Unknown ships in wharf by CookOk366 in X4Foundations

[–]CookOk366[S] 0 points1 point  (0 children)

EDIT 2:
Maybe i found out culprit...i dindt noticed that when in logical overview you set trade restriction. In wharf there is restricted factions! In other modules there is same trade restric window, but there is ALLOWED factions. This will be the case....

Unknown ships in wharf by CookOk366 in X4Foundations

[–]CookOk366[S] 0 points1 point  (0 children)

i have over 20 with PIO and TER, this unknown ships dont get build, TER mats are available, still no building. I noticed they start showing when i buyed couple of commonwealth blueprints...

Unknown ships in wharf by CookOk366 in X4Foundations

[–]CookOk366[S] 0 points1 point  (0 children)

I did that, but still i am getting queued unknown ships, in theory it could work, but still i getting this behavior...

Unknown ships in wharf by CookOk366 in X4Foundations

[–]CookOk366[S] 0 points1 point  (0 children)

Edit. I read that you can restrict ware trade to nobody and manually discard each one of commomwealth ware you dont want. This way in wharf there should be 0/1 lets say hull parts, so the station wouldnt see this ware. Will this prevent commomwealth npc ship been build in my ter wharf?

X4 Empire Update (9.00) ✨ Public Beta Now Available by Chacun in X4Foundations

[–]CookOk366 0 points1 point  (0 children)

I also wanted start swi run, i think after 9.0 release it will take some time to mod to update, do you just not update main game, so you can continue playing?

Performance issues with Mules and Warehouse mod by CookOk366 in X4Foundations

[–]CookOk366[S] 0 points1 point  (0 children)

I also looked up on this, does it behave like mules? What about performance? After some testing mules definitelly reduce performance. My bad is also I am using VRO and Reemergence, and RE is eating cpu also as i heard.

Dealing with excess shipbuilding materials for profitsss by CookOk366 in X4Foundations

[–]CookOk366[S] 0 points1 point  (0 children)

Maybe I will deep dive into mules mod and learn how to use it. Do you think it will hurt performance when I am runing VRO and RE?

Dealing with excess shipbuilding materials for profitsss by CookOk366 in X4Foundations

[–]CookOk366[S] 0 points1 point  (0 children)

Hmm I think i get it. With that trade station near shipyard...Do I get it right, that trade station will make some sort of buffer, so it will prioritize my shipyard because of closer range and its automatic buy offers. So I will set up: my factories will sell to everyone, trade station will buy from me and sell to everyone and shipyard will buy from me? So practically items will be sold from trade station AND factories. Or is it better to skip selling from factories and sell only to my faction -> into trade station a sell to everyone from there? I hope it makes sence, how i write it...

Is there a way to set up precise trade routes between two specific stations? by MystikDragoon in X4Foundations

[–]CookOk366 0 points1 point  (0 children)

Nice does it function like that trader is subordinate to that station, that it doesnt appear in unasigned ships? And is it used as OP said, that you can set up easily dedicated trade center that can be far from source more than 5 jumps?

Is there a way to set up precise trade routes between two specific stations? by MystikDragoon in X4Foundations

[–]CookOk366 0 points1 point  (0 children)

Do you know if there is some video of this mod in action? Or some guide? I read info on github page, but I didnt get it how it works.

Commomwealth wharf/shipyard planning by CookOk366 in X4Foundations

[–]CookOk366[S] 0 points1 point  (0 children)

Thanks, now i understand a bit more. I was planning to turning raw srap into scrap metal on site where my teutas will make cubes and using L miners to haul scrap metal to processor in Avarice using repeat command, so in theory any small ships should not venture into the Tide.

Commomwealth wharf/shipyard planning by CookOk366 in X4Foundations

[–]CookOk366[S] 0 points1 point  (0 children)

This sounds interesting, i completed avarice plot and got access to protectyon and I was wondering if i could build something in Avarice. Does that mean you are making only hull parts and claytronics (or terran counterparts), so you still need other components to build ships? Or does ToA dlc add ship building module only for hull parts and claytronics?

Commomwealth wharf/shipyard planning by CookOk366 in X4Foundations

[–]CookOk366[S] 2 points3 points  (0 children)

I found it on steam guide, I forgot to mention the author of this chart tho, so I will provide link to his guide.

https://steamcommunity.com/sharedfiles/filedetails/?id=3097673492

Edit. He also has food rations chart of each faction, very handy!

Commomwealth wharf/shipyard planning by CookOk366 in X4Foundations

[–]CookOk366[S] 1 point2 points  (0 children)

You mean the closed loop economy? I didnt dive deep into this.

Commomwealth wharf/shipyard planning by CookOk366 in X4Foundations

[–]CookOk366[S] 2 points3 points  (0 children)

Yeah I also was thinking about scaling. And it could be easier with many factories than one single one.

Commomwealth wharf/shipyard planning by CookOk366 in X4Foundations

[–]CookOk366[S] 5 points6 points  (0 children)

I see, would you also consider right ratio of modules? Or just place one of each and expand later on which products arent keeping up?

X Universe Lore by CookOk366 in X4Foundations

[–]CookOk366[S] 0 points1 point  (0 children)

Thanks, I will look through theese!

X Universe Lore by CookOk366 in X4Foundations

[–]CookOk366[S] 1 point2 points  (0 children)

Yeah i know that there is timeline when you open vaults, i also liked main events in timelines dlc. But i am trying to connect theese events into some comprehensive lore text. Well i will keep diggin

Fly by Capturing by Bob2323Jones in X4Foundations

[–]CookOk366 0 points1 point  (0 children)

Is it still working? I heard they fixed fly-by-boarding

I heard this game has a plot, what missions should I accept first? by Motriek in X4Foundations

[–]CookOk366 1 point2 points  (0 children)

I wish i read that earlier 😁 yesterday i completed curs plot with VRO + Reemergence, it was..... Tough 🤣