X4: Foundations

X4: Foundations

Spawn Begone
52 Comments
Trayen 11 Jul @ 2:22pm 
Interesting. So you are saying if you do the Complete paranid story line which ultimately makes BUC go to TEM, they will not spawn? If then custom start has a problem then when completing the paranid storyline with a custom start.
Treybor  [author] 11 Jul @ 10:30am 
@Trayen Its too much effort to go through and redevelop BUC/TEM into a full faction, It's 100% theoretically possible but that would cause a cascade of unintended consequences and idk how it would affect the storyline, also you would lose them for easy module farming

Progressing them down into the TEM path of the paranid storyline does have them become a faction without spawning though
Trayen 11 Jul @ 9:15am 
What about TEM(Duke's Tempest), do they spawn? I wiped out there haven to stop their ships but I am still seeing squads in my sectors.
Ultralex 4 Jun @ 4:02am 
Work for 7.5 confirmed
BMK2 15 Apr @ 4:38am 
Has this been tested in 7.5?
Treybor  [author] 4 Mar @ 2:01pm 
@Artess They will still purchase from TEL for Phoenixes but yes they need to actually be constructed, Teladi will also deliver supplies to their stations
Artess 4 Mar @ 9:04am 
Do I understand it right that SCA now has to actually gather resources to build ships and by blowing their ships and especially stations up I am slowing them down?

I noticed that they built a wharf in Nopileos' Fortune, but I also see them still churning out L ships from the Teladi shipyard in Profit Center Alpha.
Treybor  [author] 27 Feb @ 12:22am 
@Sentenza VIG doesnt spawn anything but they will always try to rebuild, same as any other faction
Sentenza 27 Feb @ 12:09am 
What about VIG? They spawn ships when you try to eradicate them.
Sheik Sama 4 Dec, 2024 @ 3:43pm 
Hey Treybor, as Rudi asked, can we have the khaak changes in a different mod or an option to only activate the Khaak changes?
rudi 29 Sep, 2024 @ 11:55pm 
Is there a chance of having Khaak changes only in different mod? I want to try a game where HAT sector ownership is more vanilla, which means no shipyard for them. But khaak changes especially to me feel crucial in any game
Treybor  [author] 2 Aug, 2024 @ 12:02pm 
@rudi yeah the AI cleans them up pretty frequently to the point I barely ever need to deal with them unless the AI economy is so trashed that they can barely get a destroyer out
rudi 2 Aug, 2024 @ 10:22am 
Love this mod! Are Kha'ak stations now spawning close enough that AIs will have easier time finding and destroying them?
Odin 25 Jun, 2024 @ 8:18pm 
This is such a cool mod! I am a big dummy but I am excited to try it out on a new save!
Treybor  [author] 25 Apr, 2024 @ 5:37pm 
@LordCreach It's still locked at -5 but SCA Rep unlocks through vanilla gameplay via liberating Scaleplate Green and initating the terraforming project
The Creacher 25 Apr, 2024 @ 12:53pm 
Question:

If I go to the SCA Wharf some ships say they require a 'pact military liscense' to build, similar to the other faction licenses.

Is it possible to get this license from the SCA? Is rep with the SCA still locked at -5 with this mod enabled?
Fatsack 20 Jan, 2024 @ 8:27pm 
No mining laser for the small mining ships at the Hatikvah wharf. I'm using VRO
NoDMoD 5 Jan, 2024 @ 9:43am 
Could you make a patch for X4-RE Expansion - Skull and Bones?
https://www.nexusmods.com/x4foundations/mods/1243?tab=description
NoDMoD 5 Jan, 2024 @ 2:48am 
Also errors from this mod:
[] 6116.84 Error in MD cue md.Khaak_Activity.SpawnActiveKhaak<inst:141e61a1>: ShipGenerator: No ship generated using group/ref/macro null
* Action: <create_ship>, line 31

[] 6136.74 Error in MD cue md.Khaak_Activity.SpawnActiveKhaak<inst:1204729d>: ShipGenerator: No ship generated using group/ref/macro null
* Action: <create_ship>, line 31
Computica 18 Dec, 2023 @ 6:03pm 
Oh this is Awesome!
Treybor  [author] 27 Oct, 2023 @ 12:22am 
@jaeger Everything in X4 is built or made from resources and nothing actually just "spawns" in EXCEPT for SCA/KHK/BUC/HAT, this just changes SCA/HAT to have to actually have to use resources to build ships... KHK is also changed to not be so player oriented
Jaeger 27 Oct, 2023 @ 12:03am 
can you explain why someone would need this mod who has no idea what job spawns are or why we would need them deleted.
Lux Imperia 16 Oct, 2023 @ 2:29pm 
nice, ty
Treybor  [author] 16 Oct, 2023 @ 1:55pm 
@Lux Imperia yes I have them marked for build as opposed to spawn
Lux Imperia 16 Oct, 2023 @ 9:12am 
Do the jobs added from your more economic jobs mod also get built from the stations or are those spawned?
Treybor  [author] 12 Sep, 2023 @ 6:28pm 
@]TPG[*Dagger I forget the exact weighting scheme but its like "Does a God Entry exist" +1, "Was there a destroyed base here?" +1, "Hostile enemies?" -1, "High System Economic Activity?" +1...

The weighting system isn't perfect but it something along those lines
Treybor  [author] 12 Sep, 2023 @ 6:25pm 
@]TPG[*Dagger It's probably the logic of where they build things, it has a weighting system and should favor God Placements or destroyed base locations but economic factor is also a weight and they aren't hostile with HAT so it can come up as an option
]TPG[*Dagger 12 Sep, 2023 @ 7:06am 
Any reason SCA would build their wharf in Hatikvah's choice with HAT?
Treybor  [author] 28 Aug, 2023 @ 6:17pm 
@Thal jobs that spawn, just spawn out of thin air, This should be compatible with most mods, but it only targets vanilla jobs, so if VRO has new jobs assigned to spawn then they will still spawn
Thal 26 Aug, 2023 @ 2:10pm 
also what would be the mod that are not compatible with Spawn Begone ? VRO for exemple ?
Thal 26 Aug, 2023 @ 6:26am 
if a jobs spawn does it remove ressources from a shipyard or just spawn out of thin air ?
Treybor  [author] 28 Jul, 2023 @ 12:33am 
@Wood Morning They just have whatever vanilla blueprints for equipment, they aren't a full empire so I didn't see reason to go overboard with equipment options, they can refit at other EQ's or wharfs/shipyards if they need too
The Creacher 26 Jul, 2023 @ 9:06pm 
Is it intentional that HAT only has access to mk1 pulse laser as a weapon choice? I haven't checked the others but I just noticed that HAT seems limited to a single mk1 choice for their weapons, turrets and engines.
Vardath 5 Jul, 2023 @ 12:47am 
It would be nice if the Yaki started building stations and wharfs after wiping out the xenon
Treybor  [author] 4 Jul, 2023 @ 10:16am 
@Caellach Yaki only spawn in once and its on a timer
Caellach 4 Jul, 2023 @ 5:19am 
i cant remember if you said anything about them, but are you gonna do something for the Yaki aswell, I think they do both, spawn raiding ships that are flying around in large groups, and build ships at their pirate base(wharf) base.
Caellach 15 Jun, 2023 @ 10:27am 
if you do fiqure out how to stop the buc from spawning, and have to build their ships from wharfs and shipyards, they should be added to Nopileos' Fortune II. if possible.
Kalisa 7 Jun, 2023 @ 1:36pm 
oh thats a huge shame, i had always figured it would be a simple fix but i guess thats why no ones really done it then if it required such an extensive amount of work, wonder why egosoft did it that way, seems like such a waste, kinda like the science pioneer ship, let us use those models easier >.<
Treybor  [author] 7 Jun, 2023 @ 1:19pm 
@Kalisa I looked on Nexus and couldn't find what I was talking about either lol, but its actually kinda annoying too use those modules, you need to essentially create a new module and copy the graphic, can't get rid of the noplayer tag which would be the easy solution, I tried doing something with the Xenon modules and it ended up being more work then it was worth (at least for me)
Kalisa 7 Jun, 2023 @ 1:07pm 
i have seen lots of mods that edit stuff, but none that allowed the use of those trade models yet, but maybe i just missing it, thanks for response though, its a shame theres so many modules in game that are not usable, like the teladi rings (which i did see mods for ages ago) the components for the vig casino, terran trade storage modules, probably lots of others
Treybor  [author] 7 Jun, 2023 @ 10:55am 
@Kalisa not really my highest priority, I vaguely recall seeing a mod on Nexus that did something similar
Kalisa 5 Jun, 2023 @ 2:29pm 
not sure if your looking for mod suggestions, or how difficult this would be, but would be amazing if we could have some of those locked terran building peices, like the trade station storage and trade station liquid storage, the models are there and i think they have the stats, just not sure how complicated it would be to enable those.
Caellach 5 Jun, 2023 @ 1:46am 
I hope you deal with the BUC spawning.. I hate them spawning ships just to destroy my satellites I just put down..
knightphantom420 2 Jun, 2023 @ 4:39am 
aladinaleks.. i have that mod ...it does not prevent the cops from harassing you or your other ships you may have ...
Treybor  [author] 1 Jun, 2023 @ 8:44pm 
@Lechrenski It depends on a few things... if he created a separate job, then it will still spawn, if it was added to the SCA shipgroups, then you would need to see if the SCA faction rep has the blueprint, if they have the BP then that means they can build it, if another faction has the BP then they would need SCA to at least not be hostile and have the Capital Licence granted to SCA which I did for Teladi
Lechrenski 1 Jun, 2023 @ 7:57pm 
To add to Deep's question: VRO also gives SCA a new type of ship called the Hound that cannot be built anywhere, but must spawn (and be boarded if the player wants to own one). Am I correct in assuming this mod will cause that ship to never appear in game?
Treybor  [author] 1 Jun, 2023 @ 8:18am 
@Deep Should be. I haven't played VRO in a long time, I only added them to the licences for Phoenix
Deep 1 Jun, 2023 @ 7:49am 
Is this compatible with mods that modify the Phoenix? Like VRO.
Treybor  [author] 31 May, 2023 @ 11:53pm 
@knightphantom420 its possible to remove police, idk about preventing them from bothering you, but it's not something at the top of my priority list