X4: Foundations

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kuertee

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kuertee

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  1. kuertee
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    Locked
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    Update
    v6.2.001, 10 Sep 2023:
    -Tweak: Finding the next asteroid to auto-target somtimes failed.
  2. Vallen
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    Heya, kuertee

    Not sure if this is the best place, but I have a mod suggestion and since you already have a mod for and are familiar with the mining system...

    Apologies in advance if this isn't the right place

    How about if your NPC miners got loot drops from asteroids like the PC does?
    (you could order them to keep the loot in their inventory and it could be deposited at the player HQ when the miner goes to trade their ore.  OR it could be collected the 'normal' way by a visit from the player (or an assigned Captain with some, other mod...))

    Looking for a more 'makes sense in game' way to increase the acquisition of said items (feels less 'cheaty' option if you will)

    *edit*

    Oooo, just thought of a cool offshoot of this logic!
    What if the miners, not just the PC's employees, but all miners kept and sold their asteroid 'loot' to the stations that they drop off their ore at?!?
    (this could be 'calculated' instead of full simulated to lessen processing load, I imagine)

    That way, the lodestones, et al. become a sub-part of the economy...

    So, if you were in need of lodestones, per se, (for 'science' purposes, honest!) you could drop by the local ore refinery and see if the miners sold anything 'interesting' to the trader there!
    1. kuertee
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      Yeah, that's a neat idea. I'm not opposed to having NPCs collect their own inventory even when it increases save game sizes. The data I collect in my other mods increases save game file sizes.

      The difference is that those data are player-specific (e.g. Citizenship, Profession points, etc.) and immediately affect the game. NPC inventories, however, do not unless you encounter them to trade.

      As for having various loot available for trade, have you checked out my other mod, Modifications Parts Trader?
  3. vidz99
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    In the terran mission I get the following error in the log (I am playing the latest beta 6.2):
    [=ERROR=] 40828.99 Property lookup failed: ware.software_kLM_mineral_finder
    [General] 40828.99 ======================================
    [General] 40828.99 ======================================
    [=ERROR=] 40828.99 extensions\kuertee_loot_mining\md\kuertee_loot_mining.xml(112): Warning while parsing expression: Property lookup failed
    * Input: player.occupiedship.software.installed.list.indexof.{ware.software_kLM_mineral_finder}
    * Pos:                                                             ^^^^^^^^^^^^^^^^^^^^^^^^^^^
    [General] 40828.99 ======================================
    1. kuertee
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      Ooops! I forgot to remove that reference. Was trying to make a mew software item that the mod would require - but it didn’t work.

      Anyway, that error has no effect in game because the mod doesn’t use that new software.

      I’ll remove that reference on my next update.
  4. thespaniard777
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    Hey man! I ran into an issue with the inventory item feature. I'm sending you a debug log. Wanted you to be able to verify that it came from a valid source though.
    1. kuertee
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      Hey thespaniard, can you reset please? Sorry for the delay. Got busy in RL and my month off modding became 2 months.
  5. kuertee
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    Update
    v6.0.002, 13 Apr 2023:
    -Tweak: Version number update for consistency with my other mods. No internal changes since the last version.
  6. kuertee
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    Update
    v6.0.0004, 18 Feb 2023:
    -Tweak: Your previous active mission will always be re-activated after you complete every looting/mining session. This tweak, for e.g., will now reactivate your previous mission after collecting all the loot the mod targeted.
    -Note: This version should work with 6.x and 5.x of the base game.
  7. whismerhill
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    is there a way to "quickly" disable the loot mining guidance and/or go back to mission ?
    I love this mod, use it very much to target/display collectables that are created in fights but it often means I have to reenable my missions afterward
    which is kind of a small annoyance.

    Either way thanks for the mod
    1. kuertee
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      I remember that I made it so that when you collect all the collectables of the same type that the mod highlights, it will revert back to the last mission you had active.

      i.e. you have a mission active. you select a collectable. the mission computer highlights all of those collectables of the same type. you collect them all. the mission computer should revert re-activate that mission that was previously active.
    2. whismerhill
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      ha ! then something's not working right, at least over here
      because it definetely doesn't 
    3. kuertee
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      kk will check.
      just note that i won't have free time for my mods until the 2nd half of this month.
      sorry about. too much stuff on at the moment.
    4. whismerhill
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      it's fine, I'm honestly glad you're THAT reactive to user feedback, I'm a small time occasional modder myself, so I know what it's like a little. BTW if you want or need me to test something out, feel free to use me.
    5. kuertee
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      hey thanks! will do. just unsure when that would be.

      i usually send a beta version to those who post bugs - when i've had only little time to test the fixes myself.

      or when i have no time to actually release it. i have a release process and usually don't release anything unless i have several mods to release - usually 10 mods at a time. so the release process is usually time consuming itself.
    6. whismerhill
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      wow you're so dedicated lol

      Anyway, no idea if that helps but I noticed this happens : 
      https://prnt.sc/HZx6iAOKxgvo
      e.g. it says 2/2 there's no more and doesn't seem to move on

      no hurries though.
      have a nice day.
  8. bm001
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    Hey. Looks like some non-mining ware are picked up by the mod. https://imgur.com/a/WD2X2nD  
    It's not the first time it's happening, but I forgot if it happens with this specific ware only or not.
    1. kuertee
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      It works on any collectable.
    2. bm001
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      Oh so it's by design, oops.
      Oddly I have to deselect and reselect the same collectable for the mod to start the guidance mission, which is why I thought it could only pick up some of them. That could be because of another mod though (I'm also using Fly-by looting). Looking at the md file I'm not sure if that's supposed to happen.
  9. blaineh
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    I have almost all your mods, but I chose to write here.. Dude, you are modern day miracle of modders.. Never have I seen this many really useful mods, all kept uptodate and author answering comments in every mod page (posting videos too). I have no proper words to say how incredible this is! Thank you sincerely!
    1. kuertee
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      hey blaineh, thanks! i do go in spurts in modding. learning x4 was very timely during the pandemic. :D
    2. Sukha
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      Im just going to join this bro over here and 2nd the sentiment.
      Literally fixing Ego's mess one bad thought out mechanic at a time.

      Respek
    3. virkful
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      You got issues with Ego's mechanism?
      Kuertee's got you covered :D
      A living legend for X4 mods.
  10. jomegar
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    *scratches head* Not sure this is working properly. It highlights already mined asteroid floaters but no large asteroids to be mined. The empty ones are still empty. Simply says to collect what was highlighted to start the guidance mission. The efficiency multiplier seems to work sometimes. *shrugs*
  11. kuertee
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    Update
    v5.0.0013, 30 Mar 2022:
    -Bug-fix: The mining session was ending early, prevening the More Efficient Inventory Loot feature to work.