X4: Foundations

X4: Foundations

UNIVERSAL COMBINED MODULES 1X, 10X AND 100X
169 Comments
stormlands 22 Sep @ 5:52am 
iseeu0, can i ask would you be interested in making one of the boron station modules ( i like the look of the boron Plangton production module.) to make all the nessesery parts for all universal stuff for ship building. ? And thank you for making this awsome mod :steamhappy:
Teraka 14 Sep @ 11:31pm 
Or if stoping production per item is not possible maybe we could get a separate cheat mod that uses energy cells to produce the item in their individual modules, true we would get an additional 57 modules (+2 for SWI) but we could get more control over what is being produced.
Teraka 14 Sep @ 10:53pm 
I agree that energy module should be separate to make it easier to run on its own, also is there a way to solve the issue of waiting for storage? Would it be possible to start/stop by individual product? This is for cases where we don't want the module to produce something or if we want it to only produce specific items.
仙人卡尔 13 Sep @ 10:24pm 
plz consider make a seperate 10x and 100x energy module,cause universal module won't start producing unless there's enough energy,and it's hard to provide the massive need of starting energy for 100x universal modules
iseeu0  [author] 13 Sep @ 12:01pm 
@aladinaleks - yes it does
aladinaleks 13 Sep @ 9:20am 
Does the mod work for 8x versions of the game?
Darkus 15 Jun @ 1:40am 
@SeraphinGhost I have seen the same issue, I think the modules get stuck when one of the wares gets full so it doesn't move onto the next one as needed. I have found having 2 or more of the universal Module you want helps but doesn't fix this. I have been doing these tests with the x100 but I am going to try it next with the 10x ones so see if there is an improvement.
SeraphimGhost 5 Jun @ 9:07am 
I came here to see if anyone else has similar issues with storage and it seems it's relatively common bug; the production halts because it is waiting for storage, even if there is plenty of empty storage left..
Darkus 3 Jun @ 12:23pm 
@Todd[CH] sorry for the later reply, had to use the cheat mod to give me all blueprints, or you can do it your way. Otherwise, like you, I could only find the SWI modules for sale.
Kanifeli 30 May @ 3:10pm 
tried a second base build and energy storage goes negative. i cannot change to manual or the logic for energy breaks.
Kanifeli 30 May @ 12:49pm 
looks like the modules will not start. i had to create some solar panels but i get some things like ore or silicone to run 1 or 2 times then it pauses. energy is now maxed out but production is not really moving for any module.
Todd[CH] 29 May @ 4:54pm 
UPDATE: I can see the modules when selecting the blueprints for a custom game start.
Have i just not found the right faction yet?
Todd[CH] 29 May @ 4:27pm 
@Darkus i would be very interested in knowing how you got it working.
I can only see the SWI production module and i am in normal play. IMP dont have any modules apart of the SWI for sale.
Darkus 8 May @ 11:46am 
Nevermind, was using the station designer and the modules were all present when playing normally. apologises
Darkus 8 May @ 11:39am 
I have loaded the SWI module and this mod, I can see the SWI modules for the ship supplies and Rydonium, but I cannot see any of the other modules. any Ideas as to why?
Affe.mit.Waffe the Great 21 Apr @ 2:34pm 
Terran Ressources for Terran Buildings woulr really be great^^
iseeu0  [author] 18 Apr @ 1:29pm 
@El Capitan Kirk - this happens when the storage is at the end of the build queue list since it has no were to store the thing it produces.

@MooOooN - ahh U may need to add a souler panels to the station, it need a burst of energy to get started.

@Capital of Great PrickTown - For buy and constructing them?

@jkelley2 - I will look in to adding it.
El Capitan Kirk 17 Apr @ 10:24pm 
be sure to wait until the station is 100% built and the resource module should start producing.

I thought I had the same problem, but I think the station production doesn't update until everything is built with these modules.
MooOooN 16 Apr @ 2:38pm 
i have 100x module 0 which produced energy cells. However in logical overview it says, modules without resource. Do I need something else for module 0 for 100x to work? I have all DLCs and did a custom start.
Capital of Great PrickTown 7 Apr @ 12:50am 
Can you make a cheap version of it? Retaining the production efficiency?
jkelley2 1 Apr @ 7:44am 
it looks like all the modules cost hullparts and claytronics making it hard to get setup with a Terran Economy since they dont show having a Terran build method
raz334 25 Mar @ 5:06pm 
LifeSaver, LagReducer
3062198556 13 Mar @ 3:11am 
@iseeu0,okok
iseeu0  [author] 12 Mar @ 12:07pm 
@3062198556 - It means u do not have space for a individual items on that station, u may want to use this mod as well: 100m Universal Storage + 100K Habitat this adds a module with a lot of storage space to the station.
3062198556 12 Mar @ 9:10am 
@iseeu0,I'm sorry to bother you. My module stopped working when some products were fully loaded, but one product still had spare storage space. May I ask what the problem might be
iseeu0  [author] 10 Mar @ 2:59pm 
@Zerberus - :cozysmitedaji:
Zerberus 10 Mar @ 1:22pm 
@iseeu0 Yea, just figured it out, I wasn't aware that the x10 modules needed workforce for the actual bonus....had it run without a habitat before so my allocations were sufficient but when the habitat finished everything went south....didn't realize it was THAT much :D
iseeu0  [author] 10 Mar @ 5:43am 
@Zerberus - from my testing for it, u may need to lower the rest of the demands storage and have water storage higher, also make the other resources the cheapest they can be to help u empty them out. It sounds like there is just barley space for water atm for that station.
Zerberus 10 Mar @ 3:36am 
@iseeu0 Love the idea of this mod...however:
from what i gathered in the comments the module should skip the resource when its allocated storage is full, right?
For some reason it doesn't do it for me. I have 2/3 of my available storage free for use and the modules won't cycle anymore telling me 1 resource has no more storage left, effectively stopping my whole production.
For example: I'm in BOR space with a Module 1 and a high water demand, but Teladianium will not sell...but it is blocking the water production, is it intended or am i doing something wrong here?
3062198556 10 Mar @ 2:39am 
@iseeu0,okok
iseeu0  [author] 10 Mar @ 2:35am 
@3062198556 - just updated the mod, made a spelling error that broke the SWI module
3062198556 9 Mar @ 11:30pm 
@iseeu0,I really couldn't find this new space station blueprint, whether it's the original version or SWI, custom opening or in-game, even with the use of cheat menu
iseeu0  [author] 9 Mar @ 10:31pm 
@3062198556 - it should be at any faction representative, under the production tab
3062198556 9 Mar @ 10:24pm 
@iseeu0,Sorry to disturb you, but I couldn't find this newly added space station blueprint in the game
3062198556 7 Mar @ 7:19am 
@iseeu0,okay,thank you very much
iseeu0  [author] 7 Mar @ 6:45am 
@3062198556 - it is now added to all faction reps
3062198556 7 Mar @ 2:51am 
@iseeu0,okok,thank you
iseeu0  [author] 7 Mar @ 2:38am 
@3062198556 - ill make it own module for it
3062198556 7 Mar @ 1:59am 
@iseeu0,赖登素核心,舰船补给品
iseeu0  [author] 7 Mar @ 1:33am 
@3062198556 - what are the 2 extra items called?
3062198556 6 Mar @ 10:57pm 
@iseeu0,Add to a module or create a separate module, whichever is convenient for you, use that one:steamthumbsup:
iseeu0  [author] 6 Mar @ 7:28am 
@3062198556 - sure i will but i am not sure to which module maybe to MODULE 1?
3062198556 6 Mar @ 5:36am 
佬,可以再加个星战多的2个材料吗:steamhappy:
iseeu0  [author] 3 Mar @ 12:30am 
@Stromboli - All 3 versions are in the mod, and u can buy them from any faction representative the version u like or everything if u want to build varied basses, all up to u in that case.
Stromboli 2 Mar @ 7:47pm 
Hello new to the mod, haven't tried it yet but how do you select which version of the mod you want? Is it in the extension page?
dvilladae 28 Feb @ 8:20pm 
@iseeu0, I think including the 10X and 100X versions in the same mod as the 1X version is a fantastic idea. That way you wouldn't have to worry about an additional mod and it's all up to the player.
LovaNya 27 Feb @ 2:14pm 
Finally!! Thank you for the 100X version!!! :steamthumbsup:
Neikotori 27 Feb @ 8:43am 
Awesome. Thank you.
iseeu0  [author] 27 Feb @ 7:16am 
THIS MOD ALSO CONTAINS 1X, 10X AND 100X, VERSIONS NOW
iseeu0  [author] 27 Feb @ 12:17am 
@Neikotori - U are welcome, In the long run it will be easier for me yes.

@HELLSTORMER - I am not sure why Steam / the Game, some times struggle to keep mods updated to the newest Steam version.