hi, I need some help please ! how I can fix the following problem : >>> required extension is missing ws_1966187970 <<<< in Schatzkammer /Treasure Chest ...... where I can find that, what I did wrong? greetzz
I just edited the content.xml file to change ws_1966187970, ws_2017143109 to argoncentaur, argonheavycentaur as the corresponding mods have probably been altered since John Colman acquired them, and now they have other ID's.
all Sectors are looking fine, except this one. There is no background, it's completely pink. All stations, ships and so on are there, but space is total pink.
What is very strange about it I had the same issue with one sector testing Vanfims Galaxy. All sectors looking fine, just one is pink as a piggy...
What can it be...
Btw. great work thou, I'm really impressed, thanx a lot...
thanks, this seems to have probably something to do with the textures. It can be caused by some other mods. Please try using this mod only with its required ones, so we can figure out if the pink background is getting caused by some other mod or a problem with your game.
picked up rebirth after a few years hiatus. after lost sectors, added tc, bm, bl, hp, and just love them. the connection to tc with familiar music, ships, systems, just awesome. have run into a couple of problems tho:
1. any jumpgate, from the one in ol to enter tc, and any others within these new systems, cannot be flown thru like regular jumpgates. only way they work is double-clicking icon in center of gate, click fly-to-autopilot. new gates have no event horizon like vanilla gates.
2. none of the stations in the new systems have any management personnel, and thusly no trade offers. all spawned trader npc's in new systems constantly looking for trades, stations have no resources so no production happening.
assume these problems may be some combination of extensions in my game, which is not small. i've tried disabling and re-enabling extensions, no effect. honestly, have lost track of what i've tried. today for grins i installed simooms cheat menu, and was able to "fix" a station or two, however some of the factions in your new systems don't show up in simooms cheat menu so i can't "return them to their rightful owner". can provide list of extension, save game if needed. i play, not mod, so troubleshooting mods is totally foreign to me. any help is appreciated, as is the work you and other modders do to make this beast of a game playable.
Hey, first of all, thanks for giving X Rebirth a try again. I really like the game and want to give it a gameworld the size it deserves. I will try to help you as best as i can to get the mods for you working.
1. The User jzhermes7 had the same problem, you can see it in the comments on Pandoras Nebula. 2. This is completly new to me.
Both of these issues arent meant to happen. They are probably related to some other mods. Please deactivate all other mods besides mine and the required ones. Then start a new new game, does this problem still exists?
as requested, disabled all extensions except hol, to, lost sectors, ency mod, mm docks, tc, beaumont, hp, pandora, blue light. new game start as free play and used simooms lantern to grant jump drive and galaxy reveal, jumped to ol/path of glory and sped over to new gate, jump gate from ol to tc worked like vanilla gates, stations had management personnel and trade offers. for grins, slowly re-enabled all of my mods until i got back to where i was before all this started and every time i started a new free play game tc gate and stations worked as advertised. of course then i load up one of my old saves where things didn't work as i reported, and of course they still didn't work. saw in the pandoras thread about gate script not working if campaign start? my old saves are from long ago completed campaign start. was honestly thinking about starting campaign again, but if i can't fully exploit these wonderful systems i dunno what to do next to rectify the issues. suggestions? thanks again for help....
So it seems the issue is related to the savegames. Some older savegames might not work out of reasons i dont know. The Script, that opens the gates works as follows: If you are starting an non-campaign gamestart, it opens the gates right away. If its the campaign gamestart, it opens the gates at the same time DeVries gets access to Omikron Lyrae. So you should be fine to start the capaign again.
strange how that works with old savegames but makes sense. good news tho since i was wanting to start a new campaign. you guys have made this game playable and more enjoyable, and am really looking forward to exploring these new systems. should keep me more than occupied until x4 goes on sale at steam. thanks again for the help and the great work with these mods.
You can also take a look at here: https://forum.egosoft.com/viewtopic.php?f=129&t=370788 This list contains mods, that will work with X Rebirths latest version. You might wanna look at the mods by Sir Francis Drake, as he implemented two new systems and a bunch of ships. I will also upload my newest mod soon, so dont miss to check it out.
well after starting a new campaign game, i want to say after the point where omicron lyrae was opened up to player, i flew by the tc jump gate and saw event horizon in gate and it showing as treasure chest when selected its icon. you'd think i'd remember definitely but sorry i don't. did not pass thru the gate as i wanted to save exploration of those systems for later. well, once i got to the point in game just before massing to invade maelstrom, decided to explore those systems and it seems that jump gate between ol-to-tc is broken again, can select its icon and choose fly-to-autopilot to enter tc as before. also just noticed the gate between brennan and blue light is broken in the same way. none of my ships outside these systems can fly into tc or beyond. the stations have management personnel and trade offers tho, so that's good. did notice the argnu stations belonging to fiji have no management personnel or trade offers, so i used simooms lantern to capture those stations then changed the faction of those stations to chow restoring management personnel and trade offers, so i can live with that. the broken jump gates are another story, as it's frustrating as hell to have all my current assets unable to travel and trade these new systems. if there is any way to fix these broken jump gate connections, presumably in my save games, i'm all for trying that. unlike you guys, i have no understanding or experience modding and scripting this game, and may have tinkered with saves a bit but that's all. i work and troubleshoot things all day and when i get home i just want to escape into this game and relax finally. please forgive me for sounding angry at you, i am not angry at you at all and want to say again how much i appreciate your efforts to help people like me and all the work into creating your own universes to share with the rest of us.
I dont think you sound angry, just frustrated, but thats understandable. Its bad it doesnt work for you so far. Im not an expert either, before i started working on these mods i only had minor experience with the script editor from X3. I will think about a solution for the gates, i will most probably write a new script for you so the gates open immediatly. The thing with Fiji Argnu is my own fault. Its an unused faction from the game and i never checked if it has personnel. I can totally relate to you wanting to dive into the game and relax, i would be the same as frustrated if it wouldnt work. There should be a way to a solution for this problem.
Hey, i found the root of the issue, it was my fault. I didnt realize i had no opening commando for the campaign start in it. Thanks for letting me know about it. I updated the mod to version 1.22. Please download it and let me know if it works now for you.
well at first i just replaced the treasure chest folder in extension with the new one, still no active jumpgates which i expected. so, i disabled tc and the other new system extensions, exited game, edited them out of extension list in save game, restarted, verified gate to tc was not in ol-dc nor any new systems on the map. returned to dv, saved, turned tc extension back on, started saved game again. noticed jump beacon in ol-dc-path to glory, so jumped to it, and hot dog jumpgate to tc worked! there were again no management personnel on stations but i can fix that with simooms lantern by claiming stations then returning them to original faction, except for fiji argnu and thromm mining since they aren't in simooms list of factions. the management personnel thing must have something to do with this being a save game and not a new start, or perhaps leftovers of the new systems in save game causing issues, i dunno but that can be fixed on my end. one weird thing that happened, just for grins, after i exited back to ol, thought i'd order one of my ships to jump just inside jumpgate in tc-way of freedom to see if they can navigate in and out, and sure enough he did. however, a few seconds after i noticed him in tc thru map, xr crashed to desktop. soooo, wondering if save game had leftovers that weren't playing nice with new situation, re-enabled the rest of the new systems thru extension, started save game again, flew to tc, ordered another ship to join squad and follow, and he jumped into tc and is now following me around like a lost puppy as i wander thru garleth prime. will keep you updated of any issues or weirdness, and am reasonably sure a new campaign start wouldn't have these issues. who knows, may start a new one again soon, either way i'll keep you up to date on any issues and once again, many, many thanks.
Great! The issue regarding fiji argnu will be patched in the next update for improved vanilla clusters. Thromm was introduced as a new faction with beaumont. But i thought i fixed the issue there. I will look into it and provide an update in the next time.
update on a bit of weirdness, i see no rocks in harmony of perpetuity/iron fields but zone yields are as massive as before. this sector was an fps killer for me before with all the rocks tho. again, could be my save game. just wanted to keep you updated in case it helps.
It occures for me too. In Pandoras Nebula sometimes all asteroids and nebula vanished. But when i started a new gamestart it was all there again. I dont know what causes this.
yeah, scratch that last "update". jumped back to devries/molten archon/lava flow and there were no rocks there either. restarted game, rocks back there and harmony. false alarm, sorry.
update for you. i've been thru tc, bl, bm, pn, managed to "fix" most stations as mentioned before. not sure if this was intentional or not, but none of those systems seem to have ions as a resource. believe that's what led to an economy collapse or stagnation, as many stations need that resource, such as cell fabs, construction shops, chem labs and such. npc traders ended up just sitting around searching for trades as stations would fill up with other resources but not be able to produce without ions. so, they all gathered around the argon trading dock since it was the only place buying their wares, driving the manager nuts i guess since he ended up with a status of "trading with nil", meaning no one i believe, so dozens of ships filled the area around the dock wanted to dock but not being able to. interesting sight to see. i set out to try and bring life back to the economy by getting ions into the systems. using mitchtech logistics mod (highly recommend for traders), i managed to set up a system whereby a ship dock in devries has a miner gathering ions, and a terracorp warehouse in cold star has the same. in tc i have 1 terracorp warehouse, and 1 in beaumont. those stations have only ions as wares and using mitchtech mod and some rahanas liquid freighters, we've got ions flowing into those systems and traders selling them to stations throughout tc and beaumont. will probably do the same for pandoras even tho there are so few needy stations there, and plasma appears to be missing in pandoras btw. considering adding other wares into the system to, such as plasma and ec. it's slow going and will need tweaking, but was actually a fun puzzle to work out. i also had some yat mod system traders who no longer are stopping work now since stations are producing. after going thru beaumont and pandoras, i think you have the scale possible with xr down to a fine art. some places with lots of rocks kill my fps, wouldn't hurt my feelings if the amount of visible rocks were reduced some. also enjoy reading the history of those areas. gotta ask tho, found a couple of jumpgates to nowhere, are they just decoration or plans for additional systems i hope? lastly, the 2 sectors at the end of pandoras with no highways have very few zones, dede i think it's called has only 3 found so far...is that really all?
Thanks for informing me about the ions problem. I actually didnt notice there was none in the systems. I just wanted to update some of the systems already cause i found some mistakes i made here and there. So this will be added to it and fixed aswell soon. My intention is to give some systems only some ressources and others different ones, so every system has kind of its pros and cons in terms of ressources and economy. Pandoras Nebula does not have any gases because i didnt wanted it to have them. Beamont has a good amount and Odeon has a lot. So i think should be sufficient. I wanna mention, there are Hydrogen-3 Facilitys in Beaumont and Treasure Chest, these stations produce hydrogen, plasma and ions. I just missed to instruct gasfreighters to trade plasma and ions, they only trade hydrogen, i fixed that for Treasure Chest in its latest update. The issue with the asteroids is a special kind of thing, i want to give the impression of a dense field while having good frames aswell. My PC handles these places pretty well, but thats different for every user i guess. I will look into it, but i need to make some compromise, because it still needs to serve its visual function too. The sectors in Pandoras Nebula without highways do have some more zones to explore, Dedem has 9 and Black Damnation has 6. About the jumpgates, some are decoration and some will serve an function. As a rule of thumb, if a gate does not appear on the map or shows an icon when you look at it, then its for decoration. This is the case for the gates in Blue Light/Heart of progress/Cosmodrome. The gates in Odeon/Ringos Moon/Titan Fight and Beaumont/Cold void/Far star are reserved for connecting with upcoming systems. Right now i am working on some systems that will be east of Beaumont. Later i will maybe make some in the south of Odeon too.
i was hoping those gates were for new systems, glad to hear it. guess i better mosey back to pandoras and take another look around. will check with those hydrogen stations again, initially saw only hydrogen offered but the game doesn't always seem to spawn trade offers as fast you might think. also sounds like i missed a sector, will check on that too. my pc is about 7-8 yrs old, homemade, i-7 3770, 16gb ram, gtx970, samsung ssd. has served me well but is aged. the extra rocks are indeed impressive and work as you intended. i can try the nvidia control panel and find a balance that works. unfortunately, i don't have the money to build a new one and even previous gen graphics cards are in short supply and stupid expensive thanks to crypto miners. looking forward to new mods, appreciate the work. sirfrancisdrake's got a mod of extra systems i need to try next, plus his x3 ship ports to xr are just great, and with your choice of background music i sometimes think i'm in x3 again, which is really cool.
mr. colman, i hate to keep bothering you, but could you give your opinion on the following pls...mentioned before i was using simooms lantern cheat menu to "fix" the stations in my game having no management personnel, which works, but simooms only lists vanilla factions for me to choose. well, i was able to modify the target_manipulation.xml file in simooms mod by copying a "page" in the "change faction" section, inserting it before last page, and changing the "choiceparam=" to add new faction id's (which i found in save game). ?<add_player_choice_sub text="{20203,1101}" position="top_left" section="SimoomsLantern_target_faction_set" choiceparam="[faction.fijiargnu]" comment="Fiji Argnu"/> and it actually worked. only problem is, the text displayed in the legacy menu "buttons" is the same faction name as the previous page which i copied. pretty sure the string text="{20203,1101}" is vanilla text page id for a faction name? each faction listed in the xml file has unique text numerical id, most tho are prefixed with that 20203 number. hopefully all the above makes sense. i've extracted tc .cat and tried to find similar references to your new factions but have had no luck. would love to add your new factions, krychokes lost sector factions, frankly any others to these menus as the need arises. again, i'm no modder so trying to read and search for all this info myself is nightmarish. how you and other modders figure this gibberish out is amazing to me. if you can provide any insight it would be appreciated. looking forward to installing odeon mod soon btw.
No problem, now you know how i felt when i started all of this, the more you see the code, the more you are able to read and understand it. So now, if you want to make it yourself, i will guide you, but be aware, fiji is an vanilla faction already, it just isnt fully implemented by egosoft and i didnt notice that until you told me. You are right, text="{20203,1101}" is actually the part you need to change. The first number is for the page, the second for the entry. The Problem with Fiji here is, it doesnt have an entry in the t-files. Its name is directly written in the factions.xml, which is another sign it wasnt meant for ingame use. Here are the new factions with name and shortname from Beaumont and Lost Sectors:
i see what you mean about fiji argnu where in factions.xml instead of the numerical page/id name the word "depreciated" is there instead, so yeah, poor little fiji argnu left out in the stellar dust now. thanks again, the proper text is displayed on buttons for all factions in my game, works like a charm. now i want to see if i can make some sense out of these **_zones.xml files and return the stations to their rightful owner like a good citizen of the x-universe should. btw, there's a thread at https://forum.egosoft.com/viewtopic.php?f=129&t=379128 where they are documenting text pages used by modders, you may want to consider posting yours there.
Gotta make sure to give this a spin when I get back to Rebirth one of these days. Funnily enough, I had thought of adding Treasure Chest myself before, but never really finished that project.
Funny to hear. I wanted to make a typically argon system, so i chose treasure chest. I orientated myself on the original one from X3 and also the x-lexikon website a lot.
33 comments
>>> required extension is missing ws_1966187970 <<<< in Schatzkammer /Treasure Chest ...... where I can find that, what I did wrong? greetzz
as the corresponding mods have probably been altered since John Colman acquired them, and now they have other ID's.
all Sectors are looking fine, except this one. There is no background, it's completely pink. All stations, ships and so on are there, but space is total pink.
What is very strange about it I had the same issue with one sector testing Vanfims Galaxy. All sectors looking fine, just one is pink as a piggy...
What can it be...
Btw. great work thou, I'm really impressed, thanx a lot...
thanks, this seems to have probably something to do with the textures. It can be caused by some other mods. Please try using this mod only with its required ones, so we can figure out if the pink background is getting caused by some other mod or a problem with your game.
1. any jumpgate, from the one in ol to enter tc, and any others within these new systems, cannot be flown thru like regular jumpgates. only way they work is double-clicking icon in center of gate, click fly-to-autopilot. new gates have no event horizon like vanilla gates.
2. none of the stations in the new systems have any management personnel, and thusly no trade offers. all spawned trader npc's in new systems constantly looking for trades, stations have no resources so no production happening.
assume these problems may be some combination of extensions in my game, which is not small. i've tried disabling and re-enabling extensions, no effect. honestly, have lost track of what i've tried.
today for grins i installed simooms cheat menu, and was able to "fix" a station or two, however some of the factions in your new systems don't show up in simooms cheat menu so i can't "return them to their rightful owner".
can provide list of extension, save game if needed. i play, not mod, so troubleshooting mods is totally foreign to me.
any help is appreciated, as is the work you and other modders do to make this beast of a game playable.
I will try to help you as best as i can to get the mods for you working.
1. The User jzhermes7 had the same problem, you can see it in the comments on Pandoras Nebula.
2. This is completly new to me.
Both of these issues arent meant to happen. They are probably related to some other mods. Please deactivate all other mods besides mine and the required ones. Then start a new new game, does this problem still exists?
This list contains mods, that will work with X Rebirths latest version.
You might wanna look at the mods by Sir Francis Drake, as he implemented two new systems and a bunch of ships.
I will also upload my newest mod soon, so dont miss to check it out.
I updated the mod to version 1.22. Please download it and let me know if it works now for you.
i set out to try and bring life back to the economy by getting ions into the systems. using mitchtech logistics mod (highly recommend for traders), i managed to set up a system whereby a ship dock in devries has a miner gathering ions, and a terracorp warehouse in cold star has the same. in tc i have 1 terracorp warehouse, and 1 in beaumont. those stations have only ions as wares and using mitchtech mod and some rahanas liquid freighters, we've got ions flowing into those systems and traders selling them to stations throughout tc and beaumont. will probably do the same for pandoras even tho there are so few needy stations there, and plasma appears to be missing in pandoras btw. considering adding other wares into the system to, such as plasma and ec.
it's slow going and will need tweaking, but was actually a fun puzzle to work out. i also had some yat mod system traders who no longer are stopping work now since stations are producing.
after going thru beaumont and pandoras, i think you have the scale possible with xr down to a fine art. some places with lots of rocks kill my fps, wouldn't hurt my feelings if the amount of visible rocks were reduced some. also enjoy reading the history of those areas. gotta ask tho, found a couple of jumpgates to nowhere, are they just decoration or plans for additional systems i hope? lastly, the 2 sectors at the end of pandoras with no highways have very few zones, dede i think it's called has only 3 found so far...is that really all?
The issue with the asteroids is a special kind of thing, i want to give the impression of a dense field while having good frames aswell. My PC handles these places pretty well, but thats different for every user i guess. I will look into it, but i need to make some compromise, because it still needs to serve its visual function too.
The sectors in Pandoras Nebula without highways do have some more zones to explore, Dedem has 9 and Black Damnation has 6.
About the jumpgates, some are decoration and some will serve an function. As a rule of thumb, if a gate does not appear on the map or shows an icon when you look at it, then its for decoration. This is the case for the gates in Blue Light/Heart of progress/Cosmodrome. The gates in Odeon/Ringos Moon/Titan Fight and Beaumont/Cold void/Far star are reserved for connecting with upcoming systems. Right now i am working on some systems that will be east of Beaumont. Later i will maybe make some in the south of Odeon too.
my pc is about 7-8 yrs old, homemade, i-7 3770, 16gb ram, gtx970, samsung ssd. has served me well but is aged. the extra rocks are indeed impressive and work as you intended. i can try the nvidia control panel and find a balance that works. unfortunately, i don't have the money to build a new one and even previous gen graphics cards are in short supply and stupid expensive thanks to crypto miners.
looking forward to new mods, appreciate the work. sirfrancisdrake's got a mod of extra systems i need to try next, plus his x3 ship ports to xr are just great, and with your choice of background music i sometimes think i'm in x3 again, which is really cool.
?<add_player_choice_sub text="{20203,1101}" position="top_left" section="SimoomsLantern_target_faction_set" choiceparam="[faction.fijiargnu]" comment="Fiji Argnu"/>
and it actually worked. only problem is, the text displayed in the legacy menu "buttons" is the same faction name as the previous page which i copied. pretty sure the string text="{20203,1101}" is vanilla text page id for a faction name? each faction listed in the xml file has unique text numerical id, most tho are prefixed with that 20203 number.hopefully all the above makes sense. i've extracted tc .cat and tried to find similar references to your new factions but have had no luck. would love to add your new factions, krychokes lost sector factions, frankly any others to these menus as the need arises. again, i'm no modder so trying to read and search for all this info myself is nightmarish. how you and other modders figure this gibberish out is amazing to me. if you can provide any insight it would be appreciated. looking forward to installing odeon mod soon btw.
text="{20203,1101}"
is actually the part you need to change. The first number is for the page, the second for the entry. The Problem with Fiji here is, it doesnt have an entry in the t-files. Its name is directly written in the factions.xml, which is another sign it wasnt meant for ingame use.Here are the new factions with name and shortname from Beaumont and Lost Sectors:
<page id="909090030">
<t id="8">Delexcorp</t>
<t id="9">DC</t>
<t id="11">Femtosoft</t>
<t id="12">FS</t>
<t id="14">IAC Food SC</t>
<t id="15">IAC</t>
<t id="17">Thromm mining and processing company</t>
<t id="18">TBV</t>
<t id="20">Argonmines</t>
<t id="21">AM</t>
<t id="23">Andoria Industries</t>
<t id="24">AI</t>
<t id="26">Solaris Corporation</t>
<t id="27">SC</t>
<t id="29">Montalaar Common Foods</t>
<t id="30">MCF</t>
<page id="40404">
<t id="410">Searchlight Industries</t>
<t id="412">SI</t>
<t id="420">Goner</t>
<t id="422">GO</t>
<t id="430">Argon colonists</t>
<t id="432">ARC</t>
<t id="440">Hayen</t>
<t id="442">HY</t>
<t id="450">Kha'ak</t>
<t id="451">KHA</t>
<t id="460">Rootless</t>
<t id="462">ROO</t>
<t id="463">Terran Colonial Command</t>
<t id="465">TCC</t>
<t id="466">Dark Space</t>
<t id="468">DS</t>
thanks again, the proper text is displayed on buttons for all factions in my game, works like a charm. now i want to see if i can make some sense out of these **_zones.xml files and return the stations to their rightful owner like a good citizen of the x-universe should.
btw, there's a thread at https://forum.egosoft.com/viewtopic.php?f=129&t=379128 where they are documenting text pages used by modders, you may want to consider posting yours there.
Funnily enough, I had thought of adding Treasure Chest myself before, but never really finished that project.