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Removing the mod should not result in a crash. The stations and the research will just disappear.
It may be necessary to correct the arrangement with a construction ship at stations that had the corresponding modules installed. But otherwise there should be no negative consequences.
Tnx in advance for reply.
Da gibt es mehrere Möglichkeiten:
1. Natürlich könntest du einerseits die Module direkt in deinen Stationen verbauen, sodass Transportwege entfallen.
2. Du könntest bei Frachtern das Standardverhalten "Wiederholungsbefehle" setzen und mit den Befehlen "Kaufen von" & "Verkaufen an" an den jeweiligen Stationen eine Schleife erstellen.
3. Hast du kontrolliert, ob die Einkaufspreise entsprechend hoch & die Verkaufspreise entsprechend niedrig, sowie auch wirklich deine Frachter an den Stationen zugelassen sind?
4. Es gibt außerdem Mods, die gewünschtes anbieten, z.B.: https://www.nexusmods.com/x4foundations/mods/939
Hilft das weiter?
No, the mines will not dry up. They produce nothing when they have no energy cells available. Otherwise they will produce endlessly. Just like every other production module.
thank you for your feedback.
That is possible. But be aware: This can and will break existing stations. So before you change anything: dismantle them, save, change the mod and then rebuild them.
If you want to know how, please have a look at this topic:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/2653753970/550107551434306181/
Or, summarized: Use this mod additionally: https://www.dropbox.com/scl/fi/aic5wbn977lkw77k60h9i/mining_station_s_energy_ter_claim.zip?rlkey=1bmxabx16w196olu83kt6lwcg
It's good to hear, that they appear in a custom game start. But the whole situation is weird.
Unfortunately steam broke the link. Please try again:
https://forum.egosoft.com/viewtopic.php?p=4768514#p4768514
Do you mean the vanilla version of this mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2671893439
or the vanilla game version without any dlcs and mods?
1. Mod is on.
2. Steam version,vanilla only.
3. Argons and terrans haven't got it and I'm making my way around to check others. maybe a rep issue?
4. I have not, red text resolved itself.
5. red text is gone, I believe the game just needed to be loaded with the new mod, saved and reloaded.
6. Nothing should be conflicting.
7. the requested topic does not exist.
Honestly brother, I need to put much more effort into checking all the faction reps. I had a look at the custom start and the modules are in there. So I know they exist.
5. What do you mean with "Locations 'mining_station"? Where and how did this occour? Do you have a screenshot?
6. Which other mods do you use? A list or screenshot(s) would be helpful.
7. Do you have a debuglog for me? How to debuglog:
https://forum.egosoft.com/viewtopic.php?f=181&t=402452#p4768514
Sorry, but that's too little information for me to be of much help.
I will try it anyway:
1. Have you checked if this mod is "on" ( active / activated ) in the "extensions" menu of the main menu?
2. Are we talking about the steam version of this mod? Or the vanilla or SWI version? Do you or did you ever used a version from Dropbox?
3. Have you checked if other factions offer the blueprints, e.g. the Argons? If so, do you happen to use the vanilla version of this mod? Or have you ever used it?
nope, I published the SWI Version on Steam minutes ago:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3429328469
thank you for your idea.
But the intention of this mod was and always will be to bring back mining stations as they were in X3.
I'm satisfied that I was able to implement the basic research for the blueprints. This research is expensive enough in my opinion. Creating one or more missions is beyond my capabilities.
I would like to suggest a revision for the mod. In X3 there were ore mining stations. However, the asteroids were exhausted and the community switched to small ships. This is how it is presented in the game. This means that there are simply no suitable asteroids in the near space. Also in the plot, the player has the opportunity to teleport the station. There are many technologies for exploration. You can make a project in research on scanning deep space. Boron will find a suitable asteroid. Then an additional project for teleporting the asteroid into habitable space by coordinates. This will increase the cost of building such a station. Also, this approach seems logical in the world of X4.
I apologize for the broken English. Google translate helped
Its quite frustrating, but at the same time hilarius to watch :D
I have plans for the future to add some xenon versions. For my understandig:
Do you want to have a xenon variant, like the Terran, or build the existing stations as a Xenon? Do you use a mod / mods to play as / like a Xenon?
can you please provide, at least, (links to) some screenshot of your station with its logical overview / bug and from the map view the list, which moduls of production and storage your station contains? Or even better, a link to your savegame and a list / screenshot of your used mods. Thank you.
In a quick test with over 420 S Ore Mining Stations i couldn't recreate your problem.
Thank you for asking!
You are welcome to do so. A reference to this mod or the author/me would be very appreciated.
If there are any other questions or uncertainties, please just let me know.
You didn't explicitly state that these permissions are granted so I wanted to check with you before I posted it. Thanks!
Wunderbar. Sehr gerne!
@Fabian:
Joar, das wäre eine Option. Ich schau mal, was es dann wird. Aktuell habe ich die Idee von zwei verschiedenen Stationen, basierend auf dem Xenon Asteroiden. Daher wäre ein Lager grundsätzlich schon mal eine Möglichkeit.
Die Forschung hängt dann von deiner Spielerrasse ab, also ob du Terranische oder nicht-Terranische Blaupausen erforschen kannst. Aber ansonsten: Ja, korrekt.
Danke schön! Joar, doch, es ist schon etwas Zeit reingeflossen ;)
Ahh, ok, now i get it. Well, that would be an other mod. Station modules for high end products which only need the basic resources, delivered by the modules of this mod.
Maybe. I could do that. In the future.
Meinst du diese Station: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3286263566/ ?
Wenn es schon eine Xenon Basis ist, sollte sie auch den Xenon gehören. Das wäre doch was, wenn die Xenon selbst Silizium und Erz produzieren könnten.
Of course I could do that, but I don't see the point. As I wrote shortly before, one module with several products is much more inefficient than several modules with one product each. But you're welcome to convince me what it's useful for.
Lategame is a thing of its own. For some, it's just the price, so they can't afford things at the beginning. For some, a game lasts 100 hours, for others 500 hours, which is why I don't think a time dependency, e.g. unlocking research after 250 hours, makes sense. Therefore, I would make the module or its blueprint expensive and the research would be dependent on that of the other modules.