[MOD] Reduced Masstraffic V0.3 (Now with alternative 3/4 reduced version)

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enenra
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Post by enenra »

@MutantDwarf Thanks!

Looks like I still haven't quite understood that patching format and the new XML format in general. :(

New version for testing here:

https://dl.dropboxusercontent.com/u/233 ... c_V0.3.zip
Thurmonator
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Post by Thurmonator »

This one seems to be working now. I still personally think that half is still too busy for the sake of 'realism' . Good work!
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enenra
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Post by enenra »

Thurmonator wrote:This one seems to be working now. I still personally think that half is still too busy for the sake of 'realism' . Good work!
I'll be providing a 3/4 version again soon. Just takes a while to get the values adjusted. :)
Thanatos00
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Post by Thanatos00 »

enenra wrote:I'll be providing a 3/4 version again soon. Just takes a while to get the values adjusted. :)
Thanks MutantDwarf and enenra, will retry it as soon as you'll release a 3/4 version.

Btw it would be very useful in a later release to be able to choose some masstraffic presets (none, 25%, 50%, etc). Keep up the good work ;)
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kuplo
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Post by kuplo »

kuplo wrote:Wish I knew why it won't work for me. I've still got those conga lines of ships in a new game (sandbox) that I started after pasting your code in place of the existing code in the jobs.xml file.
Okay, I found my problem... For some reason I had the following line duplicated at the top of the jobs.xml file:

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
I must have copied and pasted it without removing the original line (so now I have only the one line at the top instead of two lines as listed above in the code box), once I removed that line and use the values provided in MutantDwarf's post above, I do in fact have next to no mass traffic as expectedf.

Congrats to all involved and all that helped.
ginnungagap
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Post by ginnungagap »

Nice mod. :)

Is it possible to have also a "more traffic" version ? with by example x2.

Did you know if it's possible to increase speed of traffic ?
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enenra
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Post by enenra »

Thanatos00 wrote:
enenra wrote:I'll be providing a 3/4 version again soon. Just takes a while to get the values adjusted. :)
Thanks MutantDwarf and enenra, will retry it as soon as you'll release a 3/4 version.

Btw it would be very useful in a later release to be able to choose some masstraffic presets (none, 25%, 50%, etc). Keep up the good work ;)
I agree that would be good! But I'm afraid before the NMM is adjusted for XR (if that ever happens) it won't be really that much more convenient, no matter what I do. :(

@kuplo
Glad it's working for you now. :)

@ginnungagap
Would be possible, yes, but you're probably fairly alone with that request so I suggest you simply take my mod and adjust the values in the XML file to the desired amount. :)
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kuplo
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Post by kuplo »

Is it a known effect that reducing this too far also reduces the traffic inside of the highways?

I'm using the numbers that mutantdwarf posted so there is zero traffic inside of the highways, so I suppose it's also useful for those players that hate the minigame inside of the highway since there is no traffic in there, there is no mini game to play inside the highways. Of course this is only from reducing all the numbers to 1
pr0nflakes
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Post by pr0nflakes »

Bookmarking so i can keep an eye on thread.
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ICO_hr
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Post by ICO_hr »

For some reason this mod doesnt work for me.When the game load the trafic is redused but after several minutes reset it self like there is no mod at all.
MutantDwarf
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Post by MutantDwarf »

ICO_hr wrote:For some reason this mod doesnt work for me.When the game load the trafic is redused but after several minutes reset it self like there is no mod at all.
What should be happening is that traffic is nonexistant at load and only appears a short while afterwards, but the traffic should be reduced from the normal amount. Traffic does still exist, though, and since there is SO MUCH traffic in the unmodified game, it may appear that there's still quite a lot of it after you apply this mod.
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enenra
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Post by enenra »

ICO_hr wrote:For some reason this mod doesnt work for me.When the game load the trafic is redused but after several minutes reset it self like there is no mod at all.
Can you please check whether you're using the latest V0.3 version? :)
ICO_hr
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Post by ICO_hr »

enenra wrote:[Can you please check whether you're using the latest V0.3 version? :)
V0.2 I'll update to 3.
Thurmonator
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Post by Thurmonator »

This mod is working great.

The More Reduced version actually adds immersion. It may even be still too much traffic overall for the size of the stations but its way better than vanilla, that's for sure.


I was wondering tho that there are way too many 'Industrial Surveillance Crafts' (the cops). Is there a way to turn down their numbers relative to the other crafts?

Thanks for the mod and any future work on it.
kriller2
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Post by kriller2 »

This mod is great !

The reduced trafic seems more realistic in game and on top of that I got rid of the stuttering! (EGOSoft probably have to much going on...)
snwboardn21
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Post by snwboardn21 »

Have you guys been able to do any testing on whether this affects the economy at all? I know it might be hard with trading drones not working.
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White_Dwarf
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Post by White_Dwarf »

gives me 5 fps but random crashes i dotn Crash random without this mod
Vim Razz
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Post by Vim Razz »

snwboardn21 wrote:Have you guys been able to do any testing on whether this affects the economy at all? I know it might be hard with trading drones not working.
The script that allows stations in the same zone to trade with each other using mass traffic is \aiscripts\trade.station.xml, if you want to check it out to get a feel for how it's supposed to work. I haven't found any other scripts related to useful mass traffic functionality yet, if there are any.

While a mass traffic link is required to execute the exchange, most of it's capacity appears to be unused. Also, it's not entirely clear (at least, not to me) whether the wares being traded are actually carried by individual ships within the mass traffic stream.


I guess one way to test it directly might be to limit traffic to a bare trickle, activate debug messages, and check ships in the stream for cargo when debug text indicates a trade is happening?

Maybe once the drone bug blocking major trade ports is cleared up I'll try it. In the meantime, it's hard to get motivated to spend a few evenings clicking on ships passing by (to check them for wares) if the trade itself might be inactive due to stalled station production.
Kominikx
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Post by Kominikx »

I can confirm FPS increase. "Floating" near the stations is now smooth.

No random crashes or any other errors detected so far.

Good job ;)

+1

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