[TESTREQUEST] Recycling

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errorname1002
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Re: [TESTREQUEST] Recycling

Post by errorname1002 » Fri, 28. Jan 22, 00:08

Thankfully Beta 2 fixed some of the AI issues with scrap collecting, but I still have some issues:
1-wreck fields can't be used by the AI (they can't target the wrecks), I already manually scrapped 120 ships by collecting them from a wreck field in matrix #something.
2-wrecks with 0 wares should despawn quickly since they can't be used and would confuse tug ships.
3-The scrap collector eats lots of energy , which I guess is intentional keeping in mind that avarice will be on of the most efficient energy producing system yet, it dose make smaller collecting station more complicated than it should.

Imperial Good
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Re: [TESTREQUEST] Recycling

Post by Imperial Good » Fri, 28. Jan 22, 04:51

What sectors have scrap fields that can currently be scavenged? So far all of the ones I have checked contain L sized wrecks which are too big to tow so require a not yet implemented ship to harvest.

errorname1002
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Re: [TESTREQUEST] Recycling

Post by errorname1002 » Fri, 28. Jan 22, 09:24

Imperial Good wrote:
Fri, 28. Jan 22, 04:51
What sectors have scrap fields that can currently be scavenged? So far all of the ones I have checked contain L sized wrecks which are too big to tow so require a not yet implemented ship to harvest.
Matrix #79B has 2 wreck fields, go to the 2nd one (the larger one), there you will find ship wrecks from X rebirth between the larger wrecks, they might be hard to spot at first, but when you notice them once, you will be able find them pretty easy. These wrecks can even spawn with the whole 1000 scrap, so they are pretty juicy :D

Rehax
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Re: [TESTREQUEST] Recycling

Post by Rehax » Fri, 28. Jan 22, 13:40

The ship is flying and does not know where to lower the details of the ships. he constantly writes no buyers. That is, what he picked up he is trying to sell.

solarie99
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Re: [TESTREQUEST] Recycling

Post by solarie99 » Fri, 28. Jan 22, 17:49

Test result after 12h non stop running of game with only salvage station as my propperty

8 intake of scraps "module" and 180k solar power income from panels.
2 salvage modules the normal and terrans all this on same build and have had no issue beside it use to much power. i recomend take down power consumption about 20 to 25%
Other than that is have run fine no incidentents at all

used new game with editor.

Report end.

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Re: [TESTREQUEST] Recycling

Post by solarie99 » Fri, 28. Jan 22, 17:53

Imperial Good wrote:
Fri, 28. Jan 22, 04:51
What sectors have scrap fields that can currently be scavenged? So far all of the ones I have checked contain L sized wrecks which are too big to tow so require a not yet implemented ship to harvest.
second contact 2 is fine test bed as the hop and antigony and argon fight there so lots of wreks there as the game run.

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Re: [TESTREQUEST] Recycling

Post by Imperial Good » Fri, 28. Jan 22, 18:10

solarie99 wrote:
Fri, 28. Jan 22, 17:53
second contact 2 is fine test bed as the hop and antigony and argon fight there so lots of wreks there as the game run.
Wanted to check out viability of salvaging the resource fields rather than combat wrecks.

x3mitn
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Re: [TESTREQUEST] Recycling

Post by x3mitn » Fri, 28. Jan 22, 18:40

After seeing the 'Commander is not equipped to process scrap' failed behaviour message for a tug I tried editing the "Maximum range:" field shown in the Failed Behaviour section. It is the usual slider showing 0 to 50,000.

As soon as this gets focus it breaks the Information pane. You can still slide the slider and change other fields but you cannot move to any other of the top sections - > Info, Crew etc.
You can choose Property owned on the left side but then can't go back to Information.
When selecting Information the second click closes the previous pane and shows nothing.
Subsequent clicks do nothing.
This eventually lead to the map not opening though you see the animation as though is is appearing.
Eventually the game crashes.

Really enjoying this addition though, and can confirm the behaviours re. tugs going for the same target.
I'd support much stronger hull or better shields too bearing in mind the battering their irl counterparts take.

cheef.che
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Re: [TESTREQUEST] Recycling

Post by cheef.che » Fri, 28. Jan 22, 20:36

Imperial Good wrote:
Fri, 28. Jan 22, 18:10
Wanted to check out viability of salvaging the resource fields rather than combat wrecks.
I've built a single recycling station in Family Nhuut which seems to be a full of static wrecks. However I've ecounted the following issues:
1) manticora don't care about wreck fields, but searches only for battle wrecks;
2) manticora has failed order and flying in Family Zhin with tracked khaak ship back and forth without any logic. Just load the save and check it's movement. It won't fly to the station to recycle khaak ship;
3) changing the slider (in the failed command option) in the manticora behavior info tab brokes UI permanently which required to restart the game. It simply disables behavior info tab (and the last one as well) for all ships. Visually it looks like it makes 2 active tabs in the same time;
4) manticora not uses travel drive while tracking wreck to the base, moreover it's flying with reduced speed. My setup is 5x Split MK3 engines which grants 316 m/s, but it flies with ~122 m/s according to the tab info from map view. Maybe it's supposed by design like reduced speed because of lifting, but it's really not clear.

Here is a save started from 4.20: https://www.dropbox.com/sh/217bw9vb3qpd ... ugs.xml.gz

CloneSargaent
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Re: [TESTREQUEST] Recycling

Post by CloneSargaent » Sat, 29. Jan 22, 04:55

cheef.che wrote:
Fri, 28. Jan 22, 20:36
Imperial Good wrote:
Fri, 28. Jan 22, 18:10
Wanted to check out viability of salvaging the resource fields rather than combat wrecks.
I've built a single recycling station in Family Nhuut which seems to be a full of static wrecks. However I've ecounted the following issues:
1) manticora don't care about wreck fields, but searches only for battle wrecks;
2) manticora has failed order and flying in Family Zhin with tracked khaak ship back and forth without any logic. Just load the save and check it's movement. It won't fly to the station to recycle khaak ship;
3) changing the slider (in the failed command option) in the manticora behavior info tab brokes UI permanently which required to restart the game. It simply disables behavior info tab (and the last one as well) for all ships. Visually it looks like it makes 2 active tabs in the same time;
4) manticora not uses travel drive while tracking wreck to the base, moreover it's flying with reduced speed. My setup is 5x Split MK3 engines which grants 316 m/s, but it flies with ~122 m/s according to the tab info from map view. Maybe it's supposed by design like reduced speed because of lifting, but it's really not clear.

Here is a save started from 4.20: https://www.dropbox.com/sh/217bw9vb3qpd ... ugs.xml.gz
1) Those wrecks are worthless (left click on a wreck as u would an asteroid to see its yield) only wreck field with scrape yields I found so far in Silent Witness XII and some in this thread said scale plate green. BUT YOU CAN'T TOW/SALVAGE THOSE EITHER YET
2)KHAAK SHIPS have no scrape yields. Rest of the Common Wealth and terrans should be fine
3)I havent tested that (never really touch failed commands)
4)Yea Towing reduces cruising and Travel drive speeds but boosting seems not to affected. I didnt use it enough to tell the difference (somewhat in inconstant between hulls ex: towing a xenon M base speed: 89 m/s travel speed:613 m/s vs Towing a cereberus base speed 99 m/s Travel speed: 837 m/s)

oddgit
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Re: [TESTREQUEST] Recycling

Post by oddgit » Sat, 29. Jan 22, 08:58

I have a recycle station set up in Hatikvah's Choice I nearish to the gate to Tharka's Cascade XV. I have a large fleet blockading that gate. I have 3 tugs assigned to the station and they are working like a charm, assigned a super low level person to manage the station, as i figured the stuff they will be gathering is right next to the station. I plan on building more next to other blockaded gates.
Keep up the good work!

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Sima86
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Re: [TESTREQUEST] Recycling

Post by Sima86 » Sat, 29. Jan 22, 12:15

the scrap value 0 is a major problem for station subordinate recycling ships
they get permanently stuck

also rescue pods too, scrap value 0.
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Tepelhutje
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Re: [TESTREQUEST] Recycling

Post by Tepelhutje » Sat, 29. Jan 22, 15:46

And one question: Is it indeed intended that the recycler has a cost of 30000 energycells per h? I mean yes the lore states that this is an energy intensive process but that amount is simply rediculous and in no way makes any profit considering the output of hull parts and nanotronic.

Tepelhutje
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Re: [TESTREQUEST] Recycling

Post by Tepelhutje » Sat, 29. Jan 22, 16:20

Little correction my previus post, producing nanotronic from scraps even costs 108000 energy cells for 240 units of Nanotronic. That makes 450 cells per 1 unit Nanotronic. Calculating 10 credits per cells brings us to 4500 credits per unit Nanotronics tha is more than 2.5 times the maximum price anyone desperate for that ware would pay per unit. I mean come on if you bring that new mechanics into the game it must at least be meaningful.

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Ketraar
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Re: [TESTREQUEST] Recycling

Post by Ketraar » Sat, 29. Jan 22, 16:46

Energy cells are free though, so is scrap. Thus while an interesting thought to have wrt to potential profit, the comparison is flawed. You are producing Claytronics and Hull Parts for free, with a very simplified production chain.

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oddgit
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Re: [TESTREQUEST] Recycling

Post by oddgit » Sat, 29. Jan 22, 16:57

Now that everything is up and running, i have realized how steep the energy cost is and wow. I have a station built in a 100% Sunlight system with 1 of the scrap hoppers and 1 terran recycler and 1 commonwealth recycler and 6 commonwealth solar panels can not keep it running. Granted it's not at max crew.

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alt3rn1ty
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Re: [TESTREQUEST] Recycling

Post by alt3rn1ty » Sat, 29. Jan 22, 22:38

I have the two modules built onto my PHQ.
Manticore was not doing anything in 5.0 beta 1, but now with Beta 2 the PHQ in Scale Plate Green is slowly being fed scrap by the Manticore.
Right now though I am not about to build a fleet of Tugs, I'm viewing it as a little extra for Claytronic and Hull part production https://i.imgur.com/j3xeCQy.png.
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Rei Ayanami
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Re: [TESTREQUEST] Recycling

Post by Rei Ayanami » Sun, 30. Jan 22, 10:04

One issue I see is if recycling is indeed more expensive than the products it produces can be sold for, then our recycling stations will constantly and necessarily run out of credits over time, unless we attach many solar power plant modules on the same station so it produces energy cells on its own and doesn't need to buy anything.

Would be nice to know if recycling being this expensive is intended by the developers.
I wouldn't mind if it is, since all it takes is several solar power plant modules to make it free resources.

Repli
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Re: [TESTREQUEST] Recycling

Post by Repli » Sun, 30. Jan 22, 12:26

Rei Ayanami wrote:
Sun, 30. Jan 22, 10:04
One issue I see is if recycling is indeed more expensive than the products it produces can be sold for, then our recycling stations will constantly and necessarily run out of credits over time, unless we attach many solar power plant modules on the same station so it produces energy cells on its own and doesn't need to buy anything.

Would be nice to know if recycling being this expensive is intended by the developers.
I wouldn't mind if it is, since all it takes is several solar power plant modules to make it free resources.
Hey, they whole scrapping mechanic is designed for the upcoming DLC and the high energy output of the sun in the new sectors. So I think we do not need such a large amount of solar panels like in the Commonwealth systems.

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Re: [TESTREQUEST] Recycling

Post by Bastelfred » Sun, 30. Jan 22, 13:49

Repli wrote:
Sun, 30. Jan 22, 12:26
Hey, they whole scrapping mechanic is designed for the upcoming DLC and the high energy output of the sun in the new sectors. So I think we do not need such a large amount of solar panels like in the Commonwealth systems.
You would get twice as much Cerdits for selling the energy cells.

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