1.31 - bug: Maximum production modules in HQ

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Draed
Posts: 5
Joined: Mon, 6. Jan 03, 03:37
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1.31 - bug: Maximum production modules in HQ

Post by Draed »

Apparently, there is a maximum number of production modules you can have in your HQ before the game decides to bug out.
I have 49 production modules in my HQ and when I add the 50tth (doesn't matter which, as long as it is producing wares) the HQ will not open the Logical Station Overview window anymore.

This does not count for connecting structures - I can keep adding those, but production modules seem to have a hard limit... for now.

Anyone experience the same in their game?
DFViper
Posts: 4
Joined: Fri, 7. Dec 18, 23:22

Re: 1.31 - bug: Maximum production modules in HQ

Post by DFViper »

Yes I have the same issue, I have a large production factory at my main PHQ and now I can't open the logical overview. I can open the logical overview on other, smaller stations.
Lyth
Posts: 2355
Joined: Mon, 21. Jan 08, 03:48
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Re: 1.31 - bug: Maximum production modules in HQ

Post by Lyth »

Confirmed I have it too.

Gonna test removing some modules.
Add: As soon as I dropped it under 50 I got my logistics page back.
Take it easy, If you can't - Take it by force.
nalim27
Posts: 363
Joined: Tue, 24. Jan 06, 20:04
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Re: 1.31 - bug: Maximum production modules in HQ

Post by nalim27 »

This looks like 50 modules is hardcoded limit. Probably developers do not expect that some players will create factory complex, that produces more items that entire Argon faction :-)

Of course that limit should be implemented in Station editor too, and some warning message should appear that 50 production modules are not possible. That is not too hard to implement.

And of course, developers can raise this limit, but still some limit must be there - at least for performance issues of Logistics overview. But it can be hard task - it depends on data structures and other things in source code.
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rit
Posts: 27
Joined: Sat, 8. Dec 18, 05:04
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Re: 1.31 - bug: Maximum production modules in HQ

Post by rit »

Considering the size of the plot you can purchase to build the station in I would hope that this limit can be set far higher than 50. Also, the developers only need to look back to X3 to see just how large a complex players were building then. Now we have a far better tool for creating a station, but currently a much lower limit on what we can do with it.
Lyth
Posts: 2355
Joined: Mon, 21. Jan 08, 03:48
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Re: 1.31 - bug: Maximum production modules in HQ

Post by Lyth »

Tested on a few different stations.
At 50 modules you lose logistics overview,
At 75 modules you lose manage funds,
At 100 modules 90% of the time information requests display it as a blue (NPC) station.
At 100+ it hangs.

2 stations with 100 production modules doing fine, I just cannot take any money out of them, 351 million and 248 million profits. (not worried, was just testing)

I would assume this is just training wheels they have assigned for the early stages of the game, with 20km square grid sizes for the stations a 50 limit seems wasteful, I might suggest an expand box for buildings with maybe separating the connection/production/storage etc types too. Large stations can become tedious with all the constant scrolling down to get past the buildings list.

Building a complex with less than 1,000 stations in it may not be everyone's cup of tea but I haven't made one smaller than that since X2 and people will make larger ones when the shipyards come out unless their is a solid logistics system.
Take it easy, If you can't - Take it by force.
Nathan_Rahl
Posts: 4
Joined: Mon, 5. Sep 05, 15:34
x4

Re: 1.31 - bug: Maximum production modules in HQ

Post by Nathan_Rahl »

Running into the same bug i played around a bit:
When using only a single kind of production module (ie claytronics) i could go into the high eighties, adding another kind of production module (ie silicon wafers) required me to reduce the number of claytronics by more than one. It seems to me that the number depended on the number of new nodes in the logical overview graph. It seems that there may only 100 nodes in there (production modules, wares, station account and so on (Also the hidden nodes which forward the connections to the right seem to count)).

Note that you do not need to build the modules for the bug to occur, simply planning them is enough.

Imho among all the problems i still encounter in the game (clipping issues, pathfinding, combat ship balancing, useless exploration command, stupid combat ai) this is the most severe, since it completely blocks my personal goal of completely filling those 8000km^3.

Edit: Another possibly relevant information: When transfering a new ware to a station which was at the limit before, the logical overview stops working as well. It seems like the kind of bug which is either in there intentionally or is falls under the lighter fluid category ;) (https://xkcd.com/1700/)
Draed
Posts: 5
Joined: Mon, 6. Jan 03, 03:37
x4

Re: 1.31 - bug: Maximum production modules in HQ

Post by Draed »

Has anyone found a workaround for this issue or is there a fix in the works ?

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