--- title: Resource areas in X4 9.00 summary: Resource areas versus visible regions, and where sector resources are configured. section: galaxy kind: guide status: reference updated: 2026-10-27 tags: ["X4","modding","resource","areas"] sources: ["https://chemodun.github.io/x4/modding-support/resource-areas/","https://wiki.egosoft.com/X4%20Foundations%20Wiki/Modding%20Support/Breaking%20Changes/"] --- ## Separate three tasks | File | Inspect in 9.00 | | --- | --- | | `libraries/regionyields.xml` | Resource area definitions | | `libraries/mapdefaults.xml` | Sector area counts and resourcebounds | | `libraries/region_definitions.xml` | Visible regions/fields and their content | An old recipe placing `` directly under a region is not a 9.00 procedure. Visible asteroids and mineable stock need separate checks. ## Read a reference `sphere_small_ore_low_fast` combines shape/size, ware, yield and gathering speed. `low` and `fast` describe different properties: a small total can be collected quickly. Independent inspection plan: ```text test sector resource definition -> ore, known size/yield resourceareas -> one area for the first experiment resourcebounds -> covers the intended asteroid field region -> compatible ore asteroids ``` Expect consistent references, not a created area or log output. ## First experiment Use a separate new game and one resource. Record the original sector and a working analogue. Change one parameter, then verify placement, actual ware entering a hold and save/load. A solid-resource area needs overlap with compatible asteroids. Check the log for overlap failures. A visible map change alone does not establish a mining effect. ## Source boundary The primary author's mining/respawn observations are their results; this article has not repeated them in game. Older region generators require separate format checks. Continue with [wares and production](wiki:wares-and-prices) and [map structure](wiki:galaxy-structure).