X4: Foundations

X4: Foundations

Mining, Gas Collector and Raw Scrap Converter Stations
Mod Suggestions
I had an idea to streamline and improve this mod and make it compatible with everything at the same time.

1) Remove all the different varieties of stations and replace them with just two modules - "Solid" and "Gas."

2) Have the mod pull the respective solid and liquid resource types from the game's own database after loading.

3) Turn that list into a pull down menu exactly like the one that mining ships use (copy/paste from mining ships).

Now when you want to build, let's say, a hydrogen mining module you would select "Mining - Gas" and construct that. Once it is finished building you would go to the pull down menu for that module and select "hydrogen" from the list. All done! Want to mine ore? Build a "Solid" module and then select "Ore" from the menu.

Advantages are thus:

1) Your module list is now only two units. Less clutter.

2) Modules can be switched from one product to another if need changes for any reason without needing to build more modules. Are you cranking out too much ice and not enough silicon? Tell one of your Solid Modules to switch production from ice to silicon.

3) Because you're pulling the resource type list after the game loads there is no need to update or change the mod due to Egosoft adding/changing resources later down the line, nor to make any changes for total overhaul mods such as Interworlds. If someone adds Unobtanium to the game then the mod would simply add that to the list on the production menu, most likely under Solids.
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Showing 1-15 of 28 comments
nephilimnexus 24 Jun, 2022 @ 5:52pm 
Idea #2: This one is simple. I wondered what the point was to the energy modules in this mod was since we already have solar panels aplenty, especially since they basically act just like solar panels in that their output is dependent on local sunlight levels.

1) Make the power modules output a fixed value independent of local sunlight.

Now they serve a useful purpose; namely being able to produce decent amounts of energy even in systems with poor or even no sunlight at all.
nephilimnexus 24 Jun, 2022 @ 5:55pm 
Idea #3: Also simple. Add an option to start the game with these blueprints already known.

1) Makes them easier to acquire for cheap bums like me who don't want to shell out 100mil per module.

2) For those other mods (looking at Interworlds again) where they aren't on anyone's blueprint selling list to begin with.
sprIder  [developer] 26 Jun, 2022 @ 4:01am 
Idea #1
There is this option where a station can produce several wares. Like we got with recycling. But there is no dropdown-option (AFAIK). You would have to pause or unpause the production of a resource in the station overview. Which is not what i wanted. But of course i could easily add a station that produces all (vanilla) minerals and one which produces all (vanilla) gasess far as I know, there is NO way for a station to simply produce all wares of a type, such as gases or food, without defining and specifying exactly what each ware is.


Idea #2
Yes, that one is easy to do and I am also considering implementing this.
The goal was to produce many more energy cells with fewer station modules.

Idea #3
As far as i know (and i don't know much in that kind of programming/start options:)
It is one thing to add the blueprints for everyone. It is another thing to add the option to add the blueprints.
Maybe just use the Cheat-Menu mod to get your money for the blueprints. I don't like the idea of getting the blueprints as a present for nothing. Yes, the stations are kind of cheating but it would even more cheating, if the blueprints were cheaper or didn#t cost anything at all.

Compatibility with StarWars Interworlds is one thing I would like to include, but unfortunately my time is also limited.
nephilimnexus 26 Jun, 2022 @ 5:34am 
That is already far more than I was expecting. :steamthumbsup:
sprIder  [developer] 27 Jun, 2022 @ 10:18am 
Idea #2 is now implemented.
nephilimnexus 27 Jun, 2022 @ 11:25am 
Now to put a solar farm out by Pluto!
bhorton22 30 Jul, 2022 @ 12:34pm 
Could I possibly request a version that has the player research the blueprints at the HQ? Would also explain the model used (Boso uses the HQ as a the prototype) and would explain why the other factions don't build them.
sprIder  [developer] 31 Jul, 2022 @ 4:41am 
@bhorton22: I believe this has been requested before. Since I have never done this type of implementation before, I would need some time and testing. And I don't want to have another version to maintain. Maybe I'll find some time to look into it soon. Maybe. And maybe a way to let the player decide for themselves if they want to buy it or research the blueprints.
Kynn 6 Sep, 2022 @ 9:28pm 
I am wondering if we can have a smaller model for the energy production module. It is ridiculously huge... And somewhat ugly,,, Loved the mod tho.
sprIder  [developer] 7 Sep, 2022 @ 8:12am 
Well, the basic idea of this mod was just to add huge stations to the game that have a huge output. And once implemented stations can not be easily changed in terms of their model.
The addition of small stations was a result of time. But originally I had always planned with large stations.
Of course, I could use the standard energy cell productions. If necessary, I could adapt them a little or combine several stations into one. But then I would make an additional mod out of it.
I am unfortunately limited to the station models of the game because I can not create new ones by myself.
Kynn 7 Sep, 2022 @ 10:36am 
Appreciated the reply.
In the first save I had with the mod, I built an entire chain of productions of all mats required to build a ship (argon ship to be more specific). All factories (about 25) are self-sufficient(which is why I love the mod). However, there are several problems/issues I figured. Maybe there are things I am not doing right since I am a relatively new player. But anyway here are my explanation and suggestion.

Building an all-in-one super mega complex is definitely doable with the mod, however it takes forever to get built, and requires a huge amount of time to get the workers filled up. So smaller single product factory is much more reasonable and easier to manage. With that being said, the large variants of a single resource extraction modules are somewhat useless. Because You certainly won't need that much raw resource and it eats huge amount of energy cell (basically means you need to build extra storage space).

It is reasonable to keep only small variants of the modules, and make the energy cell production module uses the vanilla game solar panel model so it won't eat your building space.

Since you said it is hard to alter the model after the mod is done, so I suggest to create a new one with small variants only and smaller model energy cell production. It should be simple since you can move over the current mod frame to the new mod and make some changes.

Another thing might not be so important but it would make more sense if the resource extraction site with this huge production rate should, maybe, have more work force to operate? I am not sure.

Anyways, thank you for the outstanding mod!
sprIder  [developer] 8 Sep, 2022 @ 6:44am 
Regarding the extra storage, big stations with many modules and the long build times: I use the
10x modules variations mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2487218445
which includes "build in 60 seconds / 1 min" for these stations
-> Helps against most problems. Only the long time until the workforce arrived ist not solved.
For this i made my own mod. But there seems to be something similiar on nexusmods: https://www.nexusmods.com/x4foundations/mods/579
Haven't tried it yet, but you might want to take a look at it...

A standalone 1 min build version for vanilla stations: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2053168984

Nope, i will not make and maintaine another version of this mod with only the small stations. Feel free to use only the small stations of this mod. But a mod with a small station for energy cell production is something i could do. But on the other hand, you could use the mod i suggestet at the beginning for that.

Well, in my mind these stations are highly automated and require little to no workers. But you could adjust that yourself in the mod. It should be enough documented. Otherwise, just ask again and I'll be happy to explain the "how" in more detail.

One last thing: I am also a fan of huge, self sufficient stations. But on my last playthrough i switched to built multiple but smaller stations. Like one for food and medics, one for low tech, one for high tech and so on. You obviously need some ships to handle the logistics. But overall, they're built faster and the performance is better. I also read in the egosoft forum that this seems to be a better way for some/many players.

Thank you for your kind feedback.
Last edited by sprIder; 8 Sep, 2022 @ 6:48am
Kynn 8 Sep, 2022 @ 8:54am 
I like mods for any games in general but in this game, it seems some mods are bugged out somehow and they break things. My last Terran play-though were somehow screwed up and I couldn't figure out how to fix it. What happened is, my factories were up and running, using Terran build method for ships, and I definitely have enough materials/blueprints/wharf budgets/building drones/workers/managers etc., but the wharf just won't build my ship. That is 30 hours of game play going puff...

I will go ahead give those mods you mentioned a try, just hope they don't screw up...
If the mods are working and won't break things, I will build a mega complex this time. And we will see what happens afterwards lol.
Solstice 15 Feb, 2023 @ 5:24pm 
Can u add one for scraps ? Not that it majorly important but since scraps is a minable resource too.

Also, a bit of a balance issue: The big mining stations are less efficient in space usage vice production bonus. The challenge to have them included in a factory should come with huge advantages compared to the small versions. Currently i don't see any reason to build a big one, i just go with multiple small ones since they can produce the same more with less space requirement, and also i save on the 250 million blueprint cost. :-)
sprIder  [developer] 16 Feb, 2023 @ 7:51am 
@Solstice

Thank you for your feedback. Yes, i will include a small scrap collector station in this mod. Without a dependency on the pirate DlC. And maybe i will publish another mod for a (big) scrap collector station, that definitely needs the pirate DlC.

I know. And i hate it to change it this late. But maybe by a factor of 2,5 bigger/better?! I don't know.
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