Changes for page Breaking Changes
Last modified by Michael Baumgardt on 2026/04/17 12:03
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... ... @@ -1,12 +1,351 @@ 1 1 = Introduction = 2 2 3 -Our goal is to keep breaking changes between any given version of X4 to an absolute minimum. In some cases, however, we have had to change things which break scripts/mods w hich were written for older versions.3 +Our goal is to keep breaking changes between any given version of X4 to an absolute minimum. In some cases, however, we have had to change things which break scripts/mods written for older versions. 4 4 The following table provides an overview about all breaking changes. This should help you to make any necessary changes to restore compatibility of older mods with new versions of X4. 5 +Feel free to drop a note if a certain breaking change is breaking your mod and you have difficulties finding a way to work around the issue. 5 5 6 6 {{note}} 7 -The list of breaking changes does **NOT** cover changes in the provided/shipped Lua scripts (for instance the ones located under ui/addons/XXX or ui/core/Lua. These scripts can change anytime without explicit notice. If you hook into one of these scripts or provide replacements for these, please check the script for possible breaking changes yourself. 8 +The list of breaking changes does **NOT** cover changes in the provided/shipped scripts (for instance UI scripts like the ones located under ui/addons/XXX or ui/core/Lua). These scripts can change anytime without explicit notice. If you hook into one of these scripts or provide replacements for these, please check the script for possible breaking changes yourself. 9 + 10 +Further note that the list provides information about breaking changes which are in the pipeline of being released. This is meant merely as an informational heads up. Neither do mistake this as an announcement of that version becoming available soon nor take it for granted that such a change will go live. Any information provided for not yet released versions can change (and even be removed) prior to such version having seen the light of day. 11 + 12 +As a final note, please be aware that issues introduced during the beta phase might not be explicitly mentioned in the list below, if things would only be broken in-between two beta versions. While we still aim to document any (potential) breaking change here, there might be circumstances for which we divert from that procedure (especially in case of only minor issues which are considered merely bugfixes rather than an intended behavior change). 8 8 {{/note}} 9 9 10 -Please note that issues introduced during the beta phase might not be explicitly mentioned as a breaking change, if things would only be broken in-between two beta versions. 15 +{{warning title="UI modding considered unstable until further notice..."}} 16 +Please note that UI modding must be considered **unstable** in the current version. While we are working hard to get the UI modding integration into a stable state, we might have to introduce larger backwards incompatibilities in the following patches. This means that you might have to modify any mod using UI modding capabilities to a larger extend to keep it compatible with certain patches. Still, we are doing our best not to unnecessarily break things for modders and certainly will announce such changes on this page here. 17 +{{/warning}} 11 11 12 -The following pages list all breaking changes related to UI modding. 19 += Breaking Changes = 20 + 21 +|=((( 22 +Type 23 +)))|=((( 24 +Version 25 +)))|=((( 26 +Summary 27 +))) 28 +|(% colspan="1" %)(% colspan="1" %) 29 +((( 30 +UI core 31 +)))|(% colspan="1" %)(% colspan="1" %) 32 +((( 33 +3.0 Beta 1 34 +)))|(% colspan="1" %)(% colspan="1" %) 35 +((( 36 +**Lua: **GetMiniGameCursorPosition() removed 37 +))) 38 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 39 +((( 40 +GetMiniGameCursorPosition() was a left over from the XR era and never supposed to be shipped with X4. The function practically always returned 0 and hence we don't expect the removal of this obsolete function causing any actual mod to break. 41 +))) 42 +|(% colspan="1" %)(% colspan="1" %) 43 +((( 44 +Scripts 45 +)))|(% colspan="1" %)(% colspan="1" %) 46 +((( 47 +3.0 Beta 1 48 +)))|(% colspan="1" %)(% colspan="1" %) 49 +((( 50 +$ware.illegal updated 51 +))) 52 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 53 +((( 54 +$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used. 55 +\\It now returns true if $ware is illegal to any faction in the game. 56 +))) 57 +|(% colspan="1" %)(% colspan="1" %) 58 +((( 59 +Scripts 60 +)))|(% colspan="1" %)(% colspan="1" %) 61 +((( 62 +3.0 Beta 1 63 +)))|(% colspan="1" %)(% colspan="1" %) 64 +((( 65 +'checkoperational' filter behaviour changed 66 +))) 67 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 68 +((( 69 +//Actions and conditions which use the 'checkoperational' filter now behave differently. Instead of changing how 'class' and 'exactclass' behave, checkoperational == true adds an additional filter for the components being of state operational, equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_.../>) or condition elements (e.g. <count_...>), meaning that find_ship will only find operational ships. Using such actions/conditions with checkoperational="false" will include non-operational components such as wrecked and constructions. Existing uses may find that results now exclude non-operational components.// 70 + 71 +//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.// 72 +))) 73 +|(% colspan="1" %)(% colspan="1" %) 74 +((( 75 +Scripts 76 +)))|(% colspan="1" %)(% colspan="1" %) 77 +((( 78 +3.0 Beta 1 79 +)))|(% colspan="1" %)(% colspan="1" %) 80 +((( 81 +MD script **RML_Flight_Along_Path** removed 82 +))) 83 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 84 +((( 85 +//The MD script RML_Flight_Along_Path was not referened and was removed.// 86 +))) 87 +|(% colspan="1" %)(% colspan="1" %) 88 +((( 89 +UI core 90 +)))|(% colspan="1" %)(% colspan="1" %) 91 +((( 92 +2.20 Beta 3/4 93 +)))|(% colspan="1" %)(% colspan="1" %) 94 +((( 95 +**Lua: GetControllerInfo()** returned mouseSteering/mouseCursor values are undefined. 96 +))) 97 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 98 +((( 99 +//2.20 Beta 3 introduced the new direct mouse steering mode. The mode was however not integrated as a first level mode and hence GetControllerInfo() returned the "gamepad" mode while direct mouse steering was active. 100 +In 2.20 Beta 4 we improved the situation slightly so that a call to GetControllerInfo() will return either "mouseCursor" or "mouseSteering" in any of the 3 mouse modes.// 101 + 102 +//It's a pending change to ensure that the returned mode is more reasonable in an upcoming patch. So be aware that another breaking change might be introduced at some point. 103 +// 104 +))) 105 +|(% colspan="1" %)(% colspan="1" %) 106 +((( 107 +Scripts 108 +)))|(% colspan="1" %)(% colspan="1" %) 109 +((( 110 +2.20 Beta 3 111 +)))|(% colspan="1" %)(% colspan="1" %) 112 +((( 113 +Attribute for build related conditions e.g. **<event_build_finished/>** renamed from 'buildmodule' to 'buildprocessor' 114 +))) 115 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 116 +((( 117 +//The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.// 118 +))) 119 +|(% colspan="1" %)(% colspan="1" %) 120 +((( 121 +Scripts 122 +)))|(% colspan="1" %)(% colspan="1" %) 123 +((( 124 +2.00 Beta 1 125 +)))|(% colspan="1" %)(% colspan="1" %) 126 +((( 127 +**<event_build_finished/> **param2 now returns null instead of a construction sequence 128 +))) 129 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 130 +((( 131 +//The construction sequence which was finished should now be accessed via the buildtask provided via param3.// 132 +))) 133 +|(% colspan="1" %)(% colspan="1" %) 134 +((( 135 +Scripts 136 +)))|(% colspan="1" %)(% colspan="1" %) 137 +((( 138 +2.00 Beta 1 139 +)))|(% colspan="1" %)(% colspan="1" %) 140 +((( 141 +**param.boarding.{...}** strength parameters removed 142 +))) 143 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 144 +((( 145 +//The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.// 146 +))) 147 +|(% colspan="1" %)(% colspan="1" %) 148 +((( 149 +Scripts 150 +)))|(% colspan="1" %)(% colspan="1" %) 151 +((( 152 +2.00 Beta 1 153 +)))|(% colspan="1" %)(% colspan="1" %) 154 +((( 155 +**$defensible.boardee/$defensible.boarder** and **<set_object_boarder/>/<remove_object_boarder/>** removed 156 +))) 157 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 158 +((( 159 +//Due to changes to boarding in X4, the boarding connections accessed by these script properties and actions became redundent and thus, removed. Any connections set by these actions in a savegame will not survive loading.// 160 +))) 161 +|((( 162 +UI extensions 163 +)))|((( 164 +2.00 Beta 1 165 +)))|((( 166 +**FFI: GetUpgradeSlotCurrentComponent()/GetUpgradeSlotGroup()** works on non-operationals 167 +))) 168 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 169 +((( 170 +//Before 2.0 Beta 1 using GetUpgradeSlotCurrentComponent() or GetUpgradeSlotGroup() only performed on operational objects (i.e. not wrecked objects or objects under construction). Since this is inconsistent with the rest of the UI functions, this was considered a bug and fixed in 2.0 Beta 1. If you require the old behavior, use the FFI function: IsComponentOperational() to check the passed object's state before making the call.// 171 +))) 172 +|((( 173 +UI extensions 174 +)))|((( 175 +2.00 Beta 1 176 +)))|((( 177 +**FFI: SetFormationShape()** no longer indicates an error upon certain error cases 178 +))) 179 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 180 +((( 181 +//Before 2.0 Beta 1 a call to SetFormationShape() indicated an error state to the caller in certain cases where setting a formation shape (potentially) failed. Due to a design flaw in the handling of formations, this however doesn't do any good, since the function by itself doesn't really set the formation shape in all cases. On top of that the call can fail at random. Hence, at the moment an indication of an error case that setting a formation potentially fails is no good to the caller and he has no means to distinguish that case from a real error case.// 182 +//Therefore, in 2.0 Beta 1 we drop the error indication in case of an attempt to set the formation fails. We are currently working on a better solution to the underlying problem and hope to have it ready as part of a following beta.// 183 +))) 184 +|((( 185 +Scripts 186 +)))|((( 187 +2.00 Beta 1 188 +)))|((( 189 +**<create_formation/>** now requires the attributes: 'leader' and 'follower'. Attribute 'object' is now deprecated. 190 +))) 191 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 192 +((( 193 +//This now enforces a leader and at least one follower in order to create or change a formation. Former implementation made it possible to create formations without any followers which led to issues.// 194 +))) 195 +|((( 196 +Scripts 197 +)))|((( 198 +2.00 Beta 1 199 +)))|((( 200 +**<event_player_changed_target/>** now fires and returns null if the player deselects a target. 201 +))) 202 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 203 +((( 204 +//For prior behavior, check for event.param being non-null.// 205 +))) 206 +|((( 207 +AI Scripts 208 +)))|((( 209 +2.00 Beta 1 210 +)))|((( 211 +**<shoot/>/<shoot_at/>** attribute changes. 212 +))) 213 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 214 +((( 215 +//Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.// 216 +//New attribute: "secondary" is an optional attribute that defines whether weapons from the ship's active secondary weapon group will be fired. Defaults to true.// 217 +//New attribute: "missiles" is an optional attribute that defines whether only missile launchers will be used. If false, only guns will be fired. Defaults to false.// 218 + 219 +//Corrects now-obsolete assumption that primary weapon groups only contain guns and secondary weapon groups only contain missile launchers.// 220 +))) 221 +|((( 222 +UI extensions 223 +)))|((( 224 +2.00 Beta 1 225 +)))|((( 226 +**FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter.(% class="confluenceTd" %) 227 +))) 228 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 229 +((( 230 +//Added possibility to query build tasks of a certain buildmodule.// 231 +))) 232 +|((( 233 +UI extensions 234 +)))|((( 235 +2.00 Beta 1 236 +)))|((( 237 +**Lua:** **GetLibraryEntry()** retrieved a new "buildresources" field. 238 +))) 239 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 240 +((( 241 +//Added list of resources a buildmodule needs to build.// 242 +))) 243 +|((( 244 +UI extensions 245 +)))|((( 246 +2.00 Beta 1 247 +)))|((( 248 +(% style="color: rgb(0,0,0);" %)**Lua:**(% style="color: rgb(0, 0, 0); color: rgb(0, 0, 0)" %)** CalculateTotalHullFraction()**(% style="color: rgb(0,0,0);" %)** **(%%)was removed.(% style="color: rgb(0,0,0);" %) 249 +))) 250 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 251 +((( 252 +//Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.// 253 +))) 254 +|((( 255 +UI extensions 256 +)))|((( 257 +2.00 Beta 1 258 +)))|((( 259 +**FFI: (% style="color: rgb(0,0,0);" %)RequestDockAtReason()/(% style="color: rgb(0, 0, 0); color: rgb(0, 0, 0); color: rgb(0, 0, 0); color: rgb(0, 0, 0); color: rgb(0, 0, 0)" %)UndockPlayerShip()(%%) **changed their return values.(% style="color: rgb(0,0,0);" class="confluenceTd" %) 260 +))) 261 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 262 +((( 263 +//Changed return value type to const char* to better identify failure reasons in Lua script.// 264 +))) 265 +|((( 266 +UI extensions 267 +)))|((( 268 +1.50 Beta 3 269 +)))|((( 270 +**Lua: GetComponentData() **changed behavior of "docksizes" propertly.(% class="confluenceTd" %) 271 +))) 272 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 273 +((( 274 +//The "docksizes" property no longer includes internal ship storage docks.// 275 +))) 276 +|((( 277 +All 278 +)))|((( 279 +1.50 Beta 2 280 +)))|((( 281 +**Meaning of "Shipyard"** was corrected throughout Lua/MD/AI scripts, so that Wharfs are not Shipyards (unlike in XR). 282 +))) 283 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 284 +((( 285 +//Shipyards (formerly also known as Capital Shipyards) can build capital ships, while Wharfs only build non-capital ships. To check whether a station is a Shipyard or a Wharf, check whether the station "can build ships".// 286 + 287 +//Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf()// 288 +//Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock"// 289 +//Scripts: Fixed property .isshipyard, added .iswharf (.canbuildships existed already)// 290 +))) 291 +|((( 292 +UI extensions 293 +)))|((( 294 +1.50 Beta 2 295 +)))|((( 296 +**FFI: UpgradeGroupInfo **datatype was changed.(% class="confluenceTd" %) 297 +))) 298 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 299 +((( 300 +//Added new "operational" field to retrieve information about number of operational upgrades in a group.// 301 +))) 302 +|(% colspan="1" %)(% colspan="1" %) 303 +((( 304 +UI extensions 305 +)))|(% colspan="1" %)(% colspan="1" %) 306 +((( 307 +1.50 Beta 1 308 +)))|(% colspan="1" %)(% colspan="1" %) 309 +((( 310 +**FFI: SetGuidance()** removed useinfopoint argument. 311 +))) 312 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 313 +((( 314 +//In X Rebirth "info points" existed (which were mainly used as interaction points to scan stations/access information about modules). These were removed in X4 but this left-over property here was missed to be removed in-time for release. It was therefore removed now in order to move towards a stable/clean UI API. 315 +// 316 + 317 +//The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset)// 318 +))) 319 +|((( 320 +UI extensions 321 +)))|((( 322 +1.50 Beta 1 323 +)))|((( 324 +**FFI: CancelConstruction() **changed its return value.(% class="confluenceTd" %) 325 +))) 326 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 327 +((( 328 +(% style="color: rgb(0,0,0);" %)//CancelConstruction() now returns if the cancellation was successful. // 329 +))) 330 +|((( 331 +UI extensions 332 +)))|((( 333 +1.32 334 +)))|((( 335 +**Lua: GetComponentData() **removed the "nextdestname" property. 336 +))) 337 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 338 +((( 339 +//Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.// 340 +))) 341 +|((( 342 +UI extensions 343 +)))|((( 344 +1.20 345 +)))|((( 346 +**FFI: GetAAOption()** got a new "useconfig" parameter.(% class="confluenceTd" %) 347 +))) 348 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 349 +((( 350 +//The AA setting was changed to check the new setting with the user. In order to restore the old setting (% style="color: rgb(0,0,0);" %)GetAAOption() gets the option to retrieve the config settings.// 351 +)))
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... ... @@ -1,1 +1,1 @@ 1 - 785778591 +83460733 - url
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... ... @@ -1,1 +1,1 @@ 1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/ 78577859/Breaking Changes1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/83460733/Breaking Changes