The remark seems to suggest that an unusual and/or unclear ask was being made. However, I don't think the OP request was particularly vague or unreasonable. There is clearly an existing "build order" display within the station build editor, and the ask was to allow users to adjust the order of the elements within it. The concept should not be so alien considering a similar interface (Ship Order Queue) is already present in X4 with the desired functionality.
The premise of this line of thought is false. Barring "clearance restrictions", modules can be built anywhere and in any order without any dependency on "previous" modules or branches whatsoever. This is regardless of whether they are fully connected, partially connected, or entirely disconnected. Therefore, there are indeed 720 (6!) possible ways to order the construction of the hypothetical station in question. And as such, it's not enough to be able to switch between six contrived sequences nor is it enough to be able to jiggle any particular modules or "branches" of modules. I'm honestly dumbfounded at this effort to paint the enhancement request as redundant or as just another entitled whim.jlehtone wrote: ↑Wed, 23. Apr 25, 15:39That is a station with six modules. If we could build them in any order, then there would be 720 ways to build the station. Nice, isn't it?Code: Select all
C1 | C4 - C3 - C2 - C5 - C6
Now, we are limited to:
A: 1,2,3,4,5,6
B: 1,2,3,5,4,6
C: 1,2,3,5,6,4
D: 1,2,5,3,4,6
E: 1,2,5,3,6,4
F: 1,2,5,6,3,4
Six different orders for construction, since a module cannot be built before the previous module on its branch is ready.
Would it be enough to be able to switch between A, B, C, D, E, and F with arrow buttons, rather than just with the jiggle of already planned modules/sequences?![]()
To hopefully dispel this myth once and for all, consider the below station or "branch" consisting of five connected modules. The initial placement consists of an ordinary array placed from left to right: A, B, C, D, E.

Aside from the tedium of wrestling with the existing interface, there is absolutely nothing that prohibits players from rearranging the construction order of these modules into any arbitrary configuration. Any of the modules can be moved to the end of the queue by removing and re-adding it. For example, module C (standard dock) can be removed and re-added to allow modules D and E to be constructed before it, all while preserving the physical order (i.e. planned location) of each module.

This exercise can be repeated at any point and any number of times to achieve any arbitrary build order. As an additional example, modules B and D (cross connects) can be removed and re-added to force the new build order to be A, E, C, B, D. In other words, this station would be constructed first at the extreme ends, then at its disconnected center, before finally at the attaching cross connects (in complete violation of the false "module cannot be built before the previous module" premise).

It's important to realize that this already works within the game but is extremely difficult and unwieldy for any but the most trivial of use cases (such as the examples above). This method also tends to fail once there are numerous completed modules already present as the editor tends to behave non-deterministically, randomly rejecting or being unable to re-position modules back into their original places. Hence, it would be a massive improvement to not have to resort to this backwards technique but to instead have a built-in sequence rearranger.
I also want to clarify that this ability to re-order modules wouldn't merely be for only aesthetic or non-functional purposes (i.e. "fluff"). There are myriad situations when it makes sense to prioritize and/or re-prioritize specific modules for construction: defense modules at gate stations, scrap processors before recyclers, production modules needed to fill unanticipated shortages, etc.
Yes, exactly.jlehtone wrote: ↑Wed, 23. Apr 25, 15:39 (...)
Not sure, for I have have not tried that. IIRC, you can happily remove arbitrary existing modules and later add new.
Therefore, if we assume that repair does not require specific order, then the initial build should not require either.
What that is likely to mean -- technically -- is that there could/should be an additional list that is the order of build, and which is initialized from the order we add modules (the current list that we see). A list we can later reorder by some UI (for the yet unbuilt modules).