X4: Foundations

X4: Foundations

Sector Farnham's Legend
190 Comments
Th-233 15 Feb @ 5:59pm 
mining values for all three sectors went negative and all mining stop for each resource. send help please and thank you!
Luemmelmonster 29 Aug, 2024 @ 12:09pm 
Ok... thank.... maybe the new mining scripts of egosoft are the issue, but iam not a modder, so my knowledge is tiny :). The manticores dont go for any wracks.
7thCore  [author] 29 Aug, 2024 @ 3:03am 
Manticores won't do anything with scrap fields, only S ships. You need a Teuta to process the scrap fields. Regarding resources, I honestly have no idea what the problem is that ships no longer mine them. It puzzles me a lot. I have been tinkering with this on and off.
Luemmelmonster 28 Aug, 2024 @ 12:50pm 
Manticores don't do anything in all Farhams Ledend sectors.
Luemmelmonster 28 Aug, 2024 @ 10:47am 
miss tipping.... I expect the same resources issue in Farnhams L. IX
Luemmelmonster 28 Aug, 2024 @ 10:13am 
Ive the same issue like "Iithrowboxes". No mining for methan and silicium in Farnhams L. VII. I expect the same resources in Farnhams L. IX. Only the Mods Sector Patrol and Satellite Service are installed.
THX
ithrowboxes 12 Aug, 2024 @ 4:02pm 
I'll give that a try. I did a little more testing. If, let's say, the silicon refinery is in the same sector as the silicon, the mining ships have no problem finding and mining silicon, and bringing it to the station. But if the station is in one of the sectors without silicon, I get the resources not available message. Same goes for the other resources that are only found in one of the Farnham sectors. I'll try letting it run for an hour or more though to see if that works.

Thank you.
7thCore  [author] 4 Aug, 2024 @ 10:53am 
Try leaving it for an hour. Resources replenish in an hour automatically if I understand the game code correctly.
ithrowboxes 27 Jul, 2024 @ 2:20pm 
I found that if I place a resource probe, they'll see the methane and mine it, but as soon as they drop it off, its the same problem again, until I place another resource probe. :(
ithrowboxes 26 Jul, 2024 @ 6:36pm 
The auto-mine behavior doesn't seem to want to work in Farnham VII. Gas miners will not mine methane there on auto-mine. If I restrict them to the system, it will say resources not available in system. But I can select the ship and right click in the system to tell the ship to mine and it will, then will go drop off the gas at my station, then when it undocks to go mine again, I get the same "can't find resources in allowed systems' message. I'm not sure if the recent update broke something because I've used this mod last year when I was playing and it was working just fine.

Please let me know if there is something I can try. Thank you.
Necromenta 3 May, 2024 @ 6:36am 
Something that I don't know if its a bug its happening; When I select "expert automine" behavior for my mining ships, almost all them are going to Farnham¿s legend V even if I select another sector as anchor

The profits are good, I just don't know how is this sector better than the others when others have almost 5 stars and this one only has about 3, is the sector OP or is this a bug?
Arcturus 30 Mar, 2024 @ 6:06am 
Thought I'd reach out because I'm trying to make my own sector mod and the documentation for this game is zero to none. I'm using the Universe Creation guide that's on Github, but stuck at the part where I add gates to existing sectors to connect mine. Any advice?
Serzath 19 Mar, 2024 @ 11:42pm 
i started a new game with all your planets and what i notice in the Farnham's is that traders "miss" the highway. just before the gate they " shoot off track" and then manualy fly to the gate.
7thCore  [author] 8 Jan, 2024 @ 5:14am 
Maybe try to limit the station to only mine in those sectors? Literally forcing the miners to mine.
MarvinEhre 7 Jan, 2024 @ 4:31am 
thanks
GundamPilotJack 7 Jan, 2024 @ 3:58am 
thx for letting me know , just a quick question how does the recource count work in this system? i build a mining station and set miners to auto mine in this system but they never find any recources there to mine, and yes i have placed recource satalites and normal ones there
7thCore  [author] 7 Jan, 2024 @ 12:00am 
This mod should work with 6.0
Regarding resource problems. What I can tell based from all the info is that the sectors, despite the fact that they have a large resource yield, have a very low resource count per square meter/cm (idk how the resource probes display it) and my guess is that the miners leave for better yields per square meter. I'm currently doing some tweaking and testing to see what works the best without affecting the looks of the sectors too much. It may take some time.
GundamPilotJack 2 Jan, 2024 @ 7:12am 
does this mod work in 6.0?
Bozz 💀 30 Dec, 2023 @ 8:17am 
Would you make a faction logic mod for this ?
MarvinEhre 26 Sep, 2023 @ 2:36am 
I currently have a strange issue with resource fields: the Ore fields in FL XI go from their usual to 1.7 to 2 Million negative within 3 hours of starting my save, the Ore in FL V went from 2.128M in hour 3 to 50k positive in hour 7 Silicon went from 2.096M positive after 4 hours of playtime to 1.7M(after using reveal map), without revealed map, it says 530k positive negative at 7 hours of playtime, despire my Stations with assigned Miners in the sector only needing ~70k Ore and ~75k Silicon per hour and I have even restarted and installed a mod, that speeds up resource respawn, so the Ore minus in FL XI after 4 additional hours shrunk from 1.5 Million to 750 Thousand. I started with creative start. As Note in my previous save, the Ore stopped replenishing after ~3 days of playtime, though at gamestart some other mods seemed to have incompatabilities. other note, I use this mod and the revision mod.
[S.C.] Worsin 14 Jun, 2023 @ 9:35pm 
So I have done some pretty extensive testing. I made a fresh custom game. Started in Farnham's Legend and spawned a factory with a bunch of miners.

If you do not know about any other sectors the miners will mine in Farnham's VII no problem. However, the moment you discover any other sectors with Hydrogen, Silicon or Ice they will bail from that sector for the others which are much lower yield.

This seems to be a problem only with Farnham's VII

I am running VRO and a lot of the DeadAir mods.
[S.C.] Worsin 14 Jun, 2023 @ 2:01pm 
For me miners do not recognize that Silicon is present in Farnham's They go to low yield resource spots in favor of the one in the adjacent zone.

I dont know why this would be the case. Its only Farnham's this happens
7thCore  [author] 6 Jun, 2023 @ 12:35am 
Definetly not. You could probably add the new revision and have two sectors with the same name.
rambo91919 [Ger] 5 Jun, 2023 @ 6:48am 
Can I switch from this revision to the new revision with my existing savegame.
XxSairusxX 18 May, 2023 @ 2:49am 
no Update for this mod?
rob 12 May, 2023 @ 3:54pm 
How do you get enough workforce on your shipyard in this sector? there is no population
Eldaria 11 May, 2023 @ 12:25pm 
I also tried docking with a L ship but get the same message that Docking is no possible.
Lol, ok now I have some escape pods trying to dock, and keep getting "Last order could not be completed" since they try to dock to the station but can't.
Eldaria 11 May, 2023 @ 12:15pm 
Yes the dock looks complete, I can fly in but all landing pads are red. Only indication is that it says 99% Hull.
I'm not sure how I can see if there is anyone at the station without docking.
When I try to dock it just says Docking Not Possible.
7thCore  [author] 9 May, 2023 @ 3:47am 
Are the docks built? Does it say there's no one on the station?
Eldaria 8 May, 2023 @ 11:19am 
I think I might have found a bug. The ALI station in Farnham's Legen V was destroyed by Xenon. After a while ALI started rebuilding it but it only got to 99% hull, and it is not possible to dock. After a while a large amount of transport ships starts hanging around since they can't deliver the goods they are carrying. I figured it was a glitch so I used cheat mod to destroy the station again. The AI then did exactly the same thing again, building the station to 99%. Everytime it built in a different place.
7thCore  [author] 2 May, 2023 @ 11:35am 
Revision still in progress. It will be released by the end of the week.
Toeol Leonheart 2 May, 2023 @ 3:29am 
are you still working on the revision you mentioned earlier, or is it ok to start using this version now?
7thCore  [author] 2 May, 2023 @ 1:06am 
Or you can create your own script, cancel the cues I created and use your script to remove the stations
7thCore  [author] 1 May, 2023 @ 11:11pm 
Nope, that won't work. Once the station is loaded up in a save, it's there until destroyed. You'll have to remove the entire cue and start a new game
Dread Naught 30 Apr, 2023 @ 9:25am 
Q - is there a way to delete the stations in these systems im looking at the code and im seeing :
find_sector name="$HATPortSector" macro="macro.Cluster_Mod_FarnhamLegend_01_Sector002_macro" required="true" /> can i just false it out and it goes bye?
Benson 29 Apr, 2023 @ 2:12am 
thanks 7thcore :)
7thCore  [author] 28 Apr, 2023 @ 11:47am 
Updated. Asteroid coloring disabled in mod added sectors.
pit-s 28 Apr, 2023 @ 8:49am 
Its not really a bug its a game feature :D
No, really, its a kind of night vision mode which tuns on in tight dust/fog clouds.

"Easiest" way to remove the issue would be remove the dust - it would have two impacts, the one would be positive for the performance the other negative for the overall visuals (bcause it looks good).

Maybe there is a tag to remove/change/add in the code for that specific cloud or sector so that NV mode does not actiavate - dont know.

PS: i would prefer the dust gone. ;D
bhorton22 28 Apr, 2023 @ 7:02am 
Did you manage to work out how to fix the asteroid (turning red) issue?
Benson 28 Apr, 2023 @ 3:18am 
Thank you 7thCore :)
7thCore  [author] 27 Apr, 2023 @ 9:35am 
@Benson @Kor, give me a few hours. I figured out how to fix it yesterday but didn't have time to implement it
Kor 27 Apr, 2023 @ 8:00am 
@Benson I have the same issue
Benson 27 Apr, 2023 @ 4:36am 
Is there a reason why the asteroids turn orange as if your in scan mode when you get close to them?
pit-s 24 Apr, 2023 @ 2:23pm 
@SickLee & Magaion
The initial freezing is normal as long as there is no error indication after setting it up, it can sometimes take a while before it gets to work.
Thor 22 Apr, 2023 @ 11:57pm 
@Magaion Idk why but it works now. May be it's fixed after I did local mining for some time. Now mine for commander works.
@7thCore I love the sector... even though there are Xenon Destroyers constantly wracking everything just behind the gate. Thank you.
Magaion 22 Apr, 2023 @ 1:24am 
im having the same problem as SickLee in the new 6.0 game
Thor 21 Apr, 2023 @ 6:37pm 
@7thCore Author sir, somehow my miners refused to automatically mine any of the sector 'unless' I created a base at the specific sector or get them to do local mining. 'Mine for commander' always resulted in them going far away. Restricting sector activity (in global orders) also resulted in the miners freezing unable to do anything.
I tried a few mining mods and they all appeared the same. Putting more resource probes also didn't help. So my speculation is that they may not be able recognize these new amazing sectors of yours.
Any idea sir?
7thCore  [author] 20 Apr, 2023 @ 1:21am 
@Bozz, i can do it.
@Poacher886 it should be. 6.0 didn't change anything regarding sectors as far as i'm aware.
Poacher886 19 Apr, 2023 @ 11:27am 
Is this mod ok since 6.0 ?