DA custom wares
DA-Eco adds three custom production wares whose only purpose is to act as secondary resources for vanilla production. They’re the mod’s marquee feature — the mechanism that binds the whole economy in a circular dependency.
The three wares
Section titled “The three wares”Full definitions at libraries/wares.xml:1887-2083:
| Ware id | Display name | Volume | Prices (min / avg / max) | Primary consumers |
|---|---|---|---|---|
da_adv_schematics | Advanced Schematics | 100 m³ | 210 / 280 / 540 | Advanced Electronics (14 units/cycle), Antimatter Converters (19), Claytronics (54) |
da_mil_schematics | Military Schematics | 50 m³ | 90 / 120 / 250 | Advanced Composites (31 units/cycle) |
da_laborunion_contracts | Labor Union Contracts | 25 m³ | 38 / 50 / 115 | Antimatter Cells (38 units/cycle) |
The secondary-resource mechanic
Section titled “The secondary-resource mechanic”X4 engine rule: if a production module has a <secondaryresource> block referencing ware X, and the module’s storage contains enough X, the production cycle runs at:
product=2.0(double the output units per cycle).cycle=0.25(finish 4× faster).
Net effect: 8× production throughput for that cycle, as long as the secondary ware is stocked.
DA-Eco applies this pattern to every vanilla production ware. Every ware definition gets:
<effect type="secondaryresource" product="0.1" cycle="0.25"/><secondary> <ware ware="da_adv_schematics" amount="14"/> <!-- or mil_schematics / laborunion_contracts --></secondary>The amount per secondary is calibrated to ware-value ratios — expensive downstream wares need more schematics per cycle than cheap upstream wares.
Which vanilla wares consume which DA ware
Section titled “Which vanilla wares consume which DA ware”The 3 DA wares each attach to specific vanilla wares based on economic tier:
Advanced Schematics — high-tech wares
Section titled “Advanced Schematics — high-tech wares”Attached to modules producing:
- Advanced Electronics (14 units per cycle)
- Antimatter Converters (19)
- Claytronics (54) — biggest consumer, drives most Adv Schematics demand
Military Schematics — military-industrial wares
Section titled “Military Schematics — military-industrial wares”Attached to modules producing:
- Advanced Composites (31 units per cycle)
Labor Union Contracts — foundational wares
Section titled “Labor Union Contracts — foundational wares”Attached to modules producing:
- Antimatter Cells (38 units per cycle)
DA-ware production modules
Section titled “DA-ware production modules”Each DA ware has 2 production module variants:
_01(default) — inputs claytronics + energy cells (vanilla recipe path)_02(Terran-specific) — inputs computronic substrate + silicon carbide (Terran chain)
Module characteristics (all 6)
Section titled “Module characteristics (all 6)”Every DA-ware module has these signature values:
cycle=0.5(base cycle multiplier — very fast).product=5.0(base output multiplier — 5× baseline).- Workforce boost is the HIGHEST in the game —
workforce optimalfully applied gives 5.0× production while consuming very little input.
Combined with full workforce:
- ~10 units per 5 min cycle without workforce.
- ~50 units per 5 min cycle with full workforce — a 5× improvement just from staffing.
DA-ware production is deliberately workforce-dependent: without habitation on the station, the modules barely produce. With full staffing, they flood the ware market.
Circular dependency created
Section titled “Circular dependency created”The DA-ware mechanic creates a closed loop:
DA schematics ── produce by ──► Claytronics (or Computronic + SilCarbide) │ │ needs workforce (habitation) ▼Claytronics production ── boosted by ──► DA Advanced Schematics │ │ workforce needs food + medical ▼Food/medical production ── boosted by ──► DA Labor Union Contracts │ │ needs Antimatter Cells ▼Antimatter Cells production ── boosted by ──► DA Labor Union ContractsEvery part of the economy needs every other part. A player who tries to run a self-sufficient “one huge station does everything” strategy gets bottlenecked immediately — DA-ware modules require workforce which requires food which requires cross-galaxy production which requires DA-wares.
Trading and ownership
Section titled “Trading and ownership”All 3 DA wares are declared as producible by 20 faction owners:
- All 6 vanilla races (Argon / Antigone / Paranid / Split / Teladi / Terran)
- Segaris Pioneers, Boron, Hatikvah, Ministry of Finance, Alliance of the Word, Godrealm of the Paranid
- Pirates: Duke’s, Riptide, Fallen Families, Free Families, Scale Plate, Yaki, Vigor
- Storyline factions
Modded factions cannot produce DA wares (owner list is hardcoded) but can trade them normally.
Kha’ak and Xenon are excluded — Kha’ak don’t run production and Xenon operate on separate rules (see Xenon specifics).
Bigger factories mechanic
Section titled “Bigger factories mechanic”Separately from DA-wares, DA-Eco unlocks the “bigger factories” pattern in libraries/parameters.xml:
<limits production="1→25">— vanilla lets a station host 1 identical module per type; DA lets it host 25 (in practice limited by ProductionLimit=5).<maxlimits production="3→25">— same principle for hard caps.production chance=100%on gen-modules (was 15-65%) — every attempted module generation always succeeds.
Combined with factionlogic_economy.xml Request_Factory ProductionLimit 1→5 and Request_Production_Module WantedProductions 1-2 per tick, NPC factions naturally grow their existing stations by 1-2 modules per tick until they hit the 5-module-per-type cap.
Result: a mature Argon Hull Parts factory has 5 Hull Parts production modules on one station (vanilla had 1 per station, needing 5 stations).
Placeholder module asset note
Section titled “Placeholder module asset note”The README.md mentions:
These are using placeholder station modules for now. The wares are secondary resources that stations can use to double production amount and are produced in modules.
The 6 module macros live in assets/structures/production/. Visually they reuse vanilla generic-production module models (cost + time to model custom station modules was prohibitive). Functionally they work correctly — the “placeholder” label is only about visual assets, not gameplay behavior.
Design intent
Section titled “Design intent”Why did DeadAirRT add these three specific wares?
- Break the “self-sufficient homebase” strategy. A player building one big station gets no DA-ware boost — they need to trade for schematics (or build separate DA-ware factories). Rewards distributed logistics.
- Give workforce a strong reason to exist. DA-ware modules have the game’s largest workforce boost. Without habitation, they barely function. Encourages hab-heavy station designs.
- Add a mid-late-game economic mission target. Once basic Hull Parts / Weapon Components are flowing, players pivot to producing DA-wares → high-value trades → funds capital ships.
- Give NPCs the same tools. NPCs auto-build DA-ware modules per the bigger-factories mechanic, so the ambient economy benefits without any player action.
Related pages
Section titled “Related pages”- Mechanics overview — where DA-wares fit in the overall design philosophy
- Storage sizing — how station storage is auto-sized to fit DA-ware volume needs
- Library changes → wares.xml — the ~700-patch scope