[MOD] Autoexploring

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Futabamaster
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[MOD] Autoexploring

Post by Futabamaster »

Description
This is a dirt fix for 'Explore' default behaviour. Select "Explore an unknown space" in default behaviour setting of ship, then select sector, comfirm and let it do the work. Ship should fly around selected sector revealing undiscovered area.
Do hope this will become obsolete asap.
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Show
Image
Download
0.1
https://drive.google.com/file/d/1HebqqJ ... sp=sharing

0.2(newest)
https://drive.google.com/file/d/1ZJSl2S ... sp=sharing

Log
0.1 - first release
0.2 - fixed ships flying in one direction for hundreds of km after sector was explored
Last edited by Futabamaster on Wed, 12. Dec 18, 21:35, edited 1 time in total.
EterniaLogic
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Re: [MOD] Autoexploring

Post by EterniaLogic »

Completely broken. (Or could just be my game derping, not sure)

Now I get to zoom in forever. xD

Image
Because I can, I'm here to disturb your mind.
AuGuR
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Re: [MOD] Autoexploring

Post by AuGuR »

EterniaLogic wrote: Wed, 5. Dec 18, 05:27 Completely broken. (Or could just be my game derping, not sure)
Now I get to zoom in forever. xD
Noticed even without if you get too close to the sector edge, the sector increases in size regardless. Had a satellite that decided it was going on a trip and had it end up 15k from center before it fizzed out.

So might need a zone-size limit per sector and based on it's size, as from sector to sector they aren't the same.
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Futabamaster
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Re: [MOD] Autoexploring

Post by Futabamaster »

EterniaLogic wrote: Wed, 5. Dec 18, 05:27 Completely broken. (Or could just be my game derping, not sure)

Now I get to zoom in forever. xD

Image
Sorry i can't reproduce that. Script requests undiscovered hexes in sector from game by using built in function, and does that with range of 350km with center being center of sector, this is totally not what should happen.
argon_emperor
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Re: [MOD] Autoexploring

Post by argon_emperor »

Just asking, what does this do differently than the "Explore" command? I feel that an autoexplore default behaviour shouldn't require specifying a sector, it should just be "how much of current sector is revealed, if less than x%, explore, otherwise move to new sector to begin again"
[ external image ]
***modified***
"You can get more of what you want with kind words and a gun, than you can with just kind words" - Al Capone
luci
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Re: [MOD] Autoexploring

Post by luci »

argon_emperor wrote: Wed, 5. Dec 18, 17:19 Just asking, what does this do differently than the "Explore" command? I feel that an autoexplore default behaviour shouldn't require specifying a sector, it should just be "how much of current sector is revealed, if less than x%, explore, otherwise move to new sector to begin again"
Does the vanilla "explore" command do anything for you?
Mine does not.

I got pretty excited for a second when my pilot turned 3 stars and I was able to send her exploring a sector.
Then all she did was sitting there for hours... heck maybe the more I think about, I might have forgotten to cancel the command and the poor thing might still be sitting there trying to figure out how to... explore.
argon_emperor
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Re: [MOD] Autoexploring

Post by argon_emperor »

luci wrote: Wed, 5. Dec 18, 17:30
argon_emperor wrote: Wed, 5. Dec 18, 17:19 Just asking, what does this do differently than the "Explore" command? I feel that an autoexplore default behaviour shouldn't require specifying a sector, it should just be "how much of current sector is revealed, if less than x%, explore, otherwise move to new sector to begin again"
Does the vanilla "explore" command do anything for you?
Mine does not.

I got pretty excited for a second when my pilot turned 3 stars and I was able to send her exploring a sector.
Then all she did was sitting there for hours... heck maybe the more I think about, I might have forgotten to cancel the command and the poor thing might still be sitting there trying to figure out how to... explore.
Oh, it does, just very, very slowly :P They don't use their travel drive while exploring. Personally switched to Sector Satellites mod and use the old file for extending the range
[ external image ]
***modified***
"You can get more of what you want with kind words and a gun, than you can with just kind words" - Al Capone
happyslinky
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Re: [MOD] Autoexploring

Post by happyslinky »

I was looking into this too and in the unmodified game there's a big slowdown in order.move.recon.xml starting on line 364. Before picking a new target there is a 1 to 5 minute pause:

Code: Select all

<!-- Idle for a while. Important to prevent infinite loops in cases where there is absolutely nothing to explore. Shouldn't happen in normal game setup except for resource scout in low attention. -->
      <run_script name="'move.idle'">
        <param name="Min" value="1min"/>
        <param name="Max" value="5min"/>
      </run_script>
I tried lowering the delay to 1-2 seconds and so far it's working well:

Code: Select all

<diff>
    <replace sel="//label[@name='proceedtonextzone']/following-sibling::run_script[1]">
        <run_script name="'move.idle'">
            <param name="Min" value="1s"/>
            <param name="Max" value="2s"/>
      </run_script>
    </replace>
</diff>
luci
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Re: [MOD] Autoexploring

Post by luci »

argon_emperor wrote: Wed, 5. Dec 18, 17:33 Oh, it does, just very, very slowly :P They don't use their travel drive while exploring. Personally switched to Sector Satellites mod and use the old file for extending the range
Hmm, jeah, i admit, that she might have been moving vertically very slowly so it looked like she was standing still on the map :wink:
But I don't know about the satellites thing. I understand it places some temporary ships on every station to reveal them. That's a little too much mod for my taste and too much effort to solve the problem.

I would LOVE a mod that just gets rid of the fog of war entirely and reveals the questionmarks for undiscovered stuff on the map.
I kind of like the exploring aspect, but I want to know that there is something to look for in the first place... just for times sake.

If someone with a brain reads this and can provide such a NoFowMod, I would be very thankful for a decent amount of time :wink:
argon_emperor
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Re: [MOD] Autoexploring

Post by argon_emperor »

luci wrote: Wed, 5. Dec 18, 18:09
argon_emperor wrote: Wed, 5. Dec 18, 17:33 Oh, it does, just very, very slowly :P They don't use their travel drive while exploring. Personally switched to Sector Satellites mod and use the old file for extending the range
Hmm, jeah, i admit, that she might have been moving vertically very slowly so it looked like she was standing still on the map :wink:
But I don't know about the satellites thing. I understand it places some temporary ships on every station to reveal them. That's a little too much mod for my taste and too much effort to solve the problem.

I would LOVE a mod that just gets rid of the fog of war entirely and reveals the questionmarks for undiscovered stuff on the map.
I kind of like the exploring aspect, but I want to know that there is something to look for in the first place... just for times sake.

If someone with a brain reads this and can provide such a NoFowMod, I would be very thankful for a decent amount of time :wink:
The old version of the mod is still in the old files of Nexus for Sector Satellites, all it does is triple the range of both normal and advanced (so 225km for advanced, much more useful ;) )

However... It's finiky. Sometimes it works, sometimes it doesn't, which is why they went with a different approach. I actually use both files together, and *most* of the time, the increased range works fine.

Probably also should try Increased Long Range Scanning, can get a version that goes up to 2000km, that should very quickly let you know if there's something there or not to bother with
[ external image ]
***modified***
"You can get more of what you want with kind words and a gun, than you can with just kind words" - Al Capone
luci
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Re: [MOD] Autoexploring

Post by luci »

argon_emperor wrote: Wed, 5. Dec 18, 18:16 Probably also should try Increased Long Range Scanning, can get a version that goes up to 2000km, that should very quickly let you know if there's something there or not to bother with
Tried that.
Makes it impossible for me to chase purple pings, because you see them from a lightyear away. The time I have saved looking for questionmarks, I have already lost again looking for phantom lootboxes.

Since this is getting a bit off topic, I have started another thread here: viewtopic.php?f=181&t=404943
otto_deluxe
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Re: [MOD] Autoexploring

Post by otto_deluxe »

EterniaLogic wrote: Wed, 5. Dec 18, 05:27 Completely broken. (Or could just be my game derping, not sure)

Now I get to zoom in forever. xD

Image
This happened to me in vanilla. It seems sometimes the explore script bugs out and the ship takes that weird route to the "south west" in its sector. May or may not be relatd to excessive SETA use and dropping frames.
Eeroth
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Re: [MOD] Autoexploring

Post by Eeroth »

Could it be possible to make it galaxy autoexplorer? So that once it has found all stations and gates from sector it move to next? Exploring is fun when you first play the game but after that it gets really boring. So I would rather through that to Ai to find new sectors and there find new gates and stations.
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Futabamaster
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Re: [MOD] Autoexploring

Post by Futabamaster »

argon_emperor wrote: Wed, 5. Dec 18, 17:19 Just asking, what does this do differently than the "Explore" command? I feel that an autoexplore default behaviour shouldn't require specifying a sector, it should just be "how much of current sector is revealed, if less than x%, explore, otherwise move to new sector to begin again"
Vanilla explore searches for undiscovered hex closest to ship with a chance of crew skill(0-100, 5 star being 100) and pauses of 1 to 5 minutes, and without use of travel mode. Mine explore searches for hexes from center of sector, with 100 chance, waits couple of seconds(not minutes) and always uses travel mode.
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Futabamaster
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Re: [MOD] Autoexploring

Post by Futabamaster »

Eeroth wrote: Wed, 5. Dec 18, 20:37 Could it be possible to make it galaxy autoexplorer? So that once it has found all stations and gates from sector it move to next? Exploring is fun when you first play the game but after that it gets really boring. So I would rather through that to Ai to find new sectors and there find new gates and stations.
From scripting point of view yes, but i rather will have option to start with all map revealed hence the galaxy(sectors, stations etc) is the same for every new game. Exploring makes sense for first time and can make a huge sense in case of randomly generated universe.
Zippe
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Re: [MOD] Autoexploring

Post by Zippe »

I have this running on 4 Autoexplorers now and I am actually quite impressed. They are reasonable fast, works for the Default Command and for the right click command.
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Paddyy
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Re: [MOD] Autoexploring

Post by Paddyy »

happyslinky wrote: Wed, 5. Dec 18, 18:02 I was looking into this too and in the unmodified game there's a big slowdown in order.move.recon.xml starting on line 364. Before picking a new target there is a 1 to 5 minute pause:

Code: Select all

<!-- Idle for a while. Important to prevent infinite loops in cases where there is absolutely nothing to explore. Shouldn't happen in normal game setup except for resource scout in low attention. -->
      <run_script name="'move.idle'">
        <param name="Min" value="1min"/>
        <param name="Max" value="5min"/>
      </run_script>
I tried lowering the delay to 1-2 seconds and so far it's working well:

Code: Select all

<diff>
    <replace sel="//label[@name='proceedtonextzone']/following-sibling::run_script[1]">
        <run_script name="'move.idle'">
            <param name="Min" value="1s"/>
            <param name="Max" value="2s"/>
      </run_script>
    </replace>
</diff>
Cool, thanks for sharing! This gets eventually overwritten when a new update comes out, right? Or wait... is the second code intended for a DIY mod? How do I make it work?

Edit: Even though I have no idea on how to make a mod, I looked at the other mods I've installed and came up with this: [link removed, new one further down]
Only problem is it doesn't show up ingame! :| Edit2: fixed!
the whole librariy folder and xml file is probably wrong. Can someone pls help?
Edit2: I fixed the content.xml descriptions, now it shows up ingame. Time to see if it works!...
new download: https://drive.google.com/open?id=1Mf5Pg ... zxnDKCVRXf (You need to change the "libraries" folder to "aiscripts")
Last edit: I disabled it. Couldn't see if it makes any difference. In the end I assume it only affects explorers in sectors that are fully explored AND have another (explore) command in the queue. Can you even fully explore a sector?
The current explore command seems fine to me. Yes it takes long, but they are exploring in 3D.
Last edited by Paddyy on Sun, 9. Dec 18, 14:29, edited 2 times in total.
Blackscorp_81
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Re: [MOD] Autoexploring

Post by Blackscorp_81 »

Hey there.. I have the same problem were that explorer increases the sector-size massivly. thank god i noticed it before it was to late to recall him... even if HQ-Sector is now twice as big...
u should take that mod down until u sorted out whats wrong with it, because it is very dangerous and destroying our saves...
mcaule
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Re: [MOD] Autoexploring

Post by mcaule »

Auto Expanding sector is not a bug, it's a feature.
Source: https://steamcommunity.com/app/392160/d ... 794393975/
I am become Death, the destroyer of worlds...
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Futabamaster
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Re: [MOD] Autoexploring

Post by Futabamaster »

Blackscorp_81 wrote: Thu, 6. Dec 18, 20:48 Hey there.. I have the same problem were that explorer increases the sector-size massivly. thank god i noticed it before it was to late to recall him... even if HQ-Sector is now twice as big...
u should take that mod down until u sorted out whats wrong with it, because it is very dangerous and destroying our saves...
Can you pm me your save? I can't reproduce this.

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