A collection of discoveries when you are modding. Feel free to suggest more. When this thing gets too big you can search with "Crtl+F" to look for your topic.   For future references its important to keep in mind: XCE is not a mod and doesnt follow the same rules, its the base from wihich the modular system starts to work.   The Items.xml doesnt take the libre calcualator way of saving well (libre style for future reverences) Capital letters and non capital letters are not inerchangeable and cause crashes. Xml sheets only save to the 65536 cell, which means for instance that the researches.xml only saves to the 645th row. After that it bugs out. Solution: put the remaining research lines into another researches.xml and make another mod with it called part 2. Looks to work fine, an invisible bug stopped the game from taking additional cells after the 650th one. The requirement cell from the manufactures.xml can only be so long, if its too long it crashes "Empty" requirement cells in researches.xml won´t overwrite XCE/vanilla/other mods for existing researches. Empty Cells in general get ovewrwritten by ANYTHING else, meaning if you want to make a vanilla/XCE research which doesnt require anything not possible. Better make a new research or set the requirement very low, Alien Invasion for instance Be careful when copying from libre office to excel, there is a lot which can get wrong, namely when you select cells to copy from libre to rows from excel.   About the Aircraftweapons.xml and items.xml: Every (human) Aircraft weapon will get looked up by the game and compared if there is an appropriate item in the items.xml. If there is none the game wont recognice every following weapon in the aircrafts.xml, going by the order of weapons in the aircraftweapons.xml Modmerge doesnt work for the aircraftweapons.xml. It only "update"s but doesnt "insert" new items if 2 mods (excep XCE) add aircraftweapons.xml. This means that in order to have higher priority mod to get acknowledged by the modmerge system the new items and weapons need to be in the lower priority mod as well for both the items.xml as well as aircraftweapons.xml. Is solvable - bug occurred because every aircraft weapon has to be in the items list as well, even the alien ones and the ones not used. Weapons which target missiles/torpedos, anti missile weapons or AM for short, produce a crash whenever 2 AM projectiles from the SAME Aircraft are in the game. This applys to 2 AM weapons equipted on the same aircraft as well as the shoot before the last AM projectile vanished or hit its targaet. Aircraft: Autoresolve seems to do a lot more dmg to the winning squad if the main UFO can evade. From 2 times up to ? dmg. manufactures.xml If you change or delete an manufacture which a savegame already registered as available the save game will no longer be compatible with your version of xenonauts If you are working with the manufacture_categories.xml remember to put an modmerge command like "replace" on the head of the file. The vanilla manufactures.xml has code lines which excel cant reproduce/deal with. If you try to modmerge/change these lines without the proper code, which needs an notepad++ or similar program edit, the game modmerge errors your file out. xenopedia.xml: Some entries in the Vanilla/XCE have additional rows which need to be overtaken as well in order to overwrite them.
Namely: Researches.AlienLeaderInterrogation; Researches.AlienOfficerInterrogation; Researches.AlienInvasion; Researches.AndronDisassembly; Researches.WraithAutopsy; Researches.ReaperAutopsy, and the Researches.AlienAssaultPlasma. Otherwise this leads to a MODMERGE error.   You can only "update" and not "replace" the civilian code in aiprops.xml   aiprops: The "Abilities" line only works for units, not races weapons_gc: Melee weapons cant do emp damage In case a unit may receive emp damage the game calculates if the normal or emp damage is higher and applies the higher one psionicpowers_gc: The "dread" ability is a praetor race exclusive one   Strings.xml & xenopedia.xml Although there are color codes in the files it is not possible to change ingame colors of strings. Its hardcoded ( Solver ).     How the game picks a UFO   sound.xml & sound_gc.xml     Suppression mechanics and formulas