X4 Foundations Vanilla - Tachyon Developments 'Mandala' Terran Supply Base

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Targ Collective
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X4 Foundations Vanilla - Tachyon Developments 'Mandala' Terran Supply Base

Post by Targ Collective » Wed, 26. Apr 23, 07:14

Professionally formatted for your reading pleasure - topics take double-space paragraphs, subtopics a single space. I hope this doesn't trigger OCD for anyone, if you focus on this being the right pattern belonging here for the reason given then it should help and I want this easy to read. Paste and reformat if you gotta. Stay awesome.


If you like my designs, you can find a full list by searching the forums for Tachyon Developments for production stations and Tachyon Ops for various military stations. Sometimes the line between civilian and military blurs; in these cases Tachyon Developments will be used for stations that do not specifically have a solely military role.


Tachyon Developments is pleased to present the 'Mandala' Terran Supply Station. This Station is a Megastructure, requiring many resources to build. Either having the Credits up front or already having a supply of materials and production is recommended. If you only have the blueprints then this Station is still viable - it will begin earning early during construction.


Balanced for continual production. You can expand the solar cells and add S/M ship fabs if you wish; the extra habitation modules were prepared with this in mind.

Protein Paste makes a small loss and the 'Mandala' produces far more MREs and Medical Supplies than the station uses. If you wish to overproduce further Protein Paste then you can freely remove MRE or Medical Supply excess, or add a module for overproduction. Refinement, efficiency and abundance - it's the Tachyon way!


Aesthetics were a consideration in the design of this station, which looks fantastic. Plentiful docking facilities are present, and the modules should be spaced enough not to crowd the autopilot.

Why Hexadock piers? Four directions of E docks would be more efficient

Yes they would but aesthetics were a goal for this Station. If I were to redo the docking for more capacity I would use two rotations of E docks through build edge, then spiral them upwards in twos. Pier docking clearance is no joke sadly. I opted for horizontally level and centred docking and the Hexadock Piers are best for that. I agree that it is not optimum. If people want more docking piers you may of course alter the layout yourselves; I might add more docks if resource supply cannot keep up with my ships. Remember docking is only used when ships are at the station - all the journey and trade/gathering time is free time on the docks. My advice is to only ask for more docks if you need them. A more efficient E dock spiral is an easy retrofit, feel free to ask if you need it.


Required pieces will show in your build screen if you do not have them. Apart from the Welfare modules, all pieces are available from the Terran Representative. You will need 20 Terran Rank to buy all pieces.

The HQ plot will unlock the Welfare modules, which will need Community of Planets build materials.


The station should be self sufficient so long as you have a mining fleet to service material needs.

Mining Fleet balance is intended to use all L ships to save subordinate slots. I'm using Hokkaidos - 30 on mineral and 20 on gas. They can just about keep up.

N.B Resupply ships now scale up with numbers, they were all trying to use a single resupply ship but the behaviour is now fixed to use multiple resupply ships. Thanks Devteam!

The Hokkaidos have been outfitted with 20 resource probes which will certainly be enough for the long term. Forcing Kha'ak disengagement can save a lot of travel time. For this reason they have been outfitted with Tracking Launchers and Light Swarm Missiles, as missile turrets will only use Light Missiles on S/M ship classes, conserving Heavy Missiles for large ship classes. Mining fleets should not need the heavy missiles in normal gameplay unless you're really reviled so save them for missile boat military ships. They have also been given Lasertower Mk IIs. In my test build I've maxed these values out.

I am not sure how resupply templates are made and changed; I think the game stores the starting equipment on the ship and renews it, or it might be linked to the ship template, or it might be generic values like the ship low-medium-high presets. The game does not have UI for resupply targets so I do not rightly know, and I wish used materiel would have a template capacity in brackets for identifying this. I'd like someone with time to test this in a controlled environment to let me know, or the Devs could enlighten us. I'll replace this paragraph with the relevant information so people can see it, I promise.

I'm running 20 Honshus on resupply. That may seem excessive, but bear in mind they are resupplying L size ships which means they are a dock-undock bottleneck. The Honshus have been given Lasertower Mk IIs, and Light Swarm Missiles, to try and build up stock for the Hokkaidos. Again, I am not sure if they can provide materiel that is already crafted and don't have a testbed environment, nor do I know how to create one. I would appreciate information on this as fleet resupply is quite poorly documented.

The Honshus can be given trade wings but I'm holding fire on that for now as they'll be in station formation, and I don't know how to set them to prefer resupply through trade wings, or even if I can.


This Station is intended for Venus, however solar panels can easily be added to the array for more solar-deprived environments, within reason.


Comes in four variants:

Variants marked with U have Empty Preset loadouts.

Variants marked M include missile turret loadouts - MK 3 Terran shields and Terran Tracking Turrets on all hardpoints - as this is where the goods are made ammo is unlikely to be an issue. Remember to set Missile Turrets to Attack All Enemies.

Variants marked with a W include Gambling Dens and Casinos. You may need to import building materials yourself if building deeply into Terran space, as these have no Terran build method.

The station should be able to retrofit MIssile Turrets and Welfare Modules without the need for reconstruction.


As always, you will need to set drone values yourself once the station is complete.


I'd include a screenshot but I don't rightly know how. A tutorial on image resizing and compression, and the values to look for, would be appreciated.
Attachments
Tachyon Developments _Mandala_ 1-U.xml
(87.43 KiB) Downloaded 234 times
Tachyon Developments _Mandala_ 2-M.xml
(201.8 KiB) Downloaded 173 times
Tachyon Developments _Mandala_ 3-UW.xml
(94.4 KiB) Downloaded 161 times
Tachyon Developments _Mandala_ 4-MW.xml
(208.77 KiB) Downloaded 238 times
Last edited by Targ Collective on Wed, 24. May 23, 09:28, edited 1 time in total.
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redwards
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Joined: Tue, 13. Dec 05, 02:56

Re: X4 Foundations Vanilla - Tachyon Developments 'Mandala' Terran Supply Base

Post by redwards » Sat, 6. May 23, 18:44

Pictures would be good

Targ Collective
Posts: 2708
Joined: Wed, 4. Feb 09, 21:42
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Re: X4 Foundations Vanilla - Tachyon Developments 'Mandala' Terran Supply Base

Post by Targ Collective » Wed, 24. May 23, 09:14

I'm having difficulty formatting them for upload. If someone can give me a tutorial, or build the station and post a screenshot for me to use, I'd be grateful. Either I'm getting the size of the image and file wrong or something fishy is going on.

You can get a preview by downloading the station files and loading up the Build Ediitor - it's an option under the New Game called Station Design Simulator. The station is beautiful and practical. 20 Gas L ships and 30 Solid L ships is what you need if you're running Terran, although plentiful docking for M and S miners is provided.
Learn to use stickies. Look here for mods for X3TC and here for guides across everything since X2. If you haven't read the Forum Rules do so before we beat you with sticks. Above all have fun.

rc1149
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Re: X4 Foundations Vanilla - Tachyon Developments 'Mandala' Terran Supply Base

Post by rc1149 » Wed, 24. May 23, 15:02

The easiest way to format a screenshot is to open it in Paint (It's a pre-installed programm on any Windows-PC 8) ) and scale it down there. You can choose scaling by pixel or percentage.
After that you only need to upload it to your personal Steam-Workshop or any other equivalent to use the link here in the forum.
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Targ Collective
Posts: 2708
Joined: Wed, 4. Feb 09, 21:42
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Re: X4 Foundations Vanilla - Tachyon Developments 'Mandala' Terran Supply Base

Post by Targ Collective » Sat, 27. May 23, 18:08

Interesting. Can you give me a tutorial on that? I can probably find the scaling utility myself, but linking images from Steam is something I've tried to do before without success.
Learn to use stickies. Look here for mods for X3TC and here for guides across everything since X2. If you haven't read the Forum Rules do so before we beat you with sticks. Above all have fun.

rc1149
Posts: 25
Joined: Thu, 21. Nov 13, 10:23
x4

Re: X4 Foundations Vanilla - Tachyon Developments 'Mandala' Terran Supply Base

Post by rc1149 » Sat, 27. May 23, 21:10

Pretty easy:

Part 1: Upload
- go to your Content section in Steam
- choose either Screenshots or Artworks
- upload your Picture there
- after you finished this process click your picture and click it again in the newly opened window
- copy the link of the now opened window

Part 2: Link it here
- either: click the 9th symbol from the left of the list on top of the reply writing section and put the copied link in the middle to have the picture shown in the post
- or: do the same with the 10th to show the link in the post
(If you choose 'either' pls check the forums regulations on posted screenshots first 8) )

That's all.

And before I forget: If you want something to be easy to read, don't write long stories about it ;)
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