Btw what about put some option to mapdefaults.xml for music ?
<sounds>
<music ref ="music_soundtrack_periphery">
</sounds>
So just we dont have to add it manually everytime

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Good idea, I will look into it for next release!Caldari Navy wrote: ↑Fri, 11. Apr 25, 12:42 Fabulous thank you so much
Btw what about put some option to mapdefaults.xml for music ?
<sounds>
<music ref ="music_soundtrack_periphery">
</sounds>
So just we dont have to add it manually everytime![]()
Ahh.. yes good catch, the same issue happens with location macros not getting "PREFIX" replaced properly. i'll fix it in upcoming patch thxCaldari Navy wrote: ↑Sun, 13. Apr 25, 17:50 I think i find a bug ..
When you crate jobs and add new job as escort escort name is changed during exporting to yourgalaxyname escort and in game you dont have that escort as there is wrong name linking to it if you know what i mean
Entire problem is on generating universe subordinate jobs name are changes its add yourunivers name before actual job id
Just noticed every jobs get your_galaxy_name before job id name after generating mod
Released new version.Caldari Navy wrote: ↑Sun, 13. Apr 25, 19:28 And after you exit your tool and launch it again after u import ur savegalaxy.json starting postion in gamestart is not saved
Oops.. Seems also the case for vigor, riptide, quettanauts, segarisCaldari Navy wrote: ↑Mon, 14. Apr 25, 21:49 Find issue whith crating job for specificaly " Zyarth" when you select job faction you can select fresplit fallen split and zyart , when you choose zyarth it add <category faction = "zyarth" etc.....
But zyarth space in jobs.xml is actually "split"
They spawn randomly in the sector from what I understand, the game controls it.Caldari Navy wrote: ↑Thu, 17. Apr 25, 00:33 Btw how i create anomaly in sector is it possible whith sector creator ?
HiCaldari Navy wrote: ↑Mon, 21. Apr 25, 09:36 Hello there cool new update really thx.
But there is something off whith jobs and factories quotas , if you change number of jobs or factories and save it then you open it again very often number is same like before you change it its very random but very often . Ii you open particiluraj job or factory from list its working well jist quotas seting doing some hawok in numbers
I've thought about it again. Perhaps a compromise can be reached. It is sufficient if you can write or edit the XML part of your own background (as text). So the file “\assets\environments\cluster\<cluster-with-id>.xml”. No dialogs or resource browsers are needed for all the background objects.Venomaus wrote: ↑Wed, 9. Apr 25, 16:09 This is even more complex, creating your own backgrounds requires to include a bunch of base game assets which would increase the executable size by a lot
which is something I don't want to do. + all the interfaces required for the dozens of options and ways to customize the backgrounds is crazy work.
Could you make an Issue on the github page with your exact feature well described to what exactly you would need and how you envision it in the tool / how it would be most useful to you and exactly which files are expected to be generated? This will help me a lot to track this and I'll see what I can do.NitramAkloh wrote: ↑Wed, 30. Apr 25, 16:09I've thought about it again. Perhaps a compromise can be reached. It is sufficient if you can write or edit the XML part of your own background (as text). So the file “\assets\environments\cluster\<cluster-with-id>.xml”. No dialogs or resource browsers are needed for all the background objects.Venomaus wrote: ↑Wed, 9. Apr 25, 16:09 This is even more complex, creating your own backgrounds requires to include a bunch of base game assets which would increase the executable size by a lot
which is something I don't want to do. + all the interfaces required for the dozens of options and ways to customize the backgrounds is crazy work.
Why am I asking again? The problem is: Every time I generate a new mod XML of my galaxy in X4SectorCreator, I would have to enter all the references for the new background or the background itself again. That is also quite a lot of work.
Perhaps it would be possible to implement something to this effect.
Has the new cluster xml editing feature been useful for you since its release?NitramAkloh wrote: ↑Wed, 30. Apr 25, 16:09I've thought about it again. Perhaps a compromise can be reached. It is sufficient if you can write or edit the XML part of your own background (as text). So the file “\assets\environments\cluster\<cluster-with-id>.xml”. No dialogs or resource browsers are needed for all the background objects.Venomaus wrote: ↑Wed, 9. Apr 25, 16:09 This is even more complex, creating your own backgrounds requires to include a bunch of base game assets which would increase the executable size by a lot
which is something I don't want to do. + all the interfaces required for the dozens of options and ways to customize the backgrounds is crazy work.
Why am I asking again? The problem is: Every time I generate a new mod XML of my galaxy in X4SectorCreator, I would have to enter all the references for the new background or the background itself again. That is also quite a lot of work.
Perhaps it would be possible to implement something to this effect.
Let me know if I f'd something up in the generation, then I'll fix it if possible.NitramAkloh wrote: ↑Mon, 19. May 25, 18:30 I tried it once, but couldn't get it to work yet. I'm still not sure whether it's just me. I took the cluster background XML file from a sector as a test and inserted it in the new editor dialog. However, the sector background was pitch black. Then I copied the corresponding XMF files into the folder \assets\enviroments\cluster\<my-cluster-id>\. I changed this ID in the editor dialog. That didn't help either. I'll have to take another look at the tutorial to see if I've forgotten anything else.