[5.10 HF3] finished station requires building materials - explained

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Katorone
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[5.10 HF3] finished station requires building materials - explained

Post by Katorone » Tue, 28. Jun 22, 18:04

At my defensive installation "! [WH+SH] Zyarth's Dominion IV", the building planner shows a need for (amongst others) claytronics and hull parts. Yet all modules are either marked as finished, or shown at 100% completion (usually pointing to missing turret/shield components).

Visual inspection doesn't show any damaged or destroyed modules. Checking the station's loadout shows about half the turrets are incomplete, yet the building planner displays an excess of turret components.

The build planner also states that no Builder is required to perform the changes. As far as I remember, I placed down this plot using a blueprint and didn't change anything after.
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Savegame: here

I'm currently fetching all needed materials to see what happens, I'm hoping this issue will resolve itself that way.

Alan Phipps
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Re: [5.10 HF3] finished station requires building materials

Post by Alan Phipps » Tue, 28. Jun 22, 19:08

Just an innocent question but, since you used a station blueprint for the build, are you sure that you have all the necessary module/surface element blueprints for that particular station build and that no modules etc have been left off the list and not started because of lack of blueprints?

Maybe something like a gambling den or casino?
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Ketraar
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Re: [5.10 HF3] finished station requires building materials

Post by Ketraar » Tue, 28. Jun 22, 19:30

You didnt show an image from the build order, loading your save I get this
392160_20220628182806_1.png
Not quite sure what the issue is, clearly there is lots in progress that requires wares. Even if the module itself is 100% if you hover over a module a tooltip should show what is being constructed. Turret/Shield construction does not require a builder ship, that is correct.

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Katorone
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Re: [5.10 HF3] finished station requires building materials - explained

Post by Katorone » Tue, 28. Jun 22, 21:06

The part that really confuses me is, if claytronics and hull parts are still needed, why is it saying I don't need to hire a Builder?

Edit, and also, I have 18000 out of 0 turret components stocked, but many turrets aren't built yet according to the loadout screen.
To me it seems that needed resources are counted for buildings that have been finished building.

I'm also noticing that the Build Storage Traders aren't heading out, even when there are resources in the same sector (trades unlimited). Buying resources manually, it's clear that the calculated building cost is way too low as well.
Alan Phipps wrote:
Tue, 28. Jun 22, 19:08
Just an innocent question but, since you used a station blueprint for the build, are you sure that you have all the necessary module/surface element blueprints for that particular station build and that no modules etc have been left off the list and not started because of lack of blueprints?

Maybe something like a gambling den or casino?

Sorry, I browsed over your reply and forgot to respond. The blueprint was created in my current playthrough, so I do have all needed modules/equipment unlocked.

And another edit... Apparently the Terran Protein Production factory needs 8 claytronics, 264 Energy cells and 48 Hull Parts to be completed... I don't get what's happening at all and feel the "explained" tag on this topic was premature.

Final edit:
After adding a module, confirming, removing said module and confirming again, the estimated cost raised by about 9m. The Build Storage traders also immediately started to buy goods.
After everything got bought, this is the final result:
A lot of excess.
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https://cdn.discordapp.com/attachments/ ... nknown.png
(Some excess of claytronics and hull parts were the results of manual trade orders with build storage traders)
Last edited by Terre on Wed, 29. Jun 22, 08:04, edited 1 time in total.
Reason: Images posted directly to the forums should not be greater than 640x480 or 100kb, oversize image now linked

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