X Rebirth

X Rebirth

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How can i create a custom sector?
Is there some kind of map editor?
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Showing 1-8 of 8 comments
UniTrader 2 20 Jan, 2015 @ 8:01am 
not to my knowledge, i used Notepad++ for that. and LibreOffice Calc. and a regullar Calculator.
If you want more Details just ask, i will give more details then ^^


btw: this should go to the Workshop Discussions shouldnt it?
Last edited by UniTrader; 20 Jan, 2015 @ 8:03am
Tinteex in Taiwan 23 Jan, 2015 @ 7:25am 
I would like to delete all "galaxies" and only have one galaxy where all the sectors are connect via jumpgates like in x3.

or create like 20 galaxies, but use them as sectors .... i hate highways
UniTrader 2 23 Jan, 2015 @ 10:00am 
there is currently only one Galaxy :roll: you probably refer to clusters/systems. ;) so you want to create a 1-Cluster-map with Sectors connected only by Jumpgates? well, could take a while since Mapping is currently much manual work.. besides by replacing Jumpgates with Gates your Big Ships would use them instead of Jumping around i think, which would probably lead to many Ship Crashes because everyone else will do the same..


i think it may be better for your intention to modify the tube behavior so they work like Gates, or better Transorbital Accelerators (remove Masstraffic and Blockers and increase their Speed massively) - what do you think?
Walker Evans 3 23 Jan, 2015 @ 5:40pm 
Would it be possible to create lots of single zone sectors? Then, capital ships would use their jump drives. And demand for fuel cells would go through the roof.
UniTrader 2 24 Jan, 2015 @ 6:09am 
using Jump Drives depends on the existence of blue tubes connecting the Sectors, so for this purpose no. also it would always require you to use a capship to switch beween Zones even if they are nearby coordinate-wise and probably break the small ships.

if you want capships to use their Jumpdrives even InSector then i would suggest to distribute more Jump Beacons and let the move.to script consider InSector-jumps if its shorter than the direct route (it is already implemented afaik, but unused because there is only Jump Beacon per Sector)

i really wonder why most requests regarding mapping are like "dont use the Clusters or Sectors or Zones but clutter the other Map Levels instead".. imo there should be more of them for a Big Universe, not less (one between Cluster/System and Galaxy Level to be precise, for diffrent Planet Systems around the same Sun, connected through a combination of Jumpgates and even faster Tubes)
Last edited by UniTrader; 24 Jan, 2015 @ 6:15am
Walker Evans 3 24 Jan, 2015 @ 12:12pm 
Originally posted by UniTrader:
if you want capships to use their Jumpdrives even InSector then i would suggest to distribute more Jump Beacons and let the move.to script consider InSector-jumps if its shorter than the direct route
I have a question about that, although it's going a bit off-topic. In my game, there are two jump beacons in Lookout Alpha: in Wrecksville and in Distant Fume. (I think the one in Distant Fume might have been added by Observe's Transcend?) But all of my ships still jump into Wrecksville, they never use the beacon in Distant Fume. Is there a way to get them to prefer the beacon at Distant Fume, or indeed get them to use it at all?
UniTrader 2 25 Jan, 2015 @ 10:25am 
here is the related Code from move.jump: (unrelated parts removed):
<do_if value="(not $nonstop) and $nextstep.exists"> <!-- find a jumpbeacon in that sector and go there --> <set_value name="$forcesafepos" exact="false" /> <do_if value="$nextstep == $targetzone.sector"> <debug_text text="'(final) jump to sector %1'.[$nextstep.knownname]" chance="$debugchance" /> <get_closest_jumpbeacon name="$beacon" sector="$targetzone.sector"> <position value="$jumpposition" space="$targetzone" /> </get_closest_jumpbeacon> </do_if>
so either <get_closest_jumpbeacon /> doesnt work as advertised, or something is wrong with the new Jumpbeacon (i would tend to assume the latter case)
Walker Evans 3 25 Jan, 2015 @ 10:44am 
Ok, thanks.
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