X Rebirth

X Rebirth

AutoTrain
66 Comments
stndbye  [author] 6 Jan, 2018 @ 12:53pm 
@Lime_Chill:
NPCs get trained in relevant skills only, and its usually quickest in their main skill - except for specialist, those get trained all of their skills.

@beaver1981: Sure thing. Wish you luck with your mod, thers lots of work to be done with vanilla aiscripts!
beaver1981 4 Jan, 2018 @ 3:45am 
Would it be OK for you if I upload a patch for my mod CES to ensure compatibility with your mod?
It would be fully dependent on your mod.
Lime_Chill 6 Sep, 2017 @ 4:55pm 
Hey o/ Thanks for a great mod. Got a question, do they train all 3 main skills depending on role or all of them or just 1 ?
dan5tr4n63r 19 May, 2017 @ 1:19am 
I have this game for less than a month...i didn't want extreame mods that changes the game to the point that i can't distinguish from the original game...i only wanted those tiny changes as i think they should be with the game...looks more realistic with those mods...so no...haven't had any other mod besides what i just listed....I tried it again like i said i will...i noticed no bugs...maybe it was all a fluke...still...if it was not your mods..what could it be?....anyways...for now the mods work just like you planned...Thank you...putting them in favorite:steamhappy:
stndbye  [author] 18 May, 2017 @ 9:44am 
Huh, i expected u have a bigger mod that changes a lot.. have no idea which could kill my mod.
I used more crew, capship bridge, show skills so they should be (at least were a couple months back) safe.
Orange cursor doesnt look like a big change, neither does the repair laser..
Maybe u used other mods on this save that you removed since?
Also some people complained about a similar issue, but they spawned the crew using a cheat mod. I told them to try a vanilla hired employee but they never wrote back.
dan5tr4n63r 18 May, 2017 @ 5:09am 
By the way...i forgot to mention that all my capital crew are upgraded(5 star)...could that be the cause?...i don't know...just wondering
dan5tr4n63r 18 May, 2017 @ 5:05am 
these are the scripts i used
show skills
orange mouse cursor
hull repair laser
hull x3 skunk
more crew
capital ship bridge

it worked fine with these...after installing the autocrew and autotrain is when i had that issue...i could not give any command to those ships yet they had a priviously command when i look on the captain side of things...but they would do nothing...and i couldn't give them nothing...what do you think it was?...it would be great to have the crew automatically upgrade to the next level...
i will try again for the sake of wanting those...
stndbye  [author] 17 May, 2017 @ 12:24pm 
@dan5tr4n63r: Its a mod conflict, probably one of your mods rendered vanilla AI scripts unusable.
No way to fix this on my end, unfortunately.
dan5tr4n63r 17 May, 2017 @ 10:18am 
A..yeah...i installed both mods(autotrain and autocrew)...and my ships would not respond to anything...i had 10 transporters and 2 of them would just sit on command gray...i had to unsubscribe and it worked again...well...is still more easy with gifts
Eikioma 25 Oct, 2016 @ 4:57am 
Thx I will check that soon :D
stndbye  [author] 24 Oct, 2016 @ 9:13pm 
I checked mining as well - ships should have a 6% chance every 3min while mining to get a skill increase. DO & Engineer has a bit lower chance. Let me know if it does not work.
stndbye  [author] 24 Oct, 2016 @ 9:34am 
Ware transfers wont increase skills (apart from the captain when moving the ship between zones).
Ill try to see if miners can be handled better.
Eikioma 6 Oct, 2016 @ 9:34am 
@Chappy I have the same check ;) but i do manual trading with the crew not all 5 star and then switsh for YAT when their training complete, but i think's YAT do less benefisss than manual trading, that the impression i get for my last game.

@stndbye well i think they do learn when they do general movement but when mining they don't really move.
And i wanted to check if by trading that also include by exemple mining ship deliver their storage to their station.
If i get wares with tradeship and one of my station from Enter-6-1 is that considered trade and with the cmd from ship commander to transfert ware not ? Or both not because they do not use credit ?
SH 6 Oct, 2016 @ 7:39am 
Thank you very much for your answer. Then i'll go back to the old way, sending them direktly to trade. :)
stndbye  [author] 6 Oct, 2016 @ 7:36am 
I never checked YAT's code but im pretty sure AutoTrain will not work for ships running YAT's scripts.
The code from this mod should be added to YAT as well to allow employee trainings during work.
SH 6 Oct, 2016 @ 4:31am 
Hello there. Before everything else: Thank you for the Mod. Al lot more fun, as if the Crews just were learn resistant idiots.
But there is a question left: Is it possible, that your mod struggles with Yet another trader? All my "normal" Pilots in fighting Ships gaining XP while eskorting my transport ships. The transporter crews do not, while auto trading.
I will try this now with one transport ship for a while with manual trading orders.
Sorry for the bad english, i hope i could describe what my problem is.
Kindly regards.
stndbye  [author] 5 Oct, 2016 @ 10:43am 
BoostHungry below had a compatibility script - can you try to PM him?
I would also upload that on ego forum in case noone has done it.
Parasus 5 Oct, 2016 @ 5:24am 
Does your mod work if i use the CWIR mod?
stndbye  [author] 22 Sep, 2016 @ 12:22am 
I think i included miners in one way or another... will check that later and update description xD
Eikioma 16 Sep, 2016 @ 3:41pm 
Thx to this mod :D
And just to be sure, they don't take experience when mining ?
That was not in the list.
stndbye  [author] 2 May, 2016 @ 5:57pm 
Open log right after loading a save, and search for autotrain.
If you find anything then you have a mod compatibility issue. The line(s) will have a script name at the end, from that you can more or less figure out what action will not trigger skill increase as intended.
donziboy2 2 May, 2016 @ 12:03pm 
Is there any way to tell if its working?
stndbye  [author] 24 Apr, 2016 @ 7:14am 
Another way could be to create a separate mod from just the CWIR related scripts, and name it so that alphabetically it comes after CWIR (iirc thats the default load order).
stndbye  [author] 24 Apr, 2016 @ 6:52am 
Yes, i will upload that soon.
BUT this change is better integrated into CWIR, as there is no way to ensure proper load order of the mods (CWIR should be first, so by the time my mod loads it has something to modify for sure).
Unfortunately you can only set optional dependencies (= ES's concept of load order) between workshop mods.
If this wasn't the case i would have already added the CWIR compatibility script, but it seems there is no way to handle that properly as long as there is no workshop version.
BoostHungry 24 Apr, 2016 @ 5:50am 
Will the new "compatibility" update be made available via dropbox? I can't add the CWIR compatibility change to the Steam Workshop version since the Steam version is just .dat files.
stndbye  [author] 23 Apr, 2016 @ 8:17pm 
And why are you posting this in AutoTrain's thread..?

If its for AutoCrew, the NPC that vanished had nothing to do with any of my mods as you fired AutoCrew's before. Plus that mod only acts when you acquire a ship, so not much i can do here.
Maybe try it without the cheatmod, and hire an NPC vanilla way.
mikl2001 23 Apr, 2016 @ 6:36pm 
Hi.

I have seen a bug as follows. Installed mod AUTOTRAIN and AUTOCREW, I capture any ship and after that change engineer it for the more experienced (fire that was automatically assigned, and I give the orders to the engineer from the Board to work on another ship). The engineer starts to work, but as soon as I fly over the sector with this ship - the engineer disappears.

Engineer I hired through mod from Aladinalex - CheatMenu. Together with the author of this mod we checked this bug on a clean save game. The problem was repeated.
stndbye  [author] 23 Apr, 2016 @ 6:40am 
Sorry, i dont get you.
Please provide a clear description of the issue, and clear repro steps - otherwise i cant help you.
mikl2001 22 Apr, 2016 @ 4:47pm 
I apologize for my English. And, Yes, I didn't want to disturb your idyll of a peaceful chat, but in this fashion there is a specific GLITCH! Which deletes automatically hired (modded by the same author) engineer. It helps to leave the sector with the newly captured ship, where you have changed the engineer to a more sensible and all, leaving the area you won't see him anymore.
stndbye  [author] 15 Mar, 2016 @ 6:35pm 
Thanks kelmenwong and Incarnation, updated description.
Sadly there is no workaround for this via modding.
Incarnation 15 Mar, 2016 @ 3:26pm 
I'm seeing the same behavior. Subscribing to this extension adds a red exclamation point when the game is launched. The externsion menu shows that AutoCrew requires an update from the workshop. I am not subscribed to autocrew.
kelmenwong 14 Mar, 2016 @ 7:11am 
ya, so just keep a tab on this, in future if other has similar exp, u may try relate this
stndbye  [author] 14 Mar, 2016 @ 7:09am 
Im not so sure your problems are generic, and would affect every subscriber.
kelmenwong 14 Mar, 2016 @ 7:05am 
i'm not about discussing about the dependency
imo, it would be good to have more info especially to new players, who happened just to sub this mod without the other, then they will encountered this issue

so a head-up info about this in the description may help those
stndbye  [author] 14 Mar, 2016 @ 7:03am 
I get that exclamation mark when i happen to have a duplicate of the mod in extensions folder.

Once Steam created a <modname>_backup folder with a clone of another mod for ex in my extensions folder, then i got the red mark.
I think it happens if you have 2 folders with a content.xml that have the same IDs in them.

I'd ask ES about this on their forum, its definitely a behaviour that no mod can affect/override.
These actions (dependency check and related things) happen before the mod is allowed to do anything.

Btw in the past there were some bugs related to subscribe/unsubscribe - this might not even be related to dependencies.
kelmenwong 14 Mar, 2016 @ 6:51am 
i got a exclaimation mark in the in-game main meny extension option
but i don't get this on next sub and restart
and i noticed autocrew extension kind of downloaded, with just the content.xml, but i never sub it
stndbye  [author] 14 Mar, 2016 @ 6:50am 
What is the behaviour the first time?
kelmenwong 14 Mar, 2016 @ 6:47am 
then it may if u put on installation note for those player who only wanna run this without autocrew, as restarting game 2nd time may needed
stndbye  [author] 14 Mar, 2016 @ 6:45am 
Also there is no way a mod could silently subscribe you to another mod. It's something that steam does not allow (raises security issues amongst others), you can't even code such requirements/actions in a mod.

If you have a missing dependency then XR will not even enable the mod in question - but will never subscribe you to any other mod by itself.
Its either an ES bug or you messed up something.
stndbye  [author] 14 Mar, 2016 @ 6:38am 
If you have a reproducible issue, please post it in egosoft forum beta/tech support thread.
It's not related to my mods.

Since the 'optional' attribute is true this line only overrides load order of the mods. It does not make anything required.

Note that just deleting any folder from extensions will not unsub you from any mod - if subscribed, and updates are enabled for the mod, XR will download it again on next launch and enable it.
kelmenwong 14 Mar, 2016 @ 6:34am 
i tried sub this and the game again, this time i don't have blocking on extension, but that is what happened 1st time i sub this
the dependency finding is done later to peek into ur stuff

i believe ppl 1st time sub this will have issue, need to restart the game 2nd time
stndbye  [author] 14 Mar, 2016 @ 6:28am 
Do a bit of background research next.
That code you quoted does not do what you assume.
kelmenwong 14 Mar, 2016 @ 6:27am 
this is extracted from the content.xml
<dependency id="ws_604564648" optional="true" name="AutoCrew"></dependency>

this make it to need to subscribe autocrew as well, it can't run standalone without autocrew
stndbye  [author] 14 Mar, 2016 @ 6:25am 
No, it just alters AutoCrew if its present, so the skills it generates are much lower.

Both mods can be used separately.
kelmenwong 13 Mar, 2016 @ 11:15am 
does this has a dependency on autocrew?
so i can't just run this stand-alone?
stndbye  [author] 8 Mar, 2016 @ 11:07am 
You always could. AutoTrain never had a limit on skills, 5 was the max since the beginning.
无聊 7 Mar, 2016 @ 5:29pm 
can I train 4 stars to 5 stars with this mod now?
SuAet 6 Mar, 2016 @ 11:08am 
Thanks so much .. I sure will do! It is great to see people putting this much work for this game in their free time :D
stndbye  [author] 6 Mar, 2016 @ 9:22am 
Thanks SuAet!
Indeed i got way too generous there, skillup rate is now 5 times less (as originally intended).
Logic works like this if its of any interest: a full repair of hull, shields, and turrets yields about 30% chance for an increase.
This mainly concerns warships used personally - engineers on patrols, or trader ships will get some skillups during everyday duties.
Let me know if further balancing is needed.
SuAet 6 Mar, 2016 @ 5:39am 
so far so good .. enjoyed your mod ! However I think the crew might earn its stars to fast. I put a 3 star engineer on a captured tituriel. Of course there was alot to repair but I didnt expect the engineer to be 5 stars just after that. I would expect it to take at least 1-3 full repairs to earn another star.