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v1.07

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@DeadAirRT DeadAirRT released this 18 Jun 16:10
· 21 commits to master since this release
e0cc178

Updated for X4 7.0RC1.
Not for use with X4 6.2.
May not be compatible with V1.05.

v1.06 - Updated for 7.0b5, many code improvements and small optimizations implemented.

Fill: Factions will no longer received ship mods for multiple fleets by having multiple trade stations.

JobsSST: Rewrote much of the code to improves calculation spreading, removed cover usage from ships enroute to recycle, added signal_object for player owned police assets for BP, added missing entries into faction based all_container, added missing startactive="false" to a couple of the jobs, adjusted trader jobs from this mod to only trade for their own faction, added boron jobs that are possible after the remove space exclusivity option is enabled, added menu to disable vanilla spawned jobs that I know of.

Gate: Menu now has option to show ALL gates, gates added by mod are initially inactive, removed overlooked remove for a gate connection, added connection from 018 to 023, added connection from 014-006, adjusted position of new zone added in cluster 19, new zones for the news gates added.

God: Improved calculation spreading, added several fallbacks for when something doesn't work as intended during station ordering process, added option to make the station ordering process slower, added key station upgrade feature, stations will now build up to 25 modules, factions will prioritize more advanced wares first, factions will now prioritize higher sunlight values in sectors when they order an energycell station, factions can now order a station using position logic if no desirable zones are found, factions can now order in friendly/player sectors depending on settings, testing station generation adjustments to not have long long stations vertically (sorry @Rothank), rebalanced default settings for 7 factions based on shipyard/wharf ware usage.

BP: Added blueprint analysis mod inspired by Jack the Stripper (using permission unlike some people who like to just copy my stuff out there). Earn blueprints by scanning stations and ships yourself, or if you have a sector and ships performing police default order then they will get you credit too. Adjustable settings menu and progress menu added.

TP: No big deal, just code to track all your trade ship and station profits. Fancy information menu to boot.

Menus: added BP menus and options, moved information screens to new submenu, added the menu to enable/disable vanilla spawned jobs that I know if (it requires hard coding), added current/history toggle to military strength, added ability to scale max value for certain sliders.

V1.07 - Reduced expedition fleet count but increased fleet size. Added expedition support for trinity, court, pioneers, and boron. Updated expedition activation code to handle new factions. Nudged station generation to create less vertical stations.

v1.07HF1 - Removed hover text from jobs quota message when no ships are found for faction.