[MOD] increased HUB storage space 0.1
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[MOD] increased HUB storage space 0.1
Greetings.
I was semi-annoyed that I could only store 8 PPCs at my hub, so using doubleshadows excellent tool I went searching for how to increase the storage space.
The place to do so is in the types\Global.txt. There might be other ways, but this was the way I found.
Linked beneath are mods that can be applied as fake patches to double or quadruple the hubs storage space.
Download:
double storage v0.1
quadrople storage v0.1
How to apply
Either use the plugin manager or rename to the highest cat/dat in your X3TC folder. If your highest is currently 06.cat/dat then name the desired version to 07.cat and 07.dat.
(as for conflicts.. without having tested it, this will for sure override any other fake mod that plays around with types\Global.txt)
[ external image ]
edit: before trying to figure out how to increase it I went searching for something here that did the same, I came up empty. If this is a dupe I'll delete my stuff and link to the original
I was semi-annoyed that I could only store 8 PPCs at my hub, so using doubleshadows excellent tool I went searching for how to increase the storage space.
The place to do so is in the types\Global.txt. There might be other ways, but this was the way I found.
Linked beneath are mods that can be applied as fake patches to double or quadruple the hubs storage space.
Download:
double storage v0.1
quadrople storage v0.1
How to apply
Either use the plugin manager or rename to the highest cat/dat in your X3TC folder. If your highest is currently 06.cat/dat then name the desired version to 07.cat and 07.dat.
(as for conflicts.. without having tested it, this will for sure override any other fake mod that plays around with types\Global.txt)
[ external image ]
edit: before trying to figure out how to increase it I went searching for something here that did the same, I came up empty. If this is a dupe I'll delete my stuff and link to the original
newbie
From my various meddlings, dropping *any* file in the main folder in it's corresponding subfolder (ie, objects, types, dds, etc) will work. The game engine looks for these contents first, then the mods folder, then the cats, as far as I've observed.
I'm tempted to just extract all the cats into folders and see if the game will run wihtout cats at all. Of course, the major drawback to that is a install directory that's about 4x bigger.
I'm tempted to just extract all the cats into folders and see if the game will run wihtout cats at all. Of course, the major drawback to that is a install directory that's about 4x bigger.
(sorry for the slight tangent)
It *may* increase performance, I don't know. I may try it, just to test it though.
As for the hub mod, I really wish the hubs and player-owned traders/equip docks worked like the HQ, in that, they just have a big cargo bay and none of the 2-gun limit bollocks.
Oh well. The globals hack works for the EDs as well, I don't know if it applies to player traders or not though.
It *may* increase performance, I don't know. I may try it, just to test it though.
As for the hub mod, I really wish the hubs and player-owned traders/equip docks worked like the HQ, in that, they just have a big cargo bay and none of the 2-gun limit bollocks.
Oh well. The globals hack works for the EDs as well, I don't know if it applies to player traders or not though.
Hi,
Excellent work!
Expanding on this, as suggested, to include the likes of Trading Stations & EQ docks is a great idea. I was always rather disapointed that my 50 Million cr Equipment Dock did not give me free or heavily discounted tunings etc. considering the price & lack of storage. Being able to make it an uber warehouse definately compensates for this.
One question though, if we were to mod our Trading Stations & Equipment Docks to be able to store a lot more, how will this affect the economy in general? As I assume existing NPC stations will be altered also.
Cheers,
Scoob.
Excellent work!
Expanding on this, as suggested, to include the likes of Trading Stations & EQ docks is a great idea. I was always rather disapointed that my 50 Million cr Equipment Dock did not give me free or heavily discounted tunings etc. considering the price & lack of storage. Being able to make it an uber warehouse definately compensates for this.
One question though, if we were to mod our Trading Stations & Equipment Docks to be able to store a lot more, how will this affect the economy in general? As I assume existing NPC stations will be altered also.
Cheers,
Scoob.
Just wanted to ask... Does it also work this way for ships? Eg, increasing the storage capacity of an LT by dropping a file with the adjustment in a directory? Or is X3:TC following X3:R in this?fud wrote:The NPC stations' capacities are hardcoded and are based on the relval of the associtated wares within them.
Reunion's globals file didn't have the two lines for the HQ/docks as TC does, so this is a new feature (from a modding standpoint).
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Hi Guys darkstar one here
Love this little mod
Has im totally Useless at modding
idea for next version if it will be made
Hub storage X4 plus this:
is there any chance that forked could work his magic on equipment docks
has it is really stupid that such a massive station can only hold 2 ppcs when a destroyer needs a lot more, I thought equipment docks were massive enough to equip fleets with guns and shield Not just a fighter or two,
reason for asking saetans enhanced equpment dock dont agree with apricots extended player Hq v3 as far as i know (combined them as false patches a while ago and got better docks but only Original hq space
Cheers Darkstar one
Love this little mod
Has im totally Useless at modding
idea for next version if it will be made
Hub storage X4 plus this:
is there any chance that forked could work his magic on equipment docks
has it is really stupid that such a massive station can only hold 2 ppcs when a destroyer needs a lot more, I thought equipment docks were massive enough to equip fleets with guns and shield Not just a fighter or two,
reason for asking saetans enhanced equpment dock dont agree with apricots extended player Hq v3 as far as i know (combined them as false patches a while ago and got better docks but only Original hq space
Cheers Darkstar one
I just packaged my first .cat/.dat for you:darkstar one wrote:idea for next version if it will be made
Hub storage X4 plus this:
is there any chance that forked could work his magic on equipment docks
http://rufus.o-town.de/files/ThomasAH-G ... 090816.zip
It contains:
Freight scanner: 4km -> 5km
Comm range: 25km -> 500km (from 500km Comm Range Mod)
Docking computer: 4km -> 5km
Equipment dock: normal Hub storage
Hub storage: normal Hub storage x4
This is the types/Globals.txt which I use for a while now, but until now I used the plain file, not .cat/.dat package. Please tell me if it works for you.
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hey, some mods already mess with my Globals File (IE 100K Comn system)
How will this mod affect them?
i went to add this to my Globals file, only to find i dont have one at all!
Thanks
Corhen
How will this mod affect them?
i went to add this to my Globals file, only to find i dont have one at all!
Thanks
Corhen
Jovianmoon wrote:Are we ready to collide with that asteroid?apricotslice wrote:...auto-pillok...
Yes sir! Engaging auto-pillock!
The "last" Globals file will override all previous ones. (the one in the highest numbered .cat/dat, but all of those are overridden by the extracted one)corhen wrote: How will this mod affect them?
i went to add this to my Globals file, only to find i dont have one at all!
To unpack your files use this tool. If you are unsure how it works read this
newbie
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