Changes for page Breaking Changes

Last modified by Michael Baumgardt on 2026/04/17 12:03

From version 124.8
edited by Klaus Meyer
on 2025/01/07 16:43
Change comment: There is no comment for this version
To version 124.7
edited by Klaus Meyer
on 2025/01/07 16:42
Change comment: There is no comment for this version

Summary

Details

Page properties
Content
... ... @@ -201,7 +201,7 @@
201 201  )))
202 202  |(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
203 203  (((
204 -The order of events was adjusted, allowing handlers of <event_player_owned_killed_object> and <event_player_owned_destroyed> to access commander/subordinate relationship of the destroyed object.
204 +//The order of events was adjusted, allowing handlers of <event_player_owned_killed_object> and <event_player_owned_destroyed> to access commander/subordinate relationship of the destroyed object.//
205 205  )))
206 206  |(((
207 207  Cutscenes
... ... @@ -212,7 +212,7 @@
212 212  )))
213 213  |(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
214 214  (((
215 -The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees.
215 +//The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees.//
216 216  )))
217 217  
218 218  ----
... ... @@ -229,7 +229,7 @@
229 229  )))
230 230  |(% colspan="7" %)(% colspan="3" %)
231 231  (((
232 -'minduration' was unused in X4, maxduration was and still is taken as the actual duration of control panel hacks. No functionality change.
232 +//'minduration' was unused in X4, maxduration was and still is taken as the actual duration of control panel hacks. No functionality change.//
233 233  )))
234 234  
235 235  ----
... ... @@ -249,7 +249,7 @@
249 249  )))
250 250  |(% colspan="4" %)(% colspan="3" %)
251 251  (((
252 -The functionality represented by SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() has been removed and the function was therefore stubbed.
252 +//The functionality represented by SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() has been removed and the function was therefore stubbed.//
253 253  )))
254 254  |(% colspan="1" %)(% colspan="1" %)
255 255  (((
... ... @@ -263,7 +263,7 @@
263 263  )))
264 264  |(% colspan="4" %)(% colspan="3" %)
265 265  (((
266 -This struct was added in 4.10 Beta 2 and an additional member count was added in Beta 6.
266 +//This struct was added in 4.10 Beta 2 and an additional member count was added in Beta 6.//
267 267  )))
268 268  |(% colspan="1" %)(% colspan="1" %)
269 269  (((
... ... @@ -277,7 +277,7 @@
277 277  )))
278 278  |(% colspan="4" %)(% colspan="3" %)
279 279  (((
280 -Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that.
280 +//Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that.//
281 281  )))
282 282  |(% colspan="1" %)(% colspan="1" %)
283 283  (((
... ... @@ -291,7 +291,7 @@
291 291  )))
292 292  |(% colspan="4" %)(% colspan="3" %)
293 293  (((
294 -The functionality represented by SetMacroMapPlayerSectorOffset() has been removed and the function was therefore stubbed. Setting the gamestart properties "sector" and "offset" will affect the universe macro map instead directly.
294 +//The functionality represented by SetMacroMapPlayerSectorOffset() has been removed and the function was therefore stubbed. Setting the gamestart properties "sector" and "offset" will affect the universe macro map instead directly.//
295 295  )))
296 296  |(((
297 297  UI extensions
... ... @@ -302,7 +302,7 @@
302 302  )))
303 303  |(% colspan="4" %)(% colspan="3" %)
304 304  (((
305 -These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2.
305 +//These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2.//
306 306  )))
307 307  |(((
308 308  Scripts
... ... @@ -313,7 +313,7 @@
313 313  )))
314 314  |(% colspan="4" %)(% colspan="3" %)
315 315  (((
316 -The <delivery> node of <create_mission> and <update_mission> has been changed to support a new <wares> subnode. The people related attributes: 'people' and 'skills' have been moved from the <delivery> node itself to a <people> subnode.
316 +//The <delivery> node of <create_mission> and <update_mission> has been changed to support a new <wares> subnode. The people related attributes: 'people' and 'skills' have been moved from the <delivery> node itself to a <people> subnode.//
317 317  )))
318 318  |(% colspan="1" %)(% colspan="1" %)
319 319  (((
... ... @@ -327,7 +327,7 @@
327 327  )))
328 328  |(% colspan="4" %)(% colspan="3" %)
329 329  (((
330 -The $destructible.productions script property was removed and reimplemented as $defensible.productions meaning some old uses may no longer work unless the destructible is also a defensible. The old implementation functioned by finding the containing object of the destructible (including itself) to query for the production modules.
330 +//The $destructible.productions script property was removed and reimplemented as $defensible.productions meaning some old uses may no longer work unless the destructible is also a defensible. The old implementation functioned by finding the containing object of the destructible (including itself) to query for the production modules.//
331 331  )))
332 332  |(((
333 333  Scripts
... ... @@ -338,7 +338,7 @@
338 338  )))
339 339  |(% colspan="4" %)(% colspan="3" %)
340 340  (((
341 -The spawnsource seed is no longer directly accessible by scripts. Use $component.seed, which will internally use the spawnsource seed if able. Note: An improvement is that .seed on objects without a spawnsource seed will now result in a value that differs between objects of the same macro, meaning it can now reliably be used for player property or job ships.
341 +//The spawnsource seed is no longer directly accessible by scripts. Use $component.seed, which will internally use the spawnsource seed if able. Note: An improvement is that .seed on objects without a spawnsource seed will now result in a value that differs between objects of the same macro, meaning it can now reliably be used for player property or job ships.//
342 342  )))
343 343  
344 344  ----
... ... @@ -358,8 +358,8 @@
358 358  )))
359 359  |(% colspan="4" %)(% colspan="3" %)
360 360  (((
361 -Before 4.00 Beta 10 it was ensured that there is no direct transition between the 'cockpit ui mode' of one ship to another. Instead, it was always ensured that the UI first transitions into the firstperson mode and then back into the cockpit mode (controlling then the other ship).
362 -In order to support the new emergency eject feature which was added in 4.00 Beta 7, this assurance was dropped. As of 4.00 Beta 10 it is now possible that the ship the player controls can swap without the gameplanchange-event being risen which one could rely upon in previous versions. If your addon relied on the fact that the ship would not change without first going into first person mode, you will have to adjust your addon accordingly.
361 +//Before 4.00 Beta 10 it was ensured that there is no direct transition between the 'cockpit ui mode' of one ship to another. Instead, it was always ensured that the UI first transitions into the firstperson mode and then back into the cockpit mode (controlling then the other ship).
362 +In order to support the new emergency eject feature which was added in 4.00 Beta 7, this assurance was dropped. As of 4.00 Beta 10 it is now possible that the ship the player controls can swap without the gameplanchange-event being risen which one could rely upon in previous versions. If your addon relied on the fact that the ship would not change without first going into first person mode, you will have to adjust your addon accordingly.//
363 363  )))
364 364  |(((
365 365  Scripts
... ... @@ -370,9 +370,9 @@
370 370  )))
371 371  |(% colspan="4" %)(% colspan="3" %)
372 372  (((
373 -Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects?
373 +//Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects?
374 374  New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits
375 -Note: param3 only exists in <event_terraforming_project_succeeded> and not in <event_terraforming_project_failed>, but both now have the booleans in a list for consistency
375 +Note: param3 only exists in <event_terraforming_project_succeeded> and not in <event_terraforming_project_failed>, but both now have the booleans in a list for consistency//
376 376  )))
377 377  |(% colspan="1" %)(% colspan="1" %)
378 378  (((
... ... @@ -386,10 +386,10 @@
386 386  )))
387 387  |(% colspan="4" %)(% colspan="3" %)
388 388  (((
389 -In order to keep consistency with regards to the new behvior 'hostile' relation state and the older (deprecated) UI functions, the behavior of the deprecated GetFactionRelationStatus() function was changed according to the behavior of the GetRelationStatus()/GetRelationStatus2() functions which was done in the previous beta.
390 -Factions with a relation rating between -20 and -10 will now report a relation status of 'neutral' (aka: 1) instead of 'hostile'/'enemy' (aka: 0).
389 +//In order to keep consistency with regards to the new behvior 'hostile' relation state and the older (deprecated) UI functions, the behavior of the deprecated GetFactionRelationStatus() function was changed according to the behavior of the GetRelationStatus()/GetRelationStatus2() functions which was done in the previous beta.
390 +Factions with a relation rating between -20 and -10 will now report a relation status of 'neutral' (aka: 1) instead of 'hostile'/'enemy' (aka: 0).//
391 391  
392 -If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead.
392 +//If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead.//
393 393  )))
394 394  |(% colspan="1" %)(% colspan="1" %)
395 395  (((
... ... @@ -403,9 +403,9 @@
403 403  )))
404 404  |(% colspan="4" %)(% colspan="3" %)
405 405  (((
406 -4.00 Beta 5 introduces a new 'hostile' relation status and the game now distinguishes between hostile and enemy relation states. Objects not yet 'hostile' with the player are now visualized differently and therefore distinguishable from real hostile ones. Because of that, several related changes were made for these objects to bring them more in line with how 'neutral' objects behave (f.e. no automatic attacking of these objects by the player property anymore, no target selection when targeting the closest enemy, etc.). To reflect this, these objects are now returning 1 (neutral) as the relation status by the GetRelationStatus()/GetRelationStatus2() functions.
406 +//4.00 Beta 5// //introduces a new 'hostile' relation status and the game now distinguishes between hostile and enemy relation states. Objects not yet 'hostile' with the player are now visualized differently and therefore distinguishable from real hostile ones. Because of that, several related changes were made for these objects to bring them more in line with how 'neutral' objects behave (f.e. no automatic attacking of these objects by the player property anymore, no target selection when targeting the closest enemy, etc.). To reflect this, these objects are now returning 1 (neutral) as the relation status by the GetRelationStatus()/GetRelationStatus2() functions.//
407 407  
408 -If you rely on a handling where they are treated like enemies, please use the new GetRelationStatus3() function which returns the new range for these objects: 1 (meaning 'enemy' (aka: not yet hostile) here with following relations having been shifted up).
408 +//If you rely on a handling where they are treated like enemies, please use the new GetRelationStatus3() //function which returns the new range for these objects: 1 (meaning 'enemy' (aka: not yet hostile) here with following relations having been shifted up).
409 409  )))
410 410  |(((
411 411  Parameters
... ... @@ -416,7 +416,7 @@
416 416  )))
417 417  |(% colspan="4" %)(% colspan="3" %)
418 418  (((
419 -The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.
419 +//The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.//
420 420  )))
421 421  |(((
422 422  Scripts
... ... @@ -427,7 +427,7 @@
427 427  )))
428 428  |(% colspan="4" %)(% colspan="3" %)
429 429  (((
430 -The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.
430 +//The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.//
431 431  )))
432 432  
433 433  ----
... ... @@ -444,7 +444,7 @@
444 444  )))
445 445  |(% colspan="7" %)(% colspan="3" %)
446 446  (((
447 -These mission limit-related functions (added in 3.30 Beta 1 and 2) are replaced with FFI IsMissionLimitReached()
447 +//These mission limit-related functions (added in 3.30 Beta 1 and 2) are replaced with FFI IsMissionLimitReached()//
448 448  )))
449 449  
450 450  ----
... ... @@ -461,9 +461,9 @@
461 461  )))
462 462  |(% colspan="4" %)(% colspan="3" %)
463 463  (((
464 -Old params: param = attacked object, param2 = attack method, param3 = attacked component
465 -New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon]
466 -Note that this also means the component attribute to the events is no longer available, so scripts checking the attacked component need to use event.param3.{1} instead
464 +//Old params: param = attacked object, param2 = attack method, param3 = attacked component//
465 +//New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon]
466 +Note that this also means the component attribute to the events is no longer available, so scripts checking the attacked component need to use event.param3.{1} instead//
467 467  )))
468 468  |(% colspan="1" %)(% colspan="1" %)
469 469  (((
... ... @@ -477,7 +477,7 @@
477 477  )))
478 478  |(% colspan="4" %)(% colspan="3" %)
479 479  (((
480 -$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.
480 +//$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.//
481 481  )))
482 482  |(((
483 483  UI extensions
... ... @@ -488,7 +488,7 @@
488 488  )))
489 489  |(% colspan="4" %)(% colspan="3" %)
490 490  (((
491 -With the addition of the Trade Rule feature the given functions are obsolete and do not function anymore. This set of functions will return dummy values to avoid breaking scripts. Use GetAllTradeRules(), GetContainerTradeRuleID(), SetContainerTradeRule() and similar trade rule functions as replacement.
491 +//With the addition of the Trade Rule feature the given functions are obsolete and do not function anymore. This set of functions will return dummy values to avoid breaking scripts. Use GetAllTradeRules(), GetContainerTradeRuleID(), SetContainerTradeRule() and similar trade rule functions as replacement.//
492 492  )))
493 493  
494 494  ----
... ... @@ -508,7 +508,7 @@
508 508  )))
509 509  |(% colspan="7" %)(% colspan="3" %)
510 510  (((
511 -Removed <add_build/> action which was no longer needed and would result in builds being added in unsupported ways. Use other <add_build_xxx/> actions.
511 +//Removed <add_build/> action which was no longer needed and would result in builds being added in unsupported ways. Use other <add_build_xxx/> actions.//
512 512  )))
513 513  
514 514  ----
... ... @@ -528,7 +528,7 @@
528 528  )))
529 529  |(% colspan="4" %)(% colspan="3" %)
530 530  (((
531 -<get_suitable_job/> previously did not respect job quotas or the current number of job ships. It now does, only returning job IDs which are not exceeding the maxgalaxy quota. Using 'exceedquota' allows the action to behave as before.
531 +//<get_suitable_job/> previously did not respect job quotas or the current number of job ships. It now does, only returning job IDs which are not exceeding the maxgalaxy quota. Using 'exceedquota' allows the action to behave as before.//
532 532  )))
533 533  |(% colspan="1" %)(% colspan="1" %)
534 534  (((
... ... @@ -542,7 +542,7 @@
542 542  )))
543 543  |(% colspan="4" %)(% colspan="3" %)
544 544  (((
545 -<get_ware_definition/> previously filtered for equipment wares by default. This is now not the case and existing cases now use flags="equipment". Additional filter attributes for group and tags has also been added.
545 +//<get_ware_definition/> previously filtered for equipment wares by default. This is now not the case and existing cases now use flags="equipment". Additional filter attributes for group and tags has also been added.//
546 546  )))
547 547  |(% colspan="1" %)(% colspan="1" %)
548 548  (((
... ... @@ -556,9 +556,9 @@
556 556  )))
557 557  |(% colspan="4" %)(% colspan="3" %)
558 558  (((
559 -All MD, UI, and cutscene files have been renamed as lower-case. For most users this should have no effect since files packed in catalogs are essentially case-insensitive. However, this change can affect users on Linux systems when running a mod that contains single files instead of a catalog, and/or when playing with unpacked base game files. If your mod has XML patch files that are not packed in a catalog, the filenames must be lower-case to match the filenames in the base game. (For info on using mod catalogs, see the Readme of the X Catalog Tool.)
559 +//All MD, UI, and cutscene files have been renamed as lower-case. For most users this should have no effect since files packed in catalogs are essentially case-insensitive. However, this change can affect users on Linux systems when running a mod that contains single files instead of a catalog, and/or when playing with unpacked base game files//. If your mod has XML patch files that are not packed in a catalog, the filenames must be lower-case to match the filenames in the base game. (For info on using mod catalogs, see the Readme of the X Catalog Tool.)
560 560  
561 -Note that this change has no effect on the actual content of scripts or cutscenes. The MD script/cutscene names are stored in the files, regardless of the filenames, so that references to them remain unchanged (e.g., "md.Setup.Start" references a cue in setup.xml).
561 +//Note that this change has no effect on the actual content of scripts or cutscenes. The MD script/cutscene names are stored in the files, regardless of the filenames, so that references to them remain unchanged (e.g., "md.Setup.Start" references a cue in setup.xml).//
562 562  )))
563 563  |(% colspan="1" %)(% colspan="1" %)
564 564  (((
... ... @@ -572,7 +572,7 @@
572 572  )))
573 573  |(% colspan="4" %)(% colspan="3" %)
574 574  (((
575 -Some MD library cues in the base game that were previously used with <include_actions> have been adjusted, so they must now be used with the new MD action <run_actions> instead. Mods that use such a library with <include_actions> will have to switch to <run_actions> as well. A list of affected libraries is not provided here. Note: Additional library cues may be adjusted in future builds without further warning.
575 +//Some MD library cues in the base game that were previously used with <include_actions> have been adjusted, so they must now be used with the new MD action <run_actions> instead. Mods that use such a library with <include_actions> will have to switch to <run_actions> as well. A list of affected libraries is not provided here. Note: Additional library cues may be adjusted in future builds without further warning.//
576 576  )))
577 577  |(% colspan="1" %)(% colspan="1" %)
578 578  (((
... ... @@ -586,8 +586,8 @@
586 586  )))
587 587  |(% colspan="4" %)(% colspan="3" %)
588 588  (((
589 -Before the change, positions are relative to $dockingbay.parent.
590 -After the change, positions are relative to $dockingbay as specified in the documentation.
589 +//Before the change, positions are relative to $dockingbay.parent.
590 +After the change, positions are relative to $dockingbay as specified in the documentation.//
591 591  )))
592 592  |(% colspan="1" %)(% colspan="1" %)
593 593  (((
... ... @@ -601,7 +601,7 @@
601 601  )))
602 602  |(% colspan="4" %)(% colspan="3" %)
603 603  (((
604 -Entity skills are always visible; that flag was a leftover from XR. We removed support for the script property .skillsvisible, the attribute "skillsvisible" of <set_entity_traits> and <set_npc_template_traits>, and the parameter "skillsvisible" of Lua function GetComponentData().
604 +//Entity skills are always visible; that flag was a leftover from XR. We removed support for the script property .skillsvisible, the attribute "skillsvisible" of <set_entity_traits> and <set_npc_template_traits>, and the parameter "skillsvisible" of Lua function GetComponentData().//
605 605  )))
606 606  |(((
607 607  Scripts
... ... @@ -612,7 +612,7 @@
612 612  )))
613 613  |(% colspan="4" %)(% colspan="3" %)
614 614  (((
615 -Before 3.0 Beta 2 there was just a single <event_object_changed_owner> condition. This condition was triggered in multiple cases when an owner change occurred. However, the exact cases were inconsistent and also the event could have been triggered w/o an effective owner change having been applied.
615 +//Before 3.0 Beta 2 there was just a single <event_object//_changed_owner> condition. This condition was triggered in multiple cases when an owner change occurred. However, the exact cases were inconsistent and also the event could have been triggered w/o an effective owner change having been applied.
616 616  3.0 Beta 2 fixes these inconsistencies and ensures that the event is only fired, if the "effective" component owner of the object changed. To handle cases where the script actually needs to be informed if the "true" owner of a component was changed (i.e. not taking the cover faction into account) a new <event_object_changed_true_owner> was introduced.
617 617  If in your scripts you make use of the <event_object_changed_owner> condition you need to verify that you indeed want to work with the "effective" component owner or whether your script code actually should work with the true owner of an object and update your code accordingly.
618 618  On top of that the 3rd parameter of <event_object_changed_owner> (trueprevious) was dropped as the event is no longer triggered upon a change of the true owner alone (i.e. only if the change of the true owner has also an effect on the "effective" component owner).
... ... @@ -629,7 +629,7 @@
629 629  )))
630 630  |(% colspan="4" %)(% colspan="3" %)
631 631  (((
632 -MissionBoards was a dummy asset type which was only used during early development and never meant to be shipped in the released version. If any mod tried to make use of this asset type, undefined behaviour would occur. Therefore we cleaned things up in 3.0 Beta 1 including deprecating/removing any related UI/script function.
632 +//MissionBoards was a dummy asset type which was only used during early development and never meant to be shipped in the released version. If any mod tried to make use of this asset type, undefined behaviour would occur. Therefore we cleaned things up in 3.0 Beta 1 including deprecating/removing any related UI/script function.//
633 633  )))
634 634  |(((
635 635  Job/God
... ... @@ -640,7 +640,7 @@
640 640  )))
641 641  |(% colspan="4" %)(% colspan="3" %)
642 642  (((
643 -To better support extensions which add to the base game map, a job/god entry now defaults to only spawning objects in areas of the map that are added by the extension in which that entry is defined. You can override this behaviour by adding a matchextension="false" attribute to the job/god entry definition. This allows the entry to spawn objects anywhere that matches the entry's other criteria.
643 +//To better support extensions which add to the base game map, a job/god entry now defaults to only spawning objects in areas of the map that are added by the extension in which that entry is defined. You can override this behaviour by adding a matchextension="false" attribute to the job/god entry definition. This allows the entry to spawn objects anywhere that matches the entry's other criteria.//
644 644  )))
645 645  |(% colspan="1" %)(% colspan="1" %)
646 646  (((