[MOD] Configurable mass-traffic and stardust 0.40

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chms
Posts: 164
Joined: Thu, 21. Oct 04, 19:17

[MOD] Configurable mass-traffic and stardust 0.40

Post by chms » Sat, 21. Dec 13, 20:10

Current version: 0.40

Especially on low-end machines like mine "traffic" should be renamed to "terrific". :D

So based on "MoreReducedMasstraffic" by "enenra" I made a simple program to make mass-traffic more individual.

With this tool You can choose from 0 to 100% in this categories:
- civilian
- smugglers
- criminals
- police
- stations
- xenon stations
- stardust
- nebulas and debris toggle
New: police drones

100% is based on original values by Egosoft.

Of course (or unfortunately as I highly endorse enenra's mod) this mod is NOT compatible with "ReducedMasstraffic" and "MoreReducedMasstraffic" or others using
- jobs.xml
- stardust_library.xml
- region_definitions.xml

The tool can be found at http://www.nexusmods.com/xrebirth/mods/326/?

Changes:
Version 0.11
* Separated sliders for "civilian" and "smugglers"
* Added displays for values
* Added hotbuttons:
- -1
- +1
- 0%
- 25%
- 50%
- 75%
- 100%

Version 0.2
* Added slider for stardust
* Added button to reset to original
* Added button to discard changes
* Last saved values are stored
* (Hopefully) informative error-page if mod is misplaced
* Creates content.xml if missing (in right place)

Version 0.21
* Added installer
* On installation added option to create shortcut on desktop
* Added button to change XR-directory
* Removed error-page again (obsolete)

Version 0.30
* (experimentally) added checkboxes to disable
- nebulas
- debris
* config.exe disables itself after used for installation (ONLY the misplaced version)

Version 0.40
* added slider for police-drones
* added checkboxes to disable parts of mod for compatibility reasons
* Files not changing original values will not be written



@Moderators: Would You be so kind and move posts between (and including)
Sat. Dec,14 17:58 and Fri, Dec, 20 02:35 to this thread as my initial intention was not to hijack the other one (Times are GMT+1).
Thank You.
Last edited by chms on Tue, 24. Dec 13, 06:11, edited 3 times in total.
Inactive atm due to very slow internet access (via cell phone).

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Baconnaise
Posts: 293
Joined: Sat, 23. Nov 13, 16:50

Post by Baconnaise » Sun, 22. Dec 13, 10:23

I have been using Enenra's mods since he put them out there. This kicks it all up a notch imho and makes things even more customizable should you choose.

Digging it so far thanks for the great mod.

chms
Posts: 164
Joined: Thu, 21. Oct 04, 19:17

Post by chms » Tue, 24. Dec 13, 06:13

New version 0.40 available.

Changes:
* added slider for police-drones
* added checkboxes to disable parts of mod for compatibility reasons
* Files not changing original values will not be written

----
Merry christmas to all of You
Inactive atm due to very slow internet access (via cell phone).

Thurmonator
Posts: 205
Joined: Thu, 4. Dec 03, 22:07

Post by Thurmonator » Tue, 24. Dec 13, 16:46

Thanks for the mod. Love it, and the new addition with the police drones.

Also, which debris and nebulas do you disable, ie the ones in the super highways or in regular space?

chms
Posts: 164
Joined: Thu, 21. Oct 04, 19:17

Post by chms » Tue, 24. Dec 13, 17:57

Thurmonator wrote:Thanks for the mod. Love it, and the new addition with the police drones.

Also, which debris and nebulas do you disable, ie the ones in the super highways or in regular space?
It disables nebulas in space - as the "NoFog"-mod (I think by enenra) does.

But to be honest I haven't yet testet where the debris I removed can (not) be found.
When adding the option to remove fog in the corresponding xml I found entries for debris and removed them.
As I got no error entry in the debug-log I decided to integrate this in my mod but seperated fog and debris.
As I found out between 0.40 and 0.41 the coding for nebulas were incomplete.
So it's possible the option "debris" doesn't do anything visible - I will have to invesigate.
Inactive atm due to very slow internet access (via cell phone).

jeroll3d
Posts: 643
Joined: Thu, 26. Jun 08, 02:28

Post by jeroll3d » Tue, 24. Dec 13, 21:57

incompatibile

- stardust_library.xml
- region_definitions.xm

MOD

- RS_NoLanes

include?
Entusiasta da série X3! The best game.

chms
Posts: 164
Joined: Thu, 21. Oct 04, 19:17

Post by chms » Tue, 24. Dec 13, 22:13

Might be.
README.txt wrote:-----> (possibly) NOT compatible with mods using
- jobs.xml
- stardust_library.xml
- region_definitions.xml
- InitUniverse.xml
Starting with 0.40 You can decide to deactivate each part of this mod for compatibility reasons.
Inactive atm due to very slow internet access (via cell phone).

Violins77
Posts: 24
Joined: Sat, 4. Oct 14, 00:35

Post by Violins77 » Wed, 15. Oct 14, 20:59

Sorry, I think it might be a necro but from the look of it, it is still widely in use... As of 2.5 version, do we know if mass traffic does or doesn't affect economy for sure?

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YorrickVander
Posts: 2672
Joined: Tue, 29. Oct 13, 22:59

Post by YorrickVander » Wed, 15. Oct 14, 21:04

Mass traffic does trade between stations in the same zone. Using the configurable traffic mod I haven't noticed any problems from reducing it a bit. All inter-zone traffic is handled by the job ships m sized and up.

No stardust also works fine for me under 2.51 beta too.
X Rebirth - A Sirius Cybernetics Corporation Product

Split irritate visiting pilot with strange vocal patterns.

Violins77
Posts: 24
Joined: Sat, 4. Oct 14, 00:35

Post by Violins77 » Wed, 15. Oct 14, 21:59

Ok thank you. I reduced it to around 20%, so do you think it will break the economy if I decide to build some stations?

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YorrickVander
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Joined: Tue, 29. Oct 13, 22:59

Post by YorrickVander » Wed, 15. Oct 14, 22:03

I wouldn't think so, just slow the trade if the stations in zone have things the other wants.
X Rebirth - A Sirius Cybernetics Corporation Product

Split irritate visiting pilot with strange vocal patterns.

oliverjanda
Posts: 308
Joined: Sun, 14. Feb 10, 18:47

Post by oliverjanda » Mon, 23. Feb 15, 14:42

Is this compatible with 3.2?

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alexalsp
Posts: 785
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Post by alexalsp » Sun, 6. Mar 16, 17:41

Is this compatible with 4.0 and HoL ?

Spock10
Posts: 3
Joined: Mon, 3. Jan 05, 22:33

Post by Spock10 » Sun, 12. Jun 16, 13:24

The mod is still working under 4.0

Big thanks to the author! This mod made the game playable on my machine.

Koci
Posts: 178
Joined: Tue, 25. Oct 05, 12:07

Just THANK YOU!

Post by Koci » Wed, 7. Dec 16, 11:26

Dear "chms" - thank You very much, I ask You about this mod in Private Message, but I think that You save my game, BIG THANKS!

Koci
Koci aka Stary Wuj

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