X4: Foundations

X4: Foundations

Hatikvah's Faith Sector
45 Comments
Zarbow 28 Jul @ 10:15am 
ok thx for the Info :steamhappy:
Treybor  [author] 27 Jul @ 7:37am 
@Zarbow the new beta moved all the sectors around and everything that adds sectors will need to be updated, Idk if I will update this mod since I moved all my sectors into one single mod for ease of maintenence, but either way, you'll have to wait til the beta is over since updating now wouldnt be fair to people not in the beta
Zarbow 27 Jul @ 4:25am 
have the same problem that the Sector is at the same position than Windfall 1 also Family Khm Sector is on other position than he should i play with Beta 8.00 ist that maybe the problem? didnt use any other mods that change Sector position
flatbush71 23 Feb @ 10:36pm 
Does this still work with 7.5 ?
Xenon are killing A.I. trade
Alexander 28 Nov, 2024 @ 8:36pm 
Ah, thank ya very much! Was unaware.
Treybor  [author] 28 Nov, 2024 @ 6:56pm 
@Alexander https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3241988068 this is the main mod now and fully updated
Treybor  [author] 28 Nov, 2024 @ 6:55pm 
@Alexander the mods been updated in my main "add more sectors" mod along with all my other sectors, and there are only a limited number of Betty Voiced System names that I can use, This system has been renamed "Titania" in the main mod though
Alexander 28 Nov, 2024 @ 1:06am 
No one has commented here for a while, but I was wondering - is there any way of updating the name of the sector, since there already is a Hatikvah's Faith sector in the game? It is quite odd to see two sectors with the same name (without them being like Hat Faith III, or something). Maybe something like Hatikvah's Regret?
Treybor  [author] 11 Feb, 2024 @ 11:55pm 
@Hibiki Kaneko You must be using a mod that moves the other sectors around then... The spoiler sector I'm assuming your mentioning is in ToA and the coords for that are

<position x="15000000" y="0" z="8660000" />

Hatikvah's Faith coords

<position x="-30000000" y="0" z="51960000"/>
Hibiki Kaneko 11 Feb, 2024 @ 7:18pm 
So this is interesting... A <spoiler> sector somehow occupies the same slot on the map as this sector. Both work but it's complicated to tell which sector is which on the map as they're on top of each other.
Hibiki Kaneko 30 Jan, 2024 @ 4:36pm 
I would try the following:
Install this mod
Create a new game
Fly to the sector
Add the sector to the travel blacklist for military and civilian under a custom rule
Save the game
Close the game
unsubscribe from the sector mod
Resubscribe to the sector mod
Sector mod downloads on next start
Try to load the saved game

It should fail to load silently by returning you to the main menu if this is the correct repro. The thing I wonder is if it's storing an id that gets partially wiped out if the mod is uninstalled and reinstalled. In my case, steam overwrote it for some unknown reason. I'm lucky that I don't trust save files. I work in Software QA and have dealt with far too many bugs.
Treybor  [author] 28 Jan, 2024 @ 9:47am 
@Hibiki Kaneko Yeah from my discussions on the X4 modding discord it does seem the gates disappearing and deactivating is tied to blacklists potentially, I still havent managed to recreate the bug in any of my games and I'm not sure how to even begin to rectify that situation, my only thought was to begin packaging the sectors into one mega mod to see if it would help with mod stability, the code for the gates is in the galaxy file and that is somehow not being loaded properly or being knocked out of sync somehow, and I have no idea how blacklists would play into that
Hibiki Kaneko 27 Jan, 2024 @ 7:12pm 
For anyone having issues with saves not loading that uses this mod. The issue is as follows:

A station was hacked and dropped cargo
my auto trader came and picked it up
The station registered it as theft and destroyed the trader
I reloaded a save just before this issue that I had on hand
I added this sector to a travel ban as a dangerous sector
I saved the game in a new slot
The game could not be loaded
I loaded into my prior save
I did all the same steps above but didn't save yet
I waited for the cargo to disappear (takes 5 in game minutes)
I removed the travel ban
I then saved the game and reloaded
The save was able to be loaded correctly.
Hibiki Kaneko 27 Jan, 2024 @ 4:26am 
I have the same issue with the gates vanishing. What happened was somehow this mod disabled itself and redownloaded again without any action on my part and that broke the save. No idea how.
Hibiki Kaneko 21 Jan, 2024 @ 10:28pm 
This is one of my favorite sectors right now. In my universe the hot spots are this sector (NPC Argon/Boron vs Xenon in capital battles and skirmishes) and Heretics End (Split vs my facton "Boron-Argon Commonwealth). Thank you for adding it!
Treybor  [author] 17 Jan, 2024 @ 1:17am 
@Silver Fox I've never been able to replicate any gates losing functionality, I know that there have been a few reports here and there of it happening, cheatmenu mod is a possible mod that can interrupt my mod set since its pretty invasive in things it touches
Silver Fox 17 Jan, 2024 @ 12:57am 
Dunno why, but out of all of Trey's sectors, this one is the only one giving me trouble. When I first start a save, it works fine, but upon loading back into that save to play again, Hatikvah's Faith loses gate functionality for some reason. Map doesn't even show it as HAVING gates within the sector, and the gates from Tharka's Cascade and Hatikvah's Choice are just blank. I'm pretty much only running Trey's mods, with the exception of VRO...dunno what's screwing with it.
Long Head 6 Jan, 2024 @ 9:01am 
i like this idea, especially the ice in the sector.

One thing to consider though is that going through Tharkas to Hatikvah is meant to be a massive shortcut from split space to the highway ring. Adding another sector inbetween mitigates that.

As such I think this sector needs some more connections or resources in order to maintain the value of clearing the xenon in that area. I would prefer a jump gate.

Might be nuts but if you put a connection around second contact XI (maybe a new sector near here) you create a loop through Getsu Fune which bypasses a lot of Argon Space.

I like being able to pick and choose these sectors, so thanks for the cool mods!
Omega 6 Jul, 2023 @ 12:12pm 
Incompatible with X Universe + / as of 6.0
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1780035703

Hatikvah's Faith - Mysterious Facility 1
Valinir 16 Jun, 2023 @ 3:06pm 
works now perfect

thx for the fast fix
Treybor  [author] 16 Jun, 2023 @ 2:22pm 
@Valinir should be fixed now, was working for me but I might have fixed it and forgot to update
Treybor  [author] 16 Jun, 2023 @ 2:01pm 
@Valinir hmmm, I'll take a look, thanks for letting me know!
Valinir 16 Jun, 2023 @ 12:11pm 
mhmm the ingame description from the sector doesnt work, it just shows a "readmetext" text
Induced Apathy 14 Jun, 2023 @ 5:46am 
Uncharted skies mod is amazing however most of Treybors sectors aren't supported in it I believe. They do have some supp0ort for ralston and a couple others I believe.
A well thought name 31 May, 2023 @ 12:43am 
i identified the conflict, its the uncharted skies mod
Treybor  [author] 30 May, 2023 @ 1:51pm 
@Kalisa It's not too bad, your first sector will be you slamming your head against the keyboard and debugging for several hours, but I would just join the X4 Discord and ask around in there, I learned how to mod by looking at how other people did things, so you can unpack this mod too see how I did this and all the relevant stuff you would need to change and tinker based off that
Treybor  [author] 30 May, 2023 @ 1:48pm 
@A well thought name It runs fine for me, so possible mod conflict?
Kalisa 30 May, 2023 @ 9:17am 
loving your mods, any tips for someone looking to get into modding x4 and making sectors? is it really complicated or are there any good guides?
A well thought name 30 May, 2023 @ 6:38am 
I've run into a bit of an issue, the gate to hatikvah's choice is inactive and i dont know if its this mod that's causing it or if it's another mod.
Treybor  [author] 25 May, 2023 @ 1:55am 
@Elec Frost We'll see what happens, I want to at least finish off the space on the highway too make it extra long, making sectors is pretty time consuming, even with reusing assets, so I can't promise how fast I'll get new ones out
Elec Frost 24 May, 2023 @ 8:59pm 
*Farnham's legend, might've mixed up the X3 game and sectors' names
Elec Frost 24 May, 2023 @ 5:08pm 
Already looks nice, I could hover about in it during down times like with Farnham's legacy. I am curious if there might be plans for a dim sector, or one akin to LooManckStrat's Legacy.
Treybor  [author] 10 May, 2023 @ 12:52pm 
@---->Erod<----- yes
---->Erod<----- 10 May, 2023 @ 4:41am 
Compatible 6.0?
Chasedtuna9 3 May, 2023 @ 9:11pm 
Fair.
Treybor  [author] 3 May, 2023 @ 9:03pm 
@Chasedtuna9 But also at the same time, I wanna say that I have not extensively tested removing an existing sector mid-save and personally wouldn't remove one lol
Treybor  [author] 3 May, 2023 @ 8:46pm 
@Chasedtuna9 when posting this I didn't even think it would work for a mid-save game, I always started new games when I added sectors... so as of right now, wouldn't really help as much against XEN, but I am looking at scripting options on gamestart to get a defense station generated, as for removing it, it looks like the game restores the old connection with the sector and everything in it just goes away
Chasedtuna9 3 May, 2023 @ 7:49pm 
so my questions are if this is added into an old save and doesnt add any defensive stations, what stops the xenon from just passing through and claiming the sector right away to return to their usual raids on HC1?
and is it removable without issue?
LizAbell 30 Apr, 2023 @ 5:09am 
I'm using this mod in my current save and it is really nice.
I also prefer these small simgle sector mod.
In my save ARG actually holds gate and prevent xenon raiding highway sectors.
Thank you!
DR GOO 29 Apr, 2023 @ 12:38pm 
I actually prefer these single sector mods. The bigger picture for me would to be able to own the sector. Usually I will sit a small fleet on the gate to thwart the Xenon.

There's a few other mods like this, President's End comes to mind and the recently published Farnham's Legend which actually gives you placement choices and includes choice for the highway.

I am not a big fan of gas giant systems, I would have to alter this to my liking.
Please do more, the bigger mods with 30 odd systems can be a headache with having issues with the main game and gates.

Smaller system mods like this attached to existing gates is a really cool idea.
knightphantom420 28 Apr, 2023 @ 7:33pm 
that's what i was thinking duandal ,, but what do i know ...plus my head hurts when i have to think ;p
knightphantom420 28 Apr, 2023 @ 7:27pm 
i see, well thank you for the explanation..i tried randome xenon gates mod and it didnt seem to cause a problem but i did not use it for very long cuz i did not like where the gates where placed it gave the xenon way more gates to way more sectors .. very bad idea ;p
Durandal 28 Apr, 2023 @ 2:27pm 
Yeah. Honestly this would've been better as just another gate that connects to Hatikvah's Choice I and works as a Dead-end to make Hatikvah more self-sustainable and resilient to the Xenon. This just adds like an extra 2 hours to their lifespan once the Xenon decide they want Hatikvah's Choice I. lol
Treybor  [author] 28 Apr, 2023 @ 8:58am 
@knightphantom420 this sector is really just a buffer for the highway to prevent the xenon from getting an early foothold on the highway and to give the argon offensive missions into tharkas cascade, the way AI logic works is that they will invade only sectors next to ones that they own and they do not own Hatikvah's Choice in vanilla but HAT does, I haven't looked at the code for random gate mod, but I would assume it doesn't work, I have a personal overhaul mod that this was spliced from and I plan on slowly releasing better sectors and more mods when I think they're ready for the public eye
knightphantom420 28 Apr, 2023 @ 4:34am 
im all for more sectors.. but i don't see how adding another sector changes that much? would it made more sense to reconnect the gate to another xenon sector? And would this mod conflict with random gate mod?