X4: Foundations

X4: Foundations

Bayamon Mining-Carrier VRO [6.0]
Prior Micha  [developer] 24 Jun, 2022 @ 7:20am
wares-file
It seems that some players are having problems getting the ships in their shipyards working.
If someone can help to find the issue, please help. Here is the code:
<?xml version="1.0" encoding="utf-8"?> <diff> <add sel="/wares"> <ware id="units_sco_xl_bayamon3_sol" name="{9771315,11971} {20111,3101}" description="{9771315,11973}" group="ships_terran" transport="ship" volume="1" tags="ship"> <price min="30800564" average="35734754" max="39529238" /> <production time="202" amount="1" method="default" name="{20206,901}"> <primary> <ware ware="energycells" amount="6430" /> <ware ware="hullparts" amount="7310" /> </primary> </production> <component ref="units_sco_xl_bayamon3_sol_macro" amount="1" /> <restriction licence="capitalship" /> <owner faction="pioneers" /> <owner faction="player" /> </ware> <ware id="units_sco_xl_bayamon3_liq" name="{9771315,11971} {20111,3201}" description="{9771315,11973}" group="ships_terran" transport="ship" volume="1" tags="ship"> <price min="30800564" average="35734754" max="39529238" /> <production time="202" amount="1" method="default" name="{20206,901}"> <primary> <ware ware="energycells" amount="6430" /> <ware ware="hullparts" amount="7310" /> </primary> </production> <component ref="units_sco_xl_bayamon3_liq_macro" amount="1" /> <restriction licence="capitalship" /> <owner faction="pioneers" /> <owner faction="player" /> </ware> <ware id="units_sco_xl_bayamon3_uni" name="{9771315,11971} {20111,2001}" description="{9771315,11973}" group="ships_terran" transport="ship" volume="1" tags="ship"> <price min="30800564" average="35734754" max="39529238" /> <production time="202" amount="1" method="default" name="{20206,901}"> <primary> <ware ware="energycells" amount="6430" /> <ware ware="hullparts" amount="7310" /> </primary> </production> <component ref="units_sco_xl_bayamon3_uni_macro" amount="1" /> <restriction licence="capitalship" /> <owner faction="pioneers" /> <owner faction="player" /> </ware> <ware id="units_sco_xl_bayamon3_trader" name="{9771315,11972} {20204,4501}" description="{9771315,11973}" group="ships_terran" transport="ship" volume="1" tags="ship"> <price min="30800564" average="35734754" max="39529238" /> <production time="202" amount="1" method="default" name="{20206,901}"> <primary> <ware ware="energycells" amount="6430" /> <ware ware="hullparts" amount="7310" /> </primary> </production> <component ref="units_sco_xl_bayamon3_trader_macro" amount="1" /> <restriction licence="capitalship" /> <owner faction="pioneers" /> <owner faction="player" /> </ware> <ware id="engine_sco_xl_bayamon3_01" name="{9771315,12001}" description="{9771315,12002}" group="engines" transport="equipment" volume="1" tags="engine equipment"> <price min="624061" average="671179" max="718297" /> <production time="30" amount="1" method="default" name="{20206,901}"> <primary> <ware ware="antimatterconverters" amount="193" /> <ware ware="energycells" amount="50" /> <ware ware="engineparts" amount="89" /> </primary> </production> <component ref="engine_sco_xl_bayamon3_macro" amount="1" /> <restriction licence="generaluseequipment" /> <use threshold="0" /> <owner faction="pioneers" /> <owner faction="player" /> </ware> </add> </diff>
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Showing 1-4 of 4 comments
WarFang 20 Jul, 2022 @ 5:47pm 
Firstly, because the owner faction of the wares are the Segaris Pioneers you are going to want to add a Terran production method, otherwise the Segaris Shipyard is going to stock hull parts, engine parts and antimatter converters.
The production entries for the ship wares should look something like this if you want both Commonwealth and Terran methods:

<production time="202" amount="1" method="default" name="{20206,901}"> <primary> <ware ware="energycells" amount="6430" /> <ware ware="hullparts" amount="7310" /> </primary> </production> <production time="202" amount="1" method="terran" name="{20206,901}"> <primary> <ware ware="computronicsubstrate" amount="770" /> <ware ware="energycells" amount="30854" /> <ware ware="metallicmicrolattice" amount="1625" /> </primary> </production>

In the above example I used almost exactly the resource cost of the VRO version of the Asgard since its chassis is quite close to the cost of the Bayamon's.
For the engine:

<production time="30" amount="1" method="default" name="{20206,901}"> <primary> <ware ware="antimatterconverters" amount="193" /> <ware ware="energycells" amount="50" /> <ware ware="engineparts" amount="89" /> </primary> </production> <production time="30" amount="1" method="terran" name="{20206,901}"> <primary> <ware ware="computronicsubstrate" amount="40" /> <ware ware="energycells" amount="3950" /> <ware ware="metallicmicrolattice" amount="245" /> <ware ware="siliconcarbide" amount="38" /> </primary> </production>

It that example the resource cost is almost exactly that of a VRO TER XL All-round engine.


Secondly, making the player an owner faction won't make the ship show up in player shipyards. You'll need to add it within your mdscript to give the player the blueprints when a game starts. Assuming you want the player to start the game with the blueprints, something like this should work:

<mdscript name="bayamon_miner_update" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="md.xsd"> <cues> <cue name="bayamon_miner_update"> <conditions> <check_any> <event_cue_signalled cue="md.Setup.GameStart" /> <event_player_created/> </check_any> </conditions> <actions> <set_value name="$versionNumber" exact="1"/> <do_if value="event.param"> <show_help duration="20" custom="'{9771315,11971} update to version %1 complete.'.[$versionNumber]"/> </do_if> <do_else> <show_help duration="10" custom="'{9771315,11971} installiert.'"/> <include_actions ref="Bayamon_UnlockBlueprints"/> </do_else> </actions> </cue> <library name="Bayamon"> <cues> <library name="Bayamon_UnlockBlueprints"> <actions> <set_value name="$bPBayamonWares" exact="[ ware.units_sco_xl_bayamon3_sol, ware.units_sco_xl_bayamon3_liq, ware.units_sco_xl_bayamon3_uni, ware.units_sco_xl_bayamon3_trader, ware.engine_sco_xl_bayamon3_01 ]"/> <add_blueprints wares="$bPBayamonWares" /> <remove_value name="$bPBayamonWares"/> </actions> </library> </cues> </library> </cues> </mdscript>
Last edited by WarFang; 20 Jul, 2022 @ 6:01pm
Prior Micha  [developer] 21 Jul, 2022 @ 5:55am 
Originally posted by WarFang:
Firstly (...)
Thank you very much for explaining. I didnt't know that.


Originally posted by WarFang:
Secondly (...)
I'm not sure. I wanted to make the blueprints buyable at pioneers (because of the story around the ship). For my own use I cheated the blueprints in.
WarFang 21 Jul, 2022 @ 8:47pm 
You're welcome! I didn't know what you meant about "players are having problems getting the ships in their shipyards working." Was there some other issue with the Bayamon in shipyards?
Prior Micha  [developer] 1 Feb, 2023 @ 6:06am 
Updated. Thank you very much!
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