EDIT: Nvm... It was the VRO patch overriding my changes. I forgot that it had a weird file structure.
Anyone familiar with the Aurum's Freighters mod on Steam, or know of anything that could block modification of mods to work with this? I've tried numerous ways of modding in compatibility so I can install this software on the freighters of that mod, but cannot get it to show up in-game. I've had success with other ship mods, and am stumped.
(EDIT: this was the culprit) I am also using the VRO patch for said mod; it does not touch ship macros to my knowledge.
What I have tried: adding the diff file to this mods folder; adding the diff file to a new mod on it's own; extracting and adding the software line directly to the macro; using the .sh script in the base game's folder with Git for Windows; adding mod dependency to make sure the mod with the diff loads after the ship mod...
Link to the mod on Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2992064717&searchtext=aurum
Langy I hope you read this, the work you have done has a interesting further possible developments. For mods that make the galaxy huge (I also make sectors as big as 300.000 km) having different gates, not box-to-box but true hypergates (Babylon 5 style), would have a big impact. Your mods already allow it, for instance using the HQ model with anomaly at center as an hypergate, owned by the sector's owner (it has already the shape of an hypergate-station with defence modules etc). This would allow to jump to multiple sectors not only one, so shortening the route. All that is needed is a random placement through god at the center of main sectors (say only those having security higher than 0.9). Of course each of these hypergate going to core sectors should have lot of defences.
If possible, would you consider doing a separate mod that only enable jumping for a player piloted ship? i imagine this will not interfere so much with x4 scripting and ai in general.
This sounds very promising, thanks. In my XRSGE galaxy I added a lot of anomalies without thinking of this kind of use, then tried to implement a jump script for ALL L/XL ships pointing only to gates (gates are in the border of systems in XRSGE) but it caused a lot of errors and with time slowdown of performance so gave up the idea. Do you see many conflicts with the various move scripts? An idea, making a version where this software is available only for big ships (which btw can neither use anomalies manually).
... random, bad idea: maybe, if you have both this mod and your PHQ mod with the anomaly centre, then the final research could give you an anomaly generator thing? Some kind of special beacon thingy that's expensive, but acts as a jump exit? A module based off the anomaly PHQ that's super expensive to build (with a shedload of energy cells), but provides another anomaly exit? I'm not sure if I'm making sense.
It kinda already does that, in that if you have both installed when you teleport the PHQ to another sector it leaves an anomaly back where you jumped from.
If there's interest I could potentially make a special type of nav beacon that creates an anomaly where you drop it, but it'd have to be pretty expensive.
I'd hope it'd be expensive. A whole load of energy cells, at least. Maybe a bunch of nividium too, since I'm pretty sure the jump gates are mostly made out of those, and you're sort of doing the same thing, just with pre-existing wormholes instead.
A more interesting IMO idea would be the generation of a one way jump from the PHQ anomaly to a designated place perhaps one that follows your current guidance point or some other way of targeting it. It would also prevent a cluttering of anomalies.
I've updated a new version with UI modifications that prevent the player from installing the Jump Computer when they shouldn't be able to do so. Now you are required to finish the basic research prior to installing a Jump Computer Mk 1 and you must finish the second tier research in order to install a Jump Computer Mk 2. You must also be at a player build module in order to install a Jump Computer Mk 2.
So this takes you through a sequence of jumps, starting at the nearest anomaly, before depositing you in a sector near-ish to your destination? That's a lot cooler than the other working jump mod. I'm in.
Oof. That's a mild pain, Reemergence adds a lot of sectors and not many of them have anomalies. Still, this is a really cool concept. Only reason I'm still using the other jump mod over this is because I don't want to remove the other one midgame.
18 comments
Anyone familiar with the Aurum's Freighters mod on Steam, or know of anything that could block modification of mods to work with this? I've tried numerous ways of modding in compatibility so I can install this software on the freighters of that mod, but cannot get it to show up in-game. I've had success with other ship mods, and am stumped.
(EDIT: this was the culprit) I am also using the VRO patch for said mod; it does not touch ship macros to my knowledge.
What I have tried: adding the diff file to this mods folder; adding the diff file to a new mod on it's own; extracting and adding the software line directly to the macro; using the .sh script in the base game's folder with Git for Windows; adding mod dependency to make sure the mod with the diff loads after the ship mod...
Link to the mod on Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2992064717&searchtext=aurum
Much appreciated!
Your mods already allow it, for instance using the HQ model with anomaly at center as an hypergate, owned by the sector's owner (it has already the shape of an hypergate-station with defence modules etc). This would allow to jump to multiple sectors not only one, so shortening the route.
All that is needed is a random placement through god at the center of main sectors (say only those having security higher than 0.9).
Of course each of these hypergate going to core sectors should have lot of defences.
i imagine this will not interfere so much with x4 scripting and ai in general.
Do you see many conflicts with the various move scripts?
An idea, making a version where this software is available only for big ships (which btw can neither use anomalies manually).
If there's interest I could potentially make a special type of nav beacon that creates an anomaly where you drop it, but it'd have to be pretty expensive.
But, yes, consider this interest.
Now you are required to finish the basic research prior to installing a Jump Computer Mk 1 and you must finish the second tier research in order to install a Jump Computer Mk 2. You must also be at a player build module in order to install a Jump Computer Mk 2.
With the HQ_03 Anomaly submod I updated this week you can also create your own anomalies when you jump the headquarters to a new location.
This is intentionally not as instantaneous of travel as the old jump drive mod so that it's less like a "cheat" or general removal of difficulty.