I didnt have time to check files even play 7.00 update but it should work if file structures are the same. It wont work on new stations if update added new stations at all. So you can check it for yourself, its just a diff patch.
did you download the latest version? because I already added boron methods long ago which they have only a few unıqe factories. If you point out which factories doesnt get this. I would check for missing lines.
I love this mod thanks for making it. I had been playing with some mods that balance and tweak the economy, but I never had the confidence that they really worked or actually improved the game. This mod however, while not rebalancing or greatly affecting the economy balance - simply speeds things up. I don't really know its full effects, but just using this mod and getting rid of the other economy mod(s) I tried - I prefer the production pace of this one. I don't know if it's actually helping resolve bottlenecks, but I feel like everything is moving around easier?
with this mod, game can actually be able to sustain shipyards and wharfs (still just barely in my opinion).This makes the war ravaged universes especially good since AI constantly build ships for war whenever they can. Other than that Player needs to build less factories for their own shipyards and wharfs which indirectly reduces late game fps issues so late game become little more playable than vanilla.(Thats the main reason why I made this mod). Other than that game economy balance is not altered. this mod just speeds every factory that is all. rates of resource/product remains same. Also if I remember correctly Shipyards and wharfs ship building speed not effected by the mod. Glad you enjoy the mod :)
Please tell me, (replace sell="/wares/defaults[@id='default']/production/@time">3</replace>) 3 is this a multiplier? If you replace it with 2, will the production rate change? Or do I have to set each value for each type of production manually?
it is production cycle time. For example advanced electronics factory produces 54 units consumes 60xE.cells 44xmicrochips 20xquantum tubes every 12 minutes according to rougeys site, this is a production cycle. This mod only changes this "12 minutes" production cycle time. while production and consumption rate of wares therefore "cost per ware" remains still, overall game economy (and players effects on economy including story) progresses faster than vanilla.
>> The value is not a multiplier.Just a cycle time. >>when you change the value you only change factories produce and consume cycle time. Cost per ware remains still so you dont need to change anything for economy balancing reasons.
using this mod somehow makes my pc restarts by itself when loading a new game. i've tested all scenarios, with and without any other mods. without this mod, my other 89 mods works just fine. not sure what and how it causes my pc to restart and i don't know where to find clues.
its just a diff patch that changes some static values, It doesnt add or remove anything to the game, although if you have another mod that uses broken/bad scripts(specificly broken api scripts that exports game data to an external location) that dynamicly changes production cyclespeed may result a mod conflict, I experienced that in skyrim game: bad scripted mods cause all sort of things specificly when in mod conflict. Spesificly mods that contain .dll's or similar external plugins are dangerous to computer if the file has bad codes.There is no way this mod causes the problem you experienced.
Appreciate your working, however Imma wonder where you find production files since I wanna do some little modify myself. Such as cycle of scrap module. Thx.
you can find the files under the main game files(for the wares that comes with dlcs you have look for dlc files).you have to extract them from .cat file. file I modified is inside 08.cat if I remember correctly, to extract the files you need x rebirts cat\dat extraction tool which you can find it in egosofts official site. in order to make it a diff patch like this you can use various tools that can be found inside nexus such as x4 customizer, note that orijinal wares.xml file has more than 100k lines so you will need another tool to modify it properly such as notepad++, you can also change the values with regular notepad in my mod if you want to use it only, if you want to publish it you must credit me as the orijinal author.
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Other than that game economy balance is not altered. this mod just speeds every factory that is all. rates of resource/product remains same.
Also if I remember correctly Shipyards and wharfs ship building speed not effected by the mod.
Glad you enjoy the mod :)
>> The value is not a multiplier.Just a cycle time.
>>when you change the value you only change factories produce and consume cycle time. Cost per ware remains still so you dont need to change anything for economy balancing reasons.
Appreciate your working, however Imma wonder where you find production files since I wanna do some little modify myself.
Such as cycle of scrap module.
Thx.