[WIP] Luxury Goods

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SpaceCadet11864
Posts: 476
Joined: Tue, 4. Dec 18, 02:14
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[WIP] Luxury Goods

Post by SpaceCadet11864 »

This is an experimental mod that I'm working on, with no promises on completion - and I'm going to be posting my progress moving forward.
First, I'm a software engineer by trade with 15 yrs professional experience (application development, systems architecture, servers, web apps, infrastructure, automation, etc, not really game design lol), so I'm confident I'll be able to deliver.... something... but just not sure what the scope is going to be just yet.

My end goal is to add luxury goods to the game, and a simple system around trading it. Beyond that, not much else. I'm also planning on sharing how I figure out how to do all of this, so you guys can learn along side with me.

This is more of an exploration into the game's economic system, which will start out with the following goals:

1. Add a new trade category to the market, call it "Luxury Goods"
2. Make all stations trade for this
3. Somehow figure out supply and demand (im not sure how this will work)

It won't really be introducing too much, and its not meant to be as ambitious as the Consumer Goods Mod.

I'll be posting my alpha version so other modders can play with it as I go. The project will be hosted on Github.

I'll be logging posts in here to discuss my progress.

Wish me luck!
SpaceCadet11864
Posts: 476
Joined: Tue, 4. Dec 18, 02:14
x4

Re: [WIP] Luxury Goods

Post by SpaceCadet11864 »

Discoveries
Here I'm posting things about file locations and contents:

I've found in libraries there are two files of particular interest:
1. wares.xml - has definitions of wares, what they cost to build, what group they belong to
2. waregroups.xml - has definitions of groups, as needed from wares.xml

I'm yet to find their l10n (language file) information.
Last edited by SpaceCadet11864 on Wed, 12. Dec 18, 23:12, edited 1 time in total.
aerojet029
Posts: 82
Joined: Tue, 20. Aug 13, 14:36
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Re: [WIP] Luxury Goods

Post by aerojet029 »

hey, we have simular WIPs, why don't we work together

viewtopic.php?f=181&t=407727
XTC0R
Posts: 401
Joined: Sat, 1. Dec 18, 19:58
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Re: [WIP] Luxury Goods

Post by XTC0R »

Good luck! :D
SpaceCadet11864
Posts: 476
Joined: Tue, 4. Dec 18, 02:14
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Re: [WIP] Luxury Goods

Post by SpaceCadet11864 »

aerojet029 wrote: Wed, 12. Dec 18, 22:49 hey, we have simular WIPs, why don't we work together

viewtopic.php?f=181&t=407727
Yes let's do that!

I did have a different goal for this, as I wanted to add something very small into the economy - what you have there looks amazing and will be much better. This project here is really about documenting the process of figuring out how to add things to the economy. and figuring out how to create demand lol
aerojet029
Posts: 82
Joined: Tue, 20. Aug 13, 14:36
x4

Re: [WIP] Luxury Goods

Post by aerojet029 »

while the consumer goods has some more.. ambitious goals..., implementation is planned to be made in a modular way so everyone can customize the experience to their liking. your knowledge and expertise could be a great help in our en devours
SpaceCadet11864
Posts: 476
Joined: Tue, 4. Dec 18, 02:14
x4

Re: [WIP] Luxury Goods

Post by SpaceCadet11864 »

I'd love to help out. I think that's great!

Personally I'd love to be able to use a build pipeline so that any time we create a new release in github it automatically deploys the latest version to targets like steam workshop and nexus. (that's something I'm going to figure out im sure they have apis)

If you're willing to have our project open source and on github (or gitlab, not bitbucket I cant stand atlassion products lol) I'm game.

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