X4: Foundations

X4: Foundations

Mining, Gas Collector and Raw Scrap Converter Stations
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?
sprIder  [author] 15 Mar @ 8:17am 
Hi Chewie2k,
thank you for your feedback.
That is possible. But be aware: This can and will break existing stations. So before you change anything: dismantle them, save, change the mod and then rebuild them.
If you want to know how, please have a look at this topic:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/2653753970/550107551434306181/

Or, summarized: Use this mod additionally: https://www.dropbox.com/scl/fi/aic5wbn977lkw77k60h9i/mining_station_s_energy_ter_claim.zip?rlkey=1bmxabx16w196olu83kt6lwcg
Chewie2k 14 Mar @ 9:58am 
Hey, I'm loving the mod, just one question; is there a way to change the model of the energy pylon? I find the current small version is just too big to be practical. If you could tell me if I can change it to use the model of say, the terran admin centre?
sprIder  [author] 18 Feb @ 8:22am 
Mhh. With a reputation of -9 and higher you should be able to buy the blueprints at the faction representive.
It's good to hear, that they appear in a custom game start. But the whole situation is weird.
Unfortunately steam broke the link. Please try again:
https://forum.egosoft.com/viewtopic.php?p=4768514#p4768514

Do you mean the vanilla version of this mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2671893439
or the vanilla game version without any dlcs and mods?
Dylan 17 Feb @ 3:39pm 
@sprider
1. Mod is on.
2. Steam version,vanilla only.
3. Argons and terrans haven't got it and I'm making my way around to check others. maybe a rep issue?
4. I have not, red text resolved itself.
5. red text is gone, I believe the game just needed to be loaded with the new mod, saved and reloaded.
6. Nothing should be conflicting.
7. the requested topic does not exist.

Honestly brother, I need to put much more effort into checking all the faction reps. I had a look at the custom start and the modules are in there. So I know they exist.
sprIder  [author] 17 Feb @ 12:51pm 
4. Have you tried unsubscribing from this mod, starting the game but not the save game. Then exit the game. Check, if the "mining_station" folder is deleted and maybe a folder called "ws_NUMBER ", changed just that moment, too. After that re-subscribe.
5. What do you mean with "Locations 'mining_station"? Where and how did this occour? Do you have a screenshot?
6. Which other mods do you use? A list or screenshot(s) would be helpful.
7. Do you have a debuglog for me? How to debuglog:
https://forum.egosoft.com/viewtopic.php?f=181&t=402452#p4768514
sprIder  [author] 17 Feb @ 12:50pm 
Hi Dylan,
Sorry, but that's too little information for me to be of much help.
I will try it anyway:
1. Have you checked if this mod is "on" ( active / activated ) in the "extensions" menu of the main menu?
2. Are we talking about the steam version of this mod? Or the vanilla or SWI version? Do you or did you ever used a version from Dropbox?
3. Have you checked if other factions offer the blueprints, e.g. the Argons? If so, do you happen to use the vanilla version of this mod? Or have you ever used it?
Dylan 17 Feb @ 11:43am 
Nothing is showing up in Terran faction rep and "Locations 'mining_station' is already used by another extension. When I don't think I'm using anything about mining stations
sprIder  [author] 17 Feb @ 9:32am 
Hi ModestEgo,
nope, I published the SWI Version on Steam minutes ago:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3429328469
ModestEgo 16 Feb @ 4:44pm 
Is the link here to dropbox still the only way to get the SWI version?
sprIder  [author] 3 Feb @ 8:05am 
Hi Joreddhes,
thank you for your idea.
But the intention of this mod was and always will be to bring back mining stations as they were in X3.
I'm satisfied that I was able to implement the basic research for the blueprints. This research is expensive enough in my opinion. Creating one or more missions is beyond my capabilities.
Joreddhes 3 Feb @ 1:07am 
Good day.
I would like to suggest a revision for the mod. In X3 there were ore mining stations. However, the asteroids were exhausted and the community switched to small ships. This is how it is presented in the game. This means that there are simply no suitable asteroids in the near space. Also in the plot, the player has the opportunity to teleport the station. There are many technologies for exploration. You can make a project in research on scanning deep space. Boron will find a suitable asteroid. Then an additional project for teleporting the asteroid into habitable space by coordinates. This will increase the cost of building such a station. Also, this approach seems logical in the world of X4.
I apologize for the broken English. Google translate helped
sprIder  [author] 1 Jan @ 8:38am 
There is an update for the Star Wars Interworlds version out now, fixing a wrong resource for research.
sprIder  [author] 16 Nov, 2024 @ 3:41am 
Hi shØut, yes, that is the plan.
shØut 16 Nov, 2024 @ 2:27am 
Great, thank you to the author. I hope the author will continue to update in the future
Zarzunaba 16 Nov, 2024 @ 12:23am 
Terrans have no Ore, they are sending literally ALL their miners into the asteroidbelt.
Its quite frustrating, but at the same time hilarius to watch :D
Cyonu 6 Nov, 2024 @ 11:51pm 
Anything xenon related would be hype
sprIder  [author] 22 Sep, 2024 @ 1:19am 
Thank you for your kind feedback.
I have plans for the future to add some xenon versions. For my understandig:
Do you want to have a xenon variant, like the Terran, or build the existing stations as a Xenon? Do you use a mod / mods to play as / like a Xenon?
Harald Blåtand 21 Sep, 2024 @ 3:35pm 
Thank you for the MOD, absolutely wonderful addition. I'd like to ask if it's possible to add a Xenon build version into this as well? Some times I like going drone, but I miss ignoring resource fleet management.
sprIder  [author] 9 Sep, 2024 @ 10:16am 
Hi Thor,
can you please provide, at least, (links to) some screenshot of your station with its logical overview / bug and from the map view the list, which moduls of production and storage your station contains? Or even better, a link to your savegame and a list / screenshot of your used mods. Thank you.
In a quick test with over 420 S Ore Mining Stations i couldn't recreate your problem.
Thor 9 Sep, 2024 @ 8:00am 
Maybe related to the large energy consumption, I got a game bug where I could no longer open or manage energy storage tab in the logical view.
Thor 5 Sep, 2024 @ 1:35am 
This changes everything. Seems I can ditch those stupid buggy miners.
bonesbro 15 Aug, 2024 @ 7:49am 
Absolutely, will do. And it will depend on this mod as a requirement. Thanks!
sprIder  [author] 15 Aug, 2024 @ 3:37am 
Hi bonesbro,
Thank you for asking!
You are welcome to do so. A reference to this mod or the author/me would be very appreciated.
If there are any other questions or uncertainties, please just let me know.
bonesbro 14 Aug, 2024 @ 3:45pm 
Hey sprIder, I'd like to release a small XML patch mod which adjusts the build time, cost, and cycle times for these stations in the same way that DeadAir's Eco overhaul does to the base game's modules. Just XML <diff> files and patch operations, no reuse of your assets/textures.
You didn't explicitly state that these permissions are granted so I wanted to check with you before I posted it. Thanks!
Fabian 11 Aug, 2024 @ 7:55am 
Du bist ja auch ein Quell von Kreativität:D
sprIder  [author] 11 Aug, 2024 @ 7:16am 
@Assgard:
Wunderbar. Sehr gerne!

@Fabian:
Joar, das wäre eine Option. Ich schau mal, was es dann wird. Aktuell habe ich die Idee von zwei verschiedenen Stationen, basierend auf dem Xenon Asteroiden. Daher wäre ein Lager grundsätzlich schon mal eine Möglichkeit.
Fabian 9 Aug, 2024 @ 6:06am 
@sprlder Xenon Asteroiden station als universal storage XL und man kann nen Dock ran bauen und hat ne schöne kleine handelsstation für illegale waren oder als Lager für angebaute Erze...
Assgard 9 Aug, 2024 @ 2:26am 
Hallo sprider, danke für die schnelle Antwort. Spiele als Argone und in meinem HQ wird die Forschung für alle deine Stationen angezeigt. Ebenso könnte ich die Blaupausen auch kaufen. Danke für die tolle Arbeit.
sprIder  [author] 8 Aug, 2024 @ 8:41am 
Moin Assgard,
Die Forschung hängt dann von deiner Spielerrasse ab, also ob du Terranische oder nicht-Terranische Blaupausen erforschen kannst. Aber ansonsten: Ja, korrekt.
Assgard 8 Aug, 2024 @ 1:08am 
Hallo, zu meinem Verständnis, ich brauche nur deine Mod um die Stationen auch in meinen HQ erforschen zu können. Ebenfalls kann ich mit der Mod auch die Blaupausen dazu kaufen. Die genannte "SirNukes Mod Support API Mod " brauche ich ein keinem der beiden Fälle.
sprIder  [author] 12 Jul, 2024 @ 2:42am 
:D
Danke schön! Joar, doch, es ist schon etwas Zeit reingeflossen ;)
Fabian 11 Jul, 2024 @ 1:11pm 
PS: bevor ich es vergesse... danke für deine geleistete arbeit! mega mod, ich weiß was dahinter steckt. hab mal nen split waffen und schild mod auf nexus hochgeladen war ne riesen arbeit muss den aber nach den jahren auch mal neu updaten :D
Fabian 11 Jul, 2024 @ 1:08pm 
sollst ja nix versprechen :xenon:
sprIder  [author] 11 Jul, 2024 @ 8:26am 
Das ist schon eine coole Idee. Ich schaue mal, was sich machen lässt. Aber ich verspreche nichts.
Fabian 10 Jul, 2024 @ 11:26am 
Sprlder ja die meine ich. Naja die große Energie Bude ist ja auch xenon. Naja war ja nur nen Traum eines alten Mannes:-) eine verlassene xenon Basis als meinen Piraten Stützpunkt... fertig phantasiert
sprIder  [author] 10 Jul, 2024 @ 8:26am 
@NoOrdeR
Ahh, ok, now i get it. Well, that would be an other mod. Station modules for high end products which only need the basic resources, delivered by the modules of this mod.
Maybe. I could do that. In the future.
sprIder  [author] 10 Jul, 2024 @ 8:22am 
@Fabian:
Meinst du diese Station: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3286263566/ ?
Wenn es schon eine Xenon Basis ist, sollte sie auch den Xenon gehören. Das wäre doch was, wenn die Xenon selbst Silizium und Erz produzieren könnten.
NoOrdeR 8 Jul, 2024 @ 2:58pm 
@sprider dont know how to explain it but lets say for example module that produces high amount of claytronics for example while consuming huge amount of base resources for example so it cuts off the station module clutter such as having to go for so many quantum tubes, microchips and antimatter modules :) so like this instead of (resource > needed production clutter = claytronics) it would be like (resource = claytronics)
Fabian 8 Jul, 2024 @ 2:06pm 
Planst du vielleicht noch eine stationmodul Variante mit der xenon Asteroiden Basis? Das wäre noch ein Traum, ich liebe dieses model.
sprIder  [author] 7 Jul, 2024 @ 4:13am 
Thank you, NoOrdeR!
Of course I could do that, but I don't see the point. As I wrote shortly before, one module with several products is much more inefficient than several modules with one product each. But you're welcome to convince me what it's useful for.
Lategame is a thing of its own. For some, it's just the price, so they can't afford things at the beginning. For some, a game lasts 100 hours, for others 500 hours, which is why I don't think a time dependency, e.g. unlocking research after 250 hours, makes sense. Therefore, I would make the module or its blueprint expensive and the research would be dependent on that of the other modules.