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It is theoretically possible, but no one has done it because it is very tedious for a bad result. In vanilla, the NPC factions have no hope to match the player's efficiency, scale, and speed. The build time only affecting the player would hugely widen this gap, thus making the NPCs even more static and useless.
It does make the NPC factions stronger against the Xenon as you said. I just use mods to make the Xenon stronger as well, since they are far too weak even without build speed mods. As you don't want to use Xenon mods, I don't have any suggestions to improve the situation.
It is not a bug. Egosoft changed the modules to use these materials in version 7.5 of the vanilla game.I updated my mod to match the change.
I just found a bug in your mod (probably a regression from the february update)
The 100x claytronics and the 100x hullparts module require the wrong resources to be built (advanced composites and plasma conductors instead of claytronics and hullparts)
file: libraries\wares.xml
lines: 748 to 750, 886 to 888, and 1420 to 1422
Thanks for the mod
Understandable, it doesn't even happen every time. I've had it happen on two separate occasions so far, but I have no idea how to confidently replicate the issue. It has made me paranoid every time I slap a 100M universal storage on a station now though.
I don't think it could be a mod conflict, besides your mods I have no other mods that interact with stations in any way.
Thanks for taking a look though. Until someone else shows up with the same issue, I'll just assume it's X4 weirdness.
All the modules in this mod are just duplicates of the vanilla modules with increased stats. It is unusual for it to only affect the storage module. I double-checked the code and it should work as intended. As I also have not experienced this problem, I'm unsure how to fix it.
When you add it to the station and when it's next in line to be built, it adds a deconstruct order (the red text on the top right) as well, which can not be removed.
What this means is that when the universal storage finishes building, it will be instantly deconstructed, and worst of all, the materials used will be deleted, flushing ~20-30M credits worth of Claytronics, Hull Parts and Energy Cells down the drain. This will keep repeating and the storage will never be built.
I found that saving and reloading after adding the storage to the build plan fixes the issue, removing the bugged deconstruct order and allowing the storage to be built normally.
This mod should not change anything which would cause such an issue.
Thanks for posting the solution. <3
Does the entry for the 100x hullparts module from the in-game encyclopedia give x100 values like in the images on this workshop page?
I double-checked both the mod's code and in-game, and it is working as intended for me. So, I am unsure how to solve your problem. It could be an incompatibility with another mod.
It should be working correctly. Did you buy the 100x blueprint and place the 100x module in the station designer?
Have you ever used the 5 Minute Build Time mod? If yes, follow the instructions on his page to completely remove it.
You might also be interested in this mod:
Builders Can Haul
Thanks you , I will try that.
I don't know how to increase the docking capacity of only building storage.
You could use this cargo drone capacity mod as an alternative. But, it will increase the throughput of every cargo drone rather than only those at build storage. However, you may need this anyway because the cargo exchange needed for 100x stations is significant.
Having problem with construction process.
the Building Storage can dock only 1 ship at a time, It take eternity to dock and unload all materials into construction site can you do something with that PLEASE.
Player only.
The 1 minute works. The 5 minute version I was using won't for some reason. Thanks
This mod works for me. If you're using that one and it doesn't work work for you, I guess you have a mod conflict.
It's satire, Calm down.
The Encyclopedia says they have a build time of 1 second because it is set to 1 second in the file. However, the actual build time is 1 minute since that is the hard-coded minimum. The file is just set to 1 second to guarantee the minimum build time of 1 minute.
The author of the mod has pictures that clearly explain it. Just in case you didn't understand, I'll give an example.
The only thing that will change is that a complex of 10 modules will be built, which produces and consumes materials for construction and operation identical to a complex of 1000 modules. Yes, you can build it in 10 minutes, provided you have enough ingredients. It does not change the economy in any way, it only changes the time of building the complex. The bonus will reduce the graphics load.