[MOD] DeVries - Gushing Spring makeover

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Frumph
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[MOD] DeVries - Gushing Spring makeover

Post by Frumph »

Download
http://www.nexusmods.com/xrebirth/mods/334/?

Changes build locations throughout gushing spring and adds some resources to several zones.

This mod allows me to get a better "feel" of creation in the Gushing Spring area. It also allows for the economy to actually get going without having your mining ships go all the way to twilight sentinel where you can't protect them fast enough.


[bugs]
1. If you already built a station in GS, those buildcon locations will not have moved and one or two might overlap with new ones but not too horribly. (haven't really tested)
2. Keeps minor fog if you use the NO FOG mod - you will notice it, otherwise unnoticeable.

[note]
If you turn off the mod after a station is made with a new buildcon location, it will not break your game.

1.0
Added hydrogen, ion, plasma and crystals to GS
Added 5 additional build locations for players and 2 more for NPC and moved most buildable location markers around.
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Frumph
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Post by Frumph »

Here's a quicksave to download if you want to see the mod active with a bunch of stations made.

http://frumph.net/downloads/quicksave.zip
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Baconnaise
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Post by Baconnaise »

I loaded this up on 1.20 and it seems to work fine. Thanks for including a save on top of the mod so folks can try things out. Great work all around and folks should give this a go if they have the time.

My preferences are different though. Jump beacon is in Fervid Corona so I sort of dislike Gushing Spring. It wouldn't be bad if the beacon was located there. Lava Flow is one of my faves and would much rather see Twilight Sentinel with extra build anchors. Anchors in Dormant Bear and Epsilon Lowlands and other various zones that are lacking (Inner World zones with one anchor) seem much more appealing. Radiant Haven with actual resources would be great as well considering how beautiful that sector is visually.
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Frumph
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Post by Frumph »

I like the lava flow region too, but the problem is the jump gate for size M and XS leads to that minefield and I lose all of my small ships through it if they decide to trade with gushing spring ;/

It's actually *really* easy to do this - even have a mod that shows me my ships exact position on my ui screen so I just take the sector info and add/replace the buildcon locs with that of my ship where I want it..

I was planning on revamping a few areas in devries, this was just the one I generally start with

twlight sentinel though .. ugh.. built a few stations around there and they all got smacked down constantly from the respawning taranis's that happen quite often and for some reason my 'attack mode' taranis's don't like to fight back when they are set to the defense guy on the stations
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Baconnaise
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Post by Baconnaise »

Frumph wrote:I like the lava flow region too, but the problem is the jump gate for size M and XS leads to that minefield and I lose all of my small ships through it if they decide to trade with gushing spring ;/

It's actually *really* easy to do this - even have a mod that shows me my ships exact position on my ui screen so I just take the sector info and add/replace the buildcon locs with that of my ship where I want it..

I was planning on revamping a few areas in devries, this was just the one I generally start with

twlight sentinel though .. ugh.. built a few stations around there and they all got smacked down constantly from the respawning taranis's that happen quite often and for some reason my 'attack mode' taranis's don't like to fight back when they are set to the defense guy on the stations
I finished the campaign back in 1.14 or about so haven't messed with it since. Free play is all I do so the respawning PMC ships or the Phalanx station they build later never happens. PMC is one of the first reps in good standing via free play as they're the most useful faction in the game next to Ledda Wholesome Albion Energy and Beryll (me anyways). I suppose I'm one of the odd folks that ignores the campaign entirely (deleted the saves for it even due to patch/mod compat) and finds it droll. My energy is mostly in station/trading building since the combat is anemic and choices limiting. I liked Devries at first until the cluster trading reared it's head. Albion and Omicron are where I generally hang due to this. Don't mind me I'm not one of many folks stuck in the campaign or trying to keep it relevant.
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Frumph
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Post by Frumph »

Well since managers don't make ship's go through the gates, need to have a viable stable economy to build the rest of the area's, that is what I am hitting up now with this.. from there the rest of the area's will be a piece of cake ..

and 2 stations per little section really sucks I like 3-4 so that it feels like it's a zone and active

going to make more npc build locations too, hopefully they will eventually start building their own
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Baconnaise
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Post by Baconnaise »

That would be great. Totally agree with 1 or 2 anchors being on the light side of things. The fact that we can't repair/own certain stations like the abandoned mining colony in Devries and in Dormant Bear sort of let me down. It would be nice to see some diversity as station location isn't a huge deal at the moment.
BalticMan
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Post by BalticMan »

If i want to add resources to the zones and do not touch base build locations , should i just install "libraries" folder without "maps" folder?
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Frumph
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Post by Frumph »

yes
BalticMan
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Post by BalticMan »

Nice, all working. Now there is no need for ions trips to other systems. Thanks! :thumb_up:
kuebler.stephan
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Post by kuebler.stephan »

@Frumph - :D Hi, cause you do the same thing like im working on... a Question, did you find out what the max. length and height of the Stations are ? I cant messure them some how, and i dosent have seen all of them anyway. Would be Nice if you share your knowlege of the max. sizes. Thanks

Add - which MOD do you use to get the coordinates ? can you share it to me... Please
S.K. aka Q.B. aka Player1 aka Player565
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Frumph
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Post by Frumph »

I use a modified version of player position by timothyparez

https://github.com/timothyparez/xrebirth-playerposition

You can download my version here:

http://frumph.net/downloads/playerposition.zip

Basically every 25 secondsish it will display your ship's position for 3 seconds, you just jot that down.

The only important thing to know about stations is that they are designed in a 20k bubble width wise and 5-10k height wise.. meaning that if you place a station make sure it's epicenter is 10k away from anything else or you'll cause overlapping (which of course you can edit the position in the save file as necessary) (10k from epicenter in all directions is the possibility of placement dependent on the station itself since some stations have 'arms' that reach that far out
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Frumph
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Post by Frumph »

note: his on github puts it into the player logs and does a few other things while mine outputs to the screen
kuebler.stephan
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Post by kuebler.stephan »

Thanks a lot, yes the thing with the "arms" like the valley plantation ect... makes it hard to settel those Points. Strangely i used the same values like you told me but i ran into this problem of "fused" stations. And no working Traffic. :lol:
S.K. aka Q.B. aka Player1 aka Player565
Nikita
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Post by Nikita »

Hi guys - looking interestingly at this mod but I wondered if you guys had come up against the same station building problem that I have?

I'm now on my third station - the first being the plot one (which is fixed with small mod and working to produce URV's as a normal URV station) - but the second (Construction Shop 1) and third (URV Parts Supply 1) have both built the first stage but are bugged.

The Construction Shop is in Fervid Corona and the URV Parts place is in Gushing Spring. Both have Managers and Defence Officers but I feel a little disheartened as I put most of my cash into getting them done to make money back on the stuff they produce.

The first stages are complete and working fine - but for some reason, there are modules of the other stages floating in space and the architects on both are saying that most modules are 'done' - when in fact, only the first ones should be?

I can't extend them now to produce the things I want and I feel a little stuck - any ideas why this is happening with my stations??
Nikita
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Post by Nikita »

I've uploaded some screenshots but this is how it looks anyway.

As you can see (this is the same for both my new stations after plot one, which seems okay) there are many random station parts completed and the architects menu shows almost everything as 'done' except for bulk storage tubes and the gun platforms. I've only actually built stage 1 on each station - yet this is the result.

I'm a little annoyed because after the plot finished, I was trying to make myself 'self sufficient' within DeVries - but looks like another bug will kill that idea - at least at the moment anyway.

http://i.imgur.com/aIvcmmq.jpg
http://i.imgur.com/BR0gebF.jpg
http://i.imgur.com/8xl8jSY.jpg
http://i.imgur.com/khFB7gm.jpg
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Frumph
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Post by Frumph »

that's a known bug and I haven't played this game in over a month due to bugs like that.. no idea whether they have plans to or even have addressed those bugs yet
Nikita
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Post by Nikita »

I sure hope 'they' or perhaps someone from the mod making community works out a fix - it's really spoiling my game play at the moment.
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Frumph
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Post by Frumph »

I have a fix that let's me do it, wrote a post about it and everything, should probably look it up.
Nikita
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Post by Nikita »

Do you have a link for it please?

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