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ChemODun

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ChemODun

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55 comments

  1. Shadowmann
    Shadowmann
    • member
    • 6 kudos
    Hi! ChemODun, amazing tool! Professional work, TY!

    Btw, I think in the content.xml should be save="true" in <content id  ...> tag.
    Because the savegame made with mod is not load after disabling the mod.

    Or, maybe, this is some special case, when zones with gates, what not exists anymore, contains something sensitive and prevent sucsessful loading galaxy sectors ...
    How do you think?

    PS: if U need some additional check, I can provide my savegame and generated mod with gates.
    1. ChemODun
      ChemODun
      • supporter
      • 5 kudos
      Thanks for the feedback.
      Regarding saves - will recheck. But I not faced with such issue
    2. Shadowmann
      Shadowmann
      • member
      • 6 kudos
      I've found interesting thing, when disabling mod.
      If the player OOS (in which the deleted gate is - save load successfully).
      If the player IIS - game loads to 99% and returns to main menu.
    3. ChemODun
      ChemODun
      • supporter
      • 5 kudos
      Looks like there is a case.
      I never was in the sector, where gate was created after deleting a mod.
      I think will simply add the respective warning.

      Thanks for the investigation!
  2. divan1993
    divan1993
    • member
    • 0 kudos
    Is it possible to create highways?
    1. ChemODun
      ChemODun
      • supporter
      • 5 kudos
      Currently no
  3. blackjackgarry
    blackjackgarry
    • member
    • 9 kudos
    Well, very nice pice of software - thanks a lot.
    Helped me greatly when changing New Horizon/Old Lands mod (not downloadable anymore bec. of sector overlapping) to have it work with RE (and also XRSGE). Had to do some thinkering, but works now fine.

    One major point for advice. Could you make a 'Reload/Refresh' Button, so that when pressed, it is loading the x4 folder and mods again.
    I often change sector, galaxy and zone xml's outside. And I then alway have to restart the Gate Builder exe new, so that it is loading the mods again. Would be helpful for those who are not only creating gates, but also (with an editor) change sector positions and so on...

    Another point, Can the gate symbol be changed/shown different when rotation is set. E.g. you set a 180grad rotation, then the symbol shows the smal triangle downwards, or when 90deg. it is shown '<' or '>'. With this we can see how the gates are connected. Without its a try and redo...

    Also; <quaternion qx="0" qy="0" qz="0" qw="1" /> seems not working. I gave some gate a pitch entry, and always got this tag. Replacing it through rotation tag worked.
    1. ChemODun
      ChemODun
      • supporter
      • 5 kudos
      You are welcome.

      Regarding reload - will think, looks possible
      Regarding symbol rotation - sure, have in mind
      Also; <quaternion qx="0" qy="0" qz="0" qw="1" /> seems not working. I gave some gate a pitch entry, and always got this tag. Replacing it through rotation tag worked.
      Can you explain, not fully understand 
  4. ChemODun
    ChemODun
    • supporter
    • 5 kudos
    [0.9.6] - 2025-03-14

    • Fixed

      • Creating a gate in Sectors defined only by diff files (specifics of some Mods)

    Thanks to Niinamuszura3477 for the reported bug.
    1. Niinamuszura3477
      Niinamuszura3477
      • member
      • 0 kudos
      Thanks for the useful tool and update.
      I've been wanting to change some gates in some mods for a long time. Now it's possible.
  5. Niinamuszura3477
    Niinamuszura3477
    • member
    • 0 kudos
    Hi.
    Why don't gates work with sectors from fan extensions, like XPan? The gates themselves are created in the program, and appear in the game, but they are not active.
    1. ChemODun
      ChemODun
      • supporter
      • 5 kudos
      Please share the resulted mod file - will check
    2. ChemODun
      ChemODun
      • supporter
      • 5 kudos
      Thanks again for the reported bug.
      I missed that some mode could have new sectors, but all of them defined as the diffs for the original ones...
      There was no processing for such situation in previous versions.
      Now it fixed in 0.9.6
  6. SteelDragon78
    SteelDragon78
    • member
    • 0 kudos
    I love this mod I made a connection from Atiya's Misfortune III to Second Contact XI it has really shaken up the Arg / Hop war front with xenon pressure in Arg's back field. Then I connected Asteroid belt and Ore Belt I recommend this change as well lol. My final major change was to connect Family Nhuut to Silent Witness XI allowing the split a new route into commonwealth space.

    Thank you for allowing us to reshape our little universes. <3

    I came across this today and I'm not sure if you can add this ability to your mod or if it is any usage to you but I love your interface and hope to see it expand.
    https://www.nexusmods.com/x4foundations/mods/1641

    Thank you
    1. ChemODun
      ChemODun
      • supporter
      • 5 kudos
      Thanks for this supportive review.
      Glad to help.

      Regarding development - I had an idea to make similar features (galaxy editor), but now not sure, if it has sense ...
    2. SteelDragon78
      SteelDragon78
      • member
      • 0 kudos
      If you mean to make a competing mod well that I can't help with. I will say I preferer your UI and if not making your own maybe teaming up and share lessons learned? The sector tool could get a face lift and maybe you get a new trick or two.

      Either way thank you again.
    3. ChemODun
      ChemODun
      • supporter
      • 5 kudos
      Thanks!
      Will think about it!
  7. makepCR
    makepCR
    • member
    • 0 kudos
    I hope you can add a feature to build a super highway,Thank you very much!
  8. ChemODun
    ChemODun
    • supporter
    • 5 kudos
    [0.9.5] - 2025-03-05

    • Fixed

      • Ignore doubles in clusters/sectors
    • Improved

      • Tool tips for the clusters and sectors
      • Mods version is shown in the Galaxy map

    [0.9.4] - 2025-03-04


    • Fixed

      • Loading non-standard colors for the fractions
      • Loading displaying the huge sectors with its content
      • Scale slider on the Galaxy map
    • Improved

      • Sector scaling on Sector map

    The result of changes is 
  9. Th1russ
    Th1russ
    • member
    • 0 kudos
    Hello! 
    1st of all, Thank you very much!! Amazing mod!!!

    I dont know if I am doing something wrong but I cant reload a created extension with the mod to continue editing it. The created connections don´t appear in the program.  I´ve tried redownloading it, re-extracting the data... and I dont know what else to do.

    Thank you very much again, this mod is amazing!

    Un saludo!
    1. ChemODun
      ChemODun
      • supporter
      • 5 kudos
      Did you put the resulting mod into the `Extensions` folder of a game?
      Or do you need something else?

      Let's me ask - you don't see the connection int the game? Or you can't load previously made mod into a tool?
    2. Th1russ
      Th1russ
      • member
      • 0 kudos
      -Did you put the resulting mod into the `Extensions` folder of a game?


      yes, the first time that I make the connections they work properly, but once I load the game and play with it on, it seems it gets "locked" or something, I cant reopen it in the editor to add more connections or edit existing ones..

      I´ve been trying diferent things, and now once I boot the game the editor says it is not a valid mod to reload..

      -Let's me ask - you don't see the connection int the game? Or you can't load previously made mod into a tool?


      I can see the connections it doesnt let me reload the mod once used..

      But do not worry, I more or less fing a workaround.If I make 2 copys of each saved extension I can play with 1 and keep the other for future edits.

      Thank you for your repply!

      Sorry if I am not explaining myself properly.. English isn´t my native language.. 
    3. Yuweee
      Yuweee
      • member
      • 1 kudos
      I've just had the same experience as Th1russ. I extracted the data using ChemGateBuilder_0_8_9, created the mod, and tested the connection in-game—everything worked correctly. However, when I tried to edit it, I got a "not a valid mod" error. I thought it might be an issue with the builder, so I updated to ChemGateBuilder_0_9_0. After selecting the .exe, I received an "Invalid folder" error: "The selected folder does not contain a valid mod."
    4. ChemODun
      ChemODun
      • supporter
      • 5 kudos
      Can you somehow share the mod file with me?
    5. ChemODun
      ChemODun
      • supporter
      • 5 kudos
      Look like I found the issue. In version 0.9.0 fixed the wrong mod creation, and now fixed the loading of such wrong mods
    6. Yuweee
      Yuweee
      • member
      • 1 kudos
      Thank you. Can confirm it's working again.
  10. ChemODun
    ChemODun
    • supporter
    • 5 kudos
    [0.9.2] - 2025-02-25

    • Fixed

      • Fixed the issue with the loading the mod made by tool, introduced in v0.8.8
      • Loading the diffs from mod will not be interrupted by the error
      • Fixed mod loading order logic based on dependencies