**HUGE thanks to Cycrow for helping me make this mod!**
***This mod is only compatible with official X3FL v1.3***
This mod changes how the abandoned ship spawner works in the game, allowing the player to find various rare weapons, capital ships, special ships and pandora crates throughout the universe.
This modification does the following:
- All ship types can now spawn as abandoned randomly in a sector, including capital ships.
- Abandoned capital ships can be claimed from the space suit.
- Crates with engine tuning, rudder optimization, rare weapons and shields can also be found randomly in any sector.
- Discoveries spawn sooner than vanilla.
- Xenon sectors contain more discoveries overall.

Version 1.1 released - change log
- Engine Tuning and Rudder Optimization can now spawn more instead of Special Discovery.
- Added more weapons and shields that can spawn in crates instead of Special Discovery.
- Changed spawning rates for ships, weapons and tunings to 10%, 30% and 20% respectively.
[Old versions]

Installation: Copy the "plugin.expguild.run.xml" file into your "steamapps\common\x3 terran conflict\addon2\scripts" then delete the PCK file of the same name.
In order to activate the script in-game, claim any discovery after installation. You don't need to start a new game to enable this mod.
To install latest version, just overwrite the older one with this file. New game is not needed.
Screenshots:
https://i.imgur.com/hHDDgQ0.jpg
https://i.imgur.com/ilnsk9i.jpg
https://i.imgur.com/lGo0xIA.jpg
What was changed?
Vanilla version is limited to only pre-set ships, and then randomly spawns M3, M4 and M5 ships throughout the game. These ships are counted under "special discoveries" and there was a flat 20% chance to spawn a ship. If the 20% would be picked, then the script would roll a number again to pick which class of ship to spawn, in this case: 80% chance for a M5 or an M4 and 20% chance for an M3. The maximum amount of special discoveries in the game was limited to 5 in normal sectors and xenon sectors. A new special discovery would be generated after claiming an existing special discovery, but after 1 hour.
I changed my mod to work quite differently.
While being able to spawn all of the in-game ships, the chances to spawn any ship has been reduced to make it more realistic. Now, while there is still a flat 10% chance for the script to spawn a ship, it has only 20% chance to pick a TP, TS, TM, M3, M4, M5, M8 and 10% chance to pick any Capital ship class. That's right, there's 80% chance that it doesn't spawn anything even if it decides it's time to spawn a ship. In order to compensate, there can now be a maximum of 100 discoveries in both normal and xenon sectors, new one spawning 15 minutes after the player claims a special discovery. This means there will be a total of 100 random discoveries in your game after a few days of play-time, assuming you never claim any.
Some usage tips:
- Easiest way to find abandoned ships is via Exploration Guild. Buy Discovery Information and get in a very fast ship (Arrow, Starburst or Kestrel) then go to the specified sector and do the Map Sector command. Ships can spawn as much as 200km away form the center, depending on the sector, but if the Guild says that something is there, then it really is!
- Claiming capital ships from your spacesuit is preferable and all, but you will only get a barebones ship, meaning no lasers, shields, upgrades etc. Boarding the ship is therefore more profitable, as you will only trade a small amount of hull damage for a chance to get a fully decked out ship.
- Xenon sectors are now high risk - high reward. You may be able to find decent stuff in them, but getting said stuff out of the xenon sector is another story.
Known problems:
Claiming capital ships from the spacesuit can be tricky. They can't be claimed from the center but you will have to fly around it in your spacesuit to find the claiming spot. This has nothing to do with the script but something with the capital ships' hitboxes?
Mod is incompatible with the unofficial patch due to file change.