[MOD] Unoffical Patch : V1.3.20 : 2026-03-21

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Cycrow
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Re: [MOD] Unoffical Patch : V1.3.19 : 2025-05-10

Post by Cycrow »

1.3.19
  • Fixed Activate Turbo Booster Hotkey
  • Fixed displaying of pilots in my property (when scrolling)
  • Fixed default weapon masks for ships (Khaak)
  • Fixed repairing ship in headquarter losing some settings
  • Fixed sector selection (core/border) in MD
  • Fixed crash in applying loadouts via carrier management
  • Improved assassination mission jumping out claimed ships
  • Remove Goner Aran from unfocussed sector
  • Fixed script command, Get Faces
  • Fixed custom upgrades for certain ship types
  • Added custom sidebar entries for different submenus
  • Added change_player_ship to MD
  • Added change_player_turret to MD
  • Added show_effect to MD
  • Added movie_finished event cue to MD
  • Added "reset" to alter_sector MD
-Odin-
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Re: [MOD] Unoffical Patch : V1.3.19 : 2025-05-10

Post by -Odin- »

Thank you very much for update :)
Hwitvlf
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Re: [MOD] Unoffical Patch : V1.3.19 : 2025-05-10

Post by Hwitvlf »

Yes, much thanks for continued effort in making the excellent product better. I wish the gaming market held more reward for developers putting out quality products like this, rather than the masses of unpolished, incomplete games that seem to flood the market these days.

A suggestion: A common goal is to have a mostly self-sustained mega-factory which produces every product available. Accomplishing this is difficult because of the hardware strain of having so many factories in a single sector. The stations required balloon because of the cascade effect of food/bio/energy/crystals. Adding one XXL PAC factory often requires 1 Solar, 2 Crystal, 3 Food, 3 Bio, of the same size. That's 9 support factories for 1 product, not including alloy and ore.

My suggestion is to make XXXL upgrades for food, bio and crystals. This would theoretically reduce the number of station models in a mega-factory by around one half without changing the game balance at all. Players could achieve the same effect by leaving end-product factories at XL, but it feels weird to be needlessly limited due to computer hardware.

Just a thought :)
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Re: [MOD] Unoffical Patch : V1.3.19 : 2025-05-10

Post by -Odin- »

The idea is good @ Hwitvlf, I don't think modders will be able to make it happen anymore. I'm really glad that there are still people like cycrow and other X3 veterans who put so much work into the game. I've been building my empire in Farnham for a good 560 hours now, I now have 4 mega complexes with 25 to 40 factories each in sectors and currently no performance problems, and by the way, despite the game's age, the graphics, music, etc. are still great, especially in Farnham with the variety of new ships, brilliant story, etc. I'll definitely be having fun with X3 Farnham for many hundreds of hours to come :D :D , I just wanted to get that off my chest. 8)
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Re: [MOD] Unoffical Patch : V1.3.19 : 2025-05-10

Post by Cycrow »

Development now available on GitHub
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alt3rn1ty
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Re: [MOD] Unoffical Patch : V1.3.19 : 2025-05-10

Post by alt3rn1ty »

Cycrow is this beneficial if not playing X3FL?

I have the GOG X3 Terran War Pack - https://www.gog.com/en/game/x3_terran_war_pack
Which includes TC, AP and FL .exes'.

So I do not like FL for various reasons, and just run the X3AP.exe.

So would installing this mod be beneficial in any way for AP?
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Re: [MOD] Unoffical Patch : V1.3.19 : 2025-05-10

Post by Cycrow »

No it only effects FL.

A better approach might be to simply play FL and mod the bits you dont like compared to AP
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Re: [MOD] Unoffical Patch : V1.3.19 : 2025-05-10

Post by alt3rn1ty »

Thank you (I should have realised, it installs to addon2 folder).
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Re: [MOD] Unoffical Patch : V1.3.19 : 2025-05-10

Post by alt3rn1ty »

Cycrow wrote: Mon, 16. Jun 25, 14:47 A better approach might be to simply play FL and mod the bits you dont like compared to AP
I'm now trying this approach, used the globals.txt edit to disable dynamic rep viewtopic.php?p=5093995#p5093995.
Installed Unofficial patch
Installed some of the latest Lucike scripts updated for FL viewtopic.php?f=202&t=438672
Installed Smart turrets AP which is still fine for FL viewtopic.php?t=304686&sid=5f07ffdc4b90 ... 0c99560c37
Installed your TC/AP Plots for FL viewtopic.php?t=453938
(Installed in that order, manually).

I was sceptical I could get everything I wanted in the game, until I saw your TC/AP Plots mod, and especially that it includes the Tormented Teladi start. The only other thing I wanted to change is really just cosmetic, but for some reason it nags at me, thats the FL Universe map and a lot of the sectors being in a checkerboard pattern instead of pseudo 3d placement. I think I will just have to get used to it, as there is a lot of content to be enjoyed in FL.

Anyway thank you for your amazing continued modding support
Spec's@2025-05-17 - Laptop - Acer Predator Helios Neo 16 AI - Win 11
CPU - Intel Core Ultra 9 275HX 2.7-5.4ghz, RAM - 32gb DDR5 6400(OC),
Discrete GPU - NVidia Geforce RTX 5070 Ti, VRAM 12gb GDDR7,
SSD - M.2 PCIe NVME 1Tb
, OLED WQXGA 2560x1600.
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Ektufall
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Re: [MOD] Unoffical Patch : V1.3.19 : 2025-05-10

Post by Ektufall »

Thanks Cycrow for continued work on improving X3FL!

Few questions from me :
Can TP ships get their own section in player property menu? At the moment they share it with drones and that can become frustrating at times ?
https://imgur.com/a/ooKJRpt

Is there a way for PHQ to check if ware entry is even valid and deny writing an entry without ID ?
I was reengineering some Xenon fighter's (took ownership of them with Cheat script before that) and one of them gave me blank ware entry and nothing helps so far in getting rid of it
https://imgur.com/a/2ieOCIM
I am playing with Unoffical Patch + Guilds, but somehow feels that it is patch related.

Is this normal UT behaviour when player is IS ?
Never have seen this behaviour OOS, but time from time I see this from my UT when I am in IS.
No one is threatening them and by command info on fighter's they attack the owner. Are they getting rid of extra fighters and supply of around 50 of them is too much for them?
https://imgur.com/a/qoSeRlz
MrNox
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Re: [MOD] Unoffical Patch : V1.3.19 : 2025-05-10

Post by MrNox »

Thank you Cycrow and all-all developer for an incredible addition (and patches) to your beloved and adore X³ Series. I am very pleased that we managed to find out what the universe lived X between Albion Prelude and Rebirth/Foundations. I am incredibly delighted by the updating of the descriptions of some systems, such as Lucky Planets, Ore Belt and more.
Is it possible that if patches come out in the future, work in the field of updating system descriptions will continue? A lot of systems are no longer quite “politically” a relevant description. For example, Shore of Infinity, hardly in the conditions of the actual confrontation Paranides would rent this system for Borons. Probably, the Boron's Kingdom turned out to be final control over this system. Similarly, change the description would be great at Family Whi, Bluish Snout, Rolk's Fate, Hila's Joy and Rhonkar's Trial since the war of Split and the Boron has already begun. Given the development of pirate systems also get a more fresh description (Loomanckstrat's Legacy, Lost Order, Hatikvah's Faith). Very lacking and fresh descriptions of the expanded sectors such as Great Reef, Cardinal's Domain, PTNI Headquarters, Trinity Sanctum, Farnham's Legend and Grand Exchange. Maybe it would be possible to prescribe the occupation of the planet Hewa Paranid's Fleet in The Hole system described by the Helge Kautz? That would perfectly fit into the setting of the conflict of Argon and Paranids, leave the system controlled by Argon. And there it would be possible to mention that the Hatikvah's League goes in search of a new home. These are small pleasant little things that, however, would make this game even cooler. And it would be possible to refresh the descriptions in some systems where the theater of operations was located (Treasure Chest, Circle of Labor)... So many ideas for new descriptions...
And about one of the interesting observations/problems on this topic that I encountered. Perhaps these are problems of Russian translation :gruebel: , but digging in the files I found that such systems as Akeela's Beacon, Nathan's Voyage and Tears of Greed received new descriptions, however, the game displays descriptions from old X³ games and mentions of occupation Akeela's Beacon by OTAS or turning the gate in Enduring Light absent in game proccess in "alpha" sector. Will these descriptions be common to "alpha" sector? Or this situation is only in Russian version?
All these are minor wishes that would become insignificant, but pleasant decoration of this magnificent continuation of the adored X³. I send you and all developers sincere gratitude and respect for your incredible work! :)
Füchsingeist
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Re: [MOD] Unoffical Patch : V1.3.19 : 2025-05-10

Post by Füchsingeist »

Is it just my luck, or is there a reason a lot of stations getting removed during the first day? Never had THAT much removed before.

Playing with unofficial patch, v1.3.19, Farnham's Legacy plot start, before claiming HUB. No other mods active.

I'm getting a lot of messages (20+) of stations being removed, solar plants and mines in particular. The last message was regarding XL SPP in Heretic's End.

Update:
So the order of removal is roughly - IREs, 1mj shields, heavy torpedoes+mass drivers, some weapon+shield production complexes, occasional food plant, ore and silicon mines, solar plants. Something is definitely wrong with the universe economy. Is such behaviour intended - whole production chains being removed?
Deniskos
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Re: [MOD] Unoffical Patch : V1.3.19 : 2025-05-10

Post by Deniskos »

In the ship browser, in the plugin.shipbrowser.columise script, when calculating ‘sparecargo’, it is necessary to check for negative numbers.

Code: Select all

do if $Value < 0
   $Value = 0
That empty space with a negative number doesn't look very nice. I think it would be better to have 0.
fireanddream
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Re: [MOD] Unoffical Patch : V1.3.19 : 2025-05-10

Post by fireanddream »

A tour of a lifetime mission wouldn't finish.

I took this mission from a split guy in black hole sun. After finishing all the steps and come back to that same station, the mission wouldn't register as finished and objective is still dock at that station .

Save:
https://mega.nz/file/Qa4HkQ7T#FnbH-6fI8 ... hUW1joHAuk
jimlpearce
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Re: [MOD] Unoffical Patch : V1.3.19 : 2025-05-10

Post by jimlpearce »

alt3rn1ty wrote: Tue, 17. Jun 25, 10:56
Cycrow wrote: Mon, 16. Jun 25, 14:47 A better approach might be to simply play FL and mod the bits you dont like compared to AP
I'm now trying this approach, used the globals.txt edit to disable dynamic rep viewtopic.php?p=5093995#p5093995.
Installed Unofficial patch
Installed some of the latest Lucike scripts updated for FL viewtopic.php?f=202&t=438672
Installed Smart turrets AP which is still fine for FL viewtopic.php?t=304686&sid=5f07ffdc4b90 ... 0c99560c37
Installed your TC/AP Plots for FL viewtopic.php?t=453938
(Installed in that order, manually).

I was sceptical I could get everything I wanted in the game, until I saw your TC/AP Plots mod, and especially that it includes the Tormented Teladi start. The only other thing I wanted to change is really just cosmetic, but for some reason it nags at me, thats the FL Universe map and a lot of the sectors being in a checkerboard pattern instead of pseudo 3d placement. I think I will just have to get used to it, as there is a lot of content to be enjoyed in FL.

Anyway thank you for your amazing continued modding support
Looking at your post you linked with the full globals.txt content.. does that work for the unofficial patch? Or is it a different version? Unfortunately I have a "unique" Mac version so am unable to find any way to extract it!
"You win again gravity"
Cycrow
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Re: [MOD] Unoffical Patch : V1.3.20 : 2026-03-21

Post by Cycrow »

New Update: 1.3.20

:arrow: if you have a version 1.3.19 or earlier installed via Plugin Manager, uninstalled it first before installing the latest version.
  • Fixed Return Wares mission
  • Fixed hyperlink highlighting correct position due to word wrap
  • Added some descriptions for Drone Carrier commands
  • Drone Carrier repair targets interrupt current task to stop in space until repaired (non-player owned ships only).
  • Drones of killed NPC Drone Carriers will now do [COMMAND_DESTROY_THIS] to avoid clogging universe.
  • Drone Carrier command 'Repair station with drones'
    • Improved selection of ship/station and wording of command text
    • Nearest ship/station selector filters out undamaged objects.
    • Nearest ship filters out drones already in space.
  • Fixed Drone Carrier automatic self repair getting stuck in a loop of docking and undocking
  • Drone Carrier 'Scan asteroids with drones' command
    • Fixed bugging out where drones wouldn't undock.
    • Drones will scan asteroids discovered after flying to already known asteroids.
    • Drone carrier will scan asteroids in range with its own mineral scanner if available
  • Fixed conversion error in 'Map sector with drones' command causing small scan area.
  • Drone Carrier command 'Scan ships with drones' now abandons chase if target ship has docked or escaped more than a sector away.
  • Drone Carrier command 'Collect wares with drones'
    • Prepared to be usable by AI owned M7Ds
    • Improved CPU efficiency.
    • Drones won't collect wares undiscovered by player.
  • Fixed and improved Drone Carrier command 'Resupply ships with drones'
  • Fixed M7D drones inability to repair huge stations in active sector
  • Fixed M7D drones of NPC races being unable to repair objects of same race in active sector
  • Fixed Face/Voice mismatch for speakers
  • Fixed creating some missions for Goners
  • Fixed player owned mercenary stations
  • Fixed indestructable ships (on game load)
  • Fixed main view from Condor that hull fragments were no longer displayed
  • Improved freight drone docking. Drone can now use "Dock at" command. Drones transfer wares to target ship or space when docking
  • Added ship Ugrades to missing Corporation Docks
  • Added docking lockup fix to improve ships/drones docking at carriers
  • Improved random music generator
  • Improved paranid reputation diplomacy during FL plot
  • Removed Build Command Software MK1 from Pirate Bases
  • Fixed NPCs never launching fight drones when attacked
Scripting/Modding
  • Fixed getConnectedRace script command
  • Fixed getDialogRace script command
  • Fixed is docking allowed command to work with freight drones on larger ships.
  • Fixed Side Menu in custom menus overlapping monitor
  • Fixed LFL event triggers in MD
  • Added Fire lasers ahead script command
  • Added Reset S/M/L shipyard state script command
  • Increased max number of lasers per turret to 80
Ektufall
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Re: [MOD] Unoffical Patch : V1.3.20 : 2026-03-21

Post by Ektufall »

Is it safe to update Unofficial Patch version with current Guilds 0.87 ?

Receiving 20 conflicts with plugin manager.
https://imgur.com/a/0pLBg4S
Cycrow
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Re: [MOD] Unoffical Patch : V1.3.20 : 2026-03-21

Post by Cycrow »

Generally it should be fine, but the new version wont be rexognised as a dependecy as the package name change, hence the warnings. A new version of Guilds will be coming soon though
Wing2137
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Re: [MOD] Unoffical Patch : V1.3.20 : 2026-03-21

Post by Wing2137 »

Cycrow wrote: Sat, 21. Mar 26, 19:31 New Update: 1.3.20

:arrow: if you have a version 1.3.19 or earlier installed, uninstalled it first before installing the latest version.
Does this only apply to the SPK version? Or do I need to manually delete any or all files associated with the ZIP install as well? I'm currently on 1.3.19.
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alexalsp
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Re: [MOD] Unoffical Patch : V1.3.20 : 2026-03-21

Post by alexalsp »

It probably doesn't matter which package you use.

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