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Connection module

A Connection module is a structural Module that links other modules together — the connector pieces in a station’s layout. Most NPC stations have many; the player adds them implicitly when picking adjacent module slots during construction.

Inheritance: component → destructible → module → connectionmodule. Datatype is thin — one venture-specific flag.

PropertyTypeDescription
.isventuremoduleboolTrue if this connection module is for use with the Ventures DLC platforms
PropertySourceDescription
.numdocks.{docksize}moduleConnected docks (rarely on connectors; mostly zero)
.haswalkableroommoduleWalkable interior
<check_value value="event.param3.isclass.connectionmodule"/>

Pattern from vanilla tutorial_stations_building.xml:534.

”Filter out venture connectors when counting normal connections”

Section titled “”Filter out venture connectors when counting normal connections””
<do_if value="$macro.isclass.connectionmodule
and not $macro.isventuremodule">
<!-- normal connection module -->
</do_if>

Pattern from x4ep1_mentor_subscription.xml:9162-9178.

  • Connection modules are usually invisible to gameplay logic. They affect station shape and module-adjacency rules but not production / trade. Most mods can safely ignore them.
  • .isventuremodule is the only discriminator. No “size” or “type” subclassing — vanilla treats all connection modules uniformly except for the venture flag.
  • Same not .isventuremodule filter applies to other module types. Dock areas have the same flag (see Build module and x4ep1_mentor_subscription.xml:9162).