X4: Foundations

X4: Foundations

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UNIVERSAL COMBINED MODULES 1X, 10X AND 100X
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2.040 MB
1 Oct, 2022 @ 3:11am
10 Mar @ 2:34am
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UNIVERSAL COMBINED MODULES 1X, 10X AND 100X

In 1 collection by iseeu0
X4: Foundations Mods by iseeu0
15 items
Description
This mod contains 14 modules that generates a preset list, of resources per module. These 14 modules are producing all the Main Game and DLC's minable and production resources, between the 14 of them. They are expensive to buy and build, and some items on these modules has certain resources missing from there requirements. This is due to the game refusing me to place so many production items on a single module.

All the modules in the mod, this includes the: 1X, 10X and 100X versions, are Available from any and all Faction Representatives, from the Main Game or DLC's Faction Representatives. This will allow U to make basses with a mix of modules for the 3 versions if u like to do so.

THIS MOD ALSO CONTAINS 1X, 10X AND 100X, VERSIONS

(I AM STILL BALANCING THE FINAL MODULE COSTS, IT SHOULD BE MORE OR LESS FINAL)

    MODULE 0
  1. Energy Cells
  2. Helium
  3. Hydrogen
  4. Ice
  5. Methane
  6. Silicon
    MODULE 1
  1. Antimatter Cells
  2. Graphene
  3. Refined Metals
  4. Super Fluidcoolant
  5. Teladianium
  6. Water
    MODULE 2
  1. Advanced Composites
  2. Engine Parts
  3. Hull Parts
  4. Microchips
  5. Plasma Conductors
  6. Quantum Tubes
  7. Scanning Arrays
  8. Smartchips
    MODULE 3
  1. Maja Snails
  2. Meat
  3. Sojabeans
  4. Spices
  5. Sunriseflowers
  6. Swampplant
  7. Wheat
    MODULE 4
  1. Advanced Electronics
  2. Antimatter Converters
  3. Drone Components
  4. Missile Components
  5. Shield Components
  6. Turret Components
  7. Weapon Components
    MODULE 5
  1. Claytronics
  2. Fieldcoils
  3. Foodrations
  4. Medical Supplies
  5. Nostropoil
  6. Sojahusk
    MODULE 6
  1. Majadust
  2. Space Fuel
  3. Space Weed
  4. nividium



Below are modules that has dlc resources on them, U will need the dlc's to see the dlc's resources on these module, or the module will be empty.

  1. Computronic Substrate
  2. Metallic Microlattice
  3. Silicon Carbide
  4. Protein Paste
  5. Stimulants
  6. Terran Mre
  7. Medical Supplies
  1. Scruffin Fruits
  2. Vhelt Meat
  1. BoFu
  2. BoGas
  3. Plankton



Below are modules that has dlc resources on them, U will need the dlc's to see the dlc's resources on these module, or the module will be empty or will have less items on them.

Combined all food requirements into this module, including the dlc's resources.

    UNIVERSAL MODULE GROUP F00
  1. foodrations
  2. medicalsupplies
  3. boFu
  4. water
  5. sojahusk
  6. cheltmeat
  7. scruffinfruits
  8. nostropoil
  9. terranmre



Below are modules that has dlc resources on them, U will need the dlc's to see the dlc's resources on these module, or the module will be empty or will have less items on them.

Combined all the needed items to just construct ships in to the following 3 modules, including the dlc's resources.

    UNIVERSAL MODULE GROUP S00
  1. fieldcoils
  2. water
  3. advancedelectronics
  4. antimatterconverters
  5. dronecomponents
  6. missilecomponents
  7. shieldcomponents
  8. turretcomponents
    UNIVERSAL MODULE GROUP S01
  1. weaponcomponents
  2. computronicsubstrate
  3. metallicmicrolattice
  4. siliconcarbide
  5. advancedcomposites
  6. engineparts
  7. hullparts
  8. scanningarrays
    UNIVERSAL MODULE GROUP S02
  1. smartchips
  2. ore
  3. silicon


Below is a module that has the missing 2 resources on them for Star Wars Interworlds mod, U will need the mod for it to see the resources on these modules, or the module will be empty.


    UNIVERSAL MODULE GROUP SWI0 X4 Star Wars Interworlds [nexusmods.com]
  1. ship supplies
  2. rhydonium cell



PS.If u have a full work force The module will produce 4X the normal volume per cycle -.<

OTHER MODS I ALSO MADE THAT U MAY ALSO LIKE TO USE:
These adds extra modules to the game, that can improve your game in different way's:
10x modules variations
10x modules Split Vendetta dlc
10x modules Cradle of Humanity dlc
10x modules Tides of Avarice dlc
10x modules Kingdom End dlc
100m Universal Storage + 100K Habitat

A random assortment of mods that can help U as well:
Player Owned Immortal Property
More permanent faster levelling for player AI
1 min modules build times
2x Habitat and Storage Capacity
Free Research No Cost No Time
L Miners 3x Drones
Ships build 50% faster
Equipment Mixing
Mineable resource only use 1 volume

Cheat Menu and its alternative activation methods:
CHEAT MENU
Cheat Menu Alt activation list
169 Comments
stormlands 22 Sep @ 5:52am 
iseeu0, can i ask would you be interested in making one of the boron station modules ( i like the look of the boron Plangton production module.) to make all the nessesery parts for all universal stuff for ship building. ? And thank you for making this awsome mod :steamhappy:
Teraka 14 Sep @ 11:31pm 
Or if stoping production per item is not possible maybe we could get a separate cheat mod that uses energy cells to produce the item in their individual modules, true we would get an additional 57 modules (+2 for SWI) but we could get more control over what is being produced.
Teraka 14 Sep @ 10:53pm 
I agree that energy module should be separate to make it easier to run on its own, also is there a way to solve the issue of waiting for storage? Would it be possible to start/stop by individual product? This is for cases where we don't want the module to produce something or if we want it to only produce specific items.
仙人卡尔 13 Sep @ 10:24pm 
plz consider make a seperate 10x and 100x energy module,cause universal module won't start producing unless there's enough energy,and it's hard to provide the massive need of starting energy for 100x universal modules
iseeu0  [author] 13 Sep @ 12:01pm 
@aladinaleks - yes it does
aladinaleks 13 Sep @ 9:20am 
Does the mod work for 8x versions of the game?
Darkus 15 Jun @ 1:40am 
@SeraphinGhost I have seen the same issue, I think the modules get stuck when one of the wares gets full so it doesn't move onto the next one as needed. I have found having 2 or more of the universal Module you want helps but doesn't fix this. I have been doing these tests with the x100 but I am going to try it next with the 10x ones so see if there is an improvement.
SeraphimGhost 5 Jun @ 9:07am 
I came here to see if anyone else has similar issues with storage and it seems it's relatively common bug; the production halts because it is waiting for storage, even if there is plenty of empty storage left..
Darkus 3 Jun @ 12:23pm 
@Todd[CH] sorry for the later reply, had to use the cheat mod to give me all blueprints, or you can do it your way. Otherwise, like you, I could only find the SWI modules for sale.
Kanifeli 30 May @ 3:10pm 
tried a second base build and energy storage goes negative. i cannot change to manual or the logic for energy breaks.