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RFM Commander name can be updated on the manager screen.
Excessive column shrinkage on the manager screen that occurs at different resolutions has been improved.
Version 3.28
The feature of whether to add the RFM tag to the rfm commander's name has been added.
Version 3.26
Bottom buttons on the manager screen have been rearranged.
Equipment (deployable, drones, missiles and countermeasures) whose amount is 0 in the rfm cargo record have been removed from the loadout record.
Screen freezes in operations such as Clone and resetBuild performed via the Manager screen have been improved.
Version 3.25
The game crash problem that occurred during the rebuild process due to faulty packaging in version 3.24 has been fixed.
The shieldless production error on XL ships has been fixed.
Version 3.24
The RFM Enable option was appearing in the conversation with the NPC. This option was arranged as the ability to start clone rfm via the NPC.
Version 3.23
Resetting to default settings is necessary due to missing code in 3.22
Version 3.22
Fixed a conflict and game crash with the Swi 'Dreadnaughts and Battlecruisers' mod.
Fixed a confirmation error for the Pilot Confirmation box on the settings screen.
When an RFM Ship is connected to a station, the station property remains as ship. Fixed.
Fixed the situation where the shiptraders of station rfms appear as commanders.
Fixed the fleet damaged status data in the record.
*** In ships with XL Shields, the loadout record is taken to an incorrect slot, so when the ship is produced, it is produced without shields. Preparations are being made for the correction.
Version 3.21
Fixed the bug in build task requests that was broken in 3.20.
Version 3.20
The Paint Modification of the ship has been recorded.
The Pilot skills recorded for the produced ship have been allowed to be transferred to the new pilot.
Shiptraders who were later assigned to RFM Warf or Shipyard Stations were recorded as RFMCommander (Manager) Entity. Fixed.
Production cost control was being performed in player station selections. Fixed.
A debug casting error that rarely occurred when a ship exploded while using a ship in RFM has been fixed.
Version 3.13
minor bug fix.
Version 3.12
Fixed a bug that caused ship name and order information to be lost in rfm records.
Version 3.11
Fixed open manager or options window problem.(broken on 3.10)
Version 3.10
Major changes were made to the code structure so that ship records can be updated on the manager screen without closing RFM. For now, only cargo inventories (missiles, drones, deployables and countermeasures) can be updated. (Record information could already be updated without having to close and open RFM by changing equipment at stations according to permission status within the settings.)
The momentary screen freezes during communication with MD while the Manager screen is open have been improved.
After the ship is produced in RFMs with a damaged fleet structure, the ship with the best score among the existing ships is promoted to take over the commander position.
While the new name assigned to the ship after the equipment change is updated on the record, the RFM tag for the promoted ship is also automatically updated.
Added Russian language support.
Sector information of station RFMs was not recorded in previous versions. Corrected.
Fixed an update error in group and assignment changes on RFM ships. (This was an error that occurred after RFM ver 3.0.)
Fixed key error in Clone RFM. (It was broken with RFM ver 3.0)
Fixed the automatic shutdown error that occurred when the commander exploded in RFMs consisting of only the commander. (It was broken with RFM ver 3.0)
RFM Defaultorder was not updated when defaultorder was changed at runtime, fixed. (Broken with RFM ver 3.0.)
Fixed some registry update errors that occurred with RFM ver 3.4.
The debug system has been reorganized.
Version 3.04
Clone RFM error fixed.
A single type ship production error that occurred in mass start productions has been fixed.
The ammo, drone and countermeasure amounts in the record structure of ships that have not started production can be updated via the manager screen. (Effective for build productions given via the manager.)
The display error for the pilot's average skill 0 on the manager screen has been fixed.
Version 3.02
Fixed screen freeze when starting rfm for fleets with high personnel count.
Fixed rfm error that occurred when player took over RFM Promoted Commander ship.
Protect Sector (v:104 author:Chem O`Dun) mode has been included in rfm default orders.
Some minor bugs fixed.
Version 3.01
minor bug fixed..
Version 3.00
Update for x4 7.5
Version 2.44
An icon indicating the autobuild status has been added to the beginning of the rfm names on the Manager screen.
Version 2.43
The Enable Restock Fleet Manager option accessible from the UpbMods menu was not working. Fixed.
The Extended Conversation Menu Mod was added as an optional to the dependency lines in content.xml.
Version 2.42
To avoid errors in Linux, uppercase letters in file names were converted to lowercase.
Version 2.41
Texts in UpbMods menu are linked to language file.
Ships that could not find rebuild can now be removed from the records with RemoveShip, including Fleet Commander. In such a case, the new fleet commander will be the one with the highest threat level from the main subs.
RFM promoted Fixed RFM closing error when Commander was sold to another faction.
Version 2.4.0
Texts in Conversation menu are linked to language file.
It is possible to set whether the produced ship crew will be cloned with their ranks recorded on Ship Record.
Bug in Faction relation change code is fixed.
Several bugs in RemoveShip code are fixed.
Max Allowed Ship Price and Player Money Threshold slider in Settings screen is decreased from 100,000Cr to 500Cr. K abbreviation format is removed.
Text buttons in Manager screen are turned into icon buttons.
In addition to RFM to be opened, Clone RFM feature is added to conversation menu.
Button is added for full clone of RFM on Manager screen.
Confirmation window feature is added to get confirmation request from player for RemoveShip and RemoveRFM function.
Version 2.2.9
Fixed that subs replacing sub traders also take over the warebasket list.
Version 2.2.8
RFM sub Trader, Miner and Salvagers warebasket list added to rfm records.
Fixed the warebasket_override error in the order parameter of RFM sub Miners.
Fixed the error in creating the record of RFM (Station) manager.
Fixed the error in ship license and equipment license checks at player-owned docks.
Version 2.2.6
Ship license check for ships at NPC shipyards now works properly.
Added equipment license check for ships at NPC shipyards.
While there is a list of incompatible equipment in the respond message, if the financial conditions are not met, the reconfiguration request button will be disabled.
Version 2.2.4
Fixed the corruption in the ship name that occurred when the RFM Commander Pilot was changed.
When a new game is started, the approval in the blacklist is automatically removed when discovering unknown stations.
Fixed a restart bug when the player was in the RFM Commander pilot seat.
Version 2.2.3
An autobuild feature has been added to RFMs.
Two separate money settings have been added for ships to be produced at NPC stations.
Version 2.2.2
Fixed an issue where the RFM Command Ship's name was corrupted after it was released from repair.
Version 2.2.1
The 'Upb Mods' menu option was written above the 1st menu line of egosoft in the 'more' menu dialog of the player's ship pilots. It will now appear on the empty 2nd menu line.
Version 2.1.9
ECM ('Extended Conversation' Mod) support was added for menu access.
Version 2.1.8
Fixed upbMods menu problem.
Version 2.1.7
Fixed the RFM Restart bug in version 2.14.
Fixed the add remove event of RFM Commander Entity.
Added a button to remove exploded ships that could not find a production station from the record record
RFM status color structure changed
Version 2.1.5
Fixed an error in RFM individual registration
Fixed an error where the station RFM would close when the RFM station was destroyed.
Fixed an error where RFM ships docked at the station would explode when the RFM station was destroyed.
Added reBuild options because the ship could not find a station and start production due to inappropriate equipment.
Allows automatic construction of exploding ships in a saved fleet (for commanders or all their subordinates). Note: For fleets whose Commander is a station, only the station itself cannot be produced.
# Attention!
COMPATIBLE WITH 6.xx, 7.10 and 7.50
There is a preview version on the nexus mode page that fixes compatibility.
You can continue to use rfm records in old save files with the this new mod.
Do not enable VIA Egosoft 'lost ship replacement' for a Fleet with RFM enabled.
You may need to disable UI Protection mode ("Settings" -> "Extensions" -> "Protected UI Mode") before you can see the manager screen for x4 7.50
For players using the mod via nexus: With rfm 3.0, the mod started to be published with a new folder name. You may not see automatic updates. So if you have the previous version, remove the previous version from the extensions folder by deleting it from the hdd. Extract the new version. Your previous saves will not be affected by this situation.
# RFM Global
RFM To Enable / Disable, talk to the fleet commander's pilot or station manager.
Assignment changes resulting from explosions after activation are not taken into account (since fleet information is recorded). However, manual changes to the fleet structure, such as manually removing a ship from the fleet or adding an external ship to the fleet, automatically updates the fleet record. If a registered fleet is connected to a new ship, the connected ship inherits the existing fleet registration.
If the actual command ship dies, the Promoted Commander temporarily executes the default order and with individual instructions.
The real command ship takes over again when its construction is completed.
Note 1: The hammer cursor that you can see in the rfm lines on the manager screen is because egosoft's 'lost ship replacement' is also opened for that fleet. Please use only one method for the replacement process. Note 2: For options screens can be accessed from the upb_Mods menu by talking to the NPC or player owned ships pilot or talk with Spec Officer Nurcan.
# Ship information to be recorded for RFM:
the loadout of the ships (including shields, weapons, engines and the slots they are installed in, ammo, deployables and flares) will be preserved
the number of pilots/personnel and their gender, faction and ranks
assignment
group status
ship name
default order
individual instruction informations.
# Default orders that RFM can record:
All default orders of Egosoft. (including loop orders)
Reaction Force (Shibdib)
TaterTrade (Ludsoe and DeadAir)
Sector Explorer (Assailer)
Inventory Collector (Assailer)
Sector Patrol (Assailer)
Protect Sector (Chem O`Dun) new
Note: If a default order other than the above is given, the order that will be valid for RFM will be the MoveWait order for that sector.
# Shipyard selection criteria for the ships to be produced:
You can create a blacklist for the wharf or shipyard you want in the settings menu for the production stations to be selected.
Can the relevant station produce the class to which the ship belongs?
Is the relevant station capable of producing ship chassis?
Are there enough relations to dock to the relevant faction station?
Does the relevant station have a shiptrader?
Are the military or capital ship licenses of the relevant station that will produce the ship open?
Can the blueprints of the equipment installed on the ship (shields, weapons, turrets, etc.) be provided by the relevant station?
Have the relevant station and the sector where the station is located been discovered by the player before?
After these criteria;
If the player has enough money (the ship cost is calculated based on the sellprice of the selected station).
Among the determined stations, the one closest to the RFM sector of the ship to be produced and Priority is given to the station with an empty production slot on the production line.
Note: Since the chassis and equipment blueprints of each faction can be learned in player shipyards, production controls will be easily passed. Thus, you can produce more easily.
# Missing points:
In RFMs whose commander is a station, if the station is destroyed, the station is not rebuilt. If this situation occurs, the relevant RFM will be disabled.
When an rfm with an exploded ship connects to another rfm, existing ships will be connected. The exploded ship record will not be transferred.
# RFM. Access Options:
Talk to Player fleet commander or ship captain if not in the fleet or player station manager.
a- In the '..more. (Mods)' option if ECM (Extended Conversations Mod) is installed. b- else dialog #3.( ! unless another mod has added this menu option.)
# UPB MODs. Access Options: There are 5 different methods to access UPB MODs. !!! If the option is not opened with the first 4 steps, you are probably using another mod that adds menu options.
1. Talk to NPC ship captains. it will appear in the bottom left (#3) position.
2. Talk to any player ship captain or player station managers. Under the more option, if no other mod has added it to the menu options, it will appear in the left (#2) position.
3. Talk to Player fleet commander or ship captain if not in the fleet. a- if there is a "..more. (Mods)" option, that is, if ECM (Extended Conversations Mod v0.20 on Nexus) is installed, it is in this menu.
4. Talk to any subordinate ship in the player's fleet. a- if there is a "..more. (Mods)" option, that is, if ECM (Extended Conversations Mod v0.20 on Nexus) is installed, it is in this menu. b- Otherwise it will appear in an empty slot (#3) in the menu. ( ! unless another mod(s) has added this menu option).
5. In this case, use the 'Upb Equipment Modification And Reqruit Service' Mod. This new mode assigns a Spec officer you can talk to when you land at the shipyard or wharf (player or npc) stations. To access UPB MODs, talk to Spec. Officer Nurcan ARIKAN HOS.