r/X4Foundations 6d ago

Screenshot of the Week #29 Winners

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138 Upvotes

Hello Everyone,
Feast your eyes on these beautiful screenshots, because this week's Screenshot of the Week winners are here!

These epic screenshots were shared by Temetvince, Tudormese, LightII and V3T.
Big congratulations to them!

Note: Every winning screenshots featuring modified and/or visually enhanced content will be marked with [MODIFIED] or (Stylised) tags.

Do you wish to participate? Post your entries in our Official Discord's #media channel:
https://www.egosoft.com/discord
...or on our Official Forum!
https://forum.egosoft.com/viewtopic.php?f=146&t=460228


r/X4Foundations Jun 10 '26

X4: Foundations 9.00 "Empire Update" is Out Now!

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1.1k Upvotes

We're very excited to announce that the X4: Foundations "Empire Update" (9.00) has officially launched! This free major update includes new features and sweeping reworks that improve how you interact with your empire: militarily, strategically, and economically.

>>WATCH THE LAUNCH TRAILER HERE

We'd like to extend our sincere thanks to the community for your invaluable feedback during the 9.00 Public Beta, which has helped us to make even more improvements over the past several weeks. In particular, your feedback has been immensely helpful in fine-tuning our updates to the AI.

Below is an overview of the Empire Update's features. For a deeper dive into what's in store, be sure to take a look at the 9.00 Public Beta announcement.

For a quick rundown of the biggest changes, watch our 9.00 Public Beta Announcement video from March 2026.

We're thrilled to kick off the Public Beta for the X4: Foundations "Empire Update" (9.00)! This free major update includes numerous features and reworks that influence how you engage with...

What's New In The 9.00 Update

Combat Improvements

We've made sweeping changes to every aspect of combat in X4: Foundations. This is the largest combat balancing update in X4's history. This update includes a full rebalancing of hundreds of weapons, turrets, shields, and ships to add tactical depth, make more options viable, and address inconsistencies. Additionally, turrets are more accurate, AI pilots behave more organically, capital ship movement has been reworked, and much more.

For more information about our extensive changes to weapon and ship balance, you can take a look at the thread in our Beta Feedback forum.

Kha'ak Recycling

S and M Kha'ak wrecks can now be recycled, leading to the production of Allographyne, a versatile new ware usable in ship and equipment production. Allographyne transmutes to replace any ware in the production process, providing an alternative means to address supply shortages.

Since Allographyne production requires Nividium, this opens new trade opportunities across the gate network. Some NPC factions will also construct specialised recycling stations to utilise this resource.

To hear more about Kha'ak Recycling and other changes to the economy, you can visit the thread in our Beta Feedback forum.

Ship Visual / Modularity Changes

Engines and shields are now integrated into S and M ship models. This change improves their appearance and significantly increases the variety of modules they can equip. This change leads to more deliberate, consistent visual identities for ships throughout the gate network.

Additionally, S and M ship hardpoint locations have received a facelift, allowing a greater variety in loadout options. For example, Boron and Commonwealth ships can equip each other's modules, and they can now equip smaller weapons and turrets.

Priority Orders

By popular demand, this update introduces Priority Orders. This new UI functionality allows instantly responsive "RTS"-style orders to be issued, immediately overriding all other orders. This dramatically improves the flow of fast-paced strategic situations, eliminating the need to configure order lists and making ships act immediately.

Orders can be issued and queued from the map using [SHIFT] + [Right Click], while Priority Orders can be sent with [CTRL] + [Right Click] and queued using [CTRL] + [SHIFT] + [Right Click].

These modifiers can be used in any combination to queue and priority-queue orders in the Order Menu. Need a trader to pick up a nearby lockbox and for its escorts to attack a target near it? Priority Orders allow you to issue those commands swiftly and without disrupting your existing order queues.

Ship Showroom Module

We've added a new module with the 9.00 update: the Ship Showroom. This module allows players to store and display their favourite S and M ships on stylish landing pads.

One or more Ship Showrooms can be attached to existing player-owned stations, or even combined into a showroom complex to display a more extensive collection - try finding one of each ship!

UI Changes

Adjustments to the UI's visual style have touched all areas of the game, and we've paid special attention to improving the map screen menus. These adjustments to the map screen's layout and style aim to improve readability while preserving the overall information structure.

For more information about the UI changes we've made, you can read the Beta Feedback forum.

Better NPC Station Designs

In previous updates, we enabled NPC factions to construct larger stations. Following those changes, the 9.00 update gives NPC factions the ability to utilise and expand upon predefined construction plans. Stations based on these designs will be more visually coherent and elaborate, and they allow our designers to populate the gate network with stations that more strongly reflect faction identities.

Mining Region Overhaul

We've completely overhauled how resource areas are managed, achieving several goals at once: better performance and memory usage, more developer control over resource distribution, and more dynamic resourcing gameplay for players. Resources are now localised rather than spread across the entire region. Additionally, when a resource area is depleted, new resources may emerge at a different location within the region.

This creates a new dynamic around mining operations, in which resource areas must be discovered before they can be exploited, leading to fluctuating resource availability as miners automatically seek efficient mining locations.

We have also removed the influence of resource probes on mining efficiency. Resource probes now indicate to miners where to focus their efforts, enabling players to optimise their refining and defensive setups without feeling pressured to micromanage resource probes.

For a closer look at the new resource system, visit the thread in our Beta Feedback forum.

Thank you from all of us at Egosoft for playing X4: Foundations, and we hope you enjoy what we've done with the 9.00 update!

The Empire Update might be out of beta, but as you know, we never stop working on the game - so please keep sharing your feedback with us, and we'll keep listening.

>>Find the complete changelog here


r/X4Foundations 7h ago

Meme A small price to pay for exploration…

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93 Upvotes

r/X4Foundations 12h ago

The "Let anyone bring you scrap" Experience(tm)

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117 Upvotes

You there, with the damn laser tower I see you! Get that out of here!


r/X4Foundations 12h ago

Modified Huge update on Fleet comms mod - Now with hull damage sounds in real time

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87 Upvotes

Hey everyone! Just wanted to share a quick update after a couple of days of coding and sound design for the mod.

Everything you hear in this clip has been created specifically for the project so far, including custom fleet command voice lines, ambient bridge chatter, and new ship audio.

The biggest breakthrough has been getting custom audio fully integrated into the game and using logic to trigger dynamic hull damage sounds based on incoming damage. If you listen closely, when the green laser hits my ship you'll hear my custom hull damage effects playing. Instead of relying on the default audio or lack of, I created my own basic hull warping, metallic stress, and internal impact sounds to better represent what it would actually sound like from inside a capital ship under fire. I plan to queiten the outside to actually reflect being inside the ship.

The long-term goal is to simulate the experience of being inside the ship, where the audio reflects what's happening around you. For example, once shields fail, you might begin hearing the hull groan, warp, or thud under heavy impacts. Those sounds are all driven by gameplay logic and scale with the amount of damage the ship is taking, giving the player meaningful audio cues rather than just visual feedback.

This is still very much a work in progress and there's a lot to refine, but I'm genuinely excited about this milestone. It finally feels like the project is starting to come alive, and it's opening the door to a much more immersive combat experience with sound.


r/X4Foundations 9m ago

15+ year player review of guppy.

Upvotes

I ignored the guppy for so long due to cost. But now i have no money issues I’ve been donating my carrier fleets to factions I want to push back on a enamy to preserve balance (donate them on enamy systems of the faction i donate to)

Yea, gupoy is expensive. But as a rapid responce fleet it’s amazing if you decide to forgo gate defencd. If a System is colapsing i can rush my guppys to the conflict in no time. My 12 guppys with 10/6 fighter bomber ties down the enamy till my main fleet arrives. Guppys arrive in 1/3 time time as my main fleet and can save a bad situation better then any other quick response fleet ive built. It’s a very specific ship. But when stuff goes wrong its so nice to have a fleet of guppys to secure the areas till main fleet arrives


r/X4Foundations 2h ago

Regarding my previous post about the H giving up right after the L turrets go boom, here's a video of the whole incident. Yes, I know...I'm a bad pilot. :P

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7 Upvotes

Maybe someone more knowledgeable can figure out why it decided to stop, or if it really just decided to glitch out on me.

The only mods I use are Sector Explorer, Crystal Rarities, and Fly-by Looting.


r/X4Foundations 6h ago

H gave up on life after L turrets got knocked out

8 Upvotes

Not sure if this is intended behaviour. I was hunting an H in the Memorial to get that data shard for the blueprint research, and I quickly knocked out the big seismic guns, after which the H just shut down. It just sat there, with fully functional engines and medium turrets, taking a pounding from my plasma turrets, making no effort to get in range for its needler turrets.

It did not bail (can they even do that, like the fighters?), it just kinda...gave up, and took the long range bombardment. I still destroyed the engines, just in case, but it stopped right when I destroyed the large turrets, and the engines were fully operational for minutes after that, and still stood still.


r/X4Foundations 18h ago

One I, 15K and 2 H in one picture

60 Upvotes
Just a tiny Xenon fleet

This is Tharka's, at the Gateway to Hatikva's.

Vanilla game, 1d 22h into the save.

What's ridiculous about this, I saw maybe 2 K at once in Hatikva's. If the Xenon had even a tiny brain, they'd send this whole fleet and demolish the opposition.

Instead, they send one tiny task force at a time.

Also I have bad radar coverage here, so there might be more in the sector.


r/X4Foundations 13h ago

Meme Cant Park there Mate

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22 Upvotes

This happened to me in the recent playthrough of The X Star Wars Mod. It was quite fun; I could fix it by leaving the system on another ship.


r/X4Foundations 1h ago

Modified SWI: How to exit a TIE fighter?

Upvotes

In Star Wars Interworlds, is there no way to exit a TIE fighter in space? I took a mission to fix data leaks, but I see no clickable hatch to exit my TIE fighter


r/X4Foundations 19h ago

Meme For someone so crucial to the plot in X-BTF, he sure has fallen on hard times in X-Tension.

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27 Upvotes

r/X4Foundations 1h ago

My advanced automine can't see trade offers

Upvotes

Disclaimer: I don't want to build stations. This is a stations free game.

My advanced automine pilot can't see trade offers from stations in range and with attached a satellite.
They aren't good offers, but still better than nothing.

Is there a behavior/setting telling my automine pilot to avoid bad trade offers, like low prices or quantity?

Thank you.


r/X4Foundations 16h ago

First Shipyard Placement Question

10 Upvotes

I'm ready to place my first shipyard. It will be Terran only for the moment, as I'm still spinning up the other production lines and my Terran production is doing really well.

I'm thinking of settling in Argon Prime. Good location and great workforce bonus. However, I'm concerned about supply lines because my Terran factories are in Saturn 1 and Asteroid Belt.

Should I setup an intermediary warehouse station in a place like The Void to reduce overall travel time, or is there another approach I should consider?


r/X4Foundations 1d ago

Meme The accidental challenge run

32 Upvotes

I just picked up the game recently and after doing all of the tutorials I started my first save and immediately ignored the starting quest and started playing in the sandbox. I’m now 100 hours or so into this save and scrolling around on R/x4 I keep seeing people talk about “the HQ” and “research”. Maybe I should do that first mission now


r/X4Foundations 1d ago

Ship Paint Options

47 Upvotes

I’m once again asking that ship paint jobs be released from Ventures and missions/quests mechanics and made available for credits in the vanilla game. The Argon can sell me a whole spacecraft carrier but withhold the paint? I think it’s a little ridiculous that I can make my own death ball of mass destruction, but I can’t paint ships the way I want to. I see all these dope camouflage paint patterns that I don’t have access to and it is frustrating that it’s locked behind a mechanic that is defunct or locked behind a mission that I don’t want to do.

Yes, I know there is a mod for this, but I’m asking for this in the vanilla game. I know I’m not the only one that shares this sentiment.


r/X4Foundations 17h ago

New Terran industrialist - did I build my Metallic Microlattice station too early?

7 Upvotes

Hey all,

I'm still relatively new to X4 and trying to build a Terran mining/trading/manufacturing empire. My goal is eventually to become mostly hands-off and focus on managing the business rather than personally flying every ship everywhere.  I just started the teleportation research on the PHQ.

 Current financial situation:

Credits: 300K, but with a very slow and steady income.

 

Mercury Solar Station

  • 4x Energy Cell production modules
  • Small container storage
  • 3 Frog traders assigned

 

Mars Microlattice Station

Currently building a station with:

  • 2x Metallic Microlattice production modules
  • 1 dock
  • Small container storage
  • Small solid storage
  • Small liquid storage

 

Asteroid Belt Miners

  • 1 M ore miner
  • 3 S and 1 M Silicon miners
  • 0 Helium Miners

 

What happened is that I started building the Microlattice factory before fully understanding the Terran production chain. I originally thought it only needed Ore and Energy Cells, but I've now discovered it also needs Helium. That required adding liquid storage, and now I'm basically broke.

My next planned purchase is an M gas miner for Helium.

 

My questions are things like below:

  1. Did I build this factory too early, or am I still on a reasonable path?
  2. Should I expand the existing Mars station into a Silicon Carbide complex, or build a separate Silicon Carbide station somewhere else  (basically focus on specialized stations or multi-use stations)?
  3. If expanding in Mars is the better option, how many Silicon Carbide modules would you pair with 2 Microlattice modules?
  4. Is Mars the best place for this long-term, or would you relocate future industry to other sectors?
  5. At what point do you start adding Computronic Substrate production?
  6. How many Ore, Silicon, and Helium miners would you consider the minimum for a small but profitable Terran industrial setup?

 

For context, I'm a busy Dad with limited playtime (30-60 minutes in the morning before work), so I'm generally looking for the most efficient and least micromanagement-heavy approach rather than the absolute min/max solution.

 

Any advice from experienced Terran industrialists would be appreciated!  Any QoL mods I need to look at as well?


r/X4Foundations 1d ago

Modified Update on Fleet comms

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102 Upvotes

I was able to start playing around with eleven labs and reaper software to make my own voice lines. Currently working on some logic where one actor gives orders over flet command and another will respond. Still WIP but it coming along nicely. I need help with people who know how to put filters on audio to make it sound more distorted.


r/X4Foundations 19h ago

Modified Lockbox Missions bugged or changed?

6 Upvotes

So I started up a new save with 9.0 and "Find Lockbox" missions used to be very easy, fly to an area marked on the map, ping away with long range scan a couple of times, when your scan hits the boxes you're looking for, they were marked on the map, you could open them up => Payday.

Now I fly to an area, scan and find either nothing or the pings found lead me outside of the mission area again, so are the randomly spawning lockboxes, not the mission ones.

I had the problem several times now, so I'm asking myself, if there is something bugged with these missions right now or did they change them somehow?

Though I run a few mods, these are vanilla friendly, none of them are fiddling with missions in any way.


r/X4Foundations 1d ago

Meme Sad news everyone! Due to an unexpected hostile force we had to scale down our operation.

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185 Upvotes

r/X4Foundations 1d ago

Modified Player POI Update: Added possibility to automatically assign POI's to found data vaults and reveal ErlKing's blueprint data vaults on the map.

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16 Upvotes

Features

  • Creation of custom POIs on the map at any location or by assignment to objects (non-player stations, gates, abandoned ships, lockboxes).
  • Automatic name generation for POIs based on the assigned object name or location coordinates.
  • Automatic POI assignment to newly discovered abandoned ships, lockboxes, and data vaults, with optional exclusion during claim procedures for ships.
  • Duplicate prevention - checks prevent creating multiple POIs at the same location.
  • POI management tab in the Property Owned Information menu for centralized access to all your POIs.
  • Context menu for POIs in space and on the map, with options to rename, self-destruct, or locate POIs.
  • Optimized rename window location - rename dialog appears near the selected POI instead of at the mouse cursor.
  • A "hidden" feature - discover it only by using the mod.

Installation

Usage

Detailed Guide

Author: Chem O`Dun, on Nexus Mods and Steam Workshop


r/X4Foundations 18h ago

Please help me fix my idle Traders.

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4 Upvotes

Hey guys im at my wits end and no post or youtube video could help me troubleshoot.

I set up a trading Station that is supposed to pick up stuff from my stations and sell it elsewhere. I didnt get to the selling part because my traders will only rarely pick up stuff if at all.

All my stations have docks. piers and cargo drones, they are in the same system. Trade rule is correct and i buy for more then i sell and i have enough storage allocated and there are no production modules on the trading station.

My trading Station has like 10 Demeters and 2 Helios and they just idle instead of picking up the huge stock pile of over 20k Hullparts waiting at my station. Then every once in a while 1 ship may go and pick up some hullparts and then they just idle forever again.

Why arent my traders all flocking to pick up that stockpile?

Please help me guys. I dont know what to do. Ill attach Screenshots. maybe ive been staring at the menus too long and you can see whats wrong.

If you need more screenshots i will provide them.


r/X4Foundations 19h ago

Modified Concerning trade restrictions...

5 Upvotes

(For TLDR, go to to bold text below)

In a recent turn of events, the HOP are being absolute douche bags, using the output from my factories to sneak build 2 defense platforms in Second Contact II flashpoint. Now both sides have been spending the last 3 hours pounding on each other like deranged lunatics with no end in sight.

Under normal circumstances I would be delighted to know that I humbly contributed to misery and suffering happening somewhere in the X-universe, but it's business before pleasure I'm afraid.

Now to the problem... fighting off the HOP, ANT was forced to abandon all defense of the void, where the bulk of my non-Terran industry is, which means I had to park my only destroyer group at the gate to frontier edge to hold off the Xenon (which already kicked out the ANT from that system), and are particularly violent this playthrough. This also means that the very same destroyer group had to be called back from Hatikvah and I have to do regular manual interventions there to keep those cyber-assholes from overrunning that system, where my main customer base is, after an... "unfortunate set of accidents" wiped out the competition! ;)

Okay, okay, I admit! I kited Xenon destroyers towards factories that were producing the same things I was in Hatikvah. In hindsight, it wasn't such a good idea because they also took out the defense platform along the way, but I digress.

I think that this detailed appraisal of the situation has given you a good idea what is going on here. Not to lengthen the story too much- I need to curb trade with HOP.

My question is the following: If I set a trade rule, blacklisting HOP from trading with me, and this particular trade rule is the only one I have, is then this particular rule considered as "default" or do I have to do it some other way?

I don't want to manually set every station to blacklist HOP because I fully intend to resume commerce with the 3-eyed maniacs as soon as ANT kicks them out of flashpoint, which they seem to be hell bent on doing since they've already destroyed the HOP attack force and are actively fighting the aforementioned defense station.


r/X4Foundations 21h ago

Hostile Station

4 Upvotes

I'm not sure if I hit a bug or something but I have a single Terran Wharf that is hostile towards me, evening though my rep is +17. I have tried leaving sector for hours, doing security missions for other Terran stations, etc but nothing seems to remove the status. I made sure I had nothing in my inventory when I went back in sector.

Any ideas?


r/X4Foundations 21h ago

Modified Shadow Tracker: small update to make possible to untrack captured ships

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4 Upvotes

Implementation of the Shadow Tracker device, allowing players to track specific ships in the universe by consuming a special inventory item.

Features

  • Ship Tracking: Use Shadow Tracker devices to track specific ships, making their location constantly visible on the map.
  • Crafting and Inventory: Shadow Trackers are craftable items that can be stored in the player's inventory.
  • Shadow Tracker Tab: A dedicated tab in the UI displays all currently tracked ships.

Installation

Author: Chem O`Dun, on Nexus Mods and Steam Workshop