--- title: Development environment summary: Prepare XML, Lua and native tools, and separate research from ordinary gameplay. section: start kind: guide status: reference tags: ["X4","modding","environment"] sources: ["https://wiki.egosoft.com/X4%20Foundations%20Wiki/Modding%20Support/","https://www.egosoft.com/download/x4/bonus_en.php"] --- ## Minimum toolkit Start with X4, an editor with XML completion and a separate working directory. A property change does not require Python, C++ or multiple running games. Ship variants need a source macro, indexes, wares and text; new models need Blender and Egosoft Blender Mod Tools; logic needs MD and matching schemas; UI work needs Lua and the current Helper contract. ## Inspect your game files Use X Catalog Tool to obtain the relevant sources from your own installation. Keep extracted originals separate from editable copies. Connect `md.xsd` and `common.xsd` from the same game version. Verify the effective patched document as well as XML syntax. Official tools are linked in Modding Support and Egosoft downloads. ## Test environment Use a separate save. Record game version, active DLC/mods, original value and expected change. Test minimal dependencies before the full compatibility set. Enable [logging](wiki:debugging) and verify a concrete effect, such as a property, ship or button, rather than only the absence of errors. ## First practical step Choose [Elite hull properties](wiki:editing-parameters) for an XML patch, or [Hello X4](wiki:first-extension) for a first MD script.