X4: Foundations

X4: Foundations

Expanded Sectors x2
92 Comments
Lulu Aug 12, 2024 @ 11:52am 
does this change the numbers of ressources generated ?
FinaL Jun 23, 2024 @ 8:52am 
yeah I second this ;_; I would even love a x3 or x5 version haha
Darllock Jun 22, 2024 @ 9:38am 
please update to 7 great mod feels like space with the travel mod also.
Joleoo Mar 23, 2024 @ 3:16am 
Like the mod but it disables the gates to Avarice, the one from Silent Witness to Union Summit is disabled.
Blackglass Sand Feb 8, 2024 @ 4:40pm 
This is such a great mod, making the sectors feel much roomier. Traveling feels like you're really traveling and at times in the middle of nowhere, which is great.
It's a shame other mod makers who add sectors don't take this mod into consideration.
bigd Jun 12, 2023 @ 7:34pm 
I can confirm that this mod does deactivate all jump gates leading to Averice sectors. Removing this mod reactivates them. All started after Kingdoms ends DLC was added. Probably needs to be updated.
5* General Apr 30, 2023 @ 6:26am 
Having this mod enabled has gotten rid of the Windfall jump gate in Black Hole Sun IV.. This REALLY sucks, because I'm WELL into my new playthrough LOL

Edit: Disabling the mod brings the gate back, and it can be done mid-game with no issues.
Sentenza Apr 26, 2023 @ 1:24pm 
is it working on 6.0??
KungFury  [author] Apr 7, 2023 @ 4:22pm 
What is not working in 5.0? AS long as Egosoft does not change old sectors and only adds new sectors this mod should work.
I can not say anything about mod compatibility because it completely depends on the mod. You can only try it out and cheat at game start to see if it works and then restart without cheat.
Eldahmyr Mar 25, 2023 @ 4:04am 
Hello, thank you for your superb work, is your mod compatible with X Universe + / as of 5.0 and Uncharted Skies ?
Froschfinger Feb 25, 2023 @ 9:18pm 
Eine Aktualisierung oder eine Neuerscheinung wär der Oberhammer... MFG
Prior Micha Nov 26, 2022 @ 12:33pm 
The impact is quite simple: all sectors are x2 times as big, all gates etc 2x as far apart. However, on the last update status, so outdated (03/2021).
Jimmy Recard Jul 10, 2022 @ 1:37am 
Can you add the motivation behind this mod to the description. I'd live to know what the intended gameplay impact is.
OhStaniel! Apr 3, 2022 @ 9:12pm 
@Dreamweaver- Thanks for the heads up
Dreamweaver Apr 3, 2022 @ 2:51pm 
@scot42 - unlikely, as it wasn't even updated for 4.x, hence, Saturn 2 being removed from the game completely.
OhStaniel! Mar 30, 2022 @ 9:41pm 
Any chance of a 5.0 update?
Dreamweaver Nov 22, 2021 @ 11:41pm 
Issue with this mod, it removes Saturn 2 from the game. I tested it with Rise of the Ossian Raider, but ROR still has the Saturn 2 connection.
rtgilpin Nov 14, 2021 @ 12:55pm 
Has anyone tried it with VRO?
ttv.siriusgaymer Apr 7, 2021 @ 9:51pm 
NauTdog; no they won't.
NautTdog Mar 24, 2021 @ 8:29pm 
can you do another that is something like 1.5x I find vanilla is too small, and after using this for a while, I think it is slightly too big. adds a lot of time to the game because of it. I think 1.5x would be a fair balance because it makes the sectors bigger and you really get the sense of scale of space, but also doesn't add as much time to playthrough
NautTdog Mar 24, 2021 @ 8:21pm 
If I remove, will the sectors go back to normal size?
Newinger Mar 18, 2021 @ 12:28am 
Thanks for explanation ^^
KungFury  [author] Mar 17, 2021 @ 3:23pm 
@Newinger:

Ah I see. The problem here is another one. The mod is made by code and therefore I just read each line of the vanilla game file and multiplied each coordinate by a factor of 2 (except for each cluster).

This was done because of simplicity. I can not look at each line and put a <replace> </replace> tag around it. The program I have written is too stupid.

I would have to rewrite my code for the generation of this mod completely new and I must admit, that I dont have the time for this and there are just a hand full of people who would use it in combination with DeadAir mods.
It would work for vanilla sectors only anyway.
Bambaro Mar 17, 2021 @ 1:29pm 
i'd only use this mod if explorer AI was made more efficient
Newinger Mar 17, 2021 @ 12:57am 
@KungFury: The issue DeadAir has stated about your mod is the way how it is written. He stated:

"The problem is expanded sectors. It may be the single worst written mod for compability that I've ever seen. He doesn't replace values at all, he just replaces the entire god damn file."

(https://forum.egosoft.com/posting.php?mode=quote&f=181&p=5016952)

and:

"If the modder rewrites the mod with good practices, it should be completely safe to use. But if he continues to just replace the entire sectors root node then it will remove any sectors added by any mod that comes before his."

(https://forum.egosoft.com/posting.php?mode=quote&f=181&p=5016963)

Maybe you could get in touch and find a way to expand the vanilla/SV/CoH sectors without replacing the complete files?
Prior Micha Mar 16, 2021 @ 1:11pm 
Thank you al lot!! :steamhappy:
KungFury  [author] Mar 16, 2021 @ 12:19pm 
Support of Terran dlc available now.
KungFury  [author] Mar 16, 2021 @ 12:19pm 
Then this must be because Deadair adds additional content like gates or highways which of course my mod cant know. I dont know how I can make it compatible.
Dreamweaver Mar 11, 2021 @ 6:33pm 
Check the link, it's to the forum post in Egosoft forums. He revamped his mod to be an addition to vanilla sectors instead of a replacement, due to performance issues of the last one
KungFury  [author] Mar 11, 2021 @ 3:15pm 
@Dreamweaver: what is pt2? DeadAir has created a new galaxy map mod which of course is not compatible, if you mean that.
Dreamweaver Mar 6, 2021 @ 12:21pm 
https://forum.egosoft.com/viewtopic.php?f=181&t=434243

Incompatible with Deadair's mods pt2
KungFury  [author] Mar 4, 2021 @ 2:01pm 
Ok, I tried it but whenever I expand clusters, the gates dont work anymore :(
KungFury  [author] Feb 7, 2021 @ 12:05pm 
Before CoH comes out, I will have another look into it and try to fix it.
Kencko Feb 7, 2021 @ 4:33am 
That's so weird, I'd have expected them to be identical entities to the normal sectors, anyway cheers for the mod.
KungFury  [author] Feb 7, 2021 @ 3:33am 
Because when I changed clusters the game crashed. I am pretty sure it is possible to fix that, but I dont know how yet. So to make this mod playable I let cluster sectros unchanged.
Kencko Feb 4, 2021 @ 9:08am 
So why doesn't it affect clusters?
KungFury  [author] Jan 29, 2021 @ 9:41am 
@phrozen: it is intended that logistic is more important and more difficult with this mod. I suggest you to have a look at my XR Ship Pack mod which adds some XL trade ships and miners.
phrozen1 Jan 27, 2021 @ 3:23pm 
Really great mod. It introduces some problems for the economy though.
Maybe storage and/or speed of freighters needs to be increased.
So you don't need a extreme amount of ships.

Other than that it feels much better and also expands strategic and tactial options.
Great stuff.
Sebastian Kruze Jan 12, 2021 @ 8:13am 
Great mod. Will you be updating this mod for the cradle of humanity DLC?
FailOperator81 Jul 25, 2020 @ 6:10am 
Plz make it for CnM Mod ;)
KungFury  [author] Jul 20, 2020 @ 4:31am 
Thank you for your feedback. Glad you guys like it :)

@HT-0311: the placement of objects is exactly what this mod does. In theory each sector is unlimited in size, but because the gates are so close to each other, the sector seems to be very small. So I took the gates and stations and other objects (not all) and increased their distance to each other.
Splat Jul 12, 2020 @ 7:17am 
sO cOOL mOD mATE

Best mod ever,
first time X4 looks like a unvierse not this overcivilized edgy thing it was before.
the sectors grow with ur exploration, so surprice surpice, the universe is always only as big a s you know it, ... I love it
Thanks alot
HT-0311 Jun 12, 2020 @ 2:33pm 
There's definitely some weird hard to discover problem with the Sectors. If you fly through them at Cruise Speed it should take the same amount as if you're using SINZA (or was it SETA in english) in X3 AP.
However they still feel rather small. And I think the problem for this isn't even the Sector size. If you just fly around or teleport 1000km away from the next Gate due to bugs you realize just how big a sector is. The big issue is the Stations placement and the lack of content outside the "Main Roads" There's just nothing there that would make you want to leave the "Road"
If you could see any secrets further away...for example a nebula or cloud that looks suspicious....
CaptainLongSchlong Jun 3, 2020 @ 5:45am 
While I enjoy highways and am saddened to see them not included, I think vanilla sectors are way too small. Great mod! thanks for uploading
KungFury  [author] May 30, 2020 @ 5:36pm 
Theoretically, I think this would be possible. But I havent worked on that. I would always prefer to play X4 without highways. Makes the game better in my opinion.

You might have to expand every single highway position like I did for the sector objects, but even this wasnt possible for clusters and it broke the game. So I have no idea how much trouble this would bring.
Mysterius May 27, 2020 @ 1:49pm 
Hello, question : would it be possible to have the expanded sectors while keeping the highways? I have no idea how hard that would be.
Core May 25, 2020 @ 3:39am 
Or maybe it is tatertrader, I don't exactly know for sure, testing still
Core May 25, 2020 @ 3:24am 
I think this doesn't work very well with autotrading. My ships get lost somewhere far far away from sector center over time.
KungFury  [author] May 18, 2020 @ 2:39pm 
@Wonko: Oh after reading it twice I got it. Sorry, no native english speaker here -.-
WonkoTheSane May 17, 2020 @ 12:30pm 
@bertrand tolbert, that is exactly what @snowfious said :)
but no worries