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v1.3.0

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@adammartinez271828 adammartinez271828 released this 22 Jul 00:23

New User Features

Sector Map Updates

  • Data-vault overlays — regular vaults (cyan stars) and Erlking vaults (gold stars) at every zoom level, showing opened vs unopened state and, on hover, code / status / blueprint; legend labels carry opened/total counts.
  • Player station markers — zoomed in, each player station shows a marker with a name/code tooltip.
  • Highways on the mapSuperhighways and local ring Highways as their own Base Map toggles, drawn along their true spline tracks; gate lines now attach at the actual gate positions rather than zone centres.
  • Resource overlay redesigned — the whole-hex tint that washed out busy sectors is gone. Each selected resource now draws percentile edge gauges: mineable-now up the left hex edges and max replenishment rate up the right edges (a half-full gauge = the median sector), so "empty but replenishing fast" reads distinctly from "full but slow to come back". The sector detail panel lists every resource field in a collapsible dropdown — current / capacity, gatherspeed, and a respawn ETA for depleted fields — with respawned ("overdue") fields correctly shown as full. Resources render regardless of which factions are selected.
  • Defaults — gate/superhighway/highway routes on by default; Kha'ak stations off.

Trade Opportunities

  • New Opportunities view — the Trade tab now opens on Opportunities: ranked buy-here → sell-here lanes per ware, with per-ware "buy here / sell here" offer charts and top trading stations. Click a lane to jump the charts to its ware.
  • Real trip economics from your own ships — each lane's profit-per-hour is built from your player trade ships' loadout travel speed and the lane's actual route length (station and gate positions along the gate-graph path, split into plain vs local-highway km), plus dock time — not a flat estimate.
  • Controls, as cards — ware filter, ship preset (its cargo hold and computed travel speed shown read-only), adjustable travel drive ratio and average highway speed, per-ship-size dock time, and a sell-player-reserve-stock mode. Sort by Cr/h; Distance (km), Time, and depth-capped Depth Cr columns.
  • Documented assumptions — the "what these lanes mean and caveats" note explains what each control does to the model.

Universe Charts

  • Total Sector max replenishment per Resource — a new sunburst on the Universe → Overview tab, companion to "Total Sector resources per Resource": each resource ring is subdivided by each sector's share of that resource's theoretical maximum replenishment rate (Σ capacity ÷ respawndelay, units/h).

Dashboard Layout

  • Five question-shaped tabs — the dashboard is reorganized into a two-level layout (Map / Trade / Empire / Market / Universe) with sub-tab pills; the active view and sub-view persist across reloads.

Internal

  • Resource respawn model — the parser now captures each resource area's respawn-eligibility clock (starttime, schema v7) alongside its yield/level/gatherspeed tokens, and extract-gamedata pulls regionyields.xml and gatherspeeds into new reference CSVs. The reverse-engineered v9 depletion/respawn mechanic — areas deplete under mining, respawn whole once past respawndelay, and the stored yield materializes on the next miner contact — is documented in docs/resource-depletion-model.md, validated by an in-game experiment.

Bugfixes

  • Weapon sim: mass drivers read as heatless — Paranid Mass Drivers store per-shot heat on <heat initial> rather than <heat value>, so they showed no overheat time or cooldown. Fixed, and the heat cycle is now simulated discretely: mass drivers overheat in 2 shots, and initial-spike + value beams (e.g. the Scalar Aperture) are modeled correctly — all validated against in-game behavior.
  • Weapon sim: clip weapons showed burst rate — clip/burst weapons (Tau Accelerator, Bolt Repeater/Turret, Neutron Gatling, …) displayed the intra-clip burst rate instead of the sustained fire rate the in-game encyclopedia shows (S Tau Accelerator 3/s → ~1.06/s).

Standalone builds — no Python required. Download, run, and the
dashboard opens in your browser.

Windows: download x4-analyzer-windows.exe and double-click
(a console window shows progress). SmartScreen may warn because
the binary is unsigned — choose "More info" → "Run anyway".

Linux: chmod +x x4-analyzer-linux && ./x4-analyzer-linux

Your newest savegame is found automatically
(Documents\Egosoft\X4 on Windows, ~/.config/EgoSoft/X4 on
Linux); use --save <file> or --x4-user-dir <dir> otherwise.
The dashboard is written to output/ in the current directory.

Prefer running from source? uvx --from git+https://github.com/adammartinez271828/x4-analysis x4-analyzer