In the author's Discord, they have stated that due to health problems they don't have plans for 7.x versions of their mods at this time. Some of them still work, some of them don't. The patch listed lower down here in the posts on Steam was posted by a different author to get the JP mods back working after the last break and shows some activity (included reports of issues with 7.5) so there may be some hope on that front for a potential fix
I'm playing with the mod "XRSGE - REALSPACE GALAXY EXPANSION" and it looks like this order doesn't work as it should, it doesn't look for stations that definitely exist, it tells me that there are no objects for research
I'm sure I've missed something, but I can't figure what.
I set the Explore Galaxy behavior and while the nearby sectors are explored already I'd expect it to go to the nearest unexplored sector and start there. But it just sits in idle. Is there an obvious answer to this I'm missing?
Your mods are great quality of life improvements. Question: What do the levels 1 to 3 for "show messages" and "write to log book" do? I don't see any description but I assume they change the amount of detail?
Regarding the "show messages". I don't see any messages printed in the HUD at the lower left. Are you using the box that pops up in the middle of the screen instead (I use a mod that disables that)?
What I haven't managed yet is that the Galaxy Explorer returns to the starting point, i.e. the position at the start of the Explorer. It always flies to the specified position, even if I have not checked the 'to this position' box. If I save a fixed setting, the position is valid for all explorers.
That means, if I want to explore in the Terran sectors and start from there, he flies to the Split sectors at the other end of the map, if the set sector is there. All explorers fly there, no matter from where they started. So I have to specify an idle sector for each explorer. You wrote in the changelog, the explorer stays at the place where the script was started or flies back to the set sector. But which condition triggers one or the other behavior?
It would be best if all the checkmarks from the idle behavior options are out, that it then returns to the place from where it started.
Then I have another question about the log entries. For me only the pause message, settings reset and saved is written to the logbook. Is that correct so or does something not work properly with me?
I miss, the entries what a station and where it was discovered. But this is the most important information for me. Otherwise I don't know which stations were discovered in which sector. Therefore I must keep the Explorer always in the eye.
Thanks again for this great mod, which is getting better and better and which saves me so much search.
Edit: There is one little thing I forgot to mention. The message that no more objects were found disappears too quickly. Maybe I'm just a slow reader,maybe,but 1 second longer would be better. I only get to the halfway point. I think the German texts are longer than the English ones, so the time for the German texts is a bit short.
For the first part.. the ship will only fly to its start position back if you haven't saved the settings, else every ship uses the saved setting.. I could remove the move to position from the saving then it will in every case idle move to the start sector.. more logging will come with the next updates.. with the last update i just introduced this feature ;-) you can write me when the ship should log and what it should log.. you can write a text for every log and i can try to implement it.. ^^
For the first part.. the ship will only fly to its start position back if you haven't saved the settings, else every ship uses the saved setting.. I could remove the move to position from the saving then it will in every case idle move to the start sector..
Yes please. But only if the checkmark is not selected. With selected position box the behavior is explicitly desired, that it flies to the given sector. But if nothing is selected, start position. No matter if saved settings or standard settings.
And with the logbook entries I would be happy if the sector and the station name with ID. So maybe something like this:
"Galaxy Explorer 'Name and ID' has detected 'Name and ID' in sector 'Name'."
Maybe the addition?:
"Station is hostile." (with Color Code red)
That would be enough for me. Edit: But maybe I will think of more later ;-)
Great! where do I paste the code? Maybe somewhere here?
<do_if value="$_FoundObjects.count gt 0"> <do_for_each name="$_FoundObject" in="$_FoundObjects"> <create_order object="$_Ship" id="'JP_lib_AE_UncoverObject'" immediate="true"> <param name="OBJECT" value="$_FoundObject"/> <param name="DEBUG" value="$DEBUG"/> </create_order> <wait exact="1000ms"/> <break/> </do_for_each> </do_if> I have tested, the logbook entry appears, but the $Object variables are not yet filled. ( (I've been through the MD Guide, but I'm only at the beginning :-( )
I noticed a strange obsolescence. This is when you do not select an idle location. Then the commands change constantly back and forth. The default Behavior window then jumps up and down.
Here on this video you can see that well:
Strange behavior This is not a big deal and the moment you set an idle behavior everything is ok. My recommendation would be, if no idle location is set, that the ship uses the position it is currently at (or maybe better sector center?) as idle location. The ship itself stays at the position, but this unwanted loop occurs.
seems a bug because normally i implemented this.. i will look at this maybe later this day or tomorrow
Edit: I forgot to write the line that checks for the 'NO' case. I've fixed it and will upload the corrected version in the next few days. I've now added a ScriptLibrary so I can separate this code. This way, I won't have to make changes separately in every mod.
Yes, function libraries make programming much easier. I always try to put as much as possible in function libraries, which I can then access flexibly from anywhere with the appropriate parameter transfer. True to the motto, as little code in the main function as possible.
Now I've gone to so much trouble to find the read error bug(see bug tracker) and correct it and now I realize that the most important function for me is missing: find enemy stations.
I have been using the mod mostly to track down Kha'ak and Xenon stations. How should I do that now?
just create a sector activity blacklist and set the restrict all factions and then the list goes to faction that are allowed.. tick khaak and xenon and it will only search for them
One more thing. I had recently searched for the Kha'ak using Galaxy Explorer in the previous version and also found a few stations far outside.
I then fought them. But there were still Kha'ak. So I assumed that there are more Kha'ak stations. To see what is going on I used the cheat menu mod to uncover the map and found more Kha'ak stations (in the Segaris sectors). Despite several attempts, Galaxy Explorer immediately went into idle mode and could not find these stations. But the Sector Explorer found these stations immediately. But the Galaxy Explorer should have found them too, but it didn't. Are you aware of this problem and have you made any improvements in this direction?
The sector and galaxy version are using the same logic to find objects.. what was the version that was buggy? how old? and did you tested this with the newest version of today?
I have used this version until today: version="142" date="2021-01-02"
Such a situation cannot be reproduced so easily. I tested the new version today and a Kha'ak station was duly found. I will test it the next days. So my question was if anything was known in this direction.
i don't know if it was posted somewhere.. i did not had the problem.. the actual version is complete rewritten and does everything different/better.. i tested for some hours and tried to produce any complication possible.. my explorer single and in a fleet run through the galaxy without problems.. but i can not tell what it does in combination with other mods that are not from me..
I have set the Galaxy Explorer to search ONLY Kha'ak stations. (Kha'ak excluded from sector activity blacklist). But when the search is finished, the explorer ship goes into an infinite loop. The explorer stops on the spot and the command 'explore unknown object' alternates with the command 'nothing' every second.
It should go into idle mode, but it does not. Unfortunately I can't test it for the next days, because yesterday my graphics card broke in the middle of the game (computer shutdown :-( ) . I ordered a new one, but it won't be delivered for a few days.
Ok, I will do that. But only when the computer is working again. At the moment I can't use it because of the broken graphics card. I have already explained above how I got the bug.
1. Sector Activity Blacklist: All faction restrictions turned on, except Kha'ak. 2. ship sector activity blacklist assigned 3. default behavior: galaxy explorer. 2. all jump activities turned off 3. all station settings turned on.
Galaxy Trader started. After no more Kha'ak stations were found the infinite loop occurred.
I found a bug with the blacklist system from x4.. when you tick the option restrict all factions and you don't have minimum one allowed in the list.. the list is ignored.. to your bug i turned off gate stuff.. only stations.. and in the blacklist only player allowed.. so he has nothing to do and it was going to idle.. did you used the latest version?
I must say that I never use the option 'All factions' or for sectors 'All sectors', because this bug is already very long (long before 6.0). I always use the Restrict additional sectors function, then select all in the list and exclude the desired sector or faction. This often gives me a very long list, but it is the only way it works as desired.
If you select the 'All faction' or 'All sectors' the list is ignored. Although I have to say I wasn't sure about factions, as I was already using the other method (select all and exclude desired) always out of habit. But as you confirm this bug seems to be present there as well.
I then have all factions in the list except Kha'ak. Please try this with the Kha'ak to see if this works for you or if it also comes to the infinite loop. As I said, I can not test the next few days, because of my broken graphics card.
I have created a video with the bug. There you can see the endless loop from about 3:00. In the rest of the video you can also see the settings I made, including the sector active blacklist.
i had it running today four couple of hours.. no problems.. but i can't tell for someone who uses mods that are not from me^^ und deutsch ist auch kein problem ;-)
Yes, that is clear. Mod conflicts are always a problem. Someone who uses mods usually has mods from other modders installed. This makes bug tracking sometimes difficult.
I prefer to write in English in the public mainly English forums so everyone can participate.
Quick question, can I just install the new version over the old or should I better do a clean save, so uninstall old,save, install new version, load saved save?
The ship found another Kha'ak station a little further away, where it stopped before and went into continuous loop. Now it showed this station on the map and then continued to the idle point. Probably it was at this station that he stopped and went into the continuous loop. It seems that the ship could not get away from this station before and tried to approach it again and again, but failed for some reason.
the problem is the get_safe_pos function from egosoft.. it works fine for 99 percent of the time.. but 1 percent.. maybe less it generates a safe position way of.. the ship flies to the position and continues with the next.. the thing here is.. the way of position has not discovered the object and tries it again.. and the get_safe_pos generates again a way of position.. and loop.. ;-) now where i don't use it .. it is working.. magic xD
This kind of reminds me of a pretty nasty bug in Fallout 4. With two specific mods, a freeze occurred under special circumstances.
The trigger was a vanilla function that the mods use: npc.UnEquipAll(). Instead, I programmed a loop that has the same effect:
int i = 0 While i <= 31 npc.UnequipItemSlot(i) i += 1 Utility.Wait(0.015) EndWhile
This works fine and there was no freeze anymore.
But that's only mentioned in passing. Thanks for the detailed explanation. I just wanted to play X4 and not spend 90% of my time with the script language like I did with FO4. But I notice, it starts again.....
Still works in 5.1. The pilot only seems to have problems with some Terran sectors. With Jupiter, for example, the ship just got stuck, but things went further when I manually moved it to another system. But still an incredible relief compared to having to fly everything yourself :)
Ah, ok. See that's there's a V3-Version of this mod. I'll test this.
100 comments
If you encounter any problems please feel free to ask.
There is a major issue here, but the author of this script does not reply.
Some of them still work, some of them don't. The patch listed lower down here in the posts on Steam was posted by a different author to get the JP mods back working after the last break and shows some activity (included reports of issues with 7.5) so there may be some hope on that front for a potential fix
There's a patch on steam, or info to do it manually on the JP discord
It seems to be related to the sector sizes of XRGSE. The explorer sometimes stops on its way to a far away station.
I set the Explore Galaxy behavior and while the nearby sectors are explored already I'd expect it to go to the nearest unexplored sector and start there. But it just sits in idle. Is there an obvious answer to this I'm missing?
Thank you.
Regarding the "show messages". I don't see any messages printed in the HUD at the lower left. Are you using the box that pops up in the middle of the screen instead (I use a mod that disables that)?
short feedback on 1.05.
What I haven't managed yet is that the Galaxy Explorer returns to the starting point, i.e. the position at the start of the Explorer. It always flies to the specified position, even if I have not checked the 'to this position' box. If I save a fixed setting, the position is valid for all explorers.
That means, if I want to explore in the Terran sectors and start from there, he flies to the Split sectors at the other end of the map, if the set sector is there. All explorers fly there, no matter from where they started. So I have to specify an idle sector for each explorer. You wrote in the changelog, the explorer stays at the place where the script was started or flies back to the set sector. But which condition triggers one or the other behavior?
It would be best if all the checkmarks from the idle behavior options are out, that it then returns to the place from where it started.
Then I have another question about the log entries. For me only the pause message, settings reset and saved is written to the logbook. Is that correct so or does something not work properly with me?
I miss, the entries what a station and where it was discovered. But this is the most important information for me. Otherwise I don't know which stations were discovered in which sector. Therefore I must keep the Explorer always in the eye.
Thanks again for this great mod, which is getting better and better and which saves me so much search.
Edit: There is one little thing I forgot to mention. The message that no more objects were found disappears too quickly. Maybe I'm just a slow reader,maybe,but 1 second longer would be better. I only get to the halfway point. I think the German texts are longer than the English ones, so the time for the German texts is a bit short.
I could remove the move to position from the saving then it will in every case idle move to the start sector..
more logging will come with the next updates.. with the last update i just introduced this feature ;-)
you can write me when the ship should log and what it should log.. you can write a text for every log and i can try to implement it.. ^^
Yes please. But only if the checkmark is not selected. With selected position box
the behavior is explicitly desired, that it flies to the given sector. But if nothing is selected, start position. No matter if saved settings or standard settings.
And with the logbook entries I would be happy if the sector and the station name with ID.
So maybe something like this:
"Galaxy Explorer 'Name and ID' has detected 'Name and ID' in sector 'Name'."
Maybe the addition?:
"Station is hostile." (with Color Code red)
That would be enough for me.
Edit: But maybe I will think of more later ;-)
<!-- TradeSubscriptionExplorer -->
<write_to_logbook category="upkeep" object="$_Ship" interaction="showonmap"
title="'%1 ~ %2 [%3]'.[$_Ship.defaultorder.name, $_Ship.knownname, $_Ship.idcode]"
text="'The trade subscription at %1 [%2] has been successfully renewed.\nSector: %3 [%4]'.[$OBJECT.knownname, $OBJECT.idcode, $OBJECT.sector.knownname, $OBJECT.sector.owner]" chance="100"/>
<!-- AnotherExplorer -->
<write_to_logbook category="upkeep" object="$_Ship" interaction="showonmap"
title="'%1 ~ %2 [%3]'.[$_Ship.defaultorder.name, $_Ship.knownname, $_Ship.idcode]"
text="'Has uncovered %1 [%2]\nSector: %3 [%4]\nRelation: %5'.[$OBJECT.knownname, $OBJECT.idcode, $OBJECT.sector.knownname, $OBJECT.sector.owner, $_Ship.relationto.{$OBJECT}]" chance="100"/>
Great!
where do I paste the code?
Maybe somewhere here?
<do_if value="$_FoundObjects.count gt 0">
<do_for_each name="$_FoundObject" in="$_FoundObjects">
<create_order object="$_Ship" id="'JP_lib_AE_UncoverObject'" immediate="true">
<param name="OBJECT" value="$_FoundObject"/>
<param name="DEBUG" value="$DEBUG"/>
</create_order>
<wait exact="1000ms"/>
<break/>
</do_for_each>
</do_if>
I have tested, the logbook entry appears, but the $Object variables are not yet filled. ( (I've been through the MD Guide, but I'm only at the beginning :-( )
Or was that a foretaste for now? :-)
writing there is a lot easier ;-)
Then the commands change constantly back and forth. The default Behavior window then jumps up and down.
Here on this video you can see that well:
Strange behavior
This is not a big deal and the moment you set an idle behavior everything is ok.
My recommendation would be, if no idle location is set, that the ship uses
the position it is currently at (or maybe better sector center?) as
idle location. The ship itself stays at the position, but this unwanted
loop occurs.
Edit: I forgot to write the line that checks for the 'NO' case. I've fixed it and will upload the corrected version in the next few days.
I've now added a ScriptLibrary so I can separate this code. This way, I
won't have to make changes separately in every mod.
Thanks for taking care of it so quickly. :-)
I have been using the mod mostly to track down Kha'ak and Xenon stations. How should I do that now?
then the script will find them too
and then the list goes to faction that are allowed.. tick khaak and xenon and it will only search for them
One more thing.
I had recently searched for the Kha'ak using Galaxy Explorer in the previous version and also found a few stations far outside.
I then fought them. But there were still Kha'ak. So I assumed that there are more Kha'ak stations. To see what is going on I used the cheat menu mod to uncover the map and found more Kha'ak stations (in the Segaris sectors). Despite several attempts, Galaxy Explorer immediately went into idle mode and could not find these stations. But the Sector Explorer found these stations immediately. But the Galaxy Explorer should have found them too, but it didn't.
Are you aware of this problem and have you made any improvements in this direction?
version="142" date="2021-01-02"
Such a situation cannot be reproduced so easily. I tested the new version today and a Kha'ak station was duly found. I will test
it the next days. So my question was if anything was known in this
direction.
I have set the Galaxy Explorer to search ONLY Kha'ak stations. (Kha'ak excluded from sector activity blacklist). But when the search is finished, the explorer ship goes into an infinite loop. The explorer stops on the spot and the command 'explore unknown object' alternates with the command 'nothing' every second.
It should go into idle mode, but it does not.
Unfortunately I can't test it for the next days, because yesterday my graphics card broke in the middle of the game (computer shutdown :-( ) . I ordered a new one, but it won't be delivered for a few days.
I have already explained above how I got the bug.
1. Sector Activity Blacklist: All faction restrictions turned on, except Kha'ak.
2. ship sector activity blacklist assigned
3. default behavior: galaxy explorer.
2. all jump activities turned off
3. all station settings turned on.
Galaxy Trader started.
After no more Kha'ak stations were found the infinite loop occurred.
This often gives me a very long list, but it is the only way it works as desired.
If you select the 'All faction' or 'All sectors' the list is ignored. Although I have to say I wasn't sure about factions, as I was already using the other method (select all and exclude desired) always out of habit. But as you confirm this bug seems to be present there as well.
I then have all factions in the list except Kha'ak. Please try this with the Kha'ak to see if this works for you or if it also comes to the infinite loop. As I said, I can not test the next few days, because of my broken graphics card.
Latest version is installed.
I have created a video with the bug. There you can see the endless loop from about 3:00. In the rest of the video you can also see the settings I made, including the sector active blacklist.
Bug Endlessloop
I'll try it out tomorrow. Changelog sounds but already promising.
und deutsch ist auch kein problem ;-)
I prefer to write in English in the public mainly English forums so everyone can participate.
Quick question, can I just install the new version over the old or should I better do a clean save, so uninstall old,save, install new version, load saved save?
The ship found another Kha'ak station a little further away, where it stopped before and went into continuous loop. Now it showed this station on the map and then continued to the idle point. Probably it was at this station that he stopped and went into the continuous loop. It seems that the ship could not get away from this station before and tried to approach it again and again, but failed for some reason.
now where i don't use it .. it is working.. magic xD
The trigger was a vanilla function that the mods use: npc.UnEquipAll().
Instead, I programmed a loop that has the same effect:
int i = 0
While i <= 31
npc.UnequipItemSlot(i)
i += 1
Utility.Wait(0.015)
EndWhile
This works fine and there was no freeze anymore.
But that's only mentioned in passing. Thanks for the detailed explanation. I just wanted to play X4 and not spend 90% of my time with the script language like I did with FO4. But I notice, it starts again.....
come to my discord ;-)
Ah, ok. See that's there's a V3-Version of this mod. I'll test this.