Releases: DeadAirRT/deadair_eco
v1.13HF1
Rename xenon_job_helper_DA.xml to xenon_job_helper_da.xml - Fixed file case for linux systems
v1.13HF1 - Fixed prioritization and filtering for xenon job helper da on stations that are unreachable from job sector.
Full Changelog: v1.13...v1.13HF1
v1.13
Updated for X4 v7.5.
RC - Updated for v7.5. Removed resource replenishment changes. Reversed split dlc idiotic argon/paranid stations/jobs removal. Reduced default plot size to 10km. Added experimental fix for people that don't rename folder.
RC2 - Removed attempted solution to problem of people not renaming folder. Improved installation issue detection script.
RC3 - Removed court entries from deadair_scripts diff. Introduced improved job helper for selected factions (only xenon at the moment) that orders ship from closest shipyard.
v1.13 - Preliminary testing for v7.5 update completed. Lowered filter level on several debug_text.
Full Changelog: v1.11...v1.13
v1.11
v1.11.1 - Station traders - increased number of station traders for shipyard/wharf. Readded missing xenon station trader.
Vanilla God - improved station placement at game start to restrict locations based on security values. This is to hopefully prevent certain important stations from being too far to reliably trade (looking at you argon and teladi).
Mapdefaults - adjusted security ratings for sectors (only affects station placement atm). Critical sector is 1.0, Core sectors are 0.75, border/potential blockades sectors are 0.5, not developed or at immediate risk are 0.25.
Wares - Advanced electronics module = 1.5x, energy cell modules = 2x, terran energy cell module = 3x, graphene module = 2x, hull parts = 2x, microchips module = 3x, missile component module = 2x, quantum tube module = 2x, refinedmetals module = 2x, silicon wafers module = 2x, smart chips module = 2x, teladianium module = 2x, turret component module = 2x, weapon component module = 2x. These modules are scaled to produce, consume, and build materials are scaled to their respective values. Prices updated again to push vanilla trade script to do something. Secondary ware costs updated for new values.
Finalisestations - Increased desired storage from 10 hours to 12 hours of productionvolume.
v1.11 - DA Scripts - added faction overrides for optional wares.
Vanilla God - limited Energycell stations to sectors with at least 1.0 sunlight. Adjusted distribution of teladi/split stations to have them in a better location to supply shipyard/wharf.
Vanilla jobs - removed adjustment to quota of ministry_destroyer_patrol_l_spl and teladi_fighter_patrol_s_zone_exp_spl.
Map defaults - adjusted security rating of teladi and split sectors.
Parameters - Reduced desired storage time goal of workforce wares to increase storage for products/resources.
Wares - Adjusted workforce effects of all wares. Workforce at max effect now increases production output by 50% and reduces cycle time by 50%. Secondary optional wares increase production by 10% and reduce cycle time by 25%. These effects are multiplicative. Adjusted value of secondary optional wares to account for their reduced effectiveness. Doubled microchip, quantumtube, refinedmetal, silicon wafer, and teladianium production output and resources (1 module == 2 now). Increased claytronic production output and resources by 50% (1 module == 1.5 modules). Increased production amount of secondary optional resources but reduced workforce effect.
Factionlogic economy - Reduced amount of time factions will commandeer freighters. Doubled amount of time a faction will wait before dismantling a station. Doubled amount of "overflow" before a faction will pause modules. Adjusted logic for pricing disparity before a faction will consider pausing modules. Added chance value to reduce probability of faction dismantling a station.
Finalise Stations - Adjusted increased station storage from threshold calculations to based on productionvolume and consumption volume per hour. Adjusted station design improvements to also apply to split, terran, and boron races. Reduced number of added modules since the engine function likes to place them in useless positions anyways.
Inituniverse - Adjusted starting amount of wares for stations on game start.
v1.10.2 - God.xml - Added cluster quota restrictions to some terran initial stations to spread out important wares. Set security minimum to computronic substrate modules to have them appear in Earth, Asteroid Belt, and Jupiter.
Map Defaults - Increased security level of earth to 1.0. Increased security level of jupiter to 0.75.
Wares.xml - Fixed incorrect macro reference on new ter station versions of secondary wares.
Added icons from Entissus for advanced schematic, military schematic, and labor union contract stations.
v1.10.1 - Order.Mining,Collect.Ship - Adjusted default efficiency for NPC gas collectors to match default ware efficiency of gas regions. (1.0 -> 0.9)
DA God - Lowered defaults on adv/mil/laborunion to 0.
God.xml diffs - Increased coreboundaryzoneheight to 30000. Restored vanilla sector quota splitting of raw material processing factories. Readjusted god quotas for adv/mil/laborunion modules.
Parameters.xml - Increased minimum threshold for paying max price at NPC shipyards from 25% to 33%. Partially reverted vanilla nerf to sale price of ships built for NPCs. Increased threshold NPC will pay higher prices for resources from 1hr runtime to 2hr runtime. Increased workforce growthrate bonus from capacity from 1000% to 5000% scaling from 0 capacity to 10000 capacity. Adjusted workforce growthrate bonus from sector population to scale at lower thresholds and have a higher maximum bonus. Increased NPC consideration of shortages from LE 5% to LE 10% resources.
Wares.xml - Rebalanced prices and production. Min price is now 75% of average and max prices is ge 150% of average. Price balancing is now based on buying wares for average and selling to max price; was previously based on buying wares for min and selling to max price. Lowered secondary resource effect on all wares to 50% production bonus and added cycle bonus to stations that use raw resources. Standardized workforce effect to 50% production bonus and 25% cycle efficiency (so production cycle will only take 75% of the time compared to without). Adjusted many average prices of wares to ensure value is gained from further refinement (balanced around average price). Reverted several buffs to production amounts per cycle for some wares. Welcome to the age of inflation.
Notifications.xml - Reenabled relation discounts at lower levels. Discount is now 5%, 10%, and 15%.
Setup script - Custom script now runs at game start and load and attempts to notify user of incorrect folder name (due to missing macro). It will also apply new discount rules + update games saved in previous versions.
v1.10 - New: Added terran variants for advanced schematics, military schematics, and labor union contract modules.
Improved: Improved station generation for large stations that require more L/XL docking.
Reworked: Shifted price range on several wares that had minimum price near 50% of average price due to the game engine calculating price in a peculiar way. Reduced effect of workforce and secondary wares on initial refinement stage production output efficiency to increase raw resource usage (antimatter cells, energy cells, graphene, refined metals, silicon wafers, and teladianium) while increasing the workforce effect on cycle time. Reverted several previously increased production amounts per cycle.
Full Changelog: v1.08...v1.11
v1.08
v1.08 - Added check for insufficient credits on trader for trade, increased factor for product price scaling which should bring prices closer to expected for Stored/Max ratios (there is no documentation on exactly what this does so please let me know of any irregularities, I can only test so much), removed hull parts requirement from Timelines modules, added station design improvement for stations built after start as well.
finalisestations.xml - reverted pier/dock calculation tweaks
Full Changelog: v1.07...v1.08
v1.07
v1.06 - Adjusted diffs of split dlc argon and paranid entries in god.xml and jobs.xml to make RE's life easy. Improved station generation for large stations to reduce amount of free floating modules and extremely long vertical stations.
v1.07 - Added brute force fix removing faction standing discounts due to backend trade bug caused when stations are selling for minimum price and player has a discount. The code causing the error is not accessible to modders so the best I can do is to try and avoid it.
Full Changelog: v1.05...v1.07
v1.05
Updated for X4 7.0RC1.
Not for use with X4 6.2.
May not be compatible with V1.03.
v1.04 - Updated for 7.0b5. Updated build.shiptrader diff, added/adjusted some entries for DA Scripts compatibility, removed unused construction plan changes, lowered threatscore of civilian ships, added strict faction module selection to new god.xml entries, removed sector limitation on some god product entries to reduce station count, reverted all traders to trade routine again, removed playeronly builder ships from being reserved for player, reverted all sector security changes, reverted station module compatibility changes and increased maximum number of modules, reduced the yield increase from previous versions for xenon sectors and a few select sectors needed for a faction, partially reverted some replenishtime improvements from previous version, fixed incorrect drop entry for a xenon medium ship using small ship drop list, claytronics output increased by 28% for commonwealth and 33% for recycling, claytronics workforce bonus increased from 50% to 100%, microchip workforce bonus increased from 50% to 75%, reduced number of claytronics used for connection parts, removed hullparts from new observationdeck modules, shifted more cost of antimatter converter/claytronics/drone components/field coils/microchips module into energycells, reduced processing time for a wreck into scrapmetal for processor, added missing owners to DAEco wares, removed initial drain of DAEco wares, increased number of modules a faction will order to respond to shortages from 1 to 2-3, production stations at the beginning of the game will have more storage modules, improved inituniverse diffs to handle file incompatibilities since they have to use less than ideal xpaths.
v1.05 - Reworked pricing changes to fix bug where discounts could cause negative prices for wares. Wares are split into tiered pricing for Cr/M^3 Max price : Min price similar to before but several wares have been re-tiered. Nudged station generation to create less vertical stations. Stations will generate with more storage capacity.
Full Changelog: v1.03...v1.05