X4: Foundations

X4: Foundations

1 Minute Build Time [Excluding Defence]
22 Comments
Ram  [author] 6 Jul @ 12:37pm 
@SirTurlock:
Yes.
Sir Turlock 6 Jul @ 3:57am 
Does this work for 7.6?
Bussy 27 Jun @ 4:11pm 
Also I like your other mods esp Xenon jobs+ and turret buffs. Love fighting the swarms
Bussy 27 Jun @ 4:10pm 
@Ram Correct, i sometimes play the Xenon start mod and would like any mod that makes Xenon a stronger threat in my other play throughs.

I'm hoping (not likely) Egosoft adds an official xenon start. As it stands most xenon ships do not have cockpits (obviously), cannot be piloted and the player has to use faction builders to create stations.

Its not the end of the world I was just ranting, Someone released a recent one but it breaks Xenon start mod and its only to address a inflated defence platform build time bug ¯\_(ツ)_/¯
Ram  [author] 27 Jun @ 2:54pm 
@Bussy:
It's mostly an oversight since players can't build it. The main purpose of such mods is player QOL as the vanilla timer leads to ridiculous idling. The NPC Xenon mostly don't need it since they only build shipyards, solar panels, and defense platforms. The latter is the majority, and it's purposefully excluded from this mod even for the normal factions.

Are you using a mod to play as Xenon or just want the speed for them too?
Bussy 27 Jun @ 2:43pm 
damn every single build mod excludes xenon modules :/
Ram  [author] 24 Mar @ 4:52pm 
@老干八
This mod does not affect Xenon modules.
老干八 24 Mar @ 11:25am 
你好作者,我使用了Xenon Start Mod,因为这个mod能让我开局能建造xenon的所有模块,然后我发现并没有被加速。我想问一下如果我想让这个mod生效我该怎么做
Ram  [author] 1 Mar @ 12:54pm 
@SirSerhio:
It should work because it just overrides all the vanilla values.
SirSerhio 1 Mar @ 12:11pm 
This mod runs 7.5 versions?
Osium 1 Nov, 2024 @ 7:13pm 
Yea I will check that out.
Ram  [author] 1 Nov, 2024 @ 5:54pm 
@Osium:
Using the mod for this purpose will only work if they have the resources to build the modules in the time that you have this mod active.

I have never tried to remove it, but it's probably safe because it specifically only overwrites the number in the build time. If you remove the mod, it should default back to the vanilla build time without issue, though modules already under construction might not be affected.

If you are worried, you could create a save, remove the mod, load the save, then try to build a module and see the result.
Osium 1 Nov, 2024 @ 4:45pm 
Can this be safely removed after using it?

Idea being, give the AI some time to boost its economy, and then remove it so it's back to normal.
Ram  [author] 15 Sep, 2024 @ 2:51am 
@Arkantos:
Yes, it applies to everyone. There is no way to make it only apply to the player.

However, applying it to the AI creates a more dynamic universe because the AI factions are more capable of managing their economy.

Xenon is weak in 7.1 even without this mod, but this mod does make it worse. Use a mod to buff the Xenon like Xenon Jobs Lite , or Xenon Jobs if the Lite version is still too easy. These mods work by increasing the amount of ships the Xenons can build, and they have to actually build them, so it will take a while until you notice the difference.
Arkantos 15 Sep, 2024 @ 12:28am 
works in 7.10, but I fear the 1-minute time is also applied to other factions (correct me if i am wrong, but it looks to be the case). So they mass-build everywhere, ruining the balance of the game. In my game they are taking over most xenon sectors because of this. They get economy up and running super fast
Nobutora 1 Sep, 2024 @ 9:13am 
i love you
EposOne79 1 Sep, 2024 @ 3:13am 
There is already a mod for this on the SWI discord to download mate
Todd[CH] 31 Aug, 2024 @ 11:16pm 
Probably the best thing for me to do will be just editing the values inside SWI itself since i do not plan on releasing it.
Still a great mod which i will be sure to use when playing regular VRO X4.
Cheers! ;)
Ram  [author] 31 Aug, 2024 @ 3:52pm 
It is effectively the same thing since it would be an XML patch whether it is a separate mod or integrated into this one.

If you want to do it yourself: look inside this mod, see how I did it, and then do the same for SWI's modules.
Todd[CH] 31 Aug, 2024 @ 3:07pm 
This would not be compatibility, it would be an entirely separate mod.
I would do it myself but i have no idea how to do it other than editing the main mod itself directly.
Ram  [author] 31 Aug, 2024 @ 12:40pm 
@Todd[CH]:
It would be possible to do, but I do not plan to do it. Compatibility for total conversion mods is a considerable amount of work. I also do not use VRO or SWI, so I am unfamiliar with the balance, and it would be troublesome to test mods that I don't use.
Todd[CH] 31 Aug, 2024 @ 1:57am 
Would it be possible to make a Star Wars Interworlds version for this and the 100x production modules?