6D - Mod Files Changes

Last modified by ketraar on 2023/08/15 17:25

While most of the mod files have largely stayed the same, several have been adjusted, and several new ones have been added.

 

 


Jobs File

The jobs file has been expanded with additional information and features, jobs files from previous games will not be compatible with X3FL.
NOTE: The new data columns are not added at the end, but are mixed together with the existing ones.

Check Script:

Added after config script
This is an optional script that can be run when a job is about to be created. The arguments for the script are the Job ID, the Race, the Sector and the Wing Leader (if there is one).
You should return [TRUE] from this script if you want the creation to go ahead. Returning [FALSE] will cancel the job created, and the ship wont be created.

Plot Flags:

Added after Job Idle Rate
The plot flags are a series of flags that can enable different game states, these can be used by both scripts and missions. The plot flags are a bit mask, giving a total of 32 available (NOTE: Some of these are already used).
This should be set to a bitmask, which can contain 1 or more flags. The job will be disabled while the flags are not currently set, and then enabled, and jobs created when the flags are set on.
This allows you to disable/enable groups of jobs when the game is in a certain state (ie finished some kind of plot mission to adjust the universe)

Shiptype - Ship Classes:

Added after M7
The M7M and M7D classes have been added the class filters

Shiptype - New Races:

Added after Yaki
The newly added races, including the inactive ones, have been added so you can make use of them.

  • OTAS
  • TerraCorp
  • Atreus
  • NMMC
  • Strong Arms
  • Beryll
  • Dukes
  • DarkSpace
  • Industritech
  • Race1
  • Race2
  • Corporation1
  • Corporation2

Shiptype - New Variants:

Added after Plus (Heavy) variant
The New variants have also been added to the ship type definitions
Advanced, Prototype, Experimental, Enhanced, Heavy Freight, Armoured Transporter, Heavy Miner, Extra1, Extra2, Extra3, Extra4

Location - Include Connected:

Added after is not owner
When set, this will included the connected owner as a valid location as well. The connected owner is for the Corporation races that are linked to an existing Faction. IE if set, then OTAS will include both OTAS and Argon sectors as valid

Location - Trade/Pirate Dock:
Added after Has Shipyard
There are 2 flags, 1 for if the sector has a trade dock, and 1 if the sector has a pirate base

Location - Connected Sector:
Added after Sector Coordinates
These are 2 values, the X and Y coordinates of a connected sector, or -1 for both to ignore
If this is set, then the location must have a connected route to this sector. IE setting this to 0,0 (Kingdom End) then the job will only be created in sectors that has a route to kingdom End.
In X3FL the Universe is split and some areas are isolated, this prevents jobs from being spawned in those isolated areas if you dont want them to.

Pilot - New Races:

Added after Pirate
The new races have also been added to the pilot mask

  • OTAS
  • TerraCorp
  • Atreus
  • NMMC
  • Strong Arms
  • Beryll
  • Dukes
  • DarkSpace
  • Industritech
  • Race1
  • Race2
  • Corporation1
  • Corporation2

 


Galaxy Map

There have been a few additional parameters added to the galaxy map. These are largely optional so existing galaxy map files should work.
The galaxy editor has also been updated allowing you to make use of these new values.

Population:
The population value in the galaxy file is the same, but the game now uses the value differently.
Certain numbers will now display the population differently

  • -3 : This will use a random population value
  • -2 : Unknown population, simply says "Unknown" in galaxy Map
  • -1 : Hidden, the population value is not displayed for the sector
  •  0 : Displays "None"
  •  1 : Displays "Tiny"
  •  2 : Displays "Small"
  •  3 : Displays "Average"
  •  4 : Displays "Large"
  •  5 : Displays "Very Large"
  •  6 : Displays "Massive"

Any other value, will display that value instead, however, the value is in multiples of 1000. So setting a value of 1000, will display the population as 1M (1 million), 1100 would be displayed as 1.1M, etc. This allows a population display of up to 2 Trillion, or 2000 Billion

Combat Track:
The value "c" in the file. Allows you to set a specific combat track for that sector

Planets Count:
The value "planets" in the file. This allows you to override the default planets count in sector information. Setting it to "-1" uses the default (counts number of planet objects). Any other value will display that instead

Moons Count:
The value "moons" in the file. This allows you to set the number of moons along with the planets. Using "-1" is the default, which hides the moons count.

Override Name:
Normally the game will use the sector coordinates to determine the text id of the name to use. But you can override this to use a different ID. Using "nameid" and "descid" to set the name and description text ids. (NOTE: the page remains the same)

 


Globals

A number of additional global values have been added, some controlling new features, others for some existing features.

Global

Default

Description

SG_DIPLOMACY_MAX_INFLUENCE

1000

Maximum influence storage

SG_LFLPOINTER_ICON_FAR_DISTANCE

20000

 

SG_LFLPOINTER_ICON_NEAR_DISTANCE

5000

 

SG_LFLPOINTER_DISCOVERY_DISTANCE

1500

 

SG_LFLPOINTER_VELOCITY_MAX

65536

360 deg/s (pointer angular velocity)

SG_LFLPOINTER_ACCEL_MAX

2621440

40 * 360 deg/s^2 (pointer angular acceleration)

SG_LFLPOINTER_FRICTION_DEFAULT

65536

360 deg/s^2 (default angular deceleration)

SG_LFLPOINTER_FRICTION_MIN

655

3.6 deg/s^2 (when destination under crosshairs)

SG_LFLPOINTER_RADIUS_PX

120

120 pixels (radius in HUD)

SG_LFLPOINTER_FALLOFF_THRESHOLD_ANGLE

3277

18 deg (angle from crosshairs where friction reaches default)

SG_LFLPOINTER_ANGLE_DEADZONE

328

1.8 degree

SG_HSAP_JUMPDISTANCE

3000

Distance to HSAP to use interplanatary drive, in m

SG_STATION_UPGRADE_TIME

1800

Base station upgrade time

SG_COMPLEX_CONNECTION_MULTIPLIER

2

Number of connections available in complex kits, multiplied by kit size

SG_MARINE_TRAINING_DEFAULT

14

Training flags for default stations. Sets the type of training available, 1 = Fighting, 2 = Hacking, 4 = Engineering, 8 = Mechanical

SG_MARINE_TRAINDURATION_BASE

300

Training time base value

SG_MARINE_TRAINDURATION_MULTI

60

Training time multiplier, applied per 5 skill. IE, duration = BASE + ((skill / 5) * MULTI)

SG_MARINE_TRAINCOST_BASE

5000

Training cost base value

SG_MARINE_TRAINCOST_MULTI

2000

Training cost multiplier, applied per 5 skill. IE, cost = BASE + ((skill / 5) * MULTI)

SG_MARINE_FACTORYSTORAGE

2

Storage capacity for marines at factories (Marine Training Barracks). Multiplied by scale factor

SG_DIPLIMACY_TRADEMIN

10000

Minimum value of trade to trigger the trade bonus

SG_EXPLORE_POINTS_WAREDIV

4

This is the number of discovery points awarded when finding new wares: (Ware.RelVal * SG_EXPLORE_POINTS_WAREMULTI) / SG_EXPLORE_POINTS_WAREDIV

SG_EXPLORE_POINTS_WAREMULTI

1

This is the number of discovery points awarded when finding new wares: (Ware.RelVal * SG_EXPLORE_POINTS_WAREMULTI) / SG_EXPLORE_POINTS_WAREDIV

SG_EXPLORE_POINTS_SHIPDIV

100

This is the number of discovery points awarded when finding new ships: (Ship.RelVal * SG_EXPLORE_POINTS_SHIPMULTI) / SG_EXPLORE_POINTS_SHIPDIV

SG_EXPLORE_POINTS_SHIPMULTI

1

This is the number of discovery points awarded when finding new ships: (Ship.RelVal * SG_EXPLORE_POINTS_SHIPMULTI) / SG_EXPLORE_POINTS_SHIPDIV

SG_EXPLORE_POINTS_STATIONDIV

200

This is the number of discovery points awarded when finding new stations: (Station.RelVal * SG_EXPLORE_POINTS_STATIONMULTI) / SG_EXPLORE_POINTS_STATIONDIV

SG_EXPLORE_POINTS_STATIONMULTI

1

This is the number of discovery points awarded when finding new stations: (Station.RelVal * SG_EXPLORE_POINTS_STATIONMULTI) / SG_EXPLORE_POINTS_STATIONDIV

SG_EXPLORE_POINTS_MAXCAP

5000

The maximum amount of points awarded for unlocking wares/stations/ships

SG_EXPLORE_POINTS_SECTOR

2000

Points awarded when discovering new sectors

SG_DYNRACE_FRIEND_ALLY

15

The percentage of notoriety points Ally races receive

SG_DYNRACE_FRIEND_HERO

10

The percentage of notoriety points Hero races receive

SG_DYNRACE_FRIEND_KNIGHT

5

The percentage of notoriety points Knight races receive

SG_DYNRACE_ENEMY

30

The percentage of notoriety points enemy races lose

SG_DYNRACE_ENEMY_MAIN

15

The percentage of notoriety points enemy (in main sector) races lose

SG_DYNRACE_MAXENEMYNOTO

33333

This is the maximum amount of notoriety an enemy race can have. If you have a race with more than this value, any of them enemies will not be able to go beyond this point.

SG_PIRATE_SHIP_SPAWN

0

This adds pirate ships being spawned by GOD (instead of the normal jobs file)

SG_DESTROYED_LOG_MAX

100

The maximum number of entries in the Destroyed ship log (older entries will be deleted to make room)

SG_TRANSACTION_LOG_MAX

100

The maximum number of entries for your transaction logs (older entries will be deleted to make room). This is per account

SG_DIPLOMACY_SHOWINFLUENCE

0

1 or 0 to show the influence amount needed by the task on the main diplomacy screen

SG_GOD_NEWS

1

1 or 0 to display news from GOD to the encyclopaedia (Station Destruction events)

SG_BOARDING_SENTRY

200

The fight value added by Sentry Lasers

SG_BOARDING_MAXDIFF

35

The maximum difference between attack and defence before no loses occur (Percentage of maximum fight value)

SG_BOARDING_HULLDAMAGE

60

The percentage of hull damage during the boarding operation (this is the maximum when engineering is 0)

SG_BOARDING_FIREWALL

70

The hacking defence value added by the Firewall

SG_BOARDING_POLARIZE

150

The Cutting defence value added by the Hull Polarizer

SG_BOARDING_RND_HULLMULTI

1

The random factor to add to hull cutting, (skill * SG_BOARDING_RND_HULLMULTI) / SG_BOARDING_RND_HULLDIV. Default=+- 10%

SG_BOARDING_RND_HULLDIV

10

The random factor to add to hull cutting, (skill * SG_BOARDING_RND_HULLMULTI) / SG_BOARDING_RND_HULLDIV. Default=+- 10%

SG_UPGRADE_FACTORY_S

1500

The relval production amount needed before upgrade from S is available

SG_UPGRADE_FACTORY_M

5000

The relval production amount needed before upgrade from M is available

SG_UPGRADE_FACTORY_L

20000

The relval production amount needed before upgrade from L is available

SG_UPGRADE_FACTORY_XL

100000

The relval production amount needed before upgrade from XL is available

SG_DYNRACE_FRIEND_ALLOWCORP

1

1 or 0 to allow Corporations notoriety increase/decrease by dynamic relations

SG_DYNRACE_MIN_CAP

-10000

The minimum of notoriety needed before dynamic relations start

SG_BESTBUYSELL_MAXRANGE

5

The maximum selectable range of the Best Buy/Sells devices

 

TBoarding:

This files contains the parameters used for marines and boarding for ships.

Similar to other TFiles, this is a semi-colon delimited list.  The first line is the file version "1" and the entry count

You can set the values to individual shiptypes, or whole classes/races

 

SHIPTYPE;SS_SH_OTAS_HCF;5;180;40;60;30;4;50;50;20;50;100;1;12;

 

  1. SHIPTYPE
  2. shiptype id
  3. Number of Decks
  4. Hull Strength (for entering check)
  5. Base Defence (fighting stage)
  6. Hack Value
  7. Hack Random
  8. Shield Threshold (percentage)
  9. Total Marines
  10. Equipment (percentage chance of defensive equipment when spawned)
  11. Minimum Marines to spawn with
  12. Maximum Marines to spawn with
  13. Marine skill when spawned (percentage)
  14. Can board via spacewalk (0 or 1)
  15. Kill Rate per Deck (Percentage of total marines killed per deck, attackers + defenders)

CLASS:

CLASS;BIG;6;3;10;20;30;10;10;10;20;0;10;20;0;12;
  1. CLASS
  2. Class name
  3. Race ID
  4. Number of Decks
  5. Hull Strength (for entering check)
  6. Base Defence (fighting stage)
  7. Hack Value
  8. Hack Random
  9. Shield Threshold (percentage)
  10. Total Marines
  11. Equipment (percentage chance of defensive equipment when spawned)
  12. Minimum Marines to spawn with
  13. Maximum Marines to spawn with
  14. Marine skill when spawned (percentage)
  15. Can board via spacewalk (0 or 1)
  16. Kill Rate per Deck (Percentage of total marines killed per deck, attackers + defenders)

If the shiptype doesn't exist, it will find the closest class of the maker race.  If that doesn't exist, it will check for the global race, (raceid = 0)

 

Any ship can be set to be able to board, but they will need at least some marines as well.

setting the decks to 0 prevents the ship from being boarded. Only ships of sub class BIG can be boarded.  M6/TM up

TFacSizes

This file contains the dimensions of each station, used for Complex Construction

Similar to other TFiles, this is a semi-colon delimited list.  The first line is the file version "1" and the entry count

Each item is made up of 7 values, the first is the station id (from TFactories) and the other 6 are the distance from the centre in all 6 directions (+x, -x, +y, -y, +z, -z)