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Drewgamer

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Drewgamer

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30 comments

  1. Drewgamer
    Drewgamer
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    New Version, 3.0:

    - Added support for the sectors added by both DLCs (Split Vendetta and Cradle of Humanity)

    NOTE: The mod SUPPORTS the DLCs, but does NOT require either one.  If for whatever reason you experience issues concerning the DLCs please let me know and I'll look into it ASAP
  2. pootthedestroyer
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    Alas, in 7.x it seems as though the rarer nodes aren't granting the rarer crystals. I just found a second orange cluster; the first one granted me the adjusted-green-quality crystal, and the second, the adjusted-blue-quality crystal. The node was clearly labeled as burnite, too, so it's just a problem with the drop.

    EDIT: Ah, okay. I get it. Rarer nodes still only have a chance to spawn better crystals. It appears Burnite does have a high (possibly 100%) chance to get exactly ONE Burnite... and then everything else isn't Burnite. That sounds a lot more like native coding than a problem with the mod itself.

    SECOND EDIT: Yeah, I think the vanilla game's spawn rates for what comes out of particular crystal nodes has just been juked to hell and back. The likelihood of getting the second-rarest crystal type, even if you find a bunch of the second-rarest node types (purple, with this mod installed,) is still insanely low. You're overwhelmingly getting the second-rarest (green) crystals no matter what.
  3. SpaceSupport
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    Can you make mod only for change colours crystals ? 
  4. Carenuts
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    Still works in 6.0!

    Question, Is it possible to change the burnite crystals into a different color, the color orange is too similar to an ore asteroid for me. How would i do go about doing that?
  5. Cassin1306
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    Hi, 

    I encounter something strange with the mod : blue, green and purple cristals are all giving me menelaene cristals ; orange gives 1 or 2 bandanite and the rest is menelaene too ; only white are giving the correct bandanite sort.

    Is this normal, or do I have another mod that could conflict with this one ?
  6. draeath
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    I was looking at how you accomplished this as I like the idea of removing the nerf, but didn't really like the art changes done.

    It would probably be more future-proof if you just removed the cooldown attributes instead of replacing the whole rule sets.

    It's not all that hard to do - for instance to remove the "noshield" attribute for a damagefield entry in region_definitions.xml for one of my own little mods, a single diff entry like this does the job while leaving the rest of that XML "subtree" intact:

    <remove sel='/regions/region[@name="region2_cluster_27_sector_001"]/fields/damagefield/damage/@noshield' />

    Next time you do an update pass on this mod, I might suggest trying this way? It'll save you time and bother with future game updates, I expect.

    EDIT2: yea doing a lot of this the smart way doesn't work - but using a remove to pop the attribute out is still better than replacing the whole node. You still do need to have multiple entries though, because you can only select a single node (selectors that return multiple are treated as an error and do not function).

    For example, you need to do this repeatedly, for each 'env_ast_crystal_detail_(s|m_{02..05}_macro' entry. 01 can be skipped in all cases since those are the purple ones that have no cooldown already :)

      <!-- xenon space -->
      <remove sel='/objectspawnrules/regions/rule[@fieldtype="asteroid"][@owner="xenon"]/select[@macro="env_ast_crystal_detail_s_02_macro"]/@cooldown' />

      <!-- hazardous region -->
      <remove sel='/objectspawnrules/regions/rule[@fieldtype="asteroid"][@hazardousregion="true"][not(@owner="xenon")]/select[@macro="env_ast_crystal_detail_s_02_macro"]/@cooldown' />

      <!-- general -->
      <remove sel='/objectspawnrules/regions/rule[@fieldtype="asteroid"][@hazardousregion="false"][not(@owner="xenon")]/select[@macro="env_ast_crystal_detail_s_02_macro"]/@cooldown' />

    Same end result, much cleaner and more compatible (should any other mods touch this stuff on someone's game) in my opinion.
  7. dillinger111
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    did anyone test this for 4.0?
    1. Drewgamer
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      I have not tested it personally, but I have no reason to believe it should not work just fine.  The new version of the mod accounts for the new sectors added by the DLCs but the old version of the mod should still work just fine.
  8. JamesIGames
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    Hi, great work on this mod, I've been looking for something just like this for my new game in version 4.0 with CoH. Can you confirm this is working ok with the new update please?
    1. Drewgamer
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      Version 2.0 of the mod should work just fine with either DLC (or both) as well as version 4.0 of X4.  I've written in a sort of "fall back" in case new sectors are added in the future.  That said, I just released a new version to support both DLCs directly.
  9. Jerethi50
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    seems to be working so far in 4.0 but It could take some time to know if theres any real issues
  10. TerronX
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    For some reason, when mining Mitonene, Aguilite appears from the crystal.
    This prevents you from completing the story mission when you need to deliver the Mitonene Crystal - "epic" - purple
    1. Drewgamer
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      Hey I went back through everything I modded and couldn't find anything that might have changed what crystals spawns are dropping.

      Could you tell me what other mods you're using?
  11. dima1982
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    Мне нравится идея охоты на кристаллы во враждебном пространстве. Определенно в этом что-то есть:)
    1. Drewgamer
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      Это определённо даёт прилив адреналина!

      Я не говорю по-русски, это через DeepL Переводчик.