Four layers#

A macro file contains the definition. A macro defines game configuration, class, properties and connections. A component supplies the model and geometric connections. A ware defines trade, price, production, availability and its macro reference. Indexes connect registered names to resource paths; putting an XML file in an arbitrary folder does not prove the game can resolve it.

An existing chain#

The inspected X4 9.00 example below links a ware to its macro and model component. Similar names serve different purposes. A variant can reuse the component while introducing its own macro and ware.

TEXT
ware: ship_arg_s_fighter_02_a
  → macro: ship_arg_s_fighter_02_a_macro
      → component: ship_arg_s_fighter_02

Where to find a property#

Elite hull properties are under properties/hull, and mass under properties/physics. Cargo capacity is connected through a separate storage macro. storage/@missile in the ship macro is not cargo hold volume. Follow references before choosing a patch field.

New resources#

Prefix new macro and component IDs with your extension namespace. Register custom models, but do not reregister an existing model as new. See the complete ship route.