X4: Foundations

X4: Foundations

Starbright: Variable sector sunlight levels
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]
luisedgm 26 Jan, 2022 @ 11:37am 
Does this mod support the systems added by X Universe+?
Mo¡stDreams 17 Jan, 2022 @ 12:31am 
Needs updating for Terran DLC perhaps if this is not too hard I can make the patch myself to add whatever change.
truecore 11 May, 2021 @ 11:54am 
After many hours of playing with this mod, I thought I might make 1 recommendation to improve it. Sol is technically 10 or so systems with 1 star, yet has varying sunlight based off "distance". Any chance that multi-sector systems could reduce their sunlight factor the higher # they are? Grand Exchange 3 having higher than 7, and both lower than GE 1, for example. Since the mod has an overall increase in sunlight versus base game, this adjustment could balance it out further. Otherwise, great mod, won't play the game without it.
Ser_Chonks 17 Apr, 2021 @ 2:35am 
@Deep Nope, that's a Vanilla issue. Gotta do your homework before making claims.

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Deep 12 Apr, 2021 @ 11:09pm 
The mod adds very low quality textures in front of the stars. They're visibly pixellated. Are you planning to increase the quality? If not, how do I remove those?
sana[PP] 5 Apr, 2021 @ 5:14pm 
Ai takes this when decides where to build stations?
draeath 29 Mar, 2021 @ 5:02pm 
While debugging my own extension I noticed the following in the debug log. This might not actually matter, but I thought I would bring it up.

No matching node for path '//dataset[@macro='Cluster_408_macro']/properties/area/@sunlight' in patch file 'extensions\al_starbright\libraries\mapdefaults'. Skipping node.
潜行飘过 26 Mar, 2021 @ 4:01am 
65% IN Nopileus fortune
Cythal 18 Mar, 2021 @ 4:28pm 
@UH|XTC If I understand correctly COH implemented sunlight level across sectors. GetsuFune is 100% and Venus is 190% so maybe this will either overide or add to vanilla values.
UH|XTC 16 Mar, 2021 @ 4:53pm 
In CoH Merkur has 620%. Is this intended?
luisedgm 16 Mar, 2021 @ 12:44pm 
How is light at Nopileus fortune? I make my homebase there
Pads 16 Mar, 2021 @ 5:33am 
I am not sure why they didn't do this from the start since X3 had it.
Allectus  [author] 9 Mar, 2021 @ 1:02pm 
Egosoft has said they're doing it for the new sectors, but not the old. This does it for the old sectors. (though if Egosoft were to do it for the old sectors I'd be overjoyed :-) )
Anthoam 9 Mar, 2021 @ 12:03pm 
Looks like you predicted what would be added with Cradle of Humanity !
kokik 9 Mar, 2021 @ 6:20am 
Isn't this part of 4.0?
Broeckoli 2 Mar, 2021 @ 1:30pm 
Awesome, thank you. I think this will serve as a useful compromise on this matter. Having this as an optional mod with these sensible parameters is better than having nothing at all or it being forced on everyone. Great job!
Allectus  [author] 2 Mar, 2021 @ 6:19am 
I haven't yet run a long dated test to see how things perform. I do expect there would be an initial adjustment process as the GOD engine, Mission Director, and ultimately the player all reorient. Ultimately the overall average efficiency is ~113% of the base universe, but it's much lumpier in terms of distribution so in principle the simulation should be able to produce more energy than baseline.

I was responding to the recent interview with Egosoft's CEO ( https://www.youtube.com/watch?v=zxt68D_H82A ) where he suggested this is something they would like to do but that it could be a problem for old savegames--not for technical reasons but rather because player complexes that were built to be self-sufficient wouldn't be anymore, which may frustrate the player. If you go in eyes wide open and are building your complexes with this in mind from the outset then I believe it should turn out alright.

Feedback is definitely welcome!
Newinger 2 Mar, 2021 @ 2:28am 
Interesting. I remember reading or hearing some Egosoft statement that just changing the sunlight parameter would be difficult for the economy. Did you check for longtime effects of your mod? If so, made you any interesting observations?