[TESTREQUEST] Recycling

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solarie99
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Re: [TESTREQUEST] Recycling

Post by solarie99 » Fri, 28. Jan 22, 17:53

Imperial Good wrote:
Fri, 28. Jan 22, 04:51
What sectors have scrap fields that can currently be scavenged? So far all of the ones I have checked contain L sized wrecks which are too big to tow so require a not yet implemented ship to harvest.
second contact 2 is fine test bed as the hop and antigony and argon fight there so lots of wreks there as the game run.

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Re: [TESTREQUEST] Recycling

Post by Imperial Good » Fri, 28. Jan 22, 18:10

solarie99 wrote:
Fri, 28. Jan 22, 17:53
second contact 2 is fine test bed as the hop and antigony and argon fight there so lots of wreks there as the game run.
Wanted to check out viability of salvaging the resource fields rather than combat wrecks.

x3mitn
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Re: [TESTREQUEST] Recycling

Post by x3mitn » Fri, 28. Jan 22, 18:40

After seeing the 'Commander is not equipped to process scrap' failed behaviour message for a tug I tried editing the "Maximum range:" field shown in the Failed Behaviour section. It is the usual slider showing 0 to 50,000.

As soon as this gets focus it breaks the Information pane. You can still slide the slider and change other fields but you cannot move to any other of the top sections - > Info, Crew etc.
You can choose Property owned on the left side but then can't go back to Information.
When selecting Information the second click closes the previous pane and shows nothing.
Subsequent clicks do nothing.
This eventually lead to the map not opening though you see the animation as though is is appearing.
Eventually the game crashes.

Really enjoying this addition though, and can confirm the behaviours re. tugs going for the same target.
I'd support much stronger hull or better shields too bearing in mind the battering their irl counterparts take.

cheef.che
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Re: [TESTREQUEST] Recycling

Post by cheef.che » Fri, 28. Jan 22, 20:36

Imperial Good wrote:
Fri, 28. Jan 22, 18:10
Wanted to check out viability of salvaging the resource fields rather than combat wrecks.
I've built a single recycling station in Family Nhuut which seems to be a full of static wrecks. However I've ecounted the following issues:
1) manticora don't care about wreck fields, but searches only for battle wrecks;
2) manticora has failed order and flying in Family Zhin with tracked khaak ship back and forth without any logic. Just load the save and check it's movement. It won't fly to the station to recycle khaak ship;
3) changing the slider (in the failed command option) in the manticora behavior info tab brokes UI permanently which required to restart the game. It simply disables behavior info tab (and the last one as well) for all ships. Visually it looks like it makes 2 active tabs in the same time;
4) manticora not uses travel drive while tracking wreck to the base, moreover it's flying with reduced speed. My setup is 5x Split MK3 engines which grants 316 m/s, but it flies with ~122 m/s according to the tab info from map view. Maybe it's supposed by design like reduced speed because of lifting, but it's really not clear.

Here is a save started from 4.20: https://www.dropbox.com/sh/217bw9vb3qpd ... ugs.xml.gz

CloneSargaent
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Re: [TESTREQUEST] Recycling

Post by CloneSargaent » Sat, 29. Jan 22, 04:55

cheef.che wrote:
Fri, 28. Jan 22, 20:36
Imperial Good wrote:
Fri, 28. Jan 22, 18:10
Wanted to check out viability of salvaging the resource fields rather than combat wrecks.
I've built a single recycling station in Family Nhuut which seems to be a full of static wrecks. However I've ecounted the following issues:
1) manticora don't care about wreck fields, but searches only for battle wrecks;
2) manticora has failed order and flying in Family Zhin with tracked khaak ship back and forth without any logic. Just load the save and check it's movement. It won't fly to the station to recycle khaak ship;
3) changing the slider (in the failed command option) in the manticora behavior info tab brokes UI permanently which required to restart the game. It simply disables behavior info tab (and the last one as well) for all ships. Visually it looks like it makes 2 active tabs in the same time;
4) manticora not uses travel drive while tracking wreck to the base, moreover it's flying with reduced speed. My setup is 5x Split MK3 engines which grants 316 m/s, but it flies with ~122 m/s according to the tab info from map view. Maybe it's supposed by design like reduced speed because of lifting, but it's really not clear.

Here is a save started from 4.20: https://www.dropbox.com/sh/217bw9vb3qpd ... ugs.xml.gz
1) Those wrecks are worthless (left click on a wreck as u would an asteroid to see its yield) only wreck field with scrape yields I found so far in Silent Witness XII and some in this thread said scale plate green. BUT YOU CAN'T TOW/SALVAGE THOSE EITHER YET
2)KHAAK SHIPS have no scrape yields. Rest of the Common Wealth and terrans should be fine
3)I havent tested that (never really touch failed commands)
4)Yea Towing reduces cruising and Travel drive speeds but boosting seems not to affected. I didnt use it enough to tell the difference (somewhat in inconstant between hulls ex: towing a xenon M base speed: 89 m/s travel speed:613 m/s vs Towing a cereberus base speed 99 m/s Travel speed: 837 m/s)

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Re: [TESTREQUEST] Recycling

Post by oddgit » Sat, 29. Jan 22, 08:58

I have a recycle station set up in Hatikvah's Choice I nearish to the gate to Tharka's Cascade XV. I have a large fleet blockading that gate. I have 3 tugs assigned to the station and they are working like a charm, assigned a super low level person to manage the station, as i figured the stuff they will be gathering is right next to the station. I plan on building more next to other blockaded gates.
Keep up the good work!

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Sima86
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Re: [TESTREQUEST] Recycling

Post by Sima86 » Sat, 29. Jan 22, 12:15

the scrap value 0 is a major problem for station subordinate recycling ships
they get permanently stuck

also rescue pods too, scrap value 0.
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Tepelhutje
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Re: [TESTREQUEST] Recycling

Post by Tepelhutje » Sat, 29. Jan 22, 15:46

And one question: Is it indeed intended that the recycler has a cost of 30000 energycells per h? I mean yes the lore states that this is an energy intensive process but that amount is simply rediculous and in no way makes any profit considering the output of hull parts and nanotronic.

Tepelhutje
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Re: [TESTREQUEST] Recycling

Post by Tepelhutje » Sat, 29. Jan 22, 16:20

Little correction my previus post, producing nanotronic from scraps even costs 108000 energy cells for 240 units of Nanotronic. That makes 450 cells per 1 unit Nanotronic. Calculating 10 credits per cells brings us to 4500 credits per unit Nanotronics tha is more than 2.5 times the maximum price anyone desperate for that ware would pay per unit. I mean come on if you bring that new mechanics into the game it must at least be meaningful.

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Re: [TESTREQUEST] Recycling

Post by Ketraar » Sat, 29. Jan 22, 16:46

Energy cells are free though, so is scrap. Thus while an interesting thought to have wrt to potential profit, the comparison is flawed. You are producing Claytronics and Hull Parts for free, with a very simplified production chain.

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oddgit
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Re: [TESTREQUEST] Recycling

Post by oddgit » Sat, 29. Jan 22, 16:57

Now that everything is up and running, i have realized how steep the energy cost is and wow. I have a station built in a 100% Sunlight system with 1 of the scrap hoppers and 1 terran recycler and 1 commonwealth recycler and 6 commonwealth solar panels can not keep it running. Granted it's not at max crew.

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alt3rn1ty
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Re: [TESTREQUEST] Recycling

Post by alt3rn1ty » Sat, 29. Jan 22, 22:38

I have the two modules built onto my PHQ.
Manticore was not doing anything in 5.0 beta 1, but now with Beta 2 the PHQ in Scale Plate Green is slowly being fed scrap by the Manticore.
Right now though I am not about to build a fleet of Tugs, I'm viewing it as a little extra for Claytronic and Hull part production https://i.imgur.com/j3xeCQy.png.
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Rei Ayanami
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Re: [TESTREQUEST] Recycling

Post by Rei Ayanami » Sun, 30. Jan 22, 10:04

One issue I see is if recycling is indeed more expensive than the products it produces can be sold for, then our recycling stations will constantly and necessarily run out of credits over time, unless we attach many solar power plant modules on the same station so it produces energy cells on its own and doesn't need to buy anything.

Would be nice to know if recycling being this expensive is intended by the developers.
I wouldn't mind if it is, since all it takes is several solar power plant modules to make it free resources.

Repli
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Re: [TESTREQUEST] Recycling

Post by Repli » Sun, 30. Jan 22, 12:26

Rei Ayanami wrote:
Sun, 30. Jan 22, 10:04
One issue I see is if recycling is indeed more expensive than the products it produces can be sold for, then our recycling stations will constantly and necessarily run out of credits over time, unless we attach many solar power plant modules on the same station so it produces energy cells on its own and doesn't need to buy anything.

Would be nice to know if recycling being this expensive is intended by the developers.
I wouldn't mind if it is, since all it takes is several solar power plant modules to make it free resources.
Hey, they whole scrapping mechanic is designed for the upcoming DLC and the high energy output of the sun in the new sectors. So I think we do not need such a large amount of solar panels like in the Commonwealth systems.

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Re: [TESTREQUEST] Recycling

Post by Bastelfred » Sun, 30. Jan 22, 13:49

Repli wrote:
Sun, 30. Jan 22, 12:26
Hey, they whole scrapping mechanic is designed for the upcoming DLC and the high energy output of the sun in the new sectors. So I think we do not need such a large amount of solar panels like in the Commonwealth systems.
You would get twice as much Cerdits for selling the energy cells.

Tepelhutje
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Re: [TESTREQUEST] Recycling

Post by Tepelhutje » Sun, 30. Jan 22, 21:39

Ketraar wrote:
Sat, 29. Jan 22, 16:46
Energy cells are free though, so is scrap. Thus while an interesting thought to have wrt to potential profit, the comparison is flawed. You are producing Claytronics and Hull Parts for free, with a very simplified production chain.
Well starting from that point basically everything is free because everything is based on free energy cells. No seriously you have to make significant investment in this recycling facility

1. Buying the blueprints
2. Building the base installations
3. Buy specialist ships only good for that purpose (with high risk of repetitive investment due to their suicide tendencies)

And if all of that just results in having a shortcut for that one Nanotronics trade good (not counting Hull parts cause they are super easy to produce yourself and even the intermediate produts lilke Graphen and Telladianium sell good already) which you could just buy from the neighbourhood for less than half the price does not make sense. It would be an arugment if we could also salvage weapon parts/ shield components because then you really save some steps.

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Re: [TESTREQUEST] Recycling

Post by Imperial Good » Sun, 30. Jan 22, 22:55

I noticed that my manticores set to salvage for a station were sometimes all flying towards the same piece of scrap. This makes their collection process much less efficient than it should be.

I also noticed that they would approach my station quite slowly from the highway. This wastes a lot of time and potentially gives enough time for the scrap to despawn.

oddgit
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Re: [TESTREQUEST] Recycling

Post by oddgit » Mon, 31. Jan 22, 01:31

So if the scrappers find KHK wreckage, they get stuck, the station cant recycle it and there isnt an effective way to have them ignore it.

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Re: [TESTREQUEST] Recycling

Post by TheDeliveryMan » Mon, 31. Jan 22, 02:11

I actually like the balance, how recycling is only viable in very specific situations. You only need 7 to 8 million credits for blueprints and initial construction materials. After that you can produce essential construction materials (Energy Cells, Hull Parts, Claytronics) yourself. A minimal conventional Hull Parts and Claytronics complex costs much, much more.

Return of investment is terrible, especially in sectors with average sun efficiency. So, location matters! Furthermore, if start up capital is not a problem, you are better off building a convential construction materials chain.

Scavenging is the poor mans path to self sufficiancy. I like that.

At the other end of the spectrum there are mega instrialists who are bottlenecked by mining. For them initial costs do no matter and they can use recycling to increase ship production.

Cyron43
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Re: [TESTREQUEST] Recycling

Post by Cyron43 » Mon, 31. Jan 22, 14:32

I don't know if this has been mentioned before but the wrecks despawn too quick. What's the use of a 4 sectors search radius when the wreck already despawns after the Manitkor travelled through just one and a half sectors?

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