you dont need mass reduction it is an optional file for you to configure cargo mass if you want. it both works when activated same time. you may need to change cargo mass value to see desired effect if you use mass reduction at all. lower values means higher mass reduction you can set it to zero if you want.
I'm not sure what's going on with the mod but all my large cargo ships don't have the increased cargo. Do you think this could have something to do with the new VRO assets folder required for VRO, or is it something wrong with me game? Ships such as Veles, Sonra, Shuyaku, Mokosi, Incarcatura vanguard all seem to have normal cargo while my medium, small, and xl ships all have the cargo changes. Thanks!
I am not using vro anymore I made my own power variation and rebalancing mod for myself since vro causes too frequent cpu bottlenecks on my computer resulting unstable unplayable fps at battles.
>I dont know what they added or changed with their latest update if they disabled some vanilla files rather than changing it with a diff patch in order to use their own created files, it might be the case. x4 foundations loads mods in alphabetic order so check your mod list if there is a mod that changes cargo spaces loaded "after" my mod, if there is you should change my mods folder name so game loads it last. If not your problem might be vro related.
>if you want to determine the vro asset files are overwriting my mod, try disabling vro assets files and check ships with custom start menu to see if it overwrites or not.
>There are also some mods with java files which they changes values after game started if you are using such mods that alters cargo spaces, they will overwrite my mod regardless of load order. You should use only one type of such mods.
>other types of balancing mods or overhauls will probably conflict. you should also use one such type of mod.
>try disabling overhaul mods like vro and check if problem solved using custom(creative) start menu(since you can select and equip any ship in the game with that menu) or cheat menu mod. if your problem is solved then you found the conflicting mod.
>If changing my mods folder name in order to make it loads last doesnt work it means my mod probably will not support the conflicting mod until egosoft relases new dlc since I currently dont have time to make an update.
>my mod is just a diff patch usually compatible with almost all mods. Some overhaul mods that drasticly changes game universe like SWI are not compatible. So your problem either related with load order or overhauls..
I am having the same issue, anyone find a solution or know what causes this? This mod is last in the list so should be loaded last.
Edit: So I dug into this and can confirm that this is NOT compatible with VRO. VRO for some reason overwrites only large ship cargo capacity. I am trying to find a fix now. I will edit here again if I figure it out. I am using VRO version 4.04 for reference.
edit 2: I fixed it with a relatively simple fix. In this mod I added VRO as a dependency. This made it work great! For anyone else looking to change this quick and dirty go into this mods folder and edit content.xml to read like this.
<?xml version="1.0" encoding="utf-8"?> <content id="more cargo space for all trader ships" name="more cargo space for all trader ships" description="2-3x for S, 5x for M, 6x for L, 7x+ for XL ship cargo space, includes all four DLC, XR Ship Pack mod, Ship Variation Expansion mod.Now Carriers, Builders and Resuppliers have decent cargo space.Reconstructed for v6.00" author="bigdestroyer" version="600" date="2023-04-27" save="0" enabled="1" sync="false"> <dependency id="ws_1696862840" optional="false" name="Variety and Rebalance Overhaul"/> <dependency id="ws_3019151303" optional="false" name="VRO Assets"/> </content>
Thank you so much for including VRO support! Your mod is exactly what I was looking for since I also use the Expanded Galaxy supermod, and was noticing some frightening bottlenecks of important materials. That mod reduces ship numbers while expanding galaxy size, and it exacerbates local shortages immensely, unless the production centers are within a sector of base resources. This should hopefully allow relatively distant production centers to at least output 'something.'
I made a patched version for you and a few other users that asks it. You can find terran ship mod pack and vro supported version at the optional files tab.
God bless you sir this is exactly what I was looking for. The only thing I'd maybe consider looking into is a way to increase the ammount that cargo drones carry, as L/XL ships can take 5-10 minutes to unload with this much cargo. Even with 10 piers, my ships still bunch up outside my complexes. S and M ships unload pretty much instantly, and it makes them much more appealing in this mod.
I uploaded another mod that might solve your problem. That mod increases cargo drones and dropped cargo stacks capacity. normally each drone carries 4000 units with that mod 20000 unit. you can change the capacity to your liking easyly by yourself.It has only one file. https://www.nexusmods.com/x4foundations/mods/1081 Check that out let me know if its working for you. :)
Curious, the Cormorant Vanguard (M) storage is unaffected. Is it possible to have a look to see why? It shows in my game at 7900 still, I see it should be showing 35000. And in another folder there is a file listing it at 39500.
Did some tinkering on my own, have some modding experience in other games. I extracted the game files and made some edits. I tested by doubling the hull and that works, but adjusting the cargo capacity doesn't seem to work on this ship.
I will look into it. Sometimes I solve things like this and forgot to upload updated version it may be the case in here.
EDIT : I looked into it and I found no problem in the mod. I tested it with only dlc's ,cheat menu mod, and this mod active and cormorant Vanguard's cargo space shown as 39500. I am also using this mod with my heavy modded game no issues in there either. >>35000 value is used only when "cormorant sentinel" is available in your game, it is added by another mod I dont remember which one exactly I think VRO adds it. >>>Your issue is probably caused by following reasons; either you use very early versions of this mod which lacks the necessary file or another mod overrides this mods file. >>>> I will upload the latest version of this mod very soon so try that It might solve your problem. :)
Sorry for the late reply. I don't have the sentinel version. I just tried the latest update and the Cormorant Vanguard is still listed at 7900. I suppose it's possible that there is a mod conflict somewhere as I run several mods. However, I only have a select few mods that edit ships so by just looking there is no way to tell which mod conflicts with it, without actually removing the mods one by one. Thanks for looking into it and at least I know it's working on your end.
*The file in question: storage_tel_m_trans_container_03_a_macro only shows up twice in my extensions, both from your mod. There are no other files named this anywhere in my extensions. So I'm not sure where the conflict is coming from.
I am going to update the mod for boron ships soon. I put the file two places so version updates doesnt break the mod but with the 6.0 update it may no longer needed. I will rebuild the mod soon and I will check the issue again before relasing it.
yes I am going to update the mod for boron ships too but honestly I was bored of waiting for dlc to come out so I deleted the game to open up space for another game. Actually your comment made me realise the dlc finally came out so I need to redownload the game and check for a few mods to see if publisher updated. It may take a while.
Thank you! Cargo space should be reworked. This is plain stupid. Crane Mineral Sentinel has the largest cargo space amongst ALL L class, 57,600. His speed is 131.9m/s with 4089.3m/s travel. Second best cargo belongs to Incarcatura, also L, 54,000, his speed is 45.8m/s with 1419.5m/s travel. I suppose that Crane has "solid" storage, while Incarcatura uses "container", but come the f on, CARGO SHIP designed for CARGO TRANSPORTING purposes, loses in every! single! possible! comparison to a MINER? They both have L class drives, why is Incarcatura so slow?! That was my "stupid logic" rant, thank you.
this mod doesnt configure ship speeds/masses or something like that. changes only cargo spaces based on vro values mostly. I recommend using a balance type mod because there is just too much ship for "ship specific" configuration for me at the time. currently I am too sick for that kind of rework so I cant promise anything.
Hello. Is there an option to do this only for the player? It seems to have increased for AI as well and that means there will be huge consequences for the game's economy...
player only means "cheaty" for most player and it would require complex scripts. This mod doesnt affect economy only side effect it may lead AI to build slightly more storage modules on AI stations at late game if not used with mods that increase storage module capacity.
Hi, thank you for this wonderful mod. I can't imagine how I used to play without him.
I see you understand this, there is a request, could you make a mod for the accelerated construction of stations for the player? The one that already exists now does not work well in the current version of the game and does not accelerate the construction of all station modules. I will be very grateful if you make such a mod) Sorry for my English, I used Google translator
Thank you) Take a closer look at this fashion, you can take it as a basis. It generally works on the current version of the game, but not for all modules. For example, industrial modules and docking modules do not reduce :( https://www.nexusmods.com/x4foundations/mods/139
koutex has a similar mod with both dlc compatible, almost identical to what I could create, try this one first if you didnt try it https://www.nexusmods.com/x4foundations/mods/631?tab=description
32 comments
>I dont know what they added or changed with their latest update if they disabled some vanilla files rather than changing it with a diff patch in order to use their own created files, it might be the case. x4 foundations loads mods in alphabetic order so check your mod list if there is a mod that changes cargo spaces loaded "after" my mod, if there is you should change my mods folder name so game loads it last. If not your problem might be vro related.
>if you want to determine the vro asset files are overwriting my mod, try disabling vro assets files and check ships with custom start menu to see if it overwrites or not.
>There are also some mods with java files which they changes values after game started if you are using such mods that alters cargo spaces, they will overwrite my mod regardless of load order. You should use only one type of such mods.
>other types of balancing mods or overhauls will probably conflict. you should also use one such type of mod.
>try disabling overhaul mods like vro and check if problem solved using custom(creative) start menu(since you can select and equip any ship in the game with that menu) or cheat menu mod. if your problem is solved then you found the conflicting mod.
>If changing my mods folder name in order to make it loads last doesnt work it means my mod probably will not support the conflicting mod until egosoft relases new dlc since I currently dont have time to make an update.
>my mod is just a diff patch usually compatible with almost all mods. Some overhaul mods that drasticly changes game universe like SWI are not compatible. So your problem either related with load order or overhauls..
Good Luck.
Edit: So I dug into this and can confirm that this is NOT compatible with VRO. VRO for some reason overwrites only large ship cargo capacity. I am trying to find a fix now. I will edit here again if I figure it out. I am using VRO version 4.04 for reference.
edit 2: I fixed it with a relatively simple fix. In this mod I added VRO as a dependency. This made it work great! For anyone else looking to change this quick and dirty go into this mods folder and edit content.xml to read like this.
<?xml version="1.0" encoding="utf-8"?>
<content id="more cargo space for all trader ships" name="more cargo space for all trader ships" description="2-3x for S, 5x for M, 6x for L, 7x+ for XL ship cargo space, includes all four DLC, XR Ship Pack mod, Ship Variation Expansion mod.Now Carriers, Builders and Resuppliers have decent cargo space.Reconstructed for v6.00" author="bigdestroyer" version="600" date="2023-04-27" save="0" enabled="1" sync="false">
<dependency id="ws_1696862840" optional="false" name="Variety and Rebalance Overhaul"/>
<dependency id="ws_3019151303" optional="false" name="VRO Assets"/>
</content>
Hope this helps others!
https://www.nexusmods.com/x4foundations/mods/1081
Check that out let me know if its working for you. :)
Did some tinkering on my own, have some modding experience in other games. I extracted the game files and made some edits. I tested by doubling the hull and that works, but adjusting the cargo capacity doesn't seem to work on this ship.
EDIT : I looked into it and I found no problem in the mod. I tested it with only dlc's ,cheat menu mod, and this mod active and cormorant Vanguard's cargo space shown as 39500. I am also using this mod with my heavy modded game no issues in there either.
>>35000 value is used only when "cormorant sentinel" is available in your game, it is added by another mod I dont remember which one exactly I think VRO adds it.
>>>Your issue is probably caused by following reasons; either you use very early versions of this mod which lacks the necessary file or another mod overrides this mods file.
>>>> I will upload the latest version of this mod very soon so try that It might solve your problem. :)
*The file in question: storage_tel_m_trans_container_03_a_macro only shows up twice in my extensions, both from your mod. There are no other files named this anywhere in my extensions. So I'm not sure where the conflict is coming from.
We all go through phases like that I guess - the DLC did come out quite sudden.
Cargo space should be reworked. This is plain stupid.
Crane Mineral Sentinel has the largest cargo space amongst ALL L class, 57,600. His speed is 131.9m/s with 4089.3m/s travel.
Second best cargo belongs to Incarcatura, also L, 54,000, his speed is 45.8m/s with 1419.5m/s travel.
I suppose that Crane has "solid" storage, while Incarcatura uses "container", but come the f on, CARGO SHIP designed for CARGO TRANSPORTING purposes, loses in every! single! possible! comparison to a MINER? They both have L class drives, why is Incarcatura so slow?! That was my "stupid logic" rant, thank you.
It seems to have increased for AI as well and that means there will be huge consequences for the game's economy...
I see you understand this, there is a request, could you make a mod for the accelerated construction of stations for the player? The one that already exists now does not work well in the current version of the game and does not accelerate the construction of all station modules. I will be very grateful if you make such a mod) Sorry for my English, I used Google translator
https://www.nexusmods.com/x4foundations/mods/631?tab=description