Starfield

Starfield

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Ioncloud Sep 3, 2023 @ 9:10pm
Outpost cargo link limit issues...
Anyone know any console commands or anything to exceed the limit of 6 cargo links
Trying to create an industrial hub where I can make all the things, but it's impossible with only 6 cargo links.
It also doesn't help that you cant filter storage containers, so if you have 2 resources at a site you need 2 cargo links to make sure you have all the resources for your constructors...
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Showing 1-15 of 16 comments
Nighthaven Sep 3, 2023 @ 9:15pm 
Honestly, the way Cargo links fail to function properly at the moment, I resorted to a sort of, Order on demand system.

As in, set up A main outpost with inter link, and set up a network of single resource outposts in other systems, supplied by one helium outpost. Every single outpost save for the helium one has an interlink, so that I can order and manually transfer the resource I do require.

Automation as such seems near impossible at the moment as , if you transport multiple resources via interlink, the system fails and partially doesn't even unload the cargoship, as in, tons of free space to unload, and the transport flys around with 496 cargo, effectively delivering only 4 each round.

Resetting the link does fix it, but usually only for one flight, thus my setup of, ordering the resource I happen to need at that time by setting up the interlink for one delivery.

Noted, the Interlink your using usually has the transport land empty first, then start its run, only after the second landing do you get resources. After that, the system tends to bug out on me.
Last edited by Nighthaven; Sep 3, 2023 @ 9:17pm
FoxMcLeod Sep 4, 2023 @ 5:38am 
I want to note that I found that organic materials somehow force the cargo link inter stellar to only drop off one type of material. After removing organic materials from the transport pool it does start to transfer more inorganics. Also, I found that my cargo link the materials are coming from starts to fill up its incoming cargo hold even tho its destination link has no input to its outgoing cargo hold. This tells me the ship with near full inventory because it did not offload everything thinks it received something from its destination cargo link and decided to offload in the cargo link it should only be picking up from.
GeneralKayoss Sep 5, 2023 @ 5:55pm 
Originally posted by Nighthaven:
Honestly, the way Cargo links fail to function properly at the moment, I resorted to a sort of, Order on demand system.

As in, set up A main outpost with inter link, and set up a network of single resource outposts in other systems, supplied by one helium outpost. Every single outpost save for the helium one has an interlink, so that I can order and manually transfer the resource I do require.

Automation as such seems near impossible at the moment as , if you transport multiple resources via interlink, the system fails and partially doesn't even unload the cargoship, as in, tons of free space to unload, and the transport flys around with 496 cargo, effectively delivering only 4 each round.

Resetting the link does fix it, but usually only for one flight, thus my setup of, ordering the resource I happen to need at that time by setting up the interlink for one delivery.

Noted, the Interlink your using usually has the transport land empty first, then start its run, only after the second landing do you get resources. After that, the system tends to bug out on me.

It's working as intended, The first run, he delivers everything you had stockpiled. On subsequent runs, they're only dropping off what's been mined since the last run.
wolvescream Sep 13, 2023 @ 5:57pm 
set 00190D57 to 100
Last edited by wolvescream; Sep 13, 2023 @ 5:59pm
bug Sep 28, 2023 @ 3:12pm 
on mine it's even worse. it's bugged to have the limit of only 3 links per base even though im level 4 in the outpost management skill. it was 6 before I went to NG+ but now it's back to limit of 3
DR4GONSTEAR Oct 6, 2023 @ 6:39pm 
Originally posted by Nighthaven:
set up a network of single resource outposts in other systems, supplied by one helium outpost. Every single outpost save for the helium one has an interlink, so that I can order and manually transfer the resource I do require.

[...] After that, the system tends to bug out on me.

The reason why they're bugging out is there is a known issue when the cargo-link container gets full, the cargo ship doesn't unload or load correctly, and then bugs out. I have found the console command "setav carryweight 2147483646" after clicking on a container in the console and it says in the middle of the screen "CONT".

I have not found a console command to raise the 300 or 500 limit of the ships, but I have gotten rid of the bugs that broke transfers.
fiese Fee™ Oct 11, 2023 @ 12:52am 
Originally posted by bug ༼ つ ◕_◕ ༽つ:
on mine it's even worse. it's bugged to have the limit of only 3 links per base even though im level 4 in the outpost management skill. it was 6 before I went to NG+ but now it's back to limit of 3
I have the same issue...wth
Xcrossbones Oct 18, 2023 @ 2:49pm 
Originally posted by fiese Fee™:
Originally posted by bug ༼ つ ◕_◕ ༽つ:
on mine it's even worse. it's bugged to have the limit of only 3 links per base even though im level 4 in the outpost management skill. it was 6 before I went to NG+ but now it's back to limit of 3
I have the same issue...wth
Ditto
ZombieHunter Oct 18, 2023 @ 3:19pm 
You have to make sure you don't clog up your storages and make sure the ship is not overloaded. There is a bug with regards to it trying to unload too much and then glitching. My limit is 6 cargo links. I swear it was allowing me to do 6 on one pad at one point but then it changed when I altered the outpost. Now I must have 6 pads to link 6 outposts back to the base.

But no matter what you do it will eventually stop working. This is because there are no consumers or buyers of your end products. So the warehouses will eventually fill up and clog the entire pipeline start to finish. It will be a cascading failure and the ships will just stop. This is no different than in X4 bringing in raw materials and creating a product but never selling it. Eventually storage fills up, production stops, storage of raw materials fills up and the station stops working. You must have a consumer to keep the system running.
Last edited by ZombieHunter; Oct 18, 2023 @ 3:21pm
Originally posted by ZombieHunter:
You have to make sure you don't clog up your storages and make sure the ship is not overloaded. There is a bug with regards to it trying to unload too much and then glitching. My limit is 6 cargo links. I swear it was allowing me to do 6 on one pad at one point but then it changed when I altered the outpost. Now I must have 6 pads to link 6 outposts back to the base.

But no matter what you do it will eventually stop working. This is because there are no consumers or buyers of your end products. So the warehouses will eventually fill up and clog the entire pipeline start to finish. It will be a cascading failure and the ships will just stop. This is no different than in X4 bringing in raw materials and creating a product but never selling it. Eventually storage fills up, production stops, storage of raw materials fills up and the station stops working. You must have a consumer to keep the system running.
My point about this. Not a complaint but it's like it's unfinished and waiting for additional features. Automated Rifle making machine etc
ZombieHunter Oct 18, 2023 @ 4:23pm 
Originally posted by Janky Nose Hair Guy:
Originally posted by ZombieHunter:
You have to make sure you don't clog up your storages and make sure the ship is not overloaded. There is a bug with regards to it trying to unload too much and then glitching. My limit is 6 cargo links. I swear it was allowing me to do 6 on one pad at one point but then it changed when I altered the outpost. Now I must have 6 pads to link 6 outposts back to the base.

But no matter what you do it will eventually stop working. This is because there are no consumers or buyers of your end products. So the warehouses will eventually fill up and clog the entire pipeline start to finish. It will be a cascading failure and the ships will just stop. This is no different than in X4 bringing in raw materials and creating a product but never selling it. Eventually storage fills up, production stops, storage of raw materials fills up and the station stops working. You must have a consumer to keep the system running.
My point about this. Not a complaint but it's like it's unfinished and waiting for additional features. Automated Rifle making machine etc
I cannot say it is not finished because I do not know what the original design intention was. If this is what they designed then it is finished. You could say the design is lacking but then perhaps we are outside the bounds of what they wanted to focus on.
Jᴧgᴧ Oct 18, 2023 @ 4:33pm 
I suspect they limited cargo links due to the engine starting to choke with too many setup. I've read a number of other posters running into this issue, and when they removed the links the game ran fine again.

Might want to see if there's another way around it.
dndroleplayer Jan 16, 2024 @ 9:17am 
I had issues with cargo links also. Spent a lot of time to get max outpost management perk but I still can only build 3 cargo links per outpost.
LazyLiz Jan 16, 2024 @ 10:19am 
Originally posted by Ioncloud:
Anyone know any console commands or anything to exceed the limit of 6 cargo links
Trying to create an industrial hub where I can make all the things, but it's impossible with only 6 cargo links.
It also doesn't help that you cant filter storage containers, so if you have 2 resources at a site you need 2 cargo links to make sure you have all the resources for your constructors...
Didn't work at launch. Still don't work. Lol
Bunker Jan 16, 2024 @ 11:12am 
would eventually run out of physical space to even build em all for each kind
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Date Posted: Sep 3, 2023 @ 9:10pm
Posts: 16