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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.

CategoryCountTheme
Xenon15Manage Xenon threats during terraforming
Biosphere10Forestation, fertilization, parasites
Training9Population training projects
Economy8Banks, campuses, clinics, nividium
Amenities8Resorts, temples, parks, fine dining
Cleanup6Methane/carbon/toxin removal
Events6Quakes, ice melt, global warming events
Housing5Population housing
Industry4Manufacturing projects
Water3Cloud particles, import, irrigation
Special3Moholes, blackdust, volcano caps
Power3Power infrastructure
Atmosphere3Methane/helium/nitrogen handling
IDDisplay nameEffect
tmp_cloudparticlesCloud SeedingTriggers rainfall, increases water
wat_importWater ImportImport ice/water from off-planet
wat_irrigationIrrigation NetworkDistribute water across surface
IDEffect
atm_methane_importIncrease methane atmospheric content
atm_nitrogen_fixNitrogen-fix bacteria, atmosphere balance
atm_helium_importImport helium for atmospheric pressure
IDEffect
atm_methane_oxidizersBuild oxidizer infrastructure
atm_methane_oxidizeConsume oxidizers to remove methane
atm_carbon_mineralizersMineralizer infrastructure
atm_carbon_mineralizeConsume mineralizers, remove CO2
atm_toxin_cleanupToxin removal
ter_radioactive_cleanupRadiation cleanup

The infrastructure → consume two-step is a vanilla pattern — build the converter, then operate it. Modders adding terraforming projects should follow this.

IDEffect
bio_jumpstartInitial life seeding
bio_cyanobacteriaAtmosphere conversion via bacteria
bio_reintroduceReintroduce native species
bio_cullPopulation control
bio_tailoredEngineered lifeforms
bio_parasites_cullEliminate problem parasites
bio_toxicfruit_cullRemove toxic fruit population
bio_toxicfruit_genemodGene-modify toxic fruit to be safe
agr_fertilizeAgricultural fertilization
agr_forestationForest planting
IDEffect
tmp_moholesDrill moholes for geothermal access
tmp_blackdustApplication of blackdust for albedo change
ter_volcanocapsCap active volcanoes

These are NEGATIVE events that fire during terraforming — quakes, ice melt, runaway warming. Players must respond:

IDEvent
evt_quake_mild, evt_quake_moderate, evt_quake_severeEarthquake disasters
evt_icemeltCatastrophic ice melt
evt_globalwarming_co2Runaway CO2 warming
evt_globalwarming_methaneRunaway methane warming
IDEffect
eco_bankBuild banking infrastructure
eco_bank_supplyRun the bank (passive income)
eco_campusBuild campus (training capacity)
eco_campus_supplyOperate campus
eco_clinicBuild clinic
eco_clinic_supplyOperate clinic
eco_nividiumBuild nividium-extraction infrastructure
eco_nividium_supplyOperate nividium mining
IDTheme
ame_art_collegeArt college
ame_finediningFine dining establishments
ame_resort_tropicalTropical resort
ame_resort_winterWinter resort
ame_templeReligious temple
ame_themeparkTheme park
ame_venuesEntertainment venues
ame_zooZoo

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.)

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.

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).

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?

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.

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.

To add a new project:

  1. Diff libraries/terraforming.xml — declare a new <project id=> entry
  2. Add to a group= (or declare a new group)
  3. Specify resource consumption (wares + amounts)
  4. Set duration= and repeatcooldown=
  5. Add text references (name="{20227,XXXX}" format)

The 99 vanilla projects show what’s possible; copy the closest pattern.

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.

  • 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_CheatHQStorage etc. for testing; don’t ship a mod that relies on debug cues
  • Group xenon projects have hidden activation conditions tied to Xenon threat — your mod making Xenon docile breaks these
ConcernWhere to read
Full project definitionslibraries/terraforming.xml (99 projects)
Project state machineterraforming.xml (5616 lines, Skipper + project lifecycle)
Resource cost patternSearch <ware ware= in libraries/terraforming.xml
Test/Debug Skipper conversationsterraforming.xml Debug_Skipper_* cues
Project completion handlerterraforming.xml Terraforming_Skipper_Project_Finished
Schemalibraries/terraforming.xsd

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.