[2.0] Multiple station issues

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sintri
Posts: 51
Joined: Sun, 2. Dec 18, 08:19
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[2.0] Multiple station issues

Post by sintri »

updated for 1.6
Current Issues
  • Can't redesign or move modules around stations without them disassembling the entire thing and then reassembling it back together. What's the point of modular components if you can't just move them around.
  • Can't connect station parts to more than one connection point (interconnected modules instead of relying on a single parent)
  • Making changes to built parts of the station while currently constructing other portions leads to that module being deconstructed and resetting the build state of the current module likely resulting in lose of materials being used to build it.
  • AI issue but relates to stations, AI keeps sending traders that have no chance to survive in this sector due to mainly being at war with the sector owner.
  • More a capital ship issue than a station issue, stations easily outgun capital ships by a couple hundred times.
  • AI docking aims for the center of the station before trying to dock, if you're not going to calculate path directly to a dock least aim for the borders of the station before trying to path to dock.
  • Drone reservations get reset with station module changes (presumably when the total number of drone capacity changes)
  • Builder gets unassigned after moving/removing modules even if there are still modules to be built

That's excluding the fact that the stations are lifeless and are really just instanced locations after instanced locations. There's no way to travel across the station without just teleportation from one room into another. Plus the fact that those 3 room corridors aren't fooling anyone and overall just feels cheap and incomplete when 2 doors are always locked and the destination room looks like one theme regardless of how the hallway is set up.


Possibly Fixed / Can't or Not Testing Anymore
  • Building large docks too close to the station edge may cause ships to approach the docking area at ridiculously slow speeds.

Fixed/Misc:
2.0 beta
  • Game was not made for large stations, at some point each additional modules built on large stations will freeze the game while the game does whatever it does, this presumably gets worse as your station grows.
1.6
  • stations giving more money than they have resulting in a negative balance for the station
1.5
  • Trying to type in the number of drones to reserve for another drone type without clicking off after typing in the last one will result in a soft crash of the logical view, freezes for 10-20 seconds before closing out logical view
1.0
  • Modules often don't line up, even with shift rotations, especially when they're at different levels. (Only applies to the starter station, it's terrible, don't main it unless you want to manually line up every piece.)
Last edited by sintri on Thu, 7. Feb 19, 22:47, edited 19 times in total.
Arze
Posts: 59
Joined: Wed, 5. Dec 18, 21:44
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Re: [1.0-1.5] Multiple station design issues

Post by Arze »

We can add that the module you take apart on paper gets reconstituted but I'm pretty sure I had to pay full price for the rebuild when I simply rotated a Microchip factory.
Goobers
Posts: 337
Joined: Sun, 23. Oct 05, 14:48
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Re: [1.0-1.5] Multiple station design issues

Post by Goobers »

sintri wrote: Fri, 21. Dec 18, 19:49
  • Can't redesign or move modules around stations without them disassembling the entire thing and then reassembling it back together. What's the point of modular components if you can't just move them around.
  • Can't connect station parts to more than one connection point, which is all more noticeable with the third issue.
  • Modules often don't line up, even with shift rotations, especially when they're at different levels.
That's excluding the fact that the stations are lifeless and are really just instanced locations after instanced locations. There's no way to travel across the station without just teleportation from one room into another. Plus the fact that those 3 room corridors aren't fooling anyone and overall just feels cheap and incomplete when 2 doors are always locked and the destination room looks like one theme regardless of how the hallway is set up.
It's modular, in the fact you can add any module without structurally needing something specific attached (resource for production not withstanding). A non-modular unit would be a stand-alone solar array that CAN'T be attached to anything else. So, it's really more of your take on being modular than anything. Though I agree, it would be nice if it didn't disassemble any module I am simply moving around.

Don't really understand your 2nd/3rd issue. I don't shift rotate, I right click rotate with the mouse. And if I really want a module to link up to something, I do the rotation as close as possible, as it'll usually auto-move/connect when the connectable points are close in alignment.
sintri
Posts: 51
Joined: Sun, 2. Dec 18, 08:19
x4

Re: [1.0-1.5] Multiple station design issues

Post by sintri »

Modular components you decouple the connectors, and simply float the module to it's new location and reconnect it at it's new location. It's space, shoving a module asides while you do work and moving it around it trivial as opposed to having to disassemble and reassemble each time.

2nd's everything's connected like a tree with a single parent as opposed to actually being connected with each other. Hence rather than having one start and having the other end snap to whatever's capable of being snapped to, it just leaves an open connection to where it should've snapped to. Also in most instances you'll be able to build from the supposed connected points and have random modules intersecting each other.

3rd think I've found out the issue, rotation snap to is on the global space so it'll be the same angles regardless which is a good thing. The issue occurs because the asteroid station is actually offset from this snap to angle but not enough that it won't disallow connections. So when you snap your first module against the asteroid it's already off by a few degrees from the grid. Hence when you go up a level your snapping orientation's against the global as opposed to relative to the parent hence the rotational offset. It's likely fine for new station, it's mainly an issue with the asteroid base.
Bobbyferguson_1
Posts: 4
Joined: Fri, 7. Dec 18, 20:59
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Re: [1.0-1.5] Multiple station design issues

Post by Bobbyferguson_1 »

This can become game-breaking problem. ships eventually try to dock with your station and give up. your own ships get stuck in a loop of dock and undock as they cannot trade. Docking maually with a L ship on a pier will cause the trade to break as you can click trade, transfer the wares and click confirm but it will immediately stop and nothing has happened. I wondered about this for a while and it is because the storage units are not connected to the docks anymore due to a break somewhere. Worse, These disconnections appear to happen on their own accord! I had a mega complex built and I just left it alone but eventually there are multiple disconnections. :(

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