[Mod] Mining, Gas Collector and Raw Scrap Converter Stations

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rgiles18
Posts: 22
Joined: Sat, 19. Mar 22, 04:14
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Re: [Mod] Mining and Gas Collector Stations

Post by rgiles18 »

So far so awesome. Great Mod!
sprIder
Posts: 133
Joined: Sat, 3. Jul 10, 23:23
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Re: [Mod] Mining and Gas Collector Stations

Post by sprIder »

New Update: In order to satisfy the great demand for energy cells, with version 1.6 I added additional stations that produce enery cells.
Halpog
Posts: 527
Joined: Sat, 13. Feb 21, 14:09
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Re: [Mod] Mining and Gas Collector Stations

Post by Halpog »

sprIder wrote: Fri, 6. May 22, 18:45 New Update: In order to satisfy the great demand for energy cells, with version 1.6 I added additional stations that produce enery cells.
u also can remove the following stations too :
the big player hq style ones ( they are just a space and FPS dropper )
the "small" stations for helium,methan and so on

the rest, like always , its perfekt :)
sprIder
Posts: 133
Joined: Sat, 3. Jul 10, 23:23
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Re: [Mod] Mining, Gas Collector and Raw Scrap Converter Stations

Post by sprIder »

With today's update the mod should be ready for update 6.0. How I deal with the Boron, I'll take a look soon.

There is also now the possibility to research the blueprints of the stations and get the blueprints for free (cheat) via the extension options. Also, there are now stations that exploit the space and generate scrap with energy.
I wish you a lot of fun. If you have any problems, questions or suggestions, please let me know.
Halpog
Posts: 527
Joined: Sat, 13. Feb 21, 14:09
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Re: [Mod] Mining, Gas Collector and Raw Scrap Converter Stations

Post by Halpog »

1 posting up u can see my feedback :) i stick to it, this massive playerHQ modeled stations are no need to have.
the moodel for the smaller stations is by far good enough, and with editings they can be changed like everyone wants it to be.

the small stations for liquid stuff , i would get ridd of too. the bigger ones who has the upside and downside model looks realy good.

last, the ice ore in the ice station could be changed to a smaller one.
the rest is perfekt
thnx
sprIder
Posts: 133
Joined: Sat, 3. Jul 10, 23:23
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Re: [Mod] Mining, Gas Collector and Raw Scrap Converter Stations

Post by sprIder »

Hi Halpog,

thank you for your feedback. I saw your other post.
But I will not delete any stations or models from the mod. Because there will certainly be other players who use the large and the small modules. And then I would break their save game.

And the nice thing is that you just don't have to use the massive or really small stations. Through which they also do not affect your performance :)

Best regards
sprIder
Fenhris
Posts: 344
Joined: Wed, 1. Jan 14, 11:58
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Re: [Mod] Mining, Gas Collector and Raw Scrap Converter Stations

Post by Fenhris »

Hey sprIder

Are you still working on this MOD?

It's quite essential for me (honestly cannot play without it anymore), but it does bug me a bit that I can still pop a station with this anyware and get whatever ore I want (I am sort of making sure to only pop them where they make sense to me, but you know...).
Would it be possible to make it only give whatever recource is in the vicinity, possibly using ore detector values?

Theoretically this could be a "one size fits all" solution with only one station building (ok, maybe both a small and a large :wink: ) that you build and it then gives you what ever is in the area, provided you have the right stock for it.

I cannot make it work in SWI, most likely because it does not inject the blueprints into the different factions in SWI, do you know if a fix for this exist? Been trying to find it, but so far without luck.

Thanks for a great mod that I personally cannot live without :)
sprIder
Posts: 133
Joined: Sat, 3. Jul 10, 23:23
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Re: [Mod] Mining, Gas Collector and Raw Scrap Converter Stations

Post by sprIder »

Hi Fenhris,

thank you for your feedback. Yes, I'm still working on and updating this mod.

Nope, I don't think that this is possible. It is possible to specify such limitations or to assume the resources regarding their placement when the stations for the AI are created with GOD. But even then, it is not possible to have an all-in-one station/module, which only produces minerals of that given region.

There are extra versions for SWI:
sprIder wrote: Sun, 10. Oct 21, 13:10 For those who play with the Star Wars Interworlds mod:
SWI, v0.7:
- Dropbox
SWI, v0.85 and later:
- Dropbox
- Steam
Please use one of them instead. If you still have problems, please provide a full list of your used mods (e.g. screenshots and share it with dropbox / google drive /onedrive or ImgBB / picload etc.)
The same goes for the debuglog, please.
Your debuglogs will be available in the Documents\Egosoft\X4[SteamNumber] folder (Depending on whether you use steam or not.)
How to debuglog:
viewtopic.php?f=181&t=402452#p4768514

I hope that helps.
Realspace
Posts: 1637
Joined: Wed, 15. Nov 06, 10:21
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Re: [Mod] Mining, Gas Collector and Raw Scrap Converter Stations

Post by Realspace »

You are a genius, how can I have missed this gem of mod?

I'd like to redistribute your stations to all factions at start, if you allow me to use the mod inside XRSGE https://www.nexusmods.com/x4foundations/mods/1140 with credits to you of course.
I've done other mining stations already using old X3/Rebirth assets and building modules on top of big asteroids I made...but the time for doing all this is massive, on top of a lot of other things (jump scripts, etc.) that really consumed me.
So I gave up...but adding these stations to factions seem doable, would you allow me?

BTW I hate the lego stations of X4, I'd like them to be all single-models as in X3 and Rebirth...
sprIder
Posts: 133
Joined: Sat, 3. Jul 10, 23:23
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Re: [Mod] Mining, Gas Collector and Raw Scrap Converter Stations

Post by sprIder »

Thank you for your kind feedback, Realspace!

It would be an honour for me. Yes, I allow it.

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