[Realspace MODS] "STARS" - "XRSGE" - "REM" - various

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Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by Realspace »

thorstein92 wrote: Mon, 15. Jan 24, 18:54 I currently play v6.2 without highways, with simple x3 travel speed, distances feel right; no issue with docking AI ships.
My save is 20h deep.
Sadly AI economy is pretty much dead (i do not use deadair fill to ductape that), Xenons have 8000 ships when factions about 500. It is really hard to snipe a moment in wharfs to order something more than single scout.
i blame too small number of refined materials and hull part traders - all hull parts, claytronics factories are resource starved, despite refineries are full.
On my end i'm thinking to rather increase cargo bay than ship speed. Because Xenon count i'm afraid to add deadair jobs.

Maybe you could add 1 M trader as subordinate to every refinery and hull parts/claytronics factories spawned in worldgen? It seems only wharfs/shipyards starts with assigned trader, all others depend on opportunity trades. And opportunity trades don't work that well with so large distances.
REM has all cargos increased by a factor of 2X. But I think there are mods that only change the cargos if you don't want to use REM. Yes in XRSGE 6 distances are massive so traders suffer. I did not increase jobs more than necessary, otherwise performance drops. The best way is indeed increasing cargos. AI docking is an issue only with REM, not with XRSGE. Because REM introduces inertia so ships drift more and the AI is so stupid not to use lateral thrusters nor the afterburner (booster) to compensate. Then something strange happens, like the autopilot going crazy.
ziplock815 wrote: Mon, 15. Jan 24, 20:19 Performance issue: low fps in Matrix 67a and Ministry of Finance First Flight because of lots of mines/asteroids
Also, some descriptions of some sectors are no longer relevant (for example The Reach)
Good, fixed. Vanilla sectors now use again their regions I had already changed but not used in XRSGE 6 (all sectors were totally redone there). So some can need a re-touch. Also names can be not right, like a sector named beta because in v.6 there were 2 or 3 sectors there. And some gate instead of an accelerator. I am doing a playthrough but unless I visit every sector I can't see and fix these, so every report is welcome
ziplock815
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by ziplock815 »

Well, I've made good profitsss while mining these asteroids for crystals, so I don't complain :D

Btw, are there any plans to remake all planets? I like your new planet models a lot (for example in Heretic's End you can even see the seabed of the planet, it's fantastic!) while some low orbit planets are not as realistic and detailed ( for example Profit Center Alpha)
And I wanted to share some feelings about previous (first beta X4RSGE) versions of the mod - nebulas weren't as great as they're now, but in my opinion they covered the background more smothly sometimes. In recent versions there're lots of sectors where nebulae cover just small areas of the background, while most part of the space is plain black. That's not bad, even more immersive sometimes. It's just the feeling that lots of sectors now look the same with differently coloured nebulas, but covering quite the same areas of space.
Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by Realspace »

I had an idea but need time to xperiment: taking some orbital planets, which are huge, and changing them into gas giants. They'd be much bigger than the actual gas giants now in use.
What nebulae do you consider less immersive? I could re-use vanilla nebs or even their version in old STARS mod (remember, the X2 style). I removed them bc 1. They are small (but can be used in version 7 where sectors are small) and 2. They somehow eat more fps than my custom nebulae (which eat none).
An example of re-used but modified vanilla nabula is in Belt of Aguilar system. You can see that also in a system's sector that has no fog, VIII f.i., fps drop without reason (no fog no roids).
Last edited by Realspace on Wed, 17. Jan 24, 02:05, edited 1 time in total.
ziplock815
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by ziplock815 »

Please, no more gas giants and fog :lol: I still remeber beautiful low orbit sector Rusiri's Dream with beautiful night city lights on the surface that you've changed to gas giant....snort :cry:
Gas giants are good, but not everywhere, maybe some resourceful areas. I find your approach with gas giants and huge asteroid belts arround them very immersive. And logical.
About nebulae - they are alright, I like new X3 style nebulae in latest versions of the mod a lot more (Attiya's Misfortune is my personal favorite). It's just that they cover small and the same area of space in most sectors and in spite of that nebulae themselves are different, they feel rather identical. For example, Herron's Nebula/Omicron B/Omicron C.

P.S. Found an issue: Rolk's Demise planet is a blue circle
Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by Realspace »

Rolk's Demise was changed in xrsge and STARS. Seems the update of stars is missing something. Here is ok. I must repack everything and upload, have lost the list of all changes in STARS.

Anyway I'll upload tomorrow another update with various fixes, one is Saturn that is now moved to the ring's roids pos.
Btw I am even removing fogs from some giants. I.e. they only have fog if you go very close or in sectors that are already very close as f.i. Jupiter.
Rusiri's dream had once two sectors, one was the giant one was the planet, but being made in a vanilla cluster it went back to one sector only, so as many others. The good side is that now inter-system connections are very fast while intra-system are far. Crossing various system takes reasonable time. While exploring internal sectors is time-demanding. I feel this quite balanced, better than v.6
ziplock815
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by ziplock815 »

Yes, I've installed a patch for Rolk's Demise planet. Maybe did something wrong?
Good news about the fog. Now I can really "eat vacuum" when fighting enemy NPC's

Btw, If you remember my suggestion to add nebulae to some frontier sectors. I've found Aldrin and felt nostalgy. Thought there should be that large planetoid and bright orange nebulae from X3, maybe some Deca CPU ship derelicts...Anyway, new sector layout now feels more logical. It keeps the exploration feel and you don't have to travel 7000 kms to find another jumpgate to core sectors.
Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by Realspace »

I've updated both STARS and XRSGE

STARS is named version 7.0 to make it clear it works with XRSGE Seven. If you use XRSGE 6.0 you don't need to update STARS.
Other than fixing the missing textures, you can appreciate the new planet in Rolk's Demise and two new nebulae in Omicron B and Omicron C.
:arrow: https://www.nexusmods.com/x4foundations/mods/507

XRSGE 7.0.4 has various fixes to accelerators and adds two highways
Nebula in Attiya's Misfortune has been changed, it is already used in Guiding Star system
:arrow: https://www.nexusmods.com/x4foundations/mods/1140

I've done 4 more custom nebulae, will be added with a patch. I am open to suggestion about where to put them, in which system (frontier?)
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ziplock815
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by ziplock815 »

Whoa :o Great work as always. Waiting for the update to see this in game. Truly amazing!

Hmm. Where to put these nebulae? Good question. Maybe take into account X3 again? For example the 1st and the 2d to some boron sectors - Lucky Planets\ Bluish Snout. Besides, the 1st nebulae would fit well to Okracoke's Storm, if you'll remove the fog of course :lol: . The 2d - to PTNI HQ (I remember there was a huge galaxy in the background, but anyway the nebulae were green). The last two are quite dark so I think they'll fit in to split sectors (Thynn's Excavation maybe). The last one will be good in Nathan's Voyage and Cathedral of Xaar, it is very similar to nebulae in these sectors in X3, but more realistic.
Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by Realspace »

It is required to update both STARS and XRSGE if you want to use the new nabulae

STARS requires only to install the PATCH 7.0.1
:arrow: https://www.nexusmods.com/x4foundations/mods/507

XRSGE 7.0.5 adds new nebulae in the Frontier/Lost sectors systems
:arrow: https://www.nexusmods.com/x4foundations/mods/1140

It adds a total of 6 new nebulae, 2 were already made but unused. They are all in the Frontier systems.
It adds 2 new local highways
Also, the mod features now the system of Ocracoke's Storm. Previous Ocracoke's Storm sector has changed name, while Ocracoke's Storm is a full system in the now pirate-dominated region of space, frontier systems.
This system is the remnant from the old era (X3 timeline) and retains some names in the once Yaki-occupied sectors, but Yaki are no more. It is told thou that a base still resists in the lower orbit
ziplock815
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by ziplock815 »

Couldn't unpack XRSGE 7.0.5 file

WinRar shows diagnostic messages window with following lines:
! C:\Users\newho\Downloads\XRSGE_Seven_PATCH-1140-7-0-5-1705598699.7z: Checksum error in xrsge\subst_01.cat. The file is corrupt
! C:\Users\newho\Downloads\XRSGE_Seven_PATCH-1140-7-0-5-1705598699.7z: Checksum error in xrsge\subst_01.dat. The file is corrupt
! C:\Users\newho\Downloads\XRSGE_Seven_PATCH-1140-7-0-5-1705598699.7z: Checksum error in xrsge\subst_02.dat. The file is corrupt
! C:\Users\newho\Downloads\XRSGE_Seven_PATCH-1140-7-0-5-1705598699.7z: Checksum error in xrsge\subst_02.cat. The file is corrupt
! C:\Users\newho\Downloads\XRSGE_Seven_PATCH-1140-7-0-5-1705598699.7z: Checksum error in xrsge\t\0001.xml. The file is corrupt

It's just a part, there're 6429 total errors
Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by Realspace »

ok...it crashed the browser during the upload, maybe got corrupted. Thanks for informing, uploading again.
I don't know maybe winRAR could not be able to unzip Zz file? Just in case, try use Zzip. I pack everything in Zz bc it takes much less space than zip or rar. To be sure the file is really corrupted

EDIT:
I re-uploaded all.
I've also added a file for those who want to play with VANILLA HIGHWAYS on top of xrsge highways. Just go to the "miscellaneous" tab to download
ziplock815
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by ziplock815 »

Absolutely amazing! Much thanks for the update. New nebulae are awesome, very immersive.
Feeling X3+Rebirth vibes now :)

Don't know if it's bug or not, but the fog in Windfall The Hoard beta seems to be rotating quickly, like some kind of space hurricane
looks really dangerous :lol:
Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by Realspace »

Updated XRSGE Seven version 7.0.6

Many gates fixed
Many highways redone (shape and directions)
Two highways added
Two new sectors added in Lasting vengeance and Holy Vision
Some planets moved for better scenery

:arrow: https://www.nexusmods.com/x4foundations/mods/1140
ziplock815
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by ziplock815 »

Realspace, how do I restore vanilla highways in this version? By deleting "zonehighways" file? I see no optional files on the mod page.

I've also got a strange error: X4 - PANIC
SMem::Allocate() failed allocating 89478523 bytes - error: Not enough space

Could it be something with the mod? I've got 64gb RAM, maybe there's some kind of memory leak? (Have you ever been having this error?)
Or maybe it's something with my manipulations with zoned tracks.... :gruebel:
Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by Realspace »

DON'T! if you delete zonehighways many new added highways (in ex vanilla sectors) will disappear.
Unfortunelly you have to wait I finish to add all highways, then I will produce another patch. The one I had put onlinr is for version 7.0.5 but is obsolete so I removed it
Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by Realspace »

BIG UPDATE IS COMING..

I've rechecked all highways and of course fixed many things, but mostly changed the logic and made them smoother.
Highways in far away sectors have been removed, they make no sense. They only serve to reach the low orbit when a planet is relatively close.
About the new features:
I've redone most of the Trade Stations, Shipyards, Wharfs and Equipment docs, including Pirated docks that now spawn in different locations. So pirate have their own equipment dock, other than using Teladi Warfs and Shipyards. Also Yaki have a proper wharf now. I will include a station overhaul, that 1) removes the turrets from production modules (there are defence modules for....defence), 2) increases the number of production modules and 3) adds many new stations.

This are the new dock stations used by the factions at start:

ARGON:
Defence
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Shipyard
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Equipment Dock
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Wharf
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PARANID
Defence
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Equipment
Image
Image

Wharf
Image

Shipyard
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TELADI
Defence
Image

Wharf
Image

Shipyard
Image

Equipment Dock
Image


This is not all, I am creating custom stations that I can add to specific locations. My idea is to create mega-complexes XR style.
I already increased the number of modules that a station is generated with. I am adding some randomly generated complexes that have multiple productions that serve each other or requiring the same resources. But custom hand-made mega-cities are the main aim.
This is an example of an Argon metallurgic city done in the editor and added to the game from start to Argon faction:

Image
Image
Image

What I want to do is to create industrial mega-complexes and put them in the low orbit of all main planets!
Here comes the thing:
Everyone can create a mega station, using the in-game building simulator! You can export it and send me the template generated (don't add turrets/shields). I will add them to XRSGE.

IF EVERYBODY DOES ONLY ONE MEGA STATION WE WILL HAVE A LOT IN FEW TIME.
If you do please write here what kind (modules, race) are you doing so we have no duplicates.
Last edited by Realspace on Thu, 25. Jan 24, 11:18, edited 1 time in total.
Folker
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by Folker »

Realspace wrote: Thu, 25. Jan 24, 01:02 SO PLEASE IF EVERYBODY DOES ONLY ONE MEGA STATION WE WILL HAVE A LOT IN FEW TIME.
If you do please write here what kind (modules, race) are you doing so we have no duplicates.
Very thanks, I will delete my [MOD IDEA] Vanilla Station Replacement. And I will create a lot of megastation, I think that you have more knowledge than me on modding. Because is in this point that I block. So at the future I sent to you my stations plans. I don't know if you know at point that I am happy and I think is the case for many people
Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by Realspace »

You'll se how (relatively) easy it is to do after I add them to the xrsge galaxy. Then you can do a derived mod for vanilla that you manage so we can make more people happy :-)
P.s. what races are you doing first? To avoid doing the same, I've done sofar: (argon/antigone) metal prod city, shipbuilding materials city, equipment prod city.
ziplock815
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by ziplock815 »

Absolutely waiting for the update
Main question remains the same: do I need to start a new game? :D
Folker
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by Folker »

Realspace wrote: Thu, 25. Jan 24, 11:10 P.s. what races are you doing first? To avoid doing the same, I've done sofar: (argon/antigone) metal prod city, shipbuilding materials city, equipment prod city.
I maked metal refinery of argon. I have created terran warf, argon shipyard.

In the future if you want I can sent you the paranid station at first, and the most basic to the most resource-intensive for exemple food before, and claytronics after. After that I sent my paranid station, I will create split station.

I have a question for have an idea of the size of station as you want : The surface area you want how much, 10Km2, 15Km2, 20Km2.

Because like as you see in my shipyard of [MOD IDEA] Vanilla Station Replacement is enormous. And is the size that I think to do for production stations but consume FPS.
Realspace wrote: Thu, 25. Jan 24, 11:10 You'll se how (relatively) easy it is to do after I add them to the xrsge galaxy. Then you can do a derived mod for vanilla that you manage so we can make more people happy :-)
Ok, so I keep my subject (Vanilla Station Replacement) for the vanilla game. When I read and learn how you make, I will create it.

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