X4: Foundations

X4: Foundations

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Expanded Configuration Loader
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12 Sep, 2024 @ 11:54am
4 Oct @ 1:18am
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Expanded Configuration Loader

Description
Expanded Configuration Load

Description
Replaces the simple dropdown to load stations, ships, or loadouts with a bigger and more feature-rich dialog.
  • Wider dialog: allowing for displaying of much longer names without cutting off.
  • Groups: Organize your presets by including a delimiter character in the name, which this new dialog will use create a pseudo folder structure. You can thereby organize stations by mods, factions, production type, or whatever you like.
  • Search: Quickly find what you're looking for by typing part of it's name.
  • Production module filter: Filter stations by what production modules are included.
  • Ship race filter: Now you can easily find the boron ships in your long list of blueprints.
  • Disable mod by menu: Don't like the new dialog for a specific menu (station plans, module loadout, ship loadout)? You can disable them individually.
  • Custom auto-generated loadout presets: Generate loadouts based on custom criteria, so you don't have to build every loadout from scratch.
  • Partial loading: Allows you to load ship presets that you would not normally be able to due to missing blueprints.

Groups

Let's say you have three station plans:

- ARG/EnergyCells/The First
- ARG/EnergyCells/The Second
- ARG/Wharf/Big Boy

If we enable groups, and set the delimiter to slash '/', then the list will reorganize into the follwing structure:

- [-] ARG <-- collapsible group - [-] EnergyCells - The First <-- station plan - The Second - [-] Wharf - Big Boy

'Flatten one-item group' option

In the example in the previous section, we can see that "ARG/Wharf/Big Boy" takes up two rows when organized into groups, which is double of what it did without grouping. We could collapse the group, but this would still be strictly worse than ungrouped because we now can't see what the group contains.
The option 'Flatten one-item group' just ungroups these items. Meaning that it would result in following structure:

- [-] ARG - [-] EnergyCells - The First - The Second - Wharf/Big Boy

The 'EnergyCells' group is left untouched because it contains more than one item. Note that 'Flatten one-item group' is recursive, meaning that if the group ARG also contained just one item after applying it, it too would be ungrouped.

Custom Auto-generated Preset

You know those default loadout presets called "High Preset", "Medium Preset", etc? Have you ever wanted something like that, but with more freedom to define exactly how it chooses each loadout module? For example "High Preset, but only Argon modules". That's what this feature seeks to accomplish.

Lets go through each type of setting in the auto-preset editor.

The entire left side allows you to setup rules for how it will match modules. Use the dropdowns for each module type to add a rule. You can add multiple rules, and order them by priority. Rules will be evaluated from the top, and will continue to the next if that rule did not find any match. There are currently only two types of rules, "Match exact" and "Match by race and value".
Match exact is self-explanatory and just looks for the exact module you have selected. The module options only show those that are known to your character.
Match by race and value is more automatic, and allows you to specify the race of the module, aswell as the general price of the module. The selection based on value is very simple right now, as it just sorts the modules by price and picks either the highest, lowest, or median.
Unlike with the default auto-presets, these will always attempt to fill out every slot.

The software selection only allows for choosing exact software.

The sliders for crew, drones, deployables, and flares are percentage based. So if you set Service crew to 70% and Marines to 10%, select the preset for a ship with crew capacity of 130, then it will choose 91 service crew and 13 marine. The total value of each slider section cannot go above 100%, for obvious reasons.

If you ever want to edit an auto-preset, you can select one in the loader and click "Edit Selected in Editor". And just like with vanilla saving, you can overwrite as long as the name is the same.

NOTE: The custom auto-presets are tied to the save. They will NOT appear between different saves.

Requirements

* SirNuke's Mod Support API (Steam | Nexus[www.nexusmods.com])

Compatibility

This mod is save compatible. You can add it to an existing save, and remove it without errors.

This mod is NOT guaranteed to be compatible with other mods that make changes to the station or ship designer UI.

Use along-side VRO can break the "Race filter" during ship selection, unless this is also installed: Maker-race fix for VRO[www.nexusmods.com]

Thanks to
  • netUpb/fikrethos: for feedback and help with code.
  • Eliptus: author of partial loadout, which I was given permission to incorporate.
  • Alex5Not: for russian translation.
  • Mycu: for compatibility with his mod

Known issues
  • First item on the list is selected by default when opening dialogue. However because the list table is not selected then the item selection is not visible, it can be unexpected when clicking the first item once loads it rather than simply selecting it.
  • Loading an item or clicking "Cancel" leads to the component slots on the 3D model becoming unresponsive. This is quickly fixed by simply breifly hovering the mouse over any UI element.
  • At screen resolutions under 1366x768 the UI will not work correctly.
Popular Discussions View All (1)
7
20 May @ 12:47pm
Bug Report: Creative Start.
raz334
54 Comments
Washeek 24 Sep @ 8:34am 
The only XL engines I have available are Arg XL travel engines mk1.
Washeek 24 Sep @ 8:33am 
Sorry Man, tried to replicate, but no matter how bad I make the setup rules it's not having any issues anymore.

And I was wrong. It wasn't the thrusters, but engines. I have only one cap, the Zeus E. And there were other issues that I originally fixed for the auto-setup to apply - One was that I made the rule for a specific part, but then didn't specify might have been engines or shields. Then added the rule for highest quality Argon, then removed the specific part and added mid quality Argon and did the same two-rule setup for the thrusters. Yeah, I know, not very scientific, wasn't really trying to test the behavior, but get it to work.

In any case, none of these break anything anymore. Not for an edited, nor for freshly made preset. Ofc using a rule for a specific part and not specifying which will not select anything, but that's to be expected. I'll hit you up if I manage to replicate the behavior any time in the future.
Runekn  [author] 24 Sep @ 6:14am 
@Washeek Could you share more of the preset settings that fail? I'm trying with "Match by race and value" with High value in a setup where I do not have mk3 thruster blueprints, but it still selects highest which is mk2.
Washeek 24 Sep @ 5:09am 
Thanks, looks like it works, both working with the auto-generated presets and saving extra presets. Dunno what you did.
I also didn't see the weird Turrets behavior again.
What I did notice is that in the auto-presets overall, when the script cannot evaluate some condition, it may just fail to do anything, but fidling with the conditions a bit made it work. Looks like it was me not having the mk3 maneuvering thrusters and asking it to select High-value, added a second rule for Mid-value and it worked.
Runekn  [author] 24 Sep @ 2:44am 
@Washeek I was not able to reproduce the exact turret issue you mention. Did however notice another issue with turrets that I fixed. I was able to reproduce the issue with saving presets generated by custom auto preset. Try again and let me know if there are any further issues.
Washeek 23 Sep @ 1:00pm 
Added mod to old save currently on version 8.0.
Tried setting up an auto preset. - using specific ware preset for Argon Flak filled all my medium slots on my L miner with only one turret, when they are capable of carrying two in each slot.
Only adding another rule - Argon, High, did it fill all slots.

After applying this auto preset, I tried to edit the ship and save as new preset. Doesn't let me do that. The save button just doesn't do anything.
Also the station doesn't want to build these for some reason. (I'm missing the required number of hull parts, but that shouldn't be the issue) they don't get added to the build queue.
raz334 20 May @ 12:49pm 
Confirmed Working: 7.6 (Beta)
Confirmed NOT-Working: Resolutions lower than 1366x768
Runekn  [author] 1 Apr @ 11:10pm 
@fear138th I haven't tested it myself, but I know one who regularly plays interworlds with it. So yes it should work fine.
fear138th 1 Apr @ 7:19pm 
Thank you for this, was wondering if you know whether it works with Star Wars mod?
Runekn  [author] 26 Mar @ 11:28am 
Looks like there are no changes needed for 7.60 beta compatibility. But let me know if something stops working.