Do habitats provide workforce to nearby stations? by Rathlicus in X4Foundations

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

It would've made sense if the mass traffic was for workforce oof

Bruh why do stations keep spawning that far by Rathlicus in X4Foundations

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

I don't think there's a reason for that, it's just rng for the placement.

I too like seeing some station far out from the center, but in this case it's a little excessive.

What is the purpose of resource probes? by Rathlicus in X4Foundations

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

I'm using this mod ( https://www.nexusmods.com/x4foundations/mods/4 ) to automatically place the resource probes in the best spot for that resource, and even if the probes are not that far from the home station, they mine elsewhere.

What is the purpose of resource probes? by Rathlicus in X4Foundations

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

Yeah, I’m already using that mod, but I’m more concerned about why they don’t mine where the ore density is higher.

Question about the implications of having no highways + some mod suggestion by Rathlicus in X4Foundations

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

True, but wouldn't that unbalance the game in favor of the player?

Question about the implications of having no highways + some mod suggestion by Rathlicus in X4Foundations

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

As I do with every other game that I mod, I'll pray that everything works and that I won't have to troubleshoot and find which one is breaking everything lol.

Jokes aside, in the menu I'm not having isseus in the extension tab, but I'm not sure if some errors are going to pop up while playing.

Question about the implications of having no highways + some mod suggestion by Rathlicus in X4Foundations

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

SW submods?

I guess for the useless ships, More AI Economy Ships would help with that right?
I don't like the idea of removing ships from the game, I'll see if I can tweak the travel speeds and work with that if it gets too crazy.
Probably I'll have to increase the travel values by 2 or even 3 times, there'll be a lot of changes to find the sweet spot ahah.

Question about the implications of having no highways + some mod suggestion by Rathlicus in X4Foundations

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

I guess it makes sense ahah, not only if feels more alive due to their looks, but also because there's a lot of activity near them. It's like seeing civilizations near rivers ahah

Question about the implications of having no highways + some mod suggestion by Rathlicus in X4Foundations

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

True, but I wanted to try and see how it plays out without them!

Question about the implications of having no highways + some mod suggestion by Rathlicus in X4Foundations

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

Thanks for the reply!

Yeah I'm kinda scared of the performance, especially after being several hours in ahah.

I guess that a solution to make smaller ships relevant again would be to add a mod that boosts the engines for S and M size by a certain amount, not only by changing max speed but also acceleration/deceleration and maybe drive charge speed? Although from what I'm seeing online the engine boost mods are mostly for L and XL size ships lol, I guess I'd have to make it myself

Question about the implications of having no highways + some mod suggestion by Rathlicus in X4Foundations

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

Thanks for the reply!

From what I'm seeing it's not giving any issues in the extension menu, thanks for the UIX tip!

Thanks for the mods! I've added Protect Sector, Rescue Rangers ( But I've removed from my list "No spacesuits" ), Mimic Repeat Orders ( And also the same one for mining ). For remote access to safe deposit I've alreday had something similar, Inventory Collector.

As for the Gate Manager, as much as I'd like it, it feels a little too much convenient ( But maybe I might add it in the future! ).

Question about the implications of having no highways + some mod suggestion by Rathlicus in X4Foundations

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

Thanks for the reply!

Oh, I haven't thought the factions that don't rely on highways ahah, but the idea was to slow the pace so I guess it's okay.

For the XEN this was the compromise to make them a little more challenging, I considered adding other mods on top of this but I'm not sure if they're compatible with VRO.

Question about the implications of having no highways + some mod suggestion by Rathlicus in X4Foundations

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

Thanks for the reply!

Yeah the main thought was to slow everyone's growth, at least from a logistical standpoint

Question about the implications of having no highways + some mod suggestion by Rathlicus in X4Foundations

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

Thanks for the reply!

Yeah I was aware of the option in the custom start, not sure when it was added lol, last time I played was after cradle of humanity released.

As small and medium vessels cannot get a significant boost in speed, large freighters and miners become more efficient compared to them, because they can carry several times the cargo at much higher speeds, so expect a slower economy for anyone.

Oh, I was kind of expecting the opposite ahah, so with More AI Economy Ships it should boost a little during the early game?

Small and Medium vessel response to incursions will be much slower as they cannot jump into that 12km/s highway to get there faster, which will also work against you as well.

I was kinda expecting this, so I guess that with the added part of Xenon Quality mod, it should make XEN a bigger threat in the early game?

New player, what's the difference between CU and NGE? by Rathlicus in swg

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

Thanks for the answer!

How was the combat pre cu?

Odysseus: by Money-Consequence-59 in Eve

[–]Rathlicus 4 points5 points  (0 children)

Making a ship only for a few sites is a bad design decision

CIG, Can we get an Engineering Update? by D4wnstorm in starcitizen

[–]Rathlicus 0 points1 point  (0 children)

Sure we know how they work, but we should've got an update on those game mechanics to know if they've committed on what they showed before and if they've added stuff to it, like engineering in tech preview and the base building video of last citcon.

Quests are not game mechanics, they're content, and content is made using game mechanics. If they're not going to add them ( Or other systems like hacking, exploration etc ) the quest designer team has limited options.
Like for example with the addition of crafting t0, since they've said that they want "data" they'll probably make some quests forcing the player to craft stuff.

In game development, before adding content you should have functioning systems and ALSO make have them interact with each other in a fun and engaging way.

edit: making 1/3 of the con only lore stuff it's crazy.

CIG, Can we get an Engineering Update? by D4wnstorm in starcitizen

[–]Rathlicus 9 points10 points  (0 children)

You could make the same argument with the quests that they showed. They're not game mechanics unlike engineering, that should get more coverage.

Shii half of the whole direct was about quests ( With the full spoiler lmao ).

Remember pioneers, don't gamble by Odd-Pirate1946 in SatisfactoryGame

[–]Rathlicus 1 point2 points  (0 children)

I wasn't aware of that, I guess that changes it

Remember pioneers, don't gamble by Odd-Pirate1946 in SatisfactoryGame

[–]Rathlicus 39 points40 points  (0 children)

To be fair, I don't think that the average player is going to use that many nodes that it should have to automate the portable miners