X4: Foundations

X4: Foundations

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100x Production Modules Base
   
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2024 年 8 月 6 日 下午 7:24
4 月 18 日 上午 1:08
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100x Production Modules Base

在 Ram 的 2 个合集中
X4 100x Production Modules
5 件物品
Ram's X4 Mods
40 件物品
描述
Adds 100x variants for all production modules in the base game that have the stats and cost of 100x modules in one.
It does not overwrite the original modules.
The AI does not use these modules.

Check the Station Modules page of my Steam Guide for blueprint availability per faction.

Also included:
  • 100k Habitat for ARG + PAR + TEL
  • 1M Habitat for ARG + PAR + TEL
  • 100x welfare module (gambling den)
  • 25M univeral storage (container / solid / liquid)*
  • 50M univeral storage (container / solid / liquid)*
  • 100M univeral storage (container / solid / liquid)*
*Terran build method is available with both this mod and my 100x Modules Terran mod.
*Placing more than 2.1 billion storage (21 100x containers) will cause an integer overflow. Limit your storage to less than 2 billion to avoid problems.

DLC races require their appropriate 100x sub-mod to sell 100x modules from the base game.
For example, ZYA/FRF will not sell 100x Hullparts without my 100x Module Split mod.

The station calculator is still accurate with this mod since everything is just multiplied by 100; simply multiply the module count in the calculator too. For example, if you build one 100x Hull Parts Module, input 100 Hull Parts Modules into the calculator.

Module Stat
Vanilla
Mod
Resource Input
1x
100x
Production Output
1x
100x
Blueprint Cost
1x
1x
Build Cost
1x
100x
Build Time
Variable, often 10+ minutes
1 minute*
*The Encyclopedia states the build time as 1 second because it is set to this value to guarantee the hard-coded minimum build time of 1 minute.



Why is the build time only 1 minute?
I disagree with the system of adding an arbitrary extra amount of time onto the construction.

Using Hull Parts Modules as an example:
The vanilla module takes almost 15 real minutes to build; actually building 100 Hull Parts Modules would take an entire real day. That is ridiculous. Shifting the limiting factor to resources and logistics instead of arbitrary timers gives players more agency. Gathering the massive amount of resources required to build these 100x modules is enough time.

Also, if I set the build time to 100x, it would be worse than building 100 vanilla modules as you would have to wait 24 hours up front before you benefit from any production. In contrast, vanilla modules would add the production of 1 module every 15 minutes.

The main purpose of this mod is the performance improvement and QOL of using fewer modules.



This mod is compatible with and intended to be used alongside 10x modules variations.

100m Universal Storage + 100K Habitat is compatible, but we add some of the same things, he does not allow the Terran build method, and he uses much cheaper cost scaling.

Consult this discussion for more information about the differences between our mods.

Part of my Station themed collection (not all mods, check the full collection at the top):
100x Modules Vanilla
100x Modules Boron
100x Module Split
100x Modules Terran
5x Cargo Drone Capacity
Builders Can Haul
No Station Scanning
1 Minute Build Time (Excluding Defences]
热门讨论 查看全部(1)
1
2024 年 9 月 23 日 上午 4:53
置顶: Mod Compatibility
Ram
36 条留言
jadelith 10 月 8 日 上午 2:46 
Ok thank you. I may end up modding the 10x you recommended, and make it 100x instead. Though I'd have to learn to mod a bit..
Ram  [作者] 10 月 8 日 上午 1:21 
@Jadelith:
Deadair Eco rebalances the production stats of all wares and adds new wares to boost production. My mod uses the vanilla ware stats, so it would not actually be 100x modules with his mod rebalancing everything. My modules also wouldn't be able to consume his new wares. It might technically function, but under vanilla's balance.

I can't play without Deadair either. I planned to make a compatible version, but making a mod of a mod is a pain, and I stopped playing this game before I got around to it.
jadelith 10 月 8 日 上午 12:32 
You mentioned in your excel that this isn't compatible with deadeco, and linked another 10x mod that is compatible with it. Why is that? Ie if I use your mod with deadeco, what would happen? I can't play the game without deadeco anymore, but I'd like a 100x version of buildings :) thank you!
Ram  [作者] 7 月 3 日 上午 10:29 
@Gwiyomi Chan
It is theoretically possible, but no one has done it because it is very tedious for a bad result. In vanilla, the NPC factions have no hope to match the player's efficiency, scale, and speed. The build time only affecting the player would hugely widen this gap, thus making the NPCs even more static and useless.

It does make the NPC factions stronger against the Xenon as you said. I just use mods to make the Xenon stronger as well, since they are far too weak even without build speed mods. As you don't want to use Xenon mods, I don't have any suggestions to improve the situation.
Gwiyomi Chan 7 月 3 日 上午 7:24 
In theory, would it be possible to follow this approach but only change the build time, to essentially create unique 1 minute build time modules but only for the player? All the other 1 minute build time mods I've encountered also affect the AI, which I'm worried would wipe out the Xenon, but I also don't want to play with any of the Xenon mods.
Ronkhar 4 月 27 日 上午 5:06 
Oh sorry. I compared the resources of the 10x and the 100x version (the 10x still requires the old resources claytronics and hullparts) and wrongfully concluded that the error was in yours.
Ram  [作者] 4 月 26 日 上午 8:04 
@Ronkhar:
It is not a bug. Egosoft changed the modules to use these materials in version 7.5 of the vanilla game.I updated my mod to match the change.
Ronkhar 4 月 26 日 上午 4:39 
Hi,
I just found a bug in your mod (probably a regression from the february update)
The 100x claytronics and the 100x hullparts module require the wrong resources to be built (advanced composites and plasma conductors instead of claytronics and hullparts)

file: libraries\wares.xml
lines: 748 to 750, 886 to 888, and 1420 to 1422

Thanks for the mod :steamthumbsup:
Szorrin 4 月 5 日 下午 3:54 
@Ram
Understandable, it doesn't even happen every time. I've had it happen on two separate occasions so far, but I have no idea how to confidently replicate the issue. It has made me paranoid every time I slap a 100M universal storage on a station now though.
I don't think it could be a mod conflict, besides your mods I have no other mods that interact with stations in any way.
Thanks for taking a look though. Until someone else shows up with the same issue, I'll just assume it's X4 weirdness.
Ram  [作者] 4 月 5 日 下午 2:31 
@Szorrin:
All the modules in this mod are just duplicates of the vanilla modules with increased stats. It is unusual for it to only affect the storage module. I double-checked the code and it should work as intended. As I also have not experienced this problem, I'm unsure how to fix it.