[Mod] Crystal Rarities 2.0

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Drewgamer
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[Mod] Crystal Rarities 2.0

Post by Drewgamer » Tue, 21. Apr 20, 22:09

Description:
I love mining crystals. I enjoy hunting through asteroid fields and eventually stumbling on that big payday. But in vanilla, crystals' little blinking lights are a pain to spot for my old-man eyes. Then with the introduction of a "cooldown" on crystals spawning in 3.0, crystal mining became extremely un-fun.
With that in mind, I set out to make mining crystals great again.

NOTE/WARNING: This mod could definitely be considered "cheat-y" or unbalanced. I originally created it because I enjoy hunting for crystals and hate the early-game credit grind and thought others might be looking for something similar. If people want a "hard" version I'm definitely open to making one.


Features:
+ Changes the color of crystals to the following:
  • Bandannite - Very common - White
  • Menelaene - Common - Green
  • Aguilite - Rare - Blue
  • Mitonene - "Epic" - Purple
  • Burnite - "Legendary" - Orange
+ Added a glow to all crystals so they stand out more in the asteroid field

+ Removes the "cooldown" on picking up crystals:
  • Previously, when you picked up one of the rarer crystals (anything except Bandannite), it imposed a multi-minute timer where nothing else could spawn. This turned "hunting for crystals", into "waiting for crystals to respawn". To remedy this, the cooldown on all crystal pickups was completely removed.
+ Tweaked spawn rates of crystals:
  • Now you'll mostly find the White Bandannite crystals when in non-hazardous, faction space
  • Increased crystal spawn rate, as well as more frequent rare crystals in hazardous regions and Xenon space
+ Complete re-write of crystal spawns:
  • Spawns are now defined on a per-Sector basis (this means I can buff/nerf crystal spawns of particular sectors without affecting the rest!)
  • Spawn CHANCES are based heavily on how big an asteroid is (larger asteroids have a higher chance of spawning a crystal)
  • Overall spawn CHANCE favors Sectors with big asteroids
  • Spawns no longer based on who owns a Sector (so taking over a Xenon Sector won't suddenly change what crystals spawn there)

Compatibility:
  • Will conflict with mods that change crystal spawn rules (objectspawnrules.xml)
  • Will conflict with mods that change crystal colors
  • Will conflict with Crystal Finder

(Un)Installation:
To install, unzip the archive and place it in your "X4Foundations/Extensions" folder

To UNinstall, just delete the folder "Crystal_Rarities"


Credits:
  • Thanks to Shuruna and their Crystal Finder mod, which gave me the base/inspiration for mine.
  • Thanks to everyone on the Egosoft Forums and Egosoft Discord for all the knowledge they imparted on me.

Downloads:
Nexus
Steam Workshop


BETA:
<No BETA currently in progress>


Change Log:
2.0:
  • Slight increase to range glow can be seen
  • Slight increase to intensity of glow
  • Complete re-write of crystal spawns. They are based loosely on asteroid size/density, but are on a per-sector basis (this means I can tweak sectors individually). Currently SUPPORTS Split Vendetta sectors, but they do not have their own custom rules at the moment.
1.3:
  • Another update to the intensity of the glows on the crystals in an attempt to make them less harsh
  • some tweaks to hopefully reduce color distortion as well
1.2:
  • Attempted to dial down the intensity to reduce glare on the screen/cockpit
  • removed save requirement from mod (it is safe to remove from / add to a save at any point)
1.1:
  • added support for Steam Workshop (changed mod ID and moved loose files to ext_01 cat/dat)
1.0:
  • initial release
Last edited by Drewgamer on Thu, 9. Jul 20, 15:47, edited 2 times in total.
Check out my mod Crystal Rarities

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Drewgamer
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Re: [Mod] Crystal Rarities 1.3

Post by Drewgamer » Thu, 30. Apr 20, 21:31

BETA (30 April 2020):
I've uploaded a BETA version in the optional files of Nexus. Major differences between BETA and Main versions:
- Spawns are now defined on a per-Sector basis (this means I can buff/nerf crystal spawns of particular sectors without affecting the rest!)
- Spawn CHANCES are based heavily on how big an asteroid is (larger asteroids have a higher chance of spawning a crystal)
- Overall spawn CHANCE favors Sectors with big asteroids
- Spawns no longer based on who owns a Sector (so taking over a Xenon Sector won't suddenly change what crystals spawn there)

You can freely swap between the BETA version and Main version. In fact, if I did everything correctly, you won't even notice any difference between the BETA and Main versions ;)

Any currently spawned crystals will not change, so you'll have to leave the area to get them to respawn following the new rules.
Last edited by Drewgamer on Sat, 2. May 20, 05:11, edited 1 time in total.
Check out my mod Crystal Rarities

blackice85
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Joined: Tue, 14. Apr 20, 21:09

Re: [Mod] Crystal Rarities 1.3

Post by blackice85 » Sat, 2. May 20, 04:48

Thanks for the mod, it's made crystal farming practical and even enjoyable again. Makes it worthwhile sneaking into Xenon territories too.

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Drewgamer
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Joined: Fri, 27. Aug 10, 08:39
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Re: [Mod] Crystal Rarities 2.0

Post by Drewgamer » Thu, 9. Jul 20, 16:50

New version 2.0:
  • Slight increase to range glow can be seen
  • Slight increase to intensity of glow
  • Complete re-write of crystal spawns. They are based loosely on asteroid size/density, but are on a per-sector basis (this means I can tweak sectors individually). Currently SUPPORTS Split Vendetta sectors, but they do not have their own custom rules at the moment.
Check out my mod Crystal Rarities

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Drewgamer
Posts: 510
Joined: Fri, 27. Aug 10, 08:39
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Re: [Mod] Crystal Rarities 1.3

Post by Drewgamer » Thu, 9. Jul 20, 16:53

blackice85 wrote:
Sat, 2. May 20, 04:48
Thanks for the mod, it's made crystal farming practical and even enjoyable again. Makes it worthwhile sneaking into Xenon territories too.
I'm glad it worked for you!

I know it's a bit cheat-y, but even with having factories, traders, and miners all set up, I still enjoy going out from time to time to mine some crystals. Having them a bit more visual makes the experience a lot better for me and I thought others would feel the same ;)
Check out my mod Crystal Rarities

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