[SOLVED] Always give max % when crafting mods

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leoriq
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[SOLVED] Always give max % when crafting mods

Post by leoriq » Sun, 12. Apr 20, 07:10

The RNG ship mods is annoying. There is no point wasting time on re-rolling. I've heard that there is a mod that removes it, but I can't google a mod that mods mods :D
Last edited by leoriq on Sun, 12. Apr 20, 13:00, edited 1 time in total.
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adzipp
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Re: [REQUEST] Always give max % when crafting mods

Post by adzipp » Sun, 12. Apr 20, 10:11

leoriq wrote:
Sun, 12. Apr 20, 07:10
The RNG ship mods is annoying. There is no point wasting time on re-rolling. I've heard that there is a mod that removes it, but I can't google a mod that mods mods :D
https://www.nexusmods.com/x4foundations ... escription

leoriq
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Re: [REQUEST] Always give max % when crafting mods

Post by leoriq » Sun, 12. Apr 20, 13:00

Thank you!
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steve_v
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Re: [REQUEST] Always give max % when crafting mods

Post by steve_v » Wed, 15. Apr 20, 13:56

Pretty sure that hasn't been updated for 3.x, and therefore won't include the new turret mods.
It's better than nothing I guess, I've been meaning to fix it for a while but the mod definition XML is proper annoying to navigate...

Frankly I would prefer Egosoft just removed the RNG altogether, I really don't see what purpose it serves.

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StoneLegionYT
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Re: [REQUEST] Always give max % when crafting mods

Post by StoneLegionYT » Wed, 15. Apr 20, 21:24

steve_v wrote:
Wed, 15. Apr 20, 13:56
Frankly I would prefer Egosoft just removed the RNG altogether, I really don't see what purpose it serves.
I disagree.

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xuancong
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Re: [REQUEST] Always give max % when crafting mods

Post by xuancong » Tue, 2. Jun 20, 18:46

steve_v wrote:
Wed, 15. Apr 20, 13:56
Frankly I would prefer Egosoft just removed the RNG altogether, I really don't see what purpose it serves.
I agree.
RNG means you save first, then roll over and over again, if too many attempts still too bad, reload. Totally a waste of time, especially when saving and loading is damn slow.
I suggest the developers should take save/load into account when designing certain game features.
For this craft mod feature, it should be designed in the way that if you want to get better values, spend more resources and money, that is it!

RPINerd
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Re: [REQUEST] Always give max % when crafting mods

Post by RPINerd » Wed, 3. Jun 20, 00:06

steve_v wrote:
Wed, 15. Apr 20, 13:56
Pretty sure that hasn't been updated for 3.x, and therefore won't include the new turret mods.
It's better than nothing I guess, I've been meaning to fix it for a while but the mod definition XML is proper annoying to navigate...
I have that mod's functionality included in my compilation, and I did update it after split came out so all mods should be included :)
It's called Fixin' X on nexus, I can get a link if you'd like

Rastuasi
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Re: [REQUEST] Always give max % when crafting mods

Post by Rastuasi » Thu, 4. Jun 20, 16:58

steve_v wrote:
Wed, 15. Apr 20, 13:56
Pretty sure that hasn't been updated for 3.x, and therefore won't include the new turret mods.
It's better than nothing I guess, I've been meaning to fix it for a while but the mod definition XML is proper annoying to navigate...

Frankly I would prefer Egosoft just removed the RNG altogether, I really don't see what purpose it serves.
Steam version works for me with split.

leoriq
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Re: [SOLVED] Always give max % when crafting mods

Post by leoriq » Sat, 6. Jun 20, 14:43

It works fine on pre-SV mods, but doesn't affect SV-introduced mods.

As I don't use those, I'm fine with that :)
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Scoob
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Re: [SOLVED] Always give max % when crafting mods

Post by Scoob » Sat, 6. Jun 20, 15:52

I don't mind a bit of RNG, but a second roll should ALWAYS improve what was rolled before. If you get a crap roll then re-roll only to make it worse and then you're out of materials...urgh Elite Dangerous broken Engineering flash-back trauma.

Scoob.

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xuancong
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Re: [SOLVED] Always give max % when crafting mods

Post by xuancong » Thu, 18. Jun 20, 04:51

Scoob wrote:
Sat, 6. Jun 20, 15:52
I don't mind a bit of RNG, but a second roll should ALWAYS improve what was rolled before. If you get a crap roll then re-roll only to make it worse and then you're out of materials...urgh Elite Dangerous broken Engineering flash-back trauma.
Yup, that is also a good suggestion. It should be definitely "more money => better outcome".

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