X4: Foundations

X4: Foundations

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Gate Manager
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30 Sep @ 4:15pm
4 Oct @ 12:50pm
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Gate Manager

Description
Gate Manager: connecting ... sectors

Adds map context actions to build, connect and destroy player-defined Jump Gates and Accelerators.

Compatibility

Compatible with X4: Foundations 7.60 and upper.

Features
  • Build, Connect, Disconnect and Destroy(only player-built) Jump Gates and Accelerators in the Galaxy Map view
  • It’s non‑breaking — feel free to remove it whenever you like. Everything you’ve changed will still be there

Dependencies

Requires the Mod Support APIs by SirNukes[next.nexusmods.com] version 1.93 or above, to be installed and enabled.

How to use

Use the context menu in the Galaxy Map view to build, connect, disconnect and destroy Jump Gates and Accelerators.

Build
  • Open the Galaxy Map view
  • Right-click in the sector on position where you want to build a Jump Gate or an Accelerator
  • Select the Build Jump Gate or Build Accelerator option from the context menu


By default, the Jump Gate or Accelerator will be oriented from "South" to "North". And please read the appropriate section below.

Connect

Applicable as for newly built objects as well as for original ones.
  • Open the Galaxy Map view
  • Right-click on the Jump Gate or Accelerator you want to connect. (It must be already built and inactive, i.e. not currently connected.)
  • Select Select [Inactive Jump Gate|Accelerator] to connect option from the context menu
  • This object will be marked as selected
  • Right-click on the Jump Gate or Accelerator you want to connect to
  • Select Connect [Sector] to [Sector] option from the context menu
Inactive object (not currently connected)



Selected object



Context menu when other object is selected to connect to



Limitations

It is not possible to connect already connected objects, or different Objects, or in the same sector!

Deselect

If you already marked some object as selected. to make possible to select another one, you need to deselect the already selected object.
  • Right-click on the already selected Jump Gate or Accelerator. (It must be already marked as selected if you not changed the selection.)
  • Select Deselect option from the context menu


Disconnect
  • Open the Galaxy Map view
  • Right-click on the Jump Gate or Accelerator you want to disconnect. (It must be already built and active, i.e. currently connected.)
  • Select Disconnect option from the context menu


Destroy
  • Open the Galaxy Map view
  • Right-click on the Jump Gate or Accelerator you want to destroy. (It must be built by the player and inactive, i.e. not currently connected.)
  • Select Destroy ... option from the context menu
Warning: Some original gates and accelerators can be identified as player-built ones, due to some specifics. So please be careful when destroying the objects.



Change orientation

By default, the Jump Gate or Accelerator will be oriented from "South" to "North" for the current map orientation.
It is mean, that you will "enter" the object from "South" to "North". But exiting the opposite object will be from "North" to "South".

So, if you want to make a route more effective, please orient the Gates/Accelerators accordingly, i.e. to have the "entrance" in the direction of the destination sector. From both sides of the connection.

Please take in account, that the orientation is dependent on the current map orientation. By default, the map orientation is "South" to "North", i.e. "South" is at the bottom of the map.
I.e. if you want to build the object oriented from "West" to "East", i.e. target sector is on a right hand for current, you need to rotate the map to have "West" at the bottom of the map (for source sector).
And make it opposite for the target sector, i.e. rotate the map to have "East" at the bottom of the map.

To reset map orientation, please use the '.' hotkey to focus map on your current position.

Mod Options

You can change some options of the mod via the Options menu -> Extension Options -> Gate Manager.



Each type of the object (Jump Gate and Accelerator) has its own but typical set of options:
  • Type to build - type of the object to build.
  • Build cost - cost to build the object.
  • Connect cost - cost to connect two objects.
  • Disconnect cost - cost to disconnect the object.



Logging

Notifications

All your actions will be shown in notification window (not really useful in the Map view).



Logbook

In addition, all your actions will be logged in the logbook (accessible via the Player Information menu).



Video

Video demonstration of the Gate Manager. Short one

Video demonstration of the Gate Manager. Full one

Video demonstration of the Gate Manager. Options menu, types and costs


Credits
  • EGOSOFT[www.egosoft.com] - for the game itself (In fact - for the series of games)!
  • Enormous big thank to Forleyor[github.com], for his help with Lua! For make me curious about it and for his patience! Without him I will never touched the Lua and started to make this mod!
  • Thanks to all members of the X4 modding channel[discord.com] on Egosoft Discord[discord.com].
  • Thanks to SirNukes[next.nexusmods.com] for his awesome Mod Support APIs without which this mod would not be possible!
Popular Discussions View All (1)
0
5 Oct @ 3:11am
Please be aware that all versions from 1.20 of the mod will have no possibility to make the actions free of charge!
Chem O`Dun
37 Comments
Chem O`Dun  [author] 7 Oct @ 3:42pm 
You are welcome!
Daniel-syy 7 Oct @ 3:35pm 
My lord that is exactly what i need, thank you:steamhappy:
Chem O`Dun  [author] 7 Oct @ 12:40pm 
At first, thank you both for the feedback!
Regarding "built free of charge", you, for sure can disable updates, or use the, in future, the old version from the Nexus Mods...
Moreover, on Nexus is published the external utility with the same functionality...
The difference is only it can't disconnect existing gates
Chem Gate Builder -
https://www.nexusmods.com/x4foundations/mods/1587
Arthur Revan 7 Oct @ 8:59am 
IMHO: if you will decide to implement it as a research, please leave an option to build it without and at no cost. It helpful to create the some routes at the start of the game, and live it at that ( to avoid using/creating mods ).
Arthur Revan 7 Oct @ 8:55am 
Take my points! That is super useful!:steamhappy:
g_BonE 7 Oct @ 8:41am 
This is an exemplary mod of the highest quality! Thanks for making it!
Chem O`Dun  [author] 7 Oct @ 1:42am 
Thanks. And there is only mine code :-)
AI is used for documentation and commit messages generation
SCARRIOR 7 Oct @ 12:55am 
Outstanding work mate. Did you try getting the AI to help you with the code? I tried using AI to add more sectors to the game, but it failed miserably lol.
Chem O`Dun  [author] 7 Oct @ 12:16am 
You are welcome!
SinisterSlay 6 Oct @ 8:03pm 
This is exceptionally game breaking and I love it. Thank you.
Heretics end to Earth, here I come.