X Rebirth

X Rebirth

Automated Emergency Jump
133 条留言
eveningztar 2018 年 11 月 11 日 上午 1:56 
I hope this still works, this is exactly the type of mod I hopw will be available for many years to come, thank you.:steamhappy:
Зелёный 2018 年 7 月 14 日 下午 11:08 
Cool thing, you can change any options to get valuable result. And it works on 4.30 without any problems.
sirup 2017 年 4 月 30 日 下午 4:27 
ships still die in combat, they get to 20-30% hull and go boom.
I think it would still add something
Im at 4.10 update too
bm01  [作者] 2016 年 9 月 15 日 下午 3:16 
It should still work but I don't really recommend using it, I think it could produce weird / inconsistent stuff with the new flee mechanic.

I was working on an update before that new mechanic (complete new script, working in even more cases, easier removing / installation process, almost perfect compatibility with other mods...) but I abandonned it since it no longer really brings anything to the game.
Walker Evans 2016 年 8 月 4 日 上午 9:38 
@Browser_ice, think that's just because ships flee vanilla since 4.0. Should still work. Although haven't looked at bm01's scripts in a while, so can't say for sure.
Browser_ice 2016 年 8 月 4 日 上午 8:33 
go on the Egosoft forum link. It clearly says "OBSOLETE SINCE 4.00 beta 6 "
SpееdBяедкея 2016 年 3 月 10 日 上午 11:51 
work 4.0?
XenoZeduX 2016 年 2 月 15 日 下午 12:55 
@Walker Evans Thank You :steamhappy:
Walker Evans 2016 年 2 月 5 日 下午 12:30 
@XenovuzXapter AEJ should be compatible with MCT.
XenoZeduX 2016 年 2 月 5 日 上午 11:23 
I just started installing mods for this game recently. Will be looking forward to this for the update! Thanks for the mod in advance! By the way does it works with Misc. Combat Tweaks Mod?
bm01  [作者] 2016 年 1 月 16 日 下午 10:29 
Thanks! By the way if you see some message in game saying a ship failed to jump, it's just a debug message I "forgot" to remove and it should never affect your own ships, so don't worry about it.

The next update is taking longer than expected, I ran into some trouble and the only way I have to test stuff is to let the game run, sometimes for hours... So yeah.
WirelessHua 2016 年 1 月 15 日 上午 4:20 
Thanks for u really Cam-01 ! This old game can be still be played just coz we have people like you .:steammocking:So happy to download your mod .
bm01  [作者] 2016 年 1 月 10 日 下午 4:44 
Just to inform you that a pretty big update is coming soon (this week probably).

I'm basically rewriting the whole mod to improve compatibility with other mods (easier for other modders to support AEJ), and to make the uninstall procedure / future big AEJ updates / some X Rebirth updates not requiring scripts reset anymore.

Unfortunately, that means I'll have to reset / stop scripts one last time (see the link in the description to understand what that means for your game, but in short you'll have to regive orders to most of your ships).

If you don't want that to happen, you can unsubscribe but keep the mod active, that should prevent the automatic update. I might also put a link somewhere to the current version if some people request it.
bm01  [作者] 2016 年 1 月 6 日 上午 4:48 
@Maximus: Sorry for the lack of answer, the thing is I can't test X Rebirth or my mod with Linux myself.

As for the cause, forward slashes are used as file separators so that should be fine, however *.dat files built by the Workshop Tool (which aren't binary files) seem to use CR+LF for newlines, so you could try to replace them by a simple LF, see http://stackoverflow.com/questions/2613800/how-to-convert-dos-windows-newline-crlf-to-unix-newline-n-in-bash-script

If that doesn't work I'm afraid I can't do anything about it and you will have to do as kalmiya said.
kalmiya  [开发者] 2016 年 1 月 5 日 上午 7:32 
@Maximus: Could you give this another try in the next 4.0 beta ( not yet released ).
Drako 2015 年 10 月 12 日 下午 3:31 
the menu is not working in linux
bm01  [作者] 2015 年 7 月 3 日 上午 9:40 
Might be a X Rebirth bug actually, the "jump" function I'm using isn't supposed to work without a jumpdrive (used to throw an error if I remember correctly). Something might have changed.
DirtyClaw 2015 年 7 月 2 日 下午 10:43 
I can confirm Helgard's claim about the jumping with a destroyed jumpdrive. So far I've witnessed it just once, immediately after destroying the JD on a fedhelm he start spooling up the JD, because i was attacking him on a beacon i just assumed the sound was a nearby ship but nope....poof he jumped even with a destroyed JD. Possibly a conflict, but idk. I do use no jump fuel for player ships.
bm01  [作者] 2015 年 6 月 29 日 上午 2:33 
By the way, I don't know if it's because of the new beta version of X Rebirth, but global values of AEJ aren't properly set on a new game (which also prevents the menu from opening). Saving and loading the game should set them properly.
bm01  [作者] 2015 年 6 月 29 日 上午 2:19 
I can't reproduce it. Automated Emergency Jump already checks the jumpdrive. Maybe be a conflict with another mod?
Hel 2015 年 6 月 27 日 下午 2:15 
Hi.

Enemies jumping even with destroyed jump drive - WAD or some bug?
If WAD, anyone can suggest what lines i should add so Automated Emergency Jump checks condition of jump drive?
;)
bm01  [作者] 2015 年 4 月 29 日 上午 8:29 
Yeah I could do a few things to prevent that, system avoidance too, all that kind of stuff... I probably won't make an update any time soon though. I guess it depends on when the next X Rebirth update is since I usually start modding again once they're out :p
Grandsome 2015 年 4 月 27 日 下午 6:09 
I have had some ship getting destroyed returning to the dangerous sector after the repairs have been done, and I was thinking about adding condition for which ships could resume their last order. Conditions like "resume last order except patrol (and send a report)", or "resume last order when treat is neutralized" or even "resume last order and avoid last sector for X min if possible" (that last one might be ultra buggy to implement).
bm01  [作者] 2015 年 4 月 5 日 上午 12:13 
Are you zarklon? If so I've answered on Egosoft's forums :p
Chrono_Hood 2015 年 4 月 4 日 下午 12:17 
Is there any way this mod can work with the YAT trader mod? Currently it doesnt seem like my ships are autojumping if they are auto mining/trading and take damage below their threshhold =(
Fazer 2015 年 3 月 23 日 上午 1:01 
Fighting the HV fighters in OL 2:3 (the zone with the missionfuelstation) runs now fast and smooth :} In a my german game it's "Letzte Bastion".
Fazer 2015 年 3 月 23 日 上午 12:54 
With 2.10 it's much better!
Zones with a lot of stones are no problem, ticks are mainly in zones with a lot of stations and masstraffic which are heavy loads for the engine like my SY-zone where I can see the 6 stations with miners and there escorts in zone, 4 stations in the emptyspace with all the masstraffic and 6 highways so it's a bit extreme ;}
bm01  [作者] 2015 年 3 月 23 日 上午 12:23 
Yeah, that's basically what I'm doing now. See if 2.10 helps :p
Fazer 2015 年 3 月 23 日 上午 12:22 
I can see the "ticks" with any version since 2.0 to 2.09 and on every movement in game and not only with the skunk.

corr of an older post:
"I didn't have any performancedrop till I installed your last big update"

Maybe it would be better to calculate npc and playerships in two different runs if it's possible.
bm01  [作者] 2015 年 3 月 23 日 上午 12:04 
Since you're feeling the "ticks" I think many ships are on the same update timer. I'll use a random update interval instead see if there's any improvement.
Fazer 2015 年 3 月 23 日 上午 12:03 
I think the problem is not the hardware, the problem is the engine cause my machine doesn't run with much load and it's no difference if there running a lot of programms and processes in background or not.
Fazer 2015 年 3 月 22 日 下午 11:52 
Yes, your mod is a realy heavy load.
My game is heavy modded but I didn't have any performancedrop since I installed your last big update. My X-universe has 9 clusters and I own 25 stations and a lot of ships.
I have an i7 4770k on an Asus gamerboard, 16 GB and a GTX 770.
The load is so heavy that I can see the seconds (checks) in game.

But there is no difference if I'm in fight or not, no smooth graphics at all.
I would wich a little less load.
bm01  [作者] 2015 年 3 月 22 日 下午 5:27 
Quick question, have some of you noticed a performance drop since you have installed AEJ? It can be quite heavy on the CPU during big fights (checks every seconds) and I wonder if I should consider a different approach.
bm01  [作者] 2015 年 3 月 21 日 下午 5:22 
I'll have to run some more test then. There's a beacon in empty space in TO and it might causes trouble too I think.
Anyway, that issue with beaconless zones if now fixed (will be in the next patch).
Fazer 2015 年 3 月 21 日 下午 5:19 
It happend in Teladispace in 2.sector while one of my destroyers were sitting and killing a Phinix.
bm01  [作者] 2015 年 3 月 21 日 下午 5:13 
Oh lol, apparently ships in Sable Vortex trigger that error because there's no possible jump destination.
Seems like I don't handle lack of beacon properly.
PROGRESS.
bm01  [作者] 2015 年 3 月 21 日 下午 5:06 
Apparently a vanilla script was able to interrupt my jump script, this will be fixed for the next version.
But even then this message occasionally happen. I learned that it happens when the jump fails, now I have to find why the jump fails (invalid position maybe, that's what I'm verifying right now).
bm01  [作者] 2015 年 3 月 21 日 下午 5:02 
Thanks. I'm currently working on it. It hard to debug so it takes some time.
Fazer 2015 年 3 月 21 日 下午 5:00 
I got an errormessage from AEJ with the hint to notify you, cause that should never happen (your words):

AEJ error
destination! = current zone (after jump)
bm01  [作者] 2015 年 3 月 20 日 下午 9:53 
Thanks. This message appears when I tell a ship to jump but their zone after the jump is different than the destination I gave them. I guess this can happen if they jump outside of the zone (since I tell them to jump 35~40km away from the beacon) or if the jump is canceled for some reason. Anyway, I'm still trying to figure this out. This is a debug message that I'll remove today since it might spam a little too much.
Kloric 2015 年 3 月 20 日 下午 9:23 
Hello, I just downloaded your mod today ( New to Rebirth, and modding a game in general.) Love the idea behind the mod, came across a issue that came up on screen to contact you because it should never happen, took a screenshot thats uploaded to my profile on steam.
bm01  [作者] 2015 年 3 月 18 日 下午 6:57 
This should be fixed now.
However note that a reset will occur if you uninstall AEJ and reinstall it later. Actually one reset at uninstallation and another one at installation.
bm01  [作者] 2015 年 3 月 18 日 下午 6:31 
I mean if you got this exact message: "Automated Emergency Jump installed.\n\nNon-new game detected, running scripts will be reset. Sorry for the inconvenience." then it didn't reset.
bm01  [作者] 2015 年 3 月 18 日 下午 6:28 
Oh I see what I did. They didn't reset, I just copied the wrong message. False alarm.
Fazer 2015 年 3 月 18 日 下午 6:24 
Yep, they did :{
bm01  [作者] 2015 年 3 月 18 日 下午 6:19 
Did they reset this time? They shouldn't have.
Fazer 2015 年 3 月 18 日 下午 6:15 
I don't know if it has something todo with your last update, but the DO-menus are back in normal state and everything is fine with all my mods activ.

But please don't reset the comands at every update.
Fazer 2015 年 3 月 18 日 下午 3:41 
Hi, I tried a few other mods that could cause this potentially but I can not disable all of them in my current game, though I will do it with new game starts to find the incompatible one and report.
bm01  [作者] 2015 年 3 月 18 日 下午 3:12 
@Fazer.
Hi. I tried with and without AEJ and I don't see any difference in the radial menu (unless I missed something), I am able to move them around as usual.
AEJ doesn't modify the radial menu and no longer do anything with defence officers.
Could you test again and try to remove some other mods?
Sorry that I can't be of any help.
Fazer 2015 年 3 月 18 日 下午 2:52 
Hi, I have some trouble with your new update.
The DOmenu is buggy when your mod is activ.
At hireingmenu there is only the option to "work at Skunk" and NOT "work at another place".
For existing DOs it is not possible to give the comand "come back on bord" cause it's NOT PRESENT in the menu.
If I disable your mod the DOmenu is back in normal state.

With the old version of your mod everything was like it should.