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
78 Comments
Massett Jun 12 @ 8:48am 
Oh wow holy hell am I blind XD, I can't tell you how I missed that but I get why you'd get upset at people for not seeing it. As for why I'd want to catch it happening? Idk, I guess I just like to watch it happening cause its cool :P
arshiba  [author] Jun 11 @ 1:00pm 
@Massett. The transaction list is the wrong place, check the station logbook.
I can't guess why you need this, nevertheless.. The teleportation trigger is a time loop (5..10 min). The processing is made in 3 steps: 1) creation a snapshot of all trade offers of stations with a catcher or dispatcher module; 2) calculation the teleportation plan (batches of wares); 3) execution the plan (changing the contents of the station storages). All three steps are divided into substeps and distributed over time to normalize the load on the game engine.
The only thing worth considering is the delay of several minutes between the analysis of the trade offer and the actual transfer of the ware. For example, at the time of teleportation, there were 200k ware units at the factory, but only 100k were sent, although there are still consumers. This is because of there were only 100k units at the factory at the time of analysis.
Massett Jun 11 @ 7:28am 
I read the other comments and desc. Guess they just weren't phrased in a way I could understand. I've been trying to keep an eye on the storage levels graph and the transaction list to 'catch' it happening but I'm pretty inattentive when it comes to that stuff. Probably doesn't help that I've got two freighters and unrestricted trading for the AI. I'm kinda curious on how you made the trigger mechanism, is it an amount based or run the same game tick (or at least that's what the traders normally look like they run off of)? if it's the latter how'd you limit it looping wares constantly?
arshiba  [author] Jun 11 @ 6:01am 
@Massett. After all necessary station modules have been built, the system works in the background without further player involvement.
Please read the description and other comments, there are quite a few clarifications on the work already covered.
Massett Jun 11 @ 5:15am 
So how does the actual teleportation work? Is it a job or command I'm missing? Something working in the background that I'm not paying attention to?
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.