X4: Foundations

X4: Foundations

Larger Stations
33 Comments
NoDMoD 8 Jun, 2024 @ 11:11am 
Well, I couldn't figure it out. Too many mods, and I don't feel like unpacking them all, so I can search the files.
Treybor  [author] 8 Jun, 2024 @ 10:03am 
@NoDMoD yeah its possible they changed the source name of argon_shipyard, i just replaced the contents of argon_shipyard and a rename would break that
NoDMoD 8 Jun, 2024 @ 2:02am 
I was just working on a new mod that expands the Pirates chaos wip mod and noticed that SCA wharfs had your larger stations designs but Argons don't, now I am deactivating mods to see which one interferes, but there are no other mods that have anything to do with stations, however, maby another mod author just overwrote the whole file or something like that, without needing to.
Treybor  [author] 8 Jun, 2024 @ 2:00am 
@NoDMoD you can just try cutting out what you want and frankensteining your own mod folder
Treybor  [author] 8 Jun, 2024 @ 1:59am 
is it just this mod? bc neither of the two dependencies you shared have anything to do with assets or constructionplans, and you want station shuffle to go last anyway usually, it just goes through and adds matchextension="false" to every god entry
NoDMoD 8 Jun, 2024 @ 1:23am 
@Treybor
Thanks a lot, yea I have already rewritten your id and added these dependencies:
<dependency id="ws_2971073621" optional="true" name="Stations Shuffle"/>
<dependency id="ws_3214809882" optional="true" name="Module Limit Expansion"/>

I still can't figure out which mod is overwriting it though.
Treybor  [author] 6 Jun, 2024 @ 4:37am 
@NoDMoD also you can change the content ID to detach it from steam updates, its in the content file, or else steam will overwrite any of your changes if theres an update ever. <content id="ws_2972726303" to <content id="new_name". Otherwise its just gonna be a case by case basis with that overwriting what.
Treybor  [author] 6 Jun, 2024 @ 4:32am 
@NoDMoD you can open the files with X tools, you can download it from steam if you havent already in the tools section, then you just unpack the CAT files and can check too see what is conflicting from there, you can also add -logfile debug.txt to launch options to X4 through steam and it will generate a debug file in your Egosoft documents folder that will give you some more info on what could be the issue
NoDMoD 6 Jun, 2024 @ 3:39am 
Hello @Treybor
I would like to ask for some help, I have been using your mod successfully and recently changed my mod load out, now all of the sudden your mods is not working anymore. I have renamed the mod to start with zzzz_ so it will load last and also added two mods as a dependency, because I figured, they would overwrite your mod. But it's still not working. How do I make sure your mod is loaded last, or how do I find out which mode is overwriting yours?
Treybor  [author] 18 Jan, 2024 @ 4:21am 
@]TPG[*Dagger PIO are just irrelevant, they rarely lose enough ships to justify adding anything to them, they can already hit their max ship cap and sit with a full wharf/shipyard if you play long enough... maybe eventually I'll add a xenon cluster closer to their home to help them keep a functioning economy, but without destruction, their economy would just lockup anyway and there is no sense adding anything there without it reliably getting destroyed
]TPG[*Dagger 17 Jan, 2024 @ 6:32pm 
Treybor, loving all your mods man.

Any reason why not on the PIO Wharf/Shipyard? I also noticed your job files do not really touch adding anything there-- amd FOCW also doesn't? Just curious what I don't know.
Treybor  [author] 3 Sep, 2023 @ 10:59pm 
@]TPG[*Dagger unfortunately getting the xenon stations larger was a nearly impossible in my trials, so this only effects the AI empires besides the Xenon, and it should apply but only for new wharfs/shipyards/tradestations

It won't retroactively rebuild existing stations
]TPG[*Dagger 3 Sep, 2023 @ 9:42pm 
Can this be added after the fact or no? Game already going.
Wanting to double the amount of xenon ships able to be crafted at each shipyard.
Treybor  [author] 31 Jul, 2023 @ 3:23pm 
@Sergeant Centurius all factions have redesigns, except PIO and the ToA factions
Sergeant Centurius 31 Jul, 2023 @ 12:55pm 
is it me? or only terrans got new shipyard?
knightphantom420 17 Jul, 2023 @ 7:16pm 
i was wondering if you would consider making a mod that increased the build time on all ships
it would give a reason and a real need to have and build more shipyards...
small ship 10 to 20 min /med ships 20 to 40 min /large 1 hour 20/40 min xl ships 2 to 3 hours
but xenons can build haf the time ...
Treybor  [author] 23 May, 2023 @ 12:28am 
@won2three yeah I plan on doing an extra pass on the stations eventually
won2three 22 May, 2023 @ 10:13am 
Large ship docking capcity.
won2three 22 May, 2023 @ 10:12am 
A good addition to this mod is to change shipyards and warfs. They need docking capcity increased by 5x.
Treybor  [author] 13 May, 2023 @ 7:54pm 
@Faro8 I'm not totally sure how it works for the AI if I enable overlapping, since I have to export from station designer then back into the code which is why I left it off, I'll play with it when I have some time and put out an update
Artermus 13 May, 2023 @ 6:28pm 
Must have for that RTS conquer universe style
Faro8 13 May, 2023 @ 11:11am 
If it's in the in game station designer you could try allowing overlapping modules, since it sounds like some kind of collision issue
Treybor  [author] 13 May, 2023 @ 10:39am 
@Faro8 yeah, im trying to see if i could make it symmetrical but the station designer is kinda fighting me and doesn't accept the placement lol, so its not a simple move and plug in, probably would have to redesign the top half
Faro8 13 May, 2023 @ 8:52am 
Small issue with the Argon shipyard: It is not quite symmetrical. Im talking about the additional storage and xl module on the right side of the screenshot.
Elec Frost 8 May, 2023 @ 7:41pm 
This is definitely what I was once looking for to solve my old Mod-build's issues with VRO preventing Split flagships being built. The default Split shipyard wasn't able to accommodate the hull parts costs for a single XL-class at the time.
Helljumper27 8 May, 2023 @ 7:04pm 
This is so cool!
minWanabe 7 May, 2023 @ 7:28pm 
Fantastic work Treybor :-). Little mistakes like that can be so incredibly easy to make, especially if you're dealing with multiple modding projects lol.

That's fair enough about the Xenon, the balance of X4 can be quite fragile and does require great care when making alterations. As you mention there is a lot of time spent observing it all through SETA run sims, it takes a lot of time. I imagine that you could probably use a little break by now in regards to running SETA simulations :P.

I will add that I think your approach of altering the designs of the shipyards rather than adding more individual shipyards is the way to go. This method probably allows the resources to more reliably get to their designated end-points.
ZeroBoogie 7 May, 2023 @ 5:39pm 
Thank you
Treybor  [author] 7 May, 2023 @ 4:45pm 
@minWanabe just put out an update to fix that job file, was 100% an accident lol, But as for the Xenon, they already build extremely fast and I'm really hesitant and careful with buffing them especially economically, economically for the other empires, I've ran a few tests (both seta and non seta) running from anywhere too 8 -12 hours with these in and this 100% makes the empires super hungry for resources, it didn't slow down ship production though, although with larger storage, L ships become more important and they might benefit to include more for the AI empires to have... But balancing the AI empires economy is pretty tough task
Treybor  [author] 7 May, 2023 @ 4:33pm 
@minWanabe yeah your right! thats my bad!, I was half awake this morning when uploading!
minWanabe 7 May, 2023 @ 3:34pm 
I was literally pondering about what kind of effect that changing the faction shipyards would have the other day!

I'm not upto date regarding DLCS so upon unpacking your mod to possibly put in some temporary edits I noticed that it looks like the jobs file from Xenon Unlocked might be included with this.

Any thoughts on perhaps any changes for the Xenon? A single additional production module on their shipyard maybe? Considering how many shipyards they can build that's probably enough of a tweak.

Your designs based on your screenshots look good to me. You've been on quite the roll lately releasing some really fantastic mods. Thank you.
moonandstar 7 May, 2023 @ 1:03pm 
YAAAASS!
yerts 7 May, 2023 @ 12:35pm 
Your mods are suddenly now my favorite on the entire workshop.