Unfinished Station suddenly started to produce wares

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Nexuscrawler
Posts: 336
Joined: Sun, 25. Aug 13, 23:22
x4

Unfinished Station suddenly started to produce wares

Post by Nexuscrawler »

Well, not much to say about it...

I built a Military High-Tech station the other day to supply myself with reinforced metal plates.
As soon as it was built, I wanted to upgrade the station and told the architect to built the additional rocket production line to level 1 and let him do his work while I went to bed.
When I woke up, the build progress was at 0% (21% yesterday), the architect needed wares he already had yesterday and half of the rocket production line has been already built and is producing products, while the architect seems to fail to build the other part.
Also he used up all the credits I gave him, although it was triple the amount he needed.

https://www.dropbox.com/s/6167bh55ou5tm ... -14-58.jpg

Now I have this station part at the left with the unbuilt part between.
It has a functional docking port and is producing rockets (though only one type) while the module is still under construction.

This is so frustrating.
Half of my Rahanas seem to have a destroyed drone bay as well....half of them are just half destroyed flying wrecks which cannot unload wares when I'm in the zone because their drones won't come out of the destroyed bay. They'll only finish their trade when I leave the zone.
"Populanten von transparenten Domizilen mit fragiler Außenstruktur sollten mit fester Materie keine transzendenten Bewegungen durchführen."
Nexuscrawler
Posts: 336
Joined: Sun, 25. Aug 13, 23:22
x4

Post by Nexuscrawler »

Waited for the current module to be "finished" according to my architect and it looked like this.
https://www.dropbox.com/s/cl0enavtepxub ... -35-06.jpg

At least I do know now, why all my credits are gone....the bulding progress jumped back to 0% immediately and he bought all the wares again and again.

What I noticed was, that out of the 4 types of rockets the module should produce, the "built" station part always produces just one of them and is switching them at each finished build. Then it starts the loop again.
"Populanten von transparenten Domizilen mit fragiler Außenstruktur sollten mit fester Materie keine transzendenten Bewegungen durchführen."
Fenhris
Posts: 344
Joined: Wed, 1. Jan 14, 11:58
x4

Post by Fenhris »

This is a known issue going back some time.
You might also notice that even once the Architect start building he will sometimes require 2xWeapons.

As I remember they "fixed" it in 2.0 (Beta)

Then came a problem where you modules would only require a few Hit/MAs or a few Plasma/MAs to build.

Then they fixed that... Or reverted the original fix, cause anyhow, we are now back to reverting building, and 2xWeapons demands.

If I had to choose between the 2, I would prefer the cheap building cost. We spent plenty time on "work-arounds" that I think we could be given this little "treat"... And anyways, having to find 2xWeapons can be a pain to some, and is not really fair. Or even worse... Your problem here... Paying 3x total building cost because the module reverts to start...

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