X4: Foundations

X4: Foundations

Module Limit Expansion
20 Comments
QuietMan 4 Mar @ 4:57am 
could the feedback loop (shortage -> more modules -> shortage) be cause as the AI planning cycle is balanced for more smaller stations = faster build?
The building time for each station is constrained by having only one module build at a time. You might need to reduce the module building time to balance the time for adding new modules to the AI planning cycle.
Schwarzemona  [author] 9 Feb @ 2:52pm 
わかりました。楽しんでくれてありがとうございます。
I understand. Thanks for having fun.
Mr Testicle Inspecticle 9 Feb @ 2:49pm 
Nah nah bro i was just saying how i basically recreated the terraformer war in my game lmao, it aint a bad review by any means
Schwarzemona  [author] 9 Feb @ 2:47pm 
このMODはあくまでステーションのモジュール数制限を変更するのみで、派閥のステーション建築のロジックを弄っていないのですが、確かに船体部品とクレイトロニクスが不足してしまうことがあり、結果無限ループ(船体部品とクレイトロニクスが足りないから増やそう、さらに船体部品とクレイトロニクスが足りないから‥‥)に陥ってしまうことがあるようです。何とかならないかなぁ‥‥
This mod only changes the module limit for stations and doesn’t alter the logic behind how factions build their stations. However, as you observed, it can lead to shortages of hull parts and claytronics, potentially causing a feedback loop (e.g., "Not enough hull parts and claytronics → Build more modules → Even fewer hull parts and claytronics"). I wonder if there’s a way to solve this...
Mr Testicle Inspecticle 9 Feb @ 10:45am 
Downloaded this mod in the middle of a game that was going on for a while, The demand for hull parts and claytronics shot up and the galaxy went into turmoil, the paranid in litanys fury and wretched skys were destroyed by the xenon because they used all their resources on stations and couldnt defend thenselves, the zyarth in the neighboring sectors followed soon after and were pushed back all the way to family nhuut calling for my intervention, even the holy order was get eating alive for the same reason. But hey atleast the other factions like the terrans started prospering so 10/10 would repeat history again :steamthumbsup:
Osium 1 Nov, 2024 @ 3:59pm 
Ok thanks, perfect explanation, thank you kindly!
Schwarzemona  [author] 31 Oct, 2024 @ 7:02am 
なぜこのような(modules.xmlで定義せずに別々の値を定義)ことをしているかというと、ゲームスタート時にモジュール上限数が大きいとステーション生成に失敗する可能性が高くなるためです。

The reason for setting these values separately (without defining them in modules.xml) is to avoid station generation failures, which can become more likely if module limits are too high at the start of the game.
Schwarzemona  [author] 31 Oct, 2024 @ 7:01am 
<replace sel="/parameters/economy/modulelimits/@production">20</replace>

This defines the module limit for modules that do not have an upper limit set in modules.xml. In this mod, I've removed the upper limits for many modules in modules.xml and instead defined them in parameters.xml.

<replace sel="/god/stations/defaults/modules/@production">6</replace>
<replace sel="/god/stations/defaults/quota/@sector">40</replace>

Both of these are only applied at the start of the game. The first one defines the upper limit at the start of the game for modules that don’t have a limit in modules.xml, while the second one sets the sector cap for stations at the beginning of the game.
Schwarzemona  [author] 31 Oct, 2024 @ 7:01am 
<replace sel="/parameters/economy/modulelimits/@production">20</replace>

これはmodules.xmlで上限が定義 されていない モジュールの上限を定義しています。このMODではmodules.xmlで多くのモジュールの定義を削除し、その代わりにparameters.xmlで定義しています。

<replace sel="/god/stations/defaults/modules/@production">6</replace>
<replace sel="/god/stations/defaults/quota/@sector">40</replace>

この2つはどちらも ゲームスタート時のみ 適用されます。1つ目はmodules.xmlで上限が定義されていないモジュールの、ゲームスタート時の上限を定義しています。2つ目はゲームスタート時のステーションのセクター上限数を定義しています。
Osium 30 Oct, 2024 @ 9:22pm 
I've been poking around with module limits and I was wondering if you could toss an explanation on a couple of things.

<replace sel="/parameters/economy/modulelimits/@production">20</replace>

What does this define ? Is it the total number of production modules of a certain ware the AI ​​will build?

<replace sel="/god/stations/defaults/modules/@production">6</replace>

<replace sel="/god/stations /defaults/quota/@sector">40</replace>

I'm guessing these two are, the max number of production modules on a single station, and the max number of production modules of any type in a sector? So a single sector will build stations up to 40 production modules, and no more than 6 modules on the station?
Schwarzemona  [author] 21 Aug, 2024 @ 8:18am 
いえ、防衛プラットフォームはこのmodでは制限していません。
No, defensive platforms are not limited by this mod.
Vollhov 19 Aug, 2024 @ 4:06pm 
Does this mod not limit defensive platforms ?
Schwarzemona  [author] 3 Aug, 2024 @ 11:25pm 
AI Economy Buff 7.0 Re-masteredと競合します。
AI Economy Buff 7.0 Re-masteredにも同じくモジュール拡張の変更が入っています。
It conflicts with "AI Economy Buff 7.0 Re-mastered."
"AI Economy Buff 7.0 Re-mastered" also includes changes to module expansions.
󠀡󠀡 2 Aug, 2024 @ 12:55pm 
any conflict with AI Economy Buff 7.0 Re-mastered?
Schwarzemona  [author] 20 Jul, 2024 @ 6:14am 
このMODはDeadAir Ware/DeadAir Ecoと競合します。
DeadAir Ware/DeadAir Ecoにもモジュール拡張の機能があるので、このMODは不要だと思います。
This MOD conflicts with DeadAir Ware/DeadAir Eco.
DeadAir Ware/DeadAir Eco also has the ability to expand modules, so this mod should not be necessary.
Oorillon 18 Jul, 2024 @ 12:06pm 
does this Work with DA Mods?
Schwarzemona  [author] 14 Jul, 2024 @ 9:43pm 
すみません、faction logicは何を指していますでしょうか?
NPC派閥が指定された領土を領有しようとするかどうかで合っていますでしょうか?
Sorry, what do you mean by faction logic?
Is it correct to say that NPC factions are trying to claim the designated territory?
NoOrdeR 9 Jul, 2024 @ 10:49am 
does this effect their faction logic tho ?
辰风 22 Jun, 2024 @ 7:31am 
感谢分享!
dialt 14 May, 2024 @ 9:10am 
軽くなるのほんと大事