X4: Foundations

X4: Foundations

Realistic Loot Magnet
20 Comments
All In 12 Oct, 2023 @ 9:32pm 
Ah, ok, thanks for clarifying.
Mo¡stDreams  [author] 12 Oct, 2023 @ 7:26pm 
yes, it does.
All In 12 Oct, 2023 @ 5:18pm 
Oh I see, so it applies to cargo drones,escape pods, defence drones etc. as well?
Mo¡stDreams  [author] 12 Oct, 2023 @ 8:05am 
This is because the mod applies the values to player owned ships so for instance if you send a ship off to collect loot all player own ships benefit from the increased loot range while fly by looting is also enabled so just flying around auto loots.
All In 12 Oct, 2023 @ 3:14am 
I notice you have a magnet range for XS ships but I haven't found any mods that let you fly XS ships, if you've found one I'd love to know what it's called, it would be nice to have a civilian shuttle for getting from A to B sometimes.
AkagiVoid 14 Sep, 2023 @ 2:37pm 
>w< I like long range loots mags because its a pain 2 pick em up one at a time. X3
Since I luv making every blue dot my enemy. X3
(Just slap ABYSSAL on my forehead because even the machines(Xenon) hate meh and I luv it. X3 )
Mo¡stDreams  [author] 14 Sep, 2023 @ 6:49am 
I have not updated any mods for 6.0 I may consider it now I have installed the game again to play.
AkagiVoid 4 Sep, 2023 @ 8:31am 
Is this updated for 6.x? >w<
Captainbanana 26 Jan, 2023 @ 6:15am 
oh man how exactly do u get this to work? i tried extending the range to 200km and it aint sucking anything on a medium ship what gives?
GAO.CC 29 Nov, 2022 @ 12:11am 
thx~
Mo¡stDreams  [author] 26 Nov, 2022 @ 11:39pm 
The value at end of "Exact=", the range is is a radius of miles / Kilometers

you need to edit these lines
<do_if value="player.ship.isclass.[class.ship_xs]">
<set_value name="$range" exact="500" />
</do_if>
<do_elseif value="player.ship.isclass.[class.ship_s]">
<set_value name="$range" exact="1000" />
</do_elseif>
<do_elseif value="player.ship.isclass.[class.ship_m]">
<set_value name="$range" exact="2000" />
</do_elseif>
<do_elseif value="player.ship.isclass.[class.ship_l]">
<set_value name="$range" exact="4000" />
</do_elseif>
<do_elseif value="player.ship.isclass.[class.ship_xl]">
<set_value name="$range" exact="8000" />
</do_elseif>
<do_else>
<set_value name="$range" exact="500" />
</do_else>
GAO.CC 25 Nov, 2022 @ 11:11pm 
If I want to modify the range,Which value in the XML file should I modify.
Mo¡stDreams  [author] 4 Sep, 2022 @ 7:52pm 
Herc
I could possibly look into it at some stage.
Mo¡stDreams  [author] 4 Sep, 2022 @ 7:52pm 
Already exists so the one on workshop which has a lot more range.
Herc 3 Sep, 2022 @ 9:23pm 
Please consider looking into allowing the ability to turn off loot magnet-ing illegal wares. I SETA'd while posting a fleet to defend one of the Xenon frontier stations and am now at war with the local faction because of police scans on my fleet.
Korisander 18 Apr, 2022 @ 4:03am 
Hello can you make a starter Magnet i have a M ship and cant catch all kristalls i need 10km
Mo¡stDreams  [author] 19 Jan, 2022 @ 6:12am 
Continuation of below comment...
I have a way to possibly implement best of both concepts.
Once the items have been dragged to within a minimum collection distance then it can grab them out space :P.

I just want the process to be a little more immersive to the player, also using the new collection method it could be possibly to allow the AI to also tractor in items if one wishes for that I can make a little separate mod patch to allow that.
Mo¡stDreams  [author] 19 Jan, 2022 @ 6:09am 
It probably does..
I never actually changed how the code works for this version.

if this is something wished to be changed I can see how I go about addressing that, as I can see in the code where it defines what types of ware or cargo to ignore during collection I can add this to the list of things it will simply ignore.

I have some other ideas for this project like changing how it works so instead of yanking items out of the vacuum of space into emitting a weapon particle effect (tractor beam onto the items) then slowly-ish tractor them closer enough to be collected based on the effective range already present in the code I just need to add new code and replace the whole grab item out of space portion with my own solution.
Duke Flapjack 19 Jan, 2022 @ 3:51am 
Does it still yank lodestones out of the middle of asteroids? I seem to recall Fly-by Looting having that issue.
Polraudio 17 Jan, 2022 @ 12:43pm 
Thank you very much for this.