mlog6 fork fixes
The mlog4 fork of DA-Eco is primarily a compatibility fix release. The mod’s gameplay logic is preserved unchanged from DeadAirRT’s v1.13HF1 — what mlog4 restores is 7 major library patches that had gone silent through the 8.x → 9.x upgrade cycle, plus cleanup of ~140 dead patches.
The 7 restored XPath patches
Section titled “The 7 restored XPath patches”Vanilla 8.x wrapped several code paths in do_else blocks due to the introduction of hasstagedconstruction. DA-Eco’s original XPaths targeted the top-level if clause, which no longer received the actual production logic (that had moved into the do_else).
Result: 7 major mod patches were silently no-op through 8.x and 9.x until mlog6 fixed the XPaths to target the actual code location.
1. Request_Factory ProductionLimit 1→5
Section titled “1. Request_Factory ProductionLimit 1→5”The signature “bigger factories” patch. Vanilla Request_Factory cue in factionlogic_economy.xml decides how many production modules to plan for a new NPC factory.
- Vanilla:
ProductionLimit=1— one module per type. - DA intended:
ProductionLimit=5— up to 5 identical modules per type. - Actually applied 8.x/9.x pre-mlog6: unchanged (patch aimed at wrong branch after
do_elsewrap). - mlog6 fix: re-target XPath to include both branches. Now actually 5.
Impact: the “bigger factories” gameplay that DA is famous for was NOT actually happening in vanilla playthroughs of 8.x/9.x. Post-mlog6, NPC factories grow properly.
2. safepos radius 3km→21km
Section titled “2. safepos radius 3km→21km”Request_Factory also sets a safe-position radius for new station placement — how much clearance around other stations/objects is required.
- Vanilla: 3km — very tight, stations crowd.
- DA intended: 21km — real breathing room.
- Pre-mlog6: unchanged.
- mlog6: 21km applied.
Two occurrences — one in Request_Factory, one in Request_Wharf. Both restored.
3. Request_Production_Module WantedProductions 1-2 per tick
Section titled “3. Request_Production_Module WantedProductions 1-2 per tick”When a faction wants to expand an existing factory, the vanilla logic adds 1 module per tick. DA wanted:
$DALocCount min=1 max=2 — expansion adds 1-2 modules per tick.
Combined with ProductionLimit=5, a fresh factory grows from 1 module to 5 in about 3-4 ticks (instead of vanilla’s 5 ticks).
Pre-mlog6: patch not applied → factions expanded at vanilla speed. Mlog6: patch applied → factions grow faster to full capacity.
4. DAIncreaseStartingStorage actually called
Section titled “4. DAIncreaseStartingStorage actually called”The storage-sizing subsystem was DA’s centerpiece. Vanilla 8.x wrapped God_DefaultFinaliseFactory in a do_else guarded by staged-construction detection. DA’s XPath targeted the outer if.
Result: DA storage sizing wasn’t happening. Every new factory shipped with vanilla-default storage, matching pre-DA behavior.
Mlog6 fix: XPath re-targeted to include the do_else path. DAIncreaseStartingStorage now runs on every new factory creation.
Effect on a save: new factories going forward get 12h-appropriate storage. Existing pre-mlog6 factories keep their undersized storage until they’re destroyed or re-built.
5. DAImproveStationLayouts actually called
Section titled “5. DAImproveStationLayouts actually called”Same problem, same fix as #4. DAImproveStationLayouts was the racial-connector subsystem.
Pre-mlog6: all races got vanilla-default connector pool → stations looked homogeneous. Mlog6: racial connectors actually applied → Argon looks like Argon, Split looks like Split, etc.
6. Mining efficiency 90% (silently no-op)
Section titled “6. Mining efficiency 90% (silently no-op)”DA-Eco’s design intent: NPC mining should be ~10% slower than vanilla to prevent NPCs from over-mining and crashing resource prices. Implemented as a miningefficiency=0.9 XPath patch.
Pre-mlog6: patch silently no-op. NPC miners ran at 100% vanilla efficiency. Mlog6: patch restored. NPC mining now 10% slower — resource prices stabilize.
7. 16 god-quota patches (food/graphene/hullparts/refinedmetals/claytronics/silicon/microlattice)
Section titled “7. 16 god-quota patches (food/graphene/hullparts/refinedmetals/claytronics/silicon/microlattice)”Individual per-ware quota-scaling patches. DA-Eco wanted higher station density for key intermediate wares (graphene, refined metals, etc.) so trade chains had more nodes.
Pre-mlog6: all 16 patches dead. Vanilla quotas ruled. Mlog6: all 16 restored. Wharves and shipyards spawn with proper module counts.
Cleanup: ~200 error/session → 0
Section titled “Cleanup: ~200 error/session → 0”Beyond restoring dead patches, mlog6 also removed patches that had been superseded or made obsolete by vanilla changes:
69 jobs.xml patches removed
Section titled “69 jobs.xml patches removed”Vanilla 9.x natively adopted the traderoutine aiscript that DA had been patching around. The DA Middleman → TradeRoutine transformation patches were superseded — removing them lets vanilla’s own implementation work.
62 region-yield patches removed
Section titled “62 region-yield patches removed”Vanilla 8.x completely rewrote the resource-yield system. DA’s yield-scaling patches were targeting a schema that no longer existed → errors on every load.
6 dead constructionplans / baskets patches removed
Section titled “6 dead constructionplans / baskets patches removed”Individual patches that no longer matched the new plan structures.
1 dead Boron cross-faction patch removed
Section titled “1 dead Boron cross-faction patch removed”Small cleanup.
Total impact: DA-Eco went from ~200 =ERROR= lines per session to 0 errors in 5+ hour multi-mod soak tests on 9.0 release.
The version bump
Section titled “The version bump”content.xml: dependency version="700"→"900" (mlog006rel, 2026-07-04). Bumps mod’s declared X4 version target from 7.0 to 9.0. Metadata / publication release.
Verification protocol for the fixes
Section titled “Verification protocol for the fixes”To verify the fixes are actually applied in your save, you can:
- Check for
ProductionLimit=5— look for NPC stations with 5 identical production modules of the same type. In the DA Scripts fork’s Production Module Count report, a mature Argon Hull Parts should show 5+ Operational Hull Parts modules on their oldest factory. - Check for
21kmsafepos — new NPC stations should have visible clearance from each other on the map. - Check racial connectors — visit a large Terran/Split station in-game. Should see
struct_ter_*/struct_spl_*racial cross-braces, not homogeneous connectors. - Check
script.log— no lines starting with=ERROR=referencinglibraries/god.xml,libraries/jobs.xml, etc. - Look for
DAIncreaseStartingStoragedebug lines — DA-Eco emits[DAECO/STORAGE]log messages when it fires.
Testing baseline
Section titled “Testing baseline”5+ hour multi-mod soak on X4 9.0 release with:
Result: zero =ERROR= from DA-Eco. This is the mlog6 baseline that lets the fork be considered stable for 9.0.
Why these fixes matter
Section titled “Why these fixes matter”Pre-mlog6, someone running DA-Eco on 9.0 would experience:
- Vanilla-sized factions (small stations, no “bigger factories” effect).
- Vanilla-sized station storage (empty silos problem persists).
- Homogeneous station visuals (no racial connectors).
- Full-speed NPC mining (resource prices crash).
- ~200 errors per session cluttering the log.
They would technically be “running DA-Eco” but getting almost none of DeadAirRT’s design. Mlog6 restores the actual gameplay experience the mod was supposed to deliver.
Related pages
Section titled “Related pages”- Mechanics overview — the gameplay effect of the restored patches
- Storage sizing — the subsystem fixed by patch #4
- Station improvements — the subsystems fixed by patch #5
- Library changes — file-by-file summary of what changed