X4: Foundations

X4: Foundations

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10x modules variations terran: Cradle of Humanity dlc
   
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1.017 MB
22 May, 2021 @ 3:53am
14 Jun, 2024 @ 2:26am
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10x modules variations terran: Cradle of Humanity dlc

In 1 collection by iseeu0
X4: Foundations Mods by iseeu0
15 items
Description
As the mods name suggests this mod contains modules that has 10 times higher stats that their normal counterparts. For this Mod to work u will need the BASE MOD.

10x modules variations (BASE MOD)
10x modules variations pirate: Tides of Avarice dlc
10x modules variations split: Split Vendetta dlc
10x modules variations boron: Kingdom End dlc
10x modules variations Timelinest dlc


10x Production
10x Storage
10x Habitat

This mod adds 10x variants of the Production, storage and habitat Modules that produce 10 times more and store 10 times more of what the original modules did, they are priced in such a way, the costs of building and for blueprints require 10x more resources, as well as requiring 10x the workforce to function at full efficiency. All of these are very expensive to get the base module blueprints. Because of this reason, I decided to make them build in 60 seconds.

Also all of the 10x Production modules appear separately in a Stations Logical Overview

The AI or NONE Player Factions do not use these modules.


OTHER MODS I ALSO MADE THAT U MAY ALSO LIKE TO USE:
These adds extra modules to the game, that can improve your game in different way's:
Universal Combined Modules
100m Universal Storage + 100K Habitat
Cheap 10x modules

A random assortment of mods that can help U as well:
Player owned auto level cheat
Player Owned Immortal Property
More permanent faster levelling for player AI
1 min modules build times
2x Habitat and Storage Capacity
Free Research No Cost No Time
L Miners 3x Drones
Ships build 50% faster
Equipment Mixing
Mineable resource only use 1 volume

Cheat Menu and its alternative activation methods:
CHEAT MENU
Cheat Menu Alt activation list
32 Comments
Titan Nya 22 Feb @ 8:20am 
pretty much all of the terran modules, for some reason they just don't work as intended, it's probably a mod conflict then but I don't have much mods then I tested it. Needing to restart the game everytime you add a mod is a pain to test but I'll check again to find out what may conflict.
ok... I think I found the mod conflicting It's on nexus: Terran Production Module Build Method https://www.nexusmods.com/x4foundations/mods/1348

I have another mod that I disabled while testing so gonna check quickly if it work with it... yep no problem here...
Now gonna edit the content.xml to make it safe to disable in the game I just started without the 10x (your 2X habitat mod made it ok to try to not have too much of the terran hab around)
Like always new update make me play the game and start anew...
iseeu0  [author] 22 Feb @ 2:14am 
@Titan Nya - what modules are u referring to? All modules on a new station are 10x versus the base game modules
iseeu0  [author] 22 Feb @ 2:09am 
@IGONECRAZYYY189 - They are using the correct values in game for me on a new station

The Terran Medical supply

Produces:
1680 Medical Supply / h

And uses:
1200 Energy Cells / h
600 Ice / h
288 ptotein paste / h


The 10x Terran Medical supply

Produces:
16800 Medical Supply / h

And uses:
12000 Energy Cells / h
6000 Ice / h
2880 ptotein paste / h
Titan Nya 21 Feb @ 3:08pm 
based on X4 customizer, nothing seems to be broken...
My best guess is it's going to default production...
ok so the plot thicken... After checking the in game encyclopedia, all the 10x terran have the same output as the normal one (except medical supplies that goes to default aka argon)
So going to station design simulator to check, only the terrans modules are bugged... They either use the normal 1x value or the default in case of the energy cell production & the medical supplies

So using X4 customizer to check them out... And I've got no idea why the game don't like them... Everything seems to be ok, the recycling part is working as intended so it's not a case of having too much production methods...

Well I guess I'll change my new game to not use these mods
Titan Nya 21 Feb @ 1:59pm 
So terran medical supply taking wrong resources isn't fixed...
IGONECRAZYYY189 3 Sep, 2024 @ 7:01pm 
Why does the Terran Medical Supply 10x require different items for production?
iseeu0  [author] 2 Jul, 2024 @ 12:01am 
@Ram - yes i will be
Ram 1 Jul, 2024 @ 2:01pm 
Are you going to reduce the blueprint purchase price to the normal price for the Terrans and other DLCs as you did for the base mod?
iseeu0  [author] 29 Jun, 2024 @ 4:57pm 
Cheap 10x modules in now available
iseeu0  [author] 14 Jun, 2024 @ 8:25am 
@Boogalo - That is true, the 10x productions modules are updated