X4: Foundations

X4: Foundations

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Satellite Service
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Feb 21, 2023 @ 8:55am
May 12 @ 11:24pm
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Satellite Service

In 1 collection by Assailer
Assailer X4 mods
9 items
Description
..: Satellite Service :..

This mod adds a new default job option to deploy satellites in the current sector.

Under 'Individual Instructions' tab adjust 'Sector Travel/Sector Activities' as necessary. For example:
- create activities blacklist where you select 'Sectors owned by enemies' and/or,
- create travel blacklist where you select both 'Sectors owned by enemies' and 'Sectors containing dangerous regions'.
Make sure you tick off the 'default' and point to your newly created blacklists under individual instructions tab.

You will be able to select 3 operation modes:
(1) Salvage satellites or resource probes.
(2) Deploy satellites or resource probes in hexagon style.
(3) Deploy satellites around objects such as stations, gates, vaults.

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.

Operation mode: (1)
- select any of the salvage options.
- this mode has highest priority and it will ignore any other satellite/resource deployments.
- salvage recovers 80% of the original credit cost.

Operation mode (2):
- first select the "Deploy Satellites" or "Deploy Resource Probes" or both
- then, decide to use sector core or (0,0,0) as center position for the satellite network
- then, adjust "Full Sector Coverage" slider to the desired amount of hexagon rings:
0 - disable hexagon satellite placement
1 - place single satellite in the middle of the sector
2 - first hexagon ring
...
6 - last ring (the 5th ring - ~450km coverage)
- then, adjust "Vertical Offset" how high above the sector plane the network is located.
- finally, select "Negative Offset" if you wish to place satellites under the sector plane.

Operation mode (3):
- select either of the "Deploy to ..." parameters.
- select "use advanced satellites" to deploy more expensive satellites (this is the default). NOTE: This setting only affects operation mode (3).
- if you have "Deploy Satellites" also turned on, then operation mode (3) only runs when operation (2) finished.

If you assign (and leave) a dedicated ship to this service, it will keep fixing destroyed satellites as necessary.

Pilots will directly access and use player account to avoid micromanaging their work.

Continue to next 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
  • .


    You may uninstall this mod anytime, it won't mess up your save files.

    Enjoy.

    Version 7.x compatible.

    Changes:
    1.01 - initial public release (Thanks ShadowDragon8685 for the mod request!)
    1.02 - minor changes
    1.03 - translation added. Thanks aladinaleks!
    1.04 - added satellite salvage feature.
    1.05 - fixed credits bug. (Thanks 'justme' for reporting!)
    1.06 - added post check right before dropping satellites. Thanks Justme!
    1.07 - updated language file (Thanks aladinaleks!)
    1.08 - added German translation (Thanks BearSkillz!)
    1.09 - As of 1.09 there is a new feature to lay advanced satellites in hexagon shape (Full sector coverage). Use the slider to define how many rings to build. Your ship will travel along the path, manufacture and drop them at 40km above the horizontal plane. It is clever to resume the process, also is able to fixed destroyed satellites. It will take a few seconds to find the missing slot(s).
    1.10 - updated translations (Thanks Aladinaleks!)
    1.11 - added option to choose satellite type (normal vs advanced). NOTE: for full sector coverage it will always use advanced satellites!
    1.13 - added slider to configure the full sector coverage layer's height in 0-60km range. Default remains 40km, although i think I like 15km mode!
    1.15 - salvage mode uses satellite type selection, you can choose between normal/advanced.
    1.17 - increased the amount of satellite rings to 6, but value 1 will only result in a single satellite placement in the middle of the sector (request from Yuki900, thanks!)
    1.19 - complete rework.
    1.20 - localization updated (Thanks Aleks!)
    1.21 - added back the "advanced/normal satellite selection" as requested. This only applies to object mode (stations/gates/vaults)
    1.23 - added back the earlier removed 'continue to next sector' option. Pilots will use Civilian SectorTravel (or Civilian SectorActivity) blacklist to decide whether it's safe or not to visit a particular sector. It will use Civilian SectorTravel blacklist to calculate safe routes.
    1.24 - added private blacklist (same as in Sector Explorer)
    1.25 - added sector core option (same as in Sector Explorer)
    1.26 - added Italian translation (Thanks setebro93!)
    1.27 - added 'Negative offset' toggle option suggested by deltaCorben. Thanks, that was a good idea!
    1.28 - fixed sector travel
    1.29 - added Chinese translation (Thanks 青山)
    1.31 - fixed salvage operation to obey 'move to next sector' switch. Thanks Interfusion for the detailed report!
    1.32 - Huge thanks TheLich from Nexus to supply the patch!


    Assailer's X4 mods:
    Secret Stash
    Fly-by Lockbox
    Fly-by Looting
    Mobile Repair Service
    Capital Ship Loot Magnet
    Inventory Collector

    Troubleshooting:
    ----------------------

    (1) In case your ship gets stuck in 'Calculating mode' after mod update try to follow what player Land did to get the mod working again: "I've removed the assignment. I've tried several ships. Tried different pilot levels. Currently i have 4 ships with around 5 continuous real life hours spent sitting on calculating in my home sector.
    Seems fixed after deleting the mod folder from disk and reinstalling. Unsub then resub did not work. #justworkshopthings"

    (2) Restarting the script in a sector where there are already deployed satellites (e.g. previously deployed 3-5 rings total around 100 satellites) might cause your pilot to sit 'Calculating' for few minutes to find the next spot that is missing a satellite. This process requires searching and distance checking around specific points in space, therefore doing this without waiting could cause performance issues.

    (3) Where is the old 'move to next sector' option? It was removed due to many player reported that ships get attacked and lost. I always believed this was OK as space dangerous, but i don't like to see angry players, so for now the option as disabled until i find a safer way to move around in galaxy.
Popular Discussions View All (6)
3
Dec 14, 2023 @ 10:06pm
RUS LNG for ver. 1.23
aladinaleks
1
Apr 14, 2023 @ 10:54am
Option to buy satellites from stations?
LisanAlGaib
0
Feb 20, 2024 @ 4:02am
ITA LNG
setebro93
367 Comments
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.