X4: Foundations

X4: Foundations

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HQ extensions
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Aug 19, 2024 @ 1:21am
Feb 20 @ 6:16am
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HQ extensions

Description
New extensions to HQ:

1. S, M, L, XL ship fabrication modules.
Will produce ships only for the player, thus research + modules are very cheap.
Standard build modules are very expensive and not available at the beginning of the game. However, with new extension modules, player can now build their own fleet almost from the start of the game, starting with S-ships and going up to larger ones. Bear in mind that ships purchased from faction wharfs come with a 10-fold markup (original game behavior, just count it yourself). Every time you buy one ship at a faction wharf, you could make a dozen of the same ships at your HQ for the same price. Don't forget to purchase a ship's component blueprints and hire a ship trader.

2. Ware teleportation system.
Establish a central coordinator module at the HQ to activate the entire system. Install dispatchers and|or catchers at each station to integrate the stations into the teleportation system. And don't forget to install additional solar panels (1/50 of a energy cell per gate per m³ of payload).
The teleportation system uses the same settings as any trading ship assigned to a station. There are two differences how raw ore/gas and energy cells are teleported. 1) Raw ore or gas can only be teleported to the factory that they are a resource for. 2) Teleportation of energy cells to the station that produces them is not available (regardless of whether the cells are proficit or deficit). In addition, there is a limit on the use of energy cells for teleportation at the sending station - if the cells at the station are used for production then 10% of the total are reserved (regardless of the buy/sell limits).
Each ware is processed by the system separately. All stations are divided into three types: producer, consumer and warehouse (trade). The division of stations occurs for each ware separately. Teleportation of wares occurs in 3 stages: 1) from all producers to all consumers; 2) leftovers from all producers to all warehouses; 3) from all warehouses to all needy consumers.
Popular Discussions View All (1)
6
Apr 4 @ 11:02am
How does teleportation to building vaults work?
LEOPARD
73 Comments
Th-233 Apr 15 @ 6:17pm 
not sure what it was but i extracted the mod from the cat/dat and now the mod loaded and i have all the research. mod folder needed to be "hqextensions" for the modules to be available.
Th-233 Apr 15 @ 11:36am 
ok, i will attempt a solution and i will report here with my findings.
arshiba  [author] Apr 15 @ 11:28am 
@Th-233. A new game is not required. Researches should be added immediately and without any conditions. So I don't know what went wrong.
Th-233 Apr 15 @ 1:37am 
for a solo only run, it is what is it. i added the mod and can't see the research, probly a new game only situation?
arshiba  [author] Apr 15 @ 12:52am 
@Th-233. There are no additional prerequisites (only HQ and an accessible research tab).
Cheap modules doesn't mean negligible. To build S and M only modules you need ~225,000 m3 of materials. Haul them manually is not much fun.
Th-233 Apr 14 @ 7:07pm 
sorry i didnt clarify and thanks for the fast response. i want to add the mod to my hq only playthrough ( no stations other than the HQ ). i have already started the game and the hq is in heretic's end with boso, im about to do the hat story to get dal in there also. will the research just show up or is there other requirements for the research to populate in a save game? im looking for the cheap ship production so that im able to keep a very small fleet a ships that i will be using with no captains ( for player use only ). like sometimes i need a fast explorer and sometimes i will need a large hauler ( tempest station ). to bad a builder cant be used by a player, that would be a super chill playthrough.
arshiba  [author] Apr 14 @ 2:28pm 
@Th-233. First, you need to clarify what you mean by "save game compatible" and "an hq only game". If we are talking about whether the mod is formally marked as save safe, then yes. If we are talking about the fact that the game engine after disabling the mod and loading the save: a) will not notice the disappearance, then no; b) will refuse/fall to load, then no too.
Th-233 Apr 14 @ 10:19am 
is this mod save game compatible? im trying to add the mod for an hq only game.
arshiba  [author] Apr 5 @ 10:17am 
@Bassted. Yes, it is possible. Sometimes an NPC fleet commander wandering near the headquarters may decide to restore/repair/resupply his subordinate. I decided that trying to remove this case can break the fleets and it is better not to touch it.
If they build ships on an industrial scale and then these ships fly to the other end of the map, then something went wrong.
Bassted Apr 5 @ 8:42am 
The description of the mod says that only the player can build ships, but splits build ships on my S module.