X4: Foundations

X4: Foundations

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HQ extensions
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2024 年 8 月 19 日 上午 1:21
10 月 3 日 上午 5:28
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HQ extensions

描述
New extensions to HQ:

1. S, M, L, XL ship fabrication modules.
Will produce ships only for the player, thus research + modules are very cheap.
Standard build modules are very expensive and not available at the beginning of the game. However, with new extension modules, player can now build their own fleet almost from the start of the game, starting with S-ships and going up to larger ones. Bear in mind that ships purchased from faction wharfs come with a 10-fold markup (original game behavior, just count it yourself). Every time you buy one ship at a faction wharf, you could make a dozen of the same ships at your HQ for the same price. Don't forget to purchase a ship's component blueprints and hire a ship trader.

2. Ware teleportation system.
Establish a central coordinator module at the HQ to activate the entire system. Install dispatchers and|or catchers at each station to integrate the stations into the teleportation system. And don't forget to install additional solar panels (1/50 of a energy cell per gate per m³ of payload).
The teleportation system uses the same settings as any trading ship assigned to a station. There are two differences how raw ore/gas and energy cells are teleported. 1) Raw ore or gas can only be teleported to the factory that they are a resource for. 2) Teleportation of energy cells to the station that produces them is not available (regardless of whether the cells are proficit or deficit). In addition, there is a limit on the use of energy cells for teleportation at the sending station - if the cells at the station are used for production then 10% of the total are reserved (regardless of the buy/sell limits).
Each ware is processed by the system separately. All stations are divided into three types: producer, consumer and warehouse (trade). The division of stations occurs for each ware separately. Teleportation of wares occurs in 3 stages: 1) from all producers to all consumers; 2) leftovers from all producers to all warehouses; 3) from all warehouses to all needy consumers.
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4 月 4 日 上午 11:02
How does teleportation to building vaults work?
LEOPARD
88 条留言
Thor 10 月 27 日 下午 7:34 
@arshiba Thank you. While no.1 is rather confusing, no.3 is very clear.
The no.2 was really the issue of energy cell, plus some delay in the analysis you mentioned in another post.
arshiba  [作者] 10 月 24 日 上午 2:04 
@Thor
1. The cycle start is independent for anything.
2. There are no limitations. Consider the lag from analysis to ware transfer (see previous comments). The most likely problem is still a lack of energy cells or small storage.
3. Proportional to demand. Method - manually specify the allocated storage amount for each ware at each station. For example, 100k units in two consuming factories and 200k in the shipyard, then a [completely empty] shipyard will receive half of the produced ware and each factory a quarter.
Thor 10 月 24 日 上午 1:18 
Hello, I have 3 questions about the Ware Teleportation feature:

1. Teleport Frequency: How often does the ware teleportation check run? I sometimes notice a delay of 7–8 minutes between logged teleportations, even when some of my stations are clearly in short supply.

2. Volume Limitation/Scaling: The system worked perfectly when my volume was low. Now that I have many stations and much larger production/demand, I see finished products piling up at producers and not being sent out to my shipyards via teleport (though ship transport still works). Is there a hidden limitation on teleportation volume, capacity, or the number of items that can be moved per cycle, even with sufficient Energy Cells?

3. Consumer Allocation: How does the system distribute a produced ware among multiple consumer stations (like several Shipyards)? Is there a method I can use to reliably balance the inventory across my different shipyards?

Great mod, thank you!
g_BonE 10 月 17 日 上午 1:16 
Thanks! Grerat mod!
arshiba  [作者] 10 月 17 日 上午 1:14 
@g_BonE, every ~7 min.
g_BonE 10 月 17 日 上午 1:03 
how often does the above cycle start? i.e. transferring wares from statio nto station? is it once every x minutes? seconds?
Capt Polak 9 月 21 日 上午 10:30 
@arshiba Ah I see, thank you!
arshiba  [作者] 9 月 21 日 上午 9:03 
@Capt Polak. Yes, you shouldn't try to walk around the module, otherwise you could fall into the abyss of cosmic infinity (without a teleporter, it's the end). The S and M module models are stubs that Egosoft left in the game's assets but didn't use.
Capt Polak 9 月 21 日 上午 8:38 
So I ran into a weird problem. I take a tram to the HQ S fabrication Module but when I get onto the module there is an invisible wall between the module and Tram. Is that intentional so we don't go into the module?
бубалу 7 月 26 日 上午 4:45 
so i was having problems to start the research, and i will post how i solve this issue to maybe help others.
i had used a cheat to complete all research, but although all the research was complete, there were open missions i had not completed. because of that, this mods research would complain that there was still active research, even though there wasnt.
the solution was to complete two quests i had open: do the race for the engine parts (engine I research), and teleport the HQ. once i did those two things i was able to finally start research.