Construction vessel AFTER station is complete...?

General discussions about X Rebirth.

Moderator: Moderators for English X Forum

swatti
Posts: 1278
Joined: Sun, 7. Dec 03, 12:03
x4

Construction vessel AFTER station is complete...?

Post by swatti »

Does it just loiter there till the end of time or what? Cant seem to be able to re-pack.

All parts of my station are finished.
User avatar
YorrickVander
Posts: 2774
Joined: Tue, 29. Oct 13, 21:59
x4

Post by YorrickVander »

I'd wondered about this but so far never managed to complete a station... Something always bugged out and prevented me from doing so.
X Rebirth - A Sirius Cybernetics Corporation Product

Split irritate visiting pilot with strange vocal patterns.
linolafett
EGOSOFT
EGOSOFT
Posts: 3568
Joined: Mon, 26. Mar 12, 14:57
x4

Post by linolafett »

The construction vessel is currently not able to undock from the station/buildlocation and is linked forever to that station to do repairs/upgrades.
Building the Vessel is pretty cheap and fast, so just build a new one for the next station.
Archaeosis
Posts: 334
Joined: Sat, 3. May 14, 12:36
x4

Post by Archaeosis »

If it's destroyed, there seems no way to replace it yet, Linolafett, have I missed something or is this the case?
User avatar
Santi
Moderator (DevNet)
Moderator (DevNet)
Posts: 4046
Joined: Tue, 13. Feb 07, 21:06
x4

Post by Santi »

Only applies for the construction vessel used during the plot mission, the rest are all replaceable.
A por ellos que son pocos y cobardes
Archaeosis
Posts: 334
Joined: Sat, 3. May 14, 12:36
x4

Post by Archaeosis »

santi wrote:Only applies for the construction vessel used during the plot mission, the rest are all replaceable.
I presume you mean the plot URV forge's CV?

The CV on the pharma factory you start with on the 2.0 empire-building start appears to have the same issue, then.

Just to make sure, how do you replace a destroyed CV?
User avatar
Santi
Moderator (DevNet)
Moderator (DevNet)
Posts: 4046
Joined: Tue, 13. Feb 07, 21:06
x4

Post by Santi »

Didnt start as a builder yet so no idea if is the same. You can buy CV from the shipyards. Be aware that they are faction specific, so if you buy one CV from Albion, it probably will not construct OL or DeVries stations. If you already build the whole station and the CV gets destroyed, no idea if is replaceable.
A por ellos que son pocos y cobardes
Archaeosis
Posts: 334
Joined: Sat, 3. May 14, 12:36
x4

Post by Archaeosis »

Yes, damn, I just had two more CVs attached to factories destroyed despite my patrolling Arawns, which were too slow to respond. The factories took a fair beating too.

Can't see any way to replace the destroyed CVs - you can't assign new ones to the factory. So I guess those stations are doomed to remain damaged, and I'll never be able to expand them further. After the hours and hours it took for them to be built.

Six months and there are still problems like this. Bah.

If anyone from Egosoft reads this, please fix it!
swatti
Posts: 1278
Joined: Sun, 7. Dec 03, 12:03
x4

Post by swatti »

Seeing all these issues i'd say the best way to fix em would be to make the SCODA / builder a regular vessel of sorts that can build AND repair multible stations. Once not needed, its re-packed and sent somewhere safe.
Primeevil250
Posts: 19
Joined: Sun, 18. May 14, 01:58

Post by Primeevil250 »

Also, if your CV loses too many construction drones there is currently no way to replace them and I agree that the CV's need to be able to pack up and go do something else eg; get repaired or build/extend/fix another station as needed.
This should not be that difficult to fix for the devs.
Archaeosis
Posts: 334
Joined: Sat, 3. May 14, 12:36
x4

Post by Archaeosis »

Hopefully 2.1 will bring some much-needed fixes and improvements to the way that stations and the game's economic system works. I'm sure Egosoft are aware of these issues.
lightbender585
Posts: 29
Joined: Fri, 21. Feb 14, 02:21

Post by lightbender585 »

Repackable CV awesome idea!!!!!
LarryBurstyn
Posts: 295
Joined: Sat, 19. Nov 05, 19:26
x4

Problem

Post by LarryBurstyn »

Another problem I discovered with building stations, other than the CV is stuck at the station and if destroyed cannot be replaced.

There is NO station that builds scanners that are necessary to build more ships...eventually the shipyards run out of scanners and not one station in OL, Albion or Devries can build scanners. There are two Albion stations that build scanners for their own production but if you take their scanners they cannot build their other products. And they don't build very many scanners so it means shipbuilding grounds to a stop.
Primeevil250
Posts: 19
Joined: Sun, 18. May 14, 01:58

Post by Primeevil250 »

I say just take/buy the scanners you need for ship building, the station will recover by making more
LarryBurstyn
Posts: 295
Joined: Sat, 19. Nov 05, 19:26
x4

Post by LarryBurstyn »

Primeevil250 wrote:I say just take/buy the scanners you need for ship building, the station will recover by making more
Nice try but that means BUILDING my own station because the NPC stations will NEVER sell scanners. And the stations that build them only build 80 per HOUR....the XLV ships require more than a HUNDRED of them and only take a few minutes to build. The only way to keep scanner production up is for Egosoft to fix this problem or every station to builds ships will come to a grinding halt for long periods of time (like almost forever). They can change one of the stations that produce other gear used on shipbuilding to include scanners or reduce the number of scanner required to build ships.
Archaeosis
Posts: 334
Joined: Sat, 3. May 14, 12:36
x4

Post by Archaeosis »

Hopefully we'll get a few traches of economic adjustments over the coming few patches - there are lots of tedious issues like this causing problems. Building any sort of station empire to combat this also pretty much requires straight-up cheating at the moment, it's a real shame.

I had a mission spawn 3 hostile arawns in Gemstone Manufacture, the jump-beacon zone in one of Albion's sectors. The zone also hosts a shipyard, and my six stations being built are in this zone and two adjacent to it. This means the zone gets a huge amount of capital ship traffic. Before I managed to destroy the arawns they must have destroyed about 30 trading capitals trying to restock my stations and the shipyard. I presume my economy is going to crash ever further as a result, but it's hard to tell for now. Big shortage of fusion generators and nividium cubes is all I've seen so far. That and drones.

Suprisingly, the shipyards appear not to be doing too badly for me, looks like I've been lucky. Shortage of cargolifter drones all over, though, and my damn drone factory continues to make mining drones, of which it has 170 unwanted stock already, rather than cargolifters, which it has none of due to the huge demand. Bah.
LarryBurstyn
Posts: 295
Joined: Sat, 19. Nov 05, 19:26
x4

Post by LarryBurstyn »

Archaeosis wrote:Hopefully we'll get a few traches of economic adjustments over the coming few patches - there are lots of tedious issues like this causing problems. Building any sort of station empire to combat this also pretty much requires straight-up cheating at the moment, it's a real shame.

I had a mission spawn 3 hostile arawns in Gemstone Manufacture, the jump-beacon zone in one of Albion's sectors. The zone also hosts a shipyard, and my six stations being built are in this zone and two adjacent to it. This means the zone gets a huge amount of capital ship traffic. Before I managed to destroy the arawns they must have destroyed about 30 trading capitals trying to restock my stations and the shipyard. I presume my economy is going to crash ever further as a result, but it's hard to tell for now. Big shortage of fusion generators and nividium cubes is all I've seen so far. That and drones.

Suprisingly, the shipyards appear not to be doing too badly for me, looks like I've been lucky. Shortage of cargolifter drones all over, though, and my damn drone factory continues to make mining drones, of which it has 170 unwanted stock already, rather than cargolifters, which it has none of due to the huge demand. Bah.
I certainly hope so because the economy in my system has also broken down...and like you my URV production is not producing what is wanted by mining drones of all sorts. Bet they built in a production schedule that does not even look for demand/supply stuff. Although a real demand/supply program would not be possible in a game program...not even the big computers can handle a real demand/supply program. I did find a station that builds scanners as an end product but after building mine it seems the resources it uses are also underproduced...ugh...real bummer having to build the ENTIRE economic system.

My solution to the drone building schedule would be to build whatever the station had zero of in alpha order...that way cargo/construction drones would come early...then somehow make sure it always had assault drones. Before my shipyards went dormant they ran out of cargo/construction drones which means my new ships were undersupplied in those drones. Yeah I don't like to cheat to get the economy moving again but like you said right now that's the only way to get anything working.
Archaeosis
Posts: 334
Joined: Sat, 3. May 14, 12:36
x4

Post by Archaeosis »

I think I saw one of the 2.0 RC release notes stating that they had adjusted the algorithms which decide which ware should be produced at a station - as in, it was less likely to produce wares that were well-stocked.

Doesn't seem to have had any effect yet - my URV factory persists in producing these damn mining drones that it has ~180 each of Mk.1 and Mk.2s. Instead of the cargolifters it has none of. Hopefully it'll switch to something better when this production run is over - perhaps total production run lengths could be reduced, so the inventory check the factory manager does is run more often, giving under-stocked wares more chance to be selected for production?

Will take a closer look again soon - if it's still producing well-stocked wares in lieu of those which are sold-out, I'll post a save over here and see if anyone can find out why. Of course, I may have mis-read the changelog, or remembered something that was never even there in the first place. Did anyone else see that?
windscar232
Posts: 123
Joined: Sat, 6. Dec 08, 23:36
x3ap

Post by windscar232 »

linolafett wrote:The construction vessel is currently not able to undock from the station/buildlocation and is linked forever to that station to do repairs/upgrades.
Building the Vessel is pretty cheap and fast, so just build a new one for the next station.
Does that mean that your construction vessel is supposed to teleport away from its original location to another location outside of the zone and turn invisible? I had that happen while I was docked on it, and it crashed trying to undock. Then it created an unloadable save game. Then I am not sure if my trade ship is going to be able to take wares to it anymore for further upgrades. :roll:

Edit: I guess the good did eventually get dropped off way out there. It just took a really long time. Was surprising it traded with an invisible ship. :o
User avatar
Baconnaise
Posts: 766
Joined: Sat, 23. Nov 13, 15:50
x4

Post by Baconnaise »

The player side of things it would be nice if you were allowed to pick and choose what gets produced with stations that make multiple items. I also think like universal cargo there should be cap limits in place for each type of ware a station produces. Once it reaches these targets it no longer fills up the cargo with them. This would help alleviate some of the issues with long running games where stations are teeming with goods it might never sell unless the player intervenes.

Return to “X Rebirth Universe”