X4: Foundations

X4: Foundations

X4 Economy Overhaul
231 Comments
tntingram88 5 Jul @ 12:47pm 
how do you go about repacking wares.xml file so that the game reads it the changes. cause goin on the forums they alsao say to keep them as loose files but i dont even understand if that theres a certain way to do that for the game to read and make the changes. ive figured out how to finally unpack the .cat file and i also finally found where to make the changes....now im hung on the repacking or keeping loose files in a way that the game acknowledges the changes....could 1 of you guys please provide a little more context/direction PLEASE on what need to be done for that to happen.
tntingram88 3 Jul @ 8:45pm 
is this ever going to be updated? or could some1 who has the know how be able to update it? ill add a donation to any1 who does it. Trufax
Vollhov 4 Apr @ 6:25am 
please update :steamsad:
jkelley2 2 Apr @ 7:03am 
yes thats correct @Tron842, arithon actually pinged me on the Egosoft discord and i helped them
Tron842 2 Apr @ 5:13am 
If I understand correctly, you need to use the CAT extractor tool [www.egosoft.com] to extract the mod and repack it.

You are then looking to modify the wares.xml file.

Look for "<replace sel="/wares/ware[@id='computronicsubstrate']">"and then change the inputs from:
<ware ware="energycells" amount="5100" />
<ware ware="aicores" amount="500" />
<ware ware="metallicnanoparticles" amount="2180" />
to:
<ware ware="energycells" amount="5100" />
<ware ware="aicores" amount="230" />
<ware ware="metallicnanoparticles" amount="800" />

Then repack the cat file and use it until updated
arithon 1 Apr @ 8:42am 
@jkelley2 could you specify a bit more please? I can't find the lines where I could apply your fix. I found 102 places with "computronicsubstrate", but none of them in a context with the numbers you mentioned...
jkelley2 28 Mar @ 12:36pm 
added aside for anyone inclined to do so

i was able to extract the .CAT files and tweak numbers and fiddled with it alot for Computronic Substrate and was able to settle on locally by editing the X4 Foundations\extensions\x4_economyoverhaul\libraries/wares.xml from the mod to

Energy Cells = 5100
AI Cores = 230
Nanoparticles = 800

this settles production from the modules at

588x Computronic Substrate

24,000x Energy Cells
2760x AI Cores
9600x Metallic Nanoparticles
jkelley2 28 Mar @ 9:16am 
a bit far into the save now not exactly wanting to restart but yea, the Computronic Substrate needed resources are way messed up with the 7.5

its gone from

392x computronic substrate

20,400 energy cells
2000 ai cores
8720 nanoparticles

to now

588x Computronic Substrate

24000 energy cells
6000 AI cores
26160 nanoparticles

it now takes 3x the nanoparticles and AI cores for 1.5x resources

the resources need a balance pass
Sentenza 21 Mar @ 1:48am 
this mod can save X4 when it get updated.
Dr_Cox1911 3 Mar @ 5:42am 
I hope this gets updated to 7.5 soon, would have loved to start my Terran playthrough today, but I guess that will not happen unfortunately.

Is there anything that can be done to help you speed up the whit the update?
Добряк 22 Feb @ 10:54am 
Yes. The mod is partially broken with version 7.5
Duncaroos 22 Feb @ 7:52am 
Any plans to update to v7.5? There are new radar modules and hull part/claytronic production modules have different construction wares now.
War...war never changes 3 Oct, 2024 @ 8:24am 
mod production modules aren't 10x basic production; they're around 2.5 or so and they cost almost the same as 10x normal production modules. Probably because it isn't updated to newest version
Quecks 15 Jul, 2024 @ 3:09am 
Is there any meaning to the colors in the flow charts?
arithon 11 Jul, 2024 @ 2:47pm 
Could you at some point fix two/three translation bugs in the german translation?
https://i.imgur.com/6CqTIOr.png
The terran Nanoparticles should be called "Nanopartikel", not "Nanpartikel" (station as well as wares).

https://imgur.com/a/0Nspl4j
This factory should be called "Produktion", not "Production".
RichardLuo 26 Jun, 2024 @ 9:25am 
is this mod compatible with 7.0?
kullen 27 Mar, 2024 @ 1:26pm 
Came here to praise this mod for what it do and complain about the hitboxes, love the mod regardless
Saeb 28 Dec, 2023 @ 11:06am 
Did he fix the issues with hitboxes?
Mr.Hishprung 29 Aug, 2023 @ 4:57am 
For the love of the goddess please fix the building collision of the modules. Some modules that are very slim and small need to be miles away from other because otherwise they collide
Royal Shrimp 16 Jun, 2023 @ 8:28am 
How can I shorten the construction time? Is there a way?
OhStaniel! 15 Jun, 2023 @ 11:00pm 
Love your stuff, tho.
OhStaniel! 15 Jun, 2023 @ 10:59pm 
Can't seem to get close enough to any of your modules in 6.0 to steal blueprints. Some collision issues, to say the least.
thyratr0n 18 May, 2023 @ 7:33am 
Is it compatible with DeadAir's mods like God or Fill ones?
Ay Tone 17 May, 2023 @ 5:00pm 
As I understand it, the simplicity of the Terran economy is - somewhat - balanced by the massive resource requirement compared to the Commonwealth factions. I agree that's boring and I'd rather have more complexity, but did you take this into account in your mod? Thanks.
jkelley2 5 May, 2023 @ 4:10am 
hello really enjoying using the mod but was wondering if at all possible to have a version without all the terran changes short of maybe the fusion reactor
Carstein 4 May, 2023 @ 3:10pm 
hey loving the mod! but i seem to have a conflicted with the fusion reactors mod, seems this turns that mods modules into basic solar plants any idea how id go about making them compatible?
♠ O N A T I V E ♠ 3 May, 2023 @ 3:35pm 
It's really cool. But can you make an even more vanilla version? That is, to make sure that there are a lot of resources for the production of something, including ships. Otherwise, terrans simply spawn them endlessly and resources are extracted from them very quickly. I hope you understand me, that would be just fine.
Vollhov 2 May, 2023 @ 2:21am 
It's a pity. I specifically left only 2 of these mods today and my observations were confirmed.
Unfortunately, this mod and SVE :( Specifically, it does not allow AI to use Battleships, although all other ships are used.
KungFury  [author] 2 May, 2023 @ 1:55am 
This must be an issue with another mod. This mod does not change any of the jobs or shipgroups.
Vollhov 1 May, 2023 @ 1:09pm 
The fact is that I do not use the XR Ship Pack mod.
And I don't understand how this MOD conflicts with SVE.
In version 5.10, this was not the case and everything worked perfectly.
KungFury  [author] 1 May, 2023 @ 1:03pm 
Pretty sure that this has nothing to do with this mod.

It might have to do with the XR Ship Pack because I want it to be useable with VRO so I had to remove existing battleship groups and than I add the groups back later.
The problem here is that you can not have 2 groups with the same ID and if I just add the group in the XR Ship Pack and if the group already existed, than it creates an issue and no ships are added at all. So I had to first remove it and recreate it. If the SVE is loaded before and added ships to that group, these ships will be removed in this step.
I havent found a working solution yet that works for every mod together. So I dont know if I can fix it.
What would work is if you crate a submod that just adds the SVE ships to the existing groups later after XR Ship Pack and SVE has been loaded.
Vollhov 1 May, 2023 @ 10:33am 
Somehow the scripts prevent the AI from building and using battleships from SVE https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2229061492
KungFury  [author] 24 Apr, 2023 @ 2:25pm 
Thx. Should be fixed soo.
That comes when you dont take enough time for what you do :(
Vollhov 24 Apr, 2023 @ 1:47pm 
@KungFury Please check Xenon P and S.
KungFury  [author] 24 Apr, 2023 @ 11:51am 
I dont know how other mods work with this sorry.
And yes, everything needs energy cells for construction. Its like in real life... its takes a lot of energy to build solar panels ;)
Sentenza 24 Apr, 2023 @ 11:46am 
And last question, do you need energy cells to build solar panels like vanilla? ( Always found this stupid)
Sentenza 24 Apr, 2023 @ 11:43am 
Looks amazing 🤩, how commonwealth factions manage the complexity?
KungFury  [author] 24 Apr, 2023 @ 11:29am 
good :)
Vollhov 24 Apr, 2023 @ 11:08am 
All right :steamthumbsup:
KungFury  [author] 24 Apr, 2023 @ 10:24am 
Uploading bugfix version. I have only checked the power plant but the bug should fix all misisng textures (hopefully). Let me know if it worked for you.
KungFury  [author] 24 Apr, 2023 @ 9:47am 
hm ok shit...
Vollhov 24 Apr, 2023 @ 9:36am 
Vollhov 24 Apr, 2023 @ 9:17am 
Missed a little: https://i.imgur.com/sIE9E0x.jpg Sector Abyss
Vollhov 24 Apr, 2023 @ 9:15am 
Vollhov 24 Apr, 2023 @ 9:14am 
https://i.imgur.com/pgSt5Gi.jpg Looks like something broke at the Power Plant
KungFury  [author] 24 Apr, 2023 @ 9:00am 
Should be fixed now. Please let me know if it works for you.
KungFury  [author] 24 Apr, 2023 @ 7:47am 
Ok sorry! I found the problem. I always play together with my other mods and somehow the white textures come from the XR Ship Pack.
I will try to include the white textures to this mod as well.
Vollhov 24 Apr, 2023 @ 7:00am 
For everyone and in different sectors, except for IA Core. IA Core as it should be white.
KungFury  [author] 24 Apr, 2023 @ 4:55am 
Is it just in one sector and is it for all of the modded station modules or just the one you showed?
Vollhov 23 Apr, 2023 @ 3:47pm 
Removed all mods, left only one, all the same, all new Terran modules are gray.
In settings everything costs Ultra 4k.
I don't understand what's going on :(