Terraforming catalog
The terraforming system is X4’s late-game economic+narrative content. The player invests massive ware quantities + research time across hundreds of in-game hours to transform planets. Vanilla ships 99 distinct projects across 13 categories.
This page is a player-facing catalog of what terraforming covers and where mods commonly conflict.
Project categories (99 total)
Section titled “Project categories (99 total)”| Category | Count | Theme |
|---|---|---|
| Xenon | 15 | Manage Xenon threats during terraforming |
| Biosphere | 10 | Forestation, fertilization, parasites |
| Training | 9 | Population training projects |
| Economy | 8 | Banks, campuses, clinics, nividium |
| Amenities | 8 | Resorts, temples, parks, fine dining |
| Cleanup | 6 | Methane/carbon/toxin removal |
| Events | 6 | Quakes, ice melt, global warming events |
| Housing | 5 | Population housing |
| Industry | 4 | Manufacturing projects |
| Water | 3 | Cloud particles, import, irrigation |
| Special | 3 | Moholes, blackdust, volcano caps |
| Power | 3 | Power infrastructure |
| Atmosphere | 3 | Methane/helium/nitrogen handling |
Sample projects from each category
Section titled “Sample projects from each category”Water (3 projects)
Section titled “Water (3 projects)”| ID | Display name | Effect |
|---|---|---|
tmp_cloudparticles | Cloud Seeding | Triggers rainfall, increases water |
wat_import | Water Import | Import ice/water from off-planet |
wat_irrigation | Irrigation Network | Distribute water across surface |
Atmosphere (3 projects)
Section titled “Atmosphere (3 projects)”| ID | Effect |
|---|---|
atm_methane_import | Increase methane atmospheric content |
atm_nitrogen_fix | Nitrogen-fix bacteria, atmosphere balance |
atm_helium_import | Import helium for atmospheric pressure |
Cleanup (6 projects)
Section titled “Cleanup (6 projects)”| ID | Effect |
|---|---|
atm_methane_oxidizers | Build oxidizer infrastructure |
atm_methane_oxidize | Consume oxidizers to remove methane |
atm_carbon_mineralizers | Mineralizer infrastructure |
atm_carbon_mineralize | Consume mineralizers, remove CO2 |
atm_toxin_cleanup | Toxin removal |
ter_radioactive_cleanup | Radiation cleanup |
The infrastructure → consume two-step is a vanilla pattern — build the converter, then operate it. Modders adding terraforming projects should follow this.
Biosphere (10 projects)
Section titled “Biosphere (10 projects)”| ID | Effect |
|---|---|
bio_jumpstart | Initial life seeding |
bio_cyanobacteria | Atmosphere conversion via bacteria |
bio_reintroduce | Reintroduce native species |
bio_cull | Population control |
bio_tailored | Engineered lifeforms |
bio_parasites_cull | Eliminate problem parasites |
bio_toxicfruit_cull | Remove toxic fruit population |
bio_toxicfruit_genemod | Gene-modify toxic fruit to be safe |
agr_fertilize | Agricultural fertilization |
agr_forestation | Forest planting |
Special (3 projects)
Section titled “Special (3 projects)”| ID | Effect |
|---|---|
tmp_moholes | Drill moholes for geothermal access |
tmp_blackdust | Application of blackdust for albedo change |
ter_volcanocaps | Cap active volcanoes |
Events (6 projects)
Section titled “Events (6 projects)”These are NEGATIVE events that fire during terraforming — quakes, ice melt, runaway warming. Players must respond:
| ID | Event |
|---|---|
evt_quake_mild, evt_quake_moderate, evt_quake_severe | Earthquake disasters |
evt_icemelt | Catastrophic ice melt |
evt_globalwarming_co2 | Runaway CO2 warming |
evt_globalwarming_methane | Runaway methane warming |
Economy (8 projects)
Section titled “Economy (8 projects)”| ID | Effect |
|---|---|
eco_bank | Build banking infrastructure |
eco_bank_supply | Run the bank (passive income) |
eco_campus | Build campus (training capacity) |
eco_campus_supply | Operate campus |
eco_clinic | Build clinic |
eco_clinic_supply | Operate clinic |
eco_nividium | Build nividium-extraction infrastructure |
eco_nividium_supply | Operate nividium mining |
Amenities (8 projects)
Section titled “Amenities (8 projects)”| ID | Theme |
|---|---|
ame_art_college | Art college |
ame_finedining | Fine dining establishments |
ame_resort_tropical | Tropical resort |
ame_resort_winter | Winter resort |
ame_temple | Religious temple |
ame_themepark | Theme park |
ame_venues | Entertainment venues |
ame_zoo | Zoo |
Xenon (15 projects)
Section titled “Xenon (15 projects)”The largest category — Xenon-management during terraforming. Includes alertness mitigation, production reduction, defensive projects. (Details intentionally compressed — vanilla terraforming is THE place to look at how Xenon are mechanically integrated.)
Resource consumption — wares used
Section titled “Resource consumption — wares used”Terraforming projects consume a broad spread of vanilla wares:
energycells, advancedcomposites, advancedelectronics, antimattercells,antimatterconverters, claytronics, dronecomponents, engineparts,fieldcoils, foodrations, graphene, helium, hullparts, hydrogen, ice,majadust, majasnails, meat, medicalsupplies, methane, ...The ware consumption is massive — a single major project can consume thousands of advanced wares. This is the late-game economic gold sink.
Skipper NPC
Section titled “Skipper NPC”The terraforming arc revolves around the Skipper NPC (also called the Skipper). Players interact via Skipper conversations. Vanilla has Debug_Skipper cues for testing — these show the conversation structure modders should follow.
Skipper appears in terraforming.xml (Debug_Skipper, Terraforming_Skipper_Project_StartedProduction, Terraforming_Skipper_Project_Finished).
Where conflicts arise
Section titled “Where conflicts arise”Economy-rebalance mods
Section titled “Economy-rebalance mods”Terraforming consumes the same wares as ship production. Mods that:
- Make advanced wares cheaper → trivialize terraforming
- Make advanced wares scarcer → make terraforming impossible
- Add new “advanced” ware tiers → terraforming projects skip them (won’t auto-include in supply chain)
Test: open terraforming UI after enabling your mod. Are projected costs sensible?
HQ replacement mods
Section titled “HQ replacement mods”Terraforming gates on player HQ. Mods that:
- Skip the HQ unlock
- Replace HQ with a custom station
- Move HQ to non-standard sector
…break the terraforming Skipper anchor. Specifically, Terraforming_Skipper_Project_StartedProduction listens at HQ.
Sector-replacement mods
Section titled “Sector-replacement mods”Terraforming targets specific terraformable planets. Mods that:
- Replace cluster/sector macros referenced by terraforming
- Change planet macros (
planet_X_macro) - Add new planets without terraforming registration
…break the project library. Your new planets won’t appear; vanilla planets may de-register.
Mod adding new terraforming projects
Section titled “Mod adding new terraforming projects”To add a new project:
- Diff
libraries/terraforming.xml— declare a new<project id=>entry - Add to a
group=(or declare a new group) - Specify resource consumption (wares + amounts)
- Set
duration=andrepeatcooldown= - Add text references (
name="{20227,XXXX}"format)
The 99 vanilla projects show what’s possible; copy the closest pattern.
Engine-event conflicts
Section titled “Engine-event conflicts”If your mod fires custom faction events at the player HQ, watch for Skipper conversation interruption — the Skipper steps through scripted dialog and ignores parallel events badly.
Common gotchas
Section titled “Common gotchas”- ⚠ Project repeats need
repeatcooldown=— without it, players can spam-execute infinite times - ⚠
resilient="true"flag — controls whether the project survives a save-load mid-execution - ⚠ Resource caps — terraforming projects must respect station storage capacity; oversize requests stall
- ⚠ Debug_Skipper bypasses gating — vanilla uses
Debug_Skipper_CheatHQStorageetc. for testing; don’t ship a mod that relies on debug cues - ⚠ Group
xenonprojects have hidden activation conditions tied to Xenon threat — your mod making Xenon docile breaks these
Code references
Section titled “Code references”| Concern | Where to read |
|---|---|
| Full project definitions | libraries/terraforming.xml (99 projects) |
| Project state machine | terraforming.xml (5616 lines, Skipper + project lifecycle) |
| Resource cost pattern | Search <ware ware= in libraries/terraforming.xml |
| Test/Debug Skipper conversations | terraforming.xml Debug_Skipper_* cues |
| Project completion handler | terraforming.xml Terraforming_Skipper_Project_Finished |
| Schema | libraries/terraforming.xsd |
Related
Section titled “Related”- Vanilla content index — landscape
- Story arcs catalog — research arcs unlock terraforming
- Architectural overview: Faction economy — economy interaction
- Macro (data layer) — how planet macros work
- Wiki: Mod compatibility — broader compatibility
Terraforming is the closest X4 gets to a Civilization-style late game. A mod that adds 1 new project gives players hundreds of hours of new content; a mod that subtly breaks vanilla terraforming silently ruins the late game and players blame X4, not your mod.