X4: Foundations

X4: Foundations

RandomMine Delta
16 Comments
DatBoi302 5 Jun @ 4:41pm 
Whats the difference with this mod and the OG version?
Hebrux 7 Mar, 2024 @ 11:29am 
Does anyone know if this mod causes fps issues? I hope not
ThePunisher 4 Jun, 2023 @ 6:38am 
@Faryu I forgot to post here the solution, I had to delete both random mine mods (also the same issue was with randomsupply so this got me thinking) and re-download them from steam, now it gives that error to Andro's versions of the mods and yours are active.
Also I don't mind the "cheating" bcs I take it as a more advance AI that can use scan mode to find asteroids with yields, I mean to create a mine order and a sell order of 6 unit when there are 75 milions in system is stupid. Apparently Andro is aware of this with his mod and trying to fix it, whatever you are using and make my miners have full cargo works. Don't fix something if it's not broken. I tried with modifying the radius and broke the mod so whatever works it's fine :))
Faryu  [author] 4 Jun, 2023 @ 3:04am 
@ThePunisher To answer your question about the mining logic, I basically rewrote the entire part about how it locates suitable mining locations. It is a bit cheating, because it scans the ores in the sector, regardless of if you have it discovered by a resource probe or otherwise.
I first intended to have it work in tandem with an existing mod, that automatically finds good ore location and places resource probes there.
In the end I didn't do that, because it would be much more complicated and used the same ore finding methods in this mod.
Faryu  [author] 4 Jun, 2023 @ 3:00am 
@ThePunisher I think you might have to go to the mods directory and delete the affected directories manually.
I also had that issue once, where I tested the switch, and steam created a new directory with another number, because the mod name conflicted with the one from Andro.
So you probably need to look in the mods dir, find all conflicting mod directories, delete them and then subscribe to them again, to have steam download it again.
ThePunisher 1 Jun, 2023 @ 9:26am 
Deactivated and deleted Andro's mods (random trade/supply/mine) and on both of your mods I get a red text "location 'randomsupply/randommine' already used by another extension", I also tried deleting all of the mods except yours and it's the same thing, idk what I'm doing wrong tbh but something it's conflicting somewhere and I can't use these mods.
ThePunisher 1 Jun, 2023 @ 7:36am 
also I deactivated his mod and activated yours to try it out but it doesn't show in game and in extension I get on your mod a red ! and "Location 'randommine' already used by another extension" does this mod conflicts with random supply or random trade?
ThePunisher 1 Jun, 2023 @ 6:58am 
what did you modify from Andro's mod and how? I am currently using his mod and it worked well until I saw that the miners come with very low cargo, sometimes not even 100, I tried to modify their radius from <set_value name="$radius" min="0.0" max="$sector.size/2"/> to <set_value name="$radius" min="0.0" max="$sector.size/0.8"/> bcs they are all mining roughly in the same spot and from the moment the script starts I can see the ware reservation be like 60, or 1. For context, I have Factories in Venus and 30 L gas miners and 50 L Mineral miners to feed those, even tho Asteroid belt has like 70 millions of hydrogen and savage spur another 17 (I own the sector after kicking xenon out of it) and they don't even come to savage spur, 90% of them go to asteroid belt and some to mercury, and yes, they have enough range, like 10 gate distance to mine. After I modified the file and saved it I could no longer see this option in the game, mod was active but no RandomMine to choose.
ShadowDragon8685 22 Feb, 2023 @ 5:50am 
Is there any chance you might make a Delta update of RandomTrade?

I, too, use RandomTrade and it works well enough... But it's a bit dated, it won't handle new factions (such as the Vigor Syndicate), and also, there's a feature I thought that would be really really helpful for RandomTrade:

A player-configured option to automatically lower expectations if the RandomTrader fails to find a trade; if a RandomTrade comes up empty-handed, instead of sitting there holding their throttle, the ship tries again immediately to find another trade with a lowered profit margin expectation. Ideally this would be player-configurable, so the player could set a percentage drop to repeat (and also a minimum below which they don't want the trader to try further).
Radarhazard 15 Feb, 2023 @ 4:39am 
ZariusTBC 4 Feb @ 7:05am
Nevermind i figured it out need to put subordinates on defend not mimic for it to update.

This exactly the kind of thing I do. Thank you for finding this out and telling us! :cozytf2mug:
ZariusTBC 3 Feb, 2023 @ 11:05pm 
Nevermind i figured it out need to put subordinates on defend not mimic for it to update.
ZariusTBC 3 Feb, 2023 @ 10:41pm 
Having some trouble getting it to update subordinate not sure if I am doing something wrong or not.
Faryu  [author] 2 Feb, 2023 @ 9:23am 
I'm actually currently using the original RandomTrade mod as it is. It seems to be working, but I didn't watch the trading ships too much. Did you notice any issues with RandomTrade?
ZariusTBC 2 Feb, 2023 @ 2:24am 
Are you planning on doing RandomTrade too?
Faryu  [author] 31 Jan, 2023 @ 8:28am 
You're welcome :)
[Galushka] - CCCP 29 Jan, 2023 @ 7:50am 
Perfect! Thank you.