X Rebirth

X Rebirth

Canteran Refinery Ship (Produces Reinforced Metal Plates)
163 Comments
locutus87 9 Jul, 2017 @ 11:42am 
Hallo, bei mir wird das Schiff nicht angezeigt in der Bauliste, das Ice Refinery Ship aber schon.

Hello, with me the ship is not displayed in the building list, the Ice Refinery Ship but already.
Furykuiku'l 3 May, 2017 @ 11:04pm 
come on bro get your passion back this game needs your ships and other mods with new patch this is only till the real x4 comes out cant even play my old save games as they all require this to be working as it is not they will not load and i dont want to start from stracth again
Draconix26 29 Apr, 2017 @ 12:42pm 
I wish it worked
Zaxius 26 Jan, 2017 @ 8:19am 
What would be really cool is if we could assign trade ships to the manager on this ship. Right now it seems we can only assign one to the captain which he will use strictly for escort patrol. Id like to be able to assign trade ships and mining ships to this manager so he can get his resources quicker. But great mod over all this things works like a charm. Just dont tell it to gather resources. It will stop production. Learned that the hard way. If you just assign the ship to your squad and let it follow ytou it collects its own resources as it goes. Very cool mod actually. Love this ship. I got four of them working for me lol.
Draconix26 13 Jun, 2016 @ 6:38pm 
oh well thanks anyways wish i knew how to do this stuff but i dont lol
I appreciate you responding
innesbrad  [author] 7 Jun, 2016 @ 6:20pm 
the reason i can't update it is 2 part. 1 i can't find the problem. on my end it works seemlessly..
the other problem is i no lon how i evenn built this the first time, i quit playing this game activly a year ago or more when my team kinda hit the end of the fun with it... once we could make annything we wanted and print money into the game it lost its flare for us. We reached the point where i could not find the joy in battle, the chalenge of trade and managment. i enjoyed moding for this game, i fought through a problem that kept growing to give you guys this ship and others like it, it consumed my every waking hour. the best way to figure out why somethign does not work is to create a log file. then remove all the mods that you see that throw an error... what i had to do every tiem i have helped trouble shoot this mod... now i do know of the bug where this ship is buildable where it shoudl not be and i never figured out how to fix that...
Draconix26 5 Jun, 2016 @ 3:08pm 
I keep hoping this will be updated and the rest of his stuff oh well i guess ill give up these
alpex150255 24 May, 2016 @ 9:33pm 
XR 4.0 + HoL this mod no work:(
Draconix26 9 Mar, 2016 @ 11:55am 
this and the library no longer works
Khensu 15 Sep, 2015 @ 11:11pm 
hmm, I would say make it half as efficient as one production unit of a base would be, but without the EC cost? we could say that without the huge power output of EC they can only do this much with the onboard systems, so even if you do use the ships, you dont automaticaly kill the need of the stations.
innesbrad  [author] 15 Sep, 2015 @ 10:39am 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=421907253 is where i stored a lot of the recipes that were rebalenced to replace all energy cell costs with a perportional cost in fuel cells and hydrogen and plasma for future programmers to not have to work so hard.... i wanted to just use fuel cells, but there is a problem when all the math boiled out you had a situation where it took almost 1000 fuel cells to = 100 energy cells... this was a problem....i had to solve with out giving up the moral principal of i want the energy costs to be right...because i am an engineer that knows the laws of thermodynamics, but the design must be usalable....
this is something you could face....
innesbrad  [author] 15 Sep, 2015 @ 10:30am 
Recipe is the term used to figure out how much material and what materials it takes ot make a unit for example the default recipe of RM is like 1600 iron ore 400 energy cells and its baked for 900.... that may be slighly off but thats what the recipe is and its not easy to get right... because too cheap the universe is over filled, too expensive its just another battle ship...
innesbrad  [author] 15 Sep, 2015 @ 10:27am 
@ kensu... i could make those... in a few hours i think the real question that your request diddn't answer is this:
Ore - Refined Metal
Recipe?


Ice - Water (no extra energy cell)
Recipe?
taking off the energy cell that was produced on that ship is easy just remove the solar production factory for the design.

Silicon - Silicon Wafers
Recipe?

Crystal - Cut Crystal
Recipe?

Nividium - Nividium Cubes
Recipe?
innesbrad  [author] 15 Sep, 2015 @ 10:23am 
i don't know if it is or not honestly... i don't have as much time as i used to to play and test things...

Arcturus 15 Sep, 2015 @ 9:46am 
Is this mod 3.60 useable?
Khensu 20 Jun, 2015 @ 12:41am 
I would love to use this mod, but it is in conflict with my "unbalanced" thinking, so I know its not a wishing well, but could you make a few ships for me, that dont produce the finished product, only the raw matterial refined?

Ore - Refined Metal
Ice - Water (no extra energy cell)
Silicon - Silicon Wafers
Crystal - Cut Crystal
Nividium - Nividium Cubes

If not, then can you plz tell me, how I could edit your mod to this, and if I may? :)
Katana Sado 29 May, 2015 @ 6:35am 
Yes I do.
innesbrad  [author] 28 May, 2015 @ 3:16pm 
@ Katana Orcia Do you have the library file innes library scripts?
Katana Sado 28 May, 2015 @ 1:41pm 
I have a little problem, on my game the ship says that it need the same supplies as a station. What am I doing wrong? Hope you can help.
Cpt. Steve Rogers 21 Apr, 2015 @ 8:24pm 
would it be possible to add a hangar for the small mining ships so they can dock prior to the ship jumping?
innesbrad  [author] 11 Apr, 2015 @ 2:33am 
blood sky besoin d'obtenir les fichiers de bibliothèque https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=421907253
Doomguy 11 Apr, 2015 @ 1:59am 
ne fonctionne plus
alpex150255 10 Apr, 2015 @ 9:48pm 
Ok my language Russian
innesbrad  [author] 10 Apr, 2015 @ 2:05pm 
which lauguage and what text section displays that... is it the ships main name or a proudction modual... i can fix it . just didn't realize this broke my text links...
alpex150255 10 Apr, 2015 @ 1:32pm 
Yes my ship working agane bat ship name =TextIDNotFound= wot do it ?
innesbrad  [author] 10 Apr, 2015 @ 12:11pm 
the reason i made this change is because when you use this ship and any other ship that i made production on you get an error message in logs that is caused by continually over writing the code. so i made a master library of all the ship production modules. this library is the only one my ships use so it doesn't fight with any other mod over the files... so just having this mod gives the ship frame and the ability to build the library gives the ship the production modules.. you NEED both to make this ship work properly now.
innesbrad  [author] 10 Apr, 2015 @ 11:54am 
alex you need to go to this file and suscirbe https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=421907253 because this mod now requires that file as it libray files and steam doesn't auto link it right for soem reason...
alpex150255 10 Apr, 2015 @ 8:11am 
apdate 10.04.15 - no production modules and stop Work my old ship
innesbrad  [author] 10 Apr, 2015 @ 3:39am 
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=421907253
is now a required file... its a library i wrote to help me manage things...
innesbrad  [author] 10 Apr, 2015 @ 3:32am 
if soem one has a better idea im open to debate on this point because honestly the fuel cell costs were higher than i expected when i used the 1/4 energy cells converted to fuel cells.
innesbrad  [author] 10 Apr, 2015 @ 3:11am 
ok the good news is that this shoudl be the LAST MAJOR ship componet change...if you want the NPC bug to go away you need the newest version of ship from the ship yard. i worked hard to leave most legacy ships unchanged from a recipe stand point... but the new ship now is balenced using a new formual for rescource conversion... all food is boiled down to energy cost then the toal energy cost is split across 4 resources... hydrogen, plasma, ions and your bonus resource Fuel Cells.. now as a trade off i reballenced the equation as well so that with out a bonus your exactly even to a station with out bonuses... but with bonus your goign ot pay a lot but you can procude faster than a single module by a small amount... shoudl make keeping your ship full of fuel cells worth your time...
innesbrad  [author] 10 Apr, 2015 @ 2:36am 
Patch Installed: should FIx NPC dockign issues with NEW ship.. old ships ahng on im working on tryign ot learn a new command that might fix them with the new update data.

this update added meduim ship docks and 2 large trading docks to the ship and also changed the way files are linked so tha the ship will have less stupid error mesages if your running any of my other mods in addition. the trade of is a new required file... Innes Librady Scripts, with out that file the production moduals will cease to exist... because they now reference out of that file...
innesbrad  [author] 6 Apr, 2015 @ 10:42pm 
Good News...i have solved NPC docking issues in all tests, will update this mod when i figure out how to update legacy ships
Howdoyoupurr 29 Mar, 2015 @ 5:38pm 
ow no worries at all. none at all. Was just a suggestion nothing more.
innesbrad  [author] 29 Mar, 2015 @ 2:26pm 
Howdoyoupurr i also want ot apologise, i was not in my right mind when i responded... i was workign on trying to modify managment comand and let just say it failed badly and was still steaming about it when i read your post.... so i didn't give it a good responce and acted rashly so wanted to say sorry...

brad
innesbrad  [author] 29 Mar, 2015 @ 2:20pm 
while i belive that im also a guy that builds what people want... so its kinda a public opinion thing... im not adamently sticking my heels in... but that being said im a real long way from even the limited scope of my plan much less the idea of a fully automated station ship... now if i end up building a fully auto version i promise this i will have 2 versions of the ship one for guys like me and other for those that want it automated so its a choice. i like choices lol....for me thats the real freedom modding gives me lol.
Howdoyoupurr 29 Mar, 2015 @ 1:08pm 
I can genuinely respect that philosophy when it comes to your mod.
innesbrad  [author] 29 Mar, 2015 @ 6:00am 
i have my own thoughts on it mainly because i have read all the ai scripts i could find on trade and mining... there is no object currently in the game that is not subject to players making decisons for them that will will deny the player the ability to mess up the perfect cargo convention... further more there is no object in the game that even follows a manager/ production module sugestion.... so its not an easy code problem. however i would like ot fix the manger/ production modual sugestion being followed... so i do have plans to let the manger call a mining script to an end on this ship when the recource requested reaches the recomended limit... but as for fully automating, i don't really want to. i belive that people apreciate the things they work for and i also belive if it was fully auto it would be singular purposed and thats not what the x games have really ever been about to me.
Howdoyoupurr 28 Mar, 2015 @ 9:59pm 
Well just a suggestion if its possible to make it so your ship can only collect those 4 resources so that way if it is missing part of the formula it will automatically hunt for whichever of the 4 resources it is missing. Until it has all 4 then will make reinforced plating and repeat. I dont know if that is possible to code in. But if it is would make the mod for that ship run more efficiently and wouldn't pick up other resources besides what it needs to make the metal plating. Thoughts?
innesbrad  [author] 28 Mar, 2015 @ 8:59pm 


The Refinery Ship is one of the first ships of its kind, it has an onboard Plate Refinery designed to convert raw materials(15 ions, 13 plasma, 60 ore, 8 nividium) into Reinforced Metal Plating

so in english when you get (15 ions, 13 plasma, 60 ore, 8 nividium) on board the ship the factory will run a cycle... and when it finishes will give you 5-7 plates.... depending on bonuses...

i recomend going mining for the stuff, the Devries galaxy has every recource you need ot make plates in system right next to the albion gate....

im not sure i 100% understand you how is the ice refinery simulated? that ship has to mine too, you need to collect ice and then the ship will melt it for you...granted you can just do nothing and the solar cell will make energy cells... but thats the same as energy farms they require nothign and make soemthing...
Howdoyoupurr 28 Mar, 2015 @ 8:19pm 
how does your mod work
Howdoyoupurr 28 Mar, 2015 @ 8:14pm 
Is this simulated like the ice refinery ship. or does it need to actually pick up resources and if so how do you get it to run what commands do you use where to get it started or do you need any additional workshop mods etc etc.
innesbrad  [author] 27 Mar, 2015 @ 9:55am 
ok i have been fiddleing and fiddeling and i can't get turret 49 and mining laser 3 to face the way i want... im going to come back to those later, but for now they are kinda hanging arround not facing correctly... im going to focus on multi launguage support and try to do stuff to managment...
the gun counts for defence 1.5 are doen only added like 5 guns and moved others.. it secures the botom of the ship with a small amount of firepower to keep ships from hovering there and blasting the ship...

also added protection to the jump drive...

i added i think 3 more mining lasers just so i coudl run an anti missle test with another mod they may be kept or removed but i needed an area where the guns didn't have a hole where the missle could exploit to see if they woudl track and kill...
innesbrad  [author] 25 Mar, 2015 @ 3:44am 
this is kinda a hard question because my ship is the first of its kinda to acttually work, im solving problem after problem trying to figure this out.... if you build this ship right now i was working on defence 1.5 and was almost done... it added like 5 turrets to the bottom layers of the ship just sparcely covering the area to give less places to hide... i also added 3 mining lasers.. just trying to stop rocks from gettign in so close on movement and being above the existing guns shoot pangels and below the added guns shoot angle.... its tricky i might remove some lasers later, but im testign this to see if its more helpful in the mining tests.... im helping with a bug fix, im not sure what caused it yet so might be a bit till i finish the orientation stuff to make these new objects flush agaisnt the hull.
innesbrad  [author] 24 Mar, 2015 @ 4:18pm 
yeah the NPC's try to bring everything your ship needs... fuel, ore, ions, plasma, nervidium.
but its not a clear cut and dry problem.... it could be amanagment issue from the mnger budget not being assigned corrctly.. could be a dockiing issue, could be a lot of things...
Pernt 24 Mar, 2015 @ 7:17am 
I noticed when trying to transfer wares to the refinery ship, it will only let you input one delivery at a time. If you allow trades with other factions, it queue's up as many trades as it needs to fill every resource. It is possible that it's being overloaded and the whole process is locking up. Just a wild guess, I have no idea how it functions, but it just stuck out as kinda odd to me.
innesbrad  [author] 24 Mar, 2015 @ 3:32am 
i guess it depends on how crowded it go though...i mean if they are all over your ship like 3-5km yeah moving is not a bad idea, but if not they are out of laser range...so should be able to mine and not distrube them...
innesbrad  [author] 24 Mar, 2015 @ 3:30am 
um if you restrict trade the other fatsions stop following you and eventually return to trading for their fation once the deal they tried to do expires.
you don't needd to move the ship once you hit the restrict trade opttion it should update them and they will not want to dock i think but they go into a new limbo state....( they have to wait 2 hours for the deal they created in the system to expire) after that they get new orders and go do the next task...

your manger on the ship has little power to do stuff at the moment...im working hard to fix it... you can't asign ships to him.. they all go to the captin and he asigns them as a defencive escort.
Pernt 24 Mar, 2015 @ 12:44am 
I do have a manager, and they are npc ships of other factions. So, do you think restricting trade to other factions, then moving the ship to someplace not crowded and assigning mining ships to the manager would get it running?
innesbrad  [author] 23 Mar, 2015 @ 11:54pm 
dancing you say? lol.. are these your ships or other factions? because i know that if you don't have a manger stoping all non player ordered trade the NPC's will try to trade with your ship and when they do they get this limbo going sometimes... i think its a 2 part problem and i think maybe i can fix part of it by making this ship more like a station and adding a docking port like stations have. but im nott convinced thats the whole problem, the docking code is absolute.... it uses fixed points to line up, when doing ships the code trigers a handshake bringing the target ship to a stop and then plots....in stations it just plots... stations don't more lol. but this station does and im not sure i can fix that.... now i know your ships dock when your the player give the order from the transfer menu... i have never tried doing it from the trade menu.... error 64 made trades invalid very often, before i could give the order.