024 @ 10:13am 
I have this option, but I've been testing it for a long time and it hasn't worked
Teladyex May 16, 2024 @ 4:12pm 
This godsend works wonderfully (7.0 beta), thank you so much.
Snuggl May 9, 2024 @ 2:59pm 
This is one of the most amazing mods ever! And it absolutely should be in the base game.
This saves so much time!!!!!!!!!! Thank you so much :D
Mysterial  [author] May 3, 2024 @ 4:39pm 
Mods don't give a specific slot for those options, they're just added to a list. I guess it doesn't have enough space for all the things you have; IIRC those menus showing a 'Next' option is not an automatic feature and has to be hardcoded.
Cap'n Crunch May 3, 2024 @ 9:11am 
Hey Mysterial. Thank you for the great mod! I have a question that just need a little direction on please. I have the Recycle Ships and Stations mod installed. It was in the number 3 slot whenever I would comm one of my ships. After installing your mod and also the Player Restock Subordinates UI mod, slot 3 now shows 'Enable Restock Subordinates'. It overwrote the Recyle Ships and Stations that was in slot 3. Can you just point me in the right direction to resolve this please. I understand it may not be your mod causing it... just don't know who to reach out to first. I have 'UI Extensions and HUD' and 'MOD Support API's' installed as well. Thanks.
Mysterial  [author] May 2, 2024 @ 10:52am 
Should be fixed now.
Bendak May 2, 2024 @ 6:22am 
I found this bug here on 7.0B3
https://steamcommunity.com/workshop/filedetails/discussion/2106438676/4358998116397849857/

Please note every ship i got killed is replaced by 3 new ships.
If there is a way to fix it let me know.
I enabled/disabled this mod few times trying to pinpoint a bug before on b2.
Sumeragy Mar 17, 2024 @ 1:36am 
Im Encountering a weird bug that every Ship that is replaced is getting stuck in Undocking. Im still trying to find out if the other mods that gives u an UI is responsible for this. Since i installed both at the same time.
Ligraph Feb 20, 2024 @ 2:04pm 
This mod is great, thanks! The only issue I've had is that it restocks ships I sell. Easy enough to work around by removing them from the fleet first.
bidbihS Feb 8, 2024 @ 3:52pm 
Actually think it's because the wharfs have supply shortages. Guess I'll need to dedicate a courier or 2 to my local wharf until my own ship building setup is done.
bidbihS Feb 8, 2024 @ 2:13pm 
Getting failed to replace because no shipyard found for fighters, is there a range check? Argons wharf is 3 jumps away.
Erebus Feb 6, 2024 @ 3:22am 
Terran Katanas seem to be replaced without torpedo launchers they were originally with. They do buy torpedoes for them though.