X4: Foundations

X4: Foundations

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Starbright: Variable sector sunlight levels
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2 Mar, 2021 @ 12:08am
14 Mar, 2021 @ 11:56pm
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Starbright: Variable sector sunlight levels

Description
Adds sunlight variation across the X universe determined by star class and environment (nebula etc). Should provide a bit more texture to solar power plant efficiency across the universe.

Starbright: Variable sector sunlight levels
by Allectus


Mod effects:
============
-Sunlight parameter for each sector has been adjusted based upon it's environment and star type. As a result certain sectors will be much better at producing Ecells while others will be much less efficient at it.
-Hopefully this will produce much greater texture to the universe so that you have hotspots for ecell production just as we'll have hotspots for ore and population growth.

Requirements:
=============
Split Vendetta

What the mod does:
==================
Each sector's sunlight parameter has been set according to it's star class and environment. It is very loosely based upon the luminosity implied by the Hertzsprung-Russell diagram ( http://en.wikipedia.org/wiki/Hertzsprung%E2%80%93Russell_diagram ). Realistically received light is actually much more a function of distance of the sector from the star--which I haven't captured. In any event the factors I produced below are mostly arbitrary anyway....Recommendations on improvements either for thematic or game balance purposes are welcome.

Mechancially sunlight levels are derived by adding together two modifiers:

Star Class:
Black Dwarf 15%
Brown Dwarf 40%
Red Dwarf 50%
Orange Dwarf 70%
Yellow Dwarf 80%
White Dwarf 90%
Blue Dwarf 100%

Red Giant 100%
Orange Giant 120%
Yellow Giant 130%
White Giant 140%
Blue Giant 150%

Red Supergiant 170%
Orange Supergiant 210%
Yellow Supergiant 230%
White Supergiant 250%
Blue Supergiant 270%

Neutron Star 100%
Black Hole 0%

Environment:
Protoplanetary Disc -35%
Nebula -30%
Thin Nebula -15%
Asteroids -5%
Heavy Radiation -0%
Clear Space -0%

Some examples:
Argon Prime has a Yellow Dwarf Star and Clear Space Environment so it has 80% - 0% = 80% efficiency in generating Ecells.
Antigone Memorial has a White Giant Star and Clear Space Environment so it has 140% - 0% = 140% efficiency in generating Ecells.
Second Contact II Flashpoint has an Orange Dwarf Star and a Thin Nebula Enviornment so it has 70% - 15% = 55% efficiency in generating Ecells.

Overall average efficiency is ~113% of the base universe, but it's much lumpier in terms of distribution.

Install:
========
-Unzip to 'X4 Foundations/extensions/al_starbright/'.
-Make sure the sub-folders and files are in 'X4 Foundations/extensions/al_starbright/' and not in 'X4 Foundations/extensions/al_starbright/al_starbright/'.
-If 'X4 Foundations/extensions/' is inaccessible, try 'Documents/Egosoft/X4/XXXXXXXX/extensions/al_starbright/' - where XXXXXXXX is a number that is specific to your computer.
-Installation is savegame safe (though the economy may be a bit out of whack if it didn't develop naturally with these parameters--new game is recommended)

Uninstall:
==========
-Delete the mod folder.

History:
========
1.0, 2021-03-02: Initial release
1.1, 2021-03-02: Corrected values for Wretched Skies X, Litany of Fury IX, Litany of Fury XII, Emperor's Pride IV, and Emperor's Pride VI.
1.2, 2021-03-15: Corrected values for Wretched Skies X, Litany of Fury IX, Litany of Fury XII, Emperor's Pride IV, and Emperor's Pride VI (again). Added sunlight references for all sectors (rather than systems) so that each sector can be individually set down the line.
1.2.1, 2021-03-15: Rolled back the additional sunlight parameter addition for all sectors (meaning the add tags have been removed, leaving only the original replace tags) to maintain maximum compatibility--if you'd still like to access them the 1.2 version will be available on the nexus website.
28 Comments
Sentenza 2 Mar @ 1:18am 
@Добряк dude we have sound in space
Добряк 22 Feb @ 11:06am 
Can someone redo the mod again? The calculation scale is good. Sectors with zero or negative light intensity need at least 20% of the light. Because there are no star systems in real space with light like soot. Even black holes that consume everything. They emit an extremely wide range of different types of radiation. Including X-ray. Which, in theory, should highlight both shields and any objects with an energy base. And make them glow.
Vectorial1024 22 Jun, 2024 @ 11:07am 
X4 7.0 includes sunlight changes to the core vanilla clusters/sectors; I don't think this mod is needed anymore if we are only trying to get sunlight variety.
31st 21 Apr, 2024 @ 7:38am 
Does this work with 7.0?
Tisoon 9 Jul, 2023 @ 3:03pm 
Yes, it is compatible with 6.1 for some reason :)
knightphantom420 18 Apr, 2023 @ 5:51pm 
is this 6.0 compatible?
draeath 23 Aug, 2022 @ 8:16pm 
One of the comments on the Nexus page might be helpful: https://forums.nexusmods.com/index.php?showtopic=9715508/#entry110055633

There's an error in one of the replacements, and the additional DLC need to be added to content.xml as optional dependencies.
mrclrchtr 11 May, 2022 @ 1:47am 
I would be very happy about an update, this is exactly such a mod as I am looking for
Tourist 30 Apr, 2022 @ 1:49pm 
5.10: all sector have 100%,
can you please check this and update?
draeath 14 Mar, 2022 @ 12:42pm 
This might conflict with 5.00?

[quote]5.00 changelog:

Improved stellar output in Bright Promise and Heart of Acrimony II.[/quote]