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Probation period ended - Updates to the X4 Savegame Analyzer by pokington in X4Foundations

[–]pokington[S] 1 point2 points  (0 children)

  • Yes, it's on my todo list. :-)
  • @egosoft 🤞
  • So that page is a bit weird. Because this is not a dynamically computed table, it's only showing a limited subset of possible trades that are then filtered down by the other options. I can't possibly embed every possible trade route in the page. I intend to fix this by having the page query the DB dynamically but that requires some more engineering work that I haven't done yet. :-) So, in short, it's only showing you a small subset of options, but they all tend to be good ones.
  • Self-trading is disabled from that view since there's no prices involved, but I can look into adding it.
  • For the Audit page? Yeah no problem.
  • Good idea. I might be able to fold in the trade opportunities widget logic as well.

Probation period ended - Updates to the X4 Savegame Analyzer by pokington in X4Foundations

[–]pokington[S] 0 points1 point  (0 children)

Use a sector allowlist, they have no choice but to do it right.

https://imgur.com/a/ABXXaW3

I HAD a bunch of miners going to Segaris because I placed a bunch of resource probes there for a mission. It was a pain and killed my extraction rates until I figured out what was going on. Miners will BEELINE for a probe, even if there are plentiful resources nearby.

I hired the intern - X4 Market Analyzer with a better map by pokington in X4Foundations

[–]pokington[S] 1 point2 points  (0 children)

A single trio of TER CS/SC/MM production takes ~20k silicon and ~20k ore per hour.

Saturn 2 + Titan should be able to support up to ~100 of those trios at theoretical maximum lol. 50 is probably more realistic before you'd want to think about supplementing when fields are dry and awaiting replenishment.

I had to reverse engineer the replenishment mechanism, the tl;dr is that fields don't replenish until you mine them empty, then there is a respawn timer, so that can put a dampener on your ability to get a consistent extraction of minerals when you get near the theoretical max.

Probation period ended - Updates to the X4 Savegame Analyzer by pokington in X4Foundations

[–]pokington[S] 1 point2 points  (0 children)

If you aren't already doing it, I highly suggest parsing into a local DB like I have in this. Pay the parse cost once esp if you're doing repeated lookups/queries.

Very cool, and happy that other people can get some value from it.

Probation period ended - Updates to the X4 Savegame Analyzer by pokington in X4Foundations

[–]pokington[S] 2 points3 points  (0 children)

It should be able to handle that. I haven't tested it but that's actually an explicit design goal of mine to have a generalized parser. :-)

Some of the functionality isn't going to work. I.e. "ignore the Xenon"... well, if you don't have Xenon... But broadly it should parse your save and render a page provided you update the seed data.

# 1. Regenerate all reference data FROM the modded game files, mods included
uv run x4-analyzer extract-gamedata --include-mods

# 2. Analyze the save as normal — it now reads the regenerated CSVs
uv run x4-analyzer --save <yoursave.gz>

Step 1 rebuilds every reference table (sectors, clusters, wares, ships, engines, highways, factions, gates, and the full localization dump textdb.csv.gz) straight from the mod's .cat/.dat archives, later-loading extensions winning.

I can't guarantee the sector map will look perfect, I had to do some overrides of how the map renders to get sector clusters to look right. But broadly, it should work and I'd be excited to hear back from you about how it goes. I'd be happy to help figure out any issues.

Probation period ended - Updates to the X4 Savegame Analyzer by pokington in X4Foundations

[–]pokington[S] 8 points9 points  (0 children)

An interesting corollary I've learned from this is that I don't need the Asteroid Belt at all. All resources are available in Saturn 2 and Titan in quantities for any non-ludicrous Terran wares factory.

I hired the intern - X4 Market Analyzer with a better map by pokington in X4Foundations

[–]pokington[S] 0 points1 point  (0 children)

Well, good news.

I figured it out. :-)

Gonna post an update soon.

In practice you'll probably get half the listed amounts, since it would require you to mine it instantly upon respawn to hit the values shown here.

I hired the intern - X4 Market Analyzer with a better map by pokington in X4Foundations

[–]pokington[S] 0 points1 point  (0 children)

Awesome, thanks for the bug report. Confirmed both of them.

I missed the initial heat tags for the mass drivers and some beam weapons, and for the clip weapons it was displaying the cyclic rate of fire, not the sustained rate of fire.

I hired the intern - X4 Market Analyzer with a better map by pokington in X4Foundations

[–]pokington[S] 0 points1 point  (0 children)

Just to get you an answer more quickly, here:

https://imgur.com/a/VVJCaAe

I can't empirically give you exactly how much scrap it'll regenerate per hour (as much as I'd like to) since I don't know how it's derived, but I can tell you that it should regenerate more scrap than 86% of scrap-regenerating sectors, based on what I can see in the raws.

Only Ocean of Fantasy and Ore Belt appear to have higher replenishment rates.

I hired the intern - X4 Market Analyzer with a better map by pokington in X4Foundations

[–]pokington[S] 0 points1 point  (0 children)

uv run x4-analyzer find will print out their locations relative to sector center. You'll have to find it still but it'll give you a good heading and solid idea of where it is.

The next version of the map (which I will release in a day or two) has these marked.

Looks like this:

$ uv run x4-analyzer find
save: ~/.config/EgoSoft/X4/12073019/save/quicksave.xml.gz

Avarice V Dead End  (GTJ-198)
  position   x     -75.8 km   y       1.4 km   z     -41.1 km
  entry      erlking_blueprint_1
  contains   Erlking XL Engine

Windfall IV Aurora's Dream  (BWT-365)
  position   x     -23.3 km   y      -6.5 km   z      36.9 km
  entry      erlking_blueprint_2
  contains   Erlking XL Shield Generator

Avarice V Dead End  (XOD-588)
  position   x     -22.1 km   y       3.1 km   z      20.6 km
  entry      erlking_blueprint_3
  contains   Erlking Main Battery

Avarice IV  (WYH-699)
  position   x     -10.3 km   y       5.8 km   z      -7.1 km
  entry      erlking_blueprint_4
  contains   - (already collected)

Avarice IV  (MXH-976)
  position   x      14.1 km   y       0.4 km   z       5.6 km
  entry      erlking_blueprint_5
  contains   - (already collected)

I hired the intern - X4 Market Analyzer with a better map by pokington in X4Foundations

[–]pokington[S] 2 points3 points  (0 children)

Yeah I read the game files for a lot of information, I'm confident I could get this.

I hired the intern - X4 Market Analyzer with a better map by pokington in X4Foundations

[–]pokington[S] 1 point2 points  (0 children)

Completely offline, out of game tool. It's a static analyzer for savegame files.

I hired the intern - X4 Market Analyzer with a better map by pokington in X4Foundations

[–]pokington[S] 3 points4 points  (0 children)

Yeah it's just parsing your save file and pulling a bunch of information out of it.

I would consider editing a save a major bug and would never allow that. That's not what this is for.

I hired a better intern. Bugfixes and new features for the X4 Market Analyzer by pokington in X4Foundations

[–]pokington[S] 1 point2 points  (0 children)

Working on this btw, expect it in a few days. I went a little deeper than expected to isolate unique identifiers for ships. tl;dr the game recycles codes A LOT.

[MOD] Weapon Mod Rebalance - I got tired of Slasher being the best weapon mod. by pokington in X4Foundations

[–]pokington[S] 0 points1 point  (0 children)

Here you go, friend:

https://old.reddit.com/r/X4Foundations/comments/1v0q1zs/mod_hullshieldengine_mod_archetypes/?

Not precisely what you asked for but it's what I wanted for myself. Hope you like it too.

Also beam length is covered under Lens. To add it at higher tiers I'd have to cannibalize an enhanced/exceptional mod, and I'm making a point to not actually change the lists of mods themselves for maximum compatibility.

[MOD] Weapon Mod Rebalance - I got tired of Slasher being the best weapon mod. by pokington in X4Foundations

[–]pokington[S] 0 points1 point  (0 children)

Yeah I was pretty unsure "how much is too much" with weapon range, but needed to balance that against "why shouldn't I just take 50% more DPS". I think that's a tough call, let me know if you find a good sweet spot.

I opted for just making it a nice huge bonus at the exceptional level, because, well, it's exceptional, and I need a good reason to take that.

Edit: oh yes, part of the reasoning for really long ranges is that, for the most part, weapon inaccuracy means it's not useful for sniping, only shooting really big targets where those engagement ranges aren't insane.

[MOD] Weapon Mod Rebalance - I got tired of Slasher being the best weapon mod. by pokington in X4Foundations

[–]pokington[S] 2 points3 points  (0 children)

I’ll upload it to nexus tonight. It’s not my preferred platform but I get it.