[MOD]DeadAir Mods pt2
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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Ludiks
- Posts: 12
- Joined: Sat, 3. Aug 24, 20:25

Re: [MOD]DeadAir Mods pt2
Every links and og post deleted?
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Baconnaise
- Posts: 766
- Joined: Sat, 23. Nov 13, 15:50

Re: [MOD]DeadAir Mods pt2
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Ludiks
- Posts: 12
- Joined: Sat, 3. Aug 24, 20:25

Re: [MOD]DeadAir Mods pt2
Thank you, yes downloaded them all just in case.Baconnaise wrote: ↑Mon, 14. Jul 25, 06:38Yea no clue TBH. Link to his github below just in case.
https://github.com/DeadAirRT
Maybe because an update is coming? According to his last messages he was working on it.
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Beermachine
- Posts: 98
- Joined: Wed, 11. Feb 04, 20:32

Re: [MOD]DeadAir Mods pt2
I do hope that DeadAirRT is working on a new update for 8.0.
While the diplomacy update and protocol null has some aspects of a dynamic sandbox, the implementation and customisation seems to be vastly inferior to dynamic wars. Hopefully this can be used as some kind of framework to make this mod even better.
If not, thanks anyway for all the work on providing a much more dynamic sandbox with the dynamic universe collection, especially wars, news and evolution.
While the diplomacy update and protocol null has some aspects of a dynamic sandbox, the implementation and customisation seems to be vastly inferior to dynamic wars. Hopefully this can be used as some kind of framework to make this mod even better.
If not, thanks anyway for all the work on providing a much more dynamic sandbox with the dynamic universe collection, especially wars, news and evolution.
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zakaluka
- Posts: 753
- Joined: Sat, 16. Nov 13, 19:47

Re: [MOD]DeadAir Mods pt2
o7 deadairRT, thanks for all the great stuff over the years
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SpyceLord
- Posts: 2
- Joined: Thu, 14. Aug 25, 09:27

Re: [MOD]DeadAir Mods pt2
laryakan had a branch that removed the DA Wares, I've continued maintaining that with scripts and since DeadAir assigned them as GPL now feel comfortable sharing:
https://github.com/Sleaker/deadair_eco_no_da_wares
https://github.com/Sleaker/deadair_scripts_no_da_wares
I haven't done a whole lot other than adjust some claytronics output on scrap, and cleanup some missing references that laryakan had added in. I don't use the Xenon evolution functionality, so can't comment on that.
I might look at fixing the ship scan BP thruster issue if I have some time.
I'm about 15 hours into an 8.0 fresh play and the scripts seem to be working fine. Eco balancing is mostly on the wares side and static, so should be solid..
https://github.com/Sleaker/deadair_eco_no_da_wares
https://github.com/Sleaker/deadair_scripts_no_da_wares
I haven't done a whole lot other than adjust some claytronics output on scrap, and cleanup some missing references that laryakan had added in. I don't use the Xenon evolution functionality, so can't comment on that.
I might look at fixing the ship scan BP thruster issue if I have some time.
I'm about 15 hours into an 8.0 fresh play and the scripts seem to be working fine. Eco balancing is mostly on the wares side and static, so should be solid..
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SpyceLord
- Posts: 2
- Joined: Thu, 14. Aug 25, 09:27

Re: [MOD]DeadAir Mods pt2
I've fixed the BP scanning progress for thrusters, along with drones, ammunition, and deployables in my fork of DA scripts.
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user1679
- Posts: 1107
- Joined: Fri, 20. Jul 18, 23:20
Re: [MOD]DeadAir Mods pt2
What is the significance of removing da_wares?SpyceLord wrote: ↑Sat, 27. Sep 25, 00:25 laryakan had a branch that removed the DA Wares, I've continued maintaining that with scripts and since DeadAir assigned them as GPL now feel comfortable sharing:
https://github.com/Sleaker/deadair_eco_no_da_wares
https://github.com/Sleaker/deadair_scripts_no_da_wares
I haven't done a whole lot other than adjust some claytronics output on scrap, and cleanup some missing references that laryakan had added in. I don't use the Xenon evolution functionality, so can't comment on that.
I might look at fixing the ship scan BP thruster issue if I have some time.
I'm about 15 hours into an 8.0 fresh play and the scripts seem to be working fine. Eco balancing is mostly on the wares side and static, so should be solid..
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user1679
- Posts: 1107
- Joined: Fri, 20. Jul 18, 23:20
Re: [MOD]DeadAir Mods pt2
.Baconnaise wrote: ↑Mon, 14. Jul 25, 06:38Yea no clue TBH. Link to his github below just in case.
https://github.com/DeadAirRT
Here's the reason:
https://github.com/DeadAirRT/deadair_ec ... /README.md
20250923 I have decided to completely retire from X4 Modding. I have added licenses to Eco, Scripts, and DeadTater if any persons are interested in using, modifying, or continuing my works. Thank you for all the support and interest in my work over these years.
My guess is the EVE factions are not transferable and therefore gone for good because of:
https://github.com/DeadAirRT/deadairfac ... atement.md
This material is used with limited permission of CCP Games.
