X4: Foundations

X4: Foundations

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100x Production Modules Terran
   
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6 Ağu 2024 @ 19:26
11 Ağu 2024 @ 12:10
5 Değişiklik Notu ( görüntüle )
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100x Production Modules Terran

Ram tarafından 2 koleksiyonda
X4 100x Production Modules
5 öğe
Ram's X4 Mods
19 öğe
Açıklama
Adds 100x variants for all production modules in the Terran DLC 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.

Also included:
  • 100k Habitat
  • 1M Habitat
The Terran habitats correctly have 200x building cost, since normal Terran habitats have half the capacity as other races while this has the same capacity as other races.

Included with Terran build method if also subscribed to 100x Production Modules Base
  • 25M univeral storage (container / solid / liquid)
  • 50M univeral storage (container / solid / liquid)
  • 100M univeral storage (container / solid / liquid)

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 Computronic Substrate Module, input 100 Computronic Substrate 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 collection:
100x Modules Vanilla
100x Modules Boron
100x Module Split
100x Modules Terran
15 Yorum
racegdod 12 Şub @ 7:09 
Ahhh, that would explain it. Alright my bad then, i guess i just never noticed before.
Ram  [yaratıcı] 12 Şub @ 2:55 
Yes, that is the normal behaviour of all modules. Even vanilla modules do not start building before paying the full cost of the module. It is more noticeable with my mod because each module costs 100x more.
racegdod 12 Şub @ 2:17 
I do have a suspiscion, but i'd need too confirm it.
I ended up using the 10x version instead.

What i believe causes it is that the module will not begin construction until the full list of materials needed for that module has been delivered too the Build Storage.

I've removed the 100x Module version and installed the 10x one instead and restarted my save so i have no way of testing this at the moment. But it is what i suspect is the cause.

So as you said, User Error is most likely here.
Ram  [yaratıcı] 11 Şub @ 13:37 
@racegdod
It's likely a mod incompatibility or user error since I have not experienced this issue and you're the first person to report it. Unfortunately, there is no way for me to determine the cause of the issue with the information you provided.
racegdod 11 Şub @ 2:47 
I am having an issue where the station modules arent being built, even with all the resources there. I do not believe i am using any mods that will conflict with this one so i am pretty confused.
Mercelin 5 Oca @ 5:26 
bummer. I really like your mods, guess I will have to disable reemergence. Thanks for the feedback!!
Ram  [yaratıcı] 5 Oca @ 4:59 
Yes, it is a total conversion mod which completely changes the entire game.

I have never used the mod so I haven't tested compatibility with it, but I assume they are incompatible considering the extensive changes.
Mercelin 5 Oca @ 4:46 
Does reemergence modify economy?
Ram  [yaratıcı] 5 Oca @ 3:21 
@Mercelin
10x mod was made by someone else.

The problem is probably caused by an incompatibility with another mod. Any mod which changes the economy is incompatible. For example, X4 Economy Overhaul will break both mods.
Mercelin 5 Oca @ 1:49 
Additional note the 10x numbers also look incorrect.