[Guide] Setting Up a Production Chain

General discussions about X Rebirth.

Moderator: Moderators for English X Forum

User avatar
Simoom
Posts: 1110
Joined: Sat, 30. Oct 10, 14:14
x4

[Guide] Setting Up a Production Chain

Post by Simoom »

Setting Up a Production Chain
This is meant as a companion guide to The Comprehensive Guide to X Rebirth Stations, which has gotten quite long, so I figured I would split the info.

In this article I will demonstrate how I have set up a production chain using the station statistics from the other guide. This particular setup is intended for DeVries, so it includes the Integrative URV Forge that was built as a part of the plot. DeVries has 50 build locations (in pre-existing sectors), and this entire setup will fit (if you take into account some pre-existing NPC facilities and take off the appropriate stations off the list). I used some Omicron stations as they are more productive, and I have mods that will allow inter-gate trading. If you wish to stick to Albion stations, that is fine (you may have to build some stations in empty spaces).

Please note that this guide presumes all stations are fully upgraded and crewed (including 5-star specialists), and takes into account all possible production bonuses.

At the end of the guide I will also discuss some of my personal findings in the course of my experiments (I have tried a large number of station combinations), and note some of the problems I see in the current implementation of XR's economy.

=============================================

Example Chain

----------------
End Product
----------------
  • Integrative URV Forge x1
    Ware Consumption (per hour):
    • 480 Cut Crystals
    • 6964 Crystals
    • 9598 Energy Cells
    • 6746 Food Rations
    • 24 Medical Supplies (secondary)
    • 480 Narcotics (secondary)
    • 6510 Nividium
    • 17062 Ore
    • +3564 Refined Metals
    • 15700 Silicon
    • +3788.4 Silicon Wafers
    • 48 Spacefuel (secondary)
  • URV BTO Line x1
    Ware Consumption (per hour):
    • 499 Bio-Optic Wiring (499)
    • 1545 Energy Cells (1545)
    • 1060 Food Rations (1060)
    • 22 Fusion Reactors (22)
    • 95 Microchips (95)
    • 35 Plasma Flow Regulators (35)
    • 33 Podkletnov Generators (33)
    • 63 Reinforced Metal Plating (63)
    • 162 Scanning Array (162)
  • URV Parts Supply x8
    Ware Consumption (per hour):
    • 22080 Antimatter Cells (2760)
    • +1899.2 Bio-Optic Wiring (+237.4)
    • 4480 Chemical Compounds (560)
    • 5120 Cut Crystals (640)
    • 53904 Energy Cells (6738)
    • 23880 Food Rations (2985)
    • +1363.2 Fusion Reactors (+170.4)
    • 6144 Ion Cells (768)
    • 12864 Medical Supplies (secondary) (1608)
    • +1702.4 Microchips (+212.8)
    • 10368 Nividium Cubes (1296)
    • 6400 Plasma Cells (800)
    • +401.6 Plasma Flow Regulators (+50.2)
    • +788.48 Podkletnov Generators (+98.56)
    • 3808 Quantum Tubes (476)
    • 9920 Refined Metals (1240)
    • 128 Reinforced Metal Plating (16)
    • +632 Scanning Array (+79)
    • 27520 Silicon Wafers (3440)
    • 10176 Spacefuel (secondary) (1272)
  • Arms Tech Supply x2
    Ware Consumption (per hour):
    • 3688 Bio-Optic Wiring (1844)
    • 7072 Energy Cells (3536)
    • 1440 Food Rations (720)
    • 720 Fusion Reactors (360)
    • 685.72 Medical Supplies (secondary) (342.86)
    • 104 Microchips (52)
    • 1097.16 Narcotics (secondary) (548.58)
    • 44 Quantum Tubes (22)
    • 3008 Reinforced Metal Plating (1504)
    • 36 Scanning Array (18)
    • 124 Warhead Components (62)
  • Arms Tech Fab x1
    Ware Consumption (per hour):
    • 480 Antimatter Cells (480)
    • 602 Bio-Optic Wiring (602)
    • 600 Chemical Compounds (600)
    • 640 Cut Crystals (640)
    • 3688 Energy Cells (3688)
    • 2040 Food Rations (2040)
    • 140 Fusion Reactors (140)
    • 591.43 Medical Supplies (secondary) (591.43)
    • 146 Microchips (146)
    • 274.29 Narcotics (secondary) (274.29)
    • 640 Nividium Cubes (640)
    • 160 Plasma Cells (160)
    • 71 Quantum Tubes (71)
    • 2880 Refined Metals (2880)
    • +68 Reinforced Metal Plating (+68)
    • +111.8 Scanning Array (+111.8)
    • 1800 Spacefuel (secondary) (1800)
    • 400 Silicon Wafers (400)
    • +27.8 Warhead Components (+27.8)
First Tally
Ware Consumption (per hour):
  • 22560 Antimatter Cells
  • 2889.8 Bio-Optic Wiring
  • 5080 Chemical Compounds
  • 6964 Crystals
  • 6240 Cut Crystals
  • 75807 Energy Cells
  • 35166 Food Rations
  • +481.2 Fusion Reactors
  • 6144 Ion Cells
  • 14165.15 Medical Supplies (secondary)
  • +1357.4 Microchips
  • 1851.45 Narcotics (secondary)
  • 6510 Nividium
  • 11008 Nividium Cubes
  • 17062 Ore
  • 6560 Plasma Cells
  • +366.6 Plasma Flow Regulators
  • +755.48 Podkletnov Generators
  • 3923 Quantum Tubes
  • 9236 Refined Metals
  • 3131 Reinforced Metal Plating
  • +545.8 Scanning Array
  • 15700 Silicon
  • 23731.6 Silicon Wafers
  • 12024 Spacefuel (secondary)
  • 96.2 Warhead Components
------------------------------
High-End Intermediate
------------------------------
  • Techno-Complex x2
    Ware Consumption (per hour):
    • 960 Antimatter Cells (480)
    • +1372.8 Bio-Optic Wiring (+686.4)
    • 2720 Chemical Compounds (1360)
    • 1280 Cut Crystals (640)
    • 10880 Energy Cells (5440)
    • 5280 Food Rations (2640)
    • 1320 Medical Supplies (secondary) (660)
    • 240 Microchips (120)
    • 1440 Nividium Cubes (720)
    • 1600 Plasma Cells (800)
    • +1257.6 Quantum Tubes (+628.8)
    • 3840 Refined Metals (1920)
    • +227.2 Scanning Array (+113.6)
    • 800 Silicon Wafers (400)
    • 1480 Spacefuel (secondary) (740)
    • +111.2 Warhead Components (+55.6)
  • Tech Laboratory x4
    Ware Consumption (per hour):
    • +2697.6 Bio-Optic Wiring (+674.4)
    • +12912 Chemical Compounds (+3228) x2.5
    • 38400 Energy Cells (9600)
    • 17280 Food Rations (4320)
    • 7680 Ions (1920)
    • 11520 Ion Cells (2880)
    • 4320 Medical Supplies (secondary) (1080)
    • +7193.6 Microchips (+1798.4)
    • 2880 Nividium Cubes (720)
    • 11520 Plasma (2880)
    • 10240 Plasma Cells (2560)
    • +2726.4 Quantum Tubes (+681.6)
    • 8320 Refined Metals (2080)
    • 12800 Silicon Wafers (3200)
    • 4080 Spacefuel (secondary) (1020)
  • Construction Shop x2
    Ware Consumption (per hour):
    • +6561.6 Chemical Compounds (+3280.8)
    • 28800 Energy Cells (14400)
    • 17280 Food Rations (8640)
    • 3840 Ions (1920)
    • 5760 Ion Cells (2880)
    • 1680 Medical Supplies (secondary) (840)
    • 720 Narcotics (secondary) (360)
    • 3840 Nividium Cubes (1920)
    • 14400 Ore (7200)
    • 5760 Plasma (2880)
    • 3840 Plasma Cells (1920)
    • 4224.24 Refined Metals (2112.12)
    • +3424 Reinforced Metal Plating (+1712)
    • 10152 Spacefuel (secondary) (5076)
Second Tally
Ware Consumption (per hour):
  • 23520 Antimatter Cells
  • +1180.6 Bio-Optic Wiring
  • +11673.6 Chemical Compounds
  • 6964 Crystals
  • 7520 Cut Crystals
  • 153887 Energy Cells
  • 75006 Food Rations
  • +481.2 Fusion Reactors
  • 11520 Ions
  • 23424 Ion Cells
  • 21485.15 Medical Supplies (secondary)
  • +8311 Microchips
  • 2571.45 Narcotics (secondary)
  • 6510 Nividium
  • 19168 Nividium Cubes
  • 31462 Ore
  • 17280 Plasma
  • 22240 Plasma Cells
  • +366.6 Plasma Flow Regulators
  • +755.48 Podkletnov Generators
  • +61 Quantum Tubes
  • 25620.24 Refined Metals
  • +293 Reinforced Metal Plating
  • +773 Scanning Array
  • 15700 Silicon
  • 37331.6 Silicon Wafers
  • 27736 Spacefuel (secondary)
  • +15 Warhead Components
-----------------------------
Low-End Intermediate
-----------------------------
  • Metalframes Fab x5
    Ware Consumption (per hour):
    • 26400 BoFu (5280)
    • 4800 Cut Crystals (960)
    • 81600 Energy Cells (16320)
    • 4800 Narcotics (secondary) (960)
    • 48000 Ore (9600)
    • +35280 Refined Metals (+7056)
    • 48000 Silicon (9600)
    • +38412 Silicon Wafers (+7682.4)
    • 480 Spacefuel (secondary) (96)
  • Crystal Refinery x2
    Ware Consumption (per hour):
    • 8640 BoFu (4320)
    • 14400 Crystals (7200)
    • +24710.4 Cut Crystals (+12355.2)
    • 20160 Energy Cells (10080)
    • 1440 Narcotics (secondary) (720)
    • 14400 Nividium (7200)
    • +24288 Nividium Cubes (+12144)
    • 288 Spacefuel (secondary) (144)
    • 5760 Water (2880)
  • Mega Cellfab x6
    Ware Consumption (per hour):
    • +25056 Antimatter Cells (+4176)
    • 21600 BoFu (3600)
    • 100800 Energy Cells (16800)
    • 64800 Hydrogen (10800)
    • 43200 Ion (7200)
    • +26150.4 Ion Cells (+4358.4)
    • 43200 Plasma (7200)
    • +27129.6 Plasma Cells (+4521.6)
    • 8640 Spacefuel (secondary) (1440)
Third Tally
Ware Consumption (per hour):
  • +1536 Antimatter Cells
  • +1180.6 Bio-Optic Wiring
  • 56640 BoFu
  • +11673.6 Chemical Compounds
  • 21364 Crystals
  • +12390.4 Cut Crystals
  • 356447 Energy Cells
  • 75006 Food Rations
  • +481.2 Fusion Reactors
  • 64800 Hydrogen
  • 54720 Ions
  • +2726.4 Ion Cells
  • 21485.15 Medical Supplies (secondary)
  • +8311 Microchips
  • 8811.45 Narcotics (secondary)
  • 20910 Nividium
  • +5120 Nividium Cubes
  • 79462 Ore
  • 60480 Plasma
  • +4889.6 Plasma Cells
  • +366.6 Plasma Flow Regulators
  • +755.48 Podkletnov Generators
  • +61 Quantum Tubes
  • +9659.76 Refined Metals
  • +293 Reinforced Metal Plating
  • +773 Scanning Array
  • 63700 Silicon
  • +1080.4 Silicon Wafers
  • 37144 Spacefuel (secondary)
  • +15 Warhead Components
  • 5760 Water

----------------
Basic Goods
----------------
  • Foodstuffs Supply x3
    Ware Consumption (per hour):
    • 25440 Energy Cells (8480)
    • +104760 Food Rations (+34920)
    • +1152 Meat (+384)
    • +8899.2 Spacefuel (+2966.4)
    • +5184 Spices (+1728)
    • 39600 Water (13200)
    • +12420 Wheat (+4140)
  • Bofu Star Complex x2
    Ware Consumption (per hour):
    • +80352 BoFu (+40176)
    • 25920 Energy Cells (12960)
    • 40320 Plankton (20160)
    • 20160 Soy Beans (10080)
    • 14400 Spices (7200)
  • Licensed Distillery x3
    Ware Consumption (per hour):
    • 11520 Energy Cells (3840)
    • 2880 Plankton (960)
    • +39513.6 Spacefuel (+13171.2)
    • 5760 Spices (1920)
    • 23040 Water (7680)
  • Plankton Tankfarm x1
    Ware Consumption (per hour):
    • 2880 Energy Cells (2880)
    • +60883.2 Plankton (+60883.2)
    • 17280 Water (17280)
  • Soy Bean Farm x1
    Ware Consumption (per hour):
    • 8640 Energy Cells (8640)
    • +31449.6 Soy Beans (+31449.6)
    • 17280 Water (17280)
  • Pharma Lab x3
    Ware Consumption (per hour):
    • 23040 Energy Cells (7680)
    • +26265.6 Medical Supplies (+8755.2)
    • +8812.8 Narcotics (+2937.6)
    • 2880 Spacefuel (960)
    • 3924 Spaceweed (1308)
    • 14400 Water (4800)
  • Pharma-Spice Farm x1
    Ware Consumption (per hour):
    • 3840 Energy Cells
    • 720 Spacefuel
    • +5832 Spaceweed
    • +15328 Spices
    • 14400 Water
  • H2O Additives Fac x2
    Ware Consumption (per hour):
    • 38400 Energy Cells (19200)
    • 66720 Ice (33360)
    • +166464 Water (+83232)
  • Solar Energy Array x5
    Ware Consumption (per hour):
    • 960 BoFu (secondary)
    • +510720 Energy Cells
Final Tally
Ware Consumption (per hour):
  • +1536 Antimatter Cells
  • +1180.6 Bio-Optic Wiring
  • +22752 BoFu
  • +11673.6 Chemical Compounds
  • 21364 Crystals
  • +12390.4 Cut Crystals
  • +14593 Energy Cells
  • +29754 Food Rations
  • +481.2 Fusion Reactors
  • 64800 Hydrogen
  • 66720 Ice
  • 54720 Ions
  • +2726.4 Ion Cells
  • +1152 Meat
  • +4780.45 Medical Supplies (secondary)
  • +8311 Microchips
  • +1.35 Narcotics (secondary)
  • 20910 Nividium
  • +5120 Nividium Cubes
  • 79462 Ore
  • +17683.2 Plankton
  • 60480 Plasma
  • +4889.6 Plasma Cells
  • +366.6 Plasma Flow Regulators
  • +755.48 Podkletnov Generators
  • +61 Quantum Tubes
  • +9659.76 Refined Metals
  • +293 Reinforced Metal Plating
  • +773 Scanning Array
  • 63700 Silicon
  • +1080.4 Silicon Wafers
  • +11289.6 Soy Beans
  • +7668.8 Spacefuel (secondary)
  • +1908 Spaceweed
  • +352 Spices
  • +15 Warhead Components
  • +34704 Water
  • +12420 Wheat
=============================================

Some Notes & Observations
  1. Tech Stations Issue - No matter how many station combinations I tried, I end up with a large overproduction of Microchips & Chemical Compounds. It doesn't matter what type of end product stations you use; this is an inherent design flaw. The "modular" design of the stations doesn't solve the issue either, due to the way the build plan works (for example, I can't NOT choose to build the chem modules on Tech Laboratory, because those modules are first in the build order).
  2. Food Rations Problem - No matter how many station combinations I tried, I end up with a large overproduction of Wheat. Meat and Spices are not overproduced by the same proportions as wheat (regardless of whether you choose to go with the self-sufficient Foodstuffs Supply or the segregated Staples Farmery + Floating Meadows setup). By contrast, Bofu production chain's numbers look more reasonable, with very proportional supply & demand.
IMO these issues demonstrates how badly the next X game needs a truly modular station-building system.
Last edited by Simoom on Sun, 20. Mar 16, 10:19, edited 2 times in total.
Snafu_X3
XWiki Moderator
XWiki Moderator
Posts: 4473
Joined: Wed, 28. Jan 09, 15:14
x3tc

Post by Snafu_X3 »

FWIW Scanning Arrays are almost always in demand by DV & Teladi shipyards (especially if you use their ships)

There is, however, a persistent glut on the market for chemical compounds & warhead components (as well as wheat); this should really be addressed :(
Wiki X:R 1st Tit capping
Wiki X3:TC vanilla: Guide to generic missions, Guide to finding & capping Aran
Never played AP; all X3 advice is based on vanilla+bonus pack TC or before: AP has not changed much WRT general advice.

I know how to spell teladiuminumiumium, I just don't know when to stop!

Dom (Wiki Moderator) 8-) DxDiag
Lord Crc
Posts: 529
Joined: Sun, 29. Jan 12, 13:28
x4

Re: [Guide] Setting Up a Production Chain

Post by Lord Crc »

Simoom wrote:Of course, the overproduction issue can be mitigated somewhat by not building the corresponding production module, but the game sort of forces you to build them (via the "Supply" mission that can't be aborted, which is an annoyance more or less).
Just disable guidance? That's what I did, after the radar was built I haven't been bothered by any of those... or does re-activate after several hours?
User avatar
Simoom
Posts: 1110
Joined: Sat, 30. Oct 10, 14:14
x4

Re: [Guide] Setting Up a Production Chain

Post by Simoom »

Guide updated to reflect changes in the companion guide. All station statistics now take into account full production bonuses as well as secondary resource consumption.

The previously noted issue of Chem Compound, Microchip, and Wheat overproduction remains, however.
Lord Crc wrote:
Simoom wrote:Of course, the overproduction issue can be mitigated somewhat by not building the corresponding production module, but the game sort of forces you to build them (via the "Supply" mission that can't be aborted, which is an annoyance more or less).
Just disable guidance? That's what I did, after the radar was built I haven't been bothered by any of those... or does re-activate after several hours?
You can disable guidance, yes, but the fact remains that the game expects these stations to be completed.

Furthermore, due to the way the build plan works, sometimes you have no choice but to build modules you DON'T want (i.e. if they are the first stage in the build plan). This is especially problematic with the chem compound / microchip overproduction issue, as chem modules and chic fab modules are typically not the last on the build plan (so choosing not to build them means you can't build the other modules, which you may actually need).
TheDeliveryMan
Posts: 866
Joined: Sat, 10. Dec 11, 03:10
x4

Re: [Guide] Setting Up a Production Chain

Post by TheDeliveryMan »

Simoom wrote: Furthermore, due to the way the build plan works, sometimes you have no choice but to build modules you DON'T want (i.e. if they are the first stage in the build plan). This is especially problematic with the chem compound / microchip overproduction issue, as chem modules and chic fab modules are typically not the last on the build plan (so choosing not to build them means you can't build the other modules, which you may actually need).
Do you have a station where this is the case?

Usually stations have separate sequences for each kind of production module and except fo the initial sequence you don't have to build them in order.
User avatar
Simoom
Posts: 1110
Joined: Sat, 30. Oct 10, 14:14
x4

Re: [Guide] Setting Up a Production Chain

Post by Simoom »

TheDeliveryMan wrote:
Simoom wrote: Furthermore, due to the way the build plan works, sometimes you have no choice but to build modules you DON'T want (i.e. if they are the first stage in the build plan). This is especially problematic with the chem compound / microchip overproduction issue, as chem modules and chic fab modules are typically not the last on the build plan (so choosing not to build them means you can't build the other modules, which you may actually need).
Do you have a station where this is the case?

Usually stations have separate sequences for each kind of production module and except fo the initial sequence you don't have to build them in order.
The High Tech Fab has both Chip Fab modules as the initial sequence, so I don't think you can skip them. :/

Tech Laboratory likewise... the chem modules are its initial stage.
CulunTse
Posts: 152
Joined: Mon, 15. Jun 15, 08:10
x4

Post by CulunTse »

Almost correct.
You MUST build stage A1, that becomes the core of the station.
However, after that you can skip A2+, instead you may continue with B1, C1, D1...
However, B2 requires B1, C2 requires C1 etc.

This is the difference between a "sequence" (A, B, C...) and "stages" (1, 2, 3...)
As far as I have seen, the sequences are always separated by production module, so all microchip-fab are in sequence A, all BOW-fab in sequence B, etc.
Sequences are labelled A, B, C in the gamefiles, but have names like "microchip", "storage", "radar" or "defence" in-game.
Stations like the BoFu star, who have more than two if the same fab, have multiple sequences of the same name. (But they can have different other components, like storage or crew compartments, leading to different efficiencies)

After stage A1 is completed, your architect will offer multiple stages as "expandable" if you scroll down in their "(1) construction options" conversation.


The trick is often that stage 3 of a sequence is not a fab, but either storage or defence.
Additionally, there are storage-only sequences and defence-only sequences. So you could do A1 microchips > E1 radar > D1 targon tracer > C1 quantum tubes > C2 quantum tubes, and never build A2 (leave the station unfinished, though the "expand ...." upkeep mission will haunt you forever)
UniTrader
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 14571
Joined: Sun, 20. Nov 05, 22:45
x4

Post by UniTrader »

CulunTse wrote:Almost correct.
You MUST build stage A1, that becomes the core of the station.
However, after that you can skip A2+, instead you may continue with B1, C1, D1...
However, B2 requires B1, C2 requires C1 etc.
the required part is in fact reffered internally to as 'A' / 0 or '' / 0 to denote the related Part is not part of any sequence/stage but a base component (internally these base modules dont even have a sequence/stage assigned). it is listed as part of the first Sequence in the UI however, but Stage A1 is in fact what you describe here as A2+.
Also the Names of the Sequences can be arbitary (i have used sequences 'Dock_A' to 'Dock_F' for example - makes it easier to keep track of everything when putting together Station Parts)
The Displayed Name of a Sequence is btw retrieved from what the Game considers the most important Part of a given sequence/stage, i think Production has highest priority, then Storage, then Radar and as last defense but not entirely sure - its been a while since i worked on my Superyard Station
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)
CulunTse
Posts: 152
Joined: Mon, 15. Jun 15, 08:10
x4

Post by CulunTse »

UniTrader wrote:the required part is in fact reffered internally to as 'A' / 0 or '' / 0 to denote the related Part is not part of any sequence/stage but a base component
..
The Displayed Name of a Sequence is btw retrieved from what the Game considers the most important Part of a given sequence/stage
Thank you for correcting me! Always nice to learn something! :D

Return to “X Rebirth Universe”