X4: Foundations

X4: Foundations

Satellite Service
384 Comments
bhorton22 Nov 8 @ 1:37pm 
And still only charge 10,000cr for the probe? I ask because I can't find the price for probes in the satelliteservice.xml (it use to be there).
Assailer  [author] Nov 8 @ 1:33pm 
Yes, if you turn the option on.
bhorton22 Nov 8 @ 1:28pm 
Does this still deploy resource probes?
Assailer  [author] Oct 25 @ 10:39pm 
Cosmic, yes, salvage the sector first.
Vagus, you cannot edit the cost in-game, but you can try to modify the script file on your hard disk, just make sure you do not change the file size while doing so. e.g. if you see 60000 value, change it yo 10000 or replace the last zero with space character.
Vagus Oct 25 @ 10:52am 
Assailer, where can I edit the cost of the probes/satellites?
Cosmik Debris Sep 27 @ 5:15pm 
So I started using normal satellites with the "Deploy to ..." parameters because they're so much cheaper. Now that I can afford them I want to switch to advanced to get better coverage.
I just wanna make sure I'm reading the operations modes right. If I enable salvage mode: The ship will pick up all existing satellites (normal) THEN redeploy advanced satellites?
Yurivw Sep 21 @ 3:49am 
Made a comment about it not working, turns out I am just an idiot. Works perfectly!
RotorFib Sep 15 @ 5:35pm 
Thanks Assailer!! Got it working!!
Assailer  [author] Sep 14 @ 9:29pm 
Rotor, left click the ship on map screen, open right side info/behavior panel and change default to this script. It will show the additional options there.
Tanksaawk Sep 14 @ 3:41pm 
Works with 8.0
RotorFib Sep 14 @ 9:38am 
Where are the commands supposed to show up to use this? I can't find them by right clicking on ship or talking to pilot via comms.
aladinaleks Sep 13 @ 9:18am 
Does the mod work for 8x versions of the game?
De Druppel Sep 9 @ 8:01am 
Somewhat broken pathfinding, it often travels between 2 sectors which both already have been fully satellited. Using both operation mode 1 and 3. I've also not seen it drop resource probes
robertstepien Sep 8 @ 6:08am 
To help distinguish addon satellites from standard ones, I’d recommend using a double asterisk (**) or even better different special character in the satellite name. This would make them easier to identify and manage without conflicting with existing naming conventions.
Additionally, it would be extremely helpful to have an option to remove satellites already marked with a single asterisk (*)—without requiring manual renaming. I currently have thousands of satellites named with *, and renaming them individually would be a massive time sink.
Any feature that streamlines the removal of existing satellite coverage would be a welcome performance boost.
robertstepien Sep 8 @ 6:04am 
I’m not sure if others have experienced the same issue, but after deploying satellites across all sectors, my game performance drops significantly—almost to the point of being unplayable. The sheer number of satellites seems to be a major contributor, especially when combined with the load from stations and fleets. Given that X4 still struggles with multi-core optimization, this becomes a real bottleneck.
Would it be possible to introduce an alternative option for satellite coverage—perhaps a single satellite per sector with a 450 km range, or up to three to ensure full visibility when zoomed out? This would drastically reduce the satellite count and help improve performance for players who prioritize smooth gameplay over strict realism.
I wouldn’t be asking for this if performance weren’t such a concern. A toggle or optional mode for “performance-friendly coverage” would be a welcome addition for many of us.
Assailer  [author] Sep 4 @ 2:09pm 
Yes, you do not need to supply satellites (would be too slow/messy). The ship's pilot will directly take money from main account when it deploys a new satellite.
Mechi Sep 4 @ 1:25pm 
Not clear in the description if manufacturing and deploying sat vs adv sat is less/more expensive, just that the cost is 60k and (default) adv sat is (ofc) a more valuable product (... "to deploy more expensive satellites").

After digging a few pages of comments:
Ship will receive a new module which allows them to manufacture normal/advanced satellites at a fixed 6000/60000 credit cost.
Does this still apply?
Goatrocity Aug 29 @ 5:42pm 
No worries my man! Just figured I'd throw that out there! Many thanks for your mods!
Assailer  [author] Aug 28 @ 9:29pm 
I'll check and fix this, but cannot roll out as long as 8.0 is in beta.
Goatrocity Aug 28 @ 8:19pm 
Just an FYI, looks like this doesn't work on 8.0 yet. Says that I don't have the funds to get the satellites, but I do.
Organic Meatbag Aug 21 @ 5:07pm 
It does not show up in the Default Behavior section... I'm on 7.6. any tips?
Psycho Dad Aug 1 @ 11:52am 
mod doesn't seem to work fully in some sectors ...it will put down a adv satelite but won't put down a resource probe in some sectors like Argon Prime or Hat faith...not sure why it will in others and won't in some ive tried to save/restart but it just wont place resource probes for some reason.
QuietMan Jul 22 @ 11:59am 
PS: if you could make it at least 1 or 2 hops further to search, that would help alot. Or make it x hops around a defined system, just like trade or mining? At moment it is random where is stops (depending on where satelites are missing).
QuietMan Jul 22 @ 11:56am 
since some update the ships stop "continue to next sector" when no adjacted system needs satelites. I find it takes a little away from the "service" part ;). Very nice mod otherwise.
Assailer  [author] Jun 27 @ 9:12am 
The problem is that earlier the mod was only placing advanced satellites in hexagon mode, but TheLich provided a patch which can place normal short range satellites as well. The resource probe follows the satellites calculation, therefore if you place small satellites, they will also be placed more frequently.

My recommendation is to use advanced satellites when you are placing resource probes.

In order to fix this properly i would need to rewrite heavily the current program structure to deal with the resource probe calculations separately. Perhaps during my summer vacation, or if 'TheLich' provides a patch, then it happens sooner.
Quortatto Jun 27 @ 8:31am 
Assailer, it seems that the resource probes are being placed using their maxRadarRange property, which is around 3 km if memory serves me right (you can see in game that a resource probe provides a tiny amount of vision around it). However, the effective range of the resource probes' mining effect is 40 km. So when calculating the hexagon rings for the resource probe, maybe set a hard coded value for the resource probe's range to 40km. Then the calculations should work.
magesto_2k Jun 12 @ 12:08pm 
For some reason, deploying resource probes deploys them WAY too close together.
KleverKilvanya Jun 10 @ 7:23pm 
After more than a dozen reloads and using different ships it really does seem like something in the sector is borking the script given its consistent on all variations so far
KleverKilvanya Jun 10 @ 2:52pm 
This doesn't seem to work in Antigone memorial, drops sats on the gates and then flys off to the far left to drop one in empty space before locking up and refusing to do anything else despite the 5-6 station not covered by the sats.
void catgirl rglx Jun 9 @ 2:04pm 
"Move to Next Sector" does not work for resource probe deployments. Regular & advanced satellite deployments work fine with this option. Additionally, assigning ships to mimic a commander does not make them deploy satellites, they simply refuse to mimic the order. Any chance we could get these corrected?
nichtgeländegängig Jun 2 @ 10:51am 
thx for that... a hard job...
Assailer  [author] Jun 2 @ 8:45am 
I will try to check reported issues with this mod. I might need to roll back to previous version.
Zerox Jun 1 @ 5:57pm 
Sadly this mod doesn't work in 7.6. Ships stand still doing nothing. The resource probes was broken before the update but now satellites too.
nichtgeländegängig May 30 @ 9:55am 
Continue to next sector now works not fine...after the last satellit its finished... so I must do a Handjob...
L4g K1llz May 29 @ 8:40am 
I have put the order to salvage satellites but the ship sits there and does nothing?

any ideas?
pebble225 May 24 @ 10:21pm 
Thank you Assailer. Came by to check about the resource probes. The offset looks the same as the Tier 1 Satellites.
Assailer  [author] May 15 @ 10:02pm 
OK, i'll check, this was quite a big patch.
Four_12_Year_Old_Girls May 15 @ 5:28pm 
Resource probe deployment got borked in the last update. Satellites are still fine though.
HeitSundGeThunfisch May 15 @ 4:28pm 
Hey, did the distance between the resource probes shrink, or has it always been this small?
Assailer  [author] May 12 @ 11:27pm 
Version 1.32: (Huge thanks TheLich from Nexus to supply the patch!)

Continue to next sector now works fine - sector will be chosen if any of this:
1. deploy satellites selected
1.1. coverage is set to at least 1 and there are no satellite in anchor points (or if use advanced, but there are usual satellite there)
1.2. deploy at gates/factories e.t.c is set and there are no satellites (or usual if advanced is set)
2. salvage satellite/probe is set and there are satellites/probes to salvage

Probe will be deployed if deploy probe is set and there are resources in sector

If deploy and salvage are set, job will not chew satellites/probes deployed by it. This is achieved by renaming satellites/probes ([*] is added in front of object's name). If player will desire to salvage them - he can mass rename them in property window - just rename to any name without [*].
Assailer  [author] May 1 @ 2:24am 
no worries. initially i had it so that the ship used its own satellites, but it resulted in very slow progress (flying back and forth), so decided to skip that.
Shadow Wolfe May 1 @ 1:52am 
Thx for clarifying, I did not know that the ship could make satellites and just assumed it was stopping to resupply.
Assailer  [author] Apr 30 @ 11:25pm 
from description above:
"Deploying satellites will cost you 60k credits each, while resource probes will only cost 10k.
You do not need to purchase satellites/probes, these ships will use on-board manufacturing system."
Shadow Wolfe Apr 30 @ 11:00am 
I stopped using this mod cause it about killed my game. Didn't have a lot of cash and noticed the ticker losing 60000 credits every minute. When you don't have alot of cash, that bites. Think I lost 4 mil before I figured out it was this mod doing it. What I can't understand is why does it cost 60k to deploy a satellite that you already bought?
Rick Apr 22 @ 1:57am 
Assailer, that would be great, right now im manualy telling it to go to the next sector when its finished. also love all your mods :cozybethesda:
Assailer  [author] Apr 21 @ 9:02pm 
Rick, yes, true. Unfortunately resource probe planting was hacked in later on and really it needs its own slider. I might do that during the summer vacations :D
Rick Apr 21 @ 10:31am 
problem is i have it on 4 so it puts resource probes around the whole sector so turning on satellites would make him place both ): unless there is another way of doing it
Assailer  [author] Apr 20 @ 10:09pm 
Rick, yes, the next sector option is based on satellite coverage tracking. You can set the slider to 1 (it will put single satellite in the middle) which should make it work.
Rick Apr 20 @ 6:08pm 
doesn't continue to next sector when only using resource probes
Wryson Rose Mar 29 @ 6:11pm 
Should add, I'd had them each go to a separate area, and do each zone on their own. No over-lap between them. Each one is in their own small section, and repeatedly placing/recycling.