[Guide] X Rebirth Station Builder's Compendium

General discussions about X Rebirth.

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birdtable
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Post by birdtable »

Big :D to Snafu_X and Sparky for advice ...Tried with a manager but had not attempted with specialist .... will give it a go.... would be nice to collect a good pool of future staff.....
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Post by Snafu_X3 »

Tks Sparky, that sounds familiar

BTW are you limited to 1 engineer(specialist) per station, whether or not it's the 'correct' one, or can you have more?
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Never played AP; all X3 advice is based on vanilla+bonus pack TC or before: AP has not changed much WRT general advice.

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Sparky Sparkycorp
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Post by Sparky Sparkycorp »

Dunno, only ever hired the plot specialist so far :)

From what I've read on the forum, I suspect we can hire multiple different specialists per station but it would need a test.
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Post by Snafu_X3 »

OK tks; I'll try to remember to test it sometime this evening
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!

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Trucifere
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Post by Trucifere »

By memory I have different spécialists in my Arms Tech Fab :
- one metallurgical engineer for boosted the Plate foundry
- one weapon technologist for boosted the Warhead Forge and Missile Forge
- and one surface technician for boosted the Turret Forge and Shield Facility

I check this evenning (I have 2 of them for sure, maybe the 3).

Edit : I confirme I have the 3
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ezra-r
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Post by ezra-r »

great guide. Thanks for your time!!

Why isn't this sticky!? Mods?
GarrettThief
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Post by GarrettThief »

Cool thing :) I will contact this guide when I reinstall X:Rebirth with 3.0 or 3.X ^^
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Len5
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Post by Len5 »

Roguey's site has changed, so the links don't match with the stations in this thread anymore.
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Post by tefara »

In my opinion we should try to build up the economic system at DeVeries. Not only food and water, in 2.5 version and later, the "BTO Ship Line" in Darned Hot Air are now producing M ship class ( Daito, Katana, Gigurum ....). It also build L class ships randomly. These ships require a lot of Energy Cells, Food Rations, Fusion Reactors, Podkletnov Generators, Microchips, Reinforced Metal Plating, Scanning Array, and a little Plasma Flow Regulators which are no supplier in that system. So that i suggest we should firstly build a URV Parts Supply, a Construction Shop to fulfill their product supply chain. It will very difficult and changeably be cause all of your primary resources is far away in other Systems. Don't cheat money, you try to capture Tirules and use them as transport ships. if every thing is ok, you can get a sufficient profit to complete your supply chain
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Post by Sparky Sparkycorp »

If we could get a drone bay added to the Sucellus, it could repair more fairly after the 3.00 changes (no construction drones = slooow repairs) and actually help find a purpose for building a URV forge in the plot :)
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Post by CommanderTM »

Nice info, thanks!!!
ruger44
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Post by ruger44 »

the sector down the gate to omi is a good place to set up a h2o . H O A has a food place there and i get traders from the gate. Lava flow has ice roids
Parasite
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Great post but need more please.

Post by Parasite »

Hey,

Thanks for this post it was a good help to me.

I do have one question thou about stations/factories.
Is there a post here or on Roguey's with full station info?
Meaning what station needs to keep running and what it sells.

I thought i saw one years ago but I can't seem to locate a post or .xls that gives the full station info. I have not played in a long time and with all the changes I am trying to figure out what stations work best in systems with NPC stations.

I know some info is in encyclopedia but I am trying to find a full printable post or .xls file.

Thanks in adavnce
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Simoom
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Post by Simoom »

3/15/2016 - MASSIVE update to the guide (basically a complete re-write). Since no factory calculator currently exists, I did all the math manually, which took 3 days of work.

Hope you guys find this helpful! :) Will see if the mods want to sticky this one.
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Post by RAVEN.myst »

I just started my first look at this (very promising-looking) guide, but haven't finished yet, nor read any replies, so if my observation here is a duplicate, please forgive.

Early on you mention differences between Albion and Omicron production capacities on some stations, and there's an omission: the Omicron Pharma Lab can build exactly 2x of each module that the Albion Med Dispensary can.

Since this post serves no other purpose, I'll happily delete it once it's served its purpose :)

Thanks for what looks like quite a serious amount of work done for your guide!

EDIT: Although the DeVries stations are definitely low man on the totem pole, they do serve a very useful function: in DeVries, all station build missions can only ask for 1 of 3 stations, which means that it's possible to stack up many missions to build a SEF or a WD, then by building just one of them (or even by adding just one module or effecting one repair), to cash in all those missions. So, a major cash boost (especially since the average reward for those missions has been increased in 4.0) can be had this way (easily 50M-100M), and then the player has that station, so may as well use it. :)
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Simoom
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Post by Simoom »

Thanks Raven, I have added Pharma Lab and Pharma-Spice Farm to the comparison list.

As for station building missions, that's beyond the scope of this guide (it's meant for setting up production chains).
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Simoom
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Post by Simoom »

While working on production chain calculations, I find it difficult to get the results I want without taking into account the bonuses from station perks, crew, and specialists.

The lengthy and tedious process of adding production bonus to the station info has begun...
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Simoom
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Post by Simoom »

Update March 18. 2016: After another 2 days of tedious calculations, I have completed all station info. The statistics now include full production bonuses (with the raw production rate listed separately) as well as secondary resource consumption.

I will work on getting some example production chains set up using these new statistics. Stay tuned! :)
Len5
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Post by Len5 »

Thanks for the update, great job! It's been very useful to me.
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Post by toby_p »

Great rewrite, Simoon, really nice work! Some feedback:
You could include the Home of Light stations. They are exactly the same as Albion's stations (weird, considering Albion is Terran and HoL is Argon, don't you think?) so I guess there is no need to write them down all over again, but maybe mention them. There is one additional station though, the warehouse. Since it's not producing anything, it might be irrelevant to your guide.

Another thing that I noticed a while ago in ZonedOut's data is that the efficiency values are inconsistent with the values observable in the (or rather: 'my') game. This is weird, since they come directly from the game files. Maybe it's me misunderstanding something here but look at the following example:

The Mega Cellfab (OL) has, according to your guide and ZonedOut's data/the game files, a maximum efficiency value of 157% for it's Plasma Cyclotrons. However, in my game, my Plasma Cyclotrons have 165% efficiency! I have no idea where this additional 8% come from, they are not explained in the "Details" screen of the production module - the values listed there only add up to 148% (omitting the mysterious 3% each for 'defence control', 'manager' and 'engineer'). So something is wrong here and it doesn't stop there.
My Ion Cell Plants have 158/157/157 (as opposed to the game file's 152/151/151) and the A/M Cyclotrons don't have 145% but 149% efficiency each. Other stations of mine have less efficiency than given in the files, for example the Solar Energy Array (yes it does have BoFu + specialist and is not damaged).
I really don't know why this is happening - I mean, I'm happy about the extra efficiency but I do find it strange that it apparently contradicts the game files. I have checked and it has nothing to do with my playing on Mac OS X, the values are the same when playing the save under Windows. Maybe some additional factors come into play here that we don't know about yet? (skill of the manager or something like that)

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