X4: Foundations

X4: Foundations

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SatelliteDropper
   
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142.890 KB
14 Apr, 2020 @ 5:33am
21 Jul, 2023 @ 12:56pm
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SatelliteDropper

In 1 collection by JanPanthera
JP_ModCollection
21 items
Description
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# What does "_SatelliteDropper" do for you?
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~ Enhances ship capabilities by efficiently deploying satellites on various stations, jumpgates, accelerators, and superhighways.
~ Flexibility to choose between mk1 satellites, mk2 satellites, or a combination of both for advanced functionality.
~ Uses a sophisticated greedy algorithm to optimize satellite placement and minimize overlap.
~ "Assist" assignment enables collaboration between multiple ships and a _SatelliteDropper ship for satellite placement.
~ Automatic satellite restocking eliminates the need for manual replenishment, saving time and effort.
~ Involvement in satellite deployment process provides valuable experience for pilots and service crew members.
~ Full control over ship actions during periods of inactivity, including docking, flying to specific points, or following another ship.
~ Utilizes the integrated sector activity and sector travel blacklists within the game to exclude stations and sectors based on faction ownership, ~ allowing precise control over operations and preferences.
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# How to use this mod:
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~ Give your ship the default behavior "_SatelliteDropper - Sector" and check its options.
~ Give your ship the default behavior "_SatelliteDropper - Galaxy" and check its options.
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# Options you can choose:
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~ Ownerless Sectors? -- Should the ship place satellites in ownerless sectors?
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~ Place mk1 satellites? -- Should the ship place mk1 satellites?
~ Place mk2 satellites? -- Should the ship place mk2 satellites?
~ Restock satellites? -- Should the ship restock satellites?
~ Restock amount? -- What is the amount of satellites to restock?
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~ Jump gates? -- Should the ship include jump gates?
~ Active jump gates? -- Should the ship include active jump gates?
~ Inactive jump gates? -- Should the ship include inactive jump gates?
~ Accelerators? -- Should the ship include accelerators?
~ Active accelerators? -- Should the ship include active accelerators?
~ Inactive accelerators? -- Should the ship include inactive accelerators?
~ Superhighways? -- Should the ship include superhighways?
~ Active superhighways? -- Should the ship include active superhighways?
~ Inactive superhighways? -- Should the ship include inactive superhighways?
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~ Stations? -- Should the ship include stations in general?
~ Wharfs? -- Should the ship include wharfs?
~ Shipyards? -- Should the ship include shipyards?
~ Equipment docks? -- Should the ship include equipment docks?
~ Trading stations? -- Should the ship include trading stations?
~ Pirate bases? -- Should the ship include pirate bases?
~ Scrap processing facilities? -- Should the ship include scrap processing facilities?
~ Defense stations? -- Should the ship include defense stations?
~ Faction Headquarters? -- Should the ship include faction headquarters?
~ Factories? -- Should the ship include factories?
~ Construction Sites? -- Should the ship include construction sites?
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~ Idle Time -- The time the ship waits until it tries to find new work.
~ Idle: Move to? -- Should the ship move to a specific point when it has nothing to do?
~ Where to move? -- The position to which the ship moves in the idle state.
~ Idle: Follow -- Should the ship follow another ship when it has nothing to do?
~ Who to follow? -- The ship that the idle ship should follow.
~ Idle: Docking? -- Should the ship dock at a station when it has nothing to do?
~ Find a Station? -- Should the script automatically find a station where it can dock to idle?
~ Where to dock? -- The station to which the ship should dock to idle.
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~ Add Order tag? -- Should the ship's name be tagged with an order tag (SD-G, SD-S)?
~ Save Order Settings? -- Do you want to save your order settings?
~ Reset Order Settings? -- Do you want to reset your order settings?
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# And at the end:
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For suggestions, bug reports, feedback on translations, or if you feel something was left out in the description,
please join my Discord server at https://discord.gg/UdWs6hX. Your input is crucial for the ongoing improvement of the script.
Join the community, share your thoughts, and help shape its development.

Feel free to reach out and contribute!

Also available on:
~ GitHub: https://github.com/JanPanthera/JP_X4Mods_2023/tree/main/JP_X4Mods_2023/JP_SatelliteDropper
~ Nexus Mods: https://www.nexusmods.com/x4foundations/mods/437
~ Steam: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2060716720
249 Comments
DollMaker 22 Apr @ 11:12am 
Auto buy is broken, overpays for sat restocking
theunknown 4 Apr @ 9:45am 
@Mordegar seems to work but still shows the wrong buying price eg: i buy equipment 142,486.06
2x advanced sats 14,248,106.00 credits lol

that said it spears the assigned ship will buy and use the sats as they supposed to now at least (cos new start and no where near 14mil)
Mordegar 13 Mar @ 2:09pm 
https://www.nexusmods.com/x4foundations/mods/1630?tab=description

Fix for the overpriced deployables. Drop it manually from Nexus to your extensions folder and activate it in the ingame menu.
serg 25 Feb @ 6:41pm 
@Andrew1977 better turn off auto purchase. Since 7.50 there is a bug and cost for the sats is x100. I was very surprised when saw message, that ship will buy 20 sats for 8 millions :)
Andrew1977 23 Feb @ 4:48pm 
I keep getting not enough funds to purchase the restock, but I can manually tell them to go get them and it will keep going till they run out again. Anyone else seeing this behavior?
donut 8 Dec, 2024 @ 2:48pm 
Mod broken. Scout ships get stuck on superhighways and are unable to scout unvisited unexplored sectors
Starscorcher 27 Sep, 2024 @ 1:10am 
having an issue where the large text window this mod generates wont go away
wildride 13 Aug, 2024 @ 3:45am 
Yeah, it wasnt the other mods, it specifically is just something with the travelling on JPs mods, and its the kinda gates that are connecting sub systems, ie Grand Exchange I to Grand Exchange III/IV. Its affecting JP's other mods as well, the Vault Explorer, Ship Explorer.

Only way Ive seen to correct it is issue a "fly to" command, then bump that command to top of order priority. The ship then re-approaches and enters the gate.
Quin 11 Aug, 2024 @ 11:50pm 
I didn't even know those mods were a thing