Ok, yes we can merge the new features of course.
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Two updates for the end of the year
REM Overhaul - version
8.0.2
https://www.nexusmods.com/x4foundations/mods/848
I've fixed an "error" that caused many ships to be created without engines. Since REM has racial specific equipment (no Argon ship can mount a Terran engine...why should it anyway?), all those ships of another race (say Argon) that are created in the shipyard of another (say Terran) will miss the engines.
Seems that ships of this kind are quite many in the game, I got almost 1000 errors. In vanilla you'll probably see an Elite mounting Terran engines.
XRSGE adding many minor faction's shipyards will worsen the issue.
I've so added the production of basic engines to all factions, also Terran and Pirates with their own production method.
This makes also sense, a blueprint for basic engines is known to all and is used for exotic ships. While more advanced engines remain race-specific and require higher rank.
I hope this was the cause of the lag some players reported.
XRSGE The Expanse Reborn - version
9.1.4
https://www.nexusmods.com/x4foundations/mods/1140
Version 9.1.4 (Full pack)
(save-compatible, may miss some new stations and zone's names)
- fixed superhighway in Grand Exchange
- fixed superhighway in Windfall III
- fixed low-orb zone's bad position in Aladna Hill
- fixed module hack mk1 not unlocking basic modules
- set superhighway's disrupt by pirates happening a bit earlier and chance a bit lower
- changed gas region around planet Ceo's Retreat in Grand Exchange for better fps
- changed background (planets) in Memory of Profit II
- added new superhighways and zones to the following sectors:
Ocracoke's Storm, Belt of Aguilar, Empire's Edge, Tharka's Ravine XVI, Rhonkar's Fire, Profit Center Alpha, Memory of Profit, Bright Promise, Morning Star V, Wretched Skies Family Phi, Antigone Memorial V, Omycron Lyrae, Cloudbase South East
- NEW: "Jump Encounters" - added random placement of xenon and derelict ships when player directly jumps if very distant from gates/stations/etc. + random pirate attacks when jumping not far from stations
- NEW: "Zone Encounters" - added random placement of derelict ships in specific zones, especially close to gas/ringed giants
- NEW: - added random Xenon ships patrolling around the abandoned ships and mine fields (requires new start).
- REMOVED ONE SECTOR IN THE EXPANSE (EX CLOUDBASE SOUTH EAST) - please remove all your assets there before updating
Please remove all your assets from old CLOUDBASE SOUTH EAST in the Expanse system before installing 9.1.4, that sector is removed
New encounter system added: it reasons around zones not sectors. So if you venture out of the main zones (those signaled by the blue box) you'll probably find some derelict ships to recover.
The threasure hunt is not that easy thou, every abandoned ship is surrounded by a xenon minefield and Xenon explorer ships studying the technology. There can be Xenon patrol ships which, depending on the level of the ship, can be also destroyers.
This feature is added also to the other abandoned ships that are spawn at the start of game.
There is also a new feature: jump encounters.
When jumping using the portals (player only) depending on the distance you jump-in from the closest gate/station/etc. you can either be attacked by pirates or (if jumping very far from "civilized zones") you can find Xenon ships. If there are Xenon ships it is highly probable to also find abandoned ships that were attacked by the Xenon. If you defeat the Xenon you can claim them. So if you want to "intentionally" hunt for ships you can use the portal to perform a free jump and select a place very far from the civilized zones.
These things require a new game to be set in place, but you can continue and old save without issue