X4: Foundations

X4: Foundations

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Higher Dimensional Space
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Aug 30 @ 2:06am
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Higher Dimensional Space

Description
Higher Dimensional Space

Version: 0.1.0 [BETA] · Author: Reithan

Make X4’s universe actually feel 3D. This mod sphericalizes GOD-driven placements at game start and during AI-driven builds by replacing vanilla “flat/polar” randomization with a sector-centered spherical (or configurable ellipsoidal) distribution.

✨ What it does

  • Gamestart spawns (GOD): Listens to event_god_created_factory and event_god_created_station and repositions eligible creations using a Y-up sphere/ellipsoid around the sector core. Uses safe placement (<safepos includeplotbox="true">).
  • AI economy & goals: Patches vanilla MD (economy/goal/station finders) to use a rand-in-sphere helper instead of the stock polar RNG for many flows (build-in-sector, faction goals, core fallbacks).
  • Respects mods/updates: Classification is based on runtime object props (isgodproductionentry, godentry, zone, position), not hardcoded ID lists.
  • Configurable shape: The helper library supports radius (“R”) and vertical squash (“squash”) so you can go from perfect spheres to gentle ellipsoids.

Result: fewer “pancake layers”, more vertical variety for NPC construction while keeping vanilla logic intact.
24 Comments
El Capitan Kirk Nov 2 @ 7:14am 
Ah, ok. That's why there's always problem asteroids at the start of a game, but never the same place. Makes sense, thanks
Reithan  [author] Nov 2 @ 5:09am 
@El Capitan Kirk The Asteroids are placed mostly as 'clouds' in the map editor. So, that's more of a map-mod, and could cause a lot of compatibility issues, I think?
El Capitan Kirk Nov 2 @ 1:52am 
Since this is the only mod I've seen that's related, do you think moving asteroids is doable? I'd honestly just like them moved up or down; I'm tired of having to fix autopilot or ai pilots when they can't fly around asteroids efficiently or sometimes at all(ai pilots getting you stuck in an asteroid until you teleport out of sector)
Valador Nov 1 @ 7:05am 
Actually, if you download them (not just subscribe) from Steam Workshop you can Organize them with mod manager all the same as you do with Nexus Mods.
Difference between Nexus and Steam Workshop is just the flavor of users and ease of use. (Subscribing as opposed to downloading/maintaining with a mod manager)
Steam Workshop is much easier (and cheaper to use) as long as the mod has been uploaded and exists on Steam Workshop. (Which is more difficult to do than Nexus Mods)
So the only reason to upload to both is to appeal to the user base not for functionality.
Peanutcat Nov 1 @ 3:06am 
Easy organisation, just to keep everything in one place.

Some mods aren't available on the workshop so I keep track of everything in a mod manager which isn't possible when they're only on the workshop.
Reithan  [author] Oct 31 @ 6:42pm 
Thanks for the kind words, guys. :D

@Peanutcat Maybe? Can you tell me why that's needed? Not arguing, I just honestly don't know why you'd need it on Nexus if it's already on workshop?
Peanutcat Oct 31 @ 7:01am 
Any chance for a Nexus release?
CarboniteIV Sep 25 @ 2:40am 
This is spectacular for immersion and tactics. I now have to coordinate fleets vertically to deal with threats from all angles. Now I'm thinking in layers, vertical formations make sense now. This really is a simple mod that changes SO much about the game.
Arock Sep 16 @ 2:31pm 
The views you can see with mod are great. First its a little jarring, but the hexs look lived in now. Love it.
Reithan  [author] Sep 12 @ 4:28pm 
@PKster

In the base implementation there's a 50/50 chance a new station gets placed 'next to' an existing one.

With this mod, it lowers it to 25%, but you'll still see 'clusters' of stations from time-to-time when that 25% rolls success a few times in a row.

Basically: working as intended. It's just more 'visually noticeable' when it happens at a high or low point in the system.