While travel mod can be used, navigating such a large space is impossible without coordinates.
My idea is to fill this huge space with things and having zones in specific spots. But without superhighways it is impossible to see them so far. So concluded that the best solution is to create nav beacons at the most important places (other than the center of a sector). I think I managed to do it but can't rename them. Indeed a nav beacon close to the planet should take the name of the planet, what currently my mod does for (multi)sectors.
I created a file called spawnbeacons.xml in md folder with this code as example for Nopileous:
Code: Select all
<?xml version="1.0" encoding="iso-8859-1" ?>
<mdscript name="XRSGENavBeacons" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="md.xsd">
<cues>
<cue name="Place_Nav_Beacons">
<conditions>
<event_player_created/>
</conditions>
<delay exact="10s"/>
<actions>
<!-- Nopileous -->
<find_sector name="$sector" macro="sector04_cluster001_macro"/>
<do_if value="$sector.exists">
<create_object name="$NavBeacon" macro="[macro.env_deco_nav_beacon_t1_macro].random" owner="faction.player" sector="$sector">
<position x="400000000" y="1000" z="8000" />
<identification name="{5120004,40011}" description="{5120004,40012}" />
</create_object>
</do_if>
</actions>
</cue>
</cues>
</mdscript>
Also, any idea how to make the beacon NOT player-owned still visible by the player and somehow un-destructible?
Thanks!