X4: Foundations

X4: Foundations

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Sector Explorer
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26 Apr, 2020 @ 6:10am
8 Apr @ 3:58am
48 Change Notes ( view )

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Sector Explorer

In 1 collection by Assailer
Assailer X4 mods
9 items
Description
Sector Explorer

This mod adds a new default job option for your pilots. Use a fast ship for this job.

Pilots assigned to sector explorer duty will travel around the sector to visit unknown stations, gates, highways, then when all are discovered, they will fly an accurate 300-900km radius hexagon shape.

Under 'Individual Instructions' tab adjust 'Sector Travel/Sector Activities' as necessary. For example:
- create activities blacklist where you select 'Sectors owned by enemies' and/or,
- create travel blacklist where you select both 'Sectors owned by enemies' and 'Sectors containing dangerous regions'.
Make sure you tick off the 'default' and point to your newly created blacklists under individual instructions tab.

To start the mod, open ship information behavior panel and select 'Sector Explorer' from navigation jobs.

Captains earn piloting experience after completing each hexagon round cycle that are further than 150km from center.

Sector Core is set by the developers individual to each sector and is almost never at [0,0,0], but there is checkbox option to force using [0,0,0] in case you wish to. Default is to use Core parameter.

The Log is updated on start/stop events, and there will also be a popup message for stop events if the 'Notifications' option is set.

Enjoy.

Version 7.x compatible.

*** Once the mod is considered 'feature ready' it will be also copied to nexusmods ***

Changes:
1.00 - initial public release
1.01 - fixed notification text popup to print ship + sector names.
1.02 - added Russian translation. Thanks aladinaleks!
1.03 - using 'coresize' sector specific parameter instead a fixed 450km range. added piloting xp.
1.04 - Decreased exploration height and increased little bit the exploration radius.
1.05 - added parameter which allows choosing exploration center position. by default it will be the sectorcore, but can be [0,0,0] in case you like it better that way.
1.06 - added code to visit unknown stations after exploration cycle to make sure everything gets discovered.
1.08 - script will remember exploration progress and tries to resume after temp order was completed. leaving sector will reset progress.
1.09 - the station exploration stage will skip visiting enemy stations.
1.10 - added option to disable hexagon pattern search. also option to enable scanning for lockboxes.
1.11 - added 'continue to next sector' parameter.
1.12 - changed execution order to visit unknown stations before pattern flight. Thanks Arthur for suggesting this!
1.13 - added randomization when pilot selects a next sector
1.14 - fixed syntax error - Thanks tizuby for reporting this!
1.15 - added blacklist to avoid exploring specific sectors.
1.17 - added global blacklist support (civilian - sector activity) - Thanks Mysterius for the idea!
1.18 - added maximum exploration range slider. - Thanks Alewx for the idea!
1.19 - moved parameter texts to separate text definition file to be possible to localize them.
1.20 - added Chinese translation - Thanks Cyno Up!
1.21 - changed the way the sector is revealed. Instead flying around, the explorer sends out advanced satellites for a few seconds to get much nicer results. If there is 'dislike' from players, i will revert to old flying method, or add it back as alternative.
1.22 - added option to re-enable the original flying method to deal with fog of war (Satellite probes will use new method). You may need to toggle this switch on/off, so the script will recognize its current state.
1.23 - changed default exploration method back to flying.
1.24 - fixed satellite explorer method.
1.25 - updated Russian texts. Thanks Aladinaleks!
1.26 - added parameter to adjust exploration ring distances in 40km-100km range. Thanks Terran for the idea!
1.27 - added German translation. Thanks 'FAIL! Chapi'!
1.28 - added option to scan for abandoned ships
1.30 - added option to disable station visits. Thanks Lobo for the idea!
1.31 - updated Rus texts thanks Aladinaleks!
1.32 - added option to visit data vaults (Thanks Aladinaleks for the idea and sample code!)
1.34 - added travel blacklist check
1.36 - added Italian translation (Thanks setebro93!)
1.37 - simplified blacklists, read description for details
1.38 - refactored the entire mod. Explorer ships will sync their travel plans between each other and the galaxy wide tracking system will also remember the fog of war progress. You may need to cancel and reassign default job to avoid erroneous behaviors.
1.41 - fixed those reported issues, thanks Nermal! in addition, added a new option 'Reset progress' which when "turned on -> commit changes -> turned off ->commit changes" should erase hexagon exploration progress for that specific sector the ship is located in (in case you want to re-trigger hexagon trip).
1.42 - added option to allow turning off popup notifications (on by default after fresh assignments)
1.43 - update Russian translation (Thanks Aladinaleks!)
1.44 - should be fully 7.0 compatible, fixed a bug in sector change code when all gates are known. (Thanks AlwaysRLYAngry for reporting)
1.45 - increased the wait time for hexagon corners, let's see if this helps with the fog removal.
1.46 - disabled logfile spam for manual operation. (Thanks Szorrin for reporting)
1.47 - added mimic support. Thanks DannCi for the pastebin solution!
1.48 - disabled vault options until it gets fixed

Assailer's X4 mods:
Cargo Hauler
Secret Stash
Fly-by Lockbox
Fly-by Looting
Mobile Repair Service
Capital Ship Loot Magnet
Inventory Collector
Popular Discussions View All (9)
2
10 Apr, 2024 @ 2:58am
ITA translation
setebro93
3
27 Apr, 2021 @ 1:14pm
German Translation
FAIL! Chapi
2
3
7 May, 2022 @ 12:47am
Rus lng - 1.32
aladinaleks
707 Comments
Mara 24 Nov @ 1:09am 
Mod appears to be broken, makes ships fly above plane, so its useless. Also having no tooltip on params is cuck.
RandomSteve777 23 Nov @ 11:05pm 
Love the mod! I noticed that my scout flies like 50km above the plane of the system... is this intentional? I'm just a little worried that it might be too far to detect lock boxes and abandoned ships, especially if they are below the plane.
Hrafnagud 20 Nov @ 1:16am 
Steam is giving me trouble with the download and update from the Workshop. Could you upload it to Nexus? I can't play without this mod anymore. Thanks!
Assailer  [author] 19 Nov @ 12:20pm 
Thanks @Kelven <3 for helping out fellow pilots! I'm too busy these weeks to answer questions, RL work :/
Kelven 18 Nov @ 3:36pm 
@TheNightOwl

Now to answer some of your questions...

> How do you update this? The game has it as version 0.01 and I don't see an update button??

Steam should keep workshop mods automatically updated. In X4, goto Settings -> Extensions, and it should show Sector Explorer as version 1.48: https://i.imgur.com/K8zpEqZ.jpeg

> Is the explorer meant to ignore sectors with a satelite in them?

This has never happened to me. I had Advanced Satellites places in all highway sectors beforehand, and Sector Explorer has been exploring them fine for me.

> I CANNOT get this to work how I believe it should. I tell the ship to explore Bright Profit. But instead of doing so, it flies straight to a gate and to the next sector!! WHY???

This happened to me once before, read my comment from Nov 13 that is quite literally right before your 3 comments to see how I fixed it.
Kelven 18 Nov @ 3:36pm 
@TheNightOwl

1. In the Map, right click the ship you want to use (it must have a Captain) and select "Remove all orders and assignments". This will clear any previous orders/assignments you may have given it. Screenshot: https://i.imgur.com/OBhc969.jpeg

2. Right click the ship again, and select "Information". Then in that new window, select the Tab named "Behaviour". This ship should now have the command "Wait", with it's default behaviour set to "Hold Position". Screenshot: https://i.imgur.com/3fDX9W6.jpeg

3. Change it's default behaviour to "Sector Explorer", and set it up EXCATLY like in this screenshot: https://i.imgur.com/olSi5Yn.jpeg

The reason I say EXACTLY is because these settings are working perfectly fine for me, so if they don't work for you, then you have another mod that's causing an incompatibility. If it works with my settings, then you know the mod works and you can fool around with your own settings later. Click Confirm https://i.imgur.com/5EEvyOi.jpeg
TheNightOwl 18 Nov @ 3:04pm 
How do you update this? The game has it as version 0.01 and I don't see an update button??
TheNightOwl 17 Nov @ 5:26pm 
Is the explorer meant to ignore sectors with a satelite in them? Cos mine do.... they head straight for a gate every time!! Even with dozens of stations undiscovered :(
TheNightOwl 17 Nov @ 3:59pm 
I CANNOT get this to work how I believe it should. I tell the ship to explore Bright Profit. But instead of doing so, it flies straight to a gate and to the next sector!! WHY???

And when it does "explore" (it says "Patrol" in the game.... it doesn't fly in hexagons, it flies in straight lines to some stations, and misses loads.

Why is this so complicated? X3 was so much easier.
Kelven 13 Nov @ 8:36pm 
https://i.imgur.com/JEk6WY2.jpeg

Had similar issue as others. I had the settings set right (afaik, check screenshot), but they were just doing a straight line or two in the sector (Grand Exchange I, as per screenshot) and then moving onto the next sector, and repeating.

After trying all the other fixes in the comments, what eventually worked for me was Unsubbing from the mod and Resubbing, then when in game I set the default behavior to "Hold Position" and then back to "Sector Explorer". It moved to the next sector and started working.

I was subbed to this mod since 2020, and the last time I played was early 2024, so maybe sometime between 2024 and now Steam botched one of the workshop updates. OR it could be another mod, and unsub/resubbing made Sector Explorer load after the incompatible mod because it's now technically "newer" (not sure how X4 does load orders, so this may not be accurate at all).

Just wanted to share how I fixed it, in case others want to try.