ship building times

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alessandrofavero
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ship building times

Post by alessandrofavero » Sun, 5. Sep 21, 18:20

Good morning,

I play vanilla with 4.10 Beta 7, but it is a general question and therefore not the place of the beta section.

How come if I buy a kukri from the TER station it builds it in about 4 minutes, if I build it in my dock with all the materials it takes about 9 minutes and 50 seconds?

What are the factors that influence the speed of ship building?

Drones? Personal?

The reasoning does not change with L ships, and I assume XL ...
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SirConnery
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Re: ship building times

Post by SirConnery » Mon, 6. Sep 21, 00:16

I would think workforce would influence it quite a bit. Don't know much about the other factors. Maybe someone more knowlegdeable knows about knowing.

dtpsprt
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Re: ship building times

Post by dtpsprt » Mon, 6. Sep 21, 01:56

Mostly Drones since it requires a certain amount of Drones to built a certain type of Ship (the reason you don't see XL Shipyards with double Construction docks). Personnell will give a maximum of +20% in production, which does not cover the time difference IMHO. Note that even if your ships in your shipyards have "priority", the allocation of Drones is done on order que and, of course, is independent of the availability of resources.

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Re: ship building times

Post by Falcrack » Mon, 6. Sep 21, 05:00

SirConnery wrote:
Mon, 6. Sep 21, 00:16
I would think workforce would influence it quite a bit. Don't know much about the other factors. Maybe someone more knowlegdeable knows about knowing.
You would think that workforce would influence build times, but it doesn't. Drones do.

Imperial Good
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Re: ship building times

Post by Imperial Good » Mon, 6. Sep 21, 07:40

Unless this has changed, the number of construction drones needed to build a ship at optimal speed is 5 for S, 10 for M, 20 for L and 40 for XL. Since a warf can build up to 8 M ships at the same time this means that each warf module needs 80 construction drones, while L shipyards need 20 and XL shipyards 40. You need to sum up the total worst case construction capacity for your station and order that many construction drones for optimal build speed.

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Re: ship building times

Post by flywlyx » Mon, 6. Sep 21, 08:40

Falcrack wrote:
Mon, 6. Sep 21, 05:00
You would think that workforce would influence build times, but it doesn't. Drones do.
So it only saves material like other production module?

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Re: ship building times

Post by Raevyan » Mon, 6. Sep 21, 21:40

flywlyx wrote:
Mon, 6. Sep 21, 08:40
Falcrack wrote:
Mon, 6. Sep 21, 05:00
You would think that workforce would influence build times, but it doesn't. Drones do.
So it only saves material like other production module?
Workforce doesn’t save materials. They help producing more from the same input. Workforce has no effect on shipyards other than being able to put crew on the ships.

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alessandrofavero
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Re: ship building times

Post by alessandrofavero » Mon, 6. Sep 21, 21:49

Thanks....

then summarizing:

the workforce is non-influential
drones are fundamental in the proportions indicated @Imperial Good ...


right???
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Re: ship building times

Post by Raevyan » Mon, 6. Sep 21, 21:54

Yes. I‘d also advise to get some extra drones just in case some decide to still being in use when they are not.

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Re: ship building times

Post by Raylak » Tue, 7. Sep 21, 00:05

Imperial Good wrote:
Mon, 6. Sep 21, 07:40
Unless this has changed, the number of construction drones needed to build a ship at optimal speed is 5 for S, 10 for M, 20 for L and 40 for XL. Since a warf can build up to 8 M ships at the same time this means that each warf module needs 80 construction drones, while L shipyards need 20 and XL shipyards 40. You need to sum up the total worst case construction capacity for your station and order that many construction drones for optimal build speed.
A Single S/M module can build 8 ships at once?? Well I screwed up my shipyard then lol, I have 50 modules assuming each one could build 1 at a time.

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Re: ship building times

Post by flywlyx » Tue, 7. Sep 21, 01:36

rene6740 wrote:
Mon, 6. Sep 21, 21:40
Workforce doesn’t save materials. They help producing more from the same input. Workforce has no effect on shipyards other than being able to put crew on the ships.
So the optimal crew shown for the shipyards is actually doing nothing?

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Re: ship building times

Post by Falcrack » Tue, 7. Sep 21, 05:02

flywlyx wrote:
Tue, 7. Sep 21, 01:36
rene6740 wrote:
Mon, 6. Sep 21, 21:40
Workforce doesn’t save materials. They help producing more from the same input. Workforce has no effect on shipyards other than being able to put crew on the ships.
So the optimal crew shown for the shipyards is actually doing nothing?
The optimal crew number is to help you get an idea for how many crew you need for ships that will be purchased there. As ships are purchased, the workforce number will drop, because they are being assigned as crew on the new ships.

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Re: ship building times

Post by flywlyx » Tue, 7. Sep 21, 05:36

Falcrack wrote:
Tue, 7. Sep 21, 05:02
[The optimal crew number is to help you get an idea for how many crew you need for ships that will be purchased there. As ships are purchased, the workforce number will drop, because they are being assigned as crew on the new ships.
But I notice same ship takes different building times (almost double) in different shipyards, they are both filled with drones(100/module), what else could affect building time?

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Re: ship building times

Post by Malchar » Tue, 7. Sep 21, 07:17

alessandrofavero wrote:
Sun, 5. Sep 21, 18:20
Good morning,

I play vanilla with 4.10 Beta 7, but it is a general question and therefore not the place of the beta section.

How come if I buy a kukri from the TER station it builds it in about 4 minutes, if I build it in my dock with all the materials it takes about 9 minutes and 50 seconds?
Aside drones, which are very importants; I you had buy the most basic Kukri to a ter station (no weapon, no shield, no comsumable) and You have ask in you shipyard the Deluxe edition it can also explain the difference of time.

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Re: ship building times

Post by Imperial Good » Tue, 7. Sep 21, 08:27

Raylak wrote:
Tue, 7. Sep 21, 00:05
A Single S/M module can build 8 ships at once?? Well I screwed up my shipyard then lol, I have 50 modules assuming each one could build 1 at a time.
Yes you will need 4,000 build drones to run those modules optimally. It also is unlikely to be viable from a performance perspective to feed all 50 modules constantly.
Falcrack wrote:
Tue, 7. Sep 21, 05:02
The optimal crew number is to help you get an idea for how many crew you need for ships that will be purchased there. As ships are purchased, the workforce number will drop, because they are being assigned as crew on the new ships.
This might be bugged in 4.00 as I was not noticing this happening particularly. Could also be that the warning you get is bugged so it warns you of not enough workforce for crew even if there is.
flywlyx wrote:
Tue, 7. Sep 21, 05:36
But I notice same ship takes different building times (almost double) in different shipyards, they are both filled with drones(100/module), what else could affect building time?
If this is a comparison between NPC and player owned facilities it might be the NPC ones have some sort of time bonus or penalty over player owned ones. It is also possible that other factors like manager skill influence construction time slightly.

Of course, as Malchar indicated, this assumes the ship orders have equal loadout. Most of the construction time for smaller ships is ship loadout such as high tier engines, shields, e.t.c.

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Re: ship building times

Post by xant » Tue, 7. Sep 21, 09:05

Raylak wrote:
Tue, 7. Sep 21, 00:05
A Single S/M module can build 8 ships at once?? Well I screwed up my shipyard then lol, I have 50 modules assuming each one could build 1 at a time.
You can remove those modules and get 100% of your resources back. So I'd say at best you only wasted your time. :)

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Re: ship building times

Post by alessandrofavero » Tue, 7. Sep 21, 12:50

Malchar wrote:
Tue, 7. Sep 21, 07:17

Aside drones, which are very importants; I you had buy the most basic Kukri to a ter station (no weapon, no shield, no comsumable) and You have ask in you shipyard the Deluxe edition it can also explain the difference of time.
Sorry comma I didn't specify it because I took it for granted.

I was speaking obviously with the same set-up.
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Re: ship building times

Post by flywlyx » Wed, 22. Sep 21, 03:33

Imperial Good wrote:
Tue, 7. Sep 21, 08:27
If this is a comparison between NPC and player owned facilities it might be the NPC ones have some sort of time bonus or penalty over player owned ones. It is also possible that other factors like manager skill influence construction time slightly.

Of course, as Malchar indicated, this assumes the ship orders have equal loadout. Most of the construction time for smaller ships is ship loadout such as high tier engines, shields, e.t.c.
In 4.1, I witness production time reduced by increasing worker number, I am pretty sure production time is affected by workforce efficiency.

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Re: ship building times

Post by flywlyx » Thu, 23. Sep 21, 20:14

In 4.1, workforce efficiency will affect the production time from 100%~200%, higher the efficiency shorter the production time.
0% efficiency = 200% build time, 100% efficiency = 100% build time, change linearly.

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Re: ship building times

Post by Imperial Good » Thu, 23. Sep 21, 20:57

Workforce allocation seems first come first serve, with completions not reallocating. Observed in a race between 2 identical L ships being built.

Also of interest is it seems more build drones can now be used. Making 2 L and 1 XL was using 90 build drones as opposed to the previously expected 80. Having spare build drones might help.

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