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[MOD] Configurable mass-traffic and stardust 0.40
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chms





Joined: 21 Oct 2004
Posts: 164 on topic
Location: Terra - mangels Alternative ;)
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modified
PostPosted: Sat, 21. Dec 13, 20:10    Post subject: [MOD] Configurable mass-traffic and stardust 0.40 Reply with quote Print

Current version: 0.40

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

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.



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Last edited by chms on Tue, 24. Dec 13, 06:11; edited 3 times in total
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Baconnaise





Joined: 23 Nov 2013



PostPosted: Sun, 22. Dec 13, 10:23    Post subject: Reply with quote Print

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.

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chms





Joined: 21 Oct 2004
Posts: 164 on topic
Location: Terra - mangels Alternative ;)
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PostPosted: Tue, 24. Dec 13, 06:13    Post subject: Reply with quote Print

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


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Thurmonator





Joined: 04 Dec 2003
Posts: 205 on topic

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PostPosted: Tue, 24. Dec 13, 16:46    Post subject: Reply with quote Print

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?

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chms





Joined: 21 Oct 2004
Posts: 164 on topic
Location: Terra - mangels Alternative ;)
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PostPosted: Tue, 24. Dec 13, 17:57    Post subject: Reply with quote Print

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.


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jeroll3d





Joined: 26 Jun 2008
Posts: 643 on topic
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PostPosted: Tue, 24. Dec 13, 21:57    Post subject: Reply with quote Print

incompatibile

- stardust_library.xml
- region_definitions.xm

MOD

- RS_NoLanes

include?


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chms





Joined: 21 Oct 2004
Posts: 164 on topic
Location: Terra - mangels Alternative ;)
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PostPosted: Tue, 24. Dec 13, 22:13    Post subject: Reply with quote Print

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.



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Violins77





Joined: 04 Oct 2014



PostPosted: Wed, 15. Oct 14, 20:59    Post subject: Reply with quote Print

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





Joined: 29 Oct 2013
Posts: 2655 on topic
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PostPosted: Wed, 15. Oct 14, 21:04    Post subject: Reply with quote Print

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.


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Violins77





Joined: 04 Oct 2014



PostPosted: Wed, 15. Oct 14, 21:59    Post subject: Reply with quote Print

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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PostPosted: Wed, 15. Oct 14, 22:03    Post subject: Reply with quote Print

I wouldn't think so, just slow the trade if the stations in zone have things the other wants.


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oliverjanda





Joined: 14 Feb 2010
Posts: 308 on topic

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PostPosted: Mon, 23. Feb 15, 14:42    Post subject: Reply with quote Print

Is this compatible with 3.2?

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alexalsp





Joined: 18 Jul 2014
Posts: 759 on topic

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PostPosted: Sun, 6. Mar 16, 17:41    Post subject: Reply with quote Print

Is this compatible with 4.0 and HoL ?

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Spock10





Joined: 03 Jan 2005
Posts: 3 on topic

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PostPosted: Sun, 12. Jun 16, 13:24    Post subject: Reply with quote Print

The mod is still working under 4.0

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

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Koci





Joined: 25 Oct 2005
Posts: 178 on topic
Location: Wroc³aw
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PostPosted: Wed, 7. Dec 16, 11:26    Post subject: Just THANK YOU! Reply with quote Print

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


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