X4: Foundations

X4: Foundations

HQ extensions
78 kommentarer
Massett 12. juni kl. 8:48 
Oh wow holy hell am I blind XD, I can't tell you how I missed that but I get why you'd get upset at people for not seeing it. As for why I'd want to catch it happening? Idk, I guess I just like to watch it happening cause its cool :P
arshiba  [ophavsmand] 11. juni kl. 13:00 
@Massett. The transaction list is the wrong place, check the station logbook.
I can't guess why you need this, nevertheless.. The teleportation trigger is a time loop (5..10 min). The processing is made in 3 steps: 1) creation a snapshot of all trade offers of stations with a catcher or dispatcher module; 2) calculation the teleportation plan (batches of wares); 3) execution the plan (changing the contents of the station storages). All three steps are divided into substeps and distributed over time to normalize the load on the game engine.
The only thing worth considering is the delay of several minutes between the analysis of the trade offer and the actual transfer of the ware. For example, at the time of teleportation, there were 200k ware units at the factory, but only 100k were sent, although there are still consumers. This is because of there were only 100k units at the factory at the time of analysis.
Massett 11. juni kl. 7:28 
I read the other comments and desc. Guess they just weren't phrased in a way I could understand. I've been trying to keep an eye on the storage levels graph and the transaction list to 'catch' it happening but I'm pretty inattentive when it comes to that stuff. Probably doesn't help that I've got two freighters and unrestricted trading for the AI. I'm kinda curious on how you made the trigger mechanism, is it an amount based or run the same game tick (or at least that's what the traders normally look like they run off of)? if it's the latter how'd you limit it looping wares constantly?
arshiba  [ophavsmand] 11. juni kl. 6:01 
@Massett. After all necessary station modules have been built, the system works in the background without further player involvement.
Please read the description and other comments, there are quite a few clarifications on the work already covered.
Massett 11. juni kl. 5:15 
So how does the actual teleportation work? Is it a job or command I'm missing? Something working in the background that I'm not paying attention to?
Th-233 15. apr. kl. 18:17 
not sure what it was but i extracted the mod from the cat/dat and now the mod loaded and i have all the research. mod folder needed to be "hqextensions" for the modules to be available.
Th-233 15. apr. kl. 11:36 
ok, i will attempt a solution and i will report here with my findings.
arshiba  [ophavsmand] 15. apr. kl. 11:28 
@Th-233. A new game is not required. Researches should be added immediately and without any conditions. So I don't know what went wrong.
Th-233 15. apr. kl. 1:37 
for a solo only run, it is what is it. i added the mod and can't see the research, probly a new game only situation?
arshiba  [ophavsmand] 15. apr. kl. 0:52 
@Th-233. There are no additional prerequisites (only HQ and an accessible research tab).
Cheap modules doesn't mean negligible. To build S and M only modules you need ~225,000 m3 of materials. Haul them manually is not much fun.
Th-233 14. apr. kl. 19:07 
sorry i didnt clarify and thanks for the fast response. i want to add the mod to my hq only playthrough ( no stations other than the HQ ). i have already started the game and the hq is in heretic's end with boso, im about to do the hat story to get dal in there also. will the research just show up or is there other requirements for the research to populate in a save game? im looking for the cheap ship production so that im able to keep a very small fleet a ships that i will be using with no captains ( for player use only ). like sometimes i need a fast explorer and sometimes i will need a large hauler ( tempest station ). to bad a builder cant be used by a player, that would be a super chill playthrough.
arshiba  [ophavsmand] 14. apr. kl. 14:28 
@Th-233. First, you need to clarify what you mean by "save game compatible" and "an hq only game". If we are talking about whether the mod is formally marked as save safe, then yes. If we are talking about the fact that the game engine after disabling the mod and loading the save: a) will not notice the disappearance, then no; b) will refuse/fall to load, then no too.
Th-233 14. apr. kl. 10:19 
is this mod save game compatible? im trying to add the mod for an hq only game.
arshiba  [ophavsmand] 5. apr. kl. 10:17 
@Bassted. Yes, it is possible. Sometimes an NPC fleet commander wandering near the headquarters may decide to restore/repair/resupply his subordinate. I decided that trying to remove this case can break the fleets and it is better not to touch it.
If they build ships on an industrial scale and then these ships fly to the other end of the map, then something went wrong.
Bassted 5. apr. kl. 8:42 
The description of the mod says that only the player can build ships, but splits build ships on my S module.
arshiba  [ophavsmand] 25. mar. kl. 14:47 
@KLS. 1. Yes, that's the idea. It's diversity. The XL shipyard made from nividium is a know-how from the Boso Ta team, inspired by 3 kilo cubes of spaceweed :steamhappy:
2. S and M fabrication modules are, as far as I understand, early stubs from Egosoft that made it into the game release. My modeling skills were only enough to add landing pads, but nothing more.
KLS 25. mar. kl. 12:14 
Really great concept, but...

Is it intentional that you can build the S and M only with universal, the L only with terran and the XL with nividium?
It would be nice to have universal and terran (+maybe some nividiums as additional requirement)

For the S fabrication module I think it would look better if the "holes" would be closed (and maybe two additional S docks).
And for the M fabrication bays I would like to see the Docks reduced to two and placed between the two silver "bars". Or simply turned by 90° because they are bigger than the module.

Eather way thank you for creating this mod
arshiba  [ophavsmand] 14. mar. kl. 14:42 
@Glanzschurke. This is not a bug, but your inattention. Fulfil the prerequisite - "Test teleporter" (do teleport the PC somewhere).
Glanzschurke 14. mar. kl. 1:30 
i cant start the warp teleportation Research, even if i have enough Energy Cells.
It just dosnt procede.
Is this a knowing bug?
vital 11. mar. kl. 11:18 
done, thanks
arshiba  [ophavsmand] 11. mar. kl. 0:00 
@vital. There is no separate settings/menu. The system works on its own in cycles every ~10 minutes. Wait and check the station logs. If everything (trade offers and limits) are set correctly and there are enough energy cells, there will be messages about sending/receiving wares.
vital 10. mar. kl. 16:23 
where in menu is possible to see Ware teleportation system ? i have made teleport test then research stuff, then build all things. then ?
KaneDraco 8. mar. kl. 6:22 
Thank you for the reply. I will look through and see if it's something i can do. Thank you for the great mod
arshiba  [ophavsmand] 7. mar. kl. 23:26 
@KaneDraco
1) No. For me, the meaning is more important than the form. Replacing the module will break subscribers' existing construction plans.
2) No. Already answered. See the comment on 21.11.2024.
PS: But nothing prevents you from doing it yourself. I have already written several times how to make a mod's fork and tune it for yourself.
KaneDraco 7. mar. kl. 10:46 
Hello, this is a fantastic mod. I have really been enjoying the ability to move my goods across the galaxy. I have 2 suggestions I would like to make, one cosmetic and 1 mechanical. Could we change the "Central Coordinator" module to use the new antenna model, or maybe offer as an Alternative for save game compatibility? The second is, can we get a module or option to teleport to build storages? I have a hard time getting my ships to actually trade to my build storage instead of the AI so the ability to fulfill those requests from my warehouse with the teleporter would be super handy.
arshiba  [ophavsmand] 6. mar. kl. 0:31 
@caneca. Check everything again.
1) Is the transportation performed by a separately assigned miner-trader (buy/sale limits, blacklists, trade rules are set correctly).
2) Is the destination station consuming (ore/gas processing modules are present).
3) Are dispatcher/catcher modules built at the stations.
4) Is there sufficient energy (there are more than 10% of the total volume of energy cells in the sending station's storage).
caneca 5. mar. kl. 13:37 
I don't seem to be able to teleport raw solids and gases.
Tried with each of them (ore, silicon, ice, hydrogen, helium, etc) and none of them are teleported.

Energy Cells are teleported fine, as well as other goods.

Game version 7.50
arshiba  [ophavsmand] 27. feb. kl. 12:44 
@Entarlas. This is part of the reasoning and a new game hint. New extensions are not just a lowcost analogue of shipbuilding modules (usually used just as a money printer). This is a new early game strategy.
Slightly changed the description.
Entarlas 27. feb. kl. 11:15 
After reading all the comments, I think I understand. The confusion is in the description where it states

" In contrast, ships purchased from faction wharfs come with a 10-fold markup (original game behavior, just count it yourself). Nevertheless, player still need to purchase blueprints at full price and don't forget about earning higher rank licenses."

Your trying to convey that this is default but it being stated this way in the description of the mod if being read with a different mindset than it was written can imply the opposite. It may be better to remove this from the description all together?
Anyway, Thank you for your time, clarification and the excellent mod!
arshiba  [ophavsmand] 27. feb. kl. 8:53 
@Entarlas. This mod does not change the economic balance of any shipyards/wharfs (as created by Egosoft).
I have no idea where in the game the pricing multiplier for the player at NPC shipyards is coded (maybe even hardcoded in the exe file). Therefore, I can not reduce the cost in any way.
To clarify, all shipbuilding modules work the same as the full featured ones, except for the inability to create ships for NPC factions.
PS: I have already answered the pricing peculiarity at NPC shipyards/wharfs in the comments earlier.
Entarlas 27. feb. kl. 2:34 
To clarify If mats of ship building process for the player are cheaper than normal (not including the station itself) Those should be returned to standard as well for the alt. So, basically this but w/o changing ship costs.
Entarlas 27. feb. kl. 2:31 
Would it be possible to have an alt of this mod exactly the same minus the 10x ship prices / ranks? It would be appreciated very much. Thank you for your work.
unr303 23. feb. kl. 9:30 
It's working. Thank you!
Deadmeat 21. feb. kl. 3:45 
i had it built in aravice. didnt want to have to keep fixing it.
arshiba  [ophavsmand] 21. feb. kl. 3:10 
@Deadmeat. I didn't understand the strategic idea of ​​demolishing the energy factory. In order for everything to teleport properly, huge (millions energy cells per hour) solar farms are needed, preferably in the Mercury system.
Deadmeat 21. feb. kl. 1:31 
i had a big solar factory, removed it, and now powercells are not being transfered.
arshiba  [ophavsmand] 20. feb. kl. 6:31 
@unr303, try updated version.
unr303 19. feb. kl. 11:11 
@arshiba Well, seems the same issue that 鸢尾 had: custom game start with all research selected as completed. Is there any way to make it kick-in mid game or new game is the only option?
unr303 19. feb. kl. 10:58 
@arshiba Well... no luck. I've got x4debug.log and log files for other extensions neither hqextensions, nor wareteleport.txt. x4debug.log does not show anything related to hqext or teleport except for signature verification issues. Extensions options lists "HQ extensions dev". Feels like game did not start script or something... That's unfortunate.
arshiba  [ophavsmand] 19. feb. kl. 2:29 
@Quin. No, that would ruin the idea and also break the game for several hundred subscribers.
arshiba  [ophavsmand] 19. feb. kl. 2:23 
@unr303. With my internet satshit connection I can't switch to beta to check.
Maybe something has changed in the ware or station tags. Or you've been using SETA burst for too long. Steam mod version does not contain logs.
You can try next dev version with logs:
* disable and delete normal mod files
* unzip archive http://arshiba.strangled.net/pub/hqextensions.zip into game folder 'SteamApps\X4 Foundations\extensions\hqextensions'
* run game with args '-debug all -logfile logs/x4debug.log -scriptlogfiles'
* analyze log in 'Documents\Egosoft\X4\<accountid>\logs\hqextensions\wareteleport.txt'
Quin 18. feb. kl. 20:50 
can you separate this into two separate mods? One for the player-fabs and one for the ware teleportation?
unr303 18. feb. kl. 12:48 
Would you please check if it works with 7.5 beta RC 4 and minerals? I have trading hub with miners and ore as trade good. Miners got a lot of ore to my hub and hub sell price is less than buy price for ore in my factory. Traders (miner ships assigned as traders) haul ore from hub to factory - that I can see. But hub is full of ore and factory is short on ore. I do not see it gets teleported from hub to factory. Any special condition that ore cannot be teleported from trading station to factory? There is plenty of energy both on hub and factory and both have catcher and dispatcher. HQ has coordinator. Anything I should see in logs?? Does not seem to work...
鸢尾 10. feb. kl. 9:37 
then I fix it by destroy my flagship ??????
鸢尾 10. feb. kl. 8:49 
Thank you, I just resolved the issue of the transmission system not being able to start. But now there is a new problem... I cannot view the detailed information of my ship, and after half a minute, I will be completely unable to open any UI interface. In this state, the frame rate is stable, and I can freely drag from F2 perspective, so I can rule out the possibility of my computer getting stuck. But because I couldn't open any UI or map, I was forced to quit the game
arshiba  [ophavsmand] 10. feb. kl. 7:09 
@ 鸢尾, You can't. Custom game modes are not supported. For now. Maybe later. Or, don't select HQ extensions researches as completed when setting up a new game.
If you have reset all research, then 1) Research "Teleportation"; 2) Teleport yourself somewhere (prerequisite to ware teleport research); 3) Research "Ware teleportation".
I don't understand what the problem is with "project testing.. is in a completed state". If it's complete, then everything is fine - do the ware teleportation research now.
鸢尾 10. feb. kl. 4:04 
I'm going crazy, how do I use the cargo transfer function in the creation mode? I tried to remove all research from the cheat menu and found out that your project requires project testing, but that task is in a completed state at the beginning of both scientist and creation modes! I am unable to use it!
arshiba  [ophavsmand] 13. jan. kl. 5:58 
Both branches are united by.. the headquarters. I already mentioned, research only extensions that you have interest in and leave the rest. It's a zero cost for the game until the research is completed.
CreatorOfWorlds 13. jan. kl. 5:08 
I'm just wondering, maybe i don't understand this mod fully.
Would it be an idea to split it into two separate mods since these two features seems very much non related. Or maybe i misunderstand.
I'm interested in the fabrication modules only.
Howdoyoupurr 5. jan. kl. 13:10 
Wow, now this has promise. a unique mod idea that sounds like still has a few kinks. going to favorite and check it out in a week or so. still Thumbs up great mod idea.