68 · QuantiumX
The most heavily rewritten fork in the family. Only 9 of Construction 0.69a’s .cs files survive
byte-identical — 8 %. Ninety-one base files were modified, ninety-nine added. QuantiumX is a Construction
fork in ancestry and effectively a separate codebase in practice.
| Base | Construction 0.69a (by fingerprint; only 8 % intact) |
| Scripts | 199 .cs — 9 identical to base, 91 changed, 99 new, 10 removed |
| Size | 214 files, 4.3 MB |
| Installs as | GameData/Construction/ — replaces it entirely |
Its Q&A.txt is unambiguous about that last point [mod-script]:
1. Delete all of your existing Construction folder....
The chat-command interface
QuantiumX’s defining trait is that manipulation moved from packs to chat commands. Its own release notes read like a CLI changelog [mod-script]:
Virtually any object can be /objectscale'ed /objectscale has a 'get' scale command to get scales ie: /objectscale get /objectscale has a single 'get' scale command, put an X in which side you would like to leave alone ie: /objectscale x x x /objectrotate taken out, useless and never used Virually any object can be named New swinging doors, swings on power or manually swing with /swing
Base Construction manipulates pieces through deployable modes and the beacon key (Building systems) — an approach forced by having no spare input. QuantiumX sidesteps the input limit entirely by routing commands through chat, which is unlimited, self-documenting, and scriptable.
That is a genuinely good idea on this engine. Chat arrives via serverCmdMessageSent
(Text and messaging), so a mod can intercept a prefix and
parse arbitrary arguments without touching the input system at all. The /objectscale x x x form — x
meaning “leave this axis alone” — is the kind of ergonomics you only get with a text interface.
Note also /objectrotate taken out, useless and never used. Removing a shipped feature because telemetry
of a sort said nobody used it is unusual discipline for this family.
What it added
99 new files. Representative [mod-script]:
| Area | Files |
|---|---|
| Systems | rpgFunctions.cs, LobbyGui.cs, message.cs |
| Vehicles | vehicle_f191.cs, vehicle_airbase.cs, vehicle_qcf.cs, vehicle_ICBMlauncher.cs, vehicle_spec_fx.cs |
| Weapons | deathray.cs, IonTargeter.cs, SSN.cs, lazerTag.cs, fireworksgun.cs, mortar.cs |
| Building | packs/doorPack.cs, packs/doorpack2.cs |
| Odd | putback/quanstar.cs, putback/fhData.cs |
Three things stand out.
rpgFunctions.cs — the RPG drift visible across this family, here as a named subsystem.
MooCon has a cash-and-jobs economy,
Ultimate Build has RPMoneySettings.cs, CCM has RankStuff.cs and
RPchaingun.cs. Four independent forks reached for persistent player progression on top of a building
sandbox.
LobbyGui.cs — a shadowed client-side GUI file. Most forks here are purely server-side; touching
the lobby means QuantiumX changes what the client sees before connecting, which raises the install
burden. See Client/server split.
putback/ — a directory whose name suggests staging or restoration. Abandoned or transitional
directories left in the tree are normal in this family; base Construction ships a disabled
truPhysics.cs the same way (What it changed).
An environment pack
From the release notes [mod-script]:
New Envi. pack (Environment Pack): creates bushes/shrubs and various nature objects and effects including meteor storms, lightning, rain and snow.
Base Construction has JTLmeteorStorm.cs and hazard.cs as server-controlled hazard events. QuantiumX
turns weather into a placeable deployable — the builder decides it snows here. That is a coherent
extension of the mod’s thesis: if building is the game, environment is building material.
Rotating pads
New rotating pads, rotates to which ever degree its set. Note: Continuous makes it keep rotating with power on… Note #2: objects on rotating pad will rotate with pad, keep in mind many pieces[mod-script]
Moving structures with mounted children. The truncated second note is the interesting part — carrying attached pieces through a rotation is exactly where a deployable system built on static shapes starts to strain.
The cost of 8 %
QuantiumX demonstrates what happens when a fork rewrites rather than extends:
- Nothing merges. A fix in another Construction fork cannot be applied here without manual porting.
- The base documentation stops applying. Section 58 describes 0.69a; with 91 of its files modified, much of that description is no longer safely true of QuantiumX.
Readme.txtis stale. It is still base Construction’s verbatim — “We just like to build stuff…”, the Ninja Mod and Warped paragraph, the original deployable list [mod-script] — despite the scripts being 92 % different. The living documentation isQuantiumReadMe.txt,Q&A.txt, andVersion-history.txt.
Compare 59 · Power Edition: comparable new content volume, 82 % of the base left intact, and a delta you can still read.
For someone working on it
- Read
QuantiumReadMe.txtandQ&A.txt, notReadme.txt. The last is inherited and wrong. - Chat commands are the interface. Extend that pattern rather than adding beacon-key modes; hook
serverCmdMessageSentand validate the caller (Client/server split). - Verify against QuantiumX’s own files, not section 58. With 8 % of the base intact, assume nothing documented for baseline Construction still holds until you have checked it here.
- The vanilla framework pages in 02–05 do still apply — those describe the engine, which no mod can change.
Related
- 58 · The Construction Mod — the 0.69a base and fork-family table
- 59 · Power Edition — the disciplined counterexample
- Text and messaging — the chat channel QuantiumX builds on