I attempted to make my own small mod to add something I wanted to build with Terran resources, and after a lot of troubleshooting and trial and error, I could not get it working. Then I found your mod, and realized the code I was using was virtually identical. Couldn't wrap my head around it. The only difference is you included a bit of code in the 'diff' tag. So I tried this to see if it would work, and it doesn't work for me. Can you confirm whether or not this still works in 6.0? I could have a mod conflict I suppose, but I don't think that's the case. Thanks.
I found that the following stuff is currently missing with all DLCs + VRO:
----SHIPS---- >>>S<<< Kyd (Riptide) Lux (Riptide) Moreya (Yaki) Nodan Sentinel - Fighter Nodan Vanguard Shih - Heavy Fighter Raleigh Raven >>>M<<< Kuraokami (Yaki) Cormorant Vanguard Prometheus >>>L<<< Barbarossa Centaur Sentinel Centaur Vanguard Cyclops Hound Hyperion Incarcatura Raider Odysseus E Panther Shrike Viper Chtonios E Donia Teuta Helios E >>>XL<<< Corona Deimos Erlking Fulmar Gharial Zeus E Atlas E Gannascus Builder ----WEAPONS---- >>>S<<< EBC PBE HEPT >>>M<<< Fusion Blaster Spinal CIG ISR M/AM Plasma Bomb >>>L<<< LM Shell Cannon LM Ion Projector LM Heavy Plasma Array LM Tri Beam LM Fusion Accelerator ----TURRETS---- >>>M<<< M/AM Flachette >>>L<<< Multi-tube Missile Cruise M. Flak A.A PPC Tri Cannon H. Mass Driver Gauss Rapid Kinetic
BUT even with avoiding all above blueprints, you will still get some Unknown Ships ordered that get stuck at your shipyard..... In my Shipyard overview there are no universal Parts (Hull, Weapon,...) listed. So its kinda buggy :D Only way to get around this atm is to just let the terran factions buy ships
i wanted to use this mod but then realized that with it active, building a terran wharf module actually costs hull parts instead of terran materials. When i deactivate the mod, costs show up as terran stuff again. Maybe you can take a look at that.
Yes. The intention being that "default" was using COP materials and "terran" was using, well, Terran ones. That way one can build both versions of build/equip modules with either blueprint instead of having to buy them separately. VRO doesn't modify any station modules, so that shouldn't have anything to do with it.
Are you sure that you've got your build method set to Terran?
Yea i testet it several times and switched between the modes to make sure it is set right. My paranid ships are build with terran materials so it works. (btw: xr ship pack ships could use a convert too :P) . Changed the code myself and then i could build the terran wharf modules with terran stuff again. So something doesnt quiet work out yet.
Was this fixed? I'm trying to build a Terran S/M maint bay, and it requires claytronics and hull parts. Global build method is Terran.
EDIT:
Huh. Started a new game real quick, set the build method to Terran from there. Worked fine, its using the right wares for construction now. I'll probably test that other save to see what happened with it/why changing build method wasn't updating the recipes, but guessing it's just one of those "Start a new game" things.
It seems that Terran station parts require commonwealth construction materials with this mod installed, making building Terran parts impossible with their economy.
Hello, it's fantastic being able to loadout my terran ships with paranid plasma turrets, and so on.
I have an issue with building stations in commonwealth space, though. Even with my empire build setting to universal, the stations insist on their turrets being built with terran materials, which is awkward given where they're usually situated. Do you know of any way around this?
ETA: I seem to have sorted it out by building so that I can assign a manager, along with empire and station setting to universal, and reloading my game. Not sure which steps exactly changed it. Thanks again for the mod!
@Feauce, this is related to default preferred method - Station setting is ignored, only global is checked. Given that your mod only adds Terran equivalent of resources required and doesn't affect logic, seems like this is a bug in the game itself.
Even more than - some stations ignore all settings outright, I have two paranid defense stations under construction, on is toggleable via global setting, another is stuck with terran wares
By the description it appears that this mod is supposed to do what I'm trying to do: build commonwealth ships at a wharf built/supplied by Terran construction.
My wharf still shows Hull Parts as an input requirement, and commonwealth ships still use Hull Parts in their construction. (I don't currently have commonwealth engines, shields, etc to test that part.)
If all this does is make the non-Hull Parts commonwealth materials not needed that's a bonus, but it doesn't fully solve the problem. Am I understanding correctly, and if so is there any chance that Hull Parts might be included in an update?
COP ships and components (shields, weapons, etc) should be using entirely Terran materials when built from a wharf/shipyard using the Terran build method. NPC faction stations might be using a mix of methods depending on the state of the economy, but player stations should be using either Universal or Terran materials according to the configured build method.
Actually, my entire answer answered the question about Hull Parts. However, I will reiterate to be completely clear. Hull Parts are not a Terran material. None of the build options added in this mod require Hull Parts. If an NPC faction station is using a mix of Terran and COP recipes, the finished ship will most likely require Hull Parts for the non-Terran methods. If your player-operated station is set to use Terran build methods, then nothing should be using Hull Parts. If you have other mods that add ships or ship components, then I can't speak to those additional build recipes, and it's likely one or more of them might require Hull Parts. If you have another mod that's outright replacing existing ships and components, or some large part of their blueprint data, depending on the load order that could cause those recipes to still require Hull Parts.
If none of this is the case, then it's likely a problem with how the game is handling multiple build methods, which is something I've heard people talking about. If that's what's going on then I can try to look into a fix for that (assuming it's something that a mod can fix) until a game patch is introduced to fix it.
I don't have any mods to add ships except for one XL (Terran) ship, and this is a S/M player-owned fab.
Yaki want to build ships at it, and order a full build queue of their corvette. They require me to stock Hull Parts to build them. No other faction will request ships at all. I currently only have Terran and Yaki ship blueprints but my understanding is that it isn't required to buy all the blueprints to allow factions to use your Wharf/Shipyard.
40 comments
----SHIPS----
>>>S<<<
Kyd (Riptide)
Lux (Riptide)
Moreya (Yaki)
Nodan Sentinel - Fighter
Nodan Vanguard
Shih - Heavy Fighter
Raleigh
Raven
>>>M<<<
Kuraokami (Yaki)
Cormorant Vanguard
Prometheus
>>>L<<<
Barbarossa
Centaur Sentinel
Centaur Vanguard
Cyclops
Hound
Hyperion
Incarcatura Raider
Odysseus E
Panther
Shrike
Viper
Chtonios E
Donia
Teuta
Helios E
>>>XL<<<
Corona
Deimos
Erlking
Fulmar
Gharial
Zeus E
Atlas E
Gannascus Builder
----WEAPONS----
>>>S<<<
EBC
PBE
HEPT
>>>M<<<
Fusion Blaster Spinal
CIG
ISR
M/AM
Plasma Bomb
>>>L<<<
LM Shell Cannon
LM Ion Projector
LM Heavy Plasma Array
LM Tri Beam
LM Fusion Accelerator
----TURRETS----
>>>M<<<
M/AM
Flachette
>>>L<<<
Multi-tube Missile
Cruise M.
Flak A.A
PPC
Tri Cannon
H. Mass Driver
Gauss
Rapid Kinetic
BUT even with avoiding all above blueprints, you will still get some Unknown Ships ordered that get stuck at your shipyard..... In my Shipyard overview there are no universal Parts (Hull, Weapon,...) listed. So its kinda buggy :D Only way to get around this atm is to just let the terran factions buy ships
Thanks btw for the great mod :)
i wanted to use this mod but then realized that with it active, building a terran wharf module actually costs hull parts instead of terran materials. When i deactivate the mod, costs show up as terran stuff again. Maybe you can take a look at that.
Using VRO
?<!-- S/M Ship Maintenance Bay (Terran) -->
<replace sel="//wares/ware[@id='module_ter_equip_dockarea_m_01']/production[@method='default']/@method" silent="true">terran</replace>
<add sel="//wares/ware[@id='module_ter_equip_dockarea_m_01']" silent="true">
<production time="650" amount="1" method="default" name="{20206,101}">
<primary>
<ware ware="claytronics" amount="1604" />
<ware ware="energycells" amount="3312" />
<ware ware="hullparts" amount="6620" />
</primary>
</production>
</add>
<!-- S/M Fabrication Bay (Universal) -->
<add sel="//wares/ware[@id='module_gen_build_dockarea_m_01']" silent="true">
<production time="1298" amount="1" method="terran" name="{20206,901}">
<primary>
<ware ware="computronicsubstrate" amount="895" />
<ware ware="energycells" amount="6620" />
<ware ware="siliconcarbide" amount="1843" />
</primary>
</production>
</add>
<!-- S/M Fabrication Bay (Terran) -->
<replace sel="//wares/ware[@id='module_ter_build_dockarea_m_01']/production[@method='default']/@method" silent="true">terran</replace>
<add sel="//wares/ware[@id='module_ter_build_dockarea_m_01']" silent="true">
<production time="1298" amount="1" method="default" name="{20206,101}">
<primary>
<ware ware="claytronics" amount="3312" />
<ware ware="energycells" amount="6620" />
<ware ware="hullparts" amount="12112" />
</primary>
</production>
</add>
<!-- L Ship Maintenance Bay (Universal) -->
<add sel="//wares/ware[@id='module_gen_equip_l_01']" silent="true">
<production time="364" amount="1" method="terran" name="{20206,901}">
<primary>
<ware ware="computronicsubstrate" amount="252" />
<ware ware="energycells" amount="1866" />
<ware ware="siliconcarbide" amount="519" />
</primary>
</production>
</add>
Are you sure that you've got your build method set to Terran?
Yea i testet it several times and switched between the modes to make sure it is set right. My paranid ships are build with terran materials so it works. (btw: xr ship pack ships could use a convert too :P) . Changed the code myself and then i could build the terran wharf modules with terran stuff again. So something doesnt quiet work out yet.
EDIT:
Huh. Started a new game real quick, set the build method to Terran from there. Worked fine, its using the right wares for construction now. I'll probably test that other save to see what happened with it/why changing build method wasn't updating the recipes, but guessing it's just one of those "Start a new game" things.
I have an issue with building stations in commonwealth space, though. Even with my empire build setting to universal, the stations insist on their turrets being built with terran materials, which is awkward given where they're usually situated. Do you know of any way around this?
ETA: I seem to have sorted it out by building so that I can assign a manager, along with empire and station setting to universal, and reloading my game. Not sure which steps exactly changed it. Thanks again for the mod!
Given that your mod only adds Terran equivalent of resources required and doesn't affect logic, seems like this is a bug in the game itself.
Even more than - some stations ignore all settings outright, I have two paranid defense stations under construction, on is toggleable via global setting, another is stuck with terran wares
Thanks
My wharf still shows Hull Parts as an input requirement, and commonwealth ships still use Hull Parts in their construction. (I don't currently have commonwealth engines, shields, etc to test that part.)
If all this does is make the non-Hull Parts commonwealth materials not needed that's a bonus, but it doesn't fully solve the problem. Am I understanding correctly, and if so is there any chance that Hull Parts might be included in an update?
If none of this is the case, then it's likely a problem with how the game is handling multiple build methods, which is something I've heard people talking about. If that's what's going on then I can try to look into a fix for that (assuming it's something that a mod can fix) until a game patch is introduced to fix it.
Yaki want to build ships at it, and order a full build queue of their corvette. They require me to stock Hull Parts to build them. No other faction will request ships at all. I currently only have Terran and Yaki ship blueprints but my understanding is that it isn't required to buy all the blueprints to allow factions to use your Wharf/Shipyard.