X4: Foundations

X4: Foundations

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Mining, Gas Collector and Raw Scrap Converter Stations
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83.874 MB
13 Nov, 2021 @ 10:15am
11 May, 2024 @ 12:04pm
18 Change Notes ( view )
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Mining, Gas Collector and Raw Scrap Converter Stations

Description
This mod adds mining stations for ore, silicon, ice and nividium, collector stations for methane, helium and hydrogen as well as converter stations for raw scrap.
Energy cells are needed to mine the minerals, gases and raw scrap, with one energy cell producing one mineral, gas or scrap.
To meet the high demand for energy cells, two modules for energy cell production are also offered.

The AI does not build these stations.
They are available as blueprints from the factions and can be built anywhere like normal stations / station modules. Therefore, they do not need resource deposits, asteroid fields, gas clouds or similar.

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This mod needs only the Cradle of Humanity DlC.
Those who do not own this DlCs should use the "vanilla" Version: Mineral Mining and Gas Collector Stations (no DlCs)

The mod supports the other DlCs. I set an optional dependency. So it is possible to buy the blueprints at the split and avarice factions and from the boron.
If you do not own the other DlCs, you will get errors in your debug log, if you have activated it. But there should be no problems while gaming.

Optionally the SirNukes Mod Support API Mod is required, more details below at "Research and Cheat Options":
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2042901274

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Those who use the Star Wars Interworlds mod, v0.70 and higher, please use following version instead:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3429328469

Note: This is still a beta version. So far everything should work, but unfortunately I didn't have enough time to test everything in every situation.

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Mining Stations

There are large mining stations, which use a minimalised model of the headquarters with three different asteroids. They can be bought as blueprints from all races.
Currently the production cycle is 12 minutes, with up to 120k nividium, 600k ice and 2 mio ore or silicon produced per hour.
In addition, small mining stations are offered by the community of planets and by the Terrans. These stations are cheaper, require a fortieth of the energy for production, but also produce only a fortieth: 3k nividium, 15k ice and 50k ore or silicon per hour

Gas Collector Stations

The Gas Collector Stations are available in normal and small versions from the Terrans and from the other races.
They produce up to 125k helium, 200k methane and 75k hydrogen per hour, the small stations also a tenth each.

Raw Scrap Converter Stations.

These stations exploit old shipwrecks and convert the raw scrap into general purpose scrap. They produce up to 22500 scrap per hour. They are also available from almost all races.

Energy Cell Productions

Similar to the mining stations, the output of these stations has also increased with update 1.7. The large station produces 6 million energy cells per hour, the small one 600k.

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Research and Cheat Options

Since update 1.7, it is possible not only to buy station blueprints, but also to research them. This works just like the rest of the game's research. A lot of resources and a little bit of time are needed.
By default, the research of blueprints of the player race are available. So that the research menu does not overflow. This can be changed via the mod options in the extension options. This requires the SirNukes mod support API mod:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2042901274

Also, there is now the option to get station blueprints for free via the same menu.

Feedback on the update is always welcome.

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You think the building times are to long? Use the following mod additionally to reduce them to 60 seconds. Just download it and unzip it into the "extensions" folder.
Download: https://www.dropbox.com/s/ronk0j2nxom8eqw/mining_station_60s.zip?dl=0

If you want to add changes to the mod in general, you should use the following Dropbox download, because all data is already unpacked here and a possible mod update won't break your changes.

Download: https://www.dropbox.com/s/tsj2p54lrmdvp8j/mining_station.zip?dl=0

How and where to make changes for other production rates or the influence of the labour force are described in the readme and in the wares.xml.

Special thank to

- iforgotmysocks, Egosoft-forum and Nexusmods: Update and notification routine. Thank you for letting me crip and adapt your code!
- kuertee, Egosoft-forum and Nexusmods: Options for mods within the game (extension options). Same reason. Thank you very much!
- aladinaleks, Steam: Russian translation and general support
- cyno op, Steam: Chinese translation
Popular Discussions View All (10)
28
2 Aug, 2023 @ 2:04pm
Mod Suggestions
nephilimnexus
2
17 Mar @ 8:46am
How to: Changing model of a station of this mod
sprIder
9
23 Sep, 2022 @ 5:48am
Nividium
GunBoots
324 Comments
sprIder  [author] 1 Jul @ 7:53am 
Hi Moonwalker,
Removing the mod should not result in a crash. The stations and the research will just disappear.
It may be necessary to correct the arrangement with a construction ship at stations that had the corresponding modules installed. But otherwise there should be no negative consequences.
Moonwalker 30 Jun @ 2:20am 
Hi there. Dear Sprider, my question is - what gonna happen if I deactivate your mod after construction mining stations in mid game save? It will lead to crash of save or the stations just disappear from universe?
Tnx in advance for reply.
chaoscummings 16 Apr @ 9:44pm 
Would love to see some downloadable station plans with this mod and vanilla structures (so it only has one dependency). I find the controls for station building to be more frustrating than they are worth. If someone could make a resource mega complex build, that would be amazing.
sprIder  [author] 30 Mar @ 12:36pm 
Danke dir, TRENsetter! Freut mich, dass es dir gefällt und dir nützt! :)
TRENsetter 29 Mar @ 6:34pm 
ganz viel liebe an dich, dass du alles so detaillierst erklärst und die bauzeit option direkt als extra anbietest, geiler typ. Ich bin gerade dabei alle möglichen mods zu bearbeiten die neue dinge einfügen weil mir die bauzeiten auf den sack gehen, du hast mir ne weitere Suchaktion erspart haha
Milchmann 28 Mar @ 12:09pm 
Danke für deine Antwort. Ich hab es mit dem Wiederholungsbefehl hinbekommen. Werde aber dennoch den Warehouse mod mal antesten. Danke nochmal <3
sprIder  [author] 28 Mar @ 9:45am 
Moin Milchmann, vielen Dank!

Da gibt es mehrere Möglichkeiten:

1. Natürlich könntest du einerseits die Module direkt in deinen Stationen verbauen, sodass Transportwege entfallen.
2. Du könntest bei Frachtern das Standardverhalten "Wiederholungsbefehle" setzen und mit den Befehlen "Kaufen von" & "Verkaufen an" an den jeweiligen Stationen eine Schleife erstellen.
3. Hast du kontrolliert, ob die Einkaufspreise entsprechend hoch & die Verkaufspreise entsprechend niedrig, sowie auch wirklich deine Frachter an den Stationen zugelassen sind?
4. Es gibt außerdem Mods, die gewünschtes anbieten, z.B.: https://www.nexusmods.com/x4foundations/mods/939

Hilft das weiter?
Milchmann 26 Mar @ 1:51pm 
Toller mod bis jetzt. Und wie bekomme ich die Erze etc. zu meinen Produktionsstationen ? die Schürfer, die die Festoffe transportieren könnte, machen nichts wenn ich die automatisch im Sektor handeln lasse
sprIder  [author] 17 Mar @ 8:46am 
Hi Krieger des Lebens,
No, the mines will not dry up. They produce nothing when they have no energy cells available. Otherwise they will produce endlessly. Just like every other production module.
Krieger des Lebens 16 Mar @ 11:10pm 
Do the mines run dry at some point just asking to not be surprised?