[SCRIPT] Salvage Network 2.8 [08.11.08]
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
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Hi found something - not sure if it is a pandora crate:
Will edit this post when I find more. (1x)
Spoiler
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Black Hole Sun - Rudder Optimisation - 0,0,125459m
Elysium of Light - Engine Tuning - 0,132388m,0
Elysium of Light - Engine Tuning - 0,132388m,0
Do not meddle in the affairs of dragons. For thou art crunchy an taste good with ketchup.
Notice: My website is not always up and running - mostly during the day, but not always - will change soon.
Notice: My website is not always up and running - mostly during the day, but not always - will change soon.
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Hi Zero Tolerance,
You could be right, 99.9% of the crates are wares (products, weapons or shields), but there are a few with credits...
I would expect the locations of the Pandora Crates to be random though, but maybe other people can post coordinates for their finds...
There are also quite a few booby-trapped crates and 'freebie' ships too!
You could be right, 99.9% of the crates are wares (products, weapons or shields), but there are a few with credits...
Spoiler
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Ore belt usually has a crate with 75,000cr in it
(at least in my games!)
(at least in my games!)
There are also quite a few booby-trapped crates and 'freebie' ships too!
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The only minor issue I see, from what i can tell I don't know if it can be replicated, is that the community trading extension from the bonus is overwritten by the salvage software. I'll try to reduplicate the process if it's with new games or just older games.
Edit: Ok the salvage claim software mark 1 does take over the slot for the community logistics software mark 2 in the trading ports. Might want to check and see if anyone else sees the same problem. This is happening with new games
Edit: Ok the salvage claim software mark 1 does take over the slot for the community logistics software mark 2 in the trading ports. Might want to check and see if anyone else sees the same problem. This is happening with new games
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Hi seikyo,
Are you having problems?
If the Salvage Claim Software isn't showing up in the EQ Docks, check your player log-book, my script writes an entry in there when it's initialised.
If you don't see anything (it's usually in Cyan to make it stand out), run the script setup.TECSG.Salvage and that should restart the script.
Are you having problems?
If the Salvage Claim Software isn't showing up in the EQ Docks, check your player log-book, my script writes an entry in there when it's initialised.
If you don't see anything (it's usually in Cyan to make it stand out), run the script setup.TECSG.Salvage and that should restart the script.
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Hi Legionnaire, Pogi,
I haven't checked what slots the CLS Mk. 2 script uses, but the usual response to a situation like this would be to uininstall that script and then reinstall it (and don't forget that sometimes you have to use the re-init script cache option in the script editor to reload them all).
Have you tried that, if you have (and it still doesn't show up), let me know (and the author of the script).
I don't think my script shpuld be doing anything to make that not show up, as everyone using both those scripts would have the same problem, but you can never tell!
I haven't checked what slots the CLS Mk. 2 script uses, but the usual response to a situation like this would be to uininstall that script and then reinstall it (and don't forget that sometimes you have to use the re-init script cache option in the script editor to reload them all).
Have you tried that, if you have (and it still doesn't show up), let me know (and the author of the script).
I don't think my script shpuld be doing anything to make that not show up, as everyone using both those scripts would have the same problem, but you can never tell!
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Hi.TECSG wrote:Hi Marodeur,
Make sure you have the Additional command 'Detect crates' running, it will tell you if you enter a sector with crates in it.
If you want to send me the translated file, I will include it in the next version.
Thanks.
Ok, found some crates. (If you have to check 12 sectors Murphy says hello and the crate is in sector 12 )
My translation is complete. I will now check the messages ingame and if they are correct i will send the file to you.
Because 2.8 is from 19/10/2007 is there a estimated time period for the new version?
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Hi Marodeur,
You should have checked the last sector first!
Okay thanks, I'll add the file as soon as I get it.
I only release a new version when I add something or there is a bugfix, so I will upload the new version (with the translation) but still call it 2.8 as there are no actual changes to the script that would require a reinstall.
You should have checked the last sector first!
Okay thanks, I'll add the file as soon as I get it.
I only release a new version when I add something or there is a bugfix, so I will upload the new version (with the translation) but still call it 2.8 as there are no actual changes to the script that would require a reinstall.
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K.
And about the issue with the CLS MK2...
If you check the Community Script & Mod Download Library for X3 there are 2 conflicts.
Wares:
Ship Command Menu:
The second conflict is only a "possible" conflict because its marked with green color in the list:
*These commands are from unsigned versions of signed scripts. These slots are probably safe to use.
So maybe there is a conflict-fix soon?
And about the issue with the CLS MK2...
If you check the Community Script & Mod Download Library for X3 there are 2 conflicts.
Wares:
Code: Select all
28;0;0;0;0;65;5813;0;383;1;1;0;383;-100000;0;0;SS_WARE_SW_NEW7; 10752 credits
Commodity Logistics Software MK2 by Lucike
Personal Power Generator by PapaTong
Salvage Network by TECSG
E.F.S Local Jump Drive by Andras/Jakesnake5
Code: Select all
<t id="1229">COMMAND_TYPE_SHIP_29</t> - Commodity Logistics Software MK2 by Lucike :CONFLICT: Detect Crates - TECSG
*These commands are from unsigned versions of signed scripts. These slots are probably safe to use.
So maybe there is a conflict-fix soon?
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Hi Marodeur,
I knew about the second conflict you'd mentioned, as I previously had to switch slots after the XTM mod overwrote one of the slots I was using, unfortunately, there aren't any (as far as I know) slots left. In their wisdom, the devs only allowed 32 commands per category, and now they're all gone.
As the info states, it *should* be safe to use that command as the previous one was now defunct, but the first conflict is regarding the ware slot, and I don't have an alternate solution for that currently...
You could ask Lucike if he has any suggestions though.
I knew about the second conflict you'd mentioned, as I previously had to switch slots after the XTM mod overwrote one of the slots I was using, unfortunately, there aren't any (as far as I know) slots left. In their wisdom, the devs only allowed 32 commands per category, and now they're all gone.
As the info states, it *should* be safe to use that command as the previous one was now defunct, but the first conflict is regarding the ware slot, and I don't have an alternate solution for that currently...
You could ask Lucike if he has any suggestions though.
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A slight suggestion, if I may say so, on that ware conflict. Wouldn't it be more logical as a ware in a trading station instead of an equipment station? What would be the first thing you'd do with a ship when you claim it? I know technically it should be in the equipment dock but maybe changing it to a traders dock would be helpful.
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Hi seikyo,
Unfortunately, it doesn't work like that, there are a very limited number of 'vanilla' ware 'slots' available for use (about 10 I think), and where the item is sold makes no difference to the number it has.
Although you can easily specify what sort of station sells your item, I see the Salvage Claim Software as a piece of equipment rather than a product, hence the Equipment Dock rather than the Trading Station.
I'm looking in to creating a custom ware for the software, so it won't conflict with the CLS Mk. 2, but I've got to find out how to do that first!
Unfortunately, it doesn't work like that, there are a very limited number of 'vanilla' ware 'slots' available for use (about 10 I think), and where the item is sold makes no difference to the number it has.
Although you can easily specify what sort of station sells your item, I see the Salvage Claim Software as a piece of equipment rather than a product, hence the Equipment Dock rather than the Trading Station.
I'm looking in to creating a custom ware for the software, so it won't conflict with the CLS Mk. 2, but I've got to find out how to do that first!
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@TECSG...Oh yeah. I reach that point when I hold my arm out and I can't see my fingers clearly because of the vibrations..lol
Actually' you could probably help me in my quest..Please look at the last post I made here:
http://forum.egosoft.com/viewtopic.php? ... 1&start=90 (this is what I posted here by mistake)
Maybe you could do something about the "Changing Ship ID" in your claim script...Thanks
Actually' you could probably help me in my quest..Please look at the last post I made here:
http://forum.egosoft.com/viewtopic.php? ... 1&start=90 (this is what I posted here by mistake)
Maybe you could do something about the "Changing Ship ID" in your claim script...Thanks
X3..The most fun a man can have...With his clothes on.
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Hi Pogi,
I think the Ship IDs might be hard-coded by the game engine and therefore unchangeable...
I've not seen any commands relating to altering the Ship ID, but then again, I've never really looked.
Certainly the 'Create Ship' commands don't have any parameters for generating the ID, so I would assume (as if any command should allow it that one should) that it's not something the devs thought we'd need to be concerned about.
The only way I can think of to clear the ship IDs and remove any remenant of previous escorting duties, would be to destroy the original ship and create a new one with similar specs. That could also sort out the 'too much cargo' problem you have (that's a problem?)!
Hope that helps.
I think the Ship IDs might be hard-coded by the game engine and therefore unchangeable...
I've not seen any commands relating to altering the Ship ID, but then again, I've never really looked.
Certainly the 'Create Ship' commands don't have any parameters for generating the ID, so I would assume (as if any command should allow it that one should) that it's not something the devs thought we'd need to be concerned about.
The only way I can think of to clear the ship IDs and remove any remenant of previous escorting duties, would be to destroy the original ship and create a new one with similar specs. That could also sort out the 'too much cargo' problem you have (that's a problem?)!
Hope that helps.