Please make container magnet a toggle

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Falcrack
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Please make container magnet a toggle

Post by Falcrack »

I'd like the option to set it up so that by pressing a button, the container magnet can be turned on and stay on without me needing to hold down a button. I know there is a way to do edit the config files to do this, but it would be nice to have this option in the main controls settings. I keep forgetting how to set this up, and hunting down the instruction to do so is a pain.
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alt3rn1ty
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Re: Please make container magnet a toggle

Post by alt3rn1ty »

It already is, I have mine set up that way.
Have a look throught the key settings.

Edit: Oh wait you might be right, it might be a config thing .. I cant remember either :D

Edit 2: Found this ..

Find your account folder. It's probably Documents/Egosoft/X4/[bunch of numbers matching your Steam UID].
Right-click on the file inputmap.xml and choose Edit.
Find the line: <state id="INPUT_STATE_LOOTMAGNET" source="INPUT_SOURCE_KEYBOARD" code="INPUT_KEYCODE_O"/> (It may help to use your text editor's search function.)
Edit it to read: <state id="INPUT_STATE_LOOTMAGNET" source="INPUT_SOURCE_KEYBOARD" toggle="1" code="INPUT_KEYCODE_O"/> (Emphasis mine.)
Save and close the file.
Start X4. Your loot magnet should now be a toggle!

But yeah thats not very user friendly in a years time when you cant remember it all.
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Falcrack
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Re: Please make container magnet a toggle

Post by Falcrack »

alt3rn1ty wrote: Sun, 9. Feb 25, 17:13 It already is, I have mine set up that way.
Have a look throught the key settings.

Edit: Oh wait you might be right, it might be a config thing .. I cant remember either :D

Edit 2: Found this ..

Find your account folder. It's probably Documents/Egosoft/X4/[bunch of numbers matching your Steam UID].
Right-click on the file inputmap.xml and choose Edit.
Find the line: <state id="INPUT_STATE_LOOTMAGNET" source="INPUT_SOURCE_KEYBOARD" code="INPUT_KEYCODE_O"/> (It may help to use your text editor's search function.)
Edit it to read: <state id="INPUT_STATE_LOOTMAGNET" source="INPUT_SOURCE_KEYBOARD" toggle="1" code="INPUT_KEYCODE_O"/> (Emphasis mine.)
Save and close the file.
Start X4. Your loot magnet should now be a toggle!

But yeah thats not very user friendly in a years time when you cant remember it all.
Yup. I knew it was a config file thing, which honestly feels like a major pain searching through forum posts to find something I think ought to be in the game menu itself as a setting.
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stooper88
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Re: Please make container magnet a toggle

Post by stooper88 »

alt3rn1ty wrote: Sun, 9. Feb 25, 17:13 It already is, I have mine set up that way.
Have a look throught the key settings.

Edit: Oh wait you might be right, it might be a config thing .. I cant remember either :D

Edit 2: Found this ..

Find your account folder. It's probably Documents/Egosoft/X4/[bunch of numbers matching your Steam UID].
Right-click on the file inputmap.xml and choose Edit.
Find the line: <state id="INPUT_STATE_LOOTMAGNET" source="INPUT_SOURCE_KEYBOARD" code="INPUT_KEYCODE_O"/> (It may help to use your text editor's search function.)
Edit it to read: <state id="INPUT_STATE_LOOTMAGNET" source="INPUT_SOURCE_KEYBOARD" toggle="1" code="INPUT_KEYCODE_O"/> (Emphasis mine.)
Save and close the file.
Start X4. Your loot magnet should now be a toggle!

But yeah thats not very user friendly in a years time when you cant remember it all.
Thank you!!
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Raptor34
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Re: Please make container magnet a toggle

Post by Raptor34 »

No reason not to make it a toggle. Just have it turn off on weapons fire or TD activation.
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stooper88
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Re: Please make container magnet a toggle

Post by stooper88 »

Raptor34 wrote: Sun, 9. Feb 25, 17:50 No reason not to make it a toggle. Just have it turn off on weapons fire or TD activation.
I've always wondered about this in X4. Previously in X3, loot could only be captured by opening cargo bay doors which completely dropped shields and made the ship extremely vulnerable to weapon fire and even collision damage. So there was always a pronounced risk when gathering loot. In contrast, I've seen X4 players that routinely fly across entire regions (e.g. Hatikvah's Choice I gate) with their container magnets held active. To be clear, it's not that I prefer the inconvenience and danger of the X3 approach, but I was very surprised when I realized the difference in X4.
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Raptor34
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Re: Please make container magnet a toggle

Post by Raptor34 »

stooper88 wrote: Sun, 9. Feb 25, 18:15
Raptor34 wrote: Sun, 9. Feb 25, 17:50 No reason not to make it a toggle. Just have it turn off on weapons fire or TD activation.
I've always wondered about this in X4. Previously in X3, loot could only be captured by opening cargo bay doors which completely dropped shields and made the ship extremely vulnerable to weapon fire and even collision damage. So there was always a pronounced risk when gathering loot. In contrast, I've seen X4 players that routinely fly across entire regions (e.g. Hatikvah's Choice I gate) with their container magnets held active. To be clear, it's not that I prefer the inconvenience and danger of the X3 approach, but I was very surprised when I realized the difference in X4.
People willingly expose their ears to that sound flying across the whole sector?
That's partly why I want it to have relatively easy turn offs.
Falcrack
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Re: Please make container magnet a toggle

Post by Falcrack »

I think having the container magnet on ought to have at least some trade off. Maybe disabling weapon fire. Or turn off shields. I mean, you could argue that the container magnet takes a lot of energy. But that's kind of off topic of wanting a toggle.
azaghal
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Re: Please make container magnet a toggle

Post by azaghal »

Hm... This is a really nice tip, thank you. :) Would be nice to have it easily configurable from within the game, though.

The way I had it going with HOTAS is that I used a rotary knob/axis on the throttle (Thrustmaster TWCS, the ring on the left side) minimum position for activating the magnet - so it effectively acted as a toggle when I roll that knob all the way.

Might end up exploring what other things could be made togglable this way. I would love to have something like this for the repair laser - although I did manage to implement something like this using QMK/VIA "macro" pad (half of a split keyboard) for the primary weapon fire.

Best regards,
Branko
Raptor34
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Re: Please make container magnet a toggle

Post by Raptor34 »

Falcrack wrote: Sun, 9. Feb 25, 18:54 I think having the container magnet on ought to have at least some trade off. Maybe disabling weapon fire. Or turn off shields. I mean, you could argue that the container magnet takes a lot of energy. But that's kind of off topic of wanting a toggle.
I say the sound is punishment enough.
But do people really exploit it? Like that thing above about people cruising through the sector with it on is new to me.
Although I guess I do also "exploit" it when I bring a solo capital into a Xenon sector and I hoover up the loot before I leave while several fighters are still buzzing me.
Otoh, it's basically a tractor beam, and you can imagine they only turn off the shields at the last moment to collect the loot, no need to keep it turned off.

Thinking about it further, I think it doesn't need to be nerfed yet, not until Egosoft makes cargo drones actually work well. That way you can then have the choice between cargo drones, which in this scenario would be fast and dock and launch well, not whatever crap passes for cargo drones currently, and using the tractor beam which requires you to drop shields. As is because one of the choices is basically trash, I don't think it's yet time to nerf the cargo magnet. Though I guess you can also replicate the cargo drone thing with an S fighter... It is something to think about, and frankly I doubt whatever nerf should impact people too much, but then again as I said I don't exploit it to that extent.
LameFox
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Re: Please make container magnet a toggle

Post by LameFox »

I assume flying around the sector is hyperbole. The range and speed are both too low for it to achieve anything by just randomly being on all the time, but if you're actively picking up drops by the Hatikvah Xenon gate or something then you may as well have it toggled on. Or if you're parked there in something like an Erlking that can look after itself while motionless.

Personally I consider its presence a QoL thing, so I wouldn't want it to be nerfed by turning off shields or weapons or w/e. My time on this earth is finite and I don't want to spend it flying X4 spacecraft into boxes. The reward is not enticing on a per-box level, nor is the simulation for collecting them interesting (literally ramming them) so just get it out of the player's way.

That being said I think it could be handled more immersively. Why am I the only one who has it? My preference would be that it goes back to only being on S and M ships, but ALL S and M ships, not just mine—and the cargo drones get a serious buff and actually become a better way to collect. Or if they really want the drones to continue being bad forever then just give it to all ships in general.
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RainerPrem
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Re: Please make container magnet a toggle

Post by RainerPrem »

stooper88 wrote: Sun, 9. Feb 25, 18:15
Raptor34 wrote: Sun, 9. Feb 25, 17:50 No reason not to make it a toggle. Just have it turn off on weapons fire or TD activation.
I've always wondered about this in X4. Previously in X3, loot could only be captured by opening cargo bay doors which completely dropped shields and made the ship extremely vulnerable to weapon fire and even collision damage. So there was always a pronounced risk when gathering loot. In contrast, I've seen X4 players that routinely fly across entire regions (e.g. Hatikvah's Choice I gate) with their container magnets held active. To be clear, it's not that I prefer the inconvenience and danger of the X3 approach, but I was very surprised when I realized the difference in X4.
Just a little correction: You describe the situation in X2-The Threat. In X3* you just needed to fly against the container. The magnet is an X:Rebirth invention.
Raptor34
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Re: Please make container magnet a toggle

Post by Raptor34 »

Thinking about it further, something else I actually need with the container magnet is knowing if it's actually sucking anything in and of course the distance. Sometimes in a cap ship, I have issues telling whether I'm actually looting or just destroying my ears for nothing.
Buzz2005
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Re: Please make container magnet a toggle

Post by Buzz2005 »

if they make it a toogle, I mean when bc why the hell not :o they need to change the sound, its probably on a list not priority or maybe something for that exploration part further on

and I agree to some indication what the loot im bringing in, freelancer had a great lighting effect imo
Fixed ships getting spawned away from ship configuration menu at resupply ships from automatically getting deployables.
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stooper88
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Re: Please make container magnet a toggle

Post by stooper88 »

RainerPrem wrote: Fri, 14. Feb 25, 15:33
stooper88 wrote: Sun, 9. Feb 25, 18:15
Raptor34 wrote: Sun, 9. Feb 25, 17:50 No reason not to make it a toggle. Just have it turn off on weapons fire or TD activation.
I've always wondered about this in X4. Previously in X3, loot could only be captured by opening cargo bay doors which completely dropped shields and made the ship extremely vulnerable to weapon fire and even collision damage. So there was always a pronounced risk when gathering loot. In contrast, I've seen X4 players that routinely fly across entire regions (e.g. Hatikvah's Choice I gate) with their container magnets held active. To be clear, it's not that I prefer the inconvenience and danger of the X3 approach, but I was very surprised when I realized the difference in X4.
Just a little correction: You describe the situation in X2-The Threat. In X3* you just needed to fly against the container. The magnet is an X:Rebirth invention.
Although the need to lower shields and open cargo bay doors was removed from X3 TC onward, it was still present in the original X3 (aka Reunion).
Raptor34 wrote: Sun, 9. Feb 25, 23:37 I say the sound is punishment enough.
But do people really exploit it? Like that thing above about people cruising through the sector with it on is new to me.
There are youtube videos of players setting guidance objectives in areas with accumulated drops and then activating their autopilot and container magnet (typically with an L size ship) to automate and streamline the collection. For clearing large areas (e.g. remnants of gate battles or xenon sector incursions), it's much faster than commanding NPC pilots of S/M ships to collect drops. Unfortunately, I don't have links to provide as I observed these as parts of very prolonged playthroughs, so I can't recall and locate the specific videos and timestamps. However, to be clear, these players don't leave their container magnets on permanently, but rather only for the durations necessary (albeit extended) to complete their hauls.
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LameFox
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Re: Please make container magnet a toggle

Post by LameFox »

stooper88 wrote: Fri, 14. Feb 25, 16:42 There are youtube videos of players setting guidance objectives in areas with accumulated drops and then activating their autopilot and container magnet (typically with an L size ship) to automate and streamline the collection. For clearing large areas (e.g. remnants of gate battles or xenon sector incursions), it's much faster than commanding NPC pilots of S/M ships to collect drops. Unfortunately, I don't have links to provide as I observed these as parts of very prolonged playthroughs, so I can't recall and locate the specific videos and timestamps. However, to be clear, these players don't leave their container magnets on permanently, but rather only for the durations necessary (albeit extended) to complete their hauls.
Depending on when that was made it may no longer be viable. L + XL container magnets used to be hilariously powerful, to the point that in some off-centre ships like a Tokyo you could fling boxes into the next universe by pulsing it and letting go. These days you'd have to be careful to select a ship that didn't outrun the containers or drag them until they despawned.
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Raptor34
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Re: Please make container magnet a toggle

Post by Raptor34 »

LameFox wrote: Fri, 14. Feb 25, 17:18
stooper88 wrote: Fri, 14. Feb 25, 16:42 There are youtube videos of players setting guidance objectives in areas with accumulated drops and then activating their autopilot and container magnet (typically with an L size ship) to automate and streamline the collection. For clearing large areas (e.g. remnants of gate battles or xenon sector incursions), it's much faster than commanding NPC pilots of S/M ships to collect drops. Unfortunately, I don't have links to provide as I observed these as parts of very prolonged playthroughs, so I can't recall and locate the specific videos and timestamps. However, to be clear, these players don't leave their container magnets on permanently, but rather only for the durations necessary (albeit extended) to complete their hauls.
Depending on when that was made it may no longer be viable. L + XL container magnets used to be hilariously powerful, to the point that in some off-centre ships like a Tokyo you could fling boxes into the next universe by pulsing it and letting go. These days you'd have to be careful to select a ship that didn't outrun the containers or drag them until they despawned.
That explains a lot. I was doing that Timeline sector off Argon Prime where it's guaranteed to spawn a H for the quantum thingy, took an Asgard and loot took forever to tractor.
Come to think of it, I had the same issue when escaping that sector with the Sapporo too.
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Re: Please make container magnet a toggle

Post by Imperial Good »

On top of having it toggle by default or as an in-game option (not hidden custom config file), I would like it if its sound could be quieter. It could still use the same sound, but maybe at 10% or 20% current volume so you hear it subtly in the background when quiet rather than it drowning out most other sound effects while active.
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StoneLegionYT
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Re: Please make container magnet a toggle

Post by StoneLegionYT »

Imperial Good wrote: Sun, 16. Feb 25, 17:32 On top of having it toggle by default or as an in-game option (not hidden custom config file), I would like it if its sound could be quieter. It could still use the same sound, but maybe at 10% or 20% current volume so you hear it subtly in the background when quiet rather than it drowning out most other sound effects while active.
100%, it's way too loud to want to use a toggle haha. But if they reduced it a lot or all of it and add a indicator that being amazing.
dcarver
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Re: Please make container magnet a toggle

Post by dcarver »

Yes, please.

Need more and better loot drops for End Game.

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